#include "g_local.h" #define INCLUDE_ETF_RIFLE 1 #define INCLUDE_PROX 1 #define INCLUDE_FLAMETHROWER 1 #define INCLUDE_INCENDIARY 1 #define INCLUDE_NUKE 1 #define INCLUDE_MELEE 1 #define INCLUDE_TESLA 1 #define INCLUDE_BEAMS 1 extern void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed); extern void hurt_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf); extern void droptofloor (edict_t *ent); extern void Grenade_Explode (edict_t *ent); extern void drawbbox (edict_t *ent); #define DAMAGE_FIRE 5 void vectoangles2 (vec3_t value1, vec3_t angles) { float forward; float yaw, pitch; if (value1[1] == 0 && value1[0] == 0) { yaw = 0; if (value1[2] > 0) pitch = 90; else pitch = 270; } else { // PMM - fixed to correct for pitch of 0 if (value1[0]) yaw = (atan2(value1[1], value1[0]) * 180 / M_PI); else if (value1[1] > 0) yaw = 90; else yaw = 270; if (yaw < 0) yaw += 360; forward = sqrt (value1[0]*value1[0] + value1[1]*value1[1]); pitch = (atan2(value1[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } angles[PITCH] = -pitch; angles[YAW] = yaw; angles[ROLL] = 0; } void G_ProjectSource2 (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result) { result[0] = point[0] + forward[0] * distance[0] + right[0] * distance[1] + up[0] * distance[2]; result[1] = point[1] + forward[1] * distance[0] + right[1] * distance[1] + up[1] * distance[2]; result[2] = point[2] + forward[2] * distance[0] + right[2] * distance[1] + up[2] * distance[2]; } static void P_ProjectSource2 (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result) { vec3_t _distance; VectorCopy (distance, _distance); if (client->pers.hand == LEFT_HANDED) _distance[1] *= -1; else if (client->pers.hand == CENTER_HANDED) _distance[1] = 0; G_ProjectSource2 (point, _distance, forward, right, up, result); } #ifdef INCLUDE_ETF_RIFLE /* ======================== fire_flechette ======================== */ void flechette_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { vec3_t dir; if (other == self->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (self); return; } if (self->client) PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); if (other->takedamage) { //gi.dprintf("t_damage %s\n", other->classname); T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, self->dmg_radius, 0, MOD_ETF_RIFLE); } else { if(!plane) VectorClear (dir); else VectorScale (plane->normal, 256, dir); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_FLECHETTE); gi.WritePosition (self->s.origin); gi.WriteDir (dir); gi.multicast (self->s.origin, MULTICAST_PVS); // T_RadiusDamage(self, self->owner, 24, self, 48, MOD_ETF_RIFLE); } G_FreeEdict (self); } void fire_flechette (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int kick) { edict_t *flechette; VectorNormalize (dir); flechette = G_Spawn(); VectorCopy (start, flechette->s.origin); VectorCopy (start, flechette->s.old_origin); vectoangles2 (dir, flechette->s.angles); VectorScale (dir, speed, flechette->velocity); flechette->movetype = MOVETYPE_FLYMISSILE; flechette->clipmask = MASK_SHOT; flechette->solid = SOLID_BBOX; flechette->s.renderfx = RF_FULLBRIGHT; VectorClear (flechette->mins); VectorClear (flechette->maxs); flechette->s.modelindex = gi.modelindex ("models/proj/flechette/tris.md2"); // flechette->s.sound = gi.soundindex (""); // FIXME - correct sound! flechette->owner = self; flechette->touch = flechette_touch; flechette->nextthink = level.time + 8000/speed; flechette->think = G_FreeEdict; flechette->dmg = damage; flechette->dmg_radius = kick; gi.linkentity (flechette); if (self->client) check_dodge (self, flechette->s.origin, dir, speed); } #endif // ************************* // FLAMETHROWER // ************************* #ifdef INCLUDE_FLAMETHROWER #define FLAMETHROWER_RADIUS 8 void fire_remove (edict_t *ent) { if(ent == ent->owner->teamchain) ent->owner->teamchain = NULL; G_FreeEdict(ent); } void fire_flame_new (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed) { edict_t *flame; vec3_t dir; vec3_t forward, right, up; vectoangles2 (aimdir, dir); AngleVectors (dir, forward, right, up); flame = G_Spawn(); // the origin is the first control point, put it speed forward. VectorMA(start, speed, forward, flame->s.origin); // record that velocity VectorScale (aimdir, speed, flame->velocity); VectorCopy (dir, flame->s.angles); flame->movetype = MOVETYPE_NONE; flame->solid = SOLID_NOT; VectorSet(flame->mins, -FLAMETHROWER_RADIUS, -FLAMETHROWER_RADIUS, -FLAMETHROWER_RADIUS); VectorSet(flame->maxs, FLAMETHROWER_RADIUS, FLAMETHROWER_RADIUS, FLAMETHROWER_RADIUS); flame->s.sound = gi.soundindex ("weapons/flame.wav"); flame->owner = self; flame->dmg = damage; flame->classname = "flame"; // clear control points and velocities VectorCopy (flame->s.origin, flame->flameinfo.pos1); VectorCopy (flame->velocity, flame->flameinfo.vel1); VectorCopy (flame->s.origin, flame->flameinfo.pos2); VectorCopy (flame->velocity, flame->flameinfo.vel2); VectorCopy (flame->s.origin, flame->flameinfo.pos3); VectorCopy (flame->velocity, flame->flameinfo.vel3); VectorCopy (flame->s.origin, flame->flameinfo.pos4); // hook flame stream to owner self->teamchain = flame; gi.linkentity (flame); } // fixme - change to use start location, not entity origin void fire_maintain (edict_t *ent, edict_t *flame, vec3_t start, vec3_t aimdir, int damage, int speed) { trace_t tr; // move the control points out the appropriate direction and velocity VectorAdd(flame->flameinfo.pos3, flame->flameinfo.vel3, flame->flameinfo.pos4); VectorAdd(flame->flameinfo.pos2, flame->flameinfo.vel2, flame->flameinfo.pos3); VectorAdd(flame->flameinfo.pos1, flame->flameinfo.vel1, flame->flameinfo.pos2); VectorAdd(flame->s.origin, flame->velocity, flame->flameinfo.pos1); // move the velocities for the control points VectorCopy(flame->flameinfo.vel2, flame->flameinfo.vel3); VectorCopy(flame->flameinfo.vel1, flame->flameinfo.vel2); VectorCopy(flame->velocity, flame->flameinfo.vel1); // set velocity and location for new control point 0. VectorMA(start, speed, aimdir, flame->s.origin); VectorScale(aimdir, speed, flame->velocity); // // does it hit a wall? if so, when? // // player fire point to flame origin. tr = gi.trace(start, flame->mins, flame->maxs, flame->s.origin, flame, MASK_SHOT); if(tr.fraction == 1.0) { // origin to point 1 tr = gi.trace(flame->s.origin, flame->mins, flame->maxs, flame->flameinfo.pos1, flame, MASK_SHOT); if(tr.fraction == 1.0) { // point 1 to point 2 tr = gi.trace(flame->flameinfo.pos1, flame->mins, flame->maxs, flame->flameinfo.pos2, flame, MASK_SHOT); if(tr.fraction == 1.0) { // point 2 to point 3 tr = gi.trace(flame->flameinfo.pos2, flame->mins, flame->maxs, flame->flameinfo.pos3, flame, MASK_SHOT); if(tr.fraction == 1.0) { // point 3 to point 4, point 3 valid tr = gi.trace(flame->flameinfo.pos3, flame->mins, flame->maxs, flame->flameinfo.pos4, flame, MASK_SHOT); if(tr.fraction < 1.0) // point 4 blocked { VectorCopy(tr.endpos, flame->flameinfo.pos4); } } else // point 3 blocked, point 2 valid { VectorCopy(flame->flameinfo.vel2, flame->flameinfo.vel3); VectorCopy(tr.endpos, flame->flameinfo.pos3); VectorCopy(tr.endpos, flame->flameinfo.pos4); } } else // point 2 blocked, point 1 valid { VectorCopy(flame->flameinfo.vel1, flame->flameinfo.vel2); VectorCopy(flame->flameinfo.vel1, flame->flameinfo.vel3); VectorCopy(tr.endpos, flame->flameinfo.pos2); VectorCopy(tr.endpos, flame->flameinfo.pos3); VectorCopy(tr.endpos, flame->flameinfo.pos4); } } else // point 1 blocked, origin valid { VectorCopy(flame->velocity, flame->flameinfo.vel1); VectorCopy(flame->velocity, flame->flameinfo.vel2); VectorCopy(flame->velocity, flame->flameinfo.vel3); VectorCopy(tr.endpos, flame->flameinfo.pos1); VectorCopy(tr.endpos, flame->flameinfo.pos2); VectorCopy(tr.endpos, flame->flameinfo.pos3); VectorCopy(tr.endpos, flame->flameinfo.pos4); } } else // origin blocked! { // gi.dprintf("point 2 blocked\n"); VectorCopy(flame->velocity, flame->flameinfo.vel1); VectorCopy(flame->velocity, flame->flameinfo.vel2); VectorCopy(flame->velocity, flame->flameinfo.vel3); VectorCopy(tr.endpos, flame->s.origin); VectorCopy(tr.endpos, flame->flameinfo.pos1); VectorCopy(tr.endpos, flame->flameinfo.pos2); VectorCopy(tr.endpos, flame->flameinfo.pos3); VectorCopy(tr.endpos, flame->flameinfo.pos4); } if(tr.fraction < 1.0 && tr.ent->takedamage) { T_Damage (tr.ent, flame, ent, flame->velocity, tr.endpos, tr.plane.normal, damage, 0, DAMAGE_NO_KNOCKBACK | DAMAGE_ENERGY | DAMAGE_FIRE, MOD_FLAMETHROWER); } gi.linkentity(flame); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_FLAME); gi.WriteShort(ent - g_edicts); gi.WriteShort(6); gi.WritePosition (start); gi.WritePosition (flame->s.origin); gi.WritePosition (flame->flameinfo.pos1); gi.WritePosition (flame->flameinfo.pos2); gi.WritePosition (flame->flameinfo.pos3); gi.WritePosition (flame->flameinfo.pos4); gi.multicast (flame->s.origin, MULTICAST_PVS); } /*QUAKED trap_flameshooter (1 0 0) (-8 -8 -8) (8 8 8) */ #define FLAMESHOOTER_VELOCITY 50 #define FLAMESHOOTER_DAMAGE 20 #define FLAMESHOOTER_BURST_VELOCITY 300 #define FLAMESHOOTER_BURST_DAMAGE 30 //#define FLAMESHOOTER_PUFF 1 #define FLAMESHOOTER_STREAM 1 void flameshooter_think (edict_t *self) { vec3_t forward, right, up; edict_t *flame; if(self->delay) { if(self->teamchain) fire_remove (self->teamchain); return; } self->s.angles[1] += self->speed; if(self->s.angles[1] > 135 || self->s.angles[1] < 45) self->speed = -self->speed; AngleVectors (self->s.angles, forward, right, up); #ifdef FLAMESHOOTER_STREAM flame = self->teamchain; if(!self->teamchain) fire_flame_new (self, self->s.origin, forward, FLAMESHOOTER_DAMAGE, FLAMESHOOTER_VELOCITY); else fire_maintain (self, flame, self->s.origin, forward, FLAMESHOOTER_DAMAGE, FLAMESHOOTER_VELOCITY); self->think = flameshooter_think; self->nextthink = level.time + 0.05; #else fire_burst (self, self->s.origin, forward, FLAMESHOOTER_BURST_DAMAGE, FLAMESHOOTER_BURST_VELOCITY); self->think = flameshooter_think; self->nextthink = level.time + 0.1; #endif } void flameshooter_use (edict_t *self, edict_t *other, edict_t *activator) { if(self->delay) { self->delay = 0; self->think = flameshooter_think; self->nextthink = level.time + 0.1; } else self->delay = 1; } void SP_trap_flameshooter(edict_t *self) { vec3_t tempAngles; self->solid = SOLID_NOT; self->movetype = MOVETYPE_NONE; self->delay = 0; self->use = flameshooter_use; if(self->delay == 0) { self->think = flameshooter_think; self->nextthink = level.time + 0.1; } // self->flags |= FL_NOCLIENT; self->speed = 10; // self->speed = 0; // FIXME this stops the spraying VectorCopy(self->s.angles, tempAngles); if (!VectorCompare(self->s.angles, vec3_origin)) G_SetMovedir (self->s.angles, self->movedir); VectorCopy(tempAngles, self->s.angles); // gi.setmodel (self, self->model); gi.linkentity (self); } // ************************* // fire_burst // ************************* #define FLAME_BURST_MAX_SIZE 64 #define FLAME_BURST_FRAMES 20 #define FLAME_BURST_MIDPOINT 10 void fire_burst_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { int powerunits; int damage, radius; vec3_t origin; if (surf && (surf->flags & SURF_SKY)) { // gi.dprintf("Hit sky. Removed\n"); G_FreeEdict (ent); return; } if(other == ent->owner || ent == other) return; // don't let flame puffs blow each other up if(other->classname && !strcmp(other->classname, ent->classname)) return; if(ent->waterlevel) { // gi.dprintf("Hit water. Removed\n"); G_FreeEdict(ent); } if(!(other->svflags & SVF_MONSTER) && !other->client) { powerunits = FLAME_BURST_FRAMES - ent->s.frame; damage = powerunits * 6; radius = powerunits * 4; // T_RadiusDamage (inflictor, attacker, damage, ignore, radius) T_RadiusDamage(ent, ent->owner, damage, ent, radius, DAMAGE_FIRE); // gi.dprintf("Hit world: %d pts, %d rad\n", damage, radius); // calculate position for the explosion entity VectorMA (ent->s.origin, -0.02, ent->velocity, origin); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_PLAIN_EXPLOSION); gi.WritePosition (origin); gi.multicast (ent->s.origin, MULTICAST_PVS); G_FreeEdict (ent); } } void fire_burst_think (edict_t *self) { int current_radius; if(self->waterlevel) { G_FreeEdict(self); return; } self->s.frame++; if(self->s.frame >= FLAME_BURST_FRAMES) { G_FreeEdict(self); return; } else if(self->s.frame < FLAME_BURST_MIDPOINT) { current_radius = (FLAME_BURST_MAX_SIZE / FLAME_BURST_MIDPOINT) * self->s.frame; } else { current_radius = (FLAME_BURST_MAX_SIZE / FLAME_BURST_MIDPOINT) * (FLAME_BURST_FRAMES - self->s.frame); } if(self->s.frame == 3) self->s.skinnum = 1; else if (self->s.frame == 7) self->s.skinnum = 2; else if (self->s.frame == 10) self->s.skinnum = 3; else if (self->s.frame == 13) self->s.skinnum = 4; else if (self->s.frame == 16) self->s.skinnum = 5; else if (self->s.frame == 19) self->s.skinnum = 6; if(current_radius < 8) current_radius = 8; else if(current_radius > FLAME_BURST_MAX_SIZE) current_radius = FLAME_BURST_MAX_SIZE; T_RadiusDamage(self, self->owner, self->dmg, self, current_radius, DAMAGE_FIRE); self->think = fire_burst_think; self->nextthink = level.time + 0.1; } void fire_burst (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed) { edict_t *flame; vec3_t dir; vec3_t baseVel; vec3_t forward, right, up; vectoangles2 (aimdir, dir); AngleVectors (dir, forward, right, up); flame = G_Spawn(); VectorCopy(start, flame->s.origin); // VectorScale (aimdir, speed, flame->velocity); // scale down so only 30% of player's velocity is taken into account. VectorScale (self->velocity, 0.3, baseVel); VectorMA(baseVel, speed, aimdir, flame->velocity); VectorCopy (dir, flame->s.angles); flame->movetype = MOVETYPE_FLY; flame->solid = SOLID_TRIGGER; VectorSet(flame->mins, -FLAMETHROWER_RADIUS, -FLAMETHROWER_RADIUS, -FLAMETHROWER_RADIUS); VectorSet(flame->maxs, FLAMETHROWER_RADIUS, FLAMETHROWER_RADIUS, FLAMETHROWER_RADIUS); flame->s.sound = gi.soundindex ("weapons/flame.wav"); flame->s.modelindex = gi.modelindex ("models/projectiles/puff/tris.md2"); flame->owner = self; flame->touch = fire_burst_touch; flame->think = fire_burst_think; flame->nextthink = level.time + 0.1; flame->dmg = damage; flame->classname = "flameburst"; // flame->s.effects = EF_FIRE_PUFF; //gar gi.linkentity (flame); } #endif // ************************* // INCENDIARY GRENADES // ************************* #ifdef INCLUDE_INCENDIARY void FireThink (edict_t *ent) { if(level.time > ent->wait) G_FreeEdict(ent); else { ent->s.frame++; if(ent->s.frame>10) ent->s.frame = 0; ent->nextthink = level.time + 0.05; ent->think = FireThink; } } #define FIRE_HEIGHT 64 #define FIRE_RADIUS 64 #define FIRE_DAMAGE 3 #define FIRE_DURATION 15 edict_t *StartFire(edict_t *fireOwner, vec3_t fireOrigin, float fireDuration, float fireDamage) { edict_t *fire; fire = G_Spawn(); VectorCopy (fireOrigin, fire->s.origin); fire->movetype = MOVETYPE_TOSS; fire->solid = SOLID_TRIGGER; VectorSet(fire->mins, -FIRE_RADIUS, -FIRE_RADIUS, 0); VectorSet(fire->maxs, FIRE_RADIUS, FIRE_RADIUS, FIRE_HEIGHT); fire->s.sound = gi.soundindex ("weapons/incend.wav"); fire->s.modelindex = gi.modelindex ("models/objects/fire/tris.md2"); fire->owner = fireOwner; fire->touch = hurt_touch; fire->nextthink = level.time + 0.05; fire->wait = level.time + fireDuration; fire->think = FireThink; // fire->nextthink = level.time + fireDuration; // fire->think = G_FreeEdict; fire->dmg = fireDamage; fire->classname = "incendiary_fire"; gi.linkentity (fire); // gi.sound (fire, CHAN_VOICE, gi.soundindex ("weapons/incend.wav"), 1, ATTN_NORM, 0); return fire; } static void Incendiary_Explode (edict_t *ent) { vec3_t origin; 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? T_RadiusDamage(ent, ent->owner, ent->dmg, NULL, ent->dmg_radius, DAMAGE_FIRE); VectorMA (ent->s.origin, -0.02, ent->velocity, origin); gi.WriteByte (svc_temp_entity); if (ent->groundentity) gi.WriteByte (TE_GRENADE_EXPLOSION); else gi.WriteByte (TE_ROCKET_EXPLOSION); gi.WritePosition (origin); gi.multicast (ent->s.origin, MULTICAST_PVS); StartFire(ent->owner, ent->s.origin, FIRE_DURATION, FIRE_DAMAGE); G_FreeEdict (ent); } static void Incendiary_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->svflags & SVF_MONSTER) && !(ent->client)) // 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 { if (random() > 0.5) gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0); else gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb2b.wav"), 1, ATTN_NORM, 0); } return; } Incendiary_Explode (ent); } void fire_incendiary_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; vectoangles2 (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; // if (self->client) // grenade->s.effects &= ~EF_TELEPORT; VectorClear (grenade->mins); VectorClear (grenade->maxs); grenade->s.modelindex = gi.modelindex ("models/projectiles/incend/tris.md2"); grenade->owner = self; grenade->touch = Incendiary_Touch; grenade->nextthink = level.time + timer; grenade->think = Incendiary_Explode; grenade->dmg = damage; grenade->dmg_radius = damage_radius; grenade->classname = "incendiary_grenade"; gi.linkentity (grenade); } #endif // ************************* // NUKE // ************************* #ifdef INCLUDE_NUKE #define NUKE_DELAY 4 #define NUKE_TIME_TO_LIVE 6 //#define NUKE_TIME_TO_LIVE 40 #define NUKE_RADIUS 512 #define NUKE_DAMAGE 400 #define NUKE_QUAKE_TIME 3 #define NUKE_QUAKE_STRENGTH 100 void Nuke_Quake (edict_t *self) { int i; edict_t *e; if (self->last_move_time < level.time) { gi.positioned_sound (self->s.origin, self, CHAN_AUTO, self->noise_index, 0.75, ATTN_NONE, 0); self->last_move_time = level.time + 0.5; } for (i=1, e=g_edicts+i; i < globals.num_edicts; i++,e++) { if (!e->inuse) continue; if (!e->client) continue; if (!e->groundentity) continue; e->groundentity = NULL; e->velocity[0] += crandom()* 150; e->velocity[1] += crandom()* 150; e->velocity[2] = self->speed * (100.0 / e->mass); } if (level.time < self->timestamp) self->nextthink = level.time + FRAMETIME; else G_FreeEdict (self); } static void Nuke_Explode (edict_t *ent) { // vec3_t origin; // nuke_framenum = level.framenum + 20; if (ent->teammaster->client) PlayerNoise(ent->teammaster, ent->s.origin, PNOISE_IMPACT); // T_RadiusNukeDamage(ent, ent->teammaster, ent->dmg, ent, ent->dmg_radius, MOD_NUKE); T_RadiusDamage(ent, ent->teammaster, ent->dmg, ent, ent->dmg_radius, MOD_NUKE); // VectorMA (ent->s.origin, -0.02, ent->velocity, origin); if (ent->dmg > NUKE_DAMAGE) gi.sound(ent, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0); gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/grenlx1a.wav"), 1, ATTN_NONE, 0); /* gi.WriteByte (svc_temp_entity); if (ent->groundentity) gi.WriteByte (TE_GRENADE_EXPLOSION); else gi.WriteByte (TE_ROCKET_EXPLOSION); gi.WritePosition (origin); gi.multicast (ent->s.origin, MULTICAST_PVS); */ // BecomeExplosion1(ent); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1_BIG); gi.WritePosition (ent->s.origin); gi.multicast (ent->s.origin, MULTICAST_PVS); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_NUKEBLAST); gi.WritePosition (ent->s.origin); gi.multicast (ent->s.origin, MULTICAST_ALL); // become a quake ent->svflags |= SVF_NOCLIENT; ent->noise_index = gi.soundindex ("world/rumble.wav"); ent->think = Nuke_Quake; ent->speed = NUKE_QUAKE_STRENGTH; ent->timestamp = level.time + NUKE_QUAKE_TIME; ent->nextthink = level.time + FRAMETIME; ent->last_move_time = 0; } void nuke_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { self->takedamage = DAMAGE_NO; if ((attacker) && !(strcmp(attacker->classname, "nuke"))) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("nuke nuked by a nuke, not nuking\n"); G_FreeEdict (self); return; } Nuke_Explode(self); } void Nuke_Think(edict_t *ent) { float attenuation, default_atten = 1.8; int damage_multiplier, muzzleflash; // gi.dprintf ("player range: %2.2f damage radius: %2.2f\n", realrange (ent, ent->teammaster), ent->dmg_radius*2); damage_multiplier = ent->dmg/NUKE_DAMAGE; switch (damage_multiplier) { case 1: attenuation = default_atten/1.4; muzzleflash = MZ_NUKE1; break; case 2: attenuation = default_atten/2.0; muzzleflash = MZ_NUKE2; break; case 4: attenuation = default_atten/3.0; muzzleflash = MZ_NUKE4; break; case 8: attenuation = default_atten/5.0; muzzleflash = MZ_NUKE8; break; default: // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("default attenuation used for nuke!\n"); attenuation = default_atten; muzzleflash = MZ_NUKE1; break; } if(ent->wait < level.time) Nuke_Explode(ent); else if (level.time >= (ent->wait - NUKE_TIME_TO_LIVE)) { ent->s.frame++; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("nuke frame %d\n", ent->s.frame); if(ent->s.frame > 11) ent->s.frame = 6; if (gi.pointcontents (ent->s.origin) & (CONTENTS_SLIME|CONTENTS_LAVA)) { Nuke_Explode (ent); return; } ent->think = Nuke_Think; ent->nextthink = level.time + 0.1; ent->health = 1; ent->owner = NULL; gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (muzzleflash); gi.multicast (ent->s.origin, MULTICAST_PVS); if (ent->timestamp <= level.time) { /* gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/nukewarn.wav"), 1, ATTN_NORM, 0); ent->timestamp += 10.0; } */ if ((ent->wait - level.time) <= (NUKE_TIME_TO_LIVE/2.0)) { // ent->s.sound = gi.soundindex ("weapons/nukewarn.wav"); // gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, ATTN_NORM, 0); gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, attenuation, 0); // gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, ATTN_NORM, 0); // gi.dprintf ("time %2.2f\n", ent->wait-level.time); ent->timestamp = level.time + 0.3; } else { gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, attenuation, 0); // gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, ATTN_NORM, 0); ent->timestamp = level.time + 0.5; // gi.dprintf ("time %2.2f\n", ent->wait-level.time); } } } else { if (ent->timestamp <= level.time) { gi.sound (ent, CHAN_NO_PHS_ADD+CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, attenuation, 0); // gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/nukewarn2.wav"), 1, ATTN_NORM, 0); // gi.dprintf ("time %2.2f\n", ent->wait-level.time); ent->timestamp = level.time + 1.0; } ent->nextthink = level.time + FRAMETIME; } } void nuke_bounce (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { 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); } //======== //ROGUE byte P_DamageModifier(edict_t *ent) { int damage_multiplier; is_quad = 0; damage_multiplier = 1; if(ent->client->quad_framenum > level.framenum) { damage_multiplier *= 4; is_quad = 1; // if we're quad and DF_NO_STACK_DOUBLE is on, return now. if(((int)(dmflags->value) & DF_NO_STACK_DOUBLE)) return damage_multiplier; } if(ent->client->double_framenum > level.framenum) { if ((deathmatch->value) || (damage_multiplier == 1)) { damage_multiplier *= 2; is_quad = 1; } } return damage_multiplier; } //ROGUE //======== void fire_nuke (edict_t *self, vec3_t start, vec3_t aimdir, int speed) { edict_t *nuke; vec3_t dir; vec3_t forward, right, up; int damage_modifier; damage_modifier = (int) P_DamageModifier (self); vectoangles2 (aimdir, dir); AngleVectors (dir, forward, right, up); nuke = G_Spawn(); VectorCopy (start, nuke->s.origin); VectorScale (aimdir, speed, nuke->velocity); VectorMA (nuke->velocity, 200 + crandom() * 10.0, up, nuke->velocity); VectorMA (nuke->velocity, crandom() * 10.0, right, nuke->velocity); VectorClear (nuke->avelocity); VectorClear (nuke->s.angles); nuke->movetype = MOVETYPE_BOUNCE; nuke->clipmask = MASK_SHOT; nuke->solid = SOLID_BBOX; nuke->s.effects |= EF_GRENADE; nuke->s.renderfx |= RF_IR_VISIBLE; VectorSet (nuke->mins, -8, -8, 0); VectorSet (nuke->maxs, 8, 8, 16); nuke->s.modelindex = gi.modelindex ("models/weapons/g_nuke/tris.md2"); nuke->owner = self; nuke->teammaster = self; nuke->nextthink = level.time + FRAMETIME; nuke->wait = level.time + NUKE_DELAY + NUKE_TIME_TO_LIVE; nuke->think = Nuke_Think; nuke->touch = nuke_bounce; nuke->health = 10000; nuke->takedamage = DAMAGE_YES; // nuke->svflags |= SVF_DAMAGEABLE; //gar nuke->dmg = NUKE_DAMAGE * damage_modifier; if (damage_modifier == 1) nuke->dmg_radius = NUKE_RADIUS; else nuke->dmg_radius = NUKE_RADIUS + NUKE_RADIUS*(0.25*(float)damage_modifier); // this yields 1.0, 1.5, 2.0, 3.0 times radius // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("nuke modifier = %d, damage = %d, radius = %f\n", damage_modifier, nuke->dmg, nuke->dmg_radius); nuke->classname = "nuke"; nuke->die = nuke_die; gi.linkentity (nuke); } #endif // ************************* // TESLA // ************************* #ifdef INCLUDE_TESLA #define TESLA_TIME_TO_LIVE 30 #define TESLA_DAMAGE_RADIUS 128 #define TESLA_DAMAGE DAMAGE_TESLA #define TESLA_KNOCKBACK 8 #define TESLA_ACTIVATE_TIME 3 #define TESLA_EXPLOSION_DAMAGE_MULT 50 // this is the amount the damage is multiplied by for underwater explosions #define TESLA_EXPLOSION_RADIUS 200 void tesla_remove (edict_t *self) { edict_t *cur, *next; self->takedamage = DAMAGE_NO; if(self->teamchain) { cur = self->teamchain; while(cur) { next = cur->teamchain; G_FreeEdict ( cur ); cur = next; } } else if (self->air_finished) gi.dprintf ("tesla without a field!\n"); self->owner = self->teammaster; // Going away, set the owner correctly. // PGM - grenade explode does damage to self->enemy self->enemy = NULL; // play quad sound if quadded and an underwater explosion if ((self->dmg_radius) && (self->dmg > (TESLA_DAMAGE*TESLA_EXPLOSION_DAMAGE_MULT))) gi.sound(self, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0); Grenade_Explode(self); } void tesla_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { // gi.dprintf("tesla killed\n"); tesla_remove(self); } void tesla_blow (edict_t *self) { // T_RadiusDamage(self, self->owner, TESLA_EXPLOSION_DAMAGE, NULL, TESLA_EXPLOSION_RADIUS, MOD_TESLA); self->dmg = self->dmg * TESLA_EXPLOSION_DAMAGE_MULT; self->dmg_radius = TESLA_EXPLOSION_RADIUS; tesla_remove(self); } void tesla_zap (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { } void tesla_think_active (edict_t *self) { int i,num; edict_t *touch[MAX_EDICTS], *hit; vec3_t dir, start; trace_t tr; if(level.time > self->air_finished) { tesla_remove(self); return; } VectorCopy(self->s.origin, start); start[2] += 16; num = gi.BoxEdicts(self->teamchain->absmin, self->teamchain->absmax, touch, MAX_EDICTS, AREA_SOLID); for(i=0;iinuse)) break; hit=touch[i]; if(!hit->inuse) continue; if(hit == self) continue; if(hit->health < 1) continue; // don't hit clients in single-player or coop /* if(hit->client) if (coop->value || !deathmatch->value) continue; //GAR if(!(hit->svflags & (SVF_MONSTER | SVF_DAMAGEABLE)) && !hit->client) if(!(hit->svflags & (SVF_MONSTER )) && !hit->client) continue; */ tr = gi.trace(start, vec3_origin, vec3_origin, hit->s.origin, self, MASK_SHOT); if(tr.fraction==1 || tr.ent==hit)// || tr.ent->client || (tr.ent->svflags & (SVF_MONSTER | SVF_DAMAGEABLE))) { VectorSubtract(hit->s.origin, start, dir); // PMM - play quad sound if it's above the "normal" damage if (self->dmg > TESLA_DAMAGE) gi.sound(self, CHAN_ITEM, gi.soundindex("items/damage3.wav"), 1, ATTN_NORM, 0); // PGM - don't do knockback to walking monsters if((hit->svflags & SVF_MONSTER) && !(hit->flags & (FL_FLY|FL_SWIM))) T_Damage (hit, self, self->teammaster, dir, tr.endpos, tr.plane.normal, self->dmg, 0, 0, MOD_TESLA); else T_Damage (hit, self, self->teammaster, dir, tr.endpos, tr.plane.normal, self->dmg, TESLA_KNOCKBACK, 0, MOD_TESLA); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_LIGHTNING); gi.WriteShort (hit - g_edicts); // destination entity gi.WriteShort (self - g_edicts); // source entity gi.WritePosition (tr.endpos); gi.WritePosition (start); gi.multicast (start, MULTICAST_PVS); } } if(self->inuse) { self->think = tesla_think_active; self->nextthink = level.time + FRAMETIME; } } void tesla_activate (edict_t *self) { edict_t *trigger; edict_t *search; if (gi.pointcontents (self->s.origin) & (CONTENTS_SLIME|CONTENTS_LAVA|CONTENTS_WATER)) { tesla_blow (self); return; } // only check for spawn points in deathmatch if (deathmatch->value) { search = NULL; while ((search = findradius(search, self->s.origin, 1.5*TESLA_DAMAGE_RADIUS)) != NULL) { //if (!search->takedamage) // continue; // if it's a monster or player with health > 0 // or it's a deathmatch start point // and we can see it // blow up if(search->classname) { if ( ( (!strcmp(search->classname, "info_player_deathmatch")) || (!strcmp(search->classname, "info_player_start")) || (!strcmp(search->classname, "info_player_coop")) || (!strcmp(search->classname, "misc_teleporter_dest")) ) && (visible (search, self)) ) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Tesla to close to %s, removing!\n", search->classname); tesla_remove (self); return; } } } } trigger = G_Spawn(); // if (trigger->nextthink) // { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("tesla_activate: fixing nextthink\n"); // trigger->nextthink = 0; // } VectorCopy (self->s.origin, trigger->s.origin); VectorSet (trigger->mins, -TESLA_DAMAGE_RADIUS, -TESLA_DAMAGE_RADIUS, self->mins[2]); VectorSet (trigger->maxs, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS); trigger->movetype = MOVETYPE_NONE; trigger->solid = SOLID_TRIGGER; trigger->owner = self; trigger->touch = tesla_zap; trigger->classname = "tesla trigger"; // doesn't need to be marked as a teamslave since the move code for bounce looks for teamchains gi.linkentity (trigger); VectorClear (self->s.angles); // clear the owner if in deathmatch if (deathmatch->value) self->owner = NULL; self->teamchain = trigger; self->think = tesla_think_active; self->nextthink = level.time + FRAMETIME; self->air_finished = level.time + TESLA_TIME_TO_LIVE; } void tesla_think (edict_t *ent) { if (gi.pointcontents (ent->s.origin) & (CONTENTS_SLIME|CONTENTS_LAVA)) { tesla_remove (ent); return; } VectorClear (ent->s.angles); if(!(ent->s.frame)) gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/teslaopen.wav"), 1, ATTN_NORM, 0); ent->s.frame++; if(ent->s.frame > 14) { ent->s.frame = 14; ent->think = tesla_activate; ent->nextthink = level.time + 0.1; } else { if(ent->s.frame > 9) { if(ent->s.frame == 10) { if (ent->owner && ent->owner->client) { PlayerNoise(ent->owner, ent->s.origin, PNOISE_WEAPON); // PGM } ent->s.skinnum = 1; } else if(ent->s.frame == 12) ent->s.skinnum = 2; else if(ent->s.frame == 14) ent->s.skinnum = 3; } ent->think = tesla_think; ent->nextthink = level.time + 0.1; } } void tesla_lava (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf) { vec3_t land_point; if (plane->normal) { VectorMA (ent->s.origin, -20.0, plane->normal, land_point); if (gi.pointcontents (land_point) & (CONTENTS_SLIME|CONTENTS_LAVA)) { tesla_blow (ent); return; } } 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); } void fire_tesla (edict_t *self, vec3_t start, vec3_t aimdir, int damage_multiplier, int speed) { edict_t *tesla; vec3_t dir; vec3_t forward, right, up; vectoangles2 (aimdir, dir); AngleVectors (dir, forward, right, up); tesla = G_Spawn(); VectorCopy (start, tesla->s.origin); VectorScale (aimdir, speed, tesla->velocity); VectorMA (tesla->velocity, 200 + crandom() * 10.0, up, tesla->velocity); VectorMA (tesla->velocity, crandom() * 10.0, right, tesla->velocity); // VectorCopy (dir, tesla->s.angles); VectorClear (tesla->s.angles); tesla->movetype = MOVETYPE_BOUNCE; tesla->solid = SOLID_BBOX; tesla->s.effects |= EF_GRENADE; tesla->s.renderfx |= RF_IR_VISIBLE; // VectorClear (tesla->mins); // VectorClear (tesla->maxs); VectorSet (tesla->mins, -12, -12, 0); VectorSet (tesla->maxs, 12, 12, 20); // tesla->s.modelindex = gi.modelindex ("models/weapons/g_tesla/tris.md2"); tesla->s.modelindex = gi.modelindex (GRTESLA_MODEL); tesla->s.skinnum = GRTESLA_SKIN; tesla->owner = self; // PGM - we don't want it owned by self YET. tesla->teammaster = self; tesla->wait = level.time + TESLA_TIME_TO_LIVE; //GAR tesla->think = tesla_think; tesla->think = tesla_activate; //GAR tesla->nextthink = level.time + TESLA_ACTIVATE_TIME; tesla->nextthink = level.time + 3.0; // blow up on contact with lava & slime code tesla->touch = tesla_lava; if(deathmatch->value) // PMM - lowered from 50 - 7/29/1998 tesla->health = 20; else tesla->health = 30; // FIXME - change depending on skill? tesla->takedamage = DAMAGE_YES; tesla->die = tesla_die; tesla->dmg = TESLA_DAMAGE*damage_multiplier; // tesla->dmg = 0; tesla->classname = "tesla"; // tesla->svflags |= SVF_DAMAGEABLE; tesla->clipmask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA; tesla->flags |= FL_MECHANICAL; gi.linkentity (tesla); } #endif // ************************* // HEATBEAM // ************************* #ifdef INCLUDE_BEAMS static void fire_beams (edict_t *self, vec3_t start, vec3_t aimdir, vec3_t offset, int damage, int kick, int te_beam, int te_impact, int mod) { trace_t tr; vec3_t dir; vec3_t forward, right, up; vec3_t end; vec3_t water_start, endpoint; qboolean water = false, underwater = false; int content_mask = MASK_SHOT | MASK_WATER; vec3_t beam_endpt; // tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT); // if (!(tr.fraction < 1.0)) // { vectoangles2 (aimdir, dir); AngleVectors (dir, forward, right, up); VectorMA (start, 8192, forward, end); if (gi.pointcontents (start) & MASK_WATER) { // gi.dprintf ("Heat beam under water\n"); underwater = 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) { water = true; VectorCopy (tr.endpos, water_start); if (!VectorCompare (start, tr.endpos)) { gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_HEATBEAM_SPARKS); // gi.WriteByte (50); gi.WritePosition (water_start); gi.WriteDir (tr.plane.normal); // gi.WriteByte (8); // gi.WriteShort (60); gi.multicast (tr.endpos, MULTICAST_PVS); } // re-trace ignoring water this time tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT); } VectorCopy (tr.endpos, endpoint); // } // halve the damage if target underwater if (water) { damage = damage /2; } // 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_ENERGY, mod); } else { if ((!water) && (strncmp (tr.surface->name, "sky", 3))) { // This is the truncated steam entry - uses 1+1+2 extra bytes of data gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_HEATBEAM_STEAM); // gi.WriteByte (20); gi.WritePosition (tr.endpos); gi.WriteDir (tr.plane.normal); // gi.WriteByte (0xe0); // gi.WriteShort (60); 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) || (underwater)) { 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_BUBBLETRAIL2); // gi.WriteByte (8); gi.WritePosition (water_start); gi.WritePosition (tr.endpos); gi.multicast (pos, MULTICAST_PVS); } if ((!underwater) && (!water)) { VectorCopy (tr.endpos, beam_endpt); } else { VectorCopy (endpoint, beam_endpt); } gi.WriteByte (svc_temp_entity); gi.WriteByte (te_beam); gi.WriteShort (self - g_edicts); gi.WritePosition (start); gi.WritePosition (beam_endpt); gi.multicast (self->s.origin, MULTICAST_ALL); } /* ================= fire_heat Fires a single heat beam. Zap. ================= */ void fire_heat (edict_t *self, vec3_t start, vec3_t aimdir, vec3_t offset, int damage, int kick, qboolean monster) { if (monster) fire_beams (self, start, aimdir, offset, damage, kick, TE_MONSTER_HEATBEAM, TE_HEATBEAM_SPARKS, MOD_HEATBEAM); else fire_beams (self, start, aimdir, offset, damage, kick, TE_HEATBEAM, TE_HEATBEAM_SPARKS, MOD_HEATBEAM); } #endif // ************************* // BLASTER 2 // ************************* /* ================= fire_blaster3 Fires a single green blaster bolt. Used by monsters, generally. ================= */ void blaster3_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { int mod; int damagestat; if (other == self->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (self); return; } if (self->owner && self->owner->client) PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); if (other->takedamage) { // the only time players will be firing blaster3 bolts will be from the // defender sphere. if(self->owner->client) mod = MOD_DEFENDER_SPHERE; else mod = MOD_BLASTER2; if (self->owner) { damagestat = self->owner->takedamage; self->owner->takedamage = DAMAGE_NO; if (self->dmg >= 5) T_RadiusDamage(self, self->owner, self->dmg*3, other, self->dmg_radius, 0); T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod); self->owner->takedamage = damagestat; } else { if (self->dmg >= 5) T_RadiusDamage(self, self->owner, self->dmg*3, other, self->dmg_radius, 0); T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod); } } else { //PMM - yeowch this will get expensive if (self->dmg >= 5) T_RadiusDamage(self, self->owner, self->dmg*3, self->owner, self->dmg_radius, 0); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_BLASTER2); 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_blaster3 (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(); VectorCopy (start, bolt->s.origin); VectorCopy (start, bolt->s.old_origin); vectoangles2 (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); if (effect) bolt->s.effects |= EF_TRACKER; bolt->dmg_radius = 128; bolt->s.modelindex = gi.modelindex ("models/proj/laser2/tris.md2"); bolt->touch = blaster3_touch; bolt->owner = self; 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); } } // ************************* // tracker // ************************* /* void tracker_boom_think (edict_t *self) { self->s.frame--; if(self->s.frame < 0) G_FreeEdict(self); else self->nextthink = level.time + 0.1; } void tracker_boom_spawn (vec3_t origin) { edict_t *boom; boom = G_Spawn(); VectorCopy (origin, boom->s.origin); boom->s.modelindex = gi.modelindex ("models/items/spawngro/tris.md2"); boom->s.skinnum = 1; boom->s.frame = 2; boom->classname = "tracker boom"; gi.linkentity (boom); boom->think = tracker_boom_think; boom->nextthink = level.time + 0.1; //PMM // boom->s.renderfx |= RF_TRANSLUCENT; boom->s.effects |= EF_SPHERETRANS; //pmm } */ #define TRACKER_DAMAGE_FLAGS (DAMAGE_ENERGY | DAMAGE_NO_KNOCKBACK) #define TRACKER_IMPACT_FLAGS (DAMAGE_ENERGY) //#define TRACKER_DAMAGE_FLAGS (DAMAGE_NO_POWER_ARMOR | DAMAGE_ENERGY | DAMAGE_NO_KNOCKBACK) //#define TRACKER_IMPACT_FLAGS (DAMAGE_NO_POWER_ARMOR | DAMAGE_ENERGY) #define TRACKER_DAMAGE_TIME 0.5 // seconds void tracker_pain_daemon_think (edict_t *self) { static vec3_t pain_normal = { 0, 0, 1 }; int hurt; if(!self->inuse) return; if((level.time - self->timestamp) > TRACKER_DAMAGE_TIME) { if(!self->enemy->client) self->enemy->s.effects &= ~EF_TRACKERTRAIL; G_FreeEdict (self); } else { if(self->enemy->health > 0) { // gi.dprintf("ouch %x\n", self); T_Damage (self->enemy, self, self->owner, vec3_origin, self->enemy->s.origin, pain_normal, //gar self->dmg, 0, TRACKER_DAMAGE_FLAGS, MOD_TRACKER); self->dmg, 0, 0, MOD_TRACKER); // if we kill the player, we'll be removed. if(self->inuse) { // if we killed a monster, gib them. if (self->enemy->health < 1) { if(self->enemy->gib_health) hurt = - self->enemy->gib_health; else hurt = 500; // gi.dprintf("non-player killed. ensuring gib! %d\n", hurt); T_Damage (self->enemy, self, self->owner, vec3_origin, self->enemy->s.origin, pain_normal, hurt, 0, TRACKER_DAMAGE_FLAGS, MOD_TRACKER); } if(self->enemy->client) self->enemy->client->tracker_pain_framenum = level.framenum + 1; else self->enemy->s.effects |= EF_TRACKERTRAIL; self->nextthink = level.time + FRAMETIME; } } else { if(!self->enemy->client) self->enemy->s.effects &= ~EF_TRACKERTRAIL; G_FreeEdict (self); } } } void tracker_pain_daemon_spawn (edict_t *owner, edict_t *enemy, int damage) { edict_t *daemon; if(enemy == NULL) return; daemon = G_Spawn(); daemon->classname = "pain daemon"; daemon->think = tracker_pain_daemon_think; daemon->nextthink = level.time + FRAMETIME; daemon->timestamp = level.time; daemon->owner = owner; daemon->enemy = enemy; daemon->dmg = damage; } void tracker_explode (edict_t *self, cplane_t *plane) { vec3_t dir; if(!plane) VectorClear (dir); else VectorScale (plane->normal, 256, dir); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_TRACKER_EXPLOSION); gi.WritePosition (self->s.origin); gi.multicast (self->s.origin, MULTICAST_PVS); // gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/disrupthit.wav"), 1, ATTN_NORM, 0); // tracker_boom_spawn(self->s.origin); G_FreeEdict (self); } void tracker_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { float damagetime; if (other == self->owner) return; if (surf && (surf->flags & SURF_SKY)) { G_FreeEdict (self); return; } if (self->client) PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT); if (other->takedamage) { if((other->svflags & SVF_MONSTER) || other->client) { if(other->health > 0) // knockback only for living creatures { // PMM - kickback was times 4 .. reduced to 3 // now this does no damage, just knockback T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, /* self->dmg */ 0, (self->dmg*3), TRACKER_IMPACT_FLAGS, MOD_TRACKER); if (!(other->flags & (FL_FLY|FL_SWIM))) other->velocity[2] += 140; damagetime = ((float)self->dmg)*FRAMETIME; damagetime = damagetime / TRACKER_DAMAGE_TIME; // gi.dprintf ("damage is %f\n", damagetime); tracker_pain_daemon_spawn (self->owner, other, (int)damagetime); } else // lots of damage (almost autogib) for dead bodies { T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg*4, (self->dmg*3), TRACKER_IMPACT_FLAGS, MOD_TRACKER); } } else // full damage in one shot for inanimate objects { T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, (self->dmg*3), TRACKER_IMPACT_FLAGS, MOD_TRACKER); } } tracker_explode (self, plane); return; } void tracker_fly (edict_t *self) { vec3_t dest; vec3_t dir; vec3_t center; if ((!self->enemy) || (!self->enemy->inuse) || (self->enemy->health < 1)) { tracker_explode (self, NULL); return; } /* VectorCopy (self->enemy->s.origin, dest); if(self->enemy->client) dest[2] += self->enemy->viewheight; */ // PMM - try to hunt for center of enemy, if possible and not client if(self->enemy->client) { VectorCopy (self->enemy->s.origin, dest); dest[2] += self->enemy->viewheight; } // paranoia else if (VectorCompare(self->enemy->absmin, vec3_origin) || VectorCompare(self->enemy->absmax, vec3_origin)) { VectorCopy (self->enemy->s.origin, dest); } else { VectorMA (vec3_origin, 0.5, self->enemy->absmin, center); VectorMA (center, 0.5, self->enemy->absmax, center); VectorCopy (center, dest); } VectorSubtract (dest, self->s.origin, dir); VectorNormalize (dir); vectoangles2 (dir, self->s.angles); VectorScale (dir, self->speed, self->velocity); VectorCopy(dest, self->monsterinfo.saved_goal); self->nextthink = level.time + 0.1; } void fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy) { edict_t *bolt; trace_t tr; VectorNormalize (dir); bolt = G_Spawn(); VectorCopy (start, bolt->s.origin); VectorCopy (start, bolt->s.old_origin); vectoangles2 (dir, bolt->s.angles); VectorScale (dir, speed, bolt->velocity); bolt->movetype = MOVETYPE_FLYMISSILE; bolt->clipmask = MASK_SHOT; bolt->solid = SOLID_BBOX; bolt->speed = speed; bolt->s.effects = EF_TRACKER; bolt->s.sound = gi.soundindex ("weapons/disrupt.wav"); VectorClear (bolt->mins); VectorClear (bolt->maxs); bolt->s.modelindex = gi.modelindex ("models/proj/disintegrator/tris.md2"); bolt->touch = tracker_touch; bolt->enemy = enemy; bolt->owner = self; bolt->dmg = damage; bolt->classname = "tracker"; gi.linkentity (bolt); if(enemy) { bolt->nextthink = level.time + 0.1; bolt->think = tracker_fly; } else { bolt->nextthink = level.time + 10; bolt->think = G_FreeEdict; } 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); } } // // Disintegrator // void weapon_tracker_fire (edict_t *self) { vec3_t forward, right; vec3_t start; vec3_t end; vec3_t offset; edict_t *enemy; trace_t tr; int damage; vec3_t mins, maxs; // PMM - felt a little high at 25 damage = wf_game.weapon_damage[WEAPON_DISRUPTOR]; // if (is_quad) // damage *= damage_multiplier; //pgm VectorSet(mins, -16, -16, -16); VectorSet(maxs, 16, 16, 16); AngleVectors (self->client->v_angle, forward, right, NULL); VectorSet(offset, 24, 8, self->viewheight-8); P_ProjectSource (self->client, self->s.origin, offset, forward, right, start); // FIXME - can we shorten this? do we need to? VectorMA (start, 8192, forward, end); enemy = NULL; //PMM - doing two traces .. one point and one box. tr = gi.trace (start, vec3_origin, vec3_origin, end, self, MASK_SHOT); if(tr.ent != world) { if(tr.ent->svflags & SVF_MONSTER || tr.ent->client ) { if(tr.ent->health > 0) enemy = tr.ent; } } else { tr = gi.trace (start, mins, maxs, end, self, MASK_SHOT); if(tr.ent != world) { if(tr.ent->svflags & SVF_MONSTER || tr.ent->client) { if(tr.ent->health > 0) enemy = tr.ent; } } } VectorScale (forward, -2, self->client->kick_origin); self->client->kick_angles[0] = -1; fire_tracker (self, start, forward, damage, wf_game.weapon_speed[WEAPON_DISRUPTOR], enemy); // send muzzle flash gi.WriteByte (svc_muzzleflash); gi.WriteShort (self-g_edicts); gi.WriteByte (MZ_TRACKER); gi.multicast (self->s.origin, MULTICAST_PVS); PlayerNoise(self, start, PNOISE_WEAPON); self->client->ps.gunframe++; self->client->pers.inventory[self->client->ammo_index] -= self->client->pers.weapon->quantity; } void Weapon_Disintegrator (edict_t *ent) { static int pause_frames[] = {14, 19, 23, 0}; // static int fire_frames[] = {7, 0}; static int fire_frames[] = {5, 0}; // Weapon_Generic (ent, 4, 9, 29, 34, pause_frames, fire_frames, weapon_tracker_fire); Weapon_Generic (ent, 4, 12, 32, 37, pause_frames, fire_frames, weapon_tracker_fire); } /* ====================================================================== ETF RIFLE ====================================================================== */ void weapon_etf_rifle_fire (edict_t *ent) { vec3_t forward, right, up; vec3_t start, tempPt; int damage; int kick = 3; int i; vec3_t angles; vec3_t offset; damage = wf_game.weapon_damage[WEAPON_ETF_RIFLE]; // PGM - adjusted to use the quantity entry in the weapon structure. if(ent->client->pers.inventory[ent->client->ammo_index] < ent->client->pers.weapon->quantity) { VectorClear (ent->client->kick_origin); VectorClear (ent->client->kick_angles); ent->client->ps.gunframe = 8; if (level.time >= ent->pain_debounce_time) { gi.sound(ent, CHAN_VOICE, gi.soundindex("weapons/noammo.wav"), 1, ATTN_NORM, 0); ent->pain_debounce_time = level.time + 1; } NoAmmoWeaponChange (ent); return; } if (is_quad) { // damage *= damage_multiplier; // kick *= damage_multiplier; } for(i=0;i<3;i++) { ent->client->kick_origin[i] = crandom() * 0.85; ent->client->kick_angles[i] = crandom() * 0.85; } // get start / end positions VectorAdd (ent->client->v_angle, ent->client->kick_angles, angles); // AngleVectors (angles, forward, right, NULL); // gi.dprintf("v_angle: %s\n", vtos(ent->client->v_angle)); AngleVectors (ent->client->v_angle, forward, right, up); // FIXME - set correct frames for different offsets. if(ent->client->ps.gunframe == 6) // right barrel { // gi.dprintf("right\n"); VectorSet(offset, 15, 8, -8); } else // left barrel { // gi.dprintf("left\n"); VectorSet(offset, 15, 6, -8); } VectorCopy (ent->s.origin, tempPt); tempPt[2] += ent->viewheight; P_ProjectSource2 (ent->client, tempPt, offset, forward, right, up, start); // gi.dprintf("start: %s\n", vtos(start)); fire_flechette (ent, start, forward, damage, wf_game.weapon_speed[WEAPON_ETF_RIFLE], kick); // send muzzle flash gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_ETF_RIFLE); gi.multicast (ent->s.origin, MULTICAST_PVS); PlayerNoise(ent, start, PNOISE_WEAPON); ent->client->ps.gunframe++; ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity; ent->client->anim_priority = ANIM_ATTACK; if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { ent->s.frame = FRAME_crattak1 - 1; ent->client->anim_end = FRAME_crattak9; } else { ent->s.frame = FRAME_attack1 - 1; ent->client->anim_end = FRAME_attack8; } } void Weapon_ETF_Rifle (edict_t *ent) { static int pause_frames[] = {18, 28, 0}; static int fire_frames[] = {6, 7, 0}; // static int idle_seq; // note - if you change the fire frame number, fix the offset in weapon_etf_rifle_fire. // if (!(ent->client->buttons & BUTTON_ATTACK)) // ent->client->machinegun_shots = 0; if (ent->client->weaponstate == WEAPON_FIRING) { if (ent->client->pers.inventory[ent->client->ammo_index] <= 0) ent->client->ps.gunframe = 8; } Weapon_Generic (ent, 4, 7, 37, 41, pause_frames, fire_frames, weapon_etf_rifle_fire); if(ent->client->ps.gunframe == 8 && (ent->client->buttons & BUTTON_ATTACK)) ent->client->ps.gunframe = 6; // gi.dprintf("etf rifle %d\n", ent->client->ps.gunframe); } // pgm - this now uses ent->client->pers.weapon->quantity like all the other weapons //#define HEATBEAM_AMMO_USE 2 #define HEATBEAM_DM_DMG 15 #define HEATBEAM_SP_DMG 15 void Heatbeam_Fire (edict_t *ent) { vec3_t start; vec3_t forward, right, up; vec3_t offset; int damage; int kick; // for comparison, the hyperblaster is 15/20 // jim requested more damage, so try 15/15 --- PGM 07/23/98 if (deathmatch->value) damage = HEATBEAM_DM_DMG; else damage = HEATBEAM_SP_DMG; if (deathmatch->value) // really knock 'em around in deathmatch kick = 75; else kick = 30; // if(ent->client->pers.inventory[ent->client->ammo_index] < HEATBEAM_AMMO_USE) // { // NoAmmoWeaponChange (ent); // return; // } ent->client->ps.gunframe++; ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer2/tris.md2"); /* if (is_quad) { damage *= damage_multiplier; kick *= damage_multiplier; } */ VectorClear (ent->client->kick_origin); VectorClear (ent->client->kick_angles); // get start / end positions AngleVectors (ent->client->v_angle, forward, right, up); // This offset is the "view" offset for the beam start (used by trace) VectorSet(offset, 7, 2, ent->viewheight-3); P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start); // This offset is the entity offset VectorSet(offset, 2, 7, -3); fire_heat (ent, start, forward, offset, damage, kick, false); // send muzzle flash gi.WriteByte (svc_muzzleflash); gi.WriteShort (ent-g_edicts); gi.WriteByte (MZ_HEATBEAM | is_silenced); gi.multicast (ent->s.origin, MULTICAST_PVS); PlayerNoise(ent, start, PNOISE_WEAPON); if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) ) ent->client->pers.inventory[ent->client->ammo_index] -= ent->client->pers.weapon->quantity; ent->client->anim_priority = ANIM_ATTACK; if (ent->client->ps.pmove.pm_flags & PMF_DUCKED) { ent->s.frame = FRAME_crattak1 - 1; ent->client->anim_end = FRAME_crattak9; } else { ent->s.frame = FRAME_attack1 - 1; ent->client->anim_end = FRAME_attack8; } } void Weapon_Heatbeam (edict_t *ent) { // static int pause_frames[] = {38, 43, 51, 61, 0}; // static int fire_frames[] = {5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0}; static int pause_frames[] = {35, 0}; // static int fire_frames[] = {9, 0}; static int fire_frames[] = {9, 10, 11, 12, 0}; // static int attack_index; // static int off_model, on_model; // if ((g_showlogic) && (g_showlogic->value)) { // gi.dprintf ("Frame %d, skin %d\n", ent->client->ps.gunframe, ent->client->ps.gunskin); // } // if (!attack_index) // { // attack_index = gi.soundindex ("weapons/bfg__l1a.wav"); // off_model = gi.modelindex ("models/weapons/v_beamer/tris.md2"); // on_model = gi.modelindex ("models/weapons/v_beamer2/tris.md2"); //ent->client->ps.gunindex = gi.modelindex(ent->client->pers.weapon->view_model); // } if (ent->client->weaponstate == WEAPON_FIRING) { // ent->client->weapon_sound = attack_index; ent->client->weapon_sound = gi.soundindex ("weapons/bfg__l1a.wav"); if ((ent->client->pers.inventory[ent->client->ammo_index] >= 2) && ((ent->client->buttons) & BUTTON_ATTACK)) { // if(ent->client->ps.gunframe >= 9 && ((ent->client->buttons) & BUTTON_ATTACK)) // if(ent->client->ps.gunframe >= 12 && ((ent->client->buttons) & BUTTON_ATTACK)) if(ent->client->ps.gunframe >= 13) { ent->client->ps.gunframe = 9; // ent->client->ps.gunframe = 8; // ent->client->ps.gunskin = 0; // ent->client->ps.gunindex = on_model; ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer2/tris.md2"); } else { // ent->client->ps.gunskin = 1; // ent->client->ps.gunindex = on_model; ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer2/tris.md2"); } } else { // ent->client->ps.gunframe = 10; ent->client->ps.gunframe = 13; // ent->client->ps.gunskin = 1; // ent->client->ps.gunindex = off_model; ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer/tris.md2"); } } else { // ent->client->ps.gunskin = 1; // ent->client->ps.gunindex = off_model; ent->client->ps.gunindex = gi.modelindex ("models/weapons/v_beamer/tris.md2"); ent->client->weapon_sound = 0; } // Weapon_Generic (ent, 8, 9, 39, 44, pause_frames, fire_frames, Heatbeam_Fire); Weapon_Generic (ent, 8, 12, 39, 44, pause_frames, fire_frames, Heatbeam_Fire); }