/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2006 Tim Angus This file is part of Tremulous. Tremulous 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. Tremulous 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 Tremulous; 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 vec3_t forward, right, up; static vec3_t muzzle; /* ================ G_ForceWeaponChange ================ */ void G_ForceWeaponChange( gentity_t *ent, weapon_t weapon ) { int i; if( ent ) { ent->client->ps.pm_flags |= PMF_WEAPON_SWITCH; if( weapon == WP_NONE || !BG_InventoryContainsWeapon( weapon, ent->client->ps.stats )) { //switch to the first non blaster weapon for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) { if( i == WP_BLASTER ) continue; if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) ) { ent->client->ps.persistant[ PERS_NEWWEAPON ] = i; break; } } //only got the blaster to switch to if( i == WP_NUM_WEAPONS ) ent->client->ps.persistant[ PERS_NEWWEAPON ] = WP_BLASTER; } else ent->client->ps.persistant[ PERS_NEWWEAPON ] = weapon; // force this here to prevent flamer effect from continuing ent->client->ps.generic1 = WPM_NOTFIRING; ent->client->ps.weapon = ent->client->ps.persistant[ PERS_NEWWEAPON ]; } } /* ================= G_GiveClientMaxAmmo ================= */ void G_GiveClientMaxAmmo( gentity_t *ent, qboolean buyingEnergyAmmo ) { int i; int maxAmmo, maxClips; qboolean weaponType, restoredAmmo = qfalse; for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) { if( buyingEnergyAmmo ) weaponType = BG_FindUsesEnergyForWeapon( i ); else weaponType = !BG_FindUsesEnergyForWeapon( i ); if( BG_InventoryContainsWeapon( i, ent->client->ps.stats ) && weaponType && !BG_FindInfinteAmmoForWeapon( i ) && !BG_WeaponIsFull( i, ent->client->ps.stats, ent->client->ps.ammo, ent->client->ps.powerups ) ) { BG_FindAmmoForWeapon( i, &maxAmmo, &maxClips ); if( buyingEnergyAmmo ) { G_AddEvent( ent, EV_RPTUSE_SOUND, 0 ); if( BG_InventoryContainsUpgrade( UP_BATTPACK, ent->client->ps.stats ) ) maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER ); } BG_PackAmmoArray( i, ent->client->ps.ammo, ent->client->ps.powerups, maxAmmo, maxClips ); restoredAmmo = qtrue; } } if( restoredAmmo ) G_ForceWeaponChange( ent, ent->client->ps.weapon ); } /* ================ 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); } /* ====================== 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; } } /* =============== meleeAttack =============== */ void meleeAttack( gentity_t *ent, float range, float width, int damage, meansOfDeath_t mod ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; vec3_t mins, maxs; VectorSet( mins, -width, -width, -width ); VectorSet( maxs, width, width, width ); // set aiming directions AngleVectors( ent->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA( muzzle, range, forward, end ); G_UnlaggedOn( muzzle, range ); trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT ); G_UnlaggedOff( ); if( tr.surfaceFlags & SURF_NOIMPACT ) return; 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; tent->s.generic1 = ent->s.generic1; //weaponMode } if( traceEnt->takedamage ) G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, mod ); } /* ====================================================================== MACHINEGUN ====================================================================== */ void bulletFire( gentity_t *ent, float spread, int damage, int mod ) { trace_t tr; vec3_t end; float r; float u; gentity_t *tent; gentity_t *traceEnt; 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 ); // don't use unlagged if this is not a client (e.g. turret) if( ent->client ) { G_UnlaggedOn( muzzle, 8192 * 16 ); trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); G_UnlaggedOff( ); } else trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, 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; } 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 ) { G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, 0, mod ); } } /* ====================================================================== SHOTGUN ====================================================================== */ // 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; trace_t tr; gentity_t *traceEnt; // 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 ); // generate the "random" spread pattern for( i = 0; i < SHOTGUN_PELLETS; i++ ) { r = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; u = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; VectorMA( origin, 8192 * 16, forward, end ); VectorMA( end, r, right, end ); VectorMA( end, u, up, end ); trap_Trace( &tr, origin, NULL, NULL, end, ent->s.number, MASK_SHOT ); traceEnt = &g_entities[ tr.entityNum ]; // send bullet impact if( !( tr.surfaceFlags & SURF_NOIMPACT ) ) { if( traceEnt->takedamage ) G_Damage( traceEnt, ent, ent, forward, tr.endpos, SHOTGUN_DMG, 0, MOD_SHOTGUN ); } } } void shotgunFire( 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; G_UnlaggedOn( muzzle, 8192 * 16 ); ShotgunPattern( tent->s.pos.trBase, tent->s.origin2, tent->s.eventParm, ent ); G_UnlaggedOff(); } /* ====================================================================== MASS DRIVER ====================================================================== */ void massDriverFire( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; VectorMA( muzzle, 8192 * 16, forward, end ); G_UnlaggedOn( muzzle, 8192 * 16 ); trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); G_UnlaggedOff( ); 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 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; tent->s.generic1 = ent->s.generic1; //weaponMode } else { tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS ); tent->s.eventParm = DirToByte( tr.plane.normal ); tent->s.weapon = ent->s.weapon; tent->s.generic1 = ent->s.generic1; //weaponMode } if( traceEnt->takedamage ) { G_Damage( traceEnt, ent, ent, forward, tr.endpos, MDRIVER_DMG, 0, MOD_MDRIVER ); } } /* ====================================================================== LOCKBLOB ====================================================================== */ void lockBlobLauncherFire( gentity_t *ent ) { gentity_t *m; m = fire_lockblob( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== HIVE ====================================================================== */ void hiveFire( gentity_t *ent ) { gentity_t *m; m = fire_hive( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== BLASTER PISTOL ====================================================================== */ void blasterFire( gentity_t *ent ) { gentity_t *m; m = fire_blaster( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== PULSE RIFLE ====================================================================== */ void pulseRifleFire( gentity_t *ent ) { gentity_t *m; m = fire_pulseRifle( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== FLAME THROWER ====================================================================== */ void flamerFire( gentity_t *ent ) { gentity_t *m; m = fire_flamer( ent, muzzle, forward ); } /* ====================================================================== GRENADE ====================================================================== */ void throwGrenade( gentity_t *ent ) { gentity_t *m; m = launch_grenade( ent, muzzle, forward ); } /* ====================================================================== LAS GUN ====================================================================== */ /* =============== lasGunFire =============== */ void lasGunFire( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; VectorMA( muzzle, 8192 * 16, forward, end ); G_UnlaggedOn( muzzle, 8192 * 16 ); trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); G_UnlaggedOff( ); 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 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; tent->s.generic1 = ent->s.generic1; //weaponMode } else { tent = G_TempEntity( tr.endpos, EV_MISSILE_MISS ); tent->s.eventParm = DirToByte( tr.plane.normal ); tent->s.weapon = ent->s.weapon; tent->s.generic1 = ent->s.generic1; //weaponMode } if( traceEnt->takedamage ) G_Damage( traceEnt, ent, ent, forward, tr.endpos, LASGUN_DAMAGE, 0, MOD_LASGUN ); } /* ====================================================================== PAIN SAW ====================================================================== */ void painSawFire( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; // set aiming directions AngleVectors( ent->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA( muzzle, PAINSAW_RANGE, forward, end ); G_UnlaggedOn( muzzle, PAINSAW_RANGE ); trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); G_UnlaggedOff( ); if( tr.surfaceFlags & SURF_NOIMPACT ) return; traceEnt = &g_entities[ tr.entityNum ]; // send blood impact if( traceEnt->takedamage ) { vec3_t temp; //hack to get the particle system to line up with the weapon VectorCopy( tr.endpos, temp ); temp[ 2 ] -= 10.0f; if( traceEnt->client ) { tent = G_TempEntity( temp, EV_MISSILE_HIT ); tent->s.otherEntityNum = traceEnt->s.number; } else tent = G_TempEntity( temp, EV_MISSILE_MISS ); tent->s.eventParm = DirToByte( tr.plane.normal ); tent->s.weapon = ent->s.weapon; tent->s.generic1 = ent->s.generic1; //weaponMode } if( traceEnt->takedamage ) G_Damage( traceEnt, ent, ent, forward, tr.endpos, PAINSAW_DAMAGE, DAMAGE_NO_KNOCKBACK, MOD_PAINSAW ); } /* ====================================================================== LUCIFER CANNON ====================================================================== */ /* =============== LCChargeFire =============== */ void LCChargeFire( gentity_t *ent, qboolean secondary ) { gentity_t *m; if( secondary ) { m = fire_luciferCannon( ent, muzzle, forward, LCANNON_SECONDARY_DAMAGE, LCANNON_SECONDARY_RADIUS ); ent->client->ps.weaponTime = LCANNON_REPEAT; } else { m = fire_luciferCannon( ent, muzzle, forward, ent->client->ps.stats[ STAT_MISC ], LCANNON_RADIUS ); ent->client->ps.weaponTime = LCANNON_CHARGEREPEAT; } ent->client->ps.stats[ STAT_MISC ] = 0; } /* ====================================================================== TESLA GENERATOR ====================================================================== */ void teslaFire( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *traceEnt, *tent; VectorMA( muzzle, TESLAGEN_RANGE, forward, end ); trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); if( tr.entityNum == ENTITYNUM_NONE ) return; traceEnt = &g_entities[ tr.entityNum ]; if( !traceEnt->client ) return; if( traceEnt->client && traceEnt->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS ) return; //so the client side knows ent->s.eFlags |= EF_FIRING; if( traceEnt->takedamage ) { G_Damage( traceEnt, ent, ent, forward, tr.endpos, TESLAGEN_DMG, 0, MOD_TESLAGEN ); } // snap the endpos to integers to save net bandwidth, but nudged towards the line SnapVectorTowards( tr.endpos, muzzle ); // send railgun beam effect tent = G_TempEntity( tr.endpos, EV_TESLATRAIL ); VectorCopy( muzzle, tent->s.origin2 ); tent->s.generic1 = ent->s.number; //src tent->s.clientNum = traceEnt->s.number; //dest // move origin a bit to come closer to the drawn gun muzzle VectorMA( tent->s.origin2, 28, up, tent->s.origin2 ); } /* ====================================================================== BUILD GUN ====================================================================== */ /* =============== cancelBuildFire =============== */ void cancelBuildFire( gentity_t *ent ) { vec3_t forward, end; trace_t tr; gentity_t *traceEnt; int bHealth; if( ent->client->ps.stats[ STAT_BUILDABLE ] != BA_NONE ) { ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; return; } //repair buildable if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { AngleVectors( ent->client->ps.viewangles, forward, NULL, NULL ); VectorMA( ent->client->ps.origin, 100, forward, end ); trap_Trace( &tr, ent->client->ps.origin, NULL, NULL, end, ent->s.number, MASK_PLAYERSOLID ); traceEnt = &g_entities[ tr.entityNum ]; if( tr.fraction < 1.0 && ( traceEnt->s.eType == ET_BUILDABLE ) && ( traceEnt->biteam == ent->client->ps.stats[ STAT_PTEAM ] ) && ( ( ent->client->ps.weapon >= WP_HBUILD2 ) && ( ent->client->ps.weapon <= WP_HBUILD ) ) && traceEnt->spawned && traceEnt->health > 0 ) { if( ent->client->ps.stats[ STAT_MISC ] > 0 ) { G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum ); return; } bHealth = BG_FindHealthForBuildable( traceEnt->s.modelindex ); traceEnt->health += HBUILD_HEALRATE; if( traceEnt->health > bHealth ) traceEnt->health = bHealth; if( traceEnt->health == bHealth ) G_AddEvent( ent, EV_BUILD_REPAIRED, 0 ); else G_AddEvent( ent, EV_BUILD_REPAIR, 0 ); } } else if( ent->client->ps.weapon == WP_ABUILD2 ) meleeAttack( ent, ABUILDER_CLAW_RANGE, ABUILDER_CLAW_WIDTH, ABUILDER_CLAW_DMG, MOD_ABUILDER_CLAW ); //melee attack for alien builder } /* =============== buildFire =============== */ void buildFire( gentity_t *ent, dynMenu_t menu ) { if( ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) { if( ent->client->ps.stats[ STAT_MISC ] > 0 ) { G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum ); return; } if( G_BuildIfValid( ent, ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) ) { if( g_cheats.integer ) { ent->client->ps.stats[ STAT_MISC ] = 0; } else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && !G_IsOvermindBuilt( ) ) { ent->client->ps.stats[ STAT_MISC ] += BG_FindBuildDelayForWeapon( ent->s.weapon ) * 2; } else if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS && !G_IsPowered( muzzle ) && ( ent->client->ps.stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) != BA_H_REPEATER ) //hack { ent->client->ps.stats[ STAT_MISC ] += BG_FindBuildDelayForWeapon( ent->s.weapon ) * 2; } else ent->client->ps.stats[ STAT_MISC ] += BG_FindBuildDelayForWeapon( ent->s.weapon ); ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE; // don't want it bigger than 32k if( ent->client->ps.stats[ STAT_MISC ] > 30000 ) ent->client->ps.stats[ STAT_MISC ] = 30000; } return; } G_TriggerMenu( ent->client->ps.clientNum, menu ); } void slowBlobFire( gentity_t *ent ) { gentity_t *m; m = fire_slowBlob( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== LEVEL0 ====================================================================== */ /* =============== CheckVenomAttack =============== */ qboolean CheckVenomAttack( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; vec3_t mins, maxs; int damage = LEVEL0_BITE_DMG; VectorSet( mins, -LEVEL0_BITE_WIDTH, -LEVEL0_BITE_WIDTH, -LEVEL0_BITE_WIDTH ); VectorSet( maxs, LEVEL0_BITE_WIDTH, LEVEL0_BITE_WIDTH, LEVEL0_BITE_WIDTH ); // set aiming directions AngleVectors( ent->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA( muzzle, LEVEL0_BITE_RANGE, forward, end ); G_UnlaggedOn( muzzle, LEVEL0_BITE_RANGE ); trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT ); G_UnlaggedOff( ); if( tr.surfaceFlags & SURF_NOIMPACT ) return qfalse; traceEnt = &g_entities[ tr.entityNum ]; if( !traceEnt->takedamage ) return qfalse; if( !traceEnt->client && !traceEnt->s.eType == ET_BUILDABLE ) return qfalse; //allow bites to work against defensive buildables only if( traceEnt->s.eType == ET_BUILDABLE ) { if( traceEnt->s.modelindex != BA_H_MGTURRET && traceEnt->s.modelindex != BA_H_TESLAGEN ) return qfalse; //hackery damage *= 0.5f; } if( traceEnt->client ) { if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) return qfalse; if( traceEnt->client->ps.stats[ STAT_HEALTH ] <= 0 ) return qfalse; } // 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; tent->s.generic1 = ent->s.generic1; //weaponMode } G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_LEVEL0_BITE ); return qtrue; } /* ====================================================================== LEVEL1 ====================================================================== */ /* =============== CheckGrabAttack =============== */ void CheckGrabAttack( gentity_t *ent ) { trace_t tr; vec3_t end, dir; gentity_t *traceEnt; // set aiming directions AngleVectors( ent->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA( muzzle, LEVEL1_GRAB_RANGE, forward, end ); trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT ); if( tr.surfaceFlags & SURF_NOIMPACT ) return; traceEnt = &g_entities[ tr.entityNum ]; if( !traceEnt->takedamage ) return; if( traceEnt->client ) { if( traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) return; if( traceEnt->client->ps.stats[ STAT_HEALTH ] <= 0 ) return; if( !( traceEnt->client->ps.stats[ STAT_STATE ] & SS_GRABBED ) ) { AngleVectors( traceEnt->client->ps.viewangles, dir, NULL, NULL ); traceEnt->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir ); //event for client side grab effect G_AddPredictableEvent( ent, EV_LEV1_GRAB, 0 ); } traceEnt->client->ps.stats[ STAT_STATE ] |= SS_GRABBED; if( ent->client->ps.weapon == WP_ALEVEL1 ) traceEnt->client->grabExpiryTime = level.time + LEVEL1_GRAB_TIME; else if( ent->client->ps.weapon == WP_ALEVEL1_UPG ) traceEnt->client->grabExpiryTime = level.time + LEVEL1_GRAB_U_TIME; } else if( traceEnt->s.eType == ET_BUILDABLE && traceEnt->s.modelindex == BA_H_MGTURRET ) { if( !traceEnt->lev1Grabbed ) G_AddPredictableEvent( ent, EV_LEV1_GRAB, 0 ); traceEnt->lev1Grabbed = qtrue; traceEnt->lev1GrabTime = level.time; } } /* =============== poisonCloud =============== */ void poisonCloud( gentity_t *ent ) { int entityList[ MAX_GENTITIES ]; vec3_t range = { LEVEL1_PCLOUD_RANGE, LEVEL1_PCLOUD_RANGE, LEVEL1_PCLOUD_RANGE }; vec3_t mins, maxs; int i, num; gentity_t *humanPlayer; trace_t tr; VectorAdd( ent->client->ps.origin, range, maxs ); VectorSubtract( ent->client->ps.origin, range, mins ); G_UnlaggedOn( ent->client->ps.origin, LEVEL1_PCLOUD_RANGE ); num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { humanPlayer = &g_entities[ entityList[ i ] ]; if( humanPlayer->client && humanPlayer->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { if( BG_InventoryContainsUpgrade( UP_LIGHTARMOUR, humanPlayer->client->ps.stats ) ) continue; if( BG_InventoryContainsUpgrade( UP_BATTLESUIT, humanPlayer->client->ps.stats ) ) continue; trap_Trace( &tr, muzzle, NULL, NULL, humanPlayer->s.origin, humanPlayer->s.number, MASK_SHOT ); //can't see target from here if( tr.entityNum == ENTITYNUM_WORLD ) continue; if( !( humanPlayer->client->ps.stats[ STAT_STATE ] & SS_POISONCLOUDED ) ) { humanPlayer->client->ps.stats[ STAT_STATE ] |= SS_POISONCLOUDED; humanPlayer->client->lastPoisonCloudedTime = level.time; humanPlayer->client->lastPoisonCloudedClient = ent; trap_SendServerCommand( humanPlayer->client->ps.clientNum, "poisoncloud" ); } } } G_UnlaggedOff( ); } /* ====================================================================== LEVEL2 ====================================================================== */ #define MAX_ZAPS 64 static zap_t zaps[ MAX_CLIENTS ]; /* =============== G_FindNewZapTarget =============== */ static gentity_t *G_FindNewZapTarget( gentity_t *ent ) { int entityList[ MAX_GENTITIES ]; vec3_t range = { LEVEL2_AREAZAP_RANGE, LEVEL2_AREAZAP_RANGE, LEVEL2_AREAZAP_RANGE }; vec3_t mins, maxs; int i, j, k, num; gentity_t *enemy; trace_t tr; VectorScale( range, 1.0f / M_ROOT3, range ); VectorAdd( ent->s.origin, range, maxs ); VectorSubtract( ent->s.origin, range, mins ); num = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( i = 0; i < num; i++ ) { enemy = &g_entities[ entityList[ i ] ]; if( ( ( enemy->client && enemy->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) || ( enemy->s.eType == ET_BUILDABLE && BG_FindTeamForBuildable( enemy->s.modelindex ) == BIT_HUMANS ) ) && enemy->health > 0 ) { qboolean foundOldTarget = qfalse; trap_Trace( &tr, muzzle, NULL, NULL, enemy->s.origin, ent->s.number, MASK_SHOT ); //can't see target from here if( tr.entityNum == ENTITYNUM_WORLD ) continue; for( j = 0; j < MAX_ZAPS; j++ ) { zap_t *zap = &zaps[ j ]; for( k = 0; k < zap->numTargets; k++ ) { if( zap->targets[ k ] == enemy ) { foundOldTarget = qtrue; break; } } if( foundOldTarget ) break; } // enemy is already targetted if( foundOldTarget ) continue; return enemy; } } return NULL; } /* =============== G_UpdateZapEffect =============== */ static void G_UpdateZapEffect( zap_t *zap ) { int j; gentity_t *effect = zap->effectChannel; effect->s.eType = ET_LEV2_ZAP_CHAIN; effect->classname = "lev2zapchain"; G_SetOrigin( effect, zap->creator->s.origin ); effect->s.powerups = zap->creator->s.number; effect->s.time = effect->s.time2 = effect->s.constantLight = -1; for( j = 0; j < zap->numTargets; j++ ) { int number = zap->targets[ j ]->s.number; switch( j ) { case 0: effect->s.time = number; break; case 1: effect->s.time2 = number; break; case 2: effect->s.constantLight = number; break; default: break; } } trap_LinkEntity( effect ); } /* =============== G_CreateNewZap =============== */ static void G_CreateNewZap( gentity_t *creator, gentity_t *target ) { int i, j; zap_t *zap; for( i = 0; i < MAX_ZAPS; i++ ) { zap = &zaps[ i ]; if( !zap->used ) { zap->used = qtrue; zap->timeToLive = LEVEL2_AREAZAP_TIME; zap->damageUsed = 0; zap->creator = creator; zap->targets[ 0 ] = target; zap->numTargets = 1; for( j = 1; j < MAX_ZAP_TARGETS && zap->targets[ j - 1 ]; j++ ) { zap->targets[ j ] = G_FindNewZapTarget( zap->targets[ j - 1 ] ); if( zap->targets[ j ] ) zap->numTargets++; } zap->effectChannel = G_Spawn( ); G_UpdateZapEffect( zap ); return; } } } /* =============== G_UpdateZaps =============== */ void G_UpdateZaps( int msec ) { int i, j; zap_t *zap; int damage; for( i = 0; i < MAX_ZAPS; i++ ) { zap = &zaps[ i ]; if( zap->used ) { //check each target is valid for( j = 0; j < zap->numTargets; j++ ) { gentity_t *source; gentity_t *target = zap->targets[ j ]; if( j == 0 ) source = zap->creator; else source = zap->targets[ j - 1 ]; if( target->health <= 0 || !target->inuse || //early out Distance( source->s.origin, target->s.origin ) > LEVEL2_AREAZAP_RANGE ) { target = zap->targets[ j ] = G_FindNewZapTarget( source ); //couldn't find a target, so forget about the rest of the chain if( !target ) zap->numTargets = j; } } if( zap->numTargets ) { for( j = 0; j < zap->numTargets; j++ ) { gentity_t *source; gentity_t *target = zap->targets[ j ]; float r = 1.0f / zap->numTargets; float damageFraction = 2 * r - 2 * j * r * r - r * r; vec3_t forward; if( j == 0 ) source = zap->creator; else source = zap->targets[ j - 1 ]; damage = ceil( ( (float)msec / LEVEL2_AREAZAP_TIME ) * LEVEL2_AREAZAP_DMG * damageFraction ); // don't let a high msec value inflate the total damage if( damage + zap->damageUsed > LEVEL2_AREAZAP_DMG ) damage = LEVEL2_AREAZAP_DMG - zap->damageUsed; VectorSubtract( target->s.origin, source->s.origin, forward ); VectorNormalize( forward ); //do the damage if( damage ) { G_Damage( target, source, zap->creator, forward, target->s.origin, damage, DAMAGE_NO_KNOCKBACK | DAMAGE_NO_LOCDAMAGE, MOD_LEVEL2_ZAP ); zap->damageUsed += damage; } } } G_UpdateZapEffect( zap ); zap->timeToLive -= msec; if( zap->timeToLive <= 0 || zap->numTargets == 0 || zap->creator->health <= 0 ) { zap->used = qfalse; G_FreeEntity( zap->effectChannel ); } } } } /* =============== areaZapFire =============== */ void areaZapFire( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *traceEnt; vec3_t mins, maxs; VectorSet( mins, -LEVEL2_AREAZAP_WIDTH, -LEVEL2_AREAZAP_WIDTH, -LEVEL2_AREAZAP_WIDTH ); VectorSet( maxs, LEVEL2_AREAZAP_WIDTH, LEVEL2_AREAZAP_WIDTH, LEVEL2_AREAZAP_WIDTH ); // set aiming directions AngleVectors( ent->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA( muzzle, LEVEL2_AREAZAP_RANGE, forward, end ); G_UnlaggedOn( muzzle, LEVEL2_AREAZAP_RANGE ); trap_Trace( &tr, muzzle, mins, maxs, end, ent->s.number, MASK_SHOT ); G_UnlaggedOff( ); if( tr.surfaceFlags & SURF_NOIMPACT ) return; traceEnt = &g_entities[ tr.entityNum ]; if( ( ( traceEnt->client && traceEnt->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) || ( traceEnt->s.eType == ET_BUILDABLE && BG_FindTeamForBuildable( traceEnt->s.modelindex ) == BIT_HUMANS ) ) && traceEnt->health > 0 ) { G_CreateNewZap( ent, traceEnt ); } } /* ====================================================================== LEVEL3 ====================================================================== */ /* =============== CheckPounceAttack =============== */ qboolean CheckPounceAttack( gentity_t *ent ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; int damage; vec3_t mins, maxs; VectorSet( mins, -LEVEL3_POUNCE_WIDTH, -LEVEL3_POUNCE_WIDTH, -LEVEL3_POUNCE_WIDTH ); VectorSet( maxs, LEVEL3_POUNCE_WIDTH, LEVEL3_POUNCE_WIDTH, LEVEL3_POUNCE_WIDTH ); if( ent->client->ps.groundEntityNum != ENTITYNUM_NONE ) { ent->client->allowedToPounce = qfalse; ent->client->pmext.pouncePayload = 0; } if( !ent->client->allowedToPounce ) return qfalse; if( ent->client->ps.weaponTime ) return qfalse; // set aiming directions AngleVectors( ent->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( ent, forward, right, up, muzzle ); VectorMA( muzzle, LEVEL3_POUNCE_RANGE, forward, end ); G_UnlaggedOn( muzzle, LEVEL3_POUNCE_RANGE ); trap_Trace( &tr, ent->s.origin, mins, maxs, end, ent->s.number, MASK_SHOT ); G_UnlaggedOff( ); //miss if( tr.fraction >= 1.0 ) return qfalse; 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; tent->s.generic1 = ent->s.generic1; //weaponMode } if( !traceEnt->takedamage ) return qfalse; damage = (int)( ( (float)ent->client->pmext.pouncePayload / (float)LEVEL3_POUNCE_SPEED ) * LEVEL3_POUNCE_DMG ); ent->client->pmext.pouncePayload = 0; G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_LOCDAMAGE, MOD_LEVEL3_POUNCE ); ent->client->ps.weaponTime += LEVEL3_POUNCE_TIME; ent->client->allowedToPounce = qfalse; return qtrue; } void bounceBallFire( gentity_t *ent ) { gentity_t *m; m = fire_bounceBall( ent, muzzle, forward ); // VectorAdd( m->s.pos.trDelta, ent->client->ps.velocity, m->s.pos.trDelta ); // "real" physics } /* ====================================================================== LEVEL4 ====================================================================== */ /* =============== ChargeAttack =============== */ void ChargeAttack( gentity_t *ent, gentity_t *victim ) { gentity_t *tent; int damage; vec3_t forward, normal; if( level.time < victim->chargeRepeat ) return; victim->chargeRepeat = level.time + LEVEL4_CHARGE_REPEAT; VectorSubtract( victim->s.origin, ent->s.origin, forward ); VectorNormalize( forward ); VectorNegate( forward, normal ); if( victim->client ) { tent = G_TempEntity( victim->s.origin, EV_MISSILE_HIT ); tent->s.otherEntityNum = victim->s.number; tent->s.eventParm = DirToByte( normal ); tent->s.weapon = ent->s.weapon; tent->s.generic1 = ent->s.generic1; //weaponMode } if( !victim->takedamage ) return; damage = (int)( ( (float)ent->client->ps.stats[ STAT_MISC ] / (float)LEVEL4_CHARGE_TIME ) * LEVEL4_CHARGE_DMG ); G_Damage( victim, ent, ent, forward, victim->s.origin, damage, 0, MOD_LEVEL4_CHARGE ); } //====================================================================== /* =============== 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, 1, forward, muzzlePoint ); VectorMA( muzzlePoint, 1, right, muzzlePoint ); // snap to integer coordinates for more efficient network bandwidth usage SnapVector( muzzlePoint ); } /* =============== FireWeapon3 =============== */ void FireWeapon3( gentity_t *ent ) { if( ent->client ) { // set aiming directions AngleVectors( ent->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( ent, forward, right, up, muzzle ); } else { AngleVectors( ent->s.angles2, forward, right, up ); VectorCopy( ent->s.pos.trBase, muzzle ); } // fire the specific weapon switch( ent->s.weapon ) { case WP_ALEVEL3_UPG: bounceBallFire( ent ); break; case WP_ABUILD2: slowBlobFire( ent ); break; default: break; } } /* =============== FireWeapon2 =============== */ void FireWeapon2( gentity_t *ent ) { if( ent->client ) { // set aiming directions AngleVectors( ent->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( ent, forward, right, up, muzzle ); } else { AngleVectors( ent->s.angles2, forward, right, up ); VectorCopy( ent->s.pos.trBase, muzzle ); } // fire the specific weapon switch( ent->s.weapon ) { case WP_ALEVEL1_UPG: poisonCloud( ent ); break; case WP_ALEVEL2_UPG: areaZapFire( ent ); break; case WP_LUCIFER_CANNON: LCChargeFire( ent, qtrue ); break; case WP_ABUILD: case WP_ABUILD2: case WP_HBUILD: case WP_HBUILD2: cancelBuildFire( ent ); break; default: break; } } /* =============== FireWeapon =============== */ void FireWeapon( gentity_t *ent ) { if( ent->client ) { // set aiming directions AngleVectors( ent->client->ps.viewangles, forward, right, up ); CalcMuzzlePoint( ent, forward, right, up, muzzle ); } else { AngleVectors( ent->turretAim, forward, right, up ); VectorCopy( ent->s.pos.trBase, muzzle ); } // fire the specific weapon switch( ent->s.weapon ) { case WP_ALEVEL1: case WP_ALEVEL1_UPG: meleeAttack( ent, LEVEL1_CLAW_RANGE, LEVEL1_CLAW_WIDTH, LEVEL1_CLAW_DMG, MOD_LEVEL1_CLAW ); break; case WP_ALEVEL3: case WP_ALEVEL3_UPG: meleeAttack( ent, LEVEL3_CLAW_RANGE, LEVEL3_CLAW_WIDTH, LEVEL3_CLAW_DMG, MOD_LEVEL3_CLAW ); break; case WP_ALEVEL2: meleeAttack( ent, LEVEL2_CLAW_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW ); break; case WP_ALEVEL2_UPG: meleeAttack( ent, LEVEL2_CLAW_RANGE, LEVEL2_CLAW_WIDTH, LEVEL2_CLAW_DMG, MOD_LEVEL2_CLAW ); break; case WP_ALEVEL4: meleeAttack( ent, LEVEL4_CLAW_RANGE, LEVEL4_CLAW_WIDTH, LEVEL4_CLAW_DMG, MOD_LEVEL4_CLAW ); break; case WP_BLASTER: blasterFire( ent ); break; case WP_MACHINEGUN: bulletFire( ent, RIFLE_SPREAD, RIFLE_DMG, MOD_MACHINEGUN ); break; case WP_SHOTGUN: shotgunFire( ent ); break; case WP_CHAINGUN: bulletFire( ent, CHAINGUN_SPREAD, CHAINGUN_DMG, MOD_CHAINGUN ); break; case WP_FLAMER: flamerFire( ent ); break; case WP_PULSE_RIFLE: pulseRifleFire( ent ); break; case WP_MASS_DRIVER: massDriverFire( ent ); break; case WP_LUCIFER_CANNON: LCChargeFire( ent, qfalse ); break; case WP_LAS_GUN: lasGunFire( ent ); break; case WP_PAIN_SAW: painSawFire( ent ); break; case WP_GRENADE: throwGrenade( ent ); break; case WP_LOCKBLOB_LAUNCHER: lockBlobLauncherFire( ent ); break; case WP_HIVE: hiveFire( ent ); break; case WP_TESLAGEN: teslaFire( ent ); break; case WP_MGTURRET: bulletFire( ent, MGTURRET_SPREAD, MGTURRET_DMG, MOD_MGTURRET ); break; case WP_ABUILD: case WP_ABUILD2: buildFire( ent, MN_A_BUILD ); break; case WP_HBUILD: case WP_HBUILD2: buildFire( ent, MN_H_BUILD ); break; default: break; } }