]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/w_porto.qc
more behaviour fixes for race+portals
[divverent/nexuiz.git] / data / qcsrc / server / w_porto.qc
1 .float portal_id;
2 .entity porto_current;
3 .vector porto_v_angle; // holds "held" view angles
4 .float porto_v_angle_held;
5 .vector right_vector;
6
7 void W_Porto_Success (void)
8 {
9         self.owner.porto_current = world;
10         remove(self);
11 }
12
13 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo);
14 void W_Porto_Fail (float failhard)
15 {
16         // no portals here!
17         Portal_ClearWithID(self.owner, self.portal_id);
18         self.owner.porto_current = world;
19
20         if(!failhard)
21         {
22                 centerprint(self.owner, "^1Portal deployment failed.\n\n^2Catch it to try again!");
23                 setsize (self, '-16 -16 0', '16 16 32');
24                 setorigin(self, self.origin + trace_plane_normal);
25                 if(move_out_of_solid(self))
26                 {
27                         self.flags = FL_ITEM;
28                         self.velocity = trigger_push_calculatevelocity(self.origin, self.owner, 128);
29                         tracetoss(self, self);
30                         if(vlen(trace_endpos - self.owner.origin) > 128)
31                                 self.velocity = '0 0 0';
32                         W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, self.velocity);
33                 }
34                 else
35                 {
36                         W_ThrowNewWeapon(self.owner, WEP_PORTO, 0, self.origin, '0 0 0');
37                 }
38         }
39         remove(self);
40 }
41
42 void W_Porto_Think (void)
43 {
44         trace_plane_normal = '0 0 0';
45         if(self.owner.playerid != self.playerid)
46                 remove(self);
47         else
48                 W_Porto_Fail(0);
49 }
50
51 void W_Porto_Touch (void)
52 {
53         vector norm;
54         norm = trace_plane_normal;
55         print(ftos(trace_dphitq3surfaceflags), "\n");
56         print((trace_dphittexturename), "\n");
57         if(self.owner.playerid != self.playerid)
58         {
59                 remove(self);
60         }
61         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
62         {
63                 // just reflect
64                 self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
65                 self.angles = vectoangles(self.velocity);
66         }
67         else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
68         {
69                 W_Porto_Fail(0);
70         }
71         else if(self.cnt == 0)
72         {
73                 self.cnt = 1;
74                 if(Portal_SpawnInPortalAtTrace(self.owner, self.right_vector, self.portal_id))
75                 {
76                         trace_plane_normal = norm;
77                         self.right_vector = self.right_vector - 2 * trace_plane_normal * (self.right_vector * trace_plane_normal);
78                         self.angles = vectoangles(self.velocity);
79                 }
80                 else
81                 {
82                         trace_plane_normal = norm;
83                         W_Porto_Fail(0);
84                 }
85         }
86         else
87         {
88                 if(Portal_SpawnOutPortalAtTrace(self.owner, self.right_vector, self.portal_id))
89                 {
90                         W_Porto_Success();
91                 }
92                 else
93                 {
94                         trace_plane_normal = norm;
95                         W_Porto_Fail(0);
96                 }
97         }
98
99 }
100
101 void W_Porto_Attack (void)
102 {
103         local entity gren;
104
105         if not(self.items & IT_UNLIMITED_AMMO)
106                 self.weapons = self.weapons - (self.weapons & WEPBIT_PORTO);
107         W_SetupShot (self, '0 0 0', FALSE, 4, "weapons/grenade_fire.wav");
108
109         //pointparticles(particleeffectnum("grenadelauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
110
111         gren = spawn ();
112         gren.owner = self;
113         gren.classname = "porto";
114         gren.bot_dodge = TRUE;
115         gren.bot_dodgerating = 200;
116         gren.movetype = MOVETYPE_BOUNCEMISSILE;
117         gren.solid = SOLID_BBOX;
118         gren.effects = EF_LOWPRECISION;
119         gren.modelflags = MF_GRENADE;
120         setmodel(gren, "models/grenademodel.md3"); // precision set above
121         setsize(gren, '0 0 0', '0 0 0');
122         setorigin(gren, w_shotorg);
123
124         gren.nextthink = time + cvar("g_balance_porto_primary_lifetime");
125         gren.think = W_Porto_Think;
126         gren.touch = W_Porto_Touch;
127         gren.velocity = w_shotdir * cvar("g_balance_porto_primary_speed");
128         W_SetupProjectileVelocity(gren);
129
130         gren.angles = vectoangles (gren.velocity);
131         gren.flags = FL_PROJECTILE;
132
133         gren.portal_id = time;
134         self.porto_current = gren;
135         gren.playerid = self.playerid;
136         fixedmakevectors(vectoangles(gren.velocity));
137         gren.right_vector = v_right;
138
139         gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
140 }
141
142 void spawnfunc_weapon_porto (void)
143 {
144         if(g_race)
145         {
146                 startitem_failed = TRUE;
147                 remove(self);
148                 return;
149         }
150         else
151                 weapon_defaultspawnfunc(WEP_PORTO);
152 }
153
154 float w_porto(float req)
155 {
156         vector v_angle_save;
157
158         if (req == WR_AIM)
159         {
160                 self.BUTTON_ATCK = FALSE;
161                 self.BUTTON_ATCK2 = FALSE;
162                 if(bot_aim(cvar("g_balance_porto_primary_speed"), 0, cvar("g_balance_grenadelauncher_primary_lifetime"), FALSE))
163                         self.BUTTON_ATCK = TRUE;
164         }
165         else if (req == WR_THINK)
166         {
167                 if(self.porto_v_angle_held)
168                 {
169                         if(!self.BUTTON_ATCK2)
170                         {
171                                 msg_entity = self;
172                                 WRITESPECTATABLE_MSG_ONE({
173                                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
174                                         WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
175                                         WriteByte(MSG_ONE, WEP_PORTO);
176                                         WriteByte(MSG_ONE, 0);
177                                 });
178                                 self.porto_v_angle_held = 0;
179                         }
180                 }
181                 else
182                 {
183                         if(self.BUTTON_ATCK2)
184                         {
185                                 self.porto_v_angle = self.v_angle;
186                                 msg_entity = self;
187                                 WRITESPECTATABLE_MSG_ONE({
188                                         WriteByte(MSG_ONE, SVC_TEMPENTITY);
189                                         WriteByte(MSG_ONE, TE_CSQC_HOLDANGLES);
190                                         WriteByte(MSG_ONE, WEP_PORTO);
191                                         WriteByte(MSG_ONE, 1);
192                                         WriteCoord(MSG_ONE, self.v_angle_x);
193                                         WriteCoord(MSG_ONE, self.v_angle_y);
194                                 });
195                                 self.porto_v_angle_held = 1;
196                         }
197                 }
198                 v_angle_save = self.v_angle;
199                 if(self.porto_v_angle_held)
200                         makevectors(self.porto_v_angle); // override the previously set angles
201
202                 if (self.BUTTON_ATCK)
203                 if (!self.porto_current)
204                 if (weapon_prepareattack(0, cvar("g_balance_porto_primary_refire")))
205                 {
206                         W_Porto_Attack();
207                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_porto_primary_animtime"), w_ready);
208                 }
209         }
210         else if (req == WR_PRECACHE)
211         {
212                 precache_model ("models/grenademodel.md3");
213                 precache_model ("models/weapons/g_porto.md3");
214                 precache_model ("models/weapons/v_porto.md3");
215                 precache_model ("models/weapons/w_porto.zym");
216                 precache_sound ("weapons/grenade_fire.wav");
217                 precache_model ("models/portal.md3");
218         }
219         else if (req == WR_SETUP)
220                 weapon_setup(WEP_PORTO);
221         else if (req == WR_SUICIDEMESSAGE)
222                 w_deathtypestring = "did the impossible";
223         else if (req == WR_KILLMESSAGE)
224                 w_deathtypestring = "felt # doing the impossible";
225         return TRUE;
226 };