X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fw_shockwave.qc;h=a051ec735a7d81dbcf35bf44fd13b6642fe0fdcc;hb=6c4f62990980e74d4a0963b7179c7c964f535398;hp=781fb4e6f020397fc6f81da9ebd8827fd1464cd0;hpb=656d5610dadfd7d385afd05b78ab5414276b7e91;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/w_shockwave.qc b/qcsrc/common/weapons/w_shockwave.qc index 781fb4e6f..a051ec735 100644 --- a/qcsrc/common/weapons/w_shockwave.qc +++ b/qcsrc/common/weapons/w_shockwave.qc @@ -4,11 +4,13 @@ REGISTER_WEAPON( /* function */ W_Shockwave, /* ammotype */ ammo_none, /* impulse */ 2, -/* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN, +/* flags */ WEP_FLAG_NORMAL | WEP_TYPE_HITSCAN | WEP_FLAG_CANCLIMB | WEP_FLAG_MUTATORBLOCKED, /* rating */ BOT_PICKUP_RATING_LOW, /* color */ '0.5 0.25 0', -/* model */ "shotgun", +/* modelname */ "shotgun", +/* simplemdl */ "foobar", /* crosshair */ "gfx/crosshairshotgun 0.7", +/* wepimg */ "weaponshotgun", /* refname */ "shockwave", /* wepname */ _("Shockwave") ); @@ -62,14 +64,24 @@ REGISTER_WEAPON( w_prop(id, sn, float, switchdelay_drop, switchdelay_drop) \ w_prop(id, sn, string, weaponreplace, weaponreplace) \ w_prop(id, sn, float, weaponstart, weaponstart) \ - w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) + w_prop(id, sn, float, weaponstartoverride, weaponstartoverride) \ + w_prop(id, sn, float, weaponthrowable, weaponthrowable) #ifdef SVQC SHOCKWAVE_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP) #endif +#ifdef CSQC +void Net_ReadShockwaveParticle(void); +.vector sw_shotorg; +.vector sw_shotdir; +.float sw_distance; +.float sw_spread_max; +.float sw_spread_min; +.float sw_time; +#endif #else #ifdef SVQC -void spawnfunc_weapon_shockwave() +void spawnfunc_weapon_shockwave(void) { //if(autocvar_sv_q3acompat_machineshockwaveswap) // WEAPONTODO if(autocvar_sv_q3acompat_machineshotgunswap) @@ -81,7 +93,8 @@ void spawnfunc_weapon_shockwave() weapon_defaultspawnfunc(WEP_SHOCKWAVE); } -#define MAX_SHOCKWAVE_HITS 10 +const float MAX_SHOCKWAVE_HITS = 10; +//#define DEBUG_SHOCKWAVE .float swing_prev; .entity swing_alreadyhit; @@ -91,7 +104,7 @@ float shockwave_hit_damage[MAX_SHOCKWAVE_HITS]; vector shockwave_hit_force[MAX_SHOCKWAVE_HITS]; // MELEE ATTACK MODE -void W_Shockwave_Melee_Think() +void W_Shockwave_Melee_Think(void) { // declarations float i, f, swing, swing_factor, swing_damage, meleetime, is_player; @@ -140,10 +153,12 @@ void W_Shockwave_Melee_Think() ); // draw lightning beams for debugging +#ifdef DEBUG_SHOCKWAVE te_lightning2(world, targpos, self.realowner.origin + self.realowner.view_ofs + v_forward * 5 - v_up * 5); te_customflash(targpos, 40, 2, '1 1 1'); +#endif - is_player = (trace_ent.classname == "player" || trace_ent.classname == "body"); + is_player = (IS_PLAYER(trace_ent) || trace_ent.classname == "body" || (trace_ent.flags & FL_MONSTER)); if((trace_fraction < 1) // if trace is good, apply the damage and remove self if necessary && (trace_ent.takedamage == DAMAGE_AIM) @@ -211,7 +226,7 @@ void W_Shockwave_Melee_Think() } } -void W_Shockwave_Melee() +void W_Shockwave_Melee(void) { sound(self, CH_WEAPON_A, "weapons/shotgun_melee.wav", VOL_BASE, ATTN_NORM); weapon_thinkf(WFRAME_FIRE2, WEP_CVAR(shockwave, melee_animtime), w_ready); @@ -317,7 +332,23 @@ float W_Shockwave_Attack_CheckHit( return TRUE; } -void W_Shockwave_Attack() +void W_Shockwave_Send(void) +{ + 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, w_shotdir.x); + WriteCoord(MSG_BROADCAST, w_shotdir.y); + WriteCoord(MSG_BROADCAST, w_shotdir.z); + WriteShort(MSG_BROADCAST, WEP_CVAR(shockwave, blast_distance)); + WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_max), 255)); + WriteByte(MSG_BROADCAST, bound(0, WEP_CVAR(shockwave, blast_spread_min), 255)); + WriteByte(MSG_BROADCAST, num_for_edict(self)); +} + +void W_Shockwave_Attack(void) { // declarations float multiplier, multiplier_from_accuracy, multiplier_from_distance; @@ -337,7 +368,7 @@ void W_Shockwave_Attack() //entity transform = WarpZone_trace_transform; // do the firing effect now - //SendCSQCShockwaveParticle(attack_endpos); // WEAPONTODO + W_Shockwave_Send(); Damage_DamageInfo( attack_hitpos, WEP_CVAR(shockwave, blast_splash_damage), @@ -405,7 +436,7 @@ void W_Shockwave_Attack() ); // figure out the direction of force - vel = normalize(combine_to_vector(head.velocity_x, head.velocity_y, 0)); + vel = normalize(combine_to_vector(head.velocity.x, head.velocity.y, 0)); vel *= ( bound(0, (vlen(vel) / autocvar_sv_maxspeed), 1) @@ -416,7 +447,7 @@ void W_Shockwave_Attack() // now multiply the direction by force units final_force *= (WEP_CVAR(shockwave, blast_jump_force) * multiplier); - final_force_z *= WEP_CVAR(shockwave, blast_jump_force_zscale); + final_force.z *= WEP_CVAR(shockwave, blast_jump_force_zscale); // trigger damage with this calculated info Damage( @@ -487,7 +518,7 @@ void W_Shockwave_Attack() // now multiply the direction by force units final_force *= (WEP_CVAR(shockwave, blast_splash_force) * multiplier); - final_force_z *= WEP_CVAR(shockwave, blast_force_zscale); + final_force.z *= WEP_CVAR(shockwave, blast_force_zscale); // queue damage with this calculated info if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); } @@ -578,7 +609,7 @@ void W_Shockwave_Attack() // now multiply the direction by force units final_force *= (WEP_CVAR(shockwave, blast_force) * multiplier); - final_force_z *= WEP_CVAR(shockwave, blast_force_zscale); + final_force.z *= WEP_CVAR(shockwave, blast_force_zscale); // queue damage with this calculated info if(W_Shockwave_Attack_CheckHit(queue, head, final_force, final_damage)) { queue = min(queue + 1, MAX_SHOCKWAVE_HITS); } @@ -599,11 +630,11 @@ void W_Shockwave_Attack() head = head.chain; } - for(i = 0; i <= queue; ++i) + for(i = 1; i <= queue; ++i) { - head = shockwave_hit[i]; - final_force = shockwave_hit_force[i]; - final_damage = shockwave_hit_damage[i]; + head = shockwave_hit[i-1]; + final_force = shockwave_hit_force[i-1]; + final_damage = shockwave_hit_damage[i-1]; Damage( head, @@ -614,7 +645,13 @@ void W_Shockwave_Attack() head.origin, final_force ); - + + if(accuracy_isgooddamage(self.realowner, head)) + { + print("wtf\n"); + accuracy_add(self.realowner, WEP_SHOCKWAVE, 0, final_damage); + } + #ifdef DEBUG_SHOCKWAVE print(sprintf( "SHOCKWAVE by %s: damage = %f, force = %f.\n", @@ -624,9 +661,9 @@ void W_Shockwave_Attack() )); #endif - shockwave_hit[i] = world; - shockwave_hit_force[i] = '0 0 0'; - shockwave_hit_damage[i] = 0; + shockwave_hit[i-1] = world; + shockwave_hit_force[i-1] = '0 0 0'; + shockwave_hit_damage[i-1] = 0; } } @@ -673,12 +710,12 @@ float W_Shockwave(float req) case WR_INIT: { precache_model("models/uziflash.md3"); - precache_model("models/weapons/g_shockwave.md3"); - precache_model("models/weapons/v_shockwave.md3"); - precache_model("models/weapons/h_shockwave.iqm"); + precache_model("models/weapons/g_shotgun.md3"); + precache_model("models/weapons/v_shotgun.md3"); + precache_model("models/weapons/h_shotgun.iqm"); precache_sound("misc/itempickup.wav"); - precache_sound("weapons/shockwave_fire.wav"); - precache_sound("weapons/shockwave_melee.wav"); + precache_sound("weapons/lasergun_fire.wav"); + precache_sound("weapons/shotgun_melee.wav"); SHOCKWAVE_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP) return TRUE; } @@ -705,20 +742,141 @@ float W_Shockwave(float req) return WEAPON_SHOCKWAVE_MURDER; } } - return TRUE; + return FALSE; } #endif #ifdef CSQC +// WEAPONTODO: add client side settings for these +const float SW_MAXALPHA = 0.5; +const float SW_FADETIME = 0.4; +const float SW_DISTTOMIN = 200; +void Draw_Shockwave() +{ + // fading/removal control + float a = bound(0, (SW_MAXALPHA - ((time - self.sw_time) / SW_FADETIME)), SW_MAXALPHA); + if(a < ALPHA_MIN_VISIBLE) { remove(self); } + + // WEAPONTODO: save this only once when creating the entity + vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum)); + + // WEAPONTODO: trace to find what we actually hit + vector endpos = (self.sw_shotorg + (self.sw_shotdir * self.sw_distance)); + + vectorvectors(self.sw_shotdir); + vector right = v_right; // save this for when we do makevectors later + vector up = v_up; // save this for when we do makevectors later + + // WEAPONTODO: combine and simplify these calculations + vector min_end = ((self.sw_shotorg + (self.sw_shotdir * SW_DISTTOMIN)) + (up * self.sw_spread_min)); + vector max_end = (endpos + (up * self.sw_spread_max)); + float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - self.sw_shotdir); + float spread_to_max = vlen(normalize(max_end - min_end) - self.sw_shotdir); + + vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0'; + vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0'; + float new_max_dist, new_min_dist; + + vector deviation, angle = '0 0 0'; + float counter, divisions = 20; + for(counter = 0; counter < divisions; ++counter) + { + // perfect circle effect lines + makevectors('0 360 0' * (0.75 + (counter - 0.5) / divisions)); + angle_y = v_forward.x; + angle_z = v_forward.y; + + // first do the spread_to_min effect + deviation = angle * spread_to_min; + deviation = ((self.sw_shotdir + (right * deviation.y) + (up * deviation.z))); + new_min_dist = SW_DISTTOMIN; + new_min_end = (self.sw_shotorg + (deviation * new_min_dist)); + //te_lightning2(world, new_min_end, self.sw_shotorg); + + // then calculate spread_to_max effect + deviation = angle * spread_to_max; + deviation = ((self.sw_shotdir + (right * deviation.y) + (up * deviation.z))); + new_max_dist = vlen(new_min_end - endpos); + new_max_end = (new_min_end + (deviation * new_max_dist)); + //te_lightning2(world, new_end, prev_min_end); + + + if(counter == 0) + { + first_min_end = new_min_end; + first_max_end = new_max_end; + } + + if(counter >= 1) + { + // draw from shot origin to min spread radius + R_BeginPolygon("", DRAWFLAG_NORMAL); + R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); + R_PolygonVertex(new_min_end, '0 0 0', sw_color, a); + R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a); + R_EndPolygon(); + + // draw from min spread radius to max spread radius + R_BeginPolygon("", DRAWFLAG_NORMAL); + R_PolygonVertex(new_min_end, '0 0 0', sw_color, a); + R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); + R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a); + R_PolygonVertex(new_max_end, '0 0 0', sw_color, a); + R_EndPolygon(); + } + + prev_min_end = new_min_end; + prev_max_end = new_max_end; + + // last division only + if((counter + 1) == divisions) + { + // draw from shot origin to min spread radius + R_BeginPolygon("", DRAWFLAG_NORMAL); + R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); + R_PolygonVertex(first_min_end, '0 0 0', sw_color, a); + R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a); + R_EndPolygon(); + + // draw from min spread radius to max spread radius + R_BeginPolygon("", DRAWFLAG_NORMAL); + R_PolygonVertex(first_min_end, '0 0 0', sw_color, a); + R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a); + R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a); + R_PolygonVertex(first_max_end, '0 0 0', sw_color, a); + R_EndPolygon(); + } + } +} + +void Net_ReadShockwaveParticle(void) +{ + entity shockwave; + shockwave = spawn(); + shockwave.draw = Draw_Shockwave; + + shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord(); + shockwave.sw_shotdir_x = ReadCoord(); shockwave.sw_shotdir_y = ReadCoord(); shockwave.sw_shotdir_z = ReadCoord(); + + shockwave.sw_distance = ReadShort(); + shockwave.sw_spread_max = ReadByte(); + shockwave.sw_spread_min = ReadByte(); + + shockwave.sv_entnum = ReadByte(); + + shockwave.sw_time = time; +} + float W_Shockwave(float req) { switch(req) { case WR_IMPACTEFFECT: { - vector org2; - org2 = w_org + w_backoff * 2; - pointparticles(particleeffectnum("shockwave_impact"), org2, w_backoff * 1000, 1); - return TRUE; + // handled by Net_ReadShockwaveParticle + //vector org2; + //org2 = w_org + w_backoff * 2; + //pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1); + return FALSE; } case WR_INIT: { @@ -733,7 +891,7 @@ float W_Shockwave(float req) return FALSE; } } - return TRUE; + return FALSE; } #endif #endif