jkxr/Projects/Android/jni/OpenJK/codeJK2/game/wp_flechette.cpp
Simon 99bf86ae8f Almost too many changes to mention!
lots of saber stuff
view angle stuff
height is now correct
6DoF is working
weapon aiming working in a lot of cases
2022-10-03 22:19:00 +01:00

306 lines
No EOL
8.7 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_headers.h"
#include "b_local.h"
#include "g_local.h"
#include "wp_saber.h"
#include "w_local.h"
#include "g_functions.h"
#include "bg_local.h"
//-----------------------
// Golan Arms Flechette
//-----------------------
//---------------------------------------------------------
static void WP_FlechetteMainFire( gentity_t *ent )
//---------------------------------------------------------
{
vec3_t fwd, angs, start;
gentity_t *missile;
float damage = weaponData[WP_FLECHETTE].damage, vel = FLECHETTE_VEL;
vec3_t forward;
if ( ent->client && !ent->NPC)
{
BG_CalculateVRWeaponPosition(start, angs);
AngleVectors(angs, forward, NULL, NULL);
}
else {
VectorCopy( wpMuzzle, start );
VectorCopy(wpFwd, forward);
}
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
// If we aren't the player, we will cut the velocity and damage of the shots
if ( ent->s.number )
{
damage *= 0.75f;
vel *= 0.5f;
}
// 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 < FLECHETTE_SHOTS; i++ )
{
vectoangles( forward, angs );
if ( i == 0 && ent->s.number == 0 )
{
// do nothing on the first shot for the player, this one will hit the crosshairs
}
else
{
angs[PITCH] += Q_flrand(-1.0f, 1.0f) * FLECHETTE_SPREAD;
angs[YAW] += Q_flrand(-1.0f, 1.0f) * FLECHETTE_SPREAD;
}
AngleVectors( angs, fwd, NULL, NULL );
missile = CreateMissile( start, fwd, vel, 10000, ent );
missile->classname = "flech_proj";
missile->s.weapon = WP_FLECHETTE;
VectorSet( missile->maxs, FLECHETTE_SIZE, FLECHETTE_SIZE, FLECHETTE_SIZE );
VectorScale( missile->maxs, -1, missile->mins );
missile->damage = damage;
// 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->dflags = (DAMAGE_DEATH_KNOCKBACK|DAMAGE_EXTRA_KNOCKBACK);
missile->methodOfDeath = MOD_FLECHETTE;
missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
// we don't want it to bounce forever
missile->bounceCount = Q_irand(1,2);
missile->s.eFlags |= EF_BOUNCE_SHRAPNEL;
ent->client->sess.missionStats.shotsFired++;
}
}
//---------------------------------------------------------
void prox_mine_think( gentity_t *ent )
//---------------------------------------------------------
{
int count;
qboolean blow = qfalse;
// if it isn't time to auto-explode, do a small proximity check
if ( ent->delay > level.time )
{
count = G_RadiusList( ent->currentOrigin, FLECHETTE_MINE_RADIUS_CHECK, ent, qtrue, ent_list );
for ( int i = 0; i < count; i++ )
{
if ( ent_list[i]->client && ent_list[i]->health > 0 && ent->activator && ent_list[i]->s.number != ent->activator->s.number )
{
blow = qtrue;
break;
}
}
}
else
{
// well, we must die now
blow = qtrue;
}
if ( blow )
{
// G_Sound( ent, G_SoundIndex( "sound/weapons/flechette/warning.wav" ));
ent->e_ThinkFunc = thinkF_WP_Explode;
ent->nextthink = level.time + 200;
}
else
{
// we probably don't need to do this thinking logic very often...maybe this is fast enough?
ent->nextthink = level.time + 500;
}
}
//---------------------------------------------------------
void prox_mine_stick( gentity_t *self, gentity_t *other, trace_t *trace )
//---------------------------------------------------------
{
// turn us into a generic entity so we aren't running missile code
self->s.eType = ET_GENERAL;
self->s.modelindex = G_ModelIndex("models/weapons2/golan_arms/prox_mine.md3");
self->e_TouchFunc = touchF_NULL;
self->contents = CONTENTS_SOLID;
self->takedamage = qtrue;
self->health = 5;
self->e_DieFunc = dieF_WP_ExplosiveDie;
VectorSet( self->maxs, 5, 5, 5 );
VectorScale( self->maxs, -1, self->mins );
self->activator = self->owner;
self->owner = NULL;
WP_Stick( self, trace );
self->e_ThinkFunc = thinkF_prox_mine_think;
self->nextthink = level.time + 450;
// sticks for twenty seconds, then auto blows.
self->delay = level.time + 20000;
gi.linkentity( self );
}
/* Old Flechette alt-fire code....
//---------------------------------------------------------
static void WP_FlechetteProxMine( gentity_t *ent )
//---------------------------------------------------------
{
gentity_t *missile = CreateMissile( wpMuzzle, wpFwd, FLECHETTE_MINE_VEL, 10000, ent, qtrue );
missile->fxID = G_EffectIndex( "flechette/explosion" );
missile->classname = "proxMine";
missile->s.weapon = WP_FLECHETTE;
missile->s.pos.trType = TR_GRAVITY;
missile->s.eFlags |= EF_MISSILE_STICK;
missile->e_TouchFunc = touchF_prox_mine_stick;
missile->damage = FLECHETTE_MINE_DAMAGE;
missile->methodOfDeath = MOD_EXPLOSIVE;
missile->splashDamage = FLECHETTE_MINE_SPLASH_DAMAGE;
missile->splashRadius = FLECHETTE_MINE_SPLASH_RADIUS;
missile->splashMethodOfDeath = MOD_EXPLOSIVE_SPLASH;
missile->clipmask = MASK_SHOT;
// we don't want it to bounce forever
missile->bounceCount = 0;
}
*/
//----------------------------------------------
void WP_flechette_alt_blow( gentity_t *ent )
//----------------------------------------------
{
EvaluateTrajectory( &ent->s.pos, level.time, ent->currentOrigin ); // Not sure if this is even necessary, but correct origins are cool?
G_RadiusDamage( ent->currentOrigin, ent->owner, ent->splashDamage, ent->splashRadius, NULL, MOD_EXPLOSIVE_SPLASH );
G_PlayEffect( "flechette/alt_blow", ent->currentOrigin );
G_FreeEntity( ent );
}
//------------------------------------------------------------------------------
static void WP_CreateFlechetteBouncyThing( vec3_t start, vec3_t fwd, gentity_t *self )
//------------------------------------------------------------------------------
{
gentity_t *missile = CreateMissile( start, fwd, 950 + Q_flrand(0.0f, 1.0f) * 700, 1500 + Q_flrand(0.0f, 1.0f) * 2000, self, qtrue );
missile->e_ThinkFunc = thinkF_WP_flechette_alt_blow;
missile->s.weapon = WP_FLECHETTE;
missile->classname = "flech_alt";
missile->mass = 4;
// How 'bout we give this thing a size...
VectorSet( missile->mins, -3.0f, -3.0f, -3.0f );
VectorSet( missile->maxs, 3.0f, 3.0f, 3.0f );
missile->clipmask = MASK_SHOT;
missile->clipmask &= ~CONTENTS_CORPSE;
// normal ones bounce, alt ones explode on impact
missile->s.pos.trType = TR_GRAVITY;
missile->s.eFlags |= EF_BOUNCE_HALF;
missile->damage = weaponData[WP_FLECHETTE].altDamage;
missile->dflags = 0;
missile->splashDamage = weaponData[WP_FLECHETTE].splashDamage;
missile->splashRadius = weaponData[WP_FLECHETTE].splashRadius;
missile->svFlags = SVF_USE_CURRENT_ORIGIN;
missile->methodOfDeath = MOD_FLECHETTE_ALT;
missile->splashMethodOfDeath = MOD_FLECHETTE_ALT;
VectorCopy( start, missile->pos2 );
}
//---------------------------------------------------------
static void WP_FlechetteAltFire( gentity_t *self )
//---------------------------------------------------------
{
vec3_t dir, fwd, start, angs;
if ( self->client && !self->NPC)
{
BG_CalculateVRWeaponPosition(start, angs);
}
else {
vectoangles( wpFwd, angs );
VectorCopy( wpMuzzle, start );
}
WP_TraceSetStart( self, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
for ( int i = 0; i < 2; i++ )
{
VectorCopy( angs, dir );
dir[PITCH] -= Q_flrand(0.0f, 1.0f) * 4 + 8; // make it fly upwards
dir[YAW] += Q_flrand(-1.0f, 1.0f) * 2;
AngleVectors( dir, fwd, NULL, NULL );
WP_CreateFlechetteBouncyThing( start, fwd, self );
self->client->sess.missionStats.shotsFired++;
}
}
//---------------------------------------------------------
void WP_FireFlechette( gentity_t *ent, qboolean alt_fire )
//---------------------------------------------------------
{
if ( alt_fire )
{
WP_FlechetteAltFire( ent );
}
else
{
WP_FlechetteMainFire( ent );
}
}