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Diffstat (limited to 'code/game/g_weapon.c')
-rw-r--r-- | code/game/g_weapon.c | 1145 |
1 files changed, 1145 insertions, 0 deletions
diff --git a/code/game/g_weapon.c b/code/game/g_weapon.c new file mode 100644 index 0000000..8cd7198 --- /dev/null +++ b/code/game/g_weapon.c @@ -0,0 +1,1145 @@ +/* +=========================================================================== +Copyright (C) 1999-2005 Id Software, Inc. + +This file is part of Quake III Arena source code. + +Quake III Arena source code is free software; you can redistribute it +and/or modify it under the terms of the GNU General Public License as +published by the Free Software Foundation; either version 2 of the License, +or (at your option) any later version. + +Quake III Arena source code is distributed in the hope that it will be +useful, but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Quake III Arena source code; if not, write to the Free Software +Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA +=========================================================================== +*/ +// +// g_weapon.c +// perform the server side effects of a weapon firing + +#include "g_local.h" + +static float s_quadFactor; +static vec3_t forward, right, up; +static vec3_t muzzle; + +#define NUM_NAILSHOTS 15 + +/* +================ +G_BounceProjectile +================ +*/ +void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout ) { + vec3_t v, newv; + float dot; + + VectorSubtract( impact, start, v ); + dot = DotProduct( v, dir ); + VectorMA( v, -2*dot, dir, newv ); + + VectorNormalize(newv); + VectorMA(impact, 8192, newv, endout); +} + + +/* +====================================================================== + +GAUNTLET + +====================================================================== +*/ + +void Weapon_Gauntlet( gentity_t *ent ) { + +} + +/* +=============== +CheckGauntletAttack +=============== +*/ +qboolean CheckGauntletAttack( gentity_t *ent ) { + trace_t tr; + vec3_t end; + gentity_t *tent; + gentity_t *traceEnt; + int damage; + + // set aiming directions + AngleVectors (ent->client->ps.viewangles, forward, right, up); + + CalcMuzzlePoint ( ent, forward, right, up, muzzle ); + + VectorMA (muzzle, 32, forward, end); + + trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT); + if ( tr.surfaceFlags & SURF_NOIMPACT ) { + return qfalse; + } + + traceEnt = &g_entities[ tr.entityNum ]; + + // send blood impact + if ( traceEnt->takedamage && traceEnt->client ) { + tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); + tent->s.otherEntityNum = traceEnt->s.number; + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + } + + if ( !traceEnt->takedamage) { + return qfalse; + } + + if (ent->client->ps.powerups[PW_QUAD] ) { + G_AddEvent( ent, EV_POWERUP_QUAD, 0 ); + s_quadFactor = g_quadfactor.value; + } else { + s_quadFactor = 1; + } +#ifdef MISSIONPACK + if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) { + s_quadFactor *= 2; + } +#endif + + damage = 50 * s_quadFactor; + G_Damage( traceEnt, ent, ent, forward, tr.endpos, + damage, 0, MOD_GAUNTLET ); + + return qtrue; +} + + +/* +====================================================================== + +MACHINEGUN + +====================================================================== +*/ + +/* +====================== +SnapVectorTowards + +Round a vector to integers for more efficient network +transmission, but make sure that it rounds towards a given point +rather than blindly truncating. This prevents it from truncating +into a wall. +====================== +*/ +void SnapVectorTowards( vec3_t v, vec3_t to ) { + int i; + + for ( i = 0 ; i < 3 ; i++ ) { + if ( to[i] <= v[i] ) { + v[i] = (int)v[i]; + } else { + v[i] = (int)v[i] + 1; + } + } +} + +#ifdef MISSIONPACK +#define CHAINGUN_SPREAD 600 +#endif +#define MACHINEGUN_SPREAD 200 +#define MACHINEGUN_DAMAGE 7 +#define MACHINEGUN_TEAM_DAMAGE 5 // wimpier MG in teamplay + +void Bullet_Fire (gentity_t *ent, float spread, int damage ) { + trace_t tr; + vec3_t end; +#ifdef MISSIONPACK + vec3_t impactpoint, bouncedir; +#endif + float r; + float u; + gentity_t *tent; + gentity_t *traceEnt; + int i, passent; + + damage *= s_quadFactor; + + r = random() * M_PI * 2.0f; + u = sin(r) * crandom() * spread * 16; + r = cos(r) * crandom() * spread * 16; + VectorMA (muzzle, 8192*16, forward, end); + VectorMA (end, r, right, end); + VectorMA (end, u, up, end); + + passent = ent->s.number; + for (i = 0; i < 10; i++) { + + trap_Trace (&tr, muzzle, NULL, NULL, end, passent, MASK_SHOT); + if ( tr.surfaceFlags & SURF_NOIMPACT ) { + return; + } + + traceEnt = &g_entities[ tr.entityNum ]; + + // snap the endpos to integers, but nudged towards the line + SnapVectorTowards( tr.endpos, muzzle ); + + // send bullet impact + if ( traceEnt->takedamage && traceEnt->client ) { + tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH ); + tent->s.eventParm = traceEnt->s.number; + if( LogAccuracyHit( traceEnt, ent ) ) { + ent->client->accuracy_hits++; + } + } else { + tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL ); + tent->s.eventParm = DirToByte( tr.plane.normal ); + } + tent->s.otherEntityNum = ent->s.number; + + if ( traceEnt->takedamage) { +#ifdef MISSIONPACK + if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) { + if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) { + G_BounceProjectile( muzzle, impactpoint, bouncedir, end ); + VectorCopy( impactpoint, muzzle ); + // the player can hit him/herself with the bounced rail + passent = ENTITYNUM_NONE; + } + else { + VectorCopy( tr.endpos, muzzle ); + passent = traceEnt->s.number; + } + continue; + } + else { +#endif + G_Damage( traceEnt, ent, ent, forward, tr.endpos, + damage, 0, MOD_MACHINEGUN); +#ifdef MISSIONPACK + } +#endif + } + break; + } +} + + +/* +====================================================================== + +BFG + +====================================================================== +*/ + +void BFG_Fire ( gentity_t *ent ) { + gentity_t *m; + + m = fire_bfg (ent, muzzle, forward); + m->damage *= s_quadFactor; + m->splashDamage *= s_quadFactor; + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + + +/* +====================================================================== + +SHOTGUN + +====================================================================== +*/ + +// DEFAULT_SHOTGUN_SPREAD and DEFAULT_SHOTGUN_COUNT are in bg_public.h, because +// client predicts same spreads +#define DEFAULT_SHOTGUN_DAMAGE 10 + +qboolean ShotgunPellet( vec3_t start, vec3_t end, gentity_t *ent ) { + trace_t tr; + int damage, i, passent; + gentity_t *traceEnt; +#ifdef MISSIONPACK + vec3_t impactpoint, bouncedir; +#endif + vec3_t tr_start, tr_end; + + passent = ent->s.number; + VectorCopy( start, tr_start ); + VectorCopy( end, tr_end ); + for (i = 0; i < 10; i++) { + trap_Trace (&tr, tr_start, NULL, NULL, tr_end, passent, MASK_SHOT); + traceEnt = &g_entities[ tr.entityNum ]; + + // send bullet impact + if ( tr.surfaceFlags & SURF_NOIMPACT ) { + return qfalse; + } + + if ( traceEnt->takedamage) { + damage = DEFAULT_SHOTGUN_DAMAGE * s_quadFactor; +#ifdef MISSIONPACK + if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) { + if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) { + G_BounceProjectile( tr_start, impactpoint, bouncedir, tr_end ); + VectorCopy( impactpoint, tr_start ); + // the player can hit him/herself with the bounced rail + passent = ENTITYNUM_NONE; + } + else { + VectorCopy( tr.endpos, tr_start ); + passent = traceEnt->s.number; + } + continue; + } + else { + G_Damage( traceEnt, ent, ent, forward, tr.endpos, + damage, 0, MOD_SHOTGUN); + if( LogAccuracyHit( traceEnt, ent ) ) { + return qtrue; + } + } +#else + G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, MOD_SHOTGUN); + if( LogAccuracyHit( traceEnt, ent ) ) { + return qtrue; + } +#endif + } + return qfalse; + } + return qfalse; +} + +// this should match CG_ShotgunPattern +void ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, gentity_t *ent ) { + int i; + float r, u; + vec3_t end; + vec3_t forward, right, up; + int oldScore; + qboolean hitClient = qfalse; + + // derive the right and up vectors from the forward vector, because + // the client won't have any other information + VectorNormalize2( origin2, forward ); + PerpendicularVector( right, forward ); + CrossProduct( forward, right, up ); + + oldScore = ent->client->ps.persistant[PERS_SCORE]; + + // generate the "random" spread pattern + for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) { + r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16; + u = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16; + VectorMA( origin, 8192 * 16, forward, end); + VectorMA (end, r, right, end); + VectorMA (end, u, up, end); + if( ShotgunPellet( origin, end, ent ) && !hitClient ) { + hitClient = qtrue; + ent->client->accuracy_hits++; + } + } +} + + +void weapon_supershotgun_fire (gentity_t *ent) { + gentity_t *tent; + + // send shotgun blast + tent = G_TempEntity( muzzle, EV_SHOTGUN ); + VectorScale( forward, 4096, tent->s.origin2 ); + SnapVector( tent->s.origin2 ); + tent->s.eventParm = rand() & 255; // seed for spread pattern + tent->s.otherEntityNum = ent->s.number; + + ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent ); +} + + +/* +====================================================================== + +GRENADE LAUNCHER + +====================================================================== +*/ + +void weapon_grenadelauncher_fire (gentity_t *ent) { + gentity_t *m; + + // extra vertical velocity + forward[2] += 0.2f; + VectorNormalize( forward ); + + m = fire_grenade (ent, muzzle, forward); + m->damage *= s_quadFactor; + m->splashDamage *= s_quadFactor; + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + +/* +====================================================================== + +ROCKET + +====================================================================== +*/ + +void Weapon_RocketLauncher_Fire (gentity_t *ent) { + gentity_t *m; + + m = fire_rocket (ent, muzzle, forward); + m->damage *= s_quadFactor; + m->splashDamage *= s_quadFactor; + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + + +/* +====================================================================== + +PLASMA GUN + +====================================================================== +*/ + +void Weapon_Plasmagun_Fire (gentity_t *ent) { + gentity_t *m; + + m = fire_plasma (ent, muzzle, forward); + m->damage *= s_quadFactor; + m->splashDamage *= s_quadFactor; + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + +/* +====================================================================== + +RAILGUN + +====================================================================== +*/ + + +/* +================= +weapon_railgun_fire +================= +*/ +#define MAX_RAIL_HITS 4 +void weapon_railgun_fire (gentity_t *ent) { + vec3_t end; +#ifdef MISSIONPACK + vec3_t impactpoint, bouncedir; +#endif + trace_t trace; + gentity_t *tent; + gentity_t *traceEnt; + int damage; + int i; + int hits; + int unlinked; + int passent; + gentity_t *unlinkedEntities[MAX_RAIL_HITS]; + + damage = 100 * s_quadFactor; + + VectorMA (muzzle, 8192, forward, end); + + // trace only against the solids, so the railgun will go through people + unlinked = 0; + hits = 0; + passent = ent->s.number; + do { + trap_Trace (&trace, muzzle, NULL, NULL, end, passent, MASK_SHOT ); + if ( trace.entityNum >= ENTITYNUM_MAX_NORMAL ) { + break; + } + traceEnt = &g_entities[ trace.entityNum ]; + if ( traceEnt->takedamage ) { +#ifdef MISSIONPACK + if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) { + if ( G_InvulnerabilityEffect( traceEnt, forward, trace.endpos, impactpoint, bouncedir ) ) { + G_BounceProjectile( muzzle, impactpoint, bouncedir, end ); + // snap the endpos to integers to save net bandwidth, but nudged towards the line + SnapVectorTowards( trace.endpos, muzzle ); + // send railgun beam effect + tent = G_TempEntity( trace.endpos, EV_RAILTRAIL ); + // set player number for custom colors on the railtrail + tent->s.clientNum = ent->s.clientNum; + VectorCopy( muzzle, tent->s.origin2 ); + // move origin a bit to come closer to the drawn gun muzzle + VectorMA( tent->s.origin2, 4, right, tent->s.origin2 ); + VectorMA( tent->s.origin2, -1, up, tent->s.origin2 ); + tent->s.eventParm = 255; // don't make the explosion at the end + // + VectorCopy( impactpoint, muzzle ); + // the player can hit him/herself with the bounced rail + passent = ENTITYNUM_NONE; + } + } + else { + if( LogAccuracyHit( traceEnt, ent ) ) { + hits++; + } + G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN); + } +#else + if( LogAccuracyHit( traceEnt, ent ) ) { + hits++; + } + G_Damage (traceEnt, ent, ent, forward, trace.endpos, damage, 0, MOD_RAILGUN); +#endif + } + if ( trace.contents & CONTENTS_SOLID ) { + break; // we hit something solid enough to stop the beam + } + // unlink this entity, so the next trace will go past it + trap_UnlinkEntity( traceEnt ); + unlinkedEntities[unlinked] = traceEnt; + unlinked++; + } while ( unlinked < MAX_RAIL_HITS ); + + // link back in any entities we unlinked + for ( i = 0 ; i < unlinked ; i++ ) { + trap_LinkEntity( unlinkedEntities[i] ); + } + + // the final trace endpos will be the terminal point of the rail trail + + // snap the endpos to integers to save net bandwidth, but nudged towards the line + SnapVectorTowards( trace.endpos, muzzle ); + + // send railgun beam effect + tent = G_TempEntity( trace.endpos, EV_RAILTRAIL ); + + // set player number for custom colors on the railtrail + tent->s.clientNum = ent->s.clientNum; + + VectorCopy( muzzle, tent->s.origin2 ); + // move origin a bit to come closer to the drawn gun muzzle + VectorMA( tent->s.origin2, 4, right, tent->s.origin2 ); + VectorMA( tent->s.origin2, -1, up, tent->s.origin2 ); + + // no explosion at end if SURF_NOIMPACT, but still make the trail + if ( trace.surfaceFlags & SURF_NOIMPACT ) { + tent->s.eventParm = 255; // don't make the explosion at the end + } else { + tent->s.eventParm = DirToByte( trace.plane.normal ); + } + tent->s.clientNum = ent->s.clientNum; + + // give the shooter a reward sound if they have made two railgun hits in a row + if ( hits == 0 ) { + // complete miss + ent->client->accurateCount = 0; + } else { + // check for "impressive" reward sound + ent->client->accurateCount += hits; + if ( ent->client->accurateCount >= 2 ) { + ent->client->accurateCount -= 2; + ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++; + // add the sprite over the player's head + ent->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); + ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE; + ent->client->rewardTime = level.time + REWARD_SPRITE_TIME; + } + ent->client->accuracy_hits++; + } + +} + + +/* +====================================================================== + +GRAPPLING HOOK + +====================================================================== +*/ + +void Weapon_GrapplingHook_Fire (gentity_t *ent) +{ + if (!ent->client->fireHeld && !ent->client->hook) + fire_grapple (ent, muzzle, forward); + + ent->client->fireHeld = qtrue; +} + +void Weapon_HookFree (gentity_t *ent) +{ + ent->parent->client->hook = NULL; + ent->parent->client->ps.pm_flags &= ~PMF_GRAPPLE_PULL; + G_FreeEntity( ent ); +} + +void Weapon_HookThink (gentity_t *ent) +{ + if (ent->enemy) { + vec3_t v, oldorigin; + + VectorCopy(ent->r.currentOrigin, oldorigin); + v[0] = ent->enemy->r.currentOrigin[0] + (ent->enemy->r.mins[0] + ent->enemy->r.maxs[0]) * 0.5; + v[1] = ent->enemy->r.currentOrigin[1] + (ent->enemy->r.mins[1] + ent->enemy->r.maxs[1]) * 0.5; + v[2] = ent->enemy->r.currentOrigin[2] + (ent->enemy->r.mins[2] + ent->enemy->r.maxs[2]) * 0.5; + SnapVectorTowards( v, oldorigin ); // save net bandwidth + + G_SetOrigin( ent, v ); + } + + VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint); +} + +/* +====================================================================== + +LIGHTNING GUN + +====================================================================== +*/ + +void Weapon_LightningFire( gentity_t *ent ) { + trace_t tr; + vec3_t end; +#ifdef MISSIONPACK + vec3_t impactpoint, bouncedir; +#endif + gentity_t *traceEnt, *tent; + int damage, i, passent; + + damage = 8 * s_quadFactor; + + passent = ent->s.number; + for (i = 0; i < 10; i++) { + VectorMA( muzzle, LIGHTNING_RANGE, forward, end ); + + trap_Trace( &tr, muzzle, NULL, NULL, end, passent, MASK_SHOT ); + +#ifdef MISSIONPACK + // if not the first trace (the lightning bounced of an invulnerability sphere) + if (i) { + // add bounced off lightning bolt temp entity + // the first lightning bolt is a cgame only visual + // + tent = G_TempEntity( muzzle, EV_LIGHTNINGBOLT ); + VectorCopy( tr.endpos, end ); + SnapVector( end ); + VectorCopy( end, tent->s.origin2 ); + } +#endif + if ( tr.entityNum == ENTITYNUM_NONE ) { + return; + } + + traceEnt = &g_entities[ tr.entityNum ]; + + if ( traceEnt->takedamage) { +#ifdef MISSIONPACK + if ( traceEnt->client && traceEnt->client->invulnerabilityTime > level.time ) { + if (G_InvulnerabilityEffect( traceEnt, forward, tr.endpos, impactpoint, bouncedir )) { + G_BounceProjectile( muzzle, impactpoint, bouncedir, end ); + VectorCopy( impactpoint, muzzle ); + VectorSubtract( end, impactpoint, forward ); + VectorNormalize(forward); + // the player can hit him/herself with the bounced lightning + passent = ENTITYNUM_NONE; + } + else { + VectorCopy( tr.endpos, muzzle ); + passent = traceEnt->s.number; + } + continue; + } + else { + G_Damage( traceEnt, ent, ent, forward, tr.endpos, + damage, 0, MOD_LIGHTNING); + } +#else + G_Damage( traceEnt, ent, ent, forward, tr.endpos, + damage, 0, MOD_LIGHTNING); +#endif + } + + if ( traceEnt->takedamage && traceEnt->client ) { + tent = G_TempEntity( tr.endpos, EV_MISSILE_HIT ); + tent->s.otherEntityNum = traceEnt->s.number; + tent->s.eventParm = DirToByte( tr.plane.normal ); + tent->s.weapon = ent->s.weapon; + if( LogAccuracyHit( traceEnt, ent ) ) { + ent->client->accuracy_hits++; + } + } else if ( !( tr.surfaceFlags & SURF_NOIMPACT ) ) { + tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS ); + tent->s.eventParm = DirToByte( tr.plane.normal ); + } + + break; + } +} + +#ifdef MISSIONPACK +/* +====================================================================== + +NAILGUN + +====================================================================== +*/ + +void Weapon_Nailgun_Fire (gentity_t *ent) { + gentity_t *m; + int count; + + for( count = 0; count < NUM_NAILSHOTS; count++ ) { + m = fire_nail (ent, muzzle, forward, right, up ); + m->damage *= s_quadFactor; + m->splashDamage *= s_quadFactor; + } + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + + +/* +====================================================================== + +PROXIMITY MINE LAUNCHER + +====================================================================== +*/ + +void weapon_proxlauncher_fire (gentity_t *ent) { + gentity_t *m; + + // extra vertical velocity + forward[2] += 0.2f; + VectorNormalize( forward ); + + m = fire_prox (ent, muzzle, forward); + m->damage *= s_quadFactor; + m->splashDamage *= s_quadFactor; + +// VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics +} + +#endif + +//====================================================================== + + +/* +=============== +LogAccuracyHit +=============== +*/ +qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) { + if( !target->takedamage ) { + return qfalse; + } + + if ( target == attacker ) { + return qfalse; + } + + if( !target->client ) { + return qfalse; + } + + if( !attacker->client ) { + return qfalse; + } + + if( target->client->ps.stats[STAT_HEALTH] <= 0 ) { + return qfalse; + } + + if ( OnSameTeam( target, attacker ) ) { + return qfalse; + } + + return qtrue; +} + + +/* +=============== +CalcMuzzlePoint + +set muzzle location relative to pivoting eye +=============== +*/ +void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) { + VectorCopy( ent->s.pos.trBase, muzzlePoint ); + muzzlePoint[2] += ent->client->ps.viewheight; + VectorMA( muzzlePoint, 14, forward, muzzlePoint ); + // snap to integer coordinates for more efficient network bandwidth usage + SnapVector( muzzlePoint ); +} + +/* +=============== +CalcMuzzlePointOrigin + +set muzzle location relative to pivoting eye +=============== +*/ +void CalcMuzzlePointOrigin ( gentity_t *ent, vec3_t origin, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ) { + VectorCopy( ent->s.pos.trBase, muzzlePoint ); + muzzlePoint[2] += ent->client->ps.viewheight; + VectorMA( muzzlePoint, 14, forward, muzzlePoint ); + // snap to integer coordinates for more efficient network bandwidth usage + SnapVector( muzzlePoint ); +} + + + +/* +=============== +FireWeapon +=============== +*/ +void FireWeapon( gentity_t *ent ) { + if (ent->client->ps.powerups[PW_QUAD] ) { + s_quadFactor = g_quadfactor.value; + } else { + s_quadFactor = 1; + } +#ifdef MISSIONPACK + if( ent->client->persistantPowerup && ent->client->persistantPowerup->item && ent->client->persistantPowerup->item->giTag == PW_DOUBLER ) { + s_quadFactor *= 2; + } +#endif + + // track shots taken for accuracy tracking. Grapple is not a weapon and gauntet is just not tracked + if( ent->s.weapon != WP_GRAPPLING_HOOK && ent->s.weapon != WP_GAUNTLET ) { +#ifdef MISSIONPACK + if( ent->s.weapon == WP_NAILGUN ) { + ent->client->accuracy_shots += NUM_NAILSHOTS; + } else { + ent->client->accuracy_shots++; + } +#else + ent->client->accuracy_shots++; +#endif + } + + // set aiming directions + AngleVectors (ent->client->ps.viewangles, forward, right, up); + + CalcMuzzlePointOrigin ( ent, ent->client->oldOrigin, forward, right, up, muzzle ); + + // fire the specific weapon + switch( ent->s.weapon ) { + case WP_GAUNTLET: + Weapon_Gauntlet( ent ); + break; + case WP_LIGHTNING: + Weapon_LightningFire( ent ); + break; + case WP_SHOTGUN: + weapon_supershotgun_fire( ent ); + break; + case WP_MACHINEGUN: + if ( g_gametype.integer != GT_TEAM ) { + Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE ); + } else { + Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_TEAM_DAMAGE ); + } + break; + case WP_GRENADE_LAUNCHER: + weapon_grenadelauncher_fire( ent ); + break; + case WP_ROCKET_LAUNCHER: + Weapon_RocketLauncher_Fire( ent ); + break; + case WP_PLASMAGUN: + Weapon_Plasmagun_Fire( ent ); + break; + case WP_RAILGUN: + weapon_railgun_fire( ent ); + break; + case WP_BFG: + BFG_Fire( ent ); + break; + case WP_GRAPPLING_HOOK: + Weapon_GrapplingHook_Fire( ent ); + break; +#ifdef MISSIONPACK + case WP_NAILGUN: + Weapon_Nailgun_Fire( ent ); + break; + case WP_PROX_LAUNCHER: + weapon_proxlauncher_fire( ent ); + break; + case WP_CHAINGUN: + Bullet_Fire( ent, CHAINGUN_SPREAD, MACHINEGUN_DAMAGE ); + break; +#endif + default: +// FIXME G_Error( "Bad ent->s.weapon" ); + break; + } +} + + +#ifdef MISSIONPACK + +/* +=============== +KamikazeRadiusDamage +=============== +*/ +static void KamikazeRadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius ) { + float dist; + gentity_t *ent; + int entityList[MAX_GENTITIES]; + int numListedEntities; + vec3_t mins, maxs; + vec3_t v; + vec3_t dir; + int i, e; + + if ( radius < 1 ) { + radius = 1; + } + + for ( i = 0 ; i < 3 ; i++ ) { + mins[i] = origin[i] - radius; + maxs[i] = origin[i] + radius; + } + + numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + + for ( e = 0 ; e < numListedEntities ; e++ ) { + ent = &g_entities[entityList[ e ]]; + + if (!ent->takedamage) { + continue; + } + + // dont hit things we have already hit + if( ent->kamikazeTime > level.time ) { + continue; + } + + // find the distance from the edge of the bounding box + for ( i = 0 ; i < 3 ; i++ ) { + if ( origin[i] < ent->r.absmin[i] ) { + v[i] = ent->r.absmin[i] - origin[i]; + } else if ( origin[i] > ent->r.absmax[i] ) { + v[i] = origin[i] - ent->r.absmax[i]; + } else { + v[i] = 0; + } + } + + dist = VectorLength( v ); + if ( dist >= radius ) { + continue; + } + +// if( CanDamage (ent, origin) ) { + VectorSubtract (ent->r.currentOrigin, origin, dir); + // push the center of mass higher than the origin so players + // get knocked into the air more + dir[2] += 24; + G_Damage( ent, NULL, attacker, dir, origin, damage, DAMAGE_RADIUS|DAMAGE_NO_TEAM_PROTECTION, MOD_KAMIKAZE ); + ent->kamikazeTime = level.time + 3000; +// } + } +} + +/* +=============== +KamikazeShockWave +=============== +*/ +static void KamikazeShockWave( vec3_t origin, gentity_t *attacker, float damage, float push, float radius ) { + float dist; + gentity_t *ent; + int entityList[MAX_GENTITIES]; + int numListedEntities; + vec3_t mins, maxs; + vec3_t v; + vec3_t dir; + int i, e; + + if ( radius < 1 ) + radius = 1; + + for ( i = 0 ; i < 3 ; i++ ) { + mins[i] = origin[i] - radius; + maxs[i] = origin[i] + radius; + } + + numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); + + for ( e = 0 ; e < numListedEntities ; e++ ) { + ent = &g_entities[entityList[ e ]]; + + // dont hit things we have already hit + if( ent->kamikazeShockTime > level.time ) { + continue; + } + + // find the distance from the edge of the bounding box + for ( i = 0 ; i < 3 ; i++ ) { + if ( origin[i] < ent->r.absmin[i] ) { + v[i] = ent->r.absmin[i] - origin[i]; + } else if ( origin[i] > ent->r.absmax[i] ) { + v[i] = origin[i] - ent->r.absmax[i]; + } else { + v[i] = 0; + } + } + + dist = VectorLength( v ); + if ( dist >= radius ) { + continue; + } + +// if( CanDamage (ent, origin) ) { + VectorSubtract (ent->r.currentOrigin, origin, dir); + dir[2] += 24; + G_Damage( ent, NULL, attacker, dir, origin, damage, DAMAGE_RADIUS|DAMAGE_NO_TEAM_PROTECTION, MOD_KAMIKAZE ); + // + dir[2] = 0; + VectorNormalize(dir); + if ( ent->client ) { + ent->client->ps.velocity[0] = dir[0] * push; + ent->client->ps.velocity[1] = dir[1] * push; + ent->client->ps.velocity[2] = 100; + } + ent->kamikazeShockTime = level.time + 3000; +// } + } +} + +/* +=============== +KamikazeDamage +=============== +*/ +static void KamikazeDamage( gentity_t *self ) { + int i; + float t; + gentity_t *ent; + vec3_t newangles; + + self->count += 100; + + if (self->count >= KAMI_SHOCKWAVE_STARTTIME) { + // shockwave push back + t = self->count - KAMI_SHOCKWAVE_STARTTIME; + KamikazeShockWave(self->s.pos.trBase, self->activator, 25, 400, (int) (float) t * KAMI_SHOCKWAVE_MAXRADIUS / (KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME) ); + } + // + if (self->count >= KAMI_EXPLODE_STARTTIME) { + // do our damage + t = self->count - KAMI_EXPLODE_STARTTIME; + KamikazeRadiusDamage( self->s.pos.trBase, self->activator, 400, (int) (float) t * KAMI_BOOMSPHERE_MAXRADIUS / (KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME) ); + } + + // either cycle or kill self + if( self->count >= KAMI_SHOCKWAVE_ENDTIME ) { + G_FreeEntity( self ); + return; + } + self->nextthink = level.time + 100; + + // add earth quake effect + newangles[0] = crandom() * 2; + newangles[1] = crandom() * 2; + newangles[2] = 0; + for (i = 0; i < MAX_CLIENTS; i++) + { + ent = &g_entities[i]; + if (!ent->inuse) + continue; + if (!ent->client) + continue; + + if (ent->client->ps.groundEntityNum != ENTITYNUM_NONE) { + ent->client->ps.velocity[0] += crandom() * 120; + ent->client->ps.velocity[1] += crandom() * 120; + ent->client->ps.velocity[2] = 30 + random() * 25; + } + + ent->client->ps.delta_angles[0] += ANGLE2SHORT(newangles[0] - self->movedir[0]); + ent->client->ps.delta_angles[1] += ANGLE2SHORT(newangles[1] - self->movedir[1]); + ent->client->ps.delta_angles[2] += ANGLE2SHORT(newangles[2] - self->movedir[2]); + } + VectorCopy(newangles, self->movedir); +} + +/* +=============== +G_StartKamikaze +=============== +*/ +void G_StartKamikaze( gentity_t *ent ) { + gentity_t *explosion; + gentity_t *te; + vec3_t snapped; + + // start up the explosion logic + explosion = G_Spawn(); + + explosion->s.eType = ET_EVENTS + EV_KAMIKAZE; + explosion->eventTime = level.time; + + if ( ent->client ) { + VectorCopy( ent->s.pos.trBase, snapped ); + } + else { + VectorCopy( ent->activator->s.pos.trBase, snapped ); + } + SnapVector( snapped ); // save network bandwidth + G_SetOrigin( explosion, snapped ); + + explosion->classname = "kamikaze"; + explosion->s.pos.trType = TR_STATIONARY; + + explosion->kamikazeTime = level.time; + + explosion->think = KamikazeDamage; + explosion->nextthink = level.time + 100; + explosion->count = 0; + VectorClear(explosion->movedir); + + trap_LinkEntity( explosion ); + + if (ent->client) { + // + explosion->activator = ent; + // + ent->s.eFlags &= ~EF_KAMIKAZE; + // nuke the guy that used it + G_Damage( ent, ent, ent, NULL, NULL, 100000, DAMAGE_NO_PROTECTION, MOD_KAMIKAZE ); + } + else { + if ( !strcmp(ent->activator->classname, "bodyque") ) { + explosion->activator = &g_entities[ent->activator->r.ownerNum]; + } + else { + explosion->activator = ent->activator; + } + } + + // play global sound at all clients + te = G_TempEntity(snapped, EV_GLOBAL_TEAM_SOUND ); + te->r.svFlags |= SVF_BROADCAST; + te->s.eventParm = GTS_KAMIKAZE; +} +#endif |