rpg-x2/game/g_missile.c
Walter Julius Hennecke 0acb013a7a Renamed weapons in weapon_t ...
... to more common names WP_0 to WP_15.
2012-03-16 13:05:41 +01:00

680 lines
18 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"
#define MISSILE_PRESTEP_TIME 50
// ick
extern void grenadeSpewShrapnel( gentity_t *ent );
/*
================
G_BounceMissile
returns true if a bounce sound should be played
================
*/
qboolean G_BounceMissile( gentity_t *ent, trace_t *trace ) {
vec3_t velocity;
float dot;
int hitTime;
// reflect the velocity on the trace plane
hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
dot = DotProduct( velocity, trace->plane.normal );
VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
if ( ent->s.eFlags & EF_BOUNCE_HALF ) {
VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
ent->s.pos.trDelta[2]*=0.5f;
// check for stop
if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) {
G_SetOrigin( ent, trace->endpos );
return qfalse;
}
}
VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
SnapVector( ent->s.pos.trBase ); // save net bandwidth
ent->s.pos.trTime = level.time;
return qtrue;
}
void TouchStickyGrenade(gentity_t *ent, gentity_t *other, trace_t *trace)
{
// if the guy that touches this grenade can take damage, he's about to.
//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_4;
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_6;
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_6);
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_9;
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_9);
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_8;
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_8);
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_10;
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_10);
return bolt;
}