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authorHolger Zickner <[email protected]>2004-07-07 19:59:59 +0000
committerHolger Zickner <[email protected]>2004-07-07 19:59:59 +0000
commit6e23fc1074d1f0c2c2812f4c2e663f5a21a43c20 (patch)
tree46ecc6d0255c874ba4cd26dc3d0733f785019896 /src/jake2/game/Fire.java
import of Jake2 version sunrisesunrise
Diffstat (limited to 'src/jake2/game/Fire.java')
-rw-r--r--src/jake2/game/Fire.java584
1 files changed, 584 insertions, 0 deletions
diff --git a/src/jake2/game/Fire.java b/src/jake2/game/Fire.java
new file mode 100644
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+++ b/src/jake2/game/Fire.java
@@ -0,0 +1,584 @@
+/*
+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);
+ }
+}