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