示例#1
0
void G_RunMissile( gentity_t *ent ) 
{
	vec3_t		oldOrg;
	trace_t		tr;
	int			trHitLoc=HL_NONE;

	if ( (ent->s.eFlags&EF_HELD_BY_SAND_CREATURE) )
	{//in a sand creature's mouth
		if ( ent->activator )
		{
			mdxaBone_t	boltMatrix;
			// Getting the bolt here
			//in hand
			vec3_t scAngles = {0};
			scAngles[YAW] = ent->activator->currentAngles[YAW];
			gi.G2API_GetBoltMatrix( ent->activator->ghoul2, ent->activator->playerModel, ent->activator->gutBolt, 
					&boltMatrix, scAngles, ent->activator->currentOrigin, (cg.time?cg.time:level.time),
					NULL, ent->activator->s.modelScale );
			// Storing ent position, bolt position, and bolt axis
			gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent->currentOrigin );
			G_SetOrigin( ent, ent->currentOrigin );
		}
		// check think function
		G_RunThink( ent );
		return;
	}

	VectorCopy( ent->currentOrigin, oldOrg );

	// get current position
	if ( ent->s.pos.trType == TR_INTERPOLATE )
	{//rolling missile?
		//FIXME: WTF?!!  Sticks to stick missiles?
		//FIXME: they stick inside the player
		G_RollMissile( ent );
		if ( ent->s.eType != ET_GENERAL )
		{//didn't explode
			VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
			gi.trace( &tr, oldOrg, ent->mins, ent->maxs, ent->currentOrigin, ent->s.number, ent->clipmask, G2_RETURNONHIT, 10 );
			if ( VectorCompare( ent->s.pos.trDelta, vec3_origin ) )
			{
				//VectorCopy( ent->currentAngles, ent->s.apos.trBase );
				VectorClear( ent->s.apos.trDelta );
			}
			else
			{
				vec3_t	ang, fwdDir, rtDir;
				float	speed;
				
				ent->s.apos.trType = TR_INTERPOLATE;
				VectorSet( ang, 0, ent->s.apos.trBase[1], 0 );
				AngleVectors( ang, fwdDir, rtDir, NULL );
				speed = VectorLength( ent->s.pos.trDelta )*4;

				//HMM, this works along an axis-aligned dir, but not along diagonals
				//This is because when roll gets to 90, pitch becomes yaw, and vice-versa
				//Maybe need to just set the angles directly?
				ent->s.apos.trDelta[0] = DotProduct( fwdDir, ent->s.pos.trDelta );
				ent->s.apos.trDelta[1] = 0;//never spin!
				ent->s.apos.trDelta[2] = DotProduct( rtDir, ent->s.pos.trDelta );

				VectorNormalize( ent->s.apos.trDelta );
				VectorScale( ent->s.apos.trDelta, speed, ent->s.apos.trDelta );

				ent->s.apos.trTime = level.previousTime;
			}
		}
	}
	else
	{
		vec3_t		origin; 
		EvaluateTrajectory( &ent->s.pos, level.time, origin );
		// trace a line from the previous position to the current position,
		// ignoring interactions with the missile owner
		gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
			ent->owner ? ent->owner->s.number : ent->s.number, ent->clipmask, G2_COLLIDE, 10 );
		
		if ( tr.entityNum != ENTITYNUM_NONE )
		{
			gentity_t *other = &g_entities[tr.entityNum];
			// check for hitting a lightsaber
			if ( other->contents & CONTENTS_LIGHTSABER )
			{//hit a lightsaber bbox
				if ( other->owner 
					&& other->owner->client 
					&& !other->owner->client->ps.saberInFlight 
					&& ( Q_irand( 0, (other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]*other->owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]) ) == 0 
						|| !InFront( ent->currentOrigin, other->owner->currentOrigin, other->owner->client->ps.viewangles, SABER_REFLECT_MISSILE_CONE ) ) )//other->owner->s.number == 0 &&
				{//Jedi cannot block shots from behind!
					//re-trace from here, ignoring the lightsaber
					gi.trace( &tr, tr.endpos, ent->mins, ent->maxs, origin, tr.entityNum, ent->clipmask, G2_RETURNONHIT, 10 );
				}
			}
		}

		VectorCopy( tr.endpos, ent->currentOrigin );
	}

	// get current angles
	VectorMA( ent->s.apos.trBase, (level.time - ent->s.apos.trTime) * 0.001, ent->s.apos.trDelta, ent->s.apos.trBase );

	//FIXME: Rolling things hitting G2 polys is weird
	///////////////////////////////////////////////////////
//?	if ( tr.fraction != 1 ) 
	{
	// did we hit or go near a Ghoul2 model?
//		qboolean hitModel = qfalse;
		for (int i=0; i < MAX_G2_COLLISIONS; i++)
		{
			if (tr.G2CollisionMap[i].mEntityNum == -1)
			{
				break;
			}

			CCollisionRecord &coll = tr.G2CollisionMap[i];
			gentity_t	*hitEnt = &g_entities[coll.mEntityNum];

			// process collision records here...
			// make sure we only do this once, not for all the entrance wounds we might generate
			if ((coll.mFlags & G2_FRONTFACE)/* && !(hitModel)*/ && hitEnt->health)
			{
				if (trHitLoc==HL_NONE)
				{
					G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex ), &trHitLoc, coll.mCollisionPosition, NULL, NULL, ent->methodOfDeath );
				}

				break; // NOTE: the way this whole section was working, it would only get inside of this IF once anyway, might as well break out now
			}
		}
	}
/////////////////////////////////////////////////////////

	if ( tr.startsolid ) 
	{
		tr.fraction = 0;
	}

	gi.linkentity( ent );

	if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
	{//stuck missiles should check some special stuff
		G_RunStuckMissile( ent );
		return;
	}

	// check think function
	G_RunThink( ent );

	if ( ent->s.eType != ET_MISSILE ) 
	{
		return;		// exploded
	}

	if ( ent->mass )
	{
		G_MoverTouchPushTriggers( ent, oldOrg );
	}
	/*
	if ( !(ent->s.eFlags & EF_TELEPORT_BIT) )
	{
		G_MoverTouchTeleportTriggers( ent, oldOrg );
		if ( ent->s.eFlags & EF_TELEPORT_BIT )
		{//was teleported
			return;
		}
	}
	else
	{
		ent->s.eFlags &= ~EF_TELEPORT_BIT;
	}
	*/

	AddSightEvent( ent->owner, ent->currentOrigin, 512, AEL_DISCOVERED, 75 );//wakes them up when see a shot passes in front of them
	if ( !Q_irand( 0, 10 ) )
	{//not so often...
		if ( ent->splashDamage && ent->splashRadius )
		{//I'm an exploder, let people around me know danger is coming
			if ( ent->s.weapon == WP_TRIP_MINE )
			{//???
			}
			else 
			{
				if ( ent->s.weapon == WP_ROCKET_LAUNCHER && ent->e_ThinkFunc == thinkF_rocketThink )
				{//homing rocket- run like hell!
					AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER_GREAT, 50 );
				}
				else
				{
					AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER, 50 );
				}
				AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER );
			}
		}
		else
		{//makes them run from near misses
			AddSightEvent( ent->owner, ent->currentOrigin, 48, AEL_DANGER, 50 );
		}
	}

	if ( tr.fraction == 1 ) 
	{
		if ( ent->s.weapon == WP_THERMAL && ent->s.pos.trType == TR_INTERPOLATE )
		{//a rolling thermal that didn't hit anything
			G_MissileAddAlerts( ent );
		}
		return;
	}

	// never explode or bounce on sky
	if ( tr.surfaceFlags & SURF_NOIMPACT ) 
	{
		G_FreeEntity( ent );
		return;
	}

	G_MissileImpact( ent, &tr, trHitLoc );
}
示例#2
0
void G_RunMissile( gentity_t *ent ) 
{
	vec3_t		origin, oldOrg;
	trace_t		tr;
	int			trHitLoc=HL_NONE;

	VectorCopy( ent->currentOrigin, oldOrg );

	// get current position
	if ( ent->s.pos.trType == TR_INTERPOLATE )
	{//rolling missile?
		//FIXME: WTF?!!  Sticks to stick missiles?
		//FIXME: they stick inside the player
		G_RollMissile( ent );
		if ( ent->s.eType != ET_GENERAL )
		{//didn't explode
			VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
			gi.trace( &tr, oldOrg, ent->mins, ent->maxs, ent->currentOrigin, ent->s.number, ent->clipmask, G2_RETURNONHIT, 10 );
			if ( VectorCompare( ent->s.pos.trDelta, vec3_origin ) )
			{
				//VectorCopy( ent->currentAngles, ent->s.apos.trBase );
				VectorClear( ent->s.apos.trDelta );
			}
			else
			{
				vec3_t	ang, fwdDir, rtDir;
				float	speed;
				
				ent->s.apos.trType = TR_INTERPOLATE;
				VectorSet( ang, 0, ent->s.apos.trBase[1], 0 );
				AngleVectors( ang, fwdDir, rtDir, NULL );
				speed = VectorLength( ent->s.pos.trDelta )*4;

				//HMM, this works along an axis-aligned dir, but not along diagonals
				//This is because when roll gets to 90, pitch becomes yaw, and vice-versa
				//Maybe need to just set the angles directly?
				ent->s.apos.trDelta[0] = DotProduct( fwdDir, ent->s.pos.trDelta );
				ent->s.apos.trDelta[1] = 0;//never spin!
				ent->s.apos.trDelta[2] = DotProduct( rtDir, ent->s.pos.trDelta );

				VectorNormalize( ent->s.apos.trDelta );
				VectorScale( ent->s.apos.trDelta, speed, ent->s.apos.trDelta );

				ent->s.apos.trTime = level.previousTime;
			}
		}
	}
	else
	{
		EvaluateTrajectory( &ent->s.pos, level.time, origin );
		// trace a line from the previous position to the current position,
		// ignoring interactions with the missile owner
		/*
		gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
			ent->owner ? ent->owner->s.number : ENTITYNUM_NONE, ent->clipmask, G2_RETURNONHIT, 10 );
		*/
		gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
			ent->owner ? ent->owner->s.number : ent->s.number, ent->clipmask, G2_COLLIDE, 10 );
		/*
		if ( !VectorCompare( ent->mins, vec3_origin ) || !VectorCompare( ent->maxs, vec3_origin ) )
		{//don't do ghoul trace if ent has size because g2 just ignores that anyway
			gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
				ent->owner ? ent->owner->s.number : ENTITYNUM_NONE, ent->clipmask, G2_NOCOLLIDE, 10 );
		}
		else
		//Now we always do ghoul trace, regardless of bbox size of missile, this is presuming that non-point ghoul traces will be possible...?
		{
			gi.trace( &tr, ent->currentOrigin, vec3_origin, vec3_origin, origin, 
				ent->owner ? ent->owner->s.number : ENTITYNUM_NONE, ent->clipmask, G2_RETURNONHIT, 10 );
		}
		*/
		/*
		if ( tr.fraction == 0.0f && tr.plane.normal[2] == 1.0f && origin[2] < ent->currentOrigin[2] )
		{
			if ( ent->s.pos.trType == TR_GRAVITY && !(ent->s.eFlags&EF_BOUNCE) && !(ent->s.eFlags&EF_BOUNCE_HALF) && ent->s.weapon == WP_THERMAL )//FIXME: EF_ROLLING
			{
				//FIXME: Needs to stop sometime!
				ent->s.pos.trType = TR_LINEAR;
				ent->s.pos.trDelta[2] = 0;
				EvaluateTrajectory( &ent->s.pos, level.time, origin );
				// trace a line from the previous position to the current position,
				// ignoring interactions with the missile owner
				gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
					ent->owner ? ent->owner->s.number : ENTITYNUM_NONE, ent->clipmask | CONTENTS_GHOUL2 );
				if ( tr.fraction == 1.0f )
				{
					VectorCopy( tr.endpos, ent->s.pos.trBase );
					VectorScale( ent->s.pos.trDelta, 0.975f, ent->s.pos.trDelta );
					ent->s.pos.trTime = level.time;
				}
				ent->s.pos.trType = TR_GRAVITY;
			}
		}
		*/

		if ( tr.entityNum != ENTITYNUM_NONE && &g_entities[tr.entityNum] != NULL )
		{
			gentity_t *other = &g_entities[tr.entityNum];
			// check for hitting a lightsaber
			if ( other->contents & CONTENTS_LIGHTSABER )
			{//hit a lightsaber bbox
				if ( other->owner && other->owner->client && !other->owner->client->ps.saberInFlight && !InFront( ent->currentOrigin, other->owner->currentOrigin, other->owner->client->ps.viewangles, SABER_REFLECT_MISSILE_CONE ) )//other->owner->s.number == 0 &&
				{//Jedi cannot block shots from behind!
					//re-trace from here, ignoring the lightsaber
					gi.trace( &tr, tr.endpos, ent->mins, ent->maxs, origin, tr.entityNum, ent->clipmask, G2_RETURNONHIT, 10 );
				}
			}
		}

		VectorCopy( tr.endpos, ent->currentOrigin );
	}

	// get current angles
	VectorMA( ent->s.apos.trBase, (level.time - ent->s.apos.trTime) * 0.001, ent->s.apos.trDelta, ent->s.apos.trBase );

	//FIXME: Rolling things hitting G2 polys is weird
	///////////////////////////////////////////////////////
//?	if ( tr.fraction != 1 ) 
	{
	// did we hit or go near a Ghoul2 model?
//		qboolean hitModel = qfalse;
		for (int i=0; i < MAX_G2_COLLISIONS; i++)
		{
			if (tr.G2CollisionMap[i].mEntityNum == -1)
			{
				break;
			}

			CCollisionRecord &coll = tr.G2CollisionMap[i];
			gentity_t	*hitEnt = &g_entities[coll.mEntityNum];

/*	Sorry...this was just getting in the way....
#if _DEBUG
			vec3_t delta;
			VectorSubtract(origin, coll.mCollisionPosition, delta);
			VectorNormalize(delta);
			VectorScale(delta, 30, delta);

			if (coll.mFlags & G2_BACKFACE)
			{
				VectorAdd(delta, coll.mCollisionPosition, delta);
				G_DebugLine(coll.mCollisionPosition, delta, 10000, 0x00ff0000, qtrue);
			}
			else
			{
				VectorSubtract(coll.mCollisionPosition, delta, delta);
				G_DebugLine(coll.mCollisionPosition, delta, 10000, 0x0000ff00, qtrue);
			}

//loadsavecrash
//			VectorCopy(hitEnt->mins, hitEnt->s.mins);
//			VectorCopy(hitEnt->maxs, hitEnt->s.maxs);
#endif
*/

			// process collision records here...
			// make sure we only do this once, not for all the entrance wounds we might generate
			if ((coll.mFlags & G2_FRONTFACE)/* && !(hitModel)*/ && hitEnt->health)
			{
				// create a new surface using the details of what poly/surface/model we hit
//				int newSurface = gi.G2API_AddSurface(&hitEnt->ghoul2[coll.mModelIndex], coll.mSurfaceIndex, coll.mPolyIndex, coll.mBarycentricI, coll.mBarycentricJ, 10);
//				surfaceInfo_t	*newSuf = &hitEnt->ghoul2[coll.mModelIndex].mSlist[newSurface];
				// attach a bolt to this surface
//				int newBolt = gi.G2API_AddBoltSurfNum(&hitEnt->ghoul2[coll.mModelIndex], newSurface);
				// now attach an effect to this new bolt

//	Bolting on this effect just looks dumb and adds lots of unnecessary effects to the scene
//				
//				G_PlayEffect( G_EffectIndex( "blaster/smoke_bolton") , coll.mModelIndex, newBolt, hitEnt->s.number);
//
//

//				G_SetBoltSurfaceRemoval(coll.mEntityNum, coll.mModelIndex, newBolt, newSurface, 10000);
//				hitModel = qtrue;

				if (trHitLoc==HL_NONE)
				{
					G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex ), &trHitLoc, coll.mCollisionPosition, NULL, NULL, ent->methodOfDeath );
				}

				break; // NOTE: the way this whole section was working, it would only get inside of this IF once anyway, might as well break out now
			}
		}
	}
/////////////////////////////////////////////////////////

	if ( tr.startsolid ) 
	{
		tr.fraction = 0;
	}

	gi.linkentity( ent );

	if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
	{//stuck missiles should check some special stuff
		G_RunStuckMissile( ent );
		return;
	}

	// check think function
	G_RunThink( ent );

	if ( ent->s.eType != ET_MISSILE ) 
	{
		return;		// exploded
	}

	if ( ent->mass )
	{
		G_MoverTouchPushTriggers( ent, oldOrg );
	}
	/*
	if ( !(ent->s.eFlags & EF_TELEPORT_BIT) )
	{
		G_MoverTouchTeleportTriggers( ent, oldOrg );
		if ( ent->s.eFlags & EF_TELEPORT_BIT )
		{//was teleported
			return;
		}
	}
	else
	{
		ent->s.eFlags &= ~EF_TELEPORT_BIT;
	}
	*/

	AddSightEvent( ent->owner, ent->currentOrigin, 512, AEL_DISCOVERED, 75 );//wakes them up when see a shot passes in front of them
	if ( !Q_irand( 0, 10 ) )
	{//not so often...
		if ( ent->splashDamage && ent->splashRadius )
		{//I'm an exploder, let people around me know danger is coming
			if ( ent->s.weapon == WP_TRIP_MINE )
			{//???
			}
			else 
			{
				if ( ent->s.weapon == WP_ROCKET_LAUNCHER && ent->e_ThinkFunc == thinkF_rocketThink )
				{//homing rocket- run like hell!
					AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER_GREAT, 50 );
				}
				else
				{
					AddSightEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER, 50 );
				}
				AddSoundEvent( ent->owner, ent->currentOrigin, ent->splashRadius, AEL_DANGER );
			}
		}
		else
		{//makes them run from near misses
			AddSightEvent( ent->owner, ent->currentOrigin, 48, AEL_DANGER, 50 );
		}
	}

	if ( tr.fraction == 1 ) 
	{
		return;
	}

	// never explode or bounce on sky
	if ( tr.surfaceFlags & SURF_NOIMPACT ) 
	{
		G_FreeEntity( ent );
		return;
	}

	G_MissileImpact( ent, &tr, trHitLoc );
}