tuba: more preparations for alternate instruments (reload key now partially implement...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_tuba.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(TUBA, w_tuba, 0, 1, WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "tuba", "tuba", _("@!#%'n Tuba"))
3 #else
4 #ifdef SVQC
5 //#define TUBA_NOTE(n) strcat("weapons/tuba_note", ftos(n), ".wav")
6 .entity tuba_note;
7 .float tuba_smoketime;
8 .float tuba_instrument;
9
10 float Tuba_GetNote(entity pl, float hittype)
11 {
12         float note;
13         float movestate;
14         movestate = 5;
15         if(pl.movement_x < 0) movestate -= 3;
16         if(pl.movement_x > 0) movestate += 3;
17         if(pl.movement_y < 0) movestate -= 1;
18         if(pl.movement_y > 0) movestate += 1;
19         switch(movestate)
20         {
21         // layout: originally I wanted
22         //   eb e  e#=f
23         //   B  c  d
24         //   Gb G  G#
25         // but then you only use forward and right key. So to make things more
26         // interesting, I swapped B with e#. Har har har...
27         //   eb e  B
28         // f=e# c  d
29         //   Gb G  G#
30                 case 1: note = -6; break; // Gb
31                 case 2: note = -5; break; // G
32                 case 3: note = -4; break; // G#
33                 case 4: note = +5; break; // e#
34                 case 5: note =  0; break; // c
35                 case 6: note = +2; break; // d
36                 case 7: note = +3; break; // eb
37                 case 8: note = +4; break; // e
38                 case 9: note = -1; break; // B
39         }
40         if(pl.BUTTON_CROUCH)
41                 note -= 12;
42         if(pl.BUTTON_JUMP)
43                 note += 12;
44         if(hittype & HITTYPE_SECONDARY)
45                 note += 7;
46         
47         // we support two kinds of tubas, those tuned in Eb and those tuned in C
48         // kind of tuba currently is player slot number, or team number if in
49         // teamplay
50         // that way, holes in the range of notes are "plugged"
51         if(teamplay)
52         {
53                 if(pl.team == COLOR_TEAM2 || pl.team == COLOR_TEAM4)
54                         note += 3;
55         }
56         else
57         {
58                 if(pl.clientcolors & 1)
59                         note += 3;
60         }
61         
62         // total range of notes:
63         //                       0
64         //                 ***  ** ****
65         //                        ***  ** ****
66         //     ***  ** ****
67         //            ***  ** ****
68         //     ***  ********************* ****
69         //     -18.........................+12
70         //        ***  ********************* ****
71         //     -18............................+15
72         //     with jump: ... +24
73         //     ... +27
74         return note;
75 }
76
77 float W_Tuba_NoteSendEntity(entity to, float sf)
78 {
79         float f;
80
81         WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
82         WriteByte(MSG_ENTITY, sf);
83         if(sf & 1)
84         {
85                 WriteChar(MSG_ENTITY, self.cnt);
86                 f = 0;
87                 if(self.realowner != to)
88                         f |= 1;
89                 f |= 2 * self.tuba_instrument;
90                 WriteByte(MSG_ENTITY, f);
91         }
92         if(sf & 2)
93         {
94                 WriteCoord(MSG_ENTITY, self.origin_x);
95                 WriteCoord(MSG_ENTITY, self.origin_y);
96                 WriteCoord(MSG_ENTITY, self.origin_z);
97         }
98         return TRUE;
99 }
100
101 void W_Tuba_NoteThink()
102 {
103         float dist_mult;
104         float vol0, vol1;
105         vector dir0, dir1;
106         vector v;
107         entity e;
108         if(time > self.teleport_time)
109         {
110                 self.realowner.tuba_note = world;
111                 remove(self);
112                 return;
113         }
114         self.nextthink = time;
115         dist_mult = autocvar_g_balance_tuba_attenuation / autocvar_snd_soundradius;
116         FOR_EACH_REALCLIENT(e)
117         if(e != self.realowner)
118         {
119                 v = self.origin - (e.origin + e.view_ofs);
120                 vol0 = max(0, 1 - vlen(v) * dist_mult);
121                 dir0 = normalize(v);
122                 v = self.realowner.origin - (e.origin + e.view_ofs);
123                 vol1 = max(0, 1 - vlen(v) * dist_mult);
124                 dir1 = normalize(v);
125                 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
126                 {
127                         setorigin(self, self.realowner.origin);
128                         self.SendFlags |= 2;
129                         break;
130                 }
131                 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
132                 {
133                         setorigin(self, self.realowner.origin);
134                         self.SendFlags |= 2;
135                         break;
136                 }
137         }
138 }
139
140 void W_Tuba_Attack(float hittype)
141 {
142         vector o;
143         float n;
144         W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage);
145
146         n = Tuba_GetNote(self, hittype);
147
148         if(self.tuba_note)
149         {
150                 if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
151                 {
152                         remove(self.tuba_note);
153                         self.tuba_note = world;
154                 }
155         }
156
157         if not(self.tuba_note)
158         {
159                 self.tuba_note = spawn();
160                 self.tuba_note.owner = self.tuba_note.realowner = self;
161                 self.tuba_note.cnt = n;
162                 self.tuba_note.tuba_instrument = self.tuba_instrument;
163                 self.tuba_note.think = W_Tuba_NoteThink;
164                 self.tuba_note.nextthink = time;
165                 Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
166         }
167
168         self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
169
170         //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
171         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);
172
173         o = gettaginfo(self.exteriorweaponentity, 0);
174         if(time > self.tuba_smoketime)
175         {
176                 pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
177                 self.tuba_smoketime = time + 0.25;
178         }
179 }
180
181 void spawnfunc_weapon_tuba (void)
182 {
183         weapon_defaultspawnfunc(WEP_TUBA);
184 }
185
186 float w_tuba(float req)
187 {
188         if (req == WR_AIM)
189         {
190                 // bots cannot play the Tuba well yet
191                 // I think they should start with the recorder first
192                 if(vlen(self.origin - self.enemy.origin) < autocvar_g_balance_tuba_radius)
193                 {
194                         if(random() > 0.5)
195                                 self.BUTTON_ATCK = 1;
196                         else
197                                 self.BUTTON_ATCK2 = 1;
198                 }
199         }
200         else if (req == WR_THINK)
201         {
202                 if (self.BUTTON_ATCK)
203                 if (weapon_prepareattack(0, autocvar_g_balance_tuba_refire))
204                 {
205                         W_Tuba_Attack(0);
206                         //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
207                         weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
208                 }
209                 if (self.BUTTON_ATCK2)
210                 if (weapon_prepareattack(1, autocvar_g_balance_tuba_refire))
211                 {
212                         W_Tuba_Attack(HITTYPE_SECONDARY);
213                         //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
214                         weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
215                 }
216                 if(self.tuba_note)
217                 {
218                         if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
219                         {
220                                 remove(self.tuba_note);
221                                 self.tuba_note = world;
222                         }
223                 }
224         }
225         else if (req == WR_PRECACHE)
226         {
227                 precache_model ("models/weapons/g_tuba.md3");
228                 precache_model ("models/weapons/v_tuba.md3");
229                 precache_model ("models/weapons/h_tuba.iqm");
230
231                 //float i;
232                 //for(i = -18; i <= +27; ++i)
233                 //      precache_sound(TUBA_NOTE(i));
234         }
235         else if (req == WR_SETUP)
236         {
237                 weapon_setup(WEP_TUBA);
238                 self.current_ammo = ammo_none;
239         }
240         else if (req == WR_RELOAD)
241         {
242                 // TODO switch to alternate instruments :)
243                 if(self.weaponentity.state == WS_READY)
244                 {
245                         /*
246                         switch(self.tuba_instrument)
247                         {
248                                 case 0:
249                                         self.tuba_instrument = 1;
250                                         self.weaponname = "laser";
251                                         break;
252                                 case 1:
253                                         self.tuba_instrument = 0;
254                                         self.weaponname = "tuba";
255                                         break;
256                         }
257                         */
258                         W_SetupShot(self, FALSE, 0, "", 0, 0);
259                         pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
260                         self.weaponentity.state = WS_INUSE;
261                         weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
262                 }
263         }
264         else if (req == WR_CHECKAMMO1)
265                 return TRUE; // TODO use fuel?
266         else if (req == WR_CHECKAMMO2)
267                 return TRUE; // TODO use fuel?
268         return TRUE;
269 };
270 #endif
271 #ifdef CSQC
272 float w_tuba(float req)
273 {
274         if(req == WR_IMPACTEFFECT)
275         {
276                 // nothing to do here; particles of tuba are handled differently
277         }
278         else if(req == WR_PRECACHE)
279         {
280                 // nothing to do
281         }
282         else if (req == WR_SUICIDEMESSAGE)
283         {
284                 w_deathtypestring = _("%s hurt his own ears with the @!#%%'n Tuba");
285         }
286         else if (req == WR_KILLMESSAGE)
287         {
288                 w_deathtypestring = _("%s died of %s's great playing on the @!#%%'n Tuba");
289         }
290         return TRUE;
291 }
292 #endif
293 #endif