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lasers.c
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lasers.c
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#include "g_local.h"
#define LASER_SPAWN_DELAY 1.0 // time before emitter creates laser beam
#define LASER_INITIAL_DAMAGE 100 // beam damage per frame
#define LASER_ADDON_DAMAGE 40
#define LASER_TIMEOUT_DELAY 120
// cumulative maximum damage a laser can deal
#define LASER_INITIAL_HEALTH 0
#define LASER_ADDON_HEALTH 100
void RemoveLasers (edict_t *ent)
{
edict_t *e=NULL;
while((e = G_Find(e, FOFS(classname), "emitter")) != NULL)
{
if (e && (e->activator == ent))
{
// remove the laser beam
if (e->creator)
{
e->creator->think = G_FreeEdict;
e->creator->nextthink = level.time + FRAMETIME;
//G_FreeEdict(e->creator);
}
// remove the emitter
e->think = BecomeExplosion1;
e->nextthink = level.time + FRAMETIME;
//BecomeExplosion1(e);
}
}
// reset laser counter
ent->num_lasers = 0;
}
qboolean NearbyLasers (edict_t *ent, vec3_t org)
{
edict_t *e=NULL;
while((e = findradius(e, org, 8)) != NULL)
{
// is this a laser than we own?
if (e && e->inuse && G_EntExists(e->activator)
&& (e->activator == ent) && !strcmp(e->classname, "emitter"))
return true;
}
return false;
}
qboolean NearbyProxy (edict_t *ent, vec3_t org)
{
edict_t *e=NULL;
while((e = findradius(e, org, 8)) != NULL)
{
// is this a proxy than we own?
if (e && e->inuse && G_EntExists(e->owner)
&& (e->owner == ent) && !strcmp(e->classname, "proxygrenade"))
return true;
}
return false;
}
void laser_remove (edict_t *self)
{
// remove emitter/grenade
self->think = BecomeExplosion1;
self->nextthink = level.time+FRAMETIME;
// remove laser beam
if (self->creator && self->creator->inuse)
{
self->creator->think = G_FreeEdict;
self->creator->nextthink = level.time+FRAMETIME;
}
// decrement laser counter
if (self->activator && self->activator->inuse)
{
self->activator->num_lasers--;
gi.cprintf(self->activator, PRINT_HIGH, "Laser destroyed. %d/%d remaining.\n",
self->activator->num_lasers, MAX_LASERS);
}
}
void laser_beam_effects (edict_t *self)
{
if (self->activator->teamnum == RED_TEAM || (ffa->value && V_MatchPlayerPrefs(self->activator, -1, 1)))
self->s.skinnum = 0xf2f2f0f0; // red
else
self->s.skinnum = 0xf3f3f1f1; // blue
}
void laser_beam_think (edict_t *self)
{
int size;
int damage;
vec3_t forward;
trace_t tr;
// can't have a laser beam without an emitter!
if (!self->creator)
{
G_FreeEdict(self);
return;
}
// set beam color
if (self->health < 1)// emitter burned out
size = 0;
else if (self->monsterinfo.level >= 10)// high-level beam is wider
size = 4;
else
size = 2;
self->s.frame = size;// set
// set beam color
laser_beam_effects(self);
// trace from beam emitter out as far as we can go
AngleVectors(self->s.angles, forward, NULL, NULL);
VectorMA(self->pos1, 8192, forward, self->pos2);
tr = gi.trace (self->pos1, NULL, NULL, self->pos2, self->creator, MASK_SHOT);
VectorCopy(tr.endpos, self->s.origin);
VectorCopy(self->pos1, self->s.old_origin);
// set maximum damage output
if (size)
{
damage = self->dmg;
// don't deal more damage than we have health
if (damage > self->health)
damage = self->health;
}
else
damage = 0;// no damage, emitter burned out
// what is in lasers path?
if (damage && G_EntExists(tr.ent) && tr.ent != self->activator)
{
// remove lasers near spawn positions
if (tr.ent->client && (tr.ent->client->respawn_time-1.5 > level.time))
{
gi.cprintf(self->activator, PRINT_HIGH, "Laser touched respawning player, so it was removed. (%d/%d remain)\n", self->activator->num_lasers, MAX_LASERS);
laser_remove(self->creator);
return;
}
// deal damage to anything in the beam's path
if (!T_Damage(tr.ent, self, self->activator, forward, tr.endpos,
vec3_origin, damage, 0, DAMAGE_ENERGY, MOD_LASER_DEFENSE))
damage = 0; // emitter hasn't burned out yet, but couldn't damage anything, so we're idle
}
else
damage = 0; // emitter is either burned out or hit nothing valid
// emitter burns out slowly even when idle
if (size && !damage && !(level.framenum % 10))
{
damage = 0.008333 * self->max_health;
if (damage < 1)
damage = 1;
}
// reduce maximum damage counter
self->health -= damage;
// if the counter reaches 0, then shut-down
if (damage && self->health < 1)
{
self->health = 0;
gi.cprintf(self->activator, PRINT_HIGH, "Laser emitter burned out.\n");
}
//gi.dprintf("%d/%d\n", self->health, self->max_health);
self->nextthink = level.time + FRAMETIME;
}
void laser_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
//gi.dprintf("laser_touch\n");
//gi.dprintf("%s %s %s\n", OnSameTeam(ent, other)?"y":"n", ent->health<ent->max_health?"y":"n", level.framenum>ent->monsterinfo.regen_delay1?"y":"n");
if (G_EntIsAlive(other) && other->client && OnSameTeam(ent, other) // a player on our team
&& other->client->pers.inventory[power_cube_index] >= 5 // has power cubes
&& ent->creator->health < 0.5*ent->creator->max_health // only repair below 50% health (to prevent excessive cube use/repair noise)
&& level.framenum > ent->creator->monsterinfo.regen_delay1) // check delay
{
ent->creator->health = ent->creator->max_health;
other->client->pers.inventory[power_cube_index] -= 5;
ent->creator->monsterinfo.regen_delay1 = level.framenum + 20;
gi.sound(other, CHAN_VOICE, gi.soundindex("weapons/repair.wav"), 1, ATTN_NORM, 0);
gi.cprintf(other, PRINT_HIGH, "Emitter repaired. Maximum output: %d/%d damage.\n", ent->creator->health, ent->creator->max_health);
}
}
void emitter_think (edict_t *self)
{
/*
if (level.time >= self->delay)
{
laser_remove(self);
return;
}*/
// flash yellow when we are about to expire
if (self->creator->health < (0.1 * self->creator->max_health))
{
if (level.framenum & 8)
{
self->s.renderfx |= RF_SHELL_YELLOW;
self->s.effects |= EF_COLOR_SHELL;
}
else
{
self->s.renderfx = self->s.effects = 0;
}
}
else
self->s.renderfx = self->s.effects = 0;
self->nextthink = level.time + FRAMETIME;
}
void SpawnLaser (edict_t *ent, int cost, float skill_mult, float delay_mult)
{
int talentLevel = getTalentLevel(ent, TALENT_RAPID_ASSEMBLY);//Talent: Rapid Assembly
float delay;
vec3_t forward, right, start, end, offset;
trace_t tr;
edict_t *grenade, *laser;
// get starting position and forward vector
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorSet(offset, 0, 8, ent->viewheight-8);
P_ProjectSource(ent->client, ent->s.origin, offset, forward, right, start);
// get end position
VectorMA(start, 64, forward, end);
tr = gi.trace (start, NULL, NULL, end, ent, MASK_SOLID);
// can't build a laser on sky
if (tr.surface && (tr.surface->flags & SURF_SKY))
return;
if (tr.fraction == 1)
{
gi.cprintf(ent, PRINT_HIGH, "Too far from wall.\n");
return;
}
if (NearbyLasers(ent, tr.endpos))
{
gi.cprintf(ent, PRINT_HIGH, "Too close to another laser.\n");
return;
}
if (NearbyProxy(ent, tr.endpos))
{
gi.cprintf(ent, PRINT_HIGH, "Too close to a proxy grenade.\n");
return;
}
laser = G_Spawn();
grenade = G_Spawn();
// create the laser beam
laser->monsterinfo.level = ent->myskills.abilities[BUILD_LASER].current_level * skill_mult;
laser->dmg = LASER_INITIAL_DAMAGE+LASER_ADDON_DAMAGE*laser->monsterinfo.level;
laser->health = LASER_INITIAL_HEALTH+LASER_ADDON_HEALTH*laser->monsterinfo.level;
// nerf lasers in CTF and invasion
//if (ctf->value || invasion->value)
// laser->health *= 0.5;
laser->max_health = laser->health;
// set beam diameter
if (laser->monsterinfo.level >= 10)
laser->s.frame = 4;
else
laser->s.frame = 2;
laser->movetype = MOVETYPE_NONE;
laser->solid = SOLID_NOT;
laser->s.renderfx = RF_BEAM|RF_TRANSLUCENT;
laser->s.modelindex = 1; // must be non-zero
laser->s.sound = gi.soundindex ("world/laser.wav");
laser->classname = "laser";
laser->owner = laser->activator = ent; // link to player
laser->creator = grenade; // link to grenade
laser->s.skinnum = 0xf2f2f0f0; // red beam color
laser->think = laser_beam_think;
laser->nextthink = level.time + LASER_SPAWN_DELAY * delay_mult;
VectorCopy(ent->s.origin, laser->s.origin);
VectorCopy(tr.endpos, laser->s.old_origin);
VectorCopy(tr.endpos, laser->pos1); // beam origin
vectoangles(tr.plane.normal, laser->s.angles);
gi.linkentity(laser);
delay = LASER_TIMEOUT_DELAY+GetRandom(0, (int)(0.5*LASER_TIMEOUT_DELAY));
// laser times out faster in CTF because it's too strong
//if (ctf->value || invasion->value)
// delay *= 0.5;
// create the laser emmitter (grenade)
VectorCopy(tr.endpos, grenade->s.origin);
vectoangles(tr.plane.normal, grenade->s.angles);
grenade->movetype = MOVETYPE_NONE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
VectorSet(grenade->mins, -3, -3, 0);
VectorSet(grenade->maxs, 3, 3, 6);
grenade->takedamage = DAMAGE_NO;
grenade->s.modelindex = gi.modelindex("models/objects/grenade2/tris.md2");
grenade->activator = ent; // link to player
grenade->creator = laser; // link to laser
grenade->classname = "emitter";
grenade->mtype = M_LASER;//4.5
grenade->nextthink = level.time+FRAMETIME;//delay; // time before self-destruct
//grenade->delay = level.time + delay;//4.4 time before self destruct
grenade->think = emitter_think;//laser_remove;
grenade->touch = laser_touch;//4.4
gi.linkentity(grenade);
// cost is doubled if you are a flyer or cacodemon below skill level 5
if ((ent->mtype == MORPH_FLYER && ent->myskills.abilities[FLYER].current_level < 5)
|| (ent->mtype == MORPH_CACODEMON && ent->myskills.abilities[CACODEMON].current_level < 5))
cost *= 2;
ent->num_lasers++;
gi.cprintf(ent, PRINT_HIGH, "Laser built. You have %d/%d lasers.\n", ent->num_lasers, MAX_LASERS);
ent->client->pers.inventory[power_cube_index] -= cost;
ent->client->ability_delay = level.time + 0.5 * delay_mult;
ent->holdtime = level.time + 0.5 * delay_mult;
ent->lastsound = level.framenum;
}
void Cmd_BuildLaser (edict_t *ent)
{
int talentLevel, cost=LASER_COST;
float skill_mult=1.0, cost_mult=1.0, delay_mult=1.0;//Talent: Rapid Assembly & Precision Tuning
if(ent->myskills.abilities[BUILD_LASER].disable)
return;
if (Q_strcasecmp (gi.args(), "remove") == 0)
{
RemoveLasers(ent);
gi.cprintf(ent, PRINT_HIGH, "All lasers removed.\n");
return;
}
// cost is doubled if you are a flyer or cacodemon below skill level 5
if ((ent->mtype == MORPH_FLYER && ent->myskills.abilities[FLYER].current_level < 5)
|| (ent->mtype == MORPH_CACODEMON && ent->myskills.abilities[CACODEMON].current_level < 5))
cost *= 2;
//Talent: Rapid Assembly
talentLevel = getTalentLevel(ent, TALENT_RAPID_ASSEMBLY);
if (talentLevel > 0)
delay_mult -= 0.1 * talentLevel;
//Talent: Precision Tuning
else if ((talentLevel = getTalentLevel(ent, TALENT_PRECISION_TUNING)) > 0)
{
cost_mult += PRECISION_TUNING_COST_FACTOR * talentLevel;
delay_mult += PRECISION_TUNING_DELAY_FACTOR * talentLevel;
skill_mult += PRECISION_TUNING_SKILL_FACTOR * talentLevel;
}
cost *= cost_mult;
if (!G_CanUseAbilities(ent, ent->myskills.abilities[BUILD_LASER].current_level, cost))
return;
if (ent->num_lasers >= MAX_LASERS)
{
gi.cprintf(ent, PRINT_HIGH, "Can't build any more lasers.\n");
return;
}
if (ctf->value && (CTF_DistanceFromBase(ent, NULL, CTF_GetEnemyTeam(ent->teamnum)) < CTF_BASE_DEFEND_RANGE))
{
gi.cprintf(ent, PRINT_HIGH, "Can't build in enemy base!\n");
return;
}
SpawnLaser(ent, cost, skill_mult, delay_mult);
}