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