q2wf-portable/alarm.c

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#include "g_local.h"
//void Cmd_WFPlayTeam (edict_t *self, char *wavename);
void alarm_remove(edict_t *self)
{
if (self == NULL)
{
return;
}
if (self->owner && self->owner->client)
{
// --self->owner->client->pers.active_special[ITEM_SPECIAL_ALARMS];
self->owner->alarm1 = NULL;
}
G_FreeEdict (self);
}
void alarm_die (edict_t *self, edict_t * inflictor, edict_t * attacker, int damage, vec3_t point)
{
self->takedamage=DAMAGE_NO;
//T_RadiusDamage (self, self->owner, 20, NULL, 10,0);
// BANG !
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_EXPLOSION1);
gi.WritePosition(self->s.origin);
gi.multicast (self->s.origin, MULTICAST_PVS);
G_FreeEdict (self);
// --self->owner->client->pers.active_special[ITEM_SPECIAL_ALARMS];
}
void alarmthink(edict_t *ent)
{
edict_t *blip;
if (level.time > ent->delay) //don't exploce on contact
{
alarm_remove (ent);
return;
}
blip = NULL;
while ((blip = findradius (blip, ent->s.origin, 256)) != NULL)
{
if (!blip->client)
continue;
// Don't sound alarm for team mates
if (blip->wf_team == ent->wf_team)
continue;
// Don't sound alarm for dead enemies
if (blip->health <= 0)
continue;
// Don't sound alarm for folks we can't see
if (!visible(ent, blip))
continue;
// Don't sound alarm for spies 95% of the time
if ((blip->disguised) && (random() < 0.95))
continue;
// Sound alarm for everyone else
break;
}
if (blip != NULL)
{
if ( ent->wf_team == CTF_TEAM1)
{
// play Team 1's sound
gi.sound (ent, CHAN_WEAPON, gi.soundindex ("alarm.wav"), 1, ATTN_NORM, 0);
}
else
{
// play Team 2's sound
gi.sound (ent, CHAN_WEAPON, gi.soundindex ("ctf/tech1.wav"), 1, ATTN_NORM, 0);
}
// let the player know their alarm was triggered
safe_cprintf (ent->owner, PRINT_HIGH, "Alarm triggered by %s\n", blip->client->pers.netname);
// don't check for another second because we are playing the sound for one second
ent->nextthink = level.time + 1.0;
//If this is an enemy spy, tell the team!
// if (ent->owner->client->player_special & SPECIAL_DISGUISE)
// {
// Cmd_WFPlayTeam(ent->owner, "radio/d_spy.wav");
// }
}
else
{
// check next frmae because we are idle
ent->nextthink = level.time + 0.1;
}
}
void place_alarm (int number,edict_t *ent)
{
vec3_t forward,
wallp;
trace_t tr;
// valid ent ?
if ((!ent->client) || (ent->health<=0))
return;
// cells for laser ?
if (ent->client->pers.inventory[ITEM_INDEX(FindItem("Cells"))] < 25)
{
safe_cprintf(ent, PRINT_HIGH, "Not enough cells for an Alarm.\n");
return;
}
//Are there too many alarms now?
/* if (ent->client->pers.active_special[ITEM_SPECIAL_ALARMS] >= MAX_SPECIAL_ALARMS)
{
safe_cprintf(ent, PRINT_HIGH, "You can only have %d active Alarms.\n",MAX_SPECIAL_ALARMS );
return;
}
*/
// Setup "little look" to close wall
VectorCopy(ent->s.origin,wallp);
// Cast along view angle
AngleVectors (ent->client->v_angle, forward, NULL, NULL);
// Setup end point
wallp[0]=ent->s.origin[0]+forward[0]*50;
wallp[1]=ent->s.origin[1]+forward[1]*50;
wallp[2]=ent->s.origin[2]+forward[2]*50;
// trace
tr = gi.trace (ent->s.origin, NULL, NULL, wallp, ent, MASK_SOLID);
// Line complete ? (ie. no collision)
if (tr.fraction == 1.0)
{
safe_cprintf (ent, PRINT_HIGH, "Too far from wall.\n");
return;
}
// Hit sky ?
if (tr.surface)
if (tr.surface->flags & SURF_SKY)
return;
ent->client->pers.inventory[ITEM_INDEX(FindItem("Cells"))] -= 25;
// ++ent->client->pers.active_special[ITEM_SPECIAL_ALARMS];
if (number == 1)
{
if (ent->alarm1)
{
alarm_remove (ent->alarm1);
safe_cprintf(ent, PRINT_HIGH, "Alarm off.\n");
return;
}
safe_cprintf(ent, PRINT_HIGH, "Alarm on.\n");
ent->alarm1 = G_Spawn();
VectorClear (ent->alarm1->mins);
VectorClear (ent->alarm1->maxs);
VectorCopy (tr.endpos, ent->alarm1->s.origin);
vectoangles(tr.plane.normal,ent->alarm1 -> s.angles);
ent->alarm1 -> movetype = MOVETYPE_NONE;
ent->alarm1 -> clipmask = MASK_SHOT;
//grenade -> solid = SOLID_NOT;
ent->alarm1->solid = SOLID_BBOX;
VectorSet(ent->alarm1->mins, -3, -3, 0);
VectorSet(ent->alarm1->maxs, 3, 3, 6);
// ent->alarm1->takedamage=DAMAGE_YES;
ent->alarm1->takedamage=DAMAGE_NO;
ent->alarm1->mass = 2;
ent->alarm1 -> s.modelindex = gi.modelindex (GRNORMAL_MODEL);
ent->alarm1 -> owner = ent;
// ent->alarm1->die = alarm_die;
ent->alarm1 -> nextthink = level.time + 0.2;
ent->alarm1 -> think = alarmthink;
ent->alarm1->classname = "Alarm";
ent->alarm1->health= 60;
ent->alarm1->max_health =60;
ent->alarm1->wf_team = ent->wf_team;
ent->alarm1->delay = level.time + 120.0;
gi.linkentity (ent->alarm1);
}
else if (number == 2)
{
if (ent->alarm2)
{
G_FreeEdict(ent->alarm2);
ent->alarm2 = NULL;
gi.bprintf (PRINT_HIGH, "Alarm 2 off.\n");
return;
}
gi.bprintf (PRINT_HIGH, "Alarm 2 on.\n");
ent->alarm2 = G_Spawn();
VectorClear (ent->alarm2->mins);
VectorClear (ent->alarm2->maxs);
VectorCopy (tr.endpos, ent->alarm2->s.origin);
vectoangles(tr.plane.normal,ent->alarm2 -> s.angles);
ent->alarm2 -> movetype = MOVETYPE_NONE;
ent->alarm2 -> clipmask = MASK_SHOT;
//grenade -> solid = SOLID_NOT;
ent->alarm2->solid = SOLID_BBOX;
VectorSet(ent->alarm2->mins, -3, -3, 0);
VectorSet(ent->alarm2->maxs, 3, 3, 6);
ent->alarm2->takedamage=DAMAGE_YES;
ent->alarm2->mass = 2;
ent->alarm2 -> s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
ent->alarm2 -> owner = ent;
ent->alarm2->die = alarm_die;
ent->alarm2 -> nextthink = level.time + 0.1;
ent->alarm2 -> think = alarmthink;
ent->alarm2->health= 60;
ent->alarm2->max_health =60;
ent->alarm2->classname = "Alarm";
ent->alarm2->wf_team = ent->wf_team;
gi.linkentity (ent->alarm2);
}
else if (number == 3)
{
if (ent->alarm3)
{
G_FreeEdict(ent->alarm3);
ent->alarm3 = NULL;
gi.bprintf (PRINT_HIGH, "Alarm 3 off.\n");
return;
}
gi.bprintf (PRINT_HIGH, "Alarm 3 on.\n");
ent->alarm1 = G_Spawn();
VectorClear (ent->alarm3->mins);
VectorClear (ent->alarm3->maxs);
VectorCopy (tr.endpos, ent->alarm3->s.origin);
vectoangles(tr.plane.normal,ent->alarm3 -> s.angles);
ent->alarm3 -> movetype = MOVETYPE_NONE;
ent->alarm3 -> clipmask = MASK_SHOT;
//grenade -> solid = SOLID_NOT;
ent->alarm3->solid = SOLID_BBOX;
VectorSet(ent->alarm3->mins, -3, -3, 0);
VectorSet(ent->alarm3->maxs, 3, 3, 6);
ent->alarm3->takedamage=DAMAGE_YES;
ent->alarm3->mass = 2;
ent->alarm3->die = alarm_die;
ent->alarm3 -> s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
ent->alarm3 -> owner = ent;
ent->alarm3 -> nextthink = level.time + 0.1;
ent->alarm3 -> think = alarmthink;
ent->alarm3->health= 60;
ent->alarm3->max_health =60;
ent->alarm3->classname = "Alarm";
ent->alarm3->wf_team = ent->wf_team;
gi.linkentity (ent->alarm3);
}
}
void cmd_Alarm(edict_t *ent)
{
char *string;
string = gi.args();
if (!ent->client) return;
//argument = "on", "off"
if (Q_stricmp ( string, "on") == 0)
{
if (!ent->alarm1)
{
alarm_remove(ent->alarm1);
}
}
else if (Q_stricmp ( string, "off") == 0)
{
if (ent->alarm1)
{
alarm_remove(ent->alarm1);
}
}
else
{
if (ent->alarm1)
{
alarm_remove(ent->alarm1);
}
else
{
place_alarm(1, ent);
}
}
}