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https://github.com/DrBeef/JKXR.git
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52061d9040
better handling for NPC controlling (though it still doesn't feel very good)
393 lines
No EOL
12 KiB
C++
393 lines
No EOL
12 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "g_headers.h"
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#include "b_local.h"
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#include "g_local.h"
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#include "wp_saber.h"
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#include "w_local.h"
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#include "g_functions.h"
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#include "bg_local.h"
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//---------------------
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// Tenloss Disruptor
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//---------------------
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extern qboolean G_GetHitLocFromSurfName( gentity_t *ent, const char *surfName, int *hitLoc, vec3_t point, vec3_t dir, vec3_t bladeDir, int mod );
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int G_GetHitLocFromTrace( trace_t *trace, int mod )
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{
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int hitLoc = HL_NONE;
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for (int i=0; i < MAX_G2_COLLISIONS; i++)
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{
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if ( trace->G2CollisionMap[i].mEntityNum == -1 )
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{
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break;
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}
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CCollisionRecord &coll = trace->G2CollisionMap[i];
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if ( (coll.mFlags & G2_FRONTFACE) )
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{
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G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex ), &hitLoc, coll.mCollisionPosition, NULL, NULL, mod );
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//we only want the first "entrance wound", so break
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break;
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}
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}
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return hitLoc;
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}
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//---------------------------------------------------------
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static void WP_DisruptorMainFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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int damage = weaponData[WP_DISRUPTOR].damage;
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qboolean render_impact = qtrue;
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vec3_t start, end, spot;
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trace_t tr;
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gentity_t *traceEnt = NULL, *tent;
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float dist, shotDist, shotRange = 8192;
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if ( ent->NPC )
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{
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switch ( g_spskill->integer )
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{
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case 0:
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damage = DISRUPTOR_NPC_MAIN_DAMAGE_EASY;
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break;
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case 1:
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damage = DISRUPTOR_NPC_MAIN_DAMAGE_MEDIUM;
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break;
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case 2:
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default:
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damage = DISRUPTOR_NPC_MAIN_DAMAGE_HARD;
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break;
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}
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}
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vec3_t angs, forward;
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if ( BG_UseVRPosition(ent))
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{
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BG_CalculateVRWeaponPosition(start, angs);
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AngleVectors(angs, forward, NULL, NULL);
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}
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else {
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VectorCopy( wpMuzzle, start );
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VectorCopy(wpFwd, forward);
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}
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
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// {
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// // in overcharge mode, so doing double damage
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// damage *= 2;
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// }
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VectorMA( start, shotRange, forward, end );
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int ignore = ent->s.number;
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int traces = 0;
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while ( traces < 10 )
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{//need to loop this in case we hit a Jedi who dodges the shot
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gi.trace( &tr, start, NULL, NULL, end, ignore, MASK_SHOT, G2_RETURNONHIT, 0 );
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traceEnt = &g_entities[tr.entityNum];
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if ( traceEnt && traceEnt->s.weapon == WP_SABER )//&& traceEnt->NPC
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{//FIXME: need a more reliable way to know we hit a jedi?
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if ( Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE ) )
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{//act like we didn't even hit him
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VectorCopy( tr.endpos, start );
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ignore = tr.entityNum;
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traces++;
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continue;
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}
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}
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//a Jedi is not dodging this shot
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break;
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}
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if ( tr.surfaceFlags & SURF_NOIMPACT )
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{
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render_impact = qfalse;
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}
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// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
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tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_MAIN_SHOT );
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tent->svFlags |= SVF_BROADCAST;
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VectorCopy( wpMuzzle, tent->s.origin2 );
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if ( render_impact )
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{
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if ( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage )
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{
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// Create a simple impact type mark that doesn't last long in the world
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G_PlayEffect( G_EffectIndex( "disruptor/flesh_impact" ), tr.endpos, tr.plane.normal );
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if ( traceEnt->client && LogAccuracyHit( traceEnt, ent ))
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{
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ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
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}
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int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR );
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if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH )
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{//hehe
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G_Damage( traceEnt, ent, ent, wpFwd, tr.endpos, 3, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc );
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}
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else
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{
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G_Damage( traceEnt, ent, ent, wpFwd, tr.endpos, damage, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc );
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}
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}
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else
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{
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G_PlayEffect( G_EffectIndex( "disruptor/wall_impact" ), tr.endpos, tr.plane.normal );
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}
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}
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shotDist = shotRange * tr.fraction;
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for ( dist = 0; dist < shotDist; dist += 64 )
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{
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//FIXME: on a really long shot, this could make a LOT of alerts in one frame...
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VectorMA( start, dist, wpFwd, spot );
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AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
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}
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VectorMA( start, shotDist-4, wpFwd, spot );
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AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
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}
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//---------------------------------------------------------
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void WP_DisruptorAltFire( gentity_t *ent )
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//---------------------------------------------------------
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{
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int damage = weaponData[WP_DISRUPTOR].altDamage, skip, traces = DISRUPTOR_ALT_TRACES;
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qboolean render_impact = qtrue;
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vec3_t start, end;
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vec3_t muzzle2, spot, dir;
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trace_t tr;
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gentity_t *traceEnt, *tent;
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float dist, shotDist, shotRange = 8192;
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qboolean hitDodged = qfalse, fullCharge = qfalse;
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vec3_t angs, forward;
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if ( BG_UseVRPosition(ent))
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{
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BG_CalculateVRWeaponPosition(wpMuzzle, angs);
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AngleVectors(angs, forward, NULL, NULL);
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}
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else {
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VectorCopy(wpFwd, forward);
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}
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VectorCopy( wpMuzzle, muzzle2 ); // making a backup copy
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// The trace start will originate at the eye so we can ensure that it hits the crosshair.
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if ( ent->NPC )
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{
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switch ( g_spskill->integer )
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{
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case 0:
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damage = DISRUPTOR_NPC_ALT_DAMAGE_EASY;
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break;
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case 1:
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damage = DISRUPTOR_NPC_ALT_DAMAGE_MEDIUM;
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break;
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case 2:
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default:
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damage = DISRUPTOR_NPC_ALT_DAMAGE_HARD;
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break;
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}
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VectorCopy( wpMuzzle, start );
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fullCharge = qtrue;
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}
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else
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{
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VectorCopy( wpMuzzle, start );
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// don't let NPC's do charging
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int count = ( level.time - ent->client->ps.weaponChargeTime - 50 ) / DISRUPTOR_CHARGE_UNIT;
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if ( count < 1 )
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{
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count = 1;
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}
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else if ( count >= 10 )
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{
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count = 10;
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fullCharge = qtrue;
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}
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// more powerful charges go through more things
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if ( count < 3 )
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{
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traces = 1;
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}
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else if ( count < 6 )
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{
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traces = 2;
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}
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//else do full traces
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damage = damage * count + weaponData[WP_DISRUPTOR].damage * 0.5f; // give a boost to low charge shots
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}
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skip = ent->s.number;
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// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time )
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// {
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// // in overcharge mode, so doing double damage
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// damage *= 2;
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// }
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for ( int i = 0; i < traces; i++ )
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{
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VectorMA( start, shotRange, forward, end );
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//NOTE: if you want to be able to hit guys in emplaced guns, use "G2_COLLIDE, 10" instead of "G2_RETURNONHIT, 0"
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//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
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gi.trace( &tr, start, NULL, NULL, end, skip, MASK_SHOT, G2_COLLIDE, 10 );//G2_RETURNONHIT, 0 );
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if ( tr.surfaceFlags & SURF_NOIMPACT )
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{
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render_impact = qfalse;
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}
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if ( tr.entityNum == ent->s.number )
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{
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// should never happen, but basically we don't want to consider a hit to ourselves?
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// Get ready for an attempt to trace through another person
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VectorCopy( tr.endpos, muzzle2 );
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VectorCopy( tr.endpos, start );
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skip = tr.entityNum;
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#ifdef _DEBUG
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gi.Printf( "BAD! Disruptor gun shot somehow traced back and hit the owner!\n" );
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#endif
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continue;
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}
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// always render a shot beam, doing this the old way because I don't much feel like overriding the effect.
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tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_SHOT );
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tent->svFlags |= SVF_BROADCAST;
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tent->alt_fire = fullCharge; // mark us so we can alter the effect
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VectorCopy( muzzle2, tent->s.origin2 );
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if ( tr.fraction >= 1.0f )
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{
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// draw the beam but don't do anything else
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break;
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}
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traceEnt = &g_entities[tr.entityNum];
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if ( traceEnt && traceEnt->s.weapon == WP_SABER )//&& traceEnt->NPC
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{//FIXME: need a more reliable way to know we hit a jedi?
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hitDodged = Jedi_DodgeEvasion( traceEnt, ent, &tr, HL_NONE );
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//acts like we didn't even hit him
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}
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if ( !hitDodged )
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{
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if ( render_impact )
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{
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if (( tr.entityNum < ENTITYNUM_WORLD && traceEnt->takedamage ) || !Q_stricmp( traceEnt->classname, "misc_model_breakable" )
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|| traceEnt->s.eType == ET_MOVER )
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{
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// Create a simple impact type mark that doesn't last long in the world
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G_PlayEffect( G_EffectIndex( "disruptor/alt_hit" ), tr.endpos, tr.plane.normal );
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if ( traceEnt->client && LogAccuracyHit( traceEnt, ent ))
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{//NOTE: hitting multiple ents can still get you over 100% accuracy
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ent->client->ps.persistant[PERS_ACCURACY_HITS]++;
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}
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int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR );
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if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH )
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{//hehe
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc );
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break;
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}
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G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc );
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}
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else
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{
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// we only make this mark on things that can't break or move
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tent = G_TempEntity( tr.endpos, EV_DISRUPTOR_SNIPER_MISS );
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tent->svFlags |= SVF_BROADCAST;
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VectorCopy( tr.plane.normal, tent->pos1 );
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break; // hit solid, but doesn't take damage, so stop the shot...we _could_ allow it to shoot through walls, might be cool?
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}
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}
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else // not rendering impact, must be a skybox or other similar thing?
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{
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break; // don't try anymore traces
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}
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}
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// Get ready for an attempt to trace through another person
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VectorCopy( tr.endpos, muzzle2 );
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VectorCopy( tr.endpos, start );
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skip = tr.entityNum;
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hitDodged = qfalse;
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}
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// now go along the trail and make sight events
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VectorSubtract( tr.endpos, wpMuzzle, dir );
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shotDist = VectorNormalize( dir );
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//FIXME: if shoot *really* close to someone, the alert could be way out of their FOV
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for ( dist = 0; dist < shotDist; dist += 64 )
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{
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//FIXME: on a really long shot, this could make a LOT of alerts in one frame...
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VectorMA( wpMuzzle, dist, dir, spot );
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AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
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}
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//FIXME: spawn a temp ent that continuously spawns sight alerts here? And 1 sound alert to draw their attention?
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VectorMA( start, shotDist-4, forward, spot );
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AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
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}
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//---------------------------------------------------------
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void WP_FireDisruptor( gentity_t *ent, qboolean alt_fire )
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//---------------------------------------------------------
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{
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if ( alt_fire )
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{
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WP_DisruptorAltFire( ent );
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}
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else
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{
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WP_DisruptorMainFire( ent );
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}
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vec3_t angs, forward;
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if ( BG_UseVRPosition(ent))
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{
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BG_CalculateVRWeaponPosition(wpMuzzle, angs);
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AngleVectors(wpMuzzle, forward, NULL, NULL);
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}
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else {
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VectorCopy(wpFwd, forward);
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}
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G_PlayEffect( G_EffectIndex( "disruptor/line_cap" ), wpMuzzle, forward );
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} |