1 /*
2 ===========================================================================
3 Copyright (C) 2000 - 2013, Raven Software, Inc.
4 Copyright (C) 2001 - 2013, Activision, Inc.
5 Copyright (C) 2013 - 2015, OpenJK contributors
6
7 This file is part of the OpenJK source code.
8
9 OpenJK is free software; you can redistribute it and/or modify it
10 under the terms of the GNU General Public License version 2 as
11 published by the Free Software Foundation.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, see <http://www.gnu.org/licenses/>.
20 ===========================================================================
21 */
22
23 #include "g_local.h"
24 #include "b_local.h"
25 #include "g_functions.h"
26 #include "wp_saber.h"
27 #include "w_local.h"
28
29 //-----------------------
30 // Det Pack
31 //-----------------------
32
33 //---------------------------------------------------------
charge_stick(gentity_t * self,gentity_t * other,trace_t * trace)34 void charge_stick( gentity_t *self, gentity_t *other, trace_t *trace )
35 //---------------------------------------------------------
36 {
37 self->s.eType = ET_GENERAL;
38
39 // make us so we can take damage
40 self->clipmask = MASK_SHOT;
41 self->contents = CONTENTS_SHOTCLIP;
42 self->takedamage = qtrue;
43 self->health = 25;
44
45 self->e_DieFunc = dieF_WP_ExplosiveDie;
46
47 VectorSet( self->maxs, 10, 10, 10 );
48 VectorScale( self->maxs, -1, self->mins );
49
50 self->activator = self->owner;
51 self->owner = NULL;
52
53 self->e_TouchFunc = touchF_NULL;
54 self->e_ThinkFunc = thinkF_NULL;
55 self->nextthink = -1;
56
57 WP_Stick( self, trace, 1.0f );
58 }
59
60 //---------------------------------------------------------
WP_DropDetPack(gentity_t * self,vec3_t start,vec3_t dir)61 static void WP_DropDetPack( gentity_t *self, vec3_t start, vec3_t dir )
62 //---------------------------------------------------------
63 {
64 // Chucking a new one
65 AngleVectors( self->client->ps.viewangles, forwardVec, vrightVec, up );
66 CalcMuzzlePoint( self, forwardVec, vrightVec, up, muzzle, 0 );
67 VectorNormalize( forwardVec );
68 VectorMA( muzzle, -4, forwardVec, muzzle );
69
70 VectorCopy( muzzle, start );
71 WP_TraceSetStart( self, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
72
73 gentity_t *missile = CreateMissile( start, forwardVec, 300, 10000, self, qfalse );
74
75 missile->fxID = G_EffectIndex( "detpack/explosion" ); // if we set an explosion effect, explode death can use that instead
76
77 missile->classname = "detpack";
78 missile->s.weapon = WP_DET_PACK;
79
80 missile->s.pos.trType = TR_GRAVITY;
81
82 missile->s.eFlags |= EF_MISSILE_STICK;
83 missile->e_TouchFunc = touchF_charge_stick;
84
85 missile->damage = weaponData[WP_DET_PACK].damage;
86 missile->methodOfDeath = MOD_DETPACK;
87
88 missile->splashDamage = weaponData[WP_DET_PACK].splashDamage;
89 missile->splashRadius = weaponData[WP_DET_PACK].splashRadius;
90 missile->splashMethodOfDeath = MOD_DETPACK;// ?SPLASH;
91
92 missile->clipmask = (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOTCLIP);//MASK_SHOT;
93
94 // we don't want it to ever bounce
95 missile->bounceCount = 0;
96
97 missile->s.radius = 30;
98 VectorSet( missile->s.modelScale, 1.0f, 1.0f, 1.0f );
99 gi.G2API_InitGhoul2Model( missile->ghoul2, weaponData[WP_DET_PACK].missileMdl, G_ModelIndex( weaponData[WP_DET_PACK].missileMdl ),
100 NULL_HANDLE, NULL_HANDLE, 0, 0);
101
102 AddSoundEvent( NULL, missile->currentOrigin, 128, AEL_MINOR, qtrue );
103 AddSightEvent( NULL, missile->currentOrigin, 128, AEL_SUSPICIOUS, 10 );
104 }
105
106 //---------------------------------------------------------
WP_FireDetPack(gentity_t * ent,qboolean alt_fire)107 void WP_FireDetPack( gentity_t *ent, qboolean alt_fire )
108 //---------------------------------------------------------
109 {
110 if ( !ent || !ent->client )
111 {
112 return;
113 }
114
115 if ( alt_fire )
116 {
117 if ( ent->client->ps.eFlags & EF_PLANTED_CHARGE )
118 {
119 gentity_t *found = NULL;
120
121 // loop through all ents and blow the crap out of them!
122 while (( found = G_Find( found, FOFS( classname ), "detpack" )) != NULL )
123 {
124 if ( found->activator == ent )
125 {
126 VectorCopy( found->currentOrigin, found->s.origin );
127 found->e_ThinkFunc = thinkF_WP_Explode;
128 found->nextthink = level.time + 100 + Q_flrand(0.0f, 1.0f) * 100;
129 G_Sound( found, G_SoundIndex( "sound/weapons/detpack/warning.wav" ));
130
131 // would be nice if this actually worked?
132 AddSoundEvent( NULL, found->currentOrigin, found->splashRadius*2, AEL_DANGER, qfalse, qtrue );//FIXME: are we on ground or not?
133 AddSightEvent( NULL, found->currentOrigin, found->splashRadius*2, AEL_DISCOVERED, 100 );
134 }
135 }
136
137 ent->client->ps.eFlags &= ~EF_PLANTED_CHARGE;
138 }
139 }
140 else
141 {
142 WP_DropDetPack( ent, muzzle, forwardVec );
143
144 ent->client->ps.eFlags |= EF_PLANTED_CHARGE;
145 }
146 }