5 /* ammotype */ ammo_none,
7 /* flags */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* modelname */ "tuba",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairtuba",
13 /* wepimg */ "weapontuba",
15 /* xgettext:no-c-format */
16 /* wepname */ _("@!#%'n Tuba")
19 #define TUBA_SETTINGS(w_cvar,w_prop) TUBA_SETTINGS_LIST(w_cvar, w_prop, TUBA, tuba)
20 #define TUBA_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
21 w_cvar(id, sn, NONE, animtime) \
22 w_cvar(id, sn, NONE, attenuation) \
23 w_cvar(id, sn, NONE, damage) \
24 w_cvar(id, sn, NONE, edgedamage) \
25 w_cvar(id, sn, NONE, force) \
26 w_cvar(id, sn, NONE, radius) \
27 w_cvar(id, sn, NONE, refire) \
28 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
29 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
30 w_prop(id, sn, string, weaponreplace, weaponreplace) \
31 w_prop(id, sn, float, weaponstart, weaponstart) \
32 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
33 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
36 TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
38 .float tuba_smoketime;
39 .float tuba_instrument;
41 #define MAX_TUBANOTES 32
42 .float tuba_lastnotes_last;
43 .float tuba_lastnotes_cnt; // over
44 .vector tuba_lastnotes[MAX_TUBANOTES];
48 void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA); }
50 float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
52 float i, j, mmin, mmax, nolength;
53 float n = tokenize_console(melody);
54 if(n > pl.tuba_lastnotes_cnt)
59 if(pl.tuba_instrument != instrument)
64 for(i = 0; i < n; ++i)
66 vector v = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
67 float ai = stof(argv(n - i - 1));
71 // n counts the last played notes BACKWARDS
75 if(ignorepitch && i == 0)
77 pitchshift = np - v_z;
81 if(v_z + pitchshift != np)
86 // now we know the right NOTES were played
92 mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
96 mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
98 mmax = 240; // you won't try THAT hard... (tempo 1)
99 //printf("initial tempo rules: %f %f\n", mmin, mmax);
101 for(i = 0; i < n; ++i)
103 vector vi = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
104 float ai = stof(argv(n - i - 1));
105 ti -= 1 / (ai - floor(ai));
107 for(j = i+1; j < n; ++j)
109 vector vj = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - j + MAX_TUBANOTES, MAX_TUBANOTES)]);
110 float aj = stof(argv(n - j - 1));
111 tj -= (aj - floor(aj));
113 // note i should be at m*ti+b
114 // note j should be at m*tj+b
116 // we have a LINE l, so that
117 // vi_x <= l(ti) <= vi_y
118 // vj_x <= l(tj) <= vj_y
121 // vi_x <= vi_y <= vj_x <= vj_y
123 //printf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti);
124 //printf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj);
125 //printf("m1 = %f\n", (vi_x - vj_y) / (ti - tj));
126 //printf("m2 = %f\n", (vi_y - vj_x) / (ti - tj));
127 mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound
128 mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound
132 if(mmin > mmax) // rhythm fail
136 pl.tuba_lastnotes_cnt = 0;
141 void W_Tuba_NoteOff(void)
144 // on: self.spawnshieldtime
147 if(self.owner.tuba_note == self)
149 self.owner.tuba_lastnotes_last = mod(self.owner.tuba_lastnotes_last + 1, MAX_TUBANOTES);
150 self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
151 self.owner.tuba_note = world;
152 self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
155 s = trigger_magicear_processmessage_forallears(self.owner, 0, world, string_null);
158 // simulate a server message
159 switch(self.tuba_instrument)
163 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
166 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
169 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
177 float W_Tuba_GetNote(entity pl, float hittype)
182 if(pl.movement_x < 0) movestate -= 3;
183 if(pl.movement_x > 0) movestate += 3;
184 if(pl.movement_y < 0) movestate -= 1;
185 if(pl.movement_y > 0) movestate += 1;
191 // layout: originally I wanted
195 // but then you only use forward and right key. So to make things more
196 // interesting, I swapped B with e#. Har har har...
200 case 1: note = -6; break; // Gb
201 case 2: note = -5; break; // G
202 case 3: note = -4; break; // G#
203 case 4: note = +5; break; // e#
205 case 5: note = 0; break; // c
206 case 6: note = +2; break; // d
207 case 7: note = +3; break; // eb
208 case 8: note = +4; break; // e
209 case 9: note = -1; break; // B
215 if(hittype & HITTYPE_SECONDARY)
218 // we support two kinds of tubas, those tuned in Eb and those tuned in C
219 // kind of tuba currently is player slot number, or team number if in
221 // that way, holes in the range of notes are "plugged"
224 if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
229 if(pl.clientcolors & 1)
233 // total range of notes:
239 // *** ********************* ****
240 // -18.........................+12
241 // *** ********************* ****
242 // -18............................+15
243 // with jump: ... +24
248 float W_Tuba_NoteSendEntity(entity to, float sf)
253 if(!sound_allowed(MSG_ONE, self.realowner))
256 WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
257 WriteByte(MSG_ENTITY, sf);
260 WriteChar(MSG_ENTITY, self.cnt);
262 if(self.realowner != to)
264 f |= 2 * self.tuba_instrument;
265 WriteByte(MSG_ENTITY, f);
269 WriteCoord(MSG_ENTITY, self.origin_x);
270 WriteCoord(MSG_ENTITY, self.origin_y);
271 WriteCoord(MSG_ENTITY, self.origin_z);
276 void W_Tuba_NoteThink(void)
283 if(time > self.teleport_time)
288 self.nextthink = time;
289 dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
290 FOR_EACH_REALCLIENT(e)
291 if(e != self.realowner)
293 v = self.origin - (e.origin + e.view_ofs);
294 vol0 = max(0, 1 - vlen(v) * dist_mult);
296 v = self.realowner.origin - (e.origin + e.view_ofs);
297 vol1 = max(0, 1 - vlen(v) * dist_mult);
299 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
301 setorigin(self, self.realowner.origin);
305 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
307 setorigin(self, self.realowner.origin);
314 void W_Tuba_NoteOn(float hittype)
319 W_SetupShot(self, FALSE, 2, "", 0, WEP_CVAR(tuba, damage));
321 n = W_Tuba_GetNote(self, hittype);
324 if(self.tuba_instrument & 1)
325 hittype |= HITTYPE_SECONDARY;
326 if(self.tuba_instrument & 2)
327 hittype |= HITTYPE_BOUNCE;
331 if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
333 entity oldself = self;
334 self = self.tuba_note;
342 self.tuba_note = spawn();
343 self.tuba_note.owner = self.tuba_note.realowner = self;
344 self.tuba_note.cnt = n;
345 self.tuba_note.tuba_instrument = self.tuba_instrument;
346 self.tuba_note.think = W_Tuba_NoteThink;
347 self.tuba_note.nextthink = time;
348 self.tuba_note.spawnshieldtime = time;
349 Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
352 self.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
354 //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
355 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);
357 o = gettaginfo(self.exteriorweaponentity, 0);
358 if(time > self.tuba_smoketime)
360 pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
361 self.tuba_smoketime = time + 0.25;
365 float W_Tuba(float req)
371 // bots cannot play the Tuba well yet
372 // I think they should start with the recorder first
373 if(vlen(self.origin - self.enemy.origin) < WEP_CVAR(tuba, radius))
376 self.BUTTON_ATCK = 1;
378 self.BUTTON_ATCK2 = 1;
386 if(weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
389 //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
390 weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
392 if(self.BUTTON_ATCK2)
393 if(weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
395 W_Tuba_NoteOn(HITTYPE_SECONDARY);
396 //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
397 weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
401 if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
403 entity oldself = self;
404 self = self.tuba_note;
414 precache_model("models/weapons/g_tuba.md3");
415 precache_model("models/weapons/v_tuba.md3");
416 precache_model("models/weapons/h_tuba.iqm");
417 precache_model("models/weapons/v_akordeon.md3");
418 precache_model("models/weapons/h_akordeon.iqm");
419 precache_model("models/weapons/v_kleinbottle.md3");
420 precache_model("models/weapons/h_kleinbottle.iqm");
421 TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
426 self.ammo_field = ammo_none;
427 self.tuba_instrument = 0;
432 // switch to alternate instruments :)
433 if(self.weaponentity.state == WS_READY)
435 switch(self.tuba_instrument)
438 self.tuba_instrument = 1;
439 self.weaponname = "akordeon";
442 self.tuba_instrument = 2;
443 self.weaponname = "kleinbottle";
446 self.tuba_instrument = 0;
447 self.weaponname = "tuba";
450 W_SetupShot(self, FALSE, 0, "", 0, 0);
451 pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
452 self.weaponentity.state = WS_INUSE;
453 weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
461 return TRUE; // tuba has infinite ammo
465 TUBA_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
468 case WR_SUICIDEMESSAGE:
470 if(w_deathtype & HITTYPE_BOUNCE)
471 return WEAPON_KLEINBOTTLE_SUICIDE;
472 else if(w_deathtype & HITTYPE_SECONDARY)
473 return WEAPON_ACCORDEON_SUICIDE;
475 return WEAPON_TUBA_SUICIDE;
479 if(w_deathtype & HITTYPE_BOUNCE)
480 return WEAPON_KLEINBOTTLE_MURDER;
481 else if(w_deathtype & HITTYPE_SECONDARY)
482 return WEAPON_ACCORDEON_MURDER;
484 return WEAPON_TUBA_MURDER;
491 float W_Tuba(float req)
493 // nothing to do here; particles of tuba are handled differently
500 // no weapon specific image for this weapon