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