mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-01-20 08:21:08 +00:00
d9f2cea1e7
Update to: * https://github.com/yquake2/xatrix/releases/tag/XATRIX_2_10 * https://github.com/yquake2/rogue/releases/tag/ROGUE_2_09 * https://github.com/yquake2/ctf/releases/tag/CTF_1_09 Full sync required: * https://github.com/yquake2/rogue/issues/122 * https://github.com/yquake2/xatrix/issues/96
1100 lines
23 KiB
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);
|
|
}
|
|
|