#include "g_local.h"


/*
=================
check_dodge

This is a support routine used when a client is firing
a non-instant attack weapon.  It checks to see if a
monster's dodge function should be called.
=================
*/
static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
{
	vec3_t	end;
	vec3_t	v;
	trace_t	tr;
	float	eta;

	// easy mode only ducks one quarter the time
	if (skill->value == 0)
	{
		if (random() > 0.25)
			return;
	}
	VectorMA (start, 8192, dir, end);
	tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
	if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
	{
		VectorSubtract (tr.endpos, start, v);
		eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
		tr.ent->monsterinfo.dodge (tr.ent, self, eta);
	}
}


/*
=================
fire_hit

Used for all impact (hit/punch/slash) attacks
=================
*/
qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
{
	trace_t		tr;
	vec3_t		forward, right, up;
	vec3_t		v;
	vec3_t		point;
	float		range;
	vec3_t		dir;

	//see if enemy is in range
	VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
	range = 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];
	}

	VectorMA (self->s.origin, range, dir, point);

	tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
	if (tr.fraction < 1)
	{
		if (!tr.ent->takedamage)
			return false;
		// if it will hit any client/monster then hit the one we wanted to hit
		if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
			tr.ent = self->enemy;
	}

	AngleVectors(self->s.angles, forward, right, up);
	VectorMA (self->s.origin, range, forward, point);
	VectorMA (point, aim[1], right, point);
	VectorMA (point, aim[2], up, point);
	VectorSubtract (point, self->enemy->s.origin, dir);

	// do the damage
	T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);

	if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
		return false;

	// do our special form of knockback here
	VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
	VectorSubtract (v, point, v);
	VectorNormalize (v);
	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.
=================
*/
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)
{
	trace_t		tr;
	vec3_t		dir;
	vec3_t		forward, right, up;
	vec3_t		end;
	float		r;
	float		u;
	vec3_t		water_start;
	qboolean	water = false;
	int			content_mask = MASK_SHOT | MASK_WATER;

	tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
	if (!(tr.fraction < 1.0))
	{
		vectoangles (aimdir, dir);
		AngleVectors (dir, forward, right, up);

		r = crandom()*hspread;
		u = crandom()*vspread;
		VectorMA (start, 8192, forward, end);
		VectorMA (end, r, right, end);
		VectorMA (end, u, up, end);

		if (gi.pointcontents (start) & MASK_WATER)
		{
			water = true;
			VectorCopy (start, water_start);
			content_mask &= ~MASK_WATER;
		}

		tr = gi.trace (start, NULL, NULL, end, self, content_mask);

		// see if we hit water
		if (tr.contents & MASK_WATER)
		{
			int		color;

			water = true;
			VectorCopy (tr.endpos, water_start);

			if (!VectorCompare (start, tr.endpos))
			{
				if (tr.contents & CONTENTS_WATER)
				{
					if (strcmp(tr.surface->name, "*brwater") == 0)
						color = SPLASH_BROWN_WATER;
					else
						color = SPLASH_BLUE_WATER;
				}
				else if (tr.contents & CONTENTS_SLIME)
					color = SPLASH_SLIME;
				else if (tr.contents & CONTENTS_LAVA)
					color = SPLASH_LAVA;
				else
					color = SPLASH_UNKNOWN;

				if (color != SPLASH_UNKNOWN)
				{
					gi.WriteByte (svc_temp_entity);
					gi.WriteByte (TE_SPLASH);
					gi.WriteByte (8);
					gi.WritePosition (tr.endpos);
					gi.WriteDir (tr.plane.normal);
					gi.WriteByte (color);
					gi.multicast (tr.endpos, MULTICAST_PVS);
				}

				// change bullet's course when it enters water
				VectorSubtract (end, start, dir);
				vectoangles (dir, dir);
				AngleVectors (dir, forward, right, up);
				r = crandom()*hspread*2;
				u = crandom()*vspread*2;
				VectorMA (water_start, 8192, forward, end);
				VectorMA (end, r, right, end);
				VectorMA (end, u, up, end);
			}

			// re-trace ignoring water this time
			tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
		}
	}

	// send gun puff / flash
	if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
	{
		if (tr.fraction < 1.0)
		{
			if (tr.ent->takedamage)
			{
				T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
			}
			else
			{
				if (strncmp (tr.surface->name, "sky", 3) != 0)
				{
					gi.WriteByte (svc_temp_entity);
					gi.WriteByte (te_impact);
					gi.WritePosition (tr.endpos);
					gi.WriteDir (tr.plane.normal);
					gi.multicast (tr.endpos, MULTICAST_PVS);

					if (self->client)
						PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
				}
			}
		}
	}

	// if went through water, determine where the end and make a bubble trail
	if (water)
	{
		vec3_t	pos;

		VectorSubtract (tr.endpos, water_start, dir);
		VectorNormalize (dir);
		VectorMA (tr.endpos, -2, dir, pos);
		if (gi.pointcontents (pos) & MASK_WATER)
			VectorCopy (pos, tr.endpos);
		else
			tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);

		VectorAdd (water_start, tr.endpos, pos);
		VectorScale (pos, 0.5, pos);

		gi.WriteByte (svc_temp_entity);
		gi.WriteByte (TE_BUBBLETRAIL);
		gi.WritePosition (water_start);
		gi.WritePosition (tr.endpos);
		gi.multicast (pos, MULTICAST_PVS);
	}
}


/*
=================
fire_bullet

Fires a single round.  Used for machinegun and chaingun.  Would be fine for
pistols, rifles, etc....
=================
*/
void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
{
	fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
}


/*
=================
fire_shotgun

Shoots shotgun pellets.  Used by shotgun and super shotgun.
=================
*/
void fire_shotgun (edict_t *self, vec3_t start, vec3_t 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, TE_SHOTGUN, hspread, vspread, mod);
}


/*
=================
fire_blaster

Fires a single blaster bolt.  Used by the blaster and hyper blaster.
=================
*/
void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
	int		mod;

	if (other == self->owner)
		return;

	if (surf && (surf->flags & SURF_SKY))
	{
		G_FreeEdict (self);
		return;
	}

	if (self->owner->client)
		PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);

	if (other->takedamage)
	{
		if (self->spawnflags & 1)
			mod = MOD_HYPERBLASTER;
		else
			mod = MOD_BLASTER;
		T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
	}
	else
	{
		gi.WriteByte (svc_temp_entity);
		gi.WriteByte (TE_BLASTER);
		gi.WritePosition (self->s.origin);
		if (!plane)
			gi.WriteDir (vec3_origin);
		else
			gi.WriteDir (plane->normal);
		gi.multicast (self->s.origin, MULTICAST_PVS);
	}

	G_FreeEdict (self);
}

void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, qboolean hyper)
{
	edict_t	*bolt;
	trace_t	tr;

	VectorNormalize (dir);

	bolt = G_Spawn();
	VectorCopy (start, bolt->s.origin);
	VectorCopy (start, bolt->s.old_origin);
	vectoangles (dir, bolt->s.angles);
	VectorScale (dir, speed, bolt->velocity);
	bolt->movetype = MOVETYPE_FLYMISSILE;
	bolt->clipmask = MASK_SHOT;
	bolt->solid = SOLID_BBOX;
	bolt->s.effects |= effect;
	VectorClear (bolt->mins);
	VectorClear (bolt->maxs);
	bolt->s.modelindex = gi.modelindex ("models/objects/laser/tris.md2");
	bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
	bolt->owner = self;
	bolt->touch = blaster_touch;
	bolt->nextthink = level.time + 2;
	bolt->think = G_FreeEdict;
	bolt->dmg = damage;
	bolt->classname = "bolt";
	if (hyper)
		bolt->spawnflags = 1;
	// Expert: no misprediction on hit
	bolt->svflags |= SVF_DEADMONSTER;
	// Expert Obit context information
	// Save whether shot was fired from the air
	bolt->firedFromAir = !nearToGround(self);
	gi.linkentity (bolt);

	if (self->client)
		check_dodge (self, bolt->s.origin, dir, speed);

	tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
	if (tr.fraction < 1.0)
	{
		VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
		bolt->touch (bolt, tr.ent, NULL, NULL);
	}
}	


/*
=================
fire_grenade
=================
*/
static void Grenade_Explode (edict_t *ent)
{
	vec3_t		origin;
	int			mod;

	if (ent->owner->client)
		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);

	//FIXME: if we are onground then raise our Z just a bit since we are a point?
	if (ent->enemy)
	{
		float	points;
		vec3_t	v;
		vec3_t	dir;

		VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
		VectorMA (ent->enemy->s.origin, 0.5, v, v);
		VectorSubtract (ent->s.origin, v, v);
		points = ent->dmg - 0.5 * VectorLength (v);
		VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
		if (ent->spawnflags & 1)
			mod = MOD_HANDGRENADE;
		else
			mod = MOD_GRENADE;
		T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
	}

	if (ent->spawnflags & 2)
		mod = MOD_HELD_GRENADE;
	else if (ent->spawnflags & 1)
		mod = MOD_HG_SPLASH;
	else
		mod = MOD_G_SPLASH;

	// Expert : Hand grenade damage drops off more slowly from point of explosion
	if (expflags & EXPERT_WEAPONS) {
		T_ScaledRadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod, EXPERT_HG_DROPOFF);
	} else {
		T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod);
	}

	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
/*
	// Expert: With Expert Weapons, make an explosion
	// that doesn't seriously impair vision
	if (expflags & EXPERT_WEAPONS) {

		// BFG green particle splash
		gi.WriteByte (svc_temp_entity);
		gi.WriteByte (TE_BFG_BIGEXPLOSION);
		gi.WritePosition (origin);
		gi.multicast (ent->s.origin, MULTICAST_PVS);

		// rocket explosion sound normally trigger by temp entity
		gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/rocklx1a.wav"), 1, ATTN_NORM, 0);

	} else {
*/

	gi.WriteByte (svc_temp_entity);
	if (ent->waterlevel)
	{
		if (ent->groundentity)
			gi.WriteByte (TE_GRENADE_EXPLOSION_WATER);
		else
			gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
	}
	else
	{
		if (ent->groundentity)
			gi.WriteByte (TE_GRENADE_EXPLOSION);
		else
			gi.WriteByte (TE_ROCKET_EXPLOSION);
	}
	gi.WritePosition (origin);
	gi.multicast (ent->s.origin, MULTICAST_PHS);

	G_FreeEdict (ent);
}

static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
	if (other == ent->owner)
		return;

	if (surf && (surf->flags & SURF_SKY))
	{
		// Expert: when sky is solid, treat it like a wall
		if (!(expflags & EXPERT_SKY_SOLID)) {
			G_FreeEdict (ent);
			return;
		}
	}

	if (!other->takedamage)
	{
		if (ent->spawnflags & 1)
		{
			if (random() > 0.5)
				gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
			else
				gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
		}
		else
		{
			gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
		}
		return;
	}

	ent->enemy = other;
	Grenade_Explode (ent);
}

void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
{
	edict_t	*grenade;
	vec3_t	dir;
	vec3_t	forward, right, up;

	vectoangles (aimdir, dir);
	AngleVectors (dir, forward, right, up);

	grenade = G_Spawn();
	VectorCopy (start, grenade->s.origin);
	VectorScale (aimdir, speed, grenade->velocity);
	VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
	VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
	VectorSet (grenade->avelocity, 300, 300, 300);
	grenade->movetype = MOVETYPE_BOUNCE;
	grenade->clipmask = MASK_SHOT;
	grenade->solid = SOLID_BBOX;
	grenade->s.effects |= EF_GRENADE;
	VectorClear (grenade->mins);
	VectorClear (grenade->maxs);
	grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
	grenade->owner = self;
	grenade->touch = Grenade_Touch;
	grenade->nextthink = level.time + timer;
	grenade->think = Grenade_Explode;
	grenade->dmg = damage;
	grenade->dmg_radius = damage_radius;
	grenade->classname = "grenade";
	// Expert Obit context information
	// Save whether shot was fired from the air
	grenade->firedFromAir = !nearToGround(self);
	// Expert: no misprediction on hit
	grenade->svflags |= SVF_DEADMONSTER;
	// Expert: under NO_HACKS, make sure all 
	// projectiles are easy to see.
	if (expflags & EXPERT_NO_HACKS) {
		grenade->s.renderfx |= RF_FULLBRIGHT;
	}

	gi.linkentity (grenade);
}

void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held)
{
	edict_t	*grenade;
	vec3_t	dir;
	vec3_t	forward, right, up;

	vectoangles (aimdir, dir);
	AngleVectors (dir, forward, right, up);

	grenade = G_Spawn();
	VectorCopy (start, grenade->s.origin);
	VectorScale (aimdir, speed, grenade->velocity);
	VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
	VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
	VectorSet (grenade->avelocity, 300, 300, 300);
	grenade->movetype = MOVETYPE_BOUNCE;
	grenade->clipmask = MASK_SHOT;
	grenade->solid = SOLID_BBOX;
	// Expert: brighter trail for new hand grenades
	if (expflags & EXPERT_WEAPONS) {
		grenade->s.effects |= EF_GREENGIB;
	} else {
		grenade->s.effects |= EF_GRENADE;
	}
	VectorClear (grenade->mins);
	VectorClear (grenade->maxs);
	grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
	grenade->owner = self;
	grenade->touch = Grenade_Touch;
	grenade->nextthink = level.time + timer;
	grenade->think = 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 = gi.soundindex("weapons/hgrenc1b.wav");
	// Expert Obit context information
	// Save whether shot was fired from the air
	grenade->firedFromAir = !nearToGround(self);
	// Expert: no misprediction on hit
	grenade->svflags |= SVF_DEADMONSTER;
	// Expert: under NO_HACKS, make sure all 
	// projectiles are easy to see.
	if (expflags & EXPERT_NO_HACKS) {
		grenade->s.renderfx |= RF_FULLBRIGHT;
	}

	if (timer <= 0.0)
		Grenade_Explode (grenade);
	else
	{
		gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
		gi.linkentity (grenade);
	}
}

void rotating_use (edict_t *self, edict_t *other, edict_t *activator);

/*
=================
fire_rocket
=================
*/
void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
	vec3_t		origin;
	int			n;

	if (other == ent->owner)
		return;

	if (surf && (surf->flags & SURF_SKY))
	{
		// Expert: when sky is solid, treat it like a wall
		if (!(expflags & EXPERT_SKY_SOLID)) {
			G_FreeEdict (ent);
			return;
		}
	}

	if (ent->owner->client)
		PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);

	// calculate position for the explosion entity
	VectorMA (ent->s.origin, -0.02, ent->velocity, origin);

	if (other->takedamage)
	{
		T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
	}
	else
	{
		// don't throw any debris in net games
		if (!deathmatch->value && !coop->value)
		{
			if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
			{
				n = rand() % 5;
				while(n--)
					ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
			}
		}
	}

	T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);

/*
	// Expert: With Expert Weapons, make an explosion
	// that doesn't seriously impair vision
	if (expflags & EXPERT_WEAPONS) {

		gi.WriteByte (svc_temp_entity);
		gi.WriteByte (TE_BFG_BIGEXPLOSION);
		gi.WritePosition (origin);
		gi.multicast (ent->s.origin, MULTICAST_PVS);

		gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/rocklx1a.wav"), 1, ATTN_NORM, 0);

	} else {
*/

	gi.WriteByte (svc_temp_entity);
	if (ent->waterlevel)
		gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
	else
		gi.WriteByte (TE_ROCKET_EXPLOSION);
	gi.WritePosition (origin);
	gi.multicast (ent->s.origin, MULTICAST_PHS);

	G_FreeEdict (ent);
}

void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
	edict_t	*rocket;

	rocket = G_Spawn();
	VectorCopy (start, rocket->s.origin);
	VectorCopy (dir, rocket->movedir);
	vectoangles (dir, rocket->s.angles);
	VectorScale (dir, speed, rocket->velocity);
	rocket->movetype = MOVETYPE_FLYMISSILE;
	rocket->clipmask = MASK_SHOT;
	rocket->solid = SOLID_BBOX;
	rocket->s.effects |= EF_ROCKET;
	VectorClear (rocket->mins);
	VectorClear (rocket->maxs);
	rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
	rocket->owner = self;
	rocket->touch = rocket_touch;
	rocket->nextthink = level.time + 8000/speed;
	rocket->think = G_FreeEdict;
	rocket->dmg = damage;
	rocket->radius_dmg = radius_damage;
	rocket->dmg_radius = damage_radius;
	rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
	rocket->classname = "rocket";
	// Expert Obit context information
	// Save whether shot was fired from the air
	rocket->firedFromAir = !nearToGround(self);
	// Expert: no misprediction on hit
	rocket->svflags |= SVF_DEADMONSTER;
	// Expert: under NO_HACKS, make sure all 
	// projectiles are easy to see.
	if (expflags & EXPERT_NO_HACKS) {
		rocket->s.renderfx |= RF_FULLBRIGHT;
	}

	if (self->client)
		check_dodge (self, rocket->s.origin, dir, speed);

	gi.linkentity (rocket);
}


void boltthink(edict_t *self) {
	gi.dprintf("Bolt thought\n");
}

/*
=================
fire_rail
=================
*/
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
{
	vec3_t		from;
	vec3_t		end;
	trace_t		tr;
	edict_t		*ignore;
//	edict_t		*bolt;
	int			mask;
	qboolean	water;

	VectorMA (start, 8192, aimdir, end);
	VectorCopy (start, from);
	ignore = self;
	water = false;
	mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
	while (ignore)
	{
		tr = gi.trace (from, NULL, NULL, end, ignore, mask);

		if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
		{
			mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
			water = true;
		}
		else
		{
			if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
				(tr.ent->solid == SOLID_BBOX))
				ignore = tr.ent;
			else
				ignore = NULL;

			if ((tr.ent != self) && (tr.ent->takedamage))
				T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
		}

		VectorCopy (tr.endpos, from);
	}

	if (expflags & EXPERT_WEAPONS) {
   /*     bolt = G_Spawn();
		bolt->classname = "laser_rail";
		bolt->owner = self;

        bolt->s.sound = gi.soundindex ("world/laser.wav");
		bolt->movetype = MOVETYPE_NONE;
        bolt->solid = SOLID_NOT;

        bolt->s.renderfx |= RF_BEAM|RF_TRANSLUCENT;
        bolt->s.modelindex = 1;       
        bolt->s.frame = 4;
		bolt->s.skinnum = 0xdcdddedf;
		self->spawnflags |= 0x80000001;

		AngleVectors(self->client->v_angle, aimdir, NULL, NULL);

		//VectorCopy(start, bolt->s.origin);
		VectorMA(start, 100, aimdir, bolt->s.origin);
		VectorCopy(aimdir, bolt->movedir);
        //VectorCopy(tr.endpos, bolt->s.old_origin);

		gi.dprintf("Beam from %s ", vtos(bolt->s.origin));
		gi.dprintf("in direction %s\n", vtos(bolt->movedir));

        //VectorClear (bolt->mins);
        //VectorClear (bolt->maxs);
        VectorSet (bolt->mins, -8, -8, -8);
        VectorSet (bolt->maxs, 8, 8, 8);

        bolt->nextthink = level.time + 4;
        bolt->think = boltthink;
        //bolt->think = G_FreeEdict;

        gi.linkentity (bolt);
	*/
		// use BFG lasers than railgun effect
   		gi.WriteByte (svc_temp_entity);
   		gi.WriteByte (TE_BFG_LASER);      
    	gi.WritePosition (start);
    	gi.WritePosition (tr.endpos);
		gi.multicast (tr.endpos, MULTICAST_PHS);
	} else {

		// send gun puff / flash
		gi.WriteByte (svc_temp_entity);
		gi.WriteByte (TE_RAILTRAIL);
		gi.WritePosition (start);
		gi.WritePosition (tr.endpos);
		gi.multicast (self->s.origin, MULTICAST_PHS);
	//	gi.multicast (start, MULTICAST_PHS);
		if (water)
		{
			gi.WriteByte (svc_temp_entity);
			gi.WriteByte (TE_RAILTRAIL);
			gi.WritePosition (start);
			gi.WritePosition (tr.endpos);
			gi.multicast (tr.endpos, MULTICAST_PHS);
		}
	}

	if (self->client)
		PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}


/*
=================
fire_bfg
=================
*/
void bfg_explode (edict_t *self)
{
	edict_t	*ent;
	float	points;
	vec3_t	v;
	float	dist;

	if (self->s.frame == 0)
	{
		// the BFG effect
		ent = NULL;
		while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
		{
			if (!ent->takedamage)
				continue;
			if (ent == self->owner)
				continue;
			if (!CanDamage (ent, self))
				continue;
			if (!CanDamage (ent, self->owner))
				continue;

			VectorAdd (ent->mins, ent->maxs, v);
			VectorMA (ent->s.origin, 0.5, v, v);
			VectorSubtract (self->s.origin, v, v);
			dist = VectorLength(v);
			points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
			if (ent == self->owner)
				points = points * 0.5;

			gi.WriteByte (svc_temp_entity);
			gi.WriteByte (TE_BFG_EXPLOSION);
			gi.WritePosition (ent->s.origin);
			gi.multicast (ent->s.origin, MULTICAST_PHS);
			T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
		}
	}

	self->nextthink = level.time + FRAMETIME;
	self->s.frame++;
	if (self->s.frame == 5)
		self->think = G_FreeEdict;
}

void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
	if (other == self->owner)
		return;

	if (surf && (surf->flags & SURF_SKY))
	{
		// Expert: when sky is solid, treat it like a wall
		if (!(expflags & EXPERT_SKY_SOLID)) {
			G_FreeEdict (self);
			return;
		}
	}

	if (self->owner->client)
		PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);

	// core explosion - prevents firing it into the wall/floor
	if (other->takedamage)
		T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
	T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST);

	gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
	self->solid = SOLID_NOT;
	self->touch = NULL;
	VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
	VectorClear (self->velocity);
	self->s.modelindex = gi.modelindex ("sprites/s_bfg3.sp2");
	self->s.frame = 0;
	self->s.sound = 0;
	self->s.effects &= ~EF_ANIM_ALLFAST;
	self->think = bfg_explode;
	self->nextthink = level.time + FRAMETIME;
	self->enemy = other;

	gi.WriteByte (svc_temp_entity);
	gi.WriteByte (TE_BFG_BIGEXPLOSION);
	gi.WritePosition (self->s.origin);
	gi.multicast (self->s.origin, MULTICAST_PVS);
}


void bfg_think (edict_t *self)
{
	edict_t	*ent;
	edict_t	*ignore;
	vec3_t	point;
	vec3_t	dir;
	vec3_t	start;
	vec3_t	end;
	int		dmg;
	trace_t	tr;

	if (deathmatch->value)
		dmg = 5;
	else
		dmg = 10;

	ent = NULL;
	while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
	{
		if (ent == self)
			continue;

		if (ent == self->owner)
			continue;

		if (!ent->takedamage)
			continue;

		if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (strcmp(ent->classname, "misc_explobox") != 0))
			continue;

		// Expert: BFG lasers fire only at enemy teams
		if (ent->client &&
			self->owner->client &&
			expflags & EXPERT_ENFORCED_TEAMS &&
			ent->client->resp.team == self->owner->client->resp.team)
			continue;

		VectorMA (ent->absmin, 0.5, ent->size, point);

		VectorSubtract (point, self->s.origin, dir);
		VectorNormalize (dir);

		ignore = self;
		VectorCopy (self->s.origin, start);
		VectorMA (start, 2048, dir, end);
		while(1)
		{
			tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);

			if (!tr.ent)
				break;

			// hurt it if we can
			if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
				T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);

			// if we hit something that's not a monster or player we're done
			if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
			{
				gi.WriteByte (svc_temp_entity);
				gi.WriteByte (TE_LASER_SPARKS);
				gi.WriteByte (4);
				gi.WritePosition (tr.endpos);
				gi.WriteDir (tr.plane.normal);
				gi.WriteByte (self->s.skinnum);
				gi.multicast (tr.endpos, MULTICAST_PVS);
				break;
			}

			ignore = tr.ent;
			VectorCopy (tr.endpos, start);
		}

		gi.WriteByte (svc_temp_entity);
		gi.WriteByte (TE_BFG_LASER);
		gi.WritePosition (self->s.origin);
		gi.WritePosition (tr.endpos);
		gi.multicast (self->s.origin, MULTICAST_PHS);
	}

	self->nextthink = level.time + FRAMETIME;
}


void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
{
	edict_t	*bfg;

	bfg = G_Spawn();
	VectorCopy (start, bfg->s.origin);
	VectorCopy (dir, bfg->movedir);
	vectoangles (dir, bfg->s.angles);
	VectorScale (dir, speed, bfg->velocity);
	bfg->movetype = MOVETYPE_FLYMISSILE;
	bfg->clipmask = MASK_SHOT;
	bfg->solid = SOLID_BBOX;
	bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
	VectorClear (bfg->mins);
	VectorClear (bfg->maxs);
	bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.sp2");
	bfg->owner = self;
	bfg->touch = bfg_touch;
	bfg->nextthink = level.time + 8000/speed;
	bfg->think = G_FreeEdict;
	bfg->radius_dmg = damage;
	bfg->dmg_radius = damage_radius;
	bfg->classname = "bfg blast";
	bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");

	bfg->think = bfg_think;
	bfg->nextthink = level.time + FRAMETIME;
	bfg->teammaster = bfg;
	bfg->teamchain = NULL;
	// Expert Obit context information
	// Save whether shot was fired from the air
	bfg->firedFromAir = !nearToGround(self);

	if (self->client)
		check_dodge (self, bfg->s.origin, dir, speed);

	gi.linkentity (bfg);
}
