q2wf-portable/w_flare.c

279 lines
7.3 KiB
C

#include "g_local.h"
void stick(edict_t *projectile, edict_t *object);
/*
=======================
Flares(light up stuff)
=======================
*/
void Flare_Explode (edict_t *ent)
{
vec3_t origin;
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_PHS);
G_FreeEdict (ent);
}
void Flare_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 = Flare_Explode;
}
void Flare_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == ent->owner)
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;
Flare_Explode (ent);
}
void fire_flare (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;
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
grenade = G_Spawn();
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_BOUNCE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_BLASTER|EF_BFG|EF_TELEPORTER;
grenade->s.renderfx |= RF_SHELL_GREEN;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
grenade->s.modelindex = gi.modelindex (GRFLARE_MODEL);
grenade->s.skinnum = GRFLARE_SKIN;
grenade->owner = self;
grenade->touch = Flare_Touch;
grenade->nextthink = level.time + timer + 35;
grenade->think = Flare_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "grenade";
// 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 = Flare_Die;
grenade->takedamage = DAMAGE_YES;
grenade->monsterinfo.aiflags = AI_NOSTEP;
gi.linkentity (grenade);
}
void weapon_flarelauncher_fire (edict_t *ent)
{
vec3_t offset;
vec3_t forward, right;
vec3_t start;
int damage = 12;
float radius;
radius = damage+40;
if (is_quad)
damage *= 4;
VectorSet(offset, 8, 8, ent->viewheight-8);
AngleVectors (ent->client->v_angle, forward, right, NULL);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
fire_flare (ent, start, forward, damage, 400, 2.5, radius);
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_GRENADE | 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;
}
void Weapon_FlareLauncher (edict_t *ent)
{
static int pause_frames[] = {34, 51, 59, 0};
static int fire_frames[] = {6, 0};
Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_flarelauncher_fire);
}
void Sticky_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
//gi.dprintf("Cluster: Touch\n");
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;
}
stick(ent, other);
//Cluster_Explode (ent);
}
void fire_Stickyflare (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;
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
grenade = G_Spawn();
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_BOUNCE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_BLASTER|EF_BFG|EF_TELEPORTER;
grenade->s.renderfx |= RF_SHELL_GREEN;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
grenade->owner = self;
grenade->touch = Sticky_Touch;
grenade->nextthink = level.time + timer + 35;
grenade->think = Flare_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "grenade";
// 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 = Flare_Die;
grenade->takedamage = DAMAGE_YES;
grenade->monsterinfo.aiflags = AI_NOSTEP;
gi.linkentity (grenade);
}
void weapon_stickyflarelauncher_fire (edict_t *ent)
{
vec3_t offset;
vec3_t forward, right;
vec3_t start;
int damage = 12;
float radius;
radius = damage+40;
if (is_quad)
damage *= 4;
VectorSet(offset, 8, 8, ent->viewheight-8);
AngleVectors (ent->client->v_angle, forward, right, NULL);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
fire_Stickyflare (ent, start, forward, damage, 400, 2.5, radius);
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_GRENADE | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity;
}
void Weapon_StickyFlareLauncher (edict_t *ent)
{
static int pause_frames[] = {34, 51, 59, 0};
static int fire_frames[] = {6, 0};
Weapon_Generic (ent, 5, 16, 59, 64, pause_frames, fire_frames, weapon_stickyflarelauncher_fire);
}