jkxr/Projects/Android/jni/OpenJK/code/game/wp_rocket_launcher.cpp
Simon 52061d9040 Big improvement to disruptor
better handling for NPC controlling (though it still doesn't feel very good)
2022-11-21 21:56:59 +00:00

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