mirror of
https://github.com/DrBeef/JKXR.git
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492 lines
15 KiB
C++
492 lines
15 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_local.h"
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#include "b_local.h"
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#include "g_functions.h"
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#include "wp_saber.h"
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#include "w_local.h"
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#include "bg_local.h"
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#include <VrClientInfo.h>
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#include <mathlib.h>
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//---------------------
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// Thermal Detonator
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//---------------------
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//---------------------------------------------------------
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void thermalDetonatorExplode( gentity_t *ent )
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//---------------------------------------------------------
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{
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if ( (ent->s.eFlags&EF_HELD_BY_SAND_CREATURE) )
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{
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ent->takedamage = qfalse; // don't allow double deaths!
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G_Damage( ent->activator, ent, ent->owner, vec3_origin, ent->currentOrigin, weaponData[WP_THERMAL].altDamage, 0, MOD_EXPLOSIVE );
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G_PlayEffect( "thermal/explosion", ent->currentOrigin );
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G_PlayEffect( "thermal/shockwave", ent->currentOrigin );
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G_FreeEntity( ent );
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}
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else if ( !ent->count )
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{
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G_Sound( ent, G_SoundIndex( "sound/weapons/thermal/warning.wav" ) );
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ent->count = 1;
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ent->nextthink = level.time + 800;
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ent->svFlags |= SVF_BROADCAST;//so everyone hears/sees the explosion?
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}
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else
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{
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vec3_t pos;
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VectorSet( pos, ent->currentOrigin[0], ent->currentOrigin[1], ent->currentOrigin[2] + 8 );
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ent->takedamage = qfalse; // don't allow double deaths!
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G_RadiusDamage( ent->currentOrigin, ent->owner, weaponData[WP_THERMAL].splashDamage, weaponData[WP_THERMAL].splashRadius, NULL, MOD_EXPLOSIVE_SPLASH );
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G_PlayEffect( "thermal/explosion", ent->currentOrigin );
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G_PlayEffect( "thermal/shockwave", ent->currentOrigin );
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G_FreeEntity( ent );
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}
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}
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//-------------------------------------------------------------------------------------------------------------
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void thermal_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod, int dFlags, int hitLoc )
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//-------------------------------------------------------------------------------------------------------------
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{
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thermalDetonatorExplode( self );
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}
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//---------------------------------------------------------
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qboolean WP_LobFire( gentity_t *self, vec3_t start, vec3_t target, vec3_t mins, vec3_t maxs, int clipmask,
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vec3_t velocity, qboolean tracePath, int ignoreEntNum, int enemyNum,
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float minSpeed, float maxSpeed, float idealSpeed, qboolean mustHit )
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//---------------------------------------------------------
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{
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float targetDist, shotSpeed, speedInc = 100, travelTime, impactDist, bestImpactDist = Q3_INFINITE;//fireSpeed,
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vec3_t targetDir, shotVel, failCase = { 0.0f };
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trace_t trace;
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trajectory_t tr;
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qboolean blocked;
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int elapsedTime, skipNum, timeStep = 500, hitCount = 0, maxHits = 7;
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vec3_t lastPos, testPos;
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gentity_t *traceEnt;
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if ( !idealSpeed )
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{
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idealSpeed = 300;
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}
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else if ( idealSpeed < speedInc )
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{
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idealSpeed = speedInc;
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}
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shotSpeed = idealSpeed;
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skipNum = (idealSpeed-speedInc)/speedInc;
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if ( !minSpeed )
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{
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minSpeed = 100;
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}
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if ( !maxSpeed )
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{
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maxSpeed = 900;
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}
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while ( hitCount < maxHits )
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{
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VectorSubtract( target, start, targetDir );
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targetDist = VectorNormalize( targetDir );
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VectorScale( targetDir, shotSpeed, shotVel );
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travelTime = targetDist/shotSpeed;
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shotVel[2] += travelTime * 0.5 * g_gravity->value;
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if ( !hitCount )
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{//save the first (ideal) one as the failCase (fallback value)
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if ( !mustHit )
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{//default is fine as a return value
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VectorCopy( shotVel, failCase );
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}
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}
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if ( tracePath )
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{//do a rough trace of the path
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blocked = qfalse;
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VectorCopy( start, tr.trBase );
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VectorCopy( shotVel, tr.trDelta );
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tr.trType = TR_GRAVITY;
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tr.trTime = level.time;
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travelTime *= 1000.0f;
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VectorCopy( start, lastPos );
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//This may be kind of wasteful, especially on long throws... use larger steps? Divide the travelTime into a certain hard number of slices? Trace just to apex and down?
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for ( elapsedTime = timeStep; elapsedTime < floor(travelTime)+timeStep; elapsedTime += timeStep )
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{
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if ( (float)elapsedTime > travelTime )
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{//cap it
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elapsedTime = floor( travelTime );
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}
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EvaluateTrajectory( &tr, level.time + elapsedTime, testPos );
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gi.trace( &trace, lastPos, mins, maxs, testPos, ignoreEntNum, clipmask, (EG2_Collision)0, 0 );
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if ( trace.allsolid || trace.startsolid )
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{
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blocked = qtrue;
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break;
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}
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if ( trace.fraction < 1.0f )
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{//hit something
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if ( trace.entityNum == enemyNum )
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{//hit the enemy, that's perfect!
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break;
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}
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else if ( trace.plane.normal[2] > 0.7 && DistanceSquared( trace.endpos, target ) < 4096 )//hit within 64 of desired location, should be okay
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{//close enough!
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break;
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}
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else
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{//FIXME: maybe find the extents of this brush and go above or below it on next try somehow?
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impactDist = DistanceSquared( trace.endpos, target );
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if ( impactDist < bestImpactDist )
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{
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bestImpactDist = impactDist;
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VectorCopy( shotVel, failCase );
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}
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blocked = qtrue;
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//see if we should store this as the failCase
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if ( trace.entityNum < ENTITYNUM_WORLD )
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{//hit an ent
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traceEnt = &g_entities[trace.entityNum];
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if ( traceEnt && traceEnt->takedamage && !OnSameTeam( self, traceEnt ) )
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{//hit something breakable, so that's okay
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//we haven't found a clear shot yet so use this as the failcase
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VectorCopy( shotVel, failCase );
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}
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}
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break;
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}
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}
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if ( elapsedTime == floor( travelTime ) )
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{//reached end, all clear
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break;
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}
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else
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{
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//all clear, try next slice
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VectorCopy( testPos, lastPos );
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}
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}
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if ( blocked )
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{//hit something, adjust speed (which will change arc)
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hitCount++;
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shotSpeed = idealSpeed + ((hitCount-skipNum) * speedInc);//from min to max (skipping ideal)
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if ( hitCount >= skipNum )
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{//skip ideal since that was the first value we tested
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shotSpeed += speedInc;
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}
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}
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else
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{//made it!
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break;
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}
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}
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else
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{//no need to check the path, go with first calc
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break;
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}
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}
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if ( hitCount >= maxHits )
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{//NOTE: worst case scenario, use the one that impacted closest to the target (or just use the first try...?)
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assert( (failCase[0] + failCase[1] + failCase[2]) > 0.0f );
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VectorCopy( failCase, velocity );
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return qfalse;
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}
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VectorCopy( shotVel, velocity );
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return qtrue;
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}
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//---------------------------------------------------------
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void WP_ThermalThink( gentity_t *ent )
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//---------------------------------------------------------
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{
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int count;
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qboolean blow = qfalse;
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// Thermal detonators for the player do occasional radius checks and blow up if there are entities in the blast radius
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// This is done so that the main fire is actually useful as an attack. We explode anyway after delay expires.
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if ( (ent->s.eFlags&EF_HELD_BY_SAND_CREATURE) )
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{//blow once creature is underground (done with anim)
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//FIXME: chance of being spit out? Especially if lots of delay left...
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ent->e_TouchFunc = touchF_NULL;//don't impact on anything
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if ( !ent->activator
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|| !ent->activator->client
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|| !ent->activator->client->ps.legsAnimTimer )
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{//either something happened to the sand creature or it's done with it's attack anim
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//blow!
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ent->e_ThinkFunc = thinkF_thermalDetonatorExplode;
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ent->nextthink = level.time + Q_irand( 50, 2000 );
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}
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else
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{//keep checking
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ent->nextthink = level.time + TD_THINK_TIME;
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}
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return;
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}
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else if ( ent->delay > level.time )
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{
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// Finally, we force it to bounce at least once before doing the special checks, otherwise it's just too easy for the player?
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if ( ent->has_bounced )
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{
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count = G_RadiusList( ent->currentOrigin, TD_TEST_RAD, ent, qtrue, ent_list );
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for ( int i = 0; i < count; i++ )
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{
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if ( ent_list[i]->s.number == 0 )
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{
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// avoid deliberately blowing up next to the player, no matter how close any enemy is..
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// ...if the delay time expires though, there is no saving the player...muwhaaa haa ha
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blow = qfalse;
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break;
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}
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else if ( ent_list[i]->client
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&& ent_list[i]->client->NPC_class != CLASS_SAND_CREATURE//ignore sand creatures
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&& ent_list[i]->health > 0 )
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{
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//FIXME! sometimes the ent_list order changes, so we should make sure that the player isn't anywhere in this list
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blow = qtrue;
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}
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}
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}
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}
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else
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{
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// our death time has arrived, even if nothing is near us
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blow = qtrue;
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}
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if ( blow )
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{
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ent->e_ThinkFunc = thinkF_thermalDetonatorExplode;
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ent->nextthink = level.time + 50;
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}
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else
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{
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// we probably don't need to do this thinking logic very often...maybe this is fast enough?
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ent->nextthink = level.time + TD_THINK_TIME;
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}
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}
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#define OLDEST_READING 5
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#define NEWEST_READING 2
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#define TD_REAL_THROW_VEL_MULT 4.4f
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//---------------------------------------------------------
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gentity_t *WP_FireThermalDetonator( gentity_t *ent, qboolean alt_fire )
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//---------------------------------------------------------
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{
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gentity_t *bolt;
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vec3_t dir, start;
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float damageScale = 1.0f;
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bolt = G_Spawn();
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bool realThrow = false;
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if ( BG_UseVRPosition(ent) )
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{
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vec3_t angs;
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BG_CalculateVRWeaponPosition(start, angs);
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//Caclulate speed between two controller position readings
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float distance = VectorDistance(vr->weaponoffset_history[NEWEST_READING], vr->weaponoffset_history[OLDEST_READING]);
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float t = vr->weaponoffset_history_timestamp[NEWEST_READING] - vr->weaponoffset_history_timestamp[OLDEST_READING];
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float velocity = distance / (t/(float)1000.0);
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//Calculate trajectory
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VectorSubtract(vr->weaponoffset_history[NEWEST_READING], vr->weaponoffset_history[OLDEST_READING], dir);
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VectorNormalize( dir );
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BG_ConvertFromVR(dir, NULL, dir);
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VectorScale( dir, velocity * TD_REAL_THROW_VEL_MULT, bolt->s.pos.trDelta );
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realThrow = true;
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}
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else {
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VectorCopy( forwardVec, dir );
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VectorCopy( muzzle, start );
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}
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bolt->classname = "thermal_detonator";
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if ( ent->s.number != 0 )
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{
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// If not the player, cut the damage a bit so we don't get pounded on so much
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damageScale = TD_NPC_DAMAGE_CUT;
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}
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if ( !alt_fire && ent->s.number == 0 )
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{
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// Main fires for the players do a little bit of extra thinking
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bolt->e_ThinkFunc = thinkF_WP_ThermalThink;
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bolt->nextthink = level.time + TD_THINK_TIME;
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bolt->delay = level.time + TD_TIME; // How long 'til she blows
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}
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else
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{
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bolt->e_ThinkFunc = thinkF_thermalDetonatorExplode;
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bolt->nextthink = level.time + TD_TIME; // How long 'til she blows
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}
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bolt->mass = 10;
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// How 'bout we give this thing a size...
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VectorSet( bolt->mins, -4.0f, -4.0f, -4.0f );
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VectorSet( bolt->maxs, 4.0f, 4.0f, 4.0f );
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bolt->clipmask = MASK_SHOT;
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bolt->clipmask &= ~CONTENTS_CORPSE;
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bolt->contents = CONTENTS_SHOTCLIP;
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bolt->takedamage = qtrue;
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bolt->health = 15;
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bolt->e_DieFunc = dieF_thermal_die;
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WP_TraceSetStart( ent, start, bolt->mins, bolt->maxs );//make sure our start point isn't on the other side of a wall
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float chargeAmount = 1.0f; // default of full charge
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if ( ent->client )
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{
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chargeAmount = level.time - ent->client->ps.weaponChargeTime;
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}
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// get charge amount
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chargeAmount = chargeAmount / (float)TD_VELOCITY;
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if ( chargeAmount > 1.0f )
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{
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chargeAmount = 1.0f;
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}
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else if ( chargeAmount < TD_MIN_CHARGE )
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{
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chargeAmount = TD_MIN_CHARGE;
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}
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float thrownSpeed = TD_VELOCITY;
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const qboolean thisIsAShooter = (qboolean)!Q_stricmp( "misc_weapon_shooter", ent->classname);
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if (thisIsAShooter)
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{
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if (ent->delay != 0)
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{
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thrownSpeed = ent->delay;
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}
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}
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// normal ones bounce, alt ones explode on impact
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bolt->s.pos.trType = TR_GRAVITY;
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bolt->owner = ent;
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if (!realThrow) {
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VectorScale( dir, thrownSpeed * chargeAmount, bolt->s.pos.trDelta );
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}
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if ( ent->health > 0 )
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{
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if (!realThrow) {
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bolt->s.pos.trDelta[2] += 120;
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}
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if ( (ent->NPC || (ent->s.number && thisIsAShooter) )
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&& ent->enemy )
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{//NPC or misc_weapon_shooter
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//FIXME: we're assuming he's actually facing this direction...
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vec3_t target;
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VectorCopy( ent->enemy->currentOrigin, target );
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if ( target[2] <= start[2] )
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{
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vec3_t vec;
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VectorSubtract( target, start, vec );
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VectorNormalize( vec );
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VectorMA( target, Q_flrand( 0, -32 ), vec, target );//throw a little short
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}
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target[0] += Q_flrand( -5, 5 )+(Q_flrand(-1.0f, 1.0f)*(6-ent->NPC->currentAim)*2);
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target[1] += Q_flrand( -5, 5 )+(Q_flrand(-1.0f, 1.0f)*(6-ent->NPC->currentAim)*2);
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target[2] += Q_flrand( -5, 5 )+(Q_flrand(-1.0f, 1.0f)*(6-ent->NPC->currentAim)*2);
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WP_LobFire( ent, start, target, bolt->mins, bolt->maxs, bolt->clipmask, bolt->s.pos.trDelta, qtrue, ent->s.number, ent->enemy->s.number );
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}
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else if ( thisIsAShooter && ent->target && !VectorCompare( ent->pos1, vec3_origin ) )
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{//misc_weapon_shooter firing at a position
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WP_LobFire( ent, start, ent->pos1, bolt->mins, bolt->maxs, bolt->clipmask, bolt->s.pos.trDelta, qtrue, ent->s.number, ent->enemy->s.number );
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}
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}
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if ( alt_fire )
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{
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bolt->alt_fire = qtrue;
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}
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else
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{
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bolt->s.eFlags |= EF_BOUNCE_HALF;
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}
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bolt->s.loopSound = G_SoundIndex( "sound/weapons/thermal/thermloop.wav" );
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bolt->damage = weaponData[WP_THERMAL].damage * damageScale;
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bolt->dflags = 0;
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bolt->splashDamage = weaponData[WP_THERMAL].splashDamage * damageScale;
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bolt->splashRadius = weaponData[WP_THERMAL].splashRadius;
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bolt->s.eType = ET_MISSILE;
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bolt->svFlags = SVF_USE_CURRENT_ORIGIN;
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bolt->s.weapon = WP_THERMAL;
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if ( alt_fire )
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{
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bolt->methodOfDeath = MOD_THERMAL_ALT;
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bolt->splashMethodOfDeath = MOD_THERMAL_ALT;//? SPLASH;
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}
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else
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{
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bolt->methodOfDeath = MOD_THERMAL;
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bolt->splashMethodOfDeath = MOD_THERMAL;//? SPLASH;
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}
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bolt->s.pos.trTime = level.time; // move a bit on the very first frame
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VectorCopy( start, bolt->s.pos.trBase );
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SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
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VectorCopy (start, bolt->currentOrigin);
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VectorCopy( start, bolt->pos2 );
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return bolt;
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}
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//---------------------------------------------------------
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gentity_t *WP_DropThermal( gentity_t *ent )
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//---------------------------------------------------------
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{
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AngleVectors( ent->client->ps.viewangles, forwardVec, vrightVec, up );
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CalcEntitySpot( ent, SPOT_WEAPON, muzzle );
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return (WP_FireThermalDetonator( ent, qfalse ));
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}
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