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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
1 #include "vortex.qh"
2 #ifndef IMPLEMENTATION
3 CLASS(Vortex, Weapon)
4 /* ammotype  */ ATTRIB(Vortex, ammo_field, .int, ammo_cells);
5 /* impulse   */ ATTRIB(Vortex, impulse, int, 7);
6 /* flags     */ ATTRIB(Vortex, spawnflags, int, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_HITSCAN);
7 /* rating    */ ATTRIB(Vortex, bot_pickupbasevalue, float, BOT_PICKUP_RATING_HIGH);
8 /* color     */ ATTRIB(Vortex, wpcolor, vector, '0.5 1 1');
9 /* modelname */ ATTRIB(Vortex, mdl, string, "nex");
10 #ifdef GAMEQC
11 /* model     */ ATTRIB(Vortex, m_model, Model, MDL_VORTEX_ITEM);
12 #endif
13 /* crosshair */ ATTRIB(Vortex, w_crosshair, string, "gfx/crosshairnex");
14 /* crosshair */ ATTRIB(Vortex, w_crosshair_size, float, 0.65);
15 /* wepimg    */ ATTRIB(Vortex, model2, string, "weaponnex");
16 /* refname   */ ATTRIB(Vortex, netname, string, "vortex");
17 /* wepname   */ ATTRIB(Vortex, m_name, string, _("Vortex"));
18
19 #define X(BEGIN, P, END, class, prefix) \
20         BEGIN(class) \
21                 P(class, prefix, ammo, float, BOTH) \
22                 P(class, prefix, animtime, float, BOTH) \
23                 P(class, prefix, chargepool, float, SEC) \
24                 P(class, prefix, chargepool_pause_regen, float, SEC) \
25                 P(class, prefix, chargepool_regen, float, SEC) \
26                 P(class, prefix, charge, float, NONE) \
27                 P(class, prefix, charge_animlimit, float, NONE) \
28                 P(class, prefix, charge_limit, float, NONE) \
29                 P(class, prefix, charge_maxspeed, float, NONE) \
30                 P(class, prefix, charge_mindmg, float, NONE) \
31                 P(class, prefix, charge_minspeed, float, NONE) \
32                 P(class, prefix, charge_rate, float, NONE) \
33                 P(class, prefix, charge_rot_pause, float, NONE) \
34                 P(class, prefix, charge_rot_rate, float, NONE) \
35                 P(class, prefix, charge_shot_multiplier, float, NONE) \
36                 P(class, prefix, charge_start, float, NONE) \
37                 P(class, prefix, charge_velocity_rate, float, NONE) \
38                 P(class, prefix, damagefalloff_forcehalflife, float, BOTH) \
39                 P(class, prefix, damagefalloff_halflife, float, BOTH) \
40                 P(class, prefix, damagefalloff_maxdist, float, BOTH) \
41                 P(class, prefix, damagefalloff_mindist, float, BOTH) \
42                 P(class, prefix, damage, float, BOTH) \
43                 P(class, prefix, force, float, BOTH) \
44                 P(class, prefix, refire, float, BOTH) \
45                 P(class, prefix, secondary, float, NONE) \
46                 P(class, prefix, reload_ammo, float, NONE) \
47         P(class, prefix, reload_time, float, NONE) \
48         P(class, prefix, switchdelay_raise, float, NONE) \
49         P(class, prefix, switchdelay_drop, float, NONE) \
50         P(class, prefix, weaponreplace, string, NONE) \
51         P(class, prefix, weaponstart, float, NONE) \
52         P(class, prefix, weaponstartoverride, float, NONE) \
53         P(class, prefix, weaponthrowable, float, NONE) \
54         END()
55     W_PROPS(X, Vortex, vortex)
56 #undef X
57
58 ENDCLASS(Vortex)
59 REGISTER_WEAPON(VORTEX, vortex, NEW(Vortex));
60
61
62 #ifdef SVQC
63
64 .float vortex_lasthit;
65 #endif
66 #endif
67 #ifdef IMPLEMENTATION
68
69 REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
70 REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
71
72 #if defined(GAMEQC)
73 float autocvar_g_weapon_charge_colormod_red_full;
74 float autocvar_g_weapon_charge_colormod_red_half;
75 float autocvar_g_weapon_charge_colormod_green_full;
76 float autocvar_g_weapon_charge_colormod_blue_full;
77 float autocvar_g_weapon_charge_colormod_blue_half;
78 float autocvar_g_weapon_charge_colormod_green_half;
79 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
80
81 METHOD(Vortex, wr_glow, vector(Vortex this, entity actor))
82 {
83         if (!STAT(WEP_CVAR_vortex_charge, actor)) return '0 0 0';
84         float charge = STAT(VORTEX_CHARGE, actor);
85         float animlimit = STAT(WEP_CVAR_vortex_charge_animlimit, actor);
86         vector g;
87         g.x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, charge / animlimit);
88         g.y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, charge / animlimit);
89         g.z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, charge / animlimit);
90         if (charge > animlimit)
91         {
92                 g.x += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (charge - animlimit) / (1 - animlimit);
93                 g.y += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (charge - animlimit) / (1 - animlimit);
94                 g.z += autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (charge - animlimit) / (1 - animlimit);
95         }
96         return g;
97 }
98 #endif
99
100 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
101
102 #if defined(SVQC)
103 void SendCSQCVortexBeamParticle(float charge) {
104         vector v;
105         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
106         WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
107         WriteCoord(MSG_BROADCAST, w_shotorg.x);
108         WriteCoord(MSG_BROADCAST, w_shotorg.y);
109         WriteCoord(MSG_BROADCAST, w_shotorg.z);
110         WriteCoord(MSG_BROADCAST, v.x);
111         WriteCoord(MSG_BROADCAST, v.y);
112         WriteCoord(MSG_BROADCAST, v.z);
113         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
114 }
115 #elif defined(CSQC)
116 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
117 {
118         vector shotorg, endpos;
119         float charge;
120         shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord();
121         endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord();
122         charge = ReadByte() / 255.0;
123
124         pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
125
126         //draw either the old v2.3 beam or the new beam
127         charge = sqrt(charge); // divide evenly among trail spacing and alpha
128         particles_alphamin = particles_alphamax = particles_fade = charge;
129
130         if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
131         if(autocvar_cl_particles_oldvortexbeam && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
132                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
133         else
134                 WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
135         return true;
136 }
137 #endif
138
139 #ifdef SVQC
140 spawnfunc(weapon_vortex) { weapon_defaultspawnfunc(this, WEP_VORTEX); }
141 spawnfunc(weapon_nex) { spawnfunc_weapon_vortex(this); }
142
143 REGISTER_MUTATOR(vortex_charge, true);
144
145 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
146 {
147     entity player = M_ARGV(0, entity);
148
149         // WEAPONTODO
150         float xyspeed = vlen(vec2(player.velocity));
151         if (PS(player).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && xyspeed > WEP_CVAR(vortex, charge_minspeed))
152         {
153                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
154                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
155                 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
156                 // add the extra charge
157                 player.vortex_charge = min(1, player.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
158         }
159 }
160
161 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
162 {
163         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
164
165         mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
166         myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
167         mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
168         mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
169         myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
170         myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
171         myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
172
173         float flying;
174         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
175
176         if(WEP_CVAR(vortex, charge))
177         {
178                 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.vortex_charge;
179                 actor.vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
180                 // O RLY? -- divVerent
181                 // YA RLY -- FruitieX
182         }
183         else
184                 charge = 1;
185         mydmg *= charge;
186         myforce *= charge;
187
188         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg);
189         if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
190         {
191                 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);
192         }
193
194         yoda = 0;
195         damage_goodhits = 0;
196         FireRailgunBullet(actor, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, WEP_VORTEX.m_id);
197
198         if(yoda && flying)
199                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
200         if(damage_goodhits && actor.vortex_lasthit)
201         {
202                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
203                 damage_goodhits = 0; // only every second time
204         }
205
206         actor.vortex_lasthit = damage_goodhits;
207
208         //beam and muzzle flash done on client
209         SendCSQCVortexBeamParticle(charge);
210
211         W_DecreaseAmmo(thiswep, actor, myammo);
212 }
213
214 .float vortex_chargepool_pauseregen_finished;
215
216 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor))
217 {
218     if(bot_aim(actor, 1000000, 0, 1, false))
219         PHYS_INPUT_BUTTON_ATCK(actor) = true;
220     else
221     {
222         if(WEP_CVAR(vortex, charge))
223             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
224     }
225 }
226 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
227 {
228     if(WEP_CVAR(vortex, charge) && actor.vortex_charge < WEP_CVAR(vortex, charge_limit))
229         actor.vortex_charge = min(1, actor.vortex_charge + WEP_CVAR(vortex, charge_rate) * frametime / W_TICSPERFRAME);
230
231     if(WEP_CVAR_SEC(vortex, chargepool))
232         if(actor.vortex_chargepool_ammo < 1)
233         {
234             if(actor.vortex_chargepool_pauseregen_finished < time)
235                 actor.vortex_chargepool_ammo = min(1, actor.vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
236             actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
237         }
238
239     if(autocvar_g_balance_vortex_reload_ammo && actor.clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
240         thiswep.wr_reload(thiswep, actor, weaponentity);
241     } else
242     {
243         if(fire & 1)
244         {
245             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
246             {
247                 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
248                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
249             }
250         }
251         if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
252         {
253             if(WEP_CVAR(vortex, charge))
254             {
255                 actor.vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
256                 float dt = frametime / W_TICSPERFRAME;
257
258                 if(actor.vortex_charge < 1)
259                 {
260                     if(WEP_CVAR_SEC(vortex, chargepool))
261                     {
262                         if(WEP_CVAR_SEC(vortex, ammo))
263                         {
264                             // always deplete if secondary is held
265                             actor.vortex_chargepool_ammo = max(0, actor.vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
266
267                             dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
268                             actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
269                             dt = min(dt, actor.vortex_chargepool_ammo);
270                             dt = max(0, dt);
271
272                             actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
273                         }
274                     }
275
276                     else if(WEP_CVAR_SEC(vortex, ammo))
277                     {
278                         if(fire & 2) // only eat ammo when the button is pressed
279                         {
280                             dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
281                             if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
282                             {
283                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
284                                 if(autocvar_g_balance_vortex_reload_ammo)
285                                 {
286                                     dt = min(dt, (actor.clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
287                                     dt = max(0, dt);
288                                     if(dt > 0)
289                                     {
290                                         actor.clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
291                                     }
292                                     actor.(weapon_load[WEP_VORTEX.m_id]) = actor.clip_load;
293                                 }
294                                 else
295                                 {
296                                     dt = min(dt, (actor.(thiswep.ammo_field) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
297                                     dt = max(0, dt);
298                                     if(dt > 0)
299                                     {
300                                         actor.(thiswep.ammo_field) = max(WEP_CVAR_SEC(vortex, ammo), actor.(thiswep.ammo_field) - WEP_CVAR_SEC(vortex, ammo) * dt);
301                                     }
302                                 }
303                             }
304                             actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
305                         }
306                     }
307
308                     else
309                     {
310                         dt = min(dt, (1 - actor.vortex_charge) / WEP_CVAR(vortex, charge_rate));
311                         actor.vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
312                     }
313                 }
314             }
315             else if(WEP_CVAR(vortex, secondary))
316             {
317                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
318                 {
319                     W_Vortex_Attack(thiswep, actor, weaponentity, 1);
320                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
321                 }
322             }
323         }
324     }
325 }
326 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor))
327 {
328     actor.vortex_lasthit = 0;
329 }
330 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor))
331 {
332     float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_PRI(vortex, ammo);
333     ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
334     return ammo_amount;
335 }
336 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor))
337 {
338     if(WEP_CVAR(vortex, secondary))
339     {
340         // don't allow charging if we don't have enough ammo
341         float ammo_amount = actor.(thiswep.ammo_field) >= WEP_CVAR_SEC(vortex, ammo);
342         ammo_amount += actor.(weapon_load[WEP_VORTEX.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
343         return ammo_amount;
344     }
345     else
346     {
347         return false; // zoom is not a fire mode
348     }
349 }
350 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
351 {
352     if (WEP_CVAR(vortex, charge)) {
353         if (WEP_CVAR_SEC(vortex, chargepool)) {
354             actor.vortex_chargepool_ammo = 1;
355         }
356         actor.vortex_charge = WEP_CVAR(vortex, charge_start);
357     }
358     actor.vortex_lasthit = 0;
359 }
360 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
361 {
362     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
363 }
364 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
365 {
366     return WEAPON_THINKING_WITH_PORTALS;
367 }
368 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
369 {
370     return WEAPON_VORTEX_MURDER;
371 }
372
373 #endif
374 #ifdef CSQC
375
376 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
377 {
378     entity this = actor;
379     vector org2 = w_org + w_backoff * 6;
380     pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
381     if(!w_issilent)
382         sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
383 }
384 METHOD(Vortex, wr_init, void(entity thiswep))
385 {
386     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
387     {
388         precache_pic("gfx/reticle_nex");
389     }
390 }
391 METHOD(Vortex, wr_zoomreticle, bool(entity thiswep))
392 {
393     if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
394     {
395         reticle_image = "gfx/reticle_nex";
396         return true;
397     }
398     else
399     {
400         // no weapon specific image for this weapon
401         return false;
402     }
403 }
404
405 #endif
406 #endif