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📄 g_missile.c

📁 quakeIII源码这个不用我多说吧
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	}

	// is it cheaper in bandwidth to just remove this ent and create a new
	// one, rather than changing the missile into the explosion?

	if ( other->takedamage && other->client ) {
		G_AddEvent( ent, EV_MISSILE_HIT, DirToByte( trace->plane.normal ) );
		ent->s.otherEntityNum = other->s.number;
	} else if( trace->surfaceFlags & SURF_METALSTEPS ) {
		G_AddEvent( ent, EV_MISSILE_MISS_METAL, DirToByte( trace->plane.normal ) );
	} else {
		G_AddEvent( ent, EV_MISSILE_MISS, DirToByte( trace->plane.normal ) );
	}

	ent->freeAfterEvent = qtrue;

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

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

	G_SetOrigin( ent, trace->endpos );

	// splash damage (doesn't apply to person directly hit)
	if ( ent->splashDamage ) {
		if( G_RadiusDamage( trace->endpos, ent->parent, ent->splashDamage, ent->splashRadius, 
			other, ent->splashMethodOfDeath ) ) {
			if( !hitClient ) {
				g_entities[ent->r.ownerNum].client->accuracy_hits++;
			}
		}
	}

	trap_LinkEntity( ent );
}

/*
================
G_RunMissile
================
*/
void G_RunMissile( gentity_t *ent ) {
	vec3_t		origin;
	trace_t		tr;
	int			passent;

	// get current position
	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );

	// if this missile bounced off an invulnerability sphere
	if ( ent->target_ent ) {
		passent = ent->target_ent->s.number;
	}
#ifdef MISSIONPACK
	// prox mines that left the owner bbox will attach to anything, even the owner
	else if (ent->s.weapon == WP_PROX_LAUNCHER && ent->count) {
		passent = ENTITYNUM_NONE;
	}
#endif
	else {
		// ignore interactions with the missile owner
		passent = ent->r.ownerNum;
	}
	// trace a line from the previous position to the current position
	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, passent, ent->clipmask );

	if ( tr.startsolid || tr.allsolid ) {
		// make sure the tr.entityNum is set to the entity we're stuck in
		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, passent, ent->clipmask );
		tr.fraction = 0;
	}
	else {
		VectorCopy( tr.endpos, ent->r.currentOrigin );
	}

	trap_LinkEntity( ent );

	if ( tr.fraction != 1 ) {
		// never explode or bounce on sky
		if ( tr.surfaceFlags & SURF_NOIMPACT ) {
			// If grapple, reset owner
			if (ent->parent && ent->parent->client && ent->parent->client->hook == ent) {
				ent->parent->client->hook = NULL;
			}
			G_FreeEntity( ent );
			return;
		}
		G_MissileImpact( ent, &tr );
		if ( ent->s.eType != ET_MISSILE ) {
			return;		// exploded
		}
	}
#ifdef MISSIONPACK
	// if the prox mine wasn't yet outside the player body
	if (ent->s.weapon == WP_PROX_LAUNCHER && !ent->count) {
		// check if the prox mine is outside the owner bbox
		trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, ent->r.currentOrigin, ENTITYNUM_NONE, ent->clipmask );
		if (!tr.startsolid || tr.entityNum != ent->r.ownerNum) {
			ent->count = 1;
		}
	}
#endif
	// check think function after bouncing
	G_RunThink( ent );
}


//=============================================================================

/*
=================
fire_plasma

=================
*/
gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t dir) {
	gentity_t	*bolt;

	VectorNormalize (dir);

	bolt = G_Spawn();
	bolt->classname = "plasma";
	bolt->nextthink = level.time + 10000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_PLASMAGUN;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 20;
	bolt->splashDamage = 15;
	bolt->splashRadius = 20;
	bolt->methodOfDeath = MOD_PLASMA;
	bolt->splashMethodOfDeath = MOD_PLASMA_SPLASH;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_LINEAR;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
	VectorScale( dir, 2000, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth

	VectorCopy (start, bolt->r.currentOrigin);

	return bolt;
}	

//=============================================================================


/*
=================
fire_grenade
=================
*/
gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
	gentity_t	*bolt;

	VectorNormalize (dir);

	bolt = G_Spawn();
	bolt->classname = "grenade";
	bolt->nextthink = level.time + 2500;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_GRENADE_LAUNCHER;
	bolt->s.eFlags = EF_BOUNCE_HALF;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 100;
	bolt->splashDamage = 100;
	bolt->splashRadius = 150;
	bolt->methodOfDeath = MOD_GRENADE;
	bolt->splashMethodOfDeath = MOD_GRENADE_SPLASH;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_GRAVITY;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
	VectorScale( dir, 700, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth

	VectorCopy (start, bolt->r.currentOrigin);

	return bolt;
}

//=============================================================================


/*
=================
fire_bfg
=================
*/
gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) {
	gentity_t	*bolt;

	VectorNormalize (dir);

	bolt = G_Spawn();
	bolt->classname = "bfg";
	bolt->nextthink = level.time + 10000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_BFG;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 100;
	bolt->splashDamage = 100;
	bolt->splashRadius = 120;
	bolt->methodOfDeath = MOD_BFG;
	bolt->splashMethodOfDeath = MOD_BFG_SPLASH;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_LINEAR;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
	VectorScale( dir, 2000, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth
	VectorCopy (start, bolt->r.currentOrigin);

	return bolt;
}

//=============================================================================


/*
=================
fire_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 + 15000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_ROCKET_LAUNCHER;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 100;
	bolt->splashDamage = 100;
	bolt->splashRadius = 120;
	bolt->methodOfDeath = MOD_ROCKET;
	bolt->splashMethodOfDeath = MOD_ROCKET_SPLASH;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_LINEAR;
	bolt->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	VectorCopy( start, bolt->s.pos.trBase );
	VectorScale( dir, 900, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth
	VectorCopy (start, bolt->r.currentOrigin);

	return bolt;
}

/*
=================
fire_grapple
=================
*/
gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) {
	gentity_t	*hook;

	VectorNormalize (dir);

	hook = G_Spawn();
	hook->classname = "hook";
	hook->nextthink = level.time + 10000;
	hook->think = Weapon_HookFree;
	hook->s.eType = ET_MISSILE;
	hook->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	hook->s.weapon = WP_GRAPPLING_HOOK;
	hook->r.ownerNum = self->s.number;
	hook->methodOfDeath = MOD_GRAPPLE;
	hook->clipmask = MASK_SHOT;
	hook->parent = self;
	hook->target_ent = NULL;

	hook->s.pos.trType = TR_LINEAR;
	hook->s.pos.trTime = level.time - MISSILE_PRESTEP_TIME;		// move a bit on the very first frame
	hook->s.otherEntityNum = self->s.number; // use to match beam in client
	VectorCopy( start, hook->s.pos.trBase );
	VectorScale( dir, 800, hook->s.pos.trDelta );
	SnapVector( hook->s.pos.trDelta );			// save net bandwidth
	VectorCopy (start, hook->r.currentOrigin);

	self->client->hook = hook;

	return hook;
}


#ifdef MISSIONPACK
/*
=================
fire_nail
=================
*/
#define NAILGUN_SPREAD	500

gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up ) {
	gentity_t	*bolt;
	vec3_t		dir;
	vec3_t		end;
	float		r, u, scale;

	bolt = G_Spawn();
	bolt->classname = "nail";
	bolt->nextthink = level.time + 10000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_NAILGUN;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 20;
	bolt->methodOfDeath = MOD_NAIL;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;

	bolt->s.pos.trType = TR_LINEAR;
	bolt->s.pos.trTime = level.time;
	VectorCopy( start, bolt->s.pos.trBase );

	r = random() * M_PI * 2.0f;
	u = sin(r) * crandom() * NAILGUN_SPREAD * 16;
	r = cos(r) * crandom() * NAILGUN_SPREAD * 16;
	VectorMA( start, 8192 * 16, forward, end);
	VectorMA (end, r, right, end);
	VectorMA (end, u, up, end);
	VectorSubtract( end, start, dir );
	VectorNormalize( dir );

	scale = 555 + random() * 1800;
	VectorScale( dir, scale, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );

	VectorCopy( start, bolt->r.currentOrigin );

	return bolt;
}	


/*
=================
fire_prox
=================
*/
gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t dir ) {
	gentity_t	*bolt;

	VectorNormalize (dir);

	bolt = G_Spawn();
	bolt->classname = "prox mine";
	bolt->nextthink = level.time + 3000;
	bolt->think = G_ExplodeMissile;
	bolt->s.eType = ET_MISSILE;
	bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
	bolt->s.weapon = WP_PROX_LAUNCHER;
	bolt->s.eFlags = 0;
	bolt->r.ownerNum = self->s.number;
	bolt->parent = self;
	bolt->damage = 0;
	bolt->splashDamage = 100;
	bolt->splashRadius = 150;
	bolt->methodOfDeath = MOD_PROXIMITY_MINE;
	bolt->splashMethodOfDeath = MOD_PROXIMITY_MINE;
	bolt->clipmask = MASK_SHOT;
	bolt->target_ent = NULL;
	// count is used to check if the prox mine left the player bbox
	// if count == 1 then the prox mine left the player bbox and can attack to it
	bolt->count = 0;

	//FIXME: we prolly wanna abuse another field
	bolt->s.generic1 = self->client->sess.sessionTeam;

	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, 700, bolt->s.pos.trDelta );
	SnapVector( bolt->s.pos.trDelta );			// save net bandwidth

	VectorCopy (start, bolt->r.currentOrigin);

	return bolt;
}
#endif

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