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more tuba stuff ;)
[divverent/nexuiz.git] / data / qcsrc / server / w_tuba.qc
1 #define TUBA_NOTE(n) strcat("weapons/tuba_note", ftos(n), ".wav")
2 .float tuba_notecount;
3
4 float Tuba_GetNote(entity pl, float hittype)
5 {
6         float note;
7         float movestate;
8         movestate = 5;
9         if(pl.movement_x < 0) movestate -= 3;
10         if(pl.movement_x > 0) movestate += 3;
11         if(pl.movement_y < 0) movestate -= 1;
12         if(pl.movement_y > 0) movestate += 1;
13         switch(movestate)
14         {
15         // layout: originally I wanted
16         //   eb e  e#=f
17         //   B  c  d
18         //   Gb G  G#
19         // but then you only use forward and right key. So to make things more
20         // interesting, I swapped B with e#. Har har har...
21         //   eb e  B
22         // f=e# c  d
23         //   Gb G  G#
24                 case 1: note = -6; break; // Gb
25                 case 2: note = -5; break; // G
26                 case 3: note = -4; break; // G#
27                 case 4: note = +5; break; // e#
28                 case 5: note =  0; break; // c
29                 case 6: note = +2; break; // d
30                 case 7: note = +3; break; // eb
31                 case 8: note = +4; break; // e
32                 case 9: note = -1; break; // B
33         }
34         if(pl.BUTTON_CROUCH)
35                 note -= 12;
36         if(hittype & HITTYPE_SECONDARY)
37                 note += 7;
38         
39         // we support two kinds of tubas, those tuned in Eb and those tuned in C
40         // kind of tuba currently is player slot number, or team number if in
41         // teamplay
42         // that way, holes in the range of notes are "plugged"
43         if(teams_matter)
44         {
45                 if(pl.team == COLOR_TEAM2 || pl.team == COLOR_TEAM4)
46                         note += 3;
47         }
48         else
49         {
50                 if(mod(num_for_edict(pl), 2) == 0)
51                         note += 3;
52         }
53         
54         // total range of notes:
55         //                       0
56         //                 ***  ** ****
57         //                        ***  ** ****
58         //     ***  ** ****
59         //            ***  ** ****
60         //     ***  ********************* ****
61         //     -18.........................+12
62         //        ***  ********************* ****
63         //     -18............................+15
64         return note;
65 }
66
67 void W_Tuba_Attack(float hittype)
68 {
69         W_SetupShot(self, FALSE, 2, "");
70         self.tuba_notecount = !self.tuba_notecount;
71         if(self.tuba_notecount)
72                 sound(self, CHAN_WEAPON, TUBA_NOTE(Tuba_GetNote(self, hittype)), VOL_BASE, cvar("g_balance_tuba_attenuation"));
73         else
74                 sound(self, CHAN_WEAPON2, TUBA_NOTE(Tuba_GetNote(self, hittype)), VOL_BASE, cvar("g_balance_tuba_attenuation"));
75         RadiusDamage(self, self, cvar("g_balance_tuba_damage"), cvar("g_balance_tuba_edgedamage"), cvar("g_balance_tuba_radius"), world, cvar("g_balance_tuba_force"), hittype | WEP_TUBA, world);
76 }
77
78 void spawnfunc_weapon_tuba (void)
79 {
80         error("The tuba does not work yet. Forget it.");
81         weapon_defaultspawnfunc(WEP_TUBA);
82 }
83
84 float w_tuba(float req)
85 {
86         if (req == WR_AIM)
87         {
88                 // bots cannot play the Tuba yet
89                 // I think they should start with the recorder first
90         }
91         else if (req == WR_THINK)
92         {
93                 if (self.BUTTON_ATCK)
94                 if (weapon_prepareattack(0, cvar("g_balance_tuba_refire")))
95                 {
96                         W_Tuba_Attack(0);
97                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_tuba_animtime"), w_ready);
98                 }
99                 if (self.BUTTON_ATCK2)
100                 if (weapon_prepareattack(1, cvar("g_balance_tuba_refire")))
101                 {
102                         W_Tuba_Attack(HITTYPE_SECONDARY);
103                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_tuba_animtime"), w_ready);
104                 }
105         }
106         else if (req == WR_PRECACHE)
107         {
108                 precache_model ("models/weapons/g_tuba.md3");
109                 precache_model ("models/weapons/v_tuba.md3");
110                 precache_model ("models/weapons/h_tuba.dpm");
111
112                 float i;
113                 for(i = -18; i <= +15; ++i)
114                         precache_sound(TUBA_NOTE(i));
115         }
116         else if (req == WR_SETUP)
117                 weapon_setup(WEP_TUBA);
118         else if (req == WR_CHECKAMMO1)
119                 return TRUE; // TODO use fuel?
120         else if (req == WR_CHECKAMMO2)
121                 return TRUE; // TODO use fuel?
122         else if (req == WR_SUICIDEMESSAGE)
123         {
124                 w_deathtypestring = "hurt his own ears with the @!#%'n Tuba";
125         }
126         else if (req == WR_KILLMESSAGE)
127         {
128                 w_deathtypestring = "died of #'s great playing on the @!#%'n Tuba";
129         }
130         return TRUE;
131 };