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- /*
- Copyright (C) 1997-2001 Id Software, Inc.
- This program is free software; you can redistribute it and/or
- modify it under the terms of the GNU General Public License
- as published by the Free Software Foundation; either version 2
- of the License, or (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
- See the GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
- #include "g_local.h"
- /*
- =================
- check_dodge
- This is a support routine used when a client is firing
- a non-instant attack weapon. It checks to see if a
- monster's dodge function should be called.
- =================
- */
- static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
- {
- vec3_t end;
- vec3_t v;
- trace_t tr;
- float eta;
- // easy mode only ducks one quarter the time
- if (skill->value == 0)
- {
- if (random() > 0.25)
- return;
- }
- VectorMA (start, 8192, dir, end);
- tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
- if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
- {
- VectorSubtract (tr.endpos, start, v);
- eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
- tr.ent->monsterinfo.dodge (tr.ent, self, eta);
- }
- }
- /*
- =================
- fire_hit
- Used for all impact (hit/punch/slash) attacks
- =================
- */
- qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
- {
- trace_t tr;
- vec3_t forward, right, up;
- vec3_t v;
- vec3_t point;
- float range;
- vec3_t dir;
- //see if enemy is in range
- VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
- range = VectorLength(dir);
- if (range > aim[0])
- return false;
- if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
- {
- // the hit is straight on so back the range up to the edge of their bbox
- range -= self->enemy->maxs[0];
- }
- else
- {
- // this is a side hit so adjust the "right" value out to the edge of their bbox
- if (aim[1] < 0)
- aim[1] = self->enemy->mins[0];
- else
- aim[1] = self->enemy->maxs[0];
- }
- VectorMA (self->s.origin, range, dir, point);
- tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
- if (tr.fraction < 1)
- {
- if (!tr.ent->takedamage)
- return false;
- // if it will hit any client/monster then hit the one we wanted to hit
- if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
- tr.ent = self->enemy;
- }
- AngleVectors(self->s.angles, forward, right, up);
- VectorMA (self->s.origin, range, forward, point);
- VectorMA (point, aim[1], right, point);
- VectorMA (point, aim[2], up, point);
- VectorSubtract (point, self->enemy->s.origin, dir);
- // do the damage
- T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
- if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
- return false;
- // do our special form of knockback here
- VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
- VectorSubtract (v, point, v);
- VectorNormalize (v);
- VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
- if (self->enemy->velocity[2] > 0)
- self->enemy->groundentity = NULL;
- return true;
- }
- /*
- =================
- fire_lead
- This is an internal support routine used for bullet/pellet based weapons.
- =================
- */
- 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)
- {
- trace_t tr;
- vec3_t dir;
- vec3_t forward, right, up;
- vec3_t end;
- float r;
- float u;
- vec3_t water_start;
- qboolean water = false;
- int content_mask = MASK_SHOT | MASK_WATER;
- tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
- if (!(tr.fraction < 1.0))
- {
- vectoangles (aimdir, dir);
- AngleVectors (dir, forward, right, up);
- r = crandom()*hspread;
- u = crandom()*vspread;
- VectorMA (start, 8192, forward, end);
- VectorMA (end, r, right, end);
- VectorMA (end, u, up, end);
- if (gi.pointcontents (start) & MASK_WATER)
- {
- water = true;
- VectorCopy (start, water_start);
- content_mask &= ~MASK_WATER;
- }
- tr = gi.trace (start, NULL, NULL, end, self, content_mask);
- // see if we hit water
- if (tr.contents & MASK_WATER)
- {
- int color;
- water = true;
- VectorCopy (tr.endpos, water_start);
- if (!VectorCompare (start, tr.endpos))
- {
- if (tr.contents & CONTENTS_WATER)
- {
- if (strcmp(tr.surface->name, "*brwater") == 0)
- color = SPLASH_BROWN_WATER;
- else
- color = SPLASH_BLUE_WATER;
- }
- else if (tr.contents & CONTENTS_SLIME)
- color = SPLASH_SLIME;
- else if (tr.contents & CONTENTS_LAVA)
- color = SPLASH_LAVA;
- else
- color = SPLASH_UNKNOWN;
- if (color != SPLASH_UNKNOWN)
- {
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_SPLASH);
- gi.WriteByte (8);
- gi.WritePosition (tr.endpos);
- gi.WriteDir (tr.plane.normal);
- gi.WriteByte (color);
- gi.multicast (tr.endpos, MULTICAST_PVS);
- }
- // change bullet's course when it enters water
- VectorSubtract (end, start, dir);
- vectoangles (dir, dir);
- AngleVectors (dir, forward, right, up);
- r = crandom()*hspread*2;
- u = crandom()*vspread*2;
- VectorMA (water_start, 8192, forward, end);
- VectorMA (end, r, right, end);
- VectorMA (end, u, up, end);
- }
- // re-trace ignoring water this time
- tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
- }
- }
- // send gun puff / flash
- if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
- {
- if (tr.fraction < 1.0)
- {
- if (tr.ent->takedamage)
- {
- T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
- }
- else
- {
- if (strncmp (tr.surface->name, "sky", 3) != 0)
- {
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (te_impact);
- gi.WritePosition (tr.endpos);
- gi.WriteDir (tr.plane.normal);
- gi.multicast (tr.endpos, MULTICAST_PVS);
- if (self->client)
- PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
- }
- }
- }
- }
- // if went through water, determine where the end and make a bubble trail
- if (water)
- {
- vec3_t pos;
- VectorSubtract (tr.endpos, water_start, dir);
- VectorNormalize (dir);
- VectorMA (tr.endpos, -2, dir, pos);
- if (gi.pointcontents (pos) & MASK_WATER)
- VectorCopy (pos, tr.endpos);
- else
- tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
- VectorAdd (water_start, tr.endpos, pos);
- VectorScale (pos, 0.5, pos);
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_BUBBLETRAIL);
- gi.WritePosition (water_start);
- gi.WritePosition (tr.endpos);
- gi.multicast (pos, MULTICAST_PVS);
- }
- }
- /*
- =================
- fire_bullet
- Fires a single round. Used for machinegun and chaingun. Would be fine for
- pistols, rifles, etc....
- =================
- */
- void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
- {
- fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
- }
- /*
- =================
- fire_shotgun
- Shoots shotgun pellets. Used by shotgun and super shotgun.
- =================
- */
- void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
- {
- int i;
- for (i = 0; i < count; i++)
- fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
- }
- /*
- =================
- fire_blaster
- Fires a single blaster bolt. Used by the blaster and hyper blaster.
- =================
- */
- void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
- {
- int mod;
- if (other == self->owner)
- return;
- if (surf && (surf->flags & SURF_SKY))
- {
- G_FreeEdict (self);
- return;
- }
- if (self->owner->client)
- PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
- if (other->takedamage)
- {
- if (self->spawnflags & 1)
- mod = MOD_HYPERBLASTER;
- else
- mod = MOD_BLASTER;
- T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
- }
- else
- {
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_BLASTER);
- gi.WritePosition (self->s.origin);
- if (!plane)
- gi.WriteDir (vec3_origin);
- else
- gi.WriteDir (plane->normal);
- gi.multicast (self->s.origin, MULTICAST_PVS);
- }
- G_FreeEdict (self);
- }
- void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
- {
- edict_t *bolt;
- trace_t tr;
- VectorNormalize (dir);
- bolt = G_Spawn();
- bolt->svflags = SVF_DEADMONSTER;
- // yes, I know it looks weird that projectiles are deadmonsters
- // what this means is that when prediction is used against the object
- // (blaster/hyperblaster shots), the player won't be solid clipped against
- // the object. Right now trying to run into a firing hyperblaster
- // is very jerky since you are predicted 'against' the shots.
- VectorCopy (start, bolt->s.origin);
- VectorCopy (start, bolt->s.old_origin);
- vectoangles (dir, bolt->s.angles);
- VectorScale (dir, speed, bolt->velocity);
- bolt->movetype = MOVETYPE_FLYMISSILE;
- bolt->clipmask = MASK_SHOT;
- bolt->solid = SOLID_BBOX;
- bolt->s.effects |= effect;
- VectorClear (bolt->mins);
- VectorClear (bolt->maxs);
- bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
- bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
- bolt->owner = self;
- bolt->touch = blaster_touch;
- bolt->nextthink = level.time + 2;
- bolt->think = G_FreeEdict;
- bolt->dmg = damage;
- bolt->classname = "bolt";
- if (hyper)
- bolt->spawnflags = 1;
- gi.linkentity (bolt);
- if (self->client)
- check_dodge (self, bolt->s.origin, dir, speed);
- tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
- if (tr.fraction < 1.0)
- {
- VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
- bolt->touch (bolt, tr.ent, NULL, NULL);
- }
- }
- /*
- =================
- fire_grenade
- =================
- */
- static void Grenade_Explode (edict_t *ent)
- {
- vec3_t origin;
- int mod;
- if (ent->owner->client)
- PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
- //FIXME: if we are onground then raise our Z just a bit since we are a point?
- if (ent->enemy)
- {
- float points;
- vec3_t v;
- vec3_t dir;
- VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
- VectorMA (ent->enemy->s.origin, 0.5, v, v);
- VectorSubtract (ent->s.origin, v, v);
- points = ent->dmg - 0.5 * VectorLength (v);
- VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
- if (ent->spawnflags & 1)
- mod = MOD_HANDGRENADE;
- else
- mod = MOD_GRENADE;
- T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
- }
- if (ent->spawnflags & 2)
- mod = MOD_HELD_GRENADE;
- else if (ent->spawnflags & 1)
- mod = MOD_HG_SPLASH;
- else
- mod = MOD_G_SPLASH;
- T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
- VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
- gi.WriteByte (svc_temp_entity);
- if (ent->waterlevel)
- {
- if (ent->groundentity)
- gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
- else
- gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
- }
- else
- {
- if (ent->groundentity)
- gi.WriteByte (TE_GRENADE_EXPLOSION);
- else
- gi.WriteByte (TE_ROCKET_EXPLOSION);
- }
- gi.WritePosition (origin);
- gi.multicast (ent->s.origin, MULTICAST_PHS);
- G_FreeEdict (ent);
- }
- static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
- {
- if (other == ent->owner)
- return;
- if (surf && (surf->flags & SURF_SKY))
- {
- G_FreeEdict (ent);
- return;
- }
- if (!other->takedamage)
- {
- if (ent->spawnflags & 1)
- {
- if (random() > 0.5)
- gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
- else
- gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
- }
- else
- {
- gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
- }
- return;
- }
- ent->enemy = other;
- Grenade_Explode (ent);
- }
- void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
- {
- edict_t *grenade;
- vec3_t dir;
- vec3_t forward, right, up;
- vectoangles (aimdir, dir);
- AngleVectors (dir, forward, right, up);
- grenade = G_Spawn();
- VectorCopy (start, grenade->s.origin);
- VectorScale (aimdir, speed, grenade->velocity);
- VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
- VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
- VectorSet (grenade->avelocity, 300, 300, 300);
- grenade->movetype = MOVETYPE_BOUNCE;
- grenade->clipmask = MASK_SHOT;
- grenade->solid = SOLID_BBOX;
- grenade->s.effects |= EF_GRENADE;
- VectorClear (grenade->mins);
- VectorClear (grenade->maxs);
- grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
- grenade->owner = self;
- grenade->touch = Grenade_Touch;
- grenade->nextthink = level.time + timer;
- grenade->think = Grenade_Explode;
- grenade->dmg = damage;
- grenade->dmg_radius = damage_radius;
- grenade->classname = "grenade";
- gi.linkentity (grenade);
- }
- void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
- {
- edict_t *grenade;
- vec3_t dir;
- vec3_t forward, right, up;
- vectoangles (aimdir, dir);
- AngleVectors (dir, forward, right, up);
- grenade = G_Spawn();
- VectorCopy (start, grenade->s.origin);
- VectorScale (aimdir, speed, grenade->velocity);
- VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
- VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
- VectorSet (grenade->avelocity, 300, 300, 300);
- grenade->movetype = MOVETYPE_BOUNCE;
- grenade->clipmask = MASK_SHOT;
- grenade->solid = SOLID_BBOX;
- grenade->s.effects |= EF_GRENADE;
- VectorClear (grenade->mins);
- VectorClear (grenade->maxs);
- grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
- grenade->owner = self;
- grenade->touch = Grenade_Touch;
- grenade->nextthink = level.time + timer;
- grenade->think = Grenade_Explode;
- grenade->dmg = damage;
- grenade->dmg_radius = damage_radius;
- grenade->classname = "hgrenade";
- if (held)
- grenade->spawnflags = 3;
- else
- grenade->spawnflags = 1;
- grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
- if (timer <= 0.0)
- Grenade_Explode (grenade);
- else
- {
- gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
- gi.linkentity (grenade);
- }
- }
- /*
- =================
- fire_rocket
- =================
- */
- void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
- {
- vec3_t origin;
- int n;
- if (other == ent->owner)
- return;
- if (surf && (surf->flags & SURF_SKY))
- {
- G_FreeEdict (ent);
- return;
- }
- if (ent->owner->client)
- PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
- // calculate position for the explosion entity
- VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
- if (other->takedamage)
- {
- T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
- }
- else
- {
- // don't throw any debris in net games
- if (!deathmatch->value && !coop->value)
- {
- if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
- {
- n = rand() % 5;
- while(n--)
- ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
- }
- }
- }
- T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
- gi.WriteByte (svc_temp_entity);
- if (ent->waterlevel)
- gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
- else
- gi.WriteByte (TE_ROCKET_EXPLOSION);
- gi.WritePosition (origin);
- gi.multicast (ent->s.origin, MULTICAST_PHS);
- G_FreeEdict (ent);
- }
- void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
- {
- edict_t *rocket;
- rocket = G_Spawn();
- VectorCopy (start, rocket->s.origin);
- VectorCopy (dir, rocket->movedir);
- vectoangles (dir, rocket->s.angles);
- VectorScale (dir, speed, rocket->velocity);
- rocket->movetype = MOVETYPE_FLYMISSILE;
- rocket->clipmask = MASK_SHOT;
- rocket->solid = SOLID_BBOX;
- rocket->s.effects |= EF_ROCKET;
- VectorClear (rocket->mins);
- VectorClear (rocket->maxs);
- rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
- rocket->owner = self;
- rocket->touch = rocket_touch;
- rocket->nextthink = level.time + 8000/speed;
- rocket->think = G_FreeEdict;
- rocket->dmg = damage;
- rocket->radius_dmg = radius_damage;
- rocket->dmg_radius = damage_radius;
- rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
- rocket->classname = "rocket";
- if (self->client)
- check_dodge (self, rocket->s.origin, dir, speed);
- gi.linkentity (rocket);
- }
- /*
- =================
- fire_rail
- =================
- */
- void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
- {
- vec3_t from;
- vec3_t end;
- trace_t tr;
- edict_t *ignore;
- int mask;
- qboolean water;
- VectorMA (start, 8192, aimdir, end);
- VectorCopy (start, from);
- ignore = self;
- water = false;
- mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
- while (ignore)
- {
- tr = gi.trace (from, NULL, NULL, end, ignore, mask);
- if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
- {
- mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
- water = true;
- }
- else
- {
- if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
- ignore = tr.ent;
- else
- ignore = NULL;
- if ((tr.ent != self) && (tr.ent->takedamage))
- T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
- }
- VectorCopy (tr.endpos, from);
- }
- // send gun puff / flash
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_RAILTRAIL);
- gi.WritePosition (start);
- gi.WritePosition (tr.endpos);
- gi.multicast (self->s.origin, MULTICAST_PHS);
- // gi.multicast (start, MULTICAST_PHS);
- if (water)
- {
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_RAILTRAIL);
- gi.WritePosition (start);
- gi.WritePosition (tr.endpos);
- gi.multicast (tr.endpos, MULTICAST_PHS);
- }
- if (self->client)
- PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
- }
- /*
- =================
- fire_bfg
- =================
- */
- void bfg_explode (edict_t *self)
- {
- edict_t *ent;
- float points;
- vec3_t v;
- float dist;
- if (self->s.frame == 0)
- {
- // the BFG effect
- ent = NULL;
- while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
- {
- if (!ent->takedamage)
- continue;
- if (ent == self->owner)
- continue;
- if (!CanDamage (ent, self))
- continue;
- if (!CanDamage (ent, self->owner))
- continue;
- VectorAdd (ent->mins, ent->maxs, v);
- VectorMA (ent->s.origin, 0.5, v, v);
- VectorSubtract (self->s.origin, v, v);
- dist = VectorLength(v);
- points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
- if (ent == self->owner)
- points = points * 0.5;
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_BFG_EXPLOSION);
- gi.WritePosition (ent->s.origin);
- gi.multicast (ent->s.origin, MULTICAST_PHS);
- T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
- }
- }
- self->nextthink = level.time + FRAMETIME;
- self->s.frame++;
- if (self->s.frame == 5)
- self->think = G_FreeEdict;
- }
- void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
- {
- if (other == self->owner)
- return;
- if (surf && (surf->flags & SURF_SKY))
- {
- G_FreeEdict (self);
- return;
- }
- if (self->owner->client)
- PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
- // core explosion - prevents firing it into the wall/floor
- if (other->takedamage)
- T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
- T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
- gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
- self->solid = SOLID_NOT;
- self->touch = NULL;
- VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
- VectorClear (self->velocity);
- self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
- self->s.frame = 0;
- self->s.sound = 0;
- self->s.effects &= ~EF_ANIM_ALLFAST;
- self->think = bfg_explode;
- self->nextthink = level.time + FRAMETIME;
- self->enemy = other;
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_BFG_BIGEXPLOSION);
- gi.WritePosition (self->s.origin);
- gi.multicast (self->s.origin, MULTICAST_PVS);
- }
- void bfg_think (edict_t *self)
- {
- edict_t *ent;
- edict_t *ignore;
- vec3_t point;
- vec3_t dir;
- vec3_t start;
- vec3_t end;
- int dmg;
- trace_t tr;
- if (deathmatch->value)
- dmg = 5;
- else
- dmg = 10;
- ent = NULL;
- while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
- {
- if (ent == self)
- continue;
- if (ent == self->owner)
- continue;
- if (!ent->takedamage)
- continue;
- if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
- continue;
- VectorMA (ent->absmin, 0.5, ent->size, point);
- VectorSubtract (point, self->s.origin, dir);
- VectorNormalize (dir);
- ignore = self;
- VectorCopy (self->s.origin, start);
- VectorMA (start, 2048, dir, end);
- while(1)
- {
- tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
- if (!tr.ent)
- break;
- // hurt it if we can
- if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
- T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
- // if we hit something that's not a monster or player we're done
- if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
- {
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_LASER_SPARKS);
- gi.WriteByte (4);
- gi.WritePosition (tr.endpos);
- gi.WriteDir (tr.plane.normal);
- gi.WriteByte (self->s.skinnum);
- gi.multicast (tr.endpos, MULTICAST_PVS);
- break;
- }
- ignore = tr.ent;
- VectorCopy (tr.endpos, start);
- }
- gi.WriteByte (svc_temp_entity);
- gi.WriteByte (TE_BFG_LASER);
- gi.WritePosition (self->s.origin);
- gi.WritePosition (tr.endpos);
- gi.multicast (self->s.origin, MULTICAST_PHS);
- }
- self->nextthink = level.time + FRAMETIME;
- }
- void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
- {
- edict_t *bfg;
- bfg = G_Spawn();
- VectorCopy (start, bfg->s.origin);
- VectorCopy (dir, bfg->movedir);
- vectoangles (dir, bfg->s.angles);
- VectorScale (dir, speed, bfg->velocity);
- bfg->movetype = MOVETYPE_FLYMISSILE;
- bfg->clipmask = MASK_SHOT;
- bfg->solid = SOLID_BBOX;
- bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
- VectorClear (bfg->mins);
- VectorClear (bfg->maxs);
- bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
- bfg->owner = self;
- bfg->touch = bfg_touch;
- bfg->nextthink = level.time + 8000/speed;
- bfg->think = G_FreeEdict;
- bfg->radius_dmg = damage;
- bfg->dmg_radius = damage_radius;
- bfg->classname = "bfg blast";
- bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
- bfg->think = bfg_think;
- bfg->nextthink = level.time + FRAMETIME;
- bfg->teammaster = bfg;
- bfg->teamchain = NULL;
- if (self->client)
- check_dodge (self, bfg->s.origin, dir, speed);
- gi.linkentity (bfg);
- }
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