q2wf-portable/wf_laserball.c

268 lines
7.2 KiB
C
Raw Normal View History

/*==============================================================================
The Weapons Factory -
Laserball Functions
Original code by Gregg Reno
==============================================================================*/
#include <assert.h>
#include "g_local.h"
#include "q_devels.h"
extern void target_laser_start (edict_t *self);
/*
=================
laserball_explode
=================
*/
void laserball_cleanup (edict_t *ent)
{
edict_t *lent;
edict_t *next;
// clean up laser entities
for (lent = ent->teamchain; lent; lent = next)
{
next = lent->teamchain;
G_FreeEdict (lent);
}
}
void laserball_explode (edict_t *ent)
{
vec3_t origin;
laserball_cleanup(ent);
if (ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
}
// calculate position for the explosion entity
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
//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_LASERBALL);
//Do the explosion
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
G_FreeEdict (ent);
}
/*
=================
laserball_think
=================
*/
void laserball_think (edict_t *ent)
{
edict_t *target = NULL;
edict_t *blip = NULL;
edict_t *lent = NULL;
edict_t *next = NULL;
edict_t *beam = NULL;
edict_t *check;
vec3_t targetdir, blipdir;
int found;
float points;
vec3_t v;
float dist;
//Exlode the laserball if time has run out
if (level.time > ent->delay) //don't exploce on contact
{
laserball_explode(ent);
return;
}
lent = ent->teamchain;
//ent->teamchain = NULL;
while ((blip = findradius(blip, ent->s.origin, 350)) != NULL)
{
if (!(blip->svflags & SVF_MONSTER) && !blip->client)
continue;
if (blip == ent->owner)
continue;
//dont attack same team unless friendly fire is allowed
if ((blip->wf_team == ent->wf_team) && (((int)wfflags->value & WF_ALLOW_FRIENDLY_FIRE)==0))
continue;
if (blip->disguised)
continue;
if (!blip->takedamage)
continue;
if (blip->health <= 0)
continue;
if (!visible(ent, blip))
continue;
// if (!infront(ent, blip))
// continue;
VectorSubtract(blip->s.origin, ent->s.origin, blipdir);
blipdir[2] += 16;
if ((target == NULL) || (VectorLength(blipdir) < VectorLength(targetdir)))
{
target = blip;
VectorCopy(blipdir, targetdir);
}
}
if (target != NULL)
{
// see if this is already on the list
found = false;
for (check = ent->teamchain; check; check = check->teamchain)
if (check->enemy == target) found = true;
if (found == false) {
//Make the laser entity
//safe_cprintf (owner, PRINT_HIGH, "LB enemy. MyTeam=%d, Enemyteam=%d\n", self->s.modelindex, self->wf_team, target->wf_team );
beam = G_Spawn();
beam->flags |= FL_TEAMSLAVE;
beam->teamchain = ent->teamchain;
beam->teammaster = ent;
ent->teamchain = beam;
beam->owner = ent->owner;
//Set the laser color based on team
if (ent->wf_team == CTF_TEAM1) //team 1 is red
{
beam->spawnflags = 1 | 2;
}
else
{
beam->spawnflags = 1 | 8; //team 2 is blue
}
beam->enemy = target;
beam->activator = ent->owner;
beam->dmg = wf_game.grenade_damage[GRENADE_TYPE_LASERBALL];
beam->classname = "laserball laser";
target_laser_start (beam);
beam->movetype = MOVETYPE_FLYMISSILE;
gi.linkentity (beam);
//Green flash the enemy
VectorAdd (target->mins, target->maxs, v);
VectorMA (target->s.origin, 0.5, v, v);
VectorSubtract (ent->s.origin, v, v);
dist = VectorLength(v);
points = ent->radius_dmg * (1.0 - sqrt(dist/ent->dmg_radius));
if (target == ent->owner)
points = points * 0.5;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BFG_EXPLOSION);
gi.WritePosition (target->s.origin);
gi.multicast (target->s.origin, MULTICAST_PVS);
//T_Damage (target, ent, ent->owner, ent->velocity, target->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY);
}
}
ent->nextthink = level.time + .1;
ent->think = laserball_think;
}
/*
=================
laserball_touch
=================
*/
void laserball_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == ent->owner)
return;
//gi.dprintf("TOUCH\n");
if (surf && (surf->flags & SURF_SKY))
{
laserball_explode (ent);
return;
}
if (ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
//laserball_explode (ent);
}
/*
=================
fire_laserball
=================
*/
//void fire_laserball (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
void fire_laserball (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
{
edict_t *laserball;
vec3_t dir;
vec3_t forward, right, up;
++self->client->pers.active_grenades[GRENADE_TYPE_LASERBALL];
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
self->client->pers.inventory[ITEM_INDEX(FindItem("Cells"))] -= LASERBALL_CELLS;
//Increase the speed on this !
speed = speed * 1.5;
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
laserball = G_Spawn();
laserball->grenade_index = GRENADE_TYPE_LASERBALL;
VectorCopy (start, laserball->s.origin);
VectorScale (aimdir, speed, laserball->velocity);
VectorMA (laserball->velocity, 200 + crandom() * 10.0, up, laserball->velocity);
VectorMA (laserball->velocity, crandom() * 10.0, right, laserball->velocity);
VectorSet (laserball->avelocity, 300, 300, 300);
laserball->movetype = MOVETYPE_BOUNCE;
// laserball->movetype = MOVETYPE_FLOAT;
laserball->clipmask = MASK_SHOT;
laserball->solid = SOLID_BBOX;
laserball->s.effects |= EF_GRENADE;
VectorClear (laserball->mins);
VectorClear (laserball->maxs);
//Try to raise up the laserball a bit
VectorSet(laserball->mins, -7,-7,-7);
VectorSet(laserball->maxs, 7, 7, 7);
laserball->s.modelindex = gi.modelindex (GRLASERBALL_MODEL);
laserball->s.skinnum = GRLASERBALL_SKIN;
// laserball->s.modelindex = gi.modelindex ("models/objects/laserball/tris.md2");
laserball->owner = self;
laserball->touch = laserball_touch;
laserball->teammaster = laserball;
laserball->teamchain = NULL;
laserball->nextthink = level.time + .1;
laserball->think = laserball_think;
laserball->delay = level.time + 3.0;
//set the team
laserball->wf_team = self->client->resp.ctf_team;
laserball->dmg = damage;
laserball->radius_dmg = damage_radius;
laserball->dmg_radius = damage_radius;
laserball->classname = "laserball";
gi.linkentity (laserball);
}