// Copyright (C) 1999-2000 Id Software, Inc. // // g_weapon.c // perform the server side effects of a weapon firing #include "g_local.h" #include "be_aas.h" static float s_quadFactor; static vec3_t forward, right, up; static vec3_t muzzle; // Bryar Pistol //-------- #define BRYAR_PISTOL_VEL 1600 #define BRYAR_PISTOL_DAMAGE 10 #define BRYAR_CHARGE_UNIT 200.0f // bryar charging gives us one more unit every 200ms--if you change this, you'll have to do the same in bg_pmove #define BRYAR_ALT_SIZE 1.0f // E11 Blaster //--------- #define BLASTER_SPREAD 1.6f//1.2f #define BLASTER_VELOCITY 2300 #define BLASTER_DAMAGE 20 // Tenloss Disruptor //---------- #define DISRUPTOR_MAIN_DAMAGE 30 //40 #define DISRUPTOR_NPC_MAIN_DAMAGE_CUT 0.25f #define DISRUPTOR_ALT_DAMAGE 100 //125 #define DISRUPTOR_NPC_ALT_DAMAGE_CUT 0.2f #define DISRUPTOR_ALT_TRACES 3 // can go through a max of 3 damageable(sp?) entities #define DISRUPTOR_CHARGE_UNIT 50.0f // distruptor charging gives us one more unit every 50ms--if you change this, you'll have to do the same in bg_pmove // Wookiee Bowcaster //---------- #define BOWCASTER_DAMAGE 50 #define BOWCASTER_VELOCITY 1300 #define BOWCASTER_SPLASH_DAMAGE 0 #define BOWCASTER_SPLASH_RADIUS 0 #define BOWCASTER_SIZE 2 #define BOWCASTER_ALT_SPREAD 5.0f #define BOWCASTER_VEL_RANGE 0.3f #define BOWCASTER_CHARGE_UNIT 200.0f // bowcaster charging gives us one more unit every 200ms--if you change this, you'll have to do the same in bg_pmove // Heavy Repeater //---------- #define REPEATER_SPREAD 1.4f #define REPEATER_DAMAGE 8 #define REPEATER_VELOCITY 1600 #define REPEATER_ALT_SIZE 3 // half of bbox size #define REPEATER_ALT_DAMAGE 60 #define REPEATER_ALT_SPLASH_DAMAGE 60 #define REPEATER_ALT_SPLASH_RADIUS 128 #define REPEATER_ALT_VELOCITY 1100 // DEMP2 //---------- #define DEMP2_DAMAGE 35 #define DEMP2_VELOCITY 1800 #define DEMP2_SIZE 2 // half of bbox size #define DEMP2_ALT_DAMAGE 8 //12 // does 12, 36, 84 at each of the 3 charge levels. #define DEMP2_CHARGE_UNIT 700.0f // demp2 charging gives us one more unit every 700ms--if you change this, you'll have to do the same in bg_weapons #define DEMP2_ALT_RANGE 4096 #define DEMP2_ALT_SPLASHRADIUS 256 // Golan Arms Flechette //--------- #define FLECHETTE_SHOTS 6 #define FLECHETTE_SPREAD 4.0f #define FLECHETTE_DAMAGE 10//15 #define FLECHETTE_VEL 3500 #define FLECHETTE_SIZE 1 #define FLECHETTE_MINE_RADIUS_CHECK 256 #define FLECHETTE_ALT_DAMAGE 60 #define FLECHETTE_ALT_SPLASH_DAM 60 #define FLECHETTE_ALT_SPLASH_RAD 128 // Personal Rocket Launcher //--------- #define ROCKET_VELOCITY 900 #define ROCKET_DAMAGE 100 #define ROCKET_SPLASH_DAMAGE 100 #define ROCKET_SPLASH_RADIUS 160 #define ROCKET_SIZE 3 #define ROCKET_ALT_THINK_TIME 100 // Stun Baton //-------------- #define STUN_BATON_DAMAGE 20 #define STUN_BATON_ALT_DAMAGE 20 #define STUN_BATON_RANGE 8 extern qboolean G_BoxInBounds( vec3_t point, vec3_t mins, vec3_t maxs, vec3_t boundsMins, vec3_t boundsMaxs ); static void WP_FireEmplaced( gentity_t *ent, qboolean altFire ); void laserTrapStick( gentity_t *ent, vec3_t endpos, vec3_t normal ); void touch_NULL( gentity_t *ent, gentity_t *other, trace_t *trace ) { } void laserTrapExplode( gentity_t *self ); //----------------------------------------------------------------------------- void W_TraceSetStart( gentity_t *ent, vec3_t start, vec3_t mins, vec3_t maxs ) //----------------------------------------------------------------------------- { //make sure our start point isn't on the other side of a wall trace_t tr; vec3_t entMins; vec3_t entMaxs; vec3_t eyePoint; VectorAdd( ent->r.currentOrigin, ent->r.mins, entMins ); VectorAdd( ent->r.currentOrigin, ent->r.maxs, entMaxs ); if ( G_BoxInBounds( start, mins, maxs, entMins, entMaxs ) ) { return; } if ( !ent->client ) { return; } VectorCopy( ent->s.pos.trBase, eyePoint); eyePoint[2] += ent->client->ps.viewheight; trap_Trace( &tr, eyePoint, mins, maxs, start, ent->s.number, MASK_SOLID|CONTENTS_SHOTCLIP ); if ( tr.startsolid || tr.allsolid ) { return; } if ( tr.fraction < 1.0f ) { VectorCopy( tr.endpos, start ); } } /* ---------------------------------------------- PLAYER WEAPONS ---------------------------------------------- */ /* ====================================================================== BRYAR PISTOL ====================================================================== */ //---------------------------------------------- static void WP_FireBryarPistol( gentity_t *ent, qboolean altFire ) //--------------------------------------------------------- { int damage = BRYAR_PISTOL_DAMAGE; int count; gentity_t *missile = CreateMissile( muzzle, forward, BRYAR_PISTOL_VEL, 10000, ent, altFire ); missile->classname = "bryar_proj"; missile->s.weapon = WP_BRYAR_PISTOL; if ( altFire ) { float boxSize = 0; count = ( level.time - ent->client->ps.weaponChargeTime ) / BRYAR_CHARGE_UNIT; if ( count < 1 ) { count = 1; } else if ( count > 5 ) { count = 5; } if (count > 1) { damage *= (count*1.7); } else { damage *= (count*1.5); } missile->s.generic1 = count; // The missile will then render according to the charge level. // missile->count = count; // The single player stores the charge in count, which isn't accessible on the client boxSize = BRYAR_ALT_SIZE*(count*0.5); VectorSet( missile->r.maxs, boxSize, boxSize, boxSize ); VectorSet( missile->r.mins, -boxSize, -boxSize, -boxSize ); } missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; if (altFire) { missile->methodOfDeath = MOD_BRYAR_PISTOL_ALT; } else { missile->methodOfDeath = MOD_BRYAR_PISTOL; } missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; // we don't want it to bounce forever // NOTENOTE These don't bounce yet. missile->bounceCount = 8; } /* ====================================================================== GENERIC ====================================================================== */ //--------------------------------------------------------- void WP_FireTurretMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod, gentity_t *ignore ) //--------------------------------------------------------- { gentity_t *missile; missile = CreateMissile( start, dir, velocity, 10000, ent, altFire ); missile->classname = "generic_proj"; missile->s.weapon = WP_TURRET; missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = mod; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; if (ignore) { missile->passThroughNum = ignore->s.number+1; } // we don't want it to bounce forever // NOTENOTE These don't bounce yet. missile->bounceCount = 8; } //Currently only the seeker drone uses this, but it might be useful for other things as well. //--------------------------------------------------------- void WP_FireGenericBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, int damage, int velocity, int mod ) //--------------------------------------------------------- { gentity_t *missile; missile = CreateMissile( start, dir, velocity, 10000, ent, altFire ); missile->classname = "generic_proj"; missile->s.weapon = WP_BRYAR_PISTOL; missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = mod; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; // we don't want it to bounce forever // NOTENOTE These don't bounce yet. missile->bounceCount = 8; } /* ====================================================================== BLASTER ====================================================================== */ //--------------------------------------------------------- void WP_FireBlasterMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire ) //--------------------------------------------------------- { int velocity = BLASTER_VELOCITY; int damage = BLASTER_DAMAGE; gentity_t *missile; // NOTENOTE Vehicle models are not yet implemented /* if ( ent->client && ent->client->ps.vehicleModel != 0 ) { velocity = 10000; } */ missile = CreateMissile( start, dir, velocity, 10000, ent, altFire ); missile->classname = "blaster_proj"; missile->s.weapon = WP_BLASTER; // NOTENOTE Vehicle models are not yet implemented /* if ( ent->client && ent->client->ps.vehicleModel != 0 ) { damage = 250; } */ missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_BLASTER; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; // we don't want it to bounce forever // NOTENOTE These don't bounce yet. missile->bounceCount = 8; } //--------------------------------------------------------- void WP_FireEmplacedMissile( gentity_t *ent, vec3_t start, vec3_t dir, qboolean altFire, gentity_t *ignore ) //--------------------------------------------------------- { int velocity = BLASTER_VELOCITY; int damage = BLASTER_DAMAGE; gentity_t *missile; // NOTENOTE Vehicle models are not yet implemented /* if ( ent->client && ent->client->ps.vehicleModel != 0 ) { velocity = 10000; } */ missile = CreateMissile( start, dir, velocity, 10000, ent, altFire ); missile->classname = "emplaced_gun_proj"; missile->s.weapon = WP_TURRET;//WP_EMPLACED_GUN; // NOTENOTE Vehicle models are not yet implemented /* if ( ent->client && ent->client->ps.vehicleModel != 0 ) { damage = 250; } */ missile->activator = ignore; missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_BLASTER; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; if (ignore) { missile->passThroughNum = ignore->s.number+1; } // we don't want it to bounce forever // NOTENOTE These don't bounce yet. missile->bounceCount = 8; } //--------------------------------------------------------- static void WP_FireBlaster( gentity_t *ent, qboolean altFire ) //--------------------------------------------------------- { vec3_t dir, angs; vectoangles( forward, angs ); if ( altFire ) { // add some slop to the alt-fire direction angs[PITCH] += crandom() * BLASTER_SPREAD; angs[YAW] += crandom() * BLASTER_SPREAD; } AngleVectors( angs, dir, NULL, NULL ); // FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot! WP_FireBlasterMissile( ent, muzzle, dir, altFire ); } int G_GetHitLocation(gentity_t *target, vec3_t ppoint); /* ====================================================================== DISRUPTOR ====================================================================== */ //--------------------------------------------------------- static void WP_DisruptorMainFire( gentity_t *ent ) //--------------------------------------------------------- { int damage = DISRUPTOR_MAIN_DAMAGE; qboolean render_impact = qtrue; vec3_t start, end /*, spot*/ ; trace_t tr; gentity_t *traceEnt, *tent; float /*dist, */shotRange = 8192; int ignore, traces; memset(&tr, 0, sizeof(tr)); //to shut the compiler up VectorCopy( ent->client->ps.origin, start ); start[2] += ent->client->ps.viewheight;//By eyes VectorMA( start, shotRange, forward, end ); // trap_Trace( &tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT); ignore = ent->s.number; traces = 0; while ( traces < 10 ) {//need to loop this in case we hit a Jedi who dodges the shot trap_Trace( &tr, start, NULL, NULL, end, ignore, MASK_SHOT ); traceEnt = &g_entities[tr.entityNum]; if ( Jedi_DodgeEvasion( traceEnt, ent, &tr, G_GetHitLocation(traceEnt, tr.endpos) ) ) {//act like we didn't even hit him VectorCopy( tr.endpos, start ); ignore = tr.entityNum; traces++; continue; } else if (traceEnt && traceEnt->client && traceEnt->client->ps.fd.forcePowerLevel[FP_SABERDEFEND] >= FORCE_LEVEL_3) { if (WP_SaberCanBlock(traceEnt, tr.endpos, 0, MOD_DISRUPTOR, qtrue, 0)) { //broadcast and stop the shot because it was blocked gentity_t *te = NULL; tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_MAIN_SHOT ); VectorCopy( muzzle, tent->s.origin2 ); te = G_TempEntity( tr.endpos, EV_SABER_BLOCK ); VectorCopy(tr.endpos, te->s.origin); VectorCopy(tr.plane.normal, te->s.angles); if (!te->s.angles[0] && !te->s.angles[1] && !te->s.angles[2]) { te->s.angles[1] = 1; } te->s.eventParm = 0; return; } } //a Jedi is not dodging this shot break; } if ( tr.surfaceFlags & SURF_NOIMPACT ) { render_impact = qfalse; } // always render a shot beam, doing this the old way because I don't much feel like overriding the effect. tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_MAIN_SHOT ); VectorCopy( muzzle, tent->s.origin2 ); traceEnt = &g_entities[tr.entityNum]; if ( render_impact ) { if ( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage ) { // Create a simple impact type mark that doesn't last long in the world // G_PlayEffect( G_EffectIndex( "disruptor/flesh_impact" ), tr.endpos, tr.plane.normal ); if ( traceEnt->client && LogAccuracyHit( traceEnt, ent )) { ent->client->accuracy_hits++; } G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NORMAL, MOD_DISRUPTOR ); tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_HIT ); tent->s.eventParm = DirToByte( tr.plane.normal ); if (traceEnt->client) { tent->s.weapon = 1; } } else { // Hmmm, maybe don't make any marks on things that could break tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_MISS ); tent->s.eventParm = DirToByte( tr.plane.normal ); tent->s.weapon = 1; } } } //--------------------------------------------------------- void WP_DisruptorAltFire( gentity_t *ent ) //--------------------------------------------------------- { int damage = 0, skip; qboolean render_impact = qtrue; vec3_t start, end; vec3_t muzzle2; trace_t tr; gentity_t *traceEnt, *tent; float shotRange = 8192; // float dist, shotDist; // vec3_t spot, dir; int i; int count; int traces = DISRUPTOR_ALT_TRACES; qboolean fullCharge = qfalse; damage = DISRUPTOR_ALT_DAMAGE-30; /* if (ent->client->ps.zoomMode == 1 && ent->client->ps.zoomLocked) { //Scale the additional 25 damage based on the zoomFov for the client. //In this instance, zoomFov 1 is minimum zoom while zoomFov 50 is maximum. damage += ent->client->ps.zoomFov/2; } */ VectorCopy( muzzle, muzzle2 ); // making a backup copy VectorCopy( ent->client->ps.origin, start ); start[2] += ent->client->ps.viewheight;//By eyes count = ( level.time - ent->client->ps.weaponChargeTime ) / DISRUPTOR_CHARGE_UNIT; count *= 2; if ( count < 1 ) { count = 1; } else if ( count >= 60 ) { count = 60; fullCharge = qtrue; } // more powerful charges go through more things if ( count < 10 ) { traces = 1; } else if ( count < 20 ) { traces = 2; } damage += count; skip = ent->s.number; for (i = 0; i < traces; i++ ) { VectorMA( start, shotRange, forward, end ); trap_Trace ( &tr, start, NULL, NULL, end, skip, MASK_SHOT); if ( tr.surfaceFlags & SURF_NOIMPACT ) { render_impact = qfalse; } traceEnt = &g_entities[tr.entityNum]; if (Jedi_DodgeEvasion(traceEnt, ent, &tr, G_GetHitLocation(traceEnt, tr.endpos))) { skip = tr.entityNum; VectorCopy(tr.endpos, start); continue; } else if (traceEnt && traceEnt->client && traceEnt->client->ps.fd.forcePowerLevel[FP_SABERDEFEND] >= FORCE_LEVEL_3) { if (WP_SaberCanBlock(traceEnt, tr.endpos, 0, MOD_DISRUPTOR_SNIPER, qtrue, 0)) { //broadcast and stop the shot because it was blocked gentity_t *te = NULL; tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_SHOT ); VectorCopy( muzzle, tent->s.origin2 ); tent->s.shouldtarget = fullCharge; te = G_TempEntity( tr.endpos, EV_SABER_BLOCK ); VectorCopy(tr.endpos, te->s.origin); VectorCopy(tr.plane.normal, te->s.angles); if (!te->s.angles[0] && !te->s.angles[1] && !te->s.angles[2]) { te->s.angles[1] = 1; } te->s.eventParm = 0; return; } } // always render a shot beam, doing this the old way because I don't much feel like overriding the effect. tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_SHOT ); VectorCopy( muzzle, tent->s.origin2 ); tent->s.shouldtarget = fullCharge; // If the beam hits a skybox, etc. it would look foolish to add impact effects if ( render_impact ) { if ( traceEnt->takedamage && traceEnt->client ) { tent->s.otherEntityNum = traceEnt->s.number; // Create a simple impact type mark // G_PlayEffect( G_EffectIndex( "disruptor/alt_hit" ), tr.endpos, tr.plane.normal ); tent = G_TempEntity(tr.endpos, EV_MISSILE_MISS); tent->s.eventParm = DirToByte(tr.plane.normal); tent->s.eFlags |= EF_ALT_FIRING; if ( LogAccuracyHit( traceEnt, ent )) { ent->client->accuracy_hits++; } } else { if ( traceEnt->r.svFlags & SVF_GLASS_BRUSH || traceEnt->takedamage || traceEnt->s.eType == ET_MOVER ) { //rww - is there some reason this was doing nothing? if ( traceEnt->takedamage ) { G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK/*|DAMAGE_HALF_ARMOR_REDUCTION*/, MOD_DISRUPTOR_SNIPER ); tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_HIT ); tent->s.eventParm = DirToByte( tr.plane.normal ); } } else { // Hmmm, maybe don't make any marks on things that could break tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_MISS ); tent->s.eventParm = DirToByte( tr.plane.normal ); } break; // and don't try any more traces } if ( traceEnt->takedamage ) { vec3_t preAng; int preHealth = traceEnt->health; int preLegs = 0; int preTorso = 0; if (traceEnt->client) { preLegs = traceEnt->client->ps.legsAnim; preTorso = traceEnt->client->ps.torsoAnim; VectorCopy(traceEnt->client->ps.viewangles, preAng); } G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_DISRUPTOR_SNIPER ); if (traceEnt->client && preHealth > 0 && traceEnt->health <= 0 && fullCharge) { //was killed by a fully charged sniper shot, so disintegrate VectorCopy(preAng, traceEnt->client->ps.viewangles); traceEnt->client->ps.eFlags |= EF_DISINTEGRATION; VectorCopy(tr.endpos, traceEnt->client->ps.lastHitLoc); traceEnt->client->ps.legsAnim = preLegs; traceEnt->client->ps.torsoAnim = preTorso; traceEnt->r.contents = 0; VectorClear(traceEnt->client->ps.velocity); } tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_HIT ); tent->s.eventParm = DirToByte( tr.plane.normal ); if (traceEnt->client) { tent->s.weapon = 1; } } } else // not rendering impact, must be a skybox or other similar thing? { break; // don't try anymore traces } // Get ready for an attempt to trace through another person VectorCopy( tr.endpos, muzzle ); VectorCopy( tr.endpos, start ); skip = tr.entityNum; } } //--------------------------------------------------------- static void WP_FireDisruptor( gentity_t *ent, qboolean altFire ) //--------------------------------------------------------- { if (!ent || !ent->client || ent->client->ps.zoomMode != 1) { //do not ever let it do the alt fire when not zoomed altFire = qfalse; } if ( altFire ) { WP_DisruptorAltFire( ent ); } else { WP_DisruptorMainFire( ent ); } } /* ====================================================================== BOWCASTER ====================================================================== */ static void WP_BowcasterAltFire( gentity_t *ent ) { int damage = BOWCASTER_DAMAGE; gentity_t *missile = CreateMissile( muzzle, forward, BOWCASTER_VELOCITY, 10000, ent, qfalse); missile->classname = "bowcaster_proj"; missile->s.weapon = WP_BOWCASTER; VectorSet( missile->r.maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE ); VectorScale( missile->r.maxs, -1, missile->r.mins ); missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_BOWCASTER; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; // missile->splashDamage = BOWCASTER_SPLASH_DAMAGE; // missile->splashRadius = BOWCASTER_SPLASH_RADIUS; missile->s.eFlags |= EF_BOUNCE; missile->bounceCount = 3; } //--------------------------------------------------------- static void WP_BowcasterMainFire( gentity_t *ent ) //--------------------------------------------------------- { int damage = BOWCASTER_DAMAGE, count; float vel; vec3_t angs, dir; gentity_t *missile; int i; count = ( level.time - ent->client->ps.weaponChargeTime ) / BOWCASTER_CHARGE_UNIT; if ( count < 1 ) { count = 1; } else if ( count > 5 ) { count = 5; } if ( !(count & 1 )) { // if we aren't odd, knock us down a level count--; } for (i = 0; i < count; i++ ) { // create a range of different velocities vel = BOWCASTER_VELOCITY * ( crandom() * BOWCASTER_VEL_RANGE + 1.0f ); vectoangles( forward, angs ); // add some slop to the alt-fire direction angs[PITCH] += crandom() * BOWCASTER_ALT_SPREAD * 0.2f; angs[YAW] += ((i+0.5f) * BOWCASTER_ALT_SPREAD - count * 0.5f * BOWCASTER_ALT_SPREAD ); AngleVectors( angs, dir, NULL, NULL ); missile = CreateMissile( muzzle, dir, vel, 10000, ent, qtrue ); missile->classname = "bowcaster_alt_proj"; missile->s.weapon = WP_BOWCASTER; VectorSet( missile->r.maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_SIZE ); VectorScale( missile->r.maxs, -1, missile->r.mins ); missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_BOWCASTER; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; // missile->splashDamage = BOWCASTER_SPLASH_DAMAGE; // missile->splashRadius = BOWCASTER_SPLASH_RADIUS; // we don't want it to bounce missile->bounceCount = 0; } } //--------------------------------------------------------- static void WP_FireBowcaster( gentity_t *ent, qboolean altFire ) //--------------------------------------------------------- { if ( altFire ) { WP_BowcasterAltFire( ent ); } else { WP_BowcasterMainFire( ent ); } } /* ====================================================================== REPEATER ====================================================================== */ //--------------------------------------------------------- static void WP_RepeaterMainFire( gentity_t *ent, vec3_t dir ) //--------------------------------------------------------- { int damage = REPEATER_DAMAGE; gentity_t *missile = CreateMissile( muzzle, dir, REPEATER_VELOCITY, 10000, ent, qfalse ); missile->classname = "repeater_proj"; missile->s.weapon = WP_REPEATER; missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_REPEATER; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; // we don't want it to bounce forever missile->bounceCount = 8; } //--------------------------------------------------------- static void WP_RepeaterAltFire( gentity_t *ent ) //--------------------------------------------------------- { int damage = REPEATER_ALT_DAMAGE; gentity_t *missile = CreateMissile( muzzle, forward, REPEATER_ALT_VELOCITY, 10000, ent, qtrue ); missile->classname = "repeater_alt_proj"; missile->s.weapon = WP_REPEATER; // missile->mass = 10; // NOTENOTE No mass yet VectorSet( missile->r.maxs, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE ); VectorScale( missile->r.maxs, -1, missile->r.mins ); missile->s.pos.trType = TR_GRAVITY; missile->s.pos.trDelta[2] += 40.0f; //give a slight boost in the upward direction missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_REPEATER_ALT; missile->splashMethodOfDeath = MOD_REPEATER_ALT_SPLASH; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; missile->splashDamage = REPEATER_ALT_SPLASH_DAMAGE; missile->splashRadius = REPEATER_ALT_SPLASH_RADIUS; // we don't want it to bounce forever missile->bounceCount = 8; } //--------------------------------------------------------- static void WP_FireRepeater( gentity_t *ent, qboolean altFire ) //--------------------------------------------------------- { vec3_t dir, angs; vectoangles( forward, angs ); if ( altFire ) { WP_RepeaterAltFire( ent ); } else { // add some slop to the alt-fire direction angs[PITCH] += crandom() * REPEATER_SPREAD; angs[YAW] += crandom() * REPEATER_SPREAD; AngleVectors( angs, dir, NULL, NULL ); // NOTENOTE if temp_org does not have clear trace to inside the bbox, don't shoot! WP_RepeaterMainFire( ent, dir ); } } /* ====================================================================== DEMP2 ====================================================================== */ static void WP_DEMP2_MainFire( gentity_t *ent ) { int damage = DEMP2_DAMAGE; gentity_t *missile = CreateMissile( muzzle, forward, DEMP2_VELOCITY, 10000, ent, qfalse); missile->classname = "demp2_proj"; missile->s.weapon = WP_DEMP2; VectorSet( missile->r.maxs, DEMP2_SIZE, DEMP2_SIZE, DEMP2_SIZE ); VectorScale( missile->r.maxs, -1, missile->r.mins ); missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->methodOfDeath = MOD_DEMP2; //rww - Don't want this blockable, do we? missile->clipmask = MASK_SHOT;// | CONTENTS_LIGHTSABER; // we don't want it to ever bounce missile->bounceCount = 0; } static gentity_t *ent_list[MAX_GENTITIES]; void DEMP2_AltRadiusDamage( gentity_t *ent ) { float frac = ( level.time - ent->bolt_Head ) / 800.0f; // / 1600.0f; // synchronize with demp2 effect float dist, radius, fact; gentity_t *gent; int iEntityList[MAX_GENTITIES]; gentity_t *entityList[MAX_GENTITIES]; gentity_t *myOwner = NULL; int numListedEntities, i, e; vec3_t mins, maxs; vec3_t v, dir; if (ent->r.ownerNum >= 0 && ent->r.ownerNum < MAX_CLIENTS) { myOwner = &g_entities[ent->r.ownerNum]; } if (!myOwner || !myOwner->inuse || !myOwner->client) { ent->think = G_FreeEntity; ent->nextthink = level.time; return; } frac *= frac * frac; // yes, this is completely ridiculous...but it causes the shell to grow slowly then "explode" at the end radius = frac * 200.0f; // 200 is max radius...the model is aprox. 100 units tall...the fx draw code mults. this by 2. fact = ent->count*0.6; if (fact < 1) { fact = 1; } radius *= fact; for ( i = 0 ; i < 3 ; i++ ) { mins[i] = ent->r.currentOrigin[i] - radius; maxs[i] = ent->r.currentOrigin[i] + radius; } numListedEntities = trap_EntitiesInBox( mins, maxs, iEntityList, MAX_GENTITIES ); i = 0; while (i < numListedEntities) { entityList[i] = &g_entities[iEntityList[i]]; i++; } for ( e = 0 ; e < numListedEntities ; e++ ) { gent = entityList[ e ]; if ( !gent || !gent->takedamage || !gent->r.contents ) { continue; } // find the distance from the edge of the bounding box for ( i = 0 ; i < 3 ; i++ ) { if ( ent->r.currentOrigin[i] < gent->r.absmin[i] ) { v[i] = gent->r.absmin[i] - ent->r.currentOrigin[i]; } else if ( ent->r.currentOrigin[i] > gent->r.absmax[i] ) { v[i] = ent->r.currentOrigin[i] - gent->r.absmax[i]; } else { v[i] = 0; } } // shape is an ellipsoid, so cut vertical distance in half` v[2] *= 0.5f; dist = VectorLength( v ); if ( dist >= radius ) { // shockwave hasn't hit them yet continue; } //if ( dist < ent->bolt_LArm ) if (dist+(16*ent->count) < ent->bolt_LArm) { // shockwave has already hit this thing... continue; } VectorCopy( gent->r.currentOrigin, v ); VectorSubtract( v, ent->r.currentOrigin, dir); // push the center of mass higher than the origin so players get knocked into the air more dir[2] += 12; G_Damage( gent, myOwner, myOwner, dir, ent->r.currentOrigin, ent->damage, DAMAGE_DEATH_KNOCKBACK, ent->splashMethodOfDeath ); } // store the last fraction so that next time around we can test against those things that fall between that last point and where the current shockwave edge is ent->bolt_LArm = radius; if ( frac < 1.0f ) { // shock is still happening so continue letting it expand ent->nextthink = level.time + 50; } else { //don't just leave the entity around ent->think = G_FreeEntity; ent->nextthink = level.time; } } //--------------------------------------------------------- void DEMP2_AltDetonate( gentity_t *ent ) //--------------------------------------------------------- { gentity_t *efEnt; G_SetOrigin( ent, ent->r.currentOrigin ); if (!ent->pos1[0] && !ent->pos1[1] && !ent->pos1[2]) { //don't play effect with a 0'd out directional vector ent->pos1[1] = 1; } //Let's just save ourself some bandwidth and play both the effect and sphere spawn in 1 event efEnt = G_PlayEffect( EFFECT_EXPLOSION_DEMP2ALT, ent->r.currentOrigin, ent->pos1 ); if (efEnt) { efEnt->s.weapon = ent->count*2; } ent->bolt_Head = level.time; ent->bolt_LArm = 0; ent->nextthink = level.time + 50; ent->think = DEMP2_AltRadiusDamage; ent->s.eType = ET_GENERAL; // make us a missile no longer } //--------------------------------------------------------- static void WP_DEMP2_AltFire( gentity_t *ent ) //--------------------------------------------------------- { int damage = DEMP2_ALT_DAMAGE; int count, origcount; float fact; vec3_t start, end; trace_t tr; gentity_t *missile; VectorCopy( muzzle, start ); VectorMA( start, DEMP2_ALT_RANGE, forward, end ); count = ( level.time - ent->client->ps.weaponChargeTime ) / DEMP2_CHARGE_UNIT; origcount = count; if ( count < 1 ) { count = 1; } else if ( count > 3 ) { count = 3; } fact = count*0.8; if (fact < 1) { fact = 1; } damage *= fact; if (!origcount) { //this was just a tap-fire damage = 1; } //damage *= ( 1 + ( count * ( count - 1 )));// yields damage of 12,36,84...gives a higher bonus for longer charge trap_Trace( &tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT); // we treat the trace fraction like it's a time value, meaning that the shot can travel a whopping 4096 units in 1 second //missile = CreateMissile( start, forward, DEMP2_ALT_RANGE, tr.fraction * 1000/*time*/, ent, qtrue ); missile = G_Spawn(); G_SetOrigin(missile, tr.endpos); //rww - I guess it's rather pointless making it a missile anyway, at least for MP. VectorCopy( tr.plane.normal, missile->pos1 ); missile->count = count; missile->classname = "demp2_alt_proj"; missile->s.weapon = WP_DEMP2; missile->think = DEMP2_AltDetonate; missile->nextthink = level.time; missile->splashDamage = missile->damage = damage; missile->splashMethodOfDeath = missile->methodOfDeath = MOD_DEMP2; missile->splashRadius = DEMP2_ALT_SPLASHRADIUS; missile->r.ownerNum = ent->s.number; missile->dflags = DAMAGE_DEATH_KNOCKBACK; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; // we don't want it to ever bounce missile->bounceCount = 0; } //--------------------------------------------------------- static void WP_FireDEMP2( gentity_t *ent, qboolean altFire ) //--------------------------------------------------------- { if ( altFire ) { WP_DEMP2_AltFire( ent ); } else { WP_DEMP2_MainFire( ent ); } } /* ====================================================================== FLECHETTE ====================================================================== */ //--------------------------------------------------------- static void WP_FlechetteMainFire( gentity_t *ent ) //--------------------------------------------------------- { vec3_t fwd, angs; gentity_t *missile; int i; for (i = 0; i < FLECHETTE_SHOTS; i++ ) { vectoangles( forward, angs ); if ( i == 0 ) { // do nothing on the first shot, this one will hit the crosshairs } else { angs[PITCH] += crandom() * FLECHETTE_SPREAD; angs[YAW] += crandom() * FLECHETTE_SPREAD; } AngleVectors( angs, fwd, NULL, NULL ); missile = CreateMissile( muzzle, fwd, FLECHETTE_VEL, 10000, ent, qfalse); missile->classname = "flech_proj"; missile->s.weapon = WP_FLECHETTE; VectorSet( missile->r.maxs, FLECHETTE_SIZE, FLECHETTE_SIZE, FLECHETTE_SIZE ); VectorScale( missile->r.maxs, -1, missile->r.mins ); missile->damage = FLECHETTE_DAMAGE; missile->dflags = DAMAGE_DEATH_KNOCKBACK;// | DAMAGE_EXTRA_KNOCKBACK; missile->methodOfDeath = MOD_FLECHETTE; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; // we don't want it to bounce forever missile->bounceCount = Q_irand(5,8); missile->s.eFlags |= EF_BOUNCE_SHRAPNEL; } } //--------------------------------------------------------- void prox_mine_think( gentity_t *ent ) //--------------------------------------------------------- { int count, i; qboolean blow = qfalse; // if it isn't time to auto-explode, do a small proximity check if ( ent->delay > level.time ) { count = G_RadiusList( ent->r.currentOrigin, FLECHETTE_MINE_RADIUS_CHECK, ent, qtrue, ent_list ); for ( i = 0; i < count; i++ ) { if ( ent_list[i]->client && ent_list[i]->health > 0 && ent->activator && ent_list[i]->s.number != ent->activator->s.number ) { blow = qtrue; break; } } } else { // well, we must die now blow = qtrue; } if ( blow ) { //G_Sound( ent, G_SoundIndex( "sound/weapons/flechette/warning.wav" )); ent->think = laserTrapExplode;//thinkF_WP_Explode; ent->nextthink = level.time + 200; } else { // we probably don't need to do this thinking logic very often...maybe this is fast enough? ent->nextthink = level.time + 500; } } //----------------------------------------------------------------------------- static void WP_TraceSetStart( gentity_t *ent, vec3_t start, vec3_t mins, vec3_t maxs ) //----------------------------------------------------------------------------- { //make sure our start point isn't on the other side of a wall trace_t tr; vec3_t entMins; vec3_t entMaxs; VectorAdd( ent->r.currentOrigin, ent->r.mins, entMins ); VectorAdd( ent->r.currentOrigin, ent->r.maxs, entMaxs ); if ( G_BoxInBounds( start, mins, maxs, entMins, entMaxs ) ) { return; } if ( !ent->client ) { return; } trap_Trace( &tr, ent->client->ps.origin, mins, maxs, start, ent->s.number, MASK_SOLID|CONTENTS_SHOTCLIP ); if ( tr.startsolid || tr.allsolid ) { return; } if ( tr.fraction < 1.0f ) { VectorCopy( tr.endpos, start ); } } void WP_ExplosiveDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) { laserTrapExplode(self); } //---------------------------------------------- void WP_flechette_alt_blow( gentity_t *ent ) //---------------------------------------------- { /*BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->r.currentOrigin ); // Not sure if this is even necessary, but correct origins are cool? G_RadiusDamage( ent->r.currentOrigin, &g_entities[ent->r.ownerNum], ent->splashDamage, ent->splashRadius, NULL, MOD_FLECHETTE_ALT_SPLASH ); G_PlayEffect( "flechette/alt_blow", ent->currentOrigin ); G_FreeEntity( ent );*/ ent->s.pos.trDelta[0] = 1; ent->s.pos.trDelta[1] = 0; ent->s.pos.trDelta[2] = 0; laserTrapExplode(ent); } //------------------------------------------------------------------------------ static void WP_CreateFlechetteBouncyThing( vec3_t start, vec3_t fwd, gentity_t *self ) //------------------------------------------------------------------------------ { gentity_t *missile = CreateMissile( start, fwd, 700 + random() * 700, 1500 + random() * 2000, self, qtrue ); missile->think = WP_flechette_alt_blow; missile->activator = self; missile->s.weapon = WP_FLECHETTE; missile->classname = "flech_alt"; missile->mass = 4; // How 'bout we give this thing a size... VectorSet( missile->r.mins, -3.0f, -3.0f, -3.0f ); VectorSet( missile->r.maxs, 3.0f, 3.0f, 3.0f ); missile->clipmask = MASK_SHOT; missile->touch = touch_NULL; // normal ones bounce, alt ones explode on impact missile->s.pos.trType = TR_GRAVITY; missile->s.eFlags |= (EF_BOUNCE_HALF|EF_ALT_FIRING); missile->bounceCount = 50; missile->damage = FLECHETTE_ALT_DAMAGE; missile->dflags = 0; missile->splashDamage = FLECHETTE_ALT_SPLASH_DAM; missile->splashRadius = FLECHETTE_ALT_SPLASH_RAD; missile->r.svFlags = SVF_USE_CURRENT_ORIGIN; missile->methodOfDeath = MOD_FLECHETTE_ALT_SPLASH; missile->splashMethodOfDeath = MOD_FLECHETTE_ALT_SPLASH; //missile->splashMethodOfDeath = MOD_UNKNOWN;//MOD_THERMAL_SPLASH; VectorCopy( start, missile->pos2 ); } //--------------------------------------------------------- static void WP_FlechetteAltFire( gentity_t *self ) //--------------------------------------------------------- { vec3_t dir, fwd, start, angs; int i; vectoangles( forward, angs ); VectorCopy( muzzle, start ); WP_TraceSetStart( self, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall for ( i = 0; i < 2; i++ ) { VectorCopy( angs, dir ); dir[PITCH] -= random() * 4 + 8; // make it fly upwards dir[YAW] += crandom() * 2; AngleVectors( dir, fwd, NULL, NULL ); WP_CreateFlechetteBouncyThing( start, fwd, self ); } } //--------------------------------------------------------- static void WP_FireFlechette( gentity_t *ent, qboolean altFire ) //--------------------------------------------------------- { if ( altFire ) { //WP_FlechetteProxMine( ent ); WP_FlechetteAltFire(ent); } else { WP_FlechetteMainFire( ent ); } } /* ====================================================================== ROCKET LAUNCHER ====================================================================== */ //--------------------------------------------------------- void rocketThink( gentity_t *ent ) //--------------------------------------------------------- { vec3_t newdir, targetdir, up={0,0,1}, right; vec3_t org; float dot, dot2, dis; int i; float vel = ROCKET_VELOCITY; if (!ent->enemy || !ent->enemy->client || ent->enemy->health < 1) { ent->nextthink = level.time + 10000; ent->think = G_FreeEntity; return; } if ( ent->enemy && ent->enemy->inuse ) { VectorCopy( ent->enemy->r.currentOrigin, org ); org[2] += (ent->enemy->r.mins[2] + ent->enemy->r.maxs[2]) * 0.5f; VectorSubtract( org, ent->r.currentOrigin, targetdir ); VectorNormalize( targetdir ); // Now the rocket can't do a 180 in space, so we'll limit the turn to about 45 degrees. dot = DotProduct( targetdir, ent->movedir ); // a dot of 1.0 means right-on-target. if ( dot < 0.0f ) { // Go in the direction opposite, start a 180. CrossProduct( ent->movedir, up, right ); dot2 = DotProduct( targetdir, right ); if ( dot2 > 0 ) { // Turn 45 degrees right. VectorMA( ent->movedir, 0.4f, right, newdir ); } else { // Turn 45 degrees left. VectorMA(ent->movedir, -0.4f, right, newdir); } // Yeah we've adjusted horizontally, but let's split the difference vertically, so we kinda try to move towards it. newdir[2] = ( targetdir[2] + ent->movedir[2] ) * 0.5; // let's also slow down a lot vel *= 0.5f; } else if ( dot < 0.70f ) { // Still a bit off, so we turn a bit softer VectorMA( ent->movedir, 0.5f, targetdir, newdir ); } else { // getting close, so turn a bit harder VectorMA( ent->movedir, 0.9f, targetdir, newdir ); } // add crazy drunkenness for (i = 0; i < 3; i++ ) { newdir[i] += crandom() * ent->random * 0.25f; } // decay the randomness ent->random *= 0.9f; // Try to crash into the ground if we get close enough to do splash damage dis = Distance( ent->r.currentOrigin, org ); if ( dis < 128 ) { // the closer we get, the more we push the rocket down, heh heh. newdir[2] -= (1.0f - (dis / 128.0f)) * 0.6f; } VectorNormalize( newdir ); VectorScale( newdir, vel * 0.5f, ent->s.pos.trDelta ); VectorCopy( newdir, ent->movedir ); SnapVector( ent->s.pos.trDelta ); // save net bandwidth VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase ); ent->s.pos.trTime = level.time; } ent->nextthink = level.time + ROCKET_ALT_THINK_TIME; // Nothing at all spectacular happened, continue. return; } //--------------------------------------------------------- static void WP_FireRocket( gentity_t *ent, qboolean altFire ) //--------------------------------------------------------- { int damage = ROCKET_DAMAGE; int vel = ROCKET_VELOCITY; int dif = 0; float rTime; gentity_t *missile; if ( altFire ) { vel *= 0.5f; } missile = CreateMissile( muzzle, forward, vel, 10000, ent, altFire ); if (ent->client && ent->client->ps.rocketLockIndex != MAX_CLIENTS) { rTime = ent->client->ps.rocketLockTime; if (rTime == -1) { rTime = ent->client->ps.rocketLastValidTime; } dif = ( level.time - rTime ) / ( 1200.0f / 16.0f ); if (dif < 0) { dif = 0; } //It's 10 even though it locks client-side at 8, because we want them to have a sturdy lock first, and because there's a slight difference in time between server and client if ( dif >= 10/* || random() * dif > 2 || random() > 0.97f*/ && rTime != -1 ) { missile->enemy = &g_entities[ent->client->ps.rocketLockIndex]; if (missile->enemy && missile->enemy->client && missile->enemy->health > 0 && !OnSameTeam(ent, missile->enemy)) { //if enemy became invalid, died, or is on the same team, then don't seek it missile->think = rocketThink; missile->nextthink = level.time + ROCKET_ALT_THINK_TIME; } } ent->client->ps.rocketLockIndex = MAX_CLIENTS; ent->client->ps.rocketLockTime = 0; ent->client->ps.rocketTargetTime = 0; } missile->classname = "rocket_proj"; missile->s.weapon = WP_ROCKET_LAUNCHER; // NOTENOTE No mass yet. // missile->mass = 10; // Make it easier to hit things VectorSet( missile->r.maxs, ROCKET_SIZE, ROCKET_SIZE, ROCKET_SIZE ); VectorScale( missile->r.maxs, -1, missile->r.mins ); missile->damage = damage; missile->dflags = DAMAGE_DEATH_KNOCKBACK; if (altFire) { missile->methodOfDeath = MOD_ROCKET_HOMING; missile->splashMethodOfDeath = MOD_ROCKET_HOMING_SPLASH; } else { missile->methodOfDeath = MOD_ROCKET; missile->splashMethodOfDeath = MOD_ROCKET_SPLASH; } //rww - We don't want rockets to be deflected, do we? missile->clipmask = MASK_SHOT;// | CONTENTS_LIGHTSABER; missile->splashDamage = ROCKET_SPLASH_DAMAGE; missile->splashRadius = ROCKET_SPLASH_RADIUS; // we don't want it to ever bounce missile->bounceCount = 0; } /* ====================================================================== THERMAL DETONATOR ====================================================================== */ #define TD_DAMAGE 100 #define TD_SPLASH_RAD 128 #define TD_SPLASH_DAM 90 #define TD_VELOCITY 900 #define TD_MIN_CHARGE 0.15f #define TD_TIME 3000//6000 #define TD_ALT_TIME 3000 #define TD_ALT_DAMAGE 60//100 #define TD_ALT_SPLASH_RAD 128 #define TD_ALT_SPLASH_DAM 50//90 #define TD_ALT_VELOCITY 600 #define TD_ALT_MIN_CHARGE 0.15f #define TD_ALT_TIME 3000 //--------------------------------------------------------- void thermalDetonatorExplode( gentity_t *ent ) //--------------------------------------------------------- { if ( !ent->count ) { G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/weapons/thermal/warning.wav" ) ); ent->count = 1; ent->nextthink = level.time + 500; ent->r.svFlags |= SVF_BROADCAST;//so everyone hears/sees the explosion? } else { vec3_t origin; vec3_t dir={0,0,1}; BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); origin[2] += 8; SnapVector( origin ); G_SetOrigin( ent, origin ); // VectorSet( pos, ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2] + 8 ); ent->s.eType = ET_GENERAL; G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); ent->freeAfterEvent = qtrue; if (G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent, ent->splashMethodOfDeath)) { g_entities[ent->r.ownerNum].client->accuracy_hits++; } trap_LinkEntity( ent ); } } //--------------------------------------------------------- gentity_t *WP_FireThermalDetonator( gentity_t *ent, qboolean altFire ) //--------------------------------------------------------- { gentity_t *bolt; vec3_t dir, start; float chargeAmount = 1.0f; // default of full charge VectorCopy( forward, dir ); VectorCopy( muzzle, start ); bolt = G_Spawn(); bolt->classname = "thermal_detonator"; bolt->think = thermalDetonatorExplode; // bolt->mass = 10; // NOTENOTE No mass implementation yet // How 'bout we give this thing a size... VectorSet( bolt->r.mins, -3.0f, -3.0f, -3.0f ); VectorSet( bolt->r.maxs, 3.0f, 3.0f, 3.0f ); bolt->clipmask = MASK_SHOT; W_TraceSetStart( ent, start, bolt->r.mins, bolt->r.maxs );//make sure our start point isn't on the other side of a wall if ( ent->client ) { chargeAmount = level.time - ent->client->ps.weaponChargeTime; } // get charge amount chargeAmount = chargeAmount / (float)TD_VELOCITY; if ( chargeAmount > 1.0f ) { chargeAmount = 1.0f; } else if ( chargeAmount < TD_MIN_CHARGE ) { chargeAmount = TD_MIN_CHARGE; } // normal ones bounce, alt ones explode on impact bolt->nextthink = level.time + TD_TIME; // How long 'til she blows bolt->s.pos.trType = TR_GRAVITY; bolt->parent = ent; bolt->r.ownerNum = ent->s.number; VectorScale( dir, TD_VELOCITY * chargeAmount, bolt->s.pos.trDelta ); if ( ent->health >= 0 ) { bolt->s.pos.trDelta[2] += 120; } if ( !altFire ) { //bolt->alt_fire = qtrue; bolt->s.eFlags |= EF_BOUNCE_HALF; } bolt->s.loopSound = G_SoundIndex( "sound/weapons/thermal/thermloop.wav" ); bolt->damage = TD_DAMAGE; bolt->dflags = 0; bolt->splashDamage = TD_SPLASH_DAM; bolt->splashRadius = TD_SPLASH_RAD; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; bolt->s.weapon = WP_THERMAL; bolt->methodOfDeath = MOD_THERMAL; bolt->splashMethodOfDeath = MOD_THERMAL_SPLASH; bolt->s.pos.trTime = level.time; // move a bit on the very first frame VectorCopy( start, bolt->s.pos.trBase ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy (start, bolt->r.currentOrigin); VectorCopy( start, bolt->pos2 ); bolt->bounceCount = -5; return bolt; } gentity_t *WP_DropThermal( gentity_t *ent ) { AngleVectors( ent->client->ps.viewangles, forward, right, up ); return (WP_FireThermalDetonator( ent, qfalse )); } /* ====================================================================== LASER TRAP / TRIP MINE ====================================================================== */ #define LT_DAMAGE 100 #define LT_SPLASH_RAD 256.0f #define LT_SPLASH_DAM 105 #define LT_VELOCITY 900.0f #define LT_SIZE 1.5f #define LT_ALT_TIME 2000 #define LT_ACTIVATION_DELAY 1000 #define LT_DELAY_TIME 50 void laserTrapExplode( gentity_t *self ) { vec3_t v; //FIXME: damage some along line? self->takedamage = qfalse; if (self->activator) { G_RadiusDamage( self->r.currentOrigin, self->activator, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN/*MOD_LT_SPLASH*/ ); } //FIXME: clear me from owner's list of tripmines? if (self->s.weapon != WP_FLECHETTE) { G_AddEvent( self, EV_MISSILE_MISS, 0); } VectorCopy(self->s.pos.trDelta, v); //Explode outward from the surface if (self->s.time == -2) { v[0] = 0; v[1] = 0; v[2] = 0; } if (self->s.weapon == WP_FLECHETTE) { G_PlayEffect(EFFECT_EXPLOSION_FLECHETTE, self->r.currentOrigin, v); } else { G_PlayEffect(EFFECT_EXPLOSION_TRIPMINE, self->r.currentOrigin, v); } self->think = G_FreeEntity; self->nextthink = level.time; } void laserTrapDelayedExplode( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { self->enemy = attacker; self->think = laserTrapExplode; self->nextthink = level.time + FRAMETIME; self->takedamage = qfalse; if ( attacker && !attacker->s.number ) { //less damage when shot by player self->splashDamage /= 3; self->splashRadius /= 3; //FIXME: different effect? } } void touchLaserTrap( gentity_t *ent, gentity_t *other, trace_t *trace ) { // if the guy that touches this grenade can take damage, he's about to. //if ( other->takedamage ) if (other && other->s.number < 1022) { //just explode if we hit any entity. This way we don't have things happening like tripmines floating //in the air after getting stuck to a moving door if ( ent->activator != other ) { ent->touch = 0; ent->nextthink = level.time + FRAMETIME; ent->think = laserTrapExplode; VectorCopy(trace->plane.normal, ent->s.pos.trDelta); } } else { ent->touch = 0; if (trace->entityNum != ENTITYNUM_NONE) { ent->enemy = &g_entities[trace->entityNum]; } laserTrapStick(ent, trace->endpos, trace->plane.normal); } } void laserTrapThink ( gentity_t *ent ) { gentity_t *traceEnt; vec3_t end; trace_t tr; //G_RunObject(ent); trap_LinkEntity(ent); //turn on the beam effect if ( !(ent->s.eFlags&EF_FIRING) ) {//arm me G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/weapons/laser_trap/warning.wav" ) ); ent->s.eFlags |= EF_FIRING; } ent->think = laserTrapThink; ent->nextthink = level.time + FRAMETIME; // Find the main impact point VectorMA ( ent->s.pos.trBase, 1024, ent->movedir, end ); trap_Trace ( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->s.number, MASK_SHOT); traceEnt = &g_entities[ tr.entityNum ]; ent->s.time = -1; //let all clients know to draw a beam from this guy if ( traceEnt->client || tr.startsolid ) { //go boom ent->touch = 0; ent->nextthink = level.time + LT_DELAY_TIME; ent->think = laserTrapExplode; } } void laserTrapStick( gentity_t *ent, vec3_t endpos, vec3_t normal ) { //vec3_t org; // Back away from the wall //VectorMA( endpos, -1, normal, org ); G_SetOrigin( ent, endpos );//org ); VectorCopy( normal, ent->pos1 ); VectorClear( ent->s.apos.trDelta ); // This will orient the object to face in the direction of the normal VectorCopy( normal, ent->s.pos.trDelta ); //VectorScale( normal, -1, ent->s.pos.trDelta ); ent->s.pos.trTime = level.time; //This does nothing, cg_missile makes assumptions about direction of travel controlling angles vectoangles( normal, ent->s.apos.trBase ); VectorClear( ent->s.apos.trDelta ); ent->s.apos.trType = TR_STATIONARY; VectorCopy( ent->s.apos.trBase, ent->s.angles ); VectorCopy( ent->s.angles, ent->r.currentAngles ); G_Sound( ent, CHAN_VOICE, G_SoundIndex( "sound/weapons/laser_trap/stick.wav" ) ); if ( ent->count ) {//a tripwire //add draw line flag VectorCopy( normal, ent->movedir ); ent->think = laserTrapThink; ent->nextthink = level.time + LT_ACTIVATION_DELAY;//delay the activation ent->touch = touch_NULL; //make it shootable ent->takedamage = qtrue; ent->health = 5; ent->die = laserTrapDelayedExplode; //shove the box through the wall VectorSet( ent->r.mins, -LT_SIZE*2, -LT_SIZE*2, -LT_SIZE*2 ); VectorSet( ent->r.maxs, LT_SIZE*2, LT_SIZE*2, LT_SIZE*2 ); //so that the owner can blow it up with projectiles ent->r.svFlags |= SVF_OWNERNOTSHARED; } else { ent->touch = touchLaserTrap; ent->think = laserTrapExplode; ent->nextthink = level.time + 0;//LT_ALT_TIME; // How long 'til she blows } } void TrapThink(gentity_t *ent) { ent->nextthink = level.time + 50; G_RunObject(ent); } void CreateLaserTrap( gentity_t *laserTrap, vec3_t start, gentity_t *owner ) { laserTrap->classname = "laserTrap"; laserTrap->s.eFlags = EF_BOUNCE_HALF; laserTrap->s.eFlags |= EF_MISSILE_STICK; laserTrap->splashDamage = LT_SPLASH_DAM;//*2; laserTrap->splashRadius = LT_SPLASH_RAD;//*2; laserTrap->damage = LT_DAMAGE;//*DMG_VAR; laserTrap->methodOfDeath = MOD_UNKNOWN;//MOD_TRIP_WIRE; laserTrap->splashMethodOfDeath = MOD_UNKNOWN;//MOD_TRIP_WIRE; laserTrap->s.eType = ET_GENERAL; laserTrap->r.svFlags = SVF_USE_CURRENT_ORIGIN; laserTrap->s.weapon = WP_TRIP_MINE; laserTrap->s.pos.trType = TR_GRAVITY; laserTrap->r.contents = MASK_SHOT; laserTrap->parent = owner; laserTrap->activator = owner; laserTrap->r.ownerNum = owner->s.number; VectorSet( laserTrap->r.mins, -LT_SIZE, -LT_SIZE, -LT_SIZE ); VectorSet( laserTrap->r.maxs, LT_SIZE, LT_SIZE, LT_SIZE ); laserTrap->clipmask = MASK_SHOT; laserTrap->s.solid = 2; laserTrap->s.modelindex = G_ModelIndex( "models/weapons2/laser_trap/laser_trap_w.glm" ); laserTrap->s.modelGhoul2 = 1; laserTrap->s.g2radius = 40; laserTrap->s.genericenemyindex = owner->s.number+1024; laserTrap->health = 1; laserTrap->s.time = 0; laserTrap->s.pos.trTime = level.time; // move a bit on the very first frame VectorCopy( start, laserTrap->s.pos.trBase ); SnapVector( laserTrap->s.pos.trBase ); // save net bandwidth SnapVector( laserTrap->s.pos.trDelta ); // save net bandwidth VectorCopy (start, laserTrap->r.currentOrigin); laserTrap->s.apos.trType = TR_GRAVITY; laserTrap->s.apos.trTime = level.time; laserTrap->s.apos.trBase[YAW] = rand()%360; laserTrap->s.apos.trBase[PITCH] = rand()%360; laserTrap->s.apos.trBase[ROLL] = rand()%360; if (rand()%10 < 5) { laserTrap->s.apos.trBase[YAW] = -laserTrap->s.apos.trBase[YAW]; } VectorCopy( start, laserTrap->pos2 ); laserTrap->touch = touchLaserTrap; laserTrap->think = TrapThink; laserTrap->nextthink = level.time + 50; } void WP_PlaceLaserTrap( gentity_t *ent, qboolean alt_fire ) { gentity_t *laserTrap; gentity_t *found = NULL; vec3_t dir, start; int trapcount = 0; int foundLaserTraps[MAX_GENTITIES] = {ENTITYNUM_NONE}; int trapcount_org; int lowestTimeStamp; int removeMe; int i; //FIXME: surface must be within 64 VectorCopy( forward, dir ); VectorCopy( muzzle, start ); laserTrap = G_Spawn(); //limit to 10 placed at any one time //see how many there are now while ( (found = G_Find( found, FOFS(classname), "laserTrap" )) != NULL ) { if ( found->parent != ent ) { continue; } foundLaserTraps[trapcount++] = found->s.number; } //now remove first ones we find until there are only 9 left found = NULL; trapcount_org = trapcount; lowestTimeStamp = level.time; while ( trapcount > 9 ) { removeMe = -1; for ( i = 0; i < trapcount_org; i++ ) { if ( foundLaserTraps[i] == ENTITYNUM_NONE ) { continue; } found = &g_entities[foundLaserTraps[i]]; if ( laserTrap && found->setTime < lowestTimeStamp ) { removeMe = i; lowestTimeStamp = found->setTime; } } if ( removeMe != -1 ) { //remove it... or blow it? if ( &g_entities[foundLaserTraps[removeMe]] == NULL ) { break; } else { G_FreeEntity( &g_entities[foundLaserTraps[removeMe]] ); } foundLaserTraps[removeMe] = ENTITYNUM_NONE; trapcount--; } else { break; } } //now make the new one CreateLaserTrap( laserTrap, start, ent ); if (alt_fire) { laserTrap->splashRadius /= 2; } //set player-created-specific fields laserTrap->setTime = level.time;//remember when we placed it if ( alt_fire ) {//explode after 2 second //doesn't activate until it latches //laserTrap->think = laserTrap; //laserTrap->nextthink = level.time + LT_TIME; // How long 'til she blows } else {//tripwire laserTrap->count = 1; } //move it laserTrap->s.pos.trType = TR_GRAVITY; if (alt_fire) { VectorScale( dir, 512, laserTrap->s.pos.trDelta ); } else { VectorScale( dir, 256, laserTrap->s.pos.trDelta ); } trap_LinkEntity(laserTrap); } /* ====================================================================== DET PACK ====================================================================== */ void VectorNPos(vec3_t in, vec3_t out) { if (in[0] < 0) { out[0] = -in[0]; } else { out[0] = in[0]; } if (in[1] < 0) { out[1] = -in[1]; } else { out[1] = in[1]; } if (in[2] < 0) { out[2] = -in[2]; } else { out[2] = in[2]; } } void DetPackBlow(gentity_t *self); void charge_stick (gentity_t *self, gentity_t *other, trace_t *trace) { gentity_t *tent; if (other && other->s.number < 1022 && (other->client || !other->s.weapon)) { vec3_t vNor, tN; VectorCopy(trace->plane.normal, vNor); VectorNormalize(vNor); VectorNPos(self->s.pos.trDelta, tN); self->s.pos.trDelta[0] += vNor[0]*(tN[0]*(((float)Q_irand(1, 10))*0.1)); self->s.pos.trDelta[1] += vNor[1]*(tN[1]*(((float)Q_irand(1, 10))*0.1)); self->s.pos.trDelta[2] += vNor[1]*(tN[2]*(((float)Q_irand(1, 10))*0.1)); self->touch = charge_stick; return; } else if (other && other->s.number < 1022) { vec3_t v; self->touch = 0; self->think = 0; self->nextthink = 0; self->takedamage = qfalse; VectorClear(self->s.apos.trDelta); self->s.apos.trType = TR_STATIONARY; G_RadiusDamage( self->r.currentOrigin, self->parent, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN ); VectorCopy(trace->plane.normal, v); VectorCopy(v, self->pos2); self->count = -1; G_PlayEffect(EFFECT_EXPLOSION_DETPACK, self->r.currentOrigin, v); self->think = G_FreeEntity; self->nextthink = level.time; return; } //self->s.eType = ET_GENERAL; //FIXME: once on ground, shouldn't explode if touched by someone? //FIXME: if owner touches it again, pick it up? Or if he "uses" it? self->touch = 0; self->think = DetPackBlow; self->nextthink = level.time + 30000; VectorClear(self->s.apos.trDelta); self->s.apos.trType = TR_STATIONARY; self->s.pos.trType = TR_STATIONARY; VectorCopy( self->r.currentOrigin, self->s.origin ); VectorCopy( self->r.currentOrigin, self->s.pos.trBase ); VectorClear( self->s.pos.trDelta ); VectorClear( self->s.apos.trDelta ); VectorNormalize(trace->plane.normal); vectoangles(trace->plane.normal, self->s.angles); VectorCopy(self->s.angles, self->r.currentAngles ); VectorCopy(self->s.angles, self->s.apos.trBase); VectorCopy(trace->plane.normal, self->pos2); self->count = -1; G_Sound(self, CHAN_VOICE, G_SoundIndex("sound/weapons/detpack/stick.wav")); tent = G_TempEntity( self->r.currentOrigin, EV_MISSILE_MISS ); tent->s.weapon = 0; tent->parent = self; tent->r.ownerNum = self->s.number; //so that the owner can blow it up with projectiles self->r.svFlags |= SVF_OWNERNOTSHARED; } void DetPackBlow(gentity_t *self) { vec3_t v; //self->touch = NULL; self->pain = 0; self->die = 0; self->takedamage = qfalse; G_RadiusDamage( self->r.currentOrigin, self->parent, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN ); v[0] = 0; v[1] = 0; v[2] = 1; if (self->count == -1) { VectorCopy(self->pos2, v); } G_PlayEffect(EFFECT_EXPLOSION_DETPACK, self->r.currentOrigin, v); self->think = G_FreeEntity; self->nextthink = level.time; } void DetPackPain(gentity_t *self, gentity_t *attacker, int damage) { self->think = DetPackBlow; self->nextthink = level.time + Q_irand(50, 100); self->takedamage = qfalse; } void DetPackDie(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod) { self->think = DetPackBlow; self->nextthink = level.time + Q_irand(50, 100); self->takedamage = qfalse; } void drop_charge (gentity_t *self, vec3_t start, vec3_t dir) { gentity_t *bolt; VectorNormalize (dir); bolt = G_Spawn(); bolt->classname = "detpack"; bolt->nextthink = level.time + FRAMETIME; bolt->think = G_RunObject; bolt->s.eType = ET_GENERAL; bolt->s.g2radius = 100; bolt->s.modelGhoul2 = 1; bolt->s.modelindex = G_ModelIndex("models/weapons2/detpack/det_pack_proj.glm"); // w.md3"); //bolt->playerTeam = self->client->playerTeam; bolt->parent = self; bolt->r.ownerNum = self->s.number; bolt->damage = 100; bolt->splashDamage = 200; bolt->splashRadius = 200; bolt->methodOfDeath = MOD_UNKNOWN;//MOD_EXPLOSIVE; bolt->splashMethodOfDeath = MOD_UNKNOWN;//MOD_EXPLOSIVE_SPLASH; bolt->clipmask = MASK_SHOT; bolt->s.solid = 2; bolt->r.contents = MASK_SHOT; bolt->touch = charge_stick; bolt->s.genericenemyindex = self->s.number+1024; //rww - so client prediction knows we own this and won't hit it VectorSet( bolt->r.mins, -3, -3, -3 ); VectorSet( bolt->r.maxs, 3, 3, 3 ); bolt->health = 1; bolt->takedamage = qtrue; bolt->pain = DetPackPain; bolt->die = DetPackDie; bolt->s.weapon = WP_DET_PACK; bolt->setTime = level.time; G_SetOrigin(bolt, start); bolt->s.pos.trType = TR_GRAVITY; VectorCopy( start, bolt->s.pos.trBase ); VectorScale(dir, 300, bolt->s.pos.trDelta ); bolt->s.pos.trTime = level.time; bolt->s.apos.trType = TR_GRAVITY; bolt->s.apos.trTime = level.time; bolt->s.apos.trBase[YAW] = rand()%360; bolt->s.apos.trBase[PITCH] = rand()%360; bolt->s.apos.trBase[ROLL] = rand()%360; if (rand()%10 < 5) { bolt->s.apos.trBase[YAW] = -bolt->s.apos.trBase[YAW]; } vectoangles(dir, bolt->s.angles); VectorCopy(bolt->s.angles, bolt->s.apos.trBase); VectorSet(bolt->s.apos.trDelta, 300, 0, 0 ); bolt->s.apos.trTime = level.time; trap_LinkEntity(bolt); } void BlowDetpacks(gentity_t *ent) { gentity_t *found = NULL; if ( ent->client->ps.hasDetPackPlanted ) { while ( (found = G_Find( found, FOFS(classname), "detpack") ) != NULL ) {//loop through all ents and blow the crap out of them! if ( found->parent == ent ) { VectorCopy( found->r.currentOrigin, found->s.origin ); found->think = DetPackBlow; found->nextthink = level.time + 100 + random() * 200; G_Sound( found, CHAN_BODY, G_SoundIndex("sound/weapons/detpack/warning.wav") ); } } ent->client->ps.hasDetPackPlanted = qfalse; } } qboolean CheatsOn(void) { if ( !g_cheats.integer ) { return qfalse; } return qtrue; } void WP_DropDetPack( gentity_t *ent, qboolean alt_fire ) { gentity_t *found = NULL; int trapcount = 0; int foundDetPacks[MAX_GENTITIES] = {ENTITYNUM_NONE}; int trapcount_org; int lowestTimeStamp; int removeMe; int i; if ( !ent || !ent->client ) { return; } //limit to 10 placed at any one time //see how many there are now while ( (found = G_Find( found, FOFS(classname), "detpack" )) != NULL ) { if ( found->parent != ent ) { continue; } foundDetPacks[trapcount++] = found->s.number; } //now remove first ones we find until there are only 9 left found = NULL; trapcount_org = trapcount; lowestTimeStamp = level.time; while ( trapcount > 9 ) { removeMe = -1; for ( i = 0; i < trapcount_org; i++ ) { if ( foundDetPacks[i] == ENTITYNUM_NONE ) { continue; } found = &g_entities[foundDetPacks[i]]; if ( found->setTime < lowestTimeStamp ) { removeMe = i; lowestTimeStamp = found->setTime; } } if ( removeMe != -1 ) { //remove it... or blow it? if ( &g_entities[foundDetPacks[removeMe]] == NULL ) { break; } else { if (!CheatsOn()) { //Let them have unlimited if cheats are enabled G_FreeEntity( &g_entities[foundDetPacks[removeMe]] ); } } foundDetPacks[removeMe] = ENTITYNUM_NONE; trapcount--; } else { break; } } if ( alt_fire ) { BlowDetpacks(ent); } else { AngleVectors( ent->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorNormalize( forward ); VectorMA( muzzle, -4, forward, muzzle ); drop_charge( ent, muzzle, forward ); ent->client->ps.hasDetPackPlanted = qtrue; } } //--------------------------------------------------------- // FireStunBaton //--------------------------------------------------------- void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire ) { gentity_t *tr_ent; trace_t tr; vec3_t mins, maxs, end; vec3_t muzzleStun; VectorCopy(ent->client->ps.origin, muzzleStun); muzzleStun[2] += ent->client->ps.viewheight-6; muzzleStun[0] += forward[0]*20; muzzleStun[1] += forward[1]*20; muzzleStun[2] += forward[2]*20; muzzleStun[0] += right[0]*4; muzzleStun[1] += right[1]*4; muzzleStun[2] += right[2]*4; VectorMA( muzzleStun, STUN_BATON_RANGE, forward, end ); VectorSet( maxs, 6, 6, 6 ); VectorScale( maxs, -1, mins ); trap_Trace ( &tr, muzzleStun, mins, maxs, end, ent->s.number, MASK_SHOT ); if ( tr.entityNum >= ENTITYNUM_WORLD ) { return; } tr_ent = &g_entities[tr.entityNum]; if ( tr_ent && tr_ent->takedamage ) { G_PlayEffect( EFFECT_STUNHIT, tr.endpos, tr.plane.normal ); // TEMP! G_Sound( tr_ent, CHAN_WEAPON, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) ); if ( alt_fire ) { G_Damage( tr_ent, ent, ent, forward, tr.endpos, STUN_BATON_ALT_DAMAGE, DAMAGE_HALF_ABSORB, MOD_STUN_BATON ); } else { G_Damage( tr_ent, ent, ent, forward, tr.endpos, STUN_BATON_DAMAGE, (DAMAGE_NO_KNOCKBACK|DAMAGE_HALF_ABSORB), MOD_STUN_BATON ); } if (tr_ent->client) { //if it's a player then use the shock effect tr_ent->client->ps.electrifyTime = level.time + 700; } } } //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// /* ====================== 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; } } } //====================================================================== /* =============== 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 ) { int weapontype; vec3_t muzzleOffPoint; weapontype = ent->s.weapon; VectorCopy( ent->s.pos.trBase, muzzlePoint ); VectorCopy(WP_MuzzlePoint[weapontype], muzzleOffPoint); if (ent->client->ps.usingATST) { gentity_t *headEnt = &g_entities[ent->client->damageBoxHandle_Head]; VectorClear(muzzleOffPoint); muzzleOffPoint[0] = 16; muzzleOffPoint[2] = 128; if (headEnt && headEnt->s.number >= MAX_CLIENTS) { if (headEnt->bolt_Waist) { muzzleOffPoint[1] = 3; } else { muzzleOffPoint[1] = -4; } } } #if 1 if (weapontype > WP_NONE && weapontype < WP_NUM_WEAPONS) { // Use the table to generate the muzzlepoint; { // Crouching. Use the add-to-Z method to adjust vertically. VectorMA(muzzlePoint, muzzleOffPoint[0], forward, muzzlePoint); VectorMA(muzzlePoint, muzzleOffPoint[1], right, muzzlePoint); muzzlePoint[2] += ent->client->ps.viewheight + muzzleOffPoint[2]; // VectorMA(muzzlePoint, ent->client->ps.viewheight + WP_MuzzlePoint[weapontype][2], up, muzzlePoint); } } #else // Test code muzzlePoint[2] += ent->client->ps.viewheight;//By eyes muzzlePoint[2] += g_debugUp.value; VectorMA( muzzlePoint, g_debugForward.value, forward, muzzlePoint); VectorMA( muzzlePoint, g_debugRight.value, right, muzzlePoint); #endif // 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 ); muzzlePoint[2] += ent->client->ps.viewheight; VectorMA( muzzlePoint, 14, forward, muzzlePoint ); // snap to integer coordinates for more efficient network bandwidth usage SnapVector( muzzlePoint ); } /* =============== FireWeapon =============== */ void FireWeapon( gentity_t *ent, qboolean altFire ) { if (ent->client->ps.powerups[PW_QUAD] ) { s_quadFactor = g_quadfactor.value; } else { s_quadFactor = 1; } // track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked if( ent->s.weapon != WP_SABER && ent->s.weapon != WP_STUN_BATON ) { if( ent->s.weapon == WP_FLECHETTE ) { ent->client->accuracy_shots += FLECHETTE_SHOTS; } else { ent->client->accuracy_shots++; } } // set aiming directions if (ent->s.weapon == WP_EMPLACED_GUN) { vec3_t viewAngCap; VectorCopy(ent->client->ps.viewangles, viewAngCap); if (viewAngCap[PITCH] > 40) { viewAngCap[PITCH] = 40; } AngleVectors( viewAngCap, forward, right, up ); } else { AngleVectors( ent->client->ps.viewangles, forward, right, up ); } if (ent->client->ps.usingATST) { gentity_t *headEnt = &g_entities[ent->client->damageBoxHandle_Head]; if (headEnt && headEnt->s.number >= MAX_CLIENTS) { if (altFire) { headEnt->bolt_Waist = 0; } else { headEnt->bolt_Waist = 1; } } } // CalcMuzzlePointOrigin ( ent, ent->client->oldOrigin, forward, right, up, muzzle ); CalcMuzzlePoint ( ent, forward, right, up, muzzle ); if (ent->client->ps.usingATST) { WP_FireBryarPistol( ent, qfalse ); return; } // fire the specific weapon switch( ent->s.weapon ) { case WP_STUN_BATON: WP_FireStunBaton( ent, altFire ); break; case WP_SABER: break; case WP_BRYAR_PISTOL: WP_FireBryarPistol( ent, altFire ); break; case WP_BLASTER: WP_FireBlaster( ent, altFire ); break; case WP_DISRUPTOR: WP_FireDisruptor( ent, altFire ); break; case WP_BOWCASTER: WP_FireBowcaster( ent, altFire ); break; case WP_REPEATER: WP_FireRepeater( ent, altFire ); break; case WP_DEMP2: WP_FireDEMP2( ent, altFire ); break; case WP_FLECHETTE: WP_FireFlechette( ent, altFire ); break; case WP_ROCKET_LAUNCHER: WP_FireRocket( ent, altFire ); break; case WP_THERMAL: WP_FireThermalDetonator( ent, altFire ); break; case WP_TRIP_MINE: WP_PlaceLaserTrap( ent, altFire ); break; case WP_DET_PACK: WP_DropDetPack( ent, altFire ); break; case WP_EMPLACED_GUN: WP_FireEmplaced( ent, altFire ); break; default: // FIXME G_Error( "Bad ent->s.weapon" ); break; } G_LogWeaponFire(ent->s.number, ent->s.weapon); } //--------------------------------------------------------- static void WP_FireEmplaced( gentity_t *ent, qboolean altFire ) //--------------------------------------------------------- { vec3_t dir, angs, gunpoint; //g2r , gunaxis; vec3_t right; gentity_t *gun; // mdxaBone_t matrix; if (!ent->client) { return; } if (!ent->client->ps.emplacedIndex) { return; } gun = &g_entities[ent->client->ps.emplacedIndex]; if (!gun) { return; } VectorCopy(/*ent->client->ps.origin*/gun->s.origin, gunpoint); gunpoint[2] += 46; AngleVectors(ent->client->ps.viewangles, NULL, right, NULL); if (gun->bolt_Waist) { gunpoint[0] += right[0]*10; gunpoint[1] += right[1]*10; gunpoint[2] += right[2]*10; gun->bolt_Waist = 0; G_AddEvent(gun, EV_FIRE_WEAPON, 0); } else { gunpoint[0] -= right[0]*10; gunpoint[1] -= right[1]*10; gunpoint[2] -= right[2]*10; gun->bolt_Waist = 1; G_AddEvent(gun, EV_FIRE_WEAPON, 1); } vectoangles( forward, angs ); if ( altFire ) { // add some slop to the alt-fire direction angs[PITCH] += crandom() * BLASTER_SPREAD; angs[YAW] += crandom() * BLASTER_SPREAD; } AngleVectors( angs, dir, NULL, NULL ); // FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot! //WP_FireEmplacedMissile( ent, gunpoint, dir, altFire, gun ); WP_FireEmplacedMissile( gun, gunpoint, dir, altFire, ent ); //WP_FireTurretMissile(gun, gunpoint, dir, altFire, 15, 2000, MOD_BLASTER, ent); } #define EMPLACED_CANRESPAWN 1 //---------------------------------------------------------- /*QUAKED emplaced_gun (0 0 1) (-30 -20 8) (30 20 60) CANRESPAWN count - if CANRESPAWN spawnflag, decides how long it is before gun respawns (in ms) */ //---------------------------------------------------------- void emplaced_gun_use( gentity_t *self, gentity_t *other, trace_t *trace ) { vec3_t fwd1, fwd2; float dot; int oldWeapon; gentity_t *activator = other; float zoffset = 50; vec3_t anglesToOwner; vec3_t vLen; float ownLen = 0; if ( self->health <= 0 ) { // can't use a dead gun. return; } if (self->activator) { return; } if (!activator->client) { return; } if (activator->client->ps.emplacedTime > level.time) { return; } if (activator->client->ps.weaponTime > 0) { return; } if (activator->client->ps.origin[2] > self->s.origin[2]+zoffset-8) { return; } //can't use it from the top if (activator->client->ps.pm_flags & PMF_DUCKED) { return; } if (activator->client->ps.isJediMaster) { //;O return; } VectorSubtract(self->s.origin, activator->client->ps.origin, vLen); ownLen = VectorLength(vLen); if (ownLen > 64) { return; } // Let's get some direction vectors for the users AngleVectors( activator->client->ps.viewangles, fwd1, NULL, NULL ); // Get the guns direction vector AngleVectors( self->pos1, fwd2, NULL, NULL ); dot = DotProduct( fwd1, fwd2 ); // Must be reasonably facing the way the gun points ( 110 degrees or so ), otherwise we don't allow to use it. if ( dot < -0.2f ) { return; } VectorSubtract(self->s.origin, activator->client->ps.origin, fwd1); VectorNormalize(fwd1); dot = DotProduct( fwd1, fwd2 ); // Must be reasonably facing the way the gun points ( 110 degrees or so ), otherwise we don't allow to use it. if ( dot < /*-0.2f*/0.6f/*0.8f*/ ) { return; } self->boltpoint1 = 1; // don't allow using it again for half a second // if ( activator->s.number == 0 && self->delay + 500 < level.time ) // { oldWeapon = activator->s.weapon; // swap the users weapon with the emplaced gun and add the ammo the gun has to the player activator->client->ps.weapon = self->s.weapon; activator->client->ps.weaponstate = WEAPON_READY; activator->client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_EMPLACED_GUN ); //SnapVector(self->s.origin); VectorCopy(activator->client->ps.origin, self->s.origin2); activator->client->ps.emplacedIndex = self->s.number; self->s.emplacedOwner = activator->s.number; self->s.activeForcePass = NUM_FORCE_POWERS+1; // the gun will track which weapon we used to have self->s.weapon = oldWeapon; // Lock the player // activator->client->ps.eFlags |= EF_LOCKED_TO_WEAPON; activator->r.ownerNum = self->s.number; // kind of dumb, but when we are locked to the weapon, we are owned by it. self->activator = activator; // self->delay = level.time; // can't disconnect from the thing for half a second // Let the client know that we want to start our emplaced camera clamping // FIXME: if you are in the gun and you switch/restart maps, emplacedClamp will still be 1 and since // you can't change it from the console, you are stuck with really bad viewangles // char temp[32]; // gi.cvar_set("cl_emplacedClamp", "1"); // sprintf( temp, "%f", self->pos1[0] ); // gi.cvar_set("cl_emplacedPitch", temp ); // sprintf( temp, "%f", self->pos1[1] ); // gi.cvar_set("cl_emplacedYaw", temp ); // Let the gun be considered an enemy // self->svFlags |= SVF_NONNPC_ENEMY; // move the player to the center of the gun and make player not solid // activator->contents = 0; // VectorCopy( self->currentOrigin, activator->client->ps.origin ); // FIXME: trying to force the gun to look forward, but it seems to pick up the players viewangles....and // since you usually go up to the side of the gun to use it, you end up starting with a really annoying // set of viewangles. //G_SetAngles( activator, self->s.angles ); VectorSubtract(self->r.currentOrigin, activator->client->ps.origin, anglesToOwner); vectoangles(anglesToOwner, anglesToOwner); //SetClientViewAngle(activator, /*self->s.angles*/anglesToOwner); // VectorCopy(activator->s.angles, self->pos1); // Overriding these may be a bad thing.... // gi.cvar_set("cg_thirdPersonRange", "20"); // gi.cvar_set("cg_thirdPersonVertOffset", "35"); // } } void emplaced_gun_realuse( gentity_t *self, gentity_t *other, gentity_t *activator ) { emplaced_gun_use(self, other, NULL); } //---------------------------------------------------------- void emplaced_gun_pain( gentity_t *self, gentity_t *attacker, int damage ) { if ( self->health <= 0 ) { // play pain effect? } else { // if ( self->paintarget ) // { // G_UseTargets2( self, self->activator, self->paintarget ); // } //Don't do script if dead // G_ActivateBehavior( self, BSET_PAIN ); } } #define EMPLACED_GUN_HEALTH 800 //---------------------------------------------------------- void emplaced_gun_update(gentity_t *self) { vec3_t smokeOrg, puffAngle; int oldWeap; float ownLen = 0; if (self->health < 1 && !self->bolt_Head) { if (self->spawnflags & EMPLACED_CANRESPAWN) { self->bolt_Head = level.time + 4000 + self->count; } } else if (self->health < 1 && self->bolt_Head < level.time) { self->s.time = 0; self->boltpoint4 = 0; self->boltpoint3 = 0; self->health = EMPLACED_GUN_HEALTH*0.4; } if (self->boltpoint4 && self->boltpoint4 < 2 && self->s.time < level.time) { vec3_t explOrg; VectorSet( puffAngle, 0, 0, 1 ); VectorCopy(self->r.currentOrigin, explOrg); explOrg[2] += 16; //G_PlayEffect(EFFECT_EXPLOSION, explOrg, /*self->r.currentAngles*/puffAngle); G_PlayEffect(EFFECT_EXPLOSION_DETPACK, explOrg, /*self->r.currentAngles*/puffAngle); self->boltpoint3 = level.time + Q_irand(2500, 3500); G_RadiusDamage(self->r.currentOrigin, self, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN); self->s.time = -1; self->boltpoint4 = 2; } if (self->boltpoint3 > level.time) { if (self->boltpoint2 < level.time) { VectorSet( puffAngle, 0, 0, 1 ); VectorCopy(self->r.currentOrigin, smokeOrg); smokeOrg[2] += 60; //What.. was I thinking? G_PlayEffect(EFFECT_SMOKE, smokeOrg, puffAngle); self->boltpoint2 = level.time + Q_irand(250, 400); //This would be much better if we checked a value on the entity on the client //and then spawned smoke there instead of sending over a bunch of events. But //this will do for now, an event every 250-400ms isn't too bad. } } if (self->activator && self->activator->client && self->activator->inuse) { vec3_t vLen; VectorSubtract(self->s.origin, self->activator->client->ps.origin, vLen); ownLen = VectorLength(vLen); if (!(self->activator->client->pers.cmd.buttons & BUTTON_USE) && self->boltpoint1) { self->boltpoint1 = 0; } if ((self->activator->client->pers.cmd.buttons & BUTTON_USE) && !self->boltpoint1) { self->activator->client->ps.emplacedIndex = 0; self->nextthink = level.time + 50; return; } } if ((self->activator && self->activator->client) && (!self->activator->inuse || self->activator->client->ps.emplacedIndex != self->s.number || self->boltpoint4 || ownLen > 64)) { if (self->activator->client->ps.stats[STAT_WEAPONS] & ( 1 << WP_EMPLACED_GUN )) { self->activator->client->ps.stats[STAT_WEAPONS] -= ( 1 << WP_EMPLACED_GUN ); } //VectorCopy(self->s.origin2, self->activator->client->ps.origin); oldWeap = self->activator->client->ps.weapon; self->activator->client->ps.weapon = self->s.weapon; self->s.weapon = oldWeap; self->activator->r.ownerNum = ENTITYNUM_NONE; self->activator->client->ps.emplacedTime = level.time + 1000; self->activator->client->ps.emplacedIndex = 0; self->activator = NULL; self->s.activeForcePass = 0; } else if (self->activator && self->activator->client) { self->activator->client->ps.weapon = WP_EMPLACED_GUN; self->activator->client->ps.weaponstate = WEAPON_READY; } self->nextthink = level.time + 50; } //---------------------------------------------------------- void emplaced_gun_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { if (self->boltpoint4) { return; } self->boltpoint4 = 1; self->s.time = level.time + 3000; self->bolt_Head = 0; } void SP_emplaced_gun( gentity_t *ent ) { //char name[] = "models/map_objects/imp_mine/turret_chair.glm"; char name[] = "models/map_objects/mp/turret_chair.glm"; vec3_t down; trace_t tr; RegisterItem( BG_FindItemForWeapon(WP_BLASTER) ); //Emplaced gun uses many of the same assets as the blaster, so just precache it ent->r.contents = CONTENTS_SOLID; ent->s.solid = SOLID_BBOX; ent->bolt_Head = 0; VectorSet( ent->r.mins, -30, -20, 8 ); VectorSet( ent->r.maxs, 30, 20, 60 ); VectorCopy(ent->s.origin, down); down[2] -= 1024; trap_Trace(&tr, ent->s.origin, ent->r.mins, ent->r.maxs, down, ent->s.number, MASK_SOLID); if (tr.fraction != 1 && !tr.allsolid && !tr.startsolid) { VectorCopy(tr.endpos, ent->s.origin); } ent->spawnflags |= 4; // deadsolid ent->health = EMPLACED_GUN_HEALTH; if (ent->spawnflags & EMPLACED_CANRESPAWN) { //make it somewhat easier to kill if it can respawn ent->health *= 0.4; } ent->boltpoint4 = 0; ent->takedamage = qtrue; ent->pain = emplaced_gun_pain; ent->die = emplaced_gun_die; // being caught in this thing when it blows would be really bad. ent->splashDamage = 80; ent->splashRadius = 128; // G_EffectIndex( "emplaced/explode" ); // G_EffectIndex( "emplaced/dead_smoke" ); // amount of ammo that this little poochie has G_SpawnInt( "count", "600", &ent->count ); ent->s.modelindex = G_ModelIndex( name ); ent->s.modelGhoul2 = 1; ent->s.g2radius = 110; //trap_G2API_InitGhoul2Model( ent->s.ghoul2, name, ent->s.modelindex ); //g2r trap_G2API_InitGhoul2Model( &ent->s, name, ent->s.modelindex, 0, 0, 0, 0 ); // Activate our tags and bones // ent->headBolt = gi.G2API_AddBolt( &ent->s.ghoul2[0], "*seat" ); // ent->handLBolt = gi.G2API_AddBolt( &ent->s.ghoul2[0], "*flash01" ); // ent->handRBolt = gi.G2API_AddBolt( &ent->s.ghoul2[0], "*flash02" ); // gi.G2API_SetBoneAngles( &ent->s.ghoul2[0], "swivel_bone", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL); // RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN )); ent->s.weapon = WP_EMPLACED_GUN; // SnapVector(ent->s.origin); G_SetOrigin( ent, ent->s.origin ); //G_SetAngles( ent, ent->s.angles ); // store base angles for later VectorCopy( ent->s.angles, ent->pos1 ); VectorCopy( ent->s.angles, ent->r.currentAngles ); VectorCopy( ent->s.angles, ent->s.apos.trBase ); ent->think = emplaced_gun_update; ent->nextthink = level.time + 50; // ent->e_UseFunc = useF_emplaced_gun_use; ent->use = emplaced_gun_realuse; //ent->touch = emplaced_gun_use; ent->r.svFlags |= SVF_PLAYER_USABLE; ent->s.pos.trType = TR_STATIONARY; ent->s.owner = MAX_CLIENTS+1; ent->s.shouldtarget = qtrue; ent->s.teamowner = 0; /* angswiv[ROLL] = 0; angswiv[PITCH] = 0; angswiv[YAW] = 70; trap_G2API_SetBoneAngles(ent->s.ghoul2, 0, "swivel_bone", angswiv, BONE_ANGLES_REPLACE, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL, 0, level.time); */ //g2r ent->s.trickedentindex = trap_G2API_AddBolt(ent->s.ghoul2, 0, "*seat"); //g2r ent->s.bolt1 = trap_G2API_AddBolt(ent->s.ghoul2, 0, "*flash01"); //g2r ent->s.bolt2 = trap_G2API_AddBolt(ent->s.ghoul2, 0, "*flash02"); trap_LinkEntity(ent); }