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