2 REGISTER_WEAPON(TUBA, w_tuba, 0, 1, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "tuba", "tuba", _("@!#%'n Tuba"))
5 //#define TUBA_NOTE(n) strcat("weapons/tuba_note", ftos(n), ".wav")
8 .float tuba_instrument;
10 #define MAX_TUBANOTES 32
11 .float tuba_lastnotes_last;
12 .float tuba_lastnotes_cnt; // over
13 .vector tuba_lastnotes[MAX_TUBANOTES];
15 float W_Tuba_HasPlayed(entity pl, string melody, float ignorepitch, float mintempo, float maxtempo)
17 float i, j, mmin, mmax, nolength;
18 float n = tokenize_console(melody);
19 if(n > pl.tuba_lastnotes_cnt)
25 for(i = 0; i < n; ++i)
27 vector v = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
28 float ai = stof(argv(n - i - 1));
32 // n counts the last played notes BACKWARDS
36 if(ignorepitch && i == 0)
38 pitchshift = np - v_z;
42 if(v_z + pitchshift != np)
47 // now we know the right NOTES were played
52 mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
53 mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
54 //print(sprintf("initial tempo rules: %f %f\n", mmin, mmax));
56 for(i = 0; i < n; ++i)
58 vector vi = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
59 float ai = stof(argv(n - i - 1));
60 ti -= 1 / (ai - floor(ai));
62 for(j = i+1; j < n; ++j)
64 vector vj = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - j + MAX_TUBANOTES, MAX_TUBANOTES)]);
65 float aj = stof(argv(n - j - 1));
66 tj -= (aj - floor(aj));
68 // note i should be at m*ti+b
69 // note j should be at m*tj+b
71 // we have a LINE l, so that
72 // vi_x <= l(ti) <= vi_y
73 // vj_x <= l(tj) <= vj_y
76 // vi_x <= vi_y <= vj_x <= vj_y
78 //print(sprintf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti));
79 //print(sprintf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj));
80 //print(sprintf("m1 = %f\n", (vi_x - vj_y) / (ti - tj)));
81 //print(sprintf("m2 = %f\n", (vi_y - vj_x) / (ti - tj)));
82 mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound
83 mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound
87 //print(ftos(mmin), " ... ", ftos(mmax), "\n");
89 if(mmin > mmax) // rhythm fail
93 pl.tuba_lastnotes_cnt = 0;
100 // on: self.spawnshieldtime
103 if(self.owner.tuba_note == self)
105 self.owner.tuba_lastnotes_last = mod(self.owner.tuba_lastnotes_last + 1, MAX_TUBANOTES);
106 self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
107 self.owner.tuba_note = world;
108 self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
111 if(W_Tuba_HasPlayed(self.owner, "4.25 0.25 4.25 2.25", TRUE, 50, 130))
112 dprint("Someone knows how to play Loom!\n");
117 float Tuba_GetNote(entity pl, float hittype)
122 if(pl.movement_x < 0) movestate -= 3;
123 if(pl.movement_x > 0) movestate += 3;
124 if(pl.movement_y < 0) movestate -= 1;
125 if(pl.movement_y > 0) movestate += 1;
128 // layout: originally I wanted
132 // but then you only use forward and right key. So to make things more
133 // interesting, I swapped B with e#. Har har har...
137 case 1: note = -6; break; // Gb
138 case 2: note = -5; break; // G
139 case 3: note = -4; break; // G#
140 case 4: note = +5; break; // e#
141 case 5: note = 0; break; // c
142 case 6: note = +2; break; // d
143 case 7: note = +3; break; // eb
144 case 8: note = +4; break; // e
145 case 9: note = -1; break; // B
151 if(hittype & HITTYPE_SECONDARY)
154 // we support two kinds of tubas, those tuned in Eb and those tuned in C
155 // kind of tuba currently is player slot number, or team number if in
157 // that way, holes in the range of notes are "plugged"
160 if(pl.team == COLOR_TEAM2 || pl.team == COLOR_TEAM4)
165 if(pl.clientcolors & 1)
169 // total range of notes:
175 // *** ********************* ****
176 // -18.........................+12
177 // *** ********************* ****
178 // -18............................+15
179 // with jump: ... +24
184 float W_Tuba_NoteSendEntity(entity to, float sf)
189 if(!sound_allowed(MSG_ONE, self.realowner))
192 WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
193 WriteByte(MSG_ENTITY, sf);
196 WriteChar(MSG_ENTITY, self.cnt);
198 if(self.realowner != to)
200 f |= 2 * self.tuba_instrument;
201 WriteByte(MSG_ENTITY, f);
205 WriteCoord(MSG_ENTITY, self.origin_x);
206 WriteCoord(MSG_ENTITY, self.origin_y);
207 WriteCoord(MSG_ENTITY, self.origin_z);
212 void W_Tuba_NoteThink()
219 if(time > self.teleport_time)
224 self.nextthink = time;
225 dist_mult = autocvar_g_balance_tuba_attenuation / autocvar_snd_soundradius;
226 FOR_EACH_REALCLIENT(e)
227 if(e != self.realowner)
229 v = self.origin - (e.origin + e.view_ofs);
230 vol0 = max(0, 1 - vlen(v) * dist_mult);
232 v = self.realowner.origin - (e.origin + e.view_ofs);
233 vol1 = max(0, 1 - vlen(v) * dist_mult);
235 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
237 setorigin(self, self.realowner.origin);
241 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
243 setorigin(self, self.realowner.origin);
250 void W_Tuba_NoteOn(float hittype)
255 W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage);
257 n = Tuba_GetNote(self, hittype);
260 if(self.tuba_instrument & 1)
261 hittype |= HITTYPE_SECONDARY;
262 if(self.tuba_instrument & 2)
263 hittype |= HITTYPE_BOUNCE;
264 if(self.tuba_instrument & 4)
265 hittype |= HITTYPE_HEADSHOT;
269 if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
271 entity oldself = self;
272 self = self.tuba_note;
278 if not(self.tuba_note)
280 self.tuba_note = spawn();
281 self.tuba_note.owner = self.tuba_note.realowner = self;
282 self.tuba_note.cnt = n;
283 self.tuba_note.tuba_instrument = self.tuba_instrument;
284 self.tuba_note.think = W_Tuba_NoteThink;
285 self.tuba_note.nextthink = time;
286 self.tuba_note.spawnshieldtime = time;
287 Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
290 self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
292 //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
293 RadiusDamage(self, self, autocvar_g_balance_tuba_damage, autocvar_g_balance_tuba_edgedamage, autocvar_g_balance_tuba_radius, world, autocvar_g_balance_tuba_force, hittype | WEP_TUBA, world);
295 o = gettaginfo(self.exteriorweaponentity, 0);
296 if(time > self.tuba_smoketime)
298 pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
299 self.tuba_smoketime = time + 0.25;
303 void spawnfunc_weapon_tuba (void)
305 weapon_defaultspawnfunc(WEP_TUBA);
308 float w_tuba(float req)
312 // bots cannot play the Tuba well yet
313 // I think they should start with the recorder first
314 if(vlen(self.origin - self.enemy.origin) < autocvar_g_balance_tuba_radius)
317 self.BUTTON_ATCK = 1;
319 self.BUTTON_ATCK2 = 1;
322 else if (req == WR_THINK)
324 if (self.BUTTON_ATCK)
325 if (weapon_prepareattack(0, autocvar_g_balance_tuba_refire))
328 //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
329 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
331 if (self.BUTTON_ATCK2)
332 if (weapon_prepareattack(1, autocvar_g_balance_tuba_refire))
334 W_Tuba_NoteOn(HITTYPE_SECONDARY);
335 //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
336 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
340 if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
342 entity oldself = self;
343 self = self.tuba_note;
349 else if (req == WR_PRECACHE)
351 precache_model ("models/weapons/g_tuba.md3");
352 precache_model ("models/weapons/v_tuba.md3");
353 precache_model ("models/weapons/h_tuba.iqm");
354 precache_model ("models/weapons/g_akordeon.md3");
355 precache_model ("models/weapons/v_akordeon.md3");
356 precache_model ("models/weapons/h_akordeon.iqm");
359 //for(i = -18; i <= +27; ++i)
360 // precache_sound(TUBA_NOTE(i));
362 else if (req == WR_SETUP)
364 weapon_setup(WEP_TUBA);
365 self.current_ammo = ammo_none;
366 self.tuba_instrument = 0;
368 else if (req == WR_RELOAD)
370 // switch to alternate instruments :)
371 if(self.weaponentity.state == WS_READY)
373 switch(self.tuba_instrument)
376 self.tuba_instrument = 1;
377 self.weaponname = "akordeon";
380 self.tuba_instrument = 0;
381 self.weaponname = "tuba";
384 W_SetupShot(self, FALSE, 0, "", 0, 0);
385 pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
386 self.weaponentity.state = WS_INUSE;
387 weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
390 else if (req == WR_CHECKAMMO1)
391 return TRUE; // TODO use fuel?
392 else if (req == WR_CHECKAMMO2)
393 return TRUE; // TODO use fuel?
398 float w_tuba(float req)
400 if(req == WR_IMPACTEFFECT)
402 // nothing to do here; particles of tuba are handled differently
404 else if(req == WR_PRECACHE)
408 else if (req == WR_SUICIDEMESSAGE)
412 if(w_deathtype & HITTYPE_SECONDARY)
414 if(w_deathtype & HITTYPE_BOUNCE)
416 if(w_deathtype & HITTYPE_HEADSHOT)
422 w_deathtypestring = _("%s hurt his own ears with the @!#%%'n Tuba");
425 w_deathtypestring = _("%s hurt his own ears with the @!#%%'n Accordeon");
429 else if (req == WR_KILLMESSAGE)
433 if(w_deathtype & HITTYPE_SECONDARY)
435 if(w_deathtype & HITTYPE_BOUNCE)
437 if(w_deathtype & HITTYPE_HEADSHOT)
443 w_deathtypestring = _("%s died of %s's great playing on the @!#%%'n Tuba");
446 w_deathtypestring = _("%s died of %s's great playing on the @!#%%'n Accordeon");