reaction/code/game/g_missile.c
2013-01-04 13:27:22 +00:00

537 lines
17 KiB
C

//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.35 2005/02/15 16:33:39 makro
// Tons of updates (entity tree attachment system, UI vectors)
//
// Revision 1.34 2003/04/26 22:33:06 jbravo
// Wratted all calls to G_FreeEnt() to avoid crashing and provide debugging
//
// Revision 1.33 2003/03/22 20:29:26 jbravo
// wrapping linkent and unlinkent calls
//
// Revision 1.32 2003/03/09 21:30:38 jbravo
// Adding unlagged. Still needs work.
//
// Revision 1.31 2002/09/29 16:06:45 jbravo
// Work done at the HPWorld expo
//
// Revision 1.30 2002/08/28 23:10:06 jbravo
// Added cg_RQ3_SuicideLikeARealMan, timestamping to server logs and
// fixed stats for non-TP modes.
//
// Revision 1.29 2002/06/16 20:06:14 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.28 2002/06/16 17:38:00 jbravo
// Removed the MISSIONPACK ifdefs and missionpack only code.
//
// Revision 1.27 2002/06/11 15:52:21 makro
// Fixed knife + unbreakable breakables/breakables with high health bug
//
// Revision 1.26 2002/04/29 06:16:27 niceass
// small change to pressure system
//
// Revision 1.25 2002/04/06 21:42:20 makro
// Changes to bot code. New surfaceparm system.
//
// Revision 1.24 2002/04/05 18:53:26 jbravo
// Warning fixes
//
// Revision 1.23 2002/03/18 19:18:39 slicer
// Fixed bandage bugs ( i hope )
//
// Revision 1.22 2002/03/12 04:55:31 blaze
// stats should only be recored when the round is in progress
//
// Revision 1.21 2002/01/14 01:20:45 niceass
// No more default 800 gravity on items
// Thrown knife+Glass fix - NiceAss
//
// Revision 1.20 2002/01/11 19:48:30 jbravo
// Formatted the source in non DOS format.
//
// Revision 1.19 2001/12/31 16:28:42 jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#define MISSILE_PRESTEP_TIME 50
/*
================
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;
G_EvaluateTrajectoryDelta(&ent->s.pos, hitTime, velocity);
dot = DotProduct(velocity, trace->plane.normal);
VectorMA(velocity, -2 * dot, trace->plane.normal, ent->s.pos.trDelta);
if (ent->s.eFlags & EF_BOUNCE_HALF) {
VectorScale(ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta);
// check for stop
if (trace->plane.normal[2] > 0.2 && VectorLength(ent->s.pos.trDelta) < 40) {
G_SetOrigin(ent, trace->endpos);
ent->s.time = level.time / 4;
return;
}
}
VectorAdd(ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
VectorCopy(ent->r.currentOrigin, ent->s.pos.trBase);
ent->s.pos.trTime = level.time;
}
/*
================
G_ExplodeMissile
Explode a missile without an impact
================
*/
void G_ExplodeMissile(gentity_t * ent)
{
vec3_t dir;
vec3_t origin;
G_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, ent,
ent->splashMethodOfDeath)) {
g_entities[ent->r.ownerNum].client->accuracy_hits++;
// Elder: Statistics tracking
if (ent->s.weapon == WP_KNIFE &&
((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
g_entities[ent->r.ownerNum].client->pers.records[REC_KNIFETHROWHITS]++;
if (ent->s.weapon == WP_GRENADE &&
((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
g_entities[ent->r.ownerNum].client->pers.records[REC_GRENADEHITS]++;
}
}
//Elder: huhh?
//G_Printf("exploding knife\n");
trap_LinkEntity(ent);
}
/*
================
G_MissileImpact
================
*/
void G_MissileImpact(gentity_t * ent, trace_t * trace)
{
gentity_t *other;
qboolean hitClient = qfalse;
vec3_t velocity;
//Elder: added for thrown knife condition
gitem_t *xr_item;
gentity_t *xr_drop;
other = &g_entities[trace->entityNum];
//Elder: no grenade explosion on impact
if (ent->s.weapon == WP_GRENADE && (ent->s.eFlags & (EF_BOUNCE | EF_BOUNCE_HALF))) {
G_BounceMissile(ent, trace);
G_AddEvent(ent, EV_GRENADE_BOUNCE, 0);
return;
}
// impact damage
if (other->takedamage) {
// FIXME: wrong damage direction?
if (ent->damage) {
if (LogAccuracyHit(other, &g_entities[ent->r.ownerNum])) {
g_entities[ent->r.ownerNum].client->accuracy_hits++;
// Elder: Statistics tracking
if (ent->s.weapon == WP_KNIFE &&
((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
g_entities[ent->r.ownerNum].client->pers.records[REC_KNIFETHROWHITS]++;
//g_entities[ent->r.ownerNum].client->knifeHits++;
if (ent->s.weapon == WP_GRENADE &&
((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
g_entities[ent->r.ownerNum].client->pers.records[REC_GRENADEHITS]++;
//g_entities[ent->r.ownerNum].client->grenHits++;
hitClient = qtrue;
}
G_EvaluateTrajectoryDelta(&ent->s.pos, level.time, velocity);
if (VectorLength(velocity) == 0) {
velocity[2] = 1; // stepped on a grenade
}
}
}
if (!strcmp(ent->classname, "hook")) {
gentity_t *nent;
vec3_t v;
nent = G_Spawn();
if (other->takedamage && other->client) {
G_AddEvent(nent, EV_MISSILE_HIT, DirToByte(trace->plane.normal));
nent->s.otherEntityNum = other->s.number;
ent->enemy = other;
v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5;
v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5;
v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5;
SnapVectorTowards(v, ent->s.pos.trBase); // save net bandwidth
} else {
VectorCopy(trace->endpos, v);
G_AddEvent(nent, EV_MISSILE_MISS, DirToByte(trace->plane.normal));
ent->enemy = NULL;
}
SnapVectorTowards(v, ent->s.pos.trBase); // save net bandwidth
nent->freeAfterEvent = qtrue;
// change over to a normal entity right at the point of impact
nent->s.eType = ET_GENERAL;
ent->s.eType = ET_GRAPPLE;
G_SetOrigin(ent, v);
G_SetOrigin(nent, v);
//Blaze: Hook dosent exist any more
//ent->think = Weapon_HookThink;
ent->nextthink = level.time + FRAMETIME;
ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL;
VectorCopy(ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
trap_LinkEntity(ent);
trap_LinkEntity(nent);
return;
}
// is it cheaper in bandwidth to just remove this ent and create a new
// one, rather than changing the missile into the explosion?
//Elder: I don't know but that's what we did for the knife
if (other->takedamage && other->client) {
G_AddEvent(ent, EV_MISSILE_HIT, DirToByte(trace->plane.normal));
ent->s.otherEntityNum = other->s.number;
//Makro - new surfaceparm system
//} else if( trace->surfaceFlags & SURF_METALSTEPS ) {
} else if (IsMetalFlag(trace->surfaceFlags)) {
G_AddEvent(ent, EV_MISSILE_MISS_METAL, DirToByte(trace->plane.normal));
} else {
G_AddEvent(ent, EV_MISSILE_MISS, DirToByte(trace->plane.normal));
}
//Elder: knife handling routines go HERE, not in g_main.c !!!
if (ent->s.weapon == WP_KNIFE) {
if (other->takedamage && other->client) {
// Elder: must add it in here if we remove it from above
// NiceAss: Fixed knife-leg damage bug here. Passed it the wrong vector I guess...
G_Damage(other, ent, &g_entities[ent->r.ownerNum], velocity, ent->r.currentOrigin, THROW_DAMAGE,
0, MOD_KNIFE_THROWN);
//hit a player - send the gurgle or embedding sound event
} else {
vec3_t temp;
vec3_t knifeOffset;
vec3_t knifeVelocity;
vec3_t origin;
//missed throw or hit func_breakable;
//spawn a knife at its trajectory end-point
xr_item = BG_FindItemForWeapon(WP_KNIFE);
G_EvaluateTrajectoryDelta(&ent->s.pos, level.time, knifeVelocity);
//Makro - added check for unbreakable breakables/breakables with high health
if (other->s.eType == ET_BREAKABLE && !other->unbreakable && other->health <= THROW_DAMAGE) {
VectorCopy(trace->endpos, origin);
G_Damage(other, ent, &g_entities[ent->r.ownerNum], velocity, origin, THROW_DAMAGE, 0,
MOD_KNIFE_THROWN);
// NiceAss: Find current position and set it.
VectorCopy(trace->endpos, ent->s.pos.trBase);
ent->s.pos.trTime = level.time;
// And cut the velocity down.
VectorScale(ent->s.pos.trDelta, .2, ent->s.pos.trDelta);
return;
} else {
//leave embedded in the wall
xr_drop = LaunchItem(xr_item, trace->endpos, 0, FL_THROWN_KNIFE | FL_DROPPED_ITEM);
VectorClear(xr_drop->s.pos.trDelta);
//Elder: make the knife stick out a bit more
//and transfer into shared entityState
VectorCopy(knifeVelocity, temp);
VectorNormalize(temp);
VectorScale(temp, -4, temp);
VectorAdd(trace->endpos, temp, knifeOffset);
//VectorCopy(xr_drop->s.origin, temp);
VectorAdd(xr_drop->s.origin, knifeOffset, xr_drop->s.origin);
//Makro - "hurt" the breakable if needed
if (other->s.eType == ET_BREAKABLE) {
VectorCopy(trace->endpos, origin);
G_Damage(other, ent, &g_entities[ent->r.ownerNum], velocity, origin,
THROW_DAMAGE, 0, MOD_KNIFE_THROWN);
}
if (other->s.eType == ET_PRESSURE)
G_CreatePressure(xr_drop->s.origin, trace->plane.normal,
&g_entities[trace->entityNum]);
}
//Elder: transfer entity data into the shared entityState
//They are rotated on the client side in cg_ents.c
//G_Printf("movedir: %s\n", vtos(ent->s.pos.trDelta));
xr_drop->s.eFlags = xr_drop->flags;
//vectoangles( trace->plane.normal, xr_drop->s.angles );
vectoangles(knifeVelocity, xr_drop->s.angles);
xr_drop->s.angles[0] += 90;
}
}
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, ent->splashMethodOfDeath)) {
if (!hitClient) {
g_entities[ent->r.ownerNum].client->accuracy_hits++;
// Elder: Statistics tracking
if (ent->s.weapon == WP_KNIFE &&
((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
g_entities[ent->r.ownerNum].client->pers.records[REC_KNIFETHROWHITS]++;
//g_entities[ent->r.ownerNum].client->knifeHits++;
if (ent->s.weapon == WP_GRENADE &&
((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY))
g_entities[ent->r.ownerNum].client->pers.records[REC_GRENADEHITS]++;
//g_entities[ent->r.ownerNum].client->grenHits++;
}
}
}
trap_LinkEntity(ent);
}
/*
================
G_RunMissile
================
*/
void G_RunMissile(gentity_t * ent)
{
vec3_t origin;
trace_t tr;
int passent;
// get current position
G_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
passent = ent->r.ownerNum;
}
// trace a line from the previous position to the current position
trap_Trace(&tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask);
if (tr.startsolid || tr.allsolid) {
// make sure the tr.entityNum is set to the entity we're stuck in
trap_Trace(&tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent,
ent->clipmask);
tr.fraction = 0;
} else {
VectorCopy(tr.endpos, ent->r.currentOrigin);
}
trap_LinkEntity(ent);
if (tr.fraction != 1) {
// never explode or bounce on sky
if (tr.surfaceFlags & SURF_NOIMPACT) {
// If grapple, reset owner
if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
ent->parent->client->hook = NULL;
}
G_FreeEntity(ent);
return;
}
G_MissileImpact(ent, &tr);
if (ent->s.eType != ET_MISSILE) {
return; // exploded
}
}
// check think function after bouncing
G_RunThink(ent);
}
//=============================================================================
/*
=================
fire_grenade
=================
*/
gentity_t *fire_grenade(gentity_t * self, vec3_t start, vec3_t dir)
{
gentity_t *bolt;
int speed = 0;
vec3_t up, right;
if (self->client)
AngleVectors(self->client->ps.viewangles, NULL, right, up);
else {
// just in case we put those shooters back
up[0] = up[1] = up[2] = 0;
right[0] = right[1] = right[2] = 0;
}
VectorNormalize(dir);
bolt = G_Spawn();
bolt->classname = "grenade";
bolt->nextthink = level.time + 2000; // Action had 2 seconds
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
bolt->s.weapon = WP_GRENADE;
bolt->s.eFlags = EF_BOUNCE_HALF;
bolt->r.ownerNum = self->s.number;
bolt->s.otherEntityNum = self->s.number;
bolt->parent = self;
bolt->damage = GRENADE_DAMAGE; //probably only used on a direct hit
bolt->splashDamage = GRENADE_SPLASH_DAMAGE; //Blaze: Reaction Grenade Damage
bolt->splashRadius = GRENADE_SPLASH_RADIUS; //Blaze: changed from 150 was 170, but I uped it some more
bolt->methodOfDeath = MOD_GRENADE;
bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->s.pos.trType = TR_GRAVITY;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy(start, bolt->s.pos.trBase);
//Elder: grenade toggle distances/speeds
if (self->client) {
// Elder: Statistics tracking
if ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY)
self->client->pers.records[REC_GRENADESHOTS]++;
if (self->client->ps.stats[STAT_HEALTH] <= 0 ||
self->client->ps.weaponstate == WEAPON_BANDAGING ||
// NiceAss: Should catch any case of switching weapons with a grenade "cocked"
self->client->ps.weaponstate == WEAPON_DROPPING) {
//Always drop close range if dead or about to bandage
speed = GRENADE_SHORT_SPEED / 2;
} else if ((self->client->ps.persistant[PERS_WEAPONMODES] & RQ3_GRENSHORT) == RQ3_GRENSHORT &&
(self->client->ps.persistant[PERS_WEAPONMODES] & RQ3_GRENMED) == RQ3_GRENMED) {
//Long range throw
speed = GRENADE_LONG_SPEED;
} else if ((self->client->ps.persistant[PERS_WEAPONMODES] & RQ3_GRENSHORT) == RQ3_GRENSHORT) {
//Short range throw
speed = GRENADE_SHORT_SPEED;
} else if ((self->client->ps.persistant[PERS_WEAPONMODES] & RQ3_GRENMED) == RQ3_GRENMED) {
//Medium range throw
speed = GRENADE_MEDIUM_SPEED;
} else {
//Elder: shouldn't be here
G_Printf("fire_grenade: Did not receive a grenade parm\n");
speed = GRENADE_MEDIUM_SPEED;
}
}
VectorScale(dir, speed, bolt->s.pos.trDelta);
VectorMA(bolt->s.pos.trDelta, 200 + crandom() * 10.0f, up, bolt->s.pos.trDelta);
VectorMA(bolt->s.pos.trDelta, crandom() * 10.0f, right, bolt->s.pos.trDelta);
SnapVector(bolt->s.pos.trDelta); // save net bandwidth
VectorCopy(start, bolt->r.currentOrigin);
return bolt;
}
gentity_t *fire_knife(gentity_t * self, vec3_t start, vec3_t dir)
{
gentity_t *bolt;
VectorNormalize(dir);
bolt = G_Spawn();
bolt->classname = "weapon_knife";
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_KNIFE;
bolt->r.ownerNum = self->s.number;
bolt->s.otherEntityNum = self->s.number;
bolt->parent = self;
bolt->damage = THROW_DAMAGE;
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_KNIFE_THROWN;
bolt->clipmask = MASK_SHOT;
bolt->target_ent = NULL;
bolt->count = 1;
bolt->s.pos.trType = TR_GRAVITY;
bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
VectorCopy(start, bolt->s.pos.trBase);
VectorScale(dir, THROW_SPEED, bolt->s.pos.trDelta);
SnapVector(bolt->s.pos.trDelta); // save net bandwidth
VectorCopy(start, bolt->r.currentOrigin);
VectorCopy(dir, bolt->s.apos.trBase);
VectorCopy(dir, bolt->r.currentAngles);
if (self->client && ((g_gametype.integer == GT_TEAMPLAY && level.team_round_going) || g_gametype.integer != GT_TEAMPLAY)) {
// Elder: Statistics tracking
self->client->pers.records[REC_KNIFETHROWSHOTS]++;
}
return bolt;
}