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Merge branch 'master' into Mario/csqc_muzzleflash
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
1 #include "vortex.qh"
2
3 //REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
4 //REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
5
6 #if defined(GAMEQC)
7 float autocvar_g_weapon_charge_colormod_red_full;
8 float autocvar_g_weapon_charge_colormod_red_half;
9 float autocvar_g_weapon_charge_colormod_green_full;
10 float autocvar_g_weapon_charge_colormod_blue_full;
11 float autocvar_g_weapon_charge_colormod_blue_half;
12 float autocvar_g_weapon_charge_colormod_green_half;
13 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
14
15 METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
16 {
17         if (!WEP_CVAR(vortex, charge)) return '0 0 0';
18         float charge = wepent.vortex_charge;
19         float animlimit = WEP_CVAR(vortex, charge_animlimit);
20         float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
21         vector g;
22         g.x = f * autocvar_g_weapon_charge_colormod_red_half;
23         g.y = f * autocvar_g_weapon_charge_colormod_green_half;
24         g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
25         if (charge > animlimit)
26         {
27                 f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
28                 g.x += f * autocvar_g_weapon_charge_colormod_red_full;
29                 g.y += f * autocvar_g_weapon_charge_colormod_green_full;
30                 g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
31         }
32         // transition color can't be '0 0 0' as it defaults to player model glow color
33         if (g == '0 0 0')
34                 g = '0 0 0.000001';
35         return g;
36 }
37 #endif
38
39 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
40
41 #if defined(SVQC)
42 void SendCSQCVortexBeamParticle(float charge) {
43         vector v;
44         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
45         WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
46         WriteVector(MSG_BROADCAST, w_shotorg);
47         WriteVector(MSG_BROADCAST, v);
48         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
49 }
50 #elif defined(CSQC)
51 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
52 {
53         float charge;
54     vector shotorg = ReadVector();
55     vector endpos = ReadVector();
56         charge = ReadByte() / 255.0;
57
58         //pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
59
60         //draw either the old v2.3 beam or the new beam
61         charge = sqrt(charge); // divide evenly among trail spacing and alpha
62         particles_alphamin = particles_alphamax = particles_fade = charge;
63
64         if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
65         {
66                 if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
67                         WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
68                 else
69                         WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
70         }
71         return true;
72 }
73 #endif
74
75 #ifdef SVQC
76
77 REGISTER_MUTATOR(vortex_charge, true);
78
79 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
80 {
81     entity player = M_ARGV(0, entity);
82
83         // WEAPONTODO
84     if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
85         return;
86
87     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
88     {
89         .entity weaponentity = weaponentities[slot];
90
91         if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(vortex, charge_minspeed)))
92         {
93             float xyspeed = vlen(vec2(player.velocity));
94                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
95                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
96                 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
97                 // add the extra charge
98                 player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
99         }
100     }
101 }
102
103 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
104 {
105         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
106
107         mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
108         myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
109         mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
110         mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
111         myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
112         myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
113         myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
114
115     float dtype = thiswep.m_id;
116     if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce))
117         dtype |= HITTYPE_ARMORPIERCE;
118
119         float flying;
120         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
121
122         if(WEP_CVAR(vortex, charge))
123         {
124                 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
125                 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
126                 // O RLY? -- divVerent
127                 // YA RLY -- FruitieX
128         }
129         else
130                 charge = 1;
131         mydmg *= charge;
132         myforce *= charge;
133
134         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, dtype);
135         if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
136         {
137                 sound(actor, CH_WEAPON_B, SND_NEXCHARGE, VOL_BASE * (charge - 0.5 * WEP_CVAR(vortex, charge_animlimit)) / (1 - 0.5 * WEP_CVAR(vortex, charge_animlimit)), ATTN_NORM);
138         }
139
140         yoda = 0;
141         damage_goodhits = 0;
142         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype);
143
144         if(yoda && flying)
145                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
146         if(damage_goodhits && actor.vortex_lasthit)
147         {
148                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
149                 damage_goodhits = 0; // only every second time
150         }
151
152         actor.vortex_lasthit = damage_goodhits;
153
154         //beam and muzzle flash done on client
155     W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
156         SendCSQCVortexBeamParticle(charge);
157
158         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
159 }
160
161 .float vortex_chargepool_pauseregen_finished;
162
163 void W_Vortex_Charge(entity actor, .entity weaponentity, float dt)
164 {
165     if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
166         actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt / W_TICSPERFRAME);
167 }
168
169 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
170 {
171     if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
172         PHYS_INPUT_BUTTON_ATCK(actor) = true;
173     else
174     {
175         if(WEP_CVAR(vortex, charge))
176             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
177     }
178 }
179 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
180 {
181     if(!WEP_CVAR(vortex, charge_always))
182         W_Vortex_Charge(actor, weaponentity, frametime);
183
184     if(WEP_CVAR_SEC(vortex, chargepool))
185         if(actor.(weaponentity).vortex_chargepool_ammo < 1)
186         {
187             if(actor.vortex_chargepool_pauseregen_finished < time)
188                 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
189             actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
190         }
191
192     if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
193         thiswep.wr_reload(thiswep, actor, weaponentity);
194     } else
195     {
196         if(fire & 1)
197         {
198             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
199             {
200                 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
201                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
202             }
203         }
204         if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
205         {
206             if(WEP_CVAR(vortex, charge))
207             {
208                 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
209                 float dt = frametime / W_TICSPERFRAME;
210
211                 if(actor.(weaponentity).vortex_charge < 1)
212                 {
213                     if(WEP_CVAR_SEC(vortex, chargepool))
214                     {
215                         if(WEP_CVAR_SEC(vortex, ammo))
216                         {
217                             // always deplete if secondary is held
218                             actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
219
220                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
221                             actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
222                             dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
223                             dt = max(0, dt);
224
225                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
226                         }
227                     }
228
229                     else if(WEP_CVAR_SEC(vortex, ammo))
230                     {
231                         if(fire & 2) // only eat ammo when the button is pressed
232                         {
233                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
234                             if(!(actor.items & IT_UNLIMITED_AMMO))
235                             {
236                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
237                                 if(autocvar_g_balance_vortex_reload_ammo)
238                                 {
239                                     dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
240                                     dt = max(0, dt);
241                                     if(dt > 0)
242                                     {
243                                         actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
244                                     }
245                                     actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load;
246                                 }
247                                 else
248                                 {
249                                     dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
250                                     dt = max(0, dt);
251                                     if(dt > 0)
252                                     {
253                                         SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
254                                     }
255                                 }
256                             }
257                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
258                         }
259                     }
260
261                     else
262                     {
263                         dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
264                         actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
265                     }
266                 }
267             }
268             else if(WEP_CVAR(vortex, secondary))
269             {
270                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
271                 {
272                     W_Vortex_Attack(thiswep, actor, weaponentity, 1);
273                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
274                 }
275             }
276         }
277     }
278 }
279 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
280 {
281     actor.vortex_lasthit = 0;
282 }
283 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
284 {
285     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
286     ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
287     return ammo_amount;
288 }
289 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
290 {
291     if(WEP_CVAR(vortex, secondary))
292     {
293         // don't allow charging if we don't have enough ammo
294         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
295         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
296         return ammo_amount;
297     }
298     else
299     {
300         return false; // zoom is not a fire mode
301     }
302 }
303 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
304 {
305     if (WEP_CVAR(vortex, charge)) {
306         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
307         {
308             .entity weaponentity = weaponentities[slot];
309             actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
310
311             if (WEP_CVAR_SEC(vortex, chargepool))
312                 actor.(weaponentity).vortex_chargepool_ammo = 1;
313         }
314     }
315     actor.vortex_lasthit = 0;
316 }
317 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
318 {
319     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
320 }
321 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
322 {
323     return WEAPON_THINKING_WITH_PORTALS;
324 }
325 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
326 {
327     return WEAPON_VORTEX_MURDER;
328 }
329 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
330 {
331     return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
332 }
333
334 #endif
335 #ifdef CSQC
336
337 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
338 {
339     entity this = actor;
340     vector org2 = w_org + w_backoff * 6;
341     pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
342     if(!w_issilent)
343         sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
344 }
345 METHOD(Vortex, wr_init, void(entity thiswep))
346 {
347     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
348     {
349         precache_pic("gfx/reticle_nex");
350     }
351 }
352 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
353 {
354     if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
355     {
356         return true;
357     }
358     else
359     {
360         // no weapon specific image for this weapon
361         return false;
362     }
363 }
364 METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
365 {
366     return button_attack2 && !WEP_CVAR(vortex, secondary);
367 }
368
369 #endif