q3rally/engine/code/game/g_missile.c

1285 lines
34 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
This file is part of q3rally source code.
q3rally source code 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.
q3rally source code 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 q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
#include "g_local.h"
#define MISSILE_PRESTEP_TIME 50
/*
================
G_HomingMissile
================
*/
void G_HomingMissile( gentity_t *ent )
{
gentity_t *target = NULL;
gentity_t *rad = NULL;
vec3_t dir, dir2, raddir, start;
while ((rad = findradius(rad, ent->r.currentOrigin, 1000)) != NULL)
{
if (!rad->client)
continue;
if (rad == ent->parent)
continue;
if (rad->health <= 0)
continue;
if (rad->client->sess.sessionTeam == TEAM_SPECTATOR)
continue;
if ( (g_gametype.integer == GT_TEAM || g_gametype.integer == GT_CTF) && rad->client->sess.sessionTeam == rad->parent->client->sess.sessionTeam)
continue;
if (!visible (ent, rad))
continue;
VectorSubtract(rad->r.currentOrigin, ent->r.currentOrigin, raddir);
raddir[2] += 16;
if ((target == NULL) || (VectorLength(raddir) < VectorLength(dir)))
{
target = rad;
VectorCopy(raddir, dir);
}
}
if (target != NULL)
{
VectorCopy( ent->r.currentOrigin, start );
VectorCopy( ent->r.currentAngles, dir2 );
VectorNormalize(dir);
VectorScale(dir, 0.2, dir);
VectorAdd(dir, dir2, dir);
VectorNormalize(dir);
VectorCopy( start, ent->s.pos.trBase );
VectorScale( dir, 400, ent->s.pos.trDelta );
SnapVector( ent->s.pos.trDelta );
VectorCopy (start, ent->r.currentOrigin);
VectorCopy (dir, ent->r.currentAngles);
}
ent->nextthink = level.time + 100;
}
/*
=================
Missile_Smooth_H
=================
*/
void Missile_Smooth_H( gentity_t *ent, vec3_t origin, trace_t *tr )
{
int touch[MAX_GENTITIES];
vec3_t mins, maxs;
int num;
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
VectorAdd( origin, ent->r.mins, mins );
VectorAdd( origin, ent->r.maxs, maxs );
VectorCopy( origin,ent->s.pos.trBase );
ent->s.pos.trTime = level.time;
}
/*
================
G_BounceMissile
================
*/
void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
vec3_t velocity;
float dot;
int hitTime;
// STONELANCE
if ( ent->s.eFlags & EF_BOUNCE_NONE ){
ent->clipmask = MASK_SHOT;
G_SetOrigin( ent, trace->endpos );
return;
}
// END
// reflect the velocity on the trace plane
hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
dot = DotProduct( velocity, trace->plane.normal );
VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
if ( ent->s.eFlags & EF_BOUNCE_HALF ) {
VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
// check for stop
if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) {
G_SetOrigin( ent, trace->endpos );
ent->s.time = level.time / 4;
return;
}
}
VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
ent->s.pos.trTime = level.time;
}
/*
=================
G_ExplodeCluster
=================
*/
void G_ExplodeCluster( gentity_t *ent ){
vec3_t dir;
VectorSet(dir, 0, 11, -66);
fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
ent->parent->s.pos.trType = TR_GRAVITY;
VectorSet(dir, 22, 22, -66);
fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
VectorSet(dir, -22, 22, -66);
fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
VectorSet(dir, 0, -11, -66);
fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
VectorSet(dir, -11, -11, -66);
fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
VectorSet(dir, 11, -11, -66);
fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
/*
VectorSet(dir, 33, 33, 0);
fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
VectorSet(dir, -33, 33, 0);
fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
VectorSet(dir, 0, -33, 0);
fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
VectorSet(dir, 33, 33, 40);
fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
VectorSet(dir, -33, 33, 30);
fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir);
VectorSet(dir, 0, -33, 20);
fire_cluster_grenade2(ent->parent, ent->r.currentOrigin, dir); */
}
/*
================
G_ExplodeMissile
Explode a missile without an impact
================
*/
void G_ExplodeMissile( gentity_t *ent ) {
vec3_t dir;
vec3_t origin;
ent->takedamage = qfalse; //TBB differs from q3a
BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
SnapVector( origin );
G_SetOrigin( ent, origin );
// we don't have a valid direction, so just point straight up
dir[0] = dir[1] = 0;
dir[2] = 1;
ent->s.eType = ET_GENERAL;
G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );
ent->freeAfterEvent = qtrue;
// splash damage
if ( ent->splashDamage ) {
// STONELANCE
CheckForOil(ent->r.currentOrigin, ent->splashRadius);
// END
if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent
, ent->splashMethodOfDeath ) ) {
g_entities[ent->r.ownerNum].client->accuracy_hits++;
}
}
//TBB - added this line for reference, Q3R
{
if (!strcmp(ent->classname, "fire_cluster_grenade"))
G_ExplodeCluster( ent );
}
//TBB - added this line for reference, Q3R
trap_LinkEntity( ent );
}
//Q3Rally Code Start
/*
=================
fire_flame
=================
*/
gentity_t *fire_flame (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "flame";
bolt->nextthink = level.time + 1500;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_FLAME_THROWER;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 30;
bolt->splashDamage = 25;
bolt->splashRadius = 45;
bolt->methodOfDeath = MOD_FLAME_THROWER;
bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;// move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 300, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta );// save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
//TBB
/*
=================
fire_cluster_flame
=================
*/
gentity_t *fire_cluster_flame (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "fire_cluster_flame";
bolt->nextthink = level.time + 500;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_FLAME_THROWER;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 10;
bolt->splashDamage = 5;
bolt->splashRadius = 25;
bolt->methodOfDeath = MOD_FLAME_THROWER;
bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;// move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 400, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta );// save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt; //.5s & 400u/s is 200units ahead
}
//TBB FIN
//Q3Rally Code END
#ifdef MISSIONPACK
/*
================
ProximityMine_Explode
================
*/
static void ProximityMine_Explode( gentity_t *mine ) {
G_ExplodeMissile( mine );
// if the prox mine has a trigger free it
if (mine->activator) {
G_FreeEntity(mine->activator);
mine->activator = NULL;
}
}
/*
================
ProximityMine_Die
================
*/
static void ProximityMine_Die( gentity_t *ent, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
ent->think = ProximityMine_Explode;
ent->nextthink = level.time + 1;
}
/*
================
ProximityMine_Trigger
================
*/
void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace ) {
vec3_t v;
gentity_t *mine;
if( !other->client ) {
return;
}
// trigger is a cube, do a distance test now to act as if it's a sphere
VectorSubtract( trigger->s.pos.trBase, other->s.pos.trBase, v );
if( VectorLength( v ) > trigger->parent->splashRadius ) {
return;
}
if ( g_gametype.integer >= GT_TEAM ) {
// don't trigger same team mines
if (trigger->parent->s.generic1 == other->client->sess.sessionTeam) {
return;
}
}
// ok, now check for ability to damage so we don't get triggered thru walls, closed doors, etc...
if( !CanDamage( other, trigger->s.pos.trBase ) ) {
return;
}
// trigger the mine!
mine = trigger->parent;
mine->s.loopSound = 0;
G_AddEvent( mine, EV_PROXIMITY_MINE_TRIGGER, 0 );
mine->nextthink = level.time + 500;
G_FreeEntity( trigger );
}
/*
================
ProximityMine_Activate
================
*/
static void ProximityMine_Activate( gentity_t *ent ) {
gentity_t *trigger;
float r;
ent->think = ProximityMine_Explode;
ent->nextthink = level.time + g_proxMineTimeout.integer;
ent->takedamage = qtrue;
ent->health = 1;
ent->die = ProximityMine_Die;
ent->s.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav" );
// build the proximity trigger
trigger = G_Spawn ();
trigger->classname = "proxmine_trigger";
r = ent->splashRadius;
VectorSet( trigger->r.mins, -r, -r, -r );
VectorSet( trigger->r.maxs, r, r, r );
G_SetOrigin( trigger, ent->s.pos.trBase );
trigger->parent = ent;
trigger->r.contents = CONTENTS_TRIGGER;
trigger->touch = ProximityMine_Trigger;
trap_LinkEntity (trigger);
// set pointer to trigger so the entity can be freed when the mine explodes
ent->activator = trigger;
}
/*
================
ProximityMine_ExplodeOnPlayer
================
*/
static void ProximityMine_ExplodeOnPlayer( gentity_t *mine ) {
gentity_t *player;
player = mine->enemy;
player->client->ps.eFlags &= ~EF_TICKING;
if ( player->client->invulnerabilityTime > level.time ) {
G_Damage( player, mine->parent, mine->parent, vec3_origin, mine->s.origin, 1000, DAMAGE_NO_KNOCKBACK, MOD_JUICED );
player->client->invulnerabilityTime = 0;
G_TempEntity( player->client->ps.origin, EV_JUICED );
}
else {
G_SetOrigin( mine, player->s.pos.trBase );
// make sure the explosion gets to the client
mine->r.svFlags &= ~SVF_NOCLIENT;
mine->splashMethodOfDeath = MOD_PROXIMITY_MINE;
G_ExplodeMissile( mine );
}
}
/*
================
ProximityMine_Player
================
*/
static void ProximityMine_Player( gentity_t *mine, gentity_t *player ) {
if( mine->s.eFlags & EF_NODRAW ) {
return;
}
G_AddEvent( mine, EV_PROXIMITY_MINE_STICK, 0 );
if( player->s.eFlags & EF_TICKING ) {
player->activator->splashDamage += mine->splashDamage;
player->activator->splashRadius *= 1.50;
mine->think = G_FreeEntity;
mine->nextthink = level.time;
return;
}
player->client->ps.eFlags |= EF_TICKING;
player->activator = mine;
mine->s.eFlags |= EF_NODRAW;
mine->r.svFlags |= SVF_NOCLIENT;
mine->s.pos.trType = TR_LINEAR;
VectorClear( mine->s.pos.trDelta );
mine->enemy = player;
mine->think = ProximityMine_ExplodeOnPlayer;
if ( player->client->invulnerabilityTime > level.time ) {
mine->nextthink = level.time + 2 * 1000;
}
else {
mine->nextthink = level.time + 10 * 1000;
}
}
#endif
/*
================
G_MissileImpact
================
*/
void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
gentity_t *other;
qboolean hitClient = qfalse;
#ifdef MISSIONPACK
vec3_t forward, impactpoint, bouncedir;
int eFlags;
#endif
other = &g_entities[trace->entityNum];
// STONELANCE - support for extra bboxes
if (other->flags & FL_EXTRA_BBOX)
other = &g_entities[other->r.ownerNum];
// END
// check for bounce
if ( !other->takedamage &&
// STONELANCE
// ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF | EF_BOUNCE_NONE) ) ) {
// END
G_BounceMissile( ent, trace );
G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
return;
}
#ifdef MISSIONPACK
if ( other->takedamage ) {
if ( ent->s.weapon != WP_PROX_LAUNCHER ) {
if ( other->client && other->client->invulnerabilityTime > level.time ) {
//
VectorCopy( ent->s.pos.trDelta, forward );
VectorNormalize( forward );
if (G_InvulnerabilityEffect( other, forward, ent->s.pos.trBase, impactpoint, bouncedir )) {
VectorCopy( bouncedir, trace->plane.normal );
eFlags = ent->s.eFlags & EF_BOUNCE_HALF;
ent->s.eFlags &= ~EF_BOUNCE_HALF;
G_BounceMissile( ent, trace );
ent->s.eFlags |= eFlags;
}
ent->target_ent = other;
return;
}
}
}
#endif
// impact damage
if (other->takedamage) {
// FIXME: wrong damage direction?
if ( ent->damage ) {
vec3_t velocity;
if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
g_entities[ent->r.ownerNum].client->accuracy_hits++;
hitClient = qtrue;
}
BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
if ( VectorLength( velocity ) == 0 ) {
velocity[2] = 1; // stepped on a grenade
}
// STONELANCE
/*
G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
ent->s.origin, ent->damage,
0, ent->methodOfDeath);
*/
if (ent->s.weapon == RWP_MINE){
G_Damage (other, ent, &g_entities[ent->s.otherEntityNum2], velocity,
ent->s.origin, ent->damage,
DAMAGE_WEAPON, ent->methodOfDeath);
}
else {
G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
ent->s.origin, ent->damage,
DAMAGE_WEAPON, ent->methodOfDeath);
}
// END
}
}
#ifdef MISSIONPACK
if( ent->s.weapon == WP_PROX_LAUNCHER ) {
if( ent->s.pos.trType != TR_GRAVITY ) {
return;
}
// if it's a player, stick it on to them (flag them and remove this entity)
if( other->s.eType == ET_PLAYER && other->health > 0 ) {
ProximityMine_Player( ent, other );
return;
}
SnapVectorTowards( trace->endpos, ent->s.pos.trBase );
G_SetOrigin( ent, trace->endpos );
ent->s.pos.trType = TR_STATIONARY;
VectorClear( ent->s.pos.trDelta );
G_AddEvent( ent, EV_PROXIMITY_MINE_STICK, trace->surfaceFlags );
ent->think = ProximityMine_Activate;
ent->nextthink = level.time + 2000;
vectoangles( trace->plane.normal, ent->s.angles );
ent->s.angles[0] += 90;
// link the prox mine to the other entity
ent->enemy = other;
ent->die = ProximityMine_Die;
VectorCopy(trace->plane.normal, ent->movedir);
VectorSet(ent->r.mins, -4, -4, -4);
VectorSet(ent->r.maxs, 4, 4, 4);
trap_LinkEntity(ent);
return;
}
#endif
// STONELANCE - no more hook
/*
if (!strcmp(ent->classname, "hook")) {
gentity_t *nent;
vec3_t v;
nent = G_Spawn();
if ( other->takedamage && other->client ) {
G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
nent->s.otherEntityNum = other->s.number;
ent->enemy = other;
v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5;
v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5;
v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5;
SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth
} else {
VectorCopy(trace->endpos, v);
G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
ent->enemy = NULL;
}
SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth
nent->freeAfterEvent = qtrue;
// change over to a normal entity right at the point of impact
nent->s.eType = ET_GENERAL;
ent->s.eType = ET_GRAPPLE;
G_SetOrigin( ent, v );
G_SetOrigin( nent, v );
ent->think = Weapon_HookThink;
ent->nextthink = level.time + FRAMETIME;
ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL;
VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
trap_LinkEntity( ent );
trap_LinkEntity( nent );
return;
}
*/
// END
// is it cheaper in bandwidth to just remove this ent and create a new
// one, rather than changing the missile into the explosion?
if ( other->takedamage && other->client ) {
G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
ent->s.otherEntityNum = other->s.number;
} else if( trace->surfaceFlags & SURF_METALSTEPS ) {
G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
} else {
G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
}
ent->freeAfterEvent = qtrue;
// change over to a normal entity right at the point of impact
ent->s.eType = ET_GENERAL;
SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth
G_SetOrigin( ent, trace->endpos );
// splash damage (doesn't apply to person directly hit)
if ( ent->splashDamage ) {
// STONELANCE
CheckForOil(ent->r.currentOrigin, ent->splashRadius);
// END
if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
other, ent->splashMethodOfDeath ) ) {
if( !hitClient ) {
g_entities[ent->r.ownerNum].client->accuracy_hits++;
}
}
}
if (!strcmp(ent->classname,"fire_cluster_grenade"))
{
G_ExplodeCluster( ent );
}
trap_LinkEntity( ent );
}
/*
================
G_RunMissile
================
*/
void G_RunMissile( gentity_t *ent ) {
vec3_t origin;
trace_t tr;
int passent;
// get current position
BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
// if this missile bounced off an invulnerability sphere
if ( ent->target_ent ) {
passent = ent->target_ent->s.number;
}
#ifdef MISSIONPACK
// prox mines that left the owner bbox will attach to anything, even the owner
else if (ent->s.weapon == WP_PROX_LAUNCHER && ent->count) {
passent = ENTITYNUM_NONE;
}
#endif
else {
// ignore interactions with the missile owner
passent = ent->r.ownerNum;
}
// trace a line from the previous position to the current position
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );
if ( tr.startsolid || tr.allsolid ) {
// make sure the tr.entityNum is set to the entity we're stuck in
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
tr.fraction = 0;
}
else {
VectorCopy( tr.endpos, ent->r.currentOrigin );
}
Missile_Smooth_H(ent,origin,&tr);
trap_LinkEntity( ent );
if ( tr.fraction != 1 ) {
// never explode or bounce on sky
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
// If grapple, reset owner
if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
ent->parent->client->hook = NULL;
}
G_FreeEntity( ent );
return;
}
G_MissileImpact( ent, &tr );
if ( ent->s.eType != ET_MISSILE ) {
return; // exploded
}
}
#ifdef MISSIONPACK
// if the prox mine wasn't yet outside the player body
if (ent->s.weapon == WP_PROX_LAUNCHER && !ent->count) {
// check if the prox mine is outside the owner bbox
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ENTITYNUM_NONE, ent->clipmask );
if (!tr.startsolid || tr.entityNum != ent->r.ownerNum) {
ent->count = 1;
}
}
#endif
// check think function after bouncing
G_RunThink( ent );
}
//=============================================================================
/*
=================
fire_plasma
=================
*/
gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "plasma";
bolt->nextthink = level.time + 10000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_PLASMAGUN;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 20;
bolt->splashDamage = 15;
bolt->splashRadius = 20;
bolt->methodOfDeath = MOD_PLASMA;
bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
// STONELANCE
// VectorScale( dir, 2000, bolt->s.pos.trDelta );
VectorScale( dir, 4000, bolt->s.pos.trDelta );
// END
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
//=============================================================================
//fire_plasma_bounce
//=============================================================================
gentity_t *fire_plasma_bounce (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "plasma";
bolt->nextthink = level.time + 10000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_PLASMAGUN;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 20;
bolt->splashDamage = 15;
bolt->splashRadius = 20;
bolt->methodOfDeath = MOD_PLASMA;
bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.eFlags = EF_BOUNCE;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 2000, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
/*
=================
fire_grenade
=================
*/
gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "grenade";
bolt->nextthink = level.time + 2500;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_GRENADE_LAUNCHER;
bolt->s.eFlags = EF_BOUNCE_HALF;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
//bolt->damage = 100; //TBB - too high for short reload
bolt->damage = 40; //TBB
//bolt->splashDamage = 100; //TBB - too high for short reload
bolt->splashDamage = 20; //TBB
bolt->splashRadius = 150;
bolt->methodOfDeath = MOD_GRENADE;
bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_GRAVITY;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 800, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
/*
=================
fire_cluster_grenade
=================
*/
gentity_t *fire_cluster_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "fire_cluster_grenade";
bolt->nextthink = level.time + 1000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_GRENADE_LAUNCHER;
bolt->s.eFlags = EF_BOUNCE_HALF;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
//bolt->damage = 100; //TBB - too high for short reload
bolt->damage = 40; //TBB
//bolt->splashDamage = 100; //TBB - too high for short reload
bolt->splashDamage = 20; //TBB
bolt->splashRadius = 150;
bolt->methodOfDeath = MOD_GRENADE;
bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_GRAVITY;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 800, bolt->s.pos.trDelta ); //TBB - speed is 2000 in g_weapon.c
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
/*
======================
fire_cluster_grenade2
======================
*/
gentity_t *fire_cluster_grenade2 (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "grenade";
//bolt->nextthink = level.time + 200;
bolt->nextthink = level.time + 1200;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_GRENADE_LAUNCHER;
//bolt->s.eFlags = EF_BOUNCE_HALF;
bolt->s.eFlags = EF_BOUNCE_NONE;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
//bolt->damage = 100; //TBB - too high for short reload
bolt->damage = 80;
//bolt->splashDamage = 80; //TBB - too high
bolt->splashDamage = 60; //TBB
bolt->splashRadius = 150;
bolt->methodOfDeath = MOD_GRENADE;
bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_GRAVITY;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 600, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
//=============================================================================
/*
=================
fire_bfg
=================
*/
gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "bfg";
bolt->nextthink = level.time + 10000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_BFG;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 100;
bolt->splashDamage = 100;
bolt->splashRadius = 120;
bolt->methodOfDeath = MOD_BFG;
bolt->splashMethodOfDeath = MOD_BFG_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 2000, bolt->s.pos.trDelta );
// STONELANCE
// VectorScale( dir, 2000, bolt->s.pos.trDelta );
VectorScale( dir, 4000, bolt->s.pos.trDelta );
// END
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
//=============================================================================
/*
=================
fire_rocket
=================
*/
gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "rocket";
bolt->nextthink = level.time + 15000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_ROCKET_LAUNCHER;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
//bolt->damage = 100; //TBB - too high for short reload
bolt->damage = 80; //TBB
//bolt->splashDamage = 100; //TBB - too high for short reload
bolt->splashDamage = 60; //TBB
bolt->splashRadius = 120;
bolt->methodOfDeath = MOD_ROCKET;
bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
// STONELANCE
// VectorScale( dir, 900, bolt->s.pos.trDelta );
VectorScale( dir, 1800, bolt->s.pos.trDelta );
// END
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
/*
=================
fire_homing_rocket
=================
*/
gentity_t *fire_homing_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "rocket";
bolt->nextthink = level.time + 60;
bolt->think = G_HomingMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_ROCKET_LAUNCHER;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 80;
//bolt->splashDamage = 100; //TBB - too high for being splash
bolt->splashDamage = 60; //TBB
bolt->splashRadius = 75;
bolt->methodOfDeath = MOD_ROCKET;
bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
// STONELANCE
// VectorScale( dir, 900, bolt->s.pos.trDelta );
VectorScale( dir, 500, bolt->s.pos.trDelta );
// END
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
/*
=================
fire_grapple
=================
*/
// STONELANCE - removed hook
/*
gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) {
gentity_t *hook;
VectorNormalize (dir);
hook = G_Spawn();
hook->classname = "hook";
hook->nextthink = level.time + 10000;
hook->think = Weapon_HookFree;
hook->s.eType = ET_MISSILE;
hook->r.svFlags = SVF_USE_CURRENT_ORIGIN;
hook->s.weapon = WP_GRAPPLING_HOOK;
hook->r.ownerNum = self->s.number;
hook->methodOfDeath = MOD_GRAPPLE;
hook->clipmask = MASK_SHOT;
hook->parent = self;
hook->target_ent = NULL;
hook->s.pos.trType = TR_LINEAR;
hook->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
hook->s.otherEntityNum = self->s.number; // use to match beam in client
VectorCopy( start, hook->s.pos.trBase );
VectorScale( dir, 800, hook->s.pos.trDelta );
SnapVector( hook->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, hook->r.currentOrigin);
self->client->hook = hook;
return hook;
}
*/
gentity_t *fire_mine( gentity_t *self, vec3_t start, vec3_t dir){
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "mine";
bolt->nextthink = level.time + 7500;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = RWP_MINE;
bolt->s.eFlags = EF_BOUNCE_NONE;
// bolt->r.ownerNum = self->s.number;
bolt->s.otherEntityNum2 = self->s.number; // want to be able to run over your own mines
bolt->parent = self;
bolt->damage = 100;
bolt->splashDamage = 100;
bolt->splashRadius = 150;
bolt->methodOfDeath = MOD_MINE;
bolt->splashMethodOfDeath = MOD_MINE_SPLASH;
// bolt->clipmask = MASK_SHOT;
bolt->clipmask = CONTENTS_SOLID; // dont activate until it stops moving
// bolt->mass = 2;
bolt->s.pos.trType = TR_GRAVITY;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorMA( self->client->ps.velocity, 100, dir, bolt->s.pos.trDelta );
VectorScale(bolt->s.pos.trDelta, 0.4f, bolt->s.pos.trDelta);
// VectorAdd( self->client->ps.velocity, bolt->s.pos.trDelta, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
// END
#ifdef MISSIONPACK
/*
=================
fire_nail
=================
*/
#define NAILGUN_SPREAD 500
gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up ) {
gentity_t *bolt;
vec3_t dir;
vec3_t end;
float r, u, scale;
bolt = G_Spawn();
bolt->classname = "nail";
bolt->nextthink = level.time + 10000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_NAILGUN;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 20;
bolt->methodOfDeath = MOD_NAIL;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time;
VectorCopy( start, bolt->s.pos.trBase );
r = random() * M_PI * 2.0f;
u = sin(r) * crandom() * NAILGUN_SPREAD * 16;
r = cos(r) * crandom() * NAILGUN_SPREAD * 16;
VectorMA( start, 8192 * 16, forward, end);
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
VectorSubtract( end, start, dir );
VectorNormalize( dir );
scale = 555 + random() * 1800;
VectorScale( dir, scale, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta );
VectorCopy( start, bolt->r.currentOrigin );
return bolt;
}
/*
=================
fire_prox
=================
*/
gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t dir ) {
gentity_t *bolt;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->classname = "prox mine";
bolt->nextthink = level.time + 3000;
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_PROX_LAUNCHER;
bolt->s.eFlags = 0;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 0;
bolt->splashDamage = 100;
bolt->splashRadius = 150;
bolt->methodOfDeath = MOD_PROXIMITY_MINE;
bolt->splashMethodOfDeath = MOD_PROXIMITY_MINE;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
// count is used to check if the prox mine left the player bbox
// if count == 1 then the prox mine left the player bbox and can attack to it
bolt->count = 0;
//FIXME: we prolly wanna abuse another field
bolt->s.generic1 = self->client->sess.sessionTeam;
bolt->s.pos.trType = TR_GRAVITY;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
VectorScale( dir, 700, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
return bolt;
}
#endif