jkxr/Projects/Android/jni/OpenJK/code/game/wp_det_pack.cpp

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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program 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 this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "g_local.h"
#include "b_local.h"
#include "g_functions.h"
#include "wp_saber.h"
#include "w_local.h"
//-----------------------
// Det Pack
//-----------------------
//---------------------------------------------------------
void charge_stick( gentity_t *self, gentity_t *other, trace_t *trace )
//---------------------------------------------------------
{
self->s.eType = ET_GENERAL;
// make us so we can take damage
self->clipmask = MASK_SHOT;
self->contents = CONTENTS_SHOTCLIP;
self->takedamage = qtrue;
self->health = 25;
self->e_DieFunc = dieF_WP_ExplosiveDie;
VectorSet( self->maxs, 10, 10, 10 );
VectorScale( self->maxs, -1, self->mins );
self->activator = self->owner;
self->owner = NULL;
self->e_TouchFunc = touchF_NULL;
self->e_ThinkFunc = thinkF_NULL;
self->nextthink = -1;
WP_Stick( self, trace, 1.0f );
}
//---------------------------------------------------------
static void WP_DropDetPack( gentity_t *self, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
// Chucking a new one
AngleVectors( self->client->ps.viewangles, forwardVec, vrightVec, up );
CalcMuzzlePoint( self, forwardVec, vrightVec, up, muzzle, 0 );
VectorNormalize( forwardVec );
VectorMA( muzzle, -4, forwardVec, muzzle );
VectorCopy( muzzle, start );
WP_TraceSetStart( self, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
gentity_t *missile = CreateMissile( start, forwardVec, 300, 10000, self, qfalse );
missile->fxID = G_EffectIndex( "detpack/explosion" ); // if we set an explosion effect, explode death can use that instead
missile->classname = "detpack";
missile->s.weapon = WP_DET_PACK;
missile->s.pos.trType = TR_GRAVITY;
missile->s.eFlags |= EF_MISSILE_STICK;
missile->e_TouchFunc = touchF_charge_stick;
missile->damage = weaponData[WP_DET_PACK].damage;
missile->methodOfDeath = MOD_DETPACK;
missile->splashDamage = weaponData[WP_DET_PACK].splashDamage;
missile->splashRadius = weaponData[WP_DET_PACK].splashRadius;
missile->splashMethodOfDeath = MOD_DETPACK;// ?SPLASH;
missile->clipmask = (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP);//MASK_SHOT;
// we don't want it to ever bounce
missile->bounceCount = 0;
missile->s.radius = 30;
VectorSet( missile->s.modelScale, 1.0f, 1.0f, 1.0f );
gi.G2API_InitGhoul2Model( missile->ghoul2, weaponData[WP_DET_PACK].missileMdl, G_ModelIndex( weaponData[WP_DET_PACK].missileMdl ),
NULL_HANDLE, NULL_HANDLE, 0, 0);
AddSoundEvent( NULL, missile->currentOrigin, 128, AEL_MINOR, qtrue );
AddSightEvent( NULL, missile->currentOrigin, 128, AEL_SUSPICIOUS, 10 );
}
//---------------------------------------------------------
void WP_FireDetPack( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( !ent || !ent->client )
{
return;
}
if ( alt_fire )
{
if ( ent->client->ps.eFlags & EF_PLANTED_CHARGE )
{
gentity_t *found = NULL;
// loop through all ents and blow the crap out of them!
while (( found = G_Find( found, FOFS( classname ), "detpack" )) != NULL )
{
if ( found->activator == ent )
{
VectorCopy( found->currentOrigin, found->s.origin );
found->e_ThinkFunc = thinkF_WP_Explode;
found->nextthink = level.time + 100 + Q_flrand(0.0f, 1.0f) * 100;
G_Sound( found, G_SoundIndex( "sound/weapons/detpack/warning.wav" ));
// would be nice if this actually worked?
AddSoundEvent( NULL, found->currentOrigin, found->splashRadius*2, AEL_DANGER, qfalse, qtrue );//FIXME: are we on ground or not?
AddSightEvent( NULL, found->currentOrigin, found->splashRadius*2, AEL_DISCOVERED, 100 );
}
}
ent->client->ps.eFlags &= ~EF_PLANTED_CHARGE;
}
}
else
{
WP_DropDetPack( ent, muzzle, forwardVec );
ent->client->ps.eFlags |= EF_PLANTED_CHARGE;
}
}