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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// Created on 04.12.2003 by RST.
// $Id: Fire.java,v 1.1 2004-07-07 19:58:52 hzi Exp $
package jake2.game;
import jake2.*;
import jake2.client.*;
import jake2.qcommon.*;
import jake2.render.*;
import jake2.server.*;
import jake2.util.*;
public class Fire {
/*
=================
fire_hit
Used for all impact (hit/punch/slash) attacks
=================
*/
public static boolean fire_hit(edict_t self, float[] aim, int damage, int kick) {
trace_t tr;
float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, up= { 0, 0, 0 };
float[] v= { 0, 0, 0 };
float[] point= { 0, 0, 0 };
float range;
float[] dir= { 0, 0, 0 };
//see if enemy is in range
Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, dir);
range= Math3D.VectorLength(dir);
if (range > aim[0])
return false;
if (aim[1] > self.mins[0] && aim[1] < self.maxs[0]) {
// the hit is straight on so back the range up to the edge of their bbox
range -= self.enemy.maxs[0];
} else {
// this is a side hit so adjust the "right" value out to the edge of their bbox
if (aim[1] < 0)
aim[1]= self.enemy.mins[0];
else
aim[1]= self.enemy.maxs[0];
}
Math3D.VectorMA(self.s.origin, range, dir, point);
tr= GameBase.gi.trace(self.s.origin, null, null, point, self, Defines.MASK_SHOT);
if (tr.fraction < 1) {
if (0 == tr.ent.takedamage)
return false;
// if it will hit any client/monster then hit the one we wanted to hit
if ((tr.ent.svflags & Defines.SVF_MONSTER) != 0 || (tr.ent.client != null))
tr.ent= self.enemy;
}
Math3D.AngleVectors(self.s.angles, forward, right, up);
Math3D.VectorMA(self.s.origin, range, forward, point);
Math3D.VectorMA(point, aim[1], right, point);
Math3D.VectorMA(point, aim[2], up, point);
Math3D.VectorSubtract(point, self.enemy.s.origin, dir);
// do the damage
GameUtil.T_Damage(
tr.ent,
self,
self,
dir,
point,
GameBase.vec3_origin,
damage,
kick / 2,
Defines.DAMAGE_NO_KNOCKBACK,
Defines.MOD_HIT);
if (0 == (tr.ent.svflags & Defines.SVF_MONSTER) && (null == tr.ent.client))
return false;
// do our special form of knockback here
Math3D.VectorMA(self.enemy.absmin, 0.5f, self.enemy.size, v);
Math3D.VectorSubtract(v, point, v);
Math3D.VectorNormalize(v);
Math3D.VectorMA(self.enemy.velocity, kick, v, self.enemy.velocity);
if (self.enemy.velocity[2] > 0)
self.enemy.groundentity= null;
return true;
}
/*
=================
fire_lead
This is an internal support routine used for bullet/pellet based weapons.
=================
*/
public static void fire_lead(
edict_t self,
float[] start,
float[] aimdir,
int damage,
int kick,
int te_impact,
int hspread,
int vspread,
int mod) {
trace_t tr;
float[] dir= { 0, 0, 0 };
float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, up= { 0, 0, 0 };
float[] end= { 0, 0, 0 };
float r;
float u;
float[] water_start= { 0, 0, 0 };
boolean water= false;
int content_mask= Defines.MASK_SHOT | Defines.MASK_WATER;
tr= GameBase.gi.trace(self.s.origin, null, null, start, self, Defines.MASK_SHOT);
if (!(tr.fraction < 1.0)) {
Math3D.vectoangles(aimdir, dir);
Math3D.AngleVectors(dir, forward, right, up);
r= Lib.crandom() * hspread;
u= Lib.crandom() * vspread;
Math3D.VectorMA(start, 8192, forward, end);
Math3D.VectorMA(end, r, right, end);
Math3D.VectorMA(end, u, up, end);
if ((GameBase.gi.pointcontents.pointcontents(start) & Defines.MASK_WATER) != 0) {
water= true;
Math3D.VectorCopy(start, water_start);
content_mask &= ~Defines.MASK_WATER;
}
tr= GameBase.gi.trace(start, null, null, end, self, content_mask);
// see if we hit water
if ((tr.contents & Defines.MASK_WATER) != 0) {
int color;
water= true;
Math3D.VectorCopy(tr.endpos, water_start);
if (0 == Math3D.VectorCompare(start, tr.endpos)) {
if ((tr.contents & Defines.CONTENTS_WATER) != 0) {
if (Lib.strcmp(tr.surface.name, "*brwater") == 0)
color= Defines.SPLASH_BROWN_WATER;
else
color= Defines.SPLASH_BLUE_WATER;
} else if ((tr.contents & Defines.CONTENTS_SLIME) != 0)
color= Defines.SPLASH_SLIME;
else if ((tr.contents & Defines.CONTENTS_LAVA) != 0)
color= Defines.SPLASH_LAVA;
else
color= Defines.SPLASH_UNKNOWN;
if (color != Defines.SPLASH_UNKNOWN) {
GameBase.gi.WriteByte(Defines.svc_temp_entity);
GameBase.gi.WriteByte(Defines.TE_SPLASH);
GameBase.gi.WriteByte(8);
GameBase.gi.WritePosition(tr.endpos);
GameBase.gi.WriteDir(tr.plane.normal);
GameBase.gi.WriteByte(color);
GameBase.gi.multicast(tr.endpos, Defines.MULTICAST_PVS);
}
// change bullet's course when it enters water
Math3D.VectorSubtract(end, start, dir);
Math3D.vectoangles(dir, dir);
Math3D.AngleVectors(dir, forward, right, up);
r= Lib.crandom() * hspread * 2;
u= Lib.crandom() * vspread * 2;
Math3D.VectorMA(water_start, 8192, forward, end);
Math3D.VectorMA(end, r, right, end);
Math3D.VectorMA(end, u, up, end);
}
// re-trace ignoring water this time
tr= GameBase.gi.trace(water_start, null, null, end, self, Defines.MASK_SHOT);
}
}
// send gun puff / flash
if (!((tr.surface != null) && 0 != (tr.surface.flags & Defines.SURF_SKY))) {
if (tr.fraction < 1.0) {
if (tr.ent.takedamage != 0) {
GameUtil.T_Damage(
tr.ent,
self,
self,
aimdir,
tr.endpos,
tr.plane.normal,
damage,
kick,
Defines.DAMAGE_BULLET,
mod);
} else {
if (!"sky".equals(tr.surface.name)) {
GameBase.gi.WriteByte(Defines.svc_temp_entity);
GameBase.gi.WriteByte(te_impact);
GameBase.gi.WritePosition(tr.endpos);
GameBase.gi.WriteDir(tr.plane.normal);
GameBase.gi.multicast(tr.endpos, Defines.MULTICAST_PVS);
if (self.client != null)
GameWeapon.PlayerNoise(self, tr.endpos, Defines.PNOISE_IMPACT);
}
}
}
}
// if went through water, determine where the end and make a bubble trail
if (water) {
float[] pos= { 0, 0, 0 };
Math3D.VectorSubtract(tr.endpos, water_start, dir);
Math3D.VectorNormalize(dir);
Math3D.VectorMA(tr.endpos, -2, dir, pos);
if ((Game.gi.pointcontents.pointcontents(pos) & Defines.MASK_WATER) != 0)
Math3D.VectorCopy(pos, tr.endpos);
else
tr= GameBase.gi.trace(pos, null, null, water_start, tr.ent, Defines.MASK_WATER);
Math3D.VectorAdd(water_start, tr.endpos, pos);
Math3D.VectorScale(pos, 0.5f, pos);
GameBase.gi.WriteByte(Defines.svc_temp_entity);
GameBase.gi.WriteByte(Defines.TE_BUBBLETRAIL);
GameBase.gi.WritePosition(water_start);
GameBase.gi.WritePosition(tr.endpos);
GameBase.gi.multicast(pos, Defines.MULTICAST_PVS);
}
}
/*
=================
fire_bullet
Fires a single round. Used for machinegun and chaingun. Would be fine for
pistols, rifles, etc....
=================
*/
public static void fire_bullet(
edict_t self,
float[] start,
float[] aimdir,
int damage,
int kick,
int hspread,
int vspread,
int mod) {
fire_lead(self, start, aimdir, damage, kick, Defines.TE_GUNSHOT, hspread, vspread, mod);
}
/*
=================
fire_shotgun
Shoots shotgun pellets. Used by shotgun and super shotgun.
=================
*/
public static void fire_shotgun(
edict_t self,
float[] start,
float[] aimdir,
int damage,
int kick,
int hspread,
int vspread,
int count,
int mod) {
int i;
for (i= 0; i < count; i++)
fire_lead(self, start, aimdir, damage, kick, Defines.TE_SHOTGUN, hspread, vspread, mod);
}
public static void fire_blaster(
edict_t self,
float[] start,
float[] dir,
int damage,
int speed,
int effect,
boolean hyper) {
edict_t bolt;
trace_t tr;
Math3D.VectorNormalize(dir);
bolt= GameUtil.G_Spawn();
bolt.svflags= Defines.SVF_DEADMONSTER;
// yes, I know it looks weird that projectiles are deadmonsters
// what this means is that when prediction is used against the object
// (blaster/hyperblaster shots), the player won't be solid clipped against
// the object. Right now trying to run into a firing hyperblaster
// is very jerky since you are predicted 'against' the shots.
Math3D.VectorCopy(start, bolt.s.origin);
Math3D.VectorCopy(start, bolt.s.old_origin);
Math3D.vectoangles(dir, bolt.s.angles);
Math3D.VectorScale(dir, speed, bolt.velocity);
bolt.movetype= Defines.MOVETYPE_FLYMISSILE;
bolt.clipmask= Defines.MASK_SHOT;
bolt.solid= Defines.SOLID_BBOX;
bolt.s.effects |= effect;
Math3D.VectorClear(bolt.mins);
Math3D.VectorClear(bolt.maxs);
bolt.s.modelindex= GameBase.gi.modelindex("models/objects/laser/tris.md2");
bolt.s.sound= GameBase.gi.soundindex("misc/lasfly.wav");
bolt.owner= self;
bolt.touch= GameWeapon.blaster_touch;
bolt.nextthink= GameBase.level.time + 2;
bolt.think= GameUtil.G_FreeEdictA;
bolt.dmg= damage;
bolt.classname= "bolt";
if (hyper)
bolt.spawnflags= 1;
GameBase.gi.linkentity(bolt);
if (self.client != null)
GameWeapon.check_dodge(self, bolt.s.origin, dir, speed);
tr= GameBase.gi.trace(self.s.origin, null, null, bolt.s.origin, bolt, Defines.MASK_SHOT);
if (tr.fraction < 1.0) {
Math3D.VectorMA(bolt.s.origin, -10, dir, bolt.s.origin);
bolt.touch.touch(bolt, tr.ent, null, null);
}
}
/*
=================
fire_grenade
=================
*/
public static void fire_grenade(
edict_t self,
float[] start,
float[] aimdir,
int damage,
int speed,
float timer,
float damage_radius) {
edict_t grenade;
float[] dir= { 0, 0, 0 };
float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, up= { 0, 0, 0 };
Math3D.vectoangles(aimdir, dir);
Math3D.AngleVectors(dir, forward, right, up);
grenade= GameUtil.G_Spawn();
Math3D.VectorCopy(start, grenade.s.origin);
Math3D.VectorScale(aimdir, speed, grenade.velocity);
Math3D.VectorMA(grenade.velocity, 200f + Lib.crandom() * 10.0f, up, grenade.velocity);
Math3D.VectorMA(grenade.velocity, Lib.crandom() * 10.0f, right, grenade.velocity);
Math3D.VectorSet(grenade.avelocity, 300, 300, 300);
grenade.movetype= Defines.MOVETYPE_BOUNCE;
grenade.clipmask= Defines.MASK_SHOT;
grenade.solid= Defines.SOLID_BBOX;
grenade.s.effects |= Defines.EF_GRENADE;
Math3D.VectorClear(grenade.mins);
Math3D.VectorClear(grenade.maxs);
grenade.s.modelindex= GameBase.gi.modelindex("models/objects/grenade/tris.md2");
grenade.owner= self;
grenade.touch= GameWeapon.Grenade_Touch;
grenade.nextthink= GameBase.level.time + timer;
grenade.think= GameWeapon.Grenade_Explode;
grenade.dmg= damage;
grenade.dmg_radius= damage_radius;
grenade.classname= "grenade";
GameBase.gi.linkentity(grenade);
}
public static void fire_grenade2(
edict_t self,
float[] start,
float[] aimdir,
int damage,
int speed,
float timer,
float damage_radius,
boolean held) {
edict_t grenade;
float[] dir= { 0, 0, 0 };
float[] forward= { 0, 0, 0 }, right= { 0, 0, 0 }, up= { 0, 0, 0 };
Math3D.vectoangles(aimdir, dir);
Math3D.AngleVectors(dir, forward, right, up);
grenade= GameUtil.G_Spawn();
Math3D.VectorCopy(start, grenade.s.origin);
Math3D.VectorScale(aimdir, speed, grenade.velocity);
Math3D.VectorMA(grenade.velocity, 200f + Lib.crandom() * 10.0f, up, grenade.velocity);
Math3D.VectorMA(grenade.velocity, Lib.crandom() * 10.0f, right, grenade.velocity);
Math3D.VectorSet(grenade.avelocity, 300f, 300f, 300f);
grenade.movetype= Defines.MOVETYPE_BOUNCE;
grenade.clipmask= Defines.MASK_SHOT;
grenade.solid= Defines.SOLID_BBOX;
grenade.s.effects |= Defines.EF_GRENADE;
Math3D.VectorClear(grenade.mins);
Math3D.VectorClear(grenade.maxs);
grenade.s.modelindex= GameBase.gi.modelindex("models/objects/grenade2/tris.md2");
grenade.owner= self;
grenade.touch= GameWeapon.Grenade_Touch;
grenade.nextthink= GameBase.level.time + timer;
grenade.think= GameWeapon.Grenade_Explode;
grenade.dmg= damage;
grenade.dmg_radius= damage_radius;
grenade.classname= "hgrenade";
if (held)
grenade.spawnflags= 3;
else
grenade.spawnflags= 1;
grenade.s.sound= GameBase.gi.soundindex("weapons/hgrenc1b.wav");
if (timer <= 0.0)
GameWeapon.Grenade_Explode.think(grenade);
else {
GameBase.gi.sound(self, Defines.CHAN_WEAPON, GameBase.gi.soundindex("weapons/hgrent1a.wav"), 1, Defines.ATTN_NORM, 0);
GameBase.gi.linkentity(grenade);
}
}
public static void fire_rocket(
edict_t self,
float[] start,
float[] dir,
int damage,
int speed,
float damage_radius,
int radius_damage) {
edict_t rocket;
rocket= GameUtil.G_Spawn();
Math3D.VectorCopy(start, rocket.s.origin);
Math3D.VectorCopy(dir, rocket.movedir);
Math3D.vectoangles(dir, rocket.s.angles);
Math3D.VectorScale(dir, speed, rocket.velocity);
rocket.movetype= Defines.MOVETYPE_FLYMISSILE;
rocket.clipmask= Defines.MASK_SHOT;
rocket.solid= Defines.SOLID_BBOX;
rocket.s.effects |= Defines.EF_ROCKET;
Math3D.VectorClear(rocket.mins);
Math3D.VectorClear(rocket.maxs);
rocket.s.modelindex= GameBase.gi.modelindex("models/objects/rocket/tris.md2");
rocket.owner= self;
rocket.touch= GameWeapon.rocket_touch;
rocket.nextthink= GameBase.level.time + 8000 / speed;
rocket.think= GameUtil.G_FreeEdictA;
rocket.dmg= damage;
rocket.radius_dmg= radius_damage;
rocket.dmg_radius= damage_radius;
rocket.s.sound= GameBase.gi.soundindex("weapons/rockfly.wav");
rocket.classname= "rocket";
if (self.client != null)
GameWeapon.check_dodge(self, rocket.s.origin, dir, speed);
GameBase.gi.linkentity(rocket);
}
/*
=================
fire_rail
=================
*/
public static void fire_rail(edict_t self, float[] start, float[] aimdir, int damage, int kick) {
float[] from= { 0, 0, 0 };
float[] end= { 0, 0, 0 };
trace_t tr= null;
edict_t ignore;
int mask;
boolean water;
Math3D.VectorMA(start, 8192f, aimdir, end);
Math3D.VectorCopy(start, from);
ignore= self;
water= false;
mask= Defines.MASK_SHOT | Defines.CONTENTS_SLIME | Defines.CONTENTS_LAVA;
while (ignore != null) {
tr= GameBase.gi.trace(from, null, null, end, ignore, mask);
if ((tr.contents & (Defines.CONTENTS_SLIME | Defines.CONTENTS_LAVA)) != 0) {
mask &= ~(Defines.CONTENTS_SLIME | Defines.CONTENTS_LAVA);
water= true;
} else {
//ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
if ((tr.ent.svflags & Defines.SVF_MONSTER) != 0
|| (tr.ent.client != null)
|| (tr.ent.solid == Defines.SOLID_BBOX))
ignore= tr.ent;
else
ignore= null;
if ((tr.ent != self) && (tr.ent.takedamage != 0))
GameUtil.T_Damage(
tr.ent,
self,
self,
aimdir,
tr.endpos,
tr.plane.normal,
damage,
kick,
0,
Defines.MOD_RAILGUN);
}
Math3D.VectorCopy(tr.endpos, from);
}
// send gun puff / flash
GameBase.gi.WriteByte(Defines.svc_temp_entity);
GameBase.gi.WriteByte(Defines.TE_RAILTRAIL);
GameBase.gi.WritePosition(start);
GameBase.gi.WritePosition(tr.endpos);
GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PHS);
// gi.multicast (start, MULTICAST_PHS);
if (water) {
GameBase.gi.WriteByte(Defines.svc_temp_entity);
GameBase.gi.WriteByte(Defines.TE_RAILTRAIL);
GameBase.gi.WritePosition(start);
GameBase.gi.WritePosition(tr.endpos);
GameBase.gi.multicast(tr.endpos, Defines.MULTICAST_PHS);
}
if (self.client != null)
GameWeapon.PlayerNoise(self, tr.endpos, Defines.PNOISE_IMPACT);
}
public static void fire_bfg(
edict_t self,
float[] start,
float[] dir,
int damage,
int speed,
float damage_radius) {
edict_t bfg;
bfg= GameUtil.G_Spawn();
Math3D.VectorCopy(start, bfg.s.origin);
Math3D.VectorCopy(dir, bfg.movedir);
Math3D.vectoangles(dir, bfg.s.angles);
Math3D.VectorScale(dir, speed, bfg.velocity);
bfg.movetype= Defines.MOVETYPE_FLYMISSILE;
bfg.clipmask= Defines.MASK_SHOT;
bfg.solid= Defines.SOLID_BBOX;
bfg.s.effects |= Defines.EF_BFG | Defines.EF_ANIM_ALLFAST;
Math3D.VectorClear(bfg.mins);
Math3D.VectorClear(bfg.maxs);
bfg.s.modelindex= GameBase.gi.modelindex("sprites/s_bfg1.sp2");
bfg.owner= self;
bfg.touch= GameWeapon.bfg_touch;
bfg.nextthink= GameBase.level.time + 8000 / speed;
bfg.think= GameUtil.G_FreeEdictA;
bfg.radius_dmg= damage;
bfg.dmg_radius= damage_radius;
bfg.classname= "bfg blast";
bfg.s.sound= GameBase.gi.soundindex("weapons/bfg__l1a.wav");
bfg.think= GameWeapon.bfg_think;
bfg.nextthink= GameBase.level.time + Defines.FRAMETIME;
bfg.teammaster= bfg;
bfg.teamchain= null;
if (self.client != null)
GameWeapon.check_dodge(self, bfg.s.origin, dir, speed);
GameBase.gi.linkentity(bfg);
}
}
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