q2wf-portable/w_shrapnal.c

315 lines
9.6 KiB
C

#include "g_local.h"
/*
=================
Shrapnal Grenade
=================
*/
/*
=================
fire_lead
This is an internal support routine used for Shrapnal based weapons.
fire bullet creates a lot of effects, causing overflows
I copied the beef of the fire_bullet code, but with no effects
=================
*/
static void fireShrapnal(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
{
trace_t tr;
vec3_t dir;
vec3_t forward, right, up;
vec3_t end;
float r;
float u;
vec3_t water_start;
int content_mask = MASK_SHOT | MASK_WATER;
tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
if (!(tr.fraction < 1.0))
{
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
r = crandom()*hspread;
u = crandom()*vspread;
VectorMA (start, 8192, forward, end);
//Don't add random spread if it's the sniper riffle
if (mod != MOD_SNIPERRIFLE)
{
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
}
if (gi.pointcontents (start) & MASK_WATER)
{
VectorCopy (start, water_start);
content_mask &= ~MASK_WATER;
}
tr = gi.trace (start, NULL, NULL, end, self, content_mask);
// see if we hit water
if (tr.contents & MASK_WATER)
{
VectorCopy (tr.endpos, water_start);
if (!VectorCompare (start, tr.endpos))
{
// change bullet's course when it enters water
VectorSubtract (end, start, dir);
vectoangles (dir, dir);
AngleVectors (dir, forward, right, up);
r = crandom()*hspread*2;
u = crandom()*vspread*2;
VectorMA (water_start, 8192, forward, end);
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
}
// re-trace ignoring water this time
tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
}
}
// send gun puff / flash
if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
{
if (tr.fraction < 1.0)
{
if (tr.ent->takedamage)
{
T_Damage (tr.ent, self, self->owner, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
}
}
}
}
static void BulletGrenade_Explode (edict_t *ent)
{
vec3_t origin;
//Sean added these 4 vectors
vec3_t grenade1;
vec3_t grenade2;
vec3_t grenade3;
vec3_t grenade4;
vec3_t grenade5;
vec3_t grenade6;
vec3_t grenade7;
vec3_t grenade8;
int i;
vec3_t offset;
if (ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
VectorSet(offset,0,0,32);
VectorAdd(offset,ent->s.origin,offset);
VectorCopy (offset, ent->s.origin);
VectorSet(grenade1,20,20,0);
VectorSet(grenade2,20,-20,0);
VectorSet(grenade3,-20,20,0);
VectorSet(grenade4,-20,-20,0);
VectorSet(grenade5,0,20,0);
VectorSet(grenade6,0,-20,0);
VectorSet(grenade7,-20,0,0);
VectorSet(grenade8,20,0,0);
// Sean : explode the four grenades outwards
/*
fire_bullet (ent->owner, offset, grenade1, 4, 2, 15000, 15000,0);
fire_bullet (ent->owner, offset, grenade2, 4, 2, 15000, 15000,0);
fire_bullet (ent->owner, offset, grenade3, 4, 2, 15000, 15000,0);
fire_bullet (ent->owner, offset, grenade4, 4, 2, 15000, 15000,0);
fire_bullet (ent->owner, offset, grenade5, 4, 2, 15000, 15000,0);
fire_bullet (ent->owner, offset, grenade6, 4, 2, 15000, 15000,0);
fire_bullet (ent->owner, offset, grenade7, 4, 2, 15000, 15000,0);
fire_bullet (ent->owner, offset, grenade8, 4, 2, 15000, 15000,0);
*/
// ++TeT - fire bullet creates a lot of effects, causing overflows
// I copied the beef of the fire_bullet code, but with no effects
fire_bullet (ent, offset, grenade1, 4, 2, 15000, 15000,MOD_SHRAPNEL);
fire_bullet (ent, offset, grenade2, 4, 2, 15000, 15000,MOD_SHRAPNEL);
fire_bullet (ent, offset, grenade3, 4, 2, 15000, 15000,MOD_SHRAPNEL);
fire_bullet (ent, offset, grenade4, 4, 2, 15000, 15000,MOD_SHRAPNEL);
fire_bullet (ent, offset, grenade5, 4, 2, 15000, 15000,MOD_SHRAPNEL);
fire_bullet (ent, offset, grenade6, 4, 2, 15000, 15000,MOD_SHRAPNEL);
fire_bullet (ent, offset, grenade7, 4, 2, 15000, 15000,MOD_SHRAPNEL);
fire_bullet (ent, offset, grenade8, 4, 2, 15000, 15000,MOD_SHRAPNEL);
// fire the remaining bullets without the effects
for (i = 0; i < 5; i++)
{
fireShrapnal (ent, offset, grenade1, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
fireShrapnal (ent, offset, grenade2, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
fireShrapnal (ent, offset, grenade3, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
fireShrapnal (ent, offset, grenade4, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
fireShrapnal (ent, offset, grenade5, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
fireShrapnal (ent, offset, grenade6, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
fireShrapnal (ent, offset, grenade7, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
fireShrapnal (ent, offset, grenade8, wf_game.grenade_damage[GRENADE_TYPE_SHRAPNEL], 2, TE_GUNSHOT, 15000, 15000,MOD_SHRAPNEL);
}
//FIXME: if we are onground then raise our Z just a bit since we are a point?
//TeT removed radius damage
//T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius,MOD_SHRAPNEL);
VectorMA (ent->s.origin, -.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_PVS);
// SumFuka did this bit : give grenades up/outwards velocities
// make some debris
//make_debris (ent);
// shake view
T_ShockWave(ent, 255, 1024);
// let blast move items
//T_ShockItems(ent);
// explode and destroy grenade
BecomeNewExplosion (ent);
}
void Shrapnal_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 = BulletGrenade_Explode;
}
static void BulletGrenade_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->nextthink = level.time + .2;
ent->think = BulletGrenade_Explode;
// BulletGrenade_Explode (ent);
}
void fire_bulletgrenade (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_GRENADE;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
grenade->s.modelindex = gi.modelindex (GRSHRAPNEL_MODEL);
grenade->s.skinnum = GRSHRAPNEL_SKIN;
grenade->owner = self;
grenade->creator = self;
grenade->touch = BulletGrenade_Touch; //Stuff for cluster grenades when they explode
grenade->nextthink = level.time + timer;
grenade->think = BulletGrenade_Explode; //stuff for cluster grenades exploding
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "shrapnal";
// 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 = Shrapnal_Die;
grenade->takedamage = DAMAGE_YES;
grenade->monsterinfo.aiflags = AI_NOSTEP;
gi.linkentity (grenade);
}
void weapon_shrapnalgrenadelauncher_fire (edict_t *ent)
{
vec3_t offset;
vec3_t forward, right;
vec3_t start;
int damage = 120;
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_bulletgrenade (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_BulletGrenadeLauncher (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_shrapnalgrenadelauncher_fire);
}