thirtyflightsofloving/missionpack/g_weapon.c
Knightmare66 3672ea6be8 Added cvars ui_new_textfield and ui_new_textbox to toggle drawing text fields and text boxes with new images and font-based tiles.
Improved Tactician Gunner prox mine detection in missionpack DLL.
Implemented Zaero modifications (can be pushed off ledge) to exploding barrels in missionpack DLL.
Changed incomplete vector parsing check in ED_ParseField() to a warning instead of an error in all game DLLs.
2021-08-21 14:27:04 -04:00

3649 lines
No EOL
99 KiB
C

#include "g_local.h"
#define NUKE_QUAKE_TIME 3
#define NUKE_QUAKE_STRENGTH 100
/*
=================
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)
void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed) //PGM
{
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, WORLD_SIZE, dir, end); // was 8192
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);
tr.ent->monsterinfo.dodge (tr.ent, self, eta, &tr);
}
}
/*
=================
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;
// Knightmare- adjust spread for expanded world size
#ifdef KMQUAKE2_ENGINE_MOD
r *= (WORLD_SIZE / 8192);
u *= (WORLD_SIZE / 8192);
#endif
VectorMA (start, WORLD_SIZE, forward, end); // was 8192
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.ent->svflags & SVF_MUD)
color = SPLASH_BROWN_WATER;
else 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;
// Knightmare- adjust spread for expanded world size
#ifdef KMQUAKE2_ENGINE_MOD
r *= (WORLD_SIZE / 8192);
u *= (WORLD_SIZE / 8192);
#endif
VectorMA (water_start, WORLD_SIZE, forward, end); // was 8192
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);
// Lazarus reflections
if (level.num_reflectors)
ReflectSparks (te_impact, tr.endpos, tr.plane.normal);
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;
int tempevent;
if (other == self->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
// PMM - crash prevention
if (self->owner && 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
{
if (self->style == BLASTER_GREEN) //green
tempevent = TE_BLASTER2;
else if (self->style == BLASTER_BLUE) //blue
// #ifdef KMQUAKE2_ENGINE_MOD
#if defined (KMQUAKE2_ENGINE_MOD) || defined (Q2E_ENGINE_MOD)
tempevent = TE_BLUEHYPERBLASTER; // Knightmare- looks better than flechette
#else
tempevent = TE_FLECHETTE;
#endif
// #ifdef KMQUAKE2_ENGINE_MOD
#if defined (KMQUAKE2_ENGINE_MOD) || defined (Q2E_ENGINE_MOD)
else if (self->style == BLASTER_RED) //red
tempevent = TE_REDBLASTER;
#endif
else //standard orange
tempevent = TE_BLASTER;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (tempevent);
gi.WritePosition (self->s.origin);
if (!plane)
gi.WriteDir (vec3_origin);
else
gi.WriteDir (plane->normal);
gi.multicast (self->s.origin, MULTICAST_PVS);
// Lazarus reflections
if (level.num_reflectors)
{
if (!plane)
ReflectSparks (tempevent, self->s.origin, vec3_origin);
else
ReflectSparks (tempevent, self->s.origin, plane->normal);
}
}
G_FreeEdict (self);
}
void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper, int color)
{
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;
bolt->s.renderfx |= RF_NOSHADOW; // Knightmare- no shadow
VectorClear (bolt->mins);
VectorClear (bolt->maxs);
if (color == BLASTER_GREEN) // green
bolt->s.skinnum = 1;
else if (color == BLASTER_BLUE) // blue
bolt->s.skinnum = 2;
else if (color == BLASTER_RED) // red
bolt->s.skinnum = 3;
else // standard orange
bolt->s.skinnum = 0;
bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
bolt->style = color;
bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
bolt->owner = self;
bolt->touch = blaster_touch;
bolt->nextthink = level.time + 4;
bolt->think = G_FreeEdict;
bolt->dmg = damage;
if (hyper)
bolt->spawnflags = 1;
bolt->classname = "bolt";
bolt->class_id = ENTITY_BOLT;
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 && !(self->flags & FL_TURRET_OWNER))
{
VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
bolt->touch (bolt, tr.ent, NULL, NULL);
}
}
// RAFAEL
void fire_blueblaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect)
{
edict_t *bolt;
trace_t tr;
VectorNormalize (dir);
bolt = G_Spawn ();
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;
bolt->s.renderfx |= RF_NOSHADOW; //Knightmare- no shadow
VectorClear (bolt->mins);
VectorClear (bolt->maxs);
bolt->s.modelindex = gi.modelindex ("models/objects/blaser/tris.md2");
bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
bolt->style = BLASTER_BLUE;
bolt->spawnflags |= 1;
bolt->owner = self;
bolt->touch = blaster_touch;
bolt->nextthink = level.time + 4;
bolt->think = G_FreeEdict;
bolt->dmg = damage;
bolt->classname = "bolt";
bolt->class_id = ENTITY_BOLT;
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 && !(self->flags & FL_TURRET_OWNER))
{
VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
bolt->touch (bolt, tr.ent, NULL, NULL);
}
}
// NOTE: SP_bolt should ONLY be used for blaster/hyperblaster bolts that have
// changed maps via trigger_transition. It should NOT be used for map
// entities.
void bolt_delayed_start (edict_t *bolt)
{
if (g_edicts[1].linkcount)
{
VectorScale(bolt->movedir,bolt->moveinfo.speed,bolt->velocity);
bolt->nextthink = level.time + 2;
bolt->think = G_FreeEdict;
gi.linkentity(bolt);
}
else
bolt->nextthink = level.time + FRAMETIME;
}
void SP_bolt (edict_t *bolt)
{
if (bolt->style == BLASTER_GREEN) // green bolt
bolt->s.skinnum = 1;
else if (bolt->style == BLASTER_BLUE) // blue bolt
bolt->s.skinnum = 2;
else if (bolt->style == BLASTER_RED) // red bolt
bolt->s.skinnum = 3;
else // orange bolt
bolt->s.skinnum = 0;
bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
bolt->touch = blaster_touch;
VectorCopy(bolt->velocity,bolt->movedir);
VectorNormalize(bolt->movedir);
bolt->moveinfo.speed = VectorLength(bolt->velocity);
VectorClear(bolt->velocity);
bolt->think = bolt_delayed_start;
bolt->nextthink = level.time + FRAMETIME;
gi.linkentity(bolt);
}
/*
=================
fire_grenade
=================
*/
// Lazarus additions: next_grenade and prev_grenade linked lists facilitate checking
// for grenades near monsters, so that monsters can evade w/o bogging down the game
void Grenade_Evade (edict_t *monster)
{
edict_t *grenade;
vec3_t grenade_vec;
float grenade_dist, best_r, best_yaw, r;
float yaw;
int i;
vec3_t forward;
vec3_t pos, best_pos;
trace_t tr;
// We assume on entry here that monster is alive and that he's not already
// AI_CHASE_THING
grenade = world->next_grenade;
while (grenade)
{
// we only care about grenades on the ground
if (grenade->inuse && grenade->groundentity)
{
// if it ain't in the PVS, it can't hurt us (I think?)
if (gi.inPVS(grenade->s.origin,monster->s.origin))
{
VectorSubtract (grenade->s.origin, monster->s.origin, grenade_vec);
grenade_dist = VectorNormalize(grenade_vec);
if (grenade_dist <= grenade->dmg_radius)
break;
}
}
grenade = grenade->next_grenade;
}
if (!grenade)
return;
// Find best escape route.
best_r = 9999;
for (i=0; i<8; i++)
{
yaw = anglemod( i*45 );
forward[0] = cos( DEG2RAD(yaw) );
forward[1] = sin( DEG2RAD(yaw) );
forward[2] = 0;
// Estimate of required distance to run. This is conservative.
r = grenade->dmg_radius + grenade_dist*DotProduct(forward, grenade_vec) + monster->size[0] + 16;
if ( r < best_r )
{
VectorMA (monster->s.origin, r, forward,pos);
tr = gi.trace(monster->s.origin, monster->mins, monster->maxs, pos, monster, MASK_MONSTERSOLID);
if (tr.fraction < 1.0)
continue;
best_r = r;
best_yaw = yaw;
VectorCopy (tr.endpos, best_pos);
}
}
if (best_r < 9000)
{
edict_t *thing = SpawnThing();
VectorCopy(best_pos,thing->s.origin);
thing->touch_debounce_time = grenade->nextthink;
thing->target_ent = monster;
ED_CallSpawn(thing);
monster->ideal_yaw = best_yaw;
monster->movetarget = monster->goalentity = thing;
monster->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
monster->monsterinfo.aiflags |= (AI_CHASE_THING | AI_EVADE_GRENADE);
monster->monsterinfo.run(monster);
monster->next_grenade = grenade;
}
}
void Grenade_Add_To_Chain (edict_t *grenade)
{
edict_t *ancestor;
ancestor = world;
while (ancestor->next_grenade && ancestor->next_grenade->inuse)
ancestor = ancestor->next_grenade;
ancestor->next_grenade = grenade;
grenade->prev_grenade = ancestor;
}
void Grenade_Remove_From_Chain (edict_t *grenade)
{
if (grenade->prev_grenade)
{
// "prev_grenade" should always be valid for other than player-thrown
// grenades that explode in player's hand
grenade->prev_grenade->next_grenade = grenade->next_grenade;
if (grenade->next_grenade)
grenade->next_grenade->prev_grenade = grenade->prev_grenade;
}
}
void Grenade_Explode (edict_t *ent)
{
vec3_t origin;
int mod;
int type; // Knightmare added
// Grenade_Remove_From_Chain (ent);
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)
type = TE_GRENADE_EXPLOSION_WATER;
else
type = TE_ROCKET_EXPLOSION_WATER;
}
else
{
if (ent->groundentity)
type = TE_GRENADE_EXPLOSION;
else
type = TE_ROCKET_EXPLOSION;
}
gi.WriteByte (type);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PHS);
// Lazarus reflections
if (level.num_reflectors)
ReflectExplosion (type, origin);
G_FreeEdict (ent);
}
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))
{
// Grenade_Remove_From_Chain (ent);
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 ContactGrenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == ent->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
// Grenade_Remove_From_Chain (ent);
G_FreeEdict (ent);
return;
}
if (other->takedamage)
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, qboolean contact)
{
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);
// Lazarus - keep same vertical boost for players, but monsters do a better job
// of calculating aim direction, so throw that out
if (self->client)
VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
else
VectorMA (grenade->velocity, crandom() * 10.0, up, grenade->velocity);
VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
// Lazarus: Add owner velocity
// VectorAdd (grenade->velocity, self->velocity, grenade->velocity);
// NO. This is too unrealistic. Instead, if owner is riding a moving entity,
// add velocity of the thing he's riding
// Knightmare- add player's base velocity to grenade
if (add_velocity_throw->value && self->client)
VectorAdd (grenade->velocity, self->velocity, grenade->velocity);
else if (self->groundentity)
VectorAdd (grenade->velocity, self->groundentity->velocity, 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;
grenade->s.renderfx |= RF_IR_VISIBLE;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
grenade->owner = self;
if (contact)
grenade->touch = ContactGrenade_Touch;
else
grenade->touch = Grenade_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Grenade_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "grenade";
grenade->class_id = ENTITY_GRENADE;
// Grenade_Add_To_Chain (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);
// Knightmare- add player's base velocity to thrown grenade
if (add_velocity_throw->value && self->client)
VectorAdd (grenade->velocity, self->velocity, grenade->velocity);
else if (self->groundentity)
VectorAdd (grenade->velocity, self->groundentity->velocity, 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;
grenade->s.renderfx |= RF_IR_VISIBLE;
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";
grenade->class_id = ENTITY_HANDGRENADE;
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);
// Grenade_Add_To_Chain (grenade);
gi.linkentity (grenade);
}
}
// NOTE: SP_grenade and SP_handgrenade should ONLY be used to spawn grenades that change
// maps via a trigger_transition. They should NOT be used for map entities.
void grenade_delayed_start (edict_t *grenade)
{
if (g_edicts[1].linkcount)
{
VectorScale(grenade->movedir,grenade->moveinfo.speed,grenade->velocity);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->nextthink = level.time + 2.5;
grenade->think = Grenade_Explode;
gi.linkentity(grenade);
}
else
grenade->nextthink = level.time + FRAMETIME;
}
void SP_grenade (edict_t *grenade)
{
grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
grenade->touch = Grenade_Touch;
// For SP, freeze grenade until player spawns in
if (game.maxclients == 1)
{
grenade->movetype = MOVETYPE_NONE;
VectorCopy(grenade->velocity,grenade->movedir);
VectorNormalize(grenade->movedir);
grenade->moveinfo.speed = VectorLength(grenade->velocity);
VectorClear(grenade->velocity);
grenade->think = grenade_delayed_start;
grenade->nextthink = level.time + FRAMETIME;
}
else
{
grenade->movetype = MOVETYPE_BOUNCE;
grenade->nextthink = level.time + 2.5;
grenade->think = Grenade_Explode;
}
gi.linkentity (grenade);
}
void handgrenade_delayed_start (edict_t *grenade)
{
if (g_edicts[1].linkcount)
{
VectorScale(grenade->movedir,grenade->moveinfo.speed,grenade->velocity);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->nextthink = level.time + 2.5;
grenade->think = Grenade_Explode;
if (grenade->owner)
gi.sound (grenade->owner, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
gi.linkentity(grenade);
}
else
grenade->nextthink = level.time + FRAMETIME;
}
void SP_handgrenade (edict_t *grenade)
{
grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
grenade->touch = Grenade_Touch;
// For SP, freeze grenade until player spawns in
if (game.maxclients == 1)
{
grenade->movetype = MOVETYPE_NONE;
VectorCopy(grenade->velocity,grenade->movedir);
VectorNormalize(grenade->movedir);
grenade->moveinfo.speed = VectorLength(grenade->velocity);
VectorClear(grenade->velocity);
grenade->think = handgrenade_delayed_start;
grenade->nextthink = level.time + FRAMETIME;
}
else
{
grenade->movetype = MOVETYPE_BOUNCE;
grenade->nextthink = level.time + 2.5;
grenade->think = Grenade_Explode;
}
gi.linkentity (grenade);
}
//==========================================================================================
//
// AimGrenade finds the correct aim vector to get a grenade from start to target at initial
// velocity = speed. Returns false if grenade can't make it to target.
//
//==========================================================================================
qboolean AimGrenade (edict_t *self, vec3_t start, vec3_t target, vec_t speed, vec3_t aim, qboolean isProx)
{
vec3_t angles, forward, right, up;
vec3_t from_origin, from_muzzle;
vec3_t aim_point;
vec_t xo, yo;
vec_t x;
float cosa, t, vx, y;
float drop;
float last_error, v_error;
int i;
vec3_t last_aim;
// Knightmare- wider bounds to avoid prox collision
vec3_t proxMins = {-PROX_TEST_SIZE, -PROX_TEST_SIZE, -PROX_TEST_SIZE};
vec3_t proxMaxs = {PROX_TEST_SIZE, PROX_TEST_SIZE, PROX_TEST_SIZE};
VectorCopy (target, aim_point);
VectorSubtract (aim_point, self->s.origin, from_origin);
VectorSubtract (aim_point, start, from_muzzle);
if (self->svflags & SVF_MONSTER)
{
VectorCopy (from_muzzle, aim);
VectorNormalize (aim);
yo = from_muzzle[2];
xo = sqrt (from_muzzle[0] * from_muzzle[0] + from_muzzle[1] * from_muzzle[1]);
}
else
{
VectorCopy (from_origin, aim);
VectorNormalize (aim);
yo = from_origin[2];
xo = sqrt (from_origin[0] * from_origin[0] + from_origin[1] * from_origin[1]);
}
// If resulting aim vector is looking straight up or straight down, we're
// done. Actually now that I write this down and think about it... should
// probably check straight up to make sure grenade will actually reach the
// target.
if ( (aim[2] == 1.0) || (aim[2] == -1.0))
return true;
// horizontal distance to target from muzzle
x = sqrt (from_muzzle[0] * from_muzzle[0] + from_muzzle[1] * from_muzzle[1]);
cosa = sqrt (aim[0] * aim[0] + aim[1] * aim[1]);
// constant horizontal velocity (since grenades don't have drag)
vx = speed * cosa;
// time to reach target x
t = x / vx;
// if flight time is less than one frame, no way grenade will drop much,
// shoot the sucker now.
if (t < FRAMETIME)
return true;
// in that time, grenade will drop this much:
drop = 0.5 * sv_gravity->value * t * t;
y = speed * aim[2] * t - drop;
v_error = target[2] - start[2] - y;
// if we're fairly close and we'll hit target at current angle,
// no need for all this, just shoot it
if ( (x < 128) && (fabs(v_error) < 16) )
return true;
last_error = 100000.;
VectorCopy (aim, last_aim);
// Unfortunately there is no closed-form solution for this problem,
// so we creep up on an answer and balk if it takes more than
// 10 iterations to converge to the tolerance we'll accept.
for (i=0; i<10 && fabs(v_error) > 4 && fabs(v_error) < fabs(last_error); i++)
{
last_error = v_error;
aim[2] = cosa * (yo + drop) / xo;
VectorNormalize (aim);
if (!(self->svflags & SVF_MONSTER))
{
vectoangles (aim, angles);
AngleVectors (angles, forward, right, up);
G_ProjectSource2 (self->s.origin, self->move_origin, forward, right, up, start);
VectorSubtract (aim_point, start, from_muzzle);
x = sqrt(from_muzzle[0] * from_muzzle[0] + from_muzzle[1] * from_muzzle[1]);
}
cosa = sqrt(aim[0] * aim[0] + aim[1] * aim[1]);
vx = speed * cosa;
t = x / vx;
drop = 0.5 * sv_gravity->value * t * t;
y = speed * aim[2] * t - drop;
v_error = target[2] - start[2] - y;
if (fabs(v_error) < fabs(last_error))
VectorCopy (aim, last_aim);
}
if (i >= 10 || v_error > 64)
return false;
if (fabs(v_error) > fabs(last_error))
{
VectorCopy (last_aim, aim);
if (!(self->svflags & SVF_MONSTER))
{
vectoangles (aim, angles);
AngleVectors (angles, forward, right, up);
G_ProjectSource2 (self->s.origin, self->move_origin, forward, right, up, start);
VectorSubtract (aim_point, start, from_muzzle);
}
}
// Sanity check... if launcher is at the same elevation or a bit above the
// target entity, check to make sure he won't bounce grenades off the
// top of a doorway or other obstruction. If he WOULD do that, then figure out
// the max elevation angle that will get the grenade through the door, and
// hope we get a good bounce.
if ( (start[2] - target[2] < 160) &&
(start[2] - target[2] > -16) )
{
trace_t tr;
vec3_t dist;
if (isProx)
tr = gi.trace(start, proxMins, proxMaxs, aim_point, self, MASK_SOLID);
else
tr = gi.trace(start, vec3_origin, vec3_origin, aim_point, self, MASK_SOLID);
if ( (tr.fraction < 1.0) && (!self->enemy || (tr.ent != self->enemy) ))
{
// OK... the aim vector hit a solid, but would the grenade actually hit?
int contents;
cosa = sqrt(aim[0] * aim[0] + aim[1] * aim[1]);
vx = speed * cosa;
VectorSubtract (tr.endpos, start, dist);
dist[2] = 0;
x = VectorLength (dist);
t = x / vx;
drop = 0.5 * sv_gravity->value * t * (t + FRAMETIME);
tr.endpos[2] -= drop;
// move just a bit in the aim direction
tr.endpos[0] += aim[0];
tr.endpos[1] += aim[1];
contents = gi.pointcontents(tr.endpos);
while ((contents & MASK_SOLID) && (aim_point[2] > target[2]))
{
aim_point[2] -= 8.0;
VectorSubtract (aim_point, self->s.origin, from_origin);
VectorCopy (from_origin, aim);
VectorNormalize (aim);
if (!(self->svflags & SVF_MONSTER))
{
vectoangles (aim, angles);
AngleVectors (angles, forward, right, up);
G_ProjectSource2 (self->s.origin, self->move_origin, forward, right, up, start);
VectorSubtract (aim_point, start, from_muzzle);
}
if (isProx)
tr = gi.trace(start, proxMins, proxMaxs, aim_point, self, MASK_SOLID);
else
tr = gi.trace(start, vec3_origin, vec3_origin, aim_point, self, MASK_SOLID);
if (tr.fraction < 1.0)
{
cosa = sqrt(aim[0] * aim[0] + aim[1] * aim[1]);
vx = speed * cosa;
VectorSubtract (tr.endpos, start, dist);
dist[2] = 0;
x = VectorLength(dist);
t = x / vx;
drop = 0.5 * sv_gravity->value * t * (t + FRAMETIME);
tr.endpos[2] -= drop;
tr.endpos[0] += aim[0];
tr.endpos[1] += aim[1];
contents = gi.pointcontents(tr.endpos);
}
}
}
}
return true;
}
/*
=================
fire_missile
=================
*/
void missile_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
int n;
int type;
if (other == ent->owner)
return;
if (ent->owner->client && (ent->owner->client->homing_rocket == ent))
ent->owner->client->homing_rocket = NULL;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (ent);
return;
}
if (ent->owner && 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_MISSILE);
}
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, 0, 0, 0);
}
}
}
// Lazarus: bad monsters have a large damage radius
if (ent->owner && (ent->owner->svflags & SVF_MONSTER) && !(ent->owner->monsterinfo.aiflags & AI_GOOD_GUY))
// T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius + 17.5*skill->value, MOD_MISSILE_SPLASH, -2.0/(4.0+skill->value) );
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius + 17.5*skill->value, MOD_MISSILE_SPLASH);
else
// T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_MISSILE_SPLASH, -0.5);
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_MISSILE_SPLASH);
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
type = TE_ROCKET_EXPLOSION_WATER;
else
type = TE_ROCKET_EXPLOSION;
gi.WriteByte (type);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PHS);
// Lazarus reflections
if (level.num_reflectors)
ReflectExplosion (type, origin);
G_FreeEdict (ent);
}
/*static*/ void missile_explode (edict_t *ent)
{
vec3_t origin;
int type;
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);
// T_RadiusDamage(ent, ent->owner, ent->radius_dmg, NULL, ent->dmg_radius, MOD_MISSILE_SPLASH, -0.5);
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, NULL, ent->dmg_radius, MOD_MISSILE_SPLASH);
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
type = TE_ROCKET_EXPLOSION_WATER;
else
type = TE_EXPLOSION1_BIG;
gi.WriteByte (type);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
// Lazarus reflections
if (level.num_reflectors)
ReflectExplosion (type, origin);
G_FreeEdict (ent);
}
/*static*/ void missile_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + FRAMETIME;
self->think = missile_explode;
}
void homing_think (edict_t *self);
void Rocket_Evade (edict_t *rocket, vec3_t dir, float speed);
void fire_missile (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage, edict_t *home_target)
{
edict_t *missile;
missile = G_Spawn();
VectorCopy (start, missile->s.origin);
VectorCopy (dir, missile->movedir);
vectoangles (dir, missile->s.angles);
VectorScale (dir, speed, missile->velocity);
// Lazarus: add shooter's lateral velocity
if (rocket_strafe->value)
{
vec3_t right, up;
vec3_t lateral_speed;
AngleVectors(self->s.angles,NULL,right,up);
VectorCopy(self->velocity,lateral_speed);
lateral_speed[0] *= fabs(right[0]);
lateral_speed[1] *= fabs(right[1]);
lateral_speed[2] *= fabs(up[2]);
VectorAdd(missile->velocity,lateral_speed,missile->velocity);
}
missile->movetype = MOVETYPE_FLYMISSILE;
missile->clipmask = MASK_SHOT;
missile->solid = SOLID_BBOX;
VectorSet (self->mins, -8, -8, -8);
VectorSet (self->maxs, 8, 8, 8);
missile->s.effects |= EF_ROCKET;
missile->s.renderfx |= RF_NOSHADOW; //Knightmare- no shadow
missile->s.renderfx |= RF_IR_VISIBLE;
VectorClear (missile->mins);
VectorClear (missile->maxs);
missile->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2");
missile->owner = self;
missile->touch = missile_touch;
missile->dmg = damage;
missile->radius_dmg = radius_damage;
missile->dmg_radius = damage_radius;
missile->s.sound = gi.soundindex ("weapons/rockfly.wav");
if (home_target)
{
// homers are shootable
VectorSet(missile->mins, -10, -3, 0);
VectorSet(missile->maxs, 10, 3, 6);
missile->mass = 10;
missile->health = 5;
missile->die = missile_die;
missile->takedamage = DAMAGE_YES;
missile->monsterinfo.aiflags = AI_NOSTEP;
missile->enemy = home_target;
missile->classname = "homing rocket";
missile->class_id = ENTITY_ROCKET;
missile->nextthink = level.time + FRAMETIME;
missile->think = homing_think;
missile->starttime = level.time + 0.3; // play homing sound on 3rd frame
missile->endtime = level.time + 8000.0f/speed;
if (self->client)
{
self->client->homing_rocket = missile;
check_dodge (self, missile->s.origin, dir, speed);
}
Rocket_Evade (missile, dir, speed);
}
else
{
missile->classname = "missile";
missile->class_id = ENTITY_ROCKET;
missile->nextthink = level.time + 8000.0f/speed;
missile->think = G_FreeEdict;
Rocket_Evade (missile, dir, speed);
}
gi.linkentity (missile);
}
// NOTE: SP_missile should ONLY be used to spawn missiles that change maps
// via a trigger_transition. It should NOT be used for map entities.
void missile_delayed_start (edict_t *missile)
{
if (g_edicts[1].linkcount)
{
VectorScale(missile->movedir,missile->moveinfo.speed,missile->velocity);
missile->nextthink = level.time + 8000/missile->moveinfo.speed;
missile->think = G_FreeEdict;
gi.linkentity(missile);
}
else
missile->nextthink = level.time + FRAMETIME;
}
void SP_missile (edict_t *missile)
{
vec3_t dir;
missile->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2");
missile->s.sound = gi.soundindex ("weapons/rockfly.wav");
missile->touch = missile_touch;
AngleVectors(missile->s.angles,dir,NULL,NULL);
VectorCopy (dir, missile->movedir);
missile->moveinfo.speed = VectorLength(missile->velocity);
if (missile->moveinfo.speed <= 0)
missile->moveinfo.speed = 650;
// For SP, freeze missile until player spawns in
if (game.maxclients == 1)
{
VectorClear(missile->velocity);
missile->think = missile_delayed_start;
missile->nextthink = level.time + FRAMETIME;
}
else
{
missile->think = G_FreeEdict;
missile->nextthink = level.time + 8000/missile->moveinfo.speed;
}
gi.linkentity (missile);
}
/*
=================
fire_rocket
=================
*/
// Lazarus: homing rocket
void homing_think (edict_t *self)
{
trace_t tr;
vec3_t dir, target;
vec_t speed;
if (level.time > self->endtime)
{
if (self->owner->client && (self->owner->client->homing_rocket == self))
self->owner->client->homing_rocket = NULL;
BecomeExplosion1 (self);
return;
}
if (self->enemy && self->enemy->inuse)
{
VectorMA (self->enemy->absmin, 0.5, self->enemy->size, target);
tr = gi.trace(self->s.origin, vec3_origin, vec3_origin, target, self, MASK_OPAQUE);
if (tr.fraction == 1)
{
// target in view; apply correction
VectorSubtract (target, self->s.origin, dir);
VectorNormalize (dir);
if (self->enemy->client)
VectorScale (dir, 0.8+0.1*skill->value, dir);
else
VectorScale (dir, 1.0, dir); // 0=no correction, 1=turn on a dime
VectorAdd (dir, self->movedir, dir);
VectorNormalize (dir);
VectorCopy (dir, self->movedir);
vectoangles (dir, self->s.angles);
speed = VectorLength(self->velocity);
VectorScale (dir, speed, self->velocity);
if (level.time >= self->starttime && self->starttime > 0)
{
if (level.time > self->owner->fly_sound_debounce_time)
{
// this prevents multiple lockon sounds resulting from
// monsters firing multiple rockets in quick succession
#ifdef KMQUAKE2_ENGINE_MOD // extra sound only with engine mod
if (self->enemy->client)
gi.sound (self->enemy, CHAN_AUTO, gi.soundindex ("weapons/homing/lockon.wav"), 1, ATTN_NORM, 0);
#endif
self->owner->fly_sound_debounce_time = level.time + 2.0;
}
self->starttime = 0;
}
}
}
self->nextthink = level.time + FRAMETIME;
}
// Lazarus: Rocket_Evade tells monsters to get da hell outta da way
void Rocket_Evade (edict_t *rocket, vec3_t dir, float speed)
{
float rocket_dist, best_r, best_yaw, dist, r;
float time;
float dot;
float yaw;
int i;
edict_t *ent=NULL;
trace_t tr;
vec3_t hitpoint;
vec3_t forward, pos, best_pos;
vec3_t rocket_vec, vec;
// Find out what rocket will hit, assuming everything remains static
VectorMA (rocket->s.origin, WORLD_SIZE, dir, rocket_vec); // was 8192
tr = gi.trace(rocket->s.origin, rocket->mins, rocket->maxs, rocket_vec, rocket,MASK_SHOT);
VectorCopy (tr.endpos, hitpoint);
VectorSubtract (hitpoint, rocket->s.origin, vec);
dist = VectorLength (vec);
time = dist / speed;
while ((ent = findradius(ent, hitpoint, rocket->dmg_radius)) != NULL)
{
if (!ent->inuse)
continue;
if (!(ent->svflags & SVF_MONSTER))
continue;
if (!ent->takedamage)
continue;
if (ent->health <= 0)
continue;
if (!ent->monsterinfo.run) // takes care of turret_driver
continue;
if (rocket->owner == ent)
continue;
VectorSubtract (hitpoint, ent->s.origin, rocket_vec);
rocket_dist = VectorNormalize(rocket_vec);
// Not much hope in evading if distance is < 1K or so.
if (rocket_dist < 1024)
continue;
// Find best escape route.
best_r = 9999;
for (i=0; i<8; i++)
{
yaw = anglemod( i*45 );
forward[0] = cos( DEG2RAD(yaw) );
forward[1] = sin( DEG2RAD(yaw) );
forward[2] = 0;
dot = DotProduct(forward,dir);
if ((dot > 0.96) || (dot < -0.96))
continue;
// Estimate of required distance to run. This is conservative.
r = rocket->dmg_radius + rocket_dist*DotProduct(forward, rocket_vec) + ent->size[0] + 16;
if ( r < best_r )
{
VectorMA (ent->s.origin, r, forward ,pos);
tr = gi.trace(ent->s.origin, ent->mins, ent->maxs, pos, ent, MASK_MONSTERSOLID);
if (tr.fraction < 1.0)
continue;
best_r = r;
best_yaw = yaw;
VectorCopy (tr.endpos, best_pos);
}
}
if (best_r < 9000)
{
edict_t *thing = SpawnThing();
VectorCopy (best_pos, thing->s.origin);
thing->touch_debounce_time = level.time + time;
thing->target_ent = ent;
ED_CallSpawn (thing);
ent->ideal_yaw = best_yaw;
ent->movetarget = ent->goalentity = thing;
ent->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
ent->monsterinfo.aiflags |= (AI_CHASE_THING | AI_EVADE_GRENADE);
ent->monsterinfo.run(ent);
}
}
}
void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
int n;
int type;
if (other == ent->owner)
return;
if (ent->owner->client && (ent->owner->client->homing_rocket == ent))
ent->owner->client->homing_rocket = NULL;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (ent);
return;
}
if (ent->owner && 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, 0, 0, 0);
}
}
}
// Lazarus: bad monsters have a large damage radius
if (ent->owner && (ent->owner->svflags & SVF_MONSTER) && !(ent->owner->monsterinfo.aiflags & AI_GOOD_GUY))
// T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius + 17.5*skill->value, MOD_R_SPLASH, -2.0/(4.0+skill->value) );
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius + 17.5*skill->value, MOD_R_SPLASH);
else
// T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH, -0.5);
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
type = TE_ROCKET_EXPLOSION_WATER;
else
type = TE_ROCKET_EXPLOSION;
gi.WriteByte (type);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PHS);
// Lazarus reflections
if (level.num_reflectors)
ReflectExplosion (type, origin);
G_FreeEdict (ent);
}
/*static*/ void rocket_explode (edict_t *ent)
{
vec3_t origin;
int type;
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);
// T_RadiusDamage(ent, ent->owner, ent->radius_dmg, NULL, ent->dmg_radius, MOD_R_SPLASH, -0.5);
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, NULL, ent->dmg_radius, MOD_R_SPLASH);
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
type = TE_ROCKET_EXPLOSION_WATER;
else
type = TE_ROCKET_EXPLOSION;
gi.WriteByte (type);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
// Lazarus reflections
if (level.num_reflectors)
ReflectExplosion (type, origin);
G_FreeEdict (ent);
}
/*static*/ void rocket_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + FRAMETIME;
self->think = rocket_explode;
}
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage, edict_t *home_target)
{
edict_t *rocket;
qboolean homing = false;
rocket = G_Spawn();
VectorCopy (start, rocket->s.origin);
VectorCopy (dir, rocket->movedir);
vectoangles (dir, rocket->s.angles);
VectorScale (dir, speed, rocket->velocity);
// Lazarus: add shooter's lateral velocity
if (rocket_strafe->value)
{
vec3_t right, up;
vec3_t lateral_speed;
AngleVectors (self->s.angles, NULL, right, up);
VectorCopy (self->velocity, lateral_speed);
lateral_speed[0] *= fabs(right[0]);
lateral_speed[1] *= fabs(right[1]);
lateral_speed[2] *= fabs(up[2]);
VectorAdd(rocket->velocity,lateral_speed,rocket->velocity);
}
rocket->movetype = MOVETYPE_FLYMISSILE;
rocket->clipmask = MASK_SHOT;
rocket->solid = SOLID_BBOX;
rocket->s.effects |= EF_ROCKET;
rocket->s.renderfx |= RF_IR_VISIBLE|RF_NOSHADOW; // Knightmare- no shadow
VectorClear (rocket->mins);
VectorClear (rocket->maxs);
// if (home_target)
// rocket->s.modelindex = gi.modelindex ("models/objects/hrocket/tris.md2");
// else
rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
if (strstr(self->classname,"monster_") && (self->spawnflags & SF_MONSTER_SPECIAL)
&& strcmp(self->classname, "monster_turret"))
homing = true;
// Knightmare- use different skin, not different model, for homing rocket
if (home_target || (self->client && self->client->pers.fire_mode) || homing)
{
rocket->s.skinnum = 1;
rocket->classname = "homing rocket";
}
else
rocket->classname = "rocket";
rocket->class_id = ENTITY_ROCKET;
rocket->owner = self;
rocket->touch = rocket_touch;
rocket->dmg = damage;
rocket->radius_dmg = radius_damage;
rocket->dmg_radius = damage_radius;
rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
if (home_target)
{
// homers are shootable
VectorSet(rocket->mins, -10, -3, 0);
VectorSet(rocket->maxs, 10, 3, 6);
rocket->mass = 10;
rocket->health = 5;
rocket->die = rocket_die;
rocket->takedamage = DAMAGE_YES;
rocket->monsterinfo.aiflags = AI_NOSTEP;
rocket->enemy = home_target;
rocket->nextthink = level.time + FRAMETIME;
rocket->think = homing_think;
rocket->starttime = level.time + 0.3; // play homing sound on 3rd frame
rocket->endtime = level.time + 8000.0f/speed;
if (self->client)
{
self->client->homing_rocket = rocket;
// check_dodge (self, rocket->s.origin, dir, speed);
}
Rocket_Evade (rocket, dir, speed);
}
else
{
rocket->nextthink = level.time + 8000.0f/speed;
rocket->think = G_FreeEdict;
Rocket_Evade (rocket, dir, speed);
}
gi.linkentity (rocket);
}
// NOTE: SP_rocket should ONLY be used to spawn rockets that change maps
// via a trigger_transition. It should NOT be used for map entities.
void rocket_delayed_start (edict_t *rocket)
{
if (g_edicts[1].linkcount)
{
VectorScale(rocket->movedir,rocket->moveinfo.speed,rocket->velocity);
rocket->nextthink = level.time + 8000/rocket->moveinfo.speed;
rocket->think = G_FreeEdict;
gi.linkentity(rocket);
}
else
rocket->nextthink = level.time + FRAMETIME;
}
void SP_rocket (edict_t *rocket)
{
vec3_t dir;
rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
if (!strcmp(rocket->classname, "homing rocket"))
rocket->s.skinnum = 1;
rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
rocket->touch = rocket_touch;
AngleVectors(rocket->s.angles,dir,NULL,NULL);
VectorCopy (dir, rocket->movedir);
rocket->moveinfo.speed = VectorLength(rocket->velocity);
if (rocket->moveinfo.speed <= 0)
rocket->moveinfo.speed = 650;
// For SP, freeze rocket until player spawns in
if (game.maxclients == 1)
{
VectorClear(rocket->velocity);
rocket->think = rocket_delayed_start;
rocket->nextthink = level.time + FRAMETIME;
}
else
{
rocket->think = G_FreeEdict;
rocket->nextthink = level.time + 8000/rocket->moveinfo.speed;
}
gi.linkentity (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, 0, 0, 0);
}
}
}
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 + 8000.0f/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, end;
trace_t tr;
edict_t *ignore;
int mask, tempevent, i=0;
qboolean water;
// Knightmare- changeable trail color
//#ifdef KMQUAKE2_ENGINE_MOD
#if defined (KMQUAKE2_ENGINE_MOD) || defined (Q2E_ENGINE_MOD)
if ( (self->client) && (sk_rail_color->value == 2) )
tempevent = TE_RAILTRAIL2;
else
#endif
tempevent = TE_RAILTRAIL;
VectorMA (start, WORLD_SIZE, aimdir, end); // was 8192
VectorCopy (start, from);
ignore = self;
water = false;
// Zaero- hack for certain maps to shoot through windows
if ( (self->client) && level.isZaeroRailgunHackMap )
mask = MASK_SHOT_NO_WINDOW|CONTENTS_SLIME|CONTENTS_LAVA;
else
mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
// end Zaero
while (ignore && i<256)
{
tr = gi.trace (from, NULL, NULL, end, ignore, mask);
if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
{
mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
water = true;
}
else
{
// ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
(tr.ent->svflags & SVF_DAMAGEABLE) ||
(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);
i++;
}
// send gun puff / flash
gi.WriteByte (svc_temp_entity);
gi.WriteByte (tempevent);
gi.WritePosition (start);
gi.WritePosition (tr.endpos);
gi.multicast (self->s.origin, MULTICAST_PHS);
// gi.multicast (start, MULTICAST_PHS);
// Lazarus reflections
if (level.num_reflectors)
ReflectTrail (tempevent, start, tr.endpos);
if (water)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (tempevent);
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));
// PMM - happened to notice this copy/paste bug
// 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);
// Lazarus reflections
if (level.num_reflectors)
ReflectExplosion (TE_BFG_EXPLOSION, ent->s.origin);
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, sk_bfg_rdamage->value, 0, 0, MOD_BFG_BLAST); //was 200
T_RadiusDamage(self, self->owner, sk_bfg_rdamage->value, other, 100, MOD_BFG_BLAST); //was 200
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);
// Lazarus reflections
if (level.num_reflectors)
ReflectExplosion (TE_BFG_BIGEXPLOSION, self->s.origin);
}
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 = sk_bfg_damage2_dm->value; //was 5
else
dmg = sk_bfg_damage2->value; //was 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;
//ROGUE - make tesla hurt by bfg
if (!(ent->svflags & SVF_MONSTER) && !(ent->svflags & SVF_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
// if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0)
// && (strcmp(ent->classname, "tesla") != 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))
if (!(tr.ent->svflags & SVF_MONSTER) && !(tr.ent->svflags & SVF_DAMAGEABLE) && (!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);
// Lazarus reflections
if (level.num_reflectors)
ReflectTrail (TE_BFG_LASER, self->s.origin, tr.endpos);
}
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 + 8000.0f/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);
}
// RAFAEL
/*
fire_ionripper
*/
void ionripper_sparks (edict_t *self)
{
byte count, color;
count = 0;
color = 0xe4 + (rand()&3);
// Knightmare- explode sound
if (sk_ionripper_extra_sounds->value)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionexp.wav"), 1, ATTN_NONE, 0);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_WELDING_SPARKS);
gi.WriteByte (count); // 0
gi.WritePosition (self->s.origin);
gi.WriteDir (vec3_origin);
gi.WriteByte (color); // 0xe4 + (rand()&3)
gi.multicast (self->s.origin, MULTICAST_PVS);
// Lazarus reflections
if (level.num_reflectors)
ReflectWeldingSparks (count, color, self->s.origin, vec3_origin);
G_FreeEdict (self);
}
// RAFAEL
void ionripper_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);
if (other->takedamage)
{
// Knightmare- hit sound
if (sk_ionripper_extra_sounds->value)
#ifdef KMQUAKE2_ENGINE_MOD
{
float r = random();
if (r < 0.3333)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionhit1.wav"), 1, ATTN_NONE, 0);
else if (r < 0.6666)
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionhit2.wav"), 1, ATTN_NONE, 0);
else
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionhit3.wav"), 1, ATTN_NONE, 0);
}
#else
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/ionhit1.wav"), 1, ATTN_NONE, 0);
#endif
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_RIPPER);
}
else
{
return;
}
G_FreeEdict (self);
}
// RAFAEL
void fire_ionripper (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect)
{
edict_t *ion;
trace_t tr;
VectorNormalize (dir);
ion = G_Spawn ();
ion->classname = "ion";
ion->class_id = ENTITY_ION;
VectorCopy (start, ion->s.origin);
VectorCopy (start, ion->s.old_origin);
vectoangles (dir, ion->s.angles);
VectorScale (dir, speed, ion->velocity);
ion->movetype = MOVETYPE_WALLBOUNCE;
ion->clipmask = MASK_SHOT;
ion->solid = SOLID_BBOX;
ion->s.effects |= effect;
ion->s.renderfx |= RF_FULLBRIGHT | RF_NOSHADOW; // Knightmare- no shadow
VectorClear (ion->mins);
VectorClear (ion->maxs);
ion->s.modelindex = gi.modelindex ("models/objects/boomrang/tris.md2");
ion->s.sound = gi.soundindex ("misc/lasfly.wav");
ion->owner = self;
ion->touch = ionripper_touch;
ion->nextthink = level.time + 3;
ion->think = ionripper_sparks;
ion->dmg = damage;
ion->dmg_radius = 100;
gi.linkentity (ion);
if (self->client)
check_dodge (self, ion->s.origin, dir, speed);
tr = gi.trace (self->s.origin, NULL, NULL, ion->s.origin, ion, MASK_SHOT);
if (tr.fraction < 1.0)
{
VectorMA (ion->s.origin, -10, dir, ion->s.origin);
ion->touch (ion, tr.ent, NULL, NULL);
}
}
// NOTE: SP_ion should ONLY be used for ION Ripper projectiles that have
// changed maps via trigger_transition. It should NOT be used for map
// entities.
void ion_delayed_start (edict_t *ion)
{
if (g_edicts[1].linkcount)
{
VectorScale(ion->movedir,ion->moveinfo.speed,ion->velocity);
ion->nextthink = level.time + 3;
ion->think = ionripper_sparks;
gi.linkentity(ion);
}
else
ion->nextthink = level.time + FRAMETIME;
}
void SP_ion (edict_t *ion)
{
ion->s.modelindex = gi.modelindex ("models/objects/boomrang/tris.md2");
ion->s.sound = gi.soundindex ("misc/lasfly.wav");
ion->touch = ionripper_touch;
VectorCopy(ion->velocity,ion->movedir);
VectorNormalize(ion->movedir);
ion->moveinfo.speed = VectorLength(ion->velocity);
VectorClear(ion->velocity);
ion->think = ion_delayed_start;
ion->nextthink = level.time + FRAMETIME;
gi.linkentity(ion);
}
// NOTE: the new Rogue fire_heat is in g_newweap.c
/*
fire_rocket_heat
*/
void rocket_heat_think (edict_t *self)
{
edict_t *target = NULL;
edict_t *aquire = NULL;
vec3_t vec;
vec3_t oldang;
int len;
int oldlen = 0;
VectorClear (vec);
// aquire new target
while (( target = findradius (target, self->s.origin, 1024)) != NULL)
{
if (self->owner == target)
continue;
if (!target->svflags & SVF_MONSTER)
continue;
//If player fires this, do track monsters
if (!self->owner->client && !target->client)
continue;
if (target->health <= 0)
continue;
if (!visible (self, target))
continue;
// if we need to reduce the tracking cone
/*
{
vec3_t vec;
float dot;
vec3_t forward;
AngleVectors (self->s.angles, forward, NULL, NULL);
VectorSubtract (target->s.origin, self->s.origin, vec);
VectorNormalize (vec);
dot = DotProduct (vec, forward);
if (dot > 0.6)
continue;
}
*/
if (!infront (self, target))
continue;
VectorSubtract (self->s.origin, target->s.origin, vec);
len = VectorLength (vec);
if (aquire == NULL || len < oldlen)
{
aquire = target;
self->target_ent = aquire;
oldlen = len;
}
}
if (aquire != NULL)
{
VectorCopy (self->s.angles, oldang);
VectorSubtract (aquire->s.origin, self->s.origin, vec);
vectoangles (vec, self->s.angles);
VectorNormalize (vec);
VectorCopy (vec, self->movedir);
VectorScale (vec, 500, self->velocity);
}
self->nextthink = level.time + 0.1;
}
// RAFAEL
void fire_rocket_heat (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
edict_t *heat;
heat = G_Spawn();
heat->classname = "rocket";
heat->class_id = ENTITY_ROCKET;
VectorCopy (start, heat->s.origin);
VectorCopy (dir, heat->movedir);
vectoangles (dir, heat->s.angles);
VectorScale (dir, speed, heat->velocity);
heat->movetype = MOVETYPE_FLYMISSILE;
heat->clipmask = MASK_SHOT;
heat->solid = SOLID_BBOX;
heat->s.effects |= EF_ROCKET;
heat->s.renderfx |= RF_NOSHADOW; //Knightmare- no shadow
VectorClear (heat->mins);
VectorClear (heat->maxs);
// heat->s.modelindex = gi.modelindex ("models/objects/hrocket/tris.md2");
heat->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
heat->s.skinnum = 1;
heat->owner = self;
heat->touch = rocket_touch;
heat->nextthink = level.time + 0.1;
heat->think = rocket_heat_think;
heat->dmg = damage;
heat->radius_dmg = radius_damage;
heat->dmg_radius = damage_radius;
heat->s.sound = gi.soundindex ("weapons/rockfly.wav");
if (self->client)
check_dodge (self, heat->s.origin, dir, speed);
gi.linkentity (heat);
}
// RAFAEL
/*
fire_phalanx_plasma
*/
void phalanx_plasma_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
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_PHALANX);
}
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_PHALANX_SPLASH);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_PLASMA_EXPLOSION);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
// Lazarus reflections
if (level.num_reflectors)
ReflectExplosion (TE_PLASMA_EXPLOSION, ent->s.origin);
G_FreeEdict (ent);
}
// Knightmare- remove this after the next savegame version increment!
void plasma_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
phalanx_plasma_touch (ent, other, plane, surf);
}
// RAFAEL
void fire_phalanx_plasma (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
edict_t *ph_plasma;
ph_plasma = G_Spawn();
ph_plasma->classname = "phalanx_plasma";
ph_plasma->class_id = ENTITY_PLASMA;
VectorCopy (start, ph_plasma->s.origin);
VectorCopy (dir, ph_plasma->movedir);
vectoangles (dir, ph_plasma->s.angles);
VectorScale (dir, speed, ph_plasma->velocity);
ph_plasma->movetype = MOVETYPE_FLYMISSILE;
ph_plasma->clipmask = MASK_SHOT;
ph_plasma->solid = SOLID_BBOX;
VectorClear (ph_plasma->mins);
VectorClear (ph_plasma->maxs);
ph_plasma->owner = self;
ph_plasma->touch = phalanx_plasma_touch;
ph_plasma->nextthink = level.time + 8000.0f/speed;
ph_plasma->think = G_FreeEdict;
ph_plasma->dmg = damage;
ph_plasma->radius_dmg = radius_damage;
ph_plasma->dmg_radius = damage_radius;
ph_plasma->s.sound = gi.soundindex ("weapons/rockfly.wav");
ph_plasma->s.modelindex = gi.modelindex ("sprites/s_photon.sp2");
ph_plasma->s.effects |= EF_PLASMA | EF_ANIM_ALLFAST;
ph_plasma->s.renderfx |= RF_FULLBRIGHT;
if (self->client)
check_dodge (self, ph_plasma->s.origin, dir, speed);
gi.linkentity (ph_plasma);
}
// NOTE: SP_phalanx_plasma should ONLY be used to spawn phalanx magslugs that change maps
// via a trigger_transition. It should NOT be used for map entities.
void phalanx_plasma_delayed_start (edict_t *ph_plasma)
{
if (g_edicts[1].linkcount)
{
VectorScale(ph_plasma->movedir, ph_plasma->moveinfo.speed, ph_plasma->velocity);
ph_plasma->nextthink = level.time + 8000.0f / ph_plasma->moveinfo.speed;
ph_plasma->think = G_FreeEdict;
gi.linkentity(ph_plasma);
}
else
ph_plasma->nextthink = level.time + FRAMETIME;
}
void SP_phalanx_plasma (edict_t *ph_plasma)
{
vec3_t dir;
ph_plasma->s.modelindex = gi.modelindex ("sprites/s_photon.sp2");
ph_plasma->s.effects |= EF_PLASMA | EF_ANIM_ALLFAST;
ph_plasma->s.sound = gi.soundindex ("weapons/rockfly.wav");
ph_plasma->touch = phalanx_plasma_touch;
AngleVectors(ph_plasma->s.angles, dir, NULL, NULL);
VectorCopy (dir, ph_plasma->movedir);
ph_plasma->moveinfo.speed = VectorLength(ph_plasma->velocity);
if (ph_plasma->moveinfo.speed <= 0)
ph_plasma->moveinfo.speed = 650;
// For SP, freeze plasma until player spawns in
if (game.maxclients == 1)
{
VectorClear(ph_plasma->velocity);
ph_plasma->think = phalanx_plasma_delayed_start;
ph_plasma->nextthink = level.time + FRAMETIME;
}
else
{
ph_plasma->think = G_FreeEdict;
ph_plasma->nextthink = level.time + 8000.0f / ph_plasma->moveinfo.speed;
}
gi.linkentity (ph_plasma);
}
// RAFAEL
extern void SP_item_foodcube (edict_t *best);
// RAFAEL
extern int gibsthisframe;
extern int lastgibframe;
/*static*/ void Trap_Think (edict_t *ent)
{
edict_t *target = NULL;
edict_t *best = NULL;
vec3_t vec;
int len, i;
int oldlen = 8000;
//vec3_t forward, right, up;
if (ent->timestamp < level.time)
{
ent->s.frame = 6;
//BecomeExplosion1(ent);
// note to self
// cause explosion damage???
return;
}
ent->nextthink = level.time + 0.1;
if (!ent->groundentity)
return;
// ok lets do the blood effect
if (ent->s.frame > 4)
{
if (ent->s.frame == 5)
{
if (ent->wait == 64)
gi.sound(ent, CHAN_VOICE, gi.soundindex ("weapons/trapdown.wav"), 1, ATTN_IDLE, 0);
ent->wait -= 2;
ent->delay += level.time;
for (i=0; i<3; i++)
{
// Knightmare- forget this, enough gibs are spawned already
// Lazarus: Prevent gib showers from causing SZ_GetSpace: overflow
/* if (level.framenum > lastgibframe)
{
gibsthisframe = 0;
lastgibframe = level.framenum;
}
gibsthisframe++;
if (gibsthisframe <= sv_maxgibs->value)
{
best = G_Spawn();
//if (strcmp (ent->enemy->classname, "monster_gekk") == 0)
if (ent->enemy->blood_type == 1)
{
best->s.modelindex = gi.modelindex ("models/objects/gekkgib/torso/tris.md2");
// best->s.effects |= TE_GREENBLOOD;
best->s.effects |= EF_GREENGIB|EF_BLASTER;
}
// Kngihtmare- added
else if (strcmp (ent->enemy->classname, "monster_fixbot") == 0)
{
best->s.modelindex = gi.modelindex ("models/objects/debris1/tris.md2");
best->s.effects |= EF_GRENADE;
}
else if (ent->enemy->mass > 200)
{
best->s.modelindex = gi.modelindex ("models/objects/gibs/chest/tris.md2");
// best->s.effects |= TE_BLOOD;
best->s.effects |= EF_GIB;
}
else
{
best->s.modelindex = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2");
// best->s.effects |= TE_BLOOD;
best->s.effects |= EF_GIB;
}
AngleVectors (ent->s.angles, forward, right, up);
RotatePointAroundVector( vec, up, right, ((360.0/3)* i)+ent->delay);
VectorMA (vec, ent->wait/2, vec, vec);
VectorAdd(vec, ent->s.origin, vec);
VectorAdd(vec, forward, best->s.origin);
best->s.origin[2] = ent->s.origin[2] + ent->wait;
VectorCopy (ent->s.angles, best->s.angles);
best->solid = SOLID_NOT;
best->s.effects |= EF_GIB;
best->takedamage = DAMAGE_YES;
best->movetype = MOVETYPE_TOSS;
best->svflags |= SVF_MONSTER;
best->deadflag = DEAD_DEAD;
VectorClear (best->mins);
VectorClear (best->maxs);
best->watertype = gi.pointcontents(best->s.origin);
if (best->watertype & MASK_WATER)
best->waterlevel = 1;
//best->nextthink = level.time + 0.1;
best->nextthink = level.time + 10 + random()*10;
//best->think = G_FreeEdict;
best->think = gib_fade;
gi.linkentity (best);
} */
best = G_Spawn ();
VectorCopy (ent->s.origin, best->s.origin);
best->s.origin[2]+= 32;
SP_item_foodcube (best);
best->velocity[2] = 400;
best->count = 20; //was best->mass
gi.linkentity (best);
if (ent->timestamp < (level.time - 1)) //close if time is just about up
ent->s.frame++;
else //go back to previous state
ent->s.frame = 4;
}
//if (ent->wait < 19)
// ent->s.frame++;
return;
}
ent->s.frame ++;
if (ent->s.frame == 8)
{
ent->nextthink = level.time + 1.0;
ent->think = G_FreeEdict;
/* best = G_Spawn ();
SP_item_foodcube (best);
VectorCopy (ent->s.origin, best->s.origin);
best->s.origin[2]+= 16;
best->velocity[2] = 400;
best->count = ent->mass;
gi.linkentity (best);
*/
return;
}
return;
}
ent->s.effects &= ~EF_TRAP;
if (ent->s.frame >= 4)
{
ent->s.effects |= EF_TRAP;
VectorClear (ent->mins);
VectorClear (ent->maxs);
}
if (ent->s.frame < 4)
ent->s.frame++;
while ((target = findradius(target, ent->s.origin, 256)) != NULL)
{
if (target == ent)
continue;
if (!(target->svflags & SVF_MONSTER) && !target->client)
continue;
// if (target == ent->owner)
// continue;
if (target->health <= 0)
continue;
if (!visible (ent, target))
continue;
if (!best)
{
best = target;
continue;
}
VectorSubtract (ent->s.origin, target->s.origin, vec);
len = VectorLength (vec);
if (len < oldlen)
{
oldlen = len;
best = target;
}
}
// pull the enemy in
if (best)
{
vec3_t forward;
if (best->groundentity)
{
best->s.origin[2] += 1;
best->groundentity = NULL;
}
VectorSubtract (ent->s.origin, best->s.origin, vec);
len = VectorLength (vec);
if (best->client)
{
VectorNormalize (vec);
VectorMA (best->velocity, 250, vec, best->velocity);
}
else
{
best->ideal_yaw = vectoyaw(vec);
M_ChangeYaw (best);
AngleVectors (best->s.angles, forward, NULL, NULL);
VectorScale (forward, 256, best->velocity);
}
gi.sound(ent, CHAN_VOICE, gi.soundindex ("weapons/trapsuck.wav"), 1, ATTN_IDLE, 0);
if (len < 32)
{
if (best->mass <= 400)
{
T_Damage (best, ent, ent->owner, vec3_origin, best->s.origin, vec3_origin, 100000, 1, 0, MOD_TRAP);
ent->enemy = best;
ent->wait = 64;
VectorCopy (ent->s.origin, ent->s.old_origin);
ent->timestamp = level.time + 600;
if (deathmatch->value)
ent->mass = best->mass/4;
else
ent->mass = best->mass/10;
// ok spawn the food cube
ent->s.frame = 5;
}
else
{
BecomeExplosion1(ent);
// note to self
// cause explosion damage???
return;
}
}
}
}
// RAFAEL
void fire_trap (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
{
edict_t *trap;
vec3_t dir;
vec3_t forward, right, up;
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
trap = G_Spawn();
trap->classname = "trap";
VectorCopy (start, trap->s.origin);
VectorScale (aimdir, speed, trap->velocity);
VectorMA (trap->velocity, 200 + crandom() * 10.0, up, trap->velocity);
VectorMA (trap->velocity, crandom() * 10.0, right, trap->velocity);
// Knightmare- add player's base velocity to thrown trap
if (add_velocity_throw->value && self->client)
VectorAdd (trap->velocity, self->velocity, trap->velocity);
else if (self->groundentity)
VectorAdd (trap->velocity, self->groundentity->velocity, trap->velocity);
VectorSet (trap->avelocity, 0, 300, 0);
trap->movetype = MOVETYPE_BOUNCE;
trap->clipmask = MASK_SHOT;
trap->solid = SOLID_BBOX;
// VectorClear (trap->mins);
// VectorClear (trap->maxs);
VectorSet (trap->mins, -4, -4, 0);
VectorSet (trap->maxs, 4, 4, 8);
trap->s.modelindex = gi.modelindex ("models/weapons/z_trap/tris.md2");
trap->s.renderfx |= RF_IR_VISIBLE;
trap->owner = self;
trap->nextthink = level.time + 1.0;
trap->think = Trap_Think;
trap->dmg = damage;
trap->dmg_radius = damage_radius;
trap->classname = "htrap";
trap->class_id = ENTITY_TRAP;
// RAFAEL 16-APR-98
trap->s.sound = gi.soundindex ("weapons/traploop.wav");
// END 16-APR-98
if (held)
trap->spawnflags = 3;
else
trap->spawnflags = 1;
trap->health = sk_trap_health->value;
trap->takedamage = DAMAGE_YES;
trap->die = Trap_Die;
if (timer <= 0.0)
Grenade_Explode (trap);
else
{
// gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/trapdown.wav"), 1, ATTN_NORM, 0);
gi.linkentity (trap);
}
trap->timestamp = level.time + sk_trap_life->value;
}
// NOTE: SP_trap should ONLY be used to spawn traps that change maps
// via a trigger_transition. They should NOT be used for map entities.
void trap_delayed_start (edict_t *trap)
{
if (g_edicts[1].linkcount)
{
VectorScale(trap->movedir,trap->moveinfo.speed,trap->velocity);
trap->movetype = MOVETYPE_BOUNCE;
trap->nextthink = level.time + 1.0;
trap->think = Trap_Think;
gi.linkentity(trap);
}
else
trap->nextthink = level.time + FRAMETIME;
}
void SP_trap (edict_t *trap)
{
trap->s.modelindex = gi.modelindex ("models/weapons/z_trap/tris.md2");
trap->s.sound = gi.soundindex ("weapons/traploop.wav");
// For SP, freeze trap until player spawns in
if (game.maxclients == 1)
{
trap->movetype = MOVETYPE_NONE;
VectorCopy(trap->velocity,trap->movedir);
VectorNormalize(trap->movedir);
trap->moveinfo.speed = VectorLength(trap->velocity);
VectorClear(trap->velocity);
trap->think = trap_delayed_start;
trap->nextthink = level.time + FRAMETIME;
}
else
{
trap->movetype = MOVETYPE_BOUNCE;
trap->nextthink = level.time + 1.0;
trap->think = Trap_Think;
}
gi.linkentity (trap);
}
void Trap_Die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
Trap_Explode (self);
}
void Cmd_KillTrap_f (edict_t *ent)
{
edict_t *blip = NULL;
while ((blip = findradius(blip, ent->s.origin, 1000)) != NULL)
{
if (!strcmp(blip->classname, "htrap") && blip->owner == ent)
{
blip->think = Trap_Explode;
blip->nextthink = level.time + 0.1;
}
}
}
void Trap_Explode (edict_t *ent)
{
vec3_t origin;
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_GRENADE_EXPLOSION);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PVS);
// Grenade_Explode(ent);
// Lazarus reflections
if (level.num_reflectors)
ReflectExplosion (TE_GRENADE_EXPLOSION, origin);
G_FreeEdict (ent);
}
/*
==============================================================================
Shockwave
==============================================================================
*/
void Nuke_Quake (edict_t *self);
void shock_effect_think (edict_t *self)
{
if (++self->s.frame < 19)
self->nextthink = level.time + FRAMETIME;
else
{
self->s.frame = 0;
self->nextthink = level.time + FRAMETIME;
}
self->count--;
// fade out
#ifdef KMQUAKE2_ENGINE_MOD
if (self->count <= 6)
self->s.alpha -= 0.10;
if (self->s.alpha < 0.10)
self->s.alpha = 0.10;
#else
if (self->count == 5)
{
self->s.effects |= EF_SPHERETRANS;
self->s.renderfx &= ~RF_TRANSLUCENT;
}
#endif
// remove after 6 secs
if (self->count == 0)
G_FreeEdict (self);
// inflict field damage on surroundings
T_RadiusDamage(self, self->owner, self->radius_dmg, NULL, self->dmg_radius, MOD_SHOCK_SPLASH);
}
void shock_effect_center_think (edict_t *self)
{
self->nextthink = level.time + FRAMETIME;
if ((self->count % 5) == 0)
{
if (self->count > 10) // double effect for first 40 seconds
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_NUKEBLAST);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_ALL);
}
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_NUKEBLAST);
gi.WritePosition (self->s.origin);
gi.multicast (self->s.origin, MULTICAST_ALL);
}
// fade out
#ifdef KMQUAKE2_ENGINE_MOD
if (self->count <= 10)
self->s.alpha -= 0.10;
self->s.alpha = max(self->s.alpha, 1/255);
// remove after 5 secs
self->count--;
if (self->count == 0 || self->s.alpha <= 1/255)
G_FreeEdict (self);
#else
if (self->count == 10)
self->s.renderfx |= RF_TRANSLUCENT;
if (self->count == 5)
{
self->s.effects |= EF_SPHERETRANS;
self->s.renderfx &= ~RF_TRANSLUCENT;
}
//remove after 5 secs
self->count--;
if (self->count == 0)
G_FreeEdict (self);
#endif
}
void ShockEffect (edict_t *source, edict_t *attacker, float damage, float radius, cplane_t *plane)
{
edict_t *ent;
edict_t *center;
vec3_t hit_point;
if (plane->normal)
{ // put origin of effect 32 units away from last hit surface
VectorMA (source->s.origin, 32.0, plane->normal, hit_point);
}
ent = G_Spawn();
// same origin as exploding shock sphere
if (plane->normal)
VectorCopy (hit_point, ent->s.origin);
else
VectorCopy (source->s.origin, ent->s.origin);
ent->radius_dmg = sk_shockwave_effect_damage->value;
ent->dmg_radius = sk_shockwave_effect_radius->value;
ent->owner = attacker;
ent->movetype = MOVETYPE_NONE;
ent->solid = SOLID_NOT;
VectorSet (ent->mins, -8, -8, 8);
VectorSet (ent->maxs, 8, 8, 8);
ent->s.modelindex = gi.modelindex ("models/objects/shockfield/tris.md2");
#ifdef KMQUAKE2_ENGINE_MOD
ent->s.alpha = 0.70;
#else
ent->s.renderfx |= RF_TRANSLUCENT;
#endif
ent->s.renderfx |= RF_NOSHADOW|RF_FULLBRIGHT;
ent->s.effects = EF_FLAG2;
ent->count = 60; // lasts 6 seconds
ent->think = shock_effect_think;
ent->nextthink = level.time + 2 * FRAMETIME;
gi.linkentity (ent);
// center light burst effect
center = G_Spawn();
// same origin as exploding shock sphere
if (plane->normal)
VectorCopy (hit_point, center->s.origin);
else
VectorCopy (source->s.origin, center->s.origin);
center->movetype = MOVETYPE_NONE;
center->solid = SOLID_NOT;
VectorSet (center->mins, -8, -8, 8);
VectorSet (center->maxs, 8, 8, 8);
center->s.modelindex = gi.modelindex ("sprites/s_trap.sp2");
center->s.effects |= EF_FLAG2 | EF_ANIM_ALLFAST;
#ifdef KMQUAKE2_ENGINE_MOD
center->s.alpha = 0.90;
#endif
center->count = 50; // lasts 5 seconds
center->think = shock_effect_center_think;
center->nextthink = level.time + 2 * FRAMETIME;
ent->teamchain = center;
gi.linkentity (center);
}
#ifndef KMQUAKE2_ENGINE_MOD
void ShockSplashThink (edict_t *self)
{
self->s.frame++;
if (self->s.frame > 8)
{
G_FreeEdict(self);
return;
}
self->nextthink = level.time + FRAMETIME;
}
#else
// Gotta have this for extractfuncs...
void ShockSplashThink (edict_t *self)
{
}
#endif
void ShockSplash(edict_t *self, cplane_t *plane)
{
#ifdef KMQUAKE2_ENGINE_MOD // use new client-side effect
vec3_t shockdir;
if (!plane->normal)
AngleVectors(self->s.angles, shockdir, NULL, NULL);
else
VectorCopy (plane->normal, shockdir);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SHOCKSPLASH);
gi.WritePosition (self->s.origin);
gi.WriteDir (shockdir);
gi.multicast (self->s.origin, MULTICAST_ALL);
// Lazarus reflections
if (level.num_reflectors)
ReflectSparks (TE_SHOCKSPLASH, self->s.origin, shockdir);
#else
edict_t *shockring;
int i;
gi.sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/shockhit.wav"), 1, ATTN_NONE, 0);
for (i = 0; i < 5; i++)
{
shockring = G_Spawn();
shockring->classname = "shock_ring";
if (plane->normal)
{ //put origin of impact effect 16*i+1 units away from last hit surface
VectorMA (self->s.origin, 16.0*(i+1), plane->normal, shockring->s.origin);
vectoangles(plane->normal, shockring->s.angles);
}
else
{
VectorCopy (self->s.origin, shockring->s.origin);
VectorCopy (self->s.angles, shockring->s.angles);
}
shockring->solid = SOLID_NOT;
shockring->movetype = MOVETYPE_NONE;
shockring->owner = self;
shockring->s.modelindex = gi.modelindex("models/objects/shocksplash/tris.md2");
shockring->s.frame = (4-i);
shockring->s.effects |= EF_SPHERETRANS;
shockring->s.renderfx |= (RF_FULLBRIGHT | RF_NOSHADOW);
shockring->nextthink = level.time + FRAMETIME;
shockring->think = ShockSplashThink;
gi.linkentity (shockring);
}
#endif
}
void shock_sphere_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
edict_t *impact;
// ignore other projectiles
if ((other->movetype == MOVETYPE_FLYMISSILE) || (other->movetype == MOVETYPE_BOUNCE)
|| (other->movetype == MOVETYPE_WALLBOUNCE))
return;
ent->count++; // add to count
ent->movetype = MOVETYPE_BOUNCE;
if (other == ent->owner)
return;
// detonate if hit a monster
if (other->takedamage)
ent->count = sk_shockwave_bounces->value + 1;
if ( (ent->velocity[0] < 20) && (ent->velocity[0] > -20)
&& (ent->velocity[1] < 20) && (ent->velocity[1] > -20)
&& (ent->velocity[2] < 20) && (ent->velocity[2] > -20) )
ent->count = sk_shockwave_bounces->value + 1;
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_SHOCK_SPHERE);
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_SHOCK_SPLASH);
// spawn impact
impact = G_Spawn();
impact->classname = "shock_impact";
VectorCopy (ent->s.origin, impact->s.origin);
gi.linkentity (impact);
impact->think = Nuke_Quake;
impact->speed = 250;
impact->nextthink = level.time + FRAMETIME;
if ((ent->count <= sk_shockwave_bounces->value) && !other->takedamage) //no shock rings if hit a monster
{
ShockSplash (ent, plane); // Spawn shock rings
if (impact)
impact->timestamp = level.time + 3;
}
else // don't exploode until final hit or hit a monster
{
gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/shockexp.wav"), 1, ATTN_NONE, 0);
ShockEffect (ent, ent->owner, ent->radius_dmg, ent->dmg_radius, plane);
if (impact)
impact->timestamp = level.time + 6;
// remove after x bounces
G_FreeEdict (ent);
}
}
void shock_sphere_think (edict_t *sphere)
{
sphere->avelocity[PITCH] = 80;
sphere->avelocity[ROLL] = 80;
sphere->nextthink = level.time + FRAMETIME;
}
void fire_shock_sphere (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
edict_t *sphere;
sphere = G_Spawn();
sphere->classname = "shocksphere";
sphere->class_id = ENTITY_SHOCK_SPHERE;
VectorCopy (start, sphere->s.origin);
VectorCopy (dir, sphere->movedir);
vectoangles (dir, sphere->s.angles);
VectorScale (dir, speed, sphere->velocity);
sphere->avelocity[PITCH] = 80;
sphere->avelocity[ROLL] = 80;
sphere->movetype = MOVETYPE_WALLBOUNCE;
sphere->count = 0;
sphere->clipmask = MASK_SHOT;
sphere->solid = SOLID_BBOX;
VectorClear (sphere->mins);
VectorClear (sphere->maxs);
VectorSet (sphere->mins, -14, -14, -14);
VectorSet (sphere->maxs, 14, 14, 14);
sphere->s.modelindex = gi.modelindex ("models/objects/shocksphere/tris.md2");
sphere->s.renderfx |= RF_IR_VISIBLE;
sphere->owner = self;
sphere->touch = shock_sphere_touch;
sphere->timestamp = level.time;
sphere->nextthink = level.time + 0.1;
sphere->think = shock_sphere_think;
sphere->dmg = damage;
sphere->radius_dmg = radius_damage;
sphere->dmg_radius = damage_radius;
if (self->client)
check_dodge (self, sphere->s.origin, dir, speed);
gi.linkentity (sphere);
}
// NOTE: SP_shocksphere should ONLY be used to spawn shockspheres that change maps
// via a trigger_transition. It should NOT be used for map entities.
void shocksphere_delayed_start (edict_t *shocksphere)
{
if (g_edicts[1].linkcount)
{
VectorScale(shocksphere->movedir,shocksphere->moveinfo.speed,shocksphere->velocity);
if (shocksphere->count > 0)
shocksphere->movetype = MOVETYPE_BOUNCE;
else
shocksphere->movetype = MOVETYPE_WALLBOUNCE;
shocksphere->nextthink = level.time + FRAMETIME;
shocksphere->think = shock_sphere_think;
gi.linkentity(shocksphere);
}
else
shocksphere->nextthink = level.time + FRAMETIME;
}
void SP_shocksphere (edict_t *shocksphere)
{
shocksphere->s.modelindex = gi.modelindex ("models/objects/shocksphere/tris.md2");
shocksphere->touch = shock_sphere_touch;
// For SP, freeze shocksphere until player spawns in
if (game.maxclients == 1)
{
shocksphere->movetype = MOVETYPE_NONE;
VectorCopy(shocksphere->velocity,shocksphere->movedir);
VectorNormalize(shocksphere->movedir);
shocksphere->moveinfo.speed = VectorLength(shocksphere->velocity);
VectorClear(shocksphere->velocity);
shocksphere->think = shocksphere_delayed_start;
shocksphere->nextthink = level.time + FRAMETIME;
}
else
{
if (shocksphere->count > 0)
shocksphere->movetype = MOVETYPE_BOUNCE;
else
shocksphere->movetype = MOVETYPE_WALLBOUNCE;
shocksphere->nextthink = level.time + FRAMETIME;
shocksphere->think = shock_sphere_think;
}
gi.linkentity (shocksphere);
}
//==============================================================================
/*
* M82 Plasma Rifle Source
* Copyright (C) 1999 Team HOSTILE
* Copyright (C) 1999 LMCTF 5.0
* created by James "SWKiD" Tomaschke
*/
/*
==============================================================================
plasma_rifle_bounce_touch
If touched a hurtable object, hurt it. Otherwise bounce with splash damage.
==============================================================================
*/
void plasma_rifle_bounce_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
// sanity check
if (!self || !other) {
G_FreeEdict(self);
return;
}
// If hit the sky, remove from world
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 )
{
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_PLASMA); // Knightmare- use parm damage
// play hit sound
gi.sound( self, CHAN_BODY, gi.soundindex(PLASMA_SOUND_HIT), 1, ATTN_IDLE, 0 );
self->solid = SOLID_NOT;
self->touch = NULL;
VectorMA (self->s.origin, -1*FRAMETIME, self->velocity, self->s.origin);
VectorClear (self->velocity);
// Run Plasma Hit Animation
self->s.modelindex = gi.modelindex (PLASMA_SPRITE_HIT);
self->s.frame = 0;
self->s.sound = 0;
self->think = G_FreeEdict;
self->nextthink = level.time + 0.1;
}
else
{ // fx to do when it bounces off something
// play reflection sound
gi.sound ( self, CHAN_BODY, gi.soundindex(PLASMA_SOUND_BOUNCE), 1, ATTN_STATIC, 0 );
// Draw blue sparks
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_LASER_SPARKS);
gi.WriteByte (32); // ammount
gi.WritePosition (self->s.origin);
gi.WriteDir (plane->normal);
gi.WriteByte (176); // stecki's choice of id's blue
gi.multicast (self->s.origin, MULTICAST_PVS);
// -bat
T_RadiusDamage (self, self->owner, self->dmg, NULL, self->dmg+sk_plasma_rifle_radius->value, MOD_PLASMA); // Knightmare- use parm damage and radius cvar
}
}
/*
==============================================================================
plasma_rifle_spread_touch
If hits an entity, do some damage, otherwise do some splash damage.
==============================================================================
*/
void plasma_rifle_spread_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
// sanity check
if (!self || !other) {
G_FreeEdict(self);
return;
}
// If hit the sky, remove from world
if (surf && (surf->flags & SURF_SKY)) {
G_FreeEdict(self);
return;
}
// Don't collide with other plasma goops
if ( Q_stricmp(other->classname, "goop") == 0 )
return;
if ( self->owner->client )
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
// If can damage, hurt it
if ( other->takedamage )
{
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, MOD_PLASMA); // Knightmare- use parm damage
}
else // otherwise, splash damage
{
//-bat added sparks to this too.
// Draw blue sparks
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_LASER_SPARKS);
gi.WriteByte (32); // ammount
gi.WritePosition (self->s.origin);
gi.WriteDir (plane->normal);
gi.WriteByte (176); // stecki's choice of id's blue
gi.multicast (self->s.origin, MULTICAST_PVS);
T_RadiusDamage (self, self->owner, self->dmg, NULL, self->dmg+sk_plasma_rifle_radius->value, MOD_PLASMA); // Knightmare- use parm damage and radius cvar
}
// play hit sound
gi.sound ( self, CHAN_BODY, gi.soundindex(PLASMA_SOUND_HIT), 1, ATTN_IDLE,0 ); // idle static none
self->solid = SOLID_NOT;
self->touch = NULL;
VectorMA (self->s.origin, -1*FRAMETIME, self->velocity, self->s.origin);
VectorClear (self->velocity);
// Run Plasma Hit Animation
self->s.modelindex = gi.modelindex (PLASMA_SPRITE_HIT);
self->s.frame = 0;
self->s.sound = 0;
self->think = G_FreeEdict;
self->nextthink = level.time + 0.1;
}
/*
==============================================================================
Spawn_Goop
Spawns the plasma entities, and defines values global to both weapon modes.
==============================================================================
*/
edict_t *Spawn_Goop (edict_t *ent, vec3_t start)
{
edict_t *goop; // = G_Spawn();
// sanity check
if (!ent) {
return NULL;
}
goop = G_Spawn();
goop->owner = ent;
goop->clipmask = MASK_SHOT;
goop->solid = SOLID_BBOX;
goop->svflags = SVF_DEADMONSTER;
VectorCopy (start, goop->s.origin);
goop->classname = "goop";
goop->class_id = ENTITY_GOOP;
goop->s.effects |= EF_BLUEHYPERBLASTER | EF_ANIM_ALLFAST;
// bat to get rid of the blue flag effect
// goop->s.effects |= EF_IONRIPPER | EF_ANIM_ALLFAST;
goop->s.renderfx = RF_TRANSLUCENT;
goop->s.modelindex = gi.modelindex(PLASMA_SPRITE_FLY);
goop->s.sound = gi.soundindex(PLASMA_SOUND_FLYBY);
// give it some thickness for the bounce
// VectorSet (goop->mins, -12, -12, -12);
// VectorSet (goop->maxs, 12, 12, 12);
VectorSet (goop->mins, -6, -6, -6);
VectorSet (goop->maxs, 6, 6, 6);
return goop;
}
/*
==============================================================================
fire_plasma_rifle_bounce
Unique code to fire a bouncy plasma goob.
Uses MOVETYPE_WALLBOUNCE.
==============================================================================
*/
void fire_plasma_rifle_bounce (edict_t *ent, vec3_t start, vec3_t dir, int damage, int speed)
{
edict_t *goop = NULL;
// sanity check
if (!ent) {
return;
}
goop = Spawn_Goop (ent, start);
if (!goop) {
return;
}
goop->movetype = MOVETYPE_WALLBOUNCE; // Knightmare- use same movetype as ION Ripper projectiles
VectorScale (dir, speed, goop->velocity); // Knightmare- use parm speed
VectorCopy (goop->velocity, goop->s.angles); // needed for post touch
//-bat
goop->dmg = damage; // Knightmare- use parm damage
goop->touch = plasma_rifle_bounce_touch;
goop->think = G_FreeEdict; // change this to handle
// goop->nextthink = level.time + 3.0; // sprite animation?
// goop->nextthink = level.time + 1.5;
goop->nextthink = level.time + sk_plasma_rifle_life_bounce->value;
gi.linkentity (goop);
// Knightmare- added missing check_dodge() call
if (ent->client)
check_dodge (ent, goop->s.origin, dir, speed);
}
/*
==============================================================================
fire_plasma_rifle_spread
Unique code to fire a spread of three bullets, each with 1/3 the damage of
one initial bouncy bullet.
==============================================================================
*/
void fire_plasma_rifle_spread (edict_t *ent, vec3_t start, vec3_t dir, int damage, int speed)
{
edict_t *goop_l = NULL;
edict_t *goop_c = NULL;
edict_t *goop_r = NULL;
vec3_t dir_r, dir_l, angles;
// sanity check
if (!ent) {
return;
}
goop_l = Spawn_Goop (ent, start);
goop_c = Spawn_Goop (ent, start);
goop_r = Spawn_Goop (ent, start);
if (!goop_l || !goop_c || !goop_r) {
return;
}
goop_l->movetype = MOVETYPE_FLYMISSILE;
goop_c->movetype = MOVETYPE_FLYMISSILE;
goop_r->movetype = MOVETYPE_FLYMISSILE;
VectorClear (goop_l->mins);
VectorClear (goop_l->maxs);
VectorClear (goop_c->mins);
VectorClear (goop_c->maxs);
VectorClear (goop_r->mins);
VectorClear (goop_r->maxs);
// Knightmare- use parm damage
goop_l->dmg = damage;
goop_c->dmg = damage;
goop_r->dmg = damage;
// center spread, line of sight
VectorScale (dir, speed, goop_c->velocity); // Knightmare- use parm speed
vectoangles (dir, angles);
// right spread, has 10+ in yaw
angles[YAW] -= 10;
AngleVectors (angles, dir_r, NULL, NULL);
VectorScale (dir_r, speed, goop_r->velocity); // Knightmare- use parm speed
// left spread, has 10- in yaw
angles[YAW] += 20;
AngleVectors (angles, dir_l, NULL, NULL);
VectorScale (dir_l, speed, goop_l->velocity); // Knightmare- use parm speed
goop_l->touch = plasma_rifle_spread_touch;
goop_c->touch = plasma_rifle_spread_touch;
goop_r->touch = plasma_rifle_spread_touch;
goop_l->think = G_FreeEdict;
goop_c->think = G_FreeEdict;
goop_r->think = G_FreeEdict;
// goop_l->nextthink = level.time + 3.0;
// goop_c->nextthink = level.time + 3.0;
// goop_r->nextthink = level.time + 3.0;
goop_l->nextthink = level.time + sk_plasma_rifle_life_spread->value;
goop_c->nextthink = level.time + sk_plasma_rifle_life_spread->value;
goop_r->nextthink = level.time + sk_plasma_rifle_life_spread->value;
gi.linkentity (goop_l);
gi.linkentity (goop_c);
gi.linkentity (goop_r);
// Knightmare- added missing check_dodge() calls
if (ent->client) {
check_dodge (ent, goop_c->s.origin, dir, speed);
check_dodge (ent, goop_r->s.origin, dir_r, speed);
check_dodge (ent, goop_l->s.origin, dir_l, speed);
}
}
/*
==============================================================================
fire_plasma_rifle
If "reflect" is > 0, it will fire a bouncy shot, else, it will fire a spread.
"start" and "dir" are not set here, but in 'p_weapon.c', where it is setup to
handle weapon firing.
==============================================================================
*/
void fire_plasma_rifle (edict_t *ent, vec3_t start, vec3_t dir, int damage, int speed, qboolean spread)
{
if (spread) {
fire_plasma_rifle_spread (ent, start, dir, damage, speed);
}
else {
fire_plasma_rifle_bounce (ent, start, dir, damage, speed);
}
}
// NOTE: SP_goop should ONLY be used to spawn plasma rifle shots that change maps
// via a trigger_transition. It should NOT be used for map entities.
void goop_delayed_start (edict_t *goop)
{
if (g_edicts[1].linkcount)
{
VectorScale(goop->movedir, goop->moveinfo.speed, goop->velocity);
goop->nextthink = level.time + 8000/goop->moveinfo.speed;
goop->think = G_FreeEdict;
gi.linkentity(goop);
}
else
goop->nextthink = level.time + FRAMETIME;
}
void SP_goop (edict_t *goop)
{
vec3_t dir;
goop->s.modelindex = gi.modelindex(PLASMA_SPRITE_FLY);
goop->s.effects |= EF_BLUEHYPERBLASTER | EF_ANIM_ALLFAST;
goop->s.sound = gi.soundindex(PLASMA_SOUND_FLYBY);
// set to the spread variant as we don't need a high speed bouncing projectile just after a map transition
goop->touch = plasma_rifle_spread_touch;
AngleVectors(goop->s.angles, dir, NULL, NULL);
VectorCopy (dir, goop->movedir);
goop->moveinfo.speed = VectorLength(goop->velocity);
if (goop->moveinfo.speed <= 0)
goop->moveinfo.speed = sk_plasma_rifle_speed_spread->value; // 1200
// For SP, freeze goop until player spawns in
if (game.maxclients == 1)
{
VectorClear(goop->velocity);
goop->think = goop_delayed_start;
goop->nextthink = level.time + FRAMETIME;
}
else
{
goop->think = G_FreeEdict;
goop->nextthink = level.time + 8000/goop->moveinfo.speed;
}
gi.linkentity (goop);
}
// end M82 Plasma Rifle