q2wf-portable/w_concussion.c

156 lines
4.1 KiB
C

#include "g_local.h"
/*
===========================
Concussion Grenades
===========================
*/
void Concussion_Explode (edict_t *ent)
{
vec3_t offset,v;
edict_t *target;
float Distance, DrunkTimeAdd;
// Move it off the ground so people are sure to see it
VectorSet(offset, 0, 0, 10);
VectorAdd(ent->s.origin, offset, ent->s.origin);
if (ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
}
target = NULL;
while ((target = findradius(target, ent->s.origin, 520)) != 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
if (target->DrunkTime > level.time)
continue; //don't make them more drunk (Gregg)
// Find distance
VectorSubtract(ent->s.origin, target->s.origin, v);
Distance = VectorLength(v);
// Calculate drunk factor
if(Distance < 520/10)
DrunkTimeAdd = 20; //completely drunk
else
DrunkTimeAdd = 1.5 * 20 * ( 1 / ( ( Distance - 520*2 ) / (520*2) - 2 ) + 1 ); //partially drunk
if ( DrunkTimeAdd < 0 )
DrunkTimeAdd = 0; // Do not make drunk at all.
//GREGG - decrease drunk time
DrunkTimeAdd *= .3;
// Increment the drunk time
if(target->DrunkTime < level.time)
target->DrunkTime = DrunkTimeAdd+level.time;
else
target->DrunkTime += DrunkTimeAdd;
}
// Blow up the grenade
BecomeExplosion1(ent);
}
void Concussion_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 = Concussion_Explode;
}
void Concussion_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; was causing damage to thrower?
Concussion_Explode (ent);
}
void fire_concussiongrenade (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_CONCUSSION];
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
grenade = G_Spawn();
grenade->grenade_index = GRENADE_TYPE_CONCUSSION;
grenade->wf_team = self->wf_team;
VectorCopy (start, grenade->s.origin);
VectorScale (aimdir, speed, grenade->velocity);
VectorMA (grenade->velocity, 200 + crandom() * 30.0, up, grenade->velocity);
VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
VectorSet (grenade->avelocity, 300, 300, 300);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_GRENADE;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
grenade->s.modelindex = gi.modelindex (GRCONCUSSION_MODEL);
grenade->s.skinnum = GRCONCUSSION_SKIN;
grenade->owner = self;
grenade->touch = Concussion_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Concussion_Explode;
grenade->dmg = wf_game.grenade_damage[GRENADE_TYPE_CONCUSSION];
grenade->dmg_radius = damage_radius;
grenade->classname = "concussion";
// 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 = Concussion_Die;
grenade->takedamage = DAMAGE_YES;
grenade->monsterinfo.aiflags = AI_NOSTEP;
gi.linkentity (grenade);
}