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On second thought, undo all that shit... this system is WAYYY too hacky to
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_porto.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ PORTO,
4 /* function  */ W_Porto,
5 /* ammotype  */ ammo_none,
6 /* impulse   */ 0,
7 /* flags     */ WEP_TYPE_OTHER | WEP_FLAG_SUPERWEAPON,
8 /* rating    */ 0,
9 /* color     */ '0.5 0.5 0.5',
10 /* modelname */ "porto",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairporto 0.6",
13 /* refname   */ "porto",
14 /* wepname   */ _("Port-O-Launch")
15 );
16
17 #define PORTO_SETTINGS(w_cvar,w_prop) PORTO_SETTINGS_LIST(w_cvar, w_prop, PORTO, porto)
18 #define PORTO_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19         w_cvar(id, sn, BOTH, animtime) \
20         w_cvar(id, sn, BOTH, lifetime) \
21         w_cvar(id, sn, BOTH, refire) \
22         w_cvar(id, sn, BOTH, speed) \
23         w_cvar(id, sn, NONE, secondary) \
24         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
25         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
26         w_prop(id, sn, string, weaponreplace, weaponreplace) \
27         w_prop(id, sn, float,  weaponstart, weaponstart) \
28         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
29
30 #ifdef SVQC
31 PORTO_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
32 .entity porto_current;
33 .vector porto_v_angle; // holds "held" view angles
34 .float porto_v_angle_held;
35 .vector right_vector;
36 #endif
37 #else
38 #ifdef SVQC
39 void spawnfunc_weapon_porto (void) { weapon_defaultspawnfunc(WEP_PORTO); }
40
41 void W_Porto_Success (void)
42 {
43         if(self.realowner == world)
44         {
45                 objerror("Cannot succeed successfully: no owner\n");
46                 return;
47         }
48
49         self.realowner.porto_current = world;
50         remove(self);
51 }
52
53 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
54 void W_Porto_Fail (float failhard)
55 {
56         if(self.realowner == world)
57         {
58                 objerror("Cannot fail successfully: no owner\n");
59                 return;
60         }
61
62         // no portals here!
63         if(self.cnt < 0)
64         {
65                 Portal_ClearWithID(self.realowner, self.portal_id);
66         }
67
68         self.realowner.porto_current = world;
69
70         if(self.cnt < 0 && !failhard && self.realowner.playerid == self.playerid && self.realowner.deadflag == DEAD_NO && !(self.realowner.weapons & WEPSET_PORTO))
71         {
72                 setsize (self, '-16 -16 0', '16 16 32');
73                 setorigin(self, self.origin + trace_plane_normal);
74                 if(move_out_of_solid(self))
75                 {
76                         self.flags = FL_ITEM;
77                         self.velocity = trigger_push_calculatevelocity(self.origin, self.realowner, 128);
78                         tracetoss(self, self);
79                         if(vlen(trace_endpos - self.realowner.origin) < 128)
80                         {
81                                 W_ThrowNewWeapon(self.realowner, WEP_PORTO, 0, self.origin, self.velocity);
82                                 centerprint(self.realowner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
83                         }
84                 }
85         }
86         remove(self);
87 }
88
89 void W_Porto_Remove (entity p)
90 {
91         if(p.porto_current.realowner == p && p.porto_current.classname == "porto")
92         {
93                 entity oldself;
94                 oldself = self;
95                 self = p.porto_current;
96                 W_Porto_Fail(1);
97                 self = oldself;
98         }
99 }
100
101 void W_Porto_Think (void)
102 {
103         trace_plane_normal = '0 0 0';
104         if(self.realowner.playerid != self.playerid)
105                 remove(self);
106         else
107                 W_Porto_Fail(0);
108 }
109
110 void W_Porto_Touch (void)
111 {
112         vector norm;
113
114         // do not use PROJECTILE_TOUCH here
115         // FIXME but DO handle warpzones!
116
117         if(other.classname == "portal")
118                 return; // handled by the portal
119
120         norm = trace_plane_normal;
121         if(trace_ent.iscreature)
122         {
123                 traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_z, MOVE_WORLDONLY, self);
124                 if(trace_fraction >= 1)
125                         return;
126                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
127                         return;
128                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
129                         return;
130         }
131
132         if(self.realowner.playerid != self.playerid)
133         {
134                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
135                 remove(self);
136         }
137         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
138         {
139                 spamsound(self, CH_SHOTS, "porto/bounce.wav", VOL_BASE, ATTEN_NORM);
140                 // just reflect
141                 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
142                 self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * trace_plane_normal));
143         }
144         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
145         {
146                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
147                 W_Porto_Fail(0);
148                 if(self.cnt < 0)
149                         Portal_ClearAll_PortalsOnly(self.realowner);
150         }
151         else if(self.cnt == 0)
152         {
153                 // in-portal only
154                 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
155                 {
156                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
157                         trace_plane_normal = norm;
158                         centerprint(self.realowner, "^1In^7-portal created.");
159                         W_Porto_Success();
160                 }
161                 else
162                 {
163                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
164                         trace_plane_normal = norm;
165                         W_Porto_Fail(0);
166                 }
167         }
168         else if(self.cnt == 1)
169         {
170                 // out-portal only
171                 if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
172                 {
173                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
174                         trace_plane_normal = norm;
175                         centerprint(self.realowner, "^4Out^7-portal created.");
176                         W_Porto_Success();
177                 }
178                 else
179                 {
180                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
181                         trace_plane_normal = norm;
182                         W_Porto_Fail(0);
183                 }
184         }
185         else if(self.effects & EF_RED)
186         {
187                 self.effects += EF_BLUE - EF_RED;
188                 if(Portal_SpawnInPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
189                 {
190                         sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
191                         trace_plane_normal = norm;
192                         centerprint(self.realowner, "^1In^7-portal created.");
193                         self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * norm);
194                         self.angles = vectoangles(self.velocity - 2 * trace_plane_normal * (self.velocity * norm));
195                         CSQCProjectile(self, TRUE, PROJECTILE_PORTO_BLUE, TRUE); // change type
196                 }
197                 else
198                 {
199                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
200                         trace_plane_normal = norm;
201                         Portal_ClearAll_PortalsOnly(self.realowner);
202                         W_Porto_Fail(0);
203                 }
204         }
205         else
206         {
207                 if(self.realowner.portal_in.portal_id == self.portal_id)
208                 {
209                         if(Portal_SpawnOutPortalAtTrace(self.realowner, self.right_vector, self.portal_id))
210                         {
211                                 sound(self, CH_SHOTS, "porto/create.wav", VOL_BASE, ATTEN_NORM);
212                                 trace_plane_normal = norm;
213                                 centerprint(self.realowner, "^4Out^7-portal created.");
214                                 W_Porto_Success();
215                         }
216                         else
217                         {
218                                 sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
219                                 Portal_ClearAll_PortalsOnly(self.realowner);
220                                 W_Porto_Fail(0);
221                         }
222                 }
223                 else
224                 {
225                         sound(self, CH_SHOTS, "porto/unsupported.wav", VOL_BASE, ATTEN_NORM);
226                         Portal_ClearAll_PortalsOnly(self.realowner);
227                         W_Porto_Fail(0);
228                 }
229         }
230 }
231
232 void W_Porto_Attack (float type)
233 {
234         entity gren;
235
236         W_SetupShot (self, FALSE, 4, "porto/fire.wav", CH_WEAPON_A, 0);
237         // always shoot from the eye
238         w_shotdir = v_forward;
239         w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
240
241         //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
242
243         gren = spawn ();
244         gren.cnt = type;
245         gren.owner = gren.realowner = self;
246         gren.playerid = self.playerid;
247         gren.classname = "porto";
248         gren.bot_dodge = TRUE;
249         gren.bot_dodgerating = 200;
250         gren.movetype = MOVETYPE_BOUNCEMISSILE;
251         PROJECTILE_MAKETRIGGER(gren);
252         gren.effects = EF_RED;
253         gren.scale = 4;
254         setorigin(gren, w_shotorg);
255         setsize(gren, '0 0 0', '0 0 0');
256         
257         gren.nextthink = time + WEP_CVAR_BOTH(porto, (type <= 0), lifetime);
258         gren.think = W_Porto_Think;
259         gren.touch = W_Porto_Touch;
260         
261         if(self.items & IT_STRENGTH)
262                 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0);
263         else
264                 W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(porto, (type <= 0), speed), 0);
265
266         gren.angles = vectoangles (gren.velocity);
267         gren.flags = FL_PROJECTILE;
268
269         gren.portal_id = time;
270         self.porto_current = gren;
271         gren.playerid = self.playerid;
272         fixedmakevectors(fixedvectoangles(gren.velocity));
273         gren.right_vector = v_right;
274
275         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
276
277         if(type > 0)
278                 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_BLUE, TRUE);
279         else
280                 CSQCProjectile(gren, TRUE, PROJECTILE_PORTO_RED, TRUE);
281
282         other = gren; MUTATOR_CALLHOOK(EditProjectile);
283 }
284
285 float w_nexball_weapon(float req); // WEAPONTODO
286 float W_Porto(float req)
287 {
288         //vector v_angle_save;
289
290         if (g_nexball) { return w_nexball_weapon(req); }
291         
292         switch(req)
293         {
294                 case WR_AIM:
295                 {
296                         self.BUTTON_ATCK = FALSE;
297                         self.BUTTON_ATCK2 = FALSE;
298                         if(!WEP_CVAR(porto, secondary))
299                                 if(bot_aim(WEP_CVAR_PRI(porto, speed), 0, WEP_CVAR_PRI(porto, lifetime), FALSE))
300                                         self.BUTTON_ATCK = TRUE;
301                                         
302                         return TRUE;
303                 }
304                 case WR_CONFIG:
305                 {
306                         PORTO_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
307                         return TRUE;
308                 }
309                 case WR_THINK:
310                 {
311                         if(WEP_CVAR(porto, secondary))
312                         {
313                                 if (self.BUTTON_ATCK)
314                                 if (!self.porto_current)
315                                 if (!self.porto_forbidden)
316                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
317                                 {
318                                         W_Porto_Attack(0);
319                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
320                                 }
321
322                                 if (self.BUTTON_ATCK2)
323                                 if (!self.porto_current)
324                                 if (!self.porto_forbidden)
325                                 if (weapon_prepareattack(1, WEP_CVAR_SEC(porto, refire)))
326                                 {
327                                         W_Porto_Attack(1);
328                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(porto, animtime), w_ready);
329                                 }
330                         }
331                         else
332                         {
333                                 if(self.porto_v_angle_held)
334                                 {
335                                         if(!self.BUTTON_ATCK2)
336                                         {
337                                                 self.porto_v_angle_held = 0;
338
339                                                 ClientData_Touch(self);
340                                         }
341                                 }
342                                 else
343                                 {
344                                         if(self.BUTTON_ATCK2)
345                                         {
346                                                 self.porto_v_angle = self.v_angle;
347                                                 self.porto_v_angle_held = 1;
348
349                                                 ClientData_Touch(self);
350                                         }
351                                 }
352                                 if(self.porto_v_angle_held)
353                                         makevectors(self.porto_v_angle); // override the previously set angles
354
355                                 if (self.BUTTON_ATCK)
356                                 if (!self.porto_current)
357                                 if (!self.porto_forbidden)
358                                 if (weapon_prepareattack(0, WEP_CVAR_PRI(porto, refire)))
359                                 {
360                                         W_Porto_Attack(-1);
361                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(porto, animtime), w_ready);
362                                 }
363                         }
364                         
365                         return TRUE;
366                 }
367                 case WR_INIT:
368                 {
369                         precache_model ("models/weapons/g_porto.md3");
370                         precache_model ("models/weapons/v_porto.md3");
371                         precache_model ("models/weapons/h_porto.iqm");
372                         precache_model ("models/portal.md3");
373                         precache_sound ("porto/bounce.wav");
374                         precache_sound ("porto/create.wav");
375                         precache_sound ("porto/expire.wav");
376                         precache_sound ("porto/explode.wav");
377                         precache_sound ("porto/fire.wav");
378                         precache_sound ("porto/unsupported.wav");
379                         PORTO_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
380                         return TRUE;
381                 }
382                 case WR_SETUP:
383                 {
384                         self.ammo_field = ammo_none;
385                         return TRUE;
386                 }
387                 case WR_RESETPLAYER:
388                 {
389                         self.porto_current = world;
390                         return TRUE;
391                 }
392         }
393         return TRUE;
394 }
395 #endif
396 #ifdef CSQC
397 float W_Porto(float req)
398 {
399         switch(req)
400         {
401                 case WR_IMPACTEFFECT:
402                 {
403                         print("Since when does Porto send DamageInfo?\n");
404                         return TRUE;
405                 }
406                 case WR_INIT:
407                 {
408                         // nothing to do
409                         return TRUE;
410                 }
411                 case WR_ZOOMRETICLE:
412                 {
413                         // no weapon specific image for this weapon
414                         return FALSE;
415                 }
416         }
417         return TRUE;
418 }
419 #endif
420 #endif