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