jkxr/Projects/Android/jni/OpenJK/code/game/wp_demp2.cpp

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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program 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 this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "g_local.h"
#include "b_local.h"
#include "g_functions.h"
#include "wp_saber.h"
#include "w_local.h"
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#include "bg_local.h"
//-------------------
// DEMP2
//-------------------
//---------------------------------------------------------
static void WP_DEMP2_MainFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t start;
int damage = weaponData[WP_DEMP2].damage;
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vec3_t angs, forward;
if ( BG_UseVRPosition(ent))
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{
BG_CalculateVRWeaponPosition(muzzle, angs);
AngleVectors(angs, forward, NULL, NULL);
}
else {
VectorCopy(forwardVec, forward);
}
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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WP_MissileTargetHint(ent, start, forward);
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gentity_t *missile = CreateMissile( start, forward, DEMP2_VELOCITY, 10000, ent );
missile->classname = "demp2_proj";
missile->s.weapon = WP_DEMP2;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = DEMP2_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = DEMP2_NPC_DAMAGE_NORMAL;
}
else
{
damage = DEMP2_NPC_DAMAGE_HARD;
}
}
VectorSet( missile->maxs, DEMP2_SIZE, DEMP2_SIZE, DEMP2_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
// {
// // in overcharge mode, so doing double damage
// missile->flags |= FL_OVERCHARGED;
// damage *= 2;
// }
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_DEMP2;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
// NOTE: this is 100% for the demp2 alt-fire effect, so changes to the visual effect will affect game side demp2 code
//--------------------------------------------------
void DEMP2_AltRadiusDamage( gentity_t *ent )
{
float frac = ( level.time - ent->fx_time ) / 1300.0f; // synchronize with demp2 effect
float dist, radius;
gentity_t *gent;
gentity_t *entityList[MAX_GENTITIES];
int numListedEntities, i, e;
vec3_t mins, maxs;
vec3_t v, dir;
frac *= frac * frac; // yes, this is completely ridiculous...but it causes the shell to grow slowly then "explode" at the end
radius = frac * 200.0f; // 200 is max radius...the model is aprox. 100 units tall...the fx draw code mults. this by 2.
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = ent->currentOrigin[i] - radius;
maxs[i] = ent->currentOrigin[i] + radius;
}
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ )
{
gent = entityList[ e ];
if ( !gent->takedamage || !gent->contents )
{
continue;
}
// find the distance from the edge of the bounding box
for ( i = 0 ; i < 3 ; i++ )
{
if ( ent->currentOrigin[i] < gent->absmin[i] )
{
v[i] = gent->absmin[i] - ent->currentOrigin[i];
}
else if ( ent->currentOrigin[i] > gent->absmax[i] )
{
v[i] = ent->currentOrigin[i] - gent->absmax[i];
}
else
{
v[i] = 0;
}
}
// shape is an ellipsoid, so cut vertical distance in half`
v[2] *= 0.5f;
dist = VectorLength( v );
if ( dist >= radius )
{
// shockwave hasn't hit them yet
continue;
}
if ( dist < ent->radius )
{
// shockwave has already hit this thing...
continue;
}
VectorCopy( gent->currentOrigin, v );
VectorSubtract( v, ent->currentOrigin, dir);
// push the center of mass higher than the origin so players get knocked into the air more
dir[2] += 12;
G_Damage( gent, ent, ent->owner, dir, ent->currentOrigin, weaponData[WP_DEMP2].altDamage, DAMAGE_DEATH_KNOCKBACK, ent->splashMethodOfDeath );
if ( gent->takedamage && gent->client )
{
gent->s.powerups |= ( 1 << PW_SHOCKED );
gent->client->ps.powerups[PW_SHOCKED] = level.time + 2000;
Saboteur_Decloak( gent, Q_irand( 3000, 10000 ) );
}
}
// store the last fraction so that next time around we can test against those things that fall between that last point and where the current shockwave edge is
ent->radius = radius;
if ( frac < 1.0f )
{
// shock is still happening so continue letting it expand
ent->nextthink = level.time + 50;
}
}
//---------------------------------------------------------
void DEMP2_AltDetonate( gentity_t *ent )
//---------------------------------------------------------
{
G_SetOrigin( ent, ent->currentOrigin );
// start the effects, unfortunately, I wanted to do some custom things that I couldn't easily do with the fx system, so part of it uses an event and localEntities
G_PlayEffect( "demp2/altDetonate", ent->currentOrigin, ent->pos1 );
G_AddEvent( ent, EV_DEMP2_ALT_IMPACT, ent->count * 2 );
ent->fx_time = level.time;
ent->radius = 0;
ent->nextthink = level.time + 50;
ent->e_ThinkFunc = thinkF_DEMP2_AltRadiusDamage;
ent->s.eType = ET_GENERAL; // make us a missile no longer
}
//---------------------------------------------------------
static void WP_DEMP2_AltFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = weaponData[WP_REPEATER].altDamage;
int count;
vec3_t start, angs, forward;
trace_t tr;
if ( BG_UseVRPosition(ent))
{
BG_CalculateVRWeaponPosition(start, angs);
AngleVectors(angs, forward, NULL, NULL);
}
else {
VectorCopy( muzzle, start );
VectorCopy(forwardVec, forward);
}
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
count = ( level.time - ent->client->ps.weaponChargeTime ) / DEMP2_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 3 )
{
count = 3;
}
damage *= ( 1 + ( count * ( count - 1 )));// yields damage of 12,36,84...gives a higher bonus for longer charge
// the shot can travel a whopping 4096 units in 1 second. Note that the shot will auto-detonate at 4096 units...we'll see if this looks cool or not
WP_MissileTargetHint(ent, start, forward);
gentity_t *missile = CreateMissile( start, forward, DEMP2_ALT_RANGE, 1000, ent, qtrue );
// letting it know what the charge size is.
missile->count = count;
// missile->speed = missile->nextthink;
VectorCopy( tr.plane.normal, missile->pos1 );
missile->classname = "demp2_alt_proj";
missile->s.weapon = WP_DEMP2;
missile->e_ThinkFunc = thinkF_DEMP2_AltDetonate;
missile->splashDamage = missile->damage = damage;
missile->splashMethodOfDeath = missile->methodOfDeath = MOD_DEMP2_ALT;
missile->splashRadius = weaponData[WP_DEMP2].altSplashRadius;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
//---------------------------------------------------------
void WP_FireDEMP2( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( alt_fire )
{
WP_DEMP2_AltFire( ent );
}
else
{
WP_DEMP2_MainFire( ent );
}
}