quake2-action/g_weapon.c

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1999-06-20 00:00:00 +00:00
#include "g_local.h"
#include "cgf_sfx_glass.h"
#include "a_game.h" //zucc for KickDoor
void knife_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
void Zylon_Grenade(edict_t *ent);
void setFFState(edict_t *ent);
//FIREBLADE
qboolean ap_already_hit[1000]; // 1000 = a number much larger than the possible max # of clients
int *took_damage; //FB 6/2/99, to keep track of shotgun damage
//FIREBLADE
/*
=================
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);
PRETRACE();
tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
POSTTRACE();
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);
}
}
/* zucc - bulletholes for testing spread patterns */
void BulletHoleThink (edict_t *self)
{
G_FreeEdict( self );
}
void SpawnHole( trace_t *tr, vec3_t dir )
{
vec3_t origin;
edict_t* lss;
lss = G_Spawn ();
lss->movetype = MOVETYPE_NOCLIP;
lss->solid = SOLID_TRIGGER;
lss->classname = "bhole";
//lss->s.modelindex = gi.modelindex ("models/weapons/g_m4/tris.md2" );
//lss->s.modelindex = gi.modelindex ("models/objects/holes/hole1/tris.md2" );
// bhole model doesn't want to show up, so be it
lss->s.modelindex = gi.modelindex ("sprites/lsight.sp2");
lss->s.renderfx = RF_GLOW;
lss->gravity = 0;
lss->think = BulletHoleThink;
lss->nextthink = level.time + 1000;
vectoangles(tr->plane.normal,lss->s.angles);
VectorNormalize(dir);
VectorMA(tr->endpos, 0,dir,origin);
VectorCopy(origin,lss->s.origin);
gi.linkentity (lss);
}
/*
=================
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);
PRETRACE();
tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
POSTTRACE();
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);
setFFState(self);
// 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;
PRETRACE();
tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
POSTTRACE();
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;
}
PRETRACE();
tr = gi.trace (start, NULL, NULL, end, self, content_mask);
POSTTRACE();
// glass fx
// catch case of firing thru one or breakable glasses
while ( (tr.fraction < 1.0)
&& (tr.surface->flags & (SURF_TRANS33 | SURF_TRANS66))
&& (tr.ent)
&& (0 == Q_stricmp(tr.ent->classname, "func_explosive"))
)
{
// break glass
CGF_SFX_ShootBreakableGlass(tr.ent, self, &tr, mod);
// continue trace from current endpos to start
PRETRACE();
tr = gi.trace (tr.endpos, NULL, NULL, end, tr.ent, content_mask);
POSTTRACE();
}
// ---
// 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
PRETRACE();
tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
POSTTRACE();
}
}
// 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 ( mod != MOD_M3 && mod != MOD_HC)
{
AddDecal (self, &tr);
}
//zucc remove spawnhole for real release
// SpawnHole( &tr, dir );
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
{
PRETRACE();
tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
POSTTRACE();
}
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)
{
setFFState(self);
fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
}
// zucc fire_load_ap for rounds that pass through soft targets and keep going
static void fire_lead_ap (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;
vec3_t from;
edict_t *ignore;
//FIREBLADE
memset(ap_already_hit, 0,
game.maxclients * sizeof(qboolean));
//FIREBLADE
// setup
stopAP = 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);
VectorCopy (start, from);
if (gi.pointcontents (start) & MASK_WATER)
{
water = true;
VectorCopy (start, water_start);
content_mask &= ~MASK_WATER;
}
ignore = self;
// PRETRACE();
// tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
// POSTTRACE();
while (ignore)
//if (!(tr.fraction < 1.0))
{
PRETRACE();
//tr = gi.trace (from, NULL, NULL, end, ignore, mask);
tr = gi.trace (from, NULL, NULL, end, ignore, content_mask);
POSTTRACE();
// glass fx
// catch case of firing thru one or breakable glasses
while ( (tr.fraction < 1.0)
&& (tr.surface->flags & (SURF_TRANS33 | SURF_TRANS66))
&& (tr.ent)
&& (0 == Q_stricmp(tr.ent->classname, "func_explosive"))
)
{
// break glass
CGF_SFX_ShootBreakableGlass(tr.ent, self, &tr, mod);
// continue trace from current endpos to start
PRETRACE();
tr = gi.trace (tr.endpos, NULL, NULL, end, tr.ent, content_mask);
POSTTRACE();
}
// ---
// see if we hit water
if (tr.contents & MASK_WATER)
{
int color;
water = true;
VectorCopy (tr.endpos, water_start);
if (!VectorCompare (from, 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, from, 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
PRETRACE();
tr = gi.trace (water_start, NULL, NULL, end, ignore, MASK_SHOT);
POSTTRACE();
}
// send gun puff / flash
ignore = NULL;
if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
{
if (tr.fraction < 1.0)
{
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
{
ignore = tr.ent;
VectorCopy (tr.endpos, from);
//FIREBLADE
// Advance the "from" point a few units
// towards "end" here
if (tr.ent->client)
{
vec3_t tempv;
vec3_t out;
if (ap_already_hit[tr.ent - g_edicts - 1])
{
VectorSubtract(end, from, tempv);
VectorNormalize(tempv);
VectorScale(tempv, 8, out);
VectorAdd(out, from, from);
continue;
}
ap_already_hit[tr.ent - g_edicts - 1] = true;
}
//FIREBLADE
}
if ((tr.ent != self) && (tr.ent->takedamage))
{
T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, mod);
if ( stopAP ) // the AP round hit something that would stop it (kevlar)
ignore = NULL;
}
else if ( tr.ent != self && !water )
{
//zucc remove spawnhole for real release
// SpawnHole( &tr, dir );
if (strncmp (tr.surface->name, "sky", 3) != 0)
{
AddDecal (self, &tr);
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
{
PRETRACE();
tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
POSTTRACE();
}
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);
}
}
// zucc - for the M4
void fire_bullet_sparks (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
{
setFFState(self);
fire_lead_ap (self, start, aimdir, damage, kick, TE_BULLET_SPARKS, hspread, vspread, mod);
}
// zucc - for sniper
void fire_bullet_sniper (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
{
setFFState(self);
fire_lead_ap (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
}
/*
* Init and ProduceShotgunDamageReport
*/
void InitShotgunDamageReport()
{
memset(took_damage, 0, game.maxclients * sizeof(int));
}
void ProduceShotgunDamageReport(edict_t *self)
{
int l;
int total_to_print = 0, printed = 0;
static char textbuf[1024];
//FB 6/2/99 - shotgun/handcannon damage notification
for (l = 1; l <= game.maxclients; l++)
{
if (took_damage[l - 1])
total_to_print++;
}
if (total_to_print)
{
if (total_to_print > 10)
total_to_print = 10;
strcpy(textbuf, "You hit ");
for (l = 1; l <= game.maxclients; l++)
{
if (took_damage[l - 1])
{
if (printed == (total_to_print - 1))
{
if (total_to_print == 2)
strcat(textbuf, " and ");
else if (total_to_print != 1)
strcat(textbuf, ", and ");
}
else if (printed)
strcat(textbuf, ", ");
strcat(textbuf, g_edicts[l].client->pers.netname);
printed++;
}
if (printed == total_to_print)
break;
}
gi.cprintf(self, PRINT_HIGH, "%s\n", textbuf);
}
//FB 6/2/99
}
/*
=================
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();
// 3.20 ANTI-LAG FIX, just in case we end up using this code for something... -FB
bolt->svflags = SVF_DEADMONSTER;
// ^^^
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);
PRETRACE();
tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
POSTTRACE();
if (tr.fraction < 1.0)
{
VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
bolt->touch (bolt, tr.ent, NULL, NULL);
}
}
qboolean G_EntExists(edict_t *ent)
{
return ((ent) && (ent->client));//(ent->inuse));
}
/*
=================
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)
{
/*FIREBLADE
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
FIREBLADE*/
{
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
}
return;
}
// zucc not needed since grenades don't blow up on contact
//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)
{
PRETRACE();
tr = gi.trace (from, NULL, NULL, end, ignore, mask);
POSTTRACE();
if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
{
mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
water = true;
}
else
{
// FROM 3.20, just in case we ever end up using this code for something... -FB
//ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
(tr.ent->solid == SOLID_BBOX))
// ^^^
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)
{
PRETRACE();
tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
POSTTRACE();
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);
}
void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
qboolean IsFemale (edict_t *ent);
void kick_attack (edict_t * ent )
{
vec3_t start;
vec3_t forward, right;
vec3_t offset;
int damage = 20;
int kick = 400;
trace_t tr;
vec3_t end;
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, 0, ent->client->kick_origin);
VectorSet(offset, 0, 0, ent->viewheight-20);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
VectorMA( start, 25, forward, end );
PRETRACE();
tr = gi.trace (ent->s.origin, NULL, NULL, end, ent, MASK_SHOT);
POSTTRACE();
// don't need to check for water
if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
{
if (tr.fraction < 1.0)
{
if (tr.ent->takedamage || KickDoor(&tr, ent, forward))
{
if (teamplay->value)
{
if (lights_camera_action)
return;
if (tr.ent != ent && tr.ent->client && ent->client &&
tr.ent->client->resp.team == ent->client->resp.team)
return;
}
if ( tr.ent->health <= 0 )
return;
if (((tr.ent != ent) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value) && OnSameTeam (tr.ent, ent)))
return;
// zucc stop powerful upwards kicking
//forward[2] = 0;
// glass fx
if (0 == Q_stricmp(tr.ent->classname, "func_explosive"))
{
CGF_SFX_ShootBreakableGlass(tr.ent, ent, &tr, MOD_KICK);
}
else
// ---
T_Damage (tr.ent, ent, ent, forward, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_KICK );
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/kick.wav"), 1, ATTN_NORM, 0);
PlayerNoise(ent, ent->s.origin, PNOISE_SELF);
ent->client->jumping = 0; // only 1 jumpkick per jump
if (tr.ent->client && ( tr.ent->client->curr_weap == M4_NUM
|| tr.ent->client->curr_weap == MP5_NUM
|| tr.ent->client->curr_weap == M3_NUM
|| tr.ent->client->curr_weap == SNIPER_NUM
|| tr.ent->client->curr_weap == HC_NUM )
&& 1 ) // crandom() > .8 )
{
// zucc fix this so reloading won't happen on the new gun!
tr.ent->client->reload_attempts = 0;
DropSpecialWeapon(tr.ent);
if (IsFemale(tr.ent))
{
gi.cprintf(ent, PRINT_HIGH, "You kick %s's %s from her hands!\n", tr.ent->client->pers.netname, (tr.ent->client->pers.weapon)->pickup_name );
}
else
{
gi.cprintf(ent, PRINT_HIGH, "You kick %s's %s from his hands!\n", tr.ent->client->pers.netname, (tr.ent->client->pers.weapon)->pickup_name );
}
gi.cprintf(tr.ent, PRINT_HIGH, "%s kicked your weapon from your hands!\n", ent->client->pers.netname );
}
}
}
}
}
// zucc
// return values
// 0 - missed
// 1 - hit player
// 2 - hit wall
int knife_attack ( edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
{
trace_t tr;
vec3_t end;
VectorMA (start, 45, aimdir, end);
PRETRACE();
tr = gi.trace (self->s.origin, NULL, NULL, end, self, MASK_SHOT);
POSTTRACE();
// don't need to check for water
if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
{
if (tr.fraction < 1.0)
{
//glass fx
if (0 == Q_stricmp(tr.ent->classname, "func_explosive"))
{
CGF_SFX_ShootBreakableGlass(tr.ent, self, &tr, MOD_KNIFE);
}
else
// ---
if (tr.ent->takedamage)
{
setFFState(self);
T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_KNIFE );
return -2;
}
else
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SPARKS);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.multicast (tr.endpos, MULTICAST_PVS);
return -1;
}
}
else
return 0;
}
return 0; // we hit the sky, call it a miss
}
static int knives = 0;
void knife_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
// int n;
edict_t *dropped;
edict_t *knife;
// vec3_t forward, right, up;
vec3_t move_angles;
gitem_t *item;
if (other == ent->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (ent);
return;
}
if (ent->owner->client)
{
gi.sound(ent, CHAN_WEAPON, gi.soundindex("weapons/clank.wav"), 1, ATTN_NORM, 0);
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
}
// calculate position for the explosion entity
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
//glass fx
if (0 == Q_stricmp(other->classname, "func_explosive"))
{
// ignore it, so it can bounce
return;
}
else
// ---
if (other->takedamage)
{
T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_KNIFE_THROWN);
}
else
{
// code to manage excess knives in the game, guarantees that
// no more than knifelimit knives will be stuck in walls.
// if knifelimit == 0 then it won't be in effect and it can
// start removing knives even when less than the limit are
// out there.
if ( knifelimit->value != 0 )
{
knives++;
if (knives > knifelimit->value)
knives = 1;
knife = FindEdictByClassnum ("weapon_Knife", knives);
if (knife)
{
knife->nextthink = level.time + .1;
}
}
dropped = G_Spawn();
item = FindItem(KNIFE_NAME);
dropped->classname = item->classname;
dropped->item = item;
dropped->spawnflags = DROPPED_ITEM;
dropped->s.effects = item->world_model_flags;
dropped->s.renderfx = RF_GLOW;
VectorSet (dropped->mins, -15, -15, -15);
VectorSet (dropped->maxs, 15, 15, 15);
gi.setmodel (dropped, dropped->item->world_model);
dropped->solid = SOLID_TRIGGER;
dropped->movetype = MOVETYPE_TOSS;
dropped->touch = Touch_Item;
dropped->owner = ent;
dropped->gravity = 0;
dropped->classnum = knives;
vectoangles (ent->velocity, move_angles);
//AngleVectors (ent->s.angles, forward, right, up);
VectorCopy (ent->s.origin, dropped->s.origin);
VectorCopy (move_angles, dropped->s.angles);
//VectorScale (forward, 100, dropped->velocity);
//dropped->velocity[2] = 300;
//dropped->think = drop_make_touchable;
//dropped->nextthink = level.time + 1;
dropped->nextthink = level.time + 120;
dropped->think = G_FreeEdict;
gi.linkentity (dropped);
if ( !(ent->waterlevel) )
{
/*gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_WELDING_SPARKS);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PHS);
*/
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SPARKS);
gi.WritePosition (origin);
gi.WriteDir (plane->normal);
gi.multicast (ent->s.origin, MULTICAST_PVS);
}
}
G_FreeEdict (ent);
}
void knife_throw (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed )
{
edict_t *knife;
// vec3_t forward, right, up;
trace_t tr;
knife = G_Spawn();
VectorNormalize (dir);
VectorCopy (start, knife->s.origin);
VectorCopy (start, knife->s.old_origin);
vectoangles (dir, knife->s.angles);
VectorScale (dir, speed, knife->velocity);
knife->movetype = MOVETYPE_TOSS;
/*
VectorCopy (start, knife->s.origin);
VectorCopy (dir, knife->movedir);
vectoangles (dir, knife->s.angles);
VectorScale (dir, speed, knife->velocity);
*/
// gi.cprintf(self, PRINT_HIGH, "speed %d\n", speed);
// below add upwards trajectory, not in action though
// AngleVectors (knife->s.angles, forward, right, up);
// VectorMA (knife->velocity, 210, up, knife->velocity);
VectorSet (knife->avelocity, 1200, 0, 0);
knife->movetype = MOVETYPE_TOSS;
knife->clipmask = MASK_SHOT;
knife->solid = SOLID_BBOX;
knife->s.effects = 0; //EF_ROTATE?
VectorClear (knife->mins);
VectorClear (knife->maxs);
knife->s.modelindex = gi.modelindex ("models/objects/knife/tris.md2");
knife->owner = self;
knife->touch = knife_touch;
knife->nextthink = level.time + 8000/speed;
knife->think = G_FreeEdict;
knife->dmg = damage;
knife->s.sound = gi.soundindex ("misc/flyloop.wav");
knife->classname = "thrown_knife";
// used by dodging monsters, skip
// if (self->client)
// check_dodge (self, rocket->s.origin, dir, speed);
PRETRACE();
tr = gi.trace (self->s.origin, NULL, NULL, knife->s.origin, knife, MASK_SHOT);
POSTTRACE();
if (tr.fraction < 1.0)
{
VectorMA (knife->s.origin, -10, dir, knife->s.origin);
knife->touch (knife, tr.ent, NULL, NULL);
}
gi.linkentity (knife);
}
/*
=====================================================================
setFFState: Save team wound count & warning state before an attack
The purpose of this is so that we can increment team_wounds by 1 for
each real attack instead of just counting each bullet/pellet/shrapnel
as a wound. The ff_warning flag is so that we don't overflow the
clients from repeated FF warnings. Hopefully the overhead on this
will be low enough to not affect things.
=====================================================================
*/
void setFFState(edict_t *ent)
{
if (ent && ent->client)
{
ent->client->team_wounds_before = ent->client->team_wounds;
ent->client->ff_warning = 0;
}
return;
}