jkxr/Projects/Android/jni/OpenJK/code/game/wp_repeater.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"
//-------------------
// Heavy Repeater
//-------------------
//---------------------------------------------------------
static void WP_RepeaterMainFire( gentity_t *ent, vec3_t dir )
//---------------------------------------------------------
{
vec3_t start;
int damage = weaponData[WP_REPEATER].damage;
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
WP_MissileTargetHint(ent, start, dir);
gentity_t *missile = CreateMissile( start, dir, REPEATER_VELOCITY, 10000, ent );
missile->classname = "repeater_proj";
missile->s.weapon = WP_REPEATER;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = REPEATER_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = REPEATER_NPC_DAMAGE_NORMAL;
}
else
{
damage = REPEATER_NPC_DAMAGE_HARD;
}
}
// 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_REPEATER;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = 8;
}
//---------------------------------------------------------
static void WP_RepeaterAltFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t start;
int damage = weaponData[WP_REPEATER].altDamage;
gentity_t *missile = NULL;
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
if ( ent->client && ent->client->NPC_class == CLASS_GALAKMECH )
{
missile = CreateMissile( start, ent->client->hiddenDir, ent->client->hiddenDist, 10000, ent, qtrue );
}
else
{
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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);
}
WP_MissileTargetHint(ent, start, forward);
missile = CreateMissile( start, forward, REPEATER_ALT_VELOCITY, 10000, ent, qtrue );
}
missile->classname = "repeater_alt_proj";
missile->s.weapon = WP_REPEATER;
missile->mass = 10;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = REPEATER_ALT_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = REPEATER_ALT_NPC_DAMAGE_NORMAL;
}
else
{
damage = REPEATER_ALT_NPC_DAMAGE_HARD;
}
}
VectorSet( missile->maxs, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE, REPEATER_ALT_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->s.pos.trType = TR_GRAVITY;
missile->s.pos.trDelta[2] += 40.0f; //give a slight boost in the upward direction
// 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_REPEATER_ALT;
missile->splashMethodOfDeath = MOD_REPEATER_ALT;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = weaponData[WP_REPEATER].altSplashDamage;
missile->splashRadius = weaponData[WP_REPEATER].altSplashRadius;
// we don't want it to bounce forever
missile->bounceCount = 8;
}
//---------------------------------------------------------
void WP_FireRepeater( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
vec3_t dir, angs;
if ( BG_UseVRPosition(ent))
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{
BG_CalculateVRWeaponPosition(muzzle, angs);
}
else {
vectoangles( forwardVec, angs );
}
if ( alt_fire )
{
WP_RepeaterAltFire( ent );
}
else
{
if ( !(ent->client->ps.forcePowersActive&(1<<FP_SEE))
|| ent->client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
{//force sight 2+ gives perfect aim
//FIXME: maybe force sight level 3 autoaims some?
// Troopers use their aim values as well as the gun's inherent inaccuracy
// so check for all classes of stormtroopers and anyone else that has aim error
if ( ent->client && ent->NPC &&
( ent->client->NPC_class == CLASS_STORMTROOPER ||
ent->client->NPC_class == CLASS_SWAMPTROOPER ||
ent->client->NPC_class == CLASS_SHADOWTROOPER ) )
{
angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (REPEATER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * (REPEATER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
}
else
{
// add some slop to the alt-fire direction
angs[PITCH] += Q_flrand(-1.0f, 1.0f) * REPEATER_SPREAD;
angs[YAW] += Q_flrand(-1.0f, 1.0f) * REPEATER_SPREAD;
}
}
AngleVectors( angs, dir, NULL, NULL );
// FIXME: if temp_org does not have clear trace to inside the bbox, don't shoot!
WP_RepeaterMainFire( ent, dir );
}
}