// 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 OSML - Open Source Modification License v1.0 as * described in the file COPYING which is distributed with this source * code. * * 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. */ #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; //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 ) { 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; 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, "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; VectorCopy( other->client->ps.viewangles, other->client->ps.grapplePoint ); } } 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; VectorCopy( other->client->ps.viewangles, other->client->ps.grapplePoint ); } } // 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; vec3_t pvel; VectorNormalize (dir); bolt = G_Spawn(); bolt->classname = "flame"; bolt->nextthink = level.time + FIREBALL_LIFETIME; 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 = 5; bolt->splashDamage = 5; 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 ); VectorScale( self->client->ps.velocity, FIREBALL_LAG, pvel ); VectorMA( pvel, FIREBALL_SPEED, dir, 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_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 ); VectorScale( dir, 2000, 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 ) { 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->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 20; bolt->splashDamage = 0; bolt->splashRadius = 0; //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 ); VectorScale( dir, 1500, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy (start, bolt->r.currentOrigin); return bolt; } //============================================================================= /* ================= fire_luciferCanon ================= */ gentity_t *fire_luciferCanon( gentity_t *self, vec3_t start, vec3_t dir, int damage ) { gentity_t *bolt; int localDamage = (int)( ceil( ( (float)damage / (float)LC_TOTAL_CHARGE ) * 100.0f ) ); VectorNormalize( dir ); bolt = G_Spawn( ); bolt->classname = "lcanon"; 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_CANON; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = localDamage; bolt->splashDamage = localDamage / 2; bolt->splashRadius = localDamage; bolt->s.generic1 = damage; //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 ); VectorScale( dir, 250, 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->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 0; bolt->splashDamage = 0; bolt->splashRadius = 0; 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, 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_POUNCE_UPG; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 20; bolt->splashDamage = 0; bolt->splashRadius = 0; bolt->methodOfDeath = MOD_ROCKET; bolt->splashMethodOfDeath = MOD_ROCKET_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, 800, 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->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 0; bolt->splashDamage = 0; bolt->splashRadius = 0; bolt->methodOfDeath = MOD_ROCKET; bolt->splashMethodOfDeath = MOD_ROCKET_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, 800, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy (start, bolt->r.currentOrigin); return bolt; }