+++ /dev/null
-#ifdef REGISTER_WEAPON
-REGISTER_WEAPON(
-/* WEP_##id */ TUBA,
-/* function */ W_Tuba,
-/* ammotype */ ammo_none,
-/* impulse */ 1,
-/* flags */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
-/* rating */ BOT_PICKUP_RATING_MID,
-/* color */ '0 1 0',
-/* modelname */ "tuba",
-/* simplemdl */ "foobar",
-/* crosshair */ "gfx/crosshairtuba",
-/* wepimg */ "weapontuba",
-/* refname */ "tuba",
-/* xgettext:no-c-format */
-/* wepname */ _("@!#%'n Tuba")
-);
-
-#define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, TUBA, tuba)
-#define TUBA_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
- w_cvar(id, sn, NONE, animtime) \
- w_cvar(id, sn, NONE, attenuation) \
- w_cvar(id, sn, NONE, damage) \
- w_cvar(id, sn, NONE, edgedamage) \
- w_cvar(id, sn, NONE, force) \
- w_cvar(id, sn, NONE, radius) \
- w_cvar(id, sn, NONE, refire) \
- w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
- w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
- w_prop(id, sn, string, weaponreplace, weaponreplace) \
- w_prop(id, sn, float, weaponstart, weaponstart) \
- w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
- w_prop(id, sn, float, weaponthrowable, weaponthrowable)
-
-#ifdef SVQC
-TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
-.entity tuba_note;
-.float tuba_smoketime;
-.float tuba_instrument;
-
-#define MAX_TUBANOTES 32
-.float tuba_lastnotes_last;
-.float tuba_lastnotes_cnt; // over
-.vector tuba_lastnotes[MAX_TUBANOTES];
-#endif
-#else
-#ifdef SVQC
-void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA); }
-
-float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
-{
- float i, j, mmin, mmax, nolength;
- float n = tokenize_console(melody);
- if(n > pl.tuba_lastnotes_cnt)
- return FALSE;
- float pitchshift = 0;
-
- if(instrument >= 0)
- if(pl.tuba_instrument != instrument)
- return FALSE;
-
- // verify notes...
- nolength = FALSE;
- for(i = 0; i < n; ++i)
- {
- vector v = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
- float ai = stof(argv(n - i - 1));
- float np = floor(ai);
- if(ai == np)
- nolength = TRUE;
- // n counts the last played notes BACKWARDS
- // _x is start
- // _y is end
- // _z is note pitch
- if(ignorepitch && i == 0)
- {
- pitchshift = np - v_z;
- }
- else
- {
- if(v_z + pitchshift != np)
- return FALSE;
- }
- }
-
- // now we know the right NOTES were played
- if(!nolength)
- {
- // verify rhythm...
- float ti = 0;
- if(maxtempo > 0)
- mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
- else
- mmin = 0;
- if(mintempo > 0)
- mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
- else
- mmax = 240; // you won't try THAT hard... (tempo 1)
- //printf("initial tempo rules: %f %f\n", mmin, mmax);
-
- for(i = 0; i < n; ++i)
- {
- vector vi = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
- float ai = stof(argv(n - i - 1));
- ti -= 1 / (ai - floor(ai));
- float tj = ti;
- for(j = i+1; j < n; ++j)
- {
- vector vj = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - j + MAX_TUBANOTES, MAX_TUBANOTES)]);
- float aj = stof(argv(n - j - 1));
- tj -= (aj - floor(aj));
-
- // note i should be at m*ti+b
- // note j should be at m*tj+b
- // so:
- // we have a LINE l, so that
- // vi_x <= l(ti) <= vi_y
- // vj_x <= l(tj) <= vj_y
- // what is m?
-
- // vi_x <= vi_y <= vj_x <= vj_y
- // ti <= tj
- //printf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti);
- //printf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj);
- //printf("m1 = %f\n", (vi_x - vj_y) / (ti - tj));
- //printf("m2 = %f\n", (vi_y - vj_x) / (ti - tj));
- mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound
- mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound
- }
- }
-
- if(mmin > mmax) // rhythm fail
- return FALSE;
- }
-
- pl.tuba_lastnotes_cnt = 0;
-
- return TRUE;
-}
-
-void W_Tuba_NoteOff(void)
-{
- // we have a note:
- // on: self.spawnshieldtime
- // off: time
- // note: self.cnt
- if(self.owner.tuba_note == self)
- {
- self.owner.tuba_lastnotes_last = mod(self.owner.tuba_lastnotes_last + 1, MAX_TUBANOTES);
- self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
- self.owner.tuba_note = world;
- self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
-
- string s;
- s = trigger_magicear_processmessage_forallears(self.owner, 0, world, string_null);
- if(s != "")
- {
- // simulate a server message
- switch(self.tuba_instrument)
- {
- default:
- case 0: // Tuba
- bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
- break;
- case 1:
- bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
- break;
- case 2:
- bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
- break;
- }
- }
- }
- remove(self);
-}
-
-float W_Tuba_GetNote(entity pl, float hittype)
-{
- float note;
- float movestate;
- movestate = 5;
- if(pl.movement_x < 0) movestate -= 3;
- if(pl.movement_x > 0) movestate += 3;
- if(pl.movement_y < 0) movestate -= 1;
- if(pl.movement_y > 0) movestate += 1;
-#ifdef GMQCC
- note = 0;
-#endif
- switch(movestate)
- {
- // layout: originally I wanted
- // eb e e#=f
- // B c d
- // Gb G G#
- // but then you only use forward and right key. So to make things more
- // interesting, I swapped B with e#. Har har har...
- // eb e B
- // f=e# c d
- // Gb G G#
- case 1: note = -6; break; // Gb
- case 2: note = -5; break; // G
- case 3: note = -4; break; // G#
- case 4: note = +5; break; // e#
- default:
- case 5: note = 0; break; // c
- case 6: note = +2; break; // d
- case 7: note = +3; break; // eb
- case 8: note = +4; break; // e
- case 9: note = -1; break; // B
- }
- if(pl.BUTTON_CROUCH)
- note -= 12;
- if(pl.BUTTON_JUMP)
- note += 12;
- if(hittype & HITTYPE_SECONDARY)
- note += 7;
-
- // we support two kinds of tubas, those tuned in Eb and those tuned in C
- // kind of tuba currently is player slot number, or team number if in
- // teamplay
- // that way, holes in the range of notes are "plugged"
- if(teamplay)
- {
- if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
- note += 3;
- }
- else
- {
- if(pl.clientcolors & 1)
- note += 3;
- }
-
- // total range of notes:
- // 0
- // *** ** ****
- // *** ** ****
- // *** ** ****
- // *** ** ****
- // *** ********************* ****
- // -18.........................+12
- // *** ********************* ****
- // -18............................+15
- // with jump: ... +24
- // ... +27
- return note;
-}
-
-float W_Tuba_NoteSendEntity(entity to, float sf)
-{
- float f;
-
- msg_entity = to;
- if(!sound_allowed(MSG_ONE, self.realowner))
- return FALSE;
-
- WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
- WriteByte(MSG_ENTITY, sf);
- if(sf & 1)
- {
- WriteChar(MSG_ENTITY, self.cnt);
- f = 0;
- if(self.realowner != to)
- f |= 1;
- f |= 2 * self.tuba_instrument;
- WriteByte(MSG_ENTITY, f);
- }
- if(sf & 2)
- {
- WriteCoord(MSG_ENTITY, self.origin_x);
- WriteCoord(MSG_ENTITY, self.origin_y);
- WriteCoord(MSG_ENTITY, self.origin_z);
- }
- return TRUE;
-}
-
-void W_Tuba_NoteThink(void)
-{
- float dist_mult;
- float vol0, vol1;
- vector dir0, dir1;
- vector v;
- entity e;
- if(time > self.teleport_time)
- {
- W_Tuba_NoteOff();
- return;
- }
- self.nextthink = time;
- dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
- FOR_EACH_REALCLIENT(e)
- if(e != self.realowner)
- {
- v = self.origin - (e.origin + e.view_ofs);
- vol0 = max(0, 1 - vlen(v) * dist_mult);
- dir0 = normalize(v);
- v = self.realowner.origin - (e.origin + e.view_ofs);
- vol1 = max(0, 1 - vlen(v) * dist_mult);
- dir1 = normalize(v);
- if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
- {
- setorigin(self, self.realowner.origin);
- self.SendFlags |= 2;
- break;
- }
- if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
- {
- setorigin(self, self.realowner.origin);
- self.SendFlags |= 2;
- break;
- }
- }
-}
-
-void W_Tuba_NoteOn(float hittype)
-{
- vector o;
- float n;
-
- W_SetupShot(self, FALSE, 2, "", 0, WEP_CVAR(tuba, damage));
-
- n = W_Tuba_GetNote(self, hittype);
-
- hittype = 0;
- if(self.tuba_instrument & 1)
- hittype |= HITTYPE_SECONDARY;
- if(self.tuba_instrument & 2)
- hittype |= HITTYPE_BOUNCE;
-
- if(self.tuba_note)
- {
- if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
- {
- entity oldself = self;
- self = self.tuba_note;
- W_Tuba_NoteOff();
- self = oldself;
- }
- }
-
- if(!self.tuba_note)
- {
- self.tuba_note = spawn();
- self.tuba_note.owner = self.tuba_note.realowner = self;
- self.tuba_note.cnt = n;
- self.tuba_note.tuba_instrument = self.tuba_instrument;
- self.tuba_note.think = W_Tuba_NoteThink;
- self.tuba_note.nextthink = time;
- self.tuba_note.spawnshieldtime = time;
- Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
- }
-
- self.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
-
- //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
- 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);
-
- o = gettaginfo(self.exteriorweaponentity, 0);
- if(time > self.tuba_smoketime)
- {
- pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
- self.tuba_smoketime = time + 0.25;
- }
-}
-
-float W_Tuba(float req)
-{
- switch(req)
- {
- case WR_AIM:
- {
- // bots cannot play the Tuba well yet
- // I think they should start with the recorder first
- if(vlen(self.origin - self.enemy.origin) < WEP_CVAR(tuba, radius))
- {
- if(random() > 0.5)
- self.BUTTON_ATCK = 1;
- else
- self.BUTTON_ATCK2 = 1;
- }
-
- return TRUE;
- }
- case WR_THINK:
- {
- if(self.BUTTON_ATCK)
- if(weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
- {
- W_Tuba_NoteOn(0);
- //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
- }
- if(self.BUTTON_ATCK2)
- if(weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
- {
- W_Tuba_NoteOn(HITTYPE_SECONDARY);
- //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
- weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
- }
- if(self.tuba_note)
- {
- if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
- {
- entity oldself = self;
- self = self.tuba_note;
- W_Tuba_NoteOff();
- self = oldself;
- }
- }
-
- return TRUE;
- }
- case WR_INIT:
- {
- precache_model("models/weapons/g_tuba.md3");
- precache_model("models/weapons/v_tuba.md3");
- precache_model("models/weapons/h_tuba.iqm");
- precache_model("models/weapons/v_akordeon.md3");
- precache_model("models/weapons/h_akordeon.iqm");
- precache_model("models/weapons/v_kleinbottle.md3");
- precache_model("models/weapons/h_kleinbottle.iqm");
- TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
- return TRUE;
- }
- case WR_SETUP:
- {
- self.ammo_field = ammo_none;
- self.tuba_instrument = 0;
- return TRUE;
- }
- case WR_RELOAD:
- {
- // switch to alternate instruments :)
- if(self.weaponentity.state == WS_READY)
- {
- switch(self.tuba_instrument)
- {
- case 0:
- self.tuba_instrument = 1;
- self.weaponname = "akordeon";
- break;
- case 1:
- self.tuba_instrument = 2;
- self.weaponname = "kleinbottle";
- break;
- case 2:
- self.tuba_instrument = 0;
- self.weaponname = "tuba";
- break;
- }
- W_SetupShot(self, FALSE, 0, "", 0, 0);
- pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
- self.weaponentity.state = WS_INUSE;
- weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
- }
-
- return TRUE;
- }
- case WR_CHECKAMMO1:
- case WR_CHECKAMMO2:
- {
- return TRUE; // tuba has infinite ammo
- }
- case WR_CONFIG:
- {
- TUBA_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
- return TRUE;
- }
- case WR_SUICIDEMESSAGE:
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- return WEAPON_KLEINBOTTLE_SUICIDE;
- else if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_ACCORDEON_SUICIDE;
- else
- return WEAPON_TUBA_SUICIDE;
- }
- case WR_KILLMESSAGE:
- {
- if(w_deathtype & HITTYPE_BOUNCE)
- return WEAPON_KLEINBOTTLE_MURDER;
- else if(w_deathtype & HITTYPE_SECONDARY)
- return WEAPON_ACCORDEON_MURDER;
- else
- return WEAPON_TUBA_MURDER;
- }
- }
- return FALSE;
-}
-#endif
-#ifdef CSQC
-float W_Tuba(float req)
-{
- // nothing to do here; particles of tuba are handled differently
- // WEAPONTODO
-
- switch(req)
- {
- case WR_ZOOMRETICLE:
- {
- // no weapon specific image for this weapon
- return FALSE;
- }
- }
-
- return FALSE;
-}
-#endif
-#endif