yquake2remaster/original/xatrix/g_weapon.c

1833 lines
36 KiB
C

/*
* Copyright (c) ZeniMax Media Inc.
* Licensed under the GNU General Public License 2.0.
*/
/* =======================================================================
*
* Weapon support functions.
*
* =======================================================================
*/
#include "header/local.h"
extern void SP_item_foodcube(edict_t *best);
/*
* This is a support routine used when a client is firing
* a non-instant attack weapon. It checks to see if a
* monster's dodge function should be called.
*/
void
check_dodge(edict_t *self, vec3_t start, vec3_t dir, int speed)
{
vec3_t end;
vec3_t v;
trace_t tr;
float eta;
if (!self)
{
return;
}
/* easy mode only ducks one quarter the time */
if (skill->value == SKILL_EASY)
{
if (random() > 0.25)
{
return;
}
}
VectorMA(start, 8192, dir, end);
tr = gi.trace(start, NULL, NULL, end, self, MASK_SHOT);
if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) &&
(tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
{
VectorSubtract(tr.endpos, start, v);
eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
tr.ent->monsterinfo.dodge(tr.ent, self, eta);
}
}
/*
* Used for all impact (hit/punch/slash) attacks
*/
qboolean
fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
{
trace_t tr;
vec3_t forward, right, up;
vec3_t v;
vec3_t point;
float range;
vec3_t dir;
if (!self)
{
return false;
}
if (!self->enemy)
{
return false;
}
/* see if enemy is in range */
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
range = VectorLength(dir);
if (range > aim[0])
{
return false;
}
if ((aim[1] > self->mins[0]) && (aim[1] < self->maxs[0]))
{
/* the hit is straight on so back the range up to the edge of their bbox */
range -= self->enemy->maxs[0];
}
else
{
/* this is a side hit so adjust the "right" value out to the edge of their bbox */
if (aim[1] < 0)
{
aim[1] = self->enemy->mins[0];
}
else
{
aim[1] = self->enemy->maxs[0];
}
}
VectorMA(self->s.origin, range, dir, point);
tr = gi.trace(self->s.origin, NULL, NULL, point, self, MASK_SHOT);
if (tr.fraction < 1)
{
if (!tr.ent->takedamage)
{
return false;
}
/* if it will hit any client/monster then hit the one we wanted to hit */
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
{
tr.ent = self->enemy;
}
}
AngleVectors(self->s.angles, forward, right, up);
VectorMA(self->s.origin, range, forward, point);
VectorMA(point, aim[1], right, point);
VectorMA(point, aim[2], up, point);
VectorSubtract(point, self->enemy->s.origin, dir);
/* do the damage */
T_Damage(tr.ent, self, self, dir, point, vec3_origin,
damage, kick / 2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
{
return false;
}
/* do our special form of knockback here */
VectorMA(self->enemy->absmin, 0.5, self->enemy->size, v);
VectorSubtract(v, point, v);
VectorNormalize(v);
VectorMA(self->enemy->velocity, kick, v, self->enemy->velocity);
if (self->enemy->velocity[2] > 0)
{
self->enemy->groundentity = NULL;
}
return true;
}
/*
* This is an internal support routine used for bullet/pellet based weapons.
*/
void
fire_lead(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick,
int te_impact, int hspread, int vspread, int mod)
{
trace_t tr;
vec3_t dir;
vec3_t forward, right, up;
vec3_t end;
float r;
float u;
vec3_t water_start;
qboolean water = false;
int content_mask = MASK_SHOT | MASK_WATER;
if (!self)
{
return;
}
tr = gi.trace(self->s.origin, NULL, NULL, start, self, MASK_SHOT);
if (!(tr.fraction < 1.0))
{
vectoangles(aimdir, dir);
AngleVectors(dir, forward, right, up);
r = crandom() * hspread;
u = crandom() * vspread;
VectorMA(start, 8192, forward, end);
VectorMA(end, r, right, end);
VectorMA(end, u, up, end);
if (gi.pointcontents(start) & MASK_WATER)
{
water = true;
VectorCopy(start, water_start);
content_mask &= ~MASK_WATER;
}
tr = gi.trace(start, NULL, NULL, end, self, content_mask);
/* see if we hit water */
if (tr.contents & MASK_WATER)
{
int color;
water = true;
VectorCopy(tr.endpos, water_start);
if (!VectorCompare(start, tr.endpos))
{
if (tr.contents & CONTENTS_WATER)
{
if (strcmp(tr.surface->name, "*brwater") == 0)
{
color = SPLASH_BROWN_WATER;
}
else
{
color = SPLASH_BLUE_WATER;
}
}
else if (tr.contents & CONTENTS_SLIME)
{
color = SPLASH_SLIME;
}
else if (tr.contents & CONTENTS_LAVA)
{
color = SPLASH_LAVA;
}
else
{
color = SPLASH_UNKNOWN;
}
if (color != SPLASH_UNKNOWN)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_SPLASH);
gi.WriteByte(8);
gi.WritePosition(tr.endpos);
gi.WriteDir(tr.plane.normal);
gi.WriteByte(color);
gi.multicast(tr.endpos, MULTICAST_PVS);
}
/* change bullet's course when it enters water */
VectorSubtract(end, start, dir);
vectoangles(dir, dir);
AngleVectors(dir, forward, right, up);
r = crandom() * hspread * 2;
u = crandom() * vspread * 2;
VectorMA(water_start, 8192, forward, end);
VectorMA(end, r, right, end);
VectorMA(end, u, up, end);
}
/* re-trace ignoring water this time */
tr = gi.trace(water_start, NULL, NULL, end, self, MASK_SHOT);
}
}
/* send gun puff / flash */
if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
{
if (tr.fraction < 1.0)
{
if (tr.ent->takedamage)
{
T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal,
damage, kick, DAMAGE_BULLET, mod);
}
else
{
if (strncmp(tr.surface->name, "sky", 3) != 0)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(te_impact);
gi.WritePosition(tr.endpos);
gi.WriteDir(tr.plane.normal);
gi.multicast(tr.endpos, MULTICAST_PVS);
if (self->client)
{
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}
}
}
}
}
/* if went through water, determine where the end and make a bubble trail */
if (water)
{
vec3_t pos;
VectorSubtract(tr.endpos, water_start, dir);
VectorNormalize(dir);
VectorMA(tr.endpos, -2, dir, pos);
if (gi.pointcontents(pos) & MASK_WATER)
{
VectorCopy(pos, tr.endpos);
}
else
{
tr = gi.trace(pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
}
VectorAdd(water_start, tr.endpos, pos);
VectorScale(pos, 0.5, pos);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BUBBLETRAIL);
gi.WritePosition(water_start);
gi.WritePosition(tr.endpos);
gi.multicast(pos, MULTICAST_PVS);
}
}
/*
* Fires a single round. Used for machinegun and chaingun.
* Would be fine for pistols, rifles, etc....
*/
void
fire_bullet(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int kick, int hspread, int vspread, int mod)
{
if (!self)
{
return;
}
fire_lead(self, start, aimdir, damage, kick, TE_GUNSHOT,
hspread, vspread, mod);
}
/*
* Shoots shotgun pellets. Used by shotgun and super shotgun.
*/
void
fire_shotgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int kick, int hspread, int vspread, int count, int mod)
{
int i;
if (!self)
{
return;
}
for (i = 0; i < count; i++)
{
fire_lead(self, start, aimdir, damage, kick,
TE_SHOTGUN, hspread, vspread, mod);
}
}
/*
* Fires a single blaster bolt. Used by the blaster and hyper blaster.
*/
void
blaster_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
int mod;
vec3_t normal;
if (!self || !other)
{
G_FreeEdict(self);
return;
}
if (other == self->owner)
{
return;
}
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict(self);
return;
}
if (self->owner->client)
{
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
}
get_normal_vector(plane, normal);
if (other->takedamage)
{
if (self->spawnflags & 1)
{
mod = MOD_HYPERBLASTER;
}
else
{
mod = MOD_BLASTER;
}
T_Damage(other, self, self->owner, self->velocity, self->s.origin,
normal, self->dmg, 1, DAMAGE_ENERGY, mod);
}
else
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BLASTER);
gi.WritePosition(self->s.origin);
gi.WriteDir(normal);
gi.multicast(self->s.origin, MULTICAST_PVS);
}
G_FreeEdict(self);
}
void
fire_blaster(edict_t *self, vec3_t start, vec3_t dir, int damage,
int speed, int effect, qboolean hyper)
{
edict_t *bolt;
trace_t tr;
if (!self)
{
return;
}
VectorNormalize(dir);
bolt = G_Spawn();
bolt->svflags = SVF_DEADMONSTER;
/* yes, I know it looks weird that projectiles are deadmonsters
what this means is that when prediction is used against the object
(blaster/hyperblaster shots), the player won't be solid clipped against
the object. Right now trying to run into a firing hyperblaster
is very jerky since you are predicted 'against' the shots. */
VectorCopy(start, bolt->s.origin);
VectorCopy(start, bolt->s.old_origin);
vectoangles(dir, bolt->s.angles);
VectorScale(dir, speed, bolt->velocity);
bolt->movetype = MOVETYPE_FLYMISSILE;
bolt->clipmask = MASK_SHOT;
bolt->solid = SOLID_BBOX;
bolt->s.effects |= effect;
VectorClear(bolt->mins);
VectorClear(bolt->maxs);
bolt->s.modelindex = gi.modelindex("models/objects/laser/tris.md2");
bolt->s.sound = gi.soundindex("misc/lasfly.wav");
bolt->owner = self;
bolt->touch = blaster_touch;
bolt->nextthink = level.time + 2;
bolt->think = G_FreeEdict;
bolt->dmg = damage;
bolt->classname = "bolt";
if (hyper)
{
bolt->spawnflags = 1;
}
gi.linkentity(bolt);
if (self->client)
{
check_dodge(self, bolt->s.origin, dir, speed);
}
tr = gi.trace(self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
if (tr.fraction < 1.0)
{
VectorMA(bolt->s.origin, -10, dir, bolt->s.origin);
bolt->touch(bolt, tr.ent, NULL, NULL);
}
}
void
fire_blueblaster(edict_t *self, vec3_t start, vec3_t dir, int damage,
int speed, int effect)
{
edict_t *bolt;
trace_t tr;
if (!self)
{
return;
}
VectorNormalize(dir);
bolt = G_Spawn();
VectorCopy(start, bolt->s.origin);
VectorCopy(start, bolt->s.old_origin);
vectoangles(dir, bolt->s.angles);
VectorScale(dir, speed, bolt->velocity);
bolt->movetype = MOVETYPE_FLYMISSILE;
bolt->clipmask = MASK_SHOT;
bolt->solid = SOLID_BBOX;
bolt->s.effects |= effect;
VectorClear(bolt->mins);
VectorClear(bolt->maxs);
bolt->s.modelindex = gi.modelindex("models/objects/blaser/tris.md2");
bolt->s.sound = gi.soundindex("misc/lasfly.wav");
bolt->owner = self;
bolt->touch = blaster_touch;
bolt->nextthink = level.time + 2;
bolt->think = G_FreeEdict;
bolt->dmg = damage;
bolt->classname = "bolt";
gi.linkentity(bolt);
if (self->client)
{
check_dodge(self, bolt->s.origin, dir, speed);
}
tr = gi.trace(self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
if (tr.fraction < 1.0)
{
VectorMA(bolt->s.origin, -10, dir, bolt->s.origin);
bolt->touch(bolt, tr.ent, NULL, NULL);
}
}
void
Grenade_Explode(edict_t *ent)
{
vec3_t origin;
int mod;
if (!ent)
{
return;
}
if (ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
}
if (ent->enemy)
{
float points;
vec3_t v;
vec3_t dir;
VectorAdd(ent->enemy->mins, ent->enemy->maxs, v);
VectorMA(ent->enemy->s.origin, 0.5, v, v);
VectorSubtract(ent->s.origin, v, v);
points = ent->dmg - 0.5 * VectorLength(v);
VectorSubtract(ent->enemy->s.origin, ent->s.origin, dir);
if (ent->spawnflags & 1)
{
mod = MOD_HANDGRENADE;
}
else
{
mod = MOD_GRENADE;
}
T_Damage(ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin,
(int)points, (int)points, DAMAGE_RADIUS, mod);
}
if (ent->spawnflags & 2)
{
mod = MOD_HELD_GRENADE;
}
else if (ent->spawnflags & 1)
{
mod = MOD_HG_SPLASH;
}
else
{
mod = MOD_G_SPLASH;
}
T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
VectorMA(ent->s.origin, -0.02, ent->velocity, origin);
gi.WriteByte(svc_temp_entity);
if (ent->waterlevel)
{
if (ent->groundentity)
{
gi.WriteByte(TE_GRENADE_EXPLOSION_WATER);
}
else
{
gi.WriteByte(TE_ROCKET_EXPLOSION_WATER);
}
}
else
{
if (ent->groundentity)
{
gi.WriteByte(TE_GRENADE_EXPLOSION);
}
else
{
gi.WriteByte(TE_ROCKET_EXPLOSION);
}
}
gi.WritePosition(origin);
gi.multicast(ent->s.origin, MULTICAST_PHS);
G_FreeEdict(ent);
}
void
Grenade_Touch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (!ent || !other)
{
G_FreeEdict(ent);
return;
}
if (other == ent->owner)
{
return;
}
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict(ent);
return;
}
if (!other->takedamage)
{
if (ent->spawnflags & 1)
{
if (random() > 0.5)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/hgrenb1a.wav"),
1, ATTN_NORM, 0);
}
else
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/hgrenb2a.wav"),
1, ATTN_NORM, 0);
}
}
else
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/grenlb1b.wav"),
1, ATTN_NORM, 0);
}
return;
}
ent->enemy = other;
Grenade_Explode(ent);
}
void
fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int speed, float timer, float damage_radius)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
if (!self)
{
return;
}
vectoangles(aimdir, dir);
AngleVectors(dir, forward, right, up);
grenade = G_Spawn();
VectorCopy(start, grenade->s.origin);
VectorScale(aimdir, speed, grenade->velocity);
VectorMA(grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
VectorMA(grenade->velocity, crandom() * 10.0, right, grenade->velocity);
VectorSet(grenade->avelocity, 300, 300, 300);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_GRENADE;
VectorClear(grenade->mins);
VectorClear(grenade->maxs);
grenade->s.modelindex = gi.modelindex("models/objects/grenade/tris.md2");
grenade->owner = self;
grenade->touch = Grenade_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Grenade_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "grenade";
gi.linkentity(grenade);
}
void
fire_grenade2(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int speed, float timer, float damage_radius, qboolean held)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
if (!self)
{
return;
}
vectoangles(aimdir, dir);
AngleVectors(dir, forward, right, up);
grenade = G_Spawn();
VectorCopy(start, grenade->s.origin);
VectorScale(aimdir, speed, grenade->velocity);
VectorMA(grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
VectorMA(grenade->velocity, crandom() * 10.0, right, grenade->velocity);
VectorSet(grenade->avelocity, 300, 300, 300);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_GRENADE;
VectorClear(grenade->mins);
VectorClear(grenade->maxs);
grenade->s.modelindex = gi.modelindex("models/objects/grenade2/tris.md2");
grenade->owner = self;
grenade->touch = Grenade_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Grenade_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "hgrenade";
if (held)
{
grenade->spawnflags = 3;
}
else
{
grenade->spawnflags = 1;
}
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
if (timer <= 0.0)
{
Grenade_Explode(grenade);
}
else
{
gi.sound(self, CHAN_WEAPON, gi.soundindex("weapons/hgrent1a.wav"),
1, ATTN_NORM, 0);
gi.linkentity(grenade);
}
}
void
rocket_touch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
vec3_t normal;
int n;
if (!ent || !other)
{
G_FreeEdict(ent);
return;
}
if (other == ent->owner)
{
return;
}
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict(ent);
return;
}
if (ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
}
/* calculate position for the explosion entity */
VectorMA(ent->s.origin, -0.02, ent->velocity, origin);
if (other->takedamage)
{
get_normal_vector(plane, normal);
T_Damage(other, ent, ent->owner, ent->velocity, ent->s.origin,
normal, ent->dmg, 0, 0, MOD_ROCKET);
}
else
{
/* don't throw any debris in net games */
if (!deathmatch->value && !coop->value)
{
if ((surf) && !(surf->flags &
(SURF_WARP | SURF_TRANS33 | SURF_TRANS66 | SURF_FLOWING)))
{
n = rand() % 5;
while (n--)
{
ThrowDebris(ent, "models/objects/debris2/tris.md2",
2, ent->s.origin);
}
}
}
}
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other,
ent->dmg_radius, MOD_R_SPLASH);
gi.WriteByte(svc_temp_entity);
if (ent->waterlevel)
{
gi.WriteByte(TE_ROCKET_EXPLOSION_WATER);
}
else
{
gi.WriteByte(TE_ROCKET_EXPLOSION);
}
gi.WritePosition(origin);
gi.multicast(ent->s.origin, MULTICAST_PHS);
G_FreeEdict(ent);
}
void
fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage,
int speed, float damage_radius, int radius_damage)
{
edict_t *rocket;
if (!self)
{
return;
}
rocket = G_Spawn();
VectorCopy(start, rocket->s.origin);
VectorCopy(dir, rocket->movedir);
vectoangles(dir, rocket->s.angles);
VectorScale(dir, speed, rocket->velocity);
rocket->movetype = MOVETYPE_FLYMISSILE;
rocket->clipmask = MASK_SHOT;
rocket->solid = SOLID_BBOX;
rocket->s.effects |= EF_ROCKET;
VectorClear(rocket->mins);
VectorClear(rocket->maxs);
rocket->s.modelindex = gi.modelindex("models/objects/rocket/tris.md2");
rocket->owner = self;
rocket->touch = rocket_touch;
rocket->nextthink = level.time + (8000.0f / (float)speed);
rocket->think = G_FreeEdict;
rocket->dmg = damage;
rocket->radius_dmg = radius_damage;
rocket->dmg_radius = damage_radius;
rocket->s.sound = gi.soundindex("weapons/rockfly.wav");
rocket->classname = "rocket";
if (self->client)
{
check_dodge(self, rocket->s.origin, dir, speed);
}
gi.linkentity(rocket);
}
void
fire_rail(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
{
vec3_t from;
vec3_t end;
trace_t tr;
edict_t *ignore;
int mask;
qboolean water;
if (!self)
{
return;
}
VectorMA(start, 8192, aimdir, end);
VectorCopy(start, from);
ignore = self;
water = false;
mask = MASK_SHOT | CONTENTS_SLIME | CONTENTS_LAVA;
while (ignore)
{
tr = gi.trace(from, NULL, NULL, end, ignore, mask);
if (tr.contents & (CONTENTS_SLIME | CONTENTS_LAVA))
{
mask &= ~(CONTENTS_SLIME | CONTENTS_LAVA);
water = true;
}
else
{
/* -added so rail goes through SOLID_BBOX entities (gibs, etc) */
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
(tr.ent->solid == SOLID_BBOX))
{
ignore = tr.ent;
}
else
{
ignore = NULL;
}
if ((tr.ent != self) && (tr.ent->takedamage))
{
T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal,
damage, kick, 0, MOD_RAILGUN);
}
else
{
ignore = NULL;
}
}
VectorCopy(tr.endpos, from);
}
/* send gun puff / flash */
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_RAILTRAIL);
gi.WritePosition(start);
gi.WritePosition(tr.endpos);
gi.multicast(self->s.origin, MULTICAST_PHS);
if (water)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_RAILTRAIL);
gi.WritePosition(start);
gi.WritePosition(tr.endpos);
gi.multicast(tr.endpos, MULTICAST_PHS);
}
if (self->client)
{
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}
}
void
bfg_explode(edict_t *self)
{
edict_t *ent;
float points;
vec3_t v;
float dist;
if (!self)
{
return;
}
if (self->s.frame == 0)
{
/* the BFG effect */
ent = NULL;
while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
{
if (!ent->takedamage)
{
continue;
}
if (ent == self->owner)
{
continue;
}
if (!CanDamage(ent, self))
{
continue;
}
if (!CanDamage(ent, self->owner))
{
continue;
}
VectorAdd(ent->mins, ent->maxs, v);
VectorMA(ent->s.origin, 0.5, v, v);
VectorSubtract(self->s.origin, v, v);
dist = VectorLength(v);
points = self->radius_dmg * (1.0 - sqrt(dist / self->dmg_radius));
if (ent == self->owner)
{
points = points * 0.5;
}
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BFG_EXPLOSION);
gi.WritePosition(ent->s.origin);
gi.multicast(ent->s.origin, MULTICAST_PHS);
T_Damage(ent, self, self->owner, self->velocity, ent->s.origin,
vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
}
}
self->nextthink = level.time + FRAMETIME;
self->s.frame++;
if (self->s.frame == 5)
{
self->think = G_FreeEdict;
}
}
void
bfg_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t normal;
if (!self || !other)
{
G_FreeEdict(self);
return;
}
if (other == self->owner)
{
return;
}
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict(self);
return;
}
if (self->owner->client)
{
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
}
/* core explosion - prevents firing it into the wall/floor */
if (other->takedamage)
{
get_normal_vector(plane, normal);
T_Damage(other, self, self->owner, self->velocity, self->s.origin,
normal, 200, 0, 0, MOD_BFG_BLAST);
}
T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
self->solid = SOLID_NOT;
self->touch = NULL;
VectorMA(self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
VectorClear(self->velocity);
self->s.modelindex = gi.modelindex("sprites/s_bfg3.sp2");
self->s.frame = 0;
self->s.sound = 0;
self->s.effects &= ~EF_ANIM_ALLFAST;
self->think = bfg_explode;
self->nextthink = level.time + FRAMETIME;
self->enemy = other;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BFG_BIGEXPLOSION);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.origin, MULTICAST_PVS);
}
void
bfg_think(edict_t *self)
{
edict_t *ent;
edict_t *ignore;
vec3_t point;
vec3_t dir;
vec3_t start;
vec3_t end;
int dmg;
trace_t tr;
if (!self)
{
return;
}
if (deathmatch->value)
{
dmg = 5;
}
else
{
dmg = 10;
}
ent = NULL;
while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
{
if (ent == self)
{
continue;
}
if (ent == self->owner)
{
continue;
}
if (!ent->takedamage)
{
continue;
}
if (!(ent->svflags & SVF_MONSTER) && (!ent->client) &&
(strcmp(ent->classname, "misc_explobox") != 0))
{
continue;
}
VectorMA(ent->absmin, 0.5, ent->size, point);
VectorSubtract(point, self->s.origin, dir);
VectorNormalize(dir);
ignore = self;
VectorCopy(self->s.origin, start);
VectorMA(start, 2048, dir, end);
while (1)
{
tr = gi.trace(start, NULL, NULL, end, ignore,
CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_DEADMONSTER);
if (!tr.ent)
{
break;
}
/* hurt it if we can */
if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) &&
(tr.ent != self->owner))
{
T_Damage(tr.ent, self, self->owner, dir, tr.endpos,
vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
}
/* if we hit something that's not a monster or player we're done */
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_LASER_SPARKS);
gi.WriteByte(4);
gi.WritePosition(tr.endpos);
gi.WriteDir(tr.plane.normal);
gi.WriteByte(self->s.skinnum);
gi.multicast(tr.endpos, MULTICAST_PVS);
break;
}
ignore = tr.ent;
VectorCopy(tr.endpos, start);
}
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BFG_LASER);
gi.WritePosition(self->s.origin);
gi.WritePosition(tr.endpos);
gi.multicast(self->s.origin, MULTICAST_PHS);
}
self->nextthink = level.time + FRAMETIME;
}
void
fire_bfg(edict_t *self, vec3_t start, vec3_t dir, int damage,
int speed, float damage_radius)
{
edict_t *bfg;
if (!self)
{
return;
}
bfg = G_Spawn();
VectorCopy(start, bfg->s.origin);
VectorCopy(dir, bfg->movedir);
vectoangles(dir, bfg->s.angles);
VectorScale(dir, speed, bfg->velocity);
bfg->movetype = MOVETYPE_FLYMISSILE;
bfg->clipmask = MASK_SHOT;
bfg->solid = SOLID_BBOX;
bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
VectorClear(bfg->mins);
VectorClear(bfg->maxs);
bfg->s.modelindex = gi.modelindex("sprites/s_bfg1.sp2");
bfg->owner = self;
bfg->touch = bfg_touch;
bfg->nextthink = level.time + (8000.0f / (float)speed);
bfg->think = G_FreeEdict;
bfg->radius_dmg = damage;
bfg->dmg_radius = damage_radius;
bfg->classname = "bfg blast";
bfg->s.sound = gi.soundindex("weapons/bfg__l1a.wav");
bfg->think = bfg_think;
bfg->nextthink = level.time + FRAMETIME;
bfg->teammaster = bfg;
bfg->teamchain = NULL;
if (self->client)
{
check_dodge(self, bfg->s.origin, dir, speed);
}
gi.linkentity(bfg);
}
void
ionripper_sparks(edict_t *self)
{
if (!self)
{
return;
}
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_WELDING_SPARKS);
gi.WriteByte(0);
gi.WritePosition(self->s.origin);
gi.WriteDir(vec3_origin);
gi.WriteByte(0xe4 + (rand() & 3));
gi.multicast(self->s.origin, MULTICAST_PVS);
G_FreeEdict(self);
}
void
ionripper_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t normal;
if (!self || !other)
{
return;
}
if (other == self->owner)
{
return;
}
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict(self);
return;
}
if (self->owner->client)
{
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
}
if (other->takedamage)
{
get_normal_vector(plane, normal);
T_Damage(other, self, self->owner, self->velocity, self->s.origin,
normal, self->dmg, 1, DAMAGE_ENERGY, MOD_RIPPER);
G_FreeEdict(self);
}
}
void
fire_ionripper(edict_t *self, vec3_t start, vec3_t dir, int damage,
int speed, int effect)
{
edict_t *ion;
trace_t tr;
if (!self)
{
return;
}
VectorNormalize(dir);
ion = G_Spawn();
VectorCopy(start, ion->s.origin);
VectorCopy(start, ion->s.old_origin);
vectoangles(dir, ion->s.angles);
VectorScale(dir, speed, ion->velocity);
ion->movetype = MOVETYPE_WALLBOUNCE;
ion->clipmask = MASK_SHOT;
ion->solid = SOLID_BBOX;
ion->s.effects |= effect;
ion->s.renderfx |= RF_FULLBRIGHT;
VectorClear(ion->mins);
VectorClear(ion->maxs);
ion->s.modelindex = gi.modelindex("models/objects/boomrang/tris.md2");
ion->s.sound = gi.soundindex("misc/lasfly.wav");
ion->owner = self;
ion->touch = ionripper_touch;
ion->nextthink = level.time + 3;
ion->think = ionripper_sparks;
ion->dmg = damage;
ion->dmg_radius = 100;
gi.linkentity(ion);
if (self->client)
{
check_dodge(self, ion->s.origin, dir, speed);
}
tr = gi.trace(self->s.origin, NULL, NULL, ion->s.origin, ion, MASK_SHOT);
if (tr.fraction < 1.0)
{
VectorMA(ion->s.origin, -10, dir, ion->s.origin);
ion->touch(ion, tr.ent, NULL, NULL);
}
}
void
heat_think(edict_t *self)
{
edict_t *target = NULL;
edict_t *aquire = NULL;
vec3_t vec;
float len;
float oldlen = 0;
if (!self)
{
return;
}
/* aquire new target */
while ((target = findradius(target, self->s.origin, 1024)) != NULL)
{
if (self->owner == target)
{
continue;
}
if (!target->client)
{
continue;
}
if (target->health <= 0)
{
continue;
}
if (!infront(self, target))
{
continue;
}
if (!visible(self, target))
{
continue;
}
VectorSubtract(self->s.origin, target->s.origin, vec);
len = VectorLength(vec);
if ((!aquire) || (len < oldlen))
{
aquire = target;
oldlen = len;
}
}
if (aquire)
{
VectorSubtract(aquire->s.origin, self->s.origin, vec);
vectoangles(vec, self->s.angles);
VectorNormalize(vec);
VectorScale(vec, 500, self->velocity);
}
self->nextthink = level.time + 0.1;
}
void
fire_heat(edict_t *self, vec3_t start, vec3_t dir, int damage, int speed,
float damage_radius, int radius_damage)
{
edict_t *heat;
if (!self)
{
return;
}
heat = G_Spawn();
VectorCopy(start, heat->s.origin);
VectorCopy(dir, heat->movedir);
vectoangles(dir, heat->s.angles);
VectorScale(dir, speed, heat->velocity);
heat->movetype = MOVETYPE_FLYMISSILE;
heat->clipmask = MASK_SHOT;
heat->solid = SOLID_BBOX;
heat->s.effects |= EF_ROCKET;
VectorClear(heat->mins);
VectorClear(heat->maxs);
heat->s.modelindex = gi.modelindex("models/objects/rocket/tris.md2");
heat->owner = self;
heat->touch = rocket_touch;
heat->nextthink = level.time + 0.1;
heat->think = heat_think;
heat->dmg = damage;
heat->radius_dmg = radius_damage;
heat->dmg_radius = damage_radius;
heat->s.sound = gi.soundindex("weapons/rockfly.wav");
if (self->client)
{
check_dodge(self, heat->s.origin, dir, speed);
}
gi.linkentity(heat);
}
void
plasma_touch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
vec3_t normal;
if (!ent || !other)
{
return;
}
if (other == ent->owner)
{
return;
}
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict(ent);
return;
}
if (ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
}
/* calculate position for the explosion entity */
VectorMA(ent->s.origin, -0.02, ent->velocity, origin);
if (other->takedamage)
{
get_normal_vector(plane, normal);
T_Damage(other, ent, ent->owner, ent->velocity, ent->s.origin,
normal, ent->dmg, 0, 0, MOD_PHALANX);
}
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other,
ent->dmg_radius, MOD_PHALANX);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_PLASMA_EXPLOSION);
gi.WritePosition(origin);
gi.multicast(ent->s.origin, MULTICAST_PVS);
G_FreeEdict(ent);
}
void
fire_plasma(edict_t *self, vec3_t start, vec3_t dir, int damage,
int speed, float damage_radius, int radius_damage)
{
edict_t *plasma;
if (!self)
{
return;
}
plasma = G_Spawn();
VectorCopy(start, plasma->s.origin);
VectorCopy(dir, plasma->movedir);
vectoangles(dir, plasma->s.angles);
VectorScale(dir, speed, plasma->velocity);
plasma->movetype = MOVETYPE_FLYMISSILE;
plasma->clipmask = MASK_SHOT;
plasma->solid = SOLID_BBOX;
VectorClear(plasma->mins);
VectorClear(plasma->maxs);
plasma->owner = self;
plasma->touch = plasma_touch;
plasma->nextthink = level.time + (8000.0f / (float)speed);
plasma->think = G_FreeEdict;
plasma->dmg = damage;
plasma->radius_dmg = radius_damage;
plasma->dmg_radius = damage_radius;
plasma->s.sound = gi.soundindex("weapons/rockfly.wav");
plasma->s.modelindex = gi.modelindex("sprites/s_photon.sp2");
plasma->s.effects |= EF_PLASMA | EF_ANIM_ALLFAST;
if (self->client)
{
check_dodge(self, plasma->s.origin, dir, speed);
}
gi.linkentity(plasma);
}
void
Trap_Think(edict_t *ent)
{
edict_t *target = NULL;
edict_t *best = NULL;
vec3_t vec;
int len, i;
int oldlen = 8000;
vec3_t forward, right, up;
if (!ent)
{
return;
}
if (ent->timestamp < level.time)
{
BecomeExplosion1(ent);
return;
}
ent->nextthink = level.time + 0.1;
if (!ent->groundentity)
{
return;
}
/* ok lets do the blood effect */
if (ent->s.frame > 4)
{
if (ent->s.frame == 5)
{
if (ent->wait == 64)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/trapdown.wav"),
1, ATTN_IDLE, 0);
}
ent->wait -= 2;
ent->delay += level.time;
for (i = 0; i < 3; i++)
{
best = G_Spawn();
if (strcmp(ent->enemy->classname, "monster_gekk") == 0)
{
best->s.modelindex = gi.modelindex("models/objects/gekkgib/torso/tris.md2");
best->s.effects |= TE_GREENBLOOD;
}
else if (ent->mass > 200)
{
best->s.modelindex = gi.modelindex("models/objects/gibs/chest/tris.md2");
best->s.effects |= TE_BLOOD;
}
else
{
best->s.modelindex = gi.modelindex("models/objects/gibs/sm_meat/tris.md2");
best->s.effects |= TE_BLOOD;
}
AngleVectors(ent->s.angles, forward, right, up);
RotatePointAroundVector(vec, up, right, ((360.0 / 3) * i) + ent->delay);
VectorMA(vec, ent->wait / 2, vec, vec);
VectorAdd(vec, ent->s.origin, vec);
VectorAdd(vec, forward, best->s.origin);
best->s.origin[2] = ent->s.origin[2] + ent->wait;
VectorCopy(ent->s.angles, best->s.angles);
best->solid = SOLID_NOT;
best->s.effects |= EF_GIB;
best->takedamage = DAMAGE_YES;
best->movetype = MOVETYPE_TOSS;
best->svflags |= SVF_MONSTER;
best->deadflag = DEAD_DEAD;
VectorClear(best->mins);
VectorClear(best->maxs);
best->watertype = gi.pointcontents(best->s.origin);
if (best->watertype & MASK_WATER)
{
best->waterlevel = 1;
}
best->nextthink = level.time + 0.1;
best->think = G_FreeEdict;
gi.linkentity(best);
}
if (ent->wait < 19)
{
ent->s.frame++;
}
return;
}
ent->s.frame++;
if (ent->s.frame == 8)
{
ent->nextthink = level.time + 1.0;
ent->think = G_FreeEdict;
best = G_Spawn();
SP_item_foodcube(best);
VectorCopy(ent->s.origin, best->s.origin);
best->s.origin[2] += 16;
best->velocity[2] = 400;
best->count = ent->mass;
gi.linkentity(best);
return;
}
return;
}
ent->s.effects &= ~EF_TRAP;
if (ent->s.frame >= 4)
{
ent->s.effects |= EF_TRAP;
VectorClear(ent->mins);
VectorClear(ent->maxs);
}
if (ent->s.frame < 4)
{
ent->s.frame++;
}
while ((target = findradius(target, ent->s.origin, 256)) != NULL)
{
if (target == ent)
{
continue;
}
if (!(target->svflags & SVF_MONSTER) && !target->client)
{
continue;
}
if (target->health <= 0)
{
continue;
}
if (!visible(ent, target))
{
continue;
}
if (!best)
{
best = target;
continue;
}
VectorSubtract(ent->s.origin, target->s.origin, vec);
len = VectorLength(vec);
if (len < oldlen)
{
oldlen = len;
best = target;
}
}
/* pull the enemy in */
if (best)
{
vec3_t forward;
if (best->groundentity)
{
best->s.origin[2] += 1;
best->groundentity = NULL;
}
VectorSubtract(ent->s.origin, best->s.origin, vec);
len = VectorLength(vec);
if (best->client)
{
VectorNormalize(vec);
VectorMA(best->velocity, 250, vec, best->velocity);
}
else
{
best->ideal_yaw = vectoyaw(vec);
M_ChangeYaw(best);
AngleVectors(best->s.angles, forward, NULL, NULL);
VectorScale(forward, 256, best->velocity);
}
gi.sound(ent, CHAN_VOICE, gi.soundindex(
"weapons/trapsuck.wav"), 1, ATTN_IDLE, 0);
if (len < 32)
{
if (best->mass < 400)
{
T_Damage(best, ent, ent->owner, vec3_origin, best->s.origin,
vec3_origin, 100000, 1, 0, MOD_TRAP);
ent->enemy = best;
ent->wait = 64;
VectorCopy(ent->s.origin, ent->s.old_origin);
ent->timestamp = level.time + 30;
if (deathmatch->value)
{
ent->mass = best->mass / 4;
}
else
{
ent->mass = best->mass / 10;
}
/* ok spawn the food cube */
ent->s.frame = 5;
}
else
{
BecomeExplosion1(ent);
return;
}
}
}
}
void
fire_trap(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int speed, float timer, float damage_radius, qboolean held)
{
edict_t *trap;
vec3_t dir;
vec3_t forward, right, up;
if (!self)
{
return;
}
vectoangles(aimdir, dir);
AngleVectors(dir, forward, right, up);
trap = G_Spawn();
VectorCopy(start, trap->s.origin);
VectorScale(aimdir, speed, trap->velocity);
VectorMA(trap->velocity, 200 + crandom() * 10.0, up, trap->velocity);
VectorMA(trap->velocity, crandom() * 10.0, right, trap->velocity);
VectorSet(trap->avelocity, 0, 300, 0);
trap->movetype = MOVETYPE_BOUNCE;
trap->clipmask = MASK_SHOT;
trap->solid = SOLID_BBOX;
VectorSet(trap->mins, -4, -4, 0);
VectorSet(trap->maxs, 4, 4, 8);
trap->s.modelindex = gi.modelindex("models/weapons/z_trap/tris.md2");
trap->owner = self;
trap->nextthink = level.time + 1.0;
trap->think = Trap_Think;
trap->dmg = damage;
trap->dmg_radius = damage_radius;
trap->classname = "htrap";
trap->s.sound = gi.soundindex("weapons/traploop.wav");
if (held)
{
trap->spawnflags = 3;
}
else
{
trap->spawnflags = 1;
}
if (timer <= 0.0)
{
Grenade_Explode(trap);
}
else
{
gi.linkentity(trap);
}
trap->timestamp = level.time + 30;
}