q2wf-portable/wf_goodyear.c

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/*==============================================================================
The Weapons Factory -
Goodyear Grenade Functions
Original code by Gregg Reno
==============================================================================*/
/*
This grendade is launched like a ballon and explodes like
a proximity bomb.
*/
#include "g_local.h"
/*
=================
fire_goodyear
=================
*/
void Goodyear_Explode (edict_t *ent)
{
vec3_t origin;
if (ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
}
//FIXME: if we are onground then raise our Z just a bit since we are a point?
T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_WF_GOODYEAR);
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
{
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
else
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
}
else
{
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
}
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
G_FreeEdict (ent);
}
// When a grenade 'dies', it blows up next frame
void Goodyear_Die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + .1;
self->think = Goodyear_Explode;
}
void Goodyear_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
//if (other == ent->owner)
// return;
// Dont blow up if on same team
if (other->wf_team == ent->wf_team)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (ent);
return;
}
if (!other->takedamage)
{
if (ent->spawnflags & 1)
{
if (random() > 0.5)
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
else
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
}
else
{
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
}
return;
}
//ent->enemy = other;
Goodyear_Explode (ent);
}
// New think function for goodyear grenades
void goodyear_think (edict_t *ent)
{
edict_t *blip = NULL;
if (level.time > ent->delay)
{
Goodyear_Explode(ent);
return;
}
//is it armed yet?
if (level.time < ent->delay2)
{
ent->nextthink = level.time + .1;
return;
}
ent->think = goodyear_think;
while ((blip = findradius(blip, ent->s.origin, 100)) != NULL)
{
if (!(blip->svflags & SVF_MONSTER) && !blip->client)
continue;
//if (blip == ent->owner)
// continue;
//dont attack same team
if (blip->wf_team == ent->wf_team)
continue;
if (blip->disguised)
continue;
if (!blip->takedamage)
continue;
if (blip->health <= 0)
continue;
if (!visible(ent, blip))
continue;
ent->think = Goodyear_Explode;
break;
}
ent->nextthink = level.time + .1;
}
void fire_goodyear (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
{
edict_t *goodyear;
vec3_t dir;
vec3_t forward, right, up;
int dmg;
++self->client->pers.active_grenades[GRENADE_TYPE_GOODYEAR];
//reduce damage
dmg = wf_game.grenade_damage[GRENADE_TYPE_GOODYEAR];
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
goodyear = G_Spawn();
VectorCopy (start, goodyear->s.origin);
vectoangles (aimdir, goodyear->s.angles);
VectorScale (aimdir, speed, goodyear->velocity);
VectorSet (goodyear->avelocity, 300, 300, 300);
goodyear->grenade_index = GRENADE_TYPE_GOODYEAR;
goodyear->movetype = MOVETYPE_FLOAT;
goodyear->clipmask = MASK_SHOT;
goodyear->solid = SOLID_BBOX;
goodyear->s.effects |= EF_GRENADE;
VectorClear (goodyear->mins);
VectorClear (goodyear->maxs);
// VectorSet(goodyear->mins, -10, -10, 0);
// VectorSet(goodyear->maxs, 10, 10, 10);
goodyear->s.modelindex = gi.modelindex (GRGOODYEAR_MODEL);
goodyear->s.skinnum = GRGOODYEAR_SKIN;
goodyear->owner = self;
goodyear->touch = Goodyear_Touch;
goodyear->nextthink = level.time + .1;
goodyear->think = goodyear_think;
goodyear->delay = level.time + 120;
goodyear->delay2 = level.time + 1; //don't exlode for at least 1 second
goodyear->dmg = dmg;
goodyear->dmg_radius = damage_radius;
goodyear->classname = "goodyear";
goodyear->die = Goodyear_Die;
goodyear->takedamage = DAMAGE_YES;
//goodyear->takedamage = DAMAGE_NO;
goodyear->spawnflags = 1;
goodyear->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
goodyear->mass = 2;
goodyear->health = 20;
goodyear->max_health = 20;
//set the team
if ((int)wfflags->value & WF_ANARCHY)
goodyear->wf_team = 0; //fire at anybody
else
goodyear->wf_team = self->client->resp.ctf_team;
gi.linkentity (goodyear);
}