]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/weapons/weapon/vortex.qc
Transifex autosync
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / vortex.qc
1 #include "vortex.qh"
2
3 //REGISTER_STAT(WEP_CVAR_vortex_charge, bool, WEP_CVAR(vortex, charge))
4 //REGISTER_STAT(WEP_CVAR_vortex_charge_animlimit, float, WEP_CVAR(vortex, charge_animlimit))
5
6 #if defined(GAMEQC)
7 METHOD(Vortex, wr_glow, vector(Vortex this, int actor_colors, entity wepent))
8 {
9         if (!WEP_CVAR(vortex, charge)) return '0 0 0';
10         float charge = max(0.25, wepent.vortex_charge);
11         float animlimit = WEP_CVAR(vortex, charge_animlimit);
12         float f = min(1, charge / animlimit);
13         vector mycolors = colormapPaletteColor(actor_colors & 0x0F, true);
14         vector g = f * (mycolors * 0.3);
15         if (charge > animlimit)
16         {
17                 f = (charge - animlimit) / (1 - animlimit);
18                 g += f * (mycolors * 0.7);
19         }
20         // transition color can't be '0 0 0' as it defaults to player model glow color
21         if (g == '0 0 0')
22                 g = '0 0 0.000001';
23         return g;
24 }
25 #endif
26
27 #ifdef GAMEQC
28 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
29 #endif
30
31 #if defined(SVQC)
32 void SendCSQCVortexBeamParticle(float charge) {
33         vector v;
34         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
35         WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
36         WriteVector(MSG_BROADCAST, w_shotorg);
37         WriteVector(MSG_BROADCAST, v);
38         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
39 }
40 #elif defined(CSQC)
41 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
42 {
43         float charge;
44         vector shotorg = ReadVector();
45         vector endpos = ReadVector();
46         charge = ReadByte() / 255.0;
47
48         //pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
49
50         //draw either the old v2.3 beam or the new beam
51         charge = sqrt(charge); // divide evenly among trail spacing and alpha
52         particles_alphamin = particles_alphamax = particles_fade = charge;
53
54         if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
55         {
56                 if(autocvar_cl_particles_oldvortexbeam)
57                         WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
58                 else
59                         WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
60         }
61         return true;
62 }
63 #endif
64
65 #ifdef SVQC
66
67 REGISTER_MUTATOR(vortex_charge, true);
68
69 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
70 {
71         entity player = M_ARGV(0, entity);
72
73         // WEAPONTODO
74         if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
75                 return;
76
77         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
78         {
79                 .entity weaponentity = weaponentities[slot];
80
81                 if (player.(weaponentity).m_weapon == WEP_VORTEX && WEP_CVAR(vortex, charge) && WEP_CVAR(vortex, charge_velocity_rate) && vdist(vec2(player.velocity), >, WEP_CVAR(vortex, charge_minspeed)))
82                 {
83                         float xyspeed = vlen(vec2(player.velocity));
84                         // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
85                                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
86                         float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
87                         // add the extra charge
88                         player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
89                 }
90         }
91 }
92
93 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
94 {
95         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
96
97         mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
98         myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
99         mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
100         mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
101         myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
102         myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
103         myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
104
105         float dtype = thiswep.m_id;
106         if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce))
107                 dtype |= HITTYPE_ARMORPIERCE;
108
109         float flying;
110         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
111
112         if(WEP_CVAR(vortex, charge))
113         {
114                 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
115                 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
116                 // O RLY? -- divVerent
117                 // YA RLY -- FruitieX
118         }
119         else
120                 charge = 1;
121         mydmg *= charge;
122         myforce *= charge;
123
124         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, dtype);
125         if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
126         {
127                 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);
128         }
129
130         yoda = 0;
131         impressive_hits = 0;
132         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, false, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype);
133
134         if(yoda && flying)
135                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
136         if(impressive_hits && actor.vortex_lasthit)
137         {
138                 Send_Notification(NOTIF_ONE, actor, MSG_ANNCE, ANNCE_ACHIEVEMENT_IMPRESSIVE);
139                 impressive_hits = 0; // only every second time
140         }
141
142         actor.vortex_lasthit = impressive_hits;
143
144         //beam done on client
145         vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
146         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
147         SendCSQCVortexBeamParticle(charge);
148
149         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
150 }
151
152 .float vortex_chargepool_pauseregen_finished;
153
154 void W_Vortex_Charge(entity actor, .entity weaponentity, float dt)
155 {
156         if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
157                 actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt);
158 }
159
160 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
161 {
162         if(bot_aim(actor, weaponentity, 1000000, 0, 1, false, true))
163                 PHYS_INPUT_BUTTON_ATCK(actor) = true;
164 }
165 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
166 {
167         if(!WEP_CVAR(vortex, charge_always))
168                 W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME);
169
170         if(WEP_CVAR_SEC(vortex, chargepool))
171                 if(actor.(weaponentity).vortex_chargepool_ammo < 1)
172                 {
173                         if(actor.vortex_chargepool_pauseregen_finished < time)
174                                 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
175                         actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
176                 }
177
178         if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
179                 thiswep.wr_reload(thiswep, actor, weaponentity);
180         } else
181         {
182                 if(fire & 1)
183                 {
184                         if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
185                         {
186                                 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
187                                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
188                         }
189                 }
190                 if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
191                 {
192                         if(WEP_CVAR(vortex, charge))
193                         {
194                                 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
195                                 float dt = frametime / W_TICSPERFRAME;
196
197                                 if(actor.(weaponentity).vortex_charge < 1)
198                                 {
199                                         if(WEP_CVAR_SEC(vortex, chargepool))
200                                         {
201                                                 if(WEP_CVAR_SEC(vortex, ammo))
202                                                 {
203                                                         // always deplete if secondary is held
204                                                         actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
205
206                                                         dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
207                                                         actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
208                                                         dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
209                                                         dt = max(0, dt);
210
211                                                         actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
212                                                 }
213                                         }
214
215                                         else if(WEP_CVAR_SEC(vortex, ammo))
216                                         {
217                                                 if(fire & 2) // only eat ammo when the button is pressed
218                                                 {
219                                                         dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
220                                                         if(!(actor.items & IT_UNLIMITED_AMMO))
221                                                         {
222                                                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
223                                                                 if(autocvar_g_balance_vortex_reload_ammo)
224                                                                 {
225                                                                         dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
226                                                                         dt = max(0, dt);
227                                                                         if(dt > 0)
228                                                                         {
229                                                                                 actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
230                                                                         }
231                                                                         actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load;
232                                                                 }
233                                                                 else
234                                                                 {
235                                                                         dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
236                                                                         dt = max(0, dt);
237                                                                         if(dt > 0)
238                                                                         {
239                                                                                 SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
240                                                                         }
241                                                                 }
242                                                         }
243                                                         actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
244                                                 }
245                                         }
246
247                                         else
248                                         {
249                                                 dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
250                                                 actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
251                                         }
252                                 }
253                         }
254                         else if(WEP_CVAR(vortex, secondary))
255                         {
256                                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
257                                 {
258                                         W_Vortex_Attack(thiswep, actor, weaponentity, 1);
259                                         weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
260                                 }
261                         }
262                 }
263         }
264 }
265 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
266 {
267         actor.vortex_lasthit = 0;
268 }
269 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
270 {
271         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
272         ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
273         return ammo_amount;
274 }
275 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
276 {
277         if(WEP_CVAR(vortex, secondary))
278         {
279                 // don't allow charging if we don't have enough ammo
280                 float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
281                 ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
282                 return ammo_amount;
283         }
284         else
285         {
286                 return false; // zoom is not a fire mode
287         }
288 }
289 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
290 {
291         if (WEP_CVAR(vortex, charge)) {
292                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
293                 {
294                         .entity weaponentity = weaponentities[slot];
295                         actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
296
297                         if (WEP_CVAR_SEC(vortex, chargepool))
298                                 actor.(weaponentity).vortex_chargepool_ammo = 1;
299                 }
300         }
301         actor.vortex_lasthit = 0;
302 }
303 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
304 {
305         W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
306 }
307 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
308 {
309         return WEAPON_THINKING_WITH_PORTALS;
310 }
311 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
312 {
313         return WEAPON_VORTEX_MURDER;
314 }
315 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
316 {
317         return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
318 }
319
320 #endif
321 #ifdef CSQC
322
323 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
324 {
325         entity this = actor;
326         vector org2 = w_org + w_backoff * 2;
327         pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
328         if(!w_issilent)
329                 sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
330 }
331 METHOD(Vortex, wr_init, void(entity thiswep))
332 {
333         if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
334         {
335                 precache_pic("gfx/reticle_nex");
336         }
337 }
338 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
339 {
340         if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
341         {
342                 return true;
343         }
344         else
345         {
346                 // no weapon specific image for this weapon
347                 return false;
348         }
349 }
350 METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
351 {
352         return button_attack2 && !WEP_CVAR(vortex, secondary);
353 }
354
355 #endif