268 lines
7.2 KiB
C
268 lines
7.2 KiB
C
|
/*==============================================================================
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
|