mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 13:47:58 +03:00
262 lines
6.4 KiB
C++
262 lines
6.4 KiB
C++
/*
|
|
===========================================================================
|
|
Copyright (C) 2015 the OpenMoHAA team
|
|
|
|
This file is part of OpenMoHAA source code.
|
|
|
|
OpenMoHAA source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
|
|
// player_combat.cpp: Player combat system and combat utility functions
|
|
//
|
|
|
|
#include "player.h"
|
|
#include "weaputils.h"
|
|
|
|
static Entity *FindClosestEntityInRadius
|
|
(
|
|
Vector origin,
|
|
Vector forward,
|
|
float fov,
|
|
float maxdist
|
|
)
|
|
|
|
{
|
|
float dist,dot;
|
|
float fovdot = cos( fov * 0.5 * M_PI / 180.0 );
|
|
Entity *ent;
|
|
Entity *bestent=NULL;
|
|
int bestdist = 999999;
|
|
qboolean valid_entity;
|
|
|
|
// Find closest enemy in radius
|
|
ent = findradius( NULL, origin, maxdist );
|
|
|
|
while( ent )
|
|
{
|
|
valid_entity = false;
|
|
|
|
if( ent->flags & FL_AUTOAIM )
|
|
{
|
|
valid_entity = true;
|
|
}
|
|
|
|
if ( valid_entity )
|
|
{
|
|
// Check to see if the enemy is closest to us
|
|
Vector delta = ( ent->centroid ) - origin;
|
|
|
|
dist = delta.length();
|
|
|
|
if ( dist < bestdist )
|
|
{
|
|
delta.normalize();
|
|
|
|
// It's close, now check to see if it's in our FOV.
|
|
dot = DotProduct( forward, delta );
|
|
|
|
if ( dot > fovdot )
|
|
{
|
|
trace_t trace;
|
|
// Do a trace to see if we can get to it
|
|
trace = G_Trace( origin,
|
|
vec_zero,
|
|
vec_zero,
|
|
ent->centroid,
|
|
NULL,
|
|
MASK_OPAQUE,
|
|
false,
|
|
"FindClosestEntityInRadius" );
|
|
|
|
if ( ( trace.ent && trace.entityNum == ent->entnum ) || ( trace.fraction == 1 ) )
|
|
{
|
|
// dir = delta;
|
|
bestent = ent;
|
|
bestdist = dist;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
ent = findradius( ent, origin, maxdist );
|
|
}
|
|
return bestent;
|
|
}
|
|
|
|
Entity *Player::FindEnemyInFOVFromTagWithOffset
|
|
(
|
|
float fov,
|
|
float maxdist,
|
|
str tagname,
|
|
Vector offset
|
|
)
|
|
|
|
{
|
|
vec3_t mat[3];
|
|
orientation_t tag_or;
|
|
|
|
GetTagPositionAndOrientation( gi.Tag_NumForName( edict->tiki, tagname ), &tag_or );
|
|
|
|
AnglesToAxis( torsoAngles, mat );
|
|
|
|
//G_DebugLine( tag_or.origin + offset, tag_or.origin + offset + Vector( mat[0] ) * 100, 1,1,1,1 );
|
|
|
|
return FindClosestEntityInRadius( tag_or.origin + offset, mat[0], fov, maxdist );
|
|
}
|
|
|
|
//====================
|
|
//FindEnemyInFOV
|
|
//Returns entity if an enemy is in the player's FOV
|
|
//====================
|
|
Entity *Player::FindEnemyInFOV
|
|
(
|
|
float fov,
|
|
float maxdist
|
|
)
|
|
|
|
{
|
|
vec3_t mat[3];
|
|
|
|
AnglesToAxis( headAngles, mat );
|
|
return FindClosestEntityInRadius( this->centroid, mat[0], fov, maxdist );
|
|
}
|
|
|
|
//====================
|
|
//AdjustAnglesForAttack
|
|
//Adjust the player angles toward an enemy if they are attacking it
|
|
//====================
|
|
void Player::AdjustAnglesForAttack
|
|
(
|
|
void
|
|
)
|
|
|
|
{
|
|
/*
|
|
Vector dir;
|
|
Vector newAngles;
|
|
Vector moveToAngles;
|
|
|
|
if ( FindEnemyInFOV( 180, 1000 ) )
|
|
{
|
|
G_DrawCoordSystem( origin, dir,dir,dir,100 );
|
|
|
|
if ( buttons & ( BUTTON_ATTACKRIGHT|BUTTON_ATTACKLEFT ) )
|
|
{
|
|
// Adjust for a percentage of the total
|
|
float deltayaw = AngleSubtract( dir.toYaw(), v_angle[YAW] );
|
|
|
|
if ( fabs( deltayaw ) > 5 )
|
|
{
|
|
v_angle[YAW] += deltayaw * 0.1f;
|
|
client->ps.delta_angles[YAW] += ANGLE2SHORT( deltayaw * 0.1f );
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
//====================
|
|
//useWeapon
|
|
//====================
|
|
void Player::useWeapon
|
|
(
|
|
const char *weaponname,
|
|
weaponhand_t hand
|
|
)
|
|
|
|
{
|
|
Weapon *weapon;
|
|
|
|
weapon = ( Weapon * )FindItem( weaponname );
|
|
|
|
// Check to see if player has the weapon
|
|
if ( !weapon )
|
|
{
|
|
warning( "Player::useWeapon", "Player does not have weapon %s", weaponname );
|
|
return;
|
|
}
|
|
|
|
useWeapon( weapon, hand );
|
|
}
|
|
|
|
void Player::useWeapon
|
|
(
|
|
Weapon *weapon,
|
|
weaponhand_t hand
|
|
)
|
|
{
|
|
Weapon * activeWeapon;
|
|
|
|
if( !weapon )
|
|
{
|
|
warning( "Player::useWeapon", "Null weapon used.\n" );
|
|
return;
|
|
}
|
|
|
|
// Check to see if we are already in the process of using a new weapon.
|
|
if( newActiveWeapon.weapon )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( weapon->isSubclassOf( Weapon ) )
|
|
{
|
|
|
|
// Check to see if weapon has ammo and if useNoAmmo is allowed
|
|
if( !weapon->HasAmmo( FIRE_PRIMARY ) && !weapon->HasAmmo( FIRE_SECONDARY ) && !weapon->GetUseNoAmmo() )
|
|
{
|
|
Sound( "snd_noammo" );
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Now get the active weapon in the specified hand
|
|
activeWeapon = GetActiveWeapon( hand );
|
|
|
|
// Check to see if this weapon is already being used in this hand and just put it away and return
|
|
if( activeWeapon == weapon )
|
|
{
|
|
// Set the putaway flag to true. The state machine will then play the correct animation to put away the active weapon
|
|
activeWeapon->PutAway();
|
|
return;
|
|
}
|
|
|
|
// If activeWeapon is set, and it's not == weapon then put away this weapon
|
|
if( activeWeapon )
|
|
{
|
|
// Set the putaway flag to true. The state machine will then play the correct animation to put away the active weapon
|
|
activeWeapon->PutAway();
|
|
}
|
|
|
|
// Check to see if this weapon is being used in a different hand and put it away as well (if it's in a different hand)
|
|
if( IsActiveWeapon( weapon ) )
|
|
{
|
|
weapon->PutAway();
|
|
}
|
|
|
|
// Set the newActiveWeapon as the weapon specified, the state machine will play the appropriate animation and
|
|
// trigger when to attach it to the player model.
|
|
newActiveWeapon.weapon = weapon;
|
|
newActiveWeapon.hand = hand;
|
|
}
|
|
|
|
void Player::AcquireHeadTarget
|
|
(
|
|
void
|
|
)
|
|
{
|
|
|
|
}
|