g_weapon.c 23 KB

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  1. // Copyright (c) ZeniMax Media Inc.
  2. // Licensed under the GNU General Public License 2.0.
  3. #include "g_local.h"
  4. /*
  5. =================
  6. check_dodge
  7. This is a support routine used when a client is firing
  8. a non-instant attack weapon. It checks to see if a
  9. monster's dodge function should be called.
  10. =================
  11. */
  12. //static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
  13. void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed) //PGM
  14. {
  15. vec3_t end;
  16. vec3_t v;
  17. trace_t tr;
  18. float eta;
  19. // easy mode only ducks one quarter the time
  20. if (skill->value == 0)
  21. {
  22. if (random() > 0.25)
  23. return;
  24. }
  25. VectorMA (start, 8192, dir, end);
  26. tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
  27. if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
  28. {
  29. VectorSubtract (tr.endpos, start, v);
  30. eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
  31. // tr.ent->monsterinfo.dodge (tr.ent, self, eta);
  32. tr.ent->monsterinfo.dodge (tr.ent, self, eta, &tr);
  33. }
  34. }
  35. /*
  36. =================
  37. fire_hit
  38. Used for all impact (hit/punch/slash) attacks
  39. =================
  40. */
  41. qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
  42. {
  43. trace_t tr;
  44. vec3_t forward, right, up;
  45. vec3_t v;
  46. vec3_t point;
  47. float range;
  48. vec3_t dir;
  49. //see if enemy is in range
  50. VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
  51. range = VectorLength(dir);
  52. if (range > aim[0])
  53. return false;
  54. if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
  55. {
  56. // the hit is straight on so back the range up to the edge of their bbox
  57. range -= self->enemy->maxs[0];
  58. }
  59. else
  60. {
  61. // this is a side hit so adjust the "right" value out to the edge of their bbox
  62. if (aim[1] < 0)
  63. aim[1] = self->enemy->mins[0];
  64. else
  65. aim[1] = self->enemy->maxs[0];
  66. }
  67. VectorMA (self->s.origin, range, dir, point);
  68. tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
  69. if (tr.fraction < 1)
  70. {
  71. if (!tr.ent->takedamage)
  72. return false;
  73. // if it will hit any client/monster then hit the one we wanted to hit
  74. if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
  75. tr.ent = self->enemy;
  76. }
  77. AngleVectors(self->s.angles, forward, right, up);
  78. VectorMA (self->s.origin, range, forward, point);
  79. VectorMA (point, aim[1], right, point);
  80. VectorMA (point, aim[2], up, point);
  81. VectorSubtract (point, self->enemy->s.origin, dir);
  82. // do the damage
  83. T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
  84. if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
  85. return false;
  86. // do our special form of knockback here
  87. VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
  88. VectorSubtract (v, point, v);
  89. VectorNormalize (v);
  90. VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
  91. if (self->enemy->velocity[2] > 0)
  92. self->enemy->groundentity = NULL;
  93. return true;
  94. }
  95. /*
  96. =================
  97. fire_lead
  98. This is an internal support routine used for bullet/pellet based weapons.
  99. =================
  100. */
  101. 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)
  102. {
  103. trace_t tr;
  104. vec3_t dir;
  105. vec3_t forward, right, up;
  106. vec3_t end;
  107. float r;
  108. float u;
  109. vec3_t water_start;
  110. qboolean water = false;
  111. int content_mask = MASK_SHOT | MASK_WATER;
  112. tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
  113. if (!(tr.fraction < 1.0))
  114. {
  115. vectoangles (aimdir, dir);
  116. AngleVectors (dir, forward, right, up);
  117. r = crandom()*hspread;
  118. u = crandom()*vspread;
  119. VectorMA (start, 8192, forward, end);
  120. VectorMA (end, r, right, end);
  121. VectorMA (end, u, up, end);
  122. if (gi.pointcontents (start) & MASK_WATER)
  123. {
  124. water = true;
  125. VectorCopy (start, water_start);
  126. content_mask &= ~MASK_WATER;
  127. }
  128. tr = gi.trace (start, NULL, NULL, end, self, content_mask);
  129. // see if we hit water
  130. if (tr.contents & MASK_WATER)
  131. {
  132. int color;
  133. water = true;
  134. VectorCopy (tr.endpos, water_start);
  135. if (!VectorCompare (start, tr.endpos))
  136. {
  137. if (tr.contents & CONTENTS_WATER)
  138. {
  139. if (strcmp(tr.surface->name, "*brwater") == 0)
  140. color = SPLASH_BROWN_WATER;
  141. else
  142. color = SPLASH_BLUE_WATER;
  143. }
  144. else if (tr.contents & CONTENTS_SLIME)
  145. color = SPLASH_SLIME;
  146. else if (tr.contents & CONTENTS_LAVA)
  147. color = SPLASH_LAVA;
  148. else
  149. color = SPLASH_UNKNOWN;
  150. if (color != SPLASH_UNKNOWN)
  151. {
  152. gi.WriteByte (svc_temp_entity);
  153. gi.WriteByte (TE_SPLASH);
  154. gi.WriteByte (8);
  155. gi.WritePosition (tr.endpos);
  156. gi.WriteDir (tr.plane.normal);
  157. gi.WriteByte (color);
  158. gi.multicast (tr.endpos, MULTICAST_PVS);
  159. }
  160. // change bullet's course when it enters water
  161. VectorSubtract (end, start, dir);
  162. vectoangles (dir, dir);
  163. AngleVectors (dir, forward, right, up);
  164. r = crandom()*hspread*2;
  165. u = crandom()*vspread*2;
  166. VectorMA (water_start, 8192, forward, end);
  167. VectorMA (end, r, right, end);
  168. VectorMA (end, u, up, end);
  169. }
  170. // re-trace ignoring water this time
  171. tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
  172. }
  173. }
  174. // send gun puff / flash
  175. if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
  176. {
  177. if (tr.fraction < 1.0)
  178. {
  179. if (tr.ent->takedamage)
  180. {
  181. T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
  182. }
  183. else
  184. {
  185. if (strncmp (tr.surface->name, "sky", 3) != 0)
  186. {
  187. gi.WriteByte (svc_temp_entity);
  188. gi.WriteByte (te_impact);
  189. gi.WritePosition (tr.endpos);
  190. gi.WriteDir (tr.plane.normal);
  191. gi.multicast (tr.endpos, MULTICAST_PVS);
  192. if (self->client)
  193. PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
  194. }
  195. }
  196. }
  197. }
  198. // if went through water, determine where the end and make a bubble trail
  199. if (water)
  200. {
  201. vec3_t pos;
  202. VectorSubtract (tr.endpos, water_start, dir);
  203. VectorNormalize (dir);
  204. VectorMA (tr.endpos, -2, dir, pos);
  205. if (gi.pointcontents (pos) & MASK_WATER)
  206. VectorCopy (pos, tr.endpos);
  207. else
  208. tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
  209. VectorAdd (water_start, tr.endpos, pos);
  210. VectorScale (pos, 0.5, pos);
  211. gi.WriteByte (svc_temp_entity);
  212. gi.WriteByte (TE_BUBBLETRAIL);
  213. gi.WritePosition (water_start);
  214. gi.WritePosition (tr.endpos);
  215. gi.multicast (pos, MULTICAST_PVS);
  216. }
  217. }
  218. /*
  219. =================
  220. fire_bullet
  221. Fires a single round. Used for machinegun and chaingun. Would be fine for
  222. pistols, rifles, etc....
  223. =================
  224. */
  225. void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
  226. {
  227. fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
  228. }
  229. /*
  230. =================
  231. fire_shotgun
  232. Shoots shotgun pellets. Used by shotgun and super shotgun.
  233. =================
  234. */
  235. void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
  236. {
  237. int i;
  238. for (i = 0; i < count; i++)
  239. fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
  240. }
  241. /*
  242. =================
  243. fire_blaster
  244. Fires a single blaster bolt. Used by the blaster and hyper blaster.
  245. =================
  246. */
  247. void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
  248. {
  249. int mod;
  250. if (other == self->owner)
  251. return;
  252. if (surf && (surf->flags & SURF_SKY))
  253. {
  254. G_FreeEdict (self);
  255. return;
  256. }
  257. // PMM - crash prevention
  258. if (self->owner && self->owner->client)
  259. PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
  260. if (other->takedamage)
  261. {
  262. if (self->spawnflags & 1)
  263. mod = MOD_HYPERBLASTER;
  264. else
  265. mod = MOD_BLASTER;
  266. T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
  267. }
  268. else
  269. {
  270. gi.WriteByte (svc_temp_entity);
  271. gi.WriteByte (TE_BLASTER);
  272. gi.WritePosition (self->s.origin);
  273. if (!plane)
  274. gi.WriteDir (vec3_origin);
  275. else
  276. gi.WriteDir (plane->normal);
  277. gi.multicast (self->s.origin, MULTICAST_PVS);
  278. }
  279. G_FreeEdict (self);
  280. }
  281. void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
  282. {
  283. edict_t *bolt;
  284. trace_t tr;
  285. VectorNormalize (dir);
  286. bolt = G_Spawn();
  287. bolt->svflags = SVF_DEADMONSTER;
  288. // yes, I know it looks weird that projectiles are deadmonsters
  289. // what this means is that when prediction is used against the object
  290. // (blaster/hyperblaster shots), the player won't be solid clipped against
  291. // the object. Right now trying to run into a firing hyperblaster
  292. // is very jerky since you are predicted 'against' the shots.
  293. VectorCopy (start, bolt->s.origin);
  294. VectorCopy (start, bolt->s.old_origin);
  295. vectoangles (dir, bolt->s.angles);
  296. VectorScale (dir, speed, bolt->velocity);
  297. bolt->movetype = MOVETYPE_FLYMISSILE;
  298. bolt->clipmask = MASK_SHOT;
  299. bolt->solid = SOLID_BBOX;
  300. bolt->s.effects |= effect;
  301. VectorClear (bolt->mins);
  302. VectorClear (bolt->maxs);
  303. bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
  304. bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
  305. bolt->owner = self;
  306. bolt->touch = blaster_touch;
  307. bolt->nextthink = level.time + 2;
  308. bolt->think = G_FreeEdict;
  309. bolt->dmg = damage;
  310. bolt->classname = "bolt";
  311. if (hyper)
  312. bolt->spawnflags = 1;
  313. gi.linkentity (bolt);
  314. if (self->client)
  315. check_dodge (self, bolt->s.origin, dir, speed);
  316. tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
  317. if (tr.fraction < 1.0)
  318. {
  319. VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
  320. bolt->touch (bolt, tr.ent, NULL, NULL);
  321. }
  322. }
  323. /*
  324. =================
  325. fire_grenade
  326. =================
  327. */
  328. //static void Grenade_Explode (edict_t *ent)
  329. void Grenade_Explode (edict_t *ent)
  330. {
  331. vec3_t origin;
  332. int mod;
  333. if (ent->owner->client)
  334. PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
  335. //FIXME: if we are onground then raise our Z just a bit since we are a point?
  336. if (ent->enemy)
  337. {
  338. float points;
  339. vec3_t v;
  340. vec3_t dir;
  341. VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
  342. VectorMA (ent->enemy->s.origin, 0.5, v, v);
  343. VectorSubtract (ent->s.origin, v, v);
  344. points = ent->dmg - 0.5 * VectorLength (v);
  345. VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
  346. if (ent->spawnflags & 1)
  347. mod = MOD_HANDGRENADE;
  348. else
  349. mod = MOD_GRENADE;
  350. T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
  351. }
  352. if (ent->spawnflags & 2)
  353. mod = MOD_HELD_GRENADE;
  354. else if (ent->spawnflags & 1)
  355. mod = MOD_HG_SPLASH;
  356. else
  357. mod = MOD_G_SPLASH;
  358. T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
  359. VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
  360. gi.WriteByte (svc_temp_entity);
  361. if (ent->waterlevel)
  362. {
  363. if (ent->groundentity)
  364. gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
  365. else
  366. gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
  367. }
  368. else
  369. {
  370. if (ent->groundentity)
  371. gi.WriteByte (TE_GRENADE_EXPLOSION);
  372. else
  373. gi.WriteByte (TE_ROCKET_EXPLOSION);
  374. }
  375. gi.WritePosition (origin);
  376. gi.multicast (ent->s.origin, MULTICAST_PHS);
  377. G_FreeEdict (ent);
  378. }
  379. static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
  380. {
  381. if (other == ent->owner)
  382. return;
  383. if (surf && (surf->flags & SURF_SKY))
  384. {
  385. G_FreeEdict (ent);
  386. return;
  387. }
  388. if (!other->takedamage)
  389. {
  390. if (ent->spawnflags & 1)
  391. {
  392. if (random() > 0.5)
  393. gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
  394. else
  395. gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
  396. }
  397. else
  398. {
  399. gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
  400. }
  401. return;
  402. }
  403. ent->enemy = other;
  404. Grenade_Explode (ent);
  405. }
  406. void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
  407. {
  408. edict_t *grenade;
  409. vec3_t dir;
  410. vec3_t forward, right, up;
  411. vectoangles (aimdir, dir);
  412. AngleVectors (dir, forward, right, up);
  413. grenade = G_Spawn();
  414. VectorCopy (start, grenade->s.origin);
  415. VectorScale (aimdir, speed, grenade->velocity);
  416. VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
  417. VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
  418. VectorSet (grenade->avelocity, 300, 300, 300);
  419. grenade->movetype = MOVETYPE_BOUNCE;
  420. grenade->clipmask = MASK_SHOT;
  421. grenade->solid = SOLID_BBOX;
  422. grenade->s.effects |= EF_GRENADE;
  423. VectorClear (grenade->mins);
  424. VectorClear (grenade->maxs);
  425. grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
  426. grenade->owner = self;
  427. grenade->touch = Grenade_Touch;
  428. grenade->nextthink = level.time + timer;
  429. grenade->think = Grenade_Explode;
  430. grenade->dmg = damage;
  431. grenade->dmg_radius = damage_radius;
  432. grenade->classname = "grenade";
  433. gi.linkentity (grenade);
  434. }
  435. void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
  436. {
  437. edict_t *grenade;
  438. vec3_t dir;
  439. vec3_t forward, right, up;
  440. vectoangles (aimdir, dir);
  441. AngleVectors (dir, forward, right, up);
  442. grenade = G_Spawn();
  443. VectorCopy (start, grenade->s.origin);
  444. VectorScale (aimdir, speed, grenade->velocity);
  445. VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
  446. VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
  447. VectorSet (grenade->avelocity, 300, 300, 300);
  448. grenade->movetype = MOVETYPE_BOUNCE;
  449. grenade->clipmask = MASK_SHOT;
  450. grenade->solid = SOLID_BBOX;
  451. grenade->s.effects |= EF_GRENADE;
  452. VectorClear (grenade->mins);
  453. VectorClear (grenade->maxs);
  454. grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
  455. grenade->owner = self;
  456. grenade->touch = Grenade_Touch;
  457. grenade->nextthink = level.time + timer;
  458. grenade->think = Grenade_Explode;
  459. grenade->dmg = damage;
  460. grenade->dmg_radius = damage_radius;
  461. grenade->classname = "hgrenade";
  462. if (held)
  463. grenade->spawnflags = 3;
  464. else
  465. grenade->spawnflags = 1;
  466. grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
  467. if (timer <= 0.0)
  468. Grenade_Explode (grenade);
  469. else
  470. {
  471. gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
  472. gi.linkentity (grenade);
  473. }
  474. }
  475. /*
  476. =================
  477. fire_rocket
  478. =================
  479. */
  480. void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
  481. {
  482. vec3_t origin;
  483. int n;
  484. if (other == ent->owner)
  485. return;
  486. if (surf && (surf->flags & SURF_SKY))
  487. {
  488. G_FreeEdict (ent);
  489. return;
  490. }
  491. if (ent->owner->client)
  492. PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
  493. // calculate position for the explosion entity
  494. VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
  495. if (other->takedamage)
  496. {
  497. T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
  498. }
  499. else
  500. {
  501. // don't throw any debris in net games
  502. if (!deathmatch->value && !coop->value)
  503. {
  504. if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
  505. {
  506. n = rand() % 5;
  507. while(n--)
  508. ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
  509. }
  510. }
  511. }
  512. T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
  513. gi.WriteByte (svc_temp_entity);
  514. if (ent->waterlevel)
  515. gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
  516. else
  517. gi.WriteByte (TE_ROCKET_EXPLOSION);
  518. gi.WritePosition (origin);
  519. gi.multicast (ent->s.origin, MULTICAST_PHS);
  520. G_FreeEdict (ent);
  521. }
  522. void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
  523. {
  524. edict_t *rocket;
  525. rocket = G_Spawn();
  526. VectorCopy (start, rocket->s.origin);
  527. VectorCopy (dir, rocket->movedir);
  528. vectoangles (dir, rocket->s.angles);
  529. VectorScale (dir, speed, rocket->velocity);
  530. rocket->movetype = MOVETYPE_FLYMISSILE;
  531. rocket->clipmask = MASK_SHOT;
  532. rocket->solid = SOLID_BBOX;
  533. rocket->s.effects |= EF_ROCKET;
  534. VectorClear (rocket->mins);
  535. VectorClear (rocket->maxs);
  536. rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
  537. rocket->owner = self;
  538. rocket->touch = rocket_touch;
  539. rocket->nextthink = level.time + 8000/speed;
  540. rocket->think = G_FreeEdict;
  541. rocket->dmg = damage;
  542. rocket->radius_dmg = radius_damage;
  543. rocket->dmg_radius = damage_radius;
  544. rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
  545. rocket->classname = "rocket";
  546. if (self->client)
  547. check_dodge (self, rocket->s.origin, dir, speed);
  548. gi.linkentity (rocket);
  549. }
  550. /*
  551. =================
  552. fire_rail
  553. =================
  554. */
  555. void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
  556. {
  557. vec3_t from;
  558. vec3_t end;
  559. trace_t tr;
  560. edict_t *ignore;
  561. int mask;
  562. qboolean water;
  563. VectorMA (start, 8192, aimdir, end);
  564. VectorCopy (start, from);
  565. ignore = self;
  566. water = false;
  567. mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
  568. while (ignore)
  569. {
  570. tr = gi.trace (from, NULL, NULL, end, ignore, mask);
  571. if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
  572. {
  573. mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
  574. water = true;
  575. }
  576. else
  577. {
  578. //ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
  579. if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
  580. (tr.ent->svflags & SVF_DAMAGEABLE) ||
  581. (tr.ent->solid == SOLID_BBOX))
  582. ignore = tr.ent;
  583. else
  584. ignore = NULL;
  585. if ((tr.ent != self) && (tr.ent->takedamage))
  586. T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
  587. }
  588. VectorCopy (tr.endpos, from);
  589. }
  590. // send gun puff / flash
  591. gi.WriteByte (svc_temp_entity);
  592. gi.WriteByte (TE_RAILTRAIL);
  593. gi.WritePosition (start);
  594. gi.WritePosition (tr.endpos);
  595. gi.multicast (self->s.origin, MULTICAST_PHS);
  596. // gi.multicast (start, MULTICAST_PHS);
  597. if (water)
  598. {
  599. gi.WriteByte (svc_temp_entity);
  600. gi.WriteByte (TE_RAILTRAIL);
  601. gi.WritePosition (start);
  602. gi.WritePosition (tr.endpos);
  603. gi.multicast (tr.endpos, MULTICAST_PHS);
  604. }
  605. if (self->client)
  606. PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
  607. }
  608. /*
  609. =================
  610. fire_bfg
  611. =================
  612. */
  613. void bfg_explode (edict_t *self)
  614. {
  615. edict_t *ent;
  616. float points;
  617. vec3_t v;
  618. float dist;
  619. if (self->s.frame == 0)
  620. {
  621. // the BFG effect
  622. ent = NULL;
  623. while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
  624. {
  625. if (!ent->takedamage)
  626. continue;
  627. if (ent == self->owner)
  628. continue;
  629. if (!CanDamage (ent, self))
  630. continue;
  631. if (!CanDamage (ent, self->owner))
  632. continue;
  633. VectorAdd (ent->mins, ent->maxs, v);
  634. VectorMA (ent->s.origin, 0.5, v, v);
  635. VectorSubtract (self->s.origin, v, v);
  636. dist = VectorLength(v);
  637. points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
  638. // PMM - happened to notice this copy/paste bug
  639. // if (ent == self->owner)
  640. // points = points * 0.5;
  641. gi.WriteByte (svc_temp_entity);
  642. gi.WriteByte (TE_BFG_EXPLOSION);
  643. gi.WritePosition (ent->s.origin);
  644. gi.multicast (ent->s.origin, MULTICAST_PHS);
  645. T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
  646. }
  647. }
  648. self->nextthink = level.time + FRAMETIME;
  649. self->s.frame++;
  650. if (self->s.frame == 5)
  651. self->think = G_FreeEdict;
  652. }
  653. void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
  654. {
  655. if (other == self->owner)
  656. return;
  657. if (surf && (surf->flags & SURF_SKY))
  658. {
  659. G_FreeEdict (self);
  660. return;
  661. }
  662. if (self->owner->client)
  663. PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
  664. // core explosion - prevents firing it into the wall/floor
  665. if (other->takedamage)
  666. T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
  667. T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
  668. gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
  669. self->solid = SOLID_NOT;
  670. self->touch = NULL;
  671. VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
  672. VectorClear (self->velocity);
  673. self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
  674. self->s.frame = 0;
  675. self->s.sound = 0;
  676. self->s.effects &= ~EF_ANIM_ALLFAST;
  677. self->think = bfg_explode;
  678. self->nextthink = level.time + FRAMETIME;
  679. self->enemy = other;
  680. gi.WriteByte (svc_temp_entity);
  681. gi.WriteByte (TE_BFG_BIGEXPLOSION);
  682. gi.WritePosition (self->s.origin);
  683. gi.multicast (self->s.origin, MULTICAST_PVS);
  684. }
  685. void bfg_think (edict_t *self)
  686. {
  687. edict_t *ent;
  688. edict_t *ignore;
  689. vec3_t point;
  690. vec3_t dir;
  691. vec3_t start;
  692. vec3_t end;
  693. int dmg;
  694. trace_t tr;
  695. if (deathmatch->value)
  696. dmg = 5;
  697. else
  698. dmg = 10;
  699. ent = NULL;
  700. while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
  701. {
  702. if (ent == self)
  703. continue;
  704. if (ent == self->owner)
  705. continue;
  706. if (!ent->takedamage)
  707. continue;
  708. //ROGUE - make tesla hurt by bfg
  709. if (!(ent->svflags & SVF_MONSTER) && !(ent->svflags & SVF_DAMAGEABLE) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
  710. // if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0)
  711. // && (strcmp(ent->classname, "tesla") != 0))
  712. continue;
  713. VectorMA (ent->absmin, 0.5, ent->size, point);
  714. VectorSubtract (point, self->s.origin, dir);
  715. VectorNormalize (dir);
  716. ignore = self;
  717. VectorCopy (self->s.origin, start);
  718. VectorMA (start, 2048, dir, end);
  719. while(1)
  720. {
  721. tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
  722. if (!tr.ent)
  723. break;
  724. // hurt it if we can
  725. if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
  726. T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
  727. // if we hit something that's not a monster or player we're done
  728. // if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
  729. if (!(tr.ent->svflags & SVF_MONSTER) && !(tr.ent->svflags & SVF_DAMAGEABLE) && (!tr.ent->client))
  730. {
  731. gi.WriteByte (svc_temp_entity);
  732. gi.WriteByte (TE_LASER_SPARKS);
  733. gi.WriteByte (4);
  734. gi.WritePosition (tr.endpos);
  735. gi.WriteDir (tr.plane.normal);
  736. gi.WriteByte (self->s.skinnum);
  737. gi.multicast (tr.endpos, MULTICAST_PVS);
  738. break;
  739. }
  740. ignore = tr.ent;
  741. VectorCopy (tr.endpos, start);
  742. }
  743. gi.WriteByte (svc_temp_entity);
  744. gi.WriteByte (TE_BFG_LASER);
  745. gi.WritePosition (self->s.origin);
  746. gi.WritePosition (tr.endpos);
  747. gi.multicast (self->s.origin, MULTICAST_PHS);
  748. }
  749. self->nextthink = level.time + FRAMETIME;
  750. }
  751. void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
  752. {
  753. edict_t *bfg;
  754. bfg = G_Spawn();
  755. VectorCopy (start, bfg->s.origin);
  756. VectorCopy (dir, bfg->movedir);
  757. vectoangles (dir, bfg->s.angles);
  758. VectorScale (dir, speed, bfg->velocity);
  759. bfg->movetype = MOVETYPE_FLYMISSILE;
  760. bfg->clipmask = MASK_SHOT;
  761. bfg->solid = SOLID_BBOX;
  762. bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
  763. VectorClear (bfg->mins);
  764. VectorClear (bfg->maxs);
  765. bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
  766. bfg->owner = self;
  767. bfg->touch = bfg_touch;
  768. bfg->nextthink = level.time + 8000/speed;
  769. bfg->think = G_FreeEdict;
  770. bfg->radius_dmg = damage;
  771. bfg->dmg_radius = damage_radius;
  772. bfg->classname = "bfg blast";
  773. bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
  774. bfg->think = bfg_think;
  775. bfg->nextthink = level.time + FRAMETIME;
  776. bfg->teammaster = bfg;
  777. bfg->teamchain = NULL;
  778. if (self->client)
  779. check_dodge (self, bfg->s.origin, dir, speed);
  780. gi.linkentity (bfg);
  781. }