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Diffstat (limited to 'src/game/g_missile.c')
-rw-r--r-- | src/game/g_missile.c | 519 |
1 files changed, 519 insertions, 0 deletions
diff --git a/src/game/g_missile.c b/src/game/g_missile.c new file mode 100644 index 00000000..20a76163 --- /dev/null +++ b/src/game/g_missile.c @@ -0,0 +1,519 @@ +// 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; +} + + + |