#include "porto.qh" #ifdef CSQC STATIC_INIT(Porto) { entity e = new_pure(porto); e.draw = Porto_Draw; IL_PUSH(g_drawables, e); e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; } const int polyline_length = 16; .vector polyline[polyline_length]; void Porto_Draw(entity this) { if (spectatee_status || intermission == 1 || intermission == 2 || STAT(HEALTH) <= 0 || WEP_CVAR(WEP_PORTO, secondary)) return; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { entity wepent = viewmodels[slot]; if (wepent.activeweapon != WEP_PORTO) continue; vector pos = view_origin; vector dir = view_forward; makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles)); pos += v_right * -wepent.movedir.y + v_up * wepent.movedir.z; if (wepent.angles_held_status) { makevectors(wepent.angles_held); dir = v_forward; } wepent.polyline[0] = pos; int portal_number = 0, portal1_idx = 1, portal_max = 2; int n = 1 + 2; // 2 lines == 3 points for (int idx = 0; idx < n && idx < polyline_length - 1; ) { traceline(pos, pos + 65536 * dir, true, this); dir = reflect(dir, trace_plane_normal); pos = trace_endpos; wepent.polyline[++idx] = pos; if ((trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) || (trace_dphitcontents & DPCONTENTS_PLAYERCLIP)) { n += 1; continue; } if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { n = max(2, idx); break; } // check size { vector ang = vectoangles2(trace_plane_normal, dir); ang.x = -ang.x; makevectors(ang); if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward)) { n = max(2, idx); break; } } portal_number += 1; if (portal_number >= portal_max) break; if (portal_number == 1) portal1_idx = idx; } for (int idx = 0; idx < n - 1; ++idx) { vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1]; if (idx == 0) p -= view_up * 16; // line from player vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1'; Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin); } } } #endif #ifdef SVQC #include #include REGISTER_MUTATOR(porto_ticker, true); MUTATOR_HOOKFUNCTION(porto_ticker, SV_StartFrame) { FOREACH_CLIENT(IS_PLAYER(it), it.porto_forbidden = max(0, it.porto_forbidden - 1)); } void W_Porto_Success(entity this) { if(this.realowner == NULL) { objerror(this, "Cannot succeed successfully: no owner\n"); return; } this.realowner.porto_current = NULL; delete(this); } void W_Porto_Fail(entity this, float failhard) { if(this.realowner == NULL) { objerror(this, "Cannot fail successfully: no owner\n"); return; } // no portals here! if(this.cnt < 0) { Portal_ClearWithID(this.realowner, this.portal_id); } this.realowner.porto_current = NULL; if(this.cnt < 0 && !failhard && this.realowner.playerid == this.playerid && !IS_DEAD(this.realowner) && !(STAT(WEAPONS, this.realowner) & WEPSET(PORTO))) { // FIXME: item properties should be obtained from the registry setsize(this, ITEM_D_MINS, ITEM_D_MAXS); setorigin(this, this.origin + trace_plane_normal); if(nudgeoutofsolid(this)) { this.flags = FL_ITEM; IL_PUSH(g_items, this); this.velocity = trigger_push_calculatevelocity(this.origin, this.realowner, 128, this); tracetoss(this, this); if(vdist(trace_endpos - this.realowner.origin, <, 128)) { .entity weaponentity = this.weaponentity_fld; W_ThrowNewWeapon(this.realowner, WEP_PORTO.m_id, 0, this.origin, this.velocity, weaponentity); Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_FAILED); } } } delete(this); } void W_Porto_Remove(entity p) { if(p.porto_current.realowner == p && p.porto_current.classname == "porto") { W_Porto_Fail(p.porto_current, 1); } } void W_Porto_Think(entity this) { trace_plane_normal = '0 0 0'; if(this.realowner.playerid != this.playerid) delete(this); else W_Porto_Fail(this, 0); } void W_Porto_Touch(entity this, entity toucher) { vector norm; // do not use PROJECTILE_TOUCH here // FIXME but DO handle warpzones! if(toucher.classname == "portal") return; // handled by the portal norm = trace_plane_normal; if(trace_ent.iscreature) { // TODO: why not use entity size? traceline(trace_ent.origin, trace_ent.origin + '0 0 2' * PL_MIN_CONST.z, MOVE_WORLDONLY, this); if(trace_fraction >= 1) return; if((trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) || (trace_dphitcontents & DPCONTENTS_PLAYERCLIP)) return; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) return; } if(this.realowner.playerid != this.playerid) { sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM); delete(this); } else if((trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK) || (trace_dphitcontents & DPCONTENTS_PLAYERCLIP)) { spamsound(this, CH_SHOTS, SND_PORTO_BOUNCE, VOL_BASE, ATTEN_NORM); // just reflect this.right_vector = this.right_vector - 2 * trace_plane_normal * (this.right_vector * trace_plane_normal); this.angles = vectoangles(this.velocity - 2 * trace_plane_normal * (this.velocity * trace_plane_normal)); } else if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM); W_Porto_Fail(this, 0); if(this.cnt < 0) Portal_ClearAll_PortalsOnly(this.realowner); } else if(this.cnt == 0) { // in-portal only if(Portal_SpawnInPortalAtTrace(this.realowner, this.right_vector, this.portal_id)) { sound(this, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN); W_Porto_Success(this); } else { sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; W_Porto_Fail(this, 0); } } else if(this.cnt == 1) { // out-portal only if(Portal_SpawnOutPortalAtTrace(this.realowner, this.right_vector, this.portal_id)) { sound(this, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT); W_Porto_Success(this); } else { sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; W_Porto_Fail(this, 0); } } else if(this.effects & EF_RED) { this.effects += EF_BLUE - EF_RED; if(Portal_SpawnInPortalAtTrace(this.realowner, this.right_vector, this.portal_id)) { sound(this, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_CREATED_IN); this.right_vector = this.right_vector - 2 * trace_plane_normal * (this.right_vector * norm); this.angles = vectoangles(this.velocity - 2 * trace_plane_normal * (this.velocity * norm)); CSQCProjectile(this, true, PROJECTILE_PORTO_BLUE, true); // change type } else { sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; Portal_ClearAll_PortalsOnly(this.realowner); W_Porto_Fail(this, 0); } } else { if(this.realowner.portal_in.portal_id == this.portal_id) { if(Portal_SpawnOutPortalAtTrace(this.realowner, this.right_vector, this.portal_id)) { sound(this, CH_SHOTS, SND_PORTO_CREATE, VOL_BASE, ATTEN_NORM); trace_plane_normal = norm; Send_Notification(NOTIF_ONE, this.realowner, MSG_CENTER, CENTER_PORTO_CREATED_OUT); W_Porto_Success(this); } else { sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM); Portal_ClearAll_PortalsOnly(this.realowner); W_Porto_Fail(this, 0); } } else { sound(this, CH_SHOTS, SND_PORTO_UNSUPPORTED, VOL_BASE, ATTEN_NORM); Portal_ClearAll_PortalsOnly(this.realowner); W_Porto_Fail(this, 0); } } } void W_Porto_Attack(Weapon thiswep, entity actor, .entity weaponentity, float type) { entity gren; W_SetupShot(actor, weaponentity, false, 4, SND_PORTO_FIRE, CH_WEAPON_A, 0, thiswep.m_id); // TODO: does the deathtype even need to be set here? porto can't hurt people // always shoot from the eye w_shotdir = v_forward; w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward; //Send_Effect(EFFECT_GRENADE_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1); gren = new(porto); gren.weaponentity_fld = weaponentity; gren.cnt = type; gren.owner = gren.realowner = actor; gren.playerid = actor.playerid; gren.bot_dodge = true; gren.bot_dodgerating = 200; set_movetype(gren, MOVETYPE_BOUNCEMISSILE); PROJECTILE_MAKETRIGGER(gren); gren.effects = EF_RED; gren.scale = 4; setorigin(gren, w_shotorg); setsize(gren, '0 0 0', '0 0 0'); gren.nextthink = time + WEP_CVAR_BOTH(WEP_PORTO, (type <= 0), lifetime); setthink(gren, W_Porto_Think); settouch(gren, W_Porto_Touch); // TODO: handle as mutator effect if(StatusEffects_active(STATUSEFFECT_Strength, actor)) W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(WEP_PORTO, (type <= 0), speed) * autocvar_g_balance_powerup_strength_force, 0); else W_SetupProjVelocity_Basic(gren, WEP_CVAR_BOTH(WEP_PORTO, (type <= 0), speed), 0); gren.angles = vectoangles(gren.velocity); gren.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, gren); IL_PUSH(g_bot_dodge, gren); gren.portal_id = time; actor.porto_current = gren; gren.playerid = actor.playerid; fixedmakevectors(fixedvectoangles(gren.velocity)); gren.right_vector = v_right; gren.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; if(type > 0) CSQCProjectile(gren, true, PROJECTILE_PORTO_BLUE, true); else CSQCProjectile(gren, true, PROJECTILE_PORTO_RED, true); MUTATOR_CALLHOOK(EditProjectile, actor, gren); } METHOD(PortoLaunch, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { PHYS_INPUT_BUTTON_ATCK(actor) = false; PHYS_INPUT_BUTTON_ATCK2(actor) = false; if(!WEP_CVAR(WEP_PORTO, secondary)) if(bot_aim(actor, weaponentity, WEP_CVAR_PRI(WEP_PORTO, speed), 0, WEP_CVAR_PRI(WEP_PORTO, lifetime), false, true)) PHYS_INPUT_BUTTON_ATCK(actor) = true; } METHOD(PortoLaunch, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(WEP_CVAR(WEP_PORTO, secondary)) { if(fire & 1) if(!actor.porto_current) if(!actor.porto_forbidden) if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_PORTO, refire))) { W_Porto_Attack(thiswep, actor, weaponentity, 0); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_PORTO, animtime), w_ready); } if(fire & 2) if(!actor.porto_current) if(!actor.porto_forbidden) if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(WEP_PORTO, refire))) { W_Porto_Attack(thiswep, actor, weaponentity, 1); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(WEP_PORTO, animtime), w_ready); } } else { if(actor.(weaponentity).porto_v_angle_held) { if(!(fire & 2)) actor.(weaponentity).porto_v_angle_held = 0; } else { if(fire & 2) { actor.(weaponentity).porto_v_angle = actor.v_angle; actor.(weaponentity).porto_v_angle_held = 1; } } if(actor.(weaponentity).porto_v_angle_held) makevectors(actor.(weaponentity).porto_v_angle); // override the previously set angles if(fire & 1) if(!actor.porto_current) if(!actor.porto_forbidden) if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(WEP_PORTO, refire))) { W_Porto_Attack(thiswep, actor, weaponentity, -1); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(WEP_PORTO, animtime), w_ready); } } } METHOD(PortoLaunch, wr_checkammo1, bool(entity thiswep, entity this, .entity weaponentity)) { // always allow infinite ammo return true; } METHOD(PortoLaunch, wr_checkammo2, bool(entity thiswep, entity this, .entity weaponentity)) { // always allow infinite ammo return true; } METHOD(PortoLaunch, wr_resetplayer, void(entity thiswep, entity actor)) { actor.porto_current = NULL; } #endif #ifdef CSQC METHOD(PortoLaunch, wr_impacteffect, void(entity this, entity actor)) { LOG_WARN("Since when does Porto send DamageInfo?"); } #endif