Files
neo.yt-tremulous/src/game/g_weapon.c
T
Paradox460 9a5647df1d * Added bugfixes for builder, now much more useful command. (See Issue 64)
* Added extreme mod
  * `g_modBuildableHealth`: Buildable health *(Percent)*
  * `g_modBuildableSpeed`: Buildable fire rate *(Percent)*
  * `g_modHumanStamina`: Human stamina *(Percent)*
  * `g_modHumanHealth`: Human health *(Percent)*
  * `g_modAlienHealth`: Alien health *(Percent)*
  * `g_modHumanRate`: Human fire rate *(Percent)*
  * `g_modAlienRate`: Alien fire rate *(Percent)*
  * `g_modWeaponAmmo`: Weapon ammo per clip *(Percent)*
  * `g_modWeaponReload`: Adjust's Weapon reload time *(Percent)*

Wiki updated as well.
This matches release 1.5.0.4
2008-03-15 20:00:49 +00:00

1641 lines
40 KiB
C

/*
===========================================================================
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;
ent->client->pers.statscounters.repairspoisons++;
level.humanStatsCounters.repairspoisons++;
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;
if( g_modAlienRate.integer > 0 )
zap->timeToLive = zap->timeToLive * g_modAlienRate.integer / 100;
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 );
if( g_modAlienRate.integer > 0 )
damage = damage * 100 / g_modAlienRate.integer;
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, muzzle, 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->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 );
}
// paused
if ( level.paused ) return;
// 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;
}
}
void Blow_up( gentity_t *ent )
{
gentity_t *m;
// set directions
AngleVectors( ent->client->ps.viewangles, forward, right, up );
CalcMuzzlePoint( ent, forward, right, up, muzzle );
m = launch_grenade2( ent, muzzle, forward );
}