jkxr/Projects/Android/jni/OpenJK/code/game/wp_bowcaster.cpp
2022-09-29 23:38:22 +01:00

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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"
//-------------------
// Wookiee Bowcaster
//-------------------
//---------------------------------------------------------
static void WP_BowcasterMainFire( gentity_t *ent )
//---------------------------------------------------------
{
int damage = weaponData[WP_BOWCASTER].damage, count;
float vel;
vec3_t angs, dir, start;
gentity_t *missile;
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
vel = BOWCASTER_VELOCITY * ( Q_flrand(-1.0f, 1.0f) * BOWCASTER_VEL_RANGE + 1.0f );
vec3_t angs;
if ( ent->client && !ent->NPC)
{
BG_CalculateVRWeaponPosition(muzzle, angs);
}
else {
vectoangles(forwardVec, angs);
}
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?
// 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 );
missile = CreateMissile( start, dir, 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;
int damage = weaponData[WP_BOWCASTER].altDamage;
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, forwardVec);
gentity_t *missile = CreateMissile( start, forwardVec, BOWCASTER_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 );
}
}