/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP 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. RTCW SP 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 RTCW SP Source Code. If not, see . In addition, the RTCW SP 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 RTCW SP 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 G_ExplodeMissilePoisonGas( gentity_t *ent ); void M_think( gentity_t *ent ); /* ================ G_BounceMissile ================ */ qboolean G_BounceMissile( gentity_t *ent, trace_t *trace ) { vec3_t velocity; float dot; int hitTime; int contents; //----(SA) added /* // 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 qfalse; } */ contents = trap_PointContents( ent->s.origin, -1 ); // 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 ); // RF, record this for mover pushing if ( trace->plane.normal[2] > 0.2 /*&& VectorLength( ent->s.pos.trDelta ) < 40*/ ) { ent->s.groundEntityNum = trace->entityNum; } if ( ent->s.eFlags & EF_BOUNCE_HALF ) { if ( contents & MASK_WATER ) { // barely bounce underwater VectorScale( ent->s.pos.trDelta, 0.04f, ent->s.pos.trDelta ); } else { if ( ent->s.eFlags & EF_BOUNCE ) { // both flags marked, do a third type of bounce VectorScale( ent->s.pos.trDelta, 0.25, ent->s.pos.trDelta ); } else { 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 ) { //----(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->r.ownerNum = ENTITYNUM_WORLD; // make shootable if ( g_gametype.integer == GT_SINGLE_PLAYER ) { ent->health = 5; ent->takedamage = qtrue; // small target cube VectorSet( ent->r.mins, -4, -4, 0 ); VectorCopy( ent->r.mins, ent->r.absmin ); VectorSet( ent->r.maxs, 4, 4, 8 ); VectorCopy( ent->r.maxs, ent->r.absmax ); } } //----(SA) end G_SetOrigin( ent, trace->endpos ); return qfalse; } } VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin ); VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase ); ent->s.pos.trTime = level.time; if ( contents & MASK_WATER ) { return qfalse; // no bounce sound } return qtrue; } /* ================ 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, vec3_t dir ) { //----(SA) added 'dir' gentity_t *other; qboolean hitClient = qfalse; vec3_t velocity; int etype; other = &g_entities[trace->entityNum]; // DHM - Nerve :: Only in single player if ( g_gametype.integer == GT_SINGLE_PLAYER ) { AICast_ProcessBullet( &g_entities[ent->r.ownerNum], g_entities[ent->r.ownerNum].s.pos.trBase, trace->endpos ); } // 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 ); 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 ) { if ( other->s.frame != 1 ) { // playing death animation, still 'solid' return; } } } } // check for bounce if ( !other->takedamage && ( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) { if ( G_BounceMissile( ent, trace ) && !trace->startsolid ) { // no bounce, no bounce sound int flags = 0; if ( !Q_stricmp( ent->classname, "flamebarrel" ) ) { G_AddEvent( ent, EV_FLAMEBARREL_BOUNCE, 0 ); } else { flags = trace->surfaceFlags; flags = ( flags >> 12 ); // shift right 12 so I can send in parm (#define SURF_METAL 0x1000. metal is lowest flag i need for sound) G_AddEvent( ent, EV_GRENADE_BOUNCE, flags ); //----(SA) send surfaceflags for sound selection } } return; } if ( other->takedamage && ent->s.density == 1 ) { G_ExplodeMissilePoisonGas( ent ); return; } // impact damage if ( other->takedamage ) { //&& Q_stricmp (ent->classname, "flamebarrel")) { // FIXME: wrong damage direction? if ( ent->damage ) { if ( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) { if ( g_entities[ent->r.ownerNum].client ) { g_entities[ent->r.ownerNum].client->ps.persistant[PERS_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 ); } else // if no damage value, then this is a splash damage grenade only { G_BounceMissile( ent, trace ); return; } } //----(SA) removed as we have no hook // 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 { // Ridah, try projecting it in the direction it came from, for better decals // G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) ); // vec3_t dir; // BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, dir ); BG_GetMarkDir( dir, trace->plane.normal, 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 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 ) { g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++; } } } trap_LinkEntity( ent ); // weapons with no default smoke business if ( etype == ET_MISSILE ) { switch ( ent->s.weapon ) { case WP_MORTAR: return; default: break; } } if ( strcmp( ent->classname, "zombiespit" ) ) { gentity_t *Msmoke; Msmoke = G_Spawn(); VectorCopy( ent->r.currentOrigin, Msmoke->s.origin ); Msmoke->think = M_think; Msmoke->nextthink = level.time + FRAMETIME; Msmoke->health = 5; } } /* ============== Concussive_think ============== */ void Concussive_think( gentity_t *ent ) { gentity_t *player; vec3_t dir; vec3_t kvel; float grav = 24; vec3_t vec; float len; if ( level.time > ent->delay ) { ent->think = G_FreeEntity; } ent->nextthink = level.time + FRAMETIME; player = AICast_FindEntityForName( "player" ); if ( !player ) { return; } VectorSubtract( player->r.currentOrigin, ent->s.origin, vec ); len = VectorLength( vec ); // G_Printf ("len = %5.3f\n", len); if ( len > 512 ) { return; } VectorSet( dir, 0, 0, 1 ); VectorScale( dir, grav, kvel ); VectorAdd( player->client->ps.velocity, kvel, player->client->ps.velocity ); if ( !player->client->ps.pm_time ) { int t; t = grav * 2; if ( t < 50 ) { t = 50; } if ( t > 200 ) { t = 200; } player->client->ps.pm_time = t; player->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; } } /* ============== Concussive_fx shake the player caused by explosives (grenades/dynamite/etc.) ============== */ //void Concussive_fx (gentity_t *ent) void Concussive_fx( vec3_t origin ) { // gentity_t *tent; // gentity_t *player; gentity_t *concussive; // TODO: use new, good shake effect // return; concussive = G_Spawn(); // VectorCopy (ent->s.origin, concussive->s.origin); VectorCopy( origin, concussive->s.origin ); concussive->think = Concussive_think; concussive->nextthink = level.time + FRAMETIME; concussive->delay = level.time + 500; return; // Grenade and bomb flinching event /* player = AICast_FindEntityForName( "player" ); if (!player) return; if ( trap_InPVS (player->r.currentOrigin, ent->s.origin) ) { tent = G_TempEntity (ent->s.origin, EV_CONCUSSIVE); VectorCopy (ent->s.origin, tent->s.origin); tent->s.density = player->s.number; // G_Printf ("sending concussive event\n"); } */ } /* ============== M_think ============== */ void M_think( gentity_t *ent ) { gentity_t *tent; ent->count++; // if (ent->count == 1) // Concussive_fx (ent); //----(SA) moved to G_ExplodeMissile() 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; qboolean zombiespit = qfalse; int etype; 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; etype = ent->s.eType; ent->s.eType = ET_GENERAL; if ( !Q_stricmp( ent->classname, "props_explosion" ) ) { G_AddEvent( ent, EV_MISSILE_MISS_SMALL, DirToByte( dir ) ); small = qtrue; } // JPW NERVE else if ( !Q_stricmp( ent->classname, "air strike" ) ) { G_AddEvent( ent, EV_MISSILE_MISS_LARGE, DirToByte( dir ) ); small = qfalse; } // jpw else if ( !Q_stricmp( ent->classname, "props_explosion_large" ) ) { G_AddEvent( ent, EV_MISSILE_MISS_LARGE, DirToByte( dir ) ); small = qfalse; } else if ( !Q_stricmp( ent->classname, "zombiespit" ) ) { G_AddEvent( ent, EV_SPIT_MISS, DirToByte( dir ) ); zombiespit = qtrue; } else if ( !Q_stricmp( ent->classname, "flamebarrel" ) ) { ent->freeAfterEvent = qtrue; trap_LinkEntity( ent ); return; } else { 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 ) ) { //----(SA) if ( g_entities[ent->r.ownerNum].client ) { g_entities[ent->r.ownerNum].client->ps.persistant[PERS_ACCURACY_HITS]++; } } } trap_LinkEntity( ent ); if ( !zombiespit ) { gentity_t *Msmoke; Msmoke = G_Spawn(); VectorCopy( ent->r.currentOrigin, Msmoke->s.origin ); if ( small ) { Msmoke->s.density = 1; } Msmoke->think = M_think; Msmoke->nextthink = level.time + FRAMETIME; if ( ent->parent && !Q_stricmp( ent->parent->classname, "props_flamebarrel" ) ) { Msmoke->health = 10; } else { Msmoke->health = 5; } Concussive_fx( Msmoke->s.origin ); } } /* ================ 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_RunMissile ================ */ void G_RunMissile( gentity_t *ent ) { vec3_t origin, dir; // 'dir' is 'deltaMove' trace_t tr; int impactDamage; // Ridah, make AI aware of this danger // DHM - Nerve :: Only in single player if ( g_gametype.integer == GT_SINGLE_PLAYER ) { AICast_CheckDangerousEntity( ent, DANGER_MISSILE, ent->splashRadius, 0.1, 1.0, qtrue ); } // get current position BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); //----(SA) added direction to pass for mark determination VectorSubtract( origin, ent->r.currentOrigin, dir ); VectorNormalize( dir ); //----(SA) end // 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 ); VectorCopy( tr.endpos, ent->r.currentOrigin ); if ( tr.startsolid ) { tr.fraction = 0; } 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; } if ( ent->s.weapon == WP_PANZERFAUST ) { impactDamage = 999; // goes through pretty much any func_explosives } else { impactDamage = 6; // "grenade"/"dynamite" // probably adjust this based on velocity //----(SA) adjusted to not break through so much stuff. try it to see if this is good enough } G_MissileImpact( ent, &tr, impactDamage, dir ); //----(SA) added 'dir' if ( ent->s.eType != ET_MISSILE ) { return; // exploded } } else if ( VectorLength( 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 ); // reflect the velocity on the trace plane hitTime = time; BG_EvaluateTrajectoryDelta( pos, hitTime, velocity ); 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, 0.25, pos->trDelta ); } else { VectorScale( pos->trDelta, 0.65, pos->trDelta ); } // check for stop if ( trace->plane.normal[2] > 0.2 && VectorLength( pos->trDelta ) < 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 ); backupEnt = *ent; for ( time = level.time + FRAMETIME; time < level.time + duration; time += FRAMETIME ) { // get current position BG_EvaluateTrajectory( &pos, time, origin ); // 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; } } // Rafael zombiespit /* ================ G_RunSpit ================ */ void G_RunSpit( gentity_t *ent ) { vec3_t origin; trace_t tr; vec3_t end; gentity_t *smoke; // effect when it drips to floor if ( rand() % 100 > 60 ) { VectorCopy( ent->r.currentOrigin, end ); end[0] += crandom() * 8; end[1] += crandom() * 8; end[2] -= 8192; trap_Trace( &tr, ent->r.currentOrigin, NULL, NULL, end, ent->r.ownerNum, MASK_SHOT ); smoke = G_Spawn(); VectorCopy( tr.endpos, smoke->s.origin ); smoke->start_size = 4; smoke->end_size = 8; smoke->spawnflags |= 4; smoke->speed = 500; // 5 seconds smoke->duration = 100; smoke->health = 10 + ( crandom() * 5 ); SP_target_smoke( smoke ); smoke->s.density = 5; } // get current position BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); // 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 ); VectorCopy( tr.endpos, ent->r.currentOrigin ); if ( tr.startsolid ) { tr.fraction = 0; } 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->hook == ent ) { ent->parent->client->hook = NULL; } G_FreeEntity( ent ); return; } // G_MissileImpact( ent, &tr ); { 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 = 10; G_SetOrigin( gas, origin ); gas->s.density = 5; trap_LinkEntity( gas ); ent->freeAfterEvent = qtrue; // change over to a normal entity right at the point of impact ent->s.eType = ET_GENERAL; } if ( ent->s.eType != ET_MISSILE ) { return; // exploded } } // check think function after bouncing G_RunThink( ent ); } void G_RunCrowbar( gentity_t *ent ) { vec3_t origin; trace_t tr; // get current position BG_EvaluateTrajectory( &ent->s.pos, level.time, origin ); // 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 ); VectorCopy( tr.endpos, ent->r.currentOrigin ); if ( tr.startsolid ) { tr.fraction = 0; } 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->hook == ent ) { ent->parent->client->hook = NULL; } G_FreeEntity( ent ); return; } if ( ent->s.eType != ET_MISSILE ) { return; // exploded } } // check think function after bouncing G_RunThink( ent ); } //============================================================================= //----(SA) removed unused quake3 weapons. int G_GetWeaponDamage( int weapon ); // JPW NERVE /* ================= 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, *hit; // JPW NERVE qboolean noExplode = qfalse; vec3_t mins, maxs; // JPW NERVE static vec3_t range = { 40, 40, 52 }; // JPW NERVE int i,num,touch[MAX_GENTITIES]; // JPW NERVE bolt = G_Spawn(); // no self->client for shooter_grenade's if ( self->client && self->client->ps.grenadeTimeLeft ) { if ( grenadeWPID == WP_DYNAMITE ) { // remove any fraction of a 5 second 'click' self->client->ps.grenadeTimeLeft *= 5; self->client->ps.grenadeTimeLeft -= ( self->client->ps.grenadeTimeLeft % 5000 ); self->client->ps.grenadeTimeLeft += 5000; // if(self->client->ps.grenadeTimeLeft < 5000) // allow dropping of dynamite that won't explode (for shooting) // noExplode = qtrue; } if ( !noExplode ) { bolt->nextthink = level.time + self->client->ps.grenadeTimeLeft; } } else { // let non-players throw the default duration if ( grenadeWPID == WP_DYNAMITE ) { if ( !noExplode ) { bolt->nextthink = level.time + 5000; } } else { bolt->nextthink = level.time + 2500; } } // 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_USE_CURRENT_ORIGIN | SVF_BROADCAST; bolt->s.weapon = grenadeWPID; bolt->r.ownerNum = self->s.number; bolt->parent = self; // JPW NERVE -- commented out bolt->damage and bolt->splashdamage, override with G_GetWeaponDamage() // so it works with different netgame balance. didn't uncomment bolt->damage on dynamite 'cause its so *special* bolt->damage = G_GetWeaponDamage( grenadeWPID ); // overridden for dynamite bolt->splashDamage = G_GetWeaponDamage( grenadeWPID ); if ( self->client && !self->aiCharacter ) { bolt->damage *= 2; bolt->splashDamage *= 2; } // jpw switch ( grenadeWPID ) { case WP_GRENADE_LAUNCHER: bolt->classname = "grenade"; // bolt->damage = 100; // bolt->splashDamage = 100; if ( self->aiCharacter ) { bolt->splashRadius = 150; } else { bolt->splashRadius = 150; } bolt->methodOfDeath = MOD_GRENADE; bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH; bolt->s.eFlags = EF_BOUNCE_HALF; break; case WP_GRENADE_PINEAPPLE: bolt->classname = "grenade"; // bolt->damage = 80; // bolt->splashDamage = 80; bolt->splashRadius = 300; bolt->methodOfDeath = MOD_GRENADE; bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH; bolt->s.eFlags = EF_BOUNCE_HALF; break; // JPW NERVE case WP_GRENADE_SMOKE: bolt->classname = "grenade"; bolt->s.eFlags = EF_BOUNCE_HALF; break; // jpw case WP_DYNAMITE: // oh, this is /so/ cheap... // you need to pick up new code ;) trap_SendServerCommand( self - g_entities, va( "dp %d", ( bolt->nextthink - level.time ) / 1000 ) ); // JPW NERVE if ( g_gametype.integer != GT_SINGLE_PLAYER ) { // check if player is in trigger objective field -- swiped from G_TouchTriggers() VectorSubtract( self->client->ps.origin, range, mins ); VectorAdd( self->client->ps.origin, range, maxs ); num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES ); VectorAdd( self->client->ps.origin, self->r.mins, mins ); VectorAdd( self->client->ps.origin, self->r.maxs, maxs ); for ( i = 0 ; i < num ; i++ ) { hit = &g_entities[touch[i]]; if ( !hit->touch && !self->touch ) { continue; } if ( !( hit->r.contents & CONTENTS_TRIGGER ) ) { continue; } if ( !strcmp( hit->classname,"trigger_objective_info" ) ) { if ( hit->track ) { trap_SendServerCommand( -1, va( "cp \"%s\"", va( "Det charge planted near %s!", hit->track ) ) ); } else { trap_SendServerCommand( -1, va( "cp \"%s\"", va( "Det charge planted near objective %d!", hit->count ) ) ); } i = num; } } } // jpw bolt->classname = "dynamite"; bolt->damage = 0; // bolt->splashDamage = 300; bolt->splashRadius = 400; bolt->methodOfDeath = MOD_DYNAMITE; bolt->splashMethodOfDeath = MOD_DYNAMITE_SPLASH; bolt->s.eFlags = ( EF_BOUNCE | EF_BOUNCE_HALF ); // EF_BOUNCE_HEAVY; // dynamite is shootable // JPW NERVE only in single player if ( g_gametype.integer == GT_SINGLE_PLAYER ) { // bolt->health = 5; // bolt->takedamage = qtrue; // // // small target cube // VectorSet(bolt->r.mins, -4, -4, 0); // VectorCopy(bolt->r.mins, bolt->r.absmin); // VectorSet(bolt->r.maxs, 4, 4, 8); // VectorCopy(bolt->r.maxs, bolt->r.absmax); } else { bolt->health = 5; bolt->takedamage = qfalse; } // jpw bolt->die = G_MissileDie; 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 break; } // JPW NERVE -- blast radius proportional to damage if ( g_gametype.integer != GT_SINGLE_PLAYER ) { 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 ); 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 + 20000; // push it out a little bolt->think = G_ExplodeMissile; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST; //DHM - Nerve :: Use the correct weapon in multiplayer if ( g_gametype.integer == GT_SINGLE_PLAYER ) { bolt->s.weapon = WP_PANZERFAUST; } else { bolt->s.weapon = self->s.weapon; } bolt->r.ownerNum = self->s.number; bolt->parent = self; if ( self->aiCharacter ) { // ai keep the values they've been using bolt->damage = 100; bolt->splashDamage = 120; } else { bolt->damage = G_GetWeaponDamage( WP_PANZERFAUST ); bolt->splashDamage = G_GetWeaponDamage( WP_PANZERFAUST ); } // JPW NERVE if ( g_gametype.integer != GT_SINGLE_PLAYER ) { bolt->splashRadius = G_GetWeaponDamage( WP_PANZERFAUST ); } else { if ( self->aiCharacter ) { bolt->splashRadius = 120; } else { bolt->splashRadius = G_GetWeaponDamage( WP_PANZERFAUST ); } } // jpw bolt->methodOfDeath = MOD_ROCKET; bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH; // 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 ); // VectorScale( dir, 900, bolt->s.pos.trDelta ); // old speed was 900 // JPW NERVE if ( g_gametype.integer != GT_SINGLE_PLAYER ) { VectorScale( dir,2500,bolt->s.pos.trDelta ); } else { // ai gets dynamics they're used to if ( self->aiCharacter ) { VectorScale( dir, 1000, bolt->s.pos.trDelta ); } else { // (SA) trying a bit more speed in SP for player rockets VectorScale( dir, 1300, bolt->s.pos.trDelta ); } } // jpw SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); return bolt; } // Rafael zombie spit /* ===================== fire_zombiespit ===================== */ gentity_t *fire_zombiespit( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; VectorNormalize( dir ); bolt = G_Spawn(); bolt->classname = "zombiespit"; bolt->nextthink = level.time + 10000; bolt->think = G_ExplodeMissile; bolt->s.eType = ET_ZOMBIESPIT; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; bolt->s.weapon = WP_PANZERFAUST; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 10; bolt->splashDamage = 10; bolt->splashRadius = 120; bolt->methodOfDeath = MOD_ZOMBIESPIT; bolt->splashMethodOfDeath = MOD_ZOMBIESPIT_SPLASH; bolt->clipmask = MASK_MISSILESHOT; bolt->s.loopSound = G_SoundIndex( "sound/Loogie/sizzle.wav" ); // bolt->s.pos.trType = TR_LINEAR; bolt->s.pos.trType = TR_GRAVITY_LOW; 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, 600, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); return bolt; } /* ===================== fire_zombiespirit ===================== */ gentity_t *fire_zombiespirit( gentity_t *self, gentity_t *bolt, vec3_t start, vec3_t dir ) { VectorNormalize( dir ); bolt->classname = "zombiespirit"; bolt->nextthink = level.time + 10000; bolt->think = G_ExplodeMissile; bolt->s.eType = ET_ZOMBIESPIRIT; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; bolt->s.weapon = WP_PANZERFAUST; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 10; bolt->splashDamage = 10; bolt->splashRadius = 120; bolt->methodOfDeath = MOD_ZOMBIESPIRIT; bolt->splashMethodOfDeath = MOD_ZOMBIESPIRIT_SPLASH; bolt->clipmask = MASK_MISSILESHOT; bolt->s.loopSound = G_SoundIndex( "sound/Zombie/attack/spirit_loop.wav" ); bolt->s.pos.trType = TR_INTERPOLATE; // we'll move it manually, since it needs to track it's enemy bolt->s.pos.trTime = level.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; } // the crowbar for the mechanic gentity_t *fire_crowbar( gentity_t *self, vec3_t start, vec3_t dir ) { gentity_t *bolt; VectorNormalize( dir ); bolt = G_Spawn(); bolt->classname = "crowbar"; bolt->nextthink = level.time + 50000; bolt->think = G_ExplodeMissile; bolt->s.eType = ET_CROWBAR; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST; // bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; bolt->s.weapon = WP_PANZERFAUST; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 10; bolt->splashDamage = 0; bolt->splashRadius = 0; bolt->methodOfDeath = MOD_ROCKET; bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH; // bolt->clipmask = MASK_SHOT; 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, 800, bolt->s.pos.trDelta ); SnapVector( bolt->s.pos.trDelta ); // save net bandwidth VectorCopy( start, bolt->r.currentOrigin ); 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(); 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_USE_CURRENT_ORIGIN; 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_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 + ( 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 ) { if ( self->s.weapon == WP_SNIPER && traceEnt->s.eType == ET_MOVER && traceEnt->aiName[0] ) { anti_tank_enable = qtrue; } if ( anti_tank_enable ) { self->s.weapon = WP_PANZERFAUST; } G_Damage( traceEnt, self, self, forward, tr.endpos, damage, 0, MOD_MACHINEGUN ); if ( anti_tank_enable ) { self->s.weapon = WP_SNIPER; } } } // 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; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN | SVF_BROADCAST; // broadcast sound. not multiplayer friendly, but for mortars it should be okay // bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; bolt->s.weapon = WP_MORTAR; bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = G_GetWeaponDamage( WP_MORTAR ); // JPW NERVE bolt->splashDamage = G_GetWeaponDamage( WP_MORTAR ); // JPW NERVE bolt->splashRadius = 120; bolt->methodOfDeath = MOD_MORTAR; bolt->splashMethodOfDeath = MOD_MORTAR_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; }