/* =========================================================================== 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 . =========================================================================== */ #include "g_headers.h" #include "b_local.h" #include "g_local.h" #include "wp_saber.h" #include "w_local.h" #include "g_functions.h" #include "bg_local.h" //--------------------- // Tenloss Disruptor //--------------------- extern qboolean G_GetHitLocFromSurfName( gentity_t *ent, const char *surfName, int *hitLoc, vec3_t point, vec3_t dir, vec3_t bladeDir, int mod ); int G_GetHitLocFromTrace( trace_t *trace, int mod ) { int hitLoc = HL_NONE; for (int i=0; i < MAX_G2_COLLISIONS; i++) { if ( trace->G2CollisionMap[i].mEntityNum == -1 ) { break; } CCollisionRecord &coll = trace->G2CollisionMap[i]; if ( (coll.mFlags & G2_FRONTFACE) ) { G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex ), &hitLoc, coll.mCollisionPosition, NULL, NULL, mod ); //we only want the first "entrance wound", so break break; } } return hitLoc; } //--------------------------------------------------------- static void WP_DisruptorMainFire( gentity_t *ent ) //--------------------------------------------------------- { int damage = weaponData[WP_DISRUPTOR].damage; qboolean render_impact = qtrue; vec3_t start, end, spot; trace_t tr; gentity_t *traceEnt = NULL, *tent; float dist, shotDist, shotRange = 8192; if ( ent->NPC ) { switch ( g_spskill->integer ) { case 0: damage = DISRUPTOR_NPC_MAIN_DAMAGE_EASY; break; case 1: damage = DISRUPTOR_NPC_MAIN_DAMAGE_MEDIUM; break; case 2: default: damage = DISRUPTOR_NPC_MAIN_DAMAGE_HARD; break; } } vec3_t angs, forward; if ( ent->client && !ent->NPC) { BG_CalculateVRWeaponPosition(start, angs); AngleVectors(angs, forward, NULL, NULL); } else { VectorCopy( wpMuzzle, start ); VectorCopy(wpFwd, forward); } WP_TraceSetStart( ent, start, vec3_origin, vec3_origin ); // 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 // damage *= 2; // } VectorMA( start, shotRange, forward, end ); int ignore = ent->s.number; int traces = 0; while ( traces < 10 ) {//need to loop this in case we hit a Jedi who dodges the shot gi.trace( &tr, start, NULL, NULL, end, ignore, MASK_SHOT, G2_RETURNONHIT, 0 ); traceEnt = &g_entities[tr.entityNum]; if ( traceEnt && traceEnt->s.weapon == WP_SABER )//&& traceEnt->NPC {//FIXME: need a more reliable way to know we hit a jedi? if ( Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE ) ) {//act like we didn't even hit him VectorCopy( tr.endpos, start ); ignore = tr.entityNum; traces++; continue; } } //a Jedi is not dodging this shot break; } if ( tr.surfaceFlags & SURF_NOIMPACT ) { render_impact = qfalse; } // always render a shot beam, doing this the old way because I don't much feel like overriding the effect. tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_MAIN_SHOT ); tent->svFlags |= SVF_BROADCAST; VectorCopy( wpMuzzle, tent->s.origin2 ); if ( render_impact ) { if ( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage ) { // Create a simple impact type mark that doesn't last long in the world G_PlayEffect( G_EffectIndex( "disruptor/flesh_impact" ), tr.endpos, tr.plane.normal ); if ( traceEnt->client && LogAccuracyHit( traceEnt, ent )) { ent->client->ps.persistant[PERS_ACCURACY_HITS]++; } int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR ); if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH ) {//hehe G_Damage( traceEnt, ent, ent, wpFwd, tr.endpos, 3, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc ); } else { G_Damage( traceEnt, ent, ent, wpFwd, tr.endpos, damage, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc ); } } else { G_PlayEffect( G_EffectIndex( "disruptor/wall_impact" ), tr.endpos, tr.plane.normal ); } } shotDist = shotRange * tr.fraction; for ( dist = 0; dist < shotDist; dist += 64 ) { //FIXME: on a really long shot, this could make a LOT of alerts in one frame... VectorMA( start, dist, wpFwd, spot ); AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 ); } VectorMA( start, shotDist-4, wpFwd, spot ); AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 ); } //--------------------------------------------------------- void WP_DisruptorAltFire( gentity_t *ent ) //--------------------------------------------------------- { int damage = weaponData[WP_DISRUPTOR].altDamage, skip, traces = DISRUPTOR_ALT_TRACES; qboolean render_impact = qtrue; vec3_t start, end; vec3_t muzzle2, spot, dir; trace_t tr; gentity_t *traceEnt, *tent; float dist, shotDist, shotRange = 8192; qboolean hitDodged = qfalse, fullCharge = qfalse; vec3_t angs, forward; if ( ent->client && !ent->NPC) { BG_CalculateVRWeaponPosition(wpMuzzle, angs); AngleVectors(angs, forward, NULL, NULL); } else { VectorCopy(wpFwd, forward); } VectorCopy( wpMuzzle, muzzle2 ); // making a backup copy // The trace start will originate at the eye so we can ensure that it hits the crosshair. if ( ent->NPC ) { switch ( g_spskill->integer ) { case 0: damage = DISRUPTOR_NPC_ALT_DAMAGE_EASY; break; case 1: damage = DISRUPTOR_NPC_ALT_DAMAGE_MEDIUM; break; case 2: default: damage = DISRUPTOR_NPC_ALT_DAMAGE_HARD; break; } VectorCopy( wpMuzzle, start ); fullCharge = qtrue; } else { VectorCopy( wpMuzzle, start ); // don't let NPC's do charging int count = ( level.time - ent->client->ps.weaponChargeTime - 50 ) / DISRUPTOR_CHARGE_UNIT; if ( count < 1 ) { count = 1; } else if ( count >= 10 ) { count = 10; fullCharge = qtrue; } // more powerful charges go through more things if ( count < 3 ) { traces = 1; } else if ( count < 6 ) { traces = 2; } //else do full traces damage = damage * count + weaponData[WP_DISRUPTOR].damage * 0.5f; // give a boost to low charge shots } skip = ent->s.number; // 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 // damage *= 2; // } for ( int i = 0; i < traces; i++ ) { VectorMA( start, shotRange, forward, end ); //NOTE: if you want to be able to hit guys in emplaced guns, use "G2_COLLIDE, 10" instead of "G2_RETURNONHIT, 0" //alternately, if you end up hitting an emplaced_gun that has a sitter, just redo this one trace with the "G2_COLLIDE, 10" to see if we it the sitter gi.trace( &tr, start, NULL, NULL, end, skip, MASK_SHOT, G2_COLLIDE, 10 );//G2_RETURNONHIT, 0 ); if ( tr.surfaceFlags & SURF_NOIMPACT ) { render_impact = qfalse; } if ( tr.entityNum == ent->s.number ) { // should never happen, but basically we don't want to consider a hit to ourselves? // Get ready for an attempt to trace through another person VectorCopy( tr.endpos, muzzle2 ); VectorCopy( tr.endpos, start ); skip = tr.entityNum; #ifdef _DEBUG gi.Printf( "BAD! Disruptor gun shot somehow traced back and hit the owner!\n" ); #endif continue; } // always render a shot beam, doing this the old way because I don't much feel like overriding the effect. tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_SHOT ); tent->svFlags |= SVF_BROADCAST; tent->alt_fire = fullCharge; // mark us so we can alter the effect VectorCopy( muzzle2, tent->s.origin2 ); if ( tr.fraction >= 1.0f ) { // draw the beam but don't do anything else break; } traceEnt = &g_entities[tr.entityNum]; if ( traceEnt && traceEnt->s.weapon == WP_SABER )//&& traceEnt->NPC {//FIXME: need a more reliable way to know we hit a jedi? hitDodged = Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE ); //acts like we didn't even hit him } if ( !hitDodged ) { if ( render_impact ) { if (( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage ) || !Q_stricmp( traceEnt->classname, "misc_model_breakable" ) || traceEnt->s.eType == ET_MOVER ) { // Create a simple impact type mark that doesn't last long in the world G_PlayEffect( G_EffectIndex( "disruptor/alt_hit" ), tr.endpos, tr.plane.normal ); if ( traceEnt->client && LogAccuracyHit( traceEnt, ent )) {//NOTE: hitting multiple ents can still get you over 100% accuracy ent->client->ps.persistant[PERS_ACCURACY_HITS]++; } int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR ); if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH ) {//hehe G_Damage( traceEnt, ent, ent, forward, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc ); break; } G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc ); } else { // we only make this mark on things that can't break or move tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_MISS ); tent->svFlags |= SVF_BROADCAST; VectorCopy( tr.plane.normal, tent->pos1 ); break; // hit solid, but doesn't take damage, so stop the shot...we _could_ allow it to shoot through walls, might be cool? } } else // not rendering impact, must be a skybox or other similar thing? { break; // don't try anymore traces } } // Get ready for an attempt to trace through another person VectorCopy( tr.endpos, muzzle2 ); VectorCopy( tr.endpos, start ); skip = tr.entityNum; hitDodged = qfalse; } // now go along the trail and make sight events VectorSubtract( tr.endpos, wpMuzzle, dir ); shotDist = VectorNormalize( dir ); //FIXME: if shoot *really* close to someone, the alert could be way out of their FOV for ( dist = 0; dist < shotDist; dist += 64 ) { //FIXME: on a really long shot, this could make a LOT of alerts in one frame... VectorMA( wpMuzzle, dist, dir, spot ); AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 ); } //FIXME: spawn a temp ent that continuously spawns sight alerts here? And 1 sound alert to draw their attention? VectorMA( start, shotDist-4, forward, spot ); AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 ); } //--------------------------------------------------------- void WP_FireDisruptor( gentity_t *ent, qboolean alt_fire ) //--------------------------------------------------------- { if ( alt_fire ) { WP_DisruptorAltFire( ent ); } else { WP_DisruptorMainFire( ent ); } vec3_t angs, forward; if ( ent->client && !ent->NPC) { BG_CalculateVRWeaponPosition(wpMuzzle, angs); AngleVectors(wpMuzzle, forward, NULL, NULL); } else { VectorCopy(wpFwd, forward); } G_PlayEffect( G_EffectIndex( "disruptor/line_cap" ), wpMuzzle, forward ); }