]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_crylink.qc
also add jointime parameter
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_crylink.qc
index b95a7cef897645479054eba22b5e7d79e269a2c8..2dcd433c7e27d533de6fe3d299065259fb0107f2 100644 (file)
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", "Crylink");
 #else
+#ifdef SVQC
 .float gravity;
+.float crylink_waitrelease;
+.entity crylink_lastgroup;
 
-.entity realowner;
+.entity queuenext;
+.entity queueprev;
+
+void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
+{
+       if(me == own.crylink_lastgroup)
+               own.crylink_lastgroup = ((me == next) ? world : next);
+       prev.queuenext = next;
+       next.queueprev = prev;
+}
+
+void W_Crylink_Dequeue(entity e)
+{
+       W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
+}
+
+// force projectile to explode
+void W_Crylink_LinkExplode (entity e, entity e2)
+{
+       float a;
+       a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
+
+       if(e == e.realowner.crylink_lastgroup)
+               e.realowner.crylink_lastgroup = world;
+
+       RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_damage") * a, cvar("g_balance_crylink_primary_edgedamage") * a, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * a, e.projectiledeathtype, other);
+
+       if(e.queuenext != e2)
+               W_Crylink_LinkExplode(e.queuenext, e2);
+
+       remove (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: MINIMUM jing speed
+// jtime: MAXIMUM jing time (0: none)
+float w_crylink_linkjoin_time;
+vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
+{
+       vector avg_origin, avg_velocity;
+       vector targ_origin;
+       float avg_dist, n;
+       entity p;
+
+       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 = pow(vlen(e.origin - avg_origin), 2);
+       for(p = e; (p = p.queuenext) != e; )
+               avg_dist += pow(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 && jtime == 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);
+               }
+       }
+       else
+       {
+               if(jtime)
+               {
+                       if(jspeed)
+                               w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
+                       else
+                               w_crylink_linkjoin_time = jtime;
+               }
+               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
+       }
+
+       return targ_origin;
+}
+
+void W_Crylink_LinkJoinEffect_Think()
+{
+       // is there at least 2 projectiles very close?
+       entity e, p;
+       float n;
+       e = self.owner.crylink_lastgroup;
+       n = 0;
+       if(e)
+       {
+               if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
+                       ++n;
+               for(p = e; (p = p.queuenext) != e; )
+               {
+                       if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
+                               ++n;
+               }
+               if(n >= 2)
+               {
+                       // they seem to touch...
+                       // TODO make a specific particle effect for this
+                       pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', 1);
+               }
+       }
+       remove(self);
+}
 
 // NO bounce protection, as bounces are limited!
 void W_Crylink_Touch (void)
 {
        float finalhit;
        float f;
-       PROJECTILE_TOUCH;
+       //PROJECTILE_TOUCH;
+       local entity savenext, saveprev, saveown;
+       saveown = self.realowner;
+       savenext = self.queuenext;
+       saveprev = self.queueprev;
+       if(WarpZone_Projectile_Touch())
+       {
+               if(wasfreed(self))
+                       W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
+               return;
+       }
+
+       float a;
+       a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
+
        finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
        if(finalhit)
                f = 1;
        else
                f = cvar("g_balance_crylink_primary_bouncedamagefactor");
-       if(self.alpha)
-               f *= self.alpha;
-       RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other);
-       if (finalhit)
+       if(a)
+               f *= a;
+       if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_primary_damage") * f, cvar("g_balance_crylink_primary_edgedamage") * f, cvar("g_balance_crylink_primary_radius"), world, cvar("g_balance_crylink_primary_force") * f, self.projectiledeathtype, other) && cvar("g_balance_crylink_primary_linkexplode"))
        {
+               W_Crylink_LinkExplode(self.queuenext, self);
                remove (self);
                return;
        }
+       else if(finalhit)
+       {
+               // just unlink
+               W_Crylink_Dequeue(self);
+               remove(self);
+               return;
+       }
        self.cnt = self.cnt - 1;
        self.angles = vectoangles(self.velocity);
        self.owner = world;
@@ -37,20 +207,41 @@ void W_Crylink_Touch2 (void)
 {
        float finalhit;
        float f;
-       PROJECTILE_TOUCH;
+       //PROJECTILE_TOUCH;
+       local entity savenext, saveprev, saveown;
+       savenext = self.queuenext;
+       saveprev = self.queueprev;
+       saveown = self.realowner;
+       if(WarpZone_Projectile_Touch())
+       {
+               if(wasfreed(self))
+                       W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
+               return;
+       }
+
+       float a;
+       a = 1 - (time - self.fade_time) * self.fade_rate;
+
        finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
        if(finalhit)
                f = 1;
        else
                f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
-       if(self.alpha)
-               f *= self.alpha;
-       RadiusDamage (self, self.realowner, cvar("g_balance_crylink_secondary_damage") * f, cvar("g_balance_crylink_secondary_edgedamage") * f, cvar("g_balance_crylink_secondary_radius"), world, cvar("g_balance_crylink_secondary_force") * f, self.projectiledeathtype, other);
-       if (finalhit)
+       if(a)
+               f *= a;
+       if (RadiusDamage (self, self.realowner, cvar("g_balance_crylink_secondary_damage") * f, cvar("g_balance_crylink_secondary_edgedamage") * f, cvar("g_balance_crylink_secondary_radius"), world, cvar("g_balance_crylink_secondary_force") * f, self.projectiledeathtype, other) && cvar("g_balance_crylink_secondary_linkexplode"))
        {
+               W_Crylink_LinkExplode(self.queuenext, self);
                remove (self);
                return;
        }
+       else if(finalhit)
+       {
+               // just unlink
+               W_Crylink_Dequeue(self);
+               remove(self);
+               return;
+       }
        self.cnt = self.cnt - 1;
        self.angles = vectoangles(self.velocity);
        self.owner = world;
@@ -60,10 +251,16 @@ void W_Crylink_Touch2 (void)
        //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
 }
 
+void W_Crylink_Fadethink (void)
+{
+       W_Crylink_Dequeue(self);
+       remove(self);
+}
+
 void W_Crylink_Attack (void)
 {
        local float counter, shots;
-       local entity proj;
+       local entity proj, prevproj, firstproj;
        local vector s;
        vector forward, right, up;
 
@@ -77,6 +274,7 @@ void W_Crylink_Attack (void)
 
        shots = cvar("g_balance_crylink_primary_shots");
        pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
+       proj = world;
        while (counter < shots)
        {
                proj = spawn ();
@@ -84,6 +282,21 @@ void W_Crylink_Attack (void)
                proj.classname = "spike";
                proj.bot_dodge = TRUE;
                proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
+               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;
 
                proj.movetype = MOVETYPE_BOUNCEMISSILE;
                PROJECTILE_MAKETRIGGER(proj);
@@ -106,12 +319,20 @@ void W_Crylink_Attack (void)
                s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
                W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
                proj.touch = W_Crylink_Touch;
+
+               proj.think = W_Crylink_Fadethink;
                if(counter == 0)
-                       SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_middle_lifetime"), cvar("g_balance_crylink_primary_middle_fadetime"));
-               else if(counter <= 3)
-                       SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_star_lifetime"), cvar("g_balance_crylink_primary_star_fadetime"));
+               {
+                       proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
+                       self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
+                       proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
+               }
                else
-                       SUB_SetFade(proj, time + cvar("g_balance_crylink_primary_other_lifetime"), cvar("g_balance_crylink_primary_other_fadetime"));
+               {
+                       proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
+                       self.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
+                       proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
+               }
                proj.cnt = cvar("g_balance_crylink_primary_bounces");
                //proj.scale = 1 + 1 * proj.cnt;
 
@@ -123,14 +344,17 @@ void W_Crylink_Attack (void)
 
                CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
 
+               other = proj; MUTATOR_CALLHOOK(EditProjectile);
+
                counter = counter + 1;
        }
+       self.crylink_lastgroup = proj;
 }
 
 void W_Crylink_Attack2 (void)
 {
        local float counter, shots;
-       local entity proj;
+       local entity proj, prevproj, firstproj;
 
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
@@ -139,6 +363,7 @@ void W_Crylink_Attack2 (void)
 
        shots = cvar("g_balance_crylink_secondary_shots");
        pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
+       proj = world;
        while (counter < shots)
        {
                proj = spawn ();
@@ -146,6 +371,21 @@ void W_Crylink_Attack2 (void)
                proj.classname = "spike";
                proj.bot_dodge = TRUE;
                proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
+               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;
 
                proj.movetype = MOVETYPE_BOUNCEMISSILE;
                PROJECTILE_MAKETRIGGER(proj);
@@ -157,10 +397,19 @@ void W_Crylink_Attack2 (void)
 
                W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * cvar("g_balance_crylink_secondary_spread") * g_weaponspreadfactor), v_up, cvar("g_balance_crylink_secondary_speed"), 0, 0, 0);
                proj.touch = W_Crylink_Touch2;
+               proj.think = W_Crylink_Fadethink;
                if(counter == (shots - 1) / 2)
-                       SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_middle_lifetime"), cvar("g_balance_crylink_secondary_middle_fadetime"));
+               {
+                       proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
+                       self.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
+                       proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
+               }
                else
-                       SUB_SetFade(proj, time + cvar("g_balance_crylink_secondary_line_lifetime"), cvar("g_balance_crylink_secondary_line_fadetime"));
+               {
+                       proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
+                       self.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
+                       proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
+               }
                proj.cnt = cvar("g_balance_crylink_secondary_bounces");
                //proj.scale = 1 + 1 * proj.cnt;
 
@@ -172,8 +421,11 @@ void W_Crylink_Attack2 (void)
 
                CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
 
+               other = proj; MUTATOR_CALLHOOK(EditProjectile);
+
                counter = counter + 1;
        }
+       self.crylink_lastgroup = proj;
 }
 
 void spawnfunc_weapon_crylink (void)
@@ -193,16 +445,60 @@ float w_crylink(float req)
        else if (req == WR_THINK)
        {
                if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
                {
-                       W_Crylink_Attack();
-                       weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
+                       if (!self.crylink_waitrelease)
+                       if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
+                       {
+                               W_Crylink_Attack();
+                               weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
+                               if(cvar("g_balance_crylink_primary_joinspeed") != 0)
+                                       self.crylink_waitrelease = 1;
+                       }
                }
-               if (self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
-               if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
+               else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
                {
-                       W_Crylink_Attack2();
-                       weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
+                       if (!self.crylink_waitrelease)
+                       if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
+                       {
+                               W_Crylink_Attack2();
+                               weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
+                               if(cvar("g_balance_crylink_secondary_joinspeed") != 0)
+                                       self.crylink_waitrelease = 2;
+                       }
+               }
+               else
+               {
+                       if (self.crylink_waitrelease)
+                       {
+                               // fired and released now!
+                               if(self.crylink_lastgroup)
+                               {
+                                       vector pos;
+                                       if(self.crylink_waitrelease == 1)
+                                       {
+                                               pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"), cvar("g_balance_crylink_primary_jointime"));
+                                       }
+                                       else
+                                       {
+                                               pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed"), cvar("g_balance_crylink_secondary_jointime"));
+                                       }
+
+                                       entity linkjoineffect;
+                                       linkjoineffect = spawn();
+                                       linkjoineffect.classname = "linkjoineffect";
+                                       linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
+                                       linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
+                                       linkjoineffect.owner = self;
+                                       setorigin(linkjoineffect, pos);
+                               }
+                               self.crylink_waitrelease = 0;
+                               if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
+                               {
+                                       // ran out of ammo!
+                                       self.cnt = WEP_CRYLINK;
+                                       self.switchweapon = w_getbestweapon(self);
+                               }
+                       }
                }
        }
        else if (req == WR_PRECACHE)
@@ -212,26 +508,66 @@ float w_crylink(float req)
                precache_model ("models/weapons/h_crylink.iqm");
                precache_sound ("weapons/crylink_fire.wav");
                precache_sound ("weapons/crylink_fire2.wav");
+               precache_sound ("weapons/crylink_linkjoin.wav");
        }
        else if (req == WR_SETUP)
                weapon_setup(WEP_CRYLINK);
        else if (req == WR_CHECKAMMO1)
+       {
+               // don't "run out of ammo" and switch weapons while waiting for release
+               if(self.crylink_lastgroup && self.crylink_waitrelease)
+                       return TRUE;
                return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
+       }
        else if (req == WR_CHECKAMMO2)
+       {
+               // don't "run out of ammo" and switch weapons while waiting for release
+               if(self.crylink_lastgroup && self.crylink_waitrelease)
+                       return TRUE;
                return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
+       }
+       return TRUE;
+};
+#endif
+#ifdef CSQC
+float w_crylink(float req)
+{
+       if(req == WR_IMPACTEFFECT)
+       {
+               vector org2;
+               org2 = w_org + w_backoff * 2;
+               if(w_deathtype & HITTYPE_SECONDARY)
+               {
+                       pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
+                       if(!w_issilent)
+                               sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
+               }
+               else
+               {
+                       pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
+                       if(!w_issilent)
+                               sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
+               }
+       }
+       else if(req == WR_PRECACHE)
+       {
+               precache_sound("weapons/crylink_impact2.wav");
+               precache_sound("weapons/crylink_impact.wav");
+       }
        else if (req == WR_SUICIDEMESSAGE)
        {
-               w_deathtypestring = "succeeded at self-destructing themself with the Crylink";
+               w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
        }
        else if (req == WR_KILLMESSAGE)
        {
                if(w_deathtype & HITTYPE_BOUNCE)
-                       w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be)
+                       w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
                else if(w_deathtype & HITTYPE_SPLASH)
-                       w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY
+                       w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
                else
-                       w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY
+                       w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY
        }
        return TRUE;
-};
+}
+#endif
 #endif