/* =========================================================================== 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 . =========================================================================== */ #include "g_local.h" #include "b_local.h" #include "g_functions.h" #include "wp_saber.h" #include "w_local.h" //----------------------- // Laser Trip Mine //----------------------- #define PROXIMITY_STYLE 1 #define TRIPWIRE_STYLE 2 //--------------------------------------------------------- void touchLaserTrap( gentity_t *ent, gentity_t *other, trace_t *trace ) //--------------------------------------------------------- { ent->s.eType = ET_GENERAL; // a tripwire so add draw line flag VectorCopy( trace->plane.normal, ent->movedir ); // make it shootable VectorSet( ent->mins, -4, -4, -4 ); VectorSet( ent->maxs, 4, 4, 4 ); ent->clipmask = MASK_SHOT; ent->contents = CONTENTS_SHOTCLIP; ent->takedamage = qtrue; ent->health = 15; ent->e_DieFunc = dieF_WP_ExplosiveDie; ent->e_TouchFunc = touchF_NULL; // so we can trip it too ent->activator = ent->owner; ent->owner = NULL; WP_Stick( ent, trace ); if ( ent->count == TRIPWIRE_STYLE ) { vec3_t mins = {-4,-4,-4}, maxs = {4,4,4};//FIXME: global these trace_t tr; VectorMA( ent->currentOrigin, 32, ent->movedir, ent->s.origin2 ); gi.trace( &tr, ent->s.origin2, mins, maxs, ent->currentOrigin, ent->s.number, MASK_SHOT, G2_RETURNONHIT, 0 ); VectorCopy( tr.endpos, ent->s.origin2 ); ent->e_ThinkFunc = thinkF_laserTrapThink; } else { ent->e_ThinkFunc = thinkF_WP_prox_mine_think; } ent->nextthink = level.time + LT_ACTIVATION_DELAY; } // copied from flechette prox above...which will not be used if this gets approved //--------------------------------------------------------- void WP_prox_mine_think( gentity_t *ent ) //--------------------------------------------------------- { int count; qboolean blow = qfalse; // first time through? if ( ent->count ) { // play activated warning ent->count = 0; ent->s.eFlags |= EF_PROX_TRIP; G_Sound( ent, G_SoundIndex( "sound/weapons/laser_trap/warning.wav" )); } // if it isn't time to auto-explode, do a small proximity check if ( ent->delay > level.time ) { count = G_RadiusList( ent->currentOrigin, PROX_MINE_RADIUS_CHECK, ent, qtrue, ent_list ); for ( int i = 0; i < count; i++ ) { if ( ent_list[i]->client && ent_list[i]->health > 0 && ent->activator && ent_list[i]->s.number != ent->activator->s.number ) { blow = qtrue; break; } } } else { // well, we must die now blow = qtrue; } if ( blow ) { // G_Sound( ent, G_SoundIndex( "sound/weapons/flechette/warning.wav" )); ent->e_ThinkFunc = thinkF_WP_Explode; ent->nextthink = level.time + 200; } else { // we probably don't need to do this thinking logic very often...maybe this is fast enough? ent->nextthink = level.time + 500; } } //--------------------------------------------------------- void laserTrapThink( gentity_t *ent ) //--------------------------------------------------------- { gentity_t *traceEnt; vec3_t end, mins = {-4,-4,-4}, maxs = {4,4,4}; trace_t tr; // turn on the beam effect if ( !(ent->s.eFlags & EF_FIRING )) { // arm me G_Sound( ent, G_SoundIndex( "sound/weapons/laser_trap/warning.wav" )); ent->s.loopSound = G_SoundIndex( "sound/weapons/laser_trap/hum_loop.wav" ); ent->s.eFlags |= EF_FIRING; } ent->e_ThinkFunc = thinkF_laserTrapThink; ent->nextthink = level.time + FRAMETIME; // Find the main impact point VectorMA( ent->s.pos.trBase, 2048, ent->movedir, end ); gi.trace( &tr, ent->s.origin2, mins, maxs, end, ent->s.number, MASK_SHOT, G2_RETURNONHIT, 0 ); traceEnt = &g_entities[ tr.entityNum ]; // Adjust this so that the effect has a relatively fresh endpoint VectorCopy( tr.endpos, ent->pos4 ); if ( traceEnt->client || tr.startsolid ) { // go boom WP_Explode( ent ); ent->s.eFlags &= ~EF_FIRING; // don't draw beam if we are dead } else { /* // FIXME: they need to avoid the beam! AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER ); AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius*2, AEL_DANGER, 50 ); */ } } //--------------------------------------------------------- void CreateLaserTrap( gentity_t *laserTrap, vec3_t start, gentity_t *owner ) //--------------------------------------------------------- { if ( !VALIDSTRING( laserTrap->classname )) { // since we may be coming from a map placed trip mine, we don't want to override that class name.... // That would be bad because the player drop code tries to limit number of placed items...so it would have removed map placed ones as well. laserTrap->classname = "tripmine"; } laserTrap->splashDamage = weaponData[WP_TRIP_MINE].splashDamage; laserTrap->splashRadius = weaponData[WP_TRIP_MINE].splashRadius; laserTrap->damage = weaponData[WP_TRIP_MINE].damage; laserTrap->methodOfDeath = MOD_LASERTRIP; laserTrap->splashMethodOfDeath = MOD_LASERTRIP;//? SPLASH; laserTrap->s.eType = ET_MISSILE; laserTrap->svFlags = SVF_USE_CURRENT_ORIGIN; laserTrap->s.weapon = WP_TRIP_MINE; laserTrap->owner = owner; // VectorSet( laserTrap->mins, -LT_SIZE, -LT_SIZE, -LT_SIZE ); // VectorSet( laserTrap->maxs, LT_SIZE, LT_SIZE, LT_SIZE ); laserTrap->clipmask = (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP);//MASK_SHOT; laserTrap->s.pos.trTime = level.time; // move a bit on the very first frame VectorCopy( start, laserTrap->s.pos.trBase ); VectorCopy( start, laserTrap->currentOrigin); VectorCopy( start, laserTrap->pos2 ); // ?? wtf ? laserTrap->fxID = G_EffectIndex( "tripMine/explosion" ); laserTrap->e_TouchFunc = touchF_touchLaserTrap; laserTrap->s.radius = 60; VectorSet( laserTrap->s.modelScale, 1.0f, 1.0f, 1.0f ); gi.G2API_InitGhoul2Model( laserTrap->ghoul2, weaponData[WP_TRIP_MINE].missileMdl, G_ModelIndex( weaponData[WP_TRIP_MINE].missileMdl ), NULL_HANDLE, NULL_HANDLE, 0, 0); } //--------------------------------------------------------- static void WP_RemoveOldTraps( gentity_t *ent ) //--------------------------------------------------------- { gentity_t *found = NULL; int trapcount = 0, i; int foundLaserTraps[MAX_GENTITIES] = {ENTITYNUM_NONE}; int trapcount_org, lowestTimeStamp; int removeMe; // see how many there are now while (( found = G_Find( found, FOFS(classname), "tripmine" )) != NULL ) { if ( found->activator != ent ) // activator is really the owner? { continue; } foundLaserTraps[trapcount++] = found->s.number; } // now remove first ones we find until there are only 9 left found = NULL; trapcount_org = trapcount; lowestTimeStamp = level.time; while ( trapcount > 9 ) { removeMe = -1; for ( i = 0; i < trapcount_org; i++ ) { if ( foundLaserTraps[i] == ENTITYNUM_NONE ) { continue; } found = &g_entities[foundLaserTraps[i]]; if ( found->setTime < lowestTimeStamp ) { removeMe = i; lowestTimeStamp = found->setTime; } } if ( removeMe != -1 ) { //remove it... or blow it? if ( &g_entities[foundLaserTraps[removeMe]] == NULL ) { break; } else { G_FreeEntity( &g_entities[foundLaserTraps[removeMe]] ); } foundLaserTraps[removeMe] = ENTITYNUM_NONE; trapcount--; } else { break; } } } //--------------------------------------------------------- void WP_PlaceLaserTrap( gentity_t *ent, qboolean alt_fire ) //--------------------------------------------------------- { vec3_t start; gentity_t *laserTrap; // limit to 10 placed at any one time WP_RemoveOldTraps( ent ); //FIXME: surface must be within 64 laserTrap = G_Spawn(); if ( laserTrap ) { // now make the new one VectorCopy( muzzle, start ); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall CreateLaserTrap( laserTrap, start, ent ); // set player-created-specific fields laserTrap->setTime = level.time;//remember when we placed it laserTrap->s.eFlags |= EF_MISSILE_STICK; laserTrap->s.pos.trType = TR_GRAVITY; VectorScale( forwardVec, LT_VELOCITY, laserTrap->s.pos.trDelta ); if ( alt_fire ) { laserTrap->count = PROXIMITY_STYLE; laserTrap->delay = level.time + 40000; // will auto-blow in 40 seconds. laserTrap->methodOfDeath = MOD_LASERTRIP_ALT; laserTrap->splashMethodOfDeath = MOD_LASERTRIP_ALT;//? SPLASH; } else { laserTrap->count = TRIPWIRE_STYLE; } } }