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📄 g_missile.c

📁 quakeIII源码这个不用我多说吧
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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena 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 2 of the License,
or (at your option) any later version.

Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//
#include "g_local.h"

#define	MISSILE_PRESTEP_TIME	50

/*
================
G_BounceMissile

================
*/
void G_BounceMissile( gentity_t *ent, trace_t *trace ) {
	vec3_t	velocity;
	float	dot;
	int		hitTime;

	// reflect the velocity on the trace plane
	hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
	BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
	dot = DotProduct( velocity, trace->plane.normal );
	VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );

	if ( ent->s.eFlags & EF_BOUNCE_HALF ) {
		VectorScale( ent->s.pos.trDelta, 0.65, ent->s.pos.trDelta );
		// check for stop
		if ( trace->plane.normal[2] > 0.2 && VectorLength( ent->s.pos.trDelta ) < 40 ) {
			G_SetOrigin( ent, trace->endpos );
			return;
		}
	}

	VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
	VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
	ent->s.pos.trTime = level.time;
}


/*
================
G_ExplodeMissile

Explode a missile without an impact
================
*/
void G_ExplodeMissile( gentity_t *ent ) {
	vec3_t		dir;
	vec3_t		origin;

	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );
	SnapVector( origin );
	G_SetOrigin( ent, origin );

	// we don't have a valid direction, so just point straight up
	dir[0] = dir[1] = 0;
	dir[2] = 1;

	ent->s.eType = ET_GENERAL;
	G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( dir ) );

	ent->freeAfterEvent = qtrue;

	// splash damage
	if ( ent->splashDamage ) {
		if( G_RadiusDamage( ent->r.currentOrigin, ent->parent, ent->splashDamage, ent->splashRadius, ent
			, ent->splashMethodOfDeath ) ) {
			g_entities[ent->r.ownerNum].client->accuracy_hits++;
		}
	}

	trap_LinkEntity( ent );
}


#ifdef MISSIONPACK
/*
================
ProximityMine_Explode
================
*/
static void ProximityMine_Explode( gentity_t *mine ) {
	G_ExplodeMissile( mine );
	// if the prox mine has a trigger free it
	if (mine->activator) {
		G_FreeEntity(mine->activator);
		mine->activator = NULL;
	}
}

/*
================
ProximityMine_Die
================
*/
static void ProximityMine_Die( gentity_t *ent, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ) {
	ent->think = ProximityMine_Explode;
	ent->nextthink = level.time + 1;
}

/*
================
ProximityMine_Trigger
================
*/
void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace ) {
	vec3_t		v;
	gentity_t	*mine;

	if( !other->client ) {
		return;
	}

	// trigger is a cube, do a distance test now to act as if it's a sphere
	VectorSubtract( trigger->s.pos.trBase, other->s.pos.trBase, v );
	if( VectorLength( v ) > trigger->parent->splashRadius ) {
		return;
	}


	if ( g_gametype.integer >= GT_TEAM ) {
		// don't trigger same team mines
		if (trigger->parent->s.generic1 == other->client->sess.sessionTeam) {
			return;
		}
	}

	// ok, now check for ability to damage so we don't get triggered thru walls, closed doors, etc...
	if( !CanDamage( other, trigger->s.pos.trBase ) ) {
		return;
	}

	// trigger the mine!
	mine = trigger->parent;
	mine->s.loopSound = 0;
	G_AddEvent( mine, EV_PROXIMITY_MINE_TRIGGER, 0 );
	mine->nextthink = level.time + 500;

	G_FreeEntity( trigger );
}

/*
================
ProximityMine_Activate
================
*/
static void ProximityMine_Activate( gentity_t *ent ) {
	gentity_t	*trigger;
	float		r;

	ent->think = ProximityMine_Explode;
	ent->nextthink = level.time + g_proxMineTimeout.integer;

	ent->takedamage = qtrue;
	ent->health = 1;
	ent->die = ProximityMine_Die;

	ent->s.loopSound = G_SoundIndex( "sound/weapons/proxmine/wstbtick.wav" );

	// build the proximity trigger
	trigger = G_Spawn ();

	trigger->classname = "proxmine_trigger";

	r = ent->splashRadius;
	VectorSet( trigger->r.mins, -r, -r, -r );
	VectorSet( trigger->r.maxs, r, r, r );

	G_SetOrigin( trigger, ent->s.pos.trBase );

	trigger->parent = ent;
	trigger->r.contents = CONTENTS_TRIGGER;
	trigger->touch = ProximityMine_Trigger;

	trap_LinkEntity (trigger);

	// set pointer to trigger so the entity can be freed when the mine explodes
	ent->activator = trigger;
}

/*
================
ProximityMine_ExplodeOnPlayer
================
*/
static void ProximityMine_ExplodeOnPlayer( gentity_t *mine ) {
	gentity_t	*player;

	player = mine->enemy;
	player->client->ps.eFlags &= ~EF_TICKING;

	if ( player->client->invulnerabilityTime > level.time ) {
		G_Damage( player, mine->parent, mine->parent, vec3_origin, mine->s.origin, 1000, DAMAGE_NO_KNOCKBACK, MOD_JUICED );
		player->client->invulnerabilityTime = 0;
		G_TempEntity( player->client->ps.origin, EV_JUICED );
	}
	else {
		G_SetOrigin( mine, player->s.pos.trBase );
		// make sure the explosion gets to the client
		mine->r.svFlags &= ~SVF_NOCLIENT;
		mine->splashMethodOfDeath = MOD_PROXIMITY_MINE;
		G_ExplodeMissile( mine );
	}
}

/*
================
ProximityMine_Player
================
*/
static void ProximityMine_Player( gentity_t *mine, gentity_t *player ) {
	if( mine->s.eFlags & EF_NODRAW ) {
		return;
	}

	G_AddEvent( mine, EV_PROXIMITY_MINE_STICK, 0 );

	if( player->s.eFlags & EF_TICKING ) {
		player->activator->splashDamage += mine->splashDamage;
		player->activator->splashRadius *= 1.50;
		mine->think = G_FreeEntity;
		mine->nextthink = level.time;
		return;
	}

	player->client->ps.eFlags |= EF_TICKING;
	player->activator = mine;

	mine->s.eFlags |= EF_NODRAW;
	mine->r.svFlags |= SVF_NOCLIENT;
	mine->s.pos.trType = TR_LINEAR;
	VectorClear( mine->s.pos.trDelta );

	mine->enemy = player;
	mine->think = ProximityMine_ExplodeOnPlayer;
	if ( player->client->invulnerabilityTime > level.time ) {
		mine->nextthink = level.time + 2 * 1000;
	}
	else {
		mine->nextthink = level.time + 10 * 1000;
	}
}
#endif

/*
================
G_MissileImpact
================
*/
void G_MissileImpact( gentity_t *ent, trace_t *trace ) {
	gentity_t		*other;
	qboolean		hitClient = qfalse;
#ifdef MISSIONPACK
	vec3_t			forward, impactpoint, bouncedir;
	int				eFlags;
#endif
	other = &g_entities[trace->entityNum];

	// check for bounce
	if ( !other->takedamage &&
		( ent->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) ) {
		G_BounceMissile( ent, trace );
		G_AddEvent( ent, EV_GRENADE_BOUNCE, 0 );
		return;
	}

#ifdef MISSIONPACK
	if ( other->takedamage ) {
		if ( ent->s.weapon != WP_PROX_LAUNCHER ) {
			if ( other->client && other->client->invulnerabilityTime > level.time ) {
				//
				VectorCopy( ent->s.pos.trDelta, forward );
				VectorNormalize( forward );
				if (G_InvulnerabilityEffect( other, forward, ent->s.pos.trBase, impactpoint, bouncedir )) {
					VectorCopy( bouncedir, trace->plane.normal );
					eFlags = ent->s.eFlags & EF_BOUNCE_HALF;
					ent->s.eFlags &= ~EF_BOUNCE_HALF;
					G_BounceMissile( ent, trace );
					ent->s.eFlags |= eFlags;
				}
				ent->target_ent = other;
				return;
			}
		}
	}
#endif
	// impact damage
	if (other->takedamage) {
		// FIXME: wrong damage direction?
		if ( ent->damage ) {
			vec3_t	velocity;

			if( LogAccuracyHit( other, &g_entities[ent->r.ownerNum] ) ) {
				g_entities[ent->r.ownerNum].client->accuracy_hits++;
				hitClient = qtrue;
			}
			BG_EvaluateTrajectoryDelta( &ent->s.pos, level.time, velocity );
			if ( VectorLength( velocity ) == 0 ) {
				velocity[2] = 1;	// stepped on a grenade
			}
			G_Damage (other, ent, &g_entities[ent->r.ownerNum], velocity,
				ent->s.origin, ent->damage, 
				0, ent->methodOfDeath);
		}
	}

#ifdef MISSIONPACK
	if( ent->s.weapon == WP_PROX_LAUNCHER ) {
		if( ent->s.pos.trType != TR_GRAVITY ) {
			return;
		}

		// if it's a player, stick it on to them (flag them and remove this entity)
		if( other->s.eType == ET_PLAYER && other->health > 0 ) {
			ProximityMine_Player( ent, other );
			return;
		}

		SnapVectorTowards( trace->endpos, ent->s.pos.trBase );
		G_SetOrigin( ent, trace->endpos );
		ent->s.pos.trType = TR_STATIONARY;
		VectorClear( ent->s.pos.trDelta );

		G_AddEvent( ent, EV_PROXIMITY_MINE_STICK, trace->surfaceFlags );

		ent->think = ProximityMine_Activate;
		ent->nextthink = level.time + 2000;

		vectoangles( trace->plane.normal, ent->s.angles );
		ent->s.angles[0] += 90;

		// link the prox mine to the other entity
		ent->enemy = other;
		ent->die = ProximityMine_Die;
		VectorCopy(trace->plane.normal, ent->movedir);
		VectorSet(ent->r.mins, -4, -4, -4);
		VectorSet(ent->r.maxs, 4, 4, 4);
		trap_LinkEntity(ent);

		return;
	}
#endif

	if (!strcmp(ent->classname, "hook")) {
		gentity_t *nent;
		vec3_t v;

		nent = G_Spawn();
		if ( other->takedamage && other->client ) {

			G_AddEvent( nent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
			nent->s.otherEntityNum = other->s.number;

			ent->enemy = other;

			v[0] = other->r.currentOrigin[0] + (other->r.mins[0] + other->r.maxs[0]) * 0.5;
			v[1] = other->r.currentOrigin[1] + (other->r.mins[1] + other->r.maxs[1]) * 0.5;
			v[2] = other->r.currentOrigin[2] + (other->r.mins[2] + other->r.maxs[2]) * 0.5;

			SnapVectorTowards( v, ent->s.pos.trBase );	// save net bandwidth
		} else {
			VectorCopy(trace->endpos, v);
			G_AddEvent( nent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
			ent->enemy = NULL;
		}

		SnapVectorTowards( v, ent->s.pos.trBase );	// save net bandwidth

		nent->freeAfterEvent = qtrue;
		// change over to a normal entity right at the point of impact
		nent->s.eType = ET_GENERAL;
		ent->s.eType = ET_GRAPPLE;

		G_SetOrigin( ent, v );
		G_SetOrigin( nent, v );

		ent->think = Weapon_HookThink;
		ent->nextthink = level.time + FRAMETIME;

		ent->parent->client->ps.pm_flags |= PMF_GRAPPLE_PULL;
		VectorCopy( ent->r.currentOrigin, ent->parent->client->ps.grapplePoint);

		trap_LinkEntity( ent );
		trap_LinkEntity( nent );

		return;

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