q2wf-portable/g_weapon.c

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#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.
=================
*/
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;
if (wfdebug) gi.dprintf("Fire Lead...\n");
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;
//ERASER START
// long traceline's eat CPU
if (self->bot_client)
{
VectorMA (start, 1000, forward, end);
r = (1/8) * r;
r = (1/8) * u;
}
else
//ERASER END
VectorMA (start, 8192, forward, end);
//Don't add random spread if it's the sniper riffle
if (mod != MOD_SNIPERRIFLE)
{
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);
}
}
else
{
if (wfdebug) gi.dprintf(" --didn't hit anything!\n");
}
// send gun puff / flash
if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
{
if (tr.fraction < 1.0)
{
if (wfdebug) gi.dprintf(" --hit something: %s\n", tr.ent->classname);
// if (tr.ent->takedamage)
if ((tr.ent->takedamage) && (tr.ent->wf_team != self->wf_team))
{
if (self->owner)
T_Damage (tr.ent, self, self->owner, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
else
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);
}
}
}
else
{
if (wfdebug) gi.dprintf(" --nothing in the middle\n");
}
}
// 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_plasmabeam
Fires PlasmaBeam. Used in new hyperblaster
by Fireball
=================
*/
void fire_plasmabeam (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
{
vec3_t from;
vec3_t end, offset;
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_HYPERBLASTER);
}
VectorCopy (tr.endpos, from);
}
VectorCopy (start, offset);
// send gun puff / flash
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_HEATBEAM);
gi.WriteShort (self - g_edicts);
gi.WritePosition (start);
gi.WritePosition (tr.endpos);
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_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
{
//WF: don't stop if it hits. remove the return statement for normal use
// return;
//WF
//Original code
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);
}
//Original blaster shooting
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);
}
}
//WF - New fire blaster for lasers
void fire_blaster_wf (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
{
edict_t *bolt;
trace_t tr;
vec3_t from;
vec3_t end;
VectorNormalize (dir);
if(effect & EF_BLASTER)// if blaster, spawn blaster bolt
{
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";
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);
}
}
else // laser hyperblaster
{
// set origin of laser beam at gun barrel.
// note that the barrel is rotating, so the beams will
// originate from different places each time.
VectorMA (start, 8192, dir, end);
VectorCopy (start, from);
// trace for end point of laser beam.
// the laser aim is perfect.
// no random aim like the machinegun
tr = gi.trace (from, NULL, NULL, end, self, MASK_SHOT);
tr = gi.trace (from, NULL, NULL, end, self, MASK_SHOT);
// send laser beam temp entity to clients
VectorCopy (tr.endpos, from);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BFG_LASER);
gi.WritePosition (start);
gi.WritePosition (tr.endpos);
gi.multicast (self->s.origin, MULTICAST_PHS);
if ((tr.ent != self) && (tr.ent->takedamage))
T_Damage (tr.ent, self, self, dir, tr.endpos, tr.plane.normal,
damage, 0, 0, MOD_HYPERBLASTER);
else if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
{ // hit a brush, send clients
// a light flash and sparks temp entity.
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BLASTER);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.multicast (self->s.origin, MULTICAST_PVS);
}
}
}
/*
=================
fire_grenade
=================
*/
//WF
//static void Grenade_Explode (edict_t *ent)
//WF
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);
}
//WF safe version of the explosion
void GenericGrenade_Explode (edict_t *ent)
{
vec3_t origin;
int mod;
if (ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
if (ent->mod)
mod = ent->mod;
else 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);
//removed enemy code
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
{
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
else
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
}
else
{
if (ent->groundentity)
gi.WriteByte (TE_GRENADE_EXPLOSION);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
}
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PHS);
G_FreeEdict (ent);
}
void GenericGrenade_Die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + .1;
self->think = GenericGrenade_Explode;
}
void Grenade_Die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + .1;
self->think = Grenade_Explode;
}
void Rocket_Explode (edict_t *ent)
{
int i; vec3_t org; float spd;
vec3_t origin;
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);
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, NULL, ent->dmg_radius, ent->mod);
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_PVS);
// make some glowing shrapnel
spd = 15.0 * ent->dmg / 200;
for (i = 0; i < 3; i++)
{
org[0] = ent->s.origin[0] + crandom() * ent->size[0];
org[1] = ent->s.origin[1] + crandom() * ent->size[1];
org[2] = ent->s.origin[2] + crandom() * ent->size[2];
ThrowShrapnel4 (ent, "models/objects/debris2/tris.md2", spd, org);
}
make_debris (ent);
if ((ent->homing_lock) && (ent->mod != MOD_STINGER))
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, ent, ent->dmg_radius,MOD_HOMINGROCKET);
else
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, ent, ent->dmg_radius, ent->mod);
//T_ShockItems(ent);
//T_ShockWave(ent, 255, 1024);
BecomeNewExplosion (ent);
}
void Rocket_Die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + .1;
self->think = Rocket_Explode;
}
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)
{
int i;
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);
}
//ERASER START
// look for bot's to alarm
for (i=0; i<num_players; i++)
{
if ((players[i]->bot_client) && (players[i]->health > 0) && (entdist(players[i], ent) < 256))
{
players[i]->avoid_ent = ent;
}
}
//ERASER END
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->s.modelindex = gi.modelindex (GRLAUNCHER_MODEL);
grenade->s.skinnum = GRLAUNCHER_SKIN;
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->s.modelindex = gi.modelindex (GRNORMAL_MODEL);
grenade->s.skinnum = GRNORMAL_SKIN;
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);
}
}
// WF & CCH: New think function for homing missiles
void homing_think (edict_t *ent)
{
edict_t *target = NULL;
edict_t *blip = NULL;
vec3_t targetdir, blipdir;
vec_t speed;
while ((blip = findradius(blip, ent->s.origin, 750)) != NULL)
{
if (!(blip->svflags & SVF_MONSTER) && !blip->client)
{
//The only non-client to track is turret grenades and sentry guns
if ( (strcmp(blip->classname, "turret") != 0) &&
(strcmp(blip->classname, "SentryGun") != 0) &&
(strcmp(blip->classname, "laser_defense_gr") != 0))
{
continue;
}
}
if (blip == ent->owner)
continue;
//dont aim at same team unless friendly fire is on
if ((blip->wf_team == ent->wf_team) && (((int)wfflags->value & WF_ALLOW_FRIENDLY_FIRE)==0))
//if (blip->wf_team == ent->wf_team)
continue;
if (!blip->takedamage)
continue;
if (blip->health <= 0)
continue;
if (!visible(ent, blip))
continue;
if (!infront(ent, blip))
continue;
VectorSubtract(blip->s.origin, ent->s.origin, blipdir);
blipdir[2] += 16;
if ((target == NULL) || (VectorLength(blipdir) < VectorLength(targetdir)))
{
target = blip;
VectorCopy(blipdir, targetdir);
}
}
if (target != NULL)
{
// target acquired, nudge our direction toward it
VectorNormalize(targetdir);
VectorScale(targetdir, 0.135, targetdir);
VectorAdd(targetdir, ent->movedir, targetdir);
VectorNormalize(targetdir);
VectorCopy(targetdir, ent->movedir);
vectoangles(targetdir, ent->s.angles);
speed = VectorLength(ent->velocity);
VectorScale(targetdir, speed, ent->velocity);
//is this the first time we locked in? sound warning for the target
if (ent->homing_lock == 0)
{
gi.sound (target, CHAN_AUTO, gi.soundindex ("homelock.wav"), 1, ATTN_NORM, 0);
// gi.sound (target, CHAN_AUTO, gi.soundindex ("misc/keyuse.wav"), 1, ATTN_NORM, 0);
ent->homing_lock = 1;
}
}
ent->nextthink = level.time + .1;
}
//WF
/*
=================
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, ent->mod);
}
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, ent->mod);
// 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);
}
//ERASER START
void RocketInformDanger(edict_t *self)
{
int i;
edict_t *bot;
vec3_t org2, vec;
float dist;
if (self->timestamp < (level.time - 5))
{
G_FreeEdict(self);
return;
}
VectorMA(self->s.origin, 0.25, self->velocity, org2);
// scan for bot's to inform
for (i=0; i<num_players; i++)
{
bot = players[i];
if (bot->bot_client && (bot->bot_stats->combat < 4))
continue;
if ((fabs(bot->s.origin[0] - self->s.origin[0]) > 300) ||
(fabs(bot->s.origin[1] - self->s.origin[1]) > 300))
continue;
// make sure rocket is heading somewhat towards this bot
VectorSubtract(org2, bot->s.origin, vec);
if (((dist=entdist(bot, self)) - VectorLength(vec)) > 75)
{ // yup, inform bot of danger
bot->avoid_ent = self;
}
}
self->nextthink = level.time + 0.3;
}
//ERASER END
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage, int mod)
{
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;
//WF & CCH - Add homing lock status
rocket->homing_lock = 0;
rocket->mod = mod;
//Set the team of the rocket
rocket->wf_team = self->wf_team;
//Turn off homing state if the WF_NO_HOMING flag is set
//This is set here so the feature can be turned off mid-game
if (self->client && ((int)wfflags->value & WF_NO_HOMING))
self->client->pers.homing_state = 0;
//Eraser START: Modified to scan for Bots to inform of danger
rocket->timestamp = level.time;
rocket->nextthink = level.time + 0.1;
rocket->think = RocketInformDanger;
//ERASER END
rocket->dmg = damage;
rocket->radius_dmg = radius_damage;
rocket->dmg_radius = damage_radius;
// See if this is a player and if they have homing on
if (self->client && self->client->pers.homing_state)
{
// If they have 5 cells, start homing, otherwise normal rocket think
if (self->client->pers.inventory[ITEM_INDEX(FindItem("Cells"))] >= 5)
{
self->client->pers.inventory[ITEM_INDEX(FindItem("Cells"))] -= 5;
rocket->nextthink = level.time + .1;
rocket->think = homing_think;
//reduce damage of homing rockets to 1/2 of normal rocket
rocket->dmg = damage / 2;
if (mod == MOD_ROCKET) mod = MOD_HOMINGROCKET;
}
else {
safe_cprintf(self, PRINT_HIGH, "No cells for homing missile.\n");
rocket->nextthink = level.time + 8000/speed;
rocket->think = G_FreeEdict;
}
}
else {
rocket->nextthink = level.time + 8000/speed;
rocket->think = G_FreeEdict;
}
//WF
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);
}
#define STANDING_HEAD_POS 20 //above center of body
#define STANDING_LEG_POS 12 //below center of body
#define CROUCHED_HEAD_POS 1 //above center of body //Acrid 5/99 was 8
#define CROUCHED_LEG_POS 22 //below center of body //Acrid fix this too?
/*
=================
fire_rail
=================
*/
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int mod)
{
vec3_t from;
vec3_t end;
trace_t tr;
edict_t *ignore;
int mask;
qboolean water;
qboolean ducked;
int leg_pos;
int head_pos;
char *name;
int bodypos = 0; //Where on the body was the hit?
if (wfdebug) gi.dprintf("Rail start damage = %d\n", damage);
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
{
//ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
(tr.ent->solid == SOLID_BBOX))
ignore = tr.ent;
else
ignore = NULL;
//5/99 Acrid ,to tell your the owner, so you dont shoot yourself on top of a dead body
if (tr.ent == self)
return;
//Location damage! Was it a head or leg shot?
if (tr.ent->client && mod == MOD_SNIPERRIFLE)
{
if (tr.ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
head_pos = CROUCHED_HEAD_POS;
leg_pos = CROUCHED_LEG_POS;
ducked = true;
}
else
{
head_pos = STANDING_HEAD_POS;
leg_pos = STANDING_LEG_POS;
ducked = false;
}
if (tr.endpos[2] < (tr.ent->s.origin[2] - leg_pos))
{
bodypos = 1; // leg shot
mod = MOD_SNIPERRIFLE_LEG;
damage = damage * .333; // 1/3 damage for leg shot
//Dont slow them down if it's a team mate
if (tr.ent->wf_team != self->wf_team)
{
tr.ent->lame = 1; //slow them down!
if (tr.ent->client)
{
if (self->client) name = &self->client->pers.netname[0];
else name = "(unknown)";
safe_cprintf(tr.ent, PRINT_HIGH, "You were hit in the leg by %s!\n", name);
}
if (self->client)
{
if (tr.ent->client) name = &tr.ent->client->pers.netname[0];
else name = "(unknown)";
safe_cprintf(self, PRINT_HIGH, "You shot %s in the leg!\n",name);
}
}
}
else if (tr.endpos[2] > ((tr.ent->s.origin[2] + head_pos)))
{
bodypos = 2;
mod = MOD_SNIPERRIFLE_HEAD;
damage = damage * 3; // Increase damage for head shot
//Squirt some blood!
//gi.dprintf("HEADSHOT\n");
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SPLASH);
gi.WriteByte (60);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.WriteByte (SPLASH_BLOOD);
gi.multicast (tr.endpos, MULTICAST_PVS);
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BLOOD);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.multicast (tr.endpos, MULTICAST_PVS);
}
else
{
bodypos = 0;
}
}
else if (!tr.ent->client)
{
//For non-clients, do less damage
damage = damage * .7;
}
if (mod == MOD_WF_TURRET)
T_Damage (tr.ent, self, self->owner, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, mod);
else
T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, mod);
if (wfdebug)
{
gi.dprintf("Rail adjusted damage = %d.", damage);
if (tr.ent->client )
gi.dprintf(": %s\n", tr.ent->client->pers.netname);
else
gi.dprintf("\n");
}
}
VectorCopy (tr.endpos, from);
}
// send gun puff / flash
//Dont do railgun train if sniper or sentry gun
// if (((int)wfflags->value & WF_NO_RAILGUN_EFFECT) || (mod == MOD_SNIPERRIFLE) || mod == MOD_SENTRY)
if (mod == MOD_SNIPERRIFLE || mod == MOD_SENTRY || mod == MOD_SNIPERRIFLE_LEG || mod == MOD_SNIPERRIFLE_HEAD)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_GUNSHOT);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.multicast (tr.endpos, MULTICAST_PVS);
}
else
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_RAILTRAIL);
gi.WritePosition (start);
gi.WritePosition (tr.endpos);
gi.multicast (self->s.origin, 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)
//WF - reduce the damage of bfg
// dmg = 5;
dmg = 2;
//WF
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;
//ZOID
//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;
//ZOID
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->s.modelindex = gi.modelindex ("sprites/fire.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);
}