7 /* flags */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* shortname */ "tuba",
11 /* fullname */ _("@!#%'n Tuba")
15 //#define TUBA_NOTE(n) strcat("weapons/tuba_note", ftos(n), ".wav")
17 .float tuba_smoketime;
18 .float tuba_instrument;
20 #define MAX_TUBANOTES 32
21 .float tuba_lastnotes_last;
22 .float tuba_lastnotes_cnt; // over
23 .vector tuba_lastnotes[MAX_TUBANOTES];
25 float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
27 float i, j, mmin, mmax, nolength;
28 float n = tokenize_console(melody);
29 if(n > pl.tuba_lastnotes_cnt)
34 if(pl.tuba_instrument != instrument)
39 for(i = 0; i < n; ++i)
41 vector v = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
42 float ai = stof(argv(n - i - 1));
46 // n counts the last played notes BACKWARDS
50 if(ignorepitch && i == 0)
52 pitchshift = np - v_z;
56 if(v_z + pitchshift != np)
61 // now we know the right NOTES were played
67 mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
71 mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
73 mmax = 240; // you won't try THAT hard... (tempo 1)
74 //print(sprintf("initial tempo rules: %f %f\n", mmin, mmax));
76 for(i = 0; i < n; ++i)
78 vector vi = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
79 float ai = stof(argv(n - i - 1));
80 ti -= 1 / (ai - floor(ai));
82 for(j = i+1; j < n; ++j)
84 vector vj = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - j + MAX_TUBANOTES, MAX_TUBANOTES)]);
85 float aj = stof(argv(n - j - 1));
86 tj -= (aj - floor(aj));
88 // note i should be at m*ti+b
89 // note j should be at m*tj+b
91 // we have a LINE l, so that
92 // vi_x <= l(ti) <= vi_y
93 // vj_x <= l(tj) <= vj_y
96 // vi_x <= vi_y <= vj_x <= vj_y
98 //print(sprintf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti));
99 //print(sprintf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj));
100 //print(sprintf("m1 = %f\n", (vi_x - vj_y) / (ti - tj)));
101 //print(sprintf("m2 = %f\n", (vi_y - vj_x) / (ti - tj)));
102 mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound
103 mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound
107 if(mmin > mmax) // rhythm fail
111 pl.tuba_lastnotes_cnt = 0;
116 void W_Tuba_NoteOff()
119 // on: self.spawnshieldtime
122 if(self.owner.tuba_note == self)
124 self.owner.tuba_lastnotes_last = mod(self.owner.tuba_lastnotes_last + 1, MAX_TUBANOTES);
125 self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
126 self.owner.tuba_note = world;
127 self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
130 s = trigger_magicear_processmessage_forallears(self.owner, 0, world, string_null);
133 // simulate a server message
134 switch(self.tuba_instrument)
138 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
141 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
144 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
152 float Tuba_GetNote(entity pl, float hittype)
157 if(pl.movement_x < 0) movestate -= 3;
158 if(pl.movement_x > 0) movestate += 3;
159 if(pl.movement_y < 0) movestate -= 1;
160 if(pl.movement_y > 0) movestate += 1;
166 // layout: originally I wanted
170 // but then you only use forward and right key. So to make things more
171 // interesting, I swapped B with e#. Har har har...
175 case 1: note = -6; break; // Gb
176 case 2: note = -5; break; // G
177 case 3: note = -4; break; // G#
178 case 4: note = +5; break; // e#
180 case 5: note = 0; break; // c
181 case 6: note = +2; break; // d
182 case 7: note = +3; break; // eb
183 case 8: note = +4; break; // e
184 case 9: note = -1; break; // B
190 if(hittype & HITTYPE_SECONDARY)
193 // we support two kinds of tubas, those tuned in Eb and those tuned in C
194 // kind of tuba currently is player slot number, or team number if in
196 // that way, holes in the range of notes are "plugged"
199 if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
204 if(pl.clientcolors & 1)
208 // total range of notes:
214 // *** ********************* ****
215 // -18.........................+12
216 // *** ********************* ****
217 // -18............................+15
218 // with jump: ... +24
223 float W_Tuba_NoteSendEntity(entity to, float sf)
228 if(!sound_allowed(MSG_ONE, self.realowner))
231 WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
232 WriteByte(MSG_ENTITY, sf);
235 WriteChar(MSG_ENTITY, self.cnt);
237 if(self.realowner != to)
239 f |= 2 * self.tuba_instrument;
240 WriteByte(MSG_ENTITY, f);
244 WriteCoord(MSG_ENTITY, self.origin_x);
245 WriteCoord(MSG_ENTITY, self.origin_y);
246 WriteCoord(MSG_ENTITY, self.origin_z);
251 void W_Tuba_NoteThink()
258 if(time > self.teleport_time)
263 self.nextthink = time;
264 dist_mult = autocvar_g_balance_tuba_attenuation / autocvar_snd_soundradius;
265 FOR_EACH_REALCLIENT(e)
266 if(e != self.realowner)
268 v = self.origin - (e.origin + e.view_ofs);
269 vol0 = max(0, 1 - vlen(v) * dist_mult);
271 v = self.realowner.origin - (e.origin + e.view_ofs);
272 vol1 = max(0, 1 - vlen(v) * dist_mult);
274 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
276 setorigin(self, self.realowner.origin);
280 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
282 setorigin(self, self.realowner.origin);
289 void W_Tuba_NoteOn(float hittype)
294 W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage);
296 n = Tuba_GetNote(self, hittype);
299 if(self.tuba_instrument & 1)
300 hittype |= HITTYPE_SECONDARY;
301 if(self.tuba_instrument & 2)
302 hittype |= HITTYPE_BOUNCE;
306 if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
308 entity oldself = self;
309 self = self.tuba_note;
315 if not(self.tuba_note)
317 self.tuba_note = spawn();
318 self.tuba_note.owner = self.tuba_note.realowner = self;
319 self.tuba_note.cnt = n;
320 self.tuba_note.tuba_instrument = self.tuba_instrument;
321 self.tuba_note.think = W_Tuba_NoteThink;
322 self.tuba_note.nextthink = time;
323 self.tuba_note.spawnshieldtime = time;
324 Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
327 self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
329 //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
330 RadiusDamage(self, self, autocvar_g_balance_tuba_damage, autocvar_g_balance_tuba_edgedamage, autocvar_g_balance_tuba_radius, world, world, autocvar_g_balance_tuba_force, hittype | WEP_TUBA, world);
332 o = gettaginfo(self.exteriorweaponentity, 0);
333 if(time > self.tuba_smoketime)
335 pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
336 self.tuba_smoketime = time + 0.25;
340 void spawnfunc_weapon_tuba (void)
342 weapon_defaultspawnfunc(WEP_TUBA);
345 float w_tuba(float req)
351 // bots cannot play the Tuba well yet
352 // I think they should start with the recorder first
353 if(vlen(self.origin - self.enemy.origin) < autocvar_g_balance_tuba_radius)
356 self.BUTTON_ATCK = 1;
358 self.BUTTON_ATCK2 = 1;
365 if (self.BUTTON_ATCK)
366 if (weapon_prepareattack(0, autocvar_g_balance_tuba_refire))
369 //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
370 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
372 if (self.BUTTON_ATCK2)
373 if (weapon_prepareattack(1, autocvar_g_balance_tuba_refire))
375 W_Tuba_NoteOn(HITTYPE_SECONDARY);
376 //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
377 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
381 if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
383 entity oldself = self;
384 self = self.tuba_note;
394 precache_model ("models/weapons/g_tuba.md3");
395 precache_model ("models/weapons/v_tuba.md3");
396 precache_model ("models/weapons/h_tuba.iqm");
397 precache_model ("models/weapons/v_akordeon.md3");
398 precache_model ("models/weapons/h_akordeon.iqm");
399 precache_model ("models/weapons/v_kleinbottle.md3");
400 precache_model ("models/weapons/h_kleinbottle.iqm");
406 weapon_setup(WEP_TUBA);
407 self.current_ammo = ammo_none;
408 self.tuba_instrument = 0;
413 // switch to alternate instruments :)
414 if(self.weaponentity.state == WS_READY)
416 switch(self.tuba_instrument)
419 self.tuba_instrument = 1;
420 self.weaponname = "akordeon";
423 self.tuba_instrument = 2;
424 self.weaponname = "kleinbottle";
427 self.tuba_instrument = 0;
428 self.weaponname = "tuba";
431 W_SetupShot(self, FALSE, 0, "", 0, 0);
432 pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
433 self.weaponentity.state = WS_INUSE;
434 weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
442 return TRUE; // tuba has infinite ammo
444 case WR_SUICIDEMESSAGE:
446 if(w_deathtype & HITTYPE_BOUNCE)
447 return WEAPON_KLEINBOTTLE_SUICIDE;
448 else if(w_deathtype & HITTYPE_SECONDARY)
449 return WEAPON_ACCORDEON_SUICIDE;
451 return WEAPON_TUBA_SUICIDE;
455 if(w_deathtype & HITTYPE_BOUNCE)
456 return WEAPON_KLEINBOTTLE_MURDER;
457 else if(w_deathtype & HITTYPE_SECONDARY)
458 return WEAPON_ACCORDEON_MURDER;
460 return WEAPON_TUBA_MURDER;
467 float w_tuba(float req)
469 // nothing to do here; particles of tuba are handled differently