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Fixed some typos
[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(pl.BUTTON_JUMP)
37                 note += 12;
38         if(hittype & HITTYPE_SECONDARY)
39                 note += 7;
40         
41         // we support two kinds of tubas, those tuned in Eb and those tuned in C
42         // kind of tuba currently is player slot number, or team number if in
43         // teamplay
44         // that way, holes in the range of notes are "plugged"
45         if(teams_matter)
46         {
47                 if(pl.team == COLOR_TEAM2 || pl.team == COLOR_TEAM4)
48                         note += 3;
49         }
50         else
51         {
52                 if(pl.clientcolors & 1)
53                         note += 3;
54         }
55         
56         // total range of notes:
57         //                       0
58         //                 ***  ** ****
59         //                        ***  ** ****
60         //     ***  ** ****
61         //            ***  ** ****
62         //     ***  ********************* ****
63         //     -18.........................+12
64         //        ***  ********************* ****
65         //     -18............................+15
66         //     with jump: ... +24
67         //     ... +27
68         return note;
69 }
70
71 void W_Tuba_Attack(float hittype)
72 {
73         vector o;
74         float c;
75         W_SetupShot(self, FALSE, 2, "", cvar("g_balance_tuba_damage"));
76         if(self.tuba_notecount)
77         {
78                 self.tuba_notecount = FALSE;
79                 c = CHAN_WEAPON;
80         }
81         else
82         {
83                 self.tuba_notecount = TRUE;
84                 c = CHAN_WEAPON2;
85         }
86         sound(self, c, TUBA_NOTE(Tuba_GetNote(self, hittype)), bound(0, VOL_BASE * cvar("g_balance_tuba_volume"), 1), cvar("g_balance_tuba_attenuation"));
87         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);
88
89         o = gettaginfo(self.exteriorweaponentity, 0);
90         pointparticles(particleeffectnum("smoke_ring"), o + v_up * 45 + v_right * -6 + v_forward * 8, v_up * 100, 1);
91 }
92
93 void spawnfunc_weapon_tuba (void)
94 {
95         if(!sv_cheats && !cvar("developer"))
96         {
97                 print("The @!#%'n Tuba awaits you... not.\n");
98                 remove(self);
99                 return;
100         }
101         weapon_defaultspawnfunc(WEP_TUBA);
102 }
103
104 float w_tuba(float req)
105 {
106         if (req == WR_AIM)
107         {
108                 // bots cannot play the Tuba well yet
109                 // I think they should start with the recorder first
110                 if(vlen(self.origin - self.enemy.origin) < cvar("g_balance_tuba_radius"))
111                 {
112                         if(random() > 0.5)
113                                 self.BUTTON_ATCK = 1;
114                         else
115                                 self.BUTTON_ATCK2 = 1;
116                 }
117         }
118         else if (req == WR_THINK)
119         {
120                 if (self.BUTTON_ATCK)
121                 if (weapon_prepareattack(0, cvar("g_balance_tuba_refire")))
122                 {
123                         W_Tuba_Attack(0);
124                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_tuba_animtime"), w_ready);
125                 }
126                 if (self.BUTTON_ATCK2)
127                 if (weapon_prepareattack(1, cvar("g_balance_tuba_refire")))
128                 {
129                         W_Tuba_Attack(HITTYPE_SECONDARY);
130                         weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_tuba_animtime"), w_ready);
131                 }
132         }
133         else if (req == WR_PRECACHE)
134         {
135                 precache_model ("models/weapons/g_tuba.md3");
136                 precache_model ("models/weapons/v_tuba.md3");
137                 precache_model ("models/weapons/h_tuba.dpm");
138
139                 float i;
140                 for(i = -18; i <= +27; ++i)
141                         precache_sound(TUBA_NOTE(i));
142         }
143         else if (req == WR_SETUP)
144                 weapon_setup(WEP_TUBA);
145         else if (req == WR_CHECKAMMO1)
146                 return TRUE; // TODO use fuel?
147         else if (req == WR_CHECKAMMO2)
148                 return TRUE; // TODO use fuel?
149         else if (req == WR_SUICIDEMESSAGE)
150         {
151                 w_deathtypestring = "hurt his own ears with the @!#%'n Tuba";
152         }
153         else if (req == WR_KILLMESSAGE)
154         {
155                 w_deathtypestring = "died of #'s great playing on the @!#%'n Tuba";
156         }
157         return TRUE;
158 };