jkxr/Projects/Android/jni/OpenJK/code/game/wp_concussion.cpp
2023-05-21 14:46:08 +01:00

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/*
===========================================================================
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 "../cgame/cg_local.h"
#include "bg_local.h"
static void WP_FireConcussionAlt( gentity_t *ent )
{//a rail-gun-like beam
int damage = weaponData[WP_CONCUSSION].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;
vec3_t angs, forward;
if ( BG_UseVRPosition(ent))
{
BG_CalculateVRWeaponPosition(muzzle, angs);
AngleVectors(angs, forward, NULL, NULL);
}
else {
VectorCopy(forwardVec, forward);
}
if (ent->s.number >= MAX_CLIENTS)
{
vec3_t angles;
vectoangles(forward, angles);
angles[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
angles[YAW] += ( Q_flrand(-1.0f, 1.0f) * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
AngleVectors(angles, forward, vrightVec, up);
}
//Shove us backwards for half a second
VectorMA( ent->client->ps.velocity, -200, forward, ent->client->ps.velocity );
ent->client->ps.groundEntityNum = ENTITYNUM_NONE;
if ( (ent->client->ps.pm_flags&PMF_DUCKED) )
{//hunkered down
ent->client->ps.pm_time = 100;
}
else
{
ent->client->ps.pm_time = 250;
}
ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK|PMF_TIME_NOFRICTION;
//FIXME: only if on ground? So no "rocket jump"? Or: (see next FIXME)
//FIXME: instead, set a forced ucmd backmove instead of this sliding
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 = CONC_ALT_NPC_DAMAGE_EASY;
break;
case 1:
damage = CONC_ALT_NPC_DAMAGE_MEDIUM;
break;
case 2:
default:
damage = CONC_ALT_NPC_DAMAGE_HARD;
break;
}
}
VectorCopy( muzzle, start );
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );
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;
// }
//Make it a little easier to hit guys at long range
vec3_t shot_mins, shot_maxs;
VectorSet( shot_mins, -1, -1, -1 );
VectorSet( shot_maxs, 1, 1, 1 );
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 );
gi.trace( &tr, start, shot_mins, shot_maxs, 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! Concussion 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_CONC_ALT_SHOT );
//tent->svFlags |= SVF_BROADCAST;
//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( "concussion/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_CONC_ALT );
qboolean noKnockBack = (qboolean)((traceEnt->flags&FL_NO_KNOCKBACK) != 0);//will be set if they die, I want to know if it was on *before* they died
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, MOD_CONC_ALT, hitLoc );
break;
}
G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_CONC_ALT, hitLoc );
//do knockback and knockdown manually
if ( traceEnt->client )
{//only if we hit a client
vec3_t pushDir;
VectorCopy( forward, pushDir );
if ( pushDir[2] < 0.2f )
{
pushDir[2] = 0.2f;
}//hmm, re-normalize? nah...
//if ( traceEnt->NPC || Q_irand(0,g_spskill->integer+1) )
{
if ( !noKnockBack )
{//knock-backable
G_Throw( traceEnt, pushDir, 200 );
if ( traceEnt->client->NPC_class == CLASS_ROCKETTROOPER )
{
traceEnt->client->ps.pm_time = Q_irand( 1500, 3000 );
}
}
if ( traceEnt->health > 0 )
{//alive
if ( G_HasKnockdownAnims( traceEnt ) )
{//knock-downable
G_Knockdown( traceEnt, ent, pushDir, 400, qtrue );
}
}
}
}
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_CONC_ALT_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 beam all the way to the end
tent = G_TempEntity( tr.endpos, EV_CONC_ALT_SHOT );
tent->svFlags |= SVF_BROADCAST;
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: creates *way* too many effects, make it one effect somehow?
G_PlayEffect( G_EffectIndex( "concussion/alt_ring" ), spot, forward );
}
//FIXME: spawn a temp ent that continuously spawns sight alerts here? And 1 sound alert to draw their attention?
VectorMA( start, shotDist-4, forwardVec, spot );
AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 );
G_PlayEffect( G_EffectIndex( "concussion/altmuzzle_flash" ), muzzle, forwardVec );
}
static void WP_FireConcussion( gentity_t *ent )
{//a fast rocket-like projectile
vec3_t start;
int damage = weaponData[WP_CONCUSSION].damage;
float vel = CONC_VELOCITY;
vec3_t angs, forward;
if ( BG_UseVRPosition(ent))
{
BG_CalculateVRWeaponPosition(muzzle, angs);
AngleVectors(angs, forward, NULL, NULL);
}
else {
VectorCopy(forwardVec, forward);
}
if (ent->s.number >= MAX_CLIENTS)
{
vec3_t angles;
vectoangles(forward, angles);
angles[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
angles[YAW] += ( Q_flrand(-1.0f, 1.0f) * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
AngleVectors(angles, forward, vrightVec, up);
}
//hold us still for a bit
ent->client->ps.pm_time = 300;
ent->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
//add viewkick
if ( ent->s.number < MAX_CLIENTS//player only
&& !cg.renderingThirdPerson )//gives an advantage to being in 3rd person, but would look silly otherwise
{//kick the view back
cg.kick_angles[PITCH] = Q_flrand( -10, -15 );
cg.kick_time = level.time;
}
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
gentity_t *missile = CreateMissile( start, forward, vel, 10000, ent, qfalse );
missile->classname = "conc_proj";
missile->s.weapon = WP_CONCUSSION;
missile->mass = 10;
// Do the damages
if ( ent->s.number != 0 )
{
if ( g_spskill->integer == 0 )
{
damage = CONC_NPC_DAMAGE_EASY;
}
else if ( g_spskill->integer == 1 )
{
damage = CONC_NPC_DAMAGE_NORMAL;
}
else
{
damage = CONC_NPC_DAMAGE_HARD;
}
}
// Make it easier to hit things
VectorSet( missile->maxs, ROCKET_SIZE, ROCKET_SIZE, ROCKET_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
missile->dflags = DAMAGE_EXTRA_KNOCKBACK;
missile->methodOfDeath = MOD_CONC;
missile->splashMethodOfDeath = MOD_CONC;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
missile->splashDamage = weaponData[WP_CONCUSSION].splashDamage;
missile->splashRadius = weaponData[WP_CONCUSSION].splashRadius;
// we don't want it to ever bounce
missile->bounceCount = 0;
}
void WP_Concussion( gentity_t *ent, qboolean alt_fire )
{
if(alt_fire)
{
WP_FireConcussionAlt(ent);
}
else
{
WP_FireConcussion(ent);
}
}