469 lines
12 KiB
C
469 lines
12 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
|
|
//
|
|
#include "g_local.h"
|
|
|
|
#define MISSILE_PRESTEP_TIME 50
|
|
|
|
// ick
|
|
extern void grenadeSpewShrapnel( gentity_t *ent );
|
|
|
|
/*
|
|
================
|
|
G_BounceMissile
|
|
|
|
returns true if a bounce sound should be played
|
|
================
|
|
*/
|
|
qboolean 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->s.eFlags & EF_BOUNCE_HALF ) {
|
|
VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
|
|
ent->s.pos.trDelta[2]*=0.5f;
|
|
// check for stop
|
|
if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) {
|
|
G_SetOrigin( ent, trace->endpos );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
|
|
VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
|
|
SnapVector( ent->s.pos.trBase ); // save net bandwidth
|
|
ent->s.pos.trTime = level.time;
|
|
return qtrue;
|
|
}
|
|
|
|
void TouchStickyGrenade(gentity_t *ent, gentity_t *other, trace_t *trace)
|
|
{
|
|
// if the guy that touches this grenade can take damage, he's about to.
|
|
if (other->takedamage)
|
|
{
|
|
if (ent->parent != other)
|
|
{
|
|
ent->touch = 0;
|
|
ent->nextthink = level.time + FRAMETIME;
|
|
ent->think = grenadeSpewShrapnel;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
G_MissileStick
|
|
|
|
================
|
|
*/
|
|
#define GRENADE_ALT_STICK_TIME 2500
|
|
|
|
void G_MissileStick( gentity_t *ent, trace_t *trace )
|
|
{
|
|
vec3_t org;
|
|
gentity_t *tent = NULL;
|
|
gentity_t *other = NULL;
|
|
|
|
other = &g_entities[trace->entityNum];
|
|
|
|
if (other->takedamage)
|
|
{
|
|
// using grenade as a direct fire weapon. hit someone. explode.
|
|
ent->splashMethodOfDeath = MOD_GRENADE_ALT;
|
|
grenadeSpewShrapnel(ent);
|
|
return;
|
|
}
|
|
|
|
// send client a message to start the grenade a-beepin'
|
|
tent = G_TempEntity( ent->r.currentOrigin, EV_GRENADE_SHRAPNEL );
|
|
|
|
// Back away from the wall
|
|
VectorMA( trace->endpos, 3.5, trace->plane.normal, org );
|
|
G_SetOrigin( ent, org );
|
|
VectorCopy( trace->plane.normal, ent->pos1 );
|
|
|
|
VectorClear( ent->s.apos.trDelta );
|
|
// This will orient the object to face in the direction of the normal
|
|
VectorScale( trace->plane.normal, -1, ent->s.pos.trDelta );
|
|
ent->s.pos.trTime = level.time;
|
|
SnapVector( ent->s.pos.trDelta ); // save net bandwidth
|
|
|
|
ent->touch = TouchStickyGrenade;
|
|
ent->r.contents = CONTENTS_TRIGGER;
|
|
// check FX_GrenadeShrapnelBits() to make sure this nextthink coincides with that killtime
|
|
ent->nextthink = level.time + GRENADE_ALT_STICK_TIME;
|
|
ent->think = grenadeSpewShrapnel;
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
G_MissileImpact
|
|
|
|
================
|
|
*/
|
|
void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
|
|
gentity_t *other = NULL, *tent = NULL;
|
|
qboolean hitClient = qfalse;
|
|
|
|
other = &g_entities[trace->entityNum];
|
|
|
|
// check for bounce
|
|
if ( !other->takedamage &&
|
|
(ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF )) )
|
|
{
|
|
// Check to see if there is a bounce count
|
|
if ( ent->count ) {
|
|
// decrement number of bounces and then see if it should be done bouncing
|
|
if ( !(--ent->count) ) {
|
|
// He (or she) will bounce no more (after this current bounce, that is).
|
|
ent->s.eFlags &= ~( EF_BOUNCE | EF_BOUNCE_HALF );
|
|
}
|
|
}
|
|
|
|
if (G_BounceMissile( ent, trace ))
|
|
{
|
|
// fixme. shouldn't the normal of the trace be passed to cgame?
|
|
//G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
|
|
tent = G_TempEntity( trace->endpos, EV_GRENADE_BOUNCE );
|
|
tent->s.weapon = ent->s.weapon;
|
|
VectorCopy(trace->plane.normal, tent->s.angles2);
|
|
VectorShort(tent->s.angles2);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// check for sticking
|
|
if ( ( ent->s.eFlags & EF_MISSILE_STICK ) )
|
|
{
|
|
// kinda cheap, but if a sticky grenade hits a forcefield, explode
|
|
if (other->classname && !strcmp(other->classname, "func_forcefield"))
|
|
{
|
|
// can't call grenadeSpewShrapnel right here or G_RunMissile will puke
|
|
ent->think = grenadeSpewShrapnel;
|
|
// set our next think to right now. our think fn will get called this frame.
|
|
ent->nextthink = level.time;
|
|
trap_LinkEntity( ent );
|
|
return;
|
|
}
|
|
|
|
G_MissileStick( ent, trace );
|
|
G_AddEvent( ent, EV_MISSILE_STICK, 0 );
|
|
return;
|
|
}
|
|
|
|
// impact damage
|
|
if (other->takedamage) {
|
|
// FIXME: wrong damage direction?
|
|
if ( ent->damage ) {
|
|
vec3_t velocity;
|
|
int flags = 0;
|
|
|
|
if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
|
|
g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++;
|
|
hitClient = qtrue;
|
|
}
|
|
BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
|
|
if ( VectorLength( velocity ) == 0 ) {
|
|
velocity[2] = 1; // stepped on a grenade
|
|
}
|
|
if (MOD_STASIS == ent->methodOfDeath)
|
|
{
|
|
flags |= DAMAGE_ARMOR_PIERCING;
|
|
}
|
|
G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
|
|
ent->s.origin, ent->damage,
|
|
flags, ent->methodOfDeath);
|
|
}
|
|
}
|
|
|
|
// 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
|
|
{
|
|
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 ) {
|
|
if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
|
|
other, 0, ent->splashMethodOfDeath ) ) {
|
|
if( !hitClient ) {
|
|
g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++;
|
|
}
|
|
}
|
|
}
|
|
|
|
trap_LinkEntity( ent );
|
|
}
|
|
|
|
/*
|
|
================
|
|
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;
|
|
|
|
// splash damage
|
|
if ( ent->splashDamage ) {
|
|
if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, NULL
|
|
, 0, ent->splashMethodOfDeath ) ) {
|
|
g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++;
|
|
}
|
|
}
|
|
|
|
trap_LinkEntity( ent );
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
G_RunMissile
|
|
|
|
================
|
|
*/
|
|
void G_RunMissile( gentity_t *ent ) {
|
|
vec3_t origin;
|
|
trace_t tr;
|
|
|
|
// get current position
|
|
BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
|
|
|
|
// trace a line from the previous position to the current position,
|
|
// ignoring interactions with the missile owner
|
|
trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin,
|
|
ent->r.ownerNum, ent->clipmask );
|
|
|
|
VectorCopy( tr.endpos, ent->r.currentOrigin );
|
|
|
|
if ( tr.startsolid ) {
|
|
tr.fraction = 0;
|
|
}
|
|
|
|
trap_LinkEntity( ent );
|
|
|
|
if ( tr.fraction != 1 && !tr.allsolid) {
|
|
// never explode or bounce on sky
|
|
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
|
|
G_FreeEntity( ent );
|
|
return;
|
|
}
|
|
|
|
G_MissileImpact( ent, &tr );
|
|
if ( (ent->s.eType != ET_MISSILE) && (ent->s.eType != ET_ALT_MISSILE) ) {
|
|
return; // exploded
|
|
}
|
|
}
|
|
|
|
// 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_SCAVENGER_RIFLE;
|
|
bolt->r.ownerNum = self->s.number;
|
|
bolt->parent = self;
|
|
bolt->damage = 20;
|
|
bolt->splashDamage = 15;
|
|
bolt->splashRadius = 20;
|
|
bolt->methodOfDeath = MOD_SCAVENGER_ALT;
|
|
bolt->splashMethodOfDeath = MOD_SCAVENGER_ALT_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 );
|
|
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
|
|
VectorScale( dir, 2000, bolt->s.pos.trDelta );
|
|
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
|
|
|
|
VectorCopy (start, bolt->r.currentOrigin);
|
|
|
|
return bolt;
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
|
|
/*
|
|
=================
|
|
fire_quantum
|
|
|
|
=================
|
|
*/
|
|
gentity_t *fire_quantum (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_QUANTUM_BURST;
|
|
bolt->r.ownerNum = self->s.number;
|
|
bolt->parent = self;
|
|
bolt->damage = 20;
|
|
bolt->splashDamage = 15;
|
|
bolt->splashRadius = 20;
|
|
bolt->methodOfDeath = MOD_QUANTUM;
|
|
bolt->splashMethodOfDeath = MOD_QUANTUM_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 );
|
|
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
|
|
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;
|
|
bolt->splashDamage = 100;
|
|
bolt->splashRadius = 150;
|
|
bolt->methodOfDeath = MOD_GRENADE;
|
|
bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
|
|
bolt->clipmask = MASK_SHOT;
|
|
|
|
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 );
|
|
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
|
|
VectorScale( dir, 700, bolt->s.pos.trDelta );
|
|
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 + 10000;
|
|
bolt->think = G_ExplodeMissile;
|
|
bolt->s.eType = ET_MISSILE;
|
|
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
|
|
bolt->s.weapon = WP_STASIS;
|
|
bolt->r.ownerNum = self->s.number;
|
|
bolt->parent = self;
|
|
bolt->damage = 100;
|
|
bolt->splashDamage = 100;
|
|
bolt->splashRadius = 120;
|
|
bolt->methodOfDeath = MOD_QUANTUM;
|
|
bolt->splashMethodOfDeath = MOD_QUANTUM_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 );
|
|
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
|
|
VectorScale( dir, 900, bolt->s.pos.trDelta );
|
|
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
|
|
VectorCopy (start, bolt->r.currentOrigin);
|
|
|
|
return bolt;
|
|
}
|
|
|
|
|
|
|