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) TUBA_SETTINGS_LIST(w_cvar, w_prop, TUBA, tuba)
16 #define TUBA_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
17 w_cvar(id, sn, MO_NONE, animtime) \
18 w_cvar(id, sn, MO_NONE, attenuation) \
19 w_cvar(id, sn, MO_NONE, damage) \
20 w_cvar(id, sn, MO_NONE, edgedamage) \
21 w_cvar(id, sn, MO_NONE, force) \
22 w_cvar(id, sn, MO_NONE, radius) \
23 w_cvar(id, sn, MO_NONE, refire) \
24 w_prop(id, sn, float, reloading_ammo, reload_ammo) \
25 w_prop(id, sn, float, reloading_time, reload_time) \
26 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
27 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
28 w_prop(id, sn, string, weaponreplace, weaponreplace) \
29 w_prop(id, sn, float, weaponstart, weaponstart) \
30 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride)
33 TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
35 .float tuba_smoketime;
36 .float tuba_instrument;
38 #define MAX_TUBANOTES 32
39 .float tuba_lastnotes_last;
40 .float tuba_lastnotes_cnt; // over
41 .vector tuba_lastnotes[MAX_TUBANOTES];
45 void spawnfunc_weapon_tuba (void) { weapon_defaultspawnfunc(WEP_TUBA); }
47 float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
49 float i, j, mmin, mmax, nolength;
50 float n = tokenize_console(melody);
51 if(n > pl.tuba_lastnotes_cnt)
56 if(pl.tuba_instrument != instrument)
61 for(i = 0; i < n; ++i)
63 vector v = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
64 float ai = stof(argv(n - i - 1));
68 // n counts the last played notes BACKWARDS
72 if(ignorepitch && i == 0)
74 pitchshift = np - v_z;
78 if(v_z + pitchshift != np)
83 // now we know the right NOTES were played
89 mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
93 mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
95 mmax = 240; // you won't try THAT hard... (tempo 1)
96 //print(sprintf("initial tempo rules: %f %f\n", mmin, mmax));
98 for(i = 0; i < n; ++i)
100 vector vi = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
101 float ai = stof(argv(n - i - 1));
102 ti -= 1 / (ai - floor(ai));
104 for(j = i+1; j < n; ++j)
106 vector vj = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - j + MAX_TUBANOTES, MAX_TUBANOTES)]);
107 float aj = stof(argv(n - j - 1));
108 tj -= (aj - floor(aj));
110 // note i should be at m*ti+b
111 // note j should be at m*tj+b
113 // we have a LINE l, so that
114 // vi_x <= l(ti) <= vi_y
115 // vj_x <= l(tj) <= vj_y
118 // vi_x <= vi_y <= vj_x <= vj_y
120 //print(sprintf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti));
121 //print(sprintf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj));
122 //print(sprintf("m1 = %f\n", (vi_x - vj_y) / (ti - tj)));
123 //print(sprintf("m2 = %f\n", (vi_y - vj_x) / (ti - tj)));
124 mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound
125 mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound
129 if(mmin > mmax) // rhythm fail
133 pl.tuba_lastnotes_cnt = 0;
138 void W_Tuba_NoteOff()
141 // on: self.spawnshieldtime
144 if(self.owner.tuba_note == self)
146 self.owner.tuba_lastnotes_last = mod(self.owner.tuba_lastnotes_last + 1, MAX_TUBANOTES);
147 self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
148 self.owner.tuba_note = world;
149 self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
152 s = trigger_magicear_processmessage_forallears(self.owner, 0, world, string_null);
155 // simulate a server message
156 switch(self.tuba_instrument)
160 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
163 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
166 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
174 float Tuba_GetNote(entity pl, float hittype)
179 if(pl.movement_x < 0) movestate -= 3;
180 if(pl.movement_x > 0) movestate += 3;
181 if(pl.movement_y < 0) movestate -= 1;
182 if(pl.movement_y > 0) movestate += 1;
188 // layout: originally I wanted
192 // but then you only use forward and right key. So to make things more
193 // interesting, I swapped B with e#. Har har har...
197 case 1: note = -6; break; // Gb
198 case 2: note = -5; break; // G
199 case 3: note = -4; break; // G#
200 case 4: note = +5; break; // e#
202 case 5: note = 0; break; // c
203 case 6: note = +2; break; // d
204 case 7: note = +3; break; // eb
205 case 8: note = +4; break; // e
206 case 9: note = -1; break; // B
212 if(hittype & HITTYPE_SECONDARY)
215 // we support two kinds of tubas, those tuned in Eb and those tuned in C
216 // kind of tuba currently is player slot number, or team number if in
218 // that way, holes in the range of notes are "plugged"
221 if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
226 if(pl.clientcolors & 1)
230 // total range of notes:
236 // *** ********************* ****
237 // -18.........................+12
238 // *** ********************* ****
239 // -18............................+15
240 // with jump: ... +24
245 float W_Tuba_NoteSendEntity(entity to, float sf)
250 if(!sound_allowed(MSG_ONE, self.realowner))
253 WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
254 WriteByte(MSG_ENTITY, sf);
257 WriteChar(MSG_ENTITY, self.cnt);
259 if(self.realowner != to)
261 f |= 2 * self.tuba_instrument;
262 WriteByte(MSG_ENTITY, f);
266 WriteCoord(MSG_ENTITY, self.origin_x);
267 WriteCoord(MSG_ENTITY, self.origin_y);
268 WriteCoord(MSG_ENTITY, self.origin_z);
273 void W_Tuba_NoteThink()
280 if(time > self.teleport_time)
285 self.nextthink = time;
286 dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
287 FOR_EACH_REALCLIENT(e)
288 if(e != self.realowner)
290 v = self.origin - (e.origin + e.view_ofs);
291 vol0 = max(0, 1 - vlen(v) * dist_mult);
293 v = self.realowner.origin - (e.origin + e.view_ofs);
294 vol1 = max(0, 1 - vlen(v) * dist_mult);
296 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
298 setorigin(self, self.realowner.origin);
302 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
304 setorigin(self, self.realowner.origin);
311 void W_Tuba_NoteOn(float hittype)
316 W_SetupShot(self, FALSE, 2, "", 0, WEP_CVAR(tuba, damage));
318 n = Tuba_GetNote(self, hittype);
321 if(self.tuba_instrument & 1)
322 hittype |= HITTYPE_SECONDARY;
323 if(self.tuba_instrument & 2)
324 hittype |= HITTYPE_BOUNCE;
328 if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
330 entity oldself = self;
331 self = self.tuba_note;
339 self.tuba_note = spawn();
340 self.tuba_note.owner = self.tuba_note.realowner = self;
341 self.tuba_note.cnt = n;
342 self.tuba_note.tuba_instrument = self.tuba_instrument;
343 self.tuba_note.think = W_Tuba_NoteThink;
344 self.tuba_note.nextthink = time;
345 self.tuba_note.spawnshieldtime = time;
346 Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
349 self.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
351 //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
352 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);
354 o = gettaginfo(self.exteriorweaponentity, 0);
355 if(time > self.tuba_smoketime)
357 pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
358 self.tuba_smoketime = time + 0.25;
362 float w_tuba(float req)
368 // bots cannot play the Tuba well yet
369 // I think they should start with the recorder first
370 if(vlen(self.origin - self.enemy.origin) < WEP_CVAR(tuba, radius))
373 self.BUTTON_ATCK = 1;
375 self.BUTTON_ATCK2 = 1;
382 if (self.BUTTON_ATCK)
383 if (weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
386 //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
387 weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
389 if (self.BUTTON_ATCK2)
390 if (weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
392 W_Tuba_NoteOn(HITTYPE_SECONDARY);
393 //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
394 weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
398 if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
400 entity oldself = self;
401 self = self.tuba_note;
411 precache_model ("models/weapons/g_tuba.md3");
412 precache_model ("models/weapons/v_tuba.md3");
413 precache_model ("models/weapons/h_tuba.iqm");
414 precache_model ("models/weapons/v_akordeon.md3");
415 precache_model ("models/weapons/h_akordeon.iqm");
416 precache_model ("models/weapons/v_kleinbottle.md3");
417 precache_model ("models/weapons/h_kleinbottle.iqm");
418 TUBA_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
423 self.current_ammo = ammo_none;
424 self.tuba_instrument = 0;
429 // switch to alternate instruments :)
430 if(self.weaponentity.state == WS_READY)
432 switch(self.tuba_instrument)
435 self.tuba_instrument = 1;
436 self.weaponname = "akordeon";
439 self.tuba_instrument = 2;
440 self.weaponname = "kleinbottle";
443 self.tuba_instrument = 0;
444 self.weaponname = "tuba";
447 W_SetupShot(self, FALSE, 0, "", 0, 0);
448 pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
449 self.weaponentity.state = WS_INUSE;
450 weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
458 return TRUE; // tuba has infinite ammo
462 TUBA_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
465 case WR_SUICIDEMESSAGE:
467 if(w_deathtype & HITTYPE_BOUNCE)
468 return WEAPON_KLEINBOTTLE_SUICIDE;
469 else if(w_deathtype & HITTYPE_SECONDARY)
470 return WEAPON_ACCORDEON_SUICIDE;
472 return WEAPON_TUBA_SUICIDE;
476 if(w_deathtype & HITTYPE_BOUNCE)
477 return WEAPON_KLEINBOTTLE_MURDER;
478 else if(w_deathtype & HITTYPE_SECONDARY)
479 return WEAPON_ACCORDEON_MURDER;
481 return WEAPON_TUBA_MURDER;
488 float w_tuba(float req)
490 // nothing to do here; particles of tuba are handled differently