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 #ifdef GAME_MOD
351 	if (alt_fire_blaster->value)
352     	{
353 	bolt->s.effects |= EF_IONRIPPER;
354 	} else {
355 	bolt->s.effects |= effect;
356 	}
357 #else
358 	bolt->s.effects |= effect;
359 #endif
360 	VectorClear (bolt->mins);
361 	VectorClear (bolt->maxs);
362 	bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
363 	bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
364 	bolt->owner = self;
365 	bolt->touch = blaster_touch;
366 	bolt->nextthink = level.time + 2;
367 	bolt->think = G_FreeEdict;
368 	bolt->dmg = damage;
369 	bolt->classname = "bolt";
370 #ifdef GAME_MOD
371 	if (alt_fire_blaster->value) {
372     	bolt->s.effects |= EF_IONRIPPER;
373 	}
374 #endif
375 	if (hyper)
376 		bolt->spawnflags = 1;
377 	gi.linkentity (bolt);
378 
379 	if (self->client)
380 		check_dodge (self, bolt->s.origin, dir, speed);
381 
382 	tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
383 	if (tr.fraction < 1.0)
384 	{
385 		VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
386 		bolt->touch (bolt, tr.ent, NULL, NULL);
387 	}
388 }
389 
390 
391 /*
392 =================
393 fire_grenade
394 =================
395 */
396 //static void Grenade_Explode (edict_t *ent)
Grenade_Explode(edict_t * ent)397 void Grenade_Explode (edict_t *ent)
398 {
399 	vec3_t		origin;
400 	int			mod;
401 
402 	if (ent->owner->client)
403 		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
404 
405 	//FIXME: if we are onground then raise our Z just a bit since we are a point?
406 	if (ent->enemy)
407 	{
408 		float	points;
409 		vec3_t	v;
410 		vec3_t	dir;
411 
412 		VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
413 		VectorMA (ent->enemy->s.origin, 0.5, v, v);
414 		VectorSubtract (ent->s.origin, v, v);
415 		points = ent->dmg - 0.5 * VectorLength (v);
416 		VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
417 		if (ent->spawnflags & 1)
418 			mod = MOD_HANDGRENADE;
419 		else
420 			mod = MOD_GRENADE;
421 		T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
422 	}
423 
424 	if (ent->spawnflags & 2)
425 		mod = MOD_HELD_GRENADE;
426 	else if (ent->spawnflags & 1)
427 		mod = MOD_HG_SPLASH;
428 	else
429 		mod = MOD_G_SPLASH;
430 	T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
431 
432 	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
433 	gi.WriteByte (svc_temp_entity);
434 	if (ent->waterlevel)
435 	{
436 		if (ent->groundentity)
437 			gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
438 		else
439 			gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
440 	}
441 	else
442 	{
443 		if (ent->groundentity)
444 			gi.WriteByte (TE_GRENADE_EXPLOSION);
445 		else
446 			gi.WriteByte (TE_ROCKET_EXPLOSION);
447 	}
448 	gi.WritePosition (origin);
449 	gi.multicast (ent->s.origin, MULTICAST_PHS);
450 
451 	G_FreeEdict (ent);
452 }
453 
Grenade_Touch(edict_t * ent,edict_t * other,cplane_t * plane,csurface_t * surf)454 static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
455 {
456 	if (other == ent->owner)
457 		return;
458 
459 	if (surf && (surf->flags & SURF_SKY))
460 	{
461 		G_FreeEdict (ent);
462 		return;
463 	}
464 
465 	if (!other->takedamage)
466 	{
467 		if (ent->spawnflags & 1)
468 		{
469 			if (random() > 0.5)
470 				gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
471 			else
472 				gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
473 		}
474 		else
475 		{
476 			gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
477 		}
478 		return;
479 	}
480 
481 	ent->enemy = other;
482 	Grenade_Explode (ent);
483 }
484 
fire_grenade(edict_t * self,vec3_t start,vec3_t aimdir,int damage,int speed,float timer,float damage_radius)485 void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
486 {
487 	edict_t	*grenade;
488 	vec3_t	dir;
489 	vec3_t	forward, right, up;
490 
491 	vectoangles (aimdir, dir);
492 	AngleVectors (dir, forward, right, up);
493 
494 	grenade = G_Spawn();
495 	VectorCopy (start, grenade->s.origin);
496 	VectorScale (aimdir, speed, grenade->velocity);
497 	VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
498 	VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
499 	VectorSet (grenade->avelocity, 300, 300, 300);
500 	grenade->movetype = MOVETYPE_BOUNCE;
501 	grenade->clipmask = MASK_SHOT;
502 	grenade->solid = SOLID_BBOX;
503 	grenade->s.effects |= EF_GRENADE;
504 	VectorClear (grenade->mins);
505 	VectorClear (grenade->maxs);
506 	grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
507 	grenade->owner = self;
508 	grenade->touch = Grenade_Touch;
509 	grenade->nextthink = level.time + timer;
510 	grenade->think = Grenade_Explode;
511 	grenade->dmg = damage;
512 	grenade->dmg_radius = damage_radius;
513 	grenade->classname = "grenade";
514 
515 	gi.linkentity (grenade);
516 }
517 
fire_grenade2(edict_t * self,vec3_t start,vec3_t aimdir,int damage,int speed,float timer,float damage_radius,qboolean held)518 void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
519 {
520 	edict_t	*grenade;
521 	vec3_t	dir;
522 	vec3_t	forward, right, up;
523 
524 	vectoangles (aimdir, dir);
525 	AngleVectors (dir, forward, right, up);
526 
527 	grenade = G_Spawn();
528 	VectorCopy (start, grenade->s.origin);
529 	VectorScale (aimdir, speed, grenade->velocity);
530 	VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
531 	VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
532 	VectorSet (grenade->avelocity, 300, 300, 300);
533 	grenade->movetype = MOVETYPE_BOUNCE;
534 	grenade->clipmask = MASK_SHOT;
535 	grenade->solid = SOLID_BBOX;
536 	grenade->s.effects |= EF_GRENADE;
537 	VectorClear (grenade->mins);
538 	VectorClear (grenade->maxs);
539 	grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
540 	grenade->owner = self;
541 	grenade->touch = Grenade_Touch;
542 	grenade->nextthink = level.time + timer;
543 	grenade->think = Grenade_Explode;
544 	grenade->dmg = damage;
545 	grenade->dmg_radius = damage_radius;
546 	grenade->classname = "hgrenade";
547 	if (held)
548 		grenade->spawnflags = 3;
549 	else
550 		grenade->spawnflags = 1;
551 	grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
552 
553 	if (timer <= 0.0)
554 		Grenade_Explode (grenade);
555 	else
556 	{
557 		gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
558 		gi.linkentity (grenade);
559 	}
560 }
561 
562 
563 /*
564 =================
565 fire_rocket
566 =================
567 */
rocket_touch(edict_t * ent,edict_t * other,cplane_t * plane,csurface_t * surf)568 void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
569 {
570 	vec3_t		origin;
571 	int			n;
572 
573 	if (other == ent->owner)
574 		return;
575 
576 	if (surf && (surf->flags & SURF_SKY))
577 	{
578 		G_FreeEdict (ent);
579 		return;
580 	}
581 
582 	if (ent->owner->client)
583 		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
584 
585 	// calculate position for the explosion entity
586 	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
587 
588 	if (other->takedamage)
589 	{
590 		T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
591 	}
592 	else
593 	{
594 		// don't throw any debris in net games
595 		if (!deathmatch->value && !coop->value)
596 		{
597 			if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
598 			{
599 				n = rand() % 5;
600 				while(n--)
601 					ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
602 			}
603 		}
604 	}
605 
606 	T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
607 
608 	gi.WriteByte (svc_temp_entity);
609 	if (ent->waterlevel)
610 		gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
611 	else
612 		gi.WriteByte (TE_ROCKET_EXPLOSION);
613 	gi.WritePosition (origin);
614 	gi.multicast (ent->s.origin, MULTICAST_PHS);
615 
616 	G_FreeEdict (ent);
617 }
618 
fire_rocket(edict_t * self,vec3_t start,vec3_t dir,int damage,int speed,float damage_radius,int radius_damage)619 void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
620 {
621 	edict_t	*rocket;
622 
623 	rocket = G_Spawn();
624 	VectorCopy (start, rocket->s.origin);
625 	VectorCopy (dir, rocket->movedir);
626 	vectoangles (dir, rocket->s.angles);
627 	VectorScale (dir, speed, rocket->velocity);
628 	rocket->movetype = MOVETYPE_FLYMISSILE;
629 	rocket->clipmask = MASK_SHOT;
630 	rocket->solid = SOLID_BBOX;
631 	rocket->s.effects |= EF_ROCKET;
632 	VectorClear (rocket->mins);
633 	VectorClear (rocket->maxs);
634 	rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
635 	rocket->owner = self;
636 	rocket->touch = rocket_touch;
637 	rocket->nextthink = level.time + 8000/speed;
638 	rocket->think = G_FreeEdict;
639 	rocket->dmg = damage;
640 	rocket->radius_dmg = radius_damage;
641 	rocket->dmg_radius = damage_radius;
642 	rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
643 	rocket->classname = "rocket";
644 
645 	if (self->client)
646 		check_dodge (self, rocket->s.origin, dir, speed);
647 
648 	gi.linkentity (rocket);
649 }
650 
651 
652 /*
653 =================
654 fire_rail
655 =================
656 */
fire_rail(edict_t * self,vec3_t start,vec3_t aimdir,int damage,int kick)657 void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
658 {
659 	vec3_t		from;
660 	vec3_t		end;
661 	trace_t		tr;
662 	edict_t		*ignore;
663 	int			mask;
664 	qboolean	water;
665 
666 	VectorMA (start, 8192, aimdir, end);
667 	VectorCopy (start, from);
668 	ignore = self;
669 	water = false;
670 	mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
671 	while (ignore)
672 	{
673 		tr = gi.trace (from, NULL, NULL, end, ignore, mask);
674 
675 		if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
676 		{
677 			mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
678 			water = true;
679 		}
680 		else
681 		{
682 			//ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
683 			if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
684 				(tr.ent->svflags & SVF_DAMAGEABLE) ||
685 				(tr.ent->solid == SOLID_BBOX))
686 				ignore = tr.ent;
687 			else
688 				ignore = NULL;
689 
690 			if ((tr.ent != self) && (tr.ent->takedamage))
691 				T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
692 		}
693 
694 		VectorCopy (tr.endpos, from);
695 	}
696 
697 	// send gun puff / flash
698 	gi.WriteByte (svc_temp_entity);
699 	gi.WriteByte (TE_RAILTRAIL);
700 	gi.WritePosition (start);
701 	gi.WritePosition (tr.endpos);
702 	gi.multicast (self->s.origin, MULTICAST_PHS);
703 //	gi.multicast (start, MULTICAST_PHS);
704 	if (water)
705 	{
706 		gi.WriteByte (svc_temp_entity);
707 		gi.WriteByte (TE_RAILTRAIL);
708 		gi.WritePosition (start);
709 		gi.WritePosition (tr.endpos);
710 		gi.multicast (tr.endpos, MULTICAST_PHS);
711 	}
712 
713 	if (self->client)
714 		PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
715 }
716 
717 
718 /*
719 =================
720 fire_bfg
721 =================
722 */
bfg_explode(edict_t * self)723 void bfg_explode (edict_t *self)
724 {
725 	edict_t	*ent;
726 	float	points;
727 	vec3_t	v;
728 	float	dist;
729 
730 	if (self->s.frame == 0)
731 	{
732 		// the BFG effect
733 		ent = NULL;
734 		while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
735 		{
736 			if (!ent->takedamage)
737 				continue;
738 			if (ent == self->owner)
739 				continue;
740 			if (!CanDamage (ent, self))
741 				continue;
742 			if (!CanDamage (ent, self->owner))
743 				continue;
744 
745 			VectorAdd (ent->mins, ent->maxs, v);
746 			VectorMA (ent->s.origin, 0.5, v, v);
747 			VectorSubtract (self->s.origin, v, v);
748 			dist = VectorLength(v);
749 			points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
750 // PMM - happened to notice this copy/paste bug
751 //			if (ent == self->owner)
752 //				points = points * 0.5;
753 
754 			gi.WriteByte (svc_temp_entity);
755 			gi.WriteByte (TE_BFG_EXPLOSION);
756 			gi.WritePosition (ent->s.origin);
757 			gi.multicast (ent->s.origin, MULTICAST_PHS);
758 			T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
759 		}
760 	}
761 
762 	self->nextthink = level.time + FRAMETIME;
763 	self->s.frame++;
764 	if (self->s.frame == 5)
765 		self->think = G_FreeEdict;
766 }
767 
bfg_touch(edict_t * self,edict_t * other,cplane_t * plane,csurface_t * surf)768 void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
769 {
770 	if (other == self->owner)
771 		return;
772 
773 	if (surf && (surf->flags & SURF_SKY))
774 	{
775 		G_FreeEdict (self);
776 		return;
777 	}
778 
779 	if (self->owner->client)
780 		PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
781 
782 	// core explosion - prevents firing it into the wall/floor
783 	if (other->takedamage)
784 		T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
785 	T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
786 
787 	gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
788 	self->solid = SOLID_NOT;
789 	self->touch = NULL;
790 	VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
791 	VectorClear (self->velocity);
792 	self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
793 	self->s.frame = 0;
794 	self->s.sound = 0;
795 	self->s.effects &= ~EF_ANIM_ALLFAST;
796 	self->think = bfg_explode;
797 	self->nextthink = level.time + FRAMETIME;
798 	self->enemy = other;
799 
800 	gi.WriteByte (svc_temp_entity);
801 	gi.WriteByte (TE_BFG_BIGEXPLOSION);
802 	gi.WritePosition (self->s.origin);
803 	gi.multicast (self->s.origin, MULTICAST_PVS);
804 }
805 
806 
bfg_think(edict_t * self)807 void bfg_think (edict_t *self)
808 {
809 	edict_t	*ent;
810 	edict_t	*ignore;
811 	vec3_t	point;
812 	vec3_t	dir;
813 	vec3_t	start;
814 	vec3_t	end;
815 	int		dmg;
816 	trace_t	tr;
817 
818 	if (deathmatch->value)
819 		dmg = 5;
820 	else
821 		dmg = 10;
822 
823 	ent = NULL;
824 	while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
825 	{
826 		if (ent == self)
827 			continue;
828 
829 		if (ent == self->owner)
830 			continue;
831 
832 		if (!ent->takedamage)
833 			continue;
834 
835 		//ROGUE - make tesla hurt by bfg
836 		if (!(ent->svflags & SVF_MONSTER) && !(ent->svflags & SVF_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
837 //		if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0)
838 //			&& (strcmp(ent->classname, "tesla") != 0))
839 			continue;
840 
841 		VectorMA (ent->absmin, 0.5, ent->size, point);
842 
843 		VectorSubtract (point, self->s.origin, dir);
844 		VectorNormalize (dir);
845 
846 		ignore = self;
847 		VectorCopy (self->s.origin, start);
848 		VectorMA (start, 2048, dir, end);
849 		while(1)
850 		{
851 			tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
852 
853 			if (!tr.ent)
854 				break;
855 
856 			// hurt it if we can
857 			if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
858 				T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
859 
860 			// if we hit something that's not a monster or player we're done
861 //			if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
862 			if (!(tr.ent->svflags & SVF_MONSTER) && !(tr.ent->svflags & SVF_DAMAGEABLE) && (!tr.ent->client))
863 			{
864 				gi.WriteByte (svc_temp_entity);
865 				gi.WriteByte (TE_LASER_SPARKS);
866 				gi.WriteByte (4);
867 				gi.WritePosition (tr.endpos);
868 				gi.WriteDir (tr.plane.normal);
869 				gi.WriteByte (self->s.skinnum);
870 				gi.multicast (tr.endpos, MULTICAST_PVS);
871 				break;
872 			}
873 
874 			ignore = tr.ent;
875 			VectorCopy (tr.endpos, start);
876 		}
877 
878 		gi.WriteByte (svc_temp_entity);
879 		gi.WriteByte (TE_BFG_LASER);
880 		gi.WritePosition (self->s.origin);
881 		gi.WritePosition (tr.endpos);
882 		gi.multicast (self->s.origin, MULTICAST_PHS);
883 	}
884 
885 	self->nextthink = level.time + FRAMETIME;
886 }
887 
888 
fire_bfg(edict_t * self,vec3_t start,vec3_t dir,int damage,int speed,float damage_radius)889 void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
890 {
891 	edict_t	*bfg;
892 
893 	bfg = G_Spawn();
894 	VectorCopy (start, bfg->s.origin);
895 	VectorCopy (dir, bfg->movedir);
896 	vectoangles (dir, bfg->s.angles);
897 	VectorScale (dir, speed, bfg->velocity);
898 	bfg->movetype = MOVETYPE_FLYMISSILE;
899 	bfg->clipmask = MASK_SHOT;
900 	bfg->solid = SOLID_BBOX;
901 	bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
902 	VectorClear (bfg->mins);
903 	VectorClear (bfg->maxs);
904 	bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
905 	bfg->owner = self;
906 	bfg->touch = bfg_touch;
907 	bfg->nextthink = level.time + 8000/speed;
908 	bfg->think = G_FreeEdict;
909 	bfg->radius_dmg = damage;
910 	bfg->dmg_radius = damage_radius;
911 	bfg->classname = "bfg blast";
912 	bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
913 
914 	bfg->think = bfg_think;
915 	bfg->nextthink = level.time + FRAMETIME;
916 	bfg->teammaster = bfg;
917 	bfg->teamchain = NULL;
918 
919 	if (self->client)
920 		check_dodge (self, bfg->s.origin, dir, speed);
921 
922 	gi.linkentity (bfg);
923 }
924