File: game\g_weapon.c

    1 /*
    2 Copyright (C) 1997-2001 Id Software, Inc.
    3 
    4 This program is free software; you can redistribute it and/or
    5 modify it under the terms of the GNU General Public License
    6 as published by the Free Software Foundation; either version 2
    7 of the License, or (at your option) any later version.
    8 
    9 This program is distributed in the hope that it will be useful,
   10 but WITHOUT ANY WARRANTY; without even the implied warranty of
   11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
   12 
   13 See the GNU General Public License for more details.
   14 
   15 You should have received a copy of the GNU General Public License
   16 along with this program; if not, write to the Free Software
   17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
   18 
   19 */
   20 #include "g_local.h"
   21 
   22 
   23 /*
   24 =================
   25 check_dodge
   26 
   27 This is a support routine used when a client is firing
   28 a non-instant attack weapon.  It checks to see if a
   29 monster's dodge function should be called.
   30 =================
   31 */
   32 static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
   33 {
   34         vec3_t  end;
   35         vec3_t  v;
   36         trace_t tr;
   37         float   eta;
   38 
   39         // easy mode only ducks one quarter the time
   40         if (skill->value == 0)
   41         {
   42                 if (random() > 0.25)
   43                         return;
   44         }
   45         VectorMA (start, 8192, dir, end);
   46         tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
   47         if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
   48         {
   49                 VectorSubtract (tr.endpos, start, v);
   50                 eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
   51                 tr.ent->monsterinfo.dodge (tr.ent, self, eta);
   52         }
   53 }
   54 
   55 
   56 /*
   57 =================
   58 fire_hit
   59 
   60 Used for all impact (hit/punch/slash) attacks
   61 =================
   62 */
   63 qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
   64 {
   65         trace_t         tr;
   66         vec3_t          forward, right, up;
   67         vec3_t          v;
   68         vec3_t          point;
   69         float           range;
   70         vec3_t          dir;
   71 
   72         //see if enemy is in range
   73         VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
   74         range = VectorLength(dir);
   75         if (range > aim[0])
   76                 return false;
   77 
   78         if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
   79         {
   80                 // the hit is straight on so back the range up to the edge of their bbox
   81                 range -= self->enemy->maxs[0];
   82         }
   83         else
   84         {
   85                 // this is a side hit so adjust the "right" value out to the edge of their bbox
   86                 if (aim[1] < 0)
   87                         aim[1] = self->enemy->mins[0];
   88                 else
   89                         aim[1] = self->enemy->maxs[0];
   90         }
   91 
   92         VectorMA (self->s.origin, range, dir, point);
   93 
   94         tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
   95         if (tr.fraction < 1)
   96         {
   97                 if (!tr.ent->takedamage)
   98                         return false;
   99                 // if it will hit any client/monster then hit the one we wanted to hit
  100                 if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
  101                         tr.ent = self->enemy;
  102         }
  103 
  104         AngleVectors(self->s.angles, forward, right, up);
  105         VectorMA (self->s.origin, range, forward, point);
  106         VectorMA (point, aim[1], right, point);
  107         VectorMA (point, aim[2], up, point);
  108         VectorSubtract (point, self->enemy->s.origin, dir);
  109 
  110         // do the damage
  111         T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
  112 
  113         if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
  114                 return false;
  115 
  116         // do our special form of knockback here
  117         VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
  118         VectorSubtract (v, point, v);
  119         VectorNormalize (v);
  120         VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
  121         if (self->enemy->velocity[2] > 0)
  122                 self->enemy->groundentity = NULL;
  123         return true;
  124 }
  125 
  126 
  127 /*
  128 =================
  129 fire_lead
  130 
  131 This is an internal support routine used for bullet/pellet based weapons.
  132 =================
  133 */
  134 static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
  135 {
  136         trace_t         tr;
  137         vec3_t          dir;
  138         vec3_t          forward, right, up;
  139         vec3_t          end;
  140         float           r;
  141         float           u;
  142         vec3_t          water_start;
  143         qboolean        water = false;
  144         int                     content_mask = MASK_SHOT | MASK_WATER;
  145 
  146         tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
  147         if (!(tr.fraction < 1.0))
  148         {
  149                 vectoangles (aimdir, dir);
  150                 AngleVectors (dir, forward, right, up);
  151 
  152                 r = crandom()*hspread;
  153                 u = crandom()*vspread;
  154                 VectorMA (start, 8192, forward, end);
  155                 VectorMA (end, r, right, end);
  156                 VectorMA (end, u, up, end);
  157 
  158                 if (gi.pointcontents (start) & MASK_WATER)
  159                 {
  160                         water = true;
  161                         VectorCopy (start, water_start);
  162                         content_mask &= ~MASK_WATER;
  163                 }
  164 
  165                 tr = gi.trace (start, NULL, NULL, end, self, content_mask);
  166 
  167                 // see if we hit water
  168                 if (tr.contents & MASK_WATER)
  169                 {
  170                         int             color;
  171 
  172                         water = true;
  173                         VectorCopy (tr.endpos, water_start);
  174 
  175                         if (!VectorCompare (start, tr.endpos))
  176                         {
  177                                 if (tr.contents & CONTENTS_WATER)
  178                                 {
  179                                         if (strcmp(tr.surface->name, "*brwater") == 0)
  180                                                 color = SPLASH_BROWN_WATER;
  181                                         else
  182                                                 color = SPLASH_BLUE_WATER;
  183                                 }
  184                                 else if (tr.contents & CONTENTS_SLIME)
  185                                         color = SPLASH_SLIME;
  186                                 else if (tr.contents & CONTENTS_LAVA)
  187                                         color = SPLASH_LAVA;
  188                                 else
  189                                         color = SPLASH_UNKNOWN;
  190 
  191                                 if (color != SPLASH_UNKNOWN)
  192                                 {
  193                                         gi.WriteByte (svc_temp_entity);
  194                                         gi.WriteByte (TE_SPLASH);
  195                                         gi.WriteByte (8);
  196                                         gi.WritePosition (tr.endpos);
  197                                         gi.WriteDir (tr.plane.normal);
  198                                         gi.WriteByte (color);
  199                                         gi.multicast (tr.endpos, MULTICAST_PVS);
  200                                 }
  201 
  202                                 // change bullet's course when it enters water
  203                                 VectorSubtract (end, start, dir);
  204                                 vectoangles (dir, dir);
  205                                 AngleVectors (dir, forward, right, up);
  206                                 r = crandom()*hspread*2;
  207                                 u = crandom()*vspread*2;
  208                                 VectorMA (water_start, 8192, forward, end);
  209                                 VectorMA (end, r, right, end);
  210                                 VectorMA (end, u, up, end);
  211                         }
  212 
  213                         // re-trace ignoring water this time
  214                         tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
  215                 }
  216         }
  217 
  218         // send gun puff / flash
  219         if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
  220         {
  221                 if (tr.fraction < 1.0)
  222                 {
  223                         if (tr.ent->takedamage)
  224                         {
  225                                 T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
  226                         }
  227                         else
  228                         {
  229                                 if (strncmp (tr.surface->name, "sky", 3) != 0)
  230                                 {
  231                                         gi.WriteByte (svc_temp_entity);
  232                                         gi.WriteByte (te_impact);
  233                                         gi.WritePosition (tr.endpos);
  234                                         gi.WriteDir (tr.plane.normal);
  235                                         gi.multicast (tr.endpos, MULTICAST_PVS);
  236 
  237                                         if (self->client)
  238                                                 PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
  239                                 }
  240                         }
  241                 }
  242         }
  243 
  244         // if went through water, determine where the end and make a bubble trail
  245         if (water)
  246         {
  247                 vec3_t  pos;
  248 
  249                 VectorSubtract (tr.endpos, water_start, dir);
  250                 VectorNormalize (dir);
  251                 VectorMA (tr.endpos, -2, dir, pos);
  252                 if (gi.pointcontents (pos) & MASK_WATER)
  253                         VectorCopy (pos, tr.endpos);
  254                 else
  255                         tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
  256 
  257                 VectorAdd (water_start, tr.endpos, pos);
  258                 VectorScale (pos, 0.5, pos);
  259 
  260                 gi.WriteByte (svc_temp_entity);
  261                 gi.WriteByte (TE_BUBBLETRAIL);
  262                 gi.WritePosition (water_start);
  263                 gi.WritePosition (tr.endpos);
  264                 gi.multicast (pos, MULTICAST_PVS);
  265         }
  266 }
  267 
  268 
  269 /*
  270 =================
  271 fire_bullet
  272 
  273 Fires a single round.  Used for machinegun and chaingun.  Would be fine for
  274 pistols, rifles, etc....
  275 =================
  276 */
  277 void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
  278 {
  279         fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
  280 }
  281 
  282 
  283 /*
  284 =================
  285 fire_shotgun
  286 
  287 Shoots shotgun pellets.  Used by shotgun and super shotgun.
  288 =================
  289 */
  290 void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
  291 {
  292         int             i;
  293 
  294         for (i = 0; i < count; i++)
  295                 fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
  296 }
  297 
  298 
  299 /*
  300 =================
  301 fire_blaster
  302 
  303 Fires a single blaster bolt.  Used by the blaster and hyper blaster.
  304 =================
  305 */
  306 void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
  307 {
  308         int             mod;
  309 
  310         if (other == self->owner)
  311                 return;
  312 
  313         if (surf && (surf->flags & SURF_SKY))
  314         {
  315                 G_FreeEdict (self);
  316                 return;
  317         }
  318 
  319         if (self->owner->client)
  320                 PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
  321 
  322         if (other->takedamage)
  323         {
  324                 if (self->spawnflags & 1)
  325                         mod = MOD_HYPERBLASTER;
  326                 else
  327                         mod = MOD_BLASTER;
  328                 T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
  329         }
  330         else
  331         {
  332                 gi.WriteByte (svc_temp_entity);
  333                 gi.WriteByte (TE_BLASTER);
  334                 gi.WritePosition (self->s.origin);
  335                 if (!plane)
  336                         gi.WriteDir (vec3_origin);
  337                 else
  338                         gi.WriteDir (plane->normal);
  339                 gi.multicast (self->s.origin, MULTICAST_PVS);
  340         }
  341 
  342         G_FreeEdict (self);
  343 }
  344 
  345 void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
  346 {
  347         edict_t *bolt;
  348         trace_t tr;
  349 
  350         VectorNormalize (dir);
  351 
  352         bolt = G_Spawn();
  353         bolt->svflags = SVF_DEADMONSTER;
  354         // yes, I know it looks weird that projectiles are deadmonsters
  355         // what this means is that when prediction is used against the object
  356         // (blaster/hyperblaster shots), the player won't be solid clipped against
  357         // the object.  Right now trying to run into a firing hyperblaster
  358         // is very jerky since you are predicted 'against' the shots.
  359         VectorCopy (start, bolt->s.origin);
  360         VectorCopy (start, bolt->s.old_origin);
  361         vectoangles (dir, bolt->s.angles);
  362         VectorScale (dir, speed, bolt->velocity);
  363         bolt->movetype = MOVETYPE_FLYMISSILE;
  364         bolt->clipmask = MASK_SHOT;
  365         bolt->solid = SOLID_BBOX;
  366         bolt->s.effects |= effect;
  367         VectorClear (bolt->mins);
  368         VectorClear (bolt->maxs);
  369         bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
  370         bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
  371         bolt->owner = self;
  372         bolt->touch = blaster_touch;
  373         bolt->nextthink = level.time + 2;
  374         bolt->think = G_FreeEdict;
  375         bolt->dmg = damage;
  376         bolt->classname = "bolt";
  377         if (hyper)
  378                 bolt->spawnflags = 1;
  379         gi.linkentity (bolt);
  380 
  381         if (self->client)
  382                 check_dodge (self, bolt->s.origin, dir, speed);
  383 
  384         tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
  385         if (tr.fraction < 1.0)
  386         {
  387                 VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
  388                 bolt->touch (bolt, tr.ent, NULL, NULL);
  389         }
  390 }       
  391 
  392 
  393 /*
  394 =================
  395 fire_grenade
  396 =================
  397 */
  398 static void Grenade_Explode (edict_t *ent)
  399 {
  400         vec3_t          origin;
  401         int                     mod;
  402 
  403         if (ent->owner->client)
  404                 PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
  405 
  406         //FIXME: if we are onground then raise our Z just a bit since we are a point?
  407         if (ent->enemy)
  408         {
  409                 float   points;
  410                 vec3_t  v;
  411                 vec3_t  dir;
  412 
  413                 VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
  414                 VectorMA (ent->enemy->s.origin, 0.5, v, v);
  415                 VectorSubtract (ent->s.origin, v, v);
  416                 points = ent->dmg - 0.5 * VectorLength (v);
  417                 VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
  418                 if (ent->spawnflags & 1)
  419                         mod = MOD_HANDGRENADE;
  420                 else
  421                         mod = MOD_GRENADE;
  422                 T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
  423         }
  424 
  425         if (ent->spawnflags & 2)
  426                 mod = MOD_HELD_GRENADE;
  427         else if (ent->spawnflags & 1)
  428                 mod = MOD_HG_SPLASH;
  429         else
  430                 mod = MOD_G_SPLASH;
  431         T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
  432 
  433         VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
  434         gi.WriteByte (svc_temp_entity);
  435         if (ent->waterlevel)
  436         {
  437                 if (ent->groundentity)
  438                         gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
  439                 else
  440                         gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
  441         }
  442         else
  443         {
  444                 if (ent->groundentity)
  445                         gi.WriteByte (TE_GRENADE_EXPLOSION);
  446                 else
  447                         gi.WriteByte (TE_ROCKET_EXPLOSION);
  448         }
  449         gi.WritePosition (origin);
  450         gi.multicast (ent->s.origin, MULTICAST_PHS);
  451 
  452         G_FreeEdict (ent);
  453 }
  454 
  455 static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
  456 {
  457         if (other == ent->owner)
  458                 return;
  459 
  460         if (surf && (surf->flags & SURF_SKY))
  461         {
  462                 G_FreeEdict (ent);
  463                 return;
  464         }
  465 
  466         if (!other->takedamage)
  467         {
  468                 if (ent->spawnflags & 1)
  469                 {
  470                         if (random() > 0.5)
  471                                 gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
  472                         else
  473                                 gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
  474                 }
  475                 else
  476                 {
  477                         gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
  478                 }
  479                 return;
  480         }
  481 
  482         ent->enemy = other;
  483         Grenade_Explode (ent);
  484 }
  485 
  486 void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
  487 {
  488         edict_t *grenade;
  489         vec3_t  dir;
  490         vec3_t  forward, right, up;
  491 
  492         vectoangles (aimdir, dir);
  493         AngleVectors (dir, forward, right, up);
  494 
  495         grenade = G_Spawn();
  496         VectorCopy (start, grenade->s.origin);
  497         VectorScale (aimdir, speed, grenade->velocity);
  498         VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
  499         VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
  500         VectorSet (grenade->avelocity, 300, 300, 300);
  501         grenade->movetype = MOVETYPE_BOUNCE;
  502         grenade->clipmask = MASK_SHOT;
  503         grenade->solid = SOLID_BBOX;
  504         grenade->s.effects |= EF_GRENADE;
  505         VectorClear (grenade->mins);
  506         VectorClear (grenade->maxs);
  507         grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
  508         grenade->owner = self;
  509         grenade->touch = Grenade_Touch;
  510         grenade->nextthink = level.time + timer;
  511         grenade->think = Grenade_Explode;
  512         grenade->dmg = damage;
  513         grenade->dmg_radius = damage_radius;
  514         grenade->classname = "grenade";
  515 
  516         gi.linkentity (grenade);
  517 }
  518 
  519 void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
  520 {
  521         edict_t *grenade;
  522         vec3_t  dir;
  523         vec3_t  forward, right, up;
  524 
  525         vectoangles (aimdir, dir);
  526         AngleVectors (dir, forward, right, up);
  527 
  528         grenade = G_Spawn();
  529         VectorCopy (start, grenade->s.origin);
  530         VectorScale (aimdir, speed, grenade->velocity);
  531         VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
  532         VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
  533         VectorSet (grenade->avelocity, 300, 300, 300);
  534         grenade->movetype = MOVETYPE_BOUNCE;
  535         grenade->clipmask = MASK_SHOT;
  536         grenade->solid = SOLID_BBOX;
  537         grenade->s.effects |= EF_GRENADE;
  538         VectorClear (grenade->mins);
  539         VectorClear (grenade->maxs);
  540         grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
  541         grenade->owner = self;
  542         grenade->touch = Grenade_Touch;
  543         grenade->nextthink = level.time + timer;
  544         grenade->think = Grenade_Explode;
  545         grenade->dmg = damage;
  546         grenade->dmg_radius = damage_radius;
  547         grenade->classname = "hgrenade";
  548         if (held)
  549                 grenade->spawnflags = 3;
  550         else
  551                 grenade->spawnflags = 1;
  552         grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
  553 
  554         if (timer <= 0.0)
  555                 Grenade_Explode (grenade);
  556         else
  557         {
  558                 gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
  559                 gi.linkentity (grenade);
  560         }
  561 }
  562 
  563 
  564 /*
  565 =================
  566 fire_rocket
  567 =================
  568 */
  569 void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
  570 {
  571         vec3_t          origin;
  572         int                     n;
  573 
  574         if (other == ent->owner)
  575                 return;
  576 
  577         if (surf && (surf->flags & SURF_SKY))
  578         {
  579                 G_FreeEdict (ent);
  580                 return;
  581         }
  582 
  583         if (ent->owner->client)
  584                 PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
  585 
  586         // calculate position for the explosion entity
  587         VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
  588 
  589         if (other->takedamage)
  590         {
  591                 T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
  592         }
  593         else
  594         {
  595                 // don't throw any debris in net games
  596                 if (!deathmatch->value && !coop->value)
  597                 {
  598                         if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
  599                         {
  600                                 n = rand() % 5;
  601                                 while(n--)
  602                                         ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
  603                         }
  604                 }
  605         }
  606 
  607         T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
  608 
  609         gi.WriteByte (svc_temp_entity);
  610         if (ent->waterlevel)
  611                 gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
  612         else
  613                 gi.WriteByte (TE_ROCKET_EXPLOSION);
  614         gi.WritePosition (origin);
  615         gi.multicast (ent->s.origin, MULTICAST_PHS);
  616 
  617         G_FreeEdict (ent);
  618 }
  619 
  620 void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
  621 {
  622         edict_t *rocket;
  623 
  624         rocket = G_Spawn();
  625         VectorCopy (start, rocket->s.origin);
  626         VectorCopy (dir, rocket->movedir);
  627         vectoangles (dir, rocket->s.angles);
  628         VectorScale (dir, speed, rocket->velocity);
  629         rocket->movetype = MOVETYPE_FLYMISSILE;
  630         rocket->clipmask = MASK_SHOT;
  631         rocket->solid = SOLID_BBOX;
  632         rocket->s.effects |= EF_ROCKET;
  633         VectorClear (rocket->mins);
  634         VectorClear (rocket->maxs);
  635         rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
  636         rocket->owner = self;
  637         rocket->touch = rocket_touch;
  638         rocket->nextthink = level.time + 8000/speed;
  639         rocket->think = G_FreeEdict;
  640         rocket->dmg = damage;
  641         rocket->radius_dmg = radius_damage;
  642         rocket->dmg_radius = damage_radius;
  643         rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
  644         rocket->classname = "rocket";
  645 
  646         if (self->client)
  647                 check_dodge (self, rocket->s.origin, dir, speed);
  648 
  649         gi.linkentity (rocket);
  650 }
  651 
  652 
  653 /*
  654 =================
  655 fire_rail
  656 =================
  657 */
  658 void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
  659 {
  660         vec3_t          from;
  661         vec3_t          end;
  662         trace_t         tr;
  663         edict_t         *ignore;
  664         int                     mask;
  665         qboolean        water;
  666 
  667         VectorMA (start, 8192, aimdir, end);
  668         VectorCopy (start, from);
  669         ignore = self;
  670         water = false;
  671         mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
  672         while (ignore)
  673         {
  674                 tr = gi.trace (from, NULL, NULL, end, ignore, mask);
  675 
  676                 if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
  677                 {
  678                         mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
  679                         water = true;
  680                 }
  681                 else
  682                 {
  683                         //ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
  684                         if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
  685                                 (tr.ent->solid == SOLID_BBOX))
  686                                 ignore = tr.ent;
  687                         else
  688                                 ignore = NULL;
  689 
  690                         if ((tr.ent != self) && (tr.ent->takedamage))
  691                                 T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
  692                 }
  693 
  694                 VectorCopy (tr.endpos, from);
  695         }
  696 
  697         // send gun puff / flash
  698         gi.WriteByte (svc_temp_entity);
  699         gi.WriteByte (TE_RAILTRAIL);
  700         gi.WritePosition (start);
  701         gi.WritePosition (tr.endpos);
  702         gi.multicast (self->s.origin, MULTICAST_PHS);
  703 //      gi.multicast (start, MULTICAST_PHS);
  704         if (water)
  705         {
  706                 gi.WriteByte (svc_temp_entity);
  707                 gi.WriteByte (TE_RAILTRAIL);
  708                 gi.WritePosition (start);
  709                 gi.WritePosition (tr.endpos);
  710                 gi.multicast (tr.endpos, MULTICAST_PHS);
  711         }
  712 
  713         if (self->client)
  714                 PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
  715 }
  716 
  717 
  718 /*
  719 =================
  720 fire_bfg
  721 =================
  722 */
  723 void bfg_explode (edict_t *self)
  724 {
  725         edict_t *ent;
  726         float   points;
  727         vec3_t  v;
  728         float   dist;
  729 
  730         if (self->s.frame == 0)
  731         {
  732                 // the BFG effect
  733                 ent = NULL;
  734                 while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
  735                 {
  736                         if (!ent->takedamage)
  737                                 continue;
  738                         if (ent == self->owner)
  739                                 continue;
  740                         if (!CanDamage (ent, self))
  741                                 continue;
  742                         if (!CanDamage (ent, self->owner))
  743                                 continue;
  744 
  745                         VectorAdd (ent->mins, ent->maxs, v);
  746                         VectorMA (ent->s.origin, 0.5, v, v);
  747                         VectorSubtract (self->s.origin, v, v);
  748                         dist = VectorLength(v);
  749                         points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
  750                         if (ent == self->owner)
  751                                 points = points * 0.5;
  752 
  753                         gi.WriteByte (svc_temp_entity);
  754                         gi.WriteByte (TE_BFG_EXPLOSION);
  755                         gi.WritePosition (ent->s.origin);
  756                         gi.multicast (ent->s.origin, MULTICAST_PHS);
  757                         T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
  758                 }
  759         }
  760 
  761         self->nextthink = level.time + FRAMETIME;
  762         self->s.frame++;
  763         if (self->s.frame == 5)
  764                 self->think = G_FreeEdict;
  765 }
  766 
  767 void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
  768 {
  769         if (other == self->owner)
  770                 return;
  771 
  772         if (surf && (surf->flags & SURF_SKY))
  773         {
  774                 G_FreeEdict (self);
  775                 return;
  776         }
  777 
  778         if (self->owner->client)
  779                 PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
  780 
  781         // core explosion - prevents firing it into the wall/floor
  782         if (other->takedamage)
  783                 T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
  784         T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);
  785 
  786         gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
  787         self->solid = SOLID_NOT;
  788         self->touch = NULL;
  789         VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
  790         VectorClear (self->velocity);
  791         self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
  792         self->s.frame = 0;
  793         self->s.sound = 0;
  794         self->s.effects &= ~EF_ANIM_ALLFAST;
  795         self->think = bfg_explode;
  796         self->nextthink = level.time + FRAMETIME;
  797         self->enemy = other;
  798 
  799         gi.WriteByte (svc_temp_entity);
  800         gi.WriteByte (TE_BFG_BIGEXPLOSION);
  801         gi.WritePosition (self->s.origin);
  802         gi.multicast (self->s.origin, MULTICAST_PVS);
  803 }
  804 
  805 
  806 void bfg_think (edict_t *self)
  807 {
  808         edict_t *ent;
  809         edict_t *ignore;
  810         vec3_t  point;
  811         vec3_t  dir;
  812         vec3_t  start;
  813         vec3_t  end;
  814         int             dmg;
  815         trace_t tr;
  816 
  817         if (deathmatch->value)
  818                 dmg = 5;
  819         else
  820                 dmg = 10;
  821 
  822         ent = NULL;
  823         while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
  824         {
  825                 if (ent == self)
  826                         continue;
  827 
  828                 if (ent == self->owner)
  829                         continue;
  830 
  831                 if (!ent->takedamage)
  832                         continue;
  833 
  834                 if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
  835                         continue;
  836 
  837                 VectorMA (ent->absmin, 0.5, ent->size, point);
  838 
  839                 VectorSubtract (point, self->s.origin, dir);
  840                 VectorNormalize (dir);
  841 
  842                 ignore = self;
  843                 VectorCopy (self->s.origin, start);
  844                 VectorMA (start, 2048, dir, end);
  845                 while(1)
  846                 {
  847                         tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
  848 
  849                         if (!tr.ent)
  850                                 break;
  851 
  852                         // hurt it if we can
  853                         if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
  854                                 T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
  855 
  856                         // if we hit something that's not a monster or player we're done
  857                         if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
  858                         {
  859                                 gi.WriteByte (svc_temp_entity);
  860                                 gi.WriteByte (TE_LASER_SPARKS);
  861                                 gi.WriteByte (4);
  862                                 gi.WritePosition (tr.endpos);
  863                                 gi.WriteDir (tr.plane.normal);
  864                                 gi.WriteByte (self->s.skinnum);
  865                                 gi.multicast (tr.endpos, MULTICAST_PVS);
  866                                 break;
  867                         }
  868 
  869                         ignore = tr.ent;
  870                         VectorCopy (tr.endpos, start);
  871                 }
  872 
  873                 gi.WriteByte (svc_temp_entity);
  874                 gi.WriteByte (TE_BFG_LASER);
  875                 gi.WritePosition (self->s.origin);
  876                 gi.WritePosition (tr.endpos);
  877                 gi.multicast (self->s.origin, MULTICAST_PHS);
  878         }
  879 
  880         self->nextthink = level.time + FRAMETIME;
  881 }
  882 
  883 
  884 void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
  885 {
  886         edict_t *bfg;
  887 
  888         bfg = G_Spawn();
  889         VectorCopy (start, bfg->s.origin);
  890         VectorCopy (dir, bfg->movedir);
  891         vectoangles (dir, bfg->s.angles);
  892         VectorScale (dir, speed, bfg->velocity);
  893         bfg->movetype = MOVETYPE_FLYMISSILE;
  894         bfg->clipmask = MASK_SHOT;
  895         bfg->solid = SOLID_BBOX;
  896         bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
  897         VectorClear (bfg->mins);
  898         VectorClear (bfg->maxs);
  899         bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
  900         bfg->owner = self;
  901         bfg->touch = bfg_touch;
  902         bfg->nextthink = level.time + 8000/speed;
  903         bfg->think = G_FreeEdict;
  904         bfg->radius_dmg = damage;
  905         bfg->dmg_radius = damage_radius;
  906         bfg->classname = "bfg blast";
  907         bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
  908 
  909         bfg->think = bfg_think;
  910         bfg->nextthink = level.time + FRAMETIME;
  911         bfg->teammaster = bfg;
  912         bfg->teamchain = NULL;
  913 
  914         if (self->client)
  915                 check_dodge (self, bfg->s.origin, dir, speed);
  916 
  917         gi.linkentity (bfg);
  918 }
  919