/*
===========================================================================
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_local.h"
#include "b_local.h"
#include "g_functions.h"
#include "wp_saber.h"
#include "w_local.h"
#include "bg_local.h"
#include
#include
extern cvar_t *g_TeamBeefDirectorsCut;
//-------------------
// Wookiee Bowcaster
//-------------------
//---------------------------------------------------------
static void WP_BowcasterMainFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = weaponData[WP_BOWCASTER].damage, count;
float vel;
vec3_t angs, forward, dir, start;
gentity_t *missile;
if ( BG_UseVRPosition(ent))
{
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
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = BOWCASTER_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = BOWCASTER_NPC_DAMAGE_NORMAL;
}
else
{
damage = BOWCASTER_NPC_DAMAGE_HARD;
}
}
count = ( level.time - ent->client->ps.weaponChargeTime ) / BOWCASTER_CHARGE_UNIT;
if ( count < 1 )
{
count = 1;
}
else if ( count > 5 )
{
count = 5;
}
if ( !(count & 1 ))
{
// if we aren't odd, knock us down a level
count--;
}
// 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;
// }
WP_MissileTargetHint(ent, start, forwardVec);
for ( int i = 0; i < count; i++ )
{
// create a range of different velocities
if(ent->client && ent->client->ps.clientNum == 0 && g_TeamBeefDirectorsCut->integer == 1)
{
vel = TBDC_BOWCASTER_VELOCITY * ( Q_flrand(-1.0f, 1.0f) * BOWCASTER_VEL_RANGE + 1.0f );;
}
else
{
vel = BOWCASTER_VELOCITY * ( Q_flrand(-1.0f, 1.0f) * BOWCASTER_VEL_RANGE + 1.0f );
}
vectoangles( forward, angs );
if ( !(ent->client->ps.forcePowersActive&(1<client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
{//force sight 2+ gives perfect aim
//FIXME: maybe force sight level 3 autoaims some?
// add some slop to the fire direction
angs[PITCH] += Q_flrand(-1.0f, 1.0f) * BOWCASTER_ALT_SPREAD * 0.2f;
angs[YAW] += ((i+0.5f) * BOWCASTER_ALT_SPREAD - count * 0.5f * BOWCASTER_ALT_SPREAD );
if ( ent->NPC )
{
angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f) );
}
}
AngleVectors( angs, dir, NULL, NULL );
vec3_t rotatedDir;
VectorRotateAroundAxis(dir, forward, vr->weaponangles[ANGLES_ADJUSTED][ROLL], rotatedDir);
missile = CreateMissile( start, rotatedDir, vel, 10000, ent );
missile->classname = "bowcaster_proj";
missile->s.weapon = WP_BOWCASTER;
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_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 )
// {
// missile->flags |= FL_OVERCHARGED;
// }
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_BOWCASTER;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = weaponData[WP_BOWCASTER].splashDamage;
missile->splashRadius = weaponData[WP_BOWCASTER].splashRadius;
// we don't want it to bounce
missile->bounceCount = 0;
ent->client->sess.missionStats.shotsFired++;
}
}
//---------------------------------------------------------
static void WP_BowcasterAltFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t start, forward, angs;
int damage = weaponData[WP_BOWCASTER].altDamage;
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
WP_MissileTargetHint(ent, start, forward);
float velocity = BOWCASTER_VELOCITY;
if(ent->client && ent->client->ps.clientNum == 0 && g_TeamBeefDirectorsCut->integer == 1)
{
velocity = TBDC_BOWCASTER_VELOCITY;
}
gentity_t *missile = CreateMissile( start, forward, velocity, 10000, ent, qtrue );
missile->classname = "bowcaster_alt_proj";
missile->s.weapon = WP_BOWCASTER;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = BOWCASTER_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = BOWCASTER_NPC_DAMAGE_NORMAL;
}
else
{
damage = BOWCASTER_NPC_DAMAGE_HARD;
}
}
VectorSet( missile->maxs, BOWCASTER_SIZE, BOWCASTER_SIZE, BOWCASTER_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->s.eFlags |= EF_BOUNCE;
missile->bounceCount = 3;
missile->damage = damage;
missile->dflags = DAMAGE_DEATH_KNOCKBACK;
missile->methodOfDeath = MOD_BOWCASTER_ALT;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = weaponData[WP_BOWCASTER].altSplashDamage;
missile->splashRadius = weaponData[WP_BOWCASTER].altSplashRadius;
}
//---------------------------------------------------------
void WP_FireBowcaster( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( alt_fire )
{
WP_BowcasterAltFire( ent );
}
else
{
WP_BowcasterMainFire( ent );
}
}