]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_laser.qc
Merge remote-tracking branch 'origin/master' into samual/spawn_weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_laser.qc
index 4ce1331931628366bfaf35037c429edfbbe7f3b4..cb80b3a8e50856caaf51102b70a30dd3f14fe203 100644 (file)
@@ -1,8 +1,23 @@
 #ifdef REGISTER_WEAPON
-REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
+REGISTER_WEAPON(LASER, w_laser, 0, 1, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, 0, "laser", "laser", _("Laser"))
 #else
 #ifdef SVQC
 void(float imp) W_SwitchWeapon;
+void() W_LastWeapon;
+
+void SendCSQCShockwaveParticle(float spread, vector endpos) 
+{
+       //WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+       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, endpos_x);
+       WriteCoord(MSG_BROADCAST, endpos_y);
+       WriteCoord(MSG_BROADCAST, endpos_z);
+       WriteByte(MSG_BROADCAST, bound(0, 255 * spread, 255));
+}
 
 void W_Laser_Touch (void)
 {
@@ -10,9 +25,9 @@ void W_Laser_Touch (void)
 
        self.event_damage = SUB_Null;
        if (self.dmg)
-               RadiusDamage (self, self.owner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
+               RadiusDamage (self, self.realowner, autocvar_g_balance_laser_secondary_damage, autocvar_g_balance_laser_secondary_edgedamage, autocvar_g_balance_laser_secondary_radius, world, world, autocvar_g_balance_laser_secondary_force, self.projectiledeathtype, other);
        else
-               RadiusDamage (self, self.owner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other);
+               RadiusDamage (self, self.realowner, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_radius, world, world, autocvar_g_balance_laser_primary_force, self.projectiledeathtype, other);
 
        remove (self);
 }
@@ -28,9 +43,117 @@ void W_Laser_Think()
        CSQCProjectile(self, TRUE, PROJECTILE_LASER, TRUE);
 }
 
+void W_Laser_Shockwave (void)
+{
+       // declarations
+       float final_damage, final_spread;
+       entity head, next, aim_ent;
+       vector nearest, attack_hitpos, angle_to_head, angle_to_attack, final_force, center;
+       
+       // set up the shot direction
+       vector wanted_shot_direction = (v_forward * cos(autocvar_g_balance_laser_primary_shotangle * DEG2RAD) + v_up * sin(autocvar_g_balance_laser_primary_shotangle * DEG2RAD));
+       W_SetupShot_Dir(self, wanted_shot_direction, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
+       vector attack_endpos = (w_shotorg + (w_shotdir * autocvar_g_balance_laser_primary_radius));
+
+       // find out what we're pointing at
+       WarpZone_TraceLine(w_shotorg, attack_endpos, FALSE, self);
+       aim_ent = trace_ent;
+       attack_hitpos = trace_endpos;
+       
+       // do the jump explosion now (also handles the impact effect)
+       RadiusDamageForSource(self, trace_endpos, '0 0 0', self, autocvar_g_balance_laser_primary_damage, autocvar_g_balance_laser_primary_edgedamage, autocvar_g_balance_laser_primary_jumpradius, world, self, TRUE, autocvar_g_balance_laser_primary_force, WEP_LASER, world);
+       
+       // also do the firing effect now
+       SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, attack_hitpos);
+       
+       // did we hit a player directly?
+       if(aim_ent.takedamage)
+       {
+               // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+               if (aim_ent.classname == "player")
+                       center = aim_ent.origin + aim_ent.view_ofs;
+               else
+                       center = aim_ent.origin + (aim_ent.mins + aim_ent.maxs) * 0.5;
+
+               final_force = (normalize(center - attack_hitpos) * autocvar_g_balance_laser_primary_force);
+               Damage(aim_ent, self, self, autocvar_g_balance_laser_primary_damage, WEP_LASER, aim_ent.origin, final_force);
+               print("Player hit directly via aim!\n");
+       }
+
+       // now figure out if I hit anything else than what my aim directly pointed at...
+       head = WarpZone_FindRadius(w_shotorg, autocvar_g_balance_laser_primary_radius, FALSE);
+       while(head)
+       {
+               next = head.chain;
+               
+               if((head != self && head != aim_ent) && (head.takedamage))
+               {
+                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+                       if (head.classname == "player")
+                               center = head.origin + head.view_ofs;
+                       else
+                               center = head.origin + (head.mins + head.maxs) * 0.5;
+
+                       // find the closest point on the enemy to the center of the attack
+                       float h = vlen(center - self.origin);
+                       float ang = acos(dotproduct(normalize(center - self.origin), w_shotdir));
+                       float a = h * cos(ang);
+                       
+                       // ang = angle between shotdir and h
+                       // h = hypotenuse, which is the distance between attacker to head
+                       // a = adjacent side, which is the distance between attacker and the point on w_shotdir that is closest to head.origin
+
+                       nearest = WarpZoneLib_NearestPointOnBox(center + head.mins, center + head.maxs, w_shotorg + a * w_shotdir);
+
+                       if(vlen(w_shotorg - nearest) <= autocvar_g_balance_laser_primary_radius)
+                       {
+                               // is it within the limit of the spread?
+                               nearest = head.WarpZone_findradius_nearest;
+                               angle_to_head = normalize(nearest - w_shotorg);
+                               angle_to_attack = w_shotdir;
+                               final_spread = vlen(angle_to_head - angle_to_attack);
+                               if(final_spread <= autocvar_g_balance_laser_primary_spread)
+                               {
+                                       // TODO! we MUST check this, otherwise you can shoot through walls!
+                                       // just how to make sure that if a small part of the player is visible, we'll hit him?
+                                       // we can just do it the cheap way of tracing from shotorg to nearest, but what if there's an obstruction between those points, but the player still sees the enemy...?
+
+                                       // is it visible to the weapon?
+                                       //WarpZone_TraceLine(w_shotorg, nearest, MOVE_WORLDONLY, self);
+                                       //if(trace_fraction == 1)
+                                       //{
+                                               // finally lets do some damage bitches!
+                                               if(autocvar_g_balance_laser_primary_spread)
+                                                       final_damage = (final_spread / autocvar_g_balance_laser_primary_spread);
+                                               else
+                                                       final_damage = 1;
+
+                                               //final_force = (normalize(nearest - w_shotorg) * autocvar_g_balance_laser_primary_force); // we dont want to use nearest here, because that would result in some rather weird force dirs for the attacker...
+                                               print(strcat("head.origin: ", vtos(head.origin), ", (w_shotorg + a * w_shotdir): ", vtos(w_shotorg + a * w_shotdir), ".\n"));
+                                               print("a = ", ftos(a), " h = ", ftos(h), " ang = ", ftos(ang), "\n");
+                                               final_force = (normalize(center - (w_shotorg + a * w_shotdir)) * autocvar_g_balance_laser_primary_force);
+                                               final_damage = (autocvar_g_balance_laser_primary_damage * final_damage + autocvar_g_balance_laser_primary_edgedamage * (1 - final_damage));
+                                               
+                                               print(strcat("damage: ", ftos(final_damage), ", force: ", vtos(final_force), ".\n"));
+                                               
+                                               Damage(head, self, self, final_damage, WEP_LASER, head.origin, final_force);
+                                               
+                                               print(strcat(vtos(angle_to_head), " - ", vtos(angle_to_attack), ": ", ftos(vlen(angle_to_head - angle_to_attack)), ".\n"));
+                                               //te_lightning2(world, nearest, w_shotorg);
+                                               
+                                               //pointparticles(particleeffectnum("rocket_guide"), w_shotorg, w_shotdir * 1000, 1);
+                                               //SendCSQCShockwaveParticle(autocvar_g_balance_laser_primary_spread, trace_endpos);
+                                       //}
+                               }
+                       }
+               }
+               head = next;
+       }
+}
+
 void W_Laser_Attack (float issecondary)
 {
-       local entity missile;
+       entity missile;
        vector s_forward;
        float a;
        float nodamage;
@@ -44,15 +167,15 @@ void W_Laser_Attack (float issecondary)
        s_forward = v_forward * cos(a * DEG2RAD) + v_up * sin(a * DEG2RAD);
 
        if(nodamage)
-               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, 0);
+               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, 0);
        else if(issecondary == 1)
-               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_secondary_damage);
+               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_secondary_damage);
        else
-               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON2, autocvar_g_balance_laser_primary_damage);
+               W_SetupShot_Dir (self, s_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_balance_laser_primary_damage);
        pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
 
        missile = spawn ();
-       missile.owner = self;
+       missile.owner = missile.realowner = self;
        missile.classname = "laserbolt";
        missile.dmg = 0;
        if(!nodamage)
@@ -74,6 +197,7 @@ void W_Laser_Attack (float issecondary)
        missile.touch = W_Laser_Touch;
 
        missile.flags = FL_PROJECTILE;
+       missile.missile_flags = MIF_SPLASH; 
 
        missile.think = W_Laser_Think;
        missile.nextthink = time + autocvar_g_balance_laser_primary_delay;
@@ -95,12 +219,12 @@ float gauntletbeam_send(entity to, float sf)
 {
        WriteByte(MSG_ENTITY, ENT_CLIENT_GAUNTLET);
        sf = sf & 0x7F;
-       if(sound_allowed(MSG_BROADCAST, self.owner))
+       if(sound_allowed(MSG_BROADCAST, self.realowner))
                sf |= 0x80;
        WriteByte(MSG_ENTITY, sf);
        if(sf & 1)
        {
-               WriteByte(MSG_ENTITY, num_for_edict(self.owner));
+               WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
        }
        if(sf & 2)
        {
@@ -118,6 +242,7 @@ float gauntletbeam_send(entity to, float sf)
 }
 .entity gauntletbeam;
 .float prevgauntletfire;
+entity lgbeam_owner_ent;
 void gauntletbeam_think()
 {
        float damage, myforce, myradius;
@@ -125,8 +250,8 @@ void gauntletbeam_think()
        myforce = autocvar_g_balance_laser_secondary_force;
        myradius = autocvar_g_balance_laser_secondary_radius;
 
-       self.owner.prevgauntletfire = time;
-       if (self.owner.weaponentity.state != WS_INUSE || self != self.owner.gauntletbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK2)
+       self.realowner.prevgauntletfire = time;
+       if (self.realowner.weaponentity.state != WS_INUSE || self != self.realowner.gauntletbeam || self.realowner.deadflag != DEAD_NO || !self.realowner.BUTTON_ATCK2)
        {
                remove(self);
                return;
@@ -134,13 +259,18 @@ void gauntletbeam_think()
 
        self.nextthink = time;
 
-       makevectors(self.owner.v_angle);
+       makevectors(self.realowner.v_angle);
 
        float dt;
        dt = frametime;
 
-       W_SetupShot_Range(self.owner, TRUE, 0, "", 0, damage * dt, myradius);
-       WarpZone_traceline_antilag(self.owner, w_shotorg, w_shotend, MOVE_NORMAL, self.owner, ANTILAG_LATENCY(self.owner));
+       W_SetupShot_Range(self.realowner, TRUE, 0, "", 0, damage * dt, myradius);
+       if(!lgbeam_owner_ent)
+       {
+               lgbeam_owner_ent = spawn();
+               lgbeam_owner_ent.classname = "lgbeam_owner_ent";
+       }
+       WarpZone_traceline_antilag(lgbeam_owner_ent, w_shotorg, w_shotend, MOVE_NORMAL, lgbeam_owner_ent, ANTILAG_LATENCY(self.owner));
 
        // apply the damage
        if(trace_ent)
@@ -171,7 +301,7 @@ void W_Laser_Attack2 ()
        // only play fire sound if 0.5 sec has passed since player let go the fire button
        if(time - self.prevgauntletfire > 0.5)
        {
-               sound (self, CHAN_WEAPON, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
+               sound (self, CH_WEAPON_A, "weapons/gauntlet_fire.wav", VOL_BASE, ATTN_NORM);
        }
 
        entity beam, oldself;
@@ -208,8 +338,8 @@ void spawnfunc_weapon_laser (void)
 
 float w_laser(float req)
 {
-       local float r1;
-       local float r2;
+       float r1;
+       float r2;
        if (req == WR_AIM)
        {
                if(autocvar_g_balance_laser_secondary)
@@ -226,16 +356,24 @@ float w_laser(float req)
        }
        else if (req == WR_THINK)
        {
-               if (self.BUTTON_ATCK)
-               if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
+               if(autocvar_g_balance_laser_reload_ammo && self.clip_load < 1) // forced reload
+                       weapon_action(self.weapon, WR_RELOAD);
+               else if (self.BUTTON_ATCK)
                {
-                       W_Laser_Attack(0);
-                       weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
+                       if (weapon_prepareattack(0, autocvar_g_balance_laser_primary_refire))
+                       {
+                               W_DecreaseAmmo(ammo_none, 1, TRUE);
+
+                               W_Laser_Shockwave();
+                               weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_laser_primary_animtime, w_ready);
+                       }
                }
-               if (self.BUTTON_ATCK2)
+               else if (self.BUTTON_ATCK2)
                {
                        if(autocvar_g_balance_laser_secondary)
                        {
+                               W_DecreaseAmmo(ammo_none, 1, TRUE);
+
                                if (weapon_prepareattack(0, 0))
                                {
                                        W_Laser_Attack2();
@@ -245,7 +383,7 @@ float w_laser(float req)
                        else
                        {
                                if(self.switchweapon == WEP_LASER) // don't do this if already switching
-                                       W_SwitchWeapon (self.cnt);
+                                       W_LastWeapon();
                        }
                }
        }
@@ -256,15 +394,27 @@ float w_laser(float req)
                precache_model ("models/weapons/h_laser.iqm");
                precache_sound ("weapons/lasergun_fire.wav");
                precache_sound ("weapons/gauntlet_fire.wav");
+               //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else
        }
        else if (req == WR_SETUP)
+       {
                weapon_setup(WEP_LASER);
+               self.current_ammo = ammo_none;
+       }
        else if (req == WR_CHECKAMMO1)
+       {
                return TRUE;
+       }
        else if (req == WR_CHECKAMMO2)
+       {
                return TRUE;
+       }
+       else if (req == WR_RELOAD)
+       {
+               W_Reload(0, autocvar_g_balance_laser_reload_ammo, autocvar_g_balance_laser_reload_time, "weapons/reload.wav");
+       }
        return TRUE;
-};
+}
 #endif
 #ifdef CSQC
 float w_laser(float req)
@@ -273,9 +423,9 @@ float w_laser(float req)
        {
                vector org2;
                org2 = w_org + w_backoff * 6;
-               pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
+               pointparticles(particleeffectnum("new_laser_impact"), org2, w_backoff * 1000, 1);
                if(!w_issilent)
-                       sound(self, CHAN_PROJECTILE, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
+                       sound(self, CH_SHOTS, "weapons/laserimpact.wav", VOL_BASE, ATTN_NORM);
        }
        else if(req == WR_PRECACHE)
        {