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Xash3DArchive/server/ents/g_weapon.c

1609 lines
45 KiB
C

#include "g_local.h"
/*
=================
check_dodge
This is a support routine used when a client is firing
a non-instant attack weapon. It checks to see if a
monster's dodge function should be called.
=================
*/
static void check_dodge (edict_t *self, vec3_t start, vec3_t dir, int speed)
{
vec3_t end;
vec3_t v;
trace_t tr;
float eta;
// easy mode only ducks one quarter the time
if (skill->value == 0)
{
if (random() > 0.25)
return;
}
VectorMA (start, 8192, dir, end);
tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
if ((tr.ent) && (tr.ent->svflags & SVF_MONSTER) && (tr.ent->health > 0) && (tr.ent->monsterinfo.dodge) && infront(tr.ent, self))
{
VectorSubtract (tr.endpos, start, v);
eta = (VectorLength(v) - tr.ent->maxs[0]) / speed;
tr.ent->monsterinfo.dodge (tr.ent, self, eta);
}
}
/*
=================
fire_hit
Used for all impact (hit/punch/slash) attacks
=================
*/
bool fire_hit (edict_t *self, vec3_t aim, int damage, int kick)
{
trace_t tr;
vec3_t forward, right, up;
vec3_t v;
vec3_t point;
float range;
vec3_t dir;
// Lazarus: Paranoia check
if(!self->enemy)
return false;
//see if enemy is in range
VectorSubtract (self->enemy->s.origin, self->s.origin, dir);
range = VectorLength(dir);
if (range > aim[0])
return false;
if (aim[1] > self->mins[0] && aim[1] < self->maxs[0])
{
// the hit is straight on so back the range up to the edge of their bbox
range -= self->enemy->maxs[0];
}
else
{
// this is a side hit so adjust the "right" value out to the edge of their bbox
if (aim[1] < 0)
aim[1] = self->enemy->mins[0];
else
aim[1] = self->enemy->maxs[0];
}
VectorMA (self->s.origin, range, dir, point);
tr = gi.trace (self->s.origin, NULL, NULL, point, self, MASK_SHOT);
if (tr.fraction < 1)
{
if (!tr.ent->takedamage)
return false;
// if it will hit any client/monster then hit the one we wanted to hit
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client))
tr.ent = self->enemy;
}
AngleVectors(self->s.angles, forward, right, up);
VectorMA (self->s.origin, range, forward, point);
VectorMA (point, aim[1], right, point);
VectorMA (point, aim[2], up, point);
VectorSubtract (point, self->enemy->s.origin, dir);
// do the damage
T_Damage (tr.ent, self, self, dir, point, vec3_origin, damage, kick/2, DAMAGE_NO_KNOCKBACK, MOD_HIT);
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
return false;
// do our special form of knockback here
VectorMA (self->enemy->absmin, 0.5, self->enemy->size, v);
VectorSubtract (v, point, v);
VectorNormalize (v);
VectorMA (self->enemy->velocity, kick, v, self->enemy->velocity);
if (self->enemy->velocity[2] > 0)
self->enemy->groundentity = NULL;
return true;
}
/*
=================
fire_lead
This is an internal support routine used for bullet/pellet based weapons.
=================
*/
static void fire_lead (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int te_impact, int hspread, int vspread, int mod)
{
trace_t tr;
vec3_t dir;
vec3_t forward, right, up;
vec3_t end;
float r;
float u;
vec3_t water_start;
bool water = false;
int content_mask = MASK_SHOT | MASK_WATER;
tr = gi.trace (self->s.origin, NULL, NULL, start, self, MASK_SHOT);
if (!(tr.fraction < 1.0))
{
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
r = crandom()*hspread;
u = crandom()*vspread;
VectorMA (start, 8192, forward, end);
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
if (gi.pointcontents (start) & MASK_WATER)
{
water = true;
VectorCopy (start, water_start);
content_mask &= ~MASK_WATER;
}
tr = gi.trace (start, NULL, NULL, end, self, content_mask);
// see if we hit water
if (tr.contents & MASK_WATER)
{
int color;
water = true;
VectorCopy (tr.endpos, water_start);
if (!VectorCompare (start, tr.endpos))
{
if (tr.ent->svflags & SVF_MUD)
color = SPLASH_BROWN_WATER;
else if (tr.contents & CONTENTS_WATER)
{
if (strcmp(tr.surface->name, "*brwater") == 0)
color = SPLASH_BROWN_WATER;
else
color = SPLASH_BLUE_WATER;
}
else if (tr.contents & CONTENTS_SLIME)
color = SPLASH_SLIME;
else if (tr.contents & CONTENTS_LAVA)
color = SPLASH_LAVA;
else
color = SPLASH_UNKNOWN;
if (color != SPLASH_UNKNOWN)
{
MESSAGE_BEGIN (svc_temp_entity);
WRITE_BYTE (TE_SPLASH);
WRITE_BYTE (8);
WRITE_COORD (tr.endpos);
WRITE_DIR (tr.plane.normal);
WRITE_BYTE (color);
MESSAGE_SEND (MSG_PVS, tr.endpos, NULL);
}
// change bullet's course when it enters water
VectorSubtract (end, start, dir);
vectoangles (dir, dir);
AngleVectors (dir, forward, right, up);
r = crandom()*hspread*2;
u = crandom()*vspread*2;
VectorMA (water_start, 8192, forward, end);
VectorMA (end, r, right, end);
VectorMA (end, u, up, end);
}
// re-trace ignoring water this time
tr = gi.trace (water_start, NULL, NULL, end, self, MASK_SHOT);
}
}
// send gun puff / flash
if (!((tr.surface) && (tr.surface->flags & SURF_SKY)))
{
if (tr.fraction < 1.0)
{
if (tr.ent->takedamage)
{
T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, DAMAGE_BULLET, mod);
}
else
{
if (strncmp (tr.surface->name, "skyname", 3) != 0)
{
MESSAGE_BEGIN (svc_temp_entity);
WRITE_BYTE (te_impact);
WRITE_COORD (tr.endpos);
WRITE_DIR (tr.plane.normal);
MESSAGE_SEND (MSG_PVS, tr.endpos, NULL);
if(level.num_reflectors)
ReflectSparks(te_impact,tr.endpos,tr.plane.normal);
if (self->client)
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}
}
}
}
// if went through water, determine where the end and make a bubble trail
if (water)
{
vec3_t pos;
VectorSubtract (tr.endpos, water_start, dir);
VectorNormalize (dir);
VectorMA (tr.endpos, -2, dir, pos);
if (gi.pointcontents (pos) & MASK_WATER)
{
VectorCopy (pos, tr.endpos);
}
else
{
tr = gi.trace (pos, NULL, NULL, water_start, tr.ent, MASK_WATER);
}
VectorAdd (water_start, tr.endpos, pos);
VectorScale (pos, 0.5, pos);
MESSAGE_BEGIN (svc_temp_entity);
WRITE_BYTE (TE_BUBBLETRAIL);
WRITE_COORD (water_start);
WRITE_COORD (tr.endpos);
MESSAGE_SEND (MSG_PVS, pos, NULL);
}
}
/*
=================
fire_bullet
Fires a single round. Used for machinegun and chaingun. Would be fine for
pistols, rifles, etc....
=================
*/
void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod)
{
fire_lead (self, start, aimdir, damage, kick, TE_GUNSHOT, hspread, vspread, mod);
}
/*
=================
fire_shotgun
Shoots shotgun pellets. Used by shotgun and super shotgun.
=================
*/
void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod)
{
int i;
for (i = 0; i < count; i++)
fire_lead (self, start, aimdir, damage, kick, TE_SHOTGUN, hspread, vspread, mod);
}
/*
=================
fire_blaster
Fires a single blaster bolt. Used by the blaster and hyper blaster.
=================
*/
void blaster_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
int mod;
if (other == self->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (self->owner->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
if (other->takedamage)
{
if (self->spawnflags & 1)
mod = MOD_HYPERBLASTER;
else
mod = MOD_BLASTER;
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, self->dmg, 1, DAMAGE_ENERGY, mod);
}
else
{
MESSAGE_BEGIN (svc_temp_entity);
WRITE_BYTE (TE_BLASTER);
WRITE_COORD (self->s.origin);
if (!plane) WRITE_DIR (vec3_origin);
else WRITE_DIR (plane->normal);
MESSAGE_SEND (MSG_PVS, self->s.origin, NULL);
if(level.num_reflectors)
{
if(!plane)
ReflectSparks(TE_BLASTER,self->s.origin,vec3_origin);
else
ReflectSparks(TE_BLASTER,self->s.origin,plane->normal);
}
}
G_FreeEdict (self);
}
void fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int effect, bool hyper)
{
edict_t *bolt;
trace_t tr;
VectorNormalize (dir);
bolt = G_Spawn();
bolt->svflags = SVF_DEADMONSTER;
// yes, I know it looks weird that projectiles are deadmonsters
// what this means is that when prediction is used against the object
// (blaster/hyperblaster shots), the player won't be solid clipped against
// the object. Right now trying to run into a firing hyperblaster
// is very jerky since you are predicted 'against' the shots.
VectorCopy (start, bolt->s.origin);
VectorCopy (start, bolt->s.old_origin);
vectoangles (dir, bolt->s.angles);
VectorScale (dir, speed, bolt->velocity);
bolt->movetype = MOVETYPE_FLYMISSILE;
bolt->clipmask = MASK_SHOT;
bolt->solid = SOLID_BBOX;
bolt->s.effects |= effect;
VectorClear (bolt->mins);
VectorClear (bolt->maxs);
bolt->s.modelindex = gi.modelindex ("models/shell9mm.mdl");
bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
bolt->owner = self;
bolt->touch = blaster_touch;
bolt->nextthink = level.time + 2;
bolt->think = G_FreeEdict;
bolt->dmg = damage;
bolt->classname = "bolt";
if (hyper)
bolt->spawnflags = 1;
if(level.num_reflectors)
AddReflection(bolt);
gi.linkentity (bolt);
if (self->client)
check_dodge (self, bolt->s.origin, dir, speed);
tr = gi.trace (self->s.origin, NULL, NULL, bolt->s.origin, bolt, MASK_SHOT);
if (tr.fraction < 1.0)
{
VectorMA (bolt->s.origin, -10, dir, bolt->s.origin);
bolt->touch (bolt, tr.ent, NULL, NULL);
}
}
// SP_bolt should ONLY be used for blaster/hyperblaster bolts that have
// changed maps via trigger_transition. It should NOT be used for map
// entities.
void bolt_delayed_start (edict_t *bolt)
{
if(g_edicts[1].linkcount)
{
VectorScale(bolt->movedir,bolt->moveinfo.speed,bolt->velocity);
bolt->nextthink = level.time + 2;
bolt->think = G_FreeEdict;
gi.linkentity(bolt);
}
else
bolt->nextthink = level.time + FRAMETIME;
}
void SP_bolt (edict_t *bolt)
{
bolt->class_id = ENTITY_BOLT;
bolt->s.modelindex = gi.modelindex ("models/shell9mm.mdl");
bolt->s.sound = gi.soundindex ("misc/lasfly.wav");
bolt->touch = blaster_touch;
VectorCopy(bolt->velocity,bolt->movedir);
VectorNormalize(bolt->movedir);
bolt->moveinfo.speed = VectorLength(bolt->velocity);
VectorClear(bolt->velocity);
bolt->think = bolt_delayed_start;
bolt->nextthink = level.time + FRAMETIME;
gi.linkentity(bolt);
}
/*
=================
fire_grenade
=================
*/
// Lazarus additions: next_grenade and prev_grenade linked lists facilitate checking
// for grenades near monsters, so that monsters can evade w/o bogging down the game
void Grenade_Evade (edict_t *monster)
{
edict_t *grenade;
vec3_t grenade_vec;
float grenade_dist, best_r, best_yaw, r;
float yaw;
int i;
vec3_t forward;
vec3_t pos, best_pos;
trace_t tr;
// We assume on entry here that monster is alive and that he's not already
// AI_CHASE_THING
grenade = world->next_grenade;
while(grenade)
{
// we only care about grenades on the ground
if(grenade->inuse && grenade->groundentity)
{
// if it ain't in the PVS, it can't hurt us (I think?)
if(gi.inPVS(grenade->s.origin,monster->s.origin))
{
VectorSubtract(grenade->s.origin,monster->s.origin,grenade_vec);
grenade_dist = VectorNormalize(grenade_vec);
if(grenade_dist <= grenade->dmg_radius)
break;
}
}
grenade = grenade->next_grenade;
}
if(!grenade)
return;
// Find best escape route.
best_r = 9999;
for(i=0; i<8; i++)
{
yaw = anglemod( i*45 );
forward[0] = cos( DEG2RAD(yaw) );
forward[1] = sin( DEG2RAD(yaw) );
forward[2] = 0;
// Estimate of required distance to run. This is conservative.
r = grenade->dmg_radius + grenade_dist*DotProduct(forward,grenade_vec) + monster->size[0] + 16;
if( r < best_r )
{
VectorMA(monster->s.origin,r,forward,pos);
tr = gi.trace(monster->s.origin,monster->mins,monster->maxs,pos,monster,MASK_MONSTERSOLID);
if(tr.fraction < 1.0)
continue;
best_r = r;
best_yaw = yaw;
VectorCopy(tr.endpos,best_pos);
}
}
if(best_r < 9000)
{
edict_t *thing = SpawnThing();
VectorCopy(best_pos,thing->s.origin);
thing->touch_debounce_time = grenade->nextthink;
thing->target_ent = monster;
ED_CallSpawn(thing);
monster->ideal_yaw = best_yaw;
monster->movetarget = monster->goalentity = thing;
monster->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
monster->monsterinfo.aiflags |= (AI_CHASE_THING | AI_EVADE_GRENADE);
monster->monsterinfo.run(monster);
monster->next_grenade = grenade;
}
}
static void Grenade_Add_To_Chain (edict_t *grenade)
{
edict_t *ancestor;
ancestor = world;
while(ancestor->next_grenade && ancestor->next_grenade->inuse)
ancestor = ancestor->next_grenade;
ancestor->next_grenade = grenade;
grenade->prev_grenade = ancestor;
}
static void Grenade_Remove_From_Chain (edict_t *grenade)
{
if(grenade->prev_grenade)
{
// "prev_grenade" should always be valid for other than player-thrown
// grenades that explode in player's hand
grenade->prev_grenade->next_grenade = grenade->next_grenade;
if(grenade->next_grenade)
grenade->next_grenade->prev_grenade = grenade->prev_grenade;
}
}
static void Grenade_Explode (edict_t *ent)
{
vec3_t origin;
int mod;
int type;
Grenade_Remove_From_Chain(ent);
if (ent->owner && ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
//FIXME: if we are onground then raise our Z just a bit since we are a point?
if (ent->enemy)
{
float points;
vec3_t v;
vec3_t dir;
VectorAdd (ent->enemy->mins, ent->enemy->maxs, v);
VectorMA (ent->enemy->s.origin, 0.5, v, v);
VectorSubtract (ent->s.origin, v, v);
points = ent->dmg - 0.5 * VectorLength (v);
VectorSubtract (ent->enemy->s.origin, ent->s.origin, dir);
if (ent->spawnflags & 1)
mod = MOD_HANDGRENADE;
else
mod = MOD_GRENADE;
T_Damage (ent->enemy, ent, ent->owner, dir, ent->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
}
if (ent->spawnflags & 2)
mod = MOD_HELD_GRENADE;
else if (ent->spawnflags & 1)
mod = MOD_HG_SPLASH;
else
mod = MOD_G_SPLASH;
T_RadiusDamage(ent, ent->owner, ent->dmg, ent->enemy, ent->dmg_radius, mod, -0.5);
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
MESSAGE_BEGIN (svc_temp_entity);
if (ent->waterlevel)
{
if (ent->groundentity) type = TE_GRENADE_EXPLOSION_WATER;
else type = TE_ROCKET_EXPLOSION_WATER;
}
else
{
if (ent->groundentity) type = TE_GRENADE_EXPLOSION;
else type = TE_ROCKET_EXPLOSION;
}
WRITE_BYTE (type);
WRITE_COORD (origin);
MESSAGE_SEND (MSG_PHS, ent->s.origin, NULL);
if(level.num_reflectors)
ReflectExplosion (type,origin);
G_FreeEdict (ent);
}
static void Grenade_Touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == ent->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
Grenade_Remove_From_Chain (ent);
G_FreeEdict (ent);
return;
}
if (!other->takedamage)
{
if (ent->spawnflags & 1)
{
if (random() > 0.5)
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb1a.wav"), 1, ATTN_NORM, 0);
else
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/hgrenb2a.wav"), 1, ATTN_NORM, 0);
}
else
{
gi.sound (ent, CHAN_VOICE, gi.soundindex ("weapons/grenlb1b.wav"), 1, ATTN_NORM, 0);
}
return;
}
ent->enemy = other;
Grenade_Explode (ent);
}
void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
grenade = G_Spawn();
VectorCopy (start, grenade->s.origin);
VectorScale (aimdir, speed, grenade->velocity);
// Lazarus - keep same vertical boost for players, but monsters do a better job
// of calculating aim direction, so throw that out
if(self->client)
VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
else
VectorMA (grenade->velocity, crandom() * 10.0, up, grenade->velocity);
VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
// Lazarus: Add owner velocity
// VectorAdd (grenade->velocity, self->velocity, grenade->velocity);
// NO. This is too unrealistic. Instead, if owner is riding a moving entity,
// add velocity of the thing he's riding
if(self->groundentity)
VectorAdd (grenade->velocity, self->groundentity->velocity, grenade->velocity);
VectorSet (grenade->avelocity, 300, 300, 300);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_GRENADE;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
grenade->owner = self;
grenade->touch = Grenade_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Grenade_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "grenade";
grenade->class_id = ENTITY_GRENADE;
Grenade_Add_To_Chain (grenade);
gi.linkentity (grenade);
}
void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, bool held)
{
edict_t *grenade;
vec3_t dir;
vec3_t forward, right, up;
vectoangles (aimdir, dir);
AngleVectors (dir, forward, right, up);
grenade = G_Spawn();
VectorCopy (start, grenade->s.origin);
VectorScale (aimdir, speed, grenade->velocity);
VectorMA (grenade->velocity, 200 + crandom() * 10.0, up, grenade->velocity);
VectorMA (grenade->velocity, crandom() * 10.0, right, grenade->velocity);
// Lazarus: Add owner velocity
// VectorAdd (grenade->velocity, self->velocity, grenade->velocity);
// NO. This is too unrealistic. Instead, if owner is riding a moving entity,
// add velocity of the thing he's riding
if(self->groundentity)
VectorAdd (grenade->velocity, self->groundentity->velocity, grenade->velocity);
VectorSet (grenade->avelocity, 300, 300, 300);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->clipmask = MASK_SHOT;
grenade->solid = SOLID_BBOX;
grenade->s.effects |= EF_GRENADE;
VectorClear (grenade->mins);
VectorClear (grenade->maxs);
grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
grenade->owner = self;
grenade->touch = Grenade_Touch;
grenade->nextthink = level.time + timer;
grenade->think = Grenade_Explode;
grenade->dmg = damage;
grenade->dmg_radius = damage_radius;
grenade->classname = "hgrenade";
grenade->class_id = ENTITY_HANDGRENADE;
if (held)
grenade->spawnflags = 3;
else
grenade->spawnflags = 1;
grenade->s.sound = gi.soundindex("weapons/hgrenc1b.wav");
if (timer <= 0.0)
Grenade_Explode (grenade);
else
{
gi.sound (self, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
Grenade_Add_To_Chain (grenade);
gi.linkentity (grenade);
}
}
// NOTE: SP_grenade and SP_handgrenade should ONLY be used to spawn grenades that change
// maps via a trigger_transition. They should NOT be used for map entities
void grenade_delayed_start (edict_t *grenade)
{
if(g_edicts[1].linkcount)
{
VectorScale(grenade->movedir,grenade->moveinfo.speed,grenade->velocity);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->nextthink = level.time + 2.5;
grenade->think = Grenade_Explode;
gi.linkentity(grenade);
}
else
grenade->nextthink = level.time + FRAMETIME;
}
void SP_grenade (edict_t *grenade)
{
grenade->class_id = ENTITY_GRENADE;
grenade->s.modelindex = gi.modelindex ("models/objects/grenade/tris.md2");
grenade->touch = Grenade_Touch;
// For SP, freeze grenade until player spawns in
if(game.maxclients == 1)
{
grenade->movetype = MOVETYPE_NONE;
VectorCopy(grenade->velocity,grenade->movedir);
VectorNormalize(grenade->movedir);
grenade->moveinfo.speed = VectorLength(grenade->velocity);
VectorClear(grenade->velocity);
grenade->think = grenade_delayed_start;
grenade->nextthink = level.time + FRAMETIME;
}
else
{
grenade->movetype = MOVETYPE_BOUNCE;
grenade->nextthink = level.time + 2.5;
grenade->think = Grenade_Explode;
}
gi.linkentity (grenade);
}
void handgrenade_delayed_start (edict_t *grenade)
{
if(g_edicts[1].linkcount)
{
VectorScale(grenade->movedir,grenade->moveinfo.speed,grenade->velocity);
grenade->movetype = MOVETYPE_BOUNCE;
grenade->nextthink = level.time + 2.5;
grenade->think = Grenade_Explode;
if(grenade->owner)
gi.sound (grenade->owner, CHAN_WEAPON, gi.soundindex ("weapons/hgrent1a.wav"), 1, ATTN_NORM, 0);
gi.linkentity(grenade);
}
else
grenade->nextthink = level.time + FRAMETIME;
}
void SP_handgrenade (edict_t *grenade)
{
grenade->class_id = ENTITY_HANDGRENADE;
grenade->s.modelindex = gi.modelindex ("models/objects/grenade2/tris.md2");
grenade->touch = Grenade_Touch;
// For SP, freeze grenade until player spawns in
if(game.maxclients == 1)
{
grenade->movetype = MOVETYPE_NONE;
VectorCopy(grenade->velocity,grenade->movedir);
VectorNormalize(grenade->movedir);
grenade->moveinfo.speed = VectorLength(grenade->velocity);
VectorClear(grenade->velocity);
grenade->think = handgrenade_delayed_start;
grenade->nextthink = level.time + FRAMETIME;
}
else
{
grenade->movetype = MOVETYPE_BOUNCE;
grenade->nextthink = level.time + 2.5;
grenade->think = Grenade_Explode;
}
gi.linkentity (grenade);
}
// Lazarus: homing rocket
void homing_think (edict_t *self)
{
trace_t tr;
vec3_t dir, target;
vec_t speed;
if(level.time > self->endtime)
{
if (self->owner->client && (self->owner->client->homing_rocket == self))
self->owner->client->homing_rocket = NULL;
BecomeExplosion1(self);
return;
}
if(self->enemy && self->enemy->inuse)
{
VectorMA(self->enemy->absmin,0.5,self->enemy->size,target);
tr = gi.trace(self->s.origin,vec3_origin,vec3_origin,target,self,MASK_OPAQUE);
if(tr.fraction == 1)
{
// target in view; apply correction
VectorSubtract(target, self->s.origin, dir);
VectorNormalize(dir);
if(self->enemy->client)
VectorScale(dir, 0.8+0.1*skill->value, dir);
else
VectorScale(dir, 1.0, dir); // 0=no correction, 1=turn on a dime
VectorAdd(dir, self->movedir, dir);
VectorNormalize(dir);
VectorCopy(dir, self->movedir);
vectoangles(dir, self->s.angles);
speed = VectorLength(self->velocity);
VectorScale(dir, speed, self->velocity);
if(level.time >= self->starttime && self->starttime > 0)
{
if(level.time > self->owner->fly_sound_debounce_time)
{
// this prevents multiple lockon sounds resulting from
// monsters firing multiple rockets in quick succession
if(self->enemy->client)
gi.sound (self->enemy, CHAN_AUTO, gi.soundindex ("weapons/homing/lockon.wav"), 1, ATTN_NORM, 0);
self->owner->fly_sound_debounce_time = level.time + 2.0;
}
self->starttime = 0;
}
}
}
self->nextthink = level.time + FRAMETIME;
}
/*
=================
fire_rocket
=================
*/
// Lazarus: Rocket_Evade tells monsters to get da hell outta da way
void Rocket_Evade (edict_t *rocket, vec3_t dir, float speed)
{
float rocket_dist, best_r, best_yaw, dist, r;
float time;
float dot;
float yaw;
int i;
edict_t *ent=NULL;
trace_t tr;
vec3_t hitpoint;
vec3_t forward, pos, best_pos;
vec3_t rocket_vec, vec;
// Find out what rocket will hit, assuming everything remains static
VectorMA(rocket->s.origin,8192,dir,rocket_vec);
tr = gi.trace(rocket->s.origin,rocket->mins,rocket->maxs,rocket_vec,rocket,MASK_SHOT);
VectorCopy(tr.endpos,hitpoint);
VectorSubtract(hitpoint,rocket->s.origin,vec);
dist = VectorLength(vec);
time = dist / speed;
while ((ent = findradius(ent, hitpoint, rocket->dmg_radius)) != NULL)
{
if (!ent->inuse)
continue;
if (!(ent->svflags & SVF_MONSTER))
continue;
if (!ent->takedamage)
continue;
if (ent->health <= 0)
continue;
if (!ent->monsterinfo.run) // takes care of turret_driver
continue;
if (rocket->owner == ent)
continue;
VectorSubtract(hitpoint,ent->s.origin,rocket_vec);
rocket_dist = VectorNormalize(rocket_vec);
// Not much hope in evading if distance is < 1K or so.
if(rocket_dist < 1024)
continue;
// Find best escape route.
best_r = 9999;
for(i=0; i<8; i++)
{
yaw = anglemod( i*45 );
forward[0] = cos( DEG2RAD(yaw) );
forward[1] = sin( DEG2RAD(yaw) );
forward[2] = 0;
dot = DotProduct(forward,dir);
if((dot > 0.96) || (dot < -0.96))
continue;
// Estimate of required distance to run. This is conservative.
r = rocket->dmg_radius + rocket_dist*DotProduct(forward,rocket_vec) + ent->size[0] + 16;
if( r < best_r )
{
VectorMA(ent->s.origin,r,forward,pos);
tr = gi.trace(ent->s.origin,ent->mins,ent->maxs,pos,ent,MASK_MONSTERSOLID);
if(tr.fraction < 1.0)
continue;
best_r = r;
best_yaw = yaw;
VectorCopy(tr.endpos,best_pos);
}
}
if(best_r < 9000)
{
edict_t *thing = SpawnThing();
VectorCopy(best_pos,thing->s.origin);
thing->touch_debounce_time = level.time + time;
thing->target_ent = ent;
ED_CallSpawn(thing);
ent->ideal_yaw = best_yaw;
ent->movetarget = ent->goalentity = thing;
ent->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
ent->monsterinfo.aiflags |= (AI_CHASE_THING | AI_EVADE_GRENADE);
ent->monsterinfo.run(ent);
}
}
}
void rocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
int n;
int type;
if (other == ent->owner)
return;
if (ent->owner->client && (ent->owner->client->homing_rocket == ent))
ent->owner->client->homing_rocket = NULL;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (ent);
return;
}
if (ent->owner && ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
// calculate position for the explosion entity
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
if (other->takedamage)
{
T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
}
else
{
// don't throw any debris in net games
if (!deathmatch->value && !coop->value)
{
if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
{
n = rand() % 5;
while(n--)
ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin, 0, 0);
}
}
}
// Lazarus: bad monsters have a large damage radius
if (ent->owner && (ent->owner->svflags & SVF_MONSTER) && !(ent->owner->monsterinfo.aiflags & AI_GOOD_GUY))
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius + 17.5*skill->value, MOD_R_SPLASH, -2.0/(4.0+skill->value) );
else
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH, -0.5);
MESSAGE_BEGIN (svc_temp_entity);
if (ent->waterlevel) type = TE_ROCKET_EXPLOSION_WATER;
else type = TE_ROCKET_EXPLOSION;
WRITE_BYTE (type);
WRITE_COORD (origin);
MESSAGE_SEND (MSG_PHS, ent->s.origin, NULL);
if(level.num_reflectors)
ReflectExplosion(type,origin);
G_FreeEdict (ent);
}
static void rocket_explode (edict_t *ent)
{
vec3_t origin;
int type;
if (ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
// calculate position for the explosion entity
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, NULL, ent->dmg_radius, MOD_R_SPLASH, -0.5);
MESSAGE_BEGIN (svc_temp_entity);
if (ent->waterlevel) type = TE_ROCKET_EXPLOSION_WATER;
else type = TE_ROCKET_EXPLOSION;
WRITE_BYTE (type);
WRITE_COORD (origin);
MESSAGE_SEND (MSG_PVS, ent->s.origin, NULL);
if(level.num_reflectors)
ReflectExplosion(type,origin);
G_FreeEdict (ent);
}
static void rocket_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
self->takedamage = DAMAGE_NO;
self->nextthink = level.time + FRAMETIME;
self->think = rocket_explode;
}
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage, edict_t *home_target)
{
edict_t *rocket;
rocket = G_Spawn();
VectorCopy (start, rocket->s.origin);
VectorCopy (dir, rocket->movedir);
vectoangles (dir, rocket->s.angles);
VectorScale (dir, speed, rocket->velocity);
// Lazarus: add shooter's lateral velocity
if(rocket_strafe->value)
{
vec3_t right, up;
vec3_t lateral_speed;
AngleVectors(self->s.angles,NULL,right,up);
VectorCopy(self->velocity,lateral_speed);
lateral_speed[0] *= fabs(right[0]);
lateral_speed[1] *= fabs(right[1]);
lateral_speed[2] *= fabs(up[2]);
VectorAdd(rocket->velocity,lateral_speed,rocket->velocity);
}
rocket->movetype = MOVETYPE_FLYMISSILE;
rocket->clipmask = MASK_SHOT;
rocket->solid = SOLID_BBOX;
rocket->s.effects |= EF_ROCKET;
VectorClear (rocket->mins);
VectorClear (rocket->maxs);
if (home_target)
rocket->s.modelindex = gi.modelindex ("models/objects/hrocket/tris.md2");
else
rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
rocket->owner = self;
rocket->touch = rocket_touch;
rocket->dmg = damage;
rocket->radius_dmg = radius_damage;
rocket->dmg_radius = damage_radius;
rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
if (home_target)
{
// homers are shootable
VectorSet(rocket->mins, -10, -3, 0);
VectorSet(rocket->maxs, 10, 3, 6);
rocket->mass = 10;
rocket->health = 5;
rocket->die = rocket_die;
rocket->takedamage = DAMAGE_YES;
rocket->monsterinfo.aiflags = AI_NOSTEP;
rocket->enemy = home_target;
rocket->classname = "homing rocket";
rocket->nextthink = level.time + FRAMETIME;
rocket->think = homing_think;
rocket->starttime = level.time + 0.3; // play homing sound on 3rd frame
rocket->endtime = level.time + 8000/speed;
if (self->client)
{
self->client->homing_rocket = rocket;
// check_dodge (self, rocket->s.origin, dir, speed);
}
Rocket_Evade (rocket, dir, speed);
}
else
{
rocket->classname = "rocket";
rocket->nextthink = level.time + 8000/speed;
rocket->think = G_FreeEdict;
Rocket_Evade (rocket, dir, speed);
}
if(level.num_reflectors)
AddReflection(rocket);
gi.linkentity (rocket);
}
// NOTE: SP_rocket should ONLY be used to spawn rockets that change maps
// via a trigger_transition. It should NOT be used for map entities
void rocket_delayed_start (edict_t *rocket)
{
if(g_edicts[1].linkcount)
{
VectorScale(rocket->movedir,rocket->moveinfo.speed,rocket->velocity);
rocket->nextthink = level.time + 8000/rocket->moveinfo.speed;
rocket->think = G_FreeEdict;
gi.linkentity(rocket);
}
else
rocket->nextthink = level.time + FRAMETIME;
}
void SP_rocket (edict_t *rocket)
{
vec3_t dir;
rocket->class_id = ENTITY_ROCKET;
rocket->s.modelindex = gi.modelindex ("models/objects/rocket/tris.md2");
rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
rocket->touch = rocket_touch;
AngleVectors(rocket->s.angles,dir,NULL,NULL);
VectorCopy (dir, rocket->movedir);
rocket->moveinfo.speed = VectorLength(rocket->velocity);
if(rocket->moveinfo.speed <= 0)
rocket->moveinfo.speed = 650;
// For SP, freeze rocket until player spawns in
if(game.maxclients == 1)
{
VectorClear(rocket->velocity);
rocket->think = rocket_delayed_start;
rocket->nextthink = level.time + FRAMETIME;
}
else
{
rocket->think = G_FreeEdict;
rocket->nextthink = level.time + 8000/rocket->moveinfo.speed;
}
gi.linkentity (rocket);
}
/*
=================
fire_rail
=================
*/
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick)
{
vec3_t from;
vec3_t end;
trace_t tr;
edict_t *ignore;
int mask;
bool water;
VectorMA (start, 8192, aimdir, end);
VectorCopy (start, from);
ignore = self;
water = false;
mask = MASK_SHOT|CONTENTS_SLIME|CONTENTS_LAVA;
while (ignore)
{
tr = gi.trace (from, NULL, NULL, end, ignore, mask);
if (tr.contents & (CONTENTS_SLIME|CONTENTS_LAVA))
{
mask &= ~(CONTENTS_SLIME|CONTENTS_LAVA);
water = true;
}
else
{
//ZOID--added so rail goes through SOLID_BBOX entities (gibs, etc)
if ((tr.ent->svflags & SVF_MONSTER) || (tr.ent->client) ||
(tr.ent->solid == SOLID_BBOX))
ignore = tr.ent;
else
ignore = NULL;
if ((tr.ent != self) && (tr.ent->takedamage))
T_Damage (tr.ent, self, self, aimdir, tr.endpos, tr.plane.normal, damage, kick, 0, MOD_RAILGUN);
}
VectorCopy (tr.endpos, from);
}
// send gun puff / flash
MESSAGE_BEGIN (svc_temp_entity);
WRITE_BYTE (TE_RAILTRAIL);
WRITE_COORD (start);
WRITE_COORD (tr.endpos);
MESSAGE_SEND (MSG_PHS, self->s.origin, NULL);
if (level.num_reflectors)
ReflectTrail(TE_RAILTRAIL,start,tr.endpos);
if (water)
{
MESSAGE_BEGIN (svc_temp_entity);
WRITE_BYTE (TE_RAILTRAIL);
WRITE_COORD (start);
WRITE_COORD (tr.endpos);
MESSAGE_SEND (MSG_PHS, tr.endpos, NULL);
}
if (self->client)
PlayerNoise(self, tr.endpos, PNOISE_IMPACT);
}
/*
=================
fire_bfg
=================
*/
void bfg_explode (edict_t *self)
{
edict_t *ent;
float points;
vec3_t v;
float dist;
if (self->s.frame == 0)
{
// the BFG effect
ent = NULL;
while ((ent = findradius(ent, self->s.origin, self->dmg_radius)) != NULL)
{
if (!ent->takedamage) continue;
if (ent == self->owner) continue;
if (!CanDamage (ent, self)) continue;
if (!CanDamage (ent, self->owner)) continue;
VectorAdd (ent->mins, ent->maxs, v);
VectorMA (ent->s.origin, 0.5, v, v);
VectorSubtract (self->s.origin, v, v);
dist = VectorLength(v);
points = self->radius_dmg * (1.0 - sqrt(dist/self->dmg_radius));
if (ent == self->owner) points = points * 0.5;
MESSAGE_BEGIN (svc_temp_entity);
WRITE_BYTE (TE_BFG_EXPLOSION);
WRITE_COORD (ent->s.origin);
MESSAGE_SEND (MSG_PHS, ent->s.origin, NULL);
if(level.num_reflectors)
ReflectExplosion(TE_BFG_EXPLOSION,ent->s.origin);
T_Damage (ent, self, self->owner, self->velocity, ent->s.origin, vec3_origin, (int)points, 0, DAMAGE_ENERGY, MOD_BFG_EFFECT);
}
}
self->nextthink = level.time + FRAMETIME;
self->s.frame++;
if (self->s.frame == 5)
self->think = G_FreeEdict;
}
void bfg_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
if (other == self->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (self);
return;
}
if (self->owner->client)
PlayerNoise(self->owner, self->s.origin, PNOISE_IMPACT);
// core explosion - prevents firing it into the wall/floor
if (other->takedamage)
T_Damage (other, self, self->owner, self->velocity, self->s.origin, plane->normal, 200, 0, 0, MOD_BFG_BLAST);
T_RadiusDamage(self, self->owner, 200, other, 100, MOD_BFG_BLAST, -0.5);
gi.sound (self, CHAN_VOICE, gi.soundindex ("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0);
self->solid = SOLID_NOT;
self->touch = NULL;
VectorMA (self->s.origin, -1 * FRAMETIME, self->velocity, self->s.origin);
VectorClear (self->velocity);
self->s.modelindex = gi.modelindex ("sprites/s_bfg3.spr");
self->s.frame = 0;
self->s.sound = 0;
self->s.effects &= ~EF_ANIM_ALLFAST;
self->think = bfg_explode;
self->nextthink = level.time + FRAMETIME;
self->enemy = other;
MESSAGE_BEGIN (svc_temp_entity);
WRITE_BYTE (TE_BFG_BIGEXPLOSION);
WRITE_COORD (self->s.origin);
MESSAGE_SEND (MSG_PVS, self->s.origin, NULL);
if(level.num_reflectors)
ReflectExplosion(TE_BFG_BIGEXPLOSION,self->s.origin);
}
void bfg_think (edict_t *self)
{
edict_t *ent;
edict_t *ignore;
vec3_t point;
vec3_t dir;
vec3_t start;
vec3_t end;
int dmg;
trace_t tr;
if (deathmatch->value)
dmg = 5;
else
dmg = 10;
ent = NULL;
while ((ent = findradius(ent, self->s.origin, 256)) != NULL)
{
if (ent == self)
continue;
if (ent == self->owner)
continue;
if (!ent->takedamage)
continue;
if (!(ent->svflags & SVF_MONSTER) && (!ent->client) && (ent->class_id != ENTITY_MISC_EXPLOBOX))
continue;
VectorMA (ent->absmin, 0.5, ent->size, point);
VectorSubtract (point, self->s.origin, dir);
VectorNormalize (dir);
ignore = self;
VectorCopy (self->s.origin, start);
VectorMA (start, 2048, dir, end);
while(1)
{
tr = gi.trace (start, NULL, NULL, end, ignore, CONTENTS_SOLID|CONTENTS_MONSTER|CONTENTS_DEADMONSTER);
if (!tr.ent)
break;
// hurt it if we can
if ((tr.ent->takedamage) && !(tr.ent->flags & FL_IMMUNE_LASER) && (tr.ent != self->owner))
T_Damage (tr.ent, self, self->owner, dir, tr.endpos, vec3_origin, dmg, 1, DAMAGE_ENERGY, MOD_BFG_LASER);
// if we hit something that's not a monster or player we're done
if (!(tr.ent->svflags & SVF_MONSTER) && (!tr.ent->client))
{
MESSAGE_BEGIN (svc_temp_entity);
WRITE_BYTE (TE_LASER_SPARKS);
WRITE_BYTE (4);
WRITE_COORD (tr.endpos);
WRITE_DIR (tr.plane.normal);
WRITE_BYTE (self->s.skin);
MESSAGE_SEND (MSG_PVS, tr.endpos, NULL);
break;
}
ignore = tr.ent;
VectorCopy (tr.endpos, start);
}
MESSAGE_BEGIN (svc_temp_entity);
WRITE_BYTE (TE_BFG_LASER);
WRITE_COORD (self->s.origin);
WRITE_COORD (tr.endpos);
MESSAGE_SEND (MSG_PHS, self->s.origin, NULL);
if(level.num_reflectors)
ReflectTrail(TE_BFG_LASER,self->s.origin,tr.endpos);
}
self->nextthink = level.time + FRAMETIME;
}
void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius)
{
edict_t *bfg;
bfg = G_Spawn();
VectorCopy (start, bfg->s.origin);
VectorCopy (dir, bfg->movedir);
vectoangles (dir, bfg->s.angles);
VectorScale (dir, speed, bfg->velocity);
bfg->movetype = MOVETYPE_FLYMISSILE;
bfg->clipmask = MASK_SHOT;
bfg->solid = SOLID_BBOX;
bfg->s.effects |= EF_BFG | EF_ANIM_ALLFAST;
VectorClear (bfg->mins);
VectorClear (bfg->maxs);
bfg->s.modelindex = gi.modelindex ("sprites/s_bfg1.spr");
bfg->owner = self;
bfg->touch = bfg_touch;
bfg->nextthink = level.time + 8000/speed;
bfg->think = G_FreeEdict;
bfg->radius_dmg = damage;
bfg->dmg_radius = damage_radius;
bfg->classname = "bfg blast";
bfg->s.sound = gi.soundindex ("weapons/bfg__l1a.wav");
bfg->think = bfg_think;
bfg->nextthink = level.time + FRAMETIME;
bfg->teammaster = bfg;
bfg->teamchain = NULL;
if (self->client)
check_dodge (self, bfg->s.origin, dir, speed);
gi.linkentity (bfg);
}
//==========================================================================================
//
// AimGrenade finds the correct aim vector to get a grenade from start to target at initial
// velocity = speed. Returns false if grenade can't make it to target.
//
//==========================================================================================
bool AimGrenade (edict_t *self, vec3_t start, vec3_t target, vec_t speed, vec3_t aim)
{
vec3_t angles, forward, right, up;
vec3_t from_origin, from_muzzle;
vec3_t aim_point;
vec_t xo, yo;
vec_t x;
float cosa, t, vx, y;
float drop;
float last_error, v_error;
int i;
vec3_t last_aim;
VectorCopy(target,aim_point);
VectorSubtract(aim_point,self->s.origin,from_origin);
VectorSubtract(aim_point, start, from_muzzle);
if(self->svflags & SVF_MONSTER)
{
VectorCopy(from_muzzle,aim);
VectorNormalize(aim);
yo = from_muzzle[2];
xo = sqrt(from_muzzle[0]*from_muzzle[0] + from_muzzle[1]*from_muzzle[1]);
}
else
{
VectorCopy(from_origin,aim);
VectorNormalize(aim);
yo = from_origin[2];
xo = sqrt(from_origin[0]*from_origin[0] + from_origin[1]*from_origin[1]);
}
// If resulting aim vector is looking straight up or straight down, we're
// done. Actually now that I write this down and think about it... should
// probably check straight up to make sure grenade will actually reach the
// target.
if( (aim[2] == 1.0) || (aim[2] == -1.0))
return true;
// horizontal distance to target from muzzle
x = sqrt( from_muzzle[0]*from_muzzle[0] + from_muzzle[1]*from_muzzle[1]);
cosa = sqrt(aim[0]*aim[0] + aim[1]*aim[1]);
// constant horizontal velocity (since grenades don't have drag)
vx = speed * cosa;
// time to reach target x
t = x/vx;
// if flight time is less than one frame, no way grenade will drop much,
// shoot the sucker now.
if(t < FRAMETIME)
return true;
// in that time, grenade will drop this much:
drop = 0.5*sv_gravity->value*t*t;
y = speed*aim[2]*t - drop;
v_error = target[2] - start[2] - y;
// if we're fairly close and we'll hit target at current angle,
// no need for all this, just shoot it
if( (x < 128) && (fabs(v_error) < 16) )
return true;
last_error = 100000.;
VectorCopy(aim,last_aim);
// Unfortunately there is no closed-form solution for this problem,
// so we creep up on an answer and balk if it takes more than
// 10 iterations to converge to the tolerance we'll accept.
for(i=0; i<10 && fabs(v_error) > 4 && fabs(v_error) < fabs(last_error); i++)
{
last_error = v_error;
aim[2] = cosa * (yo + drop)/xo;
VectorNormalize(aim);
if(!(self->svflags & SVF_MONSTER))
{
vectoangles(aim,angles);
AngleVectors(angles, forward, right, up);
G_ProjectSource2(self->s.origin,self->move_origin,forward,right,up,start);
VectorSubtract(aim_point,start,from_muzzle);
x = sqrt(from_muzzle[0]*from_muzzle[0] + from_muzzle[1]*from_muzzle[1]);
}
cosa = sqrt(aim[0]*aim[0] + aim[1]*aim[1]);
vx = speed * cosa;
t = x/vx;
drop = 0.5*sv_gravity->value*t*t;
y = speed*aim[2]*t - drop;
v_error = target[2] - start[2] - y;
if(fabs(v_error) < fabs(last_error))
VectorCopy(aim,last_aim);
}
if(i >= 10 || v_error > 64)
return false;
if(fabs(v_error) > fabs(last_error))
{
VectorCopy(last_aim,aim);
if(!(self->svflags & SVF_MONSTER))
{
vectoangles(aim,angles);
AngleVectors(angles, forward, right, up);
G_ProjectSource2(self->s.origin,self->move_origin,forward,right,up,start);
VectorSubtract(aim_point,start,from_muzzle);
}
}
// Sanity check... if launcher is at the same elevation or a bit above the
// target entity, check to make sure he won't bounce grenades off the
// top of a doorway or other obstruction. If he WOULD do that, then figure out
// the max elevation angle that will get the grenade through the door, and
// hope we get a good bounce.
if( (start[2] - target[2] < 160) &&
(start[2] - target[2] > -16) )
{
trace_t tr;
vec3_t dist;
tr = gi.trace(start,vec3_origin,vec3_origin,aim_point,self,MASK_SOLID);
if( (tr.fraction < 1.0) && (!self->enemy || (tr.ent != self->enemy) )) {
// OK... the aim vector hit a solid, but would the grenade actually hit?
int contents;
cosa = sqrt(aim[0]*aim[0] + aim[1]*aim[1]);
vx = speed * cosa;
VectorSubtract(tr.endpos,start,dist);
dist[2] = 0;
x = VectorLength(dist);
t = x/vx;
drop = 0.5*sv_gravity->value*t*(t+FRAMETIME);
tr.endpos[2] -= drop;
// move just a bit in the aim direction
tr.endpos[0] += aim[0];
tr.endpos[1] += aim[1];
contents = gi.pointcontents(tr.endpos);
while((contents & MASK_SOLID) && (aim_point[2] > target[2])) {
aim_point[2] -= 8.0;
VectorSubtract(aim_point,self->s.origin,from_origin);
VectorCopy(from_origin,aim);
VectorNormalize(aim);
if(!(self->svflags & SVF_MONSTER))
{
vectoangles(aim,angles);
AngleVectors(angles, forward, right, up);
G_ProjectSource2(self->s.origin,self->move_origin,forward,right,up,start);
VectorSubtract(aim_point,start,from_muzzle);
}
tr = gi.trace(start,vec3_origin,vec3_origin,aim_point,self,MASK_SOLID);
if(tr.fraction < 1.0) {
cosa = sqrt(aim[0]*aim[0] + aim[1]*aim[1]);
vx = speed * cosa;
VectorSubtract(tr.endpos,start,dist);
dist[2] = 0;
x = VectorLength(dist);
t = x/vx;
drop = 0.5*sv_gravity->value*t*(t+FRAMETIME);
tr.endpos[2] -= drop;
tr.endpos[0] += aim[0];
tr.endpos[1] += aim[1];
contents = gi.pointcontents(tr.endpos);
}
}
}
}
return true;
}