]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_crylink.qc
g_blance_electro_secondary_bouncefactor & _bouncestop for electro seoncdary. merge...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_crylink.qc
index e9015f5806e4ec5124ae3c9e75187e7b74b57714..a4f4d6b35b14526e1e38e40ffae896a11ed62d53 100644 (file)
@@ -3,41 +3,132 @@ REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLA
 #else
 #ifdef SVQC
 .float gravity;
-
-.entity realowner;
+.float crylink_waitrelease;
+.entity crylink_lastgroup;
 
 .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
+float w_crylink_linkjoin_time;
+vector W_Crylink_LinkJoin(entity e, float joinspeed)
+{
+       vector avg_origin, avg_velocity;
+       vector targ_origin;
+       float avg_dist, n;
+       entity p;
+
+       avg_origin = e.origin;
+       avg_velocity = e.velocity;
+       n = 1;
+       for(p = e; (p = p.queuenext) != e; )
+       {
+               avg_origin += p.origin;
+               avg_velocity += p.velocity;
+               ++n;
+       }
+       avg_origin *= (1.0 / n);
+       avg_velocity *= (1.0 / n);
+
+       // 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(e.origin - avg_origin), 2);
+       avg_dist *= (1.0 / n);
+
+       w_crylink_linkjoin_time = 0;
+       if(avg_dist == 0)
+               return avg_origin; // no change needed
+
+       if(joinspeed == 0)
+       {
+               e.velocity = avg_velocity;
+               UpdateCSQCProjectile(e);
+               for(p = e; (p = p.queuenext) != e; )
+               {
+                       p.velocity = avg_velocity;
+                       UpdateCSQCProjectile(p);
+               }
+       }
+       else
+       {
+               w_crylink_linkjoin_time = avg_dist / joinspeed;
+               targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
+
+               e.velocity = (targ_origin - e.origin) * (joinspeed / avg_dist);
+               UpdateCSQCProjectile(e);
+               for(p = e; (p = p.queuenext) != e; )
+               {
+                       p.velocity = (targ_origin - p.origin) * (joinspeed / avg_dist);
+                       UpdateCSQCProjectile(p);
+               }
+
+               // analysis:
+               //   joinspeed -> +infinity:
+               //      w_crylink_linkjoin_time -> +0
+               //      targ_origin -> avg_origin
+               //      p->velocity -> HUEG towards center
+               //   joinspeed -> 0:
+               //      w_crylink_linkjoin_time -> +/- infinity
+               //      targ_origin -> avg_velocity * +/- infinity
+               //      p->velocity -> avg_velocity
+               //   joinspeed -> -infinity:
+               //      w_crylink_linkjoin_time -> -0
+               //      targ_origin -> avg_origin
+               //      p->velocity -> HUEG away from center
+       }
+
+       return targ_origin;
+}
+
 // NO bounce protection, as bounces are limited!
 void W_Crylink_Touch (void)
 {
        float finalhit;
        float f;
        //PROJECTILE_TOUCH;
-       local entity savenext, saveprev;
+       local entity savenext, saveprev, saveown;
+       saveown = self.realowner;
        savenext = self.queuenext;
        saveprev = self.queueprev;
        if(WarpZone_Projectile_Touch())
        {
                if(wasfreed(self))
-               {
-                       savenext.queueprev = saveprev;
-                       saveprev.queuenext = savenext;
-               }
+                       W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
                return;
        }
 
@@ -58,7 +149,7 @@ void W_Crylink_Touch (void)
                return;
        }
        self.cnt = self.cnt - 1;
-       self.angles = vectoangles(self.velocity);
+       // self.angles = vectoangles(self.velocity); // csqc
        self.owner = world;
        self.projectiledeathtype |= HITTYPE_BOUNCE;
        // commented out as it causes a little hitch...
@@ -71,16 +162,14 @@ void W_Crylink_Touch2 (void)
        float finalhit;
        float f;
        //PROJECTILE_TOUCH;
-       local entity savenext, saveprev;
+       local entity savenext, saveprev, saveown;
        savenext = self.queuenext;
        saveprev = self.queueprev;
+       saveown = self.realowner;
        if(WarpZone_Projectile_Touch())
        {
                if(wasfreed(self))
-               {
-                       savenext.queueprev = saveprev;
-                       saveprev.queuenext = savenext;
-               }
+                       W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
                return;
        }
 
@@ -94,14 +183,21 @@ void W_Crylink_Touch2 (void)
                f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
        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) || finalhit)
+       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))
        {
                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.angles = vectoangles(self.velocity); // csqc
        self.owner = world;
        self.projectiledeathtype |= HITTYPE_BOUNCE;
        // commented out as it causes a little hitch...
@@ -111,17 +207,15 @@ void W_Crylink_Touch2 (void)
 
 void W_Crylink_Fadethink (void)
 {
-       self.queuenext.queueprev = self.queueprev;
-       self.queueprev.queuenext = self.queuenext;
+       W_Crylink_Dequeue(self);
        remove(self);
 }
 
 void W_Crylink_Attack (void)
 {
-       local float counter, shots;
-       local entity proj, prevproj, firstproj;
-       local vector s;
-       vector forward, right, up;
+       float counter, shots;
+       entity proj, prevproj, firstproj;
+       vector forward, right, up, s
 
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
                self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
@@ -133,6 +227,7 @@ 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 ();
@@ -198,18 +293,20 @@ void W_Crylink_Attack (void)
                        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;
-
-               proj.angles = vectoangles (proj.velocity);
-
+               //proj.angles = vectoangles (proj.velocity); // csqc
                //proj.glow_size = 20;
 
                proj.flags = FL_PROJECTILE;
 
                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)
@@ -224,6 +321,7 @@ 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 ();
@@ -273,7 +371,7 @@ void W_Crylink_Attack2 (void)
                proj.cnt = cvar("g_balance_crylink_secondary_bounces");
                //proj.scale = 1 + 1 * proj.cnt;
 
-               proj.angles = vectoangles (proj.velocity);
+               // proj.angles = vectoangles (proj.velocity); // csqc
 
                //proj.glow_size = 20;
 
@@ -281,8 +379,11 @@ 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)
@@ -302,16 +403,50 @@ 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"))
+               {
+                       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
                {
-                       W_Crylink_Attack2();
-                       weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
+                       if (self.crylink_waitrelease)
+                       {
+                               // fired and released now!
+                               if(self.crylink_lastgroup)
+                               {
+                                       if(self.crylink_waitrelease == 1)
+                                       {
+                                               W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"));                                                
+                                               
+                                               // 'splode @ join, if timing is just right, you get the target with the join-explode splash first, then the individual projectile's damage.
+                                               self.crylink_lastgroup.think = W_Crylink_Touch;
+                                               self.crylink_lastgroup.nextthink = w_crylink_linkjoin_time + time;                                                      
+                                               
+                                       }
+                                       else
+                                       {
+                                               W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed"));
+                                       }
+                               }
+                       }
+
+                       self.crylink_waitrelease = 0;
                }
        }
        else if (req == WR_PRECACHE)