q3rally/engine/code/game/g_weapon.c
2011-02-18 14:31:32 +00:00

1887 lines
49 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
This file is part of q3rally source code.
q3rally source code 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.
q3rally source code 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 q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// g_weapon.c
// perform the server side effects of a weapon firing
#include "g_local.h"
static float s_quadFactor;
// STONELANCE
vec3_t forward, right, up;
// static vec3_t forward, right, up;
// END
static vec3_t muzzle;
#define NUM_NAILSHOTS 15
/*
================
G_BounceProjectile
================
*/
void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout ) {
vec3_t v, newv;
float dot;
VectorSubtract( impact, start, v );
dot = DotProduct( v, dir );
VectorMA( v, -2*dot, dir, newv );
VectorNormalize(newv);
VectorMA(impact, 8192, newv, endout);
}
/*
======================================================================
GAUNTLET
======================================================================
*/
void Weapon_Gauntlet( gentity_t *ent ) {
}
/*
===============
CheckGauntletAttack
===============
*/
qboolean CheckGauntletAttack( gentity_t *ent ) {
trace_t tr;
vec3_t end;
gentity_t *tent;
gentity_t *traceEnt;
int damage;
// set aiming directions
AngleVectors (ent->client->ps.viewangles, forward, right, up);
CalcMuzzlePoint ( ent, forward, right, up, muzzle );
// STONELANCE
// VectorMA (muzzle, 32, forward, end);
VectorMA (muzzle, CAR_LENGTH/2, forward, end);
// END
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
return qfalse;
}
// STONELANCE
// traceEnt = &g_entities[ tr.entityNum ];
if (g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX)
traceEnt = &g_entities[ g_entities[ tr.entityNum ].r.ownerNum ];
else
traceEnt = &g_entities[ tr.entityNum ];
// END
// send blood impact
if ( traceEnt->takedamage && traceEnt->client ) {
tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
tent->s.otherEntityNum = traceEnt->s.number;
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.weapon = ent->s.weapon;
}
if ( !traceEnt->takedamage) {
return qfalse;
}
if (ent->client->ps.powerups[PW_QUAD] ) {
G_AddEvent( ent, EV_POWERUP_QUAD, 0 );
s_quadFactor = g_quadfactor.value;
} else {
s_quadFactor = 1;
}
#ifdef MISSIONPACK
if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) {
s_quadFactor *= 2;
}
#endif
damage = 50 * s_quadFactor;
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
// STONELANCE
// damage, 0, MOD_GAUNTLET );
damage, DAMAGE_WEAPON, MOD_GAUNTLET );
// END
return qtrue;
}
//Q3Rally Code Start
/*
=======================================================================
FLAME THROWER
=======================================================================
*/
void Weapon_fire_flame (gentity_t *ent ) {
gentity_t *m;
m = fire_flame(ent, muzzle, forward);
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
}
/*
=======================================================================
FLAME THROWER SPREAD
=======================================================================
*/
//flame ammo uses 3 ammo
void Weapon_cluster_fire_flame (gentity_t *ent ) {
gentity_t *m, *n, *o;
vec3_t temp;
m = fire_cluster_flame(ent, muzzle, forward);
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
VectorAdd(forward, right, temp);
n = fire_cluster_flame(ent, muzzle, temp);
n->damage *= s_quadFactor;
n->splashDamage *= s_quadFactor;
VectorInverse(right);
VectorAdd(forward, right, temp);
o = fire_cluster_flame(ent, muzzle, temp);
o->damage *= s_quadFactor;
o->splashDamage *= s_quadFactor;
}
//TBB FIN
// Q3Rally Code END
/*
======================================================================
MACHINEGUN
======================================================================
*/
/*
======================
SnapVectorTowards
Round a vector to integers for more efficient network
transmission, but make sure that it rounds towards a given point
rather than blindly truncating. This prevents it from truncating
into a wall.
======================
*/
void SnapVectorTowards( vec3_t v, vec3_t to ) {
int i;
for ( i = 0 ; i < 3 ; i++ ) {
if ( to[i] <= v[i] ) {
v[i] = (int)v[i];
} else {
v[i] = (int)v[i] + 1;
}
}
}
#ifdef MISSIONPACK
#define CHAINGUN_SPREAD 600
#endif
#define MACHINEGUN_SPREAD 200
#define MACHINEGUN_DAMAGE 7
#define MACHINEGUN_TEAM_DAMAGE 5 // wimpier MG in teamplay
void Bullet_Fire (gentity_t *ent, float spread, int damage ) {
trace_t tr;
vec3_t end;
#ifdef MISSIONPACK
vec3_t impactpoint, bouncedir;
#endif
float r;
float u;
gentity_t *tent;
gentity_t *traceEnt;
int i, passent;
damage *= s_quadFactor;
r = random() * M_PI * 2.0f;
u = sin(r) * crandom() * spread * 16;
r = cos(r) * crandom() * spread * 16;
VectorMA (muzzle, 8192*16, forward, end);
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
passent = ent->s.number;
for (i = 0; i < 10; i++) {
trap_Trace (&tr, muzzle, NULL, NULL, end, passent, MASK_SHOT);
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
return;
}
// STONELANCE
// traceEnt = &g_entities[ tr.entityNum ];
if (g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX){
traceEnt = &g_entities[ g_entities[ tr.entityNum ].r.ownerNum ];
} else
traceEnt = &g_entities[ tr.entityNum ];
// END
// snap the endpos to integers, but nudged towards the line
SnapVectorTowards( tr.endpos, muzzle );
// send bullet impact
if ( traceEnt->takedamage && traceEnt->client ) {
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH );
tent->s.eventParm = traceEnt->s.number;
if( LogAccuracyHit( traceEnt, ent ) ) {
ent->client->accuracy_hits++;
}
} else {
tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL );
tent->s.eventParm = DirToByte( tr.plane.normal );
}
tent->s.otherEntityNum = ent->s.number;
if ( traceEnt->takedamage) {
#ifdef MISSIONPACK
if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
VectorCopy( impactpoint, muzzle );
// the player can hit him/herself with the bounced rail
passent = ENTITYNUM_NONE;
}
else {
VectorCopy( tr.endpos, muzzle );
passent = traceEnt->s.number;
}
continue;
}
else {
#endif
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
// STONELANCE
// damage, 0, MOD_MACHINEGUN);
damage, DAMAGE_WEAPON, MOD_MACHINEGUN);
// END
#ifdef MISSIONPACK
}
#endif
}
break;
}
}
/*
======================================================================
BFG
======================================================================
*/
void BFG_Fire ( gentity_t *ent ) {
gentity_t *m;
m = fire_bfg (ent, muzzle, forward);
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
======================================================================
SHOTGUN
======================================================================
*/
// DEFAULT_SHOTGUN_SPREAD and DEFAULT_SHOTGUN_COUNT are in bg_public.h, because
// client predicts same spreads
#define DEFAULT_SHOTGUN_DAMAGE 10
qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) {
trace_t tr;
int damage, i, passent;
gentity_t *traceEnt;
#ifdef MISSIONPACK
vec3_t impactpoint, bouncedir;
#endif
vec3_t tr_start, tr_end;
passent = ent->s.number;
VectorCopy( start, tr_start );
VectorCopy( end, tr_end );
for (i = 0; i < 10; i++) {
trap_Trace (&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT);
// STONELANCE
// traceEnt = &g_entities[ tr.entityNum ];
if (g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX)
traceEnt = &g_entities[ g_entities[ tr.entityNum ].r.ownerNum ];
else
traceEnt = &g_entities[ tr.entityNum ];
// END
// send bullet impact
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
return qfalse;
}
if ( traceEnt->takedamage) {
damage = DEFAULT_SHOTGUN_DAMAGE * s_quadFactor;
#ifdef MISSIONPACK
if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
G_BounceProjectile( tr_start, impactpoint, bouncedir, tr_end );
VectorCopy( impactpoint, tr_start );
// the player can hit him/herself with the bounced rail
passent = ENTITYNUM_NONE;
}
else {
VectorCopy( tr.endpos, tr_start );
passent = traceEnt->s.number;
}
continue;
}
else {
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
// STONELANCE
// damage, 0, MOD_SHOTGUN);
damage, DAMAGE_WEAPON, MOD_SHOTGUN);
// END
if( LogAccuracyHit( traceEnt, ent ) ) {
return qtrue;
}
}
#else
// STONELANCE
// G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN);
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_WEAPON, MOD_SHOTGUN);
// END
if( LogAccuracyHit( traceEnt, ent ) ) {
return qtrue;
}
#endif
}
return qfalse;
}
return qfalse;
}
// this should match CG_ShotgunPattern
void ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent ) {
int i;
float r, u;
vec3_t end;
vec3_t forward, right, up;
int oldScore;
qboolean hitClient = qfalse;
// derive the right and up vectors from the forward vector, because
// the client won't have any other information
VectorNormalize2( origin2, forward );
PerpendicularVector( right, forward );
CrossProduct( forward, right, up );
oldScore = ent->client->ps.persistant[PERS_SCORE];
// generate the "random" spread pattern
for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) {
r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
u = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
VectorMA( origin, 8192 * 16, forward, end);
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
if( ShotgunPellet( origin, end, ent ) && !hitClient ) {
hitClient = qtrue;
ent->client->accuracy_hits++;
}
}
}
void weapon_supershotgun_fire (gentity_t *ent) {
gentity_t *tent;
// send shotgun blast
tent = G_TempEntity( muzzle, EV_SHOTGUN );
VectorScale( forward, 4096, tent->s.origin2 );
SnapVector( tent->s.origin2 );
tent->s.eventParm = rand() & 255; // seed for spread pattern
tent->s.otherEntityNum = ent->s.number;
ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent );
}
/*
======================================================================
GRENADE LAUNrCHER
======================================================================
*/
void weapon_grenadelauncher_fire (gentity_t *ent) {
gentity_t *m;
// extra vertical velocity
forward[2] += 0.2f;
VectorNormalize( forward );
m = fire_grenade (ent, muzzle, forward);
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
======================================================================
CLUSTER GRENADE LAUNCHER
======================================================================
*/
void weapon_cluster_grenadelauncher_fire (gentity_t *ent) {
gentity_t *m;
// extra vertical velocity
forward[2] += 0.2f;
VectorNormalize( forward );
m = fire_cluster_grenade (ent, muzzle, forward);
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
VectorScale(forward, 2000, m->s.pos.trDelta) ;
//VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
======================================================================
ROCKET
======================================================================
*/
void Weapon_RocketLauncher_Fire (gentity_t *ent) {
gentity_t *m;
m = fire_rocket (ent, muzzle, forward);
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
======================================================================
HOMING ROCKET
======================================================================
*/
void Weapon_Homing_RocketLauncher_Fire (gentity_t *ent) {
gentity_t *m;
m = fire_homing_rocket (ent, muzzle, forward);
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
======================================================================
PLASMA GUN
======================================================================
*/
void Weapon_Plasmagun_Fire (gentity_t *ent) {
gentity_t *m;
m = fire_plasma (ent, muzzle, forward);
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
======================================================================
TBB - circular secondary fire
PLASMA GUN - secondary
plasma circles around player similar to AltFire Mod
(done)long addtime,
(todo)needs 3 ammo to activate,
(done)damage amount: 40(double of prime plasma) && splashdamage
======================================================================
*/
void Weapon_Plasmagun_Circular_Fire (gentity_t *ent) {
gentity_t *m, *n;
vec3_t temp, temp2;
//forward[0] += (float)sin( m->s.pos.trTime / m->s.pos.trDuration );
temp[0] = (float) sin( level.time * 2 * 3.14 / 1000.0);
temp[1] = 0; temp[2] = 0;
temp2[0] = (float) cos( level.time * 2 * 3.14 / 1000.0);
temp2[1] = 0; temp2[2] = 0;
VectorAdd( forward, temp, temp);
VectorAdd( right, temp2, temp2);
VectorAdd( temp, temp2, temp2);
//VectorMA( m->s.pos.trBase, 100, forward, temp2);
m = fire_plasma_bounce(ent, muzzle, temp2);
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
/*
//right[0] += (float)cos( n->s.pos.trTime / n->s.pos.trDuration );
//VectorMA(n->s.pos.trBase, 10, right, temp2);
n = fire_plasma_circular_def(ent, muzzle, temp2);
n->damage *= s_quadFactor;
n->splashDamage *= s_quadFactor;*/
//VectorCopy(forward, temp);
//temp[0] = forward[2];
//temp[2] = -forward[0];
//forward[2] -= 0.1f;
//VectorCopy(temp,forward);
//VectorNormalize(forward);
/*
m->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;
m->s.pos.trBase = 0;
m->s.pos.trDuration = 100; */
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
======================================================================
RAILGUN - MEGARAILGUN
======================================================================
*/
/*
=================
weapon_railgun_fire
=================
*/
#define MAX_RAIL_HITS 4
void weapon_railgun_fire (gentity_t *ent) {
vec3_t end;
#ifdef MISSIONPACK
vec3_t impactpoint, bouncedir;
#endif
trace_t trace;
gentity_t *tent;
gentity_t *traceEnt;
int damage;
int i;
int hits;
int unlinked;
int passent;
gentity_t *unlinkedEntities[MAX_RAIL_HITS];
// STONELANCE
// damage = 100 * s_quadFactor;
damage = 75 * s_quadFactor;
// END
VectorMA (muzzle, 8192, forward, end);
// trace only against the solids, so the railgun will go through people
unlinked = 0;
hits = 0;
passent = ent->s.number;
do {
trap_Trace (&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT );
if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) {
break;
}
// STONELANCE
// traceEnt = &g_entities[ trace.entityNum ];
if (g_entities[ trace.entityNum ].flags & FL_EXTRA_BBOX)
traceEnt = &g_entities[ g_entities[ trace.entityNum ].r.ownerNum ];
else
traceEnt = &g_entities[ trace.entityNum ];
// END
if ( traceEnt->takedamage ) {
#ifdef MISSIONPACK
if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
if ( G_InvulnerabilityEffect( traceEnt, forward, trace.endpos, impactpoint, bouncedir ) ) {
G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
// snap the endpos to integers to save net bandwidth, but nudged towards the line
SnapVectorTowards( trace.endpos, muzzle );
// send railgun beam effect
tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );
// set player number for custom colors on the railtrail
tent->s.clientNum = ent->s.clientNum;
VectorCopy( muzzle, tent->s.origin2 );
// move origin a bit to come closer to the drawn gun muzzle
VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
tent->s.eventParm = 255; // don't make the explosion at the end
//
VectorCopy( impactpoint, muzzle );
// the player can hit him/herself with the bounced rail
passent = ENTITYNUM_NONE;
}
}
else {
if( LogAccuracyHit( traceEnt, ent ) ) {
hits++;
}
// STONELANCE
// G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, DAMAGE_WEAPON, MOD_RAILGUN);
// END
}
#else
if( LogAccuracyHit( traceEnt, ent ) ) {
hits++;
}
// STONELANCE
// G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN);
G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, DAMAGE_WEAPON, MOD_RAILGUN);
// END
#endif
}
if ( trace.contents & CONTENTS_SOLID ) {
break; // we hit something solid enough to stop the beam
}
// unlink this entity, so the next trace will go past it
trap_UnlinkEntity( traceEnt );
unlinkedEntities[unlinked] = traceEnt;
unlinked++;
} while ( unlinked < MAX_RAIL_HITS );
// link back in any entities we unlinked
for ( i = 0 ; i < unlinked ; i++ ) {
trap_LinkEntity( unlinkedEntities[i] );
}
// the final trace endpos will be the terminal point of the rail trail
// snap the endpos to integers to save net bandwidth, but nudged towards the line
SnapVectorTowards( trace.endpos, muzzle );
// send railgun beam effect
tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );
// set player number for custom colors on the railtrail
tent->s.clientNum = ent->s.clientNum;
VectorCopy( muzzle, tent->s.origin2 );
// move origin a bit to come closer to the drawn gun muzzle
VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
// no explosion at end if SURF_NOIMPACT, but still make the trail
if ( trace.surfaceFlags & SURF_NOIMPACT ) {
tent->s.eventParm = 255; // don't make the explosion at the end
} else {
tent->s.eventParm = DirToByte( trace.plane.normal );
}
tent->s.clientNum = ent->s.clientNum;
// give the shooter a reward sound if they have made two railgun hits in a row
if ( hits == 0 ) {
// complete miss
ent->client->accurateCount = 0;
} else {
// check for "impressive" reward sound
ent->client->accurateCount += hits;
if ( ent->client->accurateCount >= 2 ) {
ent->client->accurateCount -= 2;
ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
// add the sprite over the player's head
ent->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
}
ent->client->accuracy_hits++;
}
}
/*
=================
weapon_megarailgun_fire
=================
*/
#define MAX_RAIL_HITS 4
void weapon_megarailgun_fire (gentity_t *ent) {
vec3_t end;
trace_t trace;
gentity_t *tent;
gentity_t *traceEnt;
int damage;
int radiusDamage;
int i;
int hits;
int unlinked;
gentity_t *unlinkedEntities[MAX_RAIL_HITS];
vec3_t tracefrom;
damage = 1000 * s_quadFactor;
radiusDamage = 30 * s_quadFactor;
VectorMA (muzzle, 8192, forward, end);
VectorCopy (muzzle, tracefrom);
// trace only against the solids, so the railgun will go through people
unlinked = 0;
hits = 0;
do {
trap_Trace (&trace, tracefrom, NULL, NULL, end, ent->s.number, MASK_SHOT );
if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) {
// break if we hit the sky
if (trace.surfaceFlags & SURF_SKY)
break;
// break if we traversed length of vector tracefrom
if (trace.fraction == 1.0)
break;
// otherwise continue tracing thru walls
VectorMA (trace.endpos,1,forward,tracefrom);
continue;
}
traceEnt = &g_entities[ trace.entityNum ];
if ( traceEnt->takedamage ) {
if( LogAccuracyHit( traceEnt, ent ) ) {
hits++;
}
G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0,
MOD_RAILGUN);
}
if ( trace.contents & CONTENTS_SOLID ) {
break; // we hit something solid enough to stop the beam
}
// unlink this entity, so the next trace will go past it
trap_UnlinkEntity( traceEnt );
unlinkedEntities[unlinked] = traceEnt;
unlinked++;
} while ( unlinked < MAX_RAIL_HITS );
// link back in any entities we unlinked
for ( i = 0 ; i < unlinked ; i++ ) {
trap_LinkEntity( unlinkedEntities[i] );
}
// the final trace endpos will be the terminal point of the rail trail
// snap the endpos to integers to save net bandwidth, but nudged towards the line
SnapVectorTowards( trace.endpos, muzzle );
// send railgun beam effect
tent = G_TempEntity( trace.endpos, EV_RAILTRAIL );
// set player number for custom colors on the railtrail
tent->s.clientNum = ent->s.clientNum;
VectorCopy( muzzle, tent->s.origin2 );
// move origin a bit to come closer to the drawn gun muzzle
VectorMA( tent->s.origin2, 4, right, tent->s.origin2 );
VectorMA( tent->s.origin2, -1, up, tent->s.origin2 );
// no explosion at end if SURF_NOIMPACT, but still make the trail
if ( trace.surfaceFlags & SURF_NOIMPACT ) {
tent->s.eventParm = 255; // don't make the explosion at the end
} else {
tent->s.eventParm = DirToByte( trace.plane.normal );
}
tent->s.clientNum = ent->s.clientNum;
//send the effect to everyone since it tunnels through walls
tent->r.svFlags |= SVF_BROADCAST;
// give the shooter a reward sound if they have made two railgun hits in a row
if ( hits == 0 ) {
// complete miss
ent->client->accurateCount = 0;
} else {
// check for "impressive" reward sound
ent->client->accurateCount += hits;
if ( ent->client->accurateCount >= 2 ) {
ent->client->accurateCount -= 2;
ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
// add the sprite over the player's head
ent->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
}
ent->client->accuracy_hits++;
}
}
/*
======================================================================
GRAPPLING HOOK
======================================================================
*/
// STONELANCE - no more hook
/*
void Weapon_GrapplingHook_Fire (gentity_t *ent)
{
if (!ent->client->fireHeld && !ent->client->hook)
fire_grapple (ent, muzzle, forward);
ent->client->fireHeld = qtrue;
}
void Weapon_HookFree (gentity_t *ent)
{
ent->parent->client->hook = NULL;
ent->parent->client->ps.pm_flags &= ~PMF_GRAPPLE_PULL;
G_FreeEntity( ent );
}
void Weapon_HookThink (gentity_t *ent)
{
if (ent->enemy) {
vec3_t v, oldorigin;
VectorCopy(ent->r.currentOrigin, oldorigin);
v[0] = ent->enemy->r.currentOrigin[0] + (ent->enemy->r.mins[0] + ent->enemy->r.maxs[0]) * 0.5;
v[1] = ent->enemy->r.currentOrigin[1] + (ent->enemy->r.mins[1] + ent->enemy->r.maxs[1]) * 0.5;
v[2] = ent->enemy->r.currentOrigin[2] + (ent->enemy->r.mins[2] + ent->enemy->r.maxs[2]) * 0.5;
SnapVectorTowards( v, oldorigin ); // save net bandwidth
G_SetOrigin( ent, v );
}
VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
}
*/
// END
//================================================
// Chain Lightning Fire
//================================================
static gentity_t *chain_targets[MAX_CLIENTS];
void ChainLightning_Fire( gentity_t *ent, gentity_t *target )
{
int i, j, damage, currentTargetTotal;
qboolean isChainTarget;
vec3_t dir;
gentity_t *tent, *oldtarget;
float tent_dist, targetlength;
trace_t tr, targettr;
damage = 8 * s_quadFactor;
currentTargetTotal = 1;
chain_targets[0] = target;
while (1) {
oldtarget = target;
target = NULL;
for (i = 0; i < MAX_CLIENTS; i++) {
tent = &g_entities[i];
isChainTarget = qfalse;
// is the entity in use?
if ( !tent->inuse )
continue;
// is the entity the attacker?
if ( tent == ent )
continue;
// is the entity the current primary target?
for ( j = 0; j < currentTargetTotal; j++) {
if (tent == chain_targets[j]) {
isChainTarget = qtrue;
break;
}
}
if (isChainTarget)
continue;
// is the entity too far for a stabdard lightning beam to reach?
VectorSubtract(oldtarget->r.currentOrigin, tent->r.currentOrigin, dir);
tent_dist = VectorLength(dir);
if ( tent_dist > LIGHTNING_RANGE )
continue;
// does a valid trace occur between our primary target and the new target?
trap_Trace( &tr, oldtarget->r.currentOrigin, NULL, NULL, tent->r.currentOrigin, ENTITYNUM_NONE, MASK_SHOT );
if ( tent != &g_entities[tr.entityNum] )
continue;
// all checks pass, we have a new target
target = tent;
targettr = tr;
targetlength = tent_dist;
}
if (!target)
break;
if (!target->takedamage)
break;
chain_targets[currentTargetTotal++] = target;
// Use tent to create the temporary lightning event entity
tent = G_TempEntity( targettr.endpos, EV_MISSILE_HIT );
tent->s.otherEntityNum = target->s.number;
tent->s.eventParm = DirToByte( targettr.plane.normal );
tent->s.weapon = WP_LIGHTNING;
// Deal out the damage
G_Damage( target, ent, ent, dir, targettr.endpos, damage, DAMAGE_WEAPON, MOD_LIGHTNING );
// Signal for the lightning event
tent = G_TempEntity( oldtarget->r.currentOrigin, EV_LIGHTNINGARC );
// Set the destination of the arc for the client event to pickup
VectorCopy( target->r.currentOrigin, tent->s.origin2 );
}
}
/*
======================================================================
CHAIN LIGHTNING GUN
======================================================================
*/
void Weapon_Chain_LightningFire( gentity_t *ent ) {
trace_t tr;
vec3_t end;
#ifdef MISSIONPACK
vec3_t impactpoint, bouncedir;
#endif
gentity_t *traceEnt, *tent;
int damage, i, passent;
damage = 8 * s_quadFactor;
passent = ent->s.number;
for (i = 0; i < 10; i++) {
VectorMA( muzzle, LIGHTNING_RANGE, forward, end );
trap_Trace( &tr, muzzle, NULL, NULL, end, passent, MASK_SHOT );
#ifdef MISSIONPACK
// if not the first trace (the lightning bounced of an invulnerability sphere)
if (i) {
// add bounced off lightning bolt temp entity
// the first lightning bolt is a cgame only visual
//
tent = G_TempEntity( muzzle, EV_LIGHTNINGBOLT );
VectorCopy( tr.endpos, end );
SnapVector( end );
VectorCopy( end, tent->s.origin2 );
}
#endif
if ( tr.entityNum == ENTITYNUM_NONE ) {
return;
}
// STONELANCE
// traceEnt = &g_entities[ tr.entityNum ];
if (g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX)
traceEnt = &g_entities[ g_entities[ tr.entityNum ].r.ownerNum ];
else
traceEnt = &g_entities[ tr.entityNum ];
// END
if ( traceEnt->takedamage) {
#ifdef MISSIONPACK
if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
VectorCopy( impactpoint, muzzle );
VectorSubtract( end, impactpoint, forward );
VectorNormalize(forward);
// the player can hit him/herself with the bounced lightning
passent = ENTITYNUM_NONE;
}
else {
VectorCopy( tr.endpos, muzzle );
passent = traceEnt->s.number;
}
continue;
}
else {
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
// STONELANCE
// damage, 0, MOD_LIGHTNING);
damage, DAMAGE_WEAPON, MOD_LIGHTNING);
ChainLightning_Fire( ent, traceEnt );
// END
}
#else
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
// STONELANCE
// damage, 0, MOD_LIGHTNING);
damage, DAMAGE_WEAPON, MOD_LIGHTNING);
ChainLightning_Fire( ent, traceEnt );
// END
#endif
}
if ( traceEnt->takedamage && traceEnt->client ) {
tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
tent->s.otherEntityNum = traceEnt->s.number;
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.weapon = ent->s.weapon;
if( LogAccuracyHit( traceEnt, ent ) ) {
ent->client->accuracy_hits++;
}
} else if ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) {
tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
tent->s.eventParm = DirToByte( tr.plane.normal );
}
break;
}
}
/*
======================================================================
LIGHTNING GUN
======================================================================
*/
void Weapon_LightningFire( gentity_t *ent ) {
trace_t tr;
vec3_t end;
#ifdef MISSIONPACK
vec3_t impactpoint, bouncedir;
#endif
gentity_t *traceEnt, *tent;
int damage, i, passent;
damage = 8 * s_quadFactor;
passent = ent->s.number;
for (i = 0; i < 10; i++) {
VectorMA( muzzle, LIGHTNING_RANGE, forward, end );
trap_Trace( &tr, muzzle, NULL, NULL, end, passent, MASK_SHOT );
#ifdef MISSIONPACK
// if not the first trace (the lightning bounced of an invulnerability sphere)
if (i) {
// add bounced off lightning bolt temp entity
// the first lightning bolt is a cgame only visual
//
tent = G_TempEntity( muzzle, EV_LIGHTNINGBOLT );
VectorCopy( tr.endpos, end );
SnapVector( end );
VectorCopy( end, tent->s.origin2 );
}
#endif
if ( tr.entityNum == ENTITYNUM_NONE ) {
return;
}
// STONELANCE
// traceEnt = &g_entities[ tr.entityNum ];
if (g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX)
traceEnt = &g_entities[ g_entities[ tr.entityNum ].r.ownerNum ];
else
traceEnt = &g_entities[ tr.entityNum ];
// END
if ( traceEnt->takedamage) {
#ifdef MISSIONPACK
if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) {
if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) {
G_BounceProjectile( muzzle, impactpoint, bouncedir, end );
VectorCopy( impactpoint, muzzle );
VectorSubtract( end, impactpoint, forward );
VectorNormalize(forward);
// the player can hit him/herself with the bounced lightning
passent = ENTITYNUM_NONE;
}
else {
VectorCopy( tr.endpos, muzzle );
passent = traceEnt->s.number;
}
continue;
}
else {
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
// STONELANCE
// damage, 0, MOD_LIGHTNING);
damage, DAMAGE_WEAPON, MOD_LIGHTNING);
// END
}
#else
G_Damage( traceEnt, ent, ent, forward, tr.endpos,
// STONELANCE
// damage, 0, MOD_LIGHTNING);
damage, DAMAGE_WEAPON, MOD_LIGHTNING);
// END
#endif
}
if ( traceEnt->takedamage && traceEnt->client ) {
tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT );
tent->s.otherEntityNum = traceEnt->s.number;
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.weapon = ent->s.weapon;
if( LogAccuracyHit( traceEnt, ent ) ) {
ent->client->accuracy_hits++;
}
} else if ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) {
tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS );
tent->s.eventParm = DirToByte( tr.plane.normal );
}
break;
}
}
#ifdef MISSIONPACK
/*
======================================================================
NAILGUN
======================================================================
*/
void Weapon_Nailgun_Fire (gentity_t *ent) {
gentity_t *m;
int count;
for( count = 0; count < NUM_NAILSHOTS; count++ ) {
m = fire_nail (ent, muzzle, forward, right, up );
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
}
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
/*
======================================================================
PROXIMITY MINE LAUNCHER
======================================================================
*/
void weapon_proxlauncher_fire (gentity_t *ent) {
gentity_t *m;
// extra vertical velocity
forward[2] += 0.2f;
VectorNormalize( forward );
m = fire_prox (ent, muzzle, forward);
m->damage *= s_quadFactor;
m->splashDamage *= s_quadFactor;
// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics
}
#endif
//======================================================================
/*
===============
LogAccuracyHit
===============
*/
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) {
if( !target->takedamage ) {
return qfalse;
}
if ( target == attacker ) {
return qfalse;
}
if( !target->client ) {
return qfalse;
}
if( !attacker->client ) {
return qfalse;
}
if( target->client->ps.stats[STAT_HEALTH] <= 0 ) {
return qfalse;
}
if ( OnSameTeam( target, attacker ) ) {
return qfalse;
}
return qtrue;
}
/*
===============
CalcMuzzlePoint
set muzzle location relative to pivoting eye
===============
*/
void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
VectorCopy( ent->s.pos.trBase, muzzlePoint );
// STONELANCE
// muzzlePoint[2] += ent->client->ps.viewheight;
// VectorMA( muzzlePoint, 14, forward, muzzlePoint );
VectorMA( muzzlePoint, CAR_HEIGHT/2, up, muzzlePoint );
VectorMA( muzzlePoint, 14, forward, muzzlePoint );
// END
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzlePoint );
}
/*
===============
CalcMuzzlePointOrigin
set muzzle location relative to pivoting eye
===============
*/
void CalcMuzzlePointOrigin ( gentity_t *ent, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) {
VectorCopy( ent->s.pos.trBase, muzzlePoint );
// STONELANCE
// muzzlePoint[2] += ent->client->ps.viewheight;
VectorMA( muzzlePoint, CAR_HEIGHT/2, up, muzzlePoint );
// END
VectorMA( muzzlePoint, 14, forward, muzzlePoint );
// snap to integer coordinates for more efficient network bandwidth usage
SnapVector( muzzlePoint );
}
/*
===============
FireWeapon
===============
*/
void FireWeapon( gentity_t *ent ) {
// STONELANCE
vec3_t delta, angles, end, mins, maxs;
trace_t tr;
int entNumber;
gentity_t *traceEnt;
int count = 0;
// END
if (ent->client->ps.powerups[PW_QUAD] ) {
s_quadFactor = g_quadfactor.value;
} else {
s_quadFactor = 1;
}
#ifdef MISSIONPACK
if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) {
s_quadFactor *= 2;
}
#endif
// track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked
// STONELANCE
// if( ent->s.weapon != WP_GRAPPLING_HOOK && ent->s.weapon != WP_GAUNTLET ) {
if( ent->s.weapon != WP_GAUNTLET ) {
// END
#ifdef MISSIONPACK
if( ent->s.weapon == WP_NAILGUN ) {
ent->client->accuracy_shots += NUM_NAILSHOTS;
} else {
ent->client->accuracy_shots++;
}
#else
ent->client->accuracy_shots++;
#endif
}
// set aiming directions
AngleVectors (ent->client->ps.viewangles, forward, right, up);
CalcMuzzlePointOrigin ( ent, ent->client->oldOrigin, forward, right, up, muzzle );
// STONELANCE (vertical autoaim)
VectorSet(mins, -8, -8, -128);
VectorSet(maxs, 8, 8, 128);
VectorMA(muzzle, 8000, forward, end);
trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, CONTENTS_PLAYERCLIP | CONTENTS_BODY );
while ( tr.fraction < 1.0f && count < 10000 ){
if ( tr.fraction < 0.0001f )
break;
if ( tr.allsolid )
break;
count++;
// if ( g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX )
// entNumber = g_entities[ tr.entityNum ].r.ownerNum;
// else
entNumber = tr.entityNum;
traceEnt = &g_entities[ entNumber ];
if ( g_gametype.integer > GT_TEAM && traceEnt->client ){
// skip team members
if (ent->client->sess.sessionTeam == traceEnt->client->sess.sessionTeam)
continue;
}
if ( traceEnt->takedamage ){
VectorSubtract( traceEnt->r.currentOrigin, muzzle, delta );
vectoangles( delta, angles );
angles[YAW] = ent->client->ps.viewangles[YAW];
AngleVectors( angles, forward, right, up );
break;
}
trap_Trace( &tr, tr.endpos, mins, maxs, end, entNumber, CONTENTS_PLAYERCLIP | CONTENTS_BODY );
}
if ( count == 10000 ){
Com_Printf( "Detected long loop in verticle autoaiming\n" );
Com_Printf( "fraction %f, startsolid %i, contents %i, entityNum %i\n", tr.fraction, tr.startsolid, tr.contents, tr.entityNum );
}
// END
// fire the specific weapon
switch( ent->s.weapon ) {
case WP_GAUNTLET:
Weapon_Gauntlet( ent );
break;
case WP_LIGHTNING:
Weapon_LightningFire( ent );
break;
case WP_SHOTGUN:
weapon_supershotgun_fire( ent );
break;
case WP_MACHINEGUN:
if ( g_gametype.integer != GT_TEAM ) {
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE );
} else {
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_TEAM_DAMAGE );
}
break;
case WP_GRENADE_LAUNCHER:
weapon_grenadelauncher_fire( ent );
break;
case WP_ROCKET_LAUNCHER:
Weapon_RocketLauncher_Fire( ent );
break;
case WP_PLASMAGUN:
Weapon_Plasmagun_Fire( ent );
break;
case WP_RAILGUN:
weapon_railgun_fire( ent );
break;
case WP_BFG:
BFG_Fire( ent );
break;
// Q3Rally Code Start
/*
case WP_GRAPPLING_HOOK:
Weapon_GrapplingHook_Fire( ent );
break;
*/
case WP_FLAME_THROWER:
Weapon_fire_flame( ent );
break;
// END
#ifdef MISSIONPACK
case WP_NAILGUN:
Weapon_Nailgun_Fire( ent );
break;
case WP_PROX_LAUNCHER:
weapon_proxlauncher_fire( ent );
break;
case WP_CHAINGUN:
Bullet_Fire( ent, CHAINGUN_SPREAD, MACHINEGUN_DAMAGE );
break;
#endif
default:
// FIXME G_Error( "Bad ent->s.weapon" );
break;
}
}
/*
===============
FireAltWeapon
===============
*/
void FireAltWeapon( gentity_t *ent ) {
// STONELANCE
vec3_t delta, angles, end, mins, maxs;
trace_t tr;
int entNumber;
gentity_t *traceEnt;
int count = 0;
// END
if (ent->client->ps.powerups[PW_QUAD] ) {
s_quadFactor = g_quadfactor.value;
} else {
s_quadFactor = 1;
}
#ifdef MISSIONPACK
if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) {
s_quadFactor *= 2;
}
#endif
// track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked
// STONELANCE
// if( ent->s.weapon != WP_GRAPPLING_HOOK && ent->s.weapon != WP_GAUNTLET ) {
if( ent->s.weapon != WP_GAUNTLET ) {
// END
#ifdef MISSIONPACK
if( ent->s.weapon == WP_NAILGUN ) {
ent->client->accuracy_shots += NUM_NAILSHOTS;
} else {
ent->client->accuracy_shots++;
}
#else
ent->client->accuracy_shots++;
#endif
}
// set aiming directions
AngleVectors (ent->client->ps.viewangles, forward, right, up);
CalcMuzzlePointOrigin ( ent, ent->client->oldOrigin, forward, right, up, muzzle );
// STONELANCE (vertical autoaim)
VectorSet(mins, -8, -8, -128);
VectorSet(maxs, 8, 8, 128);
VectorMA(muzzle, 8000, forward, end);
trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, CONTENTS_PLAYERCLIP | CONTENTS_BODY );
while ( tr.fraction < 1.0f && count < 10000 ){
if ( tr.fraction < 0.0001f )
break;
if ( tr.allsolid )
break;
count++;
// if ( g_entities[ tr.entityNum ].flags & FL_EXTRA_BBOX )
// entNumber = g_entities[ tr.entityNum ].r.ownerNum;
// else
entNumber = tr.entityNum;
traceEnt = &g_entities[ entNumber ];
if ( g_gametype.integer > GT_TEAM && traceEnt->client ){
// skip team members
if (ent->client->sess.sessionTeam == traceEnt->client->sess.sessionTeam)
continue;
}
if ( traceEnt->takedamage ){
VectorSubtract( traceEnt->r.currentOrigin, muzzle, delta );
vectoangles( delta, angles );
angles[YAW] = ent->client->ps.viewangles[YAW];
AngleVectors( angles, forward, right, up );
break;
}
trap_Trace( &tr, tr.endpos, mins, maxs, end, entNumber, CONTENTS_PLAYERCLIP | CONTENTS_BODY );
}
if ( count == 10000 ){
Com_Printf( "Detected long loop in verticle autoaiming\n" );
Com_Printf( "fraction %f, startsolid %i, contents %i, entityNum %i\n", tr.fraction, tr.startsolid, tr.contents, tr.entityNum );
}
// END
// fire the specific weapon
switch( ent->s.weapon ) {
case WP_GAUNTLET:
Weapon_Gauntlet( ent );
break;
case WP_LIGHTNING:
Weapon_LightningFire( ent );
break;
case WP_SHOTGUN:
weapon_supershotgun_fire( ent );
break;
case WP_MACHINEGUN:
if ( g_gametype.integer != GT_TEAM ) {
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE );
} else {
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_TEAM_DAMAGE );
}
break;
case WP_GRENADE_LAUNCHER:
weapon_cluster_grenadelauncher_fire( ent );
break;
case WP_ROCKET_LAUNCHER:
Weapon_Homing_RocketLauncher_Fire( ent );
break;
case WP_PLASMAGUN:
//Weapon_Plasmagun_Fire( ent );
Weapon_Plasmagun_Circular_Fire( ent );
break;
case WP_RAILGUN:
weapon_megarailgun_fire( ent );
break;
case WP_BFG:
BFG_Fire( ent );
break;
// Q3Rally Code Start
/*
case WP_GRAPPLING_HOOK:
Weapon_GrapplingHook_Fire( ent );
break;
*/
case WP_FLAME_THROWER:
//Weapon_fire_flame( ent );
//TBB - widespread of fire
Weapon_cluster_fire_flame( ent );
break;
// END
#ifdef MISSIONPACK
case WP_NAILGUN:
Weapon_Nailgun_Fire( ent );
break;
case WP_PROX_LAUNCHER:
weapon_proxlauncher_fire( ent );
break;
case WP_CHAINGUN:
Bullet_Fire( ent, CHAINGUN_SPREAD, MACHINEGUN_DAMAGE );
break;
#endif
default:
// FIXME G_Error( "Bad ent->s.weapon" );
break;
}
}
#ifdef MISSIONPACK
/*
===============
KamikazeRadiusDamage
===============
*/
static void KamikazeRadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius ) {
float dist;
gentity_t *ent;
int entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
vec3_t v;
vec3_t dir;
int i, e;
if ( radius < 1 ) {
radius = 1;
}
for ( i = 0 ; i < 3 ; i++ ) {
mins[i] = origin[i] - radius;
maxs[i] = origin[i] + radius;
}
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ ) {
ent = &g_entities[entityList[ e ]];
if (!ent->takedamage) {
continue;
}
// dont hit things we have already hit
if( ent->kamikazeTime > level.time ) {
continue;
}
// find the distance from the edge of the bounding box
for ( i = 0 ; i < 3 ; i++ ) {
if ( origin[i] < ent->r.absmin[i] ) {
v[i] = ent->r.absmin[i] - origin[i];
} else if ( origin[i] > ent->r.absmax[i] ) {
v[i] = origin[i] - ent->r.absmax[i];
} else {
v[i] = 0;
}
}
dist = VectorLength( v );
if ( dist >= radius ) {
continue;
}
// if( CanDamage (ent, origin) ) {
VectorSubtract (ent->r.currentOrigin, origin, dir);
// push the center of mass higher than the origin so players
// get knocked into the air more
dir[2] += 24;
G_Damage( ent, NULL, attacker, dir, origin, damage, DAMAGE_RADIUS|DAMAGE_NO_TEAM_PROTECTION, MOD_KAMIKAZE );
ent->kamikazeTime = level.time + 3000;
// }
}
}
/*
===============
KamikazeShockWave
===============
*/
static void KamikazeShockWave( vec3_t origin, gentity_t *attacker, float damage, float push, float radius ) {
float dist;
gentity_t *ent;
int entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
vec3_t v;
vec3_t dir;
int i, e;
if ( radius < 1 )
radius = 1;
for ( i = 0 ; i < 3 ; i++ ) {
mins[i] = origin[i] - radius;
maxs[i] = origin[i] + radius;
}
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ ) {
ent = &g_entities[entityList[ e ]];
// dont hit things we have already hit
if( ent->kamikazeShockTime > level.time ) {
continue;
}
// find the distance from the edge of the bounding box
for ( i = 0 ; i < 3 ; i++ ) {
if ( origin[i] < ent->r.absmin[i] ) {
v[i] = ent->r.absmin[i] - origin[i];
} else if ( origin[i] > ent->r.absmax[i] ) {
v[i] = origin[i] - ent->r.absmax[i];
} else {
v[i] = 0;
}
}
dist = VectorLength( v );
if ( dist >= radius ) {
continue;
}
// if( CanDamage (ent, origin) ) {
VectorSubtract (ent->r.currentOrigin, origin, dir);
dir[2] += 24;
G_Damage( ent, NULL, attacker, dir, origin, damage, DAMAGE_RADIUS|DAMAGE_NO_TEAM_PROTECTION, MOD_KAMIKAZE );
//
dir[2] = 0;
VectorNormalize(dir);
if ( ent->client ) {
ent->client->ps.velocity[0] = dir[0] * push;
ent->client->ps.velocity[1] = dir[1] * push;
ent->client->ps.velocity[2] = 100;
}
ent->kamikazeShockTime = level.time + 3000;
// }
}
}
/*
===============
KamikazeDamage
===============
*/
static void KamikazeDamage( gentity_t *self ) {
int i;
float t;
gentity_t *ent;
vec3_t newangles;
self->count += 100;
if (self->count >= KAMI_SHOCKWAVE_STARTTIME) {
// shockwave push back
t = self->count - KAMI_SHOCKWAVE_STARTTIME;
KamikazeShockWave(self->s.pos.trBase, self->activator, 25, 400, (int) (float) t * KAMI_SHOCKWAVE_MAXRADIUS / (KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME) );
}
//
if (self->count >= KAMI_EXPLODE_STARTTIME) {
// do our damage
t = self->count - KAMI_EXPLODE_STARTTIME;
KamikazeRadiusDamage( self->s.pos.trBase, self->activator, 400, (int) (float) t * KAMI_BOOMSPHERE_MAXRADIUS / (KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME) );
}
// either cycle or kill self
if( self->count >= KAMI_SHOCKWAVE_ENDTIME ) {
G_FreeEntity( self );
return;
}
self->nextthink = level.time + 100;
// add earth quake effect
newangles[0] = crandom() * 2;
newangles[1] = crandom() * 2;
newangles[2] = 0;
for (i = 0; i < MAX_CLIENTS; i++)
{
ent = &g_entities[i];
if (!ent->inuse)
continue;
if (!ent->client)
continue;
if (ent->client->ps.groundEntityNum != ENTITYNUM_NONE) {
ent->client->ps.velocity[0] += crandom() * 120;
ent->client->ps.velocity[1] += crandom() * 120;
ent->client->ps.velocity[2] = 30 + random() * 25;
}
ent->client->ps.delta_angles[0] += ANGLE2SHORT(newangles[0] - self->movedir[0]);
ent->client->ps.delta_angles[1] += ANGLE2SHORT(newangles[1] - self->movedir[1]);
ent->client->ps.delta_angles[2] += ANGLE2SHORT(newangles[2] - self->movedir[2]);
}
VectorCopy(newangles, self->movedir);
}
/*
===============
G_StartKamikaze
===============
*/
void G_StartKamikaze( gentity_t *ent ) {
gentity_t *explosion;
gentity_t *te;
vec3_t snapped;
// start up the explosion logic
explosion = G_Spawn();
explosion->s.eType = ET_EVENTS + EV_KAMIKAZE;
explosion->eventTime = level.time;
if ( ent->client ) {
VectorCopy( ent->s.pos.trBase, snapped );
}
else {
VectorCopy( ent->activator->s.pos.trBase, snapped );
}
SnapVector( snapped ); // save network bandwidth
G_SetOrigin( explosion, snapped );
explosion->classname = "kamikaze";
explosion->s.pos.trType = TR_STATIONARY;
explosion->kamikazeTime = level.time;
explosion->think = KamikazeDamage;
explosion->nextthink = level.time + 100;
explosion->count = 0;
VectorClear(explosion->movedir);
trap_LinkEntity( explosion );
if (ent->client) {
//
explosion->activator = ent;
//
ent->s.eFlags &= ~EF_KAMIKAZE;
// nuke the guy that used it
G_Damage( ent, ent, ent, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_KAMIKAZE );
}
else {
if ( !strcmp(ent->activator->classname, "bodyque") ) {
explosion->activator = &g_entities[ent->activator->r.ownerNum];
}
else {
explosion->activator = ent->activator;
}
}
// play global sound at all clients
te = G_TempEntity(snapped, EV_GLOBAL_TEAM_SOUND );
te->r.svFlags |= SVF_BROADCAST;
te->s.eventParm = GTS_KAMIKAZE;
}
#endif