q2wf-portable/x_weap.c

486 lines
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C
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#include "g_local.h"
void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
// RAFAEL
void fire_blueblaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect)
{
edict_t *bolt;
trace_t tr;
VectorNormalize (dir);
bolt = G_Spawn ();
VectorCopy (start, bolt->s.origin);
VectorCopy (start, bolt->s.old_origin);
vectoangles (dir, bolt->s.angles);
VectorScale (dir, speed, bolt->velocity);
bolt->movetype = MOVETYPE_FLYMISSILE;
bolt->clipmask = MASK_SHOT;
bolt->solid = SOLID_BBOX;
bolt->s.effects |= effect;
VectorClear (bolt->mins);
VectorClear (bolt->maxs);
bolt->s.modelindex = gi.modelindex ("models/objects/blaser/tris.md2");
bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
bolt->owner = self;
bolt->touch = blaster_touch;
bolt->nextthink = level.time + 2;
bolt->think = G_FreeEdict;
bolt->dmg = damage;
bolt->classname = "bolt";
gi.linkentity (bolt);
if (self->client)
check_dodge (self, bolt->s.origin, dir, speed);
tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
if (tr.fraction < 1.0)
{
VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
bolt->touch (bolt, tr.ent, NULL, NULL);
}
}
// RAFAEL
/*
fire_ionripper
*/
void ionripper_sparks (edict_t *self)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_WELDING_SPARKS);
gi.WriteByte (0);
gi.WritePosition (self->s.origin);
gi.WriteDir (vec3_origin);
gi.WriteByte (0xe4 + (rand()&3));
gi.multicast (self->s.origin, MULTICAST_PVS);
G_FreeEdict (self);
}
// RAFAEL
void ionripper_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == self->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (self->owner->client)
PlayerNoise (self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
{
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_RIPPER);
}
else
{
return;
}
G_FreeEdict (self);
}
// RAFAEL
void fire_ionripper (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect)
{
edict_t *ion;
trace_t tr;
VectorNormalize (dir);
ion = G_Spawn ();
VectorCopy (start, ion->s.origin);
VectorCopy (start, ion->s.old_origin);
vectoangles (dir, ion->s.angles);
VectorScale (dir, speed, ion->velocity);
// ion->movetype = MOVETYPE_WALLBOUNCE;
ion->movetype = MOVETYPE_FLYRICOCHET;
ion->clipmask = MASK_SHOT;
ion->solid = SOLID_BBOX;
ion->s.effects |= effect;
ion->s.renderfx |= RF_FULLBRIGHT;
VectorClear (ion->mins);
VectorClear (ion->maxs);
ion->s.modelindex = gi.modelindex ("models/objects/boomrang/tris.md2");
ion->s.sound = gi.soundindex ("misc/lasfly.wav");
ion->owner = self;
ion->touch = ionripper_touch;
ion->nextthink = level.time + 3;
ion->think = ionripper_sparks;
ion->dmg = damage;
ion->dmg_radius = 100;
gi.linkentity (ion);
if (self->client)
check_dodge (self, ion->s.origin, dir, speed);
tr = gi.trace (self->s.origin, NULL, NULL, ion->s.origin, ion, MASK_SHOT);
if (tr.fraction < 1.0)
{
VectorMA (ion->s.origin, -10, dir, ion->s.origin);
ion->touch (ion, tr.ent, NULL, NULL);
}
}
// RAFAEL
/*
fire_heat
*/
void heat_think (edict_t *self)
{
edict_t *target = NULL;
edict_t *aquire = NULL;
vec3_t vec;
vec3_t oldang;
int len;
int oldlen = 0;
VectorClear (vec);
// aquire new target
while (( target = findradius (target, self->s.origin, 1024)) != NULL)
{
if (self->owner == target)
continue;
if (!target->svflags & SVF_MONSTER)
continue;
if (!target->client)
continue;
if (target->health <= 0)
continue;
if (!visible (self, target))
continue;
// if we need to reduce the tracking cone
/*
{
vec3_t vec;
float dot;
vec3_t forward;
AngleVectors (self->s.angles, forward, NULL, NULL);
VectorSubtract (target->s.origin, self->s.origin, vec);
VectorNormalize (vec);
dot = DotProduct (vec, forward);
if (dot > 0.6)
continue;
}
*/
if (!infront (self, target))
continue;
VectorSubtract (self->s.origin, target->s.origin, vec);
len = VectorLength (vec);
if (aquire == NULL || len < oldlen)
{
aquire = target;
self->target_ent = aquire;
oldlen = len;
}
}
if (aquire != NULL)
{
VectorCopy (self->s.angles, oldang);
VectorSubtract (aquire->s.origin, self->s.origin, vec);
vectoangles (vec, self->s.angles);
VectorNormalize (vec);
VectorCopy (vec, self->movedir);
VectorScale (vec, 500, self->velocity);
}
self->nextthink = level.time + 0.1;
}
// RAFAEL
void fire_heat2 (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
edict_t *heat;
heat = G_Spawn();
VectorCopy (start, heat->s.origin);
VectorCopy (dir, heat->movedir);
vectoangles (dir, heat->s.angles);
VectorScale (dir, speed, heat->velocity);
heat->movetype = MOVETYPE_FLYMISSILE;
heat->clipmask = MASK_SHOT;
heat->solid = SOLID_BBOX;
heat->s.effects |= EF_ROCKET;
VectorClear (heat->mins);
VectorClear (heat->maxs);
heat->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
heat->owner = self;
heat->touch = rocket_touch;
heat->nextthink = level.time + 0.1;
heat->think = heat_think;
heat->dmg = damage;
heat->radius_dmg = radius_damage;
heat->dmg_radius = damage_radius;
heat->s.sound = gi.soundindex ("weapons/rockfly.wav");
if (self->client)
check_dodge (self, heat->s.origin, dir, speed);
gi.linkentity (heat);
}
// RAFAEL
/*
fire_plasma
*/
void plasma_touch2 (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
if (other == ent->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (ent);
return;
}
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);
if (other->takedamage)
{
T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_PHALANX);
}
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_PHALANX);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_PLASMA_EXPLOSION);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
G_FreeEdict (ent);
}
// RAFAEL
void fire_plasma (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
edict_t *plasma;
plasma = G_Spawn();
VectorCopy (start, plasma->s.origin);
VectorCopy (dir, plasma->movedir);
vectoangles (dir, plasma->s.angles);
VectorScale (dir, speed, plasma->velocity);
plasma->movetype = MOVETYPE_FLYMISSILE;
plasma->clipmask = MASK_SHOT;
plasma->solid = SOLID_BBOX;
VectorClear (plasma->mins);
VectorClear (plasma->maxs);
plasma->owner = self;
plasma->touch = plasma_touch2;
plasma->nextthink = level.time + 8000/speed;
plasma->think = G_FreeEdict;
plasma->dmg = damage;
plasma->radius_dmg = radius_damage;
plasma->dmg_radius = damage_radius;
plasma->s.sound = gi.soundindex ("weapons/rockfly.wav");
plasma->s.modelindex = gi.modelindex ("sprites/s_photon.sp2");
plasma->s.effects |= EF_PLASMA | EF_ANIM_ALLFAST;
if (self->client)
check_dodge (self, plasma->s.origin, dir, speed);
gi.linkentity (plasma);
}
// RAFAEL
/*
RipperGun
*/
void weapon_ionripper_fire (edict_t *ent)
{
vec3_t start;
vec3_t forward, right;
vec3_t offset;
vec3_t tempang;
int damage;
int kick;
damage = wf_game.weapon_damage[WEAPON_ION_RIPPER];
kick = 40;
if (is_quad)
{
damage *= 4;
kick *= 4;
}
VectorCopy (ent->client->v_angle, tempang);
tempang[YAW] += crandom();
AngleVectors (tempang, forward, right, NULL);
VectorScale (forward, -3, ent->client->kick_origin);
ent->client->kick_angles[0] = -3;
// VectorSet (offset, 0, 7, ent->viewheight - 8);
VectorSet (offset, 16, 7, ent->viewheight - 8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
fire_ionripper (ent, start, forward, damage, wf_game.weapon_speed[WEAPON_ION_RIPPER], EF_IONRIPPER);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent - g_edicts);
gi.WriteByte (MZ_IONRIPPER | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise (ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
if (ent->client->pers.inventory[ent->client->ammo_index] < 0)
ent->client->pers.inventory[ent->client->ammo_index] = 0;
}
void Weapon_Ionripper (edict_t *ent)
{
// static int pause_frames[] = {36, 0};
// static int fire_frames[] = {5, 0};
// Weapon_Generic (ent, 4, 6, 36, 39, pause_frames, fire_frames, weapon_ionripper_fire);
//Use blaster model for now
static int pause_frames[] = {19, 32, 0};
static int fire_frames[] = {5, 0};
Weapon_Generic (ent, 4, 8, 52, 55, pause_frames, fire_frames, weapon_ionripper_fire);
}
//
// Phalanx
//
void weapon_phalanx_fire (edict_t *ent)
{
vec3_t start;
vec3_t forward, right, up;
vec3_t offset;
vec3_t v;
int kick = 12;
int damage;
float damage_radius;
int radius_damage;
damage = wf_game.weapon_damage[WEAPON_PHALANX] + (int)(random() * 10.0);
radius_damage = 120;
damage_radius = 120;
if (is_quad)
{
damage *= 4;
radius_damage *= 4;
}
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -2;
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
if (ent->client->ps.gunframe == 8)
{
v[PITCH] = ent->client->v_angle[PITCH];
v[YAW] = ent->client->v_angle[YAW] - 1.5;
v[ROLL] = ent->client->v_angle[ROLL];
AngleVectors (v, forward, right, up);
radius_damage = 30;
damage_radius = 120;
fire_plasma (ent, start, forward, damage, wf_game.weapon_speed[WEAPON_PHALANX], damage_radius, radius_damage);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]--;
}
else
{
v[PITCH] = ent->client->v_angle[PITCH];
v[YAW] = ent->client->v_angle[YAW] + 1.5;
v[ROLL] = ent->client->v_angle[ROLL];
AngleVectors (v, forward, right, up);
fire_plasma (ent, start, forward, damage, 725, damage_radius, radius_damage);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_PHALANX | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
PlayerNoise(ent, start, PNOISE_WEAPON);
}
ent->client->ps.gunframe++;
}
void Weapon_Phalanx (edict_t *ent)
{
static int pause_frames[] = {29, 42, 55, 0};
static int fire_frames[] = {7, 8, 0};
Weapon_Generic (ent, 5, 20, 58, 63, pause_frames, fire_frames, weapon_phalanx_fire);
}