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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 float autocvar_g_weapon_charge_colormod_red_full;
8 float autocvar_g_weapon_charge_colormod_red_half;
9 float autocvar_g_weapon_charge_colormod_green_full;
10 float autocvar_g_weapon_charge_colormod_blue_full;
11 float autocvar_g_weapon_charge_colormod_blue_half;
12 float autocvar_g_weapon_charge_colormod_green_half;
13 float autocvar_g_weapon_charge_colormod_hdrmultiplier;
14
15 METHOD(Vortex, wr_glow, vector(Vortex this, entity actor, entity wepent))
16 {
17         if (!WEP_CVAR(vortex, charge)) return '0 0 0';
18         float charge = wepent.vortex_charge;
19         float animlimit = WEP_CVAR(vortex, charge_animlimit);
20         float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
21         vector g;
22         g.x = f * autocvar_g_weapon_charge_colormod_red_half;
23         g.y = f * autocvar_g_weapon_charge_colormod_green_half;
24         g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
25         if (charge > animlimit)
26         {
27                 f = autocvar_g_weapon_charge_colormod_hdrmultiplier * (charge - animlimit) / (1 - animlimit);
28                 g.x += f * autocvar_g_weapon_charge_colormod_red_full;
29                 g.y += f * autocvar_g_weapon_charge_colormod_green_full;
30                 g.z += f * autocvar_g_weapon_charge_colormod_blue_full;
31         }
32         // transition color can't be '0 0 0' as it defaults to player model glow color
33         if (g == '0 0 0')
34                 g = '0 0 0.000001';
35         return g;
36 }
37 #endif
38
39 REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE)
40
41 #if defined(SVQC)
42 void SendCSQCVortexBeamParticle(float charge) {
43         vector v;
44         v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
45         WriteHeader(MSG_BROADCAST, TE_CSQC_VORTEXBEAMPARTICLE);
46         WriteVector(MSG_BROADCAST, w_shotorg);
47         WriteVector(MSG_BROADCAST, v);
48         WriteByte(MSG_BROADCAST, bound(0, 255 * charge, 255));
49 }
50 #elif defined(CSQC)
51 NET_HANDLE(TE_CSQC_VORTEXBEAMPARTICLE, bool isNew)
52 {
53         float charge;
54         vector shotorg = ReadVector();
55         vector endpos = ReadVector();
56         charge = ReadByte() / 255.0;
57
58         //pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
59
60         //draw either the old v2.3 beam or the new beam
61         charge = sqrt(charge); // divide evenly among trail spacing and alpha
62         particles_alphamin = particles_alphamax = particles_fade = charge;
63
64         if(!MUTATOR_CALLHOOK(Particles_VortexBeam, shotorg, endpos))
65         {
66                 if(autocvar_cl_particles_oldvortexbeam)
67                         WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM_OLD), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
68                 else
69                         WarpZone_TrailParticles_WithMultiplier(NULL, particleeffectnum(EFFECT_VORTEX_BEAM), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
70         }
71         return true;
72 }
73 #endif
74
75 #ifdef SVQC
76
77 REGISTER_MUTATOR(vortex_charge, true);
78
79 MUTATOR_HOOKFUNCTION(vortex_charge, GetPressedKeys)
80 {
81     entity player = M_ARGV(0, entity);
82
83         // WEAPONTODO
84     if(!WEP_CVAR(vortex, charge) || !WEP_CVAR(vortex, charge_velocity_rate))
85         return;
86
87     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
88     {
89         .entity weaponentity = weaponentities[slot];
90
91         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)))
92         {
93             float xyspeed = vlen(vec2(player.velocity));
94                 // add a maximum of charge_velocity_rate when going fast (f = 1), gradually increasing from minspeed (f = 0) to maxspeed
95                 xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
96                 float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
97                 // add the extra charge
98                 player.(weaponentity).vortex_charge = min(1, player.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
99         }
100     }
101 }
102
103 void W_Vortex_Attack(Weapon thiswep, entity actor, .entity weaponentity, float issecondary)
104 {
105         float mydmg, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, myammo, charge;
106
107         mydmg = WEP_CVAR_BOTH(vortex, !issecondary, damage);
108         myforce = WEP_CVAR_BOTH(vortex, !issecondary, force);
109         mymindist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_mindist);
110         mymaxdist = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_maxdist);
111         myhalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_halflife);
112         myforcehalflife = WEP_CVAR_BOTH(vortex, !issecondary, damagefalloff_forcehalflife);
113         myammo = WEP_CVAR_BOTH(vortex, !issecondary, ammo);
114
115         float dtype = thiswep.m_id;
116         if(WEP_CVAR_BOTH(vortex, !issecondary, armorpierce))
117                 dtype |= HITTYPE_ARMORPIERCE;
118
119         float flying;
120         flying = IsFlying(actor); // do this BEFORE to make the trace values from FireRailgunBullet last
121
122         if(WEP_CVAR(vortex, charge))
123         {
124                 charge = WEP_CVAR(vortex, charge_mindmg) / mydmg + (1 - WEP_CVAR(vortex, charge_mindmg) / mydmg) * actor.(weaponentity).vortex_charge;
125                 actor.(weaponentity).vortex_charge *= WEP_CVAR(vortex, charge_shot_multiplier); // do this AFTER setting mydmg/myforce
126                 // O RLY? -- divVerent
127                 // YA RLY -- FruitieX
128         }
129         else
130                 charge = 1;
131         mydmg *= charge;
132         myforce *= charge;
133
134         W_SetupShot(actor, weaponentity, true, 5, SND_NEXFIRE, CH_WEAPON_A, mydmg, dtype);
135         if(charge > WEP_CVAR(vortex, charge_animlimit) && WEP_CVAR(vortex, charge_animlimit)) // if the Vortex is overcharged, we play an extra sound
136         {
137                 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);
138         }
139
140         yoda = 0;
141         impressive_hits = 0;
142         FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, mydmg, false, myforce, mymindist, mymaxdist, myhalflife, myforcehalflife, dtype);
143
144         if(yoda && flying) {
145                 if(charge == 1) // play additional sound if we hit in the air with maximum damage
146                         sound(actor, CH_INFO, SND_MIDAIR, VOL_BASE, ATTN_NONE);
147                 
148                 Give_Medal(actor, YODA);
149         }
150         
151         if(impressive_hits && actor.vortex_lasthit)
152         {
153                 Give_Medal(actor, IMPRESSIVE);
154                 impressive_hits = 0; // only every second time
155         }
156
157         actor.vortex_lasthit = impressive_hits;
158
159         //beam done on client
160         vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
161         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
162         SendCSQCVortexBeamParticle(charge);
163
164         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
165 }
166
167 .float vortex_chargepool_pauseregen_finished;
168
169 void W_Vortex_Charge(entity actor, .entity weaponentity, float dt)
170 {
171     if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
172         actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt);
173 }
174
175 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
176 {
177     if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
178         PHYS_INPUT_BUTTON_ATCK(actor) = true;
179     else
180     {
181         if(WEP_CVAR(vortex, charge))
182             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
183     }
184 }
185 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
186 {
187     if(!WEP_CVAR(vortex, charge_always))
188         W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME);
189
190     if(WEP_CVAR_SEC(vortex, chargepool))
191         if(actor.(weaponentity).vortex_chargepool_ammo < 1)
192         {
193             if(actor.vortex_chargepool_pauseregen_finished < time)
194                 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
195             actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
196         }
197
198     if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
199         thiswep.wr_reload(thiswep, actor, weaponentity);
200     } else
201     {
202         if(fire & 1)
203         {
204             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
205             {
206                 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
207                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
208             }
209         }
210         if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
211         {
212             if(WEP_CVAR(vortex, charge))
213             {
214                 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
215                 float dt = frametime / W_TICSPERFRAME;
216
217                 if(actor.(weaponentity).vortex_charge < 1)
218                 {
219                     if(WEP_CVAR_SEC(vortex, chargepool))
220                     {
221                         if(WEP_CVAR_SEC(vortex, ammo))
222                         {
223                             // always deplete if secondary is held
224                             actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
225
226                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
227                             actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
228                             dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
229                             dt = max(0, dt);
230
231                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
232                         }
233                     }
234
235                     else if(WEP_CVAR_SEC(vortex, ammo))
236                     {
237                         if(fire & 2) // only eat ammo when the button is pressed
238                         {
239                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
240                             if(!(actor.items & IT_UNLIMITED_AMMO))
241                             {
242                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
243                                 if(autocvar_g_balance_vortex_reload_ammo)
244                                 {
245                                     dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
246                                     dt = max(0, dt);
247                                     if(dt > 0)
248                                     {
249                                         actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
250                                     }
251                                     actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load;
252                                 }
253                                 else
254                                 {
255                                     dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
256                                     dt = max(0, dt);
257                                     if(dt > 0)
258                                     {
259                                         SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
260                                     }
261                                 }
262                             }
263                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
264                         }
265                     }
266
267                     else
268                     {
269                         dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
270                         actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
271                     }
272                 }
273             }
274             else if(WEP_CVAR(vortex, secondary))
275             {
276                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
277                 {
278                     W_Vortex_Attack(thiswep, actor, weaponentity, 1);
279                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
280                 }
281             }
282         }
283     }
284 }
285 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
286 {
287     //actor.vortex_lasthit = 0;
288 }
289 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
290 {
291     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
292     ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
293     return ammo_amount;
294 }
295 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
296 {
297     if(WEP_CVAR(vortex, secondary))
298     {
299         // don't allow charging if we don't have enough ammo
300         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
301         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
302         return ammo_amount;
303     }
304     else
305     {
306         return false; // zoom is not a fire mode
307     }
308 }
309 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
310 {
311     if (WEP_CVAR(vortex, charge)) {
312         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
313         {
314             .entity weaponentity = weaponentities[slot];
315             actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
316
317             if (WEP_CVAR_SEC(vortex, chargepool))
318                 actor.(weaponentity).vortex_chargepool_ammo = 1;
319         }
320     }
321     actor.vortex_lasthit = 0;
322 }
323 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
324 {
325     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
326 }
327 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
328 {
329     return WEAPON_THINKING_WITH_PORTALS;
330 }
331 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
332 {
333     return WEAPON_VORTEX_MURDER;
334 }
335 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
336 {
337     return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
338 }
339
340 #endif
341 #ifdef CSQC
342
343 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
344 {
345     entity this = actor;
346     vector org2 = w_org + w_backoff * 6;
347     pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
348     if(!w_issilent)
349         sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
350 }
351 METHOD(Vortex, wr_init, void(entity thiswep))
352 {
353     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
354     {
355         precache_pic("gfx/reticle_nex");
356     }
357 }
358 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
359 {
360     if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
361     {
362         return true;
363     }
364     else
365     {
366         // no weapon specific image for this weapon
367         return false;
368     }
369 }
370 METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
371 {
372     return button_attack2 && !WEP_CVAR(vortex, secondary);
373 }
374
375 #endif