jkxr/Projects/Android/jni/OpenJK/code/game/wp_disruptor.cpp
Simon 52061d9040 Big improvement to disruptor
better handling for NPC controlling (though it still doesn't feel very good)
2022-11-21 21:56:59 +00:00

384 lines
No EOL
12 KiB
C++

/*
===========================================================================
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"
#include "bg_local.h"
//---------------------
// Tenloss Disruptor
//---------------------
//---------------------------------------------------------
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 ( 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 );
// 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, forward);
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->client && (traceEnt->client->NPC_class == CLASS_BOBAFETT||traceEnt->client->NPC_class == CLASS_REBORN) ) ) )
{//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( muzzle, 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, forward, tr.endpos, 3, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc );
}
else
{
G_Damage( traceEnt, ent, ent, forward, 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, forward, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
}
VectorMA( start, shotDist-4, forward, 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 ( BG_UseVRPosition(ent))
{
BG_CalculateVRWeaponPosition(muzzle, angs);
AngleVectors(angs, forward, NULL, NULL);
}
else {
VectorCopy(forwardVec, forward);
}
VectorCopy( muzzle, 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( muzzle, start );
fullCharge = qtrue;
}
else
{
VectorCopy( muzzle, 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.
//NOTE: let's just draw one beam, at the end
//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->NPC
&& ( traceEnt->s.weapon == WP_SABER || (traceEnt->client && (traceEnt->client->NPC_class == CLASS_BOBAFETT||traceEnt->client->NPC_class == CLASS_REBORN) ) ) )
{//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 );
if ( traceEnt->s.eType == ET_MOVER )
{//stop the traces on any mover
break;
}
}
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;
}
//just draw one solid beam all the way to the end...
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( muzzle, tent->s.origin2 );
// now go along the trail and make sight events
VectorSubtract( tr.endpos, muzzle, 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( muzzle, 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 ( BG_UseVRPosition(ent))
{
BG_CalculateVRWeaponPosition(muzzle, angs);
AngleVectors(angs, forward, NULL, NULL);
}
else {
VectorCopy(forwardVec, forward);
}
G_PlayEffect( G_EffectIndex( "disruptor/line_cap" ), muzzle, forward );
}