1 /*
2 Copyright (C) 1997-2001 Id Software, Inc.
3 
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8 
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12 
13 See the GNU General Public License for more details.
14 
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18 
19 */
20 #include "g_local.h"
21 
22 
23 /*
24 =================
25 check_dodge
26 
27 This is a support routine used when a client is firing
28 a non-instant attack weapon.  It checks to see if a
29 monster's dodge function should be called.
30 =================
31 */
check_dodge(edict_t * self,vec3_t start,vec3_t dir,int speed)32 static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
33 {
34 	vec3_t	end;
35 	vec3_t	v;
36 	trace_t	tr;
37 	float	eta;
38 
39 	// easy mode only ducks one quarter the time
40 	if (skill->value == 0)
41 	{
42 		if (random() > 0.25)
43 			return;
44 	}
45 	VectorMA (start, 8192, dir, end);
46 	tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
47 	if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
48 	{
49 		VectorSubtract (tr.endpos, start, v);
50 		eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
51 		tr.ent->monsterinfo.dodge (tr.ent, self, eta);
52 	}
53 }
54 
55 
56 /*
57 =================
58 fire_hit
59 
60 Used for all impact (hit/punch/slash) attacks
61 =================
62 */
fire_hit(edict_t * self,vec3_t aim,int damage,int kick)63 qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
64 {
65 	trace_t		tr;
66 	vec3_t		forward, right, up;
67 	vec3_t		v;
68 	vec3_t		point;
69 	float		range;
70 	vec3_t		dir;
71 
72 	//see if enemy is in range
73 	VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
74 	range = VectorLength(dir);
75 	if (range > aim[0])
76 		return false;
77 
78 	if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
79 	{
80 		// the hit is straight on so back the range up to the edge of their bbox
81 		range -= self->enemy->maxs[0];
82 	}
83 	else
84 	{
85 		// this is a side hit so adjust the "right" value out to the edge of their bbox
86 		if (aim[1] < 0)
87 			aim[1] = self->enemy->mins[0];
88 		else
89 			aim[1] = self->enemy->maxs[0];
90 	}
91 
92 	VectorMA (self->s.origin, range, dir, point);
93 
94 	tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
95 	if (tr.fraction < 1)
96 	{
97 		if (!tr.ent->takedamage)
98 			return false;
99 		// if it will hit any client/monster then hit the one we wanted to hit
100 		if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
101 			tr.ent = self->enemy;
102 	}
103 
104 	AngleVectors(self->s.angles, forward, right, up);
105 	VectorMA (self->s.origin, range, forward, point);
106 	VectorMA (point, aim[1], right, point);
107 	VectorMA (point, aim[2], up, point);
108 	VectorSubtract (point, self->enemy->s.origin, dir);
109 
110 	// do the damage
111 	T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
112 
113 	if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
114 		return false;
115 
116 	// do our special form of knockback here
117 	VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
118 	VectorSubtract (v, point, v);
119 	VectorNormalize (v);
120 	VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
121 	if (self->enemy->velocity[2] > 0)
122 		self->enemy->groundentity = NULL;
123 	return true;
124 }
125 
126 
127 /*
128 =================
129 fire_lead
130 
131 This is an internal support routine used for bullet/pellet based weapons.
132 =================
133 */
fire_lead(edict_t * self,vec3_t start,vec3_t aimdir,int damage,int kick,int te_impact,int hspread,int vspread,int mod)134 static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
135 {
136 	trace_t		tr;
137 	vec3_t		dir;
138 	vec3_t		forward, right, up;
139 	vec3_t		end;
140 	float		r;
141 	float		u;
142 	vec3_t		water_start;
143 	qboolean	water = false;
144 	int			content_mask = MASK_SHOT | MASK_WATER;
145 
146 	tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
147 	if (!(tr.fraction < 1.0))
148 	{
149 		vectoangles (aimdir, dir);
150 		AngleVectors (dir, forward, right, up);
151 
152 		r = crandom()*hspread;
153 		u = crandom()*vspread;
154 		VectorMA (start, 8192, forward, end);
155 		VectorMA (end, r, right, end);
156 		VectorMA (end, u, up, end);
157 
158 		if (gi.pointcontents (start) & MASK_WATER)
159 		{
160 			water = true;
161 			VectorCopy (start, water_start);
162 			content_mask &= ~MASK_WATER;
163 		}
164 
165 		tr = gi.trace (start, NULL, NULL, end, self, content_mask);
166 
167 		// see if we hit water
168 		if (tr.contents & MASK_WATER)
169 		{
170 			int		color;
171 
172 			water = true;
173 			VectorCopy (tr.endpos, water_start);
174 
175 			if (!VectorCompare (start, tr.endpos))
176 			{
177 				if (tr.contents & CONTENTS_WATER)
178 				{
179 					if (strcmp(tr.surface->name, "*brwater") == 0)
180 						color = SPLASH_BROWN_WATER;
181 					else
182 						color = SPLASH_BLUE_WATER;
183 				}
184 				else if (tr.contents & CONTENTS_SLIME)
185 					color = SPLASH_SLIME;
186 				else if (tr.contents & CONTENTS_LAVA)
187 					color = SPLASH_LAVA;
188 				else
189 					color = SPLASH_UNKNOWN;
190 
191 				if (color != SPLASH_UNKNOWN)
192 				{
193 					gi.WriteByte (svc_temp_entity);
194 					gi.WriteByte (TE_SPLASH);
195 					gi.WriteByte (8);
196 					gi.WritePosition (tr.endpos);
197 					gi.WriteDir (tr.plane.normal);
198 					gi.WriteByte (color);
199 					gi.multicast (tr.endpos, MULTICAST_PVS);
200 				}
201 
202 				// change bullet's course when it enters water
203 				VectorSubtract (end, start, dir);
204 				vectoangles (dir, dir);
205 				AngleVectors (dir, forward, right, up);
206 				r = crandom()*hspread*2;
207 				u = crandom()*vspread*2;
208 				VectorMA (water_start, 8192, forward, end);
209 				VectorMA (end, r, right, end);
210 				VectorMA (end, u, up, end);
211 			}
212 
213 			// re-trace ignoring water this time
214 			tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
215 		}
216 	}
217 
218 	// send gun puff / flash
219 	if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
220 	{
221 		if (tr.fraction < 1.0)
222 		{
223 			if (tr.ent->takedamage)
224 			{
225 				T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
226 			}
227 			else
228 			{
229 				if (strncmp (tr.surface->name, "sky", 3) != 0)
230 				{
231 					gi.WriteByte (svc_temp_entity);
232 					gi.WriteByte (te_impact);
233 					gi.WritePosition (tr.endpos);
234 					gi.WriteDir (tr.plane.normal);
235 					gi.multicast (tr.endpos, MULTICAST_PVS);
236 
237 					if (self->client)
238 						PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
239 				}
240 			}
241 		}
242 	}
243 
244 	// if went through water, determine where the end and make a bubble trail
245 	if (water)
246 	{
247 		vec3_t	pos;
248 
249 		VectorSubtract (tr.endpos, water_start, dir);
250 		VectorNormalize (dir);
251 		VectorMA (tr.endpos, -2, dir, pos);
252 		if (gi.pointcontents (pos) & MASK_WATER)
253 			VectorCopy (pos, tr.endpos);
254 		else
255 			tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
256 
257 		VectorAdd (water_start, tr.endpos, pos);
258 		VectorScale (pos, 0.5, pos);
259 
260 		gi.WriteByte (svc_temp_entity);
261 		gi.WriteByte (TE_BUBBLETRAIL);
262 		gi.WritePosition (water_start);
263 		gi.WritePosition (tr.endpos);
264 		gi.multicast (pos, MULTICAST_PVS);
265 	}
266 }
267 
268 
269 /*
270 =================
271 fire_bullet
272 
273 Fires a single round.  Used for machinegun and chaingun.  Would be fine for
274 pistols, rifles, etc....
275 =================
276 */
fire_bullet(edict_t * self,vec3_t start,vec3_t aimdir,int damage,int kick,int hspread,int vspread,int mod)277 void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
278 {
279 	fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
280 }
281 
282 
283 /*
284 =================
285 fire_shotgun
286 
287 Shoots shotgun pellets.  Used by shotgun and super shotgun.
288 =================
289 */
fire_shotgun(edict_t * self,vec3_t start,vec3_t aimdir,int damage,int kick,int hspread,int vspread,int count,int mod)290 void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
291 {
292 	int		i;
293 
294 	for (i = 0; i < count; i++)
295 		fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
296 }
297 
298 
299 /*
300 =================
301 fire_blaster
302 
303 Fires a single blaster bolt.  Used by the blaster and hyper blaster.
304 =================
305 */
blaster_touch(edict_t * self,edict_t * other,cplane_t * plane,csurface_t * surf)306 void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
307 {
308 	int		mod;
309 
310 	if (other == self->owner)
311 		return;
312 
313 	if (surf && (surf->flags & SURF_SKY))
314 	{
315 		G_FreeEdict (self);
316 		return;
317 	}
318 
319 	if (self->owner->client)
320 		PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
321 
322 	if (other->takedamage)
323 	{
324 		if (self->spawnflags & 1)
325 			mod = MOD_HYPERBLASTER;
326 		else
327 			mod = MOD_BLASTER;
328 		T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
329 	}
330 	else
331 	{
332 		gi.WriteByte (svc_temp_entity);
333 		gi.WriteByte (TE_BLASTER);
334 		gi.WritePosition (self->s.origin);
335 		if (!plane)
336 			gi.WriteDir (vec3_origin);
337 		else
338 			gi.WriteDir (plane->normal);
339 		gi.multicast (self->s.origin, MULTICAST_PVS);
340 	}
341 
342 	G_FreeEdict (self);
343 }
344 
fire_blaster(edict_t * self,vec3_t start,vec3_t dir,int damage,int speed,int effect,qboolean hyper)345 void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
346 {
347 	edict_t	*bolt;
348 	trace_t	tr;
349 
350 	VectorNormalize (dir);
351 
352 	bolt = G_Spawn();
353 	bolt->svflags = SVF_PROJECTILE; // special net code is used for projectiles
354 	VectorCopy (start, bolt->s.origin);
355 	VectorCopy (start, bolt->s.old_origin);
356 	vectoangles (dir, bolt->s.angles);
357 	VectorScale (dir, speed, bolt->velocity);
358 	bolt->movetype = MOVETYPE_FLYMISSILE;
359 	bolt->clipmask = MASK_SHOT;
360 	bolt->solid = SOLID_BBOX;
361 	bolt->s.effects |= effect;
362 	VectorClear (bolt->mins);
363 	VectorClear (bolt->maxs);
364 	bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
365 	bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
366 	bolt->owner = self;
367 	bolt->touch = blaster_touch;
368 	bolt->nextthink = level.time + 2;
369 	bolt->think = G_FreeEdict;
370 	bolt->dmg = damage;
371 	bolt->classname = "bolt";
372 	if (hyper)
373 		bolt->spawnflags = 1;
374 	gi.linkentity (bolt);
375 
376 	if (self->client)
377 		check_dodge (self, bolt->s.origin, dir, speed);
378 
379 	tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
380 	if (tr.fraction < 1.0)
381 	{
382 		VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
383 		bolt->touch (bolt, tr.ent, NULL, NULL);
384 	}
385 }
386 
387 
388 /*
389 =================
390 fire_grenade
391 =================
392 */
Grenade_Explode(edict_t * ent)393 static void Grenade_Explode (edict_t *ent)
394 {
395 	vec3_t		origin;
396 	int			mod;
397 
398 	if (ent->owner->client)
399 		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
400 
401 	//FIXME: if we are onground then raise our Z just a bit since we are a point?
402 	if (ent->enemy)
403 	{
404 		float	points;
405 		vec3_t	v;
406 		vec3_t	dir;
407 
408 		VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
409 		VectorMA (ent->enemy->s.origin, 0.5, v, v);
410 		VectorSubtract (ent->s.origin, v, v);
411 		points = ent->dmg - 0.5 * VectorLength (v);
412 		VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
413 		if (ent->spawnflags & 1)
414 			mod = MOD_HANDGRENADE;
415 		else
416 			mod = MOD_GRENADE;
417 		T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
418 	}
419 
420 	if (ent->spawnflags & 2)
421 		mod = MOD_HELD_GRENADE;
422 	else if (ent->spawnflags & 1)
423 		mod = MOD_HG_SPLASH;
424 	else
425 		mod = MOD_G_SPLASH;
426 	T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
427 
428 	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
429 	gi.WriteByte (svc_temp_entity);
430 	if (ent->waterlevel)
431 	{
432 		if (ent->groundentity)
433 			gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
434 		else
435 			gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
436 	}
437 	else
438 	{
439 		if (ent->groundentity)
440 			gi.WriteByte (TE_GRENADE_EXPLOSION);
441 		else
442 			gi.WriteByte (TE_ROCKET_EXPLOSION);
443 	}
444 	gi.WritePosition (origin);
445 	gi.multicast (ent->s.origin, MULTICAST_PHS);
446 
447 	G_FreeEdict (ent);
448 }
449 
Grenade_Touch(edict_t * ent,edict_t * other,cplane_t * plane,csurface_t * surf)450 static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
451 {
452 	if (other == ent->owner)
453 		return;
454 
455 	if (surf && (surf->flags & SURF_SKY))
456 	{
457 		G_FreeEdict (ent);
458 		return;
459 	}
460 
461 	if (!other->takedamage)
462 	{
463 		if (ent->spawnflags & 1)
464 		{
465 			if (random() > 0.5)
466 				gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
467 			else
468 				gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
469 		}
470 		else
471 		{
472 			gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
473 		}
474 		return;
475 	}
476 
477 	ent->enemy = other;
478 	Grenade_Explode (ent);
479 }
480 
fire_grenade(edict_t * self,vec3_t start,vec3_t aimdir,int damage,int speed,float timer,float damage_radius)481 void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
482 {
483 	edict_t	*grenade;
484 	vec3_t	dir;
485 	vec3_t	forward, right, up;
486 
487 	vectoangles (aimdir, dir);
488 	AngleVectors (dir, forward, right, up);
489 
490 	grenade = G_Spawn();
491 	VectorCopy (start, grenade->s.origin);
492 	VectorScale (aimdir, speed, grenade->velocity);
493 	VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
494 	VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
495 	VectorSet (grenade->avelocity, 300, 300, 300);
496 	grenade->movetype = MOVETYPE_BOUNCE;
497 	grenade->clipmask = MASK_SHOT;
498 	grenade->solid = SOLID_BBOX;
499 	grenade->s.effects |= EF_GRENADE;
500 	VectorClear (grenade->mins);
501 	VectorClear (grenade->maxs);
502 	grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
503 	grenade->owner = self;
504 	grenade->touch = Grenade_Touch;
505 	grenade->nextthink = level.time + timer;
506 	grenade->think = Grenade_Explode;
507 	grenade->dmg = damage;
508 	grenade->dmg_radius = damage_radius;
509 	grenade->classname = "grenade";
510 
511 	gi.linkentity (grenade);
512 }
513 
fire_grenade2(edict_t * self,vec3_t start,vec3_t aimdir,int damage,int speed,float timer,float damage_radius,qboolean held)514 void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
515 {
516 	edict_t	*grenade;
517 	vec3_t	dir;
518 	vec3_t	forward, right, up;
519 
520 	vectoangles (aimdir, dir);
521 	AngleVectors (dir, forward, right, up);
522 
523 	grenade = G_Spawn();
524 	VectorCopy (start, grenade->s.origin);
525 	VectorScale (aimdir, speed, grenade->velocity);
526 	VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
527 	VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
528 	VectorSet (grenade->avelocity, 300, 300, 300);
529 	grenade->movetype = MOVETYPE_BOUNCE;
530 	grenade->clipmask = MASK_SHOT;
531 	grenade->solid = SOLID_BBOX;
532 	grenade->s.effects |= EF_GRENADE;
533 	VectorClear (grenade->mins);
534 	VectorClear (grenade->maxs);
535 	grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
536 	grenade->owner = self;
537 	grenade->touch = Grenade_Touch;
538 	grenade->nextthink = level.time + timer;
539 	grenade->think = Grenade_Explode;
540 	grenade->dmg = damage;
541 	grenade->dmg_radius = damage_radius;
542 	grenade->classname = "hgrenade";
543 	if (held)
544 		grenade->spawnflags = 3;
545 	else
546 		grenade->spawnflags = 1;
547 	grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
548 
549 	if (timer <= 0.0)
550 		Grenade_Explode (grenade);
551 	else
552 	{
553 		gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
554 		gi.linkentity (grenade);
555 	}
556 }
557 
558 
559 /*
560 =================
561 fire_rocket
562 =================
563 */
rocket_touch(edict_t * ent,edict_t * other,cplane_t * plane,csurface_t * surf)564 void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
565 {
566 	vec3_t		origin;
567 	int			n;
568 
569 	if (other == ent->owner)
570 		return;
571 
572 	if (surf && (surf->flags & SURF_SKY))
573 	{
574 		G_FreeEdict (ent);
575 		return;
576 	}
577 
578 	if (ent->owner->client)
579 		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
580 
581 	// calculate position for the explosion entity
582 	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
583 
584 	if (other->takedamage)
585 	{
586 		T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
587 	}
588 	else
589 	{
590 		// don't throw any debris in net games
591 		if (!deathmatch->value && !coop->value)
592 		{
593 			if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
594 			{
595 				n = rand() % 5;
596 				while(n--)
597 					ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
598 			}
599 		}
600 	}
601 
602 	T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
603 
604 	gi.WriteByte (svc_temp_entity);
605 	if (ent->waterlevel)
606 		gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
607 	else
608 		gi.WriteByte (TE_ROCKET_EXPLOSION);
609 	gi.WritePosition (origin);
610 	gi.multicast (ent->s.origin, MULTICAST_PHS);
611 
612 	G_FreeEdict (ent);
613 }
614 
fire_rocket(edict_t * self,vec3_t start,vec3_t dir,int damage,int speed,float damage_radius,int radius_damage)615 void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
616 {
617 	edict_t	*rocket;
618 
619 	rocket = G_Spawn();
620 	VectorCopy (start, rocket->s.origin);
621 	VectorCopy (dir, rocket->movedir);
622 	vectoangles (dir, rocket->s.angles);
623 	VectorScale (dir, speed, rocket->velocity);
624 	rocket->movetype = MOVETYPE_FLYMISSILE;
625 	rocket->clipmask = MASK_SHOT;
626 	rocket->solid = SOLID_BBOX;
627 	rocket->s.effects |= EF_ROCKET;
628 	VectorClear (rocket->mins);
629 	VectorClear (rocket->maxs);
630 	rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
631 	rocket->owner = self;
632 	rocket->touch = rocket_touch;
633 	rocket->nextthink = level.time + 8000/speed;
634 	rocket->think = G_FreeEdict;
635 	rocket->dmg = damage;
636 	rocket->radius_dmg = radius_damage;
637 	rocket->dmg_radius = damage_radius;
638 	rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
639 	rocket->classname = "rocket";
640 
641 	if (self->client)
642 		check_dodge (self, rocket->s.origin, dir, speed);
643 
644 	gi.linkentity (rocket);
645 }
646 
647 
648 /*
649 =================
650 fire_rail
651 =================
652 */
fire_rail(edict_t * self,vec3_t start,vec3_t aimdir,int damage,int kick)653 void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
654 {
655 	vec3_t		from;
656 	vec3_t		end;
657 	trace_t		tr;
658 	edict_t		*ignore;
659 	int			mask;
660 	qboolean	water;
661 
662 	VectorMA (start, 8192, aimdir, end);
663 	VectorCopy (start, from);
664 	ignore = self;
665 	water = false;
666 	mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
667 	while (ignore)
668 	{
669 		tr = gi.trace (from, NULL, NULL, end, ignore, mask);
670 
671 		if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
672 		{
673 			mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
674 			water = true;
675 		}
676 		else
677 		{
678 			//ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
679 			if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
680 				(tr.ent->solid == SOLID_BBOX))
681 				ignore = tr.ent;
682 			else
683 				ignore = NULL;
684 
685 			if ((tr.ent != self) && (tr.ent->takedamage))
686 				T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
687 		}
688 
689 		VectorCopy (tr.endpos, from);
690 	}
691 
692 	// send gun puff / flash
693 	gi.WriteByte (svc_temp_entity);
694 	gi.WriteByte (TE_RAILTRAIL);
695 	gi.WritePosition (start);
696 	gi.WritePosition (tr.endpos);
697 	gi.multicast (self->s.origin, MULTICAST_PHS);
698 //	gi.multicast (start, MULTICAST_PHS);
699 	if (water)
700 	{
701 		gi.WriteByte (svc_temp_entity);
702 		gi.WriteByte (TE_RAILTRAIL);
703 		gi.WritePosition (start);
704 		gi.WritePosition (tr.endpos);
705 		gi.multicast (tr.endpos, MULTICAST_PHS);
706 	}
707 
708 	if (self->client)
709 		PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
710 }
711 
712 
713 /*
714 =================
715 fire_bfg
716 =================
717 */
bfg_explode(edict_t * self)718 void bfg_explode (edict_t *self)
719 {
720 	edict_t	*ent;
721 	float	points;
722 	vec3_t	v;
723 	float	dist;
724 
725 	if (self->s.frame == 0)
726 	{
727 		// the BFG effect
728 		ent = NULL;
729 		while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
730 		{
731 			if (!ent->takedamage)
732 				continue;
733 			if (ent == self->owner)
734 				continue;
735 			if (!CanDamage (ent, self))
736 				continue;
737 			if (!CanDamage (ent, self->owner))
738 				continue;
739 
740 			VectorAdd (ent->mins, ent->maxs, v);
741 			VectorMA (ent->s.origin, 0.5, v, v);
742 			VectorSubtract (self->s.origin, v, v);
743 			dist = VectorLength(v);
744 			points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
745 			if (ent == self->owner)
746 				points = points * 0.5;
747 
748 			gi.WriteByte (svc_temp_entity);
749 			gi.WriteByte (TE_BFG_EXPLOSION);
750 			gi.WritePosition (ent->s.origin);
751 			gi.multicast (ent->s.origin, MULTICAST_PHS);
752 			T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
753 		}
754 	}
755 
756 	self->nextthink = level.time + FRAMETIME;
757 	self->s.frame++;
758 	if (self->s.frame == 5)
759 		self->think = G_FreeEdict;
760 }
761 
bfg_touch(edict_t * self,edict_t * other,cplane_t * plane,csurface_t * surf)762 void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
763 {
764 	if (other == self->owner)
765 		return;
766 
767 	if (surf && (surf->flags & SURF_SKY))
768 	{
769 		G_FreeEdict (self);
770 		return;
771 	}
772 
773 	if (self->owner->client)
774 		PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
775 
776 	// core explosion - prevents firing it into the wall/floor
777 	if (other->takedamage)
778 		T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
779 	T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
780 
781 	gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
782 	self->solid = SOLID_NOT;
783 	self->touch = NULL;
784 	VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
785 	VectorClear (self->velocity);
786 	self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
787 	self->s.frame = 0;
788 	self->s.sound = 0;
789 	self->s.effects &= ~EF_ANIM_ALLFAST;
790 	self->think = bfg_explode;
791 	self->nextthink = level.time + FRAMETIME;
792 	self->enemy = other;
793 
794 	gi.WriteByte (svc_temp_entity);
795 	gi.WriteByte (TE_BFG_BIGEXPLOSION);
796 	gi.WritePosition (self->s.origin);
797 	gi.multicast (self->s.origin, MULTICAST_PVS);
798 }
799 
800 
bfg_think(edict_t * self)801 void bfg_think (edict_t *self)
802 {
803 	edict_t	*ent;
804 	edict_t	*ignore;
805 	vec3_t	point;
806 	vec3_t	dir;
807 	vec3_t	start;
808 	vec3_t	end;
809 	int		dmg;
810 	trace_t	tr;
811 
812 	if (deathmatch->value)
813 		dmg = 5;
814 	else
815 		dmg = 10;
816 
817 	ent = NULL;
818 	while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
819 	{
820 		if (ent == self)
821 			continue;
822 
823 		if (ent == self->owner)
824 			continue;
825 
826 		if (!ent->takedamage)
827 			continue;
828 
829 		if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
830 			continue;
831 
832 //ZOID
833 		//don't target players in CTF
834 		if (ctf->value && ent->client &&
835 			self->owner->client &&
836 			ent->client->resp.ctf_team == self->owner->client->resp.ctf_team)
837 			continue;
838 //ZOID
839 
840 		VectorMA (ent->absmin, 0.5, ent->size, point);
841 
842 		VectorSubtract (point, self->s.origin, dir);
843 		VectorNormalize (dir);
844 
845 		ignore = self;
846 		VectorCopy (self->s.origin, start);
847 		VectorMA (start, 2048, dir, end);
848 		while(1)
849 		{
850 			tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
851 
852 			if (!tr.ent)
853 				break;
854 
855 			// hurt it if we can
856 			if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
857 				T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
858 
859 			// if we hit something that's not a monster or player we're done
860 			if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
861 			{
862 				gi.WriteByte (svc_temp_entity);
863 				gi.WriteByte (TE_LASER_SPARKS);
864 				gi.WriteByte (4);
865 				gi.WritePosition (tr.endpos);
866 				gi.WriteDir (tr.plane.normal);
867 				gi.WriteByte (self->s.skinnum);
868 				gi.multicast (tr.endpos, MULTICAST_PVS);
869 				break;
870 			}
871 
872 			ignore = tr.ent;
873 			VectorCopy (tr.endpos, start);
874 		}
875 
876 		gi.WriteByte (svc_temp_entity);
877 		gi.WriteByte (TE_BFG_LASER);
878 		gi.WritePosition (self->s.origin);
879 		gi.WritePosition (tr.endpos);
880 		gi.multicast (self->s.origin, MULTICAST_PHS);
881 	}
882 
883 	self->nextthink = level.time + FRAMETIME;
884 }
885 
886 
fire_bfg(edict_t * self,vec3_t start,vec3_t dir,int damage,int speed,float damage_radius)887 void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
888 {
889 	edict_t	*bfg;
890 
891 	bfg = G_Spawn();
892 	VectorCopy (start, bfg->s.origin);
893 	VectorCopy (dir, bfg->movedir);
894 	vectoangles (dir, bfg->s.angles);
895 	VectorScale (dir, speed, bfg->velocity);
896 	bfg->movetype = MOVETYPE_FLYMISSILE;
897 	bfg->clipmask = MASK_SHOT;
898 	bfg->solid = SOLID_BBOX;
899 	bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
900 	VectorClear (bfg->mins);
901 	VectorClear (bfg->maxs);
902 	bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
903 	bfg->owner = self;
904 	bfg->touch = bfg_touch;
905 	bfg->nextthink = level.time + 8000/speed;
906 	bfg->think = G_FreeEdict;
907 	bfg->radius_dmg = damage;
908 	bfg->dmg_radius = damage_radius;
909 	bfg->classname = "bfg blast";
910 	bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
911 
912 	bfg->think = bfg_think;
913 	bfg->nextthink = level.time + FRAMETIME;
914 	bfg->teammaster = bfg;
915 	bfg->teamchain = NULL;
916 
917 	if (self->client)
918 		check_dodge (self, bfg->s.origin, dir, speed);
919 
920 	gi.linkentity (bfg);
921 }
922