You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
916 lines
23 KiB
916 lines
23 KiB
/* |
|
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. |
|
|
|
*/ |
|
#include "g_local.h" |
|
|
|
|
|
/* |
|
================= |
|
check_dodge |
|
|
|
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); |
|
} |
|
} |
|
|
|
|
|
/* |
|
================= |
|
fire_hit |
|
|
|
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; |
|
} |
|
|
|
|
|
/* |
|
================= |
|
fire_lead |
|
|
|
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); |
|
} |
|
} |
|
|
|
|
|
/* |
|
================= |
|
fire_bullet |
|
|
|
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); |
|
} |
|
|
|
|
|
/* |
|
================= |
|
fire_shotgun |
|
|
|
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); |
|
} |
|
|
|
|
|
/* |
|
================= |
|
fire_blaster |
|
|
|
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_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); |
|
} |
|
} |
|
|
|
|
|
/* |
|
================= |
|
fire_grenade |
|
================= |
|
*/ |
|
static void Grenade_Explode (edict_t *ent) |
|
{ |
|
vec3_t origin; |
|
int mod; |
|
|
|
if (ent->owner->client) |
|
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT); |
|
|
|
//FIXME: if we are onground then raise our Z just a bit since we are a point? |
|
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); |
|
} |
|
} |
|
|
|
|
|
/* |
|
================= |
|
fire_rocket |
|
================= |
|
*/ |
|
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); |
|
} |
|
|
|
|
|
/* |
|
================= |
|
fire_rail |
|
================= |
|
*/ |
|
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)) |
|
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); |
|
// gi.multicast (start, 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); |
|
} |
|
|
|
|
|
/* |
|
================= |
|
fire_bfg |
|
================= |
|
*/ |
|
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; |
|
|
|
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); |
|
}
|
|
|