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Merge branch 'terencehill/menu_optimization' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
1 #ifndef IMPLEMENTATION
2 CLASS(Vortex, Weapon)
3 /* ammotype  */ ATTRIB(Vortex, ammo_field, .int, ammo_cells)
4 /* impulse   */ ATTRIB(Vortex, impulse, int, 7)
5 /* flags     */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
6 /* rating    */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
7 /* color     */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
8 /* modelname */ ATTRIB(Vortex, mdl, string, "nex");
9 #ifndef MENUQC
10 /* model     */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
11 #endif
12 /* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
13 /* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
14 /* wepimg    */ ATTRIB(Vortex, model2, string, "weaponnex");
15 /* refname   */ ATTRIB(Vortex, netname, string, "vortex");
16 /* wepname   */ ATTRIB(Vortex, m_name, string, _("Vortex"));
17
18 #define X(BEGIN, P, END, class, prefix) \
19         BEGIN(class) \
20                 P(class, prefix, ammo, float, BOTH) \
21                 P(class, prefix, animtime, float, BOTH) \
22                 P(class, prefix, chargepool, float, SEC) \
23                 P(class, prefix, chargepool_pause_regen, float, SEC) \
24                 P(class, prefix, chargepool_regen, float, SEC) \
25                 P(class, prefix, charge, float, NONE) \
26                 P(class, prefix, charge_animlimit, float, NONE) \
27                 P(class, prefix, charge_limit, float, NONE) \
28                 P(class, prefix, charge_maxspeed, float, NONE) \
29                 P(class, prefix, charge_mindmg, float, NONE) \
30                 P(class, prefix, charge_minspeed, float, NONE) \
31                 P(class, prefix, charge_rate, float, NONE) \
32                 P(class, prefix, charge_rot_pause, float, NONE) \
33                 P(class, prefix, charge_rot_rate, float, NONE) \
34                 P(class, prefix, charge_shot_multiplier, float, NONE) \
35                 P(class, prefix, charge_start, float, NONE) \
36                 P(class, prefix, charge_velocity_rate, float, NONE) \
37                 P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
38                 P(class, prefix, damagefalloff_halflife, float, BOTH) \
39                 P(class, prefix, damagefalloff_maxdist, float, BOTH) \
40                 P(class, prefix, damagefalloff_mindist, float, BOTH) \
41                 P(class, prefix, damage, float, BOTH) \
42                 P(class, prefix, force, float, BOTH) \
43                 P(class, prefix, refire, float, BOTH) \
44                 P(class, prefix, secondary, float, NONE) \
45                 P(class, prefix, reload_ammo, float, NONE) \
46         P(class, prefix, reload_time, float, NONE) \
47         P(class, prefix, switchdelay_raise, float, NONE) \
48         P(class, prefix, switchdelay_drop, float, NONE) \
49         P(class, prefix, weaponreplace, string, NONE) \
50         P(class, prefix, weaponstart, float, NONE) \
51         P(class, prefix, weaponstartoverride, float, NONE) \
52         P(class, prefix, weaponthrowable, float, NONE) \
53         END()
54     W_PROPS(X, Vortex, vortex)
55 #undef X
56
57 ENDCLASS(Vortex)
58 REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
59
60
61 #ifdef SVQC
62
63 .float vortex_lasthit;
64 #endif
65 #endif
66 #ifdef IMPLEMENTATION
67
68 REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
69 REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
70
71 #if defined(CSQC)
72 float autocvar_g_weapon_charge_colormod_red_full;
73 float autocvar_g_weapon_charge_colormod_red_half;
74 float autocvar_g_weapon_charge_colormod_green_full;
75 float autocvar_g_weapon_charge_colormod_blue_full;
76 float autocvar_g_weapon_charge_colormod_blue_half;
77 float autocvar_g_weapon_charge_colormod_green_half;
78 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
79
80 METHOD(Vortex, wr_glow, vector(Vortex this))
81 {
82         if (!STAT(WEP_CVAR_vortex_charge)) return '0 0 0';
83         float charge = STAT(VORTEX_CHARGE);
84         float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit);
85         vector g;
86         g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
87         g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
88         g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
89         if (charge > animlimit)
90         {
91                 g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
92                 g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
93                 g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
94         }
95         return g;
96 }
97 #endif
98
99 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
100
101 #if defined(SVQC)
102 void SendCSQCVortexBeamParticle(float charge) {
103         vector v;
104         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
105         WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
106         WriteCoord(MSG_BROADCAST, w_shotorg.x);
107         WriteCoord(MSG_BROADCAST, w_shotorg.y);
108         WriteCoord(MSG_BROADCAST, w_shotorg.z);
109         WriteCoord(MSG_BROADCAST, v.x);
110         WriteCoord(MSG_BROADCAST, v.y);
111         WriteCoord(MSG_BROADCAST, v.z);
112         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
113 }
114 #elif defined(CSQC)
115 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
116 {
117         vector shotorg, endpos;
118         float charge;
119         shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord();
120         endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord();
121         charge = ReadByte() / 255.0;
122
123         pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
124
125         //draw either the old v2.3 beam or the new beam
126         charge = sqrt(charge); // divide evenly among trail spacing and alpha
127         particles_alphamin = particles_alphamax = particles_fade = charge;
128
129         if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
130         if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
131                 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
132         else
133                 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
134         return true;
135 }
136 #endif
137
138 #ifdef SVQC
139 spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
140 spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
141
142 REGISTER_MUTATOR(vortex_charge, true);
143
144 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
145 {SELFPARAM();
146         // WEAPONTODO
147         float xyspeed = vlen(vec2(self.velocity));
148         if (PS(self).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
149         {
150                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
151                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
152                 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
153                 // add the extra charge
154                 self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
155         }
156 }
157
158 void W_Vortex_Attack(Weapon thiswep, float issecondary)
159 {SELFPARAM();
160         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
161
162         mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
163         myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
164         mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
165         mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
166         myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
167         myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
168         myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
169
170         float flying;
171         flying = IsFlying(self); // do this BEFORE to make the trace values from FireRailgunBullet last
172
173         if(WEP_CVAR(vortex, charge))
174         {
175                 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * self.vortex_charge;
176                 self.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
177                 // O RLY? -- divVerent
178                 // YA RLY -- FruitieX
179         }
180         else
181                 charge = 1;
182         mydmg *= charge;
183         myforce *= charge;
184
185         W_SetupShot(self, true, 5, SND(NEXFIRE), CH_WEAPON_A, mydmg);
186         if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
187         {
188                 sound(self, 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);
189         }
190
191         yoda = 0;
192         damage_goodhits = 0;
193         FireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
194
195         if(yoda && flying)
196                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
197         if(damage_goodhits && self.vortex_lasthit)
198         {
199                 Send_Notification(NOTIF_ONE, self, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
200                 damage_goodhits = 0; // only every second time
201         }
202
203         self.vortex_lasthit = damage_goodhits;
204
205         //beam and muzzle flash done on client
206         SendCSQCVortexBeamParticle(charge);
207
208         W_DecreaseAmmo(thiswep, self, myammo);
209 }
210
211 .float vortex_chargepool_pauseregen_finished;
212
213                 METHOD(Vortex, wr_aim, void(entity thiswep))
214                 {
215                         if(bot_aim(1000000, 0, 1, false))
216                                 self.BUTTON_ATCK = true;
217                         else
218                         {
219                                 if(WEP_CVAR(vortex, charge))
220                                         self.BUTTON_ATCK2 = true;
221                         }
222                 }
223                 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
224                 {
225                         if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit))
226                                 actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
227
228                         if(WEP_CVAR_SEC(vortex, chargepool))
229                                 if(actor.vortex_chargepool_ammo < 1)
230                                 {
231                                         if(actor.vortex_chargepool_pauseregen_finished < time)
232                                                 actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
233                                         actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
234                                 }
235
236                         if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
237                                 thiswep.wr_reload(thiswep, actor, weaponentity);
238                         } else
239                         {
240                                 if(fire & 1)
241                                 {
242                                         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
243                                         {
244                                                 W_Vortex_Attack(thiswep, 0);
245                                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
246                                         }
247                                 }
248                                 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (actor.BUTTON_ZOOM | actor.BUTTON_ZOOMSCRIPT) : (fire & 2))
249                                 {
250                                         if(WEP_CVAR(vortex, charge))
251                                         {
252                                                 actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
253                                                 float dt = frametime / W_TICSPERFRAME;
254
255                                                 if(actor.vortex_charge < 1)
256                                                 {
257                                                         if(WEP_CVAR_SEC(vortex, chargepool))
258                                                         {
259                                                                 if(WEP_CVAR_SEC(vortex, ammo))
260                                                                 {
261                                                                         // always deplete if secondary is held
262                                                                         actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
263
264                                                                         dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
265                                                                         actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
266                                                                         dt = min(dt, actor.vortex_chargepool_ammo);
267                                                                         dt = max(0, dt);
268
269                                                                         actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
270                                                                 }
271                                                         }
272
273                                                         else if(WEP_CVAR_SEC(vortex, ammo))
274                                                         {
275                                                                 if(fire & 2) // only eat ammo when the button is pressed
276                                                                 {
277                                                                         dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
278                                                                         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
279                                                                         {
280                                                                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
281                                                                                 if(autocvar_g_balance_vortex_reload_ammo)
282                                                                                 {
283                                                                                         dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
284                                                                                         dt = max(0, dt);
285                                                                                         if(dt > 0)
286                                                                                         {
287                                                                                                 actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
288                                                                                         }
289                                                                                         actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
290                                                                                 }
291                                                                                 else
292                                                                                 {
293                                                                                         dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
294                                                                                         dt = max(0, dt);
295                                                                                         if(dt > 0)
296                                                                                         {
297                                                                                                 actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
298                                                                                         }
299                                                                                 }
300                                                                         }
301                                                                         actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
302                                                                 }
303                                                         }
304
305                                                         else
306                                                         {
307                                                                 dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
308                                                                 actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
309                                                         }
310                                                 }
311                                         }
312                                         else if(WEP_CVAR(vortex, secondary))
313                                         {
314                                                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
315                                                 {
316                                                         W_Vortex_Attack(thiswep, 1);
317                                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
318                                                 }
319                                         }
320                                 }
321                         }
322                 }
323                 METHOD(Vortex, wr_setup, void(entity thiswep))
324                 {
325                         self.vortex_lasthit = 0;
326                 }
327                 METHOD(Vortex, wr_checkammo1, bool(entity thiswep))
328                 {
329                         float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
330                         ammo_amount += (autocvar_g_balance_vortex_reload_ammo && self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
331                         return ammo_amount;
332                 }
333                 METHOD(Vortex, wr_checkammo2, bool(entity thiswep))
334                 {
335                         if(WEP_CVAR(vortex, secondary))
336                         {
337                                 // don't allow charging if we don't have enough ammo
338                                 float ammo_amount = self.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
339                                 ammo_amount += self.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
340                                 return ammo_amount;
341                         }
342                         else
343                         {
344                                 return false; // zoom is not a fire mode
345                         }
346                 }
347                 METHOD(Vortex, wr_resetplayer, void(entity thiswep))
348                 {
349                         if (WEP_CVAR(vortex, charge)) {
350                                 if (WEP_CVAR_SEC(vortex, chargepool)) {
351                                         self.vortex_chargepool_ammo = 1;
352                                 }
353                                 self.vortex_charge = WEP_CVAR(vortex, charge_start);
354                         }
355                         self.vortex_lasthit = 0;
356                 }
357                 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
358                 {
359                         W_Reload(self, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND(RELOAD));
360                 }
361                 METHOD(Vortex, wr_suicidemessage, int(entity thiswep))
362                 {
363                         return WEAPON_THINKING_WITH_PORTALS;
364                 }
365                 METHOD(Vortex, wr_killmessage, int(entity thiswep))
366                 {
367                         return WEAPON_VORTEX_MURDER;
368                 }
369
370 #endif
371 #ifdef CSQC
372
373                 METHOD(Vortex, wr_impacteffect, void(entity thiswep))
374                 {
375                         vector org2 = w_org + w_backoff * 6;
376                         pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
377                         if(!w_issilent)
378                                 sound(self, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
379                 }
380                 METHOD(Vortex, wr_init, void(entity thiswep))
381                 {
382                         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
383                         {
384                                 precache_pic("gfx/reticle_nex");
385                         }
386                 }
387                 METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
388                 {
389                         if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
390                         {
391                                 reticle_image = "gfx/reticle_nex";
392                                 return true;
393                         }
394                         else
395                         {
396                                 // no weapon specific image for this weapon
397                                 return false;
398                         }
399                 }
400
401 #endif
402 #endif