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+// Copyright (C) 1999-2000 Id Software, Inc.
+//
+
+/*
+ * Portions Copyright (C) 2000-2001 Tim Angus
+ *
+ * This program 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, or (at your option)
+ * any later version.
+ *
+ * This program 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 this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ */
+
+/* To assertain which portions are licensed under the GPL and which are
+ * licensed by Id Software, Inc. please run a diff between the equivalent
+ * versions of the "Tremulous" modification and the unmodified "Quake3"
+ * game source code.
+ */
+
+#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 ) {
+ 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;
+ G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );
+
+ ent->freeAfterEvent = qtrue;
+
+ // splash damage
+ if ( ent->splashDamage ) {
+ if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent
+ , ent->splashMethodOfDeath ) ) {
+ g_entities[ent->r.ownerNum].client->accuracy_hits++;
+ }
+ }
+
+ trap_LinkEntity( ent );
+}
+
+
+/*
+================
+G_MissileImpact
+
+================
+*/
+void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
+ gentity_t *other;
+ qboolean hitClient = qfalse;
+
+ other = &g_entities[trace->entityNum];
+
+ // check for bounce
+ if ( !other->takedamage &&
+ ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
+ G_BounceMissile( ent, trace );
+ G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
+ return;
+ }
+
+ // impact damage
+ if (other->takedamage) {
+ // FIXME: wrong damage direction?
+ if ( ent->damage ) {
+ vec3_t velocity;
+
+ if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
+ g_entities[ent->r.ownerNum].client->accuracy_hits++;
+ hitClient = qtrue;
+ }
+ BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
+ if ( VectorLength( velocity ) == 0 ) {
+ velocity[2] = 1; // stepped on a grenade
+ }
+ G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
+ ent->s.origin, ent->damage,
+ 0, ent->methodOfDeath);
+ }
+ }
+
+ if (!strcmp(ent->classname, "hook")) {
+ gentity_t *nent;
+ vec3_t v;
+
+ nent = G_Spawn();
+ if ( other->takedamage && other->client ) {
+
+ G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
+ nent->s.otherEntityNum = other->s.number;
+
+ ent->enemy = other;
+
+ v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5;
+ v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5;
+ v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5;
+
+ SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth
+ } else {
+ VectorCopy(trace->endpos, v);
+ G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
+ ent->enemy = NULL;
+ }
+
+ SnapVectorTowards( v, ent->s.pos.trBase ); // save net bandwidth
+
+ nent->freeAfterEvent = qtrue;
+ // change over to a normal entity right at the point of impact
+ nent->s.eType = ET_GENERAL;
+ ent->s.eType = ET_GRAPPLE;
+
+ G_SetOrigin( ent, v );
+ G_SetOrigin( nent, v );
+
+ ent->think = Weapon_HookThink;
+ ent->nextthink = level.time + FRAMETIME;
+
+ ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL;
+ VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);
+
+ trap_LinkEntity( ent );
+ trap_LinkEntity( nent );
+
+ return;
+ }
+
+ // is it cheaper in bandwidth to just remove this ent and create a new
+ // one, rather than changing the missile into the explosion?
+
+ 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 ) {
+ if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius,
+ other, ent->splashMethodOfDeath ) ) {
+ if( !hitClient ) {
+ g_entities[ent->r.ownerNum].client->accuracy_hits++;
+ }
+ }
+ }
+
+ 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 );
+
+ // if this missile bounced off an invulnerability sphere
+ if ( ent->target_ent ) {
+ passent = ent->target_ent->s.number;
+ }
+ else {
+ // ignore interactions with the missile owner
+ passent = ent->r.ownerNum;
+ }
+ // trace a line from the previous position to the current position
+ trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );
+
+ if ( tr.startsolid || tr.allsolid ) {
+ // make sure the tr.entityNum is set to the entity we're stuck in
+ trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
+ tr.fraction = 0;
+ }
+ else {
+ VectorCopy( tr.endpos, ent->r.currentOrigin );
+ }
+
+ trap_LinkEntity( ent );
+
+ if ( tr.fraction != 1 ) {
+ // never explode or bounce on sky
+ if ( tr.surfaceFlags & SURF_NOIMPACT ) {
+ // If grapple, reset owner
+ if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
+ ent->parent->client->hook = NULL;
+ }
+ G_FreeEntity( ent );
+ return;
+ }
+
+ G_MissileImpact( ent, &tr );
+ if ( ent->s.eType != ET_MISSILE ) {
+ return; // exploded
+ }
+ }
+
+ // check think function after bouncing
+ G_RunThink( ent );
+}
+
+
+//=============================================================================
+
+/*
+=================
+fire_flamer
+
+=================
+*/
+gentity_t *fire_flamer (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "flame";
+ bolt->nextthink = level.time + 600;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_FLAMER;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 60;
+ bolt->splashDamage = 65;
+ bolt->splashRadius = 45;
+ bolt->methodOfDeath = MOD_FLAMER;
+ bolt->splashMethodOfDeath = MOD_FLAMER_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 );
+ //VectorMA( self->client->ps.velocity, 300, dir, bolt->s.pos.trDelta );
+ VectorScale( dir, 350, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+
+//=============================================================================
+
+/*
+=================
+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_PLASMAGUN;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 20;
+ bolt->splashDamage = 15;
+ bolt->splashRadius = 20;
+ //bolt->methodOfDeath = MOD_PLASMA;
+ //bolt->splashMethodOfDeath = MOD_PLASMA_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, 2000, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy (start, bolt->r.currentOrigin);
+ 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->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, 700, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+
+//=============================================================================
+
+
+/*
+=================
+fire_bfg
+=================
+*/
+gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *bolt;
+
+ VectorNormalize (dir);
+
+ bolt = G_Spawn();
+ bolt->classname = "bfg";
+ 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_BFG;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 100;
+ bolt->splashDamage = 100;
+ bolt->splashRadius = 120;
+ bolt->methodOfDeath = MOD_BFG;
+ bolt->splashMethodOfDeath = MOD_BFG_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, 2000, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ 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 + 15000;
+ bolt->think = G_ExplodeMissile;
+ bolt->s.eType = ET_MISSILE;
+ bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ bolt->s.weapon = WP_ROCKET_LAUNCHER;
+ bolt->r.ownerNum = self->s.number;
+ bolt->parent = self;
+ bolt->damage = 100;
+ bolt->splashDamage = 100;
+ bolt->splashRadius = 120;
+ bolt->methodOfDeath = MOD_ROCKET;
+ bolt->splashMethodOfDeath = MOD_ROCKET_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, 900, bolt->s.pos.trDelta );
+ SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
+ VectorCopy (start, bolt->r.currentOrigin);
+
+ return bolt;
+}
+
+/*
+=================
+fire_grapple
+=================
+*/
+gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) {
+ gentity_t *hook;
+
+ VectorNormalize (dir);
+
+ hook = G_Spawn();
+ hook->classname = "hook";
+ hook->nextthink = level.time + 10000;
+ hook->think = Weapon_HookFree;
+ hook->s.eType = ET_MISSILE;
+ hook->r.svFlags = SVF_USE_CURRENT_ORIGIN;
+ hook->s.weapon = WP_GRAPPLING_HOOK;
+ hook->r.ownerNum = self->s.number;
+ hook->methodOfDeath = MOD_GRAPPLE;
+ hook->clipmask = MASK_SHOT;
+ hook->parent = self;
+ hook->target_ent = NULL;
+
+ hook->s.pos.trType = TR_LINEAR;
+ hook->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame
+ hook->s.otherEntityNum = self->s.number; // use to match beam in client
+ VectorCopy( start, hook->s.pos.trBase );
+ VectorScale( dir, 800, hook->s.pos.trDelta );
+ SnapVector( hook->s.pos.trDelta ); // save net bandwidth
+ VectorCopy (start, hook->r.currentOrigin);
+
+ self->client->hook = hook;
+
+ return hook;
+}
+
+
+