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 return; //STEVE: return here, we don't want the blast to die when it hits a wall...
333 gi.WriteByte (svc_temp_entity);
334 gi.WriteByte (TE_BLASTER);
335 gi.WritePosition (self->s.origin);
336 if (!plane)
337 gi.WriteDir (vec3_origin);
338 else
339 gi.WriteDir (plane->normal);
340 gi.multicast (self->s.origin, MULTICAST_PVS);
341 }
342
343 G_FreeEdict (self);
344
345 if (other->client)
346 other->client->elec_shock_framenum+=120;
347
348 }
349
fire_blaster(edict_t * self,vec3_t start,vec3_t dir,int damage,int speed,int effect,qboolean hyper)350 void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
351 {
352 edict_t *bolt;
353 trace_t tr;
354
355 VectorNormalize (dir);
356
357 bolt = G_Spawn();
358 bolt->svflags = SVF_DEADMONSTER;
359 // yes, I know it looks weird that projectiles are deadmonsters
360 // what this means is that when prediction is used against the object
361 // (blaster/hyperblaster shots), the player won't be solid clipped against
362 // the object. Right now trying to run into a firing hyperblaster
363 // is very jerky since you are predicted 'against' the shots.
364 VectorCopy (start, bolt->s.origin);
365 VectorCopy (start, bolt->s.old_origin);
366 vectoangles (dir, bolt->s.angles);
367 VectorScale (dir, speed, bolt->velocity);
368 //bolt->movetype = MOVETYPE_FLYMISSILE;
369 bolt->movetype = MOVETYPE_FLYRICOCHET;
370 bolt->clipmask = MASK_SHOT;
371 bolt->solid = SOLID_BBOX;
372 bolt->s.effects |= effect;
373 VectorClear (bolt->mins);
374 VectorClear (bolt->maxs);
375 bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
376 bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
377 bolt->owner = self;
378 bolt->touch = blaster_touch;
379 bolt->nextthink = level.time + 2;
380 bolt->think = G_FreeEdict;
381 bolt->dmg = damage;
382 bolt->classname = "bolt";
383 // bolt->s.effects |= EF_COLOR_SHELL;
384 // bolt->s.renderfx |= RF_SHELL_RED;
385 bolt->s.effects |= EF_BFG|EF_TELEPORTER;
386 if (hyper)
387 bolt->spawnflags = 1;
388 gi.linkentity (bolt);
389
390 if (self->client)
391 check_dodge (self, bolt->s.origin, dir, speed);
392
393 tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
394 if (tr.fraction < 1.0)
395 {
396 VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
397 bolt->touch (bolt, tr.ent, NULL, NULL);
398 }
399 }
400
401 /*
402 =================
403 fire_grenade
404 =================
405 */
Grenade_Explode(edict_t * ent)406 static void Grenade_Explode (edict_t *ent)
407 {
408 vec3_t origin;
409 int mod;
410
411 if (ent->owner->client)
412 PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
413
414 //FIXME: if we are onground then raise our Z just a bit since we are a point?
415 if (ent->enemy)
416 {
417 float points;
418 vec3_t v;
419 vec3_t dir;
420
421 VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
422 VectorMA (ent->enemy->s.origin, 0.5, v, v);
423 VectorSubtract (ent->s.origin, v, v);
424 points = ent->dmg - 0.5 * VectorLength (v);
425 VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
426 if (ent->spawnflags & 1)
427 mod = MOD_HANDGRENADE;
428 else
429 mod = MOD_GRENADE;
430 T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
431 }
432
433 if (ent->spawnflags & 2)
434 mod = MOD_HELD_GRENADE;
435 else if (ent->spawnflags & 1)
436 mod = MOD_HG_SPLASH;
437 else
438 mod = MOD_G_SPLASH;
439 T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
440
441 VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
442 gi.WriteByte (svc_temp_entity);
443 if (ent->waterlevel)
444 {
445 if (ent->groundentity)
446 gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
447 else
448 gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
449 }
450 else
451 {
452 if (ent->groundentity)
453 gi.WriteByte (TE_GRENADE_EXPLOSION);
454 else
455 gi.WriteByte (TE_ROCKET_EXPLOSION);
456 }
457 gi.WritePosition (origin);
458 gi.multicast (ent->s.origin, MULTICAST_PHS);
459
460 G_FreeEdict (ent);
461 }
462
Cluster_Explode(edict_t * ent)463 static void Cluster_Explode (edict_t *ent)
464
465 {
466 vec3_t origin;
467
468 //Sean added these 4 vectors
469
470 vec3_t grenade1;
471 vec3_t grenade2;
472 vec3_t grenade3;
473 vec3_t grenade4;
474 vec3_t grenade5;
475 vec3_t grenade6;
476
477 if (ent->owner->client)
478 PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
479
480 //FIXME: if we are onground then raise our Z just a bit since we are a point?
481 T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, MOD_SUICIDE);
482
483 VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
484 gi.WriteByte (svc_temp_entity);
485 if (ent->waterlevel)
486 {
487 if (ent->groundentity)
488 gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
489 else
490 gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
491 }
492 else
493 {
494 if (ent->groundentity)
495 gi.WriteByte (TE_GRENADE_EXPLOSION);
496 else
497 gi.WriteByte (TE_ROCKET_EXPLOSION);
498 }
499 gi.WritePosition (origin);
500 gi.multicast (ent->s.origin, MULTICAST_PVS);
501
502 // SumFuka did this bit : give grenades up/outwards velocities
503 VectorSet(grenade1,20,20,40);
504 VectorSet(grenade2,20,-20,40);
505 VectorSet(grenade3,-20,20,40);
506 VectorSet(grenade4,-20,-20,40);
507
508 // Sean : explode the four grenades outwards
509 fire_grenade2(ent, origin, grenade1, 120, 10, 1.0, 120, MOD_SUICIDE);
510 fire_grenade2(ent, origin, grenade2, 120, 10, 1.0, 120, MOD_G_SPLASH);
511 fire_grenade2(ent, origin, grenade3, 120, 10, 1.0, 120, MOD_SUICIDE);
512 fire_grenade2(ent, origin, grenade4, 120, 10, 1.0, 120, MOD_G_SPLASH);
513 fire_grenade2(ent, origin, grenade5, 120, 10, 1.0, 120, MOD_SUICIDE);
514 fire_grenade2(ent, origin, grenade6, 120, 10, 1.0, 120, MOD_G_SPLASH);
515 G_FreeEdict (ent);
516 }
517
Grenade_Touch(edict_t * ent,edict_t * other,cplane_t * plane,csurface_t * surf)518 static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
519 {
520 if (other == ent->owner)
521 return;
522
523 if (surf && (surf->flags & SURF_SKY))
524 {
525 G_FreeEdict (ent);
526 return;
527 }
528
529 if (!other->takedamage)
530 {
531 if (ent->spawnflags & 1)
532 {
533 if (random() > 0.5)
534 gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
535 else
536 gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
537 }
538 else
539 {
540 gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
541 }
542 return;
543 }
544
545 ent->enemy = other;
546 Grenade_Explode (ent);
547 }
548
Vortex_Explode(edict_t * ent)549 static void Vortex_Explode (edict_t *ent)
550 {
551 vec3_t origin;
552 vec3_t offset;
553 int mod;
554
555 if (ent->owner->client)
556 {
557 PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
558 }
559 VectorSet(offset,0,0,0.5);
560 VectorAdd(offset,ent->s.origin,offset);
561 VectorCopy (offset, ent->s.origin);
562 if (ent->spawnflags & 2)
563 mod = MOD_HELD_GRENADE;
564 else if (ent->spawnflags & 1)
565 mod = MOD_HG_SPLASH;
566 else
567 mod = MOD_G_SPLASH;
568
569 T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, mod);
570
571 VectorMA (ent->s.origin, -.02, ent->velocity, origin);
572 gi.WriteByte (svc_temp_entity);
573 if (ent->waterlevel)
574 {
575 if (ent->groundentity)
576 gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
577 else
578 gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
579 }
580 else
581 {
582 if (ent->groundentity)
583 gi.WriteByte (TE_GRENADE_EXPLOSION);
584 else
585 gi.WriteByte (TE_ROCKET_EXPLOSION);
586 }
587 gi.WritePosition (origin);
588 gi.multicast (ent->s.origin, MULTICAST_PVS);
589 G_FreeEdict (ent);
590 }
591
Vortex_Timer(edict_t * self)592 static void Vortex_Timer (edict_t *self)
593 {
594 edict_t *ent;
595 vec3_t dir,start,end;
596
597 ent = NULL;
598
599 if (level.time > self->delay)
600 {
601 self->think = Vortex_Explode;
602 self->nextthink = level.time + 0.2;
603 return;
604 }
605 while ((ent = findradius(ent, self->s.origin, 512)) != NULL)
606 {
607 if (ent == self)
608 continue;
609
610 if (!ent->client)
611 continue;
612
613 if (ent == self->owner)
614 continue;
615
616 if (!ent->takedamage)
617 continue;
618
619 if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
620 continue;
621
622 VectorCopy(ent->s.origin, start);
623 VectorCopy(self->s.origin, end);
624 VectorSubtract(end, start, dir);
625 VectorNormalize(dir);
626 VectorScale(dir,500, ent->velocity);
627 VectorCopy(dir, ent->movedir);
628 }
629 self->nextthink = level.time + 0.2;
630 }
631
Vortex_Touch(edict_t * ent,edict_t * other,cplane_t * plane,csurface_t * surf)632 static void Vortex_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
633 {
634 if (other == ent->owner)
635 return;
636
637 if (surf && (surf->flags & SURF_SKY))
638 {
639 G_FreeEdict (ent);
640 return;
641 }
642
643 if (!other->takedamage)
644 {
645 if (ent->spawnflags & 1)
646 {
647 if (random() > 0.5)
648 gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
649 else
650 gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
651 }
652 else
653 {
654 gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
655 }
656 return;
657 }
658 }
659
fire_grenade(edict_t * self,vec3_t start,vec3_t aimdir,int damage,int speed,float timer,float damage_radius)660 void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
661 {
662 edict_t *grenade;
663 vec3_t dir;
664 vec3_t forward, right, up;
665
666 vectoangles (aimdir, dir);
667 AngleVectors (dir, forward, right, up);
668
669 grenade = G_Spawn();
670 VectorCopy (start, grenade->s.origin);
671 VectorScale (aimdir, speed, grenade->velocity);
672 VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
673 VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
674 VectorSet (grenade->avelocity, 300, 300, 300);
675 grenade->movetype = MOVETYPE_BOUNCE;
676 grenade->clipmask = MASK_SHOT;
677 grenade->solid = SOLID_BBOX;
678 //grenade->s.effects |= EF_GRENADE;
679 grenade->s.effects |= EF_BLASTER;
680 VectorClear (grenade->mins);
681 VectorClear (grenade->maxs);
682 grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
683 grenade->owner = self;
684 // grenade->touch = Grenade_Touch;
685 // grenade->nextthink = level.time + timer;
686 // grenade->think = Grenade_Explode;
687 grenade->dmg = damage;
688 grenade->dmg_radius = damage_radius;
689 grenade->classname = "grenade";
690 //
691 grenade->nextthink = level.time + 2.0;
692 grenade->think = Cluster_Explode;
693 // grenade->think = Vortex_Timer;
694 grenade->delay = level.time + 3;
695 grenade->touch = Vortex_Touch;
696 //
697 grenade->s.effects |= EF_COLOR_SHELL;
698 grenade->s.renderfx |= RF_SHELL_RED;
699 grenade->s.effects |= EF_BFG|EF_TELEPORTER;
700 gi.linkentity (grenade);
701 }
702
fire_grenade2(edict_t * self,vec3_t start,vec3_t aimdir,int damage,int speed,float timer,float damage_radius,qboolean held)703 void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
704 {
705 edict_t *grenade;
706 vec3_t dir;
707 vec3_t forward, right, up;
708
709 vectoangles (aimdir, dir);
710 AngleVectors (dir, forward, right, up);
711
712 grenade = G_Spawn();
713 VectorCopy (start, grenade->s.origin);
714 VectorScale (aimdir, speed, grenade->velocity);
715 VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
716 VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
717 VectorSet (grenade->avelocity, 300, 300, 300);
718 grenade->movetype = MOVETYPE_BOUNCE;
719 grenade->clipmask = MASK_SHOT;
720 grenade->solid = SOLID_BBOX;
721 //grenade->s.effects |= EF_GRENADE;
722 grenade->s.effects |= EF_BLASTER;
723 VectorClear (grenade->mins);
724 VectorClear (grenade->maxs);
725 grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
726 grenade->owner = self;
727 // grenade->touch = Grenade_Touch;
728 // grenade->nextthink = level.time + timer;
729 // grenade->think = Grenade_Explode;
730 grenade->dmg = damage;
731 grenade->dmg_radius = damage_radius;
732 grenade->classname = "hgrenade";
733 grenade->nextthink = level.time + 2.0;
734 grenade->think = Vortex_Timer;
735 grenade->delay = level.time + 3;
736 grenade->touch = Vortex_Touch;
737 grenade->s.effects |= EF_COLOR_SHELL;
738 grenade->s.renderfx |= RF_SHELL_GREEN;
739 grenade->s.effects |= EF_BFG|EF_TELEPORTER;
740 if (held)
741 grenade->spawnflags = 3;
742 else
743 grenade->spawnflags = 1;
744 grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
745
746 if (timer <= 0.0)
747 Grenade_Explode (grenade);
748 else
749 {
750 gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
751 gi.linkentity (grenade);
752 }
753 }
754
755
756 /*
757 =================
758 fire_rocket
759 =================
760 */
rocket_touch(edict_t * ent,edict_t * other,cplane_t * plane,csurface_t * surf)761 void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
762 {
763 vec3_t origin;
764 int n;
765
766 if (other == ent->owner)
767 return;
768
769 if (surf && (surf->flags & SURF_SKY))
770 {
771 G_FreeEdict (ent);
772 return;
773 }
774
775 if (ent->owner->client)
776 PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
777
778 // calculate position for the explosion entity
779 VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
780
781 if (other->takedamage)
782 {
783 T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
784 }
785 else
786 {
787 // don't throw any debris in net games
788 if (!deathmatch->value && !coop->value)
789 {
790 if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
791 {
792 n = rand() % 5;
793 while(n--)
794 ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
795 }
796 }
797 }
798
799 T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
800
801 gi.WriteByte (svc_temp_entity);
802 if (ent->waterlevel)
803 gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
804 else
805 gi.WriteByte (TE_ROCKET_EXPLOSION);
806 gi.WritePosition (origin);
807 gi.multicast (ent->s.origin, MULTICAST_PHS);
808
809 G_FreeEdict (ent);
810 }
811
fire_rocket(edict_t * self,vec3_t start,vec3_t dir,int damage,int speed,float damage_radius,int radius_damage)812 void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
813 {
814 edict_t *rocket;
815
816 rocket = G_Spawn();
817 VectorCopy (start, rocket->s.origin);
818 VectorCopy (dir, rocket->movedir);
819 vectoangles (dir, rocket->s.angles);
820 VectorScale (dir, speed, rocket->velocity);
821 rocket->movetype = MOVETYPE_FLYMISSILE;
822 rocket->clipmask = MASK_SHOT;
823 rocket->solid = SOLID_BBOX;
824 rocket->s.effects |= EF_ROCKET;
825 VectorClear (rocket->mins);
826 VectorClear (rocket->maxs);
827 rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
828 rocket->owner = self;
829 rocket->touch = rocket_touch;
830 rocket->nextthink = level.time + 8000/speed;
831 rocket->think = G_FreeEdict;
832 rocket->dmg = damage;
833 rocket->radius_dmg = radius_damage;
834 rocket->dmg_radius = damage_radius;
835 rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
836 rocket->classname = "rocket";
837 rocket->s.effects |= EF_COLOR_SHELL;
838 rocket->s.renderfx |= RF_SHELL_RED;
839 rocket->s.effects |= EF_BFG|EF_TELEPORTER;
840 if (self->client)
841 check_dodge (self, rocket->s.origin, dir, speed);
842
843 gi.linkentity (rocket);
844 }
845
846
847 /*
848 =================
849 fire_rail
850 =================
851 */
fire_rail(edict_t * self,vec3_t start,vec3_t aimdir,int damage,int kick)852 void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
853 {
854 vec3_t from;
855 vec3_t end;
856 trace_t tr;
857 edict_t *ignore;
858 int mask;
859 qboolean water;
860
861 VectorMA (start, 8192, aimdir, end);
862 VectorCopy (start, from);
863
864 ignore = self;
865 water = false;
866 mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
867 while (ignore) {
868 tr = gi.trace (from, NULL, NULL, end, ignore, mask);
869
870 if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA)) {
871 mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
872 water = true;
873 }
874 else {
875 //ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
876 if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
877 (tr.ent->solid == SOLID_BBOX))
878 ignore = tr.ent;
879 else
880 ignore = NULL;
881
882 if ((tr.ent != self) && (tr.ent->takedamage))
883 T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
884 else
885 ignore = NULL;
886 }
887
888 VectorCopy (tr.endpos, from);
889 }
890
891 // send gun puff / flash
892 gi.WriteByte (svc_temp_entity);
893 gi.WriteByte (TE_RAILTRAIL);
894 gi.WritePosition (start);
895 gi.WritePosition (tr.endpos);
896 gi.multicast (self->s.origin, MULTICAST_PHS);
897 // gi.multicast (start, MULTICAST_PHS);
898 if (water)
899 {
900 gi.WriteByte (svc_temp_entity);
901 gi.WriteByte (TE_RAILTRAIL);
902 gi.WritePosition (start);
903 gi.WritePosition (tr.endpos);
904 gi.multicast (tr.endpos, MULTICAST_PHS);
905 }
906 if (self->client)
907 PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
908
909 }
910
911
912 /*
913 =================
914 fire_bfg
915 =================
916 */
bfg_explode(edict_t * self)917 void bfg_explode (edict_t *self)
918 {
919 edict_t *ent;
920 float points;
921 vec3_t v;
922 float dist;
923
924 if (self->s.frame == 0)
925 {
926 // the BFG effect
927 ent = NULL;
928 while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
929 {
930 if (!ent->takedamage)
931 continue;
932 if (ent == self->owner)
933 continue;
934 if (!CanDamage (ent, self))
935 continue;
936 if (!CanDamage (ent, self->owner))
937 continue;
938
939 VectorAdd (ent->mins, ent->maxs, v);
940 VectorMA (ent->s.origin, 0.5, v, v);
941 VectorSubtract (self->s.origin, v, v);
942 dist = VectorLength(v);
943 points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
944 if (ent == self->owner)
945 points = points * 0.5;
946
947 gi.WriteByte (svc_temp_entity);
948 gi.WriteByte (TE_BFG_EXPLOSION);
949 gi.WritePosition (ent->s.origin);
950 gi.multicast (ent->s.origin, MULTICAST_PHS);
951 T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
952 }
953 }
954
955 self->nextthink = level.time + FRAMETIME;
956 self->s.frame++;
957 if (self->s.frame == 5)
958 self->think = G_FreeEdict;
959 }
960
bfg_touch(edict_t * self,edict_t * other,cplane_t * plane,csurface_t * surf)961 void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
962 {
963 if (other == self->owner)
964 return;
965
966 if (surf && (surf->flags & SURF_SKY))
967 {
968 G_FreeEdict (self);
969 return;
970 }
971
972 if (self->owner->client)
973 PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
974
975 // core explosion - prevents firing it into the wall/floor
976 if (other->takedamage)
977 T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
978 T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
979
980 gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
981 self->solid = SOLID_NOT;
982 self->touch = NULL;
983 VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
984 VectorClear (self->velocity);
985 self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
986 self->s.frame = 0;
987 self->s.sound = 0;
988 self->s.effects &= ~EF_ANIM_ALLFAST;
989 self->think = bfg_explode;
990 self->nextthink = level.time + FRAMETIME;
991 self->enemy = other;
992
993 gi.WriteByte (svc_temp_entity);
994 gi.WriteByte (TE_BFG_BIGEXPLOSION);
995 gi.WritePosition (self->s.origin);
996 gi.multicast (self->s.origin, MULTICAST_PVS);
997 }
998
999
bfg_think(edict_t * self)1000 void bfg_think (edict_t *self)
1001 {
1002 edict_t *ent;
1003 edict_t *ignore;
1004 vec3_t point;
1005 vec3_t dir;
1006 vec3_t start;
1007 vec3_t end;
1008 int dmg;
1009 trace_t tr;
1010
1011 if (deathmatch->value)
1012 dmg = 5;
1013 else
1014 dmg = 10;
1015
1016 ent = NULL;
1017 while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
1018 {
1019 if (ent == self)
1020 continue;
1021
1022 if (ent == self->owner)
1023 continue;
1024
1025 if (!ent->takedamage)
1026 continue;
1027
1028 if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
1029 continue;
1030
1031 VectorMA (ent->absmin, 0.5, ent->size, point);
1032
1033 VectorSubtract (point, self->s.origin, dir);
1034 VectorNormalize (dir);
1035
1036 ignore = self;
1037 VectorCopy (self->s.origin, start);
1038 VectorMA (start, 2048, dir, end);
1039 while(1)
1040 {
1041 tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
1042
1043 if (!tr.ent)
1044 break;
1045
1046 // hurt it if we can
1047 if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
1048 T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
1049
1050 // if we hit something that's not a monster or player we're done
1051 if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
1052 {
1053 gi.WriteByte (svc_temp_entity);
1054 gi.WriteByte (TE_LASER_SPARKS);
1055 gi.WriteByte (4);
1056 gi.WritePosition (tr.endpos);
1057 gi.WriteDir (tr.plane.normal);
1058 gi.WriteByte (self->s.skinnum);
1059 gi.multicast (tr.endpos, MULTICAST_PVS);
1060 break;
1061 }
1062
1063 ignore = tr.ent;
1064 VectorCopy (tr.endpos, start);
1065 }
1066
1067 gi.WriteByte (svc_temp_entity);
1068 gi.WriteByte (TE_BFG_LASER);
1069 gi.WritePosition (self->s.origin);
1070 gi.WritePosition (tr.endpos);
1071 gi.multicast (self->s.origin, MULTICAST_PHS);
1072 }
1073
1074 self->nextthink = level.time + FRAMETIME;
1075 }
1076
1077
fire_bfg(edict_t * self,vec3_t start,vec3_t dir,int damage,int speed,float damage_radius)1078 void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
1079 {
1080 edict_t *bfg;
1081
1082 bfg = G_Spawn();
1083 VectorCopy (start, bfg->s.origin);
1084 VectorCopy (dir, bfg->movedir);
1085 vectoangles (dir, bfg->s.angles);
1086 VectorScale (dir, speed, bfg->velocity);
1087 bfg->movetype = MOVETYPE_FLYMISSILE;
1088 bfg->clipmask = MASK_SHOT;
1089 bfg->solid = SOLID_BBOX;
1090 bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
1091 VectorClear (bfg->mins);
1092 VectorClear (bfg->maxs);
1093 bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
1094 bfg->owner = self;
1095 bfg->touch = bfg_touch;
1096 bfg->nextthink = level.time + 8000/speed;
1097 bfg->think = G_FreeEdict;
1098 bfg->radius_dmg = damage;
1099 bfg->dmg_radius = damage_radius;
1100 bfg->classname = "bfg blast";
1101 bfg->s.effects |= EF_COLOR_SHELL;
1102 bfg->s.effects |= EF_BFG|EF_TELEPORTER;
1103 bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
1104
1105 bfg->think = bfg_think;
1106 bfg->nextthink = level.time + FRAMETIME;
1107 bfg->teammaster = bfg;
1108 bfg->teamchain = NULL;
1109
1110 if (self->client)
1111 check_dodge (self, bfg->s.origin, dir, speed);
1112
1113 gi.linkentity (bfg);
1114 }
1115