q2wf-portable/w_gasgrenade.c

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#include "g_local.h"
/*
===========================
Gas Grenades
===========================
*/
void Gas_Explode (edict_t *ent);
void Gas_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 = Gas_Explode;
}
void Gas_Explode (edict_t *ent)
{
vec3_t origin,v;
edict_t *target;
float Distance, DrunkTimeAdd;
if (ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
}
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);
target = NULL;
while ((target = findradius(target, ent->s.origin, 80)) != NULL)
{
if (!target->client)
continue; // It's not a player
if (target->wf_team == ent->wf_team) //don't attack if on same team
continue;
if (!visible(ent, target))
continue; // The grenade can't see it
// Find distance
VectorSubtract(ent->s.origin, target->s.origin, v);
Distance = VectorLength(v);
// Calculate drunk factor
if(Distance < 80/10)
DrunkTimeAdd = 10; //completely drunk
else
DrunkTimeAdd = 1.5 * 10 * ( 1 / (( Distance - 80 ) / (80*2) - 2 ) + 2 ); //partially drunk
if ( DrunkTimeAdd < 0 )
DrunkTimeAdd = 0; // Do not make drunk at all.
// Increment the drunk time
if(target->client->Gas_Time < level.time)
target->client->Gas_Time = DrunkTimeAdd+level.time;
else
target->client->Gas_Time += DrunkTimeAdd/3;
}
// shake view
T_ShockWave(ent, 255, 1024);
// explode and destroy grenade
BecomeNewExplosion (ent);
}
void Gas_think(edict_t *ent)
{
vec3_t v;
edict_t *target;
float Distance,DrunkTimeAdd;
vec3_t forward, right, up;
ent->s.angles[0]+=10*random()-5;
ent->s.angles[1]+=10*random()-5;
ent->s.angles[2]+=10*random()-5;
AngleVectors (ent->s.angles, forward, right, up);
ent->movetype = MOVETYPE_FLYRICOCHET;
VectorSet (ent->avelocity, 150, 150, 150);
//VectorMA (ent->velocity, 200 + crandom() * 10.0, up, ent->velocity);
//VectorMA (ent->velocity, crandom() * 10.0, right, ent->velocity);
target = NULL;
while ((target = findradius(target, ent->s.origin, 220)) != NULL)
{
if (!target->client)
continue; // It's not a player
if (target->wf_team == ent->wf_team) //don't attack if on same team
continue;
if (!visible(ent, target))
continue; // The grenade can't see it
// Find distance
VectorSubtract(ent->s.origin, target->s.origin, v);
Distance = VectorLength(v);
// Calculate drunk factor
if(Distance < 220/10)
DrunkTimeAdd = 10; //completely drunk
else
DrunkTimeAdd = 1.5 * 10 * ( 1 / (( Distance - 220 ) / (220*2) - 2 ) + 2 ); //partially drunk
if ( DrunkTimeAdd < 0 )
DrunkTimeAdd = 0; // Do not make drunk at all.
if ( DrunkTimeAdd > 10 )
DrunkTimeAdd = 10; // Do not make drunk at all.
// Increment the drunk time
if(target->client->Gas_Time < level.time)
target->client->Gas_Time = DrunkTimeAdd+level.time;
else
target->client->Gas_Time += DrunkTimeAdd/3;
}
//Spray out some sparks at random
if(random()<0.30)
{
//Gregg add in some type of air sound to be played
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SHIELD_SPARKS);
gi.WritePosition (ent->s.origin);
gi.WriteDir (ent->s.angles);
gi.multicast (ent->s.origin, MULTICAST_PVS);
//The gas coming out pushes the grenade around
VectorScale (forward, 50+((int)(random()*1000)%150), ent->velocity);
}
//Some more sparks
if(random()>0.25)
{
//Gregg add in some type of air sound to be played
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SCREEN_SPARKS);
gi.WritePosition (ent->s.origin);
gi.WriteDir (ent->s.angles);
gi.multicast (ent->s.origin, MULTICAST_PVS);
//The gas coming out pushes the grenade around
VectorScale (forward, 40+((int)(random()*1000)%160), ent->velocity);
}
//Some really wierd sparks but sprays out a lot more of the plague
if(random()<0.15)
{
//Gregg add in some type of air sound to be played
/*gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BOSSTPORT);
gi.WritePosition (ent->s.origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
*/
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_WIDOWBEAMOUT);
gi.WriteShort (2000);
gi.WritePosition (ent->s.origin);
gi.multicast (ent->s.origin, MULTICAST_PHS);
target = NULL;
while ((target = findradius(target, ent->s.origin, 80)) != NULL)
{
if (!target->client)
continue; // It's not a player
if (target->wf_team == ent->wf_team) //don't attack if on same team
continue;
if (!visible(ent, target))
continue; // The grenade can't see it
// Find distance
VectorSubtract(ent->s.origin, target->s.origin, v);
Distance = VectorLength(v);
// Calculate drunk factor
if(Distance < 80/10)
DrunkTimeAdd = 10; //completely drunk
else
DrunkTimeAdd = 1.5 * 10 * ( 1 / (( Distance - 80 ) / (80*2) - 2 ) + 2 ); //partially drunk
if ( DrunkTimeAdd < 0 )
DrunkTimeAdd = 0; // Do not make drunk at all.
// Increment the drunk time
if(target->client->Gas_Time < level.time)
target->client->Gas_Time = DrunkTimeAdd+level.time;
else
target->client->Gas_Time += DrunkTimeAdd/3;
}
}
if(ent->delay<level.time)
ent->think=Gas_Explode;
ent->nextthink=level.time + 0.5;
}
void Gas_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)
{
//ent->enemy = other;
Gas_Explode(ent);
}
}
void fire_gasgrenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
++self->client->pers.active_grenades[GRENADE_TYPE_GAS];
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
grenade = G_Spawn();
grenade->grenade_index = GRENADE_TYPE_GAS;
grenade->wf_team = self->wf_team;
VectorCopy (start, grenade->s.origin);
VectorScale (aimdir, speed, grenade->velocity);
VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
VectorSet (grenade->avelocity, 300, 300, 300);
grenade->movetype = MOVETYPE_FLYRICOCHET;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_GRENADE;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
grenade->owner = self;
grenade->touch = Gas_Touch;
grenade->nextthink = level.time + 1;
grenade->delay = level.time + 10;
grenade->think = Gas_think;
grenade->dmg = (damage/3);
grenade->dmg_radius = damage_radius;
grenade->classname = "gas";
// CCH: a few more attributes to let the grenade 'die'
VectorSet(grenade->mins, -3, -3, 0);
VectorSet(grenade->maxs, 3, 3, 6);
grenade->mass = 2;
grenade->health = 10;
grenade->die = Gas_Die;
grenade->takedamage = DAMAGE_YES;
grenade->monsterinfo.aiflags = AI_NOSTEP;
gi.linkentity (grenade);
}