stvoy-mp-sdk/Code-DM/game/g_weapon.c

2200 lines
63 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_weapon.c
// perform the server side effects of a weapon firing
#include "g_local.h"
static float s_quadFactor;
static vec3_t forward, right, up;
static vec3_t muzzle;
extern void G_MissileImpact( gentity_t *ent, trace_t *trace);
#define MAX_BEAM_HITS 4
#define DMG_VAR (flrandom(0.8,1.2))
// Weapon damages are located up here for easy access...
// Phaser
#define PHASER_DAMAGE 6 // 7
#define PHASER_ALT_RADIUS 12 // 16
// Compression Rifle
#define CRIFLE_DAMAGE 16 // 20
#define CRIFLE_MAIN_SPLASH_RADIUS 64
#define CRIFLE_MAIN_SPLASH_DMG 16 // 20
#define CRIFLE_ALTDAMAGE 85 // 100
#define CRIFLE_ALT_SPLASH_RADIUS 32
#define CRIFLE_ALT_SPLASH_DMG 10
// Imod
#define IMOD_DAMAGE 20 // 32
#define IMOD_ALT_DAMAGE 48 // 64
// Scavenger Rifle
#define SCAV_DAMAGE 8 // 16
#define SCAV_ALT_DAMAGE 60 // 60
#define SCAV_ALT_SPLASH_RAD 100
#define SCAV_ALT_SPLASH_DAM 60 // 60
// Stasis Weapon
#define STASIS_DAMAGE 9 // 15
#define STASIS_ALT_DAMAGE 24 // 40
#define STASIS_ALT_DAMAGE2 12 // 20
// Grenade Launcher
#define GRENADE_DAMAGE 75 // 100
#define GRENADE_SPLASH_RAD 160
#define GRENADE_SPLASH_DAM 75 // 100
#define GRENADE_ALT_DAMAGE 64
// Tetrion Disruptor
#define TETRION_DAMAGE 4 // 5
#define TETRION_ALT_DAMAGE 17 // 30
// Quantum Burst
#define QUANTUM_DAMAGE 140 // 85 // 100
#define QUANTUM_SPLASH_DAM 140 // 85 // 128
#define QUANTUM_SPLASH_RAD 160
#define QUANTUM_ALT_DAMAGE 140 // 75 // 100
#define QUANTUM_ALT_SPLASH_DAM 140 // 75 // 128
#define QUANTUM_ALT_SPLASH_RAD 80
// Dreadnought Weapon
#define DREADNOUGHT_DAMAGE 8 // 6 // Note that there's two traces, so we can do up to DOUBLE damage...
#define DREADNOUGHT_WIDTH 9 // 12
#define DREADNOUGHT_ALTDAMAGE 35 // 40
/*
======================
SnapVectorTowards
Round a vector to integers for more efficient network
transmission, but make sure that it rounds towards a given point
rather than blindly truncating. This prevents it from truncating
into a wall.
======================
*/
void SnapVectorTowards( vec3_t v, vec3_t to ) {
int i;
for ( i = 0 ; i < 3 ; i++ ) {
if ( to[i] <= v[i] ) {
v[i] = (int)v[i];
} else {
v[i] = (int)v[i] + 1;
}
}
}
/*
----------------------------------------------
PLAYER WEAPONS
----------------------------------------------
----------------------------------------------
PHASER
----------------------------------------------
*/
#define MAXRANGE_PHASER 2048 // This is the same as the range MAX_BEAM_RANGE 2048
#define NUM_PHASER_TRACES 3
#define BEAM_VARIATION 6
#define PHASER_POINT_BLANK 96
#define PHASER_POINT_BLANK_FRAC ((float)PHASER_POINT_BLANK / (float)MAXRANGE_PHASER)
//---------------------------------------------------------
void WP_FirePhaser( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
trace_t tr;
vec3_t end;
gentity_t *traceEnt;
int trEnts[NUM_PHASER_TRACES], i = 0;
float trEntFraction[NUM_PHASER_TRACES];
int damage = 0;
VectorMA (muzzle, MAXRANGE_PHASER, forward, end);
// Add a subtle variation to the beam weapon's endpoint
for (i = 0; i < 3; i ++ )
{
end[i] += crandom() * BEAM_VARIATION;
}
for (i = 0; i < NUM_PHASER_TRACES; i++)
{
trEnts[i] = -1;
trEntFraction[i] = 0.0;
}
// Find out who we've hit
// gi.trace ( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
if (tr.entityNum != (MAX_GENTITIES-1))
{
trEnts[0] = tr.entityNum;
trEntFraction[0] = tr.fraction;
}
if ( alt_fire && ent->client->ps.ammo[WP_PHASER])
{ // Use the ending point of the thin trace to do two more traces, one on either side, for actual damaging effect.
vec3_t vUp = {0,0,1}, vRight, start2, end2;
float halfBeamWidth = PHASER_ALT_RADIUS;
CrossProduct(forward, vUp, vRight);
VectorNormalize(vRight);
VectorMA(muzzle, halfBeamWidth, vRight, start2);
VectorMA(end, halfBeamWidth, vRight, end2);
VectorCopy(tr.endpos, end);
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, (CONTENTS_PLAYERCLIP|CONTENTS_BODY) );
if ( (tr.entityNum != (MAX_GENTITIES-1)) &&
(tr.entityNum != trEnts[0]) )
{
trEnts[1] = tr.entityNum;
trEntFraction[1] = tr.fraction;
}
VectorMA(muzzle, -halfBeamWidth, vRight, start2);
VectorMA(end, -halfBeamWidth, vRight, end2);
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, (CONTENTS_PLAYERCLIP|CONTENTS_BODY) );
if ( (tr.entityNum != (MAX_GENTITIES-1)) &&
(tr.entityNum != trEnts[0]) &&
(tr.entityNum != trEnts[1]))
{
trEnts[2] = tr.entityNum;
trEntFraction[2] = tr.fraction;
}
}
for (i = 0; i < NUM_PHASER_TRACES; i++)
{
if (-1 == trEnts[i])
{
continue;
}
traceEnt = &g_entities[ trEnts[i] ];
if ( traceEnt->takedamage)
{
// damage = (float)PHASER_DAMAGE*DMG_VAR*s_quadFactor; // No variance on phaser
damage = (float)PHASER_DAMAGE*s_quadFactor;
if (trEntFraction[i] <= PHASER_POINT_BLANK_FRAC)
{ // Point blank! Do up to double damage.
damage += damage * (1.0 - (trEntFraction[i]/PHASER_POINT_BLANK_FRAC));
}
else
{ // Normal range
damage -= (int)(trEntFraction[i]*5.0);
}
if (!ent->client->ps.ammo[WP_PHASER])
{
damage *= .35; // weak out-of-ammo phaser
}
if (damage > 0)
{
if ( alt_fire || ent->client->ps.ammo[WP_PHASER]) // If empty, don't armor pierce.
{
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
DAMAGE_NO_KNOCKBACK | DAMAGE_NOT_ARMOR_PIERCING, MOD_PHASER_ALT );
}
else
{
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage,
DAMAGE_NO_KNOCKBACK | DAMAGE_ARMOR_PIERCING, MOD_PHASER );
}
}
}
}
if (damage)
{
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
}
/*
----------------------------------------------
COMPRESSION RIFLE
----------------------------------------------
*/
#define COMPRESSION_SPREAD 100
#define MAXRANGE_CRIFLE 8192
//---------------------------------------------------------
void WP_FireCompressionRifle ( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
gentity_t *tent = 0;
gentity_t *traceEnt;
int damage = alt_fire ? (CRIFLE_ALTDAMAGE*DMG_VAR) : (CRIFLE_DAMAGE*DMG_VAR);
int splashDmg = alt_fire ? CRIFLE_ALT_SPLASH_DMG : CRIFLE_MAIN_SPLASH_DMG;
int splashRadius = alt_fire ? CRIFLE_ALT_SPLASH_RADIUS : CRIFLE_MAIN_SPLASH_RADIUS;
trace_t tr;
vec3_t end;
float r;
float u;
qboolean render_impact = qtrue;
int mod;
VectorMA (muzzle, MAXRANGE_CRIFLE, forward, end);
// Make me 100% accurate
if ( !alt_fire ||
ent->client->ps.velocity[0] ||
ent->client->ps.velocity[1] ||
ent->client->ps.velocity[2] )
{
r = crandom()*COMPRESSION_SPREAD;
u = crandom()*COMPRESSION_SPREAD;
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
}
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
// If the beam hits a skybox, etc. it would look foolish to add in an explosion
if ( tr.surfaceFlags & SURF_NOIMPACT )
{
render_impact = qfalse;
}
traceEnt = &g_entities[ tr.entityNum ];
SnapVector(tr.endpos); // Make this less networking-intensive.
// Render a shot in any case.
if ( alt_fire )
{
tent = G_TempEntity( muzzle, EV_COMPRESSION_RIFLE_ALT );
tent->s.eFlags |= EF_ALT_FIRING;
}
else
{
tent = G_TempEntity( muzzle, EV_COMPRESSION_RIFLE );
}
// stash our firing direction in the message also
VectorSubtract(end, muzzle, tent->s.origin2);
VectorShort(tent->s.origin2);
// Only add in impact stuff when told to do so
if ( render_impact )
{
// send bullet impact
if ( traceEnt->takedamage && traceEnt->client )
{
}
else
{
if (alt_fire)
{
mod = MOD_CRIFLE_ALT_SPLASH;
}
else
{
mod = MOD_CRIFLE_SPLASH;
}
if( G_RadiusDamage( tr.endpos, ent, splashDmg, splashRadius, NULL, 0, mod ) )
{
// Does a burst radius hit really count as a "hit"? Not for compression rifles...
//g_entities[ent->s.number].client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
}
if ( traceEnt->takedamage)
{
if (alt_fire)
{
mod = MOD_CRIFLE_ALT;
}
else
{
mod = MOD_CRIFLE;
}
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage*s_quadFactor, DAMAGE_NOT_ARMOR_PIERCING, mod );
// give the shooter a reward sound if they have made two sniper hits in a row
// check for "impressive" reward sound
if (traceEnt->client)
{
if (((g_gametype.integer >= GT_TEAM) && (ent->client->ps.persistant[PERS_TEAM] != traceEnt->client->ps.persistant[PERS_TEAM]))
|| (g_gametype.integer < GT_TEAM))
{
if (alt_fire)
{
ent->client->accurateCount++;
if ( ent->client->accurateCount >= 2 )
{
ent->client->accurateCount -= 2;
ent->client->ps.persistant[PERS_REWARD_COUNT]++;
ent->client->ps.persistant[PERS_REWARD] = REWARD_IMPRESSIVE;
ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
// add the sprite over the player's head
ent->client->ps.eFlags &= ~EF_AWARD_MASK;
ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
}
}
}
}
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
else
{ // Misses reset the hit counter.
ent->client->accurateCount = 0;
}
G_LogWeaponFire(ent->s.number, WP_COMPRESSION_RIFLE);
}
/*
----------------------------------------------
IMOD
----------------------------------------------
*/
#define MAXRANGE_IMOD 4096
#define MAX_RAIL_HITS 4
void IMODHit(qboolean alt_fire, gentity_t *traceEnt, gentity_t *ent, vec3_t d_dir, vec3_t endpos, vec3_t normal,
qboolean render_impact)
{
gentity_t *tent = NULL;
if ( alt_fire )
{
// send beam impact
if ( traceEnt && traceEnt->takedamage && traceEnt->client )
{
G_Damage( traceEnt, ent, ent, d_dir, endpos, IMOD_ALT_DAMAGE*DMG_VAR*s_quadFactor,
DAMAGE_NO_ARMOR | DAMAGE_NO_INVULNERABILITY, MOD_IMOD_ALT); // Used to be DAMAGE_SUPER_ARMOR_PIERCING
if (render_impact)
{
tent = G_TempEntity( endpos, EV_IMOD_ALTFIRE_HIT );
}
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
}
else
{
// send beam impact
if ( traceEnt && traceEnt->takedamage && traceEnt->client )
{
G_Damage( traceEnt, ent, ent, d_dir, endpos, IMOD_DAMAGE*DMG_VAR*s_quadFactor,
DAMAGE_NO_ARMOR | DAMAGE_NO_INVULNERABILITY, MOD_IMOD); // Used to be DAMAGE_SUPER_ARMOR_PIERCING
if (render_impact)
{
tent = G_TempEntity( endpos, EV_IMOD_HIT );
}
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
}
if (tent)
{
tent->s.eventParm = DirToByte( normal );
tent->s.weapon = ent->s.weapon;
VectorCopy( muzzle, tent->s.origin2 );
SnapVector(tent->s.origin2);
}
}
//---------------------------------------------------------
void WP_FireIMOD ( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
int i = 0;
int hits = 0;
int unlinked = 0;
gentity_t *unlinkedEntities[MAX_RAIL_HITS];
trace_t tr;
vec3_t end, d_dir;
gentity_t *tent = 0;
gentity_t *traceEnt = NULL;
qboolean render_impact = qtrue;
VectorMA (muzzle, MAXRANGE_IMOD, forward, end);
// trace only against the solids, so the railgun will go through people
do
{
trap_Trace (&tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->takedamage )
{
if( LogAccuracyHit( traceEnt, ent ) )
{
hits++;
}
//For knockback - send them up in air
VectorCopy(forward, d_dir);
if(d_dir[2] < 0.30f)
{
d_dir[2] = 0.30f;
}
VectorNormalize(d_dir);
// do the damage and send an impact effect
IMODHit(alt_fire, traceEnt, ent, d_dir, tr.endpos, tr.plane.normal, render_impact);
// give the shooter a reward sound if they have made two sniper hits in a row
// check for "impressive" reward sound
// Note that hitting two people in a line warrants an "impressive" as well...
if (traceEnt->client)
{
if (((g_gametype.integer >= GT_TEAM) && (ent->client->ps.persistant[PERS_TEAM] != traceEnt->client->ps.persistant[PERS_TEAM]))
|| (g_gametype.integer < GT_TEAM))
{
if (alt_fire)
{
ent->client->accurateCount++;
if ( ent->client->accurateCount >= 2 )
{
ent->client->accurateCount -= 2;
ent->client->ps.persistant[PERS_REWARD_COUNT]++;
ent->client->ps.persistant[PERS_REWARD] = REWARD_IMPRESSIVE;
ent->client->ps.persistant[PERS_IMPRESSIVE_COUNT]++;
// add the sprite over the player's head
ent->client->ps.eFlags &= ~EF_AWARD_MASK;
ent->client->ps.eFlags |= EF_AWARD_IMPRESSIVE;
ent->client->rewardTime = level.time + REWARD_SPRITE_TIME;
}
}
}
}
}
else
{
// If the beam hit the skybox, etc. it would look foolish to add in an explosion
if ( tr.surfaceFlags & SURF_NOIMPACT )
{
render_impact = qfalse;
}
// send an impact effect
IMODHit(alt_fire, traceEnt, ent, d_dir, tr.endpos, tr.plane.normal, render_impact);
}
if ( tr.contents & CONTENTS_SOLID || !Q_stricmp(traceEnt->classname, "holdable_shield"))
{
break; // we hit something solid enough to stop the beam
}
// unlink this entity, so the next trace will go past it
trap_UnlinkEntity( traceEnt );
unlinkedEntities[unlinked] = traceEnt;
unlinked++;
} while ( unlinked < MAX_RAIL_HITS );
// link back in any entities we unlinked
for ( i = 0 ; i < unlinked ; i++ )
{
trap_LinkEntity( unlinkedEntities[i] );
}
// With endcapping on, the beam is actually longer than what the length parm in FX_AddLine for this
// effect specifies..so move it out so it doesn't clip into the gun so much
if ( alt_fire )
VectorMA (muzzle, 10, forward, muzzle);
else
VectorMA (muzzle, 2, forward, muzzle);
// Create the events that will add in the necessary effects
if ( alt_fire )
{
tent = G_TempEntity( tr.endpos, EV_IMOD_ALTFIRE );
}
else
{
tent = G_TempEntity( tr.endpos, EV_IMOD );
}
// Stash origins, etc. so the effect can have access to them
VectorCopy( muzzle, tent->s.origin2 );
SnapVector( tent->s.origin2 ); // save net bandwidth
if ( render_impact )
{
tent->s.eventParm = DirToByte( tr.plane.normal );
tent->s.weapon = ent->s.weapon;
}
G_LogWeaponFire(ent->s.number, WP_IMOD);
}
/*
----------------------------------------------
SCAVENGER
----------------------------------------------
*/
#define SCAV_SPREAD 0.5
#define SCAV_VELOCITY 1500
#define SCAV_SIZE 3
#define SCAV_ALT_VELOCITY 1000
#define SCAV_ALT_UP_VELOCITY 100
#define SCAV_ALT_SIZE 6
//---------------------------------------------------------
void FireScavengerBullet( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "scav_proj";
bolt->nextthink = level.time + 10000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_SCAVENGER_RIFLE;
bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
//fixme - remove
{
// Flags effect as being the full beefy version for the player
bolt->count = 0;
}
bolt->damage = SCAV_DAMAGE*DMG_VAR*s_quadFactor;
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_SCAVENGER;
bolt->clipmask = MASK_SHOT;
// Set the size of the missile up
VectorSet(bolt->r.maxs, SCAV_SIZE, SCAV_SIZE, SCAV_SIZE);
VectorSet(bolt->r.mins, -SCAV_SIZE, -SCAV_SIZE, -SCAV_SIZE);
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time - 10; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
VectorScale( dir, SCAV_VELOCITY, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin);
}
// Alt-fire...
//---------------------------------------------------------
void FireScavengerGrenade( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
gentity_t *grenade;
grenade = G_Spawn();
grenade->classname = "scav_grenade";
grenade->nextthink = level.time + 9000;
grenade->think = G_FreeEntity;
grenade->s.eType = ET_ALT_MISSILE;
grenade->s.weapon = WP_SCAVENGER_RIFLE;
grenade->r.ownerNum = ent->s.number;
grenade->parent = ent;
grenade->damage = SCAV_ALT_DAMAGE*DMG_VAR*s_quadFactor;
grenade->splashDamage = SCAV_ALT_SPLASH_DAM*s_quadFactor;
grenade->splashRadius = SCAV_ALT_SPLASH_RAD;//*s_quadFactor;
grenade->methodOfDeath = MOD_SCAVENGER_ALT;
grenade->splashMethodOfDeath = MOD_SCAVENGER_ALT_SPLASH;
grenade->clipmask = MASK_SHOT;
grenade->s.eFlags |= EF_ALT_FIRING;
// Set the size of the missile up
VectorSet(grenade->r.maxs, SCAV_ALT_SIZE, SCAV_ALT_SIZE, SCAV_ALT_SIZE);
VectorSet(grenade->r.mins, -SCAV_ALT_SIZE, -SCAV_ALT_SIZE, -SCAV_ALT_SIZE);
grenade->s.pos.trType = TR_GRAVITY;
grenade->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, grenade->s.pos.trBase );
SnapVector( grenade->s.pos.trBase ); // save net bandwidth
VectorScale( dir, random() * 100 + SCAV_ALT_VELOCITY, grenade->s.pos.trDelta );
// Add a tad of upwards velocity to the shot.
grenade->s.pos.trDelta[2] += SCAV_ALT_UP_VELOCITY;
// Add in half the player's velocity to the shot.
VectorMA(grenade->s.pos.trDelta, 0.5, ent->s.pos.trDelta, grenade->s.pos.trDelta);
SnapVector( grenade->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, grenade->r.currentOrigin);
VectorCopy (start, grenade->pos1);
VectorCopy (start, grenade->s.origin2);
SnapVector( grenade->s.origin2 ); // save net bandwidth
}
//---------------------------------------------------------
void WP_FireScavenger( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t dir, angles, temp_ang, temp_org;
vec3_t start;
float offset;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
if ( alt_fire )
{
FireScavengerGrenade( ent, start, dir );
}
else
{
vectoangles( dir, angles );
VectorSet( temp_ang, angles[0] + (crandom() * SCAV_SPREAD), angles[1] + (crandom() * SCAV_SPREAD), angles[2] );
AngleVectors( temp_ang, dir, NULL, NULL );
// try to make the shot alternate between barrels
offset = irandom(0, 1) * 2 + 1;
// FIXME: These offsets really don't work like they should
VectorMA( start, offset, right, temp_org );
VectorMA( temp_org, offset, up, temp_org );
FireScavengerBullet( ent, temp_org, dir );
}
G_LogWeaponFire(ent->s.number, WP_SCAVENGER_RIFLE);
}
/*
----------------------------------------------
STASIS
----------------------------------------------
*/
#define STASIS_VELOCITY 1100 //800 //650
#define STASIS_VELOCITY2 1000
// #define STASIS_SPREAD 5.0 //2.5 //1.8 // Keep the spread relatively small so that you can get multiple projectile impacts when a badie is close
#define STASIS_SPREAD 0.085f // Roughly equivalent to sin(5 deg).
#define STASIS_MAIN_MISSILE_BIG 4
#define STASIS_MAIN_MISSILE_SMALL 2
#define STASIS_ALT_RIGHT_OFS 0.10
#define STASIS_ALT_UP_OFS 0.02
#define STASIS_ALT_MUZZLE_OFS 1
#define MAXRANGE_ALT_STASIS 4096
//---------------------------------------------------------
void FireStasisMissile( gentity_t *ent, vec3_t origin, vec3_t dir, int size )
//---------------------------------------------------------
{
gentity_t *bolt;
int boltsize;
bolt = G_Spawn();
bolt->classname = "stasis_projectile";
bolt->nextthink = level.time + 10000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_STASIS;
bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
bolt->damage = size * STASIS_DAMAGE*DMG_VAR*s_quadFactor;
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_STASIS;
bolt->clipmask = MASK_SHOT;
// Set the size of the missile up
boltsize=3*size;
VectorSet(bolt->r.maxs, boltsize, boltsize, boltsize);
boltsize=-boltsize;
VectorSet(bolt->r.mins, boltsize, boltsize, boltsize);
// bolt->trigger_formation = qfalse; // don't draw tail on first frame
// There are going to be a couple of different sized projectiles, so store 'em here
bolt->count = size;
// kef -- need to keep the size in something that'll reach the cgame side
bolt->s.time2 = size;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time;
VectorCopy( origin, bolt->s.pos.trBase );
SnapVector( bolt->s.pos.trBase ); // save net bandwidth
VectorScale( dir, STASIS_VELOCITY + ( 50 * size ), bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (origin, bolt->r.currentOrigin);
// Used by trails
VectorCopy (origin, bolt->pos1 );
VectorCopy (origin, bolt->pos2 );
// kef -- need to keep the origin in something that'll reach the cgame side
VectorCopy(origin, bolt->s.angles2);
SnapVector( bolt->s.angles2 ); // save net bandwidth
}
//---------------------------------------------------------
void WP_FireStasisMain( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t dir;
// Fire forward
FireStasisMissile( ent, muzzle, forward, STASIS_MAIN_MISSILE_BIG );
// Fire slightly to the left
VectorMA(forward, STASIS_SPREAD, right, dir);
VectorNormalize(dir);
FireStasisMissile( ent, muzzle, dir, STASIS_MAIN_MISSILE_SMALL );
// Fire slightly to the right.
VectorMA(forward, -STASIS_SPREAD, right, dir);
VectorNormalize(dir);
FireStasisMissile( ent, muzzle, dir, STASIS_MAIN_MISSILE_SMALL );
}
void DoSmallStasisBeam(gentity_t *ent, vec3_t start, vec3_t dir)
{
vec3_t end;
trace_t tr;
gentity_t *traceEnt;
VectorMA(start, MAXRANGE_ALT_STASIS, dir, end);
trap_Trace(&tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT);
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->takedamage)
{
//For knockback - send them up in air
if ( dir[2] < 0.20f )
{
dir[2] = 0.20f;
}
VectorNormalize( dir );
G_Damage(traceEnt, ent, ent, dir, tr.endpos, STASIS_ALT_DAMAGE2*DMG_VAR*s_quadFactor, DAMAGE_ARMOR_PIERCING, MOD_STASIS_ALT );
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
}
//---------------------------------------------------------
void WP_FireStasisAlt( gentity_t *ent )
//---------------------------------------------------------
{
trace_t tr;
vec3_t end, d_dir, d_right, d_up={0,0,1}, start;
gentity_t *tent;
gentity_t *traceEnt;
// Find the main impact point
VectorMA (muzzle, MAXRANGE_ALT_STASIS, forward, end);
trap_Trace ( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT);
traceEnt = &g_entities[ tr.entityNum ];
// Why am I doing this when I've got a right and up already? Well, because this is how it is calc'ed on the client side.
CrossProduct(forward, d_up, d_right);
VectorNormalize(d_right); // "right" is scaled by the sin of the angle between fwd & up... Ditch that.
CrossProduct(d_right, forward, d_up); // Change the "fake up" (0,0,1) to a "real up" (perpendicular to the forward vector).
// VectorNormalize(d_up); // If I cared about how the vertical variance looked when pointing up or down, I'd normalize this.
// Fire a shot up and to the right.
VectorMA(forward, STASIS_ALT_RIGHT_OFS, d_right, d_dir);
VectorMA(d_dir, STASIS_ALT_UP_OFS, d_up, d_dir);
VectorMA(muzzle, STASIS_ALT_MUZZLE_OFS, d_right, start);
DoSmallStasisBeam(ent, start, d_dir);
// Fire a shot up and to the left.
VectorMA(forward, -STASIS_ALT_RIGHT_OFS, d_right, d_dir);
VectorMA(d_dir, STASIS_ALT_UP_OFS, d_up, d_dir);
VectorMA(muzzle, -STASIS_ALT_MUZZLE_OFS, d_right, start);
DoSmallStasisBeam(ent, start, d_dir);
// Fire a shot a bit down and to the right.
VectorMA(forward, 2.0*STASIS_ALT_RIGHT_OFS, d_right, d_dir);
VectorMA(d_dir, -0.5*STASIS_ALT_UP_OFS, d_up, d_dir);
VectorMA(muzzle, 2.0*STASIS_ALT_MUZZLE_OFS, d_right, start);
DoSmallStasisBeam(ent, start, d_dir);
// Fire a shot up and to the left.
VectorMA(forward, -2.0*STASIS_ALT_RIGHT_OFS, d_right, d_dir);
VectorMA(d_dir, -0.5*STASIS_ALT_UP_OFS, d_up, d_dir);
VectorMA(muzzle, -2.0*STASIS_ALT_MUZZLE_OFS, d_right, start);
DoSmallStasisBeam(ent, start, d_dir);
// Main beam
tent = G_TempEntity( tr.endpos, EV_STASIS );
tent->s.angles[YAW] = (int)(ent->client->ps.viewangles[YAW]);
if ( traceEnt->takedamage)
{
//For knockback - send them up in air
VectorCopy( forward, d_dir );
if ( d_dir[2] < 0.30f )
{
d_dir[2] = 0.30f;
}
VectorNormalize( d_dir );
G_Damage( traceEnt, ent, ent, d_dir, tr.endpos, STASIS_ALT_DAMAGE*DMG_VAR*s_quadFactor,
DAMAGE_ARMOR_PIERCING, MOD_STASIS_ALT );
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
// Stash origins, etc. so that the effects can have access to them
VectorCopy( muzzle, tent->s.origin2 );
SnapVector(tent->s.origin2);
}
//---------------------------------------------------------
void WP_FireStasis( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
// This was moved out of the FireWeapon switch statement below to keep things more consistent
if ( alt_fire )
{
WP_FireStasisAlt( ent );
}
else
{
WP_FireStasisMain( ent );
}
G_LogWeaponFire(ent->s.number, WP_STASIS);
}
/*
----------------------------------------------
GRENADE LAUNCHER
----------------------------------------------
*/
#define GRENADE_VELOCITY 1000
#define GRENADE_TIME 2000
#define GRENADE_SIZE 4
#define GRENADE_ALT_VELOCITY 1200
#define GRENADE_ALT_TIME 2500
#define SHRAPNEL_DAMAGE 30
#define SHRAPNEL_DISTANCE 4096
#define SHRAPNEL_BITS 6
#define SHRAPNEL_RANDOM 3
#define SHRAPNEL_SPREAD 0.75
//---------------------------------------------------------
void grenadeExplode( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t pos;
gentity_t *tent;
VectorSet( pos, ent->r.currentOrigin[0], ent->r.currentOrigin[1], ent->r.currentOrigin[2] + 8 );
tent = G_TempEntity( pos, EV_GRENADE_EXPLODE );
// splash damage (doesn't apply to person directly hit)
if ( ent->splashDamage ) {
G_RadiusDamage( pos, ent->parent, ent->splashDamage, ent->splashRadius,
NULL, 0, ent->splashMethodOfDeath );
}
G_FreeEntity( ent );
}
//---------------------------------------------------------
void grenadeSpewShrapnel( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *tent = NULL;
tent = G_TempEntity( ent->r.currentOrigin, EV_GRENADE_SHRAPNEL_EXPLODE );
tent->s.eventParm = DirToByte(ent->pos1);
// just do radius dmg for altfire
if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius,
NULL, 0, ent->splashMethodOfDeath ) )
{
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
G_FreeEntity(ent);
}
//---------------------------------------------------------
void WP_FireGrenade( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
gentity_t *grenade;
vec3_t dir, start;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
grenade = G_Spawn();
// kef -- make sure count is 0 so it won't get its bounciness removed like the tetrion projectile
grenade->count = 0;
if ( alt_fire )
{
grenade->classname = "grenade_alt_projectile";
grenade->nextthink = level.time + GRENADE_ALT_TIME; // How long 'til she blows
grenade->think = grenadeSpewShrapnel;
grenade->s.eFlags |= EF_MISSILE_STICK;
VectorScale( dir, 1000/*GRENADE_ALT_VELOCITY*/, grenade->s.pos.trDelta );
grenade->s.pos.trType = TR_GRAVITY;
grenade->damage = GRENADE_ALT_DAMAGE*DMG_VAR*s_quadFactor;
grenade->splashDamage = GRENADE_SPLASH_DAM*s_quadFactor;
grenade->splashRadius = GRENADE_SPLASH_RAD;//*s_quadFactor;
grenade->methodOfDeath = MOD_GRENADE_ALT;
grenade->splashMethodOfDeath = MOD_GRENADE_ALT_SPLASH;
grenade->s.eType = ET_ALT_MISSILE;
}
else
{
grenade->classname = "grenade_projectile";
grenade->nextthink = level.time + GRENADE_TIME; // How long 'til she blows
grenade->think = grenadeExplode;
grenade->s.eFlags |= EF_BOUNCE_HALF;
VectorScale( dir, GRENADE_VELOCITY, grenade->s.pos.trDelta );
grenade->s.pos.trType = TR_GRAVITY;
grenade->damage = GRENADE_DAMAGE*DMG_VAR*s_quadFactor;
grenade->splashDamage = GRENADE_SPLASH_DAM*s_quadFactor;
grenade->splashRadius = GRENADE_SPLASH_RAD;//*s_quadFactor;
grenade->methodOfDeath = MOD_GRENADE;
grenade->splashMethodOfDeath = MOD_GRENADE_SPLASH;
grenade->s.eType = ET_MISSILE;
}
grenade->r.svFlags = SVF_USE_CURRENT_ORIGIN;
grenade->s.weapon = WP_GRENADE_LAUNCHER;
grenade->r.ownerNum = ent->s.number;
grenade->parent = ent;
VectorSet(grenade->r.mins, -GRENADE_SIZE, -GRENADE_SIZE, -GRENADE_SIZE);
VectorSet(grenade->r.maxs, GRENADE_SIZE, GRENADE_SIZE, GRENADE_SIZE);
grenade->clipmask = MASK_SHOT;
grenade->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, grenade->s.pos.trBase );
SnapVector( grenade->s.pos.trBase ); // save net bandwidth
SnapVector( grenade->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, grenade->r.currentOrigin);
VectorCopy( start, grenade->pos2 );
G_LogWeaponFire(ent->s.number, WP_GRENADE_LAUNCHER);
}
/*
----------------------------------------------
TETRION
----------------------------------------------
*/
#define TETRION_SPREAD 275
#define NUM_TETRION_SHOTS 3
#define TETRION_ALT_VELOCITY 1500
#define TETRION_ALT_SIZE 6
#define MAXRANGE_TETRION 4096
typedef struct tetrionHit_s
{
gentity_t *ent;
vec3_t pos;
} tetrionHit_t;
// provide the center of the circle, a normal out from it (normalized, please), and the radius.
//out will then become a random position on the radius of the circle.
void fxRandCircumferencePos(vec3_t center, vec3_t normal, float radius, vec3_t out)
{
float rnd = flrandom(0, 2*M_PI);
float s = sin(rnd);
float c = cos(rnd);
vec3_t vTemp, radialX, radialY;
vTemp[0]=0;
vTemp[1]=0;
vTemp[2]=-1;
CrossProduct(normal, vTemp, radialX);
CrossProduct(normal, radialX, radialY);
VectorScale(radialX, radius, radialX);
VectorScale(radialY, radius, radialY);
VectorMA(center, s, radialX, out);
VectorMA(out, c, radialY, out);
}
#define NUM_TETRION_BULLETS 3
//---------------------------------------------------------
void FireTetrionBullet( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
gentity_t *tent = NULL;
trace_t tr;
vec3_t end, up = {0,0,1}, right; // , zero = {0,0,0};
int i = 0, j = 0;
qboolean bHitAlready = qfalse;
int numHits = 0;
tetrionHit_t hitEnts[NUM_TETRION_BULLETS];
vec3_t new_start, radial, start2, spreadFwd;
float firingRadius = 6, minDeviation = 0.95, maxDeviation = 1.1;
for (i = 0; i < NUM_TETRION_BULLETS; i++)
{
hitEnts[i].ent = NULL;
}
// create our message-entity with the firing position for an origin
tent = G_TempEntity(muzzle, EV_TETRION);
// stash our firing direction in the message also
VectorCopy(forward, tent->s.angles2);
VectorShort(tent->s.angles2);
// now do the damage. we're going to fake three separate bullets here by doing three
//traces and splitting two or three hits worth of dmg between whatever the traces hit.
CrossProduct(forward, up, right);
CrossProduct(right, forward, up); // get a "real" up
for (i = 0; i < NUM_TETRION_BULLETS; i++)
{
// determine new firing position
fxRandCircumferencePos(start, forward, firingRadius, new_start);
VectorSubtract(new_start, start, radial);
VectorMA(start, 10, forward, start2);
VectorMA(start2, flrandom(minDeviation, maxDeviation), radial, start2);
VectorSubtract(start2, new_start, spreadFwd);
VectorNormalize(spreadFwd);
// determine new end position for this bullet. give the endpoint some spread, too.
VectorMA(new_start, MAXRANGE_TETRION, spreadFwd, end);
trap_Trace ( &tr, new_start, NULL, NULL, end, ent->s.number, MASK_SHOT);
if ((tr.entityNum < MAX_GENTITIES) && (tr.entityNum != ENTITYNUM_WORLD))
{
bHitAlready = qfalse;
for (j = 0; j < numHits; j++)
{
if (hitEnts[j].ent == &g_entities[ tr.entityNum ])
{
// already hit this ent
bHitAlready = qtrue;
break;
}
}
if (!bHitAlready)
{
hitEnts[numHits].ent = &g_entities[ tr.entityNum ];
VectorCopy(tr.endpos, hitEnts[numHits].pos);
numHits++;
}
}
}
if (numHits)
{
// determine damage (2 or 3 bullets)
float totalDmg = (float)(irandom(2,3)*TETRION_DAMAGE*s_quadFactor), dmgPerHit = 0;
dmgPerHit = (int)(totalDmg/(float)numHits);
for (i = 0; i < numHits; i++)
{
if (hitEnts[i].ent->takedamage)
{
G_Damage( hitEnts[i].ent, ent, ent, forward, hitEnts[i].pos, dmgPerHit,
DAMAGE_ARMOR_PIERCING|DAMAGE_NO_KNOCKBACK, MOD_TETRION );
}
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
}
}
//---------------------------------------------------------
void FireTetrionProjectile( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{// Projectile that bounces off surfaces but does not have gravity
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "tetrion_projectile";
bolt->nextthink = level.time + 2000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_ALT_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.eFlags |= EF_BOUNCE;
bolt->count = random() > 0.75f ? 3 : 4; // Number of bounces
VectorSet(bolt->r.mins, -TETRION_ALT_SIZE, -TETRION_ALT_SIZE, -TETRION_ALT_SIZE);
VectorSet(bolt->r.maxs, TETRION_ALT_SIZE, TETRION_ALT_SIZE, TETRION_ALT_SIZE);
bolt->s.weapon = WP_TETRION_DISRUPTOR;
bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
bolt->damage = TETRION_ALT_DAMAGE*DMG_VAR*s_quadFactor;
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_TETRION_ALT;
bolt->clipmask = MASK_SHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.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, TETRION_ALT_VELOCITY, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
}
//---------------------------------------------------------
void WP_FireTetrionDisruptor( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t dir;
vec3_t start;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
VectorNormalize (dir);
if ( alt_fire )
{
FireTetrionProjectile( ent, start, dir );
}
else
{
FireTetrionBullet( ent, start, dir );
}
G_LogWeaponFire(ent->s.number, WP_TETRION_DISRUPTOR);
}
/*
----------------------------------------------
QUANTUM BURST
----------------------------------------------
*/
#define QUANTUM_VELOCITY 1100
#define QUANTUM_SIZE 3
#define QUANTUM_ALT_VELOCITY 550
#define QUANTUM_ALT_THINK_TIME 300
#define QUANTUM_ALT_SEARCH_TIME 100
#define QUANTUM_ALT_SEARCH_DIST 1024
//---------------------------------------------------------
void FireQuantumBurst( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "quantum_projectile";
bolt->nextthink = level.time + 6000;
bolt->think = G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_QUANTUM_BURST;
bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
bolt->damage = QUANTUM_DAMAGE*DMG_VAR*s_quadFactor;
bolt->splashDamage = QUANTUM_SPLASH_DAM*s_quadFactor;
bolt->splashRadius = QUANTUM_SPLASH_RAD;//*s_quadFactor;
bolt->methodOfDeath = MOD_QUANTUM;
bolt->splashMethodOfDeath = MOD_QUANTUM_SPLASH;
bolt->clipmask = MASK_SHOT;
VectorSet(bolt->r.mins, -QUANTUM_SIZE, -QUANTUM_SIZE, -QUANTUM_SIZE);
VectorSet(bolt->r.maxs, QUANTUM_SIZE, QUANTUM_SIZE, QUANTUM_SIZE);
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.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, QUANTUM_VELOCITY, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
VectorCopy (start, bolt->pos1);
}
qboolean SearchTarget(gentity_t *ent, vec3_t start, vec3_t end)
{
trace_t tr;
gentity_t *traceEnt;
vec3_t fwd;
trap_Trace (&tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
if (traceEnt->takedamage && traceEnt->client && !OnSameTeam(traceEnt, &g_entities[ent->r.ownerNum]))
{
ent->target_ent = traceEnt;
VectorSubtract(ent->target_ent->r.currentOrigin, ent->r.currentOrigin, fwd);
VectorNormalize(fwd);
VectorScale(fwd, QUANTUM_ALT_VELOCITY, ent->s.pos.trDelta);
VectorCopy(fwd, ent->movedir);
SnapVector(ent->s.pos.trDelta); // save net bandwidth
VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase);
ent->s.pos.trTime = level.time;
ent->nextthink = level.time + QUANTUM_ALT_THINK_TIME;
return qtrue;
}
return qfalse;
}
void WP_QuantumAltThink(gentity_t *ent)
{
vec3_t start, newdir, targetdir, up={0,0,1}, right, search;
float dot, dot2;
ent->health--;
if (ent->health<=0)
{
G_FreeEntity(ent);
return;
}
if (ent->target_ent)
{ // Already have a target, start homing.
if (ent->health <= 0 || !ent->inuse)
{ // No longer target this.
ent->target_ent = NULL;
ent->nextthink = level.time + 1000;
ent->health -= 5;
return;
}
VectorSubtract(ent->target_ent->r.currentOrigin, ent->r.currentOrigin, targetdir);
VectorNormalize(targetdir);
// Now the rocket can't do a 180 in space, so we'll limit the turn to about 45 degrees.
dot = DotProduct(targetdir, ent->movedir);
// a dot of 1.0 means right-on-target.
if (dot < 0.0)
{ // Go in the direction opposite, start a 180.
CrossProduct(ent->movedir, up, right);
dot2 = DotProduct(targetdir, right);
if (dot2 > 0)
{ // Turn 45 degrees right.
VectorAdd(ent->movedir, right, newdir);
}
else
{ // Turn 45 degrees left.
VectorSubtract(ent->movedir, right, newdir);
}
// Yeah we've adjusted horizontally, but let's split the difference vertically, so we kinda try to move towards it.
newdir[2] = (targetdir[2] + ent->movedir[2]) * 0.5;
VectorNormalize(newdir);
}
else if (dot < 0.7)
{ // Need about one correcting turn. Generate by meeting the target direction "halfway".
// Note, this is less than a 45 degree turn, but it is sufficient. We do this because the rocket may have to go UP.
VectorAdd(ent->movedir, targetdir, newdir);
VectorNormalize(newdir);
}
else
{ // else adjust to right on target.
VectorCopy(targetdir, newdir);
}
VectorScale(newdir, QUANTUM_ALT_VELOCITY, ent->s.pos.trDelta);
VectorCopy(newdir, ent->movedir);
SnapVector(ent->s.pos.trDelta); // save net bandwidth
VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase);
SnapVector(ent->s.pos.trBase);
ent->s.pos.trTime = level.time;
// Home at a reduced frequency.
ent->nextthink = level.time + QUANTUM_ALT_THINK_TIME; // Nothing at all spectacular happened, continue.
}
else
{ // Search in front of the missile for targets.
VectorCopy(ent->r.currentOrigin, start);
CrossProduct(ent->movedir, up, right);
// Search straight ahead.
VectorMA(start, QUANTUM_ALT_SEARCH_DIST, ent->movedir, search);
// Add some small randomness to the search Z height, to give a bit of variation to where we are searching.
search[2] += flrandom(-QUANTUM_ALT_SEARCH_DIST*0.075, QUANTUM_ALT_SEARCH_DIST*0.075);
if (SearchTarget(ent, start, search))
return;
// Search to the right.
VectorMA(search, QUANTUM_ALT_SEARCH_DIST*0.1, right, search);
if (SearchTarget(ent, start, search))
return;
// Search to the left.
VectorMA(search, -QUANTUM_ALT_SEARCH_DIST*0.2, right, search);
if (SearchTarget(ent, start, search))
return;
// Search at a higher rate than correction.
ent->nextthink = level.time + QUANTUM_ALT_SEARCH_TIME; // Nothing at all spectacular happened, continue.
}
return;
}
//---------------------------------------------------------
void FireQuantumBurstAlt( gentity_t *ent, vec3_t start, vec3_t dir )
//---------------------------------------------------------
{
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "quantum_alt_projectile";
bolt->nextthink = level.time + 100;
bolt->think = WP_QuantumAltThink;
bolt->health = 25; // 10 seconds.
bolt->s.eType = ET_ALT_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_QUANTUM_BURST;
bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
bolt->s.eFlags |= EF_ALT_FIRING;
bolt->damage = QUANTUM_ALT_DAMAGE*DMG_VAR*s_quadFactor;
bolt->splashDamage = QUANTUM_ALT_SPLASH_DAM*s_quadFactor;
bolt->splashRadius = QUANTUM_ALT_SPLASH_RAD;//*s_quadFactor;
bolt->methodOfDeath = MOD_QUANTUM_ALT;
bolt->splashMethodOfDeath = MOD_QUANTUM_ALT_SPLASH;
bolt->clipmask = MASK_SHOT;
VectorSet(bolt->r.mins, -QUANTUM_SIZE, -QUANTUM_SIZE, -QUANTUM_SIZE);
VectorSet(bolt->r.maxs, QUANTUM_SIZE, QUANTUM_SIZE, QUANTUM_SIZE);
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( start, bolt->s.pos.trBase );
SnapVector(bolt->s.pos.trBase);
VectorScale( dir, QUANTUM_ALT_VELOCITY, bolt->s.pos.trDelta );
VectorCopy(dir, bolt->movedir);
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy (start, bolt->r.currentOrigin);
}
//---------------------------------------------------------
void WP_FireQuantumBurst( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t dir, start;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
if ( alt_fire )
{
FireQuantumBurstAlt( ent, start, dir );
}
else
{
FireQuantumBurst( ent, start, dir );
}
G_LogWeaponFire(ent->s.number, WP_QUANTUM_BURST);
}
/*
----------------------------------------------
DREADNOUGHT
----------------------------------------------
*/
#define MAXRANGE_DREADNOUGHT 2048
//---------------------------------------------------------
void WP_FireDreadnoughtBeam( gentity_t *ent )
//---------------------------------------------------------
{
trace_t tr;
vec3_t end;
gentity_t *traceEnt;
vec3_t start;
qboolean bHit = qfalse;
// Trace once to the right...
VectorMA( muzzle, DREADNOUGHT_WIDTH, right, start);
VectorMA( start, MAXRANGE_DREADNOUGHT, forward, end );
// Find out who we've hit
trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->takedamage)
{
G_Damage( traceEnt, ent, ent, forward, tr.endpos, DREADNOUGHT_DAMAGE*s_quadFactor,
DAMAGE_NOT_ARMOR_PIERCING, MOD_DREADNOUGHT);
bHit = qtrue;
}
// Now trace once to the left...
VectorMA( muzzle, -DREADNOUGHT_WIDTH, right, start);
VectorMA( start, MAXRANGE_DREADNOUGHT, forward, end );
// Find out who we've hit
trap_Trace( &tr, muzzle, NULL, NULL, end, ent->s.number, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
if ( traceEnt->takedamage)
{
G_Damage( traceEnt, ent, ent, forward, tr.endpos, DREADNOUGHT_DAMAGE*s_quadFactor,
DAMAGE_NOT_ARMOR_PIERCING, MOD_DREADNOUGHT);
bHit = qtrue;
}
if (bHit)
{
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
}
}
//#define DN_SEARCH_DIST 512
//#define DN_SIDE_DIST 64
//#define DN_RAND_DEV 8
#define DN_SEARCH_DIST 256
#define DN_SIDE_DIST 128
#define DN_RAND_DEV 16
#define DN_ALT_THINK_TIME 100
#define DN_ALT_SIZE 12
void DreadnoughtBurstThink(gentity_t *ent)
{
vec3_t startpos, endpos, perp;
trace_t tr;
gentity_t *traceEnt, *tent;
int source;
vec3_t dest, mins={-DN_ALT_SIZE,-DN_ALT_SIZE,-1}, maxs={DN_ALT_SIZE,DN_ALT_SIZE,1};
float dot;
static qboolean recursion=qfalse;
VectorCopy(ent->s.origin, startpos);
// Search in a 3-way arc in front of it.
VectorMA(startpos, DN_SEARCH_DIST, ent->movedir, endpos);
endpos[0] += flrandom(-DN_RAND_DEV, DN_RAND_DEV);
endpos[1] += flrandom(-DN_RAND_DEV, DN_RAND_DEV);
endpos[2] += flrandom(-DN_RAND_DEV*0.5, DN_RAND_DEV*0.5);
// unlink this entity, so the next trace will go past it
trap_UnlinkEntity(ent);
// link back in any entities we unlinked
if (ent->target_ent)
{
source = ent->target_ent->s.number;
}
else if (ent->r.ownerNum)
{
source = ent->r.ownerNum;
}
else
{
source = ent->s.number;
}
trap_Trace (&tr, startpos, mins, maxs, endpos, source, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
// did we hit the holdable shield?
if (traceEnt->classname && !Q_stricmp(traceEnt->classname, "holdable_shield"))
{
// Make sure you damage the surface first
G_Damage( traceEnt, ent, &g_entities[ent->r.ownerNum], forward, tr.endpos, ent->damage,
DAMAGE_NOT_ARMOR_PIERCING, MOD_DREADNOUGHT_ALT);
VectorCopy(ent->s.origin, ent->s.origin2);
VectorCopy(endpos, ent->s.origin);
SnapVector(ent->s.origin);
SnapVector(ent->s.origin2);
ent->nextthink = level.time + 100;
// yes. We are done.
ent->think = G_FreeEntity;
tent = G_TempEntity( tr.endpos, EV_DREADNOUGHT_MISS );
// Stash origins, etc. so that the effects can have access to them
VectorCopy( startpos, tent->s.origin2 );
SnapVector(tent->s.origin2);
tent->s.eventParm = DirToByte( tr.plane.normal );
return;
}
if (traceEnt->takedamage)
{
ent->target_ent = traceEnt;
VectorCopy(ent->s.origin, ent->s.origin2);
SnapVector(ent->s.origin);
SnapVector(ent->s.origin2);
VectorCopy(traceEnt->r.currentOrigin, ent->s.origin);
trap_LinkEntity(ent);
VectorNormalize(ent->movedir);
ent->nextthink = level.time + DN_ALT_THINK_TIME;
G_Damage( traceEnt, ent, &g_entities[ent->r.ownerNum], forward, tr.endpos, ent->damage,
DAMAGE_NOT_ARMOR_PIERCING, MOD_DREADNOUGHT_ALT);
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
return;
}
else
{
if (tr.fraction < 0.02)
{ // Hit a wall...
dot = DotProduct(ent->movedir, tr.plane.normal);
if (dot < -0.6 || dot == 0.0)
{ // Stop.
G_FreeEntity( ent );
tent = G_TempEntity( tr.endpos, EV_DREADNOUGHT_MISS );
// Stash origins, etc. so that the effects can have access to them
VectorCopy( startpos, tent->s.origin2 );
SnapVector(tent->s.origin2);
tent->s.eventParm = DirToByte( tr.plane.normal );
return;
}
else
{
// Bounce off the surface just a little
VectorMA(ent->movedir, -1.25*dot, tr.plane.normal, ent->movedir);
VectorNormalize(ent->movedir);
// Make sure we store a next think time, else the effect could stick around forever...
ent->nextthink = level.time + DN_ALT_THINK_TIME;
if (!recursion)
{ // NOTE RECURSION HERE.
recursion=qtrue;
DreadnoughtBurstThink(ent);
recursion=qfalse;
}
return;
}
}
VectorCopy(tr.endpos, dest);
}
// Didn't hit anything forward. Try some side vectors.
// Get the perp vector (okay, only in 2D) to find a right or left (random)-pointing perpendicular vector to the facing.
if (irandom(0,1))
{ // Right vector
perp[0] = ent->movedir[1];
perp[1] = -ent->movedir[0];
perp[2] = ent->movedir[2];
}
else
{ // Left vector
perp[0] = -ent->movedir[1];
perp[1] = ent->movedir[0];
perp[2] = ent->movedir[2];
}
// Search a random interval from the side arc
VectorMA(endpos, DN_SIDE_DIST, perp, endpos);
endpos[0] += flrandom(-DN_RAND_DEV, DN_RAND_DEV);
endpos[1] += flrandom(-DN_RAND_DEV, DN_RAND_DEV);
endpos[2] += flrandom(-DN_RAND_DEV*0.5, DN_RAND_DEV*0.5);
trap_Trace (&tr, startpos, mins, maxs, endpos, source, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
// did we hit the holdable shield?
if (traceEnt->classname && !Q_stricmp(traceEnt->classname, "holdable_shield"))
{
// yes. We are done.
VectorCopy(ent->s.origin, ent->s.origin2);
VectorCopy(endpos, ent->s.origin);
SnapVector(ent->s.origin);
SnapVector(ent->s.origin2);
ent->nextthink = level.time + 100;
ent->think = G_FreeEntity;
tent = G_TempEntity( tr.endpos, EV_DREADNOUGHT_MISS );
// Stash origins, etc. so that the effects can have access to them
VectorCopy( startpos, tent->s.origin2 );
SnapVector(tent->s.origin2);
tent->s.eventParm = DirToByte( tr.plane.normal );
return;
}
if (traceEnt->takedamage)
{
ent->target_ent = traceEnt;
VectorCopy(ent->s.origin, ent->s.origin2);
SnapVector(ent->s.origin);
SnapVector(ent->s.origin2);
VectorCopy(traceEnt->r.currentOrigin, ent->s.origin);
trap_LinkEntity(ent);
VectorNormalize(ent->movedir);
ent->nextthink = level.time + DN_ALT_THINK_TIME;
G_Damage( traceEnt, ent, &g_entities[ent->r.ownerNum], forward, tr.endpos, ent->damage,
DAMAGE_NOT_ARMOR_PIERCING, MOD_DREADNOUGHT_ALT);
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
// NOTE Send this as a hit effect once we have one...
G_Sound( traceEnt, G_SoundIndex( SOUND_DIR "dreadnought/dn_althit.wav"));
return;
}
// Search a random interval in the opposite direction
VectorMA(endpos, -2.0*DN_SIDE_DIST, perp, endpos);
endpos[0] += flrandom(-DN_RAND_DEV, DN_RAND_DEV);
endpos[1] += flrandom(-DN_RAND_DEV, DN_RAND_DEV);
endpos[2] += flrandom(-DN_RAND_DEV*0.5, DN_RAND_DEV*0.5);
trap_Trace (&tr, startpos, mins, maxs, endpos, source, MASK_SHOT );
traceEnt = &g_entities[ tr.entityNum ];
// did we hit the holdable shield?
if (traceEnt->classname && !Q_stricmp(traceEnt->classname, "holdable_shield"))
{
VectorCopy(ent->s.origin, ent->s.origin2);
VectorCopy(endpos, ent->s.origin);
SnapVector(ent->s.origin);
SnapVector(ent->s.origin2);
ent->nextthink = level.time + 100;
// yes. We are done.
ent->think = G_FreeEntity;
tent = G_TempEntity( tr.endpos, EV_DREADNOUGHT_MISS );
// Stash origins, etc. so that the effects can have access to them
VectorCopy( startpos, tent->s.origin2 );
SnapVector(tent->s.origin2);
tent->s.eventParm = DirToByte( tr.plane.normal );
return;
}
if (traceEnt->takedamage)
{
ent->target_ent = traceEnt;
VectorCopy(ent->s.origin, ent->s.origin2);
SnapVector(ent->s.origin);
SnapVector(ent->s.origin2);
VectorCopy(traceEnt->r.currentOrigin, ent->s.origin);
trap_LinkEntity(ent);
VectorNormalize(ent->movedir);
ent->nextthink = level.time + DN_ALT_THINK_TIME;
G_Damage( traceEnt, ent, &g_entities[ent->r.ownerNum], forward, tr.endpos, ent->damage,
DAMAGE_NOT_ARMOR_PIERCING, MOD_DREADNOUGHT_ALT);
// log hit
if (ent->client)
{
ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
}
return;
}
// We didn't find anything, so move the entity to the middle destination.
ent->target_ent = NULL;
VectorCopy(ent->s.origin, ent->s.origin2);
VectorCopy(dest, ent->s.origin);
VectorCopy(dest, ent->s.pos.trBase);
SnapVector(ent->s.origin2);
trap_LinkEntity(ent);
ent->nextthink = level.time + DN_ALT_THINK_TIME;
return;
}
//---------------------------------------------------------
void WP_FireDreadnoughtBurst( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *bolt;
vec3_t dir, start;
VectorCopy( forward, dir );
VectorCopy( muzzle, start );
bolt = G_Spawn();
bolt->classname = "dn_projectile";
bolt->nextthink = level.time + 200;
bolt->think = DreadnoughtBurstThink;
bolt->s.eType = ET_ALT_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_DREADNOUGHT;
bolt->r.ownerNum = ent->s.number;
bolt->parent = ent;
bolt->damage = DREADNOUGHT_ALTDAMAGE*DMG_VAR*s_quadFactor;
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_DREADNOUGHT_ALT;
bolt->clipmask = MASK_SHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time;
VectorCopy( start, bolt->s.pos.trBase );
VectorCopy( start, bolt->s.origin);
SnapVector(bolt->s.pos.trBase);
SnapVector(bolt->s.origin);
VectorCopy( forward, bolt->movedir);
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( start, bolt->r.currentOrigin );
VectorCopy( start, bolt->pos1 );
VectorCopy( start, bolt->pos2 );
DreadnoughtBurstThink(bolt);
}
//---------------------------------------------------------
void WP_FireDreadnought( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
// This was moved out of the FireWeapon switch statement below to keep things more consistent
if ( alt_fire )
{
WP_FireDreadnoughtBurst( ent );
}
else
{
WP_FireDreadnoughtBeam( ent );
}
G_LogWeaponFire(ent->s.number, WP_DREADNOUGHT);
}
//======================================================================
/*
===============
LogAccuracyHit
===============
*/
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ) {
if( !target->takedamage ) {
return qfalse;
}
if ( target == attacker ) {
return qfalse;
}
if( !target->client ) {
return qfalse;
}
if( !attacker->client ) {
return qfalse;
}
if( target->client->ps.stats[STAT_HEALTH] <= 0 ) {
return qfalse;
}
if ( OnSameTeam( target, attacker ) ) {
return qfalse;
}
return qtrue;
}
#define MAX_FORWARD_TRACE 8192
void CorrectForwardVector(gentity_t *ent, vec3_t forward, vec3_t muzzlePoint, float projsize)
{
trace_t tr;
vec3_t end;
vec3_t eyepoint;
vec3_t mins, maxs;
// Find the eyepoint.
VectorCopy(ent->client->ps.origin, eyepoint);
eyepoint[2] += ent->client->ps.viewheight;
// First we must trace from the eyepoint to the muzzle point, to make sure that we have a legal muzzle point.
if (projsize>0)
{
VectorSet(mins, -projsize, -projsize, -projsize);
VectorSet(maxs, projsize, projsize, projsize);
trap_Trace(&tr, eyepoint, mins, maxs, muzzlePoint, ent->s.number, MASK_SHOT);
}
else
{
trap_Trace(&tr, eyepoint, NULL, NULL, muzzlePoint, ent->s.number, MASK_SHOT);
}
if (tr.fraction < 1.0)
{ // We hit something here... Stomp the muzzlePoint back to the eye...
VectorCopy(eyepoint, muzzlePoint);
// Keep the forward vector where it is, 'cause straight forward from the eyeball is right where we want to be.
}
else
{
// figure out what our crosshairs are on...
VectorMA(eyepoint, MAX_FORWARD_TRACE, forward, end);
trap_Trace (&tr, eyepoint, NULL, NULL, end, ent->s.number, MASK_SHOT );
// ...and have our new forward vector point at it
VectorSubtract(tr.endpos, muzzlePoint, forward);
VectorNormalize(forward);
}
}
/*
===============
CalcMuzzlePoint
set muzzle location relative to pivoting eye
===============
*/
// Muzzle point table...
vec3_t WP_MuzzlePoint[WP_NUM_WEAPONS] =
{// Fwd, right, up.
{0, 0, 0 }, // WP_NONE,
{29, 2, -4 }, // WP_PHASER,
{25, 7, -10 }, // WP_COMPRESSION_RIFLE,
{25, 4, -5 }, // WP_IMOD,
{10, 14, -8 }, // WP_SCAVENGER_RIFLE,
{25, 5, -8 }, // WP_STASIS,
{25, 5, -10 }, // WP_GRENADE_LAUNCHER,
{22, 4.5, -8 }, // WP_TETRION_DISRUPTOR,
{5, 6, -6 }, // WP_QUANTUM_BURST,
{27, 8, -10 } // WP_DREADNOUGHT,
};
float WP_ShotSize[WP_NUM_WEAPONS] =
{
0, // WP_NONE,
0, // WP_PHASER,
0, // WP_COMPRESSION_RIFLE,
0, // WP_IMOD,
SCAV_SIZE, // WP_SCAVENGER_RIFLE,
STASIS_MAIN_MISSILE_BIG*3, // WP_STASIS,
GRENADE_SIZE, // WP_GRENADE_LAUNCHER,
0, // WP_TETRION_DISRUPTOR,
QUANTUM_SIZE, // WP_QUANTUM_BURST,
0, // WP_DREADNOUGHT,
};
float WP_ShotAltSize[WP_NUM_WEAPONS] =
{
0, // WP_NONE,
PHASER_ALT_RADIUS, // WP_PHASER,
0, // WP_COMPRESSION_RIFLE,
0, // WP_IMOD,
SCAV_ALT_SIZE, // WP_SCAVENGER_RIFLE,
0, // WP_STASIS,
GRENADE_SIZE, // WP_GRENADE_LAUNCHER,
TETRION_ALT_SIZE, // WP_TETRION_DISRUPTOR,
QUANTUM_SIZE, // WP_QUANTUM_BURST,
DN_ALT_SIZE, // WP_DREADNOUGHT,
};
//---------------------------------------------------------
void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float projsize)
//---------------------------------------------------------
{
int weapontype;
weapontype = ent->s.weapon;
VectorCopy( ent->s.pos.trBase, muzzlePoint );
#if 1
if (weapontype > WP_NONE && weapontype < WP_NUM_WEAPONS)
{ // Use the table to generate the muzzlepoint;
{ // Crouching. Use the add-to-Z method to adjust vertically.
VectorMA(muzzlePoint, WP_MuzzlePoint[weapontype][0], forward, muzzlePoint);
VectorMA(muzzlePoint, WP_MuzzlePoint[weapontype][1], right, muzzlePoint);
muzzlePoint[2] += ent->client->ps.viewheight + WP_MuzzlePoint[weapontype][2];
// VectorMA(muzzlePoint, ent->client->ps.viewheight + WP_MuzzlePoint[weapontype][2], up, muzzlePoint);
}
}
#else // Test code
muzzlePoint[2] += ent->client->ps.viewheight;//By eyes
muzzlePoint[2] += g_debugUp.value;
VectorMA( muzzlePoint, g_debugForward.value, forward, muzzlePoint);
VectorMA( muzzlePoint, g_debugRight.value, right, muzzlePoint);
#endif
CorrectForwardVector(ent, forward, muzzlePoint, projsize);
SnapVector( muzzlePoint );
}
/*
===============
FireWeapon
===============
*/
#define ACCURACY_TRACKING_DELAY 100 // in ms
#define NUM_FAST_WEAPONS 3
void FireWeapon( gentity_t *ent, qboolean alt_fire )
{
float projsize;
int i = 0;
qboolean bFastWeapon = qfalse;
weapon_t fastWeapons[NUM_FAST_WEAPONS] =
{
WP_PHASER,
WP_TETRION_DISRUPTOR,
WP_DREADNOUGHT
};
if (ent->client->ps.powerups[PW_QUAD] ) {
s_quadFactor = g_quadfactor.value;
} else {
s_quadFactor = 1;
}
// Unghost the player.
ent->client->ps.powerups[PW_GHOST] = 0;
// track shots taken for accuracy tracking
for (i = 0; i < NUM_FAST_WEAPONS; i++)
{
if (fastWeapons[i] == ent->s.weapon)
{
bFastWeapon = qtrue;
break;
}
}
if (bFastWeapon && ((level.time - ent->client->pers.teamState.lastFireTime) < ACCURACY_TRACKING_DELAY))
{
// using a weapon with a high rate of fire so try to be a little more forgiving with
//this whole accuracy thing
}
else
{
ent->client->ps.persistant[PERS_ACCURACY_SHOTS]++;
ent->client->pers.teamState.lastFireTime = level.time;
}
// set aiming directions
AngleVectors (ent->client->ps.viewangles, forward, right, up);
if (alt_fire)
{
projsize = WP_ShotAltSize[ent->s.weapon];
}
else
{
projsize = WP_ShotSize[ent->s.weapon];
}
CalcMuzzlePoint ( ent, forward, right, up, muzzle, projsize);
// fire the specific weapon
switch( ent->s.weapon )
{
// Player weapons
//-----------------
case WP_PHASER:
WP_FirePhaser( ent, alt_fire );
break;
case WP_COMPRESSION_RIFLE:
WP_FireCompressionRifle( ent, alt_fire );
break;
case WP_IMOD:
WP_FireIMOD(ent, alt_fire);
break;
case WP_SCAVENGER_RIFLE:
WP_FireScavenger( ent, alt_fire );
break;
case WP_STASIS:
WP_FireStasis( ent, alt_fire );
break;
case WP_GRENADE_LAUNCHER:
WP_FireGrenade( ent, alt_fire );
break;
case WP_TETRION_DISRUPTOR:
WP_FireTetrionDisruptor( ent, alt_fire );
break;
case WP_DREADNOUGHT:
WP_FireDreadnought( ent, alt_fire );
break;
case WP_QUANTUM_BURST:
WP_FireQuantumBurst( ent, alt_fire );
break;
default:
// FIXME G_Error( "Bad ent->s.weapon" );
break;
}
}
#define SEEKER_RADIUS 500
qboolean SeekerAcquiresTarget ( gentity_t *ent, vec3_t pos )
{
vec3_t seekerPos;
float angle;
int entityList[MAX_CLIENTS]; // targets within inital radius
int visibleTargets[MAX_CLIENTS]; // final filtered target list
int numListedEntities;
int i, e;
gentity_t *target;
vec3_t mins, maxs;
// if (!irandom(0,2)) for now, it'll shoot every second it finds a target
{
angle = level.time/100.0f;
seekerPos[0] = ent->r.currentOrigin[0] + 18 * cos(angle);
seekerPos[1] = ent->r.currentOrigin[1] + 18 * sin(angle);
seekerPos[2] = ent->r.currentOrigin[2] + ent->client->ps.viewheight + 8 + (3*cos(level.time/150.0f));
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = seekerPos[i] - SEEKER_RADIUS;
maxs[i] = seekerPos[i] + SEEKER_RADIUS;
}
// get potential targets within radius
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
i = 0; // reset counter
for ( e = 0 ; e < numListedEntities ; e++ )
{
target = &g_entities[entityList[ e ]];
// seeker owner not a valid target
if (target == ent)
{
continue;
}
// only players are valid targets
if (!target->classname || strcmp(target->classname, "player"))
{
continue;
}
// teammates not valid targets
if (OnSameTeam(ent, target))
{
continue;
}
// don't shoot at dead things
if (target->health <= 0)
{
continue;
}
if( CanDamage (target, seekerPos) ) // visible target, so add it to the list
{
visibleTargets[i++] = entityList[e];
}
}
if (i)
{
// ok, now we know there are i visible targets. Pick one as the seeker's target
ent->enemy = &g_entities[visibleTargets[irandom(0,i-1)]];
VectorCopy(seekerPos, pos);
return qtrue;
}
}
return qfalse;
}
void FireSeeker( gentity_t *owner, gentity_t *target, vec3_t origin)
{
vec3_t dir;
VectorSubtract( target->r.currentOrigin, origin, dir);
VectorNormalize(dir);
// for now I'm just using the scavenger bullet.
FireScavengerBullet( owner, origin, dir );
}