465 lines
12 KiB
C
465 lines
12 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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#include "g_local.h"
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#define MISSILE_PRESTEP_TIME 50
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/*
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================
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G_BounceMissile
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================
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*/
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void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
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vec3_t velocity;
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float dot;
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int hitTime;
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// reflect the velocity on the trace plane
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hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
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BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
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dot = DotProduct( velocity, trace->plane.normal );
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VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );
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if ( ent->s.eFlags & EF_BOUNCE_HALF ) {
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VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
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// check for stop
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if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) {
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G_SetOrigin( ent, trace->endpos );
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return;
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}
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}
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VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
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VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
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ent->s.pos.trTime = level.time;
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}
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/*
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================
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G_ExplodeMissile
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Explode a missile without an impact
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================
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*/
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void G_ExplodeMissile( gentity_t *ent ) {
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vec3_t dir;
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vec3_t origin;
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BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
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SnapVector( origin );
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G_SetOrigin( ent, origin );
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// we don't have a valid direction, so just point straight up
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dir[0] = dir[1] = 0;
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dir[2] = 1;
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ent->s.eType = ET_GENERAL;
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G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );
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ent->freeAfterEvent = qtrue;
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// splash damage
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if ( ent->splashDamage ) {
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if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent
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, ent->splashMethodOfDeath ) ) {
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g_entities[ent->r.ownerNum].client->accuracy_hits++;
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}
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}
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trap_LinkEntity( ent );
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}
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/*
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================
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G_MissileImpact
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================
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*/
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void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
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gentity_t *other;
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qboolean hitClient = qfalse;
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other = &g_entities[trace->entityNum];
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// check for bounce
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if ( !other->takedamage &&
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( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
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G_BounceMissile( ent, trace );
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G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
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return;
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}
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// impact damage
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if (other->takedamage) {
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// FIXME: wrong damage direction?
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if ( ent->damage ) {
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vec3_t velocity;
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if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
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g_entities[ent->r.ownerNum].client->accuracy_hits++;
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hitClient = qtrue;
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}
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BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
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if ( VectorLength( velocity ) == 0 ) {
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velocity[2] = 1; // stepped on a grenade
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}
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G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
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ent->s.origin, ent->damage,
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0, ent->methodOfDeath);
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}
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}
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if (!strcmp(ent->classname, "hook")) {
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gentity_t *nent;
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vec3_t v;
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nent = G_Spawn();
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if ( other->takedamage && other->client ) {
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G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
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nent->s.otherEntityNum = other->s.number;
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ent->enemy = other;
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v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5;
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v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5;
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v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5;
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SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth
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} else {
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VectorCopy(trace->endpos, v);
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G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
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ent->enemy = NULL;
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}
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SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth
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nent->freeAfterEvent = qtrue;
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// change over to a normal entity right at the point of impact
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nent->s.eType = ET_GENERAL;
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ent->s.eType = ET_GRAPPLE;
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G_SetOrigin( ent, v );
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G_SetOrigin( nent, v );
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ent->think = Weapon_HookThink;
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ent->nextthink = level.time + FRAMETIME;
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ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL;
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VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
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trap_LinkEntity( ent );
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trap_LinkEntity( nent );
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return;
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}
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// is it cheaper in bandwidth to just remove this ent and create a new
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// one, rather than changing the missile into the explosion?
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if ( other->takedamage && other->client ) {
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G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
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ent->s.otherEntityNum = other->s.number;
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} else if( trace->surfaceFlags & SURF_METALSTEPS ) {
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G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
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} else {
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G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
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}
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ent->freeAfterEvent = qtrue;
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// change over to a normal entity right at the point of impact
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ent->s.eType = ET_GENERAL;
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SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth
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G_SetOrigin( ent, trace->endpos );
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// splash damage (doesn't apply to person directly hit)
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if ( ent->splashDamage ) {
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if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
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other, ent->splashMethodOfDeath ) ) {
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if( !hitClient ) {
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g_entities[ent->r.ownerNum].client->accuracy_hits++;
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}
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}
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}
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trap_LinkEntity( ent );
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}
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/*
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================
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G_RunMissile
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================
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*/
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void G_RunMissile( gentity_t *ent ) {
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vec3_t origin;
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trace_t tr;
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int passent;
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// get current position
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BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
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// if this missile bounced off an invulnerability sphere
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if ( ent->target_ent ) {
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passent = ent->target_ent->s.number;
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}
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else {
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// ignore interactions with the missile owner
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passent = ent->r.ownerNum;
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}
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// trace a line from the previous position to the current position
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trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );
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if ( tr.startsolid || tr.allsolid ) {
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// make sure the tr.entityNum is set to the entity we're stuck in
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trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
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tr.fraction = 0;
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}
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else {
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VectorCopy( tr.endpos, ent->r.currentOrigin );
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}
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trap_LinkEntity( ent );
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if ( tr.fraction != 1 ) {
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// never explode or bounce on sky
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if ( tr.surfaceFlags & SURF_NOIMPACT ) {
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// If grapple, reset owner
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if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
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ent->parent->client->hook = NULL;
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}
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G_FreeEntity( ent );
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return;
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}
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G_MissileImpact( ent, &tr );
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if ( ent->s.eType != ET_MISSILE ) {
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return; // exploded
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}
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}
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// check think function after bouncing
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G_RunThink( ent );
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}
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//=============================================================================
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/*
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=================
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fire_plasma
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=================
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*/
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gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
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gentity_t *bolt;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->classname = "plasma";
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bolt->nextthink = level.time + 10000;
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bolt->think = G_ExplodeMissile;
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_PLASMAGUN;
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bolt->r.ownerNum = self->s.number;
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bolt->parent = self;
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bolt->damage = 20;
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bolt->splashDamage = 15;
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bolt->splashRadius = 20;
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bolt->methodOfDeath = MOD_PLASMA;
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bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
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bolt->clipmask = MASK_SHOT;
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bolt->target_ent = NULL;
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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VectorScale( dir, 2000, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, bolt->r.currentOrigin);
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return bolt;
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}
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//=============================================================================
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/*
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=================
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fire_grenade
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=================
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*/
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gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
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gentity_t *bolt;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->classname = "grenade";
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bolt->nextthink = level.time + 2500;
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bolt->think = G_ExplodeMissile;
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_GRENADE_LAUNCHER;
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bolt->s.eFlags = EF_BOUNCE_HALF;
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bolt->r.ownerNum = self->s.number;
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bolt->parent = self;
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bolt->damage = 100;
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bolt->splashDamage = 100;
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bolt->splashRadius = 150;
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bolt->methodOfDeath = MOD_GRENADE;
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bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
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bolt->clipmask = MASK_SHOT;
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bolt->target_ent = NULL;
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bolt->s.pos.trType = TR_GRAVITY;
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bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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VectorScale( dir, 700, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, bolt->r.currentOrigin);
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return bolt;
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}
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//=============================================================================
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/*
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=================
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fire_bfg
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=================
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*/
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gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) {
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gentity_t *bolt;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->classname = "bfg";
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bolt->nextthink = level.time + 10000;
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bolt->think = G_ExplodeMissile;
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_BFG;
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bolt->r.ownerNum = self->s.number;
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bolt->parent = self;
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bolt->damage = 100;
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bolt->splashDamage = 100;
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bolt->splashRadius = 120;
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bolt->methodOfDeath = MOD_BFG;
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bolt->splashMethodOfDeath = MOD_BFG_SPLASH;
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bolt->clipmask = MASK_SHOT;
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bolt->target_ent = NULL;
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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VectorScale( dir, 2000, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, bolt->r.currentOrigin);
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return bolt;
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}
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//=============================================================================
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/*
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=================
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fire_rocket
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=================
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*/
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gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
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gentity_t *bolt;
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VectorNormalize (dir);
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bolt = G_Spawn();
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bolt->classname = "rocket";
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bolt->nextthink = level.time + 15000;
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bolt->think = G_ExplodeMissile;
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bolt->s.eType = ET_MISSILE;
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bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_ROCKET_LAUNCHER;
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bolt->r.ownerNum = self->s.number;
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bolt->parent = self;
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bolt->damage = 100;
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bolt->splashDamage = 100;
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bolt->splashRadius = 120;
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bolt->methodOfDeath = MOD_ROCKET;
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bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
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bolt->clipmask = MASK_SHOT;
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bolt->target_ent = NULL;
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bolt->s.pos.trType = TR_LINEAR;
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bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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VectorScale( dir, 900, bolt->s.pos.trDelta );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, bolt->r.currentOrigin);
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return bolt;
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}
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/*
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=================
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fire_grapple
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=================
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*/
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gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) {
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gentity_t *hook;
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VectorNormalize (dir);
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hook = G_Spawn();
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hook->classname = "hook";
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hook->nextthink = level.time + 10000;
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hook->think = Weapon_HookFree;
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hook->s.eType = ET_MISSILE;
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hook->r.svFlags = SVF_USE_CURRENT_ORIGIN;
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hook->s.weapon = WP_GRAPPLING_HOOK;
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hook->r.ownerNum = self->s.number;
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hook->methodOfDeath = MOD_GRAPPLE;
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hook->clipmask = MASK_SHOT;
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hook->parent = self;
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hook->target_ent = NULL;
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hook->s.pos.trType = TR_LINEAR;
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hook->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
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hook->s.otherEntityNum = self->s.number; // use to match beam in client
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VectorCopy( start, hook->s.pos.trBase );
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VectorScale( dir, 800, hook->s.pos.trDelta );
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SnapVector( hook->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, hook->r.currentOrigin);
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self->client->hook = hook;
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return hook;
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}
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