7 /* flags */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
11 /* xgettext:no-c-format */
12 /* fullname */ _("@!#%'n Tuba")
15 #define TUBA_SETTINGS(w_cvar,w_prop) \
16 w_cvar(WEP_TUBA, tuba, MO_NONE, animtime) \
17 w_cvar(WEP_TUBA, tuba, MO_NONE, attenuation) \
18 w_cvar(WEP_TUBA, tuba, MO_NONE, damage) \
19 w_cvar(WEP_TUBA, tuba, MO_NONE, edgedamage) \
20 w_cvar(WEP_TUBA, tuba, MO_NONE, force) \
21 w_cvar(WEP_TUBA, tuba, MO_NONE, radius) \
22 w_cvar(WEP_TUBA, tuba, MO_NONE, refire) \
23 w_prop(WEP_TUBA, tuba, float, reloading_ammo, reload_ammo) \
24 w_prop(WEP_TUBA, tuba, float, reloading_time, reload_time) \
25 w_prop(WEP_TUBA, tuba, float, switchdelay_raise, switchdelay_raise) \
26 w_prop(WEP_TUBA, tuba, float, switchdelay_drop, switchdelay_drop) \
27 w_prop(WEP_TUBA, tuba, string, weaponreplace, weaponreplace) \
28 w_prop(WEP_TUBA, tuba, float, weaponstart, weaponstart) \
29 w_prop(WEP_TUBA, tuba, float, weaponstartoverride, weaponstartoverride)
32 TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
34 .float tuba_smoketime;
35 .float tuba_instrument;
37 #define MAX_TUBANOTES 32
38 .float tuba_lastnotes_last;
39 .float tuba_lastnotes_cnt; // over
40 .vector tuba_lastnotes[MAX_TUBANOTES];
44 void spawnfunc_weapon_tuba (void) { weapon_defaultspawnfunc(WEP_TUBA); }
46 float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
48 float i, j, mmin, mmax, nolength;
49 float n = tokenize_console(melody);
50 if(n > pl.tuba_lastnotes_cnt)
55 if(pl.tuba_instrument != instrument)
60 for(i = 0; i < n; ++i)
62 vector v = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
63 float ai = stof(argv(n - i - 1));
67 // n counts the last played notes BACKWARDS
71 if(ignorepitch && i == 0)
73 pitchshift = np - v_z;
77 if(v_z + pitchshift != np)
82 // now we know the right NOTES were played
88 mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
92 mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
94 mmax = 240; // you won't try THAT hard... (tempo 1)
95 //print(sprintf("initial tempo rules: %f %f\n", mmin, mmax));
97 for(i = 0; i < n; ++i)
99 vector vi = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
100 float ai = stof(argv(n - i - 1));
101 ti -= 1 / (ai - floor(ai));
103 for(j = i+1; j < n; ++j)
105 vector vj = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - j + MAX_TUBANOTES, MAX_TUBANOTES)]);
106 float aj = stof(argv(n - j - 1));
107 tj -= (aj - floor(aj));
109 // note i should be at m*ti+b
110 // note j should be at m*tj+b
112 // we have a LINE l, so that
113 // vi_x <= l(ti) <= vi_y
114 // vj_x <= l(tj) <= vj_y
117 // vi_x <= vi_y <= vj_x <= vj_y
119 //print(sprintf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti));
120 //print(sprintf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj));
121 //print(sprintf("m1 = %f\n", (vi_x - vj_y) / (ti - tj)));
122 //print(sprintf("m2 = %f\n", (vi_y - vj_x) / (ti - tj)));
123 mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound
124 mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound
128 if(mmin > mmax) // rhythm fail
132 pl.tuba_lastnotes_cnt = 0;
137 void W_Tuba_NoteOff()
140 // on: self.spawnshieldtime
143 if(self.owner.tuba_note == self)
145 self.owner.tuba_lastnotes_last = mod(self.owner.tuba_lastnotes_last + 1, MAX_TUBANOTES);
146 self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
147 self.owner.tuba_note = world;
148 self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
151 s = trigger_magicear_processmessage_forallears(self.owner, 0, world, string_null);
154 // simulate a server message
155 switch(self.tuba_instrument)
159 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
162 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
165 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
173 float Tuba_GetNote(entity pl, float hittype)
178 if(pl.movement_x < 0) movestate -= 3;
179 if(pl.movement_x > 0) movestate += 3;
180 if(pl.movement_y < 0) movestate -= 1;
181 if(pl.movement_y > 0) movestate += 1;
187 // layout: originally I wanted
191 // but then you only use forward and right key. So to make things more
192 // interesting, I swapped B with e#. Har har har...
196 case 1: note = -6; break; // Gb
197 case 2: note = -5; break; // G
198 case 3: note = -4; break; // G#
199 case 4: note = +5; break; // e#
201 case 5: note = 0; break; // c
202 case 6: note = +2; break; // d
203 case 7: note = +3; break; // eb
204 case 8: note = +4; break; // e
205 case 9: note = -1; break; // B
211 if(hittype & HITTYPE_SECONDARY)
214 // we support two kinds of tubas, those tuned in Eb and those tuned in C
215 // kind of tuba currently is player slot number, or team number if in
217 // that way, holes in the range of notes are "plugged"
220 if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
225 if(pl.clientcolors & 1)
229 // total range of notes:
235 // *** ********************* ****
236 // -18.........................+12
237 // *** ********************* ****
238 // -18............................+15
239 // with jump: ... +24
244 float W_Tuba_NoteSendEntity(entity to, float sf)
249 if(!sound_allowed(MSG_ONE, self.realowner))
252 WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
253 WriteByte(MSG_ENTITY, sf);
256 WriteChar(MSG_ENTITY, self.cnt);
258 if(self.realowner != to)
260 f |= 2 * self.tuba_instrument;
261 WriteByte(MSG_ENTITY, f);
265 WriteCoord(MSG_ENTITY, self.origin_x);
266 WriteCoord(MSG_ENTITY, self.origin_y);
267 WriteCoord(MSG_ENTITY, self.origin_z);
272 void W_Tuba_NoteThink()
279 if(time > self.teleport_time)
284 self.nextthink = time;
285 dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
286 FOR_EACH_REALCLIENT(e)
287 if(e != self.realowner)
289 v = self.origin - (e.origin + e.view_ofs);
290 vol0 = max(0, 1 - vlen(v) * dist_mult);
292 v = self.realowner.origin - (e.origin + e.view_ofs);
293 vol1 = max(0, 1 - vlen(v) * dist_mult);
295 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
297 setorigin(self, self.realowner.origin);
301 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
303 setorigin(self, self.realowner.origin);
310 void W_Tuba_NoteOn(float hittype)
315 W_SetupShot(self, FALSE, 2, "", 0, WEP_CVAR(tuba, damage));
317 n = Tuba_GetNote(self, hittype);
320 if(self.tuba_instrument & 1)
321 hittype |= HITTYPE_SECONDARY;
322 if(self.tuba_instrument & 2)
323 hittype |= HITTYPE_BOUNCE;
327 if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
329 entity oldself = self;
330 self = self.tuba_note;
338 self.tuba_note = spawn();
339 self.tuba_note.owner = self.tuba_note.realowner = self;
340 self.tuba_note.cnt = n;
341 self.tuba_note.tuba_instrument = self.tuba_instrument;
342 self.tuba_note.think = W_Tuba_NoteThink;
343 self.tuba_note.nextthink = time;
344 self.tuba_note.spawnshieldtime = time;
345 Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
348 self.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
350 //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
351 RadiusDamage(self, self, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), world, world, WEP_CVAR(tuba, force), hittype | WEP_TUBA, world);
353 o = gettaginfo(self.exteriorweaponentity, 0);
354 if(time > self.tuba_smoketime)
356 pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
357 self.tuba_smoketime = time + 0.25;
361 float w_tuba(float req)
367 // bots cannot play the Tuba well yet
368 // I think they should start with the recorder first
369 if(vlen(self.origin - self.enemy.origin) < WEP_CVAR(tuba, radius))
372 self.BUTTON_ATCK = 1;
374 self.BUTTON_ATCK2 = 1;
381 if (self.BUTTON_ATCK)
382 if (weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
385 //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
386 weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
388 if (self.BUTTON_ATCK2)
389 if (weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
391 W_Tuba_NoteOn(HITTYPE_SECONDARY);
392 //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
393 weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
397 if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
399 entity oldself = self;
400 self = self.tuba_note;
410 precache_model ("models/weapons/g_tuba.md3");
411 precache_model ("models/weapons/v_tuba.md3");
412 precache_model ("models/weapons/h_tuba.iqm");
413 precache_model ("models/weapons/v_akordeon.md3");
414 precache_model ("models/weapons/h_akordeon.iqm");
415 precache_model ("models/weapons/v_kleinbottle.md3");
416 precache_model ("models/weapons/h_kleinbottle.iqm");
417 TUBA_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
422 self.current_ammo = ammo_none;
423 self.tuba_instrument = 0;
428 // switch to alternate instruments :)
429 if(self.weaponentity.state == WS_READY)
431 switch(self.tuba_instrument)
434 self.tuba_instrument = 1;
435 self.weaponname = "akordeon";
438 self.tuba_instrument = 2;
439 self.weaponname = "kleinbottle";
442 self.tuba_instrument = 0;
443 self.weaponname = "tuba";
446 W_SetupShot(self, FALSE, 0, "", 0, 0);
447 pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
448 self.weaponentity.state = WS_INUSE;
449 weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
457 return TRUE; // tuba has infinite ammo
461 TUBA_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
464 case WR_SUICIDEMESSAGE:
466 if(w_deathtype & HITTYPE_BOUNCE)
467 return WEAPON_KLEINBOTTLE_SUICIDE;
468 else if(w_deathtype & HITTYPE_SECONDARY)
469 return WEAPON_ACCORDEON_SUICIDE;
471 return WEAPON_TUBA_SUICIDE;
475 if(w_deathtype & HITTYPE_BOUNCE)
476 return WEAPON_KLEINBOTTLE_MURDER;
477 else if(w_deathtype & HITTYPE_SECONDARY)
478 return WEAPON_ACCORDEON_MURDER;
480 return WEAPON_TUBA_MURDER;
487 float w_tuba(float req)
489 // nothing to do here; particles of tuba are handled differently