// 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. //RPG-X: RedTechie - Fixed bug when other admins walk threw other admins grenades it kills them //if(other->client->sess.sessionClass != PC_ADMIN){ if (IsAdmin( other ) == qfalse) { if (other->takedamage) { if (ent->parent != other) { ent->touch = 0; ent->nextthink = level.time + FRAMETIME; ent->think = grenadeSpewShrapnel; } } } } //--------------------------------------------------------- void tripwireThink ( gentity_t *ent ) //--------------------------------------------------------- { gentity_t *traceEnt; vec3_t start; vec3_t end; trace_t tr; ent->s.eFlags |= EF_FIRING; ent->r.contents = CONTENTS_TRIGGER; //RPG-X: - RedTechie added //FIXME: wait until we latch ent->think = tripwireThink; ent->nextthink = level.time + FRAMETIME; start[0] = 0.0f; start[1] = 0.0f; start[2] = -2.0f; VectorAdd(start, ent->s.pos.trBase, start); // Find the main impact point VectorMA ( ent->s.pos.trBase, 1024, ent->movedir, end ); //RPG-X: J2J - Replaced the NULL,NULL, with actual vectors contains origin info, to prevent game from crashing. trap_Trace ( &tr, start, NULL, NULL, end, ent->s.number, MASK_SHOT ); traceEnt = &g_entities[ tr.entityNum ]; /*RPG-X: Redtechie - No idea what this code is for but i commented it out if something is broke regarding tripmines uncomment if ( g_gametype.integer >= GT_TEAM ) { if ( traceEnt->client && traceEnt->client->sess.sessionTeam != ent->s.otherEntityNum2 || tr.startsolid ) { grenadeSpewShrapnel( ent ); } } else { if ( traceEnt->client || tr.startsolid ) { grenadeSpewShrapnel( ent ); } } //}*/ //RPG-X: J2J If statment fixed so that touching a mine won't crash the game. if ( traceEnt->client ) { //RPG-X: RedTechie - Admin Class go threw //RPG-X: J2J - Mistake made here, was checking if the _owner_ was in admin at the time, not the player tripping the mine, FIXED. //if(traceEnt->client->sess.sessionClass != PC_ADMIN) if (IsAdmin( traceEnt ) == qfalse) { grenadeSpewShrapnel( ent ); } } } void tripmine_explode( gentity_t *self ) { G_TempEntity ( self->s.origin, EV_GRENADE_EXPLODE ); G_RadiusDamage( self->s.origin, self->enemy?self->enemy:self->parent, self->splashDamage, self->splashRadius, self, DAMAGE_ALL_TEAMS, MOD_GRENADE_ALT_SPLASH ); //FIXME: clear me from owner's list of tripmines G_FreeEntity(self); } void tripmine_delayed_explode( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { self->enemy = attacker; self->think = grenadeSpewShrapnel; self->nextthink = level.time + FRAMETIME; self->takedamage = qfalse; } /* ================ G_MissileStick ================ */ #define GRENADE_ALT_STICK_TIME 2500 void G_MissileStick( gentity_t *ent, trace_t *trace ) { vec3_t org, dir; gentity_t *tent = NULL; gentity_t *other = NULL; gclient_t *client; client = ent->client; 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 ); VectorMA( trace->endpos, -2.5, 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->s.pos.trTime = level.time; VectorClear( ent->s.pos.trDelta ); VectorClear( ent->s.apos.trBase ); ent->s.pos.trType = TR_STATIONARY; VectorScale ( trace->plane.normal, -1, dir ); vectoangles( dir, ent->s.angles ); SnapVector( ent->s.angles ); // save net bandwidth // check FX_GrenadeShrapnelBits() to make sure this nextthink coincides with that killtime if ( ent->count ) {//a tripwire //add draw line flag //RPG-X: Redtechie - hidden grenades //ent->flags = FL_CLOAK; //ent->client->ps.powerups[PW_INVIS] = level.time + 1000000000; VectorCopy( trace->plane.normal, ent->movedir ); ent->think = tripwireThink; ent->nextthink = level.time + 300;//delay the activation //make it shootable VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 ); VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS ); ent->r.contents = CONTENTS_CORPSE;//|CONTENTS_TRIGGER; //RPG-X|FIXME-NOT FIXED: RedTechie - Maker can shoot down others cant //if( ent->enemy->client->sess.sessionClass != PC_MAKER ) //{ ent->takedamage = 0; ent->health = 999; //} //else //{ // ent->takedamage = 1; // ent->health = 1; //} ent->die = tripmine_delayed_explode; ent->touch = TouchStickyGrenade;//? } else { ent->touch = TouchStickyGrenade; ent->r.contents = CONTENTS_TRIGGER; ent->nextthink = level.time + GRENADE_ALT_STICK_TIME; ent->think = grenadeSpewShrapnel; } ent->s.groundEntityNum = trace->entityNum; } /* ================ 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 or a moving, explode if ( other && ( (other->classname && !Q_stricmp(other->classname, "holdable_shield")) || (!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) ) ) { //RPG-X: - Our forcefield killer :D if(other && ((other->classname && !Q_stricmp(other->classname, "holdable_shield")))){ if(IsAdmin(ent->parent)){ G_FreeEntity(ent); ShieldRemove(other); return; }else{ // 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; } }else{ // 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 ); } 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_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 } } if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) ) {//stuck missiles should check some special stuff G_RunStuckMissile( ent ); return; } // 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_COFFEE; 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; } gentity_t *fire_comprifle(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_COMPRESSION_RIFLE; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 20; bolt->splashDamage = 15; bolt->splashRadius = 20; bolt->methodOfDeath = MOD_CRIFLE; bolt->splashMethodOfDeath = MOD_CRIFLE_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); G_AddEvent(self, EV_SHOOTER_SOUND, WP_COMPRESSION_RIFLE); 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); G_AddEvent(self, EV_SHOOTER_SOUND, WP_QUANTUM_BURST); 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); G_AddEvent(self, EV_SHOOTER_SOUND, WP_GRENADE_LAUNCHER); 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_DISRUPTOR; 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); G_AddEvent(self, EV_SHOOTER_SOUND, WP_DISRUPTOR); return bolt; }