]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/w_shockwave.qc
Start working on Shockwave visual effect again
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_shockwave.qc
index b42a31b41b342303dfa8ebc7a05766ac56570e3e..c19eeed9bf47f912f9a85067532230e85450c163 100644 (file)
@@ -1,15 +1,18 @@
 #ifdef REGISTER_WEAPON
 REGISTER_WEAPON(
-/* WEP_##id */ SHOCKWAVE,
-/* function */ W_Shockwave,
-/* ammotype */ ammo_none,
-/* impulse  */ 2,
-/* flags    */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN,
-/* rating   */ BOT_PICKUP_RATING_LOW,
-/* color       */ '0.5 0.25 0',
-/* model    */ "shotgun",
-/* netname  */ "shockwave",
-/* fullname */ _("Shockwave")
+/* WEP_##id  */ SHOCKWAVE,
+/* function  */ W_Shockwave,
+/* ammotype  */ ammo_none,
+/* impulse   */ 2,
+/* flags     */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN,
+/* rating    */ BOT_PICKUP_RATING_LOW,
+/* color     */ '0.5 0.25 0',
+/* modelname */ "shotgun",
+/* simplemdl */ "foobar",
+/* crosshair */ "gfx/crosshairshotgun 0.7",
+/* wepimg    */ "weaponshotgun",
+/* refname   */ "shockwave",
+/* wepname   */ _("Shockwave")
 );
 
 #define SHOCKWAVE_SETTINGS(w_cvar,w_prop) SHOCKWAVE_SETTINGS_LIST(w_cvar, w_prop, SHOCKWAVE, shockwave)
@@ -61,14 +64,15 @@ REGISTER_WEAPON(
        w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
        w_prop(id, sn, string, weaponreplace, weaponreplace) \
        w_prop(id, sn, float,  weaponstart, weaponstart) \
-       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
+       w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
+       w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
 
 #ifdef SVQC
 SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
 #endif
 #else
 #ifdef SVQC
-void spawnfunc_weapon_shockwave()
+void spawnfunc_weapon_shockwave(void)
 {
        //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO
        if(autocvar_sv_q3acompat_machineshotgunswap)
@@ -80,7 +84,8 @@ void spawnfunc_weapon_shockwave()
        weapon_defaultspawnfunc(WEP_SHOCKWAVE);
 }
 
-#define MAX_SHOCKWAVE_HITS 5
+#define MAX_SHOCKWAVE_HITS 10
+#define DEBUG_SHOCKWAVE
 
 .float swing_prev;
 .entity swing_alreadyhit;
@@ -90,7 +95,7 @@ float shockwave_hit_damage[MAX_SHOCKWAVE_HITS];
 vector shockwave_hit_force[MAX_SHOCKWAVE_HITS];
 
 // MELEE ATTACK MODE
-void W_Shockwave_Melee_Think()
+void W_Shockwave_Melee_Think(void)
 {
        // declarations
        float i, f, swing, swing_factor, swing_damage, meleetime, is_player;
@@ -142,7 +147,7 @@ void W_Shockwave_Melee_Think()
                te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); 
                te_customflash(targpos, 40,  2, '1 1 1');
                
-               is_player = (trace_ent.classname == "player" || trace_ent.classname == "body");
+               is_player = (trace_ent.classname == "player" || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER));
 
                if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary
                        && (trace_ent.takedamage == DAMAGE_AIM)  
@@ -210,7 +215,7 @@ void W_Shockwave_Melee_Think()
        }
 }
 
-void W_Shockwave_Melee()
+void W_Shockwave_Melee(void)
 {
        sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM);
        weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready);
@@ -297,13 +302,10 @@ float W_Shockwave_Attack_CheckHit(
        vector final_force,
        float final_damage)
 {
-       // WEAPONTODO: check if we hit MAX_SHOCKWAVE_HITS 
        if(!head) { return FALSE; }
        float i;
-
-       ++queue;
        
-       for(i = 1; i <= queue; ++i)
+       for(i = 0; i <= queue; ++i)
        {
                if(shockwave_hit[i] == head)
                {
@@ -319,7 +321,23 @@ float W_Shockwave_Attack_CheckHit(
        return TRUE;
 }
 
-void W_Shockwave_Attack()
+void W_Shockwave_Send(void)
+{
+       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
+       WriteByte(MSG_BROADCAST, TE_CSQC_SHOCKWAVEPARTICLE);
+       WriteCoord(MSG_BROADCAST, w_shotorg_x);
+       WriteCoord(MSG_BROADCAST, w_shotorg_y);
+       WriteCoord(MSG_BROADCAST, w_shotorg_z);
+       WriteCoord(MSG_BROADCAST, w_shotdir_x);
+       WriteCoord(MSG_BROADCAST, w_shotdir_y);
+       WriteCoord(MSG_BROADCAST, w_shotdir_z);
+       WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance));
+       WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255));
+       WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255));
+       WriteByte(MSG_BROADCAST, num_for_edict(self));
+}
+
+void W_Shockwave_Attack(void)
 {
        // declarations
        float multiplier, multiplier_from_accuracy, multiplier_from_distance;
@@ -339,7 +357,7 @@ void W_Shockwave_Attack()
        //entity transform = WarpZone_trace_transform;
 
        // do the firing effect now
-       //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO
+       W_Shockwave_Send();
        Damage_DamageInfo(
                attack_hitpos,
                WEP_CVAR(shockwave, blast_splash_damage),
@@ -492,7 +510,7 @@ void W_Shockwave_Attack()
                                final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
 
                                // queue damage with this calculated info
-                               if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
+                               if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
 
                                #ifdef DEBUG_SHOCKWAVE
                                print(sprintf(
@@ -535,9 +553,8 @@ void W_Shockwave_Attack()
 
                        vector nearest_on_line = (w_shotorg + a * w_shotdir);
                        vector nearest_to_attacker = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, nearest_on_line);
-                       float distance_to_target = vlen(w_shotorg - nearest_to_attacker); // WEAPONTODO: use the findradius function for this
 
-                       if((distance_to_target <= WEP_CVAR(shockwave, blast_distance)) 
+                       if((vlen(head.WarpZone_findradius_dist) <= WEP_CVAR(shockwave, blast_distance)) 
                                && (W_Shockwave_Attack_IsVisible(head, nearest_on_line, w_shotorg, attack_endpos)))
                        {
                                // calculate importance of distance and accuracy for this attack
@@ -551,7 +568,7 @@ void W_Shockwave_Attack()
                                );
                                multiplier_from_distance = (1 -
                                        (distance_to_hit ?
-                                               min(1, (distance_to_target / distance_to_end))
+                                               min(1, (vlen(head.WarpZone_findradius_dist) / distance_to_end))
                                                :
                                                0
                                        )
@@ -584,7 +601,7 @@ void W_Shockwave_Attack()
                                final_force_z *= WEP_CVAR(shockwave, blast_force_zscale);
 
                                // queue damage with this calculated info
-                               if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { ++queue; }
+                               if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); }
 
                                #ifdef DEBUG_SHOCKWAVE
                                print(sprintf(
@@ -604,9 +621,9 @@ void W_Shockwave_Attack()
 
        for(i = 1; i <= queue; ++i)
        {
-               head = shockwave_hit[i];
-               final_force = shockwave_hit_force[i];
-               final_damage = shockwave_hit_damage[i];
+               head = shockwave_hit[i-1];
+               final_force = shockwave_hit_force[i-1];
+               final_damage = shockwave_hit_damage[i-1];
                
                Damage(
                        head,
@@ -617,7 +634,13 @@ void W_Shockwave_Attack()
                        head.origin,
                        final_force
                );
-               
+
+               if(accuracy_isgooddamage(self.realowner, head))
+               {
+                       print("wtf\n");
+                       accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, final_damage);
+               }
+
                #ifdef DEBUG_SHOCKWAVE
                print(sprintf(
                        "SHOCKWAVE by %s: damage = %f, force = %f.\n",
@@ -627,9 +650,9 @@ void W_Shockwave_Attack()
                ));
                #endif
                
-               shockwave_hit[i] = world;
-               shockwave_hit_force[i] = '0 0 0';
-               shockwave_hit_damage[i] = 0;
+               shockwave_hit[i-1] = world;
+               shockwave_hit_force[i-1] = '0 0 0';
+               shockwave_hit_damage[i-1] = 0;
        }
 }
 
@@ -682,7 +705,7 @@ float W_Shockwave(float req)
                        precache_sound("misc/itempickup.wav");
                        precache_sound("weapons/shockwave_fire.wav");
                        precache_sound("weapons/shockwave_melee.wav");
-                       SHOCKWAVE_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
+                       SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
                        return TRUE;
                }
                case WR_CHECKAMMO1:
@@ -708,7 +731,7 @@ float W_Shockwave(float req)
                                return WEAPON_SHOCKWAVE_MURDER;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #ifdef CSQC
@@ -720,7 +743,7 @@ float W_Shockwave(float req)
                {
                        vector org2;
                        org2 = w_org + w_backoff * 2;
-                       pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1);
+                       pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1); // WEAPONTODO: replace with proper impact effect
                        return TRUE;
                }
                case WR_INIT:
@@ -736,7 +759,7 @@ float W_Shockwave(float req)
                        return FALSE;
                }
        }
-       return TRUE;
+       return FALSE;
 }
 #endif
 #endif