X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_crylink.qc;h=5424b64b8e8104cee9902fb59f15f89c117885de;hp=d80317a346ef1a1b3a3be3479b3c67e038133aad;hb=87e58fb7f08759a91db81ad23bbc1aa84bd9cb94;hpb=16c35f41a25bb2edf3d4b7d664049d2923000f96 diff --git a/qcsrc/server/w_crylink.qc b/qcsrc/server/w_crylink.qc index d80317a346..5424b64b8e 100644 --- a/qcsrc/server/w_crylink.qc +++ b/qcsrc/server/w_crylink.qc @@ -3,25 +3,149 @@ 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 realowner; +.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); + avg_dist = sqrt(avg_dist); + + 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; + //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) || finalhit) { + W_Crylink_LinkExplode(self.queuenext, self); remove (self); return; } @@ -38,20 +162,41 @@ 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)) { + 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 +206,16 @@ 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 +229,7 @@ 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 +237,21 @@ void W_Crylink_Attack (void) proj.classname = "spike"; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_crylink_primary_damage"); + 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); @@ -107,12 +274,26 @@ void W_Crylink_Attack (void) 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); 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")); + { + proj.fade_time = time + cvar("g_balance_crylink_primary_middle_lifetime"); + self.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 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_star_lifetime"); + self.fade_rate = 1 / cvar("g_balance_crylink_primary_star_fadetime"); + proj.nextthink = time + cvar("g_balance_crylink_primary_star_lifetime") + cvar("g_balance_crylink_primary_star_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"); + self.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 +305,17 @@ 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 +324,7 @@ 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 +332,21 @@ void W_Crylink_Attack2 (void) proj.classname = "spike"; proj.bot_dodge = TRUE; proj.bot_dodgerating = cvar("g_balance_crylink_secondary_damage"); + 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); @@ -158,10 +358,19 @@ void W_Crylink_Attack2 (void) 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); 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"); + self.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"); + self.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 +382,11 @@ 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 +406,45 @@ 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; + } + } + else if(self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary")) + { + 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_joinspeed") != 0) + self.crylink_waitrelease = 2; + } } - if (self.BUTTON_ATCK2 && cvar("g_balance_crylink_secondary")) - if (weapon_prepareattack(1, cvar("g_balance_crylink_secondary_refire"))) + 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")); + } + else + { + W_Crylink_LinkJoin(self.crylink_lastgroup, cvar("g_balance_crylink_secondary_joinspeed")); + } + } + } + self.crylink_waitrelease = 0; } } else if (req == WR_PRECACHE) @@ -250,16 +491,16 @@ float w_crylink(float req) } else if (req == WR_SUICIDEMESSAGE) { - w_deathtypestring = "succeeded at self-destructing themself with the Crylink"; + w_deathtypestring = "%s succeeded at self-destructing themself with the Crylink"; } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_BOUNCE) - w_deathtypestring = "could not hide from #'s Crylink"; // unchecked: SPLASH (SECONDARY can't be) + w_deathtypestring = "%s could not hide from %s's Crylink"; // unchecked: SPLASH (SECONDARY can't be) else if(w_deathtype & HITTYPE_SPLASH) - w_deathtypestring = "was too close to #'s Crylink"; // unchecked: SECONDARY + w_deathtypestring = "%s was too close to %s's Crylink"; // unchecked: SECONDARY else - w_deathtypestring = "took a close look at #'s Crylink"; // unchecked: SECONDARY + w_deathtypestring = "%s took a close look at %s's Crylink"; // unchecked: SECONDARY } return TRUE; }