/* =========================================================================== Wolfenstein: Enemy Territory GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Wolfenstein: Enemy Territory GPL Source Code (“Wolf ET Source Code”). Wolf ET Source Code 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 3 of the License, or (at your option) any later version. Wolf ET Source Code 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 Wolf ET Source Code. If not, see . In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "g_local.h" #define MISSILE_PRESTEP_TIME 50 extern void gas_think( gentity_t *gas ); extern void gas_touch( gentity_t *gas, gentity_t *other, trace_t *trace ); extern void SP_target_smoke( gentity_t *ent ); void M_think( gentity_t *ent ); void G_ExplodeMissile( gentity_t *ent ); /* ================ G_BounceMissile ================ */ void G_BounceMissile( gentity_t *ent, trace_t *trace ) { vec3_t velocity, relativeDelta; float dot; int hitTime; gentity_t *ground; // if(ent->s.weapon == WP_GPG40 || ent->s.weapon == WP_M7) { // G_ExplodeMissile( ent ); // return; // } // boom after 750 msecs if ( ent->s.weapon == WP_M7 || ent->s.weapon == WP_GPG40 ) { ent->s.effect1Time = qtrue; // has bounced if ( ( ent->nextthink - level.time ) < 3250 ) { G_ExplodeMissile( ent ); return; } } // Arnout: removed this for MP as well (was already gone from SP) /* // Ridah, if we are a grenade, and we have hit an AI that is waiting to catch us, give them a grenade, and delete ourselves if ((ent->splashMethodOfDeath == MOD_GRENADE_SPLASH) && (g_entities[trace->entityNum].flags & FL_AI_GRENADE_KICK) && (trace->endpos[2] > g_entities[trace->entityNum].r.currentOrigin[2])) { g_entities[trace->entityNum].grenadeExplodeTime = ent->nextthink; g_entities[trace->entityNum].flags &= ~FL_AI_GRENADE_KICK; Add_Ammo( &g_entities[trace->entityNum], WP_GRENADE_LAUNCHER, 1, qfalse ); //----(SA) modified G_FreeEntity( ent ); return; } */ // reflect the velocity on the trace plane hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction; BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity, qfalse, ent->s.effect2Time ); dot = DotProduct( velocity, trace->plane.normal ); VectorMA( velocity, -2 * dot, trace->plane.normal, ent->s.pos.trDelta ); // RF, record this for mover pushing if ( trace->plane.normal[2] > 0.2 /*&& VectorLengthSquared( ent->s.pos.trDelta ) < SQR(40)*/ ) { ent->s.groundEntityNum = trace->entityNum; } // ydnar: set ground entity if ( ent->s.groundEntityNum != -1 ) { ground = &g_entities[ ent->s.groundEntityNum ]; } else { ground = NULL; } // ydnar: allow ground entity to push missle if ( ent->s.groundEntityNum != ENTITYNUM_WORLD && ground ) { VectorMA( ent->s.pos.trDelta, 0.85f, ground->instantVelocity, ent->s.pos.trDelta ); } if ( ent->s.eFlags & EF_BOUNCE_HALF ) { if ( ent->s.eFlags & EF_BOUNCE ) { // both flags marked, do a third type of bounce VectorScale( ent->s.pos.trDelta, 0.35, ent->s.pos.trDelta ); } else { VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta ); } // ydnar: grenades on movers get scaled back much earlier if ( ent->s.groundEntityNum != ENTITYNUM_WORLD ) { VectorScale( ent->s.pos.trDelta, 0.5, ent->s.pos.trDelta ); } // ydnar: calculate relative delta for stop calcs if ( ent->s.groundEntityNum == ENTITYNUM_WORLD || 1 ) { VectorCopy( ent->s.pos.trDelta, relativeDelta ); } else { VectorSubtract( ent->s.pos.trDelta, ground->instantVelocity, relativeDelta ); } // check for stop //% if ( trace->plane.normal[2] > 0.2 && VectorLengthSquared( ent->s.pos.trDelta ) < SQR(40) ) if ( trace->plane.normal[2] > 0.2 && VectorLengthSquared( relativeDelta ) < SQR( 40 ) ) { //----(SA) make the world the owner of the dynamite, so the player can shoot it after it stops moving if ( ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_LANDMINE || ent->s.weapon == WP_SATCHEL || ent->s.weapon == WP_TRIPMINE || ent->s.weapon == WP_SMOKE_BOMB ) { ent->r.ownerNum = ENTITYNUM_WORLD; } //----(SA) end G_SetOrigin( ent, trace->endpos ); ent->s.time = level.time; // final rotation value if ( ent->s.weapon == WP_M7 || ent->s.weapon == WP_GPG40 ) { // explode one 750msecs after launchtime ent->nextthink = level.time + ( 750 - ( level.time + 4000 - ent->nextthink ) ); } return; } } SnapVector( ent->s.pos.trDelta ); VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin ); VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase ); SnapVector( ent->s.pos.trBase ); ent->s.pos.trTime = level.time; } /* ================ G_MissileImpact impactDamage is how much damage the impact will do to func_explosives ================ */ void G_MissileImpact( gentity_t *ent, trace_t *trace, int impactDamage ) { gentity_t *other; gentity_t* temp; qboolean hitClient = qfalse; vec3_t velocity; int event = 0, param = 0, otherentnum = 0; other = &g_entities[trace->entityNum]; // handle func_explosives if ( other->classname && Q_stricmp( other->classname, "func_explosive" ) == 0 ) { // the damage is sufficient to "break" the ent (health == 0 is non-breakable) if ( other->health && impactDamage >= other->health ) { // check for other->takedamage needs to be inside the health check since it is // likely that, if successfully destroyed by the missile, in the next runmissile() // update takedamage would be set to '0' and the func_explosive would not be // removed yet, causing a bounce. if ( other->takedamage ) { BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity, qfalse, ent->s.effect2Time ); G_Damage( other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, impactDamage, 0, ent->methodOfDeath ); } // its possible of the func_explosive not to die from this and it // should reflect the missile or explode it not vanish into oblivion if ( other->health <= 0 ) { return; } } } // check for bounce if ( ( !other->takedamage || !ent->damage ) && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { G_BounceMissile( ent, trace ); // JPW NERVE -- spotter White Phosphorous rounds shouldn't bounce noise if ( !Q_stricmp( ent->classname,"WP" ) ) { return; } // jpw /* if (!Q_stricmp (ent->classname, "flamebarrel")) { G_AddEvent( ent, EV_FLAMEBARREL_BOUNCE, 0 ); } else {*/ G_AddEvent( ent, EV_GRENADE_BOUNCE, BG_FootstepForSurface( trace->surfaceFlags ) ); // } return; } // Gordon: unused? /* if (other->takedamage && ent->s.density == 1) { G_ExplodeMissilePoisonGas (ent); return; }*/ // impact damage if ( other->takedamage || other->dmgparent ) { if ( ent->damage ) { if ( AccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) { hitClient = qtrue; } BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity, qfalse, ent->s.effect2Time ); if ( !VectorLengthSquared( velocity ) ) { velocity[2] = 1; // stepped on a grenade } G_Damage( other->dmgparent ? other->dmgparent : other, ent, &g_entities[ent->r.ownerNum], velocity, ent->s.origin, ent->damage, 0, ent->methodOfDeath ); } else { // if no damage value, then this is a splash damage grenade only G_BounceMissile( ent, trace ); 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 ) { event = EV_MISSILE_HIT; param = DirToByte( trace->plane.normal ); otherentnum = other->s.number; // G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) ); // ent->s.otherEntityNum = other->s.number; } else { // Ridah, try projecting it in the direction it came from, for better decals vec3_t dir; BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, dir, qfalse, ent->s.effect2Time ); BG_GetMarkDir( dir, trace->plane.normal, dir ); event = EV_MISSILE_MISS; param = DirToByte( dir ); // G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); } // ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact // etype = ent->s.eType; // ent->s.eType = ET_GENERAL; // SnapVectorTowards( trace->endpos, ent->s.pos.trBase ); // save net bandwidth /* { gentity_t* tent; tent = G_TempEntity( trace->endpos, EV_RAILTRAIL ); VectorMA(trace->endpos, 16, trace->plane.normal, tent->s.origin2); tent->s.dmgFlags = 0; }*/ // G_SetOrigin( ent, trace->endpos ); temp = G_TempEntity( trace->endpos, event ); temp->s.otherEntityNum = otherentnum; // temp->r.svFlags |= SVF_BROADCAST; temp->s.eventParm = param; temp->s.weapon = ent->s.weapon; temp->s.clientNum = ent->r.ownerNum; if ( ent->s.weapon == WP_MORTAR_SET ) { temp->s.legsAnim = ent->s.legsAnim; // need this one as well temp->r.svFlags |= SVF_BROADCAST; } // splash damage (doesn't apply to person directly hit) if ( ent->splashDamage ) { G_RadiusDamage( trace->endpos, ent, ent->parent, ent->splashDamage, ent->splashRadius, other, ent->splashMethodOfDeath ); } // trap_LinkEntity( ent ); G_FreeEntity( ent ); } /* ============== Concussive_think ============== */ /* ============== M_think ============== */ void M_think( gentity_t *ent ) { gentity_t *tent; ent->count++; if ( ent->count == ent->health ) { ent->think = G_FreeEntity; } tent = G_TempEntity( ent->s.origin, EV_SMOKE ); VectorCopy( ent->s.origin, tent->s.origin ); if ( ent->s.density == 1 ) { tent->s.origin[2] += 16; } else { // tent->s.origin[2]+=32; // Note to self Maxx said to lower the spawn loc for the smoke 16 units tent->s.origin[2] += 16; } tent->s.time = 3000; tent->s.time2 = 100; tent->s.density = 0; if ( ent->s.density == 1 ) { tent->s.angles2[0] = 16; } else { // Note to self Maxx changed this to 24 tent->s.angles2[0] = 24; } tent->s.angles2[1] = 96; tent->s.angles2[2] = 50; ent->nextthink = level.time + FRAMETIME; } /* ================ G_ExplodeMissile Explode a missile without an impact ================ */ void G_ExplodeMissile( gentity_t *ent ) { vec3_t dir; vec3_t origin; qboolean small = qfalse; int etype; if ( ent->s.weapon == WP_SMOKE_MARKER && ent->active ) { if ( ent->s.teamNum == TEAM_AXIS ) { level.numActiveAirstrikes[0]--; } else { level.numActiveAirstrikes[1]--; } } etype = ent->s.eType; ent->s.eType = ET_GENERAL; // splash damage if ( ent->splashDamage ) { vec3_t origin; trace_t tr; VectorCopy( ent->r.currentOrigin, origin ); //bani - #560 if ( ent->s.weapon == WP_DYNAMITE ) { origin[2] += 4; } trap_Trace( &tr, origin, vec3_origin, vec3_origin, origin, ENTITYNUM_NONE, MASK_SHOT ); //bani - #512 if ( ( ent->s.weapon == WP_DYNAMITE && ( ent->etpro_misc_1 & 1 ) ) || ent->s.weapon == WP_SATCHEL ) { etpro_RadiusDamage( origin, ent, ent->parent, ent->splashDamage, ent->splashRadius, ent, ent->splashMethodOfDeath, qtrue ); G_TempTraceIgnorePlayersAndBodies(); etpro_RadiusDamage( origin, ent, ent->parent, ent->splashDamage, ent->splashRadius, ent, ent->splashMethodOfDeath, qfalse ); G_ResetTempTraceIgnoreEnts(); } else { G_RadiusDamage( origin, ent, ent->parent, ent->splashDamage, ent->splashRadius, ent, ent->splashMethodOfDeath ); //----(SA) } } BG_EvaluateTrajectory( &ent->s.pos, level.time, origin, qfalse, ent->s.effect2Time ); 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; if ( ent->accuracy == 1 ) { G_AddEvent( ent, EV_MISSILE_MISS_SMALL, DirToByte( dir ) ); small = qfalse; } else if ( ent->accuracy == 2 ) { G_AddEvent( ent, EV_MISSILE_MISS_LARGE, DirToByte( dir ) ); small = qfalse; } else if ( ent->accuracy == 3 ) { ent->freeAfterEvent = qtrue; trap_LinkEntity( ent ); return; } else { G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) ); ent->s.clientNum = ent->r.ownerNum; } ent->freeAfterEvent = qtrue; trap_LinkEntity( ent ); if ( etype == ET_MISSILE || etype == ET_BOMB ) { if ( ent->s.weapon == WP_LANDMINE ) { mapEntityData_t *mEnt; if ( ( mEnt = G_FindMapEntityData( &mapEntityData[0], ent - g_entities ) ) != NULL ) { G_FreeMapEntityData( &mapEntityData[0], mEnt ); } if ( ( mEnt = G_FindMapEntityData( &mapEntityData[1], ent - g_entities ) ) != NULL ) { G_FreeMapEntityData( &mapEntityData[1], mEnt ); } //bani - #238 } else if ( ent->s.weapon == WP_DYNAMITE && ( ent->etpro_misc_1 & 1 ) ) { // do some scoring // check if dynamite is in trigger_objective_info field vec3_t mins, maxs; int i,num,touch[MAX_GENTITIES]; gentity_t *hit; ent->free = NULL; // Gordon: no defused tidy up if we exploded // NERVE - SMF - made this the actual bounding box of dynamite instead of range VectorAdd( ent->r.currentOrigin, ent->r.mins, mins ); VectorAdd( ent->r.currentOrigin, ent->r.maxs, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); for ( i = 0; i < num; i++ ) { hit = &g_entities[touch[i]]; if ( !hit->target ) { continue; } if ( ( hit->s.eType != ET_OID_TRIGGER ) ) { continue; } if ( !( hit->spawnflags & ( AXIS_OBJECTIVE | ALLIED_OBJECTIVE ) ) ) { continue; } if ( hit->target_ent ) { // Arnout - only if it targets a func_explosive if ( hit->target_ent->s.eType != ET_EXPLOSIVE ) { continue; } if ( hit->target_ent->constructibleStats.weaponclass < 1 ) { continue; } } if ( ( ( hit->spawnflags & AXIS_OBJECTIVE ) && ( ent->s.teamNum == TEAM_ALLIES ) ) || ( ( hit->spawnflags & ALLIED_OBJECTIVE ) && ( ent->s.teamNum == TEAM_AXIS ) ) ) { if ( ent->parent->client && G_GetWeaponClassForMOD( MOD_DYNAMITE ) >= hit->target_ent->constructibleStats.weaponclass ) { G_AddKillSkillPointsForDestruction( ent->parent, MOD_DYNAMITE, &hit->target_ent->constructibleStats ); } G_UseTargets( hit, ent ); hit->think = G_FreeEntity; hit->nextthink = level.time + FRAMETIME; } } } // give big weapons the shakey shakey if ( ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_PANZERFAUST || ent->s.weapon == WP_GRENADE_LAUNCHER || ent->s.weapon == WP_GRENADE_PINEAPPLE || ent->s.weapon == WP_MAPMORTAR || ent->s.weapon == WP_ARTY || ent->s.weapon == WP_SMOKE_MARKER || ent->s.weapon == WP_LANDMINE || ent->s.weapon == WP_SATCHEL || ent->s.weapon == WP_TRIPMINE /*|| ent->s.weapon == WP_SMOKE_BOMB*/ ) { gentity_t* tent = G_TempEntity( ent->r.currentOrigin, EV_SHAKE ); tent->s.onFireStart = ent->splashDamage * 4; tent->r.svFlags |= SVF_BROADCAST; } } } /* ================ G_MissileDie ================ */ void G_MissileDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) { if ( inflictor == self ) { return; } self->takedamage = qfalse; self->think = G_ExplodeMissile; self->nextthink = level.time + 10; } /* ================ G_ExplodeMissilePoisonGas Explode a missile without an impact ================ */ /*void G_ExplodeMissilePoisonGas( 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->freeAfterEvent = qtrue; { gentity_t *gas; gas = G_Spawn(); gas->think = gas_think; gas->nextthink = level.time + FRAMETIME; gas->r.contents = CONTENTS_TRIGGER; gas->touch = gas_touch; gas->health = 100; G_SetOrigin (gas, origin); trap_LinkEntity (gas); } }*/ /* ================ G_RunBomb ================ */ // just sits about doing nothing but tracing void G_RunBomb( gentity_t *ent ) { G_RunThink( ent ); } /* ================= Landmine_Check_Ground ================= */ void Landmine_Check_Ground( gentity_t *self ) { vec3_t mins, maxs; vec3_t start, end; trace_t tr; VectorCopy( self->r.currentOrigin, start ); VectorCopy( self->r.currentOrigin, end ); end[2] -= 4; VectorCopy( self->r.mins, mins ); VectorCopy( self->r.maxs, maxs ); trap_Trace( &tr, start, mins, maxs, end, self->s.number, MASK_MISSILESHOT ); if ( tr.fraction == 1 ) { self->s.groundEntityNum = -1; } /*vec3_t oldorigin; vec3_t origin; trace_t tr; // Backup origin VectorCopy( self->r.currentOrigin, oldorigin ); // See if we can fall down this frame self->s.pos.trType = TR_GRAVITY; self->s.pos.trTime = level.time; BG_EvaluateTrajectory( &self->s.pos, level.time, origin, qfalse, self->s.effect2Time ); // This is likely overkill, but just in case (synced to G_RunMissile) if( (self->clipmask & CONTENTS_BODY) && (self->s.weapon == WP_DYNAMITE || self->s.weapon == WP_ARTY || ent->s.weapon == WP_SMOKE_MARKER || self->s.weapon == WP_GRENADE_LAUNCHER || self->s.weapon == WP_GRENADE_PINEAPPLE || self->s.weapon == WP_LANDMINE || self->s.weapon == WP_SATCHEL || self->s.weapon == WP_SMOKE_BOMB ) ) { if( !self->s.pos.trDelta[0] && !self->s.pos.trDelta[1] && !self->s.pos.trDelta[2] ) { self->clipmask &= ~CONTENTS_BODY; } } // trace a line from the previous position to the current position, // ignoring interactions with the missile owner trap_Trace( &tr, self->r.currentOrigin, self->r.mins, self->r.maxs, origin, self->r.ownerNum, self->clipmask ); if (tr.fraction == 1) self->s.groundEntityNum = -1; // Reset origin G_SetOrigin( self, oldorigin );*/ } /* ================ G_RunMissile ================ */ void G_RunMissile( gentity_t *ent ) { vec3_t origin; trace_t tr; int impactDamage; if ( ent->s.weapon == WP_LANDMINE || ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_SATCHEL ) { Landmine_Check_Ground( ent ); if ( ent->s.groundEntityNum == -1 ) { if ( ent->s.pos.trType != TR_GRAVITY ) { ent->s.pos.trType = TR_GRAVITY; ent->s.pos.trTime = level.time; } } } // get current position BG_EvaluateTrajectory( &ent->s.pos, level.time, origin, qfalse, ent->s.effect2Time ); if ( ( ent->clipmask & CONTENTS_BODY ) && ( ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_ARTY || ent->s.weapon == WP_SMOKE_MARKER || ent->s.weapon == WP_GRENADE_LAUNCHER || ent->s.weapon == WP_GRENADE_PINEAPPLE || ent->s.weapon == WP_LANDMINE || ent->s.weapon == WP_SATCHEL || ent->s.weapon == WP_SMOKE_BOMB ) ) { if ( !ent->s.pos.trDelta[0] && !ent->s.pos.trDelta[1] && !ent->s.pos.trDelta[2] ) { ent->clipmask &= ~CONTENTS_BODY; } } if ( level.tracemapLoaded && ( ent->s.weapon == WP_MORTAR_SET || ent->s.weapon == WP_GPG40 || ent->s.weapon == WP_M7 || ent->s.weapon == WP_GRENADE_LAUNCHER || ent->s.weapon == WP_GRENADE_PINEAPPLE ) ) { if ( ent->count ) { if ( ent->r.currentOrigin[0] < level.mapcoordsMins[0] || ent->r.currentOrigin[1] > level.mapcoordsMins[1] || ent->r.currentOrigin[0] > level.mapcoordsMaxs[0] || ent->r.currentOrigin[1] < level.mapcoordsMaxs[1] ) { gentity_t *tent; tent = G_TempEntity( ent->r.currentOrigin, EV_MORTAR_MISS ); tent->s.clientNum = ent->r.ownerNum; tent->r.svFlags |= SVF_BROADCAST; tent->s.density = 1; // angular G_FreeEntity( ent ); return; } else { float skyHeight = BG_GetSkyHeightAtPoint( origin ); if ( origin[2] < BG_GetTracemapGroundFloor() ) { gentity_t *tent; tent = G_TempEntity( ent->r.currentOrigin, EV_MORTAR_MISS ); tent->s.clientNum = ent->r.ownerNum; tent->r.svFlags |= SVF_BROADCAST; tent->s.density = 0; // direct G_FreeEntity( ent ); return; } // are we in worldspace again - or did we hit a ceiling from the outside of the world if ( skyHeight == 65536 ) { // if( BG_GetSkyGroundHeightAtPoint( origin ) >= origin[2] ) { // G_FreeEntity( ent ); // return; // } else { G_RunThink( ent ); VectorCopy( origin, ent->r.currentOrigin ); // trap_LinkEntity( ent ); return; // keep flying // } } if ( skyHeight <= origin[2] ) { G_RunThink( ent ); return; // keep flying } // back in the world, keep going like normal VectorCopy( origin, ent->r.currentOrigin ); ent->count = 0; ent->count2 = 1; } } else if ( !ent->count2 && BG_GetSkyHeightAtPoint( origin ) - BG_GetGroundHeightAtPoint( origin ) > 512 ) { vec3_t delta; VectorSubtract( origin, ent->r.currentOrigin, delta ); if ( delta[2] < 0 ) { ent->count2 = 1; } } } // trace a line from the previous position to the current position, // ignoring interactions with the missile owner trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, ent->r.ownerNum, ent->clipmask ); if ( ent->s.weapon == WP_MORTAR_SET && ent->count2 == 1 ) { if ( ent->r.currentOrigin[2] > origin[2] && origin[2] - BG_GetGroundHeightAtPoint( origin ) < 512 ) { vec3_t impactpos; trace_t mortar_tr; VectorSubtract( origin, ent->r.currentOrigin, impactpos ); VectorMA( origin, 8, impactpos, impactpos ); trap_Trace( &mortar_tr, origin, ent->r.mins, ent->r.maxs, impactpos, ent->r.ownerNum, ent->clipmask ); if ( mortar_tr.fraction != 1 ) { gentity_t *tent; impactpos[2] = BG_GetGroundHeightAtPoint( impactpos ); tent = G_TempEntity( impactpos, EV_MORTAR_IMPACT ); tent->s.clientNum = ent->r.ownerNum; tent->r.svFlags |= SVF_BROADCAST; ent->count2 = 2; ent->s.legsAnim = 1; /*{ gentity_t *tent; tent = G_TempEntity( origin, EV_RAILTRAIL ); VectorCopy( impactpos, tent->s.origin2 ); tent->s.dmgFlags = 0; tent = G_TempEntity( origin, EV_RAILTRAIL ); VectorCopy( ent->r.currentOrigin, tent->s.origin2 ); tent->s.dmgFlags = 0; }*/ } } } VectorCopy( tr.endpos, ent->r.currentOrigin ); if ( tr.startsolid ) { tr.fraction = 0; } trap_LinkEntity( ent ); if ( tr.fraction != 1 ) { if ( level.tracemapLoaded && ( ent->s.weapon == WP_MORTAR_SET || ent->s.weapon == WP_GPG40 || ent->s.weapon == WP_M7 || ent->s.weapon == WP_GRENADE_LAUNCHER || ent->s.weapon == WP_GRENADE_PINEAPPLE ) && tr.surfaceFlags & SURF_SKY ) { // goes through sky ent->count = 1; trap_UnlinkEntity( ent ); G_RunThink( ent ); return; // keep flying } else // 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_SetOrigin( ent, tr.endpos ); if ( ent->s.weapon == WP_PANZERFAUST || ent->s.weapon == WP_MORTAR_SET ) { impactDamage = 999; // goes through pretty much any func_explosives } else { impactDamage = 20; // "grenade"/"dynamite" // probably adjust this based on velocity } if ( ent->s.weapon == WP_DYNAMITE || ent->s.weapon == WP_LANDMINE || ent->s.weapon == WP_SATCHEL ) { if ( ent->s.pos.trType != TR_STATIONARY ) { G_MissileImpact( ent, &tr, impactDamage ); } } else { G_MissileImpact( ent, &tr, impactDamage ); } if ( ent->s.eType != ET_MISSILE ) { gentity_t* tent = G_TempEntity( ent->r.currentOrigin, EV_SHAKE ); tent->s.onFireStart = ent->splashDamage * 4; tent->r.svFlags |= SVF_BROADCAST; return; // exploded } } else if ( VectorLengthSquared( ent->s.pos.trDelta ) ) { // free fall/no intersection ent->s.groundEntityNum = ENTITYNUM_NONE; } // check think function after bouncing G_RunThink( ent ); } /* ================ G_PredictBounceMissile ================ */ void G_PredictBounceMissile( gentity_t *ent, trajectory_t *pos, trace_t *trace, int time ) { vec3_t velocity, origin; float dot; int hitTime; BG_EvaluateTrajectory( pos, time, origin, qfalse, ent->s.effect2Time ); // reflect the velocity on the trace plane hitTime = time; BG_EvaluateTrajectoryDelta( pos, hitTime, velocity, qfalse, ent->s.effect2Time ); dot = DotProduct( velocity, trace->plane.normal ); VectorMA( velocity, -2 * dot, trace->plane.normal, pos->trDelta ); if ( ent->s.eFlags & EF_BOUNCE_HALF ) { if ( ent->s.eFlags & EF_BOUNCE ) { // both flags marked, do a third type of bounce VectorScale( pos->trDelta, 0.35, pos->trDelta ); } else { VectorScale( pos->trDelta, 0.65, pos->trDelta ); } // check for stop if ( trace->plane.normal[2] > 0.2 && VectorLengthSquared( pos->trDelta ) < SQR( 40 ) ) { VectorCopy( trace->endpos, pos->trBase ); return; } } VectorAdd( origin, trace->plane.normal, pos->trBase ); pos->trTime = time; } /* ================ G_PredictMissile selfNum is the character that is checking to see what the missile is going to do returns qfalse if the missile won't explode, otherwise it'll return the time is it expected to explode ================ */ int G_PredictMissile( gentity_t *ent, int duration, vec3_t endPos, qboolean allowBounce ) { vec3_t origin; trace_t tr; int time; trajectory_t pos; vec3_t org; gentity_t backupEnt; pos = ent->s.pos; BG_EvaluateTrajectory( &pos, level.time, org, qfalse, ent->s.effect2Time ); backupEnt = *ent; for ( time = level.time + FRAMETIME; time < level.time + duration; time += FRAMETIME ) { // get current position BG_EvaluateTrajectory( &pos, time, origin, qfalse, ent->s.effect2Time ); // trace a line from the previous position to the current position, // ignoring interactions with the missile owner trap_Trace( &tr, org, ent->r.mins, ent->r.maxs, origin, ent->r.ownerNum, ent->clipmask ); VectorCopy( tr.endpos, org ); if ( tr.startsolid ) { *ent = backupEnt; return qfalse; } if ( tr.fraction != 1 ) { // never explode or bounce on sky if ( tr.surfaceFlags & SURF_NOIMPACT ) { *ent = backupEnt; return qfalse; } if ( allowBounce && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { G_PredictBounceMissile( ent, &pos, &tr, time - FRAMETIME + (int)( (float)FRAMETIME * tr.fraction ) ); pos.trTime = time; continue; } // exploded, so drop out of loop break; } } /* if (!allowBounce && tr.fraction < 1 && tr.entityNum > level.maxclients) { // go back a bit in time, so we can catch it in the air time -= 200; if (time < level.time + FRAMETIME) time = level.time + FRAMETIME; BG_EvaluateTrajectory( &pos, time, org ); } */ // get current position VectorCopy( org, endPos ); // set the entity data back *ent = backupEnt; // if ( allowBounce && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { return ent->nextthink; } else { // it will probably explode before it times out return time; } } //============================================================================= // DHM - Nerve :: Server side Flamethrower //============================================================================= // copied from cg_flamethrower.c #define FLAME_START_SIZE 1.0 #define FLAME_START_MAX_SIZE 100.0 // when the flame is spawned, it should endevour to reach this size #define FLAME_START_SPEED 1200.0 // speed of flame as it leaves the nozzle #define FLAME_MIN_SPEED 60.0 // these are calculated (don't change) #define FLAME_LENGTH ( FLAMETHROWER_RANGE + 50.0 ) // NOTE: only modify the range, since this should always reflect that range #define FLAME_LIFETIME (int)( ( FLAME_LENGTH / FLAME_START_SPEED ) * 1000 ) // life duration in milliseconds #define FLAME_FRICTION_PER_SEC ( 2.0f * FLAME_START_SPEED ) #define GET_FLAME_SIZE_SPEED( x ) ( ( (float)x / FLAME_LIFETIME ) / 0.3 ) // x is the current sizeMax #define FLAME_THRESHOLD 50 void G_BurnTarget( gentity_t *self, gentity_t *body, qboolean directhit ) { int i; float radius, dist; vec3_t point, v; trace_t tr; if ( !body->takedamage ) { return; } // JPW NERVE don't catch fire if invulnerable or same team in no FF if ( body->client ) { if ( body->client->ps.powerups[PW_INVULNERABLE] >= level.time ) { body->flameQuota = 0; body->s.onFireEnd = level.time - 1; return; } // if( !self->count2 && body == self->parent ) // return; if ( !( g_friendlyFire.integer ) && OnSameTeam( body, self->parent ) ) { return; } } // jpw // JPW NERVE don't catch fire if under water or invulnerable if ( body->waterlevel >= 3 ) { body->flameQuota = 0; body->s.onFireEnd = level.time - 1; return; } // jpw if ( !body->r.bmodel ) { VectorCopy( body->r.currentOrigin, point ); if ( body->client ) { point[2] += body->client->ps.viewheight; } VectorSubtract( point, self->r.currentOrigin, v ); } else { for ( i = 0 ; i < 3 ; i++ ) { if ( self->s.origin[i] < body->r.absmin[i] ) { v[i] = body->r.absmin[i] - self->r.currentOrigin[i]; } else if ( self->r.currentOrigin[i] > body->r.absmax[i] ) { v[i] = self->r.currentOrigin[i] - body->r.absmax[i]; } else { v[i] = 0; } } } radius = self->speed; dist = VectorLength( v ); // The person who shot the flame only burns when within 1/2 the radius if ( body->s.number == self->r.ownerNum && dist >= ( radius * 0.5 ) ) { return; } if ( !directhit && dist >= radius ) { return; } // Non-clients that take damage get damaged here if ( !body->client ) { if ( body->health > 0 ) { G_Damage( body, self->parent, self->parent, vec3_origin, self->r.currentOrigin, 2, 0, MOD_FLAMETHROWER ); } return; } // JPW NERVE -- do a trace to see if there's a wall btwn. body & flame centroid -- prevents damage through walls trap_Trace( &tr, self->r.currentOrigin, NULL, NULL, point, body->s.number, MASK_SHOT ); if ( tr.fraction < 1.0 ) { return; } // jpw // now check the damageQuota to see if we should play a pain animation // first reduce the current damageQuota with time if ( body->flameQuotaTime && body->flameQuota > 0 ) { body->flameQuota -= (int)( ( (float)( level.time - body->flameQuotaTime ) / 1000 ) * 2.5f ); if ( body->flameQuota < 0 ) { body->flameQuota = 0; } } G_BurnMeGood( self, body ); } void G_FlameDamage( gentity_t *self, gentity_t *ignoreent ) { gentity_t *body; int entityList[MAX_GENTITIES]; int i, e, numListedEntities; float radius, boxradius; vec3_t mins, maxs; radius = self->speed; boxradius = 1.41421356 * radius; // radius * sqrt(2) for bounding box enlargement for ( i = 0 ; i < 3 ; i++ ) { mins[i] = self->r.currentOrigin[i] - boxradius; maxs[i] = self->r.currentOrigin[i] + boxradius; } numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( e = 0 ; e < numListedEntities ; e++ ) { body = &g_entities[entityList[ e ]]; if ( body == ignoreent ) { continue; } G_BurnTarget( self, body, qfalse ); } } void G_RunFlamechunk( gentity_t *ent ) { vec3_t vel, add; vec3_t neworg; trace_t tr; float speed, dot; gentity_t *ignoreent = NULL; // TAT 11/12/2002 // vel was only being set if (level.time - ent->timestamp > 50 // However, below, it was being used when we hit something and it was // uninitialized VectorCopy( ent->s.pos.trDelta, vel ); // Adust the current speed of the chunk if ( level.time - ent->timestamp > 50 ) { speed = VectorNormalize( vel ); speed -= ( 50.f / 1000.f ) * FLAME_FRICTION_PER_SEC; if ( speed < FLAME_MIN_SPEED ) { speed = FLAME_MIN_SPEED; } VectorScale( vel, speed, ent->s.pos.trDelta ); } else { speed = FLAME_START_SPEED; } // Move the chunk VectorScale( ent->s.pos.trDelta, 50.f / 1000.f, add ); VectorAdd( ent->r.currentOrigin, add, neworg ); trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, neworg, ent->r.ownerNum, MASK_SHOT | MASK_WATER ); // JPW NERVE if ( tr.startsolid ) { VectorClear( ent->s.pos.trDelta ); ent->count2++; } else if ( tr.fraction != 1.0f && !( tr.surfaceFlags & SURF_NOIMPACT ) ) { VectorCopy( tr.endpos, ent->r.currentOrigin ); dot = DotProduct( vel, tr.plane.normal ); VectorMA( vel, -2 * dot, tr.plane.normal, vel ); VectorNormalize( vel ); speed *= 0.5 * ( 0.25 + 0.75 * ( ( dot + 1.0 ) * 0.5 ) ); VectorScale( vel, speed, ent->s.pos.trDelta ); if ( tr.entityNum != ENTITYNUM_WORLD && tr.entityNum != ENTITYNUM_NONE ) { ignoreent = &g_entities[ tr.entityNum ]; G_BurnTarget( ent, ignoreent, qtrue ); } ent->count2++; } else { VectorCopy( neworg, ent->r.currentOrigin ); } // Do damage to nearby entities, every 100ms if ( ent->flameQuotaTime <= level.time ) { ent->flameQuotaTime = level.time + 100; G_FlameDamage( ent, ignoreent ); } // Show debugging bbox if ( g_debugBullets.integer > 3 ) { gentity_t *bboxEnt; float size = ent->speed / 2; vec3_t b1, b2; vec3_t temp; VectorSet( temp, -size, -size, -size ); VectorCopy( ent->r.currentOrigin, b1 ); VectorCopy( ent->r.currentOrigin, b2 ); VectorAdd( b1, temp, b1 ); VectorSet( temp, size, size, size ); VectorAdd( b2, temp, b2 ); bboxEnt = G_TempEntity( b1, EV_RAILTRAIL ); VectorCopy( b2, bboxEnt->s.origin2 ); bboxEnt->s.dmgFlags = 1; // ("type") } // Adjust the size if ( ent->speed < FLAME_START_MAX_SIZE ) { ent->speed += 10.f; if ( ent->speed > FLAME_START_MAX_SIZE ) { ent->speed = FLAME_START_MAX_SIZE; } } // Remove after 2 seconds if ( level.time - ent->timestamp > ( FLAME_LIFETIME - 150 ) ) { // JPW NERVE increased to 350 from 250 to match visuals better G_FreeEntity( ent ); return; } G_RunThink( ent ); } /* ================= fire_flamechunk ================= */ gentity_t *fire_flamechunk( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; // Only spawn every other frame if ( self->count2 ) { self->count2--; return NULL; } self->count2 = 1; VectorNormalize( dir ); bolt = G_Spawn(); bolt->classname = "flamechunk"; bolt->timestamp = level.time; bolt->flameQuotaTime = level.time + 50; bolt->s.eType = ET_FLAMETHROWER_CHUNK; bolt->r.svFlags = SVF_NOCLIENT; bolt->s.weapon = self->s.weapon; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->methodOfDeath = MOD_FLAMETHROWER; bolt->clipmask = MASK_MISSILESHOT; bolt->count2 = 0; // how often it bounced off of something bolt->s.pos.trType = TR_DECCELERATE; bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME; // move a bit on the very first frame bolt->s.pos.trDuration = 800; // 'speed' will be the current size radius of the chunk bolt->speed = FLAME_START_SIZE; VectorSet( bolt->r.mins, -4, -4, -4 ); VectorSet( bolt->r.maxs, 4, 4, 4 ); VectorCopy( start, bolt->s.pos.trBase ); VectorScale( dir, FLAME_START_SPEED, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); return bolt; } //============================================================================= //----(SA) removed unused quake3 weapons. int G_GetWeaponDamage( int weapon ); // JPW NERVE void DynaSink( gentity_t *self ) { self->clipmask = 0; self->r.contents = 0; if ( self->timestamp < level.time ) { self->think = G_FreeEntity; self->nextthink = level.time + FRAMETIME; return; } self->s.pos.trBase[2] -= 0.5f; self->nextthink = level.time + 50; } void DynaFree( gentity_t* self ) { // Gordon - see if the dynamite was planted near a constructable object that would have been destroyed int entityList[MAX_GENTITIES]; int numListedEntities; int e; vec3_t org; gentity_t* hit; self->free = NULL; if ( self->think != G_ExplodeMissile ) { return; // we weren't armed, so no defused event } VectorCopy( self->r.currentOrigin, org ); org[2] += 4; // move out of ground numListedEntities = EntsThatRadiusCanDamage( org, self->splashRadius, entityList ); for ( e = 0; e < numListedEntities; e++ ) { hit = &g_entities[entityList[ e ]]; if ( hit->s.eType != ET_CONSTRUCTIBLE ) { continue; } // invulnerable if ( hit->spawnflags & 2 ) { continue; } // not dynamite-able if ( !( hit->spawnflags & 32 ) ) { continue; } G_Script_ScriptEvent( hit, "defused", "" ); } } /* ========== G_FadeItems ========== */ // remove any items that the player should no longer have, on disconnect/class change etc // Gordon: changed to just set the parent to NULL void G_FadeItems( gentity_t* ent, int modType ) { gentity_t* e; int i; e = &g_entities[MAX_CLIENTS]; for ( i = MAX_CLIENTS ; i < level.num_entities ; i++, e++ ) { if ( !e->inuse ) { continue; } if ( e->s.eType != ET_MISSILE ) { continue; } if ( e->methodOfDeath != modType ) { continue; } if ( e->parent != ent ) { continue; } e->parent = NULL; e->r.ownerNum = ENTITYNUM_NONE; G_FreeEntity( e ); } } int G_CountTeamLandmines( team_t team ) { gentity_t* e; int i; int cnt = 0; e = &g_entities[MAX_CLIENTS]; for ( i = MAX_CLIENTS ; i < level.num_entities ; i++, e++ ) { if ( !e->inuse ) { continue; } if ( e->s.eType != ET_MISSILE ) { continue; } if ( e->methodOfDeath != MOD_LANDMINE ) { continue; } if ( e->s.teamNum % 4 == team && e->s.teamNum < 4 ) { cnt++; } } return cnt; } qboolean G_SweepForLandmines( vec3_t origin, float radius, int team ) { gentity_t* e; int i; vec3_t dist; radius *= radius; e = &g_entities[MAX_CLIENTS]; for ( i = MAX_CLIENTS; i < level.num_entities; i++, e++ ) { if ( !e->inuse ) { continue; } if ( e->s.eType != ET_MISSILE ) { continue; } if ( e->methodOfDeath != MOD_LANDMINE ) { continue; } if ( e->s.teamNum % 4 != team && e->s.teamNum < 4 ) { VectorSubtract( origin, e->r.currentOrigin, dist ); if ( VectorLengthSquared( dist ) > radius ) { continue; } return( qtrue ); // found one } } return( qfalse ); } gentity_t *G_FindSatchel( gentity_t* ent ) { gentity_t* e; int i; e = &g_entities[MAX_CLIENTS]; for ( i = MAX_CLIENTS ; i < level.num_entities ; i++, e++ ) { if ( !e->inuse ) { continue; } if ( e->s.eType != ET_MISSILE ) { continue; } if ( e->methodOfDeath != MOD_SATCHEL ) { continue; } if ( e->parent != ent ) { continue; } return e; } return NULL; } /* ========== G_FindDroppedItem ========== */ qboolean G_HasDroppedItem( gentity_t* ent, int modType ) { gentity_t* e; int i; e = &g_entities[MAX_CLIENTS]; for ( i = MAX_CLIENTS ; i < level.num_entities ; i++, e++ ) { if ( !e->inuse ) { continue; } if ( e->s.eType != ET_MISSILE ) { continue; } if ( e->methodOfDeath != modType ) { continue; } if ( e->parent != ent ) { continue; } return qtrue; } return qfalse; } /* ========== G_ExplodeMines ========== */ // removes any weapon objects lying around in the map when they disconnect/switch team void G_ExplodeMines( gentity_t* ent ) { G_FadeItems( ent, MOD_LANDMINE ); // G_FadeItems(ent, MOD_TRIPMINE); } /* ========== G_ExplodeSatchels ========== */ qboolean G_ExplodeSatchels( gentity_t* ent ) { gentity_t* e; vec3_t dist; int i; qboolean blown = qfalse; e = &g_entities[MAX_CLIENTS]; for ( i = MAX_CLIENTS ; i < level.num_entities; i++, e++ ) { if ( !e->inuse ) { continue; } if ( e->s.eType != ET_MISSILE ) { continue; } if ( e->methodOfDeath != MOD_SATCHEL ) { continue; } VectorSubtract( e->r.currentOrigin, ent->r.currentOrigin, dist ); if ( VectorLengthSquared( dist ) > SQR( 2000 ) ) { continue; } if ( e->parent != ent ) { continue; } G_ExplodeMissile( e ); blown = qtrue; } return blown; } void G_FreeSatchel( gentity_t* ent ) { gentity_t* other; ent->free = NULL; if ( ent->s.eType != ET_MISSILE ) { return; } other = &g_entities[ent->s.clientNum]; if ( !other->client || other->client->pers.connected != CON_CONNECTED ) { return; } if ( other->client->sess.playerType != PC_COVERTOPS ) { return; } other->client->ps.ammo[WP_SATCHEL_DET] = 0; other->client->ps.ammoclip[WP_SATCHEL_DET] = 0; other->client->ps.ammoclip[WP_SATCHEL] = 1; if ( other->client->ps.weapon == WP_SATCHEL_DET ) { G_AddEvent( other, EV_NOAMMO, 0 ); } } /* ========== LandMineTrigger ========== */ void LandminePostThink( gentity_t *self ); void LandMineTrigger( gentity_t* self ) { self->r.contents = CONTENTS_CORPSE; trap_LinkEntity( self ); self->nextthink = level.time + FRAMETIME; self->think = LandminePostThink; self->s.teamNum += 8; // rain - communicate trigger time to client self->s.time = level.time; } void LandMinePostTrigger( gentity_t* self ) { self->nextthink = level.time + 300; self->think = G_ExplodeMissile; } /* ========== G_TripMineThink ========== */ void G_TripMineThink( gentity_t* ent ) { trace_t trace; vec3_t start, end; gentity_t* traceEnt; VectorMA( ent->r.currentOrigin, 2, ent->s.origin2, start ); VectorMA( start, 2048, ent->s.origin2, end ); trap_Trace( &trace, start, NULL, NULL, end, ent->s.number, MASK_SHOT ); ent->nextthink = level.time + FRAMETIME; if ( trace.fraction == 1.f ) { // Gordon: shouldnt really happen once we do a proper range check on placing /* ent->nextthink = level.time; ent->think = DynaSink; ent->timestamp = level.time + 1500;*/ return; } if ( trace.entityNum >= ENTITYNUM_NONE ) { return; } traceEnt = &g_entities[trace.entityNum]; if ( !Q_stricmp( traceEnt->classname, "player" ) ) { ent->think = G_ExplodeMissile; // return; } } /* ========== G_TripMinePrime ========== */ void G_TripMinePrime( gentity_t* ent ) { ent->think = G_TripMineThink; ent->nextthink = level.time + 500; } /*107 11 20 0 0 0 0 //fire gren ========== G_LandmineThink ========== */ // TAT 11/20/2002 // Function to check if an entity will set off a landmine #define LANDMINE_TRIGGER_DIST 64.0f qboolean sEntWillTriggerMine( gentity_t *ent, gentity_t *mine ) { // player types are the only things that set off mines (human and bot) if ( ent->s.eType == ET_PLAYER && ent->client ) { vec3_t dist; VectorSubtract( mine->r.currentOrigin, ent->r.currentOrigin, dist ); // have to be within the trigger distance AND on the ground -- if we jump over a mine, we don't set it off // (or if we fly by after setting one off) if ( ( VectorLengthSquared( dist ) <= SQR( LANDMINE_TRIGGER_DIST ) ) && ( fabs( dist[2] ) < 45.f ) ) { return qtrue; } } return qfalse; } // Gordon: Landmine waits for 2 seconds then primes, which sets think to checking for "enemies" void G_LandmineThink( gentity_t *self ) { int entityList[MAX_GENTITIES]; int i, cnt; vec3_t range = {LANDMINE_TRIGGER_DIST, LANDMINE_TRIGGER_DIST, LANDMINE_TRIGGER_DIST}; vec3_t mins, maxs; qboolean trigger = qfalse; gentity_t* ent; self->nextthink = level.time + FRAMETIME; if ( level.time - self->missionLevel > 200 ) { self->s.density = 0; // Gordon: time out the covert ops visibile thing, or we could get other clients being able to see mine later, etc } VectorSubtract( self->r.currentOrigin, range, mins ); VectorAdd( self->r.currentOrigin, range, maxs ); cnt = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( i = 0; i < cnt; i++ ) { ent = &g_entities[entityList[i]]; if ( !ent->client ) { continue; } //% if( !g_friendlyFire.integer && G_LandmineTeam( self ) == ent->client->sess.sessionTeam ) { //% continue; //% } // TAT 11/20/2002 use the unified trigger check to see if we are close enough to prime the mine if ( sEntWillTriggerMine( ent, self ) ) { trigger = qtrue; break; } } if ( trigger ) { LandMineTrigger( self ); } } void LandminePostThink( gentity_t *self ) { int entityList[MAX_GENTITIES]; int i, cnt; vec3_t range = {LANDMINE_TRIGGER_DIST, LANDMINE_TRIGGER_DIST, LANDMINE_TRIGGER_DIST}; vec3_t mins, maxs; qboolean trigger = qfalse; gentity_t* ent; self->nextthink = level.time + FRAMETIME; if ( level.time - self->missionLevel > 5000 ) { self->s.density = 0; // Gordon: time out the covert ops visibile thing, or we could get other clients being able to see mine later, etc } VectorSubtract( self->r.currentOrigin, range, mins ); VectorAdd( self->r.currentOrigin, range, maxs ); cnt = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( i = 0; i < cnt; i++ ) { ent = &g_entities[entityList[i]]; // TAT 11/20/2002 use the unifed trigger check to see if we're still standing on the mine, so we don't set it off if ( sEntWillTriggerMine( ent, self ) ) { trigger = qtrue; break; } } if ( !trigger ) { LandMinePostTrigger( self ); } } /* ========== G_LandminePrime ========== */ void G_LandminePrime( gentity_t *self ) { self->nextthink = level.time + FRAMETIME; self->think = G_LandmineThink; } qboolean G_LandmineSnapshotCallback( int entityNum, int clientNum ) { gentity_t* ent = &g_entities[ entityNum ]; gentity_t* clEnt = &g_entities[ clientNum ]; team_t team; if ( clEnt->client->sess.skill[ SK_BATTLE_SENSE ] >= 4 ) { return qtrue; } if ( !G_LandmineArmed( ent ) ) { return qtrue; } if ( G_LandmineSpotted( ent ) ) { return qtrue; } team = G_LandmineTeam( ent ); if ( team == clEnt->client->sess.sessionTeam ) { return qtrue; } //bani - fix for covops spotting if ( clEnt->client->sess.playerType == PC_COVERTOPS && clEnt->client->ps.eFlags & EF_ZOOMING && ( clEnt->client->ps.stats[STAT_KEYS] & ( 1 << INV_BINOCS ) ) ) { return qtrue; } return qfalse; } /* ================= fire_grenade NOTE!!!! NOTE!!!!! This accepts a /non-normalized/ direction vector to allow specification of how hard it's thrown. Please scale the vector before calling. ================= */ gentity_t *fire_grenade( gentity_t *self, vec3_t start, vec3_t dir, int grenadeWPID ) { gentity_t *bolt; qboolean noExplode = qfalse; bolt = G_Spawn(); // no self->client for shooter_grenade's if ( self->client && self->client->ps.grenadeTimeLeft ) { bolt->nextthink = level.time + self->client->ps.grenadeTimeLeft; } else { bolt->nextthink = level.time + 2500; } if ( grenadeWPID == WP_DYNAMITE ) { noExplode = qtrue; bolt->nextthink = level.time + 15000; bolt->think = DynaSink; bolt->timestamp = level.time + 16500; bolt->free = DynaFree; } if ( grenadeWPID == WP_LANDMINE ) { noExplode = qtrue; bolt->nextthink = level.time + 15000; bolt->think = DynaSink; bolt->timestamp = level.time + 16500; } if ( grenadeWPID == WP_SATCHEL ) { noExplode = qtrue; bolt->nextthink = 0; bolt->s.clientNum = self->s.clientNum; bolt->free = G_FreeSatchel; } if ( grenadeWPID == WP_MORTAR_SET ) { // only on impact noExplode = qtrue; bolt->nextthink = 0; } // no self->client for shooter_grenade's if ( self->client ) { self->client->ps.grenadeTimeLeft = 0; // reset grenade timer } if ( !noExplode ) { bolt->think = G_ExplodeMissile; } bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_BROADCAST; bolt->s.weapon = grenadeWPID; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->s.teamNum = self->client->sess.sessionTeam; // 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 = G_GetWeaponDamage( grenadeWPID ); // overridden for dynamite bolt->splashDamage = G_GetWeaponDamage( grenadeWPID ); // jpw switch ( grenadeWPID ) { case WP_GPG40: bolt->classname = "gpg40_grenade"; bolt->splashRadius = 300; bolt->methodOfDeath = MOD_GPG40; bolt->splashMethodOfDeath = MOD_GPG40; bolt->s.eFlags = /*0;*/ EF_BOUNCE_HALF | EF_BOUNCE; bolt->nextthink = level.time + 4000; break; case WP_M7: bolt->classname = "m7_grenade"; bolt->splashRadius = 300; bolt->methodOfDeath = MOD_M7; bolt->splashMethodOfDeath = MOD_M7; bolt->s.eFlags = /*0;*/ EF_BOUNCE_HALF | EF_BOUNCE; bolt->nextthink = level.time + 4000; break; case WP_SMOKE_BOMB: // xkan 11/25/2002, fixed typo, classname used to be "somke_bomb" bolt->classname = "smoke_bomb"; bolt->s.eFlags = EF_BOUNCE_HALF | EF_BOUNCE; // rain - this is supposed to be MOD_SMOKEBOMB, not SMOKEGRENADE bolt->methodOfDeath = MOD_SMOKEBOMB; break; case WP_GRENADE_LAUNCHER: bolt->classname = "grenade"; bolt->splashRadius = 300; bolt->methodOfDeath = MOD_GRENADE_LAUNCHER; bolt->splashMethodOfDeath = MOD_GRENADE_LAUNCHER; bolt->s.eFlags = EF_BOUNCE_HALF | EF_BOUNCE; break; case WP_GRENADE_PINEAPPLE: bolt->classname = "grenade"; bolt->splashRadius = 300; bolt->methodOfDeath = MOD_GRENADE_LAUNCHER; bolt->splashMethodOfDeath = MOD_GRENADE_LAUNCHER; bolt->s.eFlags = EF_BOUNCE_HALF | EF_BOUNCE; break; // JPW NERVE case WP_SMOKE_MARKER: bolt->classname = "grenade"; bolt->s.eFlags = EF_BOUNCE_HALF | EF_BOUNCE; // rain - properly set MOD bolt->methodOfDeath = MOD_SMOKEGRENADE; bolt->splashMethodOfDeath = MOD_SMOKEGRENADE; break; // jpw case WP_MORTAR_SET: bolt->classname = "mortar_grenade"; bolt->splashRadius = 800; bolt->methodOfDeath = MOD_MORTAR; bolt->splashMethodOfDeath = MOD_MORTAR; bolt->s.eFlags = 0; break; case WP_LANDMINE: bolt->accuracy = 0; bolt->s.teamNum = self->client->sess.sessionTeam + 4; bolt->classname = "landmine"; bolt->damage = 0; bolt->splashRadius = 225; // was: 400 bolt->methodOfDeath = MOD_LANDMINE; bolt->splashMethodOfDeath = MOD_LANDMINE; bolt->s.eFlags = ( EF_BOUNCE | EF_BOUNCE_HALF ); bolt->health = 5; bolt->takedamage = qtrue; bolt->r.contents = CONTENTS_CORPSE; // (player can walk through) bolt->r.snapshotCallback = qtrue; VectorSet( bolt->r.mins, -16, -16, 0 ); VectorCopy( bolt->r.mins, bolt->r.absmin ); VectorSet( bolt->r.maxs, 16, 16, 16 ); VectorCopy( bolt->r.maxs, bolt->r.absmax ); break; case WP_SATCHEL: bolt->accuracy = 0; bolt->classname = "satchel_charge"; bolt->damage = 0; bolt->splashRadius = 300; bolt->methodOfDeath = MOD_SATCHEL; bolt->splashMethodOfDeath = MOD_SATCHEL; bolt->s.eFlags = ( EF_BOUNCE | EF_BOUNCE_HALF ); bolt->health = 5; bolt->takedamage = qfalse; bolt->r.contents = CONTENTS_CORPSE; // (player can walk through) 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 ); break; case WP_DYNAMITE: bolt->accuracy = 0; // JPW NERVE sets to score below if dynamite is in trigger_objective_info & it's an objective trap_SendServerCommand( self - g_entities, "cp \"Dynamite is set, but NOT armed!\"" ); // differentiate non-armed dynamite with non-pulsing dlight bolt->s.teamNum = self->client->sess.sessionTeam + 4; bolt->classname = "dynamite"; bolt->damage = 0; // bolt->splashDamage = 300; bolt->splashRadius = 400; bolt->methodOfDeath = MOD_DYNAMITE; bolt->splashMethodOfDeath = MOD_DYNAMITE; bolt->s.eFlags = ( EF_BOUNCE | EF_BOUNCE_HALF ); // dynamite is shootable bolt->health = 5; bolt->takedamage = qfalse; 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 ); break; } // JPW NERVE -- blast radius proportional to damage bolt->splashRadius = G_GetWeaponDamage( grenadeWPID ); // jpw bolt->clipmask = MASK_MISSILESHOT; 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 ); // ydnar: add velocity of player (:sigh: guess people don't like it) //% VectorAdd( bolt->s.pos.trDelta, self->s.pos.trDelta, bolt->s.pos.trDelta ); // ydnar: add velocity of ground entity if ( self->s.groundEntityNum != ENTITYNUM_NONE && self->s.groundEntityNum != ENTITYNUM_WORLD ) { VectorAdd( bolt->s.pos.trDelta, g_entities[ self->s.groundEntityNum ].instantVelocity, bolt->s.pos.trDelta ); } SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); // RF, record the time for AI bolt->awaitingHelpTime = level.time; 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 + 20000; // push it out a little bolt->think = G_ExplodeMissile; bolt->accuracy = 4; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_BROADCAST; //DHM - Nerve :: Use the correct weapon in multiplayer bolt->s.weapon = self->s.weapon; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = G_GetWeaponDamage( WP_PANZERFAUST ); // JPW NERVE bolt->splashDamage = G_GetWeaponDamage( WP_PANZERFAUST ); // JPW NERVE bolt->splashRadius = 300; //G_GetWeaponDamage(WP_PANZERFAUST); // Arnout : hardcoded bleh hack bolt->methodOfDeath = MOD_PANZERFAUST; bolt->splashMethodOfDeath = MOD_PANZERFAUST; // bolt->clipmask = MASK_SHOT; bolt->clipmask = MASK_MISSILESHOT; 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 ); // JPW NERVE VectorScale( dir,2500,bolt->s.pos.trDelta ); // jpw SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); if ( self->client ) { bolt->s.teamNum = self->client->sess.sessionTeam; } return bolt; } // Rafael flamebarrel /* ====================== fire_flamebarrel ====================== */ gentity_t *fire_flamebarrel( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; VectorNormalize( dir ); bolt = G_Spawn(); // Gordon: for explosion type bolt->accuracy = 3; bolt->classname = "flamebarrel"; bolt->nextthink = level.time + 3000; bolt->think = G_ExplodeMissile; bolt->s.eType = ET_FLAMEBARREL; bolt->s.eFlags = EF_BOUNCE_HALF; bolt->r.svFlags = SVF_BLANK; bolt->s.weapon = WP_PANZERFAUST; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 100; bolt->splashDamage = 20; bolt->splashRadius = 60; bolt->methodOfDeath = MOD_ROCKET; bolt->splashMethodOfDeath = MOD_ROCKET; bolt->clipmask = MASK_MISSILESHOT; 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, 900 + ( crandom() * 100 ), bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); return bolt; } // Rafael sniper /* ================= fire_lead ================= */ void fire_lead( gentity_t *self, vec3_t start, vec3_t dir, int damage ) { trace_t tr; vec3_t end; gentity_t *tent; gentity_t *traceEnt; vec3_t forward, right, up; vec3_t angles; float r, u; // qboolean anti_tank_enable = qfalse; r = crandom() * self->random; u = crandom() * self->random; vectoangles( dir, angles ); AngleVectors( angles, forward, right, up ); VectorMA( start, 8192, forward, end ); VectorMA( end, r, right, end ); VectorMA( end, u, up, end ); trap_Trace( &tr, start, NULL, NULL, end, self->s.number, MASK_SHOT ); if ( tr.surfaceFlags & SURF_NOIMPACT ) { return; } traceEnt = &g_entities[ tr.entityNum ]; // snap the endpos to integers, but nudged towards the line SnapVectorTowards( tr.endpos, start ); // send bullet impact if ( traceEnt->takedamage && traceEnt->client ) { tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_FLESH ); tent->s.eventParm = traceEnt->s.number; } else { // Ridah, bullet impact should reflect off surface vec3_t reflect; float dot; tent = G_TempEntity( tr.endpos, EV_BULLET_HIT_WALL ); dot = DotProduct( forward, tr.plane.normal ); VectorMA( forward, -2 * dot, tr.plane.normal, reflect ); VectorNormalize( reflect ); tent->s.eventParm = DirToByte( reflect ); // done. } tent->s.otherEntityNum = self->s.number; if ( traceEnt->takedamage ) { G_Damage( traceEnt, self, self, forward, tr.endpos, damage, 0, MOD_MACHINEGUN ); } } // Rafael sniper // visible /* ============== visible ============== */ qboolean visible( gentity_t *self, gentity_t *other ) { // vec3_t spot1; // vec3_t spot2; trace_t tr; gentity_t *traceEnt; trap_Trace( &tr, self->r.currentOrigin, NULL, NULL, other->r.currentOrigin, self->s.number, MASK_SHOT ); traceEnt = &g_entities[ tr.entityNum ]; if ( traceEnt == other ) { return qtrue; } return qfalse; } /* ============== fire_mortar dir is a non-normalized direction/power vector ============== */ gentity_t *fire_mortar( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; // VectorNormalize (dir); if ( self->spawnflags ) { gentity_t *tent; tent = G_TempEntity( self->s.pos.trBase, EV_MORTAREFX ); tent->s.density = self->spawnflags; // send smoke and muzzle flash flags VectorCopy( self->s.pos.trBase, tent->s.origin ); VectorCopy( self->s.apos.trBase, tent->s.angles ); } bolt = G_Spawn(); bolt->classname = "mortar"; bolt->nextthink = level.time + 20000; // push it out a little bolt->think = G_ExplodeMissile; // Gordon: for explosion type bolt->accuracy = 4; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_BROADCAST; // broadcast sound. not multiplayer friendly, but for mortars it should be okay bolt->s.weapon = WP_MAPMORTAR; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = G_GetWeaponDamage( WP_MAPMORTAR ); // JPW NERVE bolt->splashDamage = G_GetWeaponDamage( WP_MAPMORTAR ); // JPW NERVE bolt->splashRadius = 120; bolt->methodOfDeath = MOD_MAPMORTAR; bolt->splashMethodOfDeath = MOD_MAPMORTAR_SPLASH; bolt->clipmask = MASK_MISSILESHOT; 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, 900, bolt->s.pos.trDelta ); VectorCopy( dir, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); return bolt; }