mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
synced 2024-11-23 12:52:41 +00:00
921 lines
23 KiB
C
921 lines
23 KiB
C
/*
|
|
Copyright (C) 1997-2001 Id Software, Inc.
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
#include "g_local.h"
|
|
|
|
|
|
/*
|
|
=================
|
|
check_dodge
|
|
|
|
This is a support routine used when a client is firing
|
|
a non-instant attack weapon. It checks to see if a
|
|
monster's dodge function should be called.
|
|
=================
|
|
*/
|
|
static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
|
|
{
|
|
vec3_t end;
|
|
vec3_t v;
|
|
trace_t tr;
|
|
float eta;
|
|
|
|
// easy mode only ducks one quarter the time
|
|
if (skill->value == 0)
|
|
{
|
|
if (random() > 0.25)
|
|
return;
|
|
}
|
|
VectorMA (start, 8192, dir, end);
|
|
tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
|
|
if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
|
|
{
|
|
VectorSubtract (tr.endpos, start, v);
|
|
eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
|
|
tr.ent->monsterinfo.dodge (tr.ent, self, eta);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_hit
|
|
|
|
Used for all impact (hit/punch/slash) attacks
|
|
=================
|
|
*/
|
|
qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
|
|
{
|
|
trace_t tr;
|
|
vec3_t forward, right, up;
|
|
vec3_t v;
|
|
vec3_t point;
|
|
float range;
|
|
vec3_t dir;
|
|
|
|
//see if enemy is in range
|
|
VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
|
|
range = VectorLength(dir);
|
|
if (range > aim[0])
|
|
return false;
|
|
|
|
if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
|
|
{
|
|
// the hit is straight on so back the range up to the edge of their bbox
|
|
range -= self->enemy->maxs[0];
|
|
}
|
|
else
|
|
{
|
|
// this is a side hit so adjust the "right" value out to the edge of their bbox
|
|
if (aim[1] < 0)
|
|
aim[1] = self->enemy->mins[0];
|
|
else
|
|
aim[1] = self->enemy->maxs[0];
|
|
}
|
|
|
|
VectorMA (self->s.origin, range, dir, point);
|
|
|
|
tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
|
|
if (tr.fraction < 1)
|
|
{
|
|
if (!tr.ent->takedamage)
|
|
return false;
|
|
// if it will hit any client/monster then hit the one we wanted to hit
|
|
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
|
|
tr.ent = self->enemy;
|
|
}
|
|
|
|
AngleVectors(self->s.angles, forward, right, up);
|
|
VectorMA (self->s.origin, range, forward, point);
|
|
VectorMA (point, aim[1], right, point);
|
|
VectorMA (point, aim[2], up, point);
|
|
VectorSubtract (point, self->enemy->s.origin, dir);
|
|
|
|
// do the damage
|
|
T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
|
|
|
|
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
|
|
return false;
|
|
|
|
// do our special form of knockback here
|
|
VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
|
|
VectorSubtract (v, point, v);
|
|
VectorNormalize (v);
|
|
VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
|
|
if (self->enemy->velocity[2] > 0)
|
|
self->enemy->groundentity = NULL;
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_lead
|
|
|
|
This is an internal support routine used for bullet/pellet based weapons.
|
|
=================
|
|
*/
|
|
static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
|
|
{
|
|
trace_t tr;
|
|
vec3_t dir;
|
|
vec3_t forward, right, up;
|
|
vec3_t end;
|
|
float r;
|
|
float u;
|
|
vec3_t water_start;
|
|
qboolean water = false;
|
|
int content_mask = MASK_SHOT | MASK_WATER;
|
|
|
|
tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
|
|
if (!(tr.fraction < 1.0))
|
|
{
|
|
vectoangles (aimdir, dir);
|
|
AngleVectors (dir, forward, right, up);
|
|
|
|
r = crandom()*hspread;
|
|
u = crandom()*vspread;
|
|
VectorMA (start, 8192, forward, end);
|
|
VectorMA (end, r, right, end);
|
|
VectorMA (end, u, up, end);
|
|
|
|
if (gi.pointcontents (start) & MASK_WATER)
|
|
{
|
|
water = true;
|
|
VectorCopy (start, water_start);
|
|
content_mask &= ~MASK_WATER;
|
|
}
|
|
|
|
tr = gi.trace (start, NULL, NULL, end, self, content_mask);
|
|
|
|
// see if we hit water
|
|
if (tr.contents & MASK_WATER)
|
|
{
|
|
int color;
|
|
|
|
water = true;
|
|
VectorCopy (tr.endpos, water_start);
|
|
|
|
if (!VectorCompare (start, tr.endpos))
|
|
{
|
|
if (tr.contents & CONTENTS_WATER)
|
|
{
|
|
if (strcmp(tr.surface->name, "*brwater") == 0)
|
|
color = SPLASH_BROWN_WATER;
|
|
else
|
|
color = SPLASH_BLUE_WATER;
|
|
}
|
|
else if (tr.contents & CONTENTS_SLIME)
|
|
color = SPLASH_SLIME;
|
|
else if (tr.contents & CONTENTS_LAVA)
|
|
color = SPLASH_LAVA;
|
|
else
|
|
color = SPLASH_UNKNOWN;
|
|
|
|
if (color != SPLASH_UNKNOWN)
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_SPLASH);
|
|
gi.WriteByte (8);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.WriteDir (tr.plane.normal);
|
|
gi.WriteByte (color);
|
|
gi.multicast (tr.endpos, MULTICAST_PVS);
|
|
}
|
|
|
|
// change bullet's course when it enters water
|
|
VectorSubtract (end, start, dir);
|
|
vectoangles (dir, dir);
|
|
AngleVectors (dir, forward, right, up);
|
|
r = crandom()*hspread*2;
|
|
u = crandom()*vspread*2;
|
|
VectorMA (water_start, 8192, forward, end);
|
|
VectorMA (end, r, right, end);
|
|
VectorMA (end, u, up, end);
|
|
}
|
|
|
|
// re-trace ignoring water this time
|
|
tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
|
|
}
|
|
}
|
|
|
|
// send gun puff / flash
|
|
if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
|
|
{
|
|
if (tr.fraction < 1.0)
|
|
{
|
|
if (tr.ent->takedamage)
|
|
{
|
|
T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
|
|
}
|
|
else
|
|
{
|
|
if (strncmp (tr.surface->name, "sky", 3) != 0)
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (te_impact);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.WriteDir (tr.plane.normal);
|
|
gi.multicast (tr.endpos, MULTICAST_PVS);
|
|
|
|
if (self->client)
|
|
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// if went through water, determine where the end and make a bubble trail
|
|
if (water)
|
|
{
|
|
vec3_t pos;
|
|
|
|
VectorSubtract (tr.endpos, water_start, dir);
|
|
VectorNormalize (dir);
|
|
VectorMA (tr.endpos, -2, dir, pos);
|
|
if (gi.pointcontents (pos) & MASK_WATER)
|
|
VectorCopy (pos, tr.endpos);
|
|
else
|
|
tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
|
|
|
|
VectorAdd (water_start, tr.endpos, pos);
|
|
VectorScale (pos, 0.5, pos);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_BUBBLETRAIL);
|
|
gi.WritePosition (water_start);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.multicast (pos, MULTICAST_PVS);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_bullet
|
|
|
|
Fires a single round. Used for machinegun and chaingun. Would be fine for
|
|
pistols, rifles, etc....
|
|
=================
|
|
*/
|
|
void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
|
|
{
|
|
fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_shotgun
|
|
|
|
Shoots shotgun pellets. Used by shotgun and super shotgun.
|
|
=================
|
|
*/
|
|
void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < count; i++)
|
|
fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_blaster
|
|
|
|
Fires a single blaster bolt. Used by the blaster and hyper blaster.
|
|
=================
|
|
*/
|
|
void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
int mod;
|
|
|
|
if (other == self->owner)
|
|
return;
|
|
|
|
if (surf && (surf->flags & SURF_SKY))
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
if (self->owner->client)
|
|
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
|
|
|
|
if (other->takedamage)
|
|
{
|
|
if (self->spawnflags & 1)
|
|
mod = MOD_HYPERBLASTER;
|
|
else
|
|
mod = MOD_BLASTER;
|
|
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
|
|
}
|
|
else
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_BLASTER);
|
|
gi.WritePosition (self->s.origin);
|
|
if (!plane)
|
|
gi.WriteDir (vec3_origin);
|
|
else
|
|
gi.WriteDir (plane->normal);
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
}
|
|
|
|
G_FreeEdict (self);
|
|
}
|
|
|
|
void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
|
|
{
|
|
edict_t *bolt;
|
|
trace_t tr;
|
|
|
|
VectorNormalize (dir);
|
|
|
|
bolt = G_Spawn();
|
|
bolt->svflags = SVF_PROJECTILE; // special net code is used for projectiles
|
|
VectorCopy (start, bolt->s.origin);
|
|
VectorCopy (start, bolt->s.old_origin);
|
|
vectoangles (dir, bolt->s.angles);
|
|
VectorScale (dir, speed, bolt->velocity);
|
|
bolt->movetype = MOVETYPE_FLYMISSILE;
|
|
bolt->clipmask = MASK_SHOT;
|
|
bolt->solid = SOLID_BBOX;
|
|
bolt->s.effects |= effect;
|
|
VectorClear (bolt->mins);
|
|
VectorClear (bolt->maxs);
|
|
bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
|
|
bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
|
|
bolt->owner = self;
|
|
bolt->touch = blaster_touch;
|
|
bolt->nextthink = level.time + 2;
|
|
bolt->think = G_FreeEdict;
|
|
bolt->dmg = damage;
|
|
bolt->classname = "bolt";
|
|
if (hyper)
|
|
bolt->spawnflags = 1;
|
|
gi.linkentity (bolt);
|
|
|
|
if (self->client)
|
|
check_dodge (self, bolt->s.origin, dir, speed);
|
|
|
|
tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
|
|
if (tr.fraction < 1.0)
|
|
{
|
|
VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
|
|
bolt->touch (bolt, tr.ent, NULL, NULL);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_grenade
|
|
=================
|
|
*/
|
|
static void Grenade_Explode (edict_t *ent)
|
|
{
|
|
vec3_t origin;
|
|
int mod;
|
|
|
|
if (ent->owner->client)
|
|
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
|
|
|
|
//FIXME: if we are onground then raise our Z just a bit since we are a point?
|
|
if (ent->enemy)
|
|
{
|
|
float points;
|
|
vec3_t v;
|
|
vec3_t dir;
|
|
|
|
VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
|
|
VectorMA (ent->enemy->s.origin, 0.5, v, v);
|
|
VectorSubtract (ent->s.origin, v, v);
|
|
points = ent->dmg - 0.5 * VectorLength (v);
|
|
VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
|
|
if (ent->spawnflags & 1)
|
|
mod = MOD_HANDGRENADE;
|
|
else
|
|
mod = MOD_GRENADE;
|
|
T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
|
|
}
|
|
|
|
if (ent->spawnflags & 2)
|
|
mod = MOD_HELD_GRENADE;
|
|
else if (ent->spawnflags & 1)
|
|
mod = MOD_HG_SPLASH;
|
|
else
|
|
mod = MOD_G_SPLASH;
|
|
T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
|
|
|
|
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
|
|
gi.WriteByte (svc_temp_entity);
|
|
if (ent->waterlevel)
|
|
{
|
|
if (ent->groundentity)
|
|
gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
|
|
else
|
|
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
|
|
}
|
|
else
|
|
{
|
|
if (ent->groundentity)
|
|
gi.WriteByte (TE_GRENADE_EXPLOSION);
|
|
else
|
|
gi.WriteByte (TE_ROCKET_EXPLOSION);
|
|
}
|
|
gi.WritePosition (origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PHS);
|
|
|
|
G_FreeEdict (ent);
|
|
}
|
|
|
|
static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
if (other == ent->owner)
|
|
return;
|
|
|
|
if (surf && (surf->flags & SURF_SKY))
|
|
{
|
|
G_FreeEdict (ent);
|
|
return;
|
|
}
|
|
|
|
if (!other->takedamage)
|
|
{
|
|
if (ent->spawnflags & 1)
|
|
{
|
|
if (random() > 0.5)
|
|
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
|
|
else
|
|
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
else
|
|
{
|
|
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
|
|
}
|
|
return;
|
|
}
|
|
|
|
ent->enemy = other;
|
|
Grenade_Explode (ent);
|
|
}
|
|
|
|
void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
|
|
{
|
|
edict_t *grenade;
|
|
vec3_t dir;
|
|
vec3_t forward, right, up;
|
|
|
|
vectoangles (aimdir, dir);
|
|
AngleVectors (dir, forward, right, up);
|
|
|
|
grenade = G_Spawn();
|
|
VectorCopy (start, grenade->s.origin);
|
|
VectorScale (aimdir, speed, grenade->velocity);
|
|
VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
|
|
VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
|
|
VectorSet (grenade->avelocity, 300, 300, 300);
|
|
grenade->movetype = MOVETYPE_BOUNCE;
|
|
grenade->clipmask = MASK_SHOT;
|
|
grenade->solid = SOLID_BBOX;
|
|
grenade->s.effects |= EF_GRENADE;
|
|
VectorClear (grenade->mins);
|
|
VectorClear (grenade->maxs);
|
|
grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
|
|
grenade->owner = self;
|
|
grenade->touch = Grenade_Touch;
|
|
grenade->nextthink = level.time + timer;
|
|
grenade->think = Grenade_Explode;
|
|
grenade->dmg = damage;
|
|
grenade->dmg_radius = damage_radius;
|
|
grenade->classname = "grenade";
|
|
|
|
gi.linkentity (grenade);
|
|
}
|
|
|
|
void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
|
|
{
|
|
edict_t *grenade;
|
|
vec3_t dir;
|
|
vec3_t forward, right, up;
|
|
|
|
vectoangles (aimdir, dir);
|
|
AngleVectors (dir, forward, right, up);
|
|
|
|
grenade = G_Spawn();
|
|
VectorCopy (start, grenade->s.origin);
|
|
VectorScale (aimdir, speed, grenade->velocity);
|
|
VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
|
|
VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
|
|
VectorSet (grenade->avelocity, 300, 300, 300);
|
|
grenade->movetype = MOVETYPE_BOUNCE;
|
|
grenade->clipmask = MASK_SHOT;
|
|
grenade->solid = SOLID_BBOX;
|
|
grenade->s.effects |= EF_GRENADE;
|
|
VectorClear (grenade->mins);
|
|
VectorClear (grenade->maxs);
|
|
grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
|
|
grenade->owner = self;
|
|
grenade->touch = Grenade_Touch;
|
|
grenade->nextthink = level.time + timer;
|
|
grenade->think = Grenade_Explode;
|
|
grenade->dmg = damage;
|
|
grenade->dmg_radius = damage_radius;
|
|
grenade->classname = "hgrenade";
|
|
if (held)
|
|
grenade->spawnflags = 3;
|
|
else
|
|
grenade->spawnflags = 1;
|
|
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
|
|
|
|
if (timer <= 0.0)
|
|
Grenade_Explode (grenade);
|
|
else
|
|
{
|
|
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
|
|
gi.linkentity (grenade);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_rocket
|
|
=================
|
|
*/
|
|
void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
vec3_t origin;
|
|
int n;
|
|
|
|
if (other == ent->owner)
|
|
return;
|
|
|
|
if (surf && (surf->flags & SURF_SKY))
|
|
{
|
|
G_FreeEdict (ent);
|
|
return;
|
|
}
|
|
|
|
if (ent->owner->client)
|
|
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
|
|
|
|
// calculate position for the explosion entity
|
|
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
|
|
|
|
if (other->takedamage)
|
|
{
|
|
T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
|
|
}
|
|
else
|
|
{
|
|
// don't throw any debris in net games
|
|
if (!deathmatch->value && !coop->value)
|
|
{
|
|
if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
|
|
{
|
|
n = rand() % 5;
|
|
while(n--)
|
|
ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
|
|
}
|
|
}
|
|
}
|
|
|
|
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
if (ent->waterlevel)
|
|
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
|
|
else
|
|
gi.WriteByte (TE_ROCKET_EXPLOSION);
|
|
gi.WritePosition (origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PHS);
|
|
|
|
G_FreeEdict (ent);
|
|
}
|
|
|
|
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
|
|
{
|
|
edict_t *rocket;
|
|
|
|
rocket = G_Spawn();
|
|
VectorCopy (start, rocket->s.origin);
|
|
VectorCopy (dir, rocket->movedir);
|
|
vectoangles (dir, rocket->s.angles);
|
|
VectorScale (dir, speed, rocket->velocity);
|
|
rocket->movetype = MOVETYPE_FLYMISSILE;
|
|
rocket->clipmask = MASK_SHOT;
|
|
rocket->solid = SOLID_BBOX;
|
|
rocket->s.effects |= EF_ROCKET;
|
|
VectorClear (rocket->mins);
|
|
VectorClear (rocket->maxs);
|
|
rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
|
|
rocket->owner = self;
|
|
rocket->touch = rocket_touch;
|
|
rocket->nextthink = level.time + 8000/speed;
|
|
rocket->think = G_FreeEdict;
|
|
rocket->dmg = damage;
|
|
rocket->radius_dmg = radius_damage;
|
|
rocket->dmg_radius = damage_radius;
|
|
rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
|
|
rocket->classname = "rocket";
|
|
|
|
if (self->client)
|
|
check_dodge (self, rocket->s.origin, dir, speed);
|
|
|
|
gi.linkentity (rocket);
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_rail
|
|
=================
|
|
*/
|
|
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
|
|
{
|
|
vec3_t from;
|
|
vec3_t end;
|
|
trace_t tr;
|
|
edict_t *ignore;
|
|
int mask;
|
|
qboolean water;
|
|
|
|
VectorMA (start, 8192, aimdir, end);
|
|
VectorCopy (start, from);
|
|
ignore = self;
|
|
water = false;
|
|
mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
|
|
while (ignore)
|
|
{
|
|
tr = gi.trace (from, NULL, NULL, end, ignore, mask);
|
|
|
|
if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
|
|
{
|
|
mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
|
|
water = true;
|
|
}
|
|
else
|
|
{
|
|
//ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
|
|
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
|
|
(tr.ent->solid == SOLID_BBOX))
|
|
ignore = tr.ent;
|
|
else
|
|
ignore = NULL;
|
|
|
|
if ((tr.ent != self) && (tr.ent->takedamage))
|
|
T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
|
|
}
|
|
|
|
VectorCopy (tr.endpos, from);
|
|
}
|
|
|
|
// send gun puff / flash
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_RAILTRAIL);
|
|
gi.WritePosition (start);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.multicast (self->s.origin, MULTICAST_PHS);
|
|
// gi.multicast (start, MULTICAST_PHS);
|
|
if (water)
|
|
{
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_RAILTRAIL);
|
|
gi.WritePosition (start);
|
|
gi.WritePosition (tr.endpos);
|
|
gi.multicast (tr.endpos, MULTICAST_PHS);
|
|
}
|
|
|
|
if (self->client)
|
|
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_bfg
|
|
=================
|
|
*/
|
|
void bfg_explode (edict_t *self)
|
|
{
|
|
edict_t *ent;
|
|
float points;
|
|
vec3_t v;
|
|
float dist;
|
|
|
|
if (self->s.frame == 0)
|
|
{
|
|
// the BFG effect
|
|
ent = NULL;
|
|
while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
|
|
{
|
|
if (!ent->takedamage)
|
|
continue;
|
|
if (ent == self->owner)
|
|
continue;
|
|
if (!CanDamage (ent, self))
|
|
continue;
|
|
if (!CanDamage (ent, self->owner))
|
|
continue;
|
|
|
|
VectorAdd (ent->mins, ent->maxs, v);
|
|
VectorMA (ent->s.origin, 0.5, v, v);
|
|
VectorSubtract (self->s.origin, v, v);
|
|
dist = VectorLength(v);
|
|
points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
|
|
if (ent == self->owner)
|
|
points = points * 0.5;
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_BFG_EXPLOSION);
|
|
gi.WritePosition (ent->s.origin);
|
|
gi.multicast (ent->s.origin, MULTICAST_PHS);
|
|
T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
|
|
}
|
|
}
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
self->s.frame++;
|
|
if (self->s.frame == 5)
|
|
self->think = G_FreeEdict;
|
|
}
|
|
|
|
void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
|
|
{
|
|
if (other == self->owner)
|
|
return;
|
|
|
|
if (surf && (surf->flags & SURF_SKY))
|
|
{
|
|
G_FreeEdict (self);
|
|
return;
|
|
}
|
|
|
|
if (self->owner->client)
|
|
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
|
|
|
|
// core explosion - prevents firing it into the wall/floor
|
|
if (other->takedamage)
|
|
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
|
|
T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
|
|
|
|
gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
|
|
self->solid = SOLID_NOT;
|
|
self->touch = NULL;
|
|
VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
|
|
VectorClear (self->velocity);
|
|
self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
|
|
self->s.frame = 0;
|
|
self->s.sound = 0;
|
|
self->s.effects &= ~EF_ANIM_ALLFAST;
|
|
self->think = bfg_explode;
|
|
self->nextthink = level.time + FRAMETIME;
|
|
self->enemy = other;
|
|
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (TE_BFG_BIGEXPLOSION);
|
|
gi.WritePosition (self->s.origin);
|
|
gi.multicast (self->s.origin, MULTICAST_PVS);
|
|
}
|
|
|
|
|
|
void bfg_think (edict_t *self)
|
|
{
|
|
edict_t *ent;
|
|
edict_t *ignore;
|
|
vec3_t point;
|
|
vec3_t dir;
|
|
vec3_t start;
|
|
vec3_t end;
|
|
int dmg;
|
|
trace_t tr;
|
|
|
|
if (deathmatch->value)
|
|
dmg = 5;
|
|
else
|
|
dmg = 10;
|
|
|
|
ent = NULL;
|
|
while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
|
|
{
|
|
if (ent == self)
|
|
continue;
|
|
|
|
if (ent == self->owner)
|
|
continue;
|
|
|
|
if (!ent->takedamage)
|
|
continue;
|
|
|
|
if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
|
|
continue;
|
|
|
|
//ZOID
|
|
//don't target 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);
|
|
}
|
|
|
|
self->nextthink = level.time + FRAMETIME;
|
|
}
|
|
|
|
|
|
void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
|
|
{
|
|
edict_t *bfg;
|
|
|
|
bfg = G_Spawn();
|
|
VectorCopy (start, bfg->s.origin);
|
|
VectorCopy (dir, bfg->movedir);
|
|
vectoangles (dir, bfg->s.angles);
|
|
VectorScale (dir, speed, bfg->velocity);
|
|
bfg->movetype = MOVETYPE_FLYMISSILE;
|
|
bfg->clipmask = MASK_SHOT;
|
|
bfg->solid = SOLID_BBOX;
|
|
bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
|
|
VectorClear (bfg->mins);
|
|
VectorClear (bfg->maxs);
|
|
bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
|
|
bfg->owner = self;
|
|
bfg->touch = bfg_touch;
|
|
bfg->nextthink = level.time + 8000/speed;
|
|
bfg->think = G_FreeEdict;
|
|
bfg->radius_dmg = damage;
|
|
bfg->dmg_radius = damage_radius;
|
|
bfg->classname = "bfg blast";
|
|
bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
|
|
|
|
bfg->think = bfg_think;
|
|
bfg->nextthink = level.time + FRAMETIME;
|
|
bfg->teammaster = bfg;
|
|
bfg->teamchain = NULL;
|
|
|
|
if (self->client)
|
|
check_dodge (self, bfg->s.origin, dir, speed);
|
|
|
|
gi.linkentity (bfg);
|
|
}
|