X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_crylink.qc;h=b688a9f7f5d7a04e264550d900edfce7dc1d624b;hb=2358fa865c8db0e1158850e10093bf5873d794d9;hp=3d18ba12d9838f2e9458e9e8c2edb74f195421c2;hpb=c6b8947c5875567662ac5c3e156325bcff42aee9;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_crylink.qc b/qcsrc/server/w_crylink.qc index 3d18ba12d..b688a9f7f 100644 --- a/qcsrc/server/w_crylink.qc +++ b/qcsrc/server/w_crylink.qc @@ -3,28 +3,247 @@ REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLA #else #ifdef SVQC .float gravity; +.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); +} + +void W_Crylink_CheckLinks(entity e) +{ + float i; + entity p; + + if(e == world) + error("W_Crylink_CheckLinks: entity is world"); + + 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"); +} + +// 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; + + // 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 = 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; + } + 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 + } + + 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) + { + if(e.projectiledeathtype & HITTYPE_SECONDARY) + { + if(cvar("g_balance_crylink_secondary_joinexplode")) + { + n = n / cvar("g_balance_crylink_secondary_shots"); + RadiusDamage (e, e.realowner, cvar("g_balance_crylink_secondary_joinexplode_damage") * n, + cvar("g_balance_crylink_secondary_joinexplode_edgedamage") * n, + cvar("g_balance_crylink_secondary_joinexplode_radius") * n, e.realowner, + cvar("g_balance_crylink_secondary_joinexplode_force") * n, e.projectiledeathtype, other); + + pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n); + } + } + else + { + if(cvar("g_balance_crylink_primary_joinexplode")) + { + n = n / cvar("g_balance_crylink_primary_shots"); + RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_joinexplode_damage") * n, + cvar("g_balance_crylink_primary_joinexplode_edgedamage") * n, + cvar("g_balance_crylink_primary_joinexplode_radius") * n, e.realowner, + cvar("g_balance_crylink_primary_joinexplode_force") * n, e.projectiledeathtype, other); + + pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n); + } + } + } + } + remove(self); +} -.entity realowner; // 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; @@ -38,20 +257,41 @@ 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; @@ -61,10 +301,16 @@ 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; @@ -78,6 +324,7 @@ 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 (); @@ -85,6 +332,25 @@ void W_Crylink_Attack (void) proj.classname = "spike"; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_crylink_primary_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; proj.movetype = MOVETYPE_BOUNCEMISSILE; PROJECTILE_MAKETRIGGER(proj); @@ -105,14 +371,22 @@ void W_Crylink_Attack (void) s_z = v_forward_y; } 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); + W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0, FALSE); 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"); + proj.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"); + proj.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; @@ -124,14 +398,17 @@ 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"); @@ -140,6 +417,7 @@ 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 (); @@ -147,6 +425,25 @@ void W_Crylink_Attack2 (void) proj.classname = "spike"; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_crylink_secondary_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; proj.movetype = MOVETYPE_BOUNCEMISSILE; PROJECTILE_MAKETRIGGER(proj); @@ -156,12 +453,21 @@ void W_Crylink_Attack2 (void) setorigin (proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); - 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); + 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, FALSE); 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"); + proj.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"); + proj.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; @@ -173,8 +479,11 @@ 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) @@ -194,16 +503,65 @@ 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_joinspread") != 0 || cvar("g_balance_crylink_primary_jointime") != 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_joinspread") != 0 || cvar("g_balance_crylink_secondary_jointime") != 0) + self.crylink_waitrelease = 2; + } + } + else + { + if (self.crylink_waitrelease) + { + // fired and released now! + if(self.crylink_lastgroup) + { + vector pos; + entity linkjoineffect; + + + if(self.crylink_waitrelease == 1) + { + pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspread") * cvar("g_balance_crylink_primary_speed"), cvar("g_balance_crylink_primary_jointime")); + + } + else + { + pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspread") * cvar("g_balance_crylink_secondary_speed"), cvar("g_balance_crylink_secondary_jointime")); + } + + linkjoineffect = spawn(); + linkjoineffect.think = W_Crylink_LinkJoinEffect_Think; + linkjoineffect.classname = "linkjoineffect"; + 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) @@ -213,13 +571,24 @@ 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