mirror of
https://github.com/DrBeef/JKXR.git
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52061d9040
better handling for NPC controlling (though it still doesn't feel very good)
320 lines
8.8 KiB
C++
320 lines
8.8 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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//-----------------------
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// Rocket Launcher
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//-----------------------
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//---------------------------------------------------------
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void rocketThink( gentity_t *ent )
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//---------------------------------------------------------
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{
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vec3_t newdir, targetdir,
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up={0,0,1}, right;
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vec3_t org;
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float dot, dot2;
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if ( ent->disconnectDebounceTime && ent->disconnectDebounceTime < level.time )
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{//time's up, we're done, remove us
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if ( ent->lockCount )
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{//explode when die
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WP_ExplosiveDie( ent, ent->owner, ent->owner, 0, MOD_UNKNOWN, 0, HL_NONE );
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}
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else
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{//just remove when die
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G_FreeEntity( ent );
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}
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return;
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}
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if ( ent->enemy && ent->enemy->inuse )
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{
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float vel = (ent->spawnflags&1)?ent->speed:ROCKET_VELOCITY;
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float newDirMult = ent->angle?ent->angle*2.0f:1.0f;
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float oldDirMult = ent->angle?(1.0f-ent->angle)*2.0f:1.0f;
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if ( (ent->spawnflags&1) )
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{//vehicle rocket
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if ( ent->enemy->client && ent->enemy->client->NPC_class == CLASS_VEHICLE )
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{//tracking another vehicle
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if ( ent->enemy->client->ps.speed+ent->speed > vel )
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{
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vel = ent->enemy->client->ps.speed+ent->speed;
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}
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}
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}
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VectorCopy( ent->enemy->currentOrigin, org );
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org[2] += (ent->enemy->mins[2] + ent->enemy->maxs[2]) * 0.5f;
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if ( ent->enemy->client )
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{
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switch( ent->enemy->client->NPC_class )
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{
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case CLASS_ATST:
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org[2] += 80;
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break;
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case CLASS_MARK1:
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org[2] += 40;
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break;
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case CLASS_PROBE:
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org[2] += 60;
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break;
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default:
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break;
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}
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if ( !TIMER_Done( ent->enemy, "flee" ) )
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{
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TIMER_Set( ent->enemy, "rocketChasing", 500 );
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}
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}
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VectorSubtract( org, ent->currentOrigin, targetdir );
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VectorNormalize( targetdir );
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// Now the rocket can't do a 180 in space, so we'll limit the turn to about 45 degrees.
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dot = DotProduct( targetdir, ent->movedir );
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// a dot of 1.0 means right-on-target.
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if ( dot < 0.0f )
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{
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// Go in the direction opposite, start a 180.
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CrossProduct( ent->movedir, up, right );
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dot2 = DotProduct( targetdir, right );
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if ( dot2 > 0 )
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{
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// Turn 45 degrees right.
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VectorMA( ent->movedir, 0.3f*newDirMult, right, newdir );
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}
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else
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{
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// Turn 45 degrees left.
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VectorMA(ent->movedir, -0.3f*newDirMult, right, newdir);
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}
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// Yeah we've adjusted horizontally, but let's split the difference vertically, so we kinda try to move towards it.
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newdir[2] = ( (targetdir[2]*newDirMult) + (ent->movedir[2]*oldDirMult) ) * 0.5;
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// slowing down coupled with fairly tight turns can lead us to orbit an enemy..looks bad so don't do it!
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// vel *= 0.5f;
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}
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else if ( dot < 0.70f )
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{
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// Still a bit off, so we turn a bit softer
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VectorMA( ent->movedir, 0.5f*newDirMult, targetdir, newdir );
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}
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else
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{
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// getting close, so turn a bit harder
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VectorMA( ent->movedir, 0.9f*newDirMult, targetdir, newdir );
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}
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// add crazy drunkenness
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for ( int i = 0; i < 3; i++ )
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{
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newdir[i] += Q_flrand(-1.0f, 1.0f) * ent->random * 0.25f;
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}
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// decay the randomness
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ent->random *= 0.9f;
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if ( ent->enemy->client
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&& ent->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE )
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{//tracking a client who's on the ground, aim at the floor...?
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// Try to crash into the ground if we get close enough to do splash damage
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float dis = Distance( ent->currentOrigin, org );
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if ( dis < 128 )
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{
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// the closer we get, the more we push the rocket down, heh heh.
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newdir[2] -= (1.0f - (dis / 128.0f)) * 0.6f;
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}
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}
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VectorNormalize( newdir );
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VectorScale( newdir, vel * 0.5f, ent->s.pos.trDelta );
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VectorCopy( newdir, ent->movedir );
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SnapVector( ent->s.pos.trDelta ); // save net bandwidth
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VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
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ent->s.pos.trTime = level.time;
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}
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ent->nextthink = level.time + ROCKET_ALT_THINK_TIME; // Nothing at all spectacular happened, continue.
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return;
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}
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//---------------------------------------------------------
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void WP_FireRocket( gentity_t *ent, qboolean alt_fire )
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//---------------------------------------------------------
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{
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vec3_t start;
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int damage = weaponData[WP_ROCKET_LAUNCHER].damage;
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float vel = ROCKET_VELOCITY;
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if ( alt_fire )
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{
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vel *= 0.5f;
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}
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vec3_t angs, forward;
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if ( BG_UseVRPosition(ent))
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{
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BG_CalculateVRWeaponPosition(muzzle, angs);
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AngleVectors(angs, forward, NULL, NULL);
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}
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else {
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VectorCopy(forwardVec, forward);
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}
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VectorCopy( muzzle, start );
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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gentity_t *missile = CreateMissile( start, forward, vel, 10000, ent, alt_fire );
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missile->classname = "rocket_proj";
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missile->s.weapon = WP_ROCKET_LAUNCHER;
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missile->mass = 10;
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// Do the damages
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if ( ent->s.number != 0 )
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{
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if ( g_spskill->integer == 0 )
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{
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damage = ROCKET_NPC_DAMAGE_EASY;
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}
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else if ( g_spskill->integer == 1 )
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{
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damage = ROCKET_NPC_DAMAGE_NORMAL;
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}
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else
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{
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damage = ROCKET_NPC_DAMAGE_HARD;
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}
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if (ent->client && ent->client->NPC_class==CLASS_BOBAFETT)
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{
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damage = damage/2;
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}
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}
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if ( alt_fire )
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{
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int lockEntNum, lockTime;
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if ( ent->NPC && ent->enemy )
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{
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lockEntNum = ent->enemy->s.number;
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lockTime = Q_irand( 600, 1200 );
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}
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else
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{
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lockEntNum = g_rocketLockEntNum;
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lockTime = g_rocketLockTime;
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}
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// we'll consider attempting to lock this little poochie onto some baddie.
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if ( (lockEntNum > 0 || (ent->NPC && lockEntNum >= 0)) && lockEntNum < ENTITYNUM_WORLD && lockTime > 0 )
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{
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// take our current lock time and divide that by 8 wedge slices to get the current lock amount
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int dif = ( level.time - lockTime ) / ( 1200.0f / 8.0f );
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if ( dif < 0 )
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{
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dif = 0;
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}
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else if ( dif > 8 )
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{
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dif = 8;
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}
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// if we are fully locked, always take on the enemy.
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// Also give a slight advantage to higher, but not quite full charges.
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// Finally, just give any amount of charge a very slight random chance of locking.
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if ( dif == 8 || Q_flrand(0.0f, 1.0f) * dif > 2 || Q_flrand(0.0f, 1.0f) > 0.97f )
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{
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missile->enemy = &g_entities[lockEntNum];
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if ( missile->enemy
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&& missile->enemy->inuse )//&& DistanceSquared( missile->currentOrigin, missile->enemy->currentOrigin ) < 262144 && InFOV( missile->currentOrigin, missile->enemy->currentOrigin, missile->enemy->client->ps.viewangles, 45, 45 ) )
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{
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if ( missile->enemy->client
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&& (missile->enemy->client->ps.forcePowersKnown&(1<<FP_PUSH))
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&& missile->enemy->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_0 )
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{//have force push, don't flee from homing rockets
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}
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else
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{
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vec3_t dir, dir2;
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AngleVectors( missile->enemy->currentAngles, dir, NULL, NULL );
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AngleVectors( ent->client->renderInfo.eyeAngles, dir2, NULL, NULL );
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if ( DotProduct( dir, dir2 ) < 0.0f )
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{
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G_StartFlee( missile->enemy, ent, missile->enemy->currentOrigin, AEL_DANGER_GREAT, 3000, 5000 );
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if ( !TIMER_Done( missile->enemy, "flee" ) )
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{
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TIMER_Set( missile->enemy, "rocketChasing", 500 );
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}
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}
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}
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}
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}
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}
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VectorCopy( forwardVec, missile->movedir );
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missile->e_ThinkFunc = thinkF_rocketThink;
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missile->random = 1.0f;
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missile->nextthink = level.time + ROCKET_ALT_THINK_TIME;
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}
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// Make it easier to hit things
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VectorSet( missile->maxs, ROCKET_SIZE, ROCKET_SIZE, ROCKET_SIZE );
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VectorScale( missile->maxs, -1, missile->mins );
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missile->damage = damage;
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missile->dflags = DAMAGE_DEATH_KNOCKBACK;
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if ( alt_fire )
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{
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missile->methodOfDeath = MOD_ROCKET_ALT;
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missile->splashMethodOfDeath = MOD_ROCKET_ALT;// ?SPLASH;
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}
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else
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{
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missile->methodOfDeath = MOD_ROCKET;
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missile->splashMethodOfDeath = MOD_ROCKET;// ?SPLASH;
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}
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missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
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missile->splashDamage = weaponData[WP_ROCKET_LAUNCHER].splashDamage;
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missile->splashRadius = weaponData[WP_ROCKET_LAUNCHER].splashRadius;
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// we don't want it to ever bounce
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missile->bounceCount = 0;
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}
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