yquake2remaster/original/ctf/g_weapon.c

1100 lines
23 KiB
C

/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Weapon support functions.
*
* =======================================================================
*/
#include "header/local.h"
/*
* This is a support routine used when a client is firing
* a non-instant attack weapon. It checks to see if a
* monster's dodge function should be called.
*/
static void
check_dodge(edict_t *self, vec3_t start, vec3_t dir, int speed)
{
vec3_t end;
vec3_t v;
trace_t tr;
float eta;
/* easy mode only ducks one quarter the time */
if (skill->value == 0)
{
if (random() > 0.25)
{
return;
}
}
VectorMA(start, 8192, dir, end);
tr = gi.trace(start, NULL, NULL, end, self, MASK_SHOT);
if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) &&
(tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
{
VectorSubtract(tr.endpos, start, v);
eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
tr.ent->monsterinfo.dodge(tr.ent, self, eta);
}
}
/*
* Used for all impact (hit/punch/slash) attacks
*/
qboolean
fire_hit(edict_t *self, vec3_t aim, int damage, int kick)
{
trace_t tr;
vec3_t forward, right, up;
vec3_t v;
vec3_t point;
float range;
vec3_t dir;
/* see if enemy is in range */
VectorSubtract(self->enemy->s.origin, self->s.origin, dir);
range = VectorLength(dir);
if (range > aim[0])
{
return false;
}
if ((aim[1] > self->mins[0]) && (aim[1] < self->maxs[0]))
{
/* the hit is straight on so back the
range up to the edge of their bbox */
range -= self->enemy->maxs[0];
}
else
{
/* this is a side hit so adjust the "right"
value out to the edge of their bbox */
if (aim[1] < 0)
{
aim[1] = self->enemy->mins[0];
}
else
{
aim[1] = self->enemy->maxs[0];
}
}
VectorMA(self->s.origin, range, dir, point);
tr = gi.trace(self->s.origin, NULL, NULL, point, self, MASK_SHOT);
if (tr.fraction < 1)
{
if (!tr.ent->takedamage)
{
return false;
}
/* if it will hit any client/monster then hit the one we wanted to hit */
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
{
tr.ent = self->enemy;
}
}
AngleVectors(self->s.angles, forward, right, up);
VectorMA(self->s.origin, range, forward, point);
VectorMA(point, aim[1], right, point);
VectorMA(point, aim[2], up, point);
VectorSubtract(point, self->enemy->s.origin, dir);
/* do the damage */
T_Damage(tr.ent, self, self, dir, point, vec3_origin,
damage, kick / 2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
{
return false;
}
/* do our special form of knockback here */
VectorMA(self->enemy->absmin, 0.5, self->enemy->size, v);
VectorSubtract(v, point, v);
VectorNormalize(v);
VectorMA(self->enemy->velocity, kick, v, self->enemy->velocity);
if (self->enemy->velocity[2] > 0)
{
self->enemy->groundentity = NULL;
}
return true;
}
/*
* This is an internal support routine
* used for bullet/pellet based weapons.
*/
static void
fire_lead(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int kick, int te_impact, int hspread, int vspread, int mod)
{
trace_t tr;
vec3_t dir;
vec3_t forward, right, up;
vec3_t end;
float r;
float u;
vec3_t water_start;
qboolean water = false;
int content_mask = MASK_SHOT | MASK_WATER;
tr = gi.trace(self->s.origin, NULL, NULL, start, self, MASK_SHOT);
if (!(tr.fraction < 1.0))
{
vectoangles(aimdir, dir);
AngleVectors(dir, forward, right, up);
r = crandom() * hspread;
u = crandom() * vspread;
VectorMA(start, 8192, forward, end);
VectorMA(end, r, right, end);
VectorMA(end, u, up, end);
if (gi.pointcontents(start) & MASK_WATER)
{
water = true;
VectorCopy(start, water_start);
content_mask &= ~MASK_WATER;
}
tr = gi.trace(start, NULL, NULL, end, self, content_mask);
/* see if we hit water */
if (tr.contents & MASK_WATER)
{
int color;
water = true;
VectorCopy(tr.endpos, water_start);
if (!VectorCompare(start, tr.endpos))
{
if (tr.contents & CONTENTS_WATER)
{
if (strcmp(tr.surface->name, "*brwater") == 0)
{
color = SPLASH_BROWN_WATER;
}
else
{
color = SPLASH_BLUE_WATER;
}
}
else if (tr.contents & CONTENTS_SLIME)
{
color = SPLASH_SLIME;
}
else if (tr.contents & CONTENTS_LAVA)
{
color = SPLASH_LAVA;
}
else
{
color = SPLASH_UNKNOWN;
}
if (color != SPLASH_UNKNOWN)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_SPLASH);
gi.WriteByte(8);
gi.WritePosition(tr.endpos);
gi.WriteDir(tr.plane.normal);
gi.WriteByte(color);
gi.multicast(tr.endpos, MULTICAST_PVS);
}
/* change bullet's course when it enters water */
VectorSubtract(end, start, dir);
vectoangles(dir, dir);
AngleVectors(dir, forward, right, up);
r = crandom() * hspread * 2;
u = crandom() * vspread * 2;
VectorMA(water_start, 8192, forward, end);
VectorMA(end, r, right, end);
VectorMA(end, u, up, end);
}
/* re-trace ignoring water this time */
tr = gi.trace(water_start, NULL, NULL, end, self, MASK_SHOT);
}
}
/* send gun puff / flash */
if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
{
if (tr.fraction < 1.0)
{
if (tr.ent->takedamage)
{
T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal,
damage, kick, DAMAGE_BULLET, mod);
}
else
{
if (strncmp(tr.surface->name, "sky", 3) != 0)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(te_impact);
gi.WritePosition(tr.endpos);
gi.WriteDir(tr.plane.normal);
gi.multicast(tr.endpos, MULTICAST_PVS);
if (self->client)
{
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}
}
}
}
}
/* if went through water, determine where
the end and make a bubble trail */
if (water)
{
vec3_t pos;
VectorSubtract(tr.endpos, water_start, dir);
VectorNormalize(dir);
VectorMA(tr.endpos, -2, dir, pos);
if (gi.pointcontents(pos) & MASK_WATER)
{
VectorCopy(pos, tr.endpos);
}
else
{
tr = gi.trace(pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
}
VectorAdd(water_start, tr.endpos, pos);
VectorScale(pos, 0.5, pos);
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BUBBLETRAIL);
gi.WritePosition(water_start);
gi.WritePosition(tr.endpos);
gi.multicast(pos, MULTICAST_PVS);
}
}
/*
* Fires a single round. Used for machinegun and
* chaingun. Would be fine for pistols, rifles, etc....
*/
void
fire_bullet(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int kick, int hspread, int vspread, int mod)
{
fire_lead(self, start, aimdir, damage, kick,
TE_GUNSHOT, hspread, vspread, mod);
}
/*
* Shoots shotgun pellets. Used by
* shotgun and super shotgun.
*/
void
fire_shotgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int kick, int hspread, int vspread, int count, int mod)
{
int i;
for (i = 0; i < count; i++)
{
fire_lead(self, start, aimdir, damage, kick,
TE_SHOTGUN, hspread, vspread, mod);
}
}
/*
* Fires a single blaster bolt. Used
* by the blaster and hyper blaster.
*/
void
blaster_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
int mod;
if (other == self->owner)
{
return;
}
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict(self);
return;
}
if (self->owner->client)
{
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
}
if (other->takedamage)
{
if (self->spawnflags & 1)
{
mod = MOD_HYPERBLASTER;
}
else
{
mod = MOD_BLASTER;
}
T_Damage(other, self, self->owner, self->velocity, self->s.origin,
plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
}
else
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BLASTER);
gi.WritePosition(self->s.origin);
if (!plane)
{
gi.WriteDir(vec3_origin);
}
else
{
gi.WriteDir(plane->normal);
}
gi.multicast(self->s.origin, MULTICAST_PVS);
}
G_FreeEdict(self);
}
void
fire_blaster(edict_t *self, vec3_t start, vec3_t dir, int damage,
int speed, int effect, qboolean hyper)
{
edict_t *bolt;
trace_t tr;
VectorNormalize(dir);
bolt = G_Spawn();
bolt->svflags = SVF_PROJECTILE; /* special net code is used for projectiles */
VectorCopy(start, bolt->s.origin);
VectorCopy(start, bolt->s.old_origin);
vectoangles(dir, bolt->s.angles);
VectorScale(dir, speed, bolt->velocity);
bolt->movetype = MOVETYPE_FLYMISSILE;
bolt->clipmask = MASK_SHOT;
bolt->solid = SOLID_BBOX;
bolt->s.effects |= effect;
VectorClear(bolt->mins);
VectorClear(bolt->maxs);
bolt->s.modelindex = gi.modelindex("models/objects/laser/tris.md2");
bolt->s.sound = gi.soundindex("misc/lasfly.wav");
bolt->owner = self;
bolt->touch = blaster_touch;
bolt->nextthink = level.time + 2;
bolt->think = G_FreeEdict;
bolt->dmg = damage;
bolt->classname = "bolt";
if (hyper)
{
bolt->spawnflags = 1;
}
gi.linkentity(bolt);
if (self->client)
{
check_dodge(self, bolt->s.origin, dir, speed);
}
tr = gi.trace(self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
if (tr.fraction < 1.0)
{
VectorMA(bolt->s.origin, -10, dir, bolt->s.origin);
bolt->touch(bolt, tr.ent, NULL, NULL);
}
}
static void
Grenade_Explode(edict_t *ent)
{
vec3_t origin;
int mod;
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);
}
static void
Grenade_Touch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == ent->owner)
{
return;
}
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict(ent);
return;
}
if (!other->takedamage)
{
if (ent->spawnflags & 1)
{
if (random() > 0.5)
{
gi.sound(ent, CHAN_VOICE, gi.soundindex(
"weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
}
else
{
gi.sound(ent, CHAN_VOICE, gi.soundindex(
"weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
}
}
else
{
gi.sound(ent, CHAN_VOICE, gi.soundindex(
"weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
}
return;
}
ent->enemy = other;
Grenade_Explode(ent);
}
void
fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int speed, float timer, float damage_radius)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
vectoangles(aimdir, dir);
AngleVectors(dir, forward, right, up);
grenade = G_Spawn();
VectorCopy(start, grenade->s.origin);
VectorScale(aimdir, speed, grenade->velocity);
VectorMA(grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
VectorMA(grenade->velocity, crandom() * 10.0, right, grenade->velocity);
VectorSet(grenade->avelocity, 300, 300, 300);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_GRENADE;
VectorClear(grenade->mins);
VectorClear(grenade->maxs);
grenade->s.modelindex = gi.modelindex("models/objects/grenade/tris.md2");
grenade->owner = self;
grenade->touch = Grenade_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Grenade_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "grenade";
gi.linkentity(grenade);
}
void
fire_grenade2(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int speed, float timer, float damage_radius, qboolean held)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
vectoangles(aimdir, dir);
AngleVectors(dir, forward, right, up);
grenade = G_Spawn();
VectorCopy(start, grenade->s.origin);
VectorScale(aimdir, speed, grenade->velocity);
VectorMA(grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
VectorMA(grenade->velocity, crandom() * 10.0, right, grenade->velocity);
VectorSet(grenade->avelocity, 300, 300, 300);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_GRENADE;
VectorClear(grenade->mins);
VectorClear(grenade->maxs);
grenade->s.modelindex = gi.modelindex("models/objects/grenade2/tris.md2");
grenade->owner = self;
grenade->touch = Grenade_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Grenade_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "hgrenade";
if (held)
{
grenade->spawnflags = 3;
}
else
{
grenade->spawnflags = 1;
}
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
if (timer <= 0.0)
{
Grenade_Explode(grenade);
}
else
{
gi.sound(self, CHAN_WEAPON, gi.soundindex(
"weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
gi.linkentity(grenade);
}
}
void
rocket_touch(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
int n;
if (other == ent->owner)
{
return;
}
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict(ent);
return;
}
if (ent->owner->client)
{
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
}
/* calculate position for the explosion entity */
VectorMA(ent->s.origin, -0.02, ent->velocity, origin);
if (other->takedamage)
{
T_Damage(other, ent, ent->owner, ent->velocity, ent->s.origin,
plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
}
else
{
/* don't throw any debris in net games */
if (!deathmatch->value && !coop->value)
{
if ((surf) && !(surf->flags &
(SURF_WARP | SURF_TRANS33 | SURF_TRANS66 | SURF_FLOWING)))
{
n = rand() % 5;
while (n--)
{
ThrowDebris(ent, "models/objects/debris2/tris.md2",
2, ent->s.origin);
}
}
}
}
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other,
ent->dmg_radius, MOD_R_SPLASH);
gi.WriteByte(svc_temp_entity);
if (ent->waterlevel)
{
gi.WriteByte(TE_ROCKET_EXPLOSION_WATER);
}
else
{
gi.WriteByte(TE_ROCKET_EXPLOSION);
}
gi.WritePosition(origin);
gi.multicast(ent->s.origin, MULTICAST_PHS);
G_FreeEdict(ent);
}
void
fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage,
int speed, float damage_radius, int radius_damage)
{
edict_t *rocket;
rocket = G_Spawn();
VectorCopy(start, rocket->s.origin);
VectorCopy(dir, rocket->movedir);
vectoangles(dir, rocket->s.angles);
VectorScale(dir, speed, rocket->velocity);
rocket->movetype = MOVETYPE_FLYMISSILE;
rocket->clipmask = MASK_SHOT;
rocket->solid = SOLID_BBOX;
rocket->s.effects |= EF_ROCKET;
VectorClear(rocket->mins);
VectorClear(rocket->maxs);
rocket->s.modelindex = gi.modelindex("models/objects/rocket/tris.md2");
rocket->owner = self;
rocket->touch = rocket_touch;
rocket->nextthink = level.time + 8000 / speed;
rocket->think = G_FreeEdict;
rocket->dmg = damage;
rocket->radius_dmg = radius_damage;
rocket->dmg_radius = damage_radius;
rocket->s.sound = gi.soundindex("weapons/rockfly.wav");
rocket->classname = "rocket";
if (self->client)
{
check_dodge(self, rocket->s.origin, dir, speed);
}
gi.linkentity(rocket);
}
void
fire_rail(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
{
vec3_t from;
vec3_t end;
trace_t tr;
edict_t *ignore;
int mask;
qboolean water;
VectorMA(start, 8192, aimdir, end);
VectorCopy(start, from);
ignore = self;
water = false;
mask = MASK_SHOT | CONTENTS_SLIME | CONTENTS_LAVA;
while (ignore)
{
tr = gi.trace(from, NULL, NULL, end, ignore, mask);
if (tr.contents & (CONTENTS_SLIME | CONTENTS_LAVA))
{
mask &= ~(CONTENTS_SLIME | CONTENTS_LAVA);
water = true;
}
else
{
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
(tr.ent->solid == SOLID_BBOX))
{
ignore = tr.ent;
}
else
{
ignore = NULL;
}
if ((tr.ent != self) && (tr.ent->takedamage))
{
T_Damage(tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal,
damage, kick, 0, MOD_RAILGUN);
}
}
VectorCopy(tr.endpos, from);
}
/* send gun puff / flash */
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_RAILTRAIL);
gi.WritePosition(start);
gi.WritePosition(tr.endpos);
gi.multicast(self->s.origin, MULTICAST_PHS);
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->s.frame == 0)
{
/* the BFG effect */
ent = NULL;
while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
{
if (!ent->takedamage)
{
continue;
}
if (ent == self->owner)
{
continue;
}
if (!CanDamage(ent, self))
{
continue;
}
if (!CanDamage(ent, self->owner))
{
continue;
}
VectorAdd(ent->mins, ent->maxs, v);
VectorMA(ent->s.origin, 0.5, v, v);
VectorSubtract(self->s.origin, v, v);
dist = VectorLength(v);
points = self->radius_dmg * (1.0 - sqrt(dist / self->dmg_radius));
if (ent == self->owner)
{
points = points * 0.5;
}
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BFG_EXPLOSION);
gi.WritePosition(ent->s.origin);
gi.multicast(ent->s.origin, MULTICAST_PHS);
T_Damage(ent, self, self->owner, self->velocity, ent->s.origin,
vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
}
}
self->nextthink = level.time + FRAMETIME;
self->s.frame++;
if (self->s.frame == 5)
{
self->think = G_FreeEdict;
}
}
void
bfg_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == self->owner)
{
return;
}
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict(self);
return;
}
if (self->owner->client)
{
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
}
/* core explosion - prevents firing it into the wall/floor */
if (other->takedamage)
{
T_Damage(other, self, self->owner, self->velocity, self->s.origin,
plane->normal, 200, 0, 0, MOD_BFG_BLAST);
}
T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
gi.sound(self, CHAN_VOICE, gi.soundindex(
"weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
self->solid = SOLID_NOT;
self->touch = NULL;
VectorMA(self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
VectorClear(self->velocity);
self->s.modelindex = gi.modelindex("sprites/s_bfg3.sp2");
self->s.frame = 0;
self->s.sound = 0;
self->s.effects &= ~EF_ANIM_ALLFAST;
self->think = bfg_explode;
self->nextthink = level.time + FRAMETIME;
self->enemy = other;
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BFG_BIGEXPLOSION);
gi.WritePosition(self->s.origin);
gi.multicast(self->s.origin, MULTICAST_PVS);
}
void
bfg_think(edict_t *self)
{
edict_t *ent;
edict_t *ignore;
vec3_t point;
vec3_t dir;
vec3_t start;
vec3_t end;
int dmg;
trace_t tr;
if (deathmatch->value)
{
dmg = 5;
}
else
{
dmg = 10;
}
ent = NULL;
while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
{
if (ent == self)
{
continue;
}
if (ent == self->owner)
{
continue;
}
if (!ent->takedamage)
{
continue;
}
if (!(ent->svflags & SVF_MONSTER) && (!ent->client) &&
(strcmp(ent->classname, "misc_explobox") != 0))
{
continue;
}
/* don't target players in CTF */
if (ctf->value && ent->client &&
self->owner->client &&
(ent->client->resp.ctf_team == self->owner->client->resp.ctf_team))
{
continue;
}
VectorMA(ent->absmin, 0.5, ent->size, point);
VectorSubtract(point, self->s.origin, dir);
VectorNormalize(dir);
ignore = self;
VectorCopy(self->s.origin, start);
VectorMA(start, 2048, dir, end);
while (1)
{
tr = gi.trace(start, NULL, NULL, end, ignore,
CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_DEADMONSTER);
if (!tr.ent)
{
break;
}
/* hurt it if we can */
if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) &&
(tr.ent != self->owner))
{
T_Damage(tr.ent, self, self->owner, dir, tr.endpos, vec3_origin,
dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
}
/* if we hit something that's not a monster or player we're done */
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_LASER_SPARKS);
gi.WriteByte(4);
gi.WritePosition(tr.endpos);
gi.WriteDir(tr.plane.normal);
gi.WriteByte(self->s.skinnum);
gi.multicast(tr.endpos, MULTICAST_PVS);
break;
}
ignore = tr.ent;
VectorCopy(tr.endpos, start);
}
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_BFG_LASER);
gi.WritePosition(self->s.origin);
gi.WritePosition(tr.endpos);
gi.multicast(self->s.origin, MULTICAST_PHS);
}
self->nextthink = level.time + FRAMETIME;
}
void
fire_bfg(edict_t *self, vec3_t start, vec3_t dir, int damage,
int speed, float damage_radius)
{
edict_t *bfg;
bfg = G_Spawn();
VectorCopy(start, bfg->s.origin);
VectorCopy(dir, bfg->movedir);
vectoangles(dir, bfg->s.angles);
VectorScale(dir, speed, bfg->velocity);
bfg->movetype = MOVETYPE_FLYMISSILE;
bfg->clipmask = MASK_SHOT;
bfg->solid = SOLID_BBOX;
bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
VectorClear(bfg->mins);
VectorClear(bfg->maxs);
bfg->s.modelindex = gi.modelindex("sprites/s_bfg1.sp2");
bfg->owner = self;
bfg->touch = bfg_touch;
bfg->nextthink = level.time + 8000 / speed;
bfg->think = G_FreeEdict;
bfg->radius_dmg = damage;
bfg->dmg_radius = damage_radius;
bfg->classname = "bfg blast";
bfg->s.sound = gi.soundindex("weapons/bfg__l1a.wav");
bfg->think = bfg_think;
bfg->nextthink = level.time + FRAMETIME;
bfg->teammaster = bfg;
bfg->teamchain = NULL;
if (self->client)
{
check_dodge(self, bfg->s.origin, dir, speed);
}
gi.linkentity(bfg);
}