mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 08:51:22 +00:00
d6e78497f8
Fix check of FL_REFLECT in M_CheckAttack() being overridden by other if blocks. Changed falling armor damage to off by default. Added sanity checks to cl_string.c->StringSetParams().
1719 lines
47 KiB
C
1719 lines
47 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "g_local.h"
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/*
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=================
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check_dodge
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This is a support routine used when a client is firing
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a non-instant attack weapon. It checks to see if a
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monster's dodge function should be called.
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=================
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*/
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/*static*/ void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
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{
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vec3_t end;
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vec3_t v;
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trace_t tr;
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float eta;
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// easy mode only ducks one quarter the time
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if (skill->value == 0)
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{
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if (random() > 0.25)
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return;
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}
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VectorMA (start, WORLD_SIZE, dir, end); // was 8192
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tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
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if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
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{
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VectorSubtract (tr.endpos, start, v);
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eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
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tr.ent->monsterinfo.dodge (tr.ent, self, eta);
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}
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}
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/*
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=================
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fire_hit
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Used for all impact (hit/punch/slash) attacks
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=================
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*/
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qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
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{
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trace_t tr;
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vec3_t forward, right, up;
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vec3_t v;
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vec3_t point;
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float range;
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vec3_t dir;
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// Lazarus: Paranoia check
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if(!self->enemy)
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return false;
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//see if enemy is in range
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VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
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range = VectorLength(dir);
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if (range > aim[0])
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return false;
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if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
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{
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// the hit is straight on so back the range up to the edge of their bbox
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range -= self->enemy->maxs[0];
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}
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else
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{
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// this is a side hit so adjust the "right" value out to the edge of their bbox
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if (aim[1] < 0)
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aim[1] = self->enemy->mins[0];
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else
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aim[1] = self->enemy->maxs[0];
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}
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VectorMA (self->s.origin, range, dir, point);
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tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
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if (tr.fraction < 1)
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{
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if (!tr.ent->takedamage)
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return false;
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// if it will hit any client/monster then hit the one we wanted to hit
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if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
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tr.ent = self->enemy;
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}
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AngleVectors(self->s.angles, forward, right, up);
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VectorMA (self->s.origin, range, forward, point);
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VectorMA (point, aim[1], right, point);
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VectorMA (point, aim[2], up, point);
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VectorSubtract (point, self->enemy->s.origin, dir);
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// do the damage
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T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
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if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
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return false;
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// do our special form of knockback here
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VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
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VectorSubtract (v, point, v);
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VectorNormalize (v);
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VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
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if (self->enemy->velocity[2] > 0)
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self->enemy->groundentity = NULL;
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return true;
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}
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/*
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=================
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fire_lead
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This is an internal support routine used for bullet/pellet based weapons.
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=================
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*/
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/*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)
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{
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trace_t tr;
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vec3_t dir;
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vec3_t forward, right, up;
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vec3_t end;
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float r;
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float u;
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vec3_t water_start;
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qboolean water = false;
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int content_mask = MASK_SHOT | MASK_WATER;
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tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
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if (!(tr.fraction < 1.0))
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{
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vectoangles (aimdir, dir);
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AngleVectors (dir, forward, right, up);
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r = crandom()*hspread;
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u = crandom()*vspread;
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// Knightmare- adjust spread for expanded world size
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#ifdef KMQUAKE2_ENGINE_MOD
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r *= (WORLD_SIZE / 8192);
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u *= (WORLD_SIZE / 8192);
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#endif
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VectorMA (start, WORLD_SIZE, forward, end); // was 8192
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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if (gi.pointcontents (start) & MASK_WATER)
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{
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water = true;
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VectorCopy (start, water_start);
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content_mask &= ~MASK_WATER;
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}
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tr = gi.trace (start, NULL, NULL, end, self, content_mask);
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// see if we hit water
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if (tr.contents & MASK_WATER)
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{
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int color;
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water = true;
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VectorCopy (tr.endpos, water_start);
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if (!VectorCompare (start, tr.endpos))
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{
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if (tr.ent->svflags & SVF_MUD)
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color = SPLASH_BROWN_WATER;
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else if (tr.contents & CONTENTS_WATER)
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{
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if (strcmp(tr.surface->name, "*brwater") == 0)
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color = SPLASH_BROWN_WATER;
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else
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color = SPLASH_BLUE_WATER;
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}
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else if (tr.contents & CONTENTS_SLIME)
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color = SPLASH_SLIME;
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else if (tr.contents & CONTENTS_LAVA)
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color = SPLASH_LAVA;
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else
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color = SPLASH_UNKNOWN;
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if (color != SPLASH_UNKNOWN)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_SPLASH);
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gi.WriteByte (8);
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gi.WritePosition (tr.endpos);
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gi.WriteDir (tr.plane.normal);
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gi.WriteByte (color);
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gi.multicast (tr.endpos, MULTICAST_PVS);
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}
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// change bullet's course when it enters water
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VectorSubtract (end, start, dir);
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vectoangles (dir, dir);
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AngleVectors (dir, forward, right, up);
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r = crandom()*hspread*2;
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u = crandom()*vspread*2;
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// Knightmare- adjust spread for expanded world size
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#ifdef KMQUAKE2_ENGINE_MOD
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r *= (WORLD_SIZE / 8192);
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u *= (WORLD_SIZE / 8192);
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#endif
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VectorMA (water_start, WORLD_SIZE, forward, end); // was 8192
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VectorMA (end, r, right, end);
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VectorMA (end, u, up, end);
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}
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// re-trace ignoring water this time
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tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
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}
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}
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// send gun puff / flash
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if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
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{
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if (tr.fraction < 1.0)
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{
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if (tr.ent->takedamage)
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{
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T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
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}
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else
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{
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if (strncmp (tr.surface->name, "sky", 3) != 0)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (te_impact);
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gi.WritePosition (tr.endpos);
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gi.WriteDir (tr.plane.normal);
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gi.multicast (tr.endpos, MULTICAST_PVS);
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if(level.num_reflectors)
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ReflectSparks(te_impact,tr.endpos,tr.plane.normal);
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if (self->client)
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PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
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}
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}
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}
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}
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// if went through water, determine where the end and make a bubble trail
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if (water)
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{
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vec3_t pos;
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VectorSubtract (tr.endpos, water_start, dir);
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VectorNormalize (dir);
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VectorMA (tr.endpos, -2, dir, pos);
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if (gi.pointcontents (pos) & MASK_WATER)
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VectorCopy (pos, tr.endpos);
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else
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tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
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VectorAdd (water_start, tr.endpos, pos);
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VectorScale (pos, 0.5, pos);
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (TE_BUBBLETRAIL);
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gi.WritePosition (water_start);
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gi.WritePosition (tr.endpos);
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gi.multicast (pos, MULTICAST_PVS);
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}
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}
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/*
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=================
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fire_bullet
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Fires a single round. Used for machinegun and chaingun. Would be fine for
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pistols, rifles, etc....
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=================
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*/
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void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
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{
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fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
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}
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/*
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=================
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fire_shotgun
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Shoots shotgun pellets. Used by shotgun and super shotgun.
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=================
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*/
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void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
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{
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int i;
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for (i = 0; i < count; i++)
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fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
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}
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/*
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=================
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fire_blaster
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Fires a single blaster bolt. Used by the blaster and hyper blaster.
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=================
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*/
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void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
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{
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int mod;
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int tempevent;
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if (other == self->owner)
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return;
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if (surf && (surf->flags & SURF_SKY))
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{
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G_FreeEdict (self);
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return;
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}
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if (self->owner->client)
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PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
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if (other->takedamage)
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{
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if (self->spawnflags & 1)
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mod = MOD_HYPERBLASTER;
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else
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mod = MOD_BLASTER;
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T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
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}
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else
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{
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if (self->style == BLASTER_GREEN) //green
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tempevent = TE_BLASTER2;
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else if (self->style == BLASTER_BLUE) //blue
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#ifdef KMQUAKE2_ENGINE_MOD // Knightmare- looks better than flechette
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tempevent = TE_BLUEHYPERBLASTER;
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#else
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tempevent = TE_FLECHETTE;
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#endif
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#ifdef KMQUAKE2_ENGINE_MOD
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else if (self->style == BLASTER_RED) //red
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tempevent = TE_REDBLASTER;
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#endif
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else //standard yellow
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tempevent = TE_BLASTER;
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (tempevent);
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gi.WritePosition (self->s.origin);
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if (!plane)
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gi.WriteDir (vec3_origin);
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else
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gi.WriteDir (plane->normal);
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gi.multicast (self->s.origin, MULTICAST_PVS);
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if(level.num_reflectors)
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{
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if(!plane)
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ReflectSparks(tempevent,self->s.origin,vec3_origin);
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else
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ReflectSparks(tempevent,self->s.origin,plane->normal);
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}
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}
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G_FreeEdict (self);
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}
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void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper, int color)
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{
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edict_t *bolt;
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trace_t tr;
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//Knightmare- only change color with blaster_color cvar if self is a player or actor
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qboolean color_changeable = false;
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if ( (self->client && !(self->flags & FL_TURRET_OWNER)) || !strcmp(self->classname, "target_actor"))
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color_changeable = true;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->svflags = SVF_DEADMONSTER;
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// yes, I know it looks weird that projectiles are deadmonsters
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// what this means is that when prediction is used against the object
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// (blaster/hyperblaster shots), the player won't be solid clipped against
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// the object. Right now trying to run into a firing hyperblaster
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// is very jerky since you are predicted 'against' the shots.
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VectorCopy (start, bolt->s.origin);
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VectorCopy (start, bolt->s.old_origin);
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vectoangles (dir, bolt->s.angles);
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VectorScale (dir, speed, bolt->velocity);
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bolt->movetype = MOVETYPE_FLYMISSILE;
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bolt->clipmask = MASK_SHOT;
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bolt->solid = SOLID_BBOX;
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bolt->s.effects |= effect;
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bolt->s.renderfx |= RF_NOSHADOW; //Knightmare- no shadow
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VectorClear (bolt->mins);
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VectorClear (bolt->maxs);
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if (color == BLASTER_GREEN) //green
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bolt->s.modelindex = gi.modelindex ("models/objects/laser2/tris.md2");
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else if (color == BLASTER_BLUE) //blue
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bolt->s.modelindex = gi.modelindex ("models/objects/blaser/tris.md2");
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else if (color == BLASTER_RED) //red
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bolt->s.modelindex = gi.modelindex ("models/objects/rlaser/tris.md2");
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else //standard orange
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bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
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bolt->style = color;
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bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
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bolt->owner = self;
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bolt->touch = blaster_touch;
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bolt->nextthink = level.time + 2;
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bolt->think = G_FreeEdict;
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bolt->dmg = damage;
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bolt->classname = "bolt";
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if (hyper)
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bolt->spawnflags = 1;
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gi.linkentity (bolt);
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if (self->client)
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check_dodge (self, bolt->s.origin, dir, speed);
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tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
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if (tr.fraction < 1.0)
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{
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VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
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bolt->touch (bolt, tr.ent, NULL, NULL);
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}
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}
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// SP_bolt should ONLY be used for blaster/hyperblaster bolts that have
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// changed maps via trigger_transition. It should NOT be used for map
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// entities.
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void bolt_delayed_start (edict_t *bolt)
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{
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if(g_edicts[1].linkcount)
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{
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VectorScale(bolt->movedir,bolt->moveinfo.speed,bolt->velocity);
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bolt->nextthink = level.time + 2;
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bolt->think = G_FreeEdict;
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gi.linkentity(bolt);
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}
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else
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bolt->nextthink = level.time + FRAMETIME;
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}
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void SP_bolt (edict_t *bolt)
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{
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bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
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bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
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bolt->touch = blaster_touch;
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VectorCopy(bolt->velocity,bolt->movedir);
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VectorNormalize(bolt->movedir);
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bolt->moveinfo.speed = VectorLength(bolt->velocity);
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VectorClear(bolt->velocity);
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bolt->think = bolt_delayed_start;
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bolt->nextthink = level.time + FRAMETIME;
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gi.linkentity(bolt);
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}
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/*
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=================
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fire_grenade
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=================
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*/
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// Lazarus additions: next_grenade and prev_grenade linked lists facilitate checking
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// for grenades near monsters, so that monsters can evade w/o bogging down the game
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|
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void Grenade_Evade (edict_t *monster)
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{
|
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edict_t *grenade;
|
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vec3_t grenade_vec;
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float grenade_dist, best_r, best_yaw, r;
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float yaw;
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int i;
|
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vec3_t forward;
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vec3_t pos, best_pos;
|
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trace_t tr;
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|
|
// 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;
|
|
}
|
|
}
|
|
|
|
/*static*/ 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;
|
|
}
|
|
|
|
/*static*/ 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;
|
|
}
|
|
}
|
|
|
|
/*static*/ void Grenade_Explode (edict_t *ent)
|
|
{
|
|
vec3_t origin;
|
|
int mod;
|
|
int type;
|
|
|
|
Grenade_Remove_From_Chain(ent);
|
|
|
|
if (ent->owner && 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, -0.5);
|
|
|
|
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);
|
|
|
|
if(level.num_reflectors)
|
|
ReflectExplosion (type,origin);
|
|
|
|
G_FreeEdict (ent);
|
|
}
|
|
|
|
/*static*/ void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
if (other == ent->owner)
|
|
return;
|
|
|
|
if (surf && (surf->flags & SURF_SKY))
|
|
{
|
|
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);
|
|
}
|
|
|
|
/*static*/ 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;
|
|
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_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);
|
|
|
|
// 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;
|
|
VectorClear (grenade->mins);
|
|
VectorClear (grenade->maxs);
|
|
grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
|
|
grenade->owner = self;
|
|
grenade->touch = Grenade_Touch;
|
|
grenade->nextthink = level.time + timer;
|
|
grenade->think = Grenade_Explode;
|
|
grenade->dmg = damage;
|
|
grenade->dmg_radius = damage_radius;
|
|
grenade->classname = "hgrenade";
|
|
if (held)
|
|
grenade->spawnflags = 3;
|
|
else
|
|
grenade->spawnflags = 1;
|
|
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
|
|
|
|
if (timer <= 0.0)
|
|
Grenade_Explode (grenade);
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
|
|
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);
|
|
|
|
}
|
|
|
|
// 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
|
|
if(self->enemy->client)
|
|
gi.sound (self->enemy, CHAN_AUTO, gi.soundindex ("weapons/homing/lockon.wav"), 1, ATTN_NORM, 0);
|
|
self->owner->fly_sound_debounce_time = level.time + 2.0;
|
|
}
|
|
self->starttime = 0;
|
|
}
|
|
}
|
|
}
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
fire_rocket
|
|
=================
|
|
*/
|
|
// 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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) );
|
|
else
|
|
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH, -0.5);
|
|
|
|
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);
|
|
|
|
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);
|
|
|
|
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);
|
|
|
|
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;
|
|
|
|
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");
|
|
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->classname = "homing rocket";
|
|
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->classname = "rocket";
|
|
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");
|
|
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);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
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 (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;
|
|
mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
|
|
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->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);
|
|
|
|
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));
|
|
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);
|
|
|
|
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);
|
|
T_RadiusDamage(self, self->owner, sk_bfg_rdamage->value, other, 100, MOD_BFG_BLAST, -0.5);
|
|
|
|
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);
|
|
|
|
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;
|
|
|
|
if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
|
|
continue;
|
|
|
|
|
|
//ZOID
|
|
//don't target friendly players in CTF
|
|
if (ctf->value && ent->client &&
|
|
self->owner->client &&
|
|
ent->client->resp.ctf_team == self->owner->client->resp.ctf_team)
|
|
continue;
|
|
//ZOID
|
|
|
|
VectorMA (ent->absmin, 0.5, ent->size, point);
|
|
|
|
VectorSubtract (point, self->s.origin, dir);
|
|
VectorNormalize (dir);
|
|
|
|
ignore = self;
|
|
VectorCopy (self->s.origin, start);
|
|
VectorMA (start, 2048, dir, end);
|
|
while(1)
|
|
{
|
|
tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
|
|
|
|
if (!tr.ent)
|
|
break;
|
|
|
|
// hurt it if we can
|
|
if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
|
|
T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
|
|
|
|
// if we hit something that's not a monster or player we're done
|
|
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_LASER_SPARKS);
|
|
gi.WriteByte (4);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.WriteDir (tr.plane.normal);
|
|
gi.WriteByte (self->s.skinnum);
|
|
gi.multicast (tr.endpos, MULTICAST_PVS);
|
|
break;
|
|
}
|
|
|
|
ignore = tr.ent;
|
|
VectorCopy (tr.endpos, start);
|
|
}
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_BFG_LASER);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.multicast (self->s.origin, MULTICAST_PHS);
|
|
|
|
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);
|
|
}
|
|
//==========================================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
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;
|
|
|
|
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;
|
|
|
|
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);
|
|
}
|
|
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;
|
|
}
|
|
|