7 /* flags */ WEP_FLAG_HIDDEN | WEP_TYPE_SPLASH,
8 /* rating */ BOT_PICKUP_RATING_MID,
10 /* shortname */ "tuba",
11 /* xgettext:no-c-format */
12 /* fullname */ _("@!#%'n Tuba")
16 //#define TUBA_NOTE(n) strcat("weapons/tuba_note", ftos(n), ".wav")
18 .float tuba_smoketime;
19 .float tuba_instrument;
21 #define MAX_TUBANOTES 32
22 .float tuba_lastnotes_last;
23 .float tuba_lastnotes_cnt; // over
24 .vector tuba_lastnotes[MAX_TUBANOTES];
26 float W_Tuba_HasPlayed(entity pl, string melody, float instrument, float ignorepitch, float mintempo, float maxtempo)
28 float i, j, mmin, mmax, nolength;
29 float n = tokenize_console(melody);
30 if(n > pl.tuba_lastnotes_cnt)
35 if(pl.tuba_instrument != instrument)
40 for(i = 0; i < n; ++i)
42 vector v = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
43 float ai = stof(argv(n - i - 1));
47 // n counts the last played notes BACKWARDS
51 if(ignorepitch && i == 0)
53 pitchshift = np - v_z;
57 if(v_z + pitchshift != np)
62 // now we know the right NOTES were played
68 mmin = 240 / maxtempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
72 mmax = 240 / mintempo; // 60 = "0.25 means 1 sec", at 120 0.5 means 1 sec, at 240 1 means 1 sec
74 mmax = 240; // you won't try THAT hard... (tempo 1)
75 //print(sprintf("initial tempo rules: %f %f\n", mmin, mmax));
77 for(i = 0; i < n; ++i)
79 vector vi = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - i + MAX_TUBANOTES, MAX_TUBANOTES)]);
80 float ai = stof(argv(n - i - 1));
81 ti -= 1 / (ai - floor(ai));
83 for(j = i+1; j < n; ++j)
85 vector vj = pl.(tuba_lastnotes[mod(pl.tuba_lastnotes_last - j + MAX_TUBANOTES, MAX_TUBANOTES)]);
86 float aj = stof(argv(n - j - 1));
87 tj -= (aj - floor(aj));
89 // note i should be at m*ti+b
90 // note j should be at m*tj+b
92 // we have a LINE l, so that
93 // vi_x <= l(ti) <= vi_y
94 // vj_x <= l(tj) <= vj_y
97 // vi_x <= vi_y <= vj_x <= vj_y
99 //print(sprintf("first note: %f to %f, should be %f\n", vi_x, vi_y, ti));
100 //print(sprintf("second note: %f to %f, should be %f\n", vj_x, vj_y, tj));
101 //print(sprintf("m1 = %f\n", (vi_x - vj_y) / (ti - tj)));
102 //print(sprintf("m2 = %f\n", (vi_y - vj_x) / (ti - tj)));
103 mmin = max(mmin, (vi_x - vj_y) / (ti - tj)); // lower bound
104 mmax = min(mmax, (vi_y - vj_x) / (ti - tj)); // upper bound
108 if(mmin > mmax) // rhythm fail
112 pl.tuba_lastnotes_cnt = 0;
117 void W_Tuba_NoteOff()
120 // on: self.spawnshieldtime
123 if(self.owner.tuba_note == self)
125 self.owner.tuba_lastnotes_last = mod(self.owner.tuba_lastnotes_last + 1, MAX_TUBANOTES);
126 self.owner.(tuba_lastnotes[self.owner.tuba_lastnotes_last]) = eX * self.spawnshieldtime + eY * time + eZ * self.cnt;
127 self.owner.tuba_note = world;
128 self.owner.tuba_lastnotes_cnt = bound(0, self.owner.tuba_lastnotes_cnt + 1, MAX_TUBANOTES);
131 s = trigger_magicear_processmessage_forallears(self.owner, 0, world, string_null);
134 // simulate a server message
135 switch(self.tuba_instrument)
139 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Tuba: ^7", s, "\n"));
142 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Accordeon: ^7", s, "\n"));
145 bprint(strcat("\{1}\{13}* ^3", self.owner.netname, "^3 played on the @!#%'n Klein Bottle: ^7", s, "\n"));
153 float Tuba_GetNote(entity pl, float hittype)
158 if(pl.movement_x < 0) movestate -= 3;
159 if(pl.movement_x > 0) movestate += 3;
160 if(pl.movement_y < 0) movestate -= 1;
161 if(pl.movement_y > 0) movestate += 1;
167 // layout: originally I wanted
171 // but then you only use forward and right key. So to make things more
172 // interesting, I swapped B with e#. Har har har...
176 case 1: note = -6; break; // Gb
177 case 2: note = -5; break; // G
178 case 3: note = -4; break; // G#
179 case 4: note = +5; break; // e#
181 case 5: note = 0; break; // c
182 case 6: note = +2; break; // d
183 case 7: note = +3; break; // eb
184 case 8: note = +4; break; // e
185 case 9: note = -1; break; // B
191 if(hittype & HITTYPE_SECONDARY)
194 // we support two kinds of tubas, those tuned in Eb and those tuned in C
195 // kind of tuba currently is player slot number, or team number if in
197 // that way, holes in the range of notes are "plugged"
200 if(pl.team == NUM_TEAM_2 || pl.team == NUM_TEAM_4)
205 if(pl.clientcolors & 1)
209 // total range of notes:
215 // *** ********************* ****
216 // -18.........................+12
217 // *** ********************* ****
218 // -18............................+15
219 // with jump: ... +24
224 float W_Tuba_NoteSendEntity(entity to, float sf)
229 if(!sound_allowed(MSG_ONE, self.realowner))
232 WriteByte(MSG_ENTITY, ENT_CLIENT_TUBANOTE);
233 WriteByte(MSG_ENTITY, sf);
236 WriteChar(MSG_ENTITY, self.cnt);
238 if(self.realowner != to)
240 f |= 2 * self.tuba_instrument;
241 WriteByte(MSG_ENTITY, f);
245 WriteCoord(MSG_ENTITY, self.origin_x);
246 WriteCoord(MSG_ENTITY, self.origin_y);
247 WriteCoord(MSG_ENTITY, self.origin_z);
252 void W_Tuba_NoteThink()
259 if(time > self.teleport_time)
264 self.nextthink = time;
265 dist_mult = autocvar_g_balance_tuba_attenuation / autocvar_snd_soundradius;
266 FOR_EACH_REALCLIENT(e)
267 if(e != self.realowner)
269 v = self.origin - (e.origin + e.view_ofs);
270 vol0 = max(0, 1 - vlen(v) * dist_mult);
272 v = self.realowner.origin - (e.origin + e.view_ofs);
273 vol1 = max(0, 1 - vlen(v) * dist_mult);
275 if(fabs(vol0 - vol1) > 0.005) // 0.5 percent change in volume
277 setorigin(self, self.realowner.origin);
281 if(dir0 * dir1 < 0.9994) // 2 degrees change in angle
283 setorigin(self, self.realowner.origin);
290 void W_Tuba_NoteOn(float hittype)
295 W_SetupShot(self, FALSE, 2, "", 0, autocvar_g_balance_tuba_damage);
297 n = Tuba_GetNote(self, hittype);
300 if(self.tuba_instrument & 1)
301 hittype |= HITTYPE_SECONDARY;
302 if(self.tuba_instrument & 2)
303 hittype |= HITTYPE_BOUNCE;
307 if(self.tuba_note.cnt != n || self.tuba_note.tuba_instrument != self.tuba_instrument)
309 entity oldself = self;
310 self = self.tuba_note;
316 if not(self.tuba_note)
318 self.tuba_note = spawn();
319 self.tuba_note.owner = self.tuba_note.realowner = self;
320 self.tuba_note.cnt = n;
321 self.tuba_note.tuba_instrument = self.tuba_instrument;
322 self.tuba_note.think = W_Tuba_NoteThink;
323 self.tuba_note.nextthink = time;
324 self.tuba_note.spawnshieldtime = time;
325 Net_LinkEntity(self.tuba_note, FALSE, 0, W_Tuba_NoteSendEntity);
328 self.tuba_note.teleport_time = time + autocvar_g_balance_tuba_refire * 2 * W_WeaponRateFactor(); // so it can get prolonged safely
330 //sound(self, c, TUBA_NOTE(n), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), autocvar_g_balance_tuba_attenuation);
331 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);
333 o = gettaginfo(self.exteriorweaponentity, 0);
334 if(time > self.tuba_smoketime)
336 pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
337 self.tuba_smoketime = time + 0.25;
341 void spawnfunc_weapon_tuba (void)
343 weapon_defaultspawnfunc(WEP_TUBA);
346 float w_tuba(float req)
350 // bots cannot play the Tuba well yet
351 // I think they should start with the recorder first
352 if(vlen(self.origin - self.enemy.origin) < autocvar_g_balance_tuba_radius)
355 self.BUTTON_ATCK = 1;
357 self.BUTTON_ATCK2 = 1;
360 else if (req == WR_THINK)
362 if (self.BUTTON_ATCK)
363 if (weapon_prepareattack(0, autocvar_g_balance_tuba_refire))
366 //weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_tuba_animtime, w_ready);
367 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
369 if (self.BUTTON_ATCK2)
370 if (weapon_prepareattack(1, autocvar_g_balance_tuba_refire))
372 W_Tuba_NoteOn(HITTYPE_SECONDARY);
373 //weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_tuba_animtime, w_ready);
374 weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_tuba_animtime, w_ready);
378 if(!self.BUTTON_ATCK && !self.BUTTON_ATCK2)
380 entity oldself = self;
381 self = self.tuba_note;
387 else if (req == WR_PRECACHE)
389 precache_model ("models/weapons/g_tuba.md3");
390 precache_model ("models/weapons/v_tuba.md3");
391 precache_model ("models/weapons/h_tuba.iqm");
392 precache_model ("models/weapons/v_akordeon.md3");
393 precache_model ("models/weapons/h_akordeon.iqm");
394 precache_model ("models/weapons/v_kleinbottle.md3");
395 precache_model ("models/weapons/h_kleinbottle.iqm");
398 //for(i = -18; i <= +27; ++i)
399 // precache_sound(TUBA_NOTE(i));
401 else if (req == WR_SETUP)
403 weapon_setup(WEP_TUBA);
404 self.current_ammo = ammo_none;
405 self.tuba_instrument = 0;
407 else if (req == WR_RELOAD)
409 // switch to alternate instruments :)
410 if(self.weaponentity.state == WS_READY)
412 switch(self.tuba_instrument)
415 self.tuba_instrument = 1;
416 self.weaponname = "akordeon";
419 self.tuba_instrument = 2;
420 self.weaponname = "kleinbottle";
423 self.tuba_instrument = 0;
424 self.weaponname = "tuba";
427 W_SetupShot(self, FALSE, 0, "", 0, 0);
428 pointparticles(particleeffectnum("teleport"), w_shotorg, '0 0 0', 1);
429 self.weaponentity.state = WS_INUSE;
430 weapon_thinkf(WFRAME_RELOAD, 0.5, w_ready);
433 else if (req == WR_CHECKAMMO1)
434 return TRUE; // TODO use fuel?
435 else if (req == WR_CHECKAMMO2)
436 return TRUE; // TODO use fuel?
437 else if (req == WR_SUICIDEMESSAGE)
439 if(w_deathtype & HITTYPE_BOUNCE)
440 return WEAPON_KLEINBOTTLE_SUICIDE;
441 else if(w_deathtype & HITTYPE_SECONDARY)
442 return WEAPON_ACCORDEON_SUICIDE;
444 return WEAPON_TUBA_SUICIDE;
446 else if (req == WR_KILLMESSAGE)
448 if(w_deathtype & HITTYPE_BOUNCE)
449 return WEAPON_KLEINBOTTLE_MURDER;
450 else if(w_deathtype & HITTYPE_SECONDARY)
451 return WEAPON_ACCORDEON_MURDER;
453 return WEAPON_TUBA_MURDER;
459 float w_tuba(float req)
461 // nothing to do here; particles of tuba are handled differently