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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_arc.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ ARC,
4 /* function  */ W_Arc,
5 /* ammotype  */ ammo_cells,
6 /* impulse   */ 3,
7 /* flags     */ WEP_FLAG_NORMAL,
8 /* rating    */ BOT_PICKUP_RATING_HIGH,
9 /* color     */ '1 1 1',
10 /* modelname */ "hlac",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairhlac 0.7",
13 /* wepimg    */ "weaponhlac",
14 /* refname   */ "arc",
15 /* wepname   */ _("Arc")
16 );
17
18 #define ARC_SETTINGS(w_cvar,w_prop) ARC_SETTINGS_LIST(w_cvar, w_prop, ARC, arc)
19 #define ARC_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
20         w_cvar(id, sn, BOTH, ammo) \
21         w_cvar(id, sn, PRI,  animtime) \
22         w_cvar(id, sn, PRI,  botaimspeed) \
23         w_cvar(id, sn, PRI,  botaimlifetime) \
24         w_cvar(id, sn, PRI,  damage) \
25         w_cvar(id, sn, PRI,  degreespersegment) \
26         w_cvar(id, sn, PRI,  distancepersegment) \
27         w_cvar(id, sn, PRI,  falloff_halflifedist) \
28         w_cvar(id, sn, PRI,  falloff_maxdist) \
29         w_cvar(id, sn, PRI,  falloff_mindist) \
30         w_cvar(id, sn, PRI,  force) \
31         w_cvar(id, sn, PRI,  maxangle) \
32         w_cvar(id, sn, PRI,  range) \
33         w_cvar(id, sn, PRI,  refire) \
34         w_cvar(id, sn, PRI,  returnspeed) \
35         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
36         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
37         w_prop(id, sn, string, weaponreplace, weaponreplace) \
38         w_prop(id, sn, float,  weaponstart, weaponstart) \
39         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride) \
40         w_prop(id, sn, float,  weaponthrowable, weaponthrowable)
41
42 #ifndef MENUQC
43 vector arc_shotorigin[4];
44 #endif
45 #ifdef SVQC
46 ARC_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
47 void ArcInit(void);
48 .vector hook_start, hook_end; // used for beam
49 .entity arc_beam; // used for beam
50 .float BUTTON_ATCK_prev; // for better animation control
51 .float lg_fire_prev; // for better animation control
52 #endif
53 #else
54 #ifdef SVQC
55 void spawnfunc_weapon_arc(void) { weapon_defaultspawnfunc(WEP_ARC); }
56
57 float W_Arc_Beam_Send(entity to, float sf)
58 {
59         WriteByte(MSG_ENTITY, ENT_CLIENT_ARC_BEAM);
60         sf = sf & 0x7F;
61         if(sound_allowed(MSG_BROADCAST, self.owner))
62                 sf |= 0x80;
63         WriteByte(MSG_ENTITY, sf);
64         if(sf & 1)
65         {
66                 WriteByte(MSG_ENTITY, num_for_edict(self.owner));
67                 WriteCoord(MSG_ENTITY, WEP_CVAR_PRI(arc, range));
68         }
69         if(sf & 2)
70         {
71                 WriteCoord(MSG_ENTITY, self.hook_start_x);
72                 WriteCoord(MSG_ENTITY, self.hook_start_y);
73                 WriteCoord(MSG_ENTITY, self.hook_start_z);
74         }
75         if(sf & 4)
76         {
77                 WriteCoord(MSG_ENTITY, self.hook_end_x);
78                 WriteCoord(MSG_ENTITY, self.hook_end_y);
79                 WriteCoord(MSG_ENTITY, self.hook_end_z);
80         }
81         return TRUE;
82 }
83 #define ARC_DEBUG
84 #ifdef ARC_DEBUG
85 #define ARC_MAX_SEGMENTS 20
86 .entity lg_ents[ARC_MAX_SEGMENTS]; // debug
87 #endif
88 .vector beam_dir;
89 .vector beam_wantdir;
90 .float beam_type;
91 .float beam_initialized;
92 void W_Arc_Beam_Think(void)
93 {
94         float i;
95         if(self != self.owner.arc_beam)
96         {
97                 #ifdef ARC_DEBUG
98                 print("W_Arc_Beam_Think(): EXPIRING BEAM #1\n");
99                 #endif
100                 remove(self);
101                 return;
102         }
103         if((self.owner.WEP_AMMO(ARC) <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK || self.owner.freezetag_frozen)
104         {
105                 if(self == self.owner.arc_beam) { self.owner.arc_beam = world; } // is this needed? I thought this is changed to world when removed ANYWAY
106                 #ifdef ARC_DEBUG
107                 if(self.lg_ents[0])
108                 {
109                         for(i = 0; i < ARC_MAX_SEGMENTS; ++i)
110                                 remove(self.lg_ents[i]);
111                 }
112                 print("W_Arc_Beam_Think(): EXPIRING BEAM #2\n");
113                 #endif
114                 remove(self);
115                 return;
116         }
117
118         // decrease ammo
119         float dt = frametime;
120         if(!(self.owner.items & IT_UNLIMITED_WEAPON_AMMO))
121         {
122                 if(WEP_CVAR_PRI(arc, ammo))
123                 {
124                         dt = min(dt, self.owner.WEP_AMMO(ARC) / WEP_CVAR_PRI(arc, ammo));
125                         self.owner.WEP_AMMO(ARC) = max(0, self.owner.WEP_AMMO(ARC) - WEP_CVAR_PRI(arc, ammo) * frametime);
126                 }
127         }
128
129         makevectors(self.owner.v_angle);
130
131         W_SetupShot_Range(self.owner, TRUE, 0, "", 0, WEP_CVAR_PRI(arc, damage) * dt, WEP_CVAR_PRI(arc, range));
132
133         //vector want_dir = w_shotdir;
134         //vector want_pos = w_shotend;
135
136         if(!self.beam_initialized)
137         {
138                 #ifdef ARC_DEBUG
139                 for(i = 0; i < ARC_MAX_SEGMENTS; ++i)
140                         self.lg_ents[i] = spawn();
141                 #endif
142                 
143                 self.beam_dir = w_shotdir;
144                 self.beam_initialized = TRUE;
145         }
146
147         float segments; 
148         if(self.beam_dir != w_shotdir)
149         {
150                 float angle = ceil(vlen(w_shotdir - self.beam_dir) * RAD2DEG);
151                 float anglelimit;
152                 if(angle && (angle > WEP_CVAR_PRI(arc, maxangle)))
153                 {
154                         // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
155                         #ifdef ARC_DEBUG
156                         printf("Correcting max angle: %f %f\n", angle, WEP_CVAR_PRI(arc, distancepersegment));
157                         #endif
158                         anglelimit = min(WEP_CVAR_PRI(arc, maxangle) / angle, 1);
159                 }
160                 else
161                 {
162                         // the radius is not too far yet, no worries :D
163                         anglelimit = 1;
164                 }
165                 
166                 float blendfactor = bound(0, anglelimit * (1 - (WEP_CVAR_PRI(arc, returnspeed) * dt)), 1);
167
168                 self.beam_dir = normalize((w_shotdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
169
170                 float max_allowed_segments = ARC_MAX_SEGMENTS;
171
172                 //if(WEP_CVAR_PRI(arc, distancepersegment))
173                 //      max_allowed_segments = min(ARC_MAX_SEGMENTS, 1 + (distance_to_want_pos / WEP_CVAR_PRI(arc, distancepersegment)));
174                 //else
175                 //      max_allowed_segments = ARC_MAX_SEGMENTS;
176
177                 // this is where we calculate how many segments are needed
178                 if(WEP_CVAR_PRI(arc, degreespersegment))
179                 {
180                         segments = min( max(1, ( min(angle, WEP_CVAR_PRI(arc, maxangle)) / WEP_CVAR_PRI(arc, degreespersegment) ) ), max_allowed_segments );
181                         //segments = min( min(angle, WEP_CVAR_PRI(arc, maxangle)) / WEP_CVAR_PRI(arc, degreespersegment), max_allowed_segments );
182                 }
183                 else { segments = 1; }
184         }
185         else
186         {
187                 segments = 1;
188         }
189
190         vector beam_endpos_estimate = (w_shotorg + (self.beam_dir * WEP_CVAR_PRI(arc, range)));
191
192         #ifdef ARC_DEBUG
193         printf("segment count: %d\n", segments);
194         #endif
195
196         float new_beam_type = 0;
197         vector last_origin = w_shotorg;
198         for(i = 1; i <= segments; ++i)
199         {
200                 // this could probably be calculated in a better way
201                 float segmentblend = (i/segments);
202                 float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
203
204                 vector new_dir = normalize((w_shotdir * (1 - segmentblend)) + (normalize(beam_endpos_estimate - last_origin) * segmentblend));
205                 vector new_origin = last_origin + (new_dir * segmentdist);
206
207                 WarpZone_traceline_antilag(
208                         self.owner,
209                         last_origin,
210                         new_origin,
211                         MOVE_NORMAL,
212                         self.owner,
213                         ANTILAG_LATENCY(self.owner)
214                 );
215                 
216                 if(trace_ent) // and check if this ent takes damage
217                 {
218                         // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
219                         vector hitorigin = last_origin + (new_dir * segmentdist * trace_fraction);
220
221                         if(SAME_TEAM(self.owner, trace_ent))
222                         {
223                                 // hit a team mate
224                                 // heal them now
225                                 #ifdef ARC_DEBUG
226                                 te_lightning1(self.lg_ents[i - 1], last_origin, hitorigin);
227                                 te_customflash(hitorigin, 80, 5, '1 0 0');
228                                 #endif
229                                 new_beam_type = ARC_BT_ENEMY;
230                         }
231                         else
232                         {
233                                 // hit an enemy/other damageable object
234                                 float falloff = ExponentialFalloff(
235                                         WEP_CVAR_PRI(arc, falloff_mindist),
236                                         WEP_CVAR_PRI(arc, falloff_maxdist),
237                                         WEP_CVAR_PRI(arc, falloff_halflifedist),
238                                         vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - w_shotorg)
239                                 );
240
241                                 if(accuracy_isgooddamage(self.owner, trace_ent))
242                                 {
243                                         accuracy_add(
244                                                 self.owner,
245                                                 WEP_ARC,
246                                                 0,
247                                                 WEP_CVAR_PRI(arc, damage) * dt * falloff
248                                         );
249                                 }
250
251                                 Damage(
252                                         trace_ent,
253                                         self.owner,
254                                         self.owner,
255                                         WEP_CVAR_PRI(arc, damage) * dt * falloff,
256                                         WEP_ARC,
257                                         hitorigin,
258                                         WEP_CVAR_PRI(arc, force) * new_dir * dt * falloff
259                                 );
260
261                                 #ifdef ARC_DEBUG
262                                 te_lightning1(self.lg_ents[i - 1], last_origin, hitorigin);
263                                 te_customflash(hitorigin, 80, 5, '1 0 0');
264                                 #endif
265                                 new_beam_type = ARC_BT_ENEMY;
266                         }
267                         break; 
268                 }
269                 else if(trace_fraction != 1)
270                 {
271                         // we collided with geometry
272                         #ifdef ARC_DEBUG
273                         te_lightning1(self.lg_ents[i - 1], last_origin, trace_endpos);
274                         te_customflash(trace_endpos, 50, 2, '0 0 1');
275                         #endif
276                         new_beam_type = ARC_BT_WALL;
277                         break;
278                 }
279                 else
280                 {
281                         #ifdef ARC_DEBUG
282                         te_lightning1(self.lg_ents[i - 1], last_origin, new_origin);
283                         #endif
284                         last_origin = new_origin;
285                 }
286         }
287
288         #ifdef ARC_DEBUG
289         if(!new_beam_type)
290         {
291                 te_customflash(trace_endpos, 50, 2, '0 1 0');
292         }
293         #endif
294
295         if(new_beam_type != self.beam_type)
296         {
297                 self.SendFlags |= 4;
298                 self.beam_type = new_beam_type;
299         }
300
301         self.owner.lg_fire_prev = time;
302         self.nextthink = time;
303 }
304
305 // Attack functions ========================= 
306 void W_Arc_Beam(void)
307 {
308         print("W_Arc_Beam();\n");
309         // only play fire sound if 0.5 sec has passed since player let go the fire button
310         if(time - self.lg_fire_prev > 0.5)
311                 sound(self, CH_WEAPON_A, "weapons/lgbeam_fire.wav", VOL_BASE, ATTN_NORM);
312
313         entity beam, oldself;
314
315         self.arc_beam = beam = spawn();
316         beam.classname = "W_Arc_Beam";
317         beam.solid = SOLID_NOT;
318         beam.think = W_Arc_Beam_Think;
319         beam.owner = self;
320         beam.movetype = MOVETYPE_NONE;
321         beam.shot_spread = 1;
322         beam.bot_dodge = TRUE;
323         beam.bot_dodgerating = WEP_CVAR_PRI(arc, damage);
324         //Net_LinkEntity(beam, FALSE, 0, W_Arc_Beam_Send);
325
326         oldself = self;
327         self = beam;
328         self.think();
329         self = oldself;
330 }
331
332 float W_Arc(float req)
333 {
334         switch(req)
335         {
336                 case WR_AIM:
337                 {
338                         if(WEP_CVAR_PRI(arc, botaimspeed))
339                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR_PRI(arc, botaimspeed), 0, WEP_CVAR_PRI(arc, botaimlifetime), FALSE);
340                         else
341                                 self.BUTTON_ATCK = bot_aim(1000000, 0, 0.001, FALSE);
342                         return TRUE;
343                 }
344                 case WR_THINK:
345                 {
346                         if(self.BUTTON_ATCK)
347                         {
348                                 if(self.BUTTON_ATCK_prev) // TODO: Find another way to implement this!
349                                         /*if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
350                                                 weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_arc_primary_animtime, w_ready);
351                                         else*/
352                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
353                                 
354                                 if(weapon_prepareattack(0, 0))
355                                 {
356                                         if((!self.arc_beam) || wasfreed(self.arc_beam))
357                                                 W_Arc_Beam();
358                                         
359                                         if(!self.BUTTON_ATCK_prev)
360                                         {
361                                                 weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
362                                                 self.BUTTON_ATCK_prev = 1;
363                                         }
364                                 }
365                         } 
366                         else // todo
367                         {
368                                 if(self.BUTTON_ATCK_prev != 0)
369                                 {
370                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(arc, animtime), w_ready);
371                                         ATTACK_FINISHED(self) = time + WEP_CVAR_PRI(arc, refire) * W_WeaponRateFactor();
372                                 }
373                                 self.BUTTON_ATCK_prev = 0;
374                         }
375
376                         //if(self.BUTTON_ATCK2)
377                                 //if(weapon_prepareattack(1, autocvar_g_balance_arc_secondary_refire))
378                                 //{
379                                 //      W_Arc_Attack2();
380                                 //      self.arc_count = autocvar_g_balance_arc_secondary_count;
381                                 //      weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_arc_secondary_animtime, w_arc_checkattack);
382                                 //      self.arc_secondarytime = time + autocvar_g_balance_arc_secondary_refire2 * W_WeaponRateFactor();
383                                 //}
384                                 
385                         return TRUE;
386                 }
387                 case WR_INIT:
388                 {
389                         precache_model("models/weapons/g_arc.md3");
390                         precache_model("models/weapons/v_arc.md3");
391                         precache_model("models/weapons/h_arc.iqm");
392                         //precache_sound("weapons/arc_bounce.wav");
393                         precache_sound("weapons/arc_fire.wav");
394                         precache_sound("weapons/arc_fire2.wav");
395                         precache_sound("weapons/arc_impact.wav");
396                         //precache_sound("weapons/arc_impact_combo.wav");
397                         //precache_sound("weapons/W_Arc_Beam_fire.wav");
398                         return TRUE;
399                 }
400                 case WR_CHECKAMMO1:
401                 {
402                         return !WEP_CVAR_PRI(arc, ammo) || (self.WEP_AMMO(ARC) > 0);
403                 }
404                 case WR_CHECKAMMO2:
405                 {
406                         return self.WEP_AMMO(ARC) >= WEP_CVAR_SEC(arc, ammo);
407                 }
408                 case WR_CONFIG:
409                 {
410                         ARC_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
411                         return TRUE;
412                 }
413                 case WR_KILLMESSAGE:
414                 {
415                         if(w_deathtype & HITTYPE_SECONDARY)
416                         {
417                                 return WEAPON_ELECTRO_MURDER_ORBS;
418                         }
419                         else
420                         {
421                                 if(w_deathtype & HITTYPE_BOUNCE)
422                                         return WEAPON_ELECTRO_MURDER_COMBO;
423                                 else
424                                         return WEAPON_ELECTRO_MURDER_BOLT;
425                         }
426                 }
427                 case WR_RESETPLAYER:
428                 {
429                         //self.arc_secondarytime = time;
430                         return TRUE;
431                 }
432         }
433         return FALSE;
434 }
435
436 void ArcInit(void)
437 {
438         WEP_ACTION(WEP_ARC, WR_INIT);
439         arc_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 1);
440         arc_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 2);
441         arc_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 3);
442         arc_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_ARC), FALSE, FALSE, 4);
443         ARC_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
444 }
445 #endif
446 #ifdef CSQC
447 float W_Arc(float req)
448 {
449         switch(req)
450         {
451                 case WR_IMPACTEFFECT:
452                 {
453                         vector org2;
454                         org2 = w_org + w_backoff * 6;
455                         
456                         if(w_deathtype & HITTYPE_SECONDARY)
457                         {
458                                 pointparticles(particleeffectnum("arc_ballexplode"), org2, '0 0 0', 1);
459                                 if(!w_issilent)
460                                         sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
461                         }
462                         else
463                         {
464                                 pointparticles(particleeffectnum("arc_impact"), org2, '0 0 0', 1);
465                                 if(!w_issilent)
466                                         sound(self, CH_SHOTS, "weapons/arc_impact.wav", VOL_BASE, ATTN_NORM);
467                         }
468                         
469                         return TRUE;
470                 }
471                 case WR_INIT:
472                 {
473                         precache_sound("weapons/arc_impact.wav");
474                         precache_sound("weapons/arc_impact_combo.wav");
475                         return TRUE;
476                 }
477                 case WR_ZOOMRETICLE:
478                 {
479                         // no weapon specific image for this weapon
480                         return FALSE;
481                 }
482         }
483         return FALSE;
484 }
485 #endif
486 #endif