diff options
Diffstat (limited to 'src/game/g_missile.c')
-rw-r--r-- | src/game/g_missile.c | 1176 |
1 files changed, 1176 insertions, 0 deletions
diff --git a/src/game/g_missile.c b/src/game/g_missile.c new file mode 100644 index 0000000..ed9352a --- /dev/null +++ b/src/game/g_missile.c @@ -0,0 +1,1176 @@ +/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2006 Tim Angus
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#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;
+ 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 )
+ {
+ //ROTAXfun
+ if(!strcmp(ent->classname,"mine")) {
+ VectorScale( ent->s.pos.trDelta, 0.00, ent->s.pos.trDelta );
+ if( VectorLength( ent->s.pos.trDelta ) < 40 )
+ {
+ G_SetOrigin( ent, trace->endpos );
+ return;
+ }
+ } else {
+ VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
+ }
+ //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 );
+ 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;
+
+ 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;
+
+ //TA: tired... can't be fucked... hack
+ if( ent->s.weapon != WP_LOCKBLOB_LAUNCHER &&
+ ent->s.weapon != WP_FLAMER )
+ G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );
+
+ ent->freeAfterEvent = qtrue;
+
+ // splash damage
+ if( ent->splashDamage )
+ G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage,
+ ent->splashRadius, ent, ent->splashMethodOfDeath );
+
+ trap_LinkEntity( ent );
+}
+
+void AHive_ReturnToHive( gentity_t *self );
+
+/*
+================
+G_MissileImpact
+
+================
+*/
+void G_MissileImpact( gentity_t *ent, trace_t *trace )
+{
+ gentity_t *other, *attacker;
+ qboolean returnAfterDamage = qfalse;
+ vec3_t dir;
+
+ other = &g_entities[ trace->entityNum ];
+ attacker = &g_entities[ ent->r.ownerNum ];
+
+ // check for bounce
+ if( !other->takedamage &&
+ ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) && strcmp( ent->classname, "acidbomb" ) )//ROTAXfun pokud je to acidbomba, pouzije vlastni zvuk a ne granatovej
+ {
+ G_BounceMissile( ent, trace );
+
+ //only play a sound if requested
+ if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) )
+ G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
+
+ return;
+ }
+
+ if( !strcmp( ent->classname, "grenade" ) )
+ {
+ //grenade doesn't explode on impact
+ G_BounceMissile( ent, trace );
+
+ //only play a sound if requested
+ if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) )
+ G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
+
+ return;
+ }
+ else if( !strcmp( ent->classname, "mine" ) )//ROTAXfun
+ {
+ //grenade doesn't explode on impact
+ G_BounceMissile( ent, trace );
+
+ //only play a sound if requested
+ if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) )
+ G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
+
+ return;
+ }
+ else if( !strcmp( ent->classname, "flare" ) )//ROTAXfun
+ {
+ //grenade doesn't explode on impact
+ G_BounceMissile( ent, trace );
+
+ //only play a sound if requested
+ if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) )
+ G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
+
+ return;
+ }
+ else if( !strcmp( ent->classname, "lockblob" ) )
+ {
+ if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ other->client->ps.stats[ STAT_STATE ] |= SS_BLOBLOCKED;
+ other->client->lastLockTime = level.time;
+ AngleVectors( other->client->ps.viewangles, dir, NULL, NULL );
+ other->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir );
+ }
+ }
+ else if( !strcmp( ent->classname, "slowblob" ) )
+ {
+ if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ other->client->ps.stats[ STAT_STATE ] |= SS_SLOWLOCKED;
+ other->client->lastSlowTime = level.time;
+ AngleVectors( other->client->ps.viewangles, dir, NULL, NULL );
+ other->client->ps.stats[ STAT_VIEWLOCK ] = DirToByte( dir );
+ }
+ }
+ else if( !strcmp( ent->classname, "acidbomb" ) )//ROTAXfun
+ {
+ //bomb doesn't explode on impact
+ G_BounceMissile( ent, trace );
+
+ //only play a sound if requested
+ if( !( ent->s.eFlags & EF_NO_BOUNCE_SOUND ) )
+ G_AddEvent( ent, EV_ACIDBOMB_BOUNCE, 0 );
+
+ return;
+ }
+ else if( !strcmp( ent->classname, "hive" ) )
+ {
+ if( other->s.eType == ET_BUILDABLE && other->s.modelindex == BA_A_HIVE )
+ {
+ if( !ent->parent )
+ G_Printf( S_COLOR_YELLOW "WARNING: hive entity has no parent in G_MissileImpact\n" );
+ else
+ ent->parent->active = qfalse;
+
+ G_FreeEntity( ent );
+ return;
+ }
+ else
+ {
+ //prevent collision with the client when returning
+ ent->r.ownerNum = other->s.number;
+
+ ent->think = AHive_ReturnToHive;
+ ent->nextthink = level.time + FRAMETIME;
+
+ //only damage humans
+ if( other->client && other->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ returnAfterDamage = qtrue;
+ else
+ return;
+ }
+ }
+ else if ( other->s.eType == ET_BUILDABLE && other->s.modelindex == BA_A_BAMBOO && ( !strcmp( ent->classname, "lcannon" ) || !strcmp( ent->classname, "pulse" ) ) )//ROTAXfun (bamboo + luci, prifle)
+ {
+ G_BounceMissile( ent, trace );
+
+ return;
+ }
+
+ // impact damage
+ if( other->takedamage )
+ {
+ // FIXME: wrong damage direction?
+ if( ent->damage )
+ {
+ vec3_t velocity;
+
+ BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
+ if( VectorLength( velocity ) == 0 )
+ velocity[ 2 ] = 1; // stepped on a grenade
+
+ G_Damage( other, ent, attacker, velocity, ent->s.origin, ent->damage,
+ 0, ent->methodOfDeath );
+ }
+ }
+
+ if( returnAfterDamage )
+ return;
+
+ // 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 if( trace->surfaceFlags & SURF_METALSTEPS )
+ G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
+ 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 )
+ G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
+ other, ent->splashMethodOfDeath );
+
+ trap_LinkEntity( ent );
+}
+
+
+/*
+================
+G_RunMissile
+
+================
+*/
+void G_RunMissile( gentity_t *ent )
+{
+ vec3_t origin;
+ trace_t tr;
+ int passent;
+
+ // get current position
+ BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
+
+ // 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 );
+
+ ent->r.contents = CONTENTS_SOLID; //trick trap_LinkEntity into...
+ trap_LinkEntity( ent );
+ ent->r.contents = 0; //...encoding bbox information
+
+ 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 );
+}
+
+//ROTAXfun
+/*
+================
+G_ProcessMine
+
+If an enemy is close to the entity, go boom!
+================
+*/
+void G_ProcessMine(gentity_t *ent) {
+ int i, total_entities, entityList[MAX_GENTITIES];
+ vec3_t range, mins, maxs;
+ gentity_t *target;
+
+ // Set the next time to run this check (can be overwritten below)
+ ent->nextthink = level.time + MINE_CHECK_FREQUENCY;
+
+ // Grab all entities around us
+ VectorSet(range, MINE_DETECT, MINE_DETECT, MINE_DETECT);
+ VectorAdd(ent->s.origin, range, maxs);
+ VectorSubtract(ent->s.origin, range, mins);
+
+ total_entities = trap_EntitiesInBox(mins, maxs, entityList, MAX_GENTITIES);
+
+ // Loop entities looking for an enemy body
+ for(i=0; i<total_entities; i++) {
+ target = &g_entities[entityList[i]];
+ if(target->client && target->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS) {
+ if (G_Visible( ent, target ))
+ {
+ // Found an enemy, boom time!
+ ent->nextthink = level.time + MINE_BOOM_TIME;
+ ent->think = G_ExplodeMissile;
+ return;
+ }
+ }
+ }
+}
+
+
+//ROTAXfun
+/*
+================
+G_ProcessFlare
+
+If an player is close to the entity, hurt!
+================
+*/
+void G_ProcessFlare(gentity_t *ent) {
+ int i, total_entities, entityList[MAX_GENTITIES];
+ vec3_t range, mins, maxs;
+ gentity_t *target;
+
+ if (level.time > ent->s.time + 30000)
+ {
+ ent->nextthink = level.time + 100;
+ ent->think = G_ExplodeMissile;
+ return;
+ }
+
+ // Set the next time to run this check (can be overwritten below)
+ ent->nextthink = level.time + FLARE_CHECK_FREQUENCY;
+
+ // Grab all entities around us
+ VectorSet(range, FLARE_DETECT, FLARE_DETECT, FLARE_DETECT);
+ VectorAdd(ent->s.origin, range, maxs);
+ VectorSubtract(ent->s.origin, range, mins);
+
+ total_entities = trap_EntitiesInBox(mins, maxs, entityList, MAX_GENTITIES);
+
+ // Loop entities looking for an enemy body
+ for(i=0; i<total_entities; i++) {
+ target = &g_entities[entityList[i]];
+ if(target->client) {
+ if (G_Visible( ent, target ))
+ {
+ // Found an enemy, hurt time!
+ G_Damage( target, ent, ent->parent, NULL, ent->s.origin, ent->damage, 0, ent->methodOfDeath );
+
+ //ent->nextthink = level.time + MINE_BOOM_TIME;
+ //ent->think = G_ExplodeMissile;
+ return;
+ }
+ }
+ }
+}
+
+
+//=============================================================================
+
+/*
+=================
+fire_flamer
+
+=================
+*/
+gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t dir )
+{
+ gentity_t *bolt;
+ vec3_t pvel;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "flame";
+ bolt->nextthink = level.time + FLAMER_LIFETIME;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_FLAMER;
+ bolt->s.generic1 = self->s.generic1; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = FLAMER_DMG;
+ bolt->splashDamage = FLAMER_DMG;
+ bolt->splashRadius = FLAMER_RADIUS;
+ bolt->methodOfDeath = MOD_FLAMER;
+ bolt->splashMethodOfDeath = MOD_FLAMER_SPLASH;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+ bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -15.0f;
+ bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 15.0f;
+
+ 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 );
+ VectorScale( self->client->ps.velocity, FLAMER_LAG, pvel );
+ VectorMA( pvel, FLAMER_SPEED, dir, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+//=============================================================================
+
+/*
+=================
+fire_blaster
+
+=================
+*/
+gentity_t *fire_blaster( gentity_t *self, vec3_t start, vec3_t dir )
+{
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "blaster";
+ 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_BLASTER;
+ bolt->s.generic1 = self->s.generic1; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = BLASTER_DMG;
+ bolt->splashDamage = 0;
+ bolt->splashRadius = 0;
+ bolt->methodOfDeath = MOD_BLASTER;
+ bolt->splashMethodOfDeath = MOD_BLASTER;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ 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 );
+ VectorScale( dir, BLASTER_SPEED, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+//=============================================================================
+
+/*
+=================
+fire_pulseRifle
+
+=================
+*/
+gentity_t *fire_pulseRifle( gentity_t *self, vec3_t start, vec3_t dir, int i )//ROTAXfun
+{
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "pulse";
+ 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_PULSE_RIFLE;
+ bolt->s.generic1 = self->s.generic1; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = PRIFLE_DMG;
+ bolt->splashDamage = 0;
+ bolt->splashRadius = 0;
+ bolt->methodOfDeath = MOD_PRIFLE;
+ bolt->splashMethodOfDeath = MOD_PRIFLE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ //ROTAXfun
+ if (i == 1)
+ bolt->s.pos.trType = TR_LINEAR;
+ else if (i == 2)
+ bolt->s.pos.trType = TR_GRAVITY;
+ else if (i == 3)
+ bolt->s.pos.trType = TR_BUOYANCY;
+
+ 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, PRIFLE_SPEED, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+//=============================================================================
+
+/*
+=================
+fire_luciferCannon
+
+=================
+*/
+gentity_t *fire_luciferCannon( gentity_t *self, vec3_t start, vec3_t dir, int damage, int radius )
+{
+ gentity_t *bolt;
+ int localDamage = (int)( ceil( ( (float)damage /
+ (float)LCANNON_TOTAL_CHARGE ) * (float)LCANNON_DAMAGE ) );
+
+ VectorNormalize( dir );
+
+ bolt = G_Spawn( );
+ bolt->classname = "lcannon";
+
+ if( damage == LCANNON_TOTAL_CHARGE )
+ bolt->nextthink = level.time;
+ else
+ 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_LUCIFER_CANNON;
+ bolt->s.generic1 = self->s.generic1; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = localDamage;
+ bolt->splashDamage = localDamage / 2;
+ bolt->splashRadius = radius;
+ bolt->methodOfDeath = MOD_LCANNON;
+ bolt->splashMethodOfDeath = MOD_LCANNON_SPLASH;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ 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 );
+ VectorScale( dir, LCANNON_SPEED, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+/*
+=================
+launch_grenade
+
+=================
+*/
+/*void ooo(gentity_t *ent,gentity_t *ent2,int i)
+{G_TeamCommand( PTE_HUMANS,
+ va( "print \"Overmind ^3DAMAGED^7 by ^1TEAMMATE^7 ^7\n\"" ));
+}*/
+gentity_t *launch_grenade( gentity_t *self, vec3_t start, vec3_t dir )
+{
+/*
+gentity_t *bolt;
+qboolean noExplode = qfalse;
+
+bolt = G_Spawn();
+
+// no self->client for shooter_grenade's
+if( self->client) {
+// TTimo
+// was: if( g_gametype.integer < GT_WOLF && grenadeWPID == WP_DYNAMITE || grenadeWPID == WP_DYNAMITE2) {
+// gcc: suggest parentheses around && within ||
+
+
+noExplode = qtrue;
+
+}
+else {
+bolt->nextthink = level.time + 2500;
+}
+
+
+
+
+if(!noExplode)
+bolt->think = G_ExplodeMissile;
+
+bolt->s.eType = ET_MISSILE;
+bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST;
+bolt->s.weapon = WP_GRENADE;
+bolt->r.ownerNum = self->s.number;
+bolt->parent = self;
+
+// JPW NERVE -- commented out bolt->damage and bolt->splashdamage, override with G_GetWeaponDamage()
+// so it works with different netgame balance. didn't uncomment bolt->damage on dynamite 'cause its so *special*
+bolt->damage = GRENADE_DAMAGE; // overridden for dynamite
+bolt->splashDamage = GRENADE_DAMAGE;
+// jpw
+
+
+trap_SendServerCommand( self-g_entities, "cp \"^1Dynamite ^3is set but ^1NOT ^3armed\"");
+// differentiate non-armed dynamite with non-pulsing dlight
+
+bolt->classname = "grenade";
+bolt->damage = 0;
+// bolt->splashDamage = 300;
+bolt->splashRadius = 400;
+bolt->methodOfDeath = MOD_GRENADE;
+bolt->splashMethodOfDeath = MOD_GRENADE;
+bolt->s.eFlags = (EF_BOUNCE | EF_BOUNCE_HALF); // EF_BOUNCE_HEAVY;
+
+// dynamite is shootable
+// JPW NERVE only in single player
+
+bolt->health = 5;
+bolt->takedamage = qtrue;
+bolt->pain = ooo;
+
+// jpw
+
+bolt->r.contents = CONTENTS_CORPSE; // (player can walk through)
+
+// nope - this causes the dynamite to impact on the players bb when he throws it.
+// will try setting it when it settles
+// bolt->r.ownerNum = ENTITYNUM_WORLD; // (SA) make the world the owner of the dynamite, so the player can shoot it without modifying the bullet code to ignore players id for hits
+
+// small target cube
+VectorSet(bolt->r.mins, -12, -12, 0);
+VectorCopy(bolt->r.mins, bolt->r.absmin);
+VectorSet(bolt->r.maxs, 12, 12, 20);
+VectorCopy(bolt->r.maxs, bolt->r.absmax);
+
+// JPW NERVE -- blast radius proportional to damage
+// jpw
+
+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 );
+VectorCopy( dir, bolt->s.pos.trDelta );
+SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+VectorCopy (start, bolt->r.currentOrigin);
+
+return bolt;
+*/
+
+
+
+
+
+ gentity_t *bolt;
+
+ VectorNormalize( dir );
+
+ bolt = G_Spawn( );
+ bolt->classname = "grenade";
+ bolt->nextthink = level.time + 5000;
+ 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->s.generic1 = WPM_PRIMARY; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = GRENADE_DAMAGE;
+ bolt->splashDamage = GRENADE_DAMAGE;
+ bolt->splashRadius = GRENADE_RANGE;
+ bolt->methodOfDeath = MOD_GRENADE;
+ bolt->splashMethodOfDeath = MOD_GRENADE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+ bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -3.0f;
+ bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 3.0f;
+ bolt->s.time = level.time;
+/*bolt->health = 5;
+bolt->takedamage = qtrue;
+bolt->r.contents = CONTENTS_BODY;
+//bolt->clipmask = MASK_PLAYERSOLID;
+bolt->pain = ooo;*/
+ 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, GRENADE_SPEED, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+//ROTAXfun
+gentity_t *launch_mine( gentity_t *self, vec3_t start, vec3_t dir )
+{
+ gentity_t *bolt;
+
+ VectorNormalize( dir );
+
+ bolt = G_Spawn( );
+ bolt->classname = "mine";
+ bolt->nextthink = level.time + MINE_INIT_TIME;
+ bolt->think = G_ProcessMine;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_MINE;
+ bolt->s.eFlags = EF_BOUNCE_HALF;
+ bolt->s.generic1 = WPM_PRIMARY; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = MINE_DAMAGE;
+ bolt->splashDamage = MINE_DAMAGE;
+ bolt->splashRadius = MINE_RANGE;
+ bolt->methodOfDeath = MOD_MINE;
+ bolt->splashMethodOfDeath = MOD_MINE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+ bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -3.0f;
+ bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 3.0f;
+ bolt->s.time = level.time;
+ 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, MINE_SPEED, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+//ROTAXfun
+gentity_t *launch_flare( gentity_t *self, vec3_t start, vec3_t dir )
+{
+ gentity_t *bolt;
+
+ VectorNormalize( dir );
+
+ bolt = G_Spawn( );
+ bolt->classname = "flare";
+ bolt->nextthink = level.time + 200;
+ bolt->think = G_ProcessFlare;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_FLARE;
+ bolt->s.eFlags = EF_BOUNCE_HALF;
+ bolt->s.generic1 = WPM_PRIMARY; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = FLARE_DAMAGE;
+ bolt->splashDamage = 0;
+ bolt->splashRadius = 0;
+ bolt->methodOfDeath = MOD_FLARE;
+ bolt->splashMethodOfDeath = MOD_FLARE;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+ bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -3.0f;
+ bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 3.0f;
+ bolt->s.time = level.time;
+ 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, FLARE_SPEED, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+//=============================================================================
+
+/*
+================
+AHive_ReturnToHive
+
+Adjust the trajectory to point towards the hive
+================
+*/
+void AHive_ReturnToHive( gentity_t *self )
+{
+ vec3_t dir;
+ trace_t tr;
+
+ if( !self->parent )
+ {
+ G_Printf( S_COLOR_YELLOW "WARNING: AHive_ReturnToHive called with no self->parent\n" );
+ return;
+ }
+
+ trap_UnlinkEntity( self->parent );
+ trap_Trace( &tr, self->r.currentOrigin, self->r.mins, self->r.maxs,
+ self->parent->r.currentOrigin, self->r.ownerNum, self->clipmask );
+ trap_LinkEntity( self->parent );
+
+ if( tr.fraction < 1.0f )
+ {
+ //if can't see hive then disperse
+ VectorCopy( self->r.currentOrigin, self->s.pos.trBase );
+ self->s.pos.trType = TR_STATIONARY;
+ self->s.pos.trTime = level.time;
+
+ self->think = G_ExplodeMissile;
+ self->nextthink = level.time + 2000;
+ self->parent->active = qfalse; //allow the parent to start again
+ }
+ else
+ {
+ VectorSubtract( self->parent->r.currentOrigin, self->r.currentOrigin, dir );
+ VectorNormalize( dir );
+
+ //change direction towards the hive
+ VectorScale( dir, HIVE_SPEED, self->s.pos.trDelta );
+ SnapVector( self->s.pos.trDelta ); // save net bandwidth
+ VectorCopy( self->r.currentOrigin, self->s.pos.trBase );
+ self->s.pos.trTime = level.time;
+
+ self->think = G_ExplodeMissile;
+ self->nextthink = level.time + 15000;
+ }
+}
+
+/*
+================
+AHive_SearchAndDestroy
+
+Adjust the trajectory to point towards the target
+================
+*/
+void AHive_SearchAndDestroy( gentity_t *self )
+{
+ vec3_t dir;
+ trace_t tr;
+
+ trap_Trace( &tr, self->r.currentOrigin, self->r.mins, self->r.maxs,
+ self->target_ent->r.currentOrigin, self->r.ownerNum, self->clipmask );
+
+ //if there is no LOS or the parent hive is too far away or the target is dead or notargeting, return
+ if( tr.entityNum == ENTITYNUM_WORLD ||
+ Distance( self->r.currentOrigin, self->parent->r.currentOrigin ) > ( HIVE_RANGE * 5 ) ||
+ self->target_ent->health <= 0 || self->target_ent->flags & FL_NOTARGET )
+ {
+ self->r.ownerNum = ENTITYNUM_WORLD;
+
+ self->think = AHive_ReturnToHive;
+ self->nextthink = level.time + FRAMETIME;
+ }
+ else
+ {
+ VectorSubtract( self->target_ent->r.currentOrigin, self->r.currentOrigin, dir );
+ VectorNormalize( dir );
+
+ //change direction towards the player
+ VectorScale( dir, HIVE_SPEED, self->s.pos.trDelta );
+ SnapVector( self->s.pos.trDelta ); // save net bandwidth
+ VectorCopy( self->r.currentOrigin, self->s.pos.trBase );
+ self->s.pos.trTime = level.time;
+
+ self->nextthink = level.time + HIVE_DIR_CHANGE_PERIOD;
+ }
+}
+
+/*
+=================
+fire_hive
+=================
+*/
+gentity_t *fire_hive( gentity_t *self, vec3_t start, vec3_t dir )
+{
+ gentity_t *bolt;
+
+ VectorNormalize ( dir );
+
+ bolt = G_Spawn( );
+ bolt->classname = "hive";
+ bolt->nextthink = level.time + HIVE_DIR_CHANGE_PERIOD;
+ bolt->think = AHive_SearchAndDestroy;
+ bolt->s.eType = ET_MISSILE;
+ bolt->s.eFlags |= EF_BOUNCE|EF_NO_BOUNCE_SOUND;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_HIVE;
+ bolt->s.generic1 = WPM_PRIMARY; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = HIVE_DMG;
+ bolt->splashDamage = 0;
+ bolt->splashRadius = 0;
+ bolt->methodOfDeath = MOD_SWARM;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = self->target_ent;
+
+ 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 );
+ VectorScale( dir, HIVE_SPEED, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+//=============================================================================
+
+/*
+=================
+fire_lockblob
+=================
+*/
+gentity_t *fire_lockblob( gentity_t *self, vec3_t start, vec3_t dir )
+{
+ gentity_t *bolt;
+
+ VectorNormalize ( dir );
+
+ bolt = G_Spawn( );
+ bolt->classname = "lockblob";
+ bolt->nextthink = level.time + 15000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_LOCKBLOB_LAUNCHER;
+ bolt->s.generic1 = WPM_PRIMARY; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 0;
+ bolt->splashDamage = 0;
+ bolt->splashRadius = 0;
+ bolt->methodOfDeath = MOD_UNKNOWN; //doesn't do damage so will never kill
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ 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 );
+ VectorScale( dir, 500, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+/*
+=================
+fire_slowBlob
+=================
+*/
+gentity_t *fire_slowBlob( gentity_t *self, vec3_t start, vec3_t dir )
+{
+ gentity_t *bolt;
+
+ VectorNormalize ( dir );
+
+ bolt = G_Spawn( );
+ bolt->classname = "slowblob";
+ bolt->nextthink = level.time + 15000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_ABUILD2;
+ bolt->s.generic1 = self->s.generic1; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = ABUILDER_BLOB_DMG;
+ bolt->splashDamage = 0;
+ bolt->splashRadius = 0;
+ bolt->methodOfDeath = MOD_SLOWBLOB;
+ bolt->splashMethodOfDeath = MOD_SLOWBLOB;
+ 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 );
+ VectorScale( dir, ABUILDER_BLOB_SPEED, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+//ROTAXfun
+/*
+=================
+fire_acidBomb
+=================
+*/
+gentity_t *fire_acidBomb( gentity_t *self, vec3_t start, vec3_t dir, int wp )
+{
+ gentity_t *bolt;
+
+ VectorNormalize ( dir );
+
+ bolt = G_Spawn( );
+ bolt->classname = "acidbomb";
+ bolt->nextthink = level.time + 8000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = wp;
+ bolt->s.eFlags = EF_BOUNCE_HALF;
+ bolt->s.generic1 = self->s.generic1; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = ABOMB_DMG;
+ bolt->splashDamage = ABOMB_SPLASH_DMG;
+ bolt->splashRadius = ABOMB_SPLASH_RADIUS;
+ bolt->methodOfDeath = MOD_ABOMB;
+ bolt->splashMethodOfDeath = MOD_ABOMB;
+ bolt->clipmask = MASK_SHOT;
+ bolt->target_ent = NULL;
+
+ bolt->r.mins[ 0 ] = bolt->r.mins[ 1 ] = bolt->r.mins[ 2 ] = -10.0f;
+ bolt->r.maxs[ 0 ] = bolt->r.maxs[ 1 ] = bolt->r.maxs[ 2 ] = 10.0f;
+
+ 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, ABOMB_SPEED, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+
+/*
+=================
+fire_paraLockBlob
+=================
+*/
+gentity_t *fire_paraLockBlob( gentity_t *self, vec3_t start, vec3_t dir )
+{
+ gentity_t *bolt;
+
+ VectorNormalize ( dir );
+
+ bolt = G_Spawn( );
+ bolt->classname = "lockblob";
+ bolt->nextthink = level.time + 15000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_LOCKBLOB_LAUNCHER;
+ bolt->s.generic1 = self->s.generic1; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 0;
+ bolt->splashDamage = 0;
+ bolt->splashRadius = 0;
+ 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 );
+ VectorScale( dir, LOCKBLOB_SPEED, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+ VectorCopy( start, bolt->r.currentOrigin );
+
+ return bolt;
+}
+
+/*
+=================
+fire_bounceBall
+=================
+*/
+gentity_t *fire_bounceBall( gentity_t *self, vec3_t start, vec3_t dir )
+{
+ gentity_t *bolt;
+
+ VectorNormalize ( dir );
+
+ bolt = G_Spawn( );
+ bolt->classname = "bounceball";
+ bolt->nextthink = level.time + 3000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_ALEVEL3_UPG;
+ bolt->s.generic1 = self->s.generic1; //weaponMode
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = LEVEL3_BOUNCEBALL_DMG;
+ bolt->splashDamage = 0;
+ bolt->splashRadius = 0;
+ bolt->methodOfDeath = MOD_LEVEL3_BOUNCEBALL;
+ bolt->splashMethodOfDeath = MOD_LEVEL3_BOUNCEBALL;
+ 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 );
+ VectorScale( dir, LEVEL3_BOUNCEBALL_SPEED, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+ VectorCopy( start, bolt->r.currentOrigin );
+ /*bolt->s.eFlags |= EF_BOUNCE;*/
+
+ return bolt;
+}
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