quake-painkeep/qwsrc/bolt.qc

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1997-08-12 00:00:00 +00:00
/*
* File: bolt.qc
*
*/
void() bolt_findNextTarget;
void(vector org, entity target, entity boltOwner, vector endPos, float first, float dam) bolt_doDamage;
float(entity check, entity checkFor) bolt_checkForLoops;
void(entity boltOwner) bolt_createTimeoutEntity;
void() bolt_timeoutNextEntity;
void(entity boltTarget) bolt_removeTarget;
float(entity targetEntity) bolt_infront;
void() bolt_fire =
{
if (self.ammo_cells < 2)
{
bolt_removeTarget(self.bolt_target);
self.bolt_target = world; // disable the firing target...
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
// explode if under water
if (self.waterlevel > 1)
{
local float cells;
cells = self.ammo_cells;
self.ammo_cells = 0;
bolt_removeTarget(self.bolt_target);
self.bolt_target = world; // disable the firing target...
W_SetCurrentAmmo ();
T_RadiusDamage (self, self, 35*cells, world);
return;
}
if (self.t_width < time)
{
sound (self, CHAN_WEAPON, "weapons/clight/clight_1.wav", 1, ATTN_NORM);
self.t_width = time + 1;
}
// PKQW
//self.punchangle_x = -2;
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
// org = self.origin + '0 0 16';
bolt_findNextTarget();
if(self.bolt_target == world && self.ammo_cells >= 2)
{ // Can't find any targets at all.
// fire as normal..
local vector org, endpos;
if (deathmatch != 4)
self.currentammo = self.ammo_cells = self.ammo_cells - 2;
// PKQW
//self.punchangle_x = -2;
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
org = self.origin + '0 0 16';
traceline (org, org + v_forward*600, TRUE, self);
endpos = trace_endpos;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING3);
WriteEntity (MSG_BROADCAST, self);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
WriteCoord (MSG_BROADCAST, endpos_x);
WriteCoord (MSG_BROADCAST, endpos_y);
WriteCoord (MSG_BROADCAST, endpos_z);
traceline (self.origin, endpos + v_forward*4, FALSE, self);
// if hit a entity that can take damage & can see & is not invisible, then target for next time.
if(trace_ent.takedamage)
if(!(trace_inopen && trace_inwater))
if(trace_ent.health > 1)
if(trace_ent.classname != "player" || !(trace_ent.items & IT_INVISIBILITY))
{
self.bolt_target = trace_ent;
self.bolt_targetTimeout = time + 0.5; // set target timeout
// entity conduit timeout if the entity dies & handles being a conduit
self.bolt_target.bolt_conduitTimeout = time + 0.5;
// set it as a gib conduit entity
// self.bolt_target.flags = self.bolt_target.flags | FL_GIBCONDUIT;
}
LightningDamage (self.origin, endpos + v_forward*4, self, 15);
}
// check if the conduit target is dead?
if(self.bolt_target)
if(self.bolt_target.health <= 0)
{
// set the die timeout.
self.bolt_target.bolt_targetTimeout = time + 0.5;
}
if(self.bolt_target == world)
if(self.weapon == IT_AXE)
if(self.pk_currentitem == PK_IT_CLIGHT)
if(self.bolt_targetTimeout < time + 0.2)
{
self.bolt_targetTimeout = time + 0.2; // set modal timeout
}
if(self.bolt_changeModelTimeout > time)
{
self.bolt_changeModelTimeout = self.bolt_changeModelTimeout + 0.21; // set the weapon model change back..
}
else
{
self.bolt_changeModelTimeout = time + 1; // set the weapon model change back..
}
};
void() bolt_findNextTarget =
{
local entity boltorg, head, targetEntity;
local vector org, endPos;
local float first, dist, tempDist;
local float maxTargets; // the lighting will only last for 20 targets..
local float loopBlow, cellsToBlow;
loopBlow = FALSE;
first = TRUE;
boltorg = self;
targetEntity = boltorg.bolt_target;
maxTargets = 20;
cellsToBlow = 0;
// check for a loop... if a loop blow...
// also Check all current targets are still in line of fire.
while(targetEntity != world && maxTargets >= 1)
{
// check if still a valid target..
org = boltorg.origin + '0 0 16';
traceline(org, targetEntity.origin, TRUE, boltorg);
dist = vlen(boltorg.origin - targetEntity.origin);
if(trace_fraction >= 1 && // can see...
!(trace_inopen && trace_inwater) && // can't see the target if it goes tho water & air.
dist <= 600 && // within distance
(!first || bolt_infront(targetEntity)) && // in front if the first target..
// (first || targetEntity.health > 0) && // not dead... (the first target always acts as a conduit...)
(targetEntity.solid != SOLID_NOT) && // make shore it's solid...
(targetEntity.classname != "player" || !(targetEntity.items & IT_INVISIBILITY))) // not invisible..
{
// check if loop
if(targetEntity == self)
{
loopBlow = TRUE;
}
cellsToBlow = cellsToBlow + targetEntity.ammo_cells;
if(first) // reset the target timeout...
{
boltorg.bolt_targetTimeout = time + 0.5;
// set it as a gib conduit entity
// targetEntity.flags = targetEntity.flags | FL_GIBCONDUIT;
}
else
{
bolt_createTimeoutEntity(boltorg);
}
// entity conduit timeout if the entity dies & handles being a conduit
targetEntity.bolt_conduitTimeout = time + 0.5;
first = FALSE; // get the next target
boltorg = targetEntity;
targetEntity = boltorg.bolt_targetNext;
maxTargets = maxTargets - 1;
}
else
{
// disable next target... (the rest of the path will time out if not used...)
if(first)
{
bolt_removeTarget(targetEntity);
boltorg.bolt_target = world;
}
else
{
boltorg.bolt_targetNext = world;
}
targetEntity = world;
}
}
if(maxTargets == 19) // only one target, check if firing at each other
if(self.bolt_target.bolt_target == self) // & other player is firing back
{
cellsToBlow = cellsToBlow + targetEntity.ammo_cells;
loopBlow = TRUE;
}
first = TRUE;
boltorg = self;
targetEntity = boltorg.bolt_target;
maxTargets = 20;
// do damage to current target list...
while(targetEntity)
{
// do damage...
if(loopBlow)
{
// loop.. blow
targetEntity.ammo_cells = 0;
self.ammo_cells = cellsToBlow;
bolt_doDamage(org, targetEntity, boltorg, trace_endpos, first, cellsToBlow);
self.ammo_cells = cellsToBlow;
}
else
{
bolt_doDamage(org, targetEntity, boltorg, trace_endpos, first, 2);
}
first = FALSE; // get the next target
boltorg = targetEntity;
if(targetEntity == self)
{
targetEntity = world;
}
else
{
targetEntity = boltorg.bolt_targetNext;
}
maxTargets = maxTargets - 1;
// check to see if we have run out of ammo
if(self.ammo_cells < 2)
{
// remove the FL_GIBCONDUIT if on
bolt_removeTarget(self.bolt_target);
self.bolt_target = world; // disable the firing target...
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
// if max targets reached, do no more...
if(maxTargets < 1)
{
return;
}
}
if(loopBlow)
{
if(maxTargets == 19) // only one target, check if firing at each other
{
// loop.. blow
self.ammo_cells = cellsToBlow;
bolt_doDamage(org, self, self, trace_endpos, first, cellsToBlow);
}
self.ammo_cells = 0;
// remove the FL_GIBCONDUIT if on
bolt_removeTarget(self.bolt_target);
self.bolt_target = world; // disable the firing target...
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
// if max targets reached or if it's finding the first target, do no more...
if(maxTargets < 1 || first)
{
return;
}
// find the closest target within the current view of the turret.
// max distance that the lighting can "jump"
dist = 600;
org = boltorg.origin + '0 0 16';
head = findradius(boltorg.origin, dist);
while(head)
{
if(head.health > 1) // can take damage && is not dead
if(head.takedamage)
if(head != self) // not the shotter
if(head != boltorg) // and not the origin
//if(head.classname != "beartrap") // JON Don't target beartraps
if(head.classname == "player" || head.classname == "turret" || head.classname == "turret_base")
if(bolt_checkForLoops(head, boltorg)) // not already in a this fire chain...
{
tempDist = vlen(head.origin - self.origin);
traceline(org, head.origin, TRUE, self);
if(trace_fraction >= 1) // can see the player
if(tempDist < dist) // closer than the last entity
if(!(trace_inopen && trace_inwater)) // can see it (ie can't see if it goes tho water & air)
if(targetEntity.solid != SOLID_NOT) // make shore it's solid...
if(head.classname != "player" || !(head.items & IT_INVISIBILITY)) // & is not invisiable
{
// this will NEVER be the first target... so we can use just bolt_targetNext
boltorg.bolt_targetNext = head;
dist = tempDist;
endPos = trace_endpos;
}
}
head = head.chain;
}
// target found?
if(boltorg.bolt_targetNext != world)
{
bolt_createTimeoutEntity(boltorg);
// entity conduit timeout if the entity dies & handles being a conduit
boltorg.bolt_targetNext.bolt_conduitTimeout = time + 0.5;
// do damage...
bolt_doDamage(org, boltorg.bolt_targetNext, boltorg, endPos, FALSE, 2);
}
};
// check for target path loops...
float(entity check, entity checkFor) bolt_checkForLoops =
{
local string str;
while(check.bolt_targetNext)
{
if(check.bolt_targetNext == checkFor)
{
return FALSE;
}
check = check.bolt_targetNext;
}
return TRUE;
};
void(vector org, entity boltTarget, entity boltOwner, vector endPos, float first, float dam) bolt_doDamage =
{
local entity lightEntity;
local vector vangle;
// use up ammo
if (deathmatch != 4)
self.currentammo = self.ammo_cells = self.ammo_cells - dam;
dam = ((dam / 2) * 15);
dam = floor(dam);
// display & do damage
// PKQW
//particle(endPos, '0 0 100', 225, dam * 4);
// only do damage if the target is not dead...
if(boltTarget.health > 0)
{
T_Damage(boltTarget, self, self, dam);
}
if(boltOwner != boltTarget)
{
if(first)
{
lightEntity = boltOwner;
}
else
{
if(!boltOwner.bolt_lightningFire)
{
boltOwner.bolt_lightningFire = spawn();
boltOwner.bolt_lightningFire.solid = SOLID_NOT;
boltOwner.bolt_lightningFire.movetype = MOVETYPE_NONE;
}
boltOwner.bolt_lightningFire.origin = boltOwner.origin;
vangle = normalize(boltTarget.origin - org);
boltOwner.bolt_lightningFire.angles = vectoangles(vangle);
lightEntity = boltTarget.bolt_lightningFire;
}
// display the bolt
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING3);
WriteEntity (MSG_BROADCAST, lightEntity);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
WriteCoord (MSG_BROADCAST, boltTarget.origin_x);
WriteCoord (MSG_BROADCAST, boltTarget.origin_y);
WriteCoord (MSG_BROADCAST, boltTarget.origin_z);
}
};
// Used to timeout the targets, called from PlayerPostThink
void() bolt_checkTargets =
{
if(self.bolt_target)
if(self.bolt_targetTimeout < time)
{
bolt_removeTarget(self.bolt_target);
self.bolt_target = world;
}
if(self.weapon == IT_AXE)
if(self.pk_currentitem == PK_IT_CLIGHT)
if(self.bolt_changeModelTimeout < time)
{
self.weaponmodel = "progs/v_cl_off.mdl";
}
if(self.bolt_targetNext)
if(self.bolt_targetNextTimeout < time)
{
self.bolt_targetNext = world;
}
};
void(entity boltOwner) bolt_createTimeoutEntity =
{
if(boltOwner.classname == "player")
{
boltOwner.bolt_targetNextTimeout = time + 0.5; // set the target timeout
}
if(boltOwner.bolt_targetTimeoutEntity == world)
{
boltOwner.bolt_targetTimeoutEntity = spawn();
boltOwner.bolt_targetTimeoutEntity.think = bolt_timeoutNextEntity;
boltOwner.bolt_targetTimeoutEntity.owner = boltOwner;
}
boltOwner.bolt_targetTimeoutEntity.nextthink = time + 0.5;
};
void() bolt_timeoutNextEntity =
{
bolt_removeTarget(self.owner);
// remove the target pointers
self.owner.bolt_targetNext = world;
self.owner.bolt_targetTimeoutEntity = world;
// remove timeout entity.
remove(self);
};
void(entity boltTarget) bolt_removeTarget =
{
// remove the FL_GIBCONDUIT if on
// if(boltTarget)
// if(boltTarget.flags & FL_GIBCONDUIT)
// if(boltTarget.health > 0)
// {
// boltTarget.flags = boltTarget.flags - FL_GIBCONDUIT;
// }
if(boltTarget.bolt_lightningFire)
{
remove(boltTarget.bolt_lightningFire);
boltTarget.bolt_lightningFire = world;
}
};
$frame fryguy1 fryguy2 fryguy3 fryguy4
void() player_conduitJerk =[ $fryguy1, player_conduitJerk ]
{
// check if conduit times up
if(self.bolt_conduitTimeout < time) // it's the conduit time for this monster...
{
// blow the fuck up!!!
// if(self.flags & FL_GIBCONDUIT)
// {
self.health = -99;
// }
PlayerDie ();
return;
}
// choose the next frame
if(self.frame > 2)
{
self.frame = $fryguy1;
}
else
{
self.frame = self.frame + 1;
}
};
float(entity targetEntity) bolt_infront =
{
local vector vec;
local float dot;
makevectors (self.angles);
vec = normalize (targetEntity.origin - self.origin);
dot = vec * v_forward;
if ( dot > 0.85)
{
return TRUE;
}
return FALSE;
};