g_weapon.cpp 31 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217
  1. // Copyright (c) ZeniMax Media Inc.
  2. // Licensed under the GNU General Public License 2.0.
  3. #include "g_local.h"
  4. /*
  5. =================
  6. fire_hit
  7. Used for all impact (hit/punch/slash) attacks
  8. =================
  9. */
  10. bool fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
  11. {
  12. trace_t tr;
  13. vec3_t forward, right, up;
  14. vec3_t v;
  15. vec3_t point;
  16. float range;
  17. vec3_t dir;
  18. // see if enemy is in range
  19. range = distance_between_boxes(self->enemy->absmin, self->enemy->absmax, self->absmin, self->absmax);
  20. if (range > aim[0])
  21. return false;
  22. if (!(aim[1] > self->mins[0] && aim[1] < self->maxs[0]))
  23. {
  24. // this is a side hit so adjust the "right" value out to the edge of their bbox
  25. if (aim[1] < 0)
  26. aim[1] = self->enemy->mins[0];
  27. else
  28. aim[1] = self->enemy->maxs[0];
  29. }
  30. point = closest_point_to_box(self->s.origin, self->enemy->absmin, self->enemy->absmax);
  31. // check that we can hit the point on the bbox
  32. tr = gi.traceline(self->s.origin, point, self, MASK_PROJECTILE);
  33. if (tr.fraction < 1)
  34. {
  35. if (!tr.ent->takedamage)
  36. return false;
  37. // if it will hit any client/monster then hit the one we wanted to hit
  38. if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
  39. tr.ent = self->enemy;
  40. }
  41. // check that we can hit the player from the point
  42. tr = gi.traceline(point, self->enemy->s.origin, self, MASK_PROJECTILE);
  43. if (tr.fraction < 1)
  44. {
  45. if (!tr.ent->takedamage)
  46. return false;
  47. // if it will hit any client/monster then hit the one we wanted to hit
  48. if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
  49. tr.ent = self->enemy;
  50. }
  51. AngleVectors(self->s.angles, forward, right, up);
  52. point = self->s.origin + (forward * range);
  53. point += (right * aim[1]);
  54. point += (up * aim[2]);
  55. dir = point - self->enemy->s.origin;
  56. // do the damage
  57. T_Damage(tr.ent, self, self, dir, point, vec3_origin, damage, kick / 2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
  58. if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
  59. return false;
  60. // do our special form of knockback here
  61. v = (self->enemy->absmin + self->enemy->absmax) * 0.5f;
  62. v -= point;
  63. v.normalize();
  64. self->enemy->velocity += v * kick;
  65. if (self->enemy->velocity[2] > 0)
  66. self->enemy->groundentity = nullptr;
  67. return true;
  68. }
  69. // helper routine for piercing traces;
  70. // mask = the input mask for finding what to hit
  71. // you can adjust the mask for the re-trace (for water, etc).
  72. // note that you must take care in your pierce callback to mark
  73. // the entities that are being pierced.
  74. void pierce_trace(const vec3_t &start, const vec3_t &end, edict_t *ignore, pierce_args_t &pierce, contents_t mask)
  75. {
  76. int loop_count = MAX_EDICTS;
  77. vec3_t own_start, own_end;
  78. own_start = start;
  79. own_end = end;
  80. while (--loop_count)
  81. {
  82. pierce.tr = gi.traceline(start, own_end, ignore, mask);
  83. // didn't hit anything, so we're done
  84. if (!pierce.tr.ent || pierce.tr.fraction == 1.0f)
  85. return;
  86. // hit callback said we're done
  87. if (!pierce.hit(mask, own_end))
  88. return;
  89. own_start = pierce.tr.endpos;
  90. }
  91. gi.Com_Print("runaway pierce_trace\n");
  92. }
  93. struct fire_lead_pierce_t : pierce_args_t
  94. {
  95. edict_t *self;
  96. vec3_t start;
  97. vec3_t aimdir;
  98. int damage;
  99. int kick;
  100. int hspread;
  101. int vspread;
  102. mod_t mod;
  103. int te_impact;
  104. contents_t mask;
  105. bool water = false;
  106. vec3_t water_start = {};
  107. edict_t *chain = nullptr;
  108. inline fire_lead_pierce_t(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, mod_t mod, int te_impact, contents_t mask) :
  109. pierce_args_t(),
  110. self(self),
  111. start(start),
  112. aimdir(aimdir),
  113. damage(damage),
  114. kick(kick),
  115. hspread(hspread),
  116. vspread(vspread),
  117. mod(mod),
  118. te_impact(te_impact),
  119. mask(mask)
  120. {
  121. }
  122. // we hit an entity; return false to stop the piercing.
  123. // you can adjust the mask for the re-trace (for water, etc).
  124. bool hit(contents_t &mask, vec3_t &end) override
  125. {
  126. // see if we hit water
  127. if (tr.contents & MASK_WATER)
  128. {
  129. int color;
  130. water = true;
  131. water_start = tr.endpos;
  132. // CHECK: is this compare ever true?
  133. if (te_impact != -1 && start != tr.endpos)
  134. {
  135. if (tr.contents & CONTENTS_WATER)
  136. {
  137. // FIXME: this effectively does nothing..
  138. if (strcmp(tr.surface->name, "brwater") == 0)
  139. color = SPLASH_BROWN_WATER;
  140. else
  141. color = SPLASH_BLUE_WATER;
  142. }
  143. else if (tr.contents & CONTENTS_SLIME)
  144. color = SPLASH_SLIME;
  145. else if (tr.contents & CONTENTS_LAVA)
  146. color = SPLASH_LAVA;
  147. else
  148. color = SPLASH_UNKNOWN;
  149. if (color != SPLASH_UNKNOWN)
  150. {
  151. gi.WriteByte(svc_temp_entity);
  152. gi.WriteByte(TE_SPLASH);
  153. gi.WriteByte(8);
  154. gi.WritePosition(tr.endpos);
  155. gi.WriteDir(tr.plane.normal);
  156. gi.WriteByte(color);
  157. gi.multicast(tr.endpos, MULTICAST_PVS, false);
  158. }
  159. // change bullet's course when it enters water
  160. vec3_t dir, forward, right, up;
  161. dir = end - start;
  162. dir = vectoangles(dir);
  163. AngleVectors(dir, forward, right, up);
  164. float r = crandom() * hspread * 2;
  165. float u = crandom() * vspread * 2;
  166. end = water_start + (forward * 8192);
  167. end += (right * r);
  168. end += (up * u);
  169. }
  170. // re-trace ignoring water this time
  171. mask &= ~MASK_WATER;
  172. return true;
  173. }
  174. // did we hit an hurtable entity?
  175. if (tr.ent->takedamage)
  176. {
  177. T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, mod.id == MOD_TESLA ? DAMAGE_ENERGY : DAMAGE_BULLET, mod);
  178. // only deadmonster is pierceable, or actual dead monsters
  179. // that haven't been made non-solid yet
  180. if ((tr.ent->svflags & SVF_DEADMONSTER) ||
  181. (tr.ent->health <= 0 && (tr.ent->svflags & SVF_MONSTER)))
  182. {
  183. if (!mark(tr.ent))
  184. return false;
  185. return true;
  186. }
  187. }
  188. else
  189. {
  190. // send gun puff / flash
  191. // don't mark the sky
  192. if (te_impact != -1 && !(tr.surface && ((tr.surface->flags & SURF_SKY) || strncmp(tr.surface->name, "sky", 3) == 0)))
  193. {
  194. gi.WriteByte(svc_temp_entity);
  195. gi.WriteByte(te_impact);
  196. gi.WritePosition(tr.endpos);
  197. gi.WriteDir(tr.plane.normal);
  198. gi.multicast(tr.endpos, MULTICAST_PVS, false);
  199. if (self->client)
  200. PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
  201. }
  202. }
  203. // hit a solid, so we're stopping here
  204. return false;
  205. }
  206. };
  207. /*
  208. =================
  209. fire_lead
  210. This is an internal support routine used for bullet/pellet based weapons.
  211. =================
  212. */
  213. static void fire_lead(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick, int te_impact, int hspread, int vspread, mod_t mod)
  214. {
  215. fire_lead_pierce_t args = {
  216. self,
  217. start,
  218. aimdir,
  219. damage,
  220. kick,
  221. hspread,
  222. vspread,
  223. mod,
  224. te_impact,
  225. MASK_PROJECTILE | MASK_WATER
  226. };
  227. // [Paril-KEX]
  228. if (self->client && !G_ShouldPlayersCollide(true))
  229. args.mask &= ~CONTENTS_PLAYER;
  230. // special case: we started in water.
  231. if (gi.pointcontents(start) & MASK_WATER)
  232. {
  233. args.water = true;
  234. args.water_start = start;
  235. args.mask &= ~MASK_WATER;
  236. }
  237. // check initial firing position
  238. pierce_trace(self->s.origin, start, self, args, args.mask);
  239. // we're clear, so do the second pierce
  240. if (args.tr.fraction == 1.f)
  241. {
  242. args.restore();
  243. vec3_t end, dir, forward, right, up;
  244. dir = vectoangles(aimdir);
  245. AngleVectors(dir, forward, right, up);
  246. float r = crandom() * hspread;
  247. float u = crandom() * vspread;
  248. end = start + (forward * 8192);
  249. end += (right * r);
  250. end += (up * u);
  251. pierce_trace(args.tr.endpos, end, self, args, args.mask);
  252. }
  253. // if went through water, determine where the end is and make a bubble trail
  254. if (args.water && te_impact != -1)
  255. {
  256. vec3_t pos, dir;
  257. dir = args.tr.endpos - args.water_start;
  258. dir.normalize();
  259. pos = args.tr.endpos + (dir * -2);
  260. if (gi.pointcontents(pos) & MASK_WATER)
  261. args.tr.endpos = pos;
  262. else
  263. args.tr = gi.traceline(pos, args.water_start, args.tr.ent != world ? args.tr.ent : nullptr, MASK_WATER);
  264. pos = args.water_start + args.tr.endpos;
  265. pos *= 0.5f;
  266. gi.WriteByte(svc_temp_entity);
  267. gi.WriteByte(TE_BUBBLETRAIL);
  268. gi.WritePosition(args.water_start);
  269. gi.WritePosition(args.tr.endpos);
  270. gi.multicast(pos, MULTICAST_PVS, false);
  271. }
  272. }
  273. /*
  274. =================
  275. fire_bullet
  276. Fires a single round. Used for machinegun and chaingun. Would be fine for
  277. pistols, rifles, etc....
  278. =================
  279. */
  280. void fire_bullet(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick, int hspread, int vspread, mod_t mod)
  281. {
  282. fire_lead(self, start, aimdir, damage, kick, mod.id == MOD_TESLA ? -1 : TE_GUNSHOT, hspread, vspread, mod);
  283. }
  284. /*
  285. =================
  286. fire_shotgun
  287. Shoots shotgun pellets. Used by shotgun and super shotgun.
  288. =================
  289. */
  290. void fire_shotgun(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick, int hspread, int vspread, int count, mod_t mod)
  291. {
  292. for (int i = 0; i < count; i++)
  293. fire_lead(self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
  294. }
  295. /*
  296. =================
  297. fire_blaster
  298. Fires a single blaster bolt. Used by the blaster and hyper blaster.
  299. =================
  300. */
  301. TOUCH(blaster_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
  302. {
  303. if (other == self->owner)
  304. return;
  305. if (tr.surface && (tr.surface->flags & SURF_SKY))
  306. {
  307. G_FreeEdict(self);
  308. return;
  309. }
  310. // PMM - crash prevention
  311. if (self->owner && self->owner->client)
  312. PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
  313. if (other->takedamage)
  314. T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal, self->dmg, 1, DAMAGE_ENERGY, static_cast<mod_id_t>(self->style));
  315. else
  316. {
  317. gi.WriteByte(svc_temp_entity);
  318. gi.WriteByte( ( self->style != MOD_BLUEBLASTER ) ? TE_BLASTER : TE_BLUEHYPERBLASTER );
  319. gi.WritePosition(self->s.origin);
  320. gi.WriteDir(tr.plane.normal);
  321. gi.multicast(self->s.origin, MULTICAST_PHS, false);
  322. }
  323. G_FreeEdict(self);
  324. }
  325. void fire_blaster(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, effects_t effect, mod_t mod)
  326. {
  327. edict_t *bolt;
  328. trace_t tr;
  329. bolt = G_Spawn();
  330. bolt->svflags = SVF_PROJECTILE;
  331. bolt->s.origin = start;
  332. bolt->s.old_origin = start;
  333. bolt->s.angles = vectoangles(dir);
  334. bolt->velocity = dir * speed;
  335. bolt->movetype = MOVETYPE_FLYMISSILE;
  336. bolt->clipmask = MASK_PROJECTILE;
  337. // [Paril-KEX]
  338. if (self->client && !G_ShouldPlayersCollide(true))
  339. bolt->clipmask &= ~CONTENTS_PLAYER;
  340. bolt->flags |= FL_DODGE;
  341. bolt->solid = SOLID_BBOX;
  342. bolt->s.effects |= effect;
  343. bolt->s.modelindex = gi.modelindex("models/objects/laser/tris.md2");
  344. bolt->s.sound = gi.soundindex("misc/lasfly.wav");
  345. bolt->owner = self;
  346. bolt->touch = blaster_touch;
  347. bolt->nextthink = level.time + 2_sec;
  348. bolt->think = G_FreeEdict;
  349. bolt->dmg = damage;
  350. bolt->classname = "bolt";
  351. bolt->style = mod.id;
  352. gi.linkentity(bolt);
  353. tr = gi.traceline(self->s.origin, bolt->s.origin, bolt, bolt->clipmask);
  354. if (tr.fraction < 1.0f)
  355. {
  356. bolt->s.origin = tr.endpos + (tr.plane.normal * 1.f);
  357. bolt->touch(bolt, tr.ent, tr, false);
  358. }
  359. }
  360. constexpr spawnflags_t SPAWNFLAG_GRENADE_HAND = 1_spawnflag;
  361. constexpr spawnflags_t SPAWNFLAG_GRENADE_HELD = 2_spawnflag;
  362. /*
  363. =================
  364. fire_grenade
  365. =================
  366. */
  367. THINK(Grenade_Explode) (edict_t *ent) -> void
  368. {
  369. vec3_t origin;
  370. mod_t mod;
  371. if (ent->owner->client)
  372. PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
  373. // FIXME: if we are onground then raise our Z just a bit since we are a point?
  374. if (ent->enemy)
  375. {
  376. float points;
  377. vec3_t v;
  378. vec3_t dir;
  379. v = ent->enemy->mins + ent->enemy->maxs;
  380. v = ent->enemy->s.origin + (v * 0.5f);
  381. v = ent->s.origin - v;
  382. points = ent->dmg - 0.5f * v.length();
  383. dir = ent->enemy->s.origin - ent->s.origin;
  384. if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HAND))
  385. mod = MOD_HANDGRENADE;
  386. else
  387. mod = MOD_GRENADE;
  388. T_Damage(ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int) points, (int) points, DAMAGE_RADIUS, mod);
  389. }
  390. if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HELD))
  391. mod = MOD_HELD_GRENADE;
  392. else if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HAND))
  393. mod = MOD_HG_SPLASH;
  394. else
  395. mod = MOD_G_SPLASH;
  396. T_RadiusDamage(ent, ent->owner, (float) ent->dmg, ent->enemy, ent->dmg_radius, DAMAGE_NONE, mod);
  397. origin = ent->s.origin + (ent->velocity * -0.02f);
  398. gi.WriteByte(svc_temp_entity);
  399. if (ent->waterlevel)
  400. {
  401. if (ent->groundentity)
  402. gi.WriteByte(TE_GRENADE_EXPLOSION_WATER);
  403. else
  404. gi.WriteByte(TE_ROCKET_EXPLOSION_WATER);
  405. }
  406. else
  407. {
  408. if (ent->groundentity)
  409. gi.WriteByte(TE_GRENADE_EXPLOSION);
  410. else
  411. gi.WriteByte(TE_ROCKET_EXPLOSION);
  412. }
  413. gi.WritePosition(origin);
  414. gi.multicast(ent->s.origin, MULTICAST_PHS, false);
  415. G_FreeEdict(ent);
  416. }
  417. TOUCH(Grenade_Touch) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
  418. {
  419. if (other == ent->owner)
  420. return;
  421. if (tr.surface && (tr.surface->flags & SURF_SKY))
  422. {
  423. G_FreeEdict(ent);
  424. return;
  425. }
  426. if (!other->takedamage)
  427. {
  428. if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HAND))
  429. {
  430. if (frandom() > 0.5f)
  431. gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
  432. else
  433. gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
  434. }
  435. else
  436. {
  437. gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
  438. }
  439. return;
  440. }
  441. ent->enemy = other;
  442. Grenade_Explode(ent);
  443. }
  444. THINK(Grenade4_Think) (edict_t *self) -> void
  445. {
  446. if (level.time >= self->timestamp)
  447. {
  448. Grenade_Explode(self);
  449. return;
  450. }
  451. if (self->velocity)
  452. {
  453. float p = self->s.angles.x;
  454. float z = self->s.angles.z;
  455. float speed_frac = clamp(self->velocity.lengthSquared() / (self->speed * self->speed), 0.f, 1.f);
  456. self->s.angles = vectoangles(self->velocity);
  457. self->s.angles.x = LerpAngle(p, self->s.angles.x, speed_frac);
  458. self->s.angles.z = z + (gi.frame_time_s * 360 * speed_frac);
  459. }
  460. self->nextthink = level.time + FRAME_TIME_S;
  461. }
  462. void fire_grenade(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int speed, gtime_t timer, float damage_radius, float right_adjust, float up_adjust, bool monster)
  463. {
  464. edict_t *grenade;
  465. vec3_t dir;
  466. vec3_t forward, right, up;
  467. dir = vectoangles(aimdir);
  468. AngleVectors(dir, forward, right, up);
  469. grenade = G_Spawn();
  470. grenade->s.origin = start;
  471. grenade->velocity = aimdir * speed;
  472. if (up_adjust)
  473. {
  474. float gravityAdjustment = level.gravity / 800.f;
  475. grenade->velocity += up * up_adjust * gravityAdjustment;
  476. }
  477. if (right_adjust)
  478. grenade->velocity += right * right_adjust;
  479. grenade->movetype = MOVETYPE_BOUNCE;
  480. grenade->clipmask = MASK_PROJECTILE;
  481. // [Paril-KEX]
  482. if (self->client && !G_ShouldPlayersCollide(true))
  483. grenade->clipmask &= ~CONTENTS_PLAYER;
  484. grenade->solid = SOLID_BBOX;
  485. grenade->svflags |= SVF_PROJECTILE;
  486. grenade->flags |= ( FL_DODGE | FL_TRAP );
  487. grenade->s.effects |= EF_GRENADE;
  488. grenade->speed = speed;
  489. if (monster)
  490. {
  491. grenade->avelocity = { crandom() * 360, crandom() * 360, crandom() * 360 };
  492. grenade->s.modelindex = gi.modelindex("models/objects/grenade/tris.md2");
  493. grenade->nextthink = level.time + timer;
  494. grenade->think = Grenade_Explode;
  495. grenade->s.effects |= EF_GRENADE_LIGHT;
  496. }
  497. else
  498. {
  499. grenade->s.modelindex = gi.modelindex("models/objects/grenade4/tris.md2");
  500. grenade->s.angles = vectoangles(grenade->velocity);
  501. grenade->nextthink = level.time + FRAME_TIME_S;
  502. grenade->timestamp = level.time + timer;
  503. grenade->think = Grenade4_Think;
  504. grenade->s.renderfx |= RF_MINLIGHT;
  505. }
  506. grenade->owner = self;
  507. grenade->touch = Grenade_Touch;
  508. grenade->dmg = damage;
  509. grenade->dmg_radius = damage_radius;
  510. grenade->classname = "grenade";
  511. gi.linkentity(grenade);
  512. }
  513. void fire_grenade2(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int speed, gtime_t timer, float damage_radius, bool held)
  514. {
  515. edict_t *grenade;
  516. vec3_t dir;
  517. vec3_t forward, right, up;
  518. dir = vectoangles(aimdir);
  519. AngleVectors(dir, forward, right, up);
  520. grenade = G_Spawn();
  521. grenade->s.origin = start;
  522. grenade->velocity = aimdir * speed;
  523. float gravityAdjustment = level.gravity / 800.f;
  524. grenade->velocity += up * (200 + crandom() * 10.0f) * gravityAdjustment;
  525. grenade->velocity += right * (crandom() * 10.0f);
  526. grenade->avelocity = { crandom() * 360, crandom() * 360, crandom() * 360 };
  527. grenade->movetype = MOVETYPE_BOUNCE;
  528. grenade->clipmask = MASK_PROJECTILE;
  529. // [Paril-KEX]
  530. if (self->client && !G_ShouldPlayersCollide(true))
  531. grenade->clipmask &= ~CONTENTS_PLAYER;
  532. grenade->solid = SOLID_BBOX;
  533. grenade->svflags |= SVF_PROJECTILE;
  534. grenade->flags |= ( FL_DODGE | FL_TRAP );
  535. grenade->s.effects |= EF_GRENADE;
  536. grenade->s.modelindex = gi.modelindex("models/objects/grenade3/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 = "hand_grenade";
  544. grenade->spawnflags = SPAWNFLAG_GRENADE_HAND;
  545. if (held)
  546. grenade->spawnflags |= SPAWNFLAG_GRENADE_HELD;
  547. grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
  548. if (timer <= 0_ms)
  549. Grenade_Explode(grenade);
  550. else
  551. {
  552. gi.sound(self, CHAN_WEAPON, gi.soundindex("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
  553. gi.linkentity(grenade);
  554. }
  555. }
  556. /*
  557. =================
  558. fire_rocket
  559. =================
  560. */
  561. TOUCH(rocket_touch) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
  562. {
  563. vec3_t origin;
  564. if (other == ent->owner)
  565. return;
  566. if (tr.surface && (tr.surface->flags & SURF_SKY))
  567. {
  568. G_FreeEdict(ent);
  569. return;
  570. }
  571. if (ent->owner->client)
  572. PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
  573. // calculate position for the explosion entity
  574. origin = ent->s.origin + tr.plane.normal;
  575. if (other->takedamage)
  576. {
  577. T_Damage(other, ent, ent->owner, ent->velocity, ent->s.origin, tr.plane.normal, ent->dmg, 0, DAMAGE_NONE, MOD_ROCKET);
  578. }
  579. else
  580. {
  581. // don't throw any debris in net games
  582. if (!deathmatch->integer && !coop->integer)
  583. {
  584. if (tr.surface && !(tr.surface->flags & (SURF_WARP | SURF_TRANS33 | SURF_TRANS66 | SURF_FLOWING)))
  585. {
  586. ThrowGibs(ent, 2, {
  587. { (size_t) irandom(5), "models/objects/debris2/tris.md2", GIB_METALLIC | GIB_DEBRIS }
  588. });
  589. }
  590. }
  591. }
  592. T_RadiusDamage(ent, ent->owner, (float) ent->radius_dmg, other, ent->dmg_radius, DAMAGE_NONE, MOD_R_SPLASH);
  593. gi.WriteByte(svc_temp_entity);
  594. if (ent->waterlevel)
  595. gi.WriteByte(TE_ROCKET_EXPLOSION_WATER);
  596. else
  597. gi.WriteByte(TE_ROCKET_EXPLOSION);
  598. gi.WritePosition(origin);
  599. gi.multicast(ent->s.origin, MULTICAST_PHS, false);
  600. G_FreeEdict(ent);
  601. }
  602. edict_t *fire_rocket(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, float damage_radius, int radius_damage)
  603. {
  604. edict_t *rocket;
  605. rocket = G_Spawn();
  606. rocket->s.origin = start;
  607. rocket->s.angles = vectoangles(dir);
  608. rocket->velocity = dir * speed;
  609. rocket->movetype = MOVETYPE_FLYMISSILE;
  610. rocket->svflags |= SVF_PROJECTILE;
  611. rocket->flags |= FL_DODGE;
  612. rocket->clipmask = MASK_PROJECTILE;
  613. // [Paril-KEX]
  614. if (self->client && !G_ShouldPlayersCollide(true))
  615. rocket->clipmask &= ~CONTENTS_PLAYER;
  616. rocket->solid = SOLID_BBOX;
  617. rocket->s.effects |= EF_ROCKET;
  618. rocket->s.modelindex = gi.modelindex("models/objects/rocket/tris.md2");
  619. rocket->owner = self;
  620. rocket->touch = rocket_touch;
  621. rocket->nextthink = level.time + gtime_t::from_sec(8000.f / speed);
  622. rocket->think = G_FreeEdict;
  623. rocket->dmg = damage;
  624. rocket->radius_dmg = radius_damage;
  625. rocket->dmg_radius = damage_radius;
  626. rocket->s.sound = gi.soundindex("weapons/rockfly.wav");
  627. rocket->classname = "rocket";
  628. gi.linkentity(rocket);
  629. return rocket;
  630. }
  631. using search_callback_t = decltype(game_import_t::inPVS);
  632. bool binary_positional_search_r(const vec3_t &viewer, const vec3_t &start, const vec3_t &end, search_callback_t cb, int32_t split_num)
  633. {
  634. // check half-way point
  635. vec3_t mid = (start + end) * 0.5f;
  636. if (cb(viewer, mid, true))
  637. return true;
  638. // no more splits
  639. if (!split_num)
  640. return false;
  641. // recursively check both sides
  642. return binary_positional_search_r(viewer, start, mid, cb, split_num - 1) || binary_positional_search_r(viewer, mid, end, cb, split_num - 1);
  643. }
  644. // [Paril-KEX] simple binary search through a line to see if any points along
  645. // the line (in a binary split) pass the callback
  646. bool binary_positional_search(const vec3_t &viewer, const vec3_t &start, const vec3_t &end, search_callback_t cb, int32_t num_splits)
  647. {
  648. // check start/end first
  649. if (cb(viewer, start, true) || cb(viewer, end, true))
  650. return true;
  651. // recursive split
  652. return binary_positional_search_r(viewer, start, end, cb, num_splits);
  653. }
  654. struct fire_rail_pierce_t : pierce_args_t
  655. {
  656. edict_t *self;
  657. vec3_t aimdir;
  658. int damage;
  659. int kick;
  660. bool water = false;
  661. inline fire_rail_pierce_t(edict_t *self, vec3_t aimdir, int damage, int kick) :
  662. pierce_args_t(),
  663. self(self),
  664. aimdir(aimdir),
  665. damage(damage),
  666. kick(kick)
  667. {
  668. }
  669. // we hit an entity; return false to stop the piercing.
  670. // you can adjust the mask for the re-trace (for water, etc).
  671. bool hit(contents_t &mask, vec3_t &end) override
  672. {
  673. if (tr.contents & (CONTENTS_SLIME | CONTENTS_LAVA))
  674. {
  675. mask &= ~(CONTENTS_SLIME | CONTENTS_LAVA);
  676. water = true;
  677. return true;
  678. }
  679. else
  680. {
  681. // try to kill it first
  682. if ((tr.ent != self) && (tr.ent->takedamage))
  683. T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_NONE, MOD_RAILGUN);
  684. // dead, so we don't need to care about checking pierce
  685. if (!tr.ent->inuse || (!tr.ent->solid || tr.ent->solid == SOLID_TRIGGER))
  686. return true;
  687. // ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
  688. if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
  689. // ROGUE
  690. (tr.ent->flags & FL_DAMAGEABLE) ||
  691. // ROGUE
  692. (tr.ent->solid == SOLID_BBOX))
  693. {
  694. if (!mark(tr.ent))
  695. return false;
  696. return true;
  697. }
  698. }
  699. return false;
  700. }
  701. };
  702. // [Paril-KEX] get the current unique unicast key
  703. uint32_t GetUnicastKey()
  704. {
  705. static uint32_t key = 1;
  706. if (!key)
  707. return key = 1;
  708. return key++;
  709. }
  710. /*
  711. =================
  712. fire_rail
  713. =================
  714. */
  715. void fire_rail(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick)
  716. {
  717. fire_rail_pierce_t args = {
  718. self,
  719. aimdir,
  720. damage,
  721. kick
  722. };
  723. contents_t mask = MASK_PROJECTILE | CONTENTS_SLIME | CONTENTS_LAVA;
  724. // [Paril-KEX]
  725. if (self->client && !G_ShouldPlayersCollide(true))
  726. mask &= ~CONTENTS_PLAYER;
  727. vec3_t end = start + (aimdir * 8192);
  728. pierce_trace(start, end, self, args, mask);
  729. uint32_t unicast_key = GetUnicastKey();
  730. // send gun puff / flash
  731. // [Paril-KEX] this often makes double noise, so trying
  732. // a slightly different approach...
  733. for (auto player : active_players())
  734. {
  735. vec3_t org = player->s.origin + player->client->ps.viewoffset + vec3_t{ 0, 0, (float) player->client->ps.pmove.viewheight };
  736. if (binary_positional_search(org, start, args.tr.endpos, gi.inPHS, 3))
  737. {
  738. gi.WriteByte(svc_temp_entity);
  739. gi.WriteByte((deathmatch->integer && g_instagib->integer) ? TE_RAILTRAIL2 : TE_RAILTRAIL);
  740. gi.WritePosition(start);
  741. gi.WritePosition(args.tr.endpos);
  742. gi.unicast(player, false, unicast_key);
  743. }
  744. }
  745. if (self->client)
  746. PlayerNoise(self, args.tr.endpos, PNOISE_IMPACT);
  747. }
  748. static vec3_t bfg_laser_pos(vec3_t p, float dist)
  749. {
  750. float theta = frandom(2 * PIf);
  751. float phi = acos(crandom());
  752. vec3_t d {
  753. sin(phi) * cos(theta),
  754. sin(phi) * sin(theta),
  755. cos(phi)
  756. };
  757. return p + (d * dist);
  758. }
  759. THINK(bfg_laser_update) (edict_t *self) -> void
  760. {
  761. if (level.time > self->timestamp || !self->owner->inuse)
  762. {
  763. G_FreeEdict(self);
  764. return;
  765. }
  766. self->s.origin = self->owner->s.origin;
  767. self->nextthink = level.time + 1_ms;
  768. gi.linkentity(self);
  769. }
  770. static void bfg_spawn_laser(edict_t *self)
  771. {
  772. vec3_t end = bfg_laser_pos(self->s.origin, 256);
  773. trace_t tr = gi.traceline(self->s.origin, end, self, MASK_OPAQUE);
  774. if (tr.fraction == 1.0f)
  775. return;
  776. edict_t *laser = G_Spawn();
  777. laser->s.frame = 3;
  778. laser->s.renderfx = RF_BEAM_LIGHTNING;
  779. laser->movetype = MOVETYPE_NONE;
  780. laser->solid = SOLID_NOT;
  781. laser->s.modelindex = MODELINDEX_WORLD; // must be non-zero
  782. laser->s.origin = self->s.origin;
  783. laser->s.old_origin = tr.endpos;
  784. laser->s.skinnum = 0xD0D0D0D0;
  785. laser->think = bfg_laser_update;
  786. laser->nextthink = level.time + 1_ms;
  787. laser->timestamp = level.time + 300_ms;
  788. laser->owner = self;
  789. gi.linkentity(laser);
  790. }
  791. /*
  792. =================
  793. fire_bfg
  794. =================
  795. */
  796. THINK(bfg_explode) (edict_t *self) -> void
  797. {
  798. edict_t *ent;
  799. float points;
  800. vec3_t v;
  801. float dist;
  802. bfg_spawn_laser(self);
  803. if (self->s.frame == 0)
  804. {
  805. // the BFG effect
  806. ent = nullptr;
  807. while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != nullptr)
  808. {
  809. if (!ent->takedamage)
  810. continue;
  811. if (ent == self->owner)
  812. continue;
  813. if (!CanDamage(ent, self))
  814. continue;
  815. if (!CanDamage(ent, self->owner))
  816. continue;
  817. // ROGUE - make tesla hurt by bfg
  818. if (!(ent->svflags & SVF_MONSTER) && !(ent->flags & FL_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
  819. continue;
  820. // ZOID
  821. // don't target players in CTF
  822. if (CheckTeamDamage(ent, self->owner))
  823. continue;
  824. // ZOID
  825. v = ent->mins + ent->maxs;
  826. v = ent->s.origin + (v * 0.5f);
  827. vec3_t centroid = v;
  828. v = self->s.origin - centroid;
  829. dist = v.length();
  830. points = self->radius_dmg * (1.0f - sqrtf(dist / self->dmg_radius));
  831. T_Damage(ent, self, self->owner, self->velocity, centroid, vec3_origin, (int) points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
  832. // Paril: draw BFG lightning laser to enemies
  833. gi.WriteByte(svc_temp_entity);
  834. gi.WriteByte(TE_BFG_ZAP);
  835. gi.WritePosition(self->s.origin);
  836. gi.WritePosition(centroid);
  837. gi.multicast(self->s.origin, MULTICAST_PHS, false);
  838. }
  839. }
  840. self->nextthink = level.time + 10_hz;
  841. self->s.frame++;
  842. if (self->s.frame == 5)
  843. self->think = G_FreeEdict;
  844. }
  845. TOUCH(bfg_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
  846. {
  847. if (other == self->owner)
  848. return;
  849. if (tr.surface && (tr.surface->flags & SURF_SKY))
  850. {
  851. G_FreeEdict(self);
  852. return;
  853. }
  854. if (self->owner->client)
  855. PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
  856. // core explosion - prevents firing it into the wall/floor
  857. if (other->takedamage)
  858. T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal, 200, 0, DAMAGE_ENERGY, MOD_BFG_BLAST);
  859. T_RadiusDamage(self, self->owner, 200, other, 100, DAMAGE_ENERGY, MOD_BFG_BLAST);
  860. gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
  861. self->solid = SOLID_NOT;
  862. self->touch = nullptr;
  863. self->s.origin += self->velocity * (-1 * gi.frame_time_s);
  864. self->velocity = {};
  865. self->s.modelindex = gi.modelindex("sprites/s_bfg3.sp2");
  866. self->s.frame = 0;
  867. self->s.sound = 0;
  868. self->s.effects &= ~EF_ANIM_ALLFAST;
  869. self->think = bfg_explode;
  870. self->nextthink = level.time + 10_hz;
  871. self->enemy = other;
  872. gi.WriteByte(svc_temp_entity);
  873. gi.WriteByte(TE_BFG_BIGEXPLOSION);
  874. gi.WritePosition(self->s.origin);
  875. gi.multicast(self->s.origin, MULTICAST_PHS, false);
  876. }
  877. struct bfg_laser_pierce_t : pierce_args_t
  878. {
  879. edict_t *self;
  880. vec3_t dir;
  881. int damage;
  882. inline bfg_laser_pierce_t(edict_t *self, vec3_t dir, int damage) :
  883. pierce_args_t(),
  884. self(self),
  885. dir(dir),
  886. damage(damage)
  887. {
  888. }
  889. // we hit an entity; return false to stop the piercing.
  890. // you can adjust the mask for the re-trace (for water, etc).
  891. bool hit(contents_t &mask, vec3_t &end) override
  892. {
  893. // hurt it if we can
  894. if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
  895. T_Damage(tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, damage, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
  896. // if we hit something that's not a monster or player we're done
  897. if (!(tr.ent->svflags & SVF_MONSTER) && !(tr.ent->flags & FL_DAMAGEABLE) && (!tr.ent->client))
  898. {
  899. gi.WriteByte(svc_temp_entity);
  900. gi.WriteByte(TE_LASER_SPARKS);
  901. gi.WriteByte(4);
  902. gi.WritePosition(tr.endpos);
  903. gi.WriteDir(tr.plane.normal);
  904. gi.WriteByte(self->s.skinnum);
  905. gi.multicast(tr.endpos, MULTICAST_PVS, false);
  906. return false;
  907. }
  908. if (!mark(tr.ent))
  909. return false;
  910. return true;
  911. }
  912. };
  913. THINK(bfg_think) (edict_t *self) -> void
  914. {
  915. edict_t *ent;
  916. vec3_t point;
  917. vec3_t dir;
  918. vec3_t start;
  919. vec3_t end;
  920. int dmg;
  921. trace_t tr;
  922. if (deathmatch->integer)
  923. dmg = 5;
  924. else
  925. dmg = 10;
  926. bfg_spawn_laser(self);
  927. ent = nullptr;
  928. while ((ent = findradius(ent, self->s.origin, 256)) != nullptr)
  929. {
  930. if (ent == self)
  931. continue;
  932. if (ent == self->owner)
  933. continue;
  934. if (!ent->takedamage)
  935. continue;
  936. // ROGUE - make tesla hurt by bfg
  937. if (!(ent->svflags & SVF_MONSTER) && !(ent->flags & FL_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
  938. continue;
  939. // ZOID
  940. // don't target players in CTF
  941. if (CheckTeamDamage(ent, self->owner))
  942. continue;
  943. // ZOID
  944. point = (ent->absmin + ent->absmax) * 0.5f;
  945. dir = point - self->s.origin;
  946. dir.normalize();
  947. start = self->s.origin;
  948. end = start + (dir * 2048);
  949. // [Paril-KEX] don't fire a laser if we're blocked by the world
  950. tr = gi.traceline(start, point, nullptr, MASK_SOLID);
  951. if (tr.fraction < 1.0f)
  952. continue;
  953. bfg_laser_pierce_t args {
  954. self,
  955. dir,
  956. dmg
  957. };
  958. pierce_trace(start, end, self, args, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_DEADMONSTER);
  959. gi.WriteByte(svc_temp_entity);
  960. gi.WriteByte(TE_BFG_LASER);
  961. gi.WritePosition(self->s.origin);
  962. gi.WritePosition(tr.endpos);
  963. gi.multicast(self->s.origin, MULTICAST_PHS, false);
  964. }
  965. self->nextthink = level.time + 10_hz;
  966. }
  967. void fire_bfg(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, float damage_radius)
  968. {
  969. edict_t *bfg;
  970. bfg = G_Spawn();
  971. bfg->s.origin = start;
  972. bfg->s.angles = vectoangles(dir);
  973. bfg->velocity = dir * speed;
  974. bfg->movetype = MOVETYPE_FLYMISSILE;
  975. bfg->clipmask = MASK_PROJECTILE;
  976. bfg->svflags = SVF_PROJECTILE;
  977. // [Paril-KEX]
  978. if (self->client && !G_ShouldPlayersCollide(true))
  979. bfg->clipmask &= ~CONTENTS_PLAYER;
  980. bfg->solid = SOLID_BBOX;
  981. bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
  982. bfg->s.modelindex = gi.modelindex("sprites/s_bfg1.sp2");
  983. bfg->owner = self;
  984. bfg->touch = bfg_touch;
  985. bfg->nextthink = level.time + gtime_t::from_sec(8000.f / speed);
  986. bfg->think = G_FreeEdict;
  987. bfg->radius_dmg = damage;
  988. bfg->dmg_radius = damage_radius;
  989. bfg->classname = "bfg blast";
  990. bfg->s.sound = gi.soundindex("weapons/bfg__l1a.wav");
  991. bfg->think = bfg_think;
  992. bfg->nextthink = level.time + FRAME_TIME_S;
  993. bfg->teammaster = bfg;
  994. bfg->teamchain = nullptr;
  995. gi.linkentity(bfg);
  996. }
  997. TOUCH(disintegrator_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
  998. {
  999. gi.WriteByte(svc_temp_entity);
  1000. gi.WriteByte(TE_WIDOWSPLASH);
  1001. gi.WritePosition(self->s.origin - (self->velocity * 0.01f));
  1002. gi.multicast(self->s.origin, MULTICAST_PHS, false);
  1003. G_FreeEdict(self);
  1004. if (other->svflags & (SVF_MONSTER | SVF_PLAYER))
  1005. {
  1006. other->disintegrator_time += 50_sec;
  1007. other->disintegrator = self->owner;
  1008. }
  1009. }
  1010. void fire_disintegrator(edict_t *self, const vec3_t &start, const vec3_t &forward, int speed)
  1011. {
  1012. edict_t *bfg;
  1013. bfg = G_Spawn();
  1014. bfg->s.origin = start;
  1015. bfg->s.angles = vectoangles(forward);
  1016. bfg->velocity = forward * speed;
  1017. bfg->movetype = MOVETYPE_FLYMISSILE;
  1018. bfg->clipmask = MASK_PROJECTILE;
  1019. // [Paril-KEX]
  1020. if (self->client && !G_ShouldPlayersCollide(true))
  1021. bfg->clipmask &= ~CONTENTS_PLAYER;
  1022. bfg->solid = SOLID_BBOX;
  1023. bfg->s.effects |= EF_TAGTRAIL | EF_ANIM_ALL;
  1024. bfg->s.renderfx |= RF_TRANSLUCENT;
  1025. bfg->svflags |= SVF_PROJECTILE;
  1026. bfg->flags |= FL_DODGE;
  1027. bfg->s.modelindex = gi.modelindex("sprites/s_bfg1.sp2");
  1028. bfg->owner = self;
  1029. bfg->touch = disintegrator_touch;
  1030. bfg->nextthink = level.time + gtime_t::from_sec(8000.f / speed);
  1031. bfg->think = G_FreeEdict;
  1032. bfg->classname = "disint ball";
  1033. bfg->s.sound = gi.soundindex("weapons/bfg__l1a.wav");
  1034. gi.linkentity(bfg);
  1035. }