jediacademy/codemp/game/g_missile.c

1027 lines
31 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#include "w_saber.h"
#include "q_shared.h"
#define MISSILE_PRESTEP_TIME 50
extern void laserTrapStick( gentity_t *ent, vec3_t endpos, vec3_t normal );
extern void Jedi_Decloak( gentity_t *self );
#include "../namespace_begin.h"
extern qboolean FighterIsLanded( Vehicle_t *pVeh, playerState_t *parentPS );
#include "../namespace_end.h"
/*
================
G_ReflectMissile
Reflect the missile roughly back at it's owner
================
*/
float RandFloat(float min, float max);
void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward )
{
vec3_t bounce_dir;
int i;
float speed;
gentity_t *owner = ent;
int isowner = 0;
if ( ent->r.ownerNum )
{
owner = &g_entities[ent->r.ownerNum];
}
if (missile->r.ownerNum == ent->s.number)
{ //the original owner is bouncing the missile, so don't try to bounce it back at him
isowner = 1;
}
//save the original speed
speed = VectorNormalize( missile->s.pos.trDelta );
//if ( ent && owner && owner->NPC && owner->enemy && Q_stricmp( "Tavion", owner->NPC_type ) == 0 && Q_irand( 0, 3 ) )
if ( &g_entities[missile->r.ownerNum] && missile->s.weapon != WP_SABER && missile->s.weapon != G2_MODEL_PART && !isowner )
{//bounce back at them if you can
VectorSubtract( g_entities[missile->r.ownerNum].r.currentOrigin, missile->r.currentOrigin, bounce_dir );
VectorNormalize( bounce_dir );
}
else if (isowner)
{ //in this case, actually push the missile away from me, and since we're giving boost to our own missile by pushing it, up the velocity
vec3_t missile_dir;
speed *= 1.5;
VectorSubtract( missile->r.currentOrigin, ent->r.currentOrigin, missile_dir );
VectorCopy( missile->s.pos.trDelta, bounce_dir );
VectorScale( bounce_dir, DotProduct( forward, missile_dir ), bounce_dir );
VectorNormalize( bounce_dir );
}
else
{
vec3_t missile_dir;
VectorSubtract( ent->r.currentOrigin, missile->r.currentOrigin, missile_dir );
VectorCopy( missile->s.pos.trDelta, bounce_dir );
VectorScale( bounce_dir, DotProduct( forward, missile_dir ), bounce_dir );
VectorNormalize( bounce_dir );
}
for ( i = 0; i < 3; i++ )
{
bounce_dir[i] += RandFloat( -0.2f, 0.2f );
}
VectorNormalize( bounce_dir );
VectorScale( bounce_dir, speed, missile->s.pos.trDelta );
missile->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( missile->r.currentOrigin, missile->s.pos.trBase );
if ( missile->s.weapon != WP_SABER && missile->s.weapon != G2_MODEL_PART )
{//you are mine, now!
missile->r.ownerNum = ent->s.number;
}
if ( missile->s.weapon == WP_ROCKET_LAUNCHER )
{//stop homing
missile->think = 0;
missile->nextthink = 0;
}
}
void G_DeflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward )
{
vec3_t bounce_dir;
int i;
float speed;
int isowner = 0;
vec3_t missile_dir;
if (missile->r.ownerNum == ent->s.number)
{ //the original owner is bouncing the missile, so don't try to bounce it back at him
isowner = 1;
}
//save the original speed
speed = VectorNormalize( missile->s.pos.trDelta );
if (ent->client)
{
//VectorSubtract( ent->r.currentOrigin, missile->r.currentOrigin, missile_dir );
AngleVectors(ent->client->ps.viewangles, missile_dir, 0, 0);
VectorCopy(missile_dir, bounce_dir);
//VectorCopy( missile->s.pos.trDelta, bounce_dir );
VectorScale( bounce_dir, DotProduct( forward, missile_dir ), bounce_dir );
VectorNormalize( bounce_dir );
}
else
{
VectorCopy(forward, bounce_dir);
VectorNormalize(bounce_dir);
}
for ( i = 0; i < 3; i++ )
{
bounce_dir[i] += RandFloat( -1.0f, 1.0f );
}
VectorNormalize( bounce_dir );
VectorScale( bounce_dir, speed, missile->s.pos.trDelta );
missile->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( missile->r.currentOrigin, missile->s.pos.trBase );
if ( missile->s.weapon != WP_SABER && missile->s.weapon != G2_MODEL_PART )
{//you are mine, now!
missile->r.ownerNum = ent->s.number;
}
if ( missile->s.weapon == WP_ROCKET_LAUNCHER )
{//stop homing
missile->think = 0;
missile->nextthink = 0;
}
}
/*
================
G_BounceMissile
================
*/
void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
vec3_t velocity;
float dot;
int hitTime;
// 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->flags & FL_BOUNCE_SHRAPNEL )
{
VectorScale( ent->s.pos.trDelta, 0.25f, ent->s.pos.trDelta );
ent->s.pos.trType = TR_GRAVITY;
// check for stop
if ( trace->plane.normal[2] > 0.7 && ent->s.pos.trDelta[2] < 40 ) //this can happen even on very slightly sloped walls, so changed it from > 0 to > 0.7
{
G_SetOrigin( ent, trace->endpos );
ent->nextthink = level.time + 100;
return;
}
}
else if ( ent->flags & FL_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 );
return;
}
}
if (ent->s.weapon == WP_THERMAL)
{ //slight hack for hit sound
G_Sound(ent, CHAN_BODY, G_SoundIndex(va("sound/weapons/thermal/bounce%i.wav", Q_irand(1, 2))));
}
else if (ent->s.weapon == WP_SABER)
{
G_Sound(ent, CHAN_BODY, G_SoundIndex(va("sound/weapons/saber/bounce%i.wav", Q_irand(1, 3))));
}
else if (ent->s.weapon == G2_MODEL_PART)
{
//Limb bounce sound?
}
VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
ent->s.pos.trTime = level.time;
if (ent->bounceCount != -5)
{
ent->bounceCount--;
}
}
/*
================
G_ExplodeMissile
Explode a missile without an impact
================
*/
void G_ExplodeMissile( gentity_t *ent ) {
vec3_t dir;
vec3_t origin;
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;
ent->takedamage = qfalse;
// splash damage
if ( ent->splashDamage ) {
//NOTE: vehicle missiles don't have an ent->parent set, so check that here and set it
if ( ent->s.eType == ET_MISSILE//missile
&& (ent->s.eFlags&EF_JETPACK_ACTIVE)//vehicle missile
&& ent->r.ownerNum < MAX_CLIENTS )//valid client owner
{//set my parent to my owner for purposes of damage credit...
ent->parent = &g_entities[ent->r.ownerNum];
}
if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent,
ent, ent->splashMethodOfDeath ) )
{
if (ent->parent)
{
g_entities[ent->parent->s.number].client->accuracy_hits++;
}
else if (ent->activator)
{
g_entities[ent->activator->s.number].client->accuracy_hits++;
}
}
}
trap_LinkEntity( ent );
}
void G_RunStuckMissile( gentity_t *ent )
{
if ( ent->takedamage )
{
if ( ent->s.groundEntityNum >= 0 && ent->s.groundEntityNum < ENTITYNUM_WORLD )
{
gentity_t *other = &g_entities[ent->s.groundEntityNum];
if ( (!VectorCompare( vec3_origin, other->s.pos.trDelta ) && other->s.pos.trType != TR_STATIONARY) ||
(!VectorCompare( vec3_origin, other->s.apos.trDelta ) && other->s.apos.trType != TR_STATIONARY) )
{//thing I stuck to is moving or rotating now, kill me
G_Damage( ent, other, other, NULL, NULL, 99999, 0, MOD_CRUSH );
return;
}
}
}
// check think function
G_RunThink( ent );
}
/*
================
G_BounceProjectile
================
*/
void G_BounceProjectile( vec3_t start, vec3_t impact, vec3_t dir, vec3_t endout ) {
vec3_t v, newv;
float dot;
VectorSubtract( impact, start, v );
dot = DotProduct( v, dir );
VectorMA( v, -2*dot, dir, newv );
VectorNormalize(newv);
VectorMA(impact, 8192, newv, endout);
}
//-----------------------------------------------------------------------------
gentity_t *CreateMissile( vec3_t org, vec3_t dir, float vel, int life,
gentity_t *owner, qboolean altFire)
//-----------------------------------------------------------------------------
{
gentity_t *missile;
missile = G_Spawn();
missile->nextthink = level.time + life;
missile->think = G_FreeEntity;
missile->s.eType = ET_MISSILE;
missile->r.svFlags = SVF_USE_CURRENT_ORIGIN;
missile->parent = owner;
missile->r.ownerNum = owner->s.number;
if (altFire)
{
missile->s.eFlags |= EF_ALT_FIRING;
}
missile->s.pos.trType = TR_LINEAR;
missile->s.pos.trTime = level.time;// - MISSILE_PRESTEP_TIME; // NOTENOTE This is a Quake 3 addition over JK2
missile->target_ent = NULL;
SnapVector(org);
VectorCopy( org, missile->s.pos.trBase );
VectorScale( dir, vel, missile->s.pos.trDelta );
VectorCopy( org, missile->r.currentOrigin);
SnapVector(missile->s.pos.trDelta);
return missile;
}
void G_MissileBounceEffect( gentity_t *ent, vec3_t org, vec3_t dir )
{
//FIXME: have an EV_BOUNCE_MISSILE event that checks the s.weapon and does the appropriate effect
switch( ent->s.weapon )
{
case WP_BOWCASTER:
G_PlayEffectID( G_EffectIndex("bowcaster/deflect"), ent->r.currentOrigin, dir );
break;
case WP_BLASTER:
case WP_BRYAR_PISTOL:
G_PlayEffectID( G_EffectIndex("blaster/deflect"), ent->r.currentOrigin, dir );
break;
default:
{
gentity_t *te = G_TempEntity( org, EV_SABER_BLOCK );
VectorCopy(org, te->s.origin);
VectorCopy(dir, te->s.angles);
te->s.eventParm = 0;
te->s.weapon = 0;//saberNum
te->s.legsAnim = 0;//bladeNum
}
break;
}
}
/*
================
G_MissileImpact
================
*/
void WP_SaberBlockNonRandom( gentity_t *self, vec3_t hitloc, qboolean missileBlock );
void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
gentity_t *other;
qboolean hitClient = qfalse;
qboolean isKnockedSaber = qfalse;
other = &g_entities[trace->entityNum];
// check for bounce
if ( !other->takedamage &&
(ent->bounceCount > 0 || ent->bounceCount == -5) &&
( ent->flags & ( FL_BOUNCE | FL_BOUNCE_HALF ) ) ) {
G_BounceMissile( ent, trace );
G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
return;
}
else if (ent->neverFree && ent->s.weapon == WP_SABER && (ent->flags & FL_BOUNCE_HALF))
{ //this is a knocked-away saber
if (ent->bounceCount > 0 || ent->bounceCount == -5)
{
G_BounceMissile( ent, trace );
G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
return;
}
isKnockedSaber = qtrue;
}
// I would glom onto the FL_BOUNCE code section above, but don't feel like risking breaking something else
if ( (!other->takedamage && (ent->bounceCount > 0 || ent->bounceCount == -5) && ( ent->flags&(FL_BOUNCE_SHRAPNEL) ) ) || ((trace->surfaceFlags&SURF_FORCEFIELD)&&!ent->splashDamage&&!ent->splashRadius&&(ent->bounceCount > 0 || ent->bounceCount == -5)) )
{
G_BounceMissile( ent, trace );
if ( ent->bounceCount < 1 )
{
ent->flags &= ~FL_BOUNCE_SHRAPNEL;
}
return;
}
/*
if ( !other->takedamage && ent->s.weapon == WP_THERMAL && !ent->alt_fire )
{//rolling thermal det - FIXME: make this an eFlag like bounce & stick!!!
//G_BounceRollMissile( ent, trace );
if ( ent->owner && ent->owner->s.number == 0 )
{
G_MissileAddAlerts( ent );
}
//gi.linkentity( ent );
return;
}
*/
if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber)
{ //hit this person's saber, so..
gentity_t *otherOwner = &g_entities[other->r.ownerNum];
if (otherOwner->takedamage && otherOwner->client && otherOwner->client->ps.duelInProgress &&
otherOwner->client->ps.duelIndex != ent->r.ownerNum)
{
goto killProj;
}
}
else if (!isKnockedSaber)
{
if (other->takedamage && other->client && other->client->ps.duelInProgress &&
other->client->ps.duelIndex != ent->r.ownerNum)
{
goto killProj;
}
}
if (other->flags & FL_DMG_BY_HEAVY_WEAP_ONLY)
{
if (ent->methodOfDeath != MOD_REPEATER_ALT &&
ent->methodOfDeath != MOD_ROCKET &&
ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH &&
ent->methodOfDeath != MOD_ROCKET_HOMING &&
ent->methodOfDeath != MOD_THERMAL &&
ent->methodOfDeath != MOD_THERMAL_SPLASH &&
ent->methodOfDeath != MOD_TRIP_MINE_SPLASH &&
ent->methodOfDeath != MOD_TIMED_MINE_SPLASH &&
ent->methodOfDeath != MOD_DET_PACK_SPLASH &&
ent->methodOfDeath != MOD_VEHICLE &&
ent->methodOfDeath != MOD_CONC &&
ent->methodOfDeath != MOD_CONC_ALT &&
ent->methodOfDeath != MOD_SABER &&
ent->methodOfDeath != MOD_TURBLAST &&
ent->methodOfDeath != MOD_TARGET_LASER)// &&
//ent->methodOfDeath != MOD_COLLISION)
{
vec3_t fwd;
if (trace)
{
VectorCopy(trace->plane.normal, fwd);
}
else
{ //oh well
AngleVectors(other->r.currentAngles, fwd, NULL, NULL);
}
G_DeflectMissile(other, ent, fwd);
G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd);
return;
}
}
if ((other->flags & FL_SHIELDED) &&
ent->s.weapon != WP_ROCKET_LAUNCHER &&
ent->s.weapon != WP_THERMAL &&
ent->s.weapon != WP_TRIP_MINE &&
ent->s.weapon != WP_DET_PACK &&
ent->s.weapon != WP_DEMP2 &&
ent->s.weapon != WP_EMPLACED_GUN &&
ent->methodOfDeath != MOD_REPEATER_ALT &&
ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH &&
ent->methodOfDeath != MOD_TURBLAST &&
ent->methodOfDeath != MOD_TARGET_LASER &&
ent->methodOfDeath != MOD_VEHICLE &&
ent->methodOfDeath != MOD_CONC &&
ent->methodOfDeath != MOD_CONC_ALT &&
!(ent->dflags&DAMAGE_HEAVY_WEAP_CLASS) )
{
vec3_t fwd;
if (other->client)
{
AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL);
}
else
{
AngleVectors(other->r.currentAngles, fwd, NULL, NULL);
}
G_DeflectMissile(other, ent, fwd);
G_MissileBounceEffect(ent, ent->r.currentOrigin, fwd);
return;
}
if (other->takedamage && other->client &&
ent->s.weapon != WP_ROCKET_LAUNCHER &&
ent->s.weapon != WP_THERMAL &&
ent->s.weapon != WP_TRIP_MINE &&
ent->s.weapon != WP_DET_PACK &&
ent->s.weapon != WP_DEMP2 &&
ent->methodOfDeath != MOD_REPEATER_ALT &&
ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH &&
ent->methodOfDeath != MOD_CONC &&
ent->methodOfDeath != MOD_CONC_ALT &&
other->client->ps.saberBlockTime < level.time &&
!isKnockedSaber &&
WP_SaberCanBlock(other, ent->r.currentOrigin, 0, 0, qtrue, 0))
{ //only block one projectile per 200ms (to prevent giant swarms of projectiles being blocked)
vec3_t fwd;
gentity_t *te;
int otherDefLevel = other->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE];
te = G_TempEntity( ent->r.currentOrigin, EV_SABER_BLOCK );
VectorCopy(ent->r.currentOrigin, te->s.origin);
VectorCopy(trace->plane.normal, te->s.angles);
te->s.eventParm = 0;
te->s.weapon = 0;//saberNum
te->s.legsAnim = 0;//bladeNum
/*if (other->client->ps.velocity[2] > 0 ||
other->client->pers.cmd.forwardmove ||
other->client->pers.cmd.rightmove)
*/
if (other->client->ps.velocity[2] > 0 ||
other->client->pers.cmd.forwardmove < 0) //now we only do it if jumping or running backward. Should be able to full-on charge.
{
otherDefLevel -= 1;
if (otherDefLevel < 0)
{
otherDefLevel = 0;
}
}
AngleVectors(other->client->ps.viewangles, fwd, NULL, NULL);
if (otherDefLevel == FORCE_LEVEL_1)
{
//if def is only level 1, instead of deflecting the shot it should just die here
}
else if (otherDefLevel == FORCE_LEVEL_2)
{
G_DeflectMissile(other, ent, fwd);
}
else
{
G_ReflectMissile(other, ent, fwd);
}
other->client->ps.saberBlockTime = level.time + (350 - (otherDefLevel*100)); //200;
//For jedi AI
other->client->ps.saberEventFlags |= SEF_DEFLECTED;
if (otherDefLevel == FORCE_LEVEL_3)
{
other->client->ps.saberBlockTime = 0; //^_^
}
if (otherDefLevel == FORCE_LEVEL_1)
{
goto killProj;
}
return;
}
else if ((other->r.contents & CONTENTS_LIGHTSABER) && !isKnockedSaber)
{ //hit this person's saber, so..
gentity_t *otherOwner = &g_entities[other->r.ownerNum];
if (otherOwner->takedamage && otherOwner->client &&
ent->s.weapon != WP_ROCKET_LAUNCHER &&
ent->s.weapon != WP_THERMAL &&
ent->s.weapon != WP_TRIP_MINE &&
ent->s.weapon != WP_DET_PACK &&
ent->s.weapon != WP_DEMP2 &&
ent->methodOfDeath != MOD_REPEATER_ALT &&
ent->methodOfDeath != MOD_FLECHETTE_ALT_SPLASH &&
ent->methodOfDeath != MOD_CONC &&
ent->methodOfDeath != MOD_CONC_ALT /*&&
otherOwner->client->ps.saberBlockTime < level.time*/)
{ //for now still deflect even if saberBlockTime >= level.time because it hit the actual saber
vec3_t fwd;
gentity_t *te;
int otherDefLevel = otherOwner->client->ps.fd.forcePowerLevel[FP_SABER_DEFENSE];
//in this case, deflect it even if we can't actually block it because it hit our saber
//WP_SaberCanBlock(otherOwner, ent->r.currentOrigin, 0, 0, qtrue, 0);
if (otherOwner->client && otherOwner->client->ps.weaponTime <= 0)
{
WP_SaberBlockNonRandom(otherOwner, ent->r.currentOrigin, qtrue);
}
te = G_TempEntity( ent->r.currentOrigin, EV_SABER_BLOCK );
VectorCopy(ent->r.currentOrigin, te->s.origin);
VectorCopy(trace->plane.normal, te->s.angles);
te->s.eventParm = 0;
te->s.weapon = 0;//saberNum
te->s.legsAnim = 0;//bladeNum
/*if (otherOwner->client->ps.velocity[2] > 0 ||
otherOwner->client->pers.cmd.forwardmove ||
otherOwner->client->pers.cmd.rightmove)*/
if (otherOwner->client->ps.velocity[2] > 0 ||
otherOwner->client->pers.cmd.forwardmove < 0) //now we only do it if jumping or running backward. Should be able to full-on charge.
{
otherDefLevel -= 1;
if (otherDefLevel < 0)
{
otherDefLevel = 0;
}
}
AngleVectors(otherOwner->client->ps.viewangles, fwd, NULL, NULL);
if (otherDefLevel == FORCE_LEVEL_1)
{
//if def is only level 1, instead of deflecting the shot it should just die here
}
else if (otherDefLevel == FORCE_LEVEL_2)
{
G_DeflectMissile(otherOwner, ent, fwd);
}
else
{
G_ReflectMissile(otherOwner, ent, fwd);
}
otherOwner->client->ps.saberBlockTime = level.time + (350 - (otherDefLevel*100));//200;
//For jedi AI
otherOwner->client->ps.saberEventFlags |= SEF_DEFLECTED;
if (otherDefLevel == FORCE_LEVEL_3)
{
otherOwner->client->ps.saberBlockTime = 0; //^_^
}
if (otherDefLevel == FORCE_LEVEL_1)
{
goto killProj;
}
return;
}
}
// check for sticking
if ( !other->takedamage && ( ent->s.eFlags & EF_MISSILE_STICK ) )
{
laserTrapStick( ent, trace->endpos, trace->plane.normal );
G_AddEvent( ent, EV_MISSILE_STICK, 0 );
return;
}
// impact damage
if (other->takedamage && !isKnockedSaber) {
// FIXME: wrong damage direction?
if ( ent->damage ) {
vec3_t velocity;
qboolean didDmg = qfalse;
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
}
if (ent->s.weapon == WP_BOWCASTER || ent->s.weapon == WP_FLECHETTE ||
ent->s.weapon == WP_ROCKET_LAUNCHER)
{
if (ent->s.weapon == WP_FLECHETTE && (ent->s.eFlags & EF_ALT_FIRING))
{
ent->think(ent);
}
else
{
G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
/*ent->s.origin*/ent->r.currentOrigin, ent->damage,
DAMAGE_HALF_ABSORB, ent->methodOfDeath);
didDmg = qtrue;
}
}
else
{
G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
/*ent->s.origin*/ent->r.currentOrigin, ent->damage,
0, ent->methodOfDeath);
didDmg = qtrue;
}
if (didDmg && other && other->client)
{ //What I'm wondering is why this isn't in the NPC pain funcs. But this is what SP does, so whatever.
class_t npc_class = other->client->NPC_class;
// If we are a robot and we aren't currently doing the full body electricity...
if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE ||
npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 || npc_class == CLASS_REMOTE ||
npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 || //npc_class == CLASS_PROTOCOL ||//no protocol, looks odd
npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )
{
// special droid only behaviors
if ( other->client->ps.electrifyTime < level.time + 100 )
{
// ... do the effect for a split second for some more feedback
other->client->ps.electrifyTime = level.time + 450;
}
//FIXME: throw some sparks off droids,too
}
}
}
if ( ent->s.weapon == WP_DEMP2 )
{//a hit with demp2 decloaks people, disables ships
if ( other && other->client && other->client->NPC_class == CLASS_VEHICLE )
{//hit a vehicle
if ( other->m_pVehicle //valid vehicle ent
&& other->m_pVehicle->m_pVehicleInfo//valid stats
&& (other->m_pVehicle->m_pVehicleInfo->type == VH_SPEEDER//always affect speeders
||(other->m_pVehicle->m_pVehicleInfo->type == VH_FIGHTER && ent->classname && Q_stricmp("vehicle_proj", ent->classname ) == 0) )//only vehicle ion weapons affect a fighter in this manner
&& !FighterIsLanded( other->m_pVehicle , &other->client->ps )//not landed
&& !(other->spawnflags&2) )//and not suspended
{//vehicles hit by "ion cannons" lose control
if ( other->client->ps.electrifyTime > level.time )
{//add onto it
//FIXME: extern the length of the "out of control" time?
other->client->ps.electrifyTime += Q_irand(200,500);
if ( other->client->ps.electrifyTime > level.time + 4000 )
{//cap it
other->client->ps.electrifyTime = level.time + 4000;
}
}
else
{//start it
//FIXME: extern the length of the "out of control" time?
other->client->ps.electrifyTime = level.time + Q_irand(200,500);
}
}
}
else if ( other && other->client && other->client->ps.powerups[PW_CLOAKED] )
{
Jedi_Decloak( other );
if ( ent->methodOfDeath == MOD_DEMP2_ALT )
{//direct hit with alt disables cloak forever
//permanently disable the saboteur's cloak
other->client->cloakToggleTime = Q3_INFINITE;
}
else
{//temp disable
other->client->cloakToggleTime = level.time + Q_irand( 3000, 10000 );
}
}
}
}
killProj:
// 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 && !isKnockedSaber ) {
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 if (ent->s.weapon != G2_MODEL_PART && !isKnockedSaber) {
G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
}
if (!isKnockedSaber)
{
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 );
ent->takedamage = qfalse;
// splash damage (doesn't apply to person directly hit)
if ( ent->splashDamage ) {
if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
other, ent, ent->splashMethodOfDeath ) ) {
if( !hitClient
&& g_entities[ent->r.ownerNum].client ) {
g_entities[ent->r.ownerNum].client->accuracy_hits++;
}
}
}
if (ent->s.weapon == G2_MODEL_PART)
{
ent->freeAfterEvent = qfalse; //it will free itself
}
trap_LinkEntity( ent );
}
/*
================
G_RunMissile
================
*/
void G_RunMissile( gentity_t *ent ) {
vec3_t origin, groundSpot;
trace_t tr;
int passent;
qboolean isKnockedSaber = qfalse;
if (ent->neverFree && ent->s.weapon == WP_SABER && (ent->flags & FL_BOUNCE_HALF))
{
isKnockedSaber = qtrue;
ent->s.pos.trType = TR_GRAVITY;
}
// 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;
}
else {
// ignore interactions with the missile owner
if ( (ent->r.svFlags&SVF_OWNERNOTSHARED)
&& (ent->s.eFlags&EF_JETPACK_ACTIVE) )
{//A vehicle missile that should be solid to its owner
//I don't care about hitting my owner
passent = ent->s.number;
}
else
{
passent = ent->r.ownerNum;
}
}
// trace a line from the previous position to the current position
if (d_projectileGhoul2Collision.integer)
{
trap_G2Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask, G2TRFLAG_DOGHOULTRACE|G2TRFLAG_GETSURFINDEX|G2TRFLAG_THICK|G2TRFLAG_HITCORPSES, g_g2TraceLod.integer );
if (tr.fraction != 1.0 && tr.entityNum < ENTITYNUM_WORLD)
{
gentity_t *g2Hit = &g_entities[tr.entityNum];
if (g2Hit->inuse && g2Hit->client && g2Hit->ghoul2)
{ //since we used G2TRFLAG_GETSURFINDEX, tr.surfaceFlags will actually contain the index of the surface on the ghoul2 model we collided with.
g2Hit->client->g2LastSurfaceHit = tr.surfaceFlags;
g2Hit->client->g2LastSurfaceTime = level.time;
}
if (g2Hit->ghoul2)
{
tr.surfaceFlags = 0; //clear the surface flags after, since we actually care about them in here.
}
}
}
else
{
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 );
}
if (ent->passThroughNum && tr.entityNum == (ent->passThroughNum-1))
{
VectorCopy( origin, ent->r.currentOrigin );
trap_LinkEntity( ent );
goto passthrough;
}
trap_LinkEntity( ent );
if (ent->s.weapon == G2_MODEL_PART && !ent->bounceCount)
{
vec3_t lowerOrg;
trace_t trG;
VectorCopy(ent->r.currentOrigin, lowerOrg);
lowerOrg[2] -= 1;
trap_Trace( &trG, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, lowerOrg, passent, ent->clipmask );
VectorCopy(trG.endpos, groundSpot);
if (!trG.startsolid && !trG.allsolid && trG.entityNum == ENTITYNUM_WORLD)
{
ent->s.groundEntityNum = trG.entityNum;
}
else
{
ent->s.groundEntityNum = ENTITYNUM_NONE;
}
}
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;
}
if ((ent->s.weapon == WP_SABER && ent->isSaberEntity) || isKnockedSaber)
{
G_RunThink( ent );
return;
}
else if (ent->s.weapon != G2_MODEL_PART)
{
G_FreeEntity( ent );
return;
}
}
#if 0 //will get stomped with missile impact event...
if (ent->s.weapon > WP_NONE && ent->s.weapon < WP_NUM_WEAPONS &&
(tr.entityNum < MAX_CLIENTS || g_entities[tr.entityNum].s.eType == ET_NPC))
{ //player or NPC, try making a mark on him
/*
gentity_t *evEnt = G_TempEntity(ent->r.currentOrigin, EV_GHOUL2_MARK);
evEnt->s.owner = tr.entityNum; //the entity the mark should be placed on
evEnt->s.weapon = ent->s.weapon; //the weapon used (to determine mark type)
VectorCopy(ent->r.currentOrigin, evEnt->s.origin); //the point of impact
//origin2 gets the predicted trajectory-based position.
BG_EvaluateTrajectory( &ent->s.pos, level.time, evEnt->s.origin2 );
//If they are the same, there will be problems.
if (VectorCompare(evEnt->s.origin, evEnt->s.origin2))
{
evEnt->s.origin2[2] += 2; //whatever, at least it won't mess up.
}
*/
//ok, let's try adding it to the missile ent instead (tempents bad!)
G_AddEvent(ent, EV_GHOUL2_MARK, 0);
//copy current pos to s.origin, and current projected traj to origin2
VectorCopy(ent->r.currentOrigin, ent->s.origin);
BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->s.origin2 );
//the index for whoever we are hitting
ent->s.otherEntityNum = tr.entityNum;
if (VectorCompare(ent->s.origin, ent->s.origin2))
{
ent->s.origin2[2] += 2.0f; //whatever, at least it won't mess up.
}
}
#else
if (ent->s.weapon > WP_NONE && ent->s.weapon < WP_NUM_WEAPONS &&
(tr.entityNum < MAX_CLIENTS || g_entities[tr.entityNum].s.eType == ET_NPC))
{ //player or NPC, try making a mark on him
//copy current pos to s.origin, and current projected traj to origin2
VectorCopy(ent->r.currentOrigin, ent->s.origin);
BG_EvaluateTrajectory( &ent->s.pos, level.time, ent->s.origin2 );
if (VectorCompare(ent->s.origin, ent->s.origin2))
{
ent->s.origin2[2] += 2.0f; //whatever, at least it won't mess up.
}
}
#endif
G_MissileImpact( ent, &tr );
if (tr.entityNum == ent->s.otherEntityNum)
{ //if the impact event other and the trace ent match then it's ok to do the g2 mark
ent->s.trickedentindex = 1;
}
if ( ent->s.eType != ET_MISSILE && ent->s.weapon != G2_MODEL_PART )
{
return; // exploded
}
}
passthrough:
if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
{//stuck missiles should check some special stuff
G_RunStuckMissile( ent );
return;
}
if (ent->s.weapon == G2_MODEL_PART)
{
if (ent->s.groundEntityNum == ENTITYNUM_WORLD)
{
ent->s.pos.trType = TR_LINEAR;
VectorClear(ent->s.pos.trDelta);
ent->s.pos.trTime = level.time;
VectorCopy(groundSpot, ent->s.pos.trBase);
VectorCopy(groundSpot, ent->r.currentOrigin);
if (ent->s.apos.trType != TR_STATIONARY)
{
ent->s.apos.trType = TR_STATIONARY;
ent->s.apos.trTime = level.time;
ent->s.apos.trBase[ROLL] = 0;
ent->s.apos.trBase[PITCH] = 0;
}
}
}
// check think function after bouncing
G_RunThink( ent );
}
//=============================================================================