quake2-rerelease-dll/rerelease/g_weapon.cpp
2023-08-07 14:48:30 -05:00

1217 lines
No EOL
31 KiB
C++

// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
#include "g_local.h"
/*
=================
fire_hit
Used for all impact (hit/punch/slash) attacks
=================
*/
bool 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
range = distance_between_boxes(self->enemy->absmin, self->enemy->absmax, self->absmin, self->absmax);
if (range > aim[0])
return false;
if (!(aim[1] > self->mins[0] && aim[1] < self->maxs[0]))
{
// 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];
}
point = closest_point_to_box(self->s.origin, self->enemy->absmin, self->enemy->absmax);
// check that we can hit the point on the bbox
tr = gi.traceline(self->s.origin, point, self, MASK_PROJECTILE);
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;
}
// check that we can hit the player from the point
tr = gi.traceline(point, self->enemy->s.origin, self, MASK_PROJECTILE);
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);
point = self->s.origin + (forward * range);
point += (right * aim[1]);
point += (up * aim[2]);
dir = point - self->enemy->s.origin;
// 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
v = (self->enemy->absmin + self->enemy->absmax) * 0.5f;
v -= point;
v.normalize();
self->enemy->velocity += v * kick;
if (self->enemy->velocity[2] > 0)
self->enemy->groundentity = nullptr;
return true;
}
// helper routine for piercing traces;
// mask = the input mask for finding what to hit
// you can adjust the mask for the re-trace (for water, etc).
// note that you must take care in your pierce callback to mark
// the entities that are being pierced.
void pierce_trace(const vec3_t &start, const vec3_t &end, edict_t *ignore, pierce_args_t &pierce, contents_t mask)
{
int loop_count = MAX_EDICTS;
vec3_t own_start, own_end;
own_start = start;
own_end = end;
while (--loop_count)
{
pierce.tr = gi.traceline(start, own_end, ignore, mask);
// didn't hit anything, so we're done
if (!pierce.tr.ent || pierce.tr.fraction == 1.0f)
return;
// hit callback said we're done
if (!pierce.hit(mask, own_end))
return;
own_start = pierce.tr.endpos;
}
gi.Com_Print("runaway pierce_trace\n");
}
struct fire_lead_pierce_t : pierce_args_t
{
edict_t *self;
vec3_t start;
vec3_t aimdir;
int damage;
int kick;
int hspread;
int vspread;
mod_t mod;
int te_impact;
contents_t mask;
bool water = false;
vec3_t water_start = {};
edict_t *chain = nullptr;
inline fire_lead_pierce_t(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, mod_t mod, int te_impact, contents_t mask) :
pierce_args_t(),
self(self),
start(start),
aimdir(aimdir),
damage(damage),
kick(kick),
hspread(hspread),
vspread(vspread),
mod(mod),
te_impact(te_impact),
mask(mask)
{
}
// we hit an entity; return false to stop the piercing.
// you can adjust the mask for the re-trace (for water, etc).
bool hit(contents_t &mask, vec3_t &end) override
{
// see if we hit water
if (tr.contents & MASK_WATER)
{
int color;
water = true;
water_start = tr.endpos;
// CHECK: is this compare ever true?
if (te_impact != -1 && start != tr.endpos)
{
if (tr.contents & CONTENTS_WATER)
{
// FIXME: this effectively does nothing..
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, false);
}
// change bullet's course when it enters water
vec3_t dir, forward, right, up;
dir = end - start;
dir = vectoangles(dir);
AngleVectors(dir, forward, right, up);
float r = crandom() * hspread * 2;
float u = crandom() * vspread * 2;
end = water_start + (forward * 8192);
end += (right * r);
end += (up * u);
}
// re-trace ignoring water this time
mask &= ~MASK_WATER;
return true;
}
// did we hit an hurtable entity?
if (tr.ent->takedamage)
{
T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, mod.id == MOD_TESLA ? DAMAGE_ENERGY : DAMAGE_BULLET, mod);
// only deadmonster is pierceable, or actual dead monsters
// that haven't been made non-solid yet
if ((tr.ent->svflags & SVF_DEADMONSTER) ||
(tr.ent->health <= 0 && (tr.ent->svflags & SVF_MONSTER)))
{
if (!mark(tr.ent))
return false;
return true;
}
}
else
{
// send gun puff / flash
// don't mark the sky
if (te_impact != -1 && !(tr.surface && ((tr.surface->flags & SURF_SKY) || 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, false);
if (self->client)
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}
}
// hit a solid, so we're stopping here
return false;
}
};
/*
=================
fire_lead
This is an internal support routine used for bullet/pellet based weapons.
=================
*/
static void fire_lead(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick, int te_impact, int hspread, int vspread, mod_t mod)
{
fire_lead_pierce_t args = {
self,
start,
aimdir,
damage,
kick,
hspread,
vspread,
mod,
te_impact,
MASK_PROJECTILE | MASK_WATER
};
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
args.mask &= ~CONTENTS_PLAYER;
// special case: we started in water.
if (gi.pointcontents(start) & MASK_WATER)
{
args.water = true;
args.water_start = start;
args.mask &= ~MASK_WATER;
}
// check initial firing position
pierce_trace(self->s.origin, start, self, args, args.mask);
// we're clear, so do the second pierce
if (args.tr.fraction == 1.f)
{
args.restore();
vec3_t end, dir, forward, right, up;
dir = vectoangles(aimdir);
AngleVectors(dir, forward, right, up);
float r = crandom() * hspread;
float u = crandom() * vspread;
end = start + (forward * 8192);
end += (right * r);
end += (up * u);
pierce_trace(args.tr.endpos, end, self, args, args.mask);
}
// if went through water, determine where the end is and make a bubble trail
if (args.water && te_impact != -1)
{
vec3_t pos, dir;
dir = args.tr.endpos - args.water_start;
dir.normalize();
pos = args.tr.endpos + (dir * -2);
if (gi.pointcontents(pos) & MASK_WATER)
args.tr.endpos = pos;
else
args.tr = gi.traceline(pos, args.water_start, args.tr.ent != world ? args.tr.ent : nullptr, MASK_WATER);
pos = args.water_start + args.tr.endpos;
pos *= 0.5f;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BUBBLETRAIL);
gi.WritePosition(args.water_start);
gi.WritePosition(args.tr.endpos);
gi.multicast(pos, MULTICAST_PVS, false);
}
}
/*
=================
fire_bullet
Fires a single round. Used for machinegun and chaingun. Would be fine for
pistols, rifles, etc....
=================
*/
void fire_bullet(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick, int hspread, int vspread, mod_t mod)
{
fire_lead(self, start, aimdir, damage, kick, mod.id == MOD_TESLA ? -1 : TE_GUNSHOT, hspread, vspread, mod);
}
/*
=================
fire_shotgun
Shoots shotgun pellets. Used by shotgun and super shotgun.
=================
*/
void fire_shotgun(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick, int hspread, int vspread, int count, mod_t mod)
{
for (int 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.
=================
*/
TOUCH(blaster_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
if (other == self->owner)
return;
if (tr.surface && (tr.surface->flags & SURF_SKY))
{
G_FreeEdict(self);
return;
}
// PMM - crash prevention
if (self->owner && self->owner->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
T_Damage(other, self, self->owner, self->velocity, self->s.origin, tr.plane.normal, self->dmg, 1, DAMAGE_ENERGY, static_cast<mod_id_t>(self->style));
else
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte( ( self->style != MOD_BLUEBLASTER ) ? TE_BLASTER : TE_BLUEHYPERBLASTER );
gi.WritePosition(self->s.origin);
gi.WriteDir(tr.plane.normal);
gi.multicast(self->s.origin, MULTICAST_PHS, false);
}
G_FreeEdict(self);
}
void fire_blaster(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, effects_t effect, mod_t mod)
{
edict_t *bolt;
trace_t tr;
bolt = G_Spawn();
bolt->svflags = SVF_PROJECTILE;
bolt->s.origin = start;
bolt->s.old_origin = start;
bolt->s.angles = vectoangles(dir);
bolt->velocity = dir * speed;
bolt->movetype = MOVETYPE_FLYMISSILE;
bolt->clipmask = MASK_PROJECTILE;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
bolt->clipmask &= ~CONTENTS_PLAYER;
bolt->flags |= FL_DODGE;
bolt->solid = SOLID_BBOX;
bolt->s.effects |= effect;
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_sec;
bolt->think = G_FreeEdict;
bolt->dmg = damage;
bolt->classname = "bolt";
bolt->style = mod.id;
gi.linkentity(bolt);
tr = gi.traceline(self->s.origin, bolt->s.origin, bolt, bolt->clipmask);
if (tr.fraction < 1.0f)
{
bolt->s.origin = tr.endpos + (tr.plane.normal * 1.f);
bolt->touch(bolt, tr.ent, tr, false);
}
}
constexpr spawnflags_t SPAWNFLAG_GRENADE_HAND = 1_spawnflag;
constexpr spawnflags_t SPAWNFLAG_GRENADE_HELD = 2_spawnflag;
/*
=================
fire_grenade
=================
*/
THINK(Grenade_Explode) (edict_t *ent) -> void
{
vec3_t origin;
mod_t 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;
v = ent->enemy->mins + ent->enemy->maxs;
v = ent->enemy->s.origin + (v * 0.5f);
v = ent->s.origin - v;
points = ent->dmg - 0.5f * v.length();
dir = ent->enemy->s.origin - ent->s.origin;
if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HAND))
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.has(SPAWNFLAG_GRENADE_HELD))
mod = MOD_HELD_GRENADE;
else if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HAND))
mod = MOD_HG_SPLASH;
else
mod = MOD_G_SPLASH;
T_RadiusDamage(ent, ent->owner, (float) ent->dmg, ent->enemy, ent->dmg_radius, DAMAGE_NONE, mod);
origin = ent->s.origin + (ent->velocity * -0.02f);
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, false);
G_FreeEdict(ent);
}
TOUCH(Grenade_Touch) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
if (other == ent->owner)
return;
if (tr.surface && (tr.surface->flags & SURF_SKY))
{
G_FreeEdict(ent);
return;
}
if (!other->takedamage)
{
if (ent->spawnflags.has(SPAWNFLAG_GRENADE_HAND))
{
if (frandom() > 0.5f)
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);
}
THINK(Grenade4_Think) (edict_t *self) -> void
{
if (level.time >= self->timestamp)
{
Grenade_Explode(self);
return;
}
if (self->velocity)
{
float p = self->s.angles.x;
float z = self->s.angles.z;
float speed_frac = clamp(self->velocity.lengthSquared() / (self->speed * self->speed), 0.f, 1.f);
self->s.angles = vectoangles(self->velocity);
self->s.angles.x = LerpAngle(p, self->s.angles.x, speed_frac);
self->s.angles.z = z + (gi.frame_time_s * 360 * speed_frac);
}
self->nextthink = level.time + FRAME_TIME_S;
}
void fire_grenade(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int speed, gtime_t timer, float damage_radius, float right_adjust, float up_adjust, bool monster)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
dir = vectoangles(aimdir);
AngleVectors(dir, forward, right, up);
grenade = G_Spawn();
grenade->s.origin = start;
grenade->velocity = aimdir * speed;
if (up_adjust)
{
float gravityAdjustment = level.gravity / 800.f;
grenade->velocity += up * up_adjust * gravityAdjustment;
}
if (right_adjust)
grenade->velocity += right * right_adjust;
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_PROJECTILE;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
grenade->clipmask &= ~CONTENTS_PLAYER;
grenade->solid = SOLID_BBOX;
grenade->svflags |= SVF_PROJECTILE;
grenade->flags |= ( FL_DODGE | FL_TRAP );
grenade->s.effects |= EF_GRENADE;
grenade->speed = speed;
if (monster)
{
grenade->avelocity = { crandom() * 360, crandom() * 360, crandom() * 360 };
grenade->s.modelindex = gi.modelindex("models/objects/grenade/tris.md2");
grenade->nextthink = level.time + timer;
grenade->think = Grenade_Explode;
grenade->s.effects |= EF_GRENADE_LIGHT;
}
else
{
grenade->s.modelindex = gi.modelindex("models/objects/grenade4/tris.md2");
grenade->s.angles = vectoangles(grenade->velocity);
grenade->nextthink = level.time + FRAME_TIME_S;
grenade->timestamp = level.time + timer;
grenade->think = Grenade4_Think;
grenade->s.renderfx |= RF_MINLIGHT;
}
grenade->owner = self;
grenade->touch = Grenade_Touch;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "grenade";
gi.linkentity(grenade);
}
void fire_grenade2(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int speed, gtime_t timer, float damage_radius, bool held)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
dir = vectoangles(aimdir);
AngleVectors(dir, forward, right, up);
grenade = G_Spawn();
grenade->s.origin = start;
grenade->velocity = aimdir * speed;
float gravityAdjustment = level.gravity / 800.f;
grenade->velocity += up * (200 + crandom() * 10.0f) * gravityAdjustment;
grenade->velocity += right * (crandom() * 10.0f);
grenade->avelocity = { crandom() * 360, crandom() * 360, crandom() * 360 };
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_PROJECTILE;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
grenade->clipmask &= ~CONTENTS_PLAYER;
grenade->solid = SOLID_BBOX;
grenade->svflags |= SVF_PROJECTILE;
grenade->flags |= ( FL_DODGE | FL_TRAP );
grenade->s.effects |= EF_GRENADE;
grenade->s.modelindex = gi.modelindex("models/objects/grenade3/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 = "hand_grenade";
grenade->spawnflags = SPAWNFLAG_GRENADE_HAND;
if (held)
grenade->spawnflags |= SPAWNFLAG_GRENADE_HELD;
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
if (timer <= 0_ms)
Grenade_Explode(grenade);
else
{
gi.sound(self, CHAN_WEAPON, gi.soundindex("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
gi.linkentity(grenade);
}
}
/*
=================
fire_rocket
=================
*/
TOUCH(rocket_touch) (edict_t *ent, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
vec3_t origin;
if (other == ent->owner)
return;
if (tr.surface && (tr.surface->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
origin = ent->s.origin + tr.plane.normal;
if (other->takedamage)
{
T_Damage(other, ent, ent->owner, ent->velocity, ent->s.origin, tr.plane.normal, ent->dmg, 0, DAMAGE_NONE, MOD_ROCKET);
}
else
{
// don't throw any debris in net games
if (!deathmatch->integer && !coop->integer)
{
if (tr.surface && !(tr.surface->flags & (SURF_WARP | SURF_TRANS33 | SURF_TRANS66 | SURF_FLOWING)))
{
ThrowGibs(ent, 2, {
{ (size_t) irandom(5), "models/objects/debris2/tris.md2", GIB_METALLIC | GIB_DEBRIS }
});
}
}
}
T_RadiusDamage(ent, ent->owner, (float) ent->radius_dmg, other, ent->dmg_radius, DAMAGE_NONE, 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, false);
G_FreeEdict(ent);
}
edict_t *fire_rocket(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, float damage_radius, int radius_damage)
{
edict_t *rocket;
rocket = G_Spawn();
rocket->s.origin = start;
rocket->s.angles = vectoangles(dir);
rocket->velocity = dir * speed;
rocket->movetype = MOVETYPE_FLYMISSILE;
rocket->svflags |= SVF_PROJECTILE;
rocket->flags |= FL_DODGE;
rocket->clipmask = MASK_PROJECTILE;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
rocket->clipmask &= ~CONTENTS_PLAYER;
rocket->solid = SOLID_BBOX;
rocket->s.effects |= EF_ROCKET;
rocket->s.modelindex = gi.modelindex("models/objects/rocket/tris.md2");
rocket->owner = self;
rocket->touch = rocket_touch;
rocket->nextthink = level.time + gtime_t::from_sec(8000.f / 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";
gi.linkentity(rocket);
return rocket;
}
using search_callback_t = decltype(game_import_t::inPVS);
bool binary_positional_search_r(const vec3_t &viewer, const vec3_t &start, const vec3_t &end, search_callback_t cb, int32_t split_num)
{
// check half-way point
vec3_t mid = (start + end) * 0.5f;
if (cb(viewer, mid, true))
return true;
// no more splits
if (!split_num)
return false;
// recursively check both sides
return binary_positional_search_r(viewer, start, mid, cb, split_num - 1) || binary_positional_search_r(viewer, mid, end, cb, split_num - 1);
}
// [Paril-KEX] simple binary search through a line to see if any points along
// the line (in a binary split) pass the callback
bool binary_positional_search(const vec3_t &viewer, const vec3_t &start, const vec3_t &end, search_callback_t cb, int32_t num_splits)
{
// check start/end first
if (cb(viewer, start, true) || cb(viewer, end, true))
return true;
// recursive split
return binary_positional_search_r(viewer, start, end, cb, num_splits);
}
struct fire_rail_pierce_t : pierce_args_t
{
edict_t *self;
vec3_t aimdir;
int damage;
int kick;
bool water = false;
inline fire_rail_pierce_t(edict_t *self, vec3_t aimdir, int damage, int kick) :
pierce_args_t(),
self(self),
aimdir(aimdir),
damage(damage),
kick(kick)
{
}
// we hit an entity; return false to stop the piercing.
// you can adjust the mask for the re-trace (for water, etc).
bool hit(contents_t &mask, vec3_t &end) override
{
if (tr.contents & (CONTENTS_SLIME | CONTENTS_LAVA))
{
mask &= ~(CONTENTS_SLIME | CONTENTS_LAVA);
water = true;
return true;
}
else
{
// try to kill it first
if ((tr.ent != self) && (tr.ent->takedamage))
T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_NONE, MOD_RAILGUN);
// dead, so we don't need to care about checking pierce
if (!tr.ent->inuse || (!tr.ent->solid || tr.ent->solid == SOLID_TRIGGER))
return true;
// ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
// ROGUE
(tr.ent->flags & FL_DAMAGEABLE) ||
// ROGUE
(tr.ent->solid == SOLID_BBOX))
{
if (!mark(tr.ent))
return false;
return true;
}
}
return false;
}
};
// [Paril-KEX] get the current unique unicast key
uint32_t GetUnicastKey()
{
static uint32_t key = 1;
if (!key)
return key = 1;
return key++;
}
/*
=================
fire_rail
=================
*/
void fire_rail(edict_t *self, const vec3_t &start, const vec3_t &aimdir, int damage, int kick)
{
fire_rail_pierce_t args = {
self,
aimdir,
damage,
kick
};
contents_t mask = MASK_PROJECTILE | CONTENTS_SLIME | CONTENTS_LAVA;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
mask &= ~CONTENTS_PLAYER;
vec3_t end = start + (aimdir * 8192);
pierce_trace(start, end, self, args, mask);
uint32_t unicast_key = GetUnicastKey();
// send gun puff / flash
// [Paril-KEX] this often makes double noise, so trying
// a slightly different approach...
for (auto player : active_players())
{
vec3_t org = player->s.origin + player->client->ps.viewoffset + vec3_t{ 0, 0, (float) player->client->ps.pmove.viewheight };
if (binary_positional_search(org, start, args.tr.endpos, gi.inPHS, 3))
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(g_instagib->integer ? TE_RAILTRAIL2 : TE_RAILTRAIL);
gi.WritePosition(start);
gi.WritePosition(args.tr.endpos);
gi.unicast(player, false, unicast_key);
}
}
if (self->client)
PlayerNoise(self, args.tr.endpos, PNOISE_IMPACT);
}
static vec3_t bfg_laser_pos(vec3_t p, float dist)
{
float theta = frandom(2 * PIf);
float phi = acos(crandom());
vec3_t d {
sin(phi) * cos(theta),
sin(phi) * sin(theta),
cos(phi)
};
return p + (d * dist);
}
THINK(bfg_laser_update) (edict_t *self) -> void
{
if (level.time > self->timestamp || !self->owner->inuse)
{
G_FreeEdict(self);
return;
}
self->s.origin = self->owner->s.origin;
self->nextthink = level.time + 1_ms;
gi.linkentity(self);
}
static void bfg_spawn_laser(edict_t *self)
{
vec3_t end = bfg_laser_pos(self->s.origin, 256);
trace_t tr = gi.traceline(self->s.origin, end, self, MASK_OPAQUE);
if (tr.fraction == 1.0f)
return;
edict_t *laser = G_Spawn();
laser->s.frame = 3;
laser->s.renderfx = RF_BEAM_LIGHTNING;
laser->movetype = MOVETYPE_NONE;
laser->solid = SOLID_NOT;
laser->s.modelindex = MODELINDEX_WORLD; // must be non-zero
laser->s.origin = self->s.origin;
laser->s.old_origin = tr.endpos;
laser->s.skinnum = 0xD0D0D0D0;
laser->think = bfg_laser_update;
laser->nextthink = level.time + 1_ms;
laser->timestamp = level.time + 300_ms;
laser->owner = self;
gi.linkentity(laser);
}
/*
=================
fire_bfg
=================
*/
THINK(bfg_explode) (edict_t *self) -> void
{
edict_t *ent;
float points;
vec3_t v;
float dist;
bfg_spawn_laser(self);
if (self->s.frame == 0)
{
// the BFG effect
ent = nullptr;
while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != nullptr)
{
if (!ent->takedamage)
continue;
if (ent == self->owner)
continue;
if (!CanDamage(ent, self))
continue;
if (!CanDamage(ent, self->owner))
continue;
// ROGUE - make tesla hurt by bfg
if (!(ent->svflags & SVF_MONSTER) && !(ent->flags & FL_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
continue;
// ZOID
// don't target players in CTF
if (CheckTeamDamage(ent, self->owner))
continue;
// ZOID
v = ent->mins + ent->maxs;
v = ent->s.origin + (v * 0.5f);
vec3_t centroid = v;
v = self->s.origin - centroid;
dist = v.length();
points = self->radius_dmg * (1.0f - sqrtf(dist / self->dmg_radius));
T_Damage(ent, self, self->owner, self->velocity, centroid, vec3_origin, (int) points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
// Paril: draw BFG lightning laser to enemies
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BFG_ZAP);
gi.WritePosition(self->s.origin);
gi.WritePosition(centroid);
gi.multicast(self->s.origin, MULTICAST_PHS, false);
}
}
self->nextthink = level.time + 10_hz;
self->s.frame++;
if (self->s.frame == 5)
self->think = G_FreeEdict;
}
TOUCH(bfg_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
if (other == self->owner)
return;
if (tr.surface && (tr.surface->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, tr.plane.normal, 200, 0, DAMAGE_ENERGY, MOD_BFG_BLAST);
T_RadiusDamage(self, self->owner, 200, other, 100, DAMAGE_ENERGY, MOD_BFG_BLAST);
gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
self->solid = SOLID_NOT;
self->touch = nullptr;
self->s.origin += self->velocity * (-1 * gi.frame_time_s);
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 + 10_hz;
self->enemy = other;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BFG_BIGEXPLOSION);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.origin, MULTICAST_PHS, false);
}
struct bfg_laser_pierce_t : pierce_args_t
{
edict_t *self;
vec3_t dir;
int damage;
inline bfg_laser_pierce_t(edict_t *self, vec3_t dir, int damage) :
pierce_args_t(),
self(self),
dir(dir),
damage(damage)
{
}
// we hit an entity; return false to stop the piercing.
// you can adjust the mask for the re-trace (for water, etc).
bool hit(contents_t &mask, vec3_t &end) override
{
// 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, damage, 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->flags & FL_DAMAGEABLE) && (!tr.ent->client))
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_LASER_SPARKS);
gi.WriteByte(4);
gi.WritePosition(tr.endpos);
gi.WriteDir(tr.plane.normal);
gi.WriteByte(self->s.skinnum);
gi.multicast(tr.endpos, MULTICAST_PVS, false);
return false;
}
if (!mark(tr.ent))
return false;
return true;
}
};
THINK(bfg_think) (edict_t *self) -> void
{
edict_t *ent;
vec3_t point;
vec3_t dir;
vec3_t start;
vec3_t end;
int dmg;
trace_t tr;
if (deathmatch->integer)
dmg = 5;
else
dmg = 10;
bfg_spawn_laser(self);
ent = nullptr;
while ((ent = findradius(ent, self->s.origin, 256)) != nullptr)
{
if (ent == self)
continue;
if (ent == self->owner)
continue;
if (!ent->takedamage)
continue;
// ROGUE - make tesla hurt by bfg
if (!(ent->svflags & SVF_MONSTER) && !(ent->flags & FL_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
continue;
// ZOID
// don't target players in CTF
if (CheckTeamDamage(ent, self->owner))
continue;
// ZOID
point = (ent->absmin + ent->absmax) * 0.5f;
dir = point - self->s.origin;
dir.normalize();
start = self->s.origin;
end = start + (dir * 2048);
// [Paril-KEX] don't fire a laser if we're blocked by the world
tr = gi.traceline(start, point, nullptr, MASK_SOLID);
if (tr.fraction < 1.0f)
continue;
bfg_laser_pierce_t args {
self,
dir,
dmg
};
pierce_trace(start, end, self, args, CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_PLAYER | CONTENTS_DEADMONSTER);
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, false);
}
self->nextthink = level.time + 10_hz;
}
void fire_bfg(edict_t *self, const vec3_t &start, const vec3_t &dir, int damage, int speed, float damage_radius)
{
edict_t *bfg;
bfg = G_Spawn();
bfg->s.origin = start;
bfg->s.angles = vectoangles(dir);
bfg->velocity = dir * speed;
bfg->movetype = MOVETYPE_FLYMISSILE;
bfg->clipmask = MASK_PROJECTILE;
bfg->svflags = SVF_PROJECTILE;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
bfg->clipmask &= ~CONTENTS_PLAYER;
bfg->solid = SOLID_BBOX;
bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
bfg->s.modelindex = gi.modelindex("sprites/s_bfg1.sp2");
bfg->owner = self;
bfg->touch = bfg_touch;
bfg->nextthink = level.time + gtime_t::from_sec(8000.f / 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 + FRAME_TIME_S;
bfg->teammaster = bfg;
bfg->teamchain = nullptr;
gi.linkentity(bfg);
}
TOUCH(disintegrator_touch) (edict_t *self, edict_t *other, const trace_t &tr, bool other_touching_self) -> void
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_WIDOWSPLASH);
gi.WritePosition(self->s.origin - (self->velocity * 0.01f));
gi.multicast(self->s.origin, MULTICAST_PHS, false);
G_FreeEdict(self);
if (other->svflags & (SVF_MONSTER | SVF_PLAYER))
{
other->disintegrator_time += 50_sec;
other->disintegrator = self->owner;
}
}
void fire_disintegrator(edict_t *self, const vec3_t &start, const vec3_t &forward, int speed)
{
edict_t *bfg;
bfg = G_Spawn();
bfg->s.origin = start;
bfg->s.angles = vectoangles(forward);
bfg->velocity = forward * speed;
bfg->movetype = MOVETYPE_FLYMISSILE;
bfg->clipmask = MASK_PROJECTILE;
// [Paril-KEX]
if (self->client && !G_ShouldPlayersCollide(true))
bfg->clipmask &= ~CONTENTS_PLAYER;
bfg->solid = SOLID_BBOX;
bfg->s.effects |= EF_TAGTRAIL | EF_ANIM_ALL;
bfg->s.renderfx |= RF_TRANSLUCENT;
bfg->svflags |= SVF_PROJECTILE;
bfg->flags |= FL_DODGE;
bfg->s.modelindex = gi.modelindex("sprites/s_bfg1.sp2");
bfg->owner = self;
bfg->touch = disintegrator_touch;
bfg->nextthink = level.time + gtime_t::from_sec(8000.f / speed);
bfg->think = G_FreeEdict;
bfg->classname = "disint ball";
bfg->s.sound = gi.soundindex("weapons/bfg__l1a.wav");
gi.linkentity(bfg);
}