q3rally/engine/code/game/g_rally_rearweapon.c
2021-03-24 20:13:01 +00:00

282 lines
6.7 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com)
This file is part of q3rally source code.
q3rally source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
q3rally source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "g_local.h"
//static float s_quadFactor;
//static vec3_t forward, right, up;
//static vec3_t muzzle;
extern vec3_t forward, right, up;
/*
======================================================================
REAR WEAPON - Smoke
======================================================================
*/
void SmokerThink(gentity_t *ent){
gentity_t *owner;
vec3_t angles;
ent->nextthink = level.time + 100;
if (ent->freeAfterTime < level.time){
ent->think = G_FreeEntity;
return;
}
owner = &g_entities[ent->r.ownerNum];
VectorCopy(owner->client->ps.viewangles, angles);
angles[PITCH] = 0;
AngleVectors (angles, forward, NULL, NULL);
VectorMA( owner->r.currentOrigin, -40, forward, ent->r.currentOrigin );
CreateSmokeHazard(owner, ent->r.currentOrigin);
}
void RFWeapon_SmokeFire( gentity_t *ent ) {
trace_t tr;
vec3_t end;
gentity_t *tent;
VectorMA( ent->r.currentOrigin, -40, forward, end );
trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
tent = G_TempRallyEntity( tr.endpos, EV_HAZARD );
tent->s.eventParm = 0;
tent->s.weapon = HT_SMOKE;
tent->r.ownerNum = ent->s.number;
tent->parent = ent;
tent->think = SmokerThink;
tent->nextthink = level.time;
tent->freeAfterTime = level.time + 1000;
}
/*
======================================================================
REAR WEAPON - Oil
======================================================================
*/
void RFWeapon_OilFire( gentity_t *ent ) {
trace_t tr;
vec3_t end;
VectorMA( ent->r.currentOrigin, -80, forward, end );
trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
CreateOilHazard(ent, tr.endpos);
}
/*
======================================================================
REAR WEAPON - Mine
======================================================================
*/
void RFWeapon_MineFire( gentity_t *ent ) {
trace_t tr;
vec3_t end, back;
gentity_t *tent;
VectorMA( ent->r.currentOrigin, -64, forward, end );
trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
VectorCopy(forward, back);
VectorInverse(back);
tent = fire_mine(ent, tr.endpos, back);
tent->s.otherEntityNum = ent->s.number;
VectorSet(tent->r.mins, -4, -4, 0);
VectorSet(tent->r.maxs, 4, 4, 4);
trap_LinkEntity (tent);
}
/*
======================================================================
REAR WEAPON - Flame
======================================================================
*/
void FlameThink(gentity_t *ent){
gentity_t *owner;
trace_t tr;
vec3_t dest;
vec3_t angles;
ent->nextthink = level.time + 200;
if (ent->freeAfterTime < level.time){
ent->think = G_FreeEntity;
return;
}
owner = &g_entities[ent->r.ownerNum];
VectorCopy(owner->client->ps.viewangles, angles);
angles[PITCH] = 0;
AngleVectors (angles, forward, NULL, NULL);
VectorMA( owner->r.currentOrigin, -80, forward, dest );
trap_Trace( &tr, owner->r.currentOrigin, NULL, NULL, dest, ent->s.number, MASK_SOLID );
VectorMA(tr.endpos, 1, tr.plane.normal, dest);
// allow to ride movers
ent->s.groundEntityNum = tr.entityNum;
G_SetOrigin( ent, dest );
CreateFireHazard(owner, ent->r.currentOrigin);
}
void RFWeapon_FlameFire( gentity_t *ent ) {
trace_t tr;
vec3_t end;
gentity_t *tent;
VectorMA( ent->r.currentOrigin, -80, forward, end );
trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
tent = G_Spawn();
G_SetOrigin(tent, tr.endpos);
tent->r.ownerNum = ent->s.number;
tent->parent = ent;
tent->think = FlameThink;
tent->nextthink = level.time;
tent->freeAfterTime = level.time + 1000;
// CreateFireHazard(tent);
}
/*
======================================================================
REAR WEAPON - Bio
======================================================================
*/
void RFWeapon_BioFire( gentity_t *ent ) {
trace_t tr;
vec3_t end;
VectorMA( ent->r.currentOrigin, -80, forward, end );
trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT );
CreateBioHazard(ent, tr.endpos);
}
/*
===============
FireRearWeapon
===============
*/
void FireRearWeapon( gentity_t *ent ) {
vec3_t angles;
int weapon, i;
/*
==============================================
Quadfactor-Test 16/03/2020
==============================================
if (ent->client->ps.powerups[PW_QUAD] ) {
G_AddEvent( ent, EV_POWERUP_QUAD, 0 );
s_quadFactor = g_quadfactor.value;
} else {
s_quadFactor = 1;
}
==============================================
Quadfactor-Test 16/03/2020 End
==============================================
*/
// set aiming directions
AngleVectors (ent->client->ps.viewangles, forward, right, up);
for (i = RWP_SMOKE; i < WP_NUM_WEAPONS; i++){
if (ent->client->ps.stats[STAT_WEAPONS] & ( 1 << i ) && !ent->client->ps.ammo[ i ]){
ent->client->ps.stats[STAT_WEAPONS] &= ~( 1 << i );
}
if (ent->client->ps.stats[STAT_WEAPONS] & ( 1 << i ) && ent->client->ps.ammo[ i ])
break;
}
if (i < WP_NUM_WEAPONS){
weapon = i;
}
else {
return; // no weapon
}
// track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked
/*
if( ent->s.weapon != WP_GRAPPLING_HOOK && ent->s.weapon != WP_GAUNTLET ) {
ent->client->ps.persistant[PERS_ACCURACY_SHOTS]++;
}
*/
// set aiming directions
VectorCopy(ent->client->ps.viewangles, angles);
angles[PITCH] = 0;
AngleVectors (angles, forward, right, up);
// fire the specific weapon
switch( weapon ) {
case RWP_SMOKE:
RFWeapon_SmokeFire( ent );
break;
case RWP_OIL:
RFWeapon_OilFire( ent );
break;
case RWP_FLAME:
RFWeapon_FlameFire( ent );
break;
case RWP_BIO:
RFWeapon_BioFire( ent );
break;
case RWP_MINE:
RFWeapon_MineFire( ent );
break;
default:
// FIXME: print no ammo message or something
break;
}
}