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Merge branch 'master' into z411/bai-server
[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 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 && (STAT(ALLOW_OLDVORTEXBEAM) || isdemo()))
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                 Give_Medal(actor, YODA);
146         }
147         
148         if(impressive_hits && actor.vortex_lasthit)
149         {
150                 Give_Medal(actor, IMPRESSIVE);
151                 impressive_hits = 0; // only every second time
152         }
153
154         actor.vortex_lasthit = impressive_hits;
155
156         //beam done on client
157         vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
158         W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
159         SendCSQCVortexBeamParticle(charge);
160
161         W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);
162 }
163
164 .float vortex_chargepool_pauseregen_finished;
165
166 void W_Vortex_Charge(entity actor, .entity weaponentity, float dt)
167 {
168     if(WEP_CVAR(vortex, charge) && actor.(weaponentity).vortex_charge < WEP_CVAR(vortex, charge_limit))
169         actor.(weaponentity).vortex_charge = min(1, actor.(weaponentity).vortex_charge + WEP_CVAR(vortex, charge_rate) * dt);
170 }
171
172 METHOD(Vortex, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
173 {
174     if(bot_aim(actor, weaponentity, 1000000, 0, 1, false))
175         PHYS_INPUT_BUTTON_ATCK(actor) = true;
176     else
177     {
178         if(WEP_CVAR(vortex, charge))
179             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
180     }
181 }
182 METHOD(Vortex, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
183 {
184     if(!WEP_CVAR(vortex, charge_always))
185 <<<<<<< HEAD
186         W_Vortex_Charge(actor, weaponentity, frametime);
187 =======
188         W_Vortex_Charge(actor, weaponentity, frametime / W_TICSPERFRAME);
189 >>>>>>> master
190
191     if(WEP_CVAR_SEC(vortex, chargepool))
192         if(actor.(weaponentity).vortex_chargepool_ammo < 1)
193         {
194             if(actor.vortex_chargepool_pauseregen_finished < time)
195                 actor.(weaponentity).vortex_chargepool_ammo = min(1, actor.(weaponentity).vortex_chargepool_ammo + WEP_CVAR_SEC(vortex, chargepool_regen) * frametime / W_TICSPERFRAME);
196             actor.pauseregen_finished = max(actor.pauseregen_finished, time + WEP_CVAR_SEC(vortex, chargepool_pause_regen));
197         }
198
199     if(autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo))) { // forced reload
200         thiswep.wr_reload(thiswep, actor, weaponentity);
201     } else
202     {
203         if(fire & 1)
204         {
205             if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(vortex, refire)))
206             {
207                 W_Vortex_Attack(thiswep, actor, weaponentity, 0);
208                 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(vortex, animtime), w_ready);
209             }
210         }
211         if((WEP_CVAR(vortex, charge) && !WEP_CVAR(vortex, secondary)) ? (PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) : (fire & 2))
212         {
213             if(WEP_CVAR(vortex, charge))
214             {
215                 actor.(weaponentity).vortex_charge_rottime = time + WEP_CVAR(vortex, charge_rot_pause);
216                 float dt = frametime / W_TICSPERFRAME;
217
218                 if(actor.(weaponentity).vortex_charge < 1)
219                 {
220                     if(WEP_CVAR_SEC(vortex, chargepool))
221                     {
222                         if(WEP_CVAR_SEC(vortex, ammo))
223                         {
224                             // always deplete if secondary is held
225                             actor.(weaponentity).vortex_chargepool_ammo = max(0, actor.(weaponentity).vortex_chargepool_ammo - WEP_CVAR_SEC(vortex, ammo) * dt);
226
227                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
228                             actor.vortex_chargepool_pauseregen_finished = time + WEP_CVAR_SEC(vortex, chargepool_pause_regen);
229                             dt = min(dt, actor.(weaponentity).vortex_chargepool_ammo);
230                             dt = max(0, dt);
231
232                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
233                         }
234                     }
235
236                     else if(WEP_CVAR_SEC(vortex, ammo))
237                     {
238                         if(fire & 2) // only eat ammo when the button is pressed
239                         {
240                             dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
241                             if(!(actor.items & IT_UNLIMITED_AMMO))
242                             {
243                                 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
244                                 if(autocvar_g_balance_vortex_reload_ammo)
245                                 {
246                                     dt = min(dt, (actor.(weaponentity).clip_load - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
247                                     dt = max(0, dt);
248                                     if(dt > 0)
249                                     {
250                                         actor.(weaponentity).clip_load = max(WEP_CVAR_SEC(vortex, ammo), actor.(weaponentity).clip_load - WEP_CVAR_SEC(vortex, ammo) * dt);
251                                     }
252                                     actor.(weaponentity).(weapon_load[thiswep.m_id]) = actor.(weaponentity).clip_load;
253                                 }
254                                 else
255                                 {
256                                     dt = min(dt, (GetResource(actor, thiswep.ammo_type) - WEP_CVAR_PRI(vortex, ammo)) / WEP_CVAR_SEC(vortex, ammo));
257                                     dt = max(0, dt);
258                                     if(dt > 0)
259                                     {
260                                         SetResource(actor, thiswep.ammo_type, max(WEP_CVAR_SEC(vortex, ammo), GetResource(actor, thiswep.ammo_type) - WEP_CVAR_SEC(vortex, ammo) * dt));
261                                     }
262                                 }
263                             }
264                             actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
265                         }
266                     }
267
268                     else
269                     {
270                         dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
271                         actor.(weaponentity).vortex_charge += dt * WEP_CVAR(vortex, charge_rate);
272                     }
273                 }
274             }
275             else if(WEP_CVAR(vortex, secondary))
276             {
277                 if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_SEC(vortex, refire)))
278                 {
279                     W_Vortex_Attack(thiswep, actor, weaponentity, 1);
280                     weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_SEC(vortex, animtime), w_ready);
281                 }
282             }
283         }
284     }
285 }
286 METHOD(Vortex, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
287 {
288     //actor.vortex_lasthit = 0;
289 }
290 METHOD(Vortex, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
291 {
292     float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(vortex, ammo);
293     ammo_amount += (autocvar_g_balance_vortex_reload_ammo && actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(vortex, ammo));
294     return ammo_amount;
295 }
296 METHOD(Vortex, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
297 {
298     if(WEP_CVAR(vortex, secondary))
299     {
300         // don't allow charging if we don't have enough ammo
301         float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(vortex, ammo);
302         ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(vortex, ammo);
303         return ammo_amount;
304     }
305     else
306     {
307         return false; // zoom is not a fire mode
308     }
309 }
310 METHOD(Vortex, wr_resetplayer, void(entity thiswep, entity actor))
311 {
312     if (WEP_CVAR(vortex, charge)) {
313         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
314         {
315             .entity weaponentity = weaponentities[slot];
316             actor.(weaponentity).vortex_charge = WEP_CVAR(vortex, charge_start);
317
318             if (WEP_CVAR_SEC(vortex, chargepool))
319                 actor.(weaponentity).vortex_chargepool_ammo = 1;
320         }
321     }
322     actor.vortex_lasthit = 0;
323 }
324 METHOD(Vortex, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
325 {
326     W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(vortex, ammo), WEP_CVAR_SEC(vortex, ammo)), SND_RELOAD);
327 }
328 METHOD(Vortex, wr_suicidemessage, Notification(entity thiswep))
329 {
330     return WEAPON_THINKING_WITH_PORTALS;
331 }
332 METHOD(Vortex, wr_killmessage, Notification(entity thiswep))
333 {
334     return WEAPON_VORTEX_MURDER;
335 }
336 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
337 {
338     return PHYS_INPUT_BUTTON_ATCK2(actor) && !WEP_CVAR(vortex, secondary);
339 }
340
341 #endif
342 #ifdef CSQC
343
344 METHOD(Vortex, wr_impacteffect, void(entity thiswep, entity actor))
345 {
346     entity this = actor;
347     vector org2 = w_org + w_backoff * 6;
348     pointparticles(EFFECT_VORTEX_IMPACT, org2, '0 0 0', 1);
349     if(!w_issilent)
350         sound(this, CH_SHOTS, SND_NEXIMPACT, VOL_BASE, ATTN_NORM);
351 }
352 METHOD(Vortex, wr_init, void(entity thiswep))
353 {
354     if(autocvar_cl_reticle && autocvar_cl_reticle_weapon)
355     {
356         precache_pic("gfx/reticle_nex");
357     }
358 }
359 METHOD(Vortex, wr_zoom, bool(entity thiswep, entity actor))
360 {
361     if(button_zoom || zoomscript_caught || (!WEP_CVAR(vortex, secondary) && button_attack2))
362     {
363         return true;
364     }
365     else
366     {
367         // no weapon specific image for this weapon
368         return false;
369     }
370 }
371 METHOD(Vortex, wr_zoomdir, bool(entity thiswep))
372 {
373     return button_attack2 && !WEP_CVAR(vortex, secondary);
374 }
375
376 #endif