#include "crylink.qh" #ifdef SVQC void W_Crylink_CheckLinks(entity e) { float i; entity p; if(e == NULL) error("W_Crylink_CheckLinks: entity is NULL"); if(e.classname != "spike" || wasfreed(e)) error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e))); p = e; for(i = 0; i < 1000; ++i) { if(p.queuenext.queueprev != p || p.queueprev.queuenext != p) error("W_Crylink_CheckLinks: queue is inconsistent"); p = p.queuenext; if(p == e) break; } if(i >= 1000) error("W_Crylink_CheckLinks: infinite chain"); } void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next) { W_Crylink_CheckLinks(next); .entity weaponentity = me.weaponentity_fld; if(me == own.(weaponentity).crylink_lastgroup) own.(weaponentity).crylink_lastgroup = ((me == next) ? NULL : next); prev.queuenext = next; next.queueprev = prev; me.classname = "spike_oktoremove"; if(me != next) W_Crylink_CheckLinks(next); } void W_Crylink_Dequeue(entity e) { W_Crylink_Dequeue_Raw(e.crylink_owner, e.queueprev, e, e.queuenext); } void W_Crylink_Reset(entity this) { W_Crylink_Dequeue(this); delete(this); } // force projectile to explode void W_Crylink_LinkExplode(entity e, entity e2, entity directhitentity) { float a; if(e == e2) return; a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1); .entity weaponentity = e.weaponentity_fld; if(e == e.crylink_owner.(weaponentity).crylink_lastgroup) e.crylink_owner.(weaponentity).crylink_lastgroup = NULL; float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY); RadiusDamage(e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * a, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * a, WEP_CVAR_BOTH(crylink, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * a, e.projectiledeathtype, e.weaponentity_fld, directhitentity); W_Crylink_LinkExplode(e.queuenext, e2, directhitentity); e.classname = "spike_oktoremove"; delete(e); } // adjust towards center // returns the origin where they will meet... and the time till the meeting is // stored in w_crylink_linkjoin_time. // could possibly network this origin and time, and display a special particle // effect when projectiles meet there :P // jspeed: joining speed (calculate this as join spread * initial speed) float w_crylink_linkjoin_time; vector W_Crylink_LinkJoin(entity e, float jspeed) { vector avg_origin, avg_velocity; vector targ_origin; float avg_dist, n; entity p; // FIXME remove this debug code W_Crylink_CheckLinks(e); w_crylink_linkjoin_time = 0; avg_origin = e.origin; avg_velocity = e.velocity; n = 1; for(p = e; (p = p.queuenext) != e; ) { avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin); avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity); ++n; } avg_origin *= (1.0 / n); avg_velocity *= (1.0 / n); if(n < 2) return avg_origin; // nothing to do // yes, mathematically we can do this in ONE step, but beware of 32bit floats... avg_dist = (vlen(e.origin - avg_origin) ** 2); for(p = e; (p = p.queuenext) != e; ) avg_dist += (vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin) ** 2); avg_dist *= (1.0 / n); avg_dist = sqrt(avg_dist); if(avg_dist == 0) return avg_origin; // no change needed if(jspeed == 0) { e.velocity = avg_velocity; UpdateCSQCProjectile(e); for(p = e; (p = p.queuenext) != e; ) { p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity); UpdateCSQCProjectile(p); } targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE } else { w_crylink_linkjoin_time = avg_dist / jspeed; targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity; e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time); UpdateCSQCProjectile(e); for(p = e; (p = p.queuenext) != e; ) { p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time)); UpdateCSQCProjectile(p); } // analysis: // jspeed -> +infinity: // w_crylink_linkjoin_time -> +0 // targ_origin -> avg_origin // p->velocity -> HUEG towards center // jspeed -> 0: // w_crylink_linkjoin_time -> +/- infinity // targ_origin -> avg_velocity * +/- infinity // p->velocity -> avg_velocity // jspeed -> -infinity: // w_crylink_linkjoin_time -> -0 // targ_origin -> avg_origin // p->velocity -> HUEG away from center } W_Crylink_CheckLinks(e); return targ_origin; } void W_Crylink_LinkJoinEffect_Think(entity this) { // is there at least 2 projectiles very close? entity e, p; float n; .entity weaponentity = this.weaponentity_fld; e = this.owner.(weaponentity).crylink_lastgroup; n = 0; if(e) { if(vlen2(e.origin - this.origin) < vlen2(e.velocity) * frametime) ++n; for(p = e; (p = p.queuenext) != e; ) { if(vlen2(p.origin - this.origin) < vlen2(p.velocity) * frametime) ++n; } if(n >= 2) { float isprimary = !(e.projectiledeathtype & HITTYPE_SECONDARY); if(WEP_CVAR_BOTH(crylink, isprimary, joinexplode)) { n /= WEP_CVAR_BOTH(crylink, isprimary, shots); RadiusDamage( e, e.realowner, WEP_CVAR_BOTH(crylink, isprimary, joinexplode_damage) * n, WEP_CVAR_BOTH(crylink, isprimary, joinexplode_edgedamage) * n, WEP_CVAR_BOTH(crylink, isprimary, joinexplode_radius) * n, e.realowner, NULL, WEP_CVAR_BOTH(crylink, isprimary, joinexplode_force) * n, e.projectiledeathtype, e.weaponentity_fld, NULL ); Send_Effect(EFFECT_CRYLINK_JOINEXPLODE, this.origin, '0 0 0', n); } } } delete(this); } float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad) { entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, false); float hit_friendly = 0; float hit_enemy = 0; while(head) { if((head.takedamage != DAMAGE_NO) && (!IS_DEAD(head))) { if(SAME_TEAM(head, projectile.realowner)) ++hit_friendly; else ++hit_enemy; } head = head.chain; } return (hit_enemy ? false : hit_friendly); } // NO bounce protection, as bounces are limited! void W_Crylink_Touch(entity this, entity toucher) { float finalhit; float f; float isprimary = !(this.projectiledeathtype & HITTYPE_SECONDARY); PROJECTILE_TOUCH(this, toucher); float a; a = bound(0, 1 - (time - this.fade_time) * this.fade_rate, 1); finalhit = ((this.cnt <= 0) || (toucher.takedamage != DAMAGE_NO)); if(finalhit) f = 1; else f = WEP_CVAR_BOTH(crylink, isprimary, bouncedamagefactor); if(a) f *= a; float totaldamage = RadiusDamage(this, this.realowner, WEP_CVAR_BOTH(crylink, isprimary, damage) * f, WEP_CVAR_BOTH(crylink, isprimary, edgedamage) * f, WEP_CVAR_BOTH(crylink, isprimary, radius), NULL, NULL, WEP_CVAR_BOTH(crylink, isprimary, force) * f, this.projectiledeathtype, this.weaponentity_fld, toucher); if(totaldamage && ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 2) || ((WEP_CVAR_BOTH(crylink, isprimary, linkexplode) == 1) && !W_Crylink_Touch_WouldHitFriendly(this, WEP_CVAR_BOTH(crylink, isprimary, radius))))) { .entity weaponentity = this.weaponentity_fld; if(this == this.crylink_owner.(weaponentity).crylink_lastgroup) this.crylink_owner.(weaponentity).crylink_lastgroup = NULL; W_Crylink_LinkExplode(this.queuenext, this, toucher); this.classname = "spike_oktoremove"; delete(this); return; } else if(finalhit) { // just unlink W_Crylink_Dequeue(this); delete(this); return; } this.cnt = this.cnt - 1; this.angles = vectoangles(this.velocity); this.owner = NULL; this.projectiledeathtype |= HITTYPE_BOUNCE; // commented out as it causes a little hitch... //if(proj.cnt == 0) // CSQCProjectile(proj, true, PROJECTILE_CRYLINK, true); } void W_Crylink_Fadethink(entity this) { W_Crylink_Dequeue(this); delete(this); } void W_Crylink_Attack(Weapon thiswep, entity actor, .entity weaponentity) { float counter, shots; entity proj, prevproj, firstproj; vector s; vector forward, right, up; float maxdmg; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(crylink, ammo), weaponentity); maxdmg = WEP_CVAR_PRI(crylink, damage) * WEP_CVAR_PRI(crylink, shots); maxdmg *= 1 + WEP_CVAR_PRI(crylink, bouncedamagefactor) * WEP_CVAR_PRI(crylink, bounces); if(WEP_CVAR_PRI(crylink, joinexplode)) maxdmg += WEP_CVAR_PRI(crylink, joinexplode_damage); W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, maxdmg, WEP_CRYLINK.m_id); forward = v_forward; right = v_right; up = v_up; shots = WEP_CVAR_PRI(crylink, shots); Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots); proj = prevproj = firstproj = NULL; for(counter = 0; counter < shots; ++counter) { proj = new(spike); proj.reset = W_Crylink_Reset; proj.realowner = proj.owner = actor; proj.crylink_owner = actor; proj.weaponentity_fld = weaponentity; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_PRI(crylink, damage); if(shots == 1) { proj.queuenext = proj; proj.queueprev = proj; } else if(counter == 0) { // first projectile, store in firstproj for now firstproj = proj; } else if(counter == shots - 1) { // last projectile, link up with first projectile prevproj.queuenext = proj; firstproj.queueprev = proj; proj.queuenext = firstproj; proj.queueprev = prevproj; } else { // else link up with previous projectile prevproj.queuenext = proj; proj.queueprev = prevproj; } prevproj = proj; set_movetype(proj, MOVETYPE_BOUNCEMISSILE); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_CRYLINK.m_id; //proj.gravity = 0.001; setorigin(proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); s = '0 0 0'; if(counter == 0) s = '0 0 0'; else { makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); s.y = v_forward.x; s.z = v_forward.y; } s = s * WEP_CVAR_PRI(crylink, spread) * g_weaponspreadfactor; W_SetupProjVelocity_Explicit(proj, w_shotdir + right * s.y + up * s.z, v_up, WEP_CVAR_PRI(crylink, speed), 0, 0, 0, false); settouch(proj, W_Crylink_Touch); setthink(proj, W_Crylink_Fadethink); if(counter == 0) { proj.fade_time = time + WEP_CVAR_PRI(crylink, middle_lifetime); proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, middle_fadetime); proj.nextthink = time + WEP_CVAR_PRI(crylink, middle_lifetime) + WEP_CVAR_PRI(crylink, middle_fadetime); } else { proj.fade_time = time + WEP_CVAR_PRI(crylink, other_lifetime); proj.fade_rate = 1 / WEP_CVAR_PRI(crylink, other_fadetime); proj.nextthink = time + WEP_CVAR_PRI(crylink, other_lifetime) + WEP_CVAR_PRI(crylink, other_fadetime); } proj.teleport_time = time + WEP_CVAR_PRI(crylink, joindelay); proj.cnt = WEP_CVAR_PRI(crylink, bounces); //proj.scale = 1 + 1 * proj.cnt; proj.angles = vectoangles(proj.velocity); //proj.glow_size = 20; proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true); MUTATOR_CALLHOOK(EditProjectile, actor, proj); } if(WEP_CVAR_PRI(crylink, joinspread) != 0) { actor.(weaponentity).crylink_lastgroup = proj; W_Crylink_CheckLinks(proj); actor.(weaponentity).crylink_waitrelease = 1; } } void W_Crylink_Attack2(Weapon thiswep, entity actor, .entity weaponentity) { float counter, shots; entity proj, prevproj, firstproj; vector s; vector forward, right, up; float maxdmg; W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(crylink, ammo), weaponentity); maxdmg = WEP_CVAR_SEC(crylink, damage) * WEP_CVAR_SEC(crylink, shots); maxdmg *= 1 + WEP_CVAR_SEC(crylink, bouncedamagefactor) * WEP_CVAR_SEC(crylink, bounces); if(WEP_CVAR_SEC(crylink, joinexplode)) maxdmg += WEP_CVAR_SEC(crylink, joinexplode_damage); W_SetupShot(actor, weaponentity, false, 2, SND_CRYLINK_FIRE2, CH_WEAPON_A, maxdmg, WEP_CRYLINK.m_id | HITTYPE_SECONDARY); forward = v_forward; right = v_right; up = v_up; shots = WEP_CVAR_SEC(crylink, shots); Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots); proj = prevproj = firstproj = NULL; for(counter = 0; counter < shots; ++counter) { proj = new(spike); proj.weaponentity_fld = weaponentity; proj.reset = W_Crylink_Reset; proj.realowner = proj.owner = actor; proj.crylink_owner = actor; proj.bot_dodge = true; proj.bot_dodgerating = WEP_CVAR_SEC(crylink, damage); if(shots == 1) { proj.queuenext = proj; proj.queueprev = proj; } else if(counter == 0) { // first projectile, store in firstproj for now firstproj = proj; } else if(counter == shots - 1) { // last projectile, link up with first projectile prevproj.queuenext = proj; firstproj.queueprev = proj; proj.queuenext = firstproj; proj.queueprev = prevproj; } else { // else link up with previous projectile prevproj.queuenext = proj; proj.queueprev = prevproj; } prevproj = proj; set_movetype(proj, MOVETYPE_BOUNCEMISSILE); PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_CRYLINK.m_id | HITTYPE_SECONDARY; //proj.gravity = 0.001; setorigin(proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); if(WEP_CVAR_SEC(crylink, spreadtype) == 1) { s = '0 0 0'; if(counter == 0) s = '0 0 0'; else { makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); s.y = v_forward.x; s.z = v_forward.y; } s = s * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor; s = w_shotdir + right * s.y + up * s.z; } else { s = (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * WEP_CVAR_SEC(crylink, spread) * g_weaponspreadfactor); } W_SetupProjVelocity_Explicit(proj, s, v_up, WEP_CVAR_SEC(crylink, speed), 0, 0, 0, false); settouch(proj, W_Crylink_Touch); setthink(proj, W_Crylink_Fadethink); if(counter == (shots - 1) / 2) { proj.fade_time = time + WEP_CVAR_SEC(crylink, middle_lifetime); proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, middle_fadetime); proj.nextthink = time + WEP_CVAR_SEC(crylink, middle_lifetime) + WEP_CVAR_SEC(crylink, middle_fadetime); } else { proj.fade_time = time + WEP_CVAR_SEC(crylink, other_lifetime); proj.fade_rate = 1 / WEP_CVAR_SEC(crylink, other_fadetime); proj.nextthink = time + WEP_CVAR_SEC(crylink, other_lifetime) + WEP_CVAR_SEC(crylink, other_fadetime); } proj.teleport_time = time + WEP_CVAR_SEC(crylink, joindelay); proj.cnt = WEP_CVAR_SEC(crylink, bounces); //proj.scale = 1 + 1 * proj.cnt; proj.angles = vectoangles(proj.velocity); //proj.glow_size = 20; proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); IL_PUSH(g_bot_dodge, proj); proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, true, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), true); MUTATOR_CALLHOOK(EditProjectile, actor, proj); } if(WEP_CVAR_SEC(crylink, joinspread) != 0) { actor.(weaponentity).crylink_lastgroup = proj; W_Crylink_CheckLinks(proj); actor.(weaponentity).crylink_waitrelease = 2; } } METHOD(Crylink, wr_aim, void(entity thiswep, entity actor, .entity weaponentity)) { if(random() < 0.10) PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR_PRI(crylink, speed), 0, WEP_CVAR_PRI(crylink, middle_lifetime), false); else PHYS_INPUT_BUTTON_ATCK2(actor) = bot_aim(actor, weaponentity, WEP_CVAR_SEC(crylink, speed), 0, WEP_CVAR_SEC(crylink, middle_lifetime), false); } METHOD(Crylink, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) { if(autocvar_g_balance_crylink_reload_ammo && actor.(weaponentity).clip_load < min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo))) { // forced reload thiswep.wr_reload(thiswep, actor, weaponentity); } if(fire & 1) { if(actor.(weaponentity).crylink_waitrelease != 1) if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(crylink, refire))) { W_Crylink_Attack(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(crylink, animtime), w_ready); } } if((fire & 2) && autocvar_g_balance_crylink_secondary) { if(actor.(weaponentity).crylink_waitrelease != 2) if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(crylink, refire))) { W_Crylink_Attack2(thiswep, actor, weaponentity); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(crylink, animtime), w_ready); } } if((actor.(weaponentity).crylink_waitrelease == 1 && !(fire & 1)) || (actor.(weaponentity).crylink_waitrelease == 2 && !(fire & 2))) { if(!actor.(weaponentity).crylink_lastgroup || time > actor.(weaponentity).crylink_lastgroup.teleport_time) { // fired and released now! if(actor.(weaponentity).crylink_lastgroup) { vector pos; entity linkjoineffect; float isprimary = (actor.(weaponentity).crylink_waitrelease == 1); pos = W_Crylink_LinkJoin(actor.(weaponentity).crylink_lastgroup, WEP_CVAR_BOTH(crylink, isprimary, joinspread) * WEP_CVAR_BOTH(crylink, isprimary, speed)); linkjoineffect = new(linkjoineffect); linkjoineffect.weaponentity_fld = weaponentity; setthink(linkjoineffect, W_Crylink_LinkJoinEffect_Think); linkjoineffect.nextthink = time + w_crylink_linkjoin_time; linkjoineffect.owner = actor; setorigin(linkjoineffect, pos); } actor.(weaponentity).crylink_waitrelease = 0; if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !thiswep.wr_checkammo2(thiswep, actor, weaponentity)) if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) { // ran out of ammo! actor.cnt = WEP_CRYLINK.m_id; actor.(weaponentity).m_switchweapon = w_getbestweapon(actor, weaponentity); } } } } METHOD(Crylink, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity)) { // don't "run out of ammo" and switch weapons while waiting for release if(actor.(weaponentity).crylink_lastgroup && actor.(weaponentity).crylink_waitrelease) return true; float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(crylink, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_PRI(crylink, ammo); return ammo_amount; } METHOD(Crylink, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity)) { // don't "run out of ammo" and switch weapons while waiting for release if(actor.(weaponentity).crylink_lastgroup && actor.(weaponentity).crylink_waitrelease) return true; float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(crylink, ammo); ammo_amount += actor.(weaponentity).(weapon_load[WEP_CRYLINK.m_id]) >= WEP_CVAR_SEC(crylink, ammo); return ammo_amount; } METHOD(Crylink, wr_reload, void(entity thiswep, entity actor, .entity weaponentity)) { W_Reload(actor, weaponentity, min(WEP_CVAR_PRI(crylink, ammo), WEP_CVAR_SEC(crylink, ammo)), SND_RELOAD); } METHOD(Crylink, wr_suicidemessage, Notification(entity thiswep)) { return WEAPON_CRYLINK_SUICIDE; } METHOD(Crylink, wr_killmessage, Notification(entity thiswep)) { return WEAPON_CRYLINK_MURDER; } #endif #ifdef CSQC METHOD(Crylink, wr_impacteffect, void(entity thiswep, entity actor)) { vector org2; org2 = w_org + w_backoff * 2; if(w_deathtype & HITTYPE_SECONDARY) { pointparticles(EFFECT_CRYLINK_IMPACT2, org2, '0 0 0', 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT2, VOL_BASE, ATTN_NORM); } else { pointparticles(EFFECT_CRYLINK_IMPACT, org2, '0 0 0', 1); if(!w_issilent) sound(actor, CH_SHOTS, SND_CRYLINK_IMPACT, VOL_BASE, ATTN_NORM); } } #endif