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1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", "Crylink");
3 #else
4 #ifdef SVQC
5 .float gravity;
6 .float crylink_waitrelease;
7 .entity crylink_lastgroup;
8
9 .entity queuenext;
10 .entity queueprev;
11
12 void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next)
13 {
14         if(me == own.crylink_lastgroup)
15                 own.crylink_lastgroup = ((me == next) ? world : next);
16         prev.queuenext = next;
17         next.queueprev = prev;
18 }
19
20 void W_Crylink_Dequeue(entity e)
21 {
22         W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext);
23 }
24
25 // force projectile to explode
26 void W_Crylink_LinkExplode (entity e, entity e2)
27 {
28         float a;
29         a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1);
30
31         if(e == e.realowner.crylink_lastgroup)
32                 e.realowner.crylink_lastgroup = world;
33
34         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);
35
36         if(e.queuenext != e2)
37                 W_Crylink_LinkExplode(e.queuenext, e2);
38
39         remove (e);
40 }
41
42 // adjust towards center
43 // returns the origin where they will meet... and the time till the meeting is
44 // stored in w_crylink_linkjoin_time.
45 // could possibly network this origin and time, and display a special particle
46 // effect when projectiles meet there :P
47 // jspeed: MINIMUM jing speed
48 // jtime: MAXIMUM jing time (0: none)
49 float w_crylink_linkjoin_time;
50 vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime)
51 {
52         vector avg_origin, avg_velocity;
53         vector targ_origin;
54         float avg_dist, n;
55         entity p;
56
57         w_crylink_linkjoin_time = 0;
58
59         avg_origin = e.origin;
60         avg_velocity = e.velocity;
61         n = 1;
62         for(p = e; (p = p.queuenext) != e; )
63         {
64                 avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin);
65                 avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity);
66                 ++n;
67         }
68         avg_origin *= (1.0 / n);
69         avg_velocity *= (1.0 / n);
70
71         if(n < 2)
72                 return avg_origin; // nothing to do
73
74         // yes, mathematically we can do this in ONE step, but beware of 32bit floats...
75         avg_dist = pow(vlen(e.origin - avg_origin), 2);
76         for(p = e; (p = p.queuenext) != e; )
77                 avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2);
78         avg_dist *= (1.0 / n);
79         avg_dist = sqrt(avg_dist);
80
81         if(avg_dist == 0)
82                 return avg_origin; // no change needed
83
84         if(jspeed == 0 && jtime == 0)
85         {
86                 e.velocity = avg_velocity;
87                 UpdateCSQCProjectile(e);
88                 for(p = e; (p = p.queuenext) != e; )
89                 {
90                         p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity);
91                         UpdateCSQCProjectile(p);
92                 }
93         }
94         else
95         {
96                 if(jtime)
97                 {
98                         if(jspeed)
99                                 w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed);
100                         else
101                                 w_crylink_linkjoin_time = jtime;
102                 }
103                 else
104                         w_crylink_linkjoin_time = avg_dist / jspeed;
105                 targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity;
106
107                 e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time);
108                 UpdateCSQCProjectile(e);
109                 for(p = e; (p = p.queuenext) != e; )
110                 {
111                         p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time));
112                         UpdateCSQCProjectile(p);
113                 }
114
115                 // analysis:
116                 //   jspeed -> +infinity:
117                 //      w_crylink_linkjoin_time -> +0
118                 //      targ_origin -> avg_origin
119                 //      p->velocity -> HUEG towards center
120                 //   jspeed -> 0:
121                 //      w_crylink_linkjoin_time -> +/- infinity
122                 //      targ_origin -> avg_velocity * +/- infinity
123                 //      p->velocity -> avg_velocity
124                 //   jspeed -> -infinity:
125                 //      w_crylink_linkjoin_time -> -0
126                 //      targ_origin -> avg_origin
127                 //      p->velocity -> HUEG away from center
128         }
129
130         return targ_origin;
131 }
132
133 void W_Crylink_LinkJoinEffect_Think()
134 {
135         // is there at least 2 projectiles very close?
136         entity e, p;
137         float n;
138         e = self.owner.crylink_lastgroup;
139         n = 0;
140         if(e)
141         {
142                 if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime)
143                         ++n;
144                 for(p = e; (p = p.queuenext) != e; )
145                 {
146                         if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime)
147                                 ++n;
148                 }
149                 if(n >= 2)
150                 {
151                         // they seem to touch...
152                         // TODO make a specific particle effect for this
153                         pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', 1);
154                 }
155         }
156         remove(self);
157 }
158
159 // NO bounce protection, as bounces are limited!
160 void W_Crylink_Touch (void)
161 {
162         float finalhit;
163         float f;
164         //PROJECTILE_TOUCH;
165         local entity savenext, saveprev, saveown;
166         saveown = self.realowner;
167         savenext = self.queuenext;
168         saveprev = self.queueprev;
169         if(WarpZone_Projectile_Touch())
170         {
171                 if(wasfreed(self))
172                         W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
173                 return;
174         }
175
176         float a;
177         a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1);
178
179         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
180         if(finalhit)
181                 f = 1;
182         else
183                 f = cvar("g_balance_crylink_primary_bouncedamagefactor");
184         if(a)
185                 f *= a;
186         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"))
187         {
188                 W_Crylink_LinkExplode(self.queuenext, self);
189                 remove (self);
190                 return;
191         }
192         else if(finalhit)
193         {
194                 // just unlink
195                 W_Crylink_Dequeue(self);
196                 remove(self);
197                 return;
198         }
199         self.cnt = self.cnt - 1;
200         self.angles = vectoangles(self.velocity);
201         self.owner = world;
202         self.projectiledeathtype |= HITTYPE_BOUNCE;
203         // commented out as it causes a little hitch...
204         //if(proj.cnt == 0)
205         //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
206 }
207
208 void W_Crylink_Touch2 (void)
209 {
210         float finalhit;
211         float f;
212         //PROJECTILE_TOUCH;
213         local entity savenext, saveprev, saveown;
214         savenext = self.queuenext;
215         saveprev = self.queueprev;
216         saveown = self.realowner;
217         if(WarpZone_Projectile_Touch())
218         {
219                 if(wasfreed(self))
220                         W_Crylink_Dequeue_Raw(saveown, saveprev, self, savenext);
221                 return;
222         }
223
224         float a;
225         a = 1 - (time - self.fade_time) * self.fade_rate;
226
227         finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO));
228         if(finalhit)
229                 f = 1;
230         else
231                 f = cvar("g_balance_crylink_secondary_bouncedamagefactor");
232         if(a)
233                 f *= a;
234         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"))
235         {
236                 W_Crylink_LinkExplode(self.queuenext, self);
237                 remove (self);
238                 return;
239         }
240         else if(finalhit)
241         {
242                 // just unlink
243                 W_Crylink_Dequeue(self);
244                 remove(self);
245                 return;
246         }
247         self.cnt = self.cnt - 1;
248         self.angles = vectoangles(self.velocity);
249         self.owner = world;
250         self.projectiledeathtype |= HITTYPE_BOUNCE;
251         // commented out as it causes a little hitch...
252         //if(proj.cnt == 0)
253         //      CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE);
254 }
255
256 void W_Crylink_Fadethink (void)
257 {
258         W_Crylink_Dequeue(self);
259         remove(self);
260 }
261
262 void W_Crylink_Attack (void)
263 {
264         local float counter, shots;
265         local entity proj, prevproj, firstproj;
266         local vector s;
267         vector forward, right, up;
268
269         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
270                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_primary_ammo");
271
272         W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", (cvar("g_balance_crylink_primary_damage")*cvar("g_balance_crylink_primary_shots")));
273         forward = v_forward;
274         right = v_right;
275         up = v_up;
276
277         shots = cvar("g_balance_crylink_primary_shots");
278         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
279         proj = world;
280         while (counter < shots)
281         {
282                 proj = spawn ();
283                 proj.realowner = proj.owner = self;
284                 proj.classname = "spike";
285                 proj.bot_dodge = TRUE;
286                 proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage");
287                 if(counter == 0) { // first projectile, store in firstproj for now
288                         firstproj = proj;
289                 }
290                 else if(counter == shots - 1) { // last projectile, link up with first projectile
291                         prevproj.queuenext = proj;
292                         firstproj.queueprev = proj;
293                         proj.queuenext = firstproj;
294                         proj.queueprev = prevproj;
295                 }
296                 else { // else link up with previous projectile
297                         prevproj.queuenext = proj;
298                         proj.queueprev = prevproj;
299                 }
300
301                 prevproj = proj;
302
303                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
304                 PROJECTILE_MAKETRIGGER(proj);
305                 proj.projectiledeathtype = WEP_CRYLINK;
306                 //proj.gravity = 0.001;
307
308                 setorigin (proj, w_shotorg);
309                 setsize(proj, '0 0 0', '0 0 0');
310
311
312                 s = '0 0 0';
313                 if (counter == 0)
314                         s = '0 0 0';
315                 else
316                 {
317                         makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1)));
318                         s_y = v_forward_x;
319                         s_z = v_forward_y;
320                 }
321                 s = s * cvar("g_balance_crylink_primary_spread") * g_weaponspreadfactor;
322                 W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, cvar("g_balance_crylink_primary_speed"), 0, 0, 0);
323                 proj.touch = W_Crylink_Touch;
324
325                 proj.think = W_Crylink_Fadethink;
326                 if(counter == 0)
327                 {
328                         proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime");
329                         self.fade_rate = 1 / cvar("g_balance_crylink_primary_middle_fadetime");
330                         proj.nextthink = time + cvar("g_balance_crylink_primary_middle_lifetime") + cvar("g_balance_crylink_primary_middle_fadetime");
331                 }
332                 else
333                 {
334                         proj.fade_time = time + cvar("g_balance_crylink_primary_other_lifetime");
335                         self.fade_rate = 1 / cvar("g_balance_crylink_primary_other_fadetime");
336                         proj.nextthink = time + cvar("g_balance_crylink_primary_other_lifetime") + cvar("g_balance_crylink_primary_other_fadetime");
337                 }
338                 proj.cnt = cvar("g_balance_crylink_primary_bounces");
339                 //proj.scale = 1 + 1 * proj.cnt;
340
341                 proj.angles = vectoangles (proj.velocity);
342
343                 //proj.glow_size = 20;
344
345                 proj.flags = FL_PROJECTILE;
346
347                 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
348
349                 other = proj; MUTATOR_CALLHOOK(EditProjectile);
350
351                 counter = counter + 1;
352         }
353         self.crylink_lastgroup = proj;
354 }
355
356 void W_Crylink_Attack2 (void)
357 {
358         local float counter, shots;
359         local entity proj, prevproj, firstproj;
360
361         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
362                 self.ammo_cells = self.ammo_cells - cvar("g_balance_crylink_secondary_ammo");
363
364         W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", (cvar("g_balance_crylink_secondary_damage")*cvar("g_balance_crylink_secondary_shots")));
365
366         shots = cvar("g_balance_crylink_secondary_shots");
367         pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots);
368         proj = world;
369         while (counter < shots)
370         {
371                 proj = spawn ();
372                 proj.realowner = proj.owner = self;
373                 proj.classname = "spike";
374                 proj.bot_dodge = TRUE;
375                 proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage");
376                 if(counter == 0) { // first projectile, store in firstproj for now
377                         firstproj = proj;
378                 }
379                 else if(counter == shots - 1) { // last projectile, link up with first projectile
380                         prevproj.queuenext = proj;
381                         firstproj.queueprev = proj;
382                         proj.queuenext = firstproj;
383                         proj.queueprev = prevproj;
384                 }
385                 else { // else link up with previous projectile
386                         prevproj.queuenext = proj;
387                         proj.queueprev = prevproj;
388                 }
389
390                 prevproj = proj;
391
392                 proj.movetype = MOVETYPE_BOUNCEMISSILE;
393                 PROJECTILE_MAKETRIGGER(proj);
394                 proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY;
395                 //proj.gravity = 0.001;
396
397                 setorigin (proj, w_shotorg);
398                 setsize(proj, '0 0 0', '0 0 0');
399
400                 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);
401                 proj.touch = W_Crylink_Touch2;
402                 proj.think = W_Crylink_Fadethink;
403                 if(counter == (shots - 1) / 2)
404                 {
405                         proj.fade_time = time + cvar("g_balance_crylink_secondary_middle_lifetime");
406                         self.fade_rate = 1 / cvar("g_balance_crylink_secondary_middle_fadetime");
407                         proj.nextthink = time + cvar("g_balance_crylink_secondary_middle_lifetime") + cvar("g_balance_crylink_secondary_middle_fadetime");
408                 }
409                 else
410                 {
411                         proj.fade_time = time + cvar("g_balance_crylink_secondary_line_lifetime");
412                         self.fade_rate = 1 / cvar("g_balance_crylink_secondary_line_fadetime");
413                         proj.nextthink = time + cvar("g_balance_crylink_secondary_line_lifetime") + cvar("g_balance_crylink_secondary_line_fadetime");
414                 }
415                 proj.cnt = cvar("g_balance_crylink_secondary_bounces");
416                 //proj.scale = 1 + 1 * proj.cnt;
417
418                 proj.angles = vectoangles (proj.velocity);
419
420                 //proj.glow_size = 20;
421
422                 proj.flags = FL_PROJECTILE;
423
424                 CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE);
425
426                 other = proj; MUTATOR_CALLHOOK(EditProjectile);
427
428                 counter = counter + 1;
429         }
430         self.crylink_lastgroup = proj;
431 }
432
433 void spawnfunc_weapon_crylink (void)
434 {
435         weapon_defaultspawnfunc(WEP_CRYLINK);
436 }
437
438 float w_crylink(float req)
439 {
440         if (req == WR_AIM)
441         {
442                 if (random() > 0.15)
443                         self.BUTTON_ATCK = bot_aim(cvar("g_balance_crylink_primary_speed"), 0, cvar("g_balance_crylink_primary_middle_lifetime"), FALSE);
444                 else
445                         self.BUTTON_ATCK2 = bot_aim(cvar("g_balance_crylink_secondary_speed"), 0, cvar("g_balance_crylink_secondary_middle_lifetime"), FALSE);
446         }
447         else if (req == WR_THINK)
448         {
449                 if (self.BUTTON_ATCK)
450                 {
451                         if (!self.crylink_waitrelease)
452                         if (weapon_prepareattack(0, cvar("g_balance_crylink_primary_refire")))
453                         {
454                                 W_Crylink_Attack();
455                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_crylink_primary_animtime"), w_ready);
456                                 if(cvar("g_balance_crylink_primary_joinspeed") != 0 || cvar("g_balance_crylink_primary_jointime") != 0)
457                                         self.crylink_waitrelease = 1;
458                         }
459                 }
460                 else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary"))
461                 {
462                         if (!self.crylink_waitrelease)
463                         if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire")))
464                         {
465                                 W_Crylink_Attack2();
466                                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_crylink_secondary_animtime"), w_ready);
467                                 if(cvar("g_balance_crylink_secondary_joinspeed") != 0 || cvar("g_balance_crylink_secondary_jointime") != 0)
468                                         self.crylink_waitrelease = 2;
469                         }
470                 }
471                 else
472                 {
473                         if (self.crylink_waitrelease)
474                         {
475                                 // fired and released now!
476                                 if(self.crylink_lastgroup)
477                                 {
478                                         vector pos;
479                                         if(self.crylink_waitrelease == 1)
480                                         {
481                                                 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_primary_joinspeed"), cvar("g_balance_crylink_primary_jointime"));
482                                         }
483                                         else
484                                         {
485                                                 pos = W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed"), cvar("g_balance_crylink_secondary_jointime"));
486                                         }
487
488                                         entity linkjoineffect;
489                                         linkjoineffect = spawn();
490                                         linkjoineffect.classname = "linkjoineffect";
491                                         linkjoineffect.think = W_Crylink_LinkJoinEffect_Think;
492                                         linkjoineffect.nextthink = time + w_crylink_linkjoin_time;
493                                         linkjoineffect.owner = self;
494                                         setorigin(linkjoineffect, pos);
495                                 }
496                                 self.crylink_waitrelease = 0;
497                                 if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2))
498                                 {
499                                         // ran out of ammo!
500                                         self.cnt = WEP_CRYLINK;
501                                         self.switchweapon = w_getbestweapon(self);
502                                 }
503                         }
504                 }
505         }
506         else if (req == WR_PRECACHE)
507         {
508                 precache_model ("models/weapons/g_crylink.md3");
509                 precache_model ("models/weapons/v_crylink.md3");
510                 precache_model ("models/weapons/h_crylink.iqm");
511                 precache_sound ("weapons/crylink_fire.wav");
512                 precache_sound ("weapons/crylink_fire2.wav");
513                 precache_sound ("weapons/crylink_linkjoin.wav");
514         }
515         else if (req == WR_SETUP)
516                 weapon_setup(WEP_CRYLINK);
517         else if (req == WR_CHECKAMMO1)
518         {
519                 // don't "run out of ammo" and switch weapons while waiting for release
520                 if(self.crylink_lastgroup && self.crylink_waitrelease)
521                         return TRUE;
522                 return self.ammo_cells >= cvar("g_balance_crylink_primary_ammo");
523         }
524         else if (req == WR_CHECKAMMO2)
525         {
526                 // don't "run out of ammo" and switch weapons while waiting for release
527                 if(self.crylink_lastgroup && self.crylink_waitrelease)
528                         return TRUE;
529                 return self.ammo_cells >= cvar("g_balance_crylink_secondary_ammo");
530         }
531         return TRUE;
532 };
533 #endif
534 #ifdef CSQC
535 float w_crylink(float req)
536 {
537         if(req == WR_IMPACTEFFECT)
538         {
539                 vector org2;
540                 org2 = w_org + w_backoff * 2;
541                 if(w_deathtype & HITTYPE_SECONDARY)
542                 {
543                         pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1);
544                         if(!w_issilent)
545                                 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM);
546                 }
547                 else
548                 {
549                         pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1);
550                         if(!w_issilent)
551                                 sound(self, CHAN_PROJECTILE, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM);
552                 }
553         }
554         else if(req == WR_PRECACHE)
555         {
556                 precache_sound("weapons/crylink_impact2.wav");
557                 precache_sound("weapons/crylink_impact.wav");
558         }
559         else if (req == WR_SUICIDEMESSAGE)
560         {
561                 w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink";
562         }
563         else if (req == WR_KILLMESSAGE)
564         {
565                 if(w_deathtype & HITTYPE_BOUNCE)
566                         w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be)
567                 else if(w_deathtype & HITTYPE_SPLASH)
568                         w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY
569                 else
570                         w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY
571         }
572         return TRUE;
573 }
574 #endif
575 #endif