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, fadetime) \
26 w_cvar(id, sn, NONE, force) \
27 w_cvar(id, sn, NONE, pitchstep) \
28 w_cvar(id, sn, NONE, radius) \
29 w_cvar(id, sn, NONE, refire) \
30 w_cvar(id, sn, NONE, volume) \
31 w_prop(id, sn, float, switchdelay_raise, switchdelay_raise) \
32 w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \
33 w_prop(id, sn, string, weaponreplace, weaponreplace) \
34 w_prop(id, sn, float, weaponstart, weaponstart) \
35 w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \
36 w_prop(id, sn, float, weaponthrowable, weaponthrowable)
39 TUBA_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
40 float W_Tuba_MarkClientOnlyFieldsAsUsed() {
41 // These variables are only used by client/tuba.qc. TODO: move client/tuba.qc code here.
42 return WEP_CVAR(tuba, fadetime) + WEP_CVAR(tuba, pitchstep) + WEP_CVAR(tuba, volume);
46 .float tuba_smoketime;
47 .float tuba_instrument;
49 #define MAX_TUBANOTES 32
50 .float tuba_lastnotes_last;
51 .float tuba_lastnotes_cnt; // over
52 .vector tuba_lastnotes[MAX_TUBANOTES];
57 void spawnfunc_weapon_tuba(void) { weapon_defaultspawnfunc(WEP_TUBA.m_id); }
59 bool W_Tuba_HasPlayed(entity pl, string melody, int instrument, bool ignorepitch, float mintempo, float maxtempo)
61 float i, j, mmin, mmax, nolength;
62 float n = tokenize_console(melody);
63 if(n > pl.tuba_lastnotes_cnt)
68 if(pl.tuba_instrument != instrument)
73 for(i = 0; i < n; ++i)
75 vector v = pl.(tuba_lastnotes[(pl.tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
76 float ai = stof(argv(n - i - 1));
80 // n counts the last played notes BACKWARDS
84 if(ignorepitch && i == 0)
86 pitchshift = np - v.z;
90 if(v.z + pitchshift != np)
95 // now we know the right NOTES were played
101 mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
105 mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
107 mmax = 240; // you won't try THAT hard... (tempo 1)
108 //printf("initial tempo rules: %f %f\n", mmin, mmax);
110 for(i = 0; i < n; ++i)
112 vector vi = pl.(tuba_lastnotes[(pl.tuba_lastnotes_last - i + MAX_TUBANOTES) % MAX_TUBANOTES]);
113 float ai = stof(argv(n - i - 1));
114 ti -= 1 / (ai - floor(ai));
116 for(j = i+1; j < n; ++j)
118 vector vj = pl.(tuba_lastnotes[(pl.tuba_lastnotes_last - j + MAX_TUBANOTES) % MAX_TUBANOTES]);
119 float aj = stof(argv(n - j - 1));
120 tj -= (aj - floor(aj));
122 // note i should be at m*ti+b
123 // note j should be at m*tj+b
125 // we have a LINE l, so that
126 // vi_x <= l(ti) <= vi_y
127 // vj_x <= l(tj) <= vj_y
130 // vi_x <= vi_y <= vj_x <= vj_y
132 //printf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti);
133 //printf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj);
134 //printf("m1 = %f\n", (vi_x - vj_y) / (ti - tj));
135 //printf("m2 = %f\n", (vi_y - vj_x) / (ti - tj));
136 mmin = max(mmin, (vi.x - vj.y) / (ti - tj)); // lower bound
137 mmax = min(mmax, (vi.y - vj.x) / (ti - tj)); // upper bound
141 if(mmin > mmax) // rhythm fail
145 pl.tuba_lastnotes_cnt = 0;
150 void W_Tuba_NoteOff(void)
153 // on: self.spawnshieldtime
156 if(self.owner.tuba_note == self)
158 self.owner.tuba_lastnotes_last = (self.owner.tuba_lastnotes_last + 1) % MAX_TUBANOTES;
159 self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
160 self.owner.tuba_note = world;
161 self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
164 s = trigger_magicear_processmessage_forallears(self.owner, 0, world, string_null);
167 // simulate a server message
168 switch(self.tuba_instrument)
172 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
175 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
178 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
186 int W_Tuba_GetNote(entity pl, int hittype)
189 if (pl.movement.x < 0) movestate -= 3;
190 else if (pl.movement.x > 0) movestate += 3;
191 if (pl.movement.y < 0) movestate -= 1;
192 else if (pl.movement.y > 0) movestate += 1;
197 // layout: originally I wanted
201 // but then you only use forward and right key. So to make things more
202 // interesting, I swapped B with e#. Har har har...
206 case 1: note = -6; break; // Gb
207 case 2: note = -5; break; // G
208 case 3: note = -4; break; // G#
209 case 4: note = +5; break; // e#
211 case 5: note = 0; break; // c
212 case 6: note = +2; break; // d
213 case 7: note = +3; break; // eb
214 case 8: note = +4; break; // e
215 case 9: note = -1; break; // B
221 if(hittype & HITTYPE_SECONDARY)
224 // we support two kinds of tubas, those tuned in Eb and those tuned in C
225 // kind of tuba currently is player slot number, or team number if in
227 // that way, holes in the range of notes are "plugged"
230 if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
235 if(pl.clientcolors & 1)
239 // total range of notes:
245 // *** ********************* ****
246 // -18.........................+12
247 // *** ********************* ****
248 // -18............................+15
249 // with jump: ... +24
254 bool W_Tuba_NoteSendEntity(entity to, int sf)
259 if(!sound_allowed(MSG_ONE, self.realowner))
262 WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
263 WriteByte(MSG_ENTITY, sf);
266 WriteChar(MSG_ENTITY, self.cnt);
268 if(self.realowner != to)
270 f |= 2 * self.tuba_instrument;
271 WriteByte(MSG_ENTITY, f);
275 WriteCoord(MSG_ENTITY, self.origin.x);
276 WriteCoord(MSG_ENTITY, self.origin.y);
277 WriteCoord(MSG_ENTITY, self.origin.z);
282 void W_Tuba_NoteThink(void)
289 if(time > self.teleport_time)
294 self.nextthink = time;
295 dist_mult = WEP_CVAR(tuba, attenuation) / autocvar_snd_soundradius;
296 FOR_EACH_REALCLIENT(e)
297 if(e != self.realowner)
299 v = self.origin - (e.origin + e.view_ofs);
300 vol0 = max(0, 1 - vlen(v) * dist_mult);
302 v = self.realowner.origin - (e.origin + e.view_ofs);
303 vol1 = max(0, 1 - vlen(v) * dist_mult);
305 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
307 setorigin(self, self.realowner.origin);
311 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
313 setorigin(self, self.realowner.origin);
320 void W_Tuba_NoteOn(float hittype)
325 W_SetupShot(self, false, 2, "", 0, WEP_CVAR(tuba, damage));
327 n = W_Tuba_GetNote(self, hittype);
330 if(self.tuba_instrument & 1)
331 hittype |= HITTYPE_SECONDARY;
332 if(self.tuba_instrument & 2)
333 hittype |= HITTYPE_BOUNCE;
337 if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
339 entity oldself = self;
340 self = self.tuba_note;
348 self.tuba_note = spawn();
349 self.tuba_note.owner = self.tuba_note.realowner = self;
350 self.tuba_note.cnt = n;
351 self.tuba_note.tuba_instrument = self.tuba_instrument;
352 self.tuba_note.think = W_Tuba_NoteThink;
353 self.tuba_note.nextthink = time;
354 self.tuba_note.spawnshieldtime = time;
355 Net_LinkEntity(self.tuba_note, false, 0, W_Tuba_NoteSendEntity);
358 self.tuba_note.teleport_time = time + WEP_CVAR(tuba, refire) * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
360 //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
361 RadiusDamage(self, self, WEP_CVAR(tuba, damage), WEP_CVAR(tuba, edgedamage), WEP_CVAR(tuba, radius), world, world, WEP_CVAR(tuba, force), hittype | WEP_TUBA.m_id, world);
363 o = gettaginfo(self.exteriorweaponentity, 0);
364 if(time > self.tuba_smoketime)
366 Send_Effect("smoke_ring", o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
367 self.tuba_smoketime = time + 0.25;
377 // bots cannot play the Tuba well yet
378 // I think they should start with the recorder first
379 if(vlen(self.origin - self.enemy.origin) < WEP_CVAR(tuba, radius))
382 self.BUTTON_ATCK = 1;
384 self.BUTTON_ATCK2 = 1;
392 if(weapon_prepareattack(0, WEP_CVAR(tuba, refire)))
395 //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
396 weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
398 if(self.BUTTON_ATCK2)
399 if(weapon_prepareattack(1, WEP_CVAR(tuba, refire)))
401 W_Tuba_NoteOn(HITTYPE_SECONDARY);
402 //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
403 weapon_thinkf(WFRAME_IDLE, WEP_CVAR(tuba, animtime), w_ready);
407 if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
409 entity oldself = self;
410 self = self.tuba_note;
420 precache_model("models/weapons/g_tuba.md3");
421 precache_model("models/weapons/v_tuba.md3");
422 precache_model("models/weapons/h_tuba.iqm");
423 precache_model("models/weapons/v_akordeon.md3");
424 precache_model("models/weapons/h_akordeon.iqm");
425 precache_model("models/weapons/v_kleinbottle.md3");
426 precache_model("models/weapons/h_kleinbottle.iqm");
427 TUBA_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP);
432 self.ammo_field = ammo_none;
433 self.tuba_instrument = 0;
438 // switch to alternate instruments :)
439 if(self.weaponentity.state == WS_READY)
441 switch(self.tuba_instrument)
444 self.tuba_instrument = 1;
445 self.weaponname = "akordeon";
448 self.tuba_instrument = 2;
449 self.weaponname = "kleinbottle";
452 self.tuba_instrument = 0;
453 self.weaponname = "tuba";
456 W_SetupShot(self, false, 0, "", 0, 0);
457 Send_Effect("teleport", w_shotorg, '0 0 0', 1);
458 self.weaponentity.state = WS_INUSE;
459 weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
467 return true; // tuba has infinite ammo
471 TUBA_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS);
474 case WR_SUICIDEMESSAGE:
476 if(w_deathtype & HITTYPE_BOUNCE)
477 return WEAPON_KLEINBOTTLE_SUICIDE;
478 else if(w_deathtype & HITTYPE_SECONDARY)
479 return WEAPON_ACCORDEON_SUICIDE;
481 return WEAPON_TUBA_SUICIDE;
485 if(w_deathtype & HITTYPE_BOUNCE)
486 return WEAPON_KLEINBOTTLE_MURDER;
487 else if(w_deathtype & HITTYPE_SECONDARY)
488 return WEAPON_ACCORDEON_MURDER;
490 return WEAPON_TUBA_MURDER;
499 // nothing to do here; particles of tuba are handled differently
506 // no weapon specific image for this weapon