mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-22 20:11:48 +00:00
341 lines
8.9 KiB
C
341 lines
8.9 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com)
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This file is part of q3rally source code.
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q3rally source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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q3rally source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with q3rally; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "g_local.h"
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/*
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static int EMPTY_BARREL_MASS = 50;
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static int FULL_BARREL_MASS = 200;
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static int BARREL_LEAK_TIME = 60000;
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void Touch_Barrel (gentity_t *self, gentity_t *other, trace_t *trace );
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*/
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void DropToFloor( gentity_t *self ){
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trace_t tr;
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vec3_t dest;
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// drop to floor
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VectorSet( dest, self->s.origin[0], self->s.origin[1], self->s.origin[2] - 4096 );
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trap_Trace( &tr, self->s.origin, self->r.mins, self->r.maxs, dest, self->s.number, MASK_PLAYERSOLID );
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VectorCopy(tr.endpos, dest);
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// allow to ride movers
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self->s.groundEntityNum = tr.entityNum;
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G_SetOrigin( self, dest );
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}
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/*
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void Think_Barrel_Poison (gentity_t *self ){
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self->nextthink = level.time + 200;
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if (self->leaktime && self->leaktime > level.time){
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CreatePoisonCloudHazard(self, self->r.currentOrigin);
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G_RadiusDamage_NoKnockBack(self->r.currentOrigin, self, self->damage, 208, self, MOD_POISON);
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// self->mass = EMPTY_BARREL_MASS + ((float)(FULL_BARREL_MASS - EMPTY_BARREL_MASS) * (1 - (level.time - self->leaktime) / (float)BARREL_LEAK_TIME));
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}
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}
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*/
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/*
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void Barrel_Damage (gentity_t *self, vec3_t kick ){
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vec3_t vel;
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if (self->leaktime < level.time){
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switch(self->s.weapon){
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case HT_OIL:
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CreateOilHazard(self, self->r.currentOrigin);
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self->leaktime = level.time + 5000;
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break;
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case HT_BIO:
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CreateBioHazard(self, self->r.currentOrigin);
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self->leaktime = level.time + 5000;
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break;
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case HT_POISON:
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self->leaktime = level.time + 5000;
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break;
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case HT_EXPLOSIVE:
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CreateFireHazard(self, self->r.currentOrigin);
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self->leaktime = level.time + 2000;
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break;
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}
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}
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BG_EvaluateTrajectoryDelta(&self->s.pos, level.time, vel);
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BG_EvaluateTrajectory(&self->s.pos, level.time, self->s.pos.trBase);
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VectorCopy(self->s.pos.trBase, self->r.currentOrigin);
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VectorAdd (vel, kick, self->s.pos.trDelta);
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self->s.pos.trTime = level.time;
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self->s.pos.trType = TR_GRAVITY;
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}
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*/
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/*
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void Touch_Barrel (gentity_t *self, gentity_t *other, trace_t *trace ){
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vec3_t force, torque, r, start, dest;
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int damage;
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float dp;
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trace_t tr;
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if ( other->client ) {
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return;
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}
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// STONELANCE
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if (self->leaktime < level.time){
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switch(self->s.weapon){
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case HT_OIL:
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CreateOilHazard(self, self->r.currentOrigin);
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self->leaktime = level.time + 5000;
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break;
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case HT_BIO:
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CreateBioHazard(self, self->r.currentOrigin);
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self->leaktime = level.time + 5000;
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break;
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case HT_POISON:
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self->leaktime = level.time + 5000;
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break;
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case HT_EXPLOSIVE:
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CreateFireHazard(self, self->r.currentOrigin);
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self->leaktime = level.time + 2000;
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break;
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}
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}
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// END
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// Com_Printf("barrel touched by %s\n", other->classname);
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// Com_Printf("barrel located at %s\n", vtos(self->r.currentOrigin));
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// Com_Printf("trace ended at %s\n", vtos(trace->endpos));
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// Com_Printf("other ent located at %s\n", vtos(other->r.currentOrigin));
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damage = other->damage;
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if (damage <= 0)
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damage = 100;
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// VectorSubtract(self->r.currentOrigin, trace->endpos, force);
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// Com_Printf("collision location to object cm %s\n", vtos(force));
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// VectorNormalize(force);
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// VectorScale(force, damage, force);
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VectorNormalize2(other->s.pos.trDelta, force);
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// assume barrel not moving
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//VectorScale(self->s.pos.trDelta, self->mass, mv1);
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VectorScale(other->s.pos.trDelta, other->mass / (float)(self->mass + other->mass), force);
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self->s.pos.trType = TR_GRAVITY;
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VectorCopy(self->r.currentOrigin, self->s.pos.trBase);
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//VectorAdd(self->s.pos.trDelta, force, self->s.pos.trDelta);
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VectorScale(force, 10, force);
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VectorCopy(force, self->s.pos.trDelta);
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self->s.pos.trTime = level.time;
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// Com_Printf("force %s\n", vtos(force));
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VectorCopy(self->r.currentOrigin, start);
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start[2] += self->r.mins[2] / 1.1;
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BG_EvaluateTrajectory(&self->s.pos, level.time + 100, dest);
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dest[2] += self->r.mins[2] / 1.1;
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//trap_Trace( &tr, self->r.currentOrigin, self->r.mins, self->r.maxs, dest, self->s.number, MASK_SOLID );
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trap_Trace( &tr, start, NULL, NULL, dest, self->s.number, MASK_PLAYERSOLID );
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if (tr.fraction < 1){
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// If startsolid normal will be 0
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// Com_Printf("normal %f, %f, %f\n", tr.plane.normal[0], tr.plane.normal[1], tr.plane.normal[2]);
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dp = DotProduct(tr.plane.normal, force);
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// Com_Printf("dp %f\n", dp);
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if (dp < 0){
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VectorMA(force, -dp, tr.plane.normal, force);
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VectorCopy(force, self->s.pos.trDelta);
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}
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if (self->s.pos.trDelta[2] < 40)
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self->s.pos.trDelta[2] += 40;
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}
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// Com_Printf("barrel velocity after collision %s\n", vtos(self->s.pos.trDelta));
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// to overcome gravity
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SnapVector(self->s.pos.trDelta);
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// torque
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VectorSubtract(trace->endpos, self->r.currentOrigin, r);
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CrossProduct(r, other->s.pos.trDelta, torque);
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VectorScale(torque, 1.0F / (self->mass), self->s.apos.trDelta);
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//Com_Printf("barrel rotates at %f %f %f\n", self->s.apos.trDelta[0], self->s.apos.trDelta[1], self->s.apos.trDelta[2]);
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self->s.apos.trDelta[YAW] = 0;
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self->s.apos.trDelta[ROLL] = 0;
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VectorCopy(self->r.currentAngles, self->s.apos.trBase);
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self->s.apos.trTime = level.time;
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self->s.apos.trType = TR_LINEAR;
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// Com_Printf("barrel feels a force of %s\n", vtos(force));
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// Com_Printf("barrel rotates at %f %f %f\n", self->s.apos.trBase[0], self->s.apos.trBase[1], self->s.apos.trBase[2]);
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// Com_Printf("barrel is on %f\n", self->s.groundEntityNum);
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trap_LinkEntity (self);
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}
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*/
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void Barrel_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ){
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self->health = 1000;
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}
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// *********************** Harmful Barrels ************************
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//
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// Biohazard Barrels
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//
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void SP_rally_misc_barrelbio( gentity_t *ent ){
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ent->die = Barrel_Die;
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ent->s.modelindex = G_ModelIndex( "models/mapobjects/barrels/b_bio.md3" );
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ent->classname = "barrel";
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VectorSet(ent->r.mins, -8, -8, -13);
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VectorSet(ent->r.maxs, 8, 8, 13);
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ent->s.eType = ET_GENERAL;
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ent->clipmask = MASK_PLAYERSOLID;
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// ent->r.contents = CONTENTS_BODY;
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// ent->mass = FULL_BARREL_MASS;
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// ent->coRest = 0.4;
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// ent->objectType = OT_BARREL;
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// ent->s.weapon = HT_BIO;
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// ent->health = 1000;
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// ent->takedamage = qtrue;
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ent->s.origin[2] += 1;
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DropToFloor(ent);
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trap_LinkEntity (ent);
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}
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//
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// Explosive Barrel
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//
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void SP_rally_misc_barrelexp( gentity_t *ent ){
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ent->die = Barrel_Die;
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ent->s.modelindex = G_ModelIndex( "models/mapobjects/barrels/b_exp.md3" );
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ent->classname = "barrel";
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VectorSet(ent->r.mins, -8, -8, -13);
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VectorSet(ent->r.maxs, 8, 8, 13);
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ent->s.eType = ET_GENERAL;
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ent->clipmask = MASK_PLAYERSOLID;
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// ent->r.contents = CONTENTS_BODY;
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// ent->mass = FULL_BARREL_MASS;
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// ent->coRest = 0.4;
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// ent->objectType = OT_BARREL;
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// ent->s.weapon = HT_EXPLOSIVE;
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// ent->health = 1000;
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// ent->damage = 60;
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// ent->takedamage = qtrue;
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ent->s.origin[2] += 1;
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DropToFloor(ent);
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trap_LinkEntity (ent);
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}
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//
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// Poison Barrel
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//
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void SP_rally_misc_barrelpoison( gentity_t *ent ){
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ent->die = Barrel_Die;
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// ent->think = Think_Barrel_Poison;
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// ent->nextthink = level.time + FRAMETIME;
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ent->s.modelindex = G_ModelIndex( "models/mapobjects/barrels/b_psn.md3" );
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ent->classname = "barrel";
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VectorSet(ent->r.mins, -8, -8, -13);
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VectorSet(ent->r.maxs, 8, 8, 13);
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ent->s.eType = ET_GENERAL;
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ent->clipmask = MASK_PLAYERSOLID;
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// ent->r.contents = CONTENTS_BODY;
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// ent->mass = FULL_BARREL_MASS;
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// ent->coRest = 0.4;
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// ent->objectType = OT_BARREL;
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// ent->s.weapon = HT_POISON;
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// ent->health = 1000;
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// ent->damage = 5;
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// ent->takedamage = qtrue;
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ent->s.origin[2] += 1;
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DropToFloor(ent);
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trap_LinkEntity (ent);
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}
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//
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// Oil Barrel
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//
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void SP_rally_misc_barreloil( gentity_t *ent ){
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ent->die = Barrel_Die;
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ent->s.modelindex = G_ModelIndex( "models/mapobjects/barrels/b_oil.md3" );
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ent->classname = "barrel";
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VectorSet(ent->r.mins, -8, -8, -13);
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VectorSet(ent->r.maxs, 8, 8, 13);
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ent->s.eType = ET_GENERAL;
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ent->clipmask = MASK_PLAYERSOLID;
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// ent->r.contents = CONTENTS_BODY;
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// ent->mass = FULL_BARREL_MASS;
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// ent->coRest = 0.4;
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// ent->objectType = OT_BARREL;
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// ent->s.weapon = HT_OIL;
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// ent->health = 1000;
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// ent->takedamage = qtrue;
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ent->s.origin[2] += 1;
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DropToFloor(ent);
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trap_LinkEntity (ent);
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}
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