jedi-outcast/CODE-mp/game/w_force.c
2013-04-22 15:47:11 +10:00

4996 lines
124 KiB
C

#include "g_local.h"
#include "w_saber.h"
#include "ai_main.h"
#include "../ghoul2/g2.h"
#define METROID_JUMP 1
extern bot_state_t *botstates[MAX_CLIENTS];
int speedLoopSound = 0;
int rageLoopSound = 0;
int protectLoopSound = 0;
int absorbLoopSound = 0;
int seeLoopSound = 0;
int ysalamiriLoopSound = 0;
#define FORCE_VELOCITY_DAMAGE 0
int ForceShootDrain( gentity_t *self );
gentity_t *G_PreDefSound(vec3_t org, int pdSound)
{
gentity_t *te;
te = G_TempEntity( org, EV_PREDEFSOUND );
te->s.eventParm = pdSound;
VectorCopy(org, te->s.origin);
return te;
}
qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold )
{
vec3_t dir, forward, angles;
float dot;
VectorSubtract( spot, from, dir );
dir[2] = 0;
VectorNormalize( dir );
VectorCopy( fromAngles, angles );
angles[0] = 0;
AngleVectors( angles, forward, NULL, NULL );
dot = DotProduct( dir, forward );
return (dot > threshHold);
}
int forcePowerMinRank[NUM_FORCE_POWER_LEVELS][NUM_FORCE_POWERS] = //0 == neutral
{
{
999,//FP_HEAL,//instant
999,//FP_LEVITATION,//hold/duration
999,//FP_SPEED,//duration
999,//FP_PUSH,//hold/duration
999,//FP_PULL,//hold/duration
999,//FP_TELEPATHY,//instant
999,//FP_GRIP,//hold/duration
999,//FP_LIGHTNING,//hold/duration
999,//FP_RAGE,//duration
999,//FP_PROTECT,//duration
999,//FP_ABSORB,//duration
999,//FP_TEAM_HEAL,//instant
999,//FP_TEAM_FORCE,//instant
999,//FP_DRAIN,//hold/duration
999,//FP_SEE,//duration
999,//FP_SABERATTACK,
999,//FP_SABERDEFEND,
999//FP_SABERTHROW,
//NUM_FORCE_POWERS
},
{
10,//FP_HEAL,//instant
0,//FP_LEVITATION,//hold/duration
0,//FP_SPEED,//duration
0,//FP_PUSH,//hold/duration
0,//FP_PULL,//hold/duration
10,//FP_TELEPATHY,//instant
15,//FP_GRIP,//hold/duration
10,//FP_LIGHTNING,//hold/duration
15,//FP_RAGE,//duration
15,//FP_PROTECT,//duration
15,//FP_ABSORB,//duration
10,//FP_TEAM_HEAL,//instant
10,//FP_TEAM_FORCE,//instant
10,//FP_DRAIN,//hold/duration
5,//FP_SEE,//duration
0,//FP_SABERATTACK,
0,//FP_SABERDEFEND,
0//FP_SABERTHROW,
//NUM_FORCE_POWERS
},
{
10,//FP_HEAL,//instant
0,//FP_LEVITATION,//hold/duration
0,//FP_SPEED,//duration
0,//FP_PUSH,//hold/duration
0,//FP_PULL,//hold/duration
10,//FP_TELEPATHY,//instant
15,//FP_GRIP,//hold/duration
10,//FP_LIGHTNING,//hold/duration
15,//FP_RAGE,//duration
15,//FP_PROTECT,//duration
15,//FP_ABSORB,//duration
10,//FP_TEAM_HEAL,//instant
10,//FP_TEAM_FORCE,//instant
10,//FP_DRAIN,//hold/duration
5,//FP_SEE,//duration
5,//FP_SABERATTACK,
5,//FP_SABERDEFEND,
5//FP_SABERTHROW,
//NUM_FORCE_POWERS
},
{
10,//FP_HEAL,//instant
0,//FP_LEVITATION,//hold/duration
0,//FP_SPEED,//duration
0,//FP_PUSH,//hold/duration
0,//FP_PULL,//hold/duration
10,//FP_TELEPATHY,//instant
15,//FP_GRIP,//hold/duration
10,//FP_LIGHTNING,//hold/duration
15,//FP_RAGE,//duration
15,//FP_PROTECT,//duration
15,//FP_ABSORB,//duration
10,//FP_TEAM_HEAL,//instant
10,//FP_TEAM_FORCE,//instant
10,//FP_DRAIN,//hold/duration
5,//FP_SEE,//duration
10,//FP_SABERATTACK,
10,//FP_SABERDEFEND,
10//FP_SABERTHROW,
//NUM_FORCE_POWERS
}
};
void WP_InitForcePowers( gentity_t *ent )
{
int i;
int i_r;
int maxRank = g_maxForceRank.integer;
qboolean warnClient = qfalse;
qboolean warnClientLimit = qfalse;
char userinfo[MAX_INFO_STRING];
char forcePowers[256];
char readBuf[256];
int lastFPKnown = -1;
qboolean didEvent = qfalse;
if (!maxRank)
{ //if server has no max rank, default to max (50)
maxRank = FORCE_MASTERY_JEDI_MASTER;
}
/*
if (g_forcePowerDisable.integer)
{
maxRank = FORCE_MASTERY_UNINITIATED;
}
*/
//rww - don't do this
if ( !ent || !ent->client )
{
return;
}
ent->client->ps.fd.saberAnimLevel = ent->client->sess.saberLevel;
if (ent->client->ps.fd.saberAnimLevel < FORCE_LEVEL_1 ||
ent->client->ps.fd.saberAnimLevel > FORCE_LEVEL_3)
{
ent->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1;
}
if (!speedLoopSound)
{ //so that the client configstring is already modified with this when we need it
speedLoopSound = G_SoundIndex("sound/weapons/force/speedloop.wav");
}
if (!rageLoopSound)
{
rageLoopSound = G_SoundIndex("sound/weapons/force/rageloop.wav");
}
if (!absorbLoopSound)
{
absorbLoopSound = G_SoundIndex("sound/weapons/force/absorbloop.wav");
}
if (!protectLoopSound)
{
protectLoopSound = G_SoundIndex("sound/weapons/force/protectloop.wav");
}
if (!seeLoopSound)
{
seeLoopSound = G_SoundIndex("sound/weapons/force/seeloop.wav");
}
if (!ysalamiriLoopSound)
{
ysalamiriLoopSound = G_SoundIndex("sound/player/nullifyloop.wav");
}
i = 0;
while (i < NUM_FORCE_POWERS)
{
ent->client->ps.fd.forcePowerLevel[i] = 0;
ent->client->ps.fd.forcePowersKnown &= ~(1 << i);
i++;
}
ent->client->ps.fd.forcePowerSelected = -1;
ent->client->ps.fd.forceSide = 0;
trap_GetUserinfo( ent->s.number, userinfo, sizeof( userinfo ) );
Q_strncpyz( forcePowers, Info_ValueForKey (userinfo, "forcepowers"), sizeof( forcePowers ) );
if ( ent->r.svFlags & SVF_BOT && botstates[ent->s.number] )
{ //if it's a bot just copy the info directly from its personality
Com_sprintf(forcePowers, sizeof(forcePowers), "%s\0", botstates[ent->s.number]->forceinfo);
}
//rww - parse through the string manually and eat out all the appropriate data
i = 0;
if (g_forceBasedTeams.integer)
{
if (ent->client->sess.sessionTeam == TEAM_RED)
{
warnClient = !(BG_LegalizedForcePowers(forcePowers, maxRank, HasSetSaberOnly(), FORCE_DARKSIDE, g_gametype.integer, g_forcePowerDisable.integer));
}
else if (ent->client->sess.sessionTeam == TEAM_BLUE)
{
warnClient = !(BG_LegalizedForcePowers(forcePowers, maxRank, HasSetSaberOnly(), FORCE_LIGHTSIDE, g_gametype.integer, g_forcePowerDisable.integer));
}
else
{
warnClient = !(BG_LegalizedForcePowers(forcePowers, maxRank, HasSetSaberOnly(), 0, g_gametype.integer, g_forcePowerDisable.integer));
}
}
else
{
warnClient = !(BG_LegalizedForcePowers(forcePowers, maxRank, HasSetSaberOnly(), 0, g_gametype.integer, g_forcePowerDisable.integer));
}
i_r = 0;
while (forcePowers[i] && forcePowers[i] != '-')
{
readBuf[i_r] = forcePowers[i];
i_r++;
i++;
}
readBuf[i_r] = 0;
//THE RANK
ent->client->ps.fd.forceRank = atoi(readBuf);
i++;
i_r = 0;
while (forcePowers[i] && forcePowers[i] != '-')
{
readBuf[i_r] = forcePowers[i];
i_r++;
i++;
}
readBuf[i_r] = 0;
//THE SIDE
ent->client->ps.fd.forceSide = atoi(readBuf);
i++;
i_r = 0;
while (forcePowers[i] && forcePowers[i] != '\n' &&
i_r < NUM_FORCE_POWERS)
{
readBuf[0] = forcePowers[i];
readBuf[1] = 0;
ent->client->ps.fd.forcePowerLevel[i_r] = atoi(readBuf);
if (ent->client->ps.fd.forcePowerLevel[i_r])
{
ent->client->ps.fd.forcePowersKnown |= (1 << i_r);
}
else
{
ent->client->ps.fd.forcePowersKnown &= ~(1 << i_r);
}
i++;
i_r++;
}
//THE POWERS
if (HasSetSaberOnly())
{
gentity_t *te = G_TempEntity( vec3_origin, EV_SET_FREE_SABER );
te->r.svFlags |= SVF_BROADCAST;
te->s.eventParm = 1;
}
else
{
gentity_t *te = G_TempEntity( vec3_origin, EV_SET_FREE_SABER );
te->r.svFlags |= SVF_BROADCAST;
te->s.eventParm = 0;
}
if (g_forcePowerDisable.integer)
{
gentity_t *te = G_TempEntity( vec3_origin, EV_SET_FORCE_DISABLE );
te->r.svFlags |= SVF_BROADCAST;
te->s.eventParm = 1;
}
else
{
gentity_t *te = G_TempEntity( vec3_origin, EV_SET_FORCE_DISABLE );
te->r.svFlags |= SVF_BROADCAST;
te->s.eventParm = 0;
}
//rww - It seems we currently want to always do this, even if the player isn't exceeding the max
//rank, so..
if (g_gametype.integer == GT_TOURNAMENT)
{ //totally messes duel up to force someone into spec mode, and besides, each "round" is
//counted as a full restart
ent->client->sess.setForce = qtrue;
}
if (warnClient || !ent->client->sess.setForce)
{ //the client's rank is too high for the server and has been autocapped, so tell them
if (g_gametype.integer != GT_HOLOCRON && g_gametype.integer != GT_JEDIMASTER)
{
#ifdef EVENT_FORCE_RANK
gentity_t *te = G_TempEntity( vec3_origin, EV_GIVE_NEW_RANK );
te->r.svFlags |= SVF_BROADCAST;
te->s.trickedentindex = ent->s.number;
te->s.eventParm = maxRank;
te->s.bolt1 = 0;
#endif
didEvent = qtrue;
if (!(ent->r.svFlags & SVF_BOT) && g_gametype.integer != GT_TOURNAMENT)
{
if (g_gametype.integer < GT_TEAM || !g_teamAutoJoin.integer)
{
//Make them a spectator so they can set their powerups up without being bothered.
ent->client->sess.sessionTeam = TEAM_SPECTATOR;
ent->client->sess.spectatorState = SPECTATOR_FREE;
ent->client->sess.spectatorClient = 0;
ent->client->pers.teamState.state = TEAM_BEGIN;
}
}
#ifdef EVENT_FORCE_RANK
te->s.bolt2 = ent->client->sess.sessionTeam;
#else
//Event isn't very reliable, I made it a string. This way I can send it to just one
//client also, as opposed to making a broadcast event.
trap_SendServerCommand(ent->s.number, va("nfr %i %i %i", maxRank, 1, ent->client->sess.sessionTeam));
//Arg1 is new max rank, arg2 is non-0 if force menu should be shown, arg3 is the current team
#endif
}
ent->client->sess.setForce = qtrue;
}
if (!didEvent)
{
#ifdef EVENT_FORCE_RANK
gentity_t *te = G_TempEntity( vec3_origin, EV_GIVE_NEW_RANK );
te->r.svFlags |= SVF_BROADCAST;
te->s.trickedentindex = ent->s.number;
te->s.eventParm = maxRank;
te->s.bolt1 = 1;
te->s.bolt2 = ent->client->sess.sessionTeam;
#else
trap_SendServerCommand(ent->s.number, va("nfr %i %i %i", maxRank, 0, ent->client->sess.sessionTeam));
#endif
}
if (warnClientLimit)
{ //the server has one or more force powers disabled and the client is using them in his config
//trap_SendServerCommand(ent-g_entities, va("print \"The server has one or more force powers that you have chosen disabled.\nYou will not be able to use the disable force power(s) while playing on this server.\n\""));
}
i = 0;
while (i < NUM_FORCE_POWERS)
{
if ((ent->client->ps.fd.forcePowersKnown & (1 << i)) &&
!ent->client->ps.fd.forcePowerLevel[i])
{ //err..
ent->client->ps.fd.forcePowersKnown &= ~(1 << i);
}
else
{
if (i != FP_LEVITATION && i != FP_SABERATTACK && i != FP_SABERDEFEND && i != FP_SABERTHROW)
{
lastFPKnown = i;
}
}
i++;
}
if (ent->client->ps.fd.forcePowersKnown & ent->client->sess.selectedFP)
{
ent->client->ps.fd.forcePowerSelected = ent->client->sess.selectedFP;
}
if (!(ent->client->ps.fd.forcePowersKnown & (1 << ent->client->ps.fd.forcePowerSelected)))
{
if (lastFPKnown != -1)
{
ent->client->ps.fd.forcePowerSelected = lastFPKnown;
}
else
{
ent->client->ps.fd.forcePowerSelected = 0;
}
}
while (i < NUM_FORCE_POWERS)
{
ent->client->ps.fd.forcePowerBaseLevel[i] = ent->client->ps.fd.forcePowerLevel[i];
i++;
}
ent->client->ps.fd.forceUsingAdded = 0;
}
void WP_SpawnInitForcePowers( gentity_t *ent )
{
int i = 0;
ent->client->ps.saberAttackChainCount = 0;
i = 0;
while (i < NUM_FORCE_POWERS)
{
if (ent->client->ps.fd.forcePowersActive & (1 << i))
{
WP_ForcePowerStop(ent, i);
}
i++;
}
ent->client->ps.fd.forceDeactivateAll = 0;
ent->client->ps.fd.forcePower = ent->client->ps.fd.forcePowerMax = FORCE_POWER_MAX;
ent->client->ps.fd.forcePowerRegenDebounceTime = 0;
ent->client->ps.fd.forceGripEntityNum = ENTITYNUM_NONE;
ent->client->ps.fd.forceMindtrickTargetIndex = 0;
ent->client->ps.fd.forceMindtrickTargetIndex2 = 0;
ent->client->ps.fd.forceMindtrickTargetIndex3 = 0;
ent->client->ps.fd.forceMindtrickTargetIndex4 = 0;
ent->client->ps.holocronBits = 0;
i = 0;
while (i < NUM_FORCE_POWERS)
{
ent->client->ps.holocronsCarried[i] = 0;
i++;
}
if (g_gametype.integer == GT_HOLOCRON)
{
i = 0;
while (i < NUM_FORCE_POWERS)
{
ent->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_0;
i++;
}
if (HasSetSaberOnly())
{
if (ent->client->ps.fd.forcePowerLevel[FP_SABERATTACK] < FORCE_LEVEL_1)
{
ent->client->ps.fd.forcePowerLevel[FP_SABERATTACK] = FORCE_LEVEL_1;
}
if (ent->client->ps.fd.forcePowerLevel[FP_SABERDEFEND] < FORCE_LEVEL_1)
{
ent->client->ps.fd.forcePowerLevel[FP_SABERDEFEND] = FORCE_LEVEL_1;
}
}
}
i = 0;
while (i < NUM_FORCE_POWERS)
{
ent->client->ps.fd.forcePowerDebounce[i] = 0;
ent->client->ps.fd.forcePowerDuration[i] = 0;
i++;
}
ent->client->ps.fd.forcePowerRegenDebounceTime = 0;
ent->client->ps.fd.forceJumpZStart = 0;
ent->client->ps.fd.forceJumpCharge = 0;
ent->client->ps.fd.forceJumpSound = 0;
ent->client->ps.fd.forceGripDamageDebounceTime = 0;
ent->client->ps.fd.forceGripBeingGripped = 0;
ent->client->ps.fd.forceGripCripple = 0;
ent->client->ps.fd.forceGripUseTime = 0;
ent->client->ps.fd.forceGripSoundTime = 0;
ent->client->ps.fd.forceGripStarted = 0;
ent->client->ps.fd.forceSpeedSmash = 0;
ent->client->ps.fd.forceSpeedDoDamage = 0;
ent->client->ps.fd.forceSpeedHitIndex = 0;
ent->client->ps.fd.forceHealTime = 0;
ent->client->ps.fd.forceHealAmount = 0;
ent->client->ps.fd.forceRageRecoveryTime = 0;
ent->client->ps.fd.forceDrainEntNum = ENTITYNUM_NONE;
ent->client->ps.fd.forceDrainTime = 0;
i = 0;
while (i < NUM_FORCE_POWERS)
{
if ((ent->client->ps.fd.forcePowersKnown & (1 << i)) &&
!ent->client->ps.fd.forcePowerLevel[i])
{ //err..
ent->client->ps.fd.forcePowersKnown &= ~(1 << i);
}
i++;
}
}
int ForcePowerUsableOn(gentity_t *attacker, gentity_t *other, forcePowers_t forcePower)
{
if (other && other->client && other->client->ps.usingATST)
{
return 0;
}
if (other && other->client && BG_HasYsalamiri(g_gametype.integer, &other->client->ps))
{
return 0;
}
if (attacker && attacker->client && !BG_CanUseFPNow(g_gametype.integer, &attacker->client->ps, level.time, forcePower))
{
return 0;
}
//Dueling fighters cannot use force powers on others, with the exception of force push when locked with each other
if (attacker && attacker->client && attacker->client->ps.duelInProgress)
{
return 0;
}
if (other && other->client && other->client->ps.duelInProgress)
{
return 0;
}
return 1;
}
qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower )
{
int drain = forcePowerNeeded[self->client->ps.fd.forcePowerLevel[forcePower]][forcePower];
if (self->client->ps.fd.forcePowersActive & (1 << forcePower))
{ //we're probably going to deactivate it..
return qtrue;
}
if ( forcePower == FP_LEVITATION )
{
return qtrue;
}
if ( !drain )
{
return qtrue;
}
if ( self->client->ps.fd.forcePower < drain )
{
return qfalse;
}
return qtrue;
}
qboolean WP_ForcePowerInUse( gentity_t *self, forcePowers_t forcePower )
{
if ( (self->client->ps.fd.forcePowersActive & ( 1 << forcePower )) )
{//already using this power
return qtrue;
}
return qfalse;
}
qboolean WP_ForcePowerUsable( gentity_t *self, forcePowers_t forcePower )
{
if (BG_HasYsalamiri(g_gametype.integer, &self->client->ps))
{
return qfalse;
}
if (self->health <= 0 || self->client->ps.stats[STAT_HEALTH] <= 0 ||
(self->client->ps.eFlags & EF_DEAD))
{
return qfalse;
}
if (self->client->ps.pm_flags & PMF_FOLLOW)
{ //specs can't use powers through people
return qfalse;
}
if (self->client->sess.sessionTeam == TEAM_SPECTATOR)
{
return qfalse;
}
if (!BG_CanUseFPNow(g_gametype.integer, &self->client->ps, level.time, forcePower))
{
return qfalse;
}
if ( !(self->client->ps.fd.forcePowersKnown & ( 1 << forcePower )) )
{//don't know this power
return qfalse;
}
if ( (self->client->ps.fd.forcePowersActive & ( 1 << forcePower )) )
{//already using this power
if (forcePower != FP_LEVITATION)
{
return qfalse;
}
}
if (forcePower == FP_LEVITATION && self->client->fjDidJump)
{
return qfalse;
}
if (!self->client->ps.fd.forcePowerLevel[forcePower])
{
return qfalse;
}
return WP_ForcePowerAvailable( self, forcePower );
}
int WP_AbsorbConversion(gentity_t *attacked, int atdAbsLevel, gentity_t *attacker, int atPower, int atPowerLevel, int atForceSpent)
{
int getLevel = 0;
int addTot = 0;
gentity_t *abSound;
if (atPower != FP_LIGHTNING &&
atPower != FP_DRAIN &&
atPower != FP_GRIP &&
atPower != FP_PUSH &&
atPower != FP_PULL)
{ //Only these powers can be absorbed
return -1;
}
if (!atdAbsLevel)
{ //looks like attacker doesn't have any absorb power
return -1;
}
if (!(attacked->client->ps.fd.forcePowersActive & (1 << FP_ABSORB)))
{ //absorb is not active
return -1;
}
//Subtract absorb power level from the offensive force power
getLevel = atPowerLevel;
getLevel -= atdAbsLevel;
if (getLevel < 0)
{
getLevel = 0;
}
//let the attacker absorb an amount of force used in this attack based on his level of absorb
addTot = (atForceSpent/3)*attacked->client->ps.fd.forcePowerLevel[FP_ABSORB];
if (addTot < 1 && atForceSpent >= 1)
{
addTot = 1;
}
attacked->client->ps.fd.forcePower += addTot;
if (attacked->client->ps.fd.forcePower > 100)
{
attacked->client->ps.fd.forcePower = 100;
}
//play sound indicating that attack was absorbed
if (attacked->client->forcePowerSoundDebounce < level.time)
{
abSound = G_PreDefSound(attacked->client->ps.origin, PDSOUND_ABSORBHIT);
abSound->s.trickedentindex = attacked->s.number;
attacked->client->forcePowerSoundDebounce = level.time + 400;
}
return getLevel;
}
void WP_ForcePowerRegenerate( gentity_t *self, int overrideAmt )
{ //called on a regular interval to regenerate force power.
if ( !self->client )
{
return;
}
if ( overrideAmt )
{ //custom regen amount
self->client->ps.fd.forcePower += overrideAmt;
}
else
{ //otherwise, just 1
self->client->ps.fd.forcePower++;
}
if ( self->client->ps.fd.forcePower > self->client->ps.fd.forcePowerMax )
{ //cap it off at the max (default 100)
self->client->ps.fd.forcePower = self->client->ps.fd.forcePowerMax;
}
}
void WP_ForcePowerStart( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
{ //activate the given force power
int duration = 0;
qboolean hearable = qfalse;
float hearDist = 0;
if (!WP_ForcePowerAvailable( self, forcePower ))
{
return;
}
//hearable and hearDist are merely for the benefit of bots, and not related to if a sound is actually played.
//If duration is set, the force power will assume to be timer-based.
switch( (int)forcePower )
{
case FP_HEAL:
hearable = qtrue;
hearDist = 256;
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
break;
case FP_LEVITATION:
hearable = qtrue;
hearDist = 256;
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
break;
case FP_SPEED:
hearable = qtrue;
hearDist = 256;
if (self->client->ps.fd.forcePowerLevel[FP_SPEED] == FORCE_LEVEL_1)
{
duration = 10000;
}
else if (self->client->ps.fd.forcePowerLevel[FP_SPEED] == FORCE_LEVEL_2)
{
duration = 15000;
}
else if (self->client->ps.fd.forcePowerLevel[FP_SPEED] == FORCE_LEVEL_3)
{
duration = 20000;
}
else //shouldn't get here
{
break;
}
if (overrideAmt)
{
duration = overrideAmt;
}
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
break;
case FP_PUSH:
hearable = qtrue;
hearDist = 256;
break;
case FP_PULL:
hearable = qtrue;
hearDist = 256;
break;
case FP_TELEPATHY:
hearable = qtrue;
hearDist = 256;
if (self->client->ps.fd.forcePowerLevel[FP_TELEPATHY] == FORCE_LEVEL_1)
{
duration = 20000;
}
else if (self->client->ps.fd.forcePowerLevel[FP_TELEPATHY] == FORCE_LEVEL_2)
{
duration = 25000;
}
else if (self->client->ps.fd.forcePowerLevel[FP_TELEPATHY] == FORCE_LEVEL_3)
{
duration = 30000;
}
else //shouldn't get here
{
break;
}
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
break;
case FP_GRIP:
hearable = qtrue;
hearDist = 256;
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
self->client->ps.powerups[PW_DISINT_4] = level.time + 60000;
break;
case FP_LIGHTNING:
hearable = qtrue;
hearDist = 512;
duration = overrideAmt;
overrideAmt = 0;
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
self->client->ps.activeForcePass = self->client->ps.fd.forcePowerLevel[FP_LIGHTNING];
break;
case FP_RAGE:
hearable = qtrue;
hearDist = 256;
if (self->client->ps.fd.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_1)
{
duration = 8000;
}
else if (self->client->ps.fd.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_2)
{
duration = 14000;
}
else if (self->client->ps.fd.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_3)
{
duration = 20000;
}
else //shouldn't get here
{
break;
}
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
break;
case FP_PROTECT:
hearable = qtrue;
hearDist = 256;
duration = 20000;
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
break;
case FP_ABSORB:
hearable = qtrue;
hearDist = 256;
duration = 20000;
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
break;
case FP_TEAM_HEAL:
hearable = qtrue;
hearDist = 256;
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
break;
case FP_TEAM_FORCE:
hearable = qtrue;
hearDist = 256;
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
break;
case FP_DRAIN:
hearable = qtrue;
hearDist = 256;
duration = overrideAmt;
overrideAmt = 0;
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
//self->client->ps.activeForcePass = self->client->ps.fd.forcePowerLevel[FP_DRAIN];
break;
case FP_SEE:
hearable = qtrue;
hearDist = 256;
if (self->client->ps.fd.forcePowerLevel[FP_SEE] == FORCE_LEVEL_1)
{
duration = 10000;
}
else if (self->client->ps.fd.forcePowerLevel[FP_SEE] == FORCE_LEVEL_2)
{
duration = 20000;
}
else if (self->client->ps.fd.forcePowerLevel[FP_SEE] == FORCE_LEVEL_3)
{
duration = 30000;
}
else //shouldn't get here
{
break;
}
self->client->ps.fd.forcePowersActive |= ( 1 << forcePower );
break;
case FP_SABERATTACK:
break;
case FP_SABERDEFEND:
break;
case FP_SABERTHROW:
break;
default:
break;
}
if ( duration )
{
self->client->ps.fd.forcePowerDuration[forcePower] = level.time + duration;
}
else
{
self->client->ps.fd.forcePowerDuration[forcePower] = 0;
}
if (hearable)
{
self->client->ps.otherSoundLen = hearDist;
self->client->ps.otherSoundTime = level.time + 100;
}
self->client->ps.fd.forcePowerDebounce[forcePower] = 0;
if ((int)forcePower == FP_SPEED && overrideAmt)
{
BG_ForcePowerDrain( &self->client->ps, forcePower, overrideAmt*0.025 );
}
else if ((int)forcePower != FP_GRIP && (int)forcePower != FP_DRAIN)
{ //grip and drain drain as damage is done
BG_ForcePowerDrain( &self->client->ps, forcePower, overrideAmt );
}
}
void ForceHeal( gentity_t *self )
{
if ( self->health <= 0 )
{
return;
}
if ( !WP_ForcePowerUsable( self, FP_HEAL ) )
{
return;
}
if ( self->health >= self->client->ps.stats[STAT_MAX_HEALTH])
{
return;
}
if (self->client->ps.fd.forcePowerLevel[FP_HEAL] == FORCE_LEVEL_3)
{
self->health += 25; //This was 50, but that angered the Balance God.
if (self->health > self->client->ps.stats[STAT_MAX_HEALTH])
{
self->health = self->client->ps.stats[STAT_MAX_HEALTH];
}
BG_ForcePowerDrain( &self->client->ps, FP_HEAL, 0 );
}
else if (self->client->ps.fd.forcePowerLevel[FP_HEAL] == FORCE_LEVEL_2)
{
self->health += 10;
if (self->health > self->client->ps.stats[STAT_MAX_HEALTH])
{
self->health = self->client->ps.stats[STAT_MAX_HEALTH];
}
BG_ForcePowerDrain( &self->client->ps, FP_HEAL, 0 );
}
else
{
self->health += 5;
if (self->health > self->client->ps.stats[STAT_MAX_HEALTH])
{
self->health = self->client->ps.stats[STAT_MAX_HEALTH];
}
BG_ForcePowerDrain( &self->client->ps, FP_HEAL, 0 );
}
/*
else
{
WP_ForcePowerStart( self, FP_HEAL, 0 );
}
*/
//NOTE: Decided to make all levels instant.
G_Sound( self, CHAN_ITEM, G_SoundIndex("sound/weapons/force/heal.wav") );
}
void WP_AddToClientBitflags(gentity_t *ent, int entNum)
{
if (!ent)
{
return;
}
if (entNum > 47)
{
ent->s.trickedentindex4 |= (1 << (entNum-48));
}
else if (entNum > 31)
{
ent->s.trickedentindex3 |= (1 << (entNum-32));
}
else if (entNum > 15)
{
ent->s.trickedentindex2 |= (1 << (entNum-16));
}
else
{
ent->s.trickedentindex |= (1 << entNum);
}
}
void ForceTeamHeal( gentity_t *self )
{
float radius = 256;
int i = 0;
gentity_t *ent;
vec3_t a;
int numpl = 0;
int pl[MAX_CLIENTS];
int healthadd = 0;
gentity_t *te = NULL;
if ( self->health <= 0 )
{
return;
}
if ( !WP_ForcePowerUsable( self, FP_TEAM_HEAL ) )
{
return;
}
if (self->client->ps.fd.forcePowerLevel[FP_TEAM_HEAL] == FORCE_LEVEL_2)
{
radius *= 1.5;
}
if (self->client->ps.fd.forcePowerLevel[FP_TEAM_HEAL] == FORCE_LEVEL_3)
{
radius *= 2;
}
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client && self != ent && OnSameTeam(self, ent) && ent->client->ps.stats[STAT_HEALTH] < ent->client->ps.stats[STAT_MAX_HEALTH] && ent->client->ps.stats[STAT_HEALTH] > 0 && ForcePowerUsableOn(self, ent, FP_TEAM_HEAL) &&
trap_InPVS(self->client->ps.origin, ent->client->ps.origin))
{
VectorSubtract(self->client->ps.origin, ent->client->ps.origin, a);
if (VectorLength(a) <= radius)
{
pl[numpl] = i;
numpl++;
}
}
i++;
}
if (numpl < 1)
{
return;
}
if (numpl == 1)
{
healthadd = 50;
}
else if (numpl == 2)
{
healthadd = 33;
}
else
{
healthadd = 25;
}
i = 0;
while (i < numpl)
{
if (g_entities[pl[i]].client->ps.stats[STAT_HEALTH] > 0 &&
g_entities[pl[i]].health > 0)
{
g_entities[pl[i]].client->ps.stats[STAT_HEALTH] += healthadd;
if (g_entities[pl[i]].client->ps.stats[STAT_HEALTH] > g_entities[pl[i]].client->ps.stats[STAT_MAX_HEALTH])
{
g_entities[pl[i]].client->ps.stats[STAT_HEALTH] = g_entities[pl[i]].client->ps.stats[STAT_MAX_HEALTH];
}
g_entities[pl[i]].health = g_entities[pl[i]].client->ps.stats[STAT_HEALTH];
//At this point we know we got one, so add him into the collective event client bitflag
if (!te)
{
te = G_TempEntity( self->client->ps.origin, EV_TEAM_POWER);
te->s.eventParm = 1; //eventParm 1 is heal, eventParm 2 is force regen
//since we had an extra check above, do the drain now because we got at least one guy
BG_ForcePowerDrain( &self->client->ps, FP_TEAM_HEAL, forcePowerNeeded[self->client->ps.fd.forcePowerLevel[FP_TEAM_HEAL]][FP_TEAM_HEAL] );
}
WP_AddToClientBitflags(te, pl[i]);
//Now cramming it all into one event.. doing this many g_sound events at once was a Bad Thing.
}
i++;
}
}
void ForceTeamForceReplenish( gentity_t *self )
{
float radius = 256;
int i = 0;
gentity_t *ent;
vec3_t a;
int numpl = 0;
int pl[MAX_CLIENTS];
int poweradd = 0;
gentity_t *te = NULL;
if ( self->health <= 0 )
{
return;
}
if ( !WP_ForcePowerUsable( self, FP_TEAM_FORCE ) )
{
return;
}
if (self->client->ps.fd.forcePowerLevel[FP_TEAM_FORCE] == FORCE_LEVEL_2)
{
radius *= 1.5;
}
if (self->client->ps.fd.forcePowerLevel[FP_TEAM_FORCE] == FORCE_LEVEL_3)
{
radius *= 2;
}
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client && self != ent && OnSameTeam(self, ent) && ent->client->ps.fd.forcePower < 100 && ForcePowerUsableOn(self, ent, FP_TEAM_FORCE) &&
trap_InPVS(self->client->ps.origin, ent->client->ps.origin))
{
VectorSubtract(self->client->ps.origin, ent->client->ps.origin, a);
if (VectorLength(a) <= radius)
{
pl[numpl] = i;
numpl++;
}
}
i++;
}
if (numpl < 1)
{
return;
}
if (numpl == 1)
{
poweradd = 50;
}
else if (numpl == 2)
{
poweradd = 33;
}
else
{
poweradd = 25;
}
BG_ForcePowerDrain( &self->client->ps, FP_TEAM_FORCE, forcePowerNeeded[self->client->ps.fd.forcePowerLevel[FP_TEAM_FORCE]][FP_TEAM_FORCE] );
i = 0;
while (i < numpl)
{
g_entities[pl[i]].client->ps.fd.forcePower += poweradd;
if (g_entities[pl[i]].client->ps.fd.forcePower > 100)
{
g_entities[pl[i]].client->ps.fd.forcePower = 100;
}
//At this point we know we got one, so add him into the collective event client bitflag
if (!te)
{
te = G_TempEntity( self->client->ps.origin, EV_TEAM_POWER);
te->s.eventParm = 2; //eventParm 1 is heal, eventParm 2 is force regen
}
WP_AddToClientBitflags(te, pl[i]);
//Now cramming it all into one event.. doing this many g_sound events at once was a Bad Thing.
i++;
}
}
void ForceGrip( gentity_t *self )
{
trace_t tr;
vec3_t tfrom, tto, fwd;
if ( self->health <= 0 )
{
return;
}
if (self->client->ps.forceHandExtend != HANDEXTEND_NONE)
{
return;
}
if (self->client->ps.weaponTime > 0)
{
return;
}
if (self->client->ps.fd.forceGripUseTime > level.time)
{
return;
}
if ( !WP_ForcePowerUsable( self, FP_GRIP ) )
{
return;
}
VectorCopy(self->client->ps.origin, tfrom);
tfrom[2] += self->client->ps.viewheight;
AngleVectors(self->client->ps.viewangles, fwd, NULL, NULL);
tto[0] = tfrom[0] + fwd[0]*MAX_GRIP_DISTANCE;
tto[1] = tfrom[1] + fwd[1]*MAX_GRIP_DISTANCE;
tto[2] = tfrom[2] + fwd[2]*MAX_GRIP_DISTANCE;
trap_Trace(&tr, tfrom, NULL, NULL, tto, self->s.number, MASK_PLAYERSOLID);
if ( tr.fraction != 1.0 &&
tr.entityNum != ENTITYNUM_NONE &&
g_entities[tr.entityNum].client &&
!g_entities[tr.entityNum].client->ps.fd.forceGripCripple &&
g_entities[tr.entityNum].client->ps.fd.forceGripBeingGripped < level.time &&
ForcePowerUsableOn(self, &g_entities[tr.entityNum], FP_GRIP) &&
(g_friendlyFire.integer || !OnSameTeam(self, &g_entities[tr.entityNum])) ) //don't grip someone who's still crippled
{
self->client->ps.fd.forceGripEntityNum = tr.entityNum;
g_entities[tr.entityNum].client->ps.fd.forceGripStarted = level.time;
self->client->ps.fd.forceGripDamageDebounceTime = 0;
self->client->ps.forceHandExtend = HANDEXTEND_FORCEGRIP;
self->client->ps.forceHandExtendTime = level.time + 5000;
}
else
{
self->client->ps.fd.forceGripEntityNum = ENTITYNUM_NONE;
return;
}
}
void ForceSpeed( gentity_t *self, int forceDuration )
{
if ( self->health <= 0 )
{
return;
}
if (self->client->ps.forceAllowDeactivateTime < level.time &&
(self->client->ps.fd.forcePowersActive & (1 << FP_SPEED)) )
{
WP_ForcePowerStop( self, FP_SPEED );
return;
}
if ( !WP_ForcePowerUsable( self, FP_SPEED ) )
{
return;
}
self->client->ps.forceAllowDeactivateTime = level.time + 1500;
WP_ForcePowerStart( self, FP_SPEED, forceDuration );
G_Sound( self, CHAN_BODY, G_SoundIndex("sound/weapons/force/speed.wav") );
G_Sound( self, TRACK_CHANNEL_2, speedLoopSound );
self->client->ps.fd.forceSpeedSmash = 2; //initial boost (will automax to whatever is appropriate for force level)
self->client->ps.fd.forceSpeedDoDamage = 0;
}
void ForceSeeing( gentity_t *self )
{
if ( self->health <= 0 )
{
return;
}
if (self->client->ps.forceAllowDeactivateTime < level.time &&
(self->client->ps.fd.forcePowersActive & (1 << FP_SEE)) )
{
WP_ForcePowerStop( self, FP_SEE );
return;
}
if ( !WP_ForcePowerUsable( self, FP_SEE ) )
{
return;
}
self->client->ps.forceAllowDeactivateTime = level.time + 1500;
WP_ForcePowerStart( self, FP_SEE, 0 );
G_Sound( self, CHAN_AUTO, G_SoundIndex("sound/weapons/force/see.wav") );
G_Sound( self, TRACK_CHANNEL_5, seeLoopSound );
}
void ForceProtect( gentity_t *self )
{
if ( self->health <= 0 )
{
return;
}
if (self->client->ps.forceAllowDeactivateTime < level.time &&
(self->client->ps.fd.forcePowersActive & (1 << FP_PROTECT)) )
{
WP_ForcePowerStop( self, FP_PROTECT );
return;
}
if ( !WP_ForcePowerUsable( self, FP_PROTECT ) )
{
return;
}
// Make sure to turn off Force Rage and Force Absorb.
if (self->client->ps.fd.forcePowersActive & (1 << FP_RAGE) )
{
WP_ForcePowerStop( self, FP_RAGE );
}
if (self->client->ps.fd.forcePowersActive & (1 << FP_ABSORB) )
{
WP_ForcePowerStop( self, FP_ABSORB );
}
self->client->ps.forceAllowDeactivateTime = level.time + 1500;
WP_ForcePowerStart( self, FP_PROTECT, 0 );
G_PreDefSound(self->client->ps.origin, PDSOUND_PROTECT);
G_Sound( self, TRACK_CHANNEL_3, protectLoopSound );
}
void ForceAbsorb( gentity_t *self )
{
if ( self->health <= 0 )
{
return;
}
if (self->client->ps.forceAllowDeactivateTime < level.time &&
(self->client->ps.fd.forcePowersActive & (1 << FP_ABSORB)) )
{
WP_ForcePowerStop( self, FP_ABSORB );
return;
}
if ( !WP_ForcePowerUsable( self, FP_ABSORB ) )
{
return;
}
// Make sure to turn off Force Rage and Force Protection.
if (self->client->ps.fd.forcePowersActive & (1 << FP_RAGE) )
{
WP_ForcePowerStop( self, FP_RAGE );
}
if (self->client->ps.fd.forcePowersActive & (1 << FP_PROTECT) )
{
WP_ForcePowerStop( self, FP_PROTECT );
}
self->client->ps.forceAllowDeactivateTime = level.time + 1500;
WP_ForcePowerStart( self, FP_ABSORB, 0 );
G_PreDefSound(self->client->ps.origin, PDSOUND_ABSORB);
G_Sound( self, TRACK_CHANNEL_3, absorbLoopSound );
}
void ForceRage( gentity_t *self )
{
if ( self->health <= 0 )
{
return;
}
if (self->client->ps.forceAllowDeactivateTime < level.time &&
(self->client->ps.fd.forcePowersActive & (1 << FP_RAGE)) )
{
WP_ForcePowerStop( self, FP_RAGE );
return;
}
if ( !WP_ForcePowerUsable( self, FP_RAGE ) )
{
return;
}
if (self->client->ps.fd.forceRageRecoveryTime >= level.time)
{
return;
}
if (self->health < 10)
{
return;
}
// Make sure to turn off Force Protection and Force Absorb.
if (self->client->ps.fd.forcePowersActive & (1 << FP_PROTECT) )
{
WP_ForcePowerStop( self, FP_PROTECT );
}
if (self->client->ps.fd.forcePowersActive & (1 << FP_ABSORB) )
{
WP_ForcePowerStop( self, FP_ABSORB );
}
self->client->ps.forceAllowDeactivateTime = level.time + 1500;
WP_ForcePowerStart( self, FP_RAGE, 0 );
G_Sound( self, TRACK_CHANNEL_4, G_SoundIndex("sound/weapons/force/rage.wav") );
G_Sound( self, TRACK_CHANNEL_3, rageLoopSound );
}
void ForceLightning( gentity_t *self )
{
if ( self->health <= 0 )
{
return;
}
if ( self->client->ps.fd.forcePower < 25 || !WP_ForcePowerUsable( self, FP_LIGHTNING ) )
{
return;
}
if ( self->client->ps.fd.forcePowerDebounce[FP_LIGHTNING] > level.time )
{//stops it while using it and also after using it, up to 3 second delay
return;
}
if (self->client->ps.forceHandExtend != HANDEXTEND_NONE)
{
return;
}
if (self->client->ps.weaponTime > 0)
{
return;
}
//Shoot lightning from hand
//using grip anim now, to extend the burst time
self->client->ps.forceHandExtend = HANDEXTEND_FORCEGRIP;
self->client->ps.forceHandExtendTime = level.time + 20000;
G_Sound( self, CHAN_BODY, G_SoundIndex("sound/weapons/force/lightning.wav") );
WP_ForcePowerStart( self, FP_LIGHTNING, 500 );
}
void ForceLightningDamage( gentity_t *self, gentity_t *traceEnt, vec3_t dir, vec3_t impactPoint )
{
self->client->dangerTime = level.time;
self->client->ps.eFlags &= ~EF_INVULNERABLE;
self->client->invulnerableTimer = 0;
if ( traceEnt && traceEnt->takedamage )
{
if (!traceEnt->client && traceEnt->s.eType == ET_GRAPPLE)
{ //g2animent
if (traceEnt->s.genericenemyindex < level.time)
{
traceEnt->s.genericenemyindex = level.time + 2000;
}
}
if ( traceEnt->client )
{//an enemy or object
if (ForcePowerUsableOn(self, traceEnt, FP_LIGHTNING))
{
int dmg = Q_irand(1,2); //Q_irand( 1, 3 );
int modPowerLevel = -1;
if (traceEnt->client)
{
modPowerLevel = WP_AbsorbConversion(traceEnt, traceEnt->client->ps.fd.forcePowerLevel[FP_ABSORB], self, FP_LIGHTNING, self->client->ps.fd.forcePowerLevel[FP_LIGHTNING], 1);
}
if (modPowerLevel != -1)
{
if (!modPowerLevel)
{
dmg = 0;
}
else if (modPowerLevel == 1)
{
dmg = 1;
}
else if (modPowerLevel == 2)
{
dmg = 1;
}
}
if (dmg)
{
//rww - Shields can now absorb lightning too.
G_Damage( traceEnt, self, self, dir, impactPoint, dmg, 0, MOD_FORCE_DARK );
}
if ( traceEnt->client )
{
if ( !Q_irand( 0, 2 ) )
{
G_Sound( traceEnt, CHAN_BODY, G_SoundIndex( "sound/weapons/force/lightninghit.wav" ) );
}
if (traceEnt->client->ps.electrifyTime < (level.time + 400))
{ //only update every 400ms to reduce bandwidth usage (as it is passing a 32-bit time value)
traceEnt->client->ps.electrifyTime = level.time + 800;
}
}
}
}
}
}
void ForceShootLightning( gentity_t *self )
{
trace_t tr;
vec3_t end, forward;
gentity_t *traceEnt;
if ( self->health <= 0 )
{
return;
}
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
VectorNormalize( forward );
if ( self->client->ps.fd.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 )
{//arc
vec3_t center, mins, maxs, dir, ent_org, size, v;
float radius = FORCE_LIGHTNING_RADIUS, dot, dist;
gentity_t *entityList[MAX_GENTITIES];
int iEntityList[MAX_GENTITIES];
int e, numListedEntities, i;
VectorCopy( self->client->ps.origin, center );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = center[i] - radius;
maxs[i] = center[i] + radius;
}
numListedEntities = trap_EntitiesInBox( mins, maxs, iEntityList, MAX_GENTITIES );
i = 0;
while (i < numListedEntities)
{
entityList[i] = &g_entities[iEntityList[i]];
i++;
}
for ( e = 0 ; e < numListedEntities ; e++ )
{
traceEnt = entityList[e];
if ( !traceEnt )
continue;
if ( traceEnt == self )
continue;
if ( traceEnt->r.ownerNum == self->s.number && traceEnt->s.weapon != WP_THERMAL )//can push your own thermals
continue;
if ( !traceEnt->inuse )
continue;
if ( !traceEnt->takedamage )
continue;
if ( traceEnt->health <= 0 )//no torturing corpses
continue;
if ( !g_friendlyFire.integer && OnSameTeam(self, traceEnt))
continue;
//this is all to see if we need to start a saber attack, if it's in flight, this doesn't matter
// find the distance from the edge of the bounding box
for ( i = 0 ; i < 3 ; i++ )
{
if ( center[i] < traceEnt->r.absmin[i] )
{
v[i] = traceEnt->r.absmin[i] - center[i];
} else if ( center[i] > traceEnt->r.absmax[i] )
{
v[i] = center[i] - traceEnt->r.absmax[i];
} else
{
v[i] = 0;
}
}
VectorSubtract( traceEnt->r.absmax, traceEnt->r.absmin, size );
VectorMA( traceEnt->r.absmin, 0.5, size, ent_org );
//see if they're in front of me
//must be within the forward cone
VectorSubtract( ent_org, center, dir );
VectorNormalize( dir );
if ( (dot = DotProduct( dir, forward )) < 0.5 )
continue;
//must be close enough
dist = VectorLength( v );
if ( dist >= radius )
{
continue;
}
//in PVS?
if ( !traceEnt->r.bmodel && !trap_InPVS( ent_org, self->client->ps.origin ) )
{//must be in PVS
continue;
}
//Now check and see if we can actually hit it
trap_Trace( &tr, self->client->ps.origin, vec3_origin, vec3_origin, ent_org, self->s.number, MASK_SHOT );
if ( tr.fraction < 1.0f && tr.entityNum != traceEnt->s.number )
{//must have clear LOS
continue;
}
// ok, we are within the radius, add us to the incoming list
ForceLightningDamage( self, traceEnt, dir, ent_org );
}
}
else
{//trace-line
VectorMA( self->client->ps.origin, 2048, forward, end );
trap_Trace( &tr, self->client->ps.origin, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT );
if ( tr.entityNum == ENTITYNUM_NONE || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
{
return;
}
traceEnt = &g_entities[tr.entityNum];
ForceLightningDamage( self, traceEnt, forward, tr.endpos );
}
}
void ForceDrain( gentity_t *self )
{
if ( self->health <= 0 )
{
return;
}
if (self->client->ps.forceHandExtend != HANDEXTEND_NONE)
{
return;
}
if (self->client->ps.weaponTime > 0)
{
return;
}
if ( self->client->ps.fd.forcePower < 25 || !WP_ForcePowerUsable( self, FP_DRAIN ) )
{
return;
}
if ( self->client->ps.fd.forcePowerDebounce[FP_DRAIN] > level.time )
{//stops it while using it and also after using it, up to 3 second delay
return;
}
// self->client->ps.forceHandExtend = HANDEXTEND_FORCEPUSH;
// self->client->ps.forceHandExtendTime = level.time + 1000;
self->client->ps.forceHandExtend = HANDEXTEND_FORCEGRIP;
self->client->ps.forceHandExtendTime = level.time + 20000;
G_Sound( self, CHAN_BODY, G_SoundIndex("sound/weapons/force/drain.wav") );
WP_ForcePowerStart( self, FP_DRAIN, 500 );
}
void ForceDrainDamage( gentity_t *self, gentity_t *traceEnt, vec3_t dir, vec3_t impactPoint )
{
gentity_t *tent;
self->client->dangerTime = level.time;
self->client->ps.eFlags &= ~EF_INVULNERABLE;
self->client->invulnerableTimer = 0;
if ( traceEnt && traceEnt->takedamage )
{
if ( traceEnt->client && (!OnSameTeam(self, traceEnt) || g_friendlyFire.integer) && self->client->ps.fd.forceDrainTime < level.time && traceEnt->client->ps.fd.forcePower )
{//an enemy or object
if (!traceEnt->client && traceEnt->s.eType == ET_GRAPPLE)
{ //g2animent
if (traceEnt->s.genericenemyindex < level.time)
{
traceEnt->s.genericenemyindex = level.time + 2000;
}
}
if (ForcePowerUsableOn(self, traceEnt, FP_DRAIN))
{
int modPowerLevel = -1;
int dmg = 0; //Q_irand( 1, 3 );
if (self->client->ps.fd.forcePowerLevel[FP_DRAIN] == FORCE_LEVEL_1)
{
dmg = 2; //because it's one-shot
}
else if (self->client->ps.fd.forcePowerLevel[FP_DRAIN] == FORCE_LEVEL_2)
{
dmg = 3;
}
else if (self->client->ps.fd.forcePowerLevel[FP_DRAIN] == FORCE_LEVEL_3)
{
dmg = 4;
}
if (traceEnt->client)
{
modPowerLevel = WP_AbsorbConversion(traceEnt, traceEnt->client->ps.fd.forcePowerLevel[FP_ABSORB], self, FP_DRAIN, self->client->ps.fd.forcePowerLevel[FP_DRAIN], 0);
//Since this is drain, don't absorb any power, but nullify the affect it has
}
if (modPowerLevel != -1)
{
if (!modPowerLevel)
{
dmg = 0;
}
else if (modPowerLevel == 1)
{
dmg = 1;
}
else if (modPowerLevel == 2)
{
dmg = 2;
}
}
//G_Damage( traceEnt, self, self, dir, impactPoint, dmg, 0, MOD_FORCE_DARK );
if (dmg)
{
traceEnt->client->ps.fd.forcePower -= (dmg);
}
if (traceEnt->client->ps.fd.forcePower < 0)
{
traceEnt->client->ps.fd.forcePower = 0;
}
if (self->client->ps.stats[STAT_HEALTH] < self->client->ps.stats[STAT_MAX_HEALTH] &&
self->health > 0 && self->client->ps.stats[STAT_HEALTH] > 0)
{
self->health += dmg;
if (self->health > self->client->ps.stats[STAT_MAX_HEALTH])
{
self->health = self->client->ps.stats[STAT_MAX_HEALTH];
}
self->client->ps.stats[STAT_HEALTH] = self->health;
}
traceEnt->client->ps.fd.forcePowerRegenDebounceTime = level.time + 800; //don't let the client being drained get force power back right away
//Drain the standard amount since we just drained someone else
/*
if (self->client->ps.fd.forcePowerLevel[FP_DRAIN] == FORCE_LEVEL_1)
{
BG_ForcePowerDrain( &self->client->ps, FP_DRAIN, 0 );
}
else
{
BG_ForcePowerDrain( &self->client->ps, FP_DRAIN, forcePowerNeeded[self->client->ps.fd.forcePowerLevel[FP_DRAIN]][FP_DRAIN]/5 );
}
if (self->client->ps.fd.forcePowerLevel[FP_DRAIN] == FORCE_LEVEL_1)
{
self->client->ps.fd.forceDrainTime = level.time + 100;
}
else
{
self->client->ps.fd.forceDrainTime = level.time + 20;
}
*/
if ( traceEnt->client )
{
if ( !Q_irand( 0, 2 ) )
{
//G_Sound( traceEnt, CHAN_BODY, G_SoundIndex( "sound/weapons/force/lightninghit.wav" ) );
}
// traceEnt->s.powerups |= ( 1 << PW_DISINT_1 );
// traceEnt->client->ps.powerups[PW_DISINT_1] = level.time + 500;
}
if (traceEnt->client->forcePowerSoundDebounce < level.time)
{
tent = G_TempEntity( impactPoint, EV_FORCE_DRAINED);
tent->s.eventParm = DirToByte(dir);
tent->s.owner = traceEnt->s.number;
traceEnt->client->forcePowerSoundDebounce = level.time + 400;
}
}
}
}
}
int ForceShootDrain( gentity_t *self )
{
trace_t tr;
vec3_t end, forward;
gentity_t *traceEnt;
int gotOneOrMore = 0;
if ( self->health <= 0 )
{
return 0;
}
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
VectorNormalize( forward );
if ( self->client->ps.fd.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_2 )
{//arc
vec3_t center, mins, maxs, dir, ent_org, size, v;
float radius = MAX_DRAIN_DISTANCE, dot, dist;
gentity_t *entityList[MAX_GENTITIES];
int iEntityList[MAX_GENTITIES];
int e, numListedEntities, i;
VectorCopy( self->client->ps.origin, center );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = center[i] - radius;
maxs[i] = center[i] + radius;
}
numListedEntities = trap_EntitiesInBox( mins, maxs, iEntityList, MAX_GENTITIES );
i = 0;
while (i < numListedEntities)
{
entityList[i] = &g_entities[iEntityList[i]];
i++;
}
for ( e = 0 ; e < numListedEntities ; e++ )
{
traceEnt = entityList[e];
if ( !traceEnt )
continue;
if ( traceEnt == self )
continue;
if ( !traceEnt->inuse )
continue;
if ( !traceEnt->takedamage )
continue;
if ( traceEnt->health <= 0 )//no torturing corpses
continue;
if ( !traceEnt->client )
continue;
if ( !traceEnt->client->ps.fd.forcePower )
continue;
if (OnSameTeam(self, traceEnt))
continue;
//this is all to see if we need to start a saber attack, if it's in flight, this doesn't matter
// find the distance from the edge of the bounding box
for ( i = 0 ; i < 3 ; i++ )
{
if ( center[i] < traceEnt->r.absmin[i] )
{
v[i] = traceEnt->r.absmin[i] - center[i];
} else if ( center[i] > traceEnt->r.absmax[i] )
{
v[i] = center[i] - traceEnt->r.absmax[i];
} else
{
v[i] = 0;
}
}
VectorSubtract( traceEnt->r.absmax, traceEnt->r.absmin, size );
VectorMA( traceEnt->r.absmin, 0.5, size, ent_org );
//see if they're in front of me
//must be within the forward cone
VectorSubtract( ent_org, center, dir );
VectorNormalize( dir );
if ( (dot = DotProduct( dir, forward )) < 0.5 )
continue;
//must be close enough
dist = VectorLength( v );
if ( dist >= radius )
{
continue;
}
//in PVS?
if ( !traceEnt->r.bmodel && !trap_InPVS( ent_org, self->client->ps.origin ) )
{//must be in PVS
continue;
}
//Now check and see if we can actually hit it
trap_Trace( &tr, self->client->ps.origin, vec3_origin, vec3_origin, ent_org, self->s.number, MASK_SHOT );
if ( tr.fraction < 1.0f && tr.entityNum != traceEnt->s.number )
{//must have clear LOS
continue;
}
// ok, we are within the radius, add us to the incoming list
ForceDrainDamage( self, traceEnt, dir, ent_org );
gotOneOrMore = 1;
}
}
else
{//trace-line
VectorMA( self->client->ps.origin, 2048, forward, end );
trap_Trace( &tr, self->client->ps.origin, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT );
if ( tr.entityNum == ENTITYNUM_NONE || tr.fraction == 1.0 || tr.allsolid || tr.startsolid || !g_entities[tr.entityNum].client || !g_entities[tr.entityNum].inuse )
{
return 0;
}
traceEnt = &g_entities[tr.entityNum];
ForceDrainDamage( self, traceEnt, forward, tr.endpos );
gotOneOrMore = 1;
}
self->client->ps.activeForcePass = self->client->ps.fd.forcePowerLevel[FP_DRAIN] + FORCE_LEVEL_3;
BG_ForcePowerDrain( &self->client->ps, FP_DRAIN, 5 ); //used to be 1, but this did, too, anger the God of Balance.
self->client->ps.fd.forcePowerRegenDebounceTime = level.time + 500;
return gotOneOrMore;
}
void ForceJumpCharge( gentity_t *self, usercmd_t *ucmd )
{ //I guess this is unused now. Was used for the "charge" jump type.
float forceJumpChargeInterval = forceJumpStrength[0] / (FORCE_JUMP_CHARGE_TIME/FRAMETIME);
if ( self->health <= 0 )
{
return;
}
if (!self->client->ps.fd.forceJumpCharge && self->client->ps.groundEntityNum == ENTITYNUM_NONE)
{
return;
}
if (self->client->ps.fd.forcePower < forcePowerNeeded[self->client->ps.fd.forcePowerLevel[FP_LEVITATION]][FP_LEVITATION])
{
G_MuteSound(self->client->ps.fd.killSoundEntIndex[TRACK_CHANNEL_1-50], CHAN_VOICE);
return;
}
if (!self->client->ps.fd.forceJumpCharge)
{
self->client->ps.fd.forceJumpAddTime = 0;
}
if (self->client->ps.fd.forceJumpAddTime >= level.time)
{
return;
}
//need to play sound
if ( !self->client->ps.fd.forceJumpCharge )
{
G_Sound( self, TRACK_CHANNEL_1, G_SoundIndex("sound/weapons/force/jumpbuild.wav") );
}
//Increment
if (self->client->ps.fd.forceJumpAddTime < level.time)
{
self->client->ps.fd.forceJumpCharge += forceJumpChargeInterval*50;
self->client->ps.fd.forceJumpAddTime = level.time + 500;
}
//clamp to max strength for current level
if ( self->client->ps.fd.forceJumpCharge > forceJumpStrength[self->client->ps.fd.forcePowerLevel[FP_LEVITATION]] )
{
self->client->ps.fd.forceJumpCharge = forceJumpStrength[self->client->ps.fd.forcePowerLevel[FP_LEVITATION]];
G_MuteSound(self->client->ps.fd.killSoundEntIndex[TRACK_CHANNEL_1-50], CHAN_VOICE);
}
//clamp to max available force power
if ( self->client->ps.fd.forceJumpCharge/forceJumpChargeInterval/(FORCE_JUMP_CHARGE_TIME/FRAMETIME)*forcePowerNeeded[self->client->ps.fd.forcePowerLevel[FP_LEVITATION]][FP_LEVITATION] > self->client->ps.fd.forcePower )
{//can't use more than you have
G_MuteSound(self->client->ps.fd.killSoundEntIndex[TRACK_CHANNEL_1-50], CHAN_VOICE);
self->client->ps.fd.forceJumpCharge = self->client->ps.fd.forcePower*forceJumpChargeInterval/(FORCE_JUMP_CHARGE_TIME/FRAMETIME);
}
//G_Printf("%f\n", self->client->ps.fd.forceJumpCharge);
}
int WP_GetVelocityForForceJump( gentity_t *self, vec3_t jumpVel, usercmd_t *ucmd )
{
float pushFwd = 0, pushRt = 0;
vec3_t view, forward, right;
VectorCopy( self->client->ps.viewangles, view );
view[0] = 0;
AngleVectors( view, forward, right, NULL );
if ( ucmd->forwardmove && ucmd->rightmove )
{
if ( ucmd->forwardmove > 0 )
{
pushFwd = 50;
}
else
{
pushFwd = -50;
}
if ( ucmd->rightmove > 0 )
{
pushRt = 50;
}
else
{
pushRt = -50;
}
}
else if ( ucmd->forwardmove || ucmd->rightmove )
{
if ( ucmd->forwardmove > 0 )
{
pushFwd = 100;
}
else if ( ucmd->forwardmove < 0 )
{
pushFwd = -100;
}
else if ( ucmd->rightmove > 0 )
{
pushRt = 100;
}
else if ( ucmd->rightmove < 0 )
{
pushRt = -100;
}
}
G_MuteSound(self->client->ps.fd.killSoundEntIndex[TRACK_CHANNEL_1-50], CHAN_VOICE);
G_PreDefSound(self->client->ps.origin, PDSOUND_FORCEJUMP);
if (self->client->ps.fd.forceJumpCharge < JUMP_VELOCITY+40)
{ //give him at least a tiny boost from just a tap
self->client->ps.fd.forceJumpCharge = JUMP_VELOCITY+400;
}
if (self->client->ps.velocity[2] < -30)
{ //so that we can get a good boost when force jumping in a fall
self->client->ps.velocity[2] = -30;
}
VectorMA( self->client->ps.velocity, pushFwd, forward, jumpVel );
VectorMA( self->client->ps.velocity, pushRt, right, jumpVel );
jumpVel[2] += self->client->ps.fd.forceJumpCharge;
if ( pushFwd > 0 && self->client->ps.fd.forceJumpCharge > 200 )
{
return FJ_FORWARD;
}
else if ( pushFwd < 0 && self->client->ps.fd.forceJumpCharge > 200 )
{
return FJ_BACKWARD;
}
else if ( pushRt > 0 && self->client->ps.fd.forceJumpCharge > 200 )
{
return FJ_RIGHT;
}
else if ( pushRt < 0 && self->client->ps.fd.forceJumpCharge > 200 )
{
return FJ_LEFT;
}
else
{
return FJ_UP;
}
}
void ForceJump( gentity_t *self, usercmd_t *ucmd )
{
float forceJumpChargeInterval;
vec3_t jumpVel;
if ( self->client->ps.fd.forcePowerDuration[FP_LEVITATION] > level.time )
{
return;
}
if ( !WP_ForcePowerUsable( self, FP_LEVITATION ) )
{
return;
}
if ( self->s.groundEntityNum == ENTITYNUM_NONE )
{
return;
}
if ( self->health <= 0 )
{
return;
}
self->client->fjDidJump = qtrue;
forceJumpChargeInterval = forceJumpStrength[self->client->ps.fd.forcePowerLevel[FP_LEVITATION]]/(FORCE_JUMP_CHARGE_TIME/FRAMETIME);
WP_GetVelocityForForceJump( self, jumpVel, ucmd );
//FIXME: sound effect
self->client->ps.fd.forceJumpZStart = self->client->ps.origin[2];//remember this for when we land
VectorCopy( jumpVel, self->client->ps.velocity );
//wasn't allowing them to attack when jumping, but that was annoying
//self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
WP_ForcePowerStart( self, FP_LEVITATION, self->client->ps.fd.forceJumpCharge/forceJumpChargeInterval/(FORCE_JUMP_CHARGE_TIME/FRAMETIME)*forcePowerNeeded[self->client->ps.fd.forcePowerLevel[FP_LEVITATION]][FP_LEVITATION] );
//self->client->ps.fd.forcePowerDuration[FP_LEVITATION] = level.time + self->client->ps.weaponTime;
self->client->ps.fd.forceJumpCharge = 0;
self->client->ps.forceJumpFlip = qtrue;
}
void WP_AddAsMindtricked(forcedata_t *fd, int entNum)
{
if (!fd)
{
return;
}
if (entNum > 47)
{
fd->forceMindtrickTargetIndex4 |= (1 << (entNum-48));
}
else if (entNum > 31)
{
fd->forceMindtrickTargetIndex3 |= (1 << (entNum-32));
}
else if (entNum > 15)
{
fd->forceMindtrickTargetIndex2 |= (1 << (entNum-16));
}
else
{
fd->forceMindtrickTargetIndex |= (1 << entNum);
}
}
void ForceTelepathy(gentity_t *self)
{
trace_t tr;
vec3_t tfrom, tto, fwd, thispush_org, a;
vec3_t mins, maxs, fwdangles, forward, right, center;
int i, e;
int entityList[MAX_GENTITIES];
int numListedEntities;
int gotatleastone;
float visionArc;
float radius;
gentity_t *ent;
visionArc = 0;
radius = MAX_TRICK_DISTANCE;
gotatleastone = 0;
if ( self->health <= 0 )
{
return;
}
if (self->client->ps.forceHandExtend != HANDEXTEND_NONE)
{
return;
}
if (self->client->ps.weaponTime > 0)
{
return;
}
if (self->client->ps.powerups[PW_REDFLAG] ||
self->client->ps.powerups[PW_BLUEFLAG])
{ //can't mindtrick while carrying the flag
return;
}
if (self->client->ps.forceAllowDeactivateTime < level.time &&
(self->client->ps.fd.forcePowersActive & (1 << FP_TELEPATHY)) )
{
WP_ForcePowerStop( self, FP_TELEPATHY );
return;
}
if ( !WP_ForcePowerUsable( self, FP_TELEPATHY ) )
{
return;
}
if (self->client->ps.fd.forcePowerLevel[FP_TELEPATHY] == FORCE_LEVEL_2)
{
visionArc = 360;
}
else if (self->client->ps.fd.forcePowerLevel[FP_TELEPATHY] == FORCE_LEVEL_3)
{
visionArc = 360;
}
VectorCopy( self->client->ps.viewangles, fwdangles );
AngleVectors( fwdangles, forward, right, NULL );
VectorCopy( self->client->ps.origin, center );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = center[i] - radius;
maxs[i] = center[i] + radius;
}
if (self->client->ps.fd.forcePowerLevel[FP_TELEPATHY] == FORCE_LEVEL_1)
{
VectorCopy(self->client->ps.origin, tfrom);
tfrom[2] += self->client->ps.viewheight;
AngleVectors(self->client->ps.viewangles, fwd, NULL, NULL);
tto[0] = tfrom[0] + fwd[0]*radius/2;
tto[1] = tfrom[1] + fwd[1]*radius/2;
tto[2] = tfrom[2] + fwd[2]*radius/2;
trap_Trace(&tr, tfrom, NULL, NULL, tto, self->s.number, MASK_PLAYERSOLID);
if (tr.fraction != 1.0 &&
tr.entityNum != ENTITYNUM_NONE &&
g_entities[tr.entityNum].inuse &&
g_entities[tr.entityNum].client &&
g_entities[tr.entityNum].client->pers.connected &&
g_entities[tr.entityNum].client->sess.sessionTeam != TEAM_SPECTATOR)
{
WP_AddAsMindtricked(&self->client->ps.fd, tr.entityNum);
WP_ForcePowerStart( self, FP_TELEPATHY, 0 );
G_Sound( self, CHAN_AUTO, G_SoundIndex("sound/weapons/force/distract.wav") );
self->client->ps.forceHandExtend = HANDEXTEND_FORCEPUSH;
self->client->ps.forceHandExtendTime = level.time + 1000;
return;
}
else
{
return;
}
}
else if (self->client->ps.fd.forcePowerLevel[FP_TELEPATHY] == FORCE_LEVEL_3)
{ //Level 3 tricks everyone on the level..
gentity_t *ent;
qboolean gotAtLeastOne = qfalse;
e = 0;
while (e < MAX_CLIENTS)
{
ent = &g_entities[e];
e++;
if (ent && ent->inuse && ent->client)
{
if (!ForcePowerUsableOn(self, ent, FP_TELEPATHY))
{
continue;
}
if (OnSameTeam(self, ent))
{
continue;
}
if (self == ent)
{
continue;
}
if (self->s.number == ent->s.number)
{
continue;
}
if (!ent->client->pers.connected)
{
continue;
}
if (ent->client->sess.sessionTeam == TEAM_SPECTATOR)
{
continue;
}
if (!trap_InPVS(self->client->ps.origin, ent->client->ps.origin))
{
continue;
}
WP_AddAsMindtricked(&self->client->ps.fd, ent->s.number);
gotAtLeastOne = qtrue;
}
}
if (gotAtLeastOne)
{
self->client->ps.forceAllowDeactivateTime = level.time + 1500;
WP_ForcePowerStart( self, FP_TELEPATHY, 0 );
G_Sound( self, CHAN_AUTO, G_SoundIndex("sound/weapons/force/distract.wav") );
self->client->ps.forceHandExtend = HANDEXTEND_FORCEPUSH;
self->client->ps.forceHandExtendTime = level.time + 1000;
}
return;
}
else
{
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
e = 0;
while (e < numListedEntities)
{
ent = &g_entities[entityList[e]];
if (ent)
{
if (ent->client)
{
VectorCopy(ent->client->ps.origin, thispush_org);
}
else
{
VectorCopy(ent->s.pos.trBase, thispush_org);
}
}
if (ent)
{ //not in the arc, don't consider it
VectorCopy(self->client->ps.origin, tto);
tto[2] += self->client->ps.viewheight;
VectorSubtract(thispush_org, tto, a);
vectoangles(a, a);
if (!ent->client)
{
entityList[e] = ENTITYNUM_NONE;
}
else if (!InFieldOfVision(self->client->ps.viewangles, visionArc, a))
{ //only bother with arc rules if the victim is a client
entityList[e] = ENTITYNUM_NONE;
}
else if (!ForcePowerUsableOn(self, ent, FP_TELEPATHY))
{
entityList[e] = ENTITYNUM_NONE;
}
else if (OnSameTeam(self, ent))
{
entityList[e] = ENTITYNUM_NONE;
}
}
e++;
}
}
e = 0;
while (e < numListedEntities)
{
ent = &g_entities[entityList[e]];
if (ent && ent != self && ent->client)
{
gotatleastone = 1;
WP_AddAsMindtricked(&self->client->ps.fd, ent->s.number);
}
e++;
}
if (gotatleastone)
{
self->client->ps.forceAllowDeactivateTime = level.time + 1500;
WP_ForcePowerStart( self, FP_TELEPATHY, 0 );
G_Sound( self, CHAN_AUTO, G_SoundIndex("sound/weapons/force/distract.wav") );
self->client->ps.forceHandExtend = HANDEXTEND_FORCEPUSH;
self->client->ps.forceHandExtendTime = level.time + 1000;
}
}
void GEntity_UseFunc( gentity_t *self, gentity_t *other, gentity_t *activator )
{
self->use(self, other, activator);
}
qboolean CanCounterThrow(gentity_t *self, qboolean pull)
{
int powerUse = 0;
if (self->client->ps.forceHandExtend != HANDEXTEND_NONE)
{
return 0;
}
if (self->client->ps.weaponTime > 0)
{
return 0;
}
if ( self->health <= 0 )
{
return 0;
}
if ( self->client->ps.powerups[PW_DISINT_4] > level.time )
{
return 0;
}
if (pull)
{
powerUse = FP_PULL;
}
else
{
powerUse = FP_PUSH;
}
if ( !WP_ForcePowerUsable( self, powerUse ) )
{
return 0;
}
if (self->client->ps.groundEntityNum == ENTITYNUM_NONE)
{ //you cannot counter a push/pull if you're in the air
return 0;
}
return 1;
}
qboolean G_InGetUpAnim(playerState_t *ps)
{
switch( (ps->legsAnim&~ANIM_TOGGLEBIT) )
{
case BOTH_GETUP1:
case BOTH_GETUP2:
case BOTH_GETUP3:
case BOTH_GETUP4:
case BOTH_GETUP5:
case BOTH_FORCE_GETUP_F1:
case BOTH_FORCE_GETUP_F2:
case BOTH_FORCE_GETUP_B1:
case BOTH_FORCE_GETUP_B2:
case BOTH_FORCE_GETUP_B3:
case BOTH_FORCE_GETUP_B4:
case BOTH_FORCE_GETUP_B5:
return qtrue;
}
switch( (ps->torsoAnim&~ANIM_TOGGLEBIT) )
{
case BOTH_GETUP1:
case BOTH_GETUP2:
case BOTH_GETUP3:
case BOTH_GETUP4:
case BOTH_GETUP5:
case BOTH_FORCE_GETUP_F1:
case BOTH_FORCE_GETUP_F2:
case BOTH_FORCE_GETUP_B1:
case BOTH_FORCE_GETUP_B2:
case BOTH_FORCE_GETUP_B3:
case BOTH_FORCE_GETUP_B4:
case BOTH_FORCE_GETUP_B5:
return qtrue;
}
return qfalse;
}
extern void Touch_Button(gentity_t *ent, gentity_t *other, trace_t *trace );
void ForceThrow( gentity_t *self, qboolean pull )
{
//shove things in front of you away
float dist;
gentity_t *ent;
int entityList[MAX_GENTITIES];
gentity_t *push_list[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
vec3_t v;
int i, e;
int ent_count = 0;
int radius = 1024; //since it's view-based now. //350;
int powerLevel;
int visionArc;
int pushPower;
int pushPowerMod;
vec3_t center, ent_org, size, forward, right, end, dir, fwdangles = {0};
float dot1;
trace_t tr;
int x;
vec3_t pushDir;
vec3_t thispush_org;
vec3_t tfrom, tto, fwd, a;
float knockback = pull?0:200;
int powerUse = 0;
visionArc = 0;
if (self->client->ps.forceHandExtend != HANDEXTEND_NONE && (self->client->ps.forceHandExtend != HANDEXTEND_KNOCKDOWN || !G_InGetUpAnim(&self->client->ps)))
{
return;
}
if (!g_useWhileThrowing.integer && self->client->ps.saberInFlight)
{
return;
}
if (self->client->ps.weaponTime > 0)
{
return;
}
if ( self->health <= 0 )
{
return;
}
if ( self->client->ps.powerups[PW_DISINT_4] > level.time )
{
return;
}
if (pull)
{
powerUse = FP_PULL;
}
else
{
powerUse = FP_PUSH;
}
if ( !WP_ForcePowerUsable( self, powerUse ) )
{
return;
}
if (!pull && self->client->ps.saberLockTime > level.time && self->client->ps.saberLockFrame)
{
G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/weapons/force/push.wav" ) );
self->client->ps.powerups[PW_DISINT_4] = level.time + 1500;
self->client->ps.saberLockHits += self->client->ps.fd.forcePowerLevel[FP_PUSH]*2;
WP_ForcePowerStart( self, FP_PUSH, 0 );
return;
}
WP_ForcePowerStart( self, powerUse, 0 );
//make sure this plays and that you cannot press fire for about 1 second after this
if ( pull )
{
G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/weapons/force/pull.wav" ) );
if (self->client->ps.forceHandExtend == HANDEXTEND_NONE)
{
self->client->ps.forceHandExtend = HANDEXTEND_FORCEPULL;
self->client->ps.forceHandExtendTime = level.time + 400;
}
self->client->ps.powerups[PW_DISINT_4] = self->client->ps.forceHandExtendTime + 200;
}
else
{
G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/weapons/force/push.wav" ) );
if (self->client->ps.forceHandExtend == HANDEXTEND_NONE)
{
self->client->ps.forceHandExtend = HANDEXTEND_FORCEPUSH;
self->client->ps.forceHandExtendTime = level.time + 1000;
}
else if (self->client->ps.forceHandExtend == HANDEXTEND_KNOCKDOWN && G_InGetUpAnim(&self->client->ps))
{
if (self->client->ps.forceDodgeAnim > 4)
{
self->client->ps.forceDodgeAnim -= 8;
}
self->client->ps.forceDodgeAnim += 8; //special case, play push on upper torso, but keep playing current knockdown anim on legs
}
self->client->ps.powerups[PW_DISINT_4] = level.time + 1100;
}
VectorCopy( self->client->ps.viewangles, fwdangles );
AngleVectors( fwdangles, forward, right, NULL );
VectorCopy( self->client->ps.origin, center );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = center[i] - radius;
maxs[i] = center[i] + radius;
}
if (pull)
{
powerLevel = self->client->ps.fd.forcePowerLevel[FP_PULL];
pushPower = 256*self->client->ps.fd.forcePowerLevel[FP_PULL];
}
else
{
powerLevel = self->client->ps.fd.forcePowerLevel[FP_PUSH];
pushPower = 256*self->client->ps.fd.forcePowerLevel[FP_PUSH];
}
if (!powerLevel)
{ //Shouldn't have made it here..
return;
}
if (powerLevel == FORCE_LEVEL_2)
{
visionArc = 60;
}
else if (powerLevel == FORCE_LEVEL_3)
{
visionArc = 180;
}
if (powerLevel == FORCE_LEVEL_1)
{ //can only push/pull targeted things at level 1
VectorCopy(self->client->ps.origin, tfrom);
tfrom[2] += self->client->ps.viewheight;
AngleVectors(self->client->ps.viewangles, fwd, NULL, NULL);
tto[0] = tfrom[0] + fwd[0]*radius/2;
tto[1] = tfrom[1] + fwd[1]*radius/2;
tto[2] = tfrom[2] + fwd[2]*radius/2;
trap_Trace(&tr, tfrom, NULL, NULL, tto, self->s.number, MASK_PLAYERSOLID);
if (tr.fraction != 1.0 &&
tr.entityNum != ENTITYNUM_NONE)
{
if (!g_entities[tr.entityNum].client && g_entities[tr.entityNum].s.eType == ET_GRAPPLE)
{ //g2animent
if (g_entities[tr.entityNum].s.genericenemyindex < level.time)
{
g_entities[tr.entityNum].s.genericenemyindex = level.time + 2000;
}
}
numListedEntities = 0;
entityList[numListedEntities] = tr.entityNum;
numListedEntities++;
}
else
{
//didn't get anything, so just
return;
}
}
else
{
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
e = 0;
while (e < numListedEntities)
{
ent = &g_entities[entityList[e]];
if (!ent->client && ent->s.eType == ET_GRAPPLE)
{ //g2animent
if (ent->s.genericenemyindex < level.time)
{
ent->s.genericenemyindex = level.time + 2000;
}
}
if (ent)
{
if (ent->client)
{
VectorCopy(ent->client->ps.origin, thispush_org);
}
else
{
VectorCopy(ent->s.pos.trBase, thispush_org);
}
}
if (ent)
{ //not in the arc, don't consider it
VectorCopy(self->client->ps.origin, tto);
tto[2] += self->client->ps.viewheight;
VectorSubtract(thispush_org, tto, a);
vectoangles(a, a);
if (ent->client && !InFieldOfVision(self->client->ps.viewangles, visionArc, a) &&
ForcePowerUsableOn(self, ent, powerUse))
{ //only bother with arc rules if the victim is a client
entityList[e] = ENTITYNUM_NONE;
}
else if (ent->client)
{
if (pull)
{
if (!ForcePowerUsableOn(self, ent, FP_PULL))
{
entityList[e] = ENTITYNUM_NONE;
}
}
else
{
if (!ForcePowerUsableOn(self, ent, FP_PUSH))
{
entityList[e] = ENTITYNUM_NONE;
}
}
}
}
e++;
}
}
for ( e = 0 ; e < numListedEntities ; e++ )
{
if (entityList[e] != ENTITYNUM_NONE &&
entityList[e] >= 0 &&
entityList[e] < MAX_GENTITIES)
{
ent = &g_entities[entityList[e]];
}
else
{
ent = NULL;
}
if (!ent)
continue;
if (ent == self)
continue;
if (ent->client && OnSameTeam(ent, self))
{
continue;
}
if ( !(ent->inuse) )
continue;
if ( ent->s.eType != ET_MISSILE )
{
if ( ent->s.eType != ET_ITEM )
{
//FIXME: need pushable objects
if ( Q_stricmp( "func_button", ent->classname ) == 0 )
{//we might push it
if ( pull || !(ent->spawnflags&SPF_BUTTON_FPUSHABLE) )
{//not force-pushable, never pullable
continue;
}
}
else
{
if ( ent->s.eFlags & EF_NODRAW )
{
continue;
}
if ( !ent->client )
{
if ( Q_stricmp( "lightsaber", ent->classname ) != 0 )
{//not a lightsaber
if ( Q_stricmp( "func_door", ent->classname ) != 0 || !(ent->spawnflags & 2/*MOVER_FORCE_ACTIVATE*/) )
{//not a force-usable door
if ( Q_stricmp( "limb", ent->classname ) )
{//not a limb
continue;
}
}
else if ( ent->moverState != MOVER_POS1 && ent->moverState != MOVER_POS2 )
{//not at rest
continue;
}
}
}
}
}
}
else
{
if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
{//can't force-push/pull stuck missiles (detpacks, tripmines)
continue;
}
if ( ent->s.pos.trType == TR_STATIONARY && ent->s.weapon != WP_THERMAL )
{//only thermal detonators can be pushed once stopped
continue;
}
}
//this is all to see if we need to start a saber attack, if it's in flight, this doesn't matter
// find the distance from the edge of the bounding box
for ( i = 0 ; i < 3 ; i++ )
{
if ( center[i] < ent->r.absmin[i] )
{
v[i] = ent->r.absmin[i] - center[i];
} else if ( center[i] > ent->r.absmax[i] )
{
v[i] = center[i] - ent->r.absmax[i];
} else
{
v[i] = 0;
}
}
VectorSubtract( ent->r.absmax, ent->r.absmin, size );
VectorMA( ent->r.absmin, 0.5, size, ent_org );
VectorSubtract( ent_org, center, dir );
VectorNormalize( dir );
if ( (dot1 = DotProduct( dir, forward )) < 0.6 )
continue;
dist = VectorLength( v );
//Now check and see if we can actually deflect it
//method1
//if within a certain range, deflect it
if ( dist >= radius )
{
continue;
}
//in PVS?
if ( !ent->r.bmodel && !trap_InPVS( ent_org, self->client->ps.origin ) )
{//must be in PVS
continue;
}
//really should have a clear LOS to this thing...
trap_Trace( &tr, self->client->ps.origin, vec3_origin, vec3_origin, ent_org, self->s.number, MASK_SHOT );
if ( tr.fraction < 1.0f && tr.entityNum != ent->s.number )
{//must have clear LOS
continue;
}
// ok, we are within the radius, add us to the incoming list
push_list[ent_count] = ent;
ent_count++;
}
if ( ent_count )
{
//method1:
for ( x = 0; x < ent_count; x++ )
{
int modPowerLevel = powerLevel;
if (push_list[x]->client)
{
modPowerLevel = WP_AbsorbConversion(push_list[x], push_list[x]->client->ps.fd.forcePowerLevel[FP_ABSORB], self, powerUse, powerLevel, forcePowerNeeded[self->client->ps.fd.forcePowerLevel[powerUse]][powerUse]);
if (modPowerLevel == -1)
{
modPowerLevel = powerLevel;
}
}
pushPower = 256*modPowerLevel;
if (push_list[x]->client)
{
VectorCopy(push_list[x]->client->ps.origin, thispush_org);
}
else
{
VectorCopy(push_list[x]->s.origin, thispush_org);
}
if ( push_list[x]->client )
{//FIXME: make enemy jedi able to hunker down and resist this?
int otherPushPower = push_list[x]->client->ps.fd.forcePowerLevel[powerUse];
qboolean canPullWeapon = qtrue;
float dirLen = 0;
knockback = pull?0:200;
pushPowerMod = pushPower;
if (push_list[x]->client->pers.cmd.forwardmove ||
push_list[x]->client->pers.cmd.rightmove)
{ //if you are moving, you get one less level of defense
otherPushPower--;
if (otherPushPower < 0)
{
otherPushPower = 0;
}
}
if (otherPushPower && CanCounterThrow(push_list[x], pull))
{
if ( pull )
{
G_Sound( push_list[x], CHAN_BODY, G_SoundIndex( "sound/weapons/force/pull.wav" ) );
push_list[x]->client->ps.forceHandExtend = HANDEXTEND_FORCEPULL;
push_list[x]->client->ps.forceHandExtendTime = level.time + 400;
}
else
{
G_Sound( push_list[x], CHAN_BODY, G_SoundIndex( "sound/weapons/force/push.wav" ) );
push_list[x]->client->ps.forceHandExtend = HANDEXTEND_FORCEPUSH;
push_list[x]->client->ps.forceHandExtendTime = level.time + 1000;
}
push_list[x]->client->ps.powerups[PW_DISINT_4] = push_list[x]->client->ps.forceHandExtendTime + 200;
//Make a counter-throw effect
if (otherPushPower >= modPowerLevel)
{
pushPowerMod = 0;
canPullWeapon = qfalse;
}
else
{
int powerDif = (modPowerLevel - otherPushPower);
if (powerDif >= 3)
{
pushPowerMod -= pushPowerMod*0.2;
}
else if (powerDif == 2)
{
pushPowerMod -= pushPowerMod*0.4;
}
else if (powerDif == 1)
{
pushPowerMod -= pushPowerMod*0.8;
}
if (pushPowerMod < 0)
{
pushPowerMod = 0;
}
}
}
//shove them
if ( pull )
{
VectorSubtract( self->client->ps.origin, thispush_org, pushDir );
if (push_list[x]->client && VectorLength(pushDir) <= 256)
{
int randfact = 0;
if (modPowerLevel == FORCE_LEVEL_1)
{
randfact = 3;
}
else if (modPowerLevel == FORCE_LEVEL_2)
{
randfact = 7;
}
else if (modPowerLevel == FORCE_LEVEL_3)
{
randfact = 10;
}
if (!OnSameTeam(self, push_list[x]) && Q_irand(1, 10) <= randfact && canPullWeapon)
{
vec3_t uorg, vecnorm;
VectorCopy(self->client->ps.origin, uorg);
uorg[2] += 64;
VectorSubtract(uorg, thispush_org, vecnorm);
VectorNormalize(vecnorm);
TossClientWeapon(push_list[x], vecnorm, 500);
}
}
}
else
{
VectorSubtract( thispush_org, self->client->ps.origin, pushDir );
}
if (modPowerLevel > otherPushPower && push_list[x]->client)
{
if (modPowerLevel == FORCE_LEVEL_3 &&
push_list[x]->client->ps.forceHandExtend != HANDEXTEND_KNOCKDOWN)
{
dirLen = VectorLength(pushDir);
if (dirLen <= (64*((modPowerLevel - otherPushPower)-1)))
{ //can only do a knockdown if fairly close
push_list[x]->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN;
push_list[x]->client->ps.forceHandExtendTime = level.time + 700;
push_list[x]->client->ps.forceDodgeAnim = 0; //this toggles between 1 and 0, when it's 1 we should play the get up anim
push_list[x]->client->ps.quickerGetup = qtrue;
}
}
}
if (!dirLen)
{
dirLen = VectorLength(pushDir);
}
VectorNormalize(pushDir);
if (push_list[x]->client)
{
//escape a force grip if we're in one
if (self->client->ps.fd.forceGripBeingGripped > level.time)
{ //force the enemy to stop gripping me if I managed to push him
if (push_list[x]->client->ps.fd.forceGripEntityNum == self->s.number)
{
if (modPowerLevel >= push_list[x]->client->ps.fd.forcePowerLevel[FP_GRIP])
{ //only break the grip if our push/pull level is >= their grip level
WP_ForcePowerStop(push_list[x], FP_GRIP);
self->client->ps.fd.forceGripBeingGripped = 0;
push_list[x]->client->ps.fd.forceGripUseTime = level.time + 1000; //since we just broke out of it..
}
}
}
push_list[x]->client->ps.otherKiller = self->s.number;
push_list[x]->client->ps.otherKillerTime = level.time + 5000;
push_list[x]->client->ps.otherKillerDebounceTime = level.time + 100;
pushPowerMod -= (dirLen*0.7);
if (pushPowerMod < 16)
{
pushPowerMod = 16;
}
push_list[x]->client->ps.velocity[0] = pushDir[0]*pushPowerMod;
push_list[x]->client->ps.velocity[1] = pushDir[1]*pushPowerMod;
if ((int)push_list[x]->client->ps.velocity[2] == 0)
{ //if not going anywhere vertically, boost them up a bit
push_list[x]->client->ps.velocity[2] = pushDir[2]*pushPowerMod;
if (push_list[x]->client->ps.velocity[2] < 128)
{
push_list[x]->client->ps.velocity[2] = 128;
}
}
else
{
push_list[x]->client->ps.velocity[2] = pushDir[2]*pushPowerMod;
}
}
}
else if ( push_list[x]->s.eType == ET_MISSILE && push_list[x]->s.pos.trType != TR_STATIONARY && (push_list[x]->s.pos.trType != TR_INTERPOLATE||push_list[x]->s.weapon != WP_THERMAL) )//rolling and stationary thermal detonators are dealt with below
{
if ( pull )
{//deflect rather than reflect?
}
else
{
G_ReflectMissile( self, push_list[x], forward );
}
}
else if ( !Q_stricmp( "func_door", push_list[x]->classname ) && (push_list[x]->spawnflags&2) )
{//push/pull the door
vec3_t pos1, pos2;
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
VectorNormalize( forward );
VectorMA( self->client->ps.origin, radius, forward, end );
trap_Trace( &tr, self->client->ps.origin, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT );
if ( tr.entityNum != push_list[x]->s.number || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
{//must be pointing right at it
continue;
}
VectorSubtract( push_list[x]->r.absmax, push_list[x]->r.absmin, size );
VectorMA( push_list[x]->r.absmin, 0.5, size, center );
VectorAdd( center, push_list[x]->pos1, pos1 );
VectorAdd( center, push_list[x]->pos2, pos2 );
if ( Distance( pos1, self->client->ps.origin ) < Distance( pos2, self->client->ps.origin ) )
{//pos1 is closer
if ( push_list[x]->moverState == MOVER_POS1 )
{//at the closest pos
if ( pull )
{//trying to pull, but already at closest point, so screw it
continue;
}
}
else if ( push_list[x]->moverState == MOVER_POS2 )
{//at farthest pos
if ( !pull )
{//trying to push, but already at farthest point, so screw it
continue;
}
}
}
else
{//pos2 is closer
if ( push_list[x]->moverState == MOVER_POS1 )
{//at the farthest pos
if ( !pull )
{//trying to push, but already at farthest point, so screw it
continue;
}
}
else if ( push_list[x]->moverState == MOVER_POS2 )
{//at closest pos
if ( pull )
{//trying to pull, but already at closest point, so screw it
continue;
}
}
}
GEntity_UseFunc( push_list[x], self, self );
}
else if ( Q_stricmp( "func_button", push_list[x]->classname ) == 0 )
{//pretend you pushed it
Touch_Button( push_list[x], self, NULL );
continue;
}
}
}
//attempt to break any leftover grips
//if we're still in a current grip that wasn't broken by the push, it will still remain
self->client->dangerTime = level.time;
self->client->ps.eFlags &= ~EF_INVULNERABLE;
self->client->invulnerableTimer = 0;
if (self->client->ps.fd.forceGripBeingGripped > level.time)
{
self->client->ps.fd.forceGripBeingGripped = 0;
}
}
void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower )
{
int wasActive = self->client->ps.fd.forcePowersActive;
self->client->ps.fd.forcePowersActive &= ~( 1 << forcePower );
switch( (int)forcePower )
{
case FP_HEAL:
self->client->ps.fd.forceHealAmount = 0;
self->client->ps.fd.forceHealTime = 0;
break;
case FP_LEVITATION:
break;
case FP_SPEED:
if (wasActive & (1 << FP_SPEED))
{
G_MuteSound(self->client->ps.fd.killSoundEntIndex[TRACK_CHANNEL_2-50], CHAN_VOICE);
}
break;
case FP_PUSH:
break;
case FP_PULL:
break;
case FP_TELEPATHY:
if (wasActive & (1 << FP_TELEPATHY))
{
G_Sound( self, CHAN_AUTO, G_SoundIndex("sound/weapons/force/distractstop.wav") );
}
self->client->ps.fd.forceMindtrickTargetIndex = 0;
self->client->ps.fd.forceMindtrickTargetIndex2 = 0;
self->client->ps.fd.forceMindtrickTargetIndex3 = 0;
self->client->ps.fd.forceMindtrickTargetIndex4 = 0;
break;
case FP_SEE:
if (wasActive & (1 << FP_SEE))
{
G_MuteSound(self->client->ps.fd.killSoundEntIndex[TRACK_CHANNEL_5-50], CHAN_VOICE);
}
break;
case FP_GRIP:
self->client->ps.fd.forceGripUseTime = level.time + 3000;
if (self->client->ps.fd.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 &&
g_entities[self->client->ps.fd.forceGripEntityNum].client &&
g_entities[self->client->ps.fd.forceGripEntityNum].health > 0 &&
g_entities[self->client->ps.fd.forceGripEntityNum].inuse &&
(level.time - g_entities[self->client->ps.fd.forceGripEntityNum].client->ps.fd.forceGripStarted) > 500)
{ //if we had our throat crushed in for more than half a second, gasp for air when we're let go
if (wasActive & (1 << FP_GRIP))
{
G_EntitySound( &g_entities[self->client->ps.fd.forceGripEntityNum], CHAN_VOICE, G_SoundIndex("*gasp.wav") );
}
}
if (g_entities[self->client->ps.fd.forceGripEntityNum].client &&
g_entities[self->client->ps.fd.forceGripEntityNum].inuse)
{
g_entities[self->client->ps.fd.forceGripEntityNum].client->ps.forceGripChangeMovetype = PM_NORMAL;
}
if (self->client->ps.forceHandExtend == HANDEXTEND_FORCEGRIP)
{
self->client->ps.forceHandExtendTime = 0;
}
self->client->ps.fd.forceGripEntityNum = ENTITYNUM_NONE;
self->client->ps.powerups[PW_DISINT_4] = 0;
break;
case FP_LIGHTNING:
if ( self->client->ps.fd.forcePowerLevel[FP_LIGHTNING] < FORCE_LEVEL_2 )
{//don't do it again for 3 seconds, minimum... FIXME: this should be automatic once regeneration is slower (normal)
self->client->ps.fd.forcePowerDebounce[FP_LIGHTNING] = level.time + 3000;
}
else
{
self->client->ps.fd.forcePowerDebounce[FP_LIGHTNING] = level.time + 1500;
}
if (self->client->ps.forceHandExtend == HANDEXTEND_FORCEGRIP)
{
self->client->ps.forceHandExtendTime = 0; //reset hand position
}
self->client->ps.activeForcePass = 0;
break;
case FP_RAGE:
self->client->ps.fd.forceRageRecoveryTime = level.time + 10000;
if (wasActive & (1 << FP_RAGE))
{
G_MuteSound(self->client->ps.fd.killSoundEntIndex[TRACK_CHANNEL_3-50], CHAN_VOICE);
}
break;
case FP_ABSORB:
if (wasActive & (1 << FP_ABSORB))
{
G_MuteSound(self->client->ps.fd.killSoundEntIndex[TRACK_CHANNEL_3-50], CHAN_VOICE);
}
break;
case FP_PROTECT:
if (wasActive & (1 << FP_PROTECT))
{
G_MuteSound(self->client->ps.fd.killSoundEntIndex[TRACK_CHANNEL_3-50], CHAN_VOICE);
}
break;
case FP_DRAIN:
if ( self->client->ps.fd.forcePowerLevel[FP_DRAIN] < FORCE_LEVEL_2 )
{//don't do it again for 3 seconds, minimum...
self->client->ps.fd.forcePowerDebounce[FP_DRAIN] = level.time + 3000;
}
else
{
self->client->ps.fd.forcePowerDebounce[FP_DRAIN] = level.time + 1500;
}
if (self->client->ps.forceHandExtend == HANDEXTEND_FORCEGRIP)
{
self->client->ps.forceHandExtendTime = 0; //reset hand position
}
self->client->ps.activeForcePass = 0;
default:
break;
}
}
void DoGripAction(gentity_t *self, forcePowers_t forcePower)
{
gentity_t *gripEnt;
int gripLevel = 0;
trace_t tr;
vec3_t a;
vec3_t fwd, fwd_o, start_o, nvel;
self->client->dangerTime = level.time;
self->client->ps.eFlags &= ~EF_INVULNERABLE;
self->client->invulnerableTimer = 0;
gripEnt = &g_entities[self->client->ps.fd.forceGripEntityNum];
if (!gripEnt || !gripEnt->client || !gripEnt->inuse || gripEnt->health < 1 || !ForcePowerUsableOn(self, gripEnt, FP_GRIP))
{
WP_ForcePowerStop(self, forcePower);
self->client->ps.fd.forceGripEntityNum = ENTITYNUM_NONE;
if (gripEnt && gripEnt->client && gripEnt->inuse)
{
gripEnt->client->ps.forceGripChangeMovetype = PM_NORMAL;
}
return;
}
VectorSubtract(gripEnt->client->ps.origin, self->client->ps.origin, a);
trap_Trace(&tr, self->client->ps.origin, NULL, NULL, gripEnt->client->ps.origin, self->s.number, MASK_PLAYERSOLID);
gripLevel = WP_AbsorbConversion(gripEnt, gripEnt->client->ps.fd.forcePowerLevel[FP_ABSORB], self, FP_GRIP, self->client->ps.fd.forcePowerLevel[FP_GRIP], forcePowerNeeded[self->client->ps.fd.forcePowerLevel[FP_GRIP]][FP_GRIP]);
if (gripLevel == -1)
{
gripLevel = self->client->ps.fd.forcePowerLevel[FP_GRIP];
}
if (!gripLevel)
{
WP_ForcePowerStop(self, forcePower);
return;
}
if (VectorLength(a) > MAX_GRIP_DISTANCE)
{
WP_ForcePowerStop(self, forcePower);
return;
}
if ( !InFront( gripEnt->client->ps.origin, self->client->ps.origin, self->client->ps.viewangles, 0.9f ) &&
gripLevel < FORCE_LEVEL_3)
{
WP_ForcePowerStop(self, forcePower);
return;
}
if (tr.fraction != 1 &&
tr.entityNum != gripEnt->s.number &&
gripLevel < FORCE_LEVEL_3)
{
WP_ForcePowerStop(self, forcePower);
return;
}
if (self->client->ps.fd.forcePowerDebounce[FP_GRIP] < level.time)
{ //2 damage per second while choking, resulting in 10 damage total (not including The Squeeze<tm>)
self->client->ps.fd.forcePowerDebounce[FP_GRIP] = level.time + 1000;
G_Damage(gripEnt, self, self, NULL, NULL, 2, DAMAGE_NO_ARMOR, MOD_FORCE_DARK);
}
if (gripLevel == FORCE_LEVEL_1)
{
gripEnt->client->ps.fd.forceGripBeingGripped = level.time + 1000;
if ((level.time - gripEnt->client->ps.fd.forceGripStarted) > 5000)
{
WP_ForcePowerStop(self, forcePower);
}
return;
}
if (gripLevel == FORCE_LEVEL_2)
{
gripEnt->client->ps.fd.forceGripBeingGripped = level.time + 1000;
if (gripEnt->client->ps.forceGripMoveInterval < level.time)
{
gripEnt->client->ps.velocity[2] = 30;
gripEnt->client->ps.forceGripMoveInterval = level.time + 300; //only update velocity every 300ms, so as to avoid heavy bandwidth usage
}
gripEnt->client->ps.otherKiller = self->s.number;
gripEnt->client->ps.otherKillerTime = level.time + 5000;
gripEnt->client->ps.otherKillerDebounceTime = level.time + 100;
gripEnt->client->ps.forceGripChangeMovetype = PM_FLOAT;
if ((level.time - gripEnt->client->ps.fd.forceGripStarted) > 3000 && !self->client->ps.fd.forceGripDamageDebounceTime)
{ //if we managed to lift him into the air for 2 seconds, give him a crack
self->client->ps.fd.forceGripDamageDebounceTime = 1;
G_Damage(gripEnt, self, self, NULL, NULL, 20, DAMAGE_NO_ARMOR, MOD_FORCE_DARK);
//Must play custom sounds on the actual entity. Don't use G_Sound (it creates a temp entity for the sound)
G_EntitySound( gripEnt, CHAN_VOICE, G_SoundIndex(va( "*choke%d.wav", Q_irand( 1, 3 ) )) );
gripEnt->client->ps.forceHandExtend = HANDEXTEND_CHOKE;
gripEnt->client->ps.forceHandExtendTime = level.time + 2000;
if (gripEnt->client->ps.fd.forcePowersActive & (1 << FP_GRIP))
{ //choking, so don't let him keep gripping himself
WP_ForcePowerStop(gripEnt, FP_GRIP);
}
}
else if ((level.time - gripEnt->client->ps.fd.forceGripStarted) > 4000)
{
WP_ForcePowerStop(self, forcePower);
}
return;
}
if (gripLevel == FORCE_LEVEL_3)
{
gripEnt->client->ps.fd.forceGripBeingGripped = level.time + 1000;
gripEnt->client->ps.otherKiller = self->s.number;
gripEnt->client->ps.otherKillerTime = level.time + 5000;
gripEnt->client->ps.otherKillerDebounceTime = level.time + 100;
gripEnt->client->ps.forceGripChangeMovetype = PM_FLOAT;
if (gripEnt->client->ps.forceGripMoveInterval < level.time)
{
float nvLen = 0;
VectorCopy(gripEnt->client->ps.origin, start_o);
AngleVectors(self->client->ps.viewangles, fwd, NULL, NULL);
fwd_o[0] = self->client->ps.origin[0] + fwd[0]*128;
fwd_o[1] = self->client->ps.origin[1] + fwd[1]*128;
fwd_o[2] = self->client->ps.origin[2] + fwd[2]*128;
fwd_o[2] += 16;
VectorSubtract(fwd_o, start_o, nvel);
nvLen = VectorLength(nvel);
if (nvLen < 16)
{ //within x units of desired spot
VectorNormalize(nvel);
gripEnt->client->ps.velocity[0] = nvel[0]*8;
gripEnt->client->ps.velocity[1] = nvel[1]*8;
gripEnt->client->ps.velocity[2] = nvel[2]*8;
}
else if (nvLen < 64)
{
VectorNormalize(nvel);
gripEnt->client->ps.velocity[0] = nvel[0]*128;
gripEnt->client->ps.velocity[1] = nvel[1]*128;
gripEnt->client->ps.velocity[2] = nvel[2]*128;
}
else if (nvLen < 128)
{
VectorNormalize(nvel);
gripEnt->client->ps.velocity[0] = nvel[0]*256;
gripEnt->client->ps.velocity[1] = nvel[1]*256;
gripEnt->client->ps.velocity[2] = nvel[2]*256;
}
else if (nvLen < 200)
{
VectorNormalize(nvel);
gripEnt->client->ps.velocity[0] = nvel[0]*512;
gripEnt->client->ps.velocity[1] = nvel[1]*512;
gripEnt->client->ps.velocity[2] = nvel[2]*512;
}
else
{
VectorNormalize(nvel);
gripEnt->client->ps.velocity[0] = nvel[0]*700;
gripEnt->client->ps.velocity[1] = nvel[1]*700;
gripEnt->client->ps.velocity[2] = nvel[2]*700;
}
gripEnt->client->ps.forceGripMoveInterval = level.time + 300; //only update velocity every 300ms, so as to avoid heavy bandwidth usage
}
if ((level.time - gripEnt->client->ps.fd.forceGripStarted) > 3000 && !self->client->ps.fd.forceGripDamageDebounceTime)
{ //if we managed to lift him into the air for 2 seconds, give him a crack
self->client->ps.fd.forceGripDamageDebounceTime = 1;
G_Damage(gripEnt, self, self, NULL, NULL, 40, DAMAGE_NO_ARMOR, MOD_FORCE_DARK);
//Must play custom sounds on the actual entity. Don't use G_Sound (it creates a temp entity for the sound)
G_EntitySound( gripEnt, CHAN_VOICE, G_SoundIndex(va( "*choke%d.wav", Q_irand( 1, 3 ) )) );
gripEnt->client->ps.forceHandExtend = HANDEXTEND_CHOKE;
gripEnt->client->ps.forceHandExtendTime = level.time + 2000;
if (gripEnt->client->ps.fd.forcePowersActive & (1 << FP_GRIP))
{ //choking, so don't let him keep gripping himself
WP_ForcePowerStop(gripEnt, FP_GRIP);
}
}
else if ((level.time - gripEnt->client->ps.fd.forceGripStarted) > 4000)
{
WP_ForcePowerStop(self, forcePower);
}
return;
}
}
qboolean G_IsMindTricked(forcedata_t *fd, int client)
{
int checkIn;
int trickIndex1, trickIndex2, trickIndex3, trickIndex4;
int sub = 0;
if (!fd)
{
return qfalse;
}
trickIndex1 = fd->forceMindtrickTargetIndex;
trickIndex2 = fd->forceMindtrickTargetIndex2;
trickIndex3 = fd->forceMindtrickTargetIndex3;
trickIndex4 = fd->forceMindtrickTargetIndex4;
if (client > 47)
{
checkIn = trickIndex4;
sub = 48;
}
else if (client > 31)
{
checkIn = trickIndex3;
sub = 32;
}
else if (client > 15)
{
checkIn = trickIndex2;
sub = 16;
}
else
{
checkIn = trickIndex1;
}
if (checkIn & (1 << (client-sub)))
{
return qtrue;
}
return qfalse;
}
static void RemoveTrickedEnt(forcedata_t *fd, int client)
{
if (!fd)
{
return;
}
if (client > 47)
{
fd->forceMindtrickTargetIndex4 &= ~(1 << (client-48));
}
else if (client > 31)
{
fd->forceMindtrickTargetIndex3 &= ~(1 << (client-32));
}
else if (client > 15)
{
fd->forceMindtrickTargetIndex2 &= ~(1 << (client-16));
}
else
{
fd->forceMindtrickTargetIndex &= ~(1 << client);
}
}
extern int g_LastFrameTime;
extern int g_TimeSinceLastFrame;
static void WP_UpdateMindtrickEnts(gentity_t *self)
{
int i = 0;
while (i < MAX_CLIENTS)
{
if (G_IsMindTricked(&self->client->ps.fd, i))
{
gentity_t *ent = &g_entities[i];
if ( !ent || !ent->client || !ent->inuse || ent->health < 1 ||
(ent->client->ps.fd.forcePowersActive & (1 << FP_SEE)) )
{
RemoveTrickedEnt(&self->client->ps.fd, i);
}
else if ((level.time - self->client->dangerTime) < g_TimeSinceLastFrame*4)
{ //Untrick this entity if the tricker (self) fires while in his fov
if (trap_InPVS(ent->client->ps.origin, self->client->ps.origin) &&
OrgVisible(ent->client->ps.origin, self->client->ps.origin, ent->s.number))
{
RemoveTrickedEnt(&self->client->ps.fd, i);
}
}
else if (BG_HasYsalamiri(g_gametype.integer, &ent->client->ps))
{
RemoveTrickedEnt(&self->client->ps.fd, i);
}
}
i++;
}
if (!self->client->ps.fd.forceMindtrickTargetIndex &&
!self->client->ps.fd.forceMindtrickTargetIndex2 &&
!self->client->ps.fd.forceMindtrickTargetIndex3 &&
!self->client->ps.fd.forceMindtrickTargetIndex4)
{ //everyone who we had tricked is no longer tricked, so stop the power
WP_ForcePowerStop(self, FP_TELEPATHY);
}
else if (self->client->ps.powerups[PW_REDFLAG] ||
self->client->ps.powerups[PW_BLUEFLAG])
{
WP_ForcePowerStop(self, FP_TELEPATHY);
}
}
static void WP_ForcePowerRun( gentity_t *self, forcePowers_t forcePower, usercmd_t *cmd )
{
extern usercmd_t ucmd;
switch( (int)forcePower )
{
case FP_HEAL:
if (self->client->ps.fd.forcePowerLevel[FP_HEAL] == FORCE_LEVEL_1)
{
if (self->client->ps.velocity[0] || self->client->ps.velocity[1] || self->client->ps.velocity[2])
{
WP_ForcePowerStop( self, forcePower );
break;
}
}
if (self->health < 1 || self->client->ps.stats[STAT_HEALTH] < 1)
{
WP_ForcePowerStop( self, forcePower );
break;
}
if (self->client->ps.fd.forceHealTime > level.time)
{
break;
}
if ( self->health > self->client->ps.stats[STAT_MAX_HEALTH])
{ //rww - we might start out over max_health and we don't want force heal taking us down to 100 or whatever max_health is
WP_ForcePowerStop( self, forcePower );
break;
}
self->client->ps.fd.forceHealTime = level.time + 1000;
self->health++;
self->client->ps.fd.forceHealAmount++;
if ( self->health > self->client->ps.stats[STAT_MAX_HEALTH]) // Past max health
{
self->health = self->client->ps.stats[STAT_MAX_HEALTH];
WP_ForcePowerStop( self, forcePower );
}
if ( (self->client->ps.fd.forcePowerLevel[FP_HEAL] == FORCE_LEVEL_1 && self->client->ps.fd.forceHealAmount >= 25) ||
(self->client->ps.fd.forcePowerLevel[FP_HEAL] == FORCE_LEVEL_2 && self->client->ps.fd.forceHealAmount >= 33))
{
WP_ForcePowerStop( self, forcePower );
}
break;
case FP_SPEED:
//This is handled in PM_WalkMove and PM_StepSlideMove
break;
case FP_GRIP:
if (self->client->ps.forceHandExtend != HANDEXTEND_FORCEGRIP)
{
WP_ForcePowerStop(self, FP_GRIP);
break;
}
if (self->client->ps.fd.forcePowerDebounce[FP_PULL] < level.time)
{ //This is sort of not ideal. Using the debounce value reserved for pull for this because pull doesn't need it.
BG_ForcePowerDrain( &self->client->ps, forcePower, 1 );
self->client->ps.fd.forcePowerDebounce[FP_PULL] = level.time + 100;
}
if (self->client->ps.fd.forcePower < 1)
{
WP_ForcePowerStop(self, FP_GRIP);
break;
}
DoGripAction(self, forcePower);
break;
case FP_LEVITATION:
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE && !self->client->ps.fd.forceJumpZStart )
{//done with jump
WP_ForcePowerStop( self, forcePower );
}
break;
case FP_RAGE:
if (self->health < 1)
{
WP_ForcePowerStop(self, forcePower);
break;
}
if (self->client->ps.forceRageDrainTime < level.time)
{
int addTime = 400;
self->health -= 2;
if (self->client->ps.fd.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_1)
{
addTime = 150;
}
else if (self->client->ps.fd.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_2)
{
addTime = 300;
}
else if (self->client->ps.fd.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_3)
{
addTime = 450;
}
self->client->ps.forceRageDrainTime = level.time + addTime;
}
if (self->health < 1)
{
self->health = 1;
WP_ForcePowerStop(self, forcePower);
}
self->client->ps.stats[STAT_HEALTH] = self->health;
break;
case FP_DRAIN:
if (self->client->ps.forceHandExtend != HANDEXTEND_FORCEGRIP)
{
WP_ForcePowerStop(self, forcePower);
break;
}
if ( self->client->ps.fd.forcePowerLevel[FP_DRAIN] > FORCE_LEVEL_1 )
{//higher than level 1
if ( (cmd->buttons & BUTTON_FORCE_DRAIN) || ((cmd->buttons & BUTTON_FORCEPOWER) && self->client->ps.fd.forcePowerSelected == FP_DRAIN) )
{//holding it keeps it going
self->client->ps.fd.forcePowerDuration[FP_DRAIN] = level.time + 500;
}
}
if ( !WP_ForcePowerAvailable( self, forcePower ) || self->client->ps.fd.forcePowerDuration[FP_DRAIN] < level.time ||
self->client->ps.fd.forcePower < 25)
{
WP_ForcePowerStop( self, forcePower );
}
else
{
ForceShootDrain( self );
}
break;
case FP_LIGHTNING:
if (self->client->ps.forceHandExtend != HANDEXTEND_FORCEGRIP)
{ //Animation for hand extend doesn't end with hand out, so we have to limit lightning intervals by animation intervals (once hand starts to go in in animation, lightning should stop)
WP_ForcePowerStop(self, forcePower);
break;
}
if ( self->client->ps.fd.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 )
{//higher than level 1
if ( (cmd->buttons & BUTTON_FORCE_LIGHTNING) || ((cmd->buttons & BUTTON_FORCEPOWER) && self->client->ps.fd.forcePowerSelected == FP_LIGHTNING) )
{//holding it keeps it going
self->client->ps.fd.forcePowerDuration[FP_LIGHTNING] = level.time + 500;
}
}
if ( !WP_ForcePowerAvailable( self, forcePower ) || self->client->ps.fd.forcePowerDuration[FP_LIGHTNING] < level.time ||
self->client->ps.fd.forcePower < 25)
{
WP_ForcePowerStop( self, forcePower );
}
else
{
ForceShootLightning( self );
BG_ForcePowerDrain( &self->client->ps, forcePower, 0 );
}
break;
case FP_TELEPATHY:
WP_UpdateMindtrickEnts(self);
break;
case FP_SABERATTACK:
break;
case FP_SABERDEFEND:
break;
case FP_SABERTHROW:
break;
case FP_PROTECT:
if (self->client->ps.fd.forcePowerDebounce[forcePower] < level.time)
{
BG_ForcePowerDrain( &self->client->ps, forcePower, 1 );
if (self->client->ps.fd.forcePower < 1)
{
WP_ForcePowerStop(self, forcePower);
}
self->client->ps.fd.forcePowerDebounce[forcePower] = level.time + 300;
}
break;
case FP_ABSORB:
if (self->client->ps.fd.forcePowerDebounce[forcePower] < level.time)
{
BG_ForcePowerDrain( &self->client->ps, forcePower, 1 );
if (self->client->ps.fd.forcePower < 1)
{
WP_ForcePowerStop(self, forcePower);
}
self->client->ps.fd.forcePowerDebounce[forcePower] = level.time + 600;
}
break;
default:
break;
}
}
int WP_DoSpecificPower( gentity_t *self, usercmd_t *ucmd, forcePowers_t forcepower)
{
int powerSucceeded;
powerSucceeded = 1;
if ( !WP_ForcePowerAvailable( self, forcepower ) )
{
return 0;
}
switch(forcepower)
{
case FP_HEAL:
powerSucceeded = 0; //always 0 for nonhold powers
if (self->client->ps.fd.forceButtonNeedRelease)
{ //need to release before we can use nonhold powers again
break;
}
ForceHeal(self);
self->client->ps.fd.forceButtonNeedRelease = 1;
break;
case FP_LEVITATION:
//if leave the ground by some other means, cancel the force jump so we don't suddenly jump when we land.
if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE )
{
self->client->ps.fd.forceJumpCharge = 0;
G_MuteSound( self->client->ps.fd.killSoundEntIndex[TRACK_CHANNEL_1-50], CHAN_VOICE );
//This only happens if the groundEntityNum == ENTITYNUM_NONE when the button is actually released
}
else
{//still on ground, so jump
ForceJump( self, ucmd );
}
break;
case FP_SPEED:
powerSucceeded = 0; //always 0 for nonhold powers
if (self->client->ps.fd.forceButtonNeedRelease)
{ //need to release before we can use nonhold powers again
break;
}
ForceSpeed(self, 0);
self->client->ps.fd.forceButtonNeedRelease = 1;
break;
case FP_GRIP:
if (self->client->ps.fd.forceGripEntityNum == ENTITYNUM_NONE)
{
ForceGrip( self );
}
if (self->client->ps.fd.forceGripEntityNum != ENTITYNUM_NONE)
{
if (!(self->client->ps.fd.forcePowersActive & (1 << FP_GRIP)))
{
WP_ForcePowerStart( self, FP_GRIP, 0 );
BG_ForcePowerDrain( &self->client->ps, FP_GRIP, GRIP_DRAIN_AMOUNT );
}
}
else
{
powerSucceeded = 0;
}
break;
case FP_LIGHTNING:
ForceLightning(self);
break;
case FP_PUSH:
powerSucceeded = 0; //always 0 for nonhold powers
if (self->client->ps.fd.forceButtonNeedRelease)
{ //need to release before we can use nonhold powers again
break;
}
ForceThrow(self, qfalse);
self->client->ps.fd.forceButtonNeedRelease = 1;
break;
case FP_PULL:
powerSucceeded = 0; //always 0 for nonhold powers
if (self->client->ps.fd.forceButtonNeedRelease)
{ //need to release before we can use nonhold powers again
break;
}
ForceThrow(self, qtrue);
self->client->ps.fd.forceButtonNeedRelease = 1;
break;
case FP_TELEPATHY:
powerSucceeded = 0; //always 0 for nonhold powers
if (self->client->ps.fd.forceButtonNeedRelease)
{ //need to release before we can use nonhold powers again
break;
}
ForceTelepathy(self);
self->client->ps.fd.forceButtonNeedRelease = 1;
break;
case FP_RAGE:
powerSucceeded = 0; //always 0 for nonhold powers
if (self->client->ps.fd.forceButtonNeedRelease)
{ //need to release before we can use nonhold powers again
break;
}
ForceRage(self);
self->client->ps.fd.forceButtonNeedRelease = 1;
break;
case FP_PROTECT:
powerSucceeded = 0; //always 0 for nonhold powers
if (self->client->ps.fd.forceButtonNeedRelease)
{ //need to release before we can use nonhold powers again
break;
}
ForceProtect(self);
self->client->ps.fd.forceButtonNeedRelease = 1;
break;
case FP_ABSORB:
powerSucceeded = 0; //always 0 for nonhold powers
if (self->client->ps.fd.forceButtonNeedRelease)
{ //need to release before we can use nonhold powers again
break;
}
ForceAbsorb(self);
self->client->ps.fd.forceButtonNeedRelease = 1;
break;
case FP_TEAM_HEAL:
powerSucceeded = 0; //always 0 for nonhold powers
if (self->client->ps.fd.forceButtonNeedRelease)
{ //need to release before we can use nonhold powers again
break;
}
ForceTeamHeal(self);
self->client->ps.fd.forceButtonNeedRelease = 1;
break;
case FP_TEAM_FORCE:
powerSucceeded = 0; //always 0 for nonhold powers
if (self->client->ps.fd.forceButtonNeedRelease)
{ //need to release before we can use nonhold powers again
break;
}
ForceTeamForceReplenish(self);
self->client->ps.fd.forceButtonNeedRelease = 1;
break;
case FP_DRAIN:
ForceDrain(self);
break;
case FP_SEE:
powerSucceeded = 0; //always 0 for nonhold powers
if (self->client->ps.fd.forceButtonNeedRelease)
{ //need to release before we can use nonhold powers again
break;
}
ForceSeeing(self);
self->client->ps.fd.forceButtonNeedRelease = 1;
break;
case FP_SABERATTACK:
break;
case FP_SABERDEFEND:
break;
case FP_SABERTHROW:
break;
default:
break;
}
return powerSucceeded;
}
void FindGenericEnemyIndex(gentity_t *self)
{ //Find another client that would be considered a threat.
int i = 0;
float tlen;
gentity_t *ent;
gentity_t *besten = NULL;
float blen = 99999999;
vec3_t a;
while (i < MAX_CLIENTS)
{
ent = &g_entities[i];
if (ent && ent->client && ent->s.number != self->s.number && ent->health > 0 && !OnSameTeam(self, ent) && ent->client->ps.pm_type != PM_INTERMISSION && ent->client->ps.pm_type != PM_SPECTATOR)
{
VectorSubtract(ent->client->ps.origin, self->client->ps.origin, a);
tlen = VectorLength(a);
if (tlen < blen &&
InFront(ent->client->ps.origin, self->client->ps.origin, self->client->ps.viewangles, 0.8f ) &&
OrgVisible(self->client->ps.origin, ent->client->ps.origin, self->s.number))
{
blen = tlen;
besten = ent;
}
}
i++;
}
if (!besten)
{
return;
}
self->client->ps.genericEnemyIndex = besten->s.number;
}
void SeekerDroneUpdate(gentity_t *self)
{
vec3_t org, elevated, dir, a, endir;
gentity_t *en;
float angle;
float prefig = 0;
trace_t tr;
if (!(self->client->ps.eFlags & EF_SEEKERDRONE))
{
self->client->ps.genericEnemyIndex = -1;
return;
}
if (self->health < 1)
{
VectorCopy(self->client->ps.origin, elevated);
elevated[2] += 40;
angle = ((level.time / 12) & 255) * (M_PI * 2) / 255; //magical numbers make magic happen
dir[0] = cos(angle) * 20;
dir[1] = sin(angle) * 20;
dir[2] = cos(angle) * 5;
VectorAdd(elevated, dir, org);
a[ROLL] = 0;
a[YAW] = 0;
a[PITCH] = 1;
G_PlayEffect(EFFECT_SPARK_EXPLOSION, org, a);
self->client->ps.eFlags -= EF_SEEKERDRONE;
self->client->ps.genericEnemyIndex = -1;
return;
}
if (self->client->ps.droneExistTime >= level.time &&
self->client->ps.droneExistTime < (level.time+5000))
{
self->client->ps.genericEnemyIndex = 1024+self->client->ps.droneExistTime;
if (self->client->ps.droneFireTime < level.time)
{
G_Sound( self, CHAN_BODY, G_SoundIndex("sound/weapons/laser_trap/warning.wav") );
self->client->ps.droneFireTime = level.time + 100;
}
return;
}
else if (self->client->ps.droneExistTime < level.time)
{
VectorCopy(self->client->ps.origin, elevated);
elevated[2] += 40;
prefig = (self->client->ps.droneExistTime-level.time)/80;
if (prefig > 55)
{
prefig = 55;
}
else if (prefig < 1)
{
prefig = 1;
}
elevated[2] -= 55-prefig;
angle = ((level.time / 12) & 255) * (M_PI * 2) / 255; //magical numbers make magic happen
dir[0] = cos(angle) * 20;
dir[1] = sin(angle) * 20;
dir[2] = cos(angle) * 5;
VectorAdd(elevated, dir, org);
a[ROLL] = 0;
a[YAW] = 0;
a[PITCH] = 1;
G_PlayEffect(EFFECT_SPARK_EXPLOSION, org, a);
self->client->ps.eFlags -= EF_SEEKERDRONE;
self->client->ps.genericEnemyIndex = -1;
return;
}
if (self->client->ps.genericEnemyIndex == -1)
{
self->client->ps.genericEnemyIndex = ENTITYNUM_NONE;
}
if (self->client->ps.genericEnemyIndex != ENTITYNUM_NONE && self->client->ps.genericEnemyIndex != -1)
{
en = &g_entities[self->client->ps.genericEnemyIndex];
if (!en || !en->client)
{
self->client->ps.genericEnemyIndex = ENTITYNUM_NONE;
}
else if (en->s.number == self->s.number)
{
self->client->ps.genericEnemyIndex = ENTITYNUM_NONE;
}
else if (en->health < 1)
{
self->client->ps.genericEnemyIndex = ENTITYNUM_NONE;
}
else if (OnSameTeam(self, en))
{
self->client->ps.genericEnemyIndex = ENTITYNUM_NONE;
}
else
{
if (!InFront(en->client->ps.origin, self->client->ps.origin, self->client->ps.viewangles, 0.8f ))
{
self->client->ps.genericEnemyIndex = ENTITYNUM_NONE;
}
else if (!OrgVisible(self->client->ps.origin, en->client->ps.origin, self->s.number))
{
self->client->ps.genericEnemyIndex = ENTITYNUM_NONE;
}
}
}
if (self->client->ps.genericEnemyIndex == ENTITYNUM_NONE || self->client->ps.genericEnemyIndex == -1)
{
FindGenericEnemyIndex(self);
}
if (self->client->ps.genericEnemyIndex != ENTITYNUM_NONE && self->client->ps.genericEnemyIndex != -1)
{
en = &g_entities[self->client->ps.genericEnemyIndex];
VectorCopy(self->client->ps.origin, elevated);
elevated[2] += 40;
angle = ((level.time / 12) & 255) * (M_PI * 2) / 255; //magical numbers make magic happen
dir[0] = cos(angle) * 20;
dir[1] = sin(angle) * 20;
dir[2] = cos(angle) * 5;
VectorAdd(elevated, dir, org);
//org is now where the thing should be client-side because it uses the same time-based offset
if (self->client->ps.droneFireTime < level.time)
{
trap_Trace(&tr, org, NULL, NULL, en->client->ps.origin, -1, MASK_SOLID);
if (tr.fraction == 1 && !tr.startsolid && !tr.allsolid)
{
VectorSubtract(en->client->ps.origin, org, endir);
VectorNormalize(endir);
WP_FireGenericBlasterMissile(self, org, endir, 0, 15, 2000, MOD_BLASTER);
G_SoundAtLoc( org, CHAN_WEAPON, G_SoundIndex("sound/weapons/bryar/fire.wav") );
self->client->ps.droneFireTime = level.time + Q_irand(400, 700);
}
}
}
}
void HolocronUpdate(gentity_t *self)
{ //keep holocron status updated in holocron mode
int i = 0;
int noHRank = 0;
if (noHRank < FORCE_LEVEL_0)
{
noHRank = FORCE_LEVEL_0;
}
if (noHRank > FORCE_LEVEL_3)
{
noHRank = FORCE_LEVEL_3;
}
trap_Cvar_Update(&g_MaxHolocronCarry);
while (i < NUM_FORCE_POWERS)
{
if (self->client->ps.holocronsCarried[i])
{ //carrying it, make sure we have the power
self->client->ps.holocronBits |= (1 << i);
self->client->ps.fd.forcePowersKnown |= (1 << i);
self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_3;
}
else
{ //otherwise, make sure the power is cleared from us
self->client->ps.fd.forcePowerLevel[i] = 0;
if (self->client->ps.holocronBits & (1 << i))
{
self->client->ps.holocronBits -= (1 << i);
}
if ((self->client->ps.fd.forcePowersKnown & (1 << i)) && i != FP_LEVITATION && i != FP_SABERATTACK)
{
self->client->ps.fd.forcePowersKnown -= (1 << i);
}
if ((self->client->ps.fd.forcePowersActive & (1 << i)) && i != FP_LEVITATION && i != FP_SABERATTACK)
{
WP_ForcePowerStop(self, i);
}
if (i == FP_LEVITATION)
{
if (noHRank >= FORCE_LEVEL_1)
{
self->client->ps.fd.forcePowerLevel[i] = noHRank;
}
else
{
self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_1;
}
}
else if (i == FP_SABERATTACK)
{
self->client->ps.fd.forcePowersKnown |= (1 << i);
if (noHRank >= FORCE_LEVEL_1)
{
self->client->ps.fd.forcePowerLevel[i] = noHRank;
}
else
{
self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_1;
}
}
else
{
self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_0;
}
}
i++;
}
if (HasSetSaberOnly())
{ //if saberonly, we get these powers no matter what (still need the holocrons for level 3)
if (self->client->ps.fd.forcePowerLevel[FP_SABERATTACK] < FORCE_LEVEL_1)
{
self->client->ps.fd.forcePowerLevel[FP_SABERATTACK] = FORCE_LEVEL_1;
}
if (self->client->ps.fd.forcePowerLevel[FP_SABERDEFEND] < FORCE_LEVEL_1)
{
self->client->ps.fd.forcePowerLevel[FP_SABERDEFEND] = FORCE_LEVEL_1;
}
}
}
void JediMasterUpdate(gentity_t *self)
{ //keep jedi master status updated for JM gametype
int i = 0;
trap_Cvar_Update(&g_MaxHolocronCarry);
while (i < NUM_FORCE_POWERS)
{
if (self->client->ps.isJediMaster)
{
self->client->ps.fd.forcePowersKnown |= (1 << i);
self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_3;
if (i == FP_TEAM_HEAL || i == FP_TEAM_FORCE ||
i == FP_DRAIN || i == FP_ABSORB)
{ //team powers are useless in JM, absorb is too because no one else has powers to absorb. Drain is just
//relatively useless in comparison, because its main intent is not to heal, but rather to cripple others
//by draining their force at the same time. And no one needs force in JM except the JM himself.
self->client->ps.fd.forcePowersKnown &= ~(1 << i);
self->client->ps.fd.forcePowerLevel[i] = 0;
}
if (i == FP_TELEPATHY)
{ //this decision was made because level 3 mindtrick allows the JM to just hide too much, and no one else has force
//sight to counteract it. Since the JM himself is the focus of gameplay in this mode, having him hidden for large
//durations is indeed a bad thing.
self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_2;
}
}
else
{
if ((self->client->ps.fd.forcePowersKnown & (1 << i)) && i != FP_LEVITATION)
{
self->client->ps.fd.forcePowersKnown -= (1 << i);
}
if ((self->client->ps.fd.forcePowersActive & (1 << i)) && i != FP_LEVITATION)
{
WP_ForcePowerStop(self, i);
}
if (i == FP_LEVITATION)
{
self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_1;
}
else
{
self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_0;
}
}
i++;
}
}
qboolean WP_HasForcePowers( const playerState_t *ps )
{
int i;
if ( ps )
{
for ( i = 0; i < NUM_FORCE_POWERS; i++ )
{
if ( i == FP_LEVITATION )
{
if ( ps->fd.forcePowerLevel[i] > FORCE_LEVEL_1 )
{
return qtrue;
}
}
else if ( ps->fd.forcePowerLevel[i] > FORCE_LEVEL_0 )
{
return qtrue;
}
}
}
return qfalse;
}
void WP_ForcePowersUpdate( gentity_t *self, usercmd_t *ucmd )
{
qboolean usingForce = qfalse;
vec3_t dmgdir;
int i, holo, holoregen;
int prepower = 0;
//see if any force powers are running
if ( !self )
{
return;
}
if ( !self->client )
{
return;
}
if (self->client->ps.pm_flags & PMF_FOLLOW)
{ //not a "real" game client, it's a spectator following someone
return;
}
if (self->client->sess.sessionTeam == TEAM_SPECTATOR)
{
return;
}
if (self->client->ps.fd.saberAnimLevel > self->client->ps.fd.forcePowerLevel[FP_SABERATTACK])
{
self->client->ps.fd.saberAnimLevel = self->client->ps.fd.forcePowerLevel[FP_SABERATTACK];
}
else if (!self->client->ps.fd.saberAnimLevel)
{
self->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1;
}
if (!(self->client->ps.fd.forcePowersKnown & (1 << FP_LEVITATION)))
{
self->client->ps.fd.forcePowersKnown |= (1 << FP_LEVITATION);
}
if (self->client->ps.fd.forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_1)
{
self->client->ps.fd.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_1;
}
if (self->client->ps.fd.forcePowerSelected < 0)
{ //bad
self->client->ps.fd.forcePowerSelected = 0;
}
if ( ((self->client->sess.selectedFP != self->client->ps.fd.forcePowerSelected) ||
(self->client->sess.saberLevel != self->client->ps.fd.saberAnimLevel)) &&
!(self->r.svFlags & SVF_BOT) )
{
if (self->client->sess.updateUITime < level.time)
{ //a bit hackish, but we don't want the client to flood with userinfo updates if they rapidly cycle
//through their force powers or saber attack levels
self->client->sess.selectedFP = self->client->ps.fd.forcePowerSelected;
self->client->sess.saberLevel = self->client->ps.fd.saberAnimLevel;
}
}
if (!g_LastFrameTime)
{
g_LastFrameTime = level.time;
}
if (self->client->ps.forceHandExtend == HANDEXTEND_KNOCKDOWN)
{
self->client->ps.zoomFov = 0;
self->client->ps.zoomMode = 0;
self->client->ps.zoomLocked = qfalse;
self->client->ps.zoomTime = 0;
}
if (self->client->ps.forceHandExtend == HANDEXTEND_KNOCKDOWN &&
self->client->ps.forceHandExtendTime >= level.time)
{
self->client->ps.saberMove = 0;
self->client->ps.saberBlocking = 0;
self->client->ps.saberBlocked = 0;
self->client->ps.weaponTime = 0;
}
else if (self->client->ps.forceHandExtend != HANDEXTEND_NONE &&
self->client->ps.forceHandExtendTime < level.time)
{
if (self->client->ps.forceHandExtend == HANDEXTEND_KNOCKDOWN &&
!self->client->ps.forceDodgeAnim)
{
if (self->health < 1 || (self->client->ps.eFlags & EF_DEAD))
{
self->client->ps.forceHandExtend = HANDEXTEND_NONE;
}
else
{
if (self->client->pers.cmd.upmove &&
self->client->ps.fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1)
{ //force getup
G_PreDefSound(self->client->ps.origin, PDSOUND_FORCEJUMP);
self->client->ps.forceDodgeAnim = 2;
self->client->ps.forceHandExtendTime = level.time + 500;
self->client->ps.velocity[2] = 400;
}
else if (self->client->ps.quickerGetup)
{
self->client->ps.quickerGetup = qfalse;
G_EntitySound( self, CHAN_VOICE, G_SoundIndex("*jump1.wav") );
self->client->ps.forceDodgeAnim = 3;
self->client->ps.forceHandExtendTime = level.time + 500;
self->client->ps.velocity[2] = 300;
}
else
{
self->client->ps.forceDodgeAnim = 1;
self->client->ps.forceHandExtendTime = level.time + 1000;
}
}
}
else
{
self->client->ps.forceHandExtend = HANDEXTEND_WEAPONREADY;
}
}
if (g_gametype.integer == GT_HOLOCRON)
{
HolocronUpdate(self);
}
if (g_gametype.integer == GT_JEDIMASTER)
{
JediMasterUpdate(self);
}
SeekerDroneUpdate(self);
if (self->client->ps.powerups[PW_FORCE_BOON])
{
prepower = self->client->ps.fd.forcePower;
}
if (self && self->client && (BG_HasYsalamiri(g_gametype.integer, &self->client->ps) ||
self->client->ps.fd.forceDeactivateAll))
{ //has ysalamiri.. or we want to forcefully stop all his active powers
i = 0;
while (i < NUM_FORCE_POWERS)
{
if ((self->client->ps.fd.forcePowersActive & (1 << i)) && i != FP_LEVITATION)
{
WP_ForcePowerStop(self, i);
}
i++;
}
self->client->ps.fd.forceDeactivateAll = 0;
if (self->client->ps.fd.forceJumpCharge)
{
G_MuteSound(self->client->ps.fd.killSoundEntIndex[TRACK_CHANNEL_1-50], CHAN_VOICE);
self->client->ps.fd.forceJumpCharge = 0;
}
}
else
{ //otherwise just do a check through them all to see if they need to be stopped for any reason.
i = 0;
while (i < NUM_FORCE_POWERS)
{
if ((self->client->ps.fd.forcePowersActive & (1 << i)) && i != FP_LEVITATION &&
!BG_CanUseFPNow(g_gametype.integer, &self->client->ps, level.time, i))
{
WP_ForcePowerStop(self, i);
}
i++;
}
}
i = 0;
if (self->client->ps.powerups[PW_FORCE_ENLIGHTENED_LIGHT] || self->client->ps.powerups[PW_FORCE_ENLIGHTENED_DARK])
{ //enlightenment
if (!self->client->ps.fd.forceUsingAdded)
{
i = 0;
while (i < NUM_FORCE_POWERS)
{
self->client->ps.fd.forcePowerBaseLevel[i] = self->client->ps.fd.forcePowerLevel[i];
if (!forcePowerDarkLight[i] ||
self->client->ps.fd.forceSide == forcePowerDarkLight[i])
{
self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_3;
self->client->ps.fd.forcePowersKnown |= (1 << i);
}
i++;
}
self->client->ps.fd.forceUsingAdded = 1;
}
}
else if (self->client->ps.fd.forceUsingAdded)
{ //we don't have enlightenment but we're still using enlightened powers, so clear them back to how they should be.
i = 0;
while (i < NUM_FORCE_POWERS)
{
self->client->ps.fd.forcePowerLevel[i] = self->client->ps.fd.forcePowerBaseLevel[i];
if (!self->client->ps.fd.forcePowerLevel[i])
{
if (self->client->ps.fd.forcePowersActive & (1 << i))
{
WP_ForcePowerStop(self, i);
}
self->client->ps.fd.forcePowersKnown &= ~(1 << i);
}
i++;
}
self->client->ps.fd.forceUsingAdded = 0;
}
i = 0;
if (!(self->client->ps.fd.forcePowersActive & (1 << FP_TELEPATHY)))
{ //clear the mindtrick index values
self->client->ps.fd.forceMindtrickTargetIndex = 0;
self->client->ps.fd.forceMindtrickTargetIndex2 = 0;
self->client->ps.fd.forceMindtrickTargetIndex3 = 0;
self->client->ps.fd.forceMindtrickTargetIndex4 = 0;
}
if (self->health < 1)
{
self->client->ps.fd.forceGripBeingGripped = 0;
}
if (self->client->ps.fd.forceGripBeingGripped > level.time)
{
self->client->ps.fd.forceGripCripple = 1;
}
else
{
self->client->ps.fd.forceGripCripple = 0;
}
if (self->client->ps.fd.forceJumpSound)
{
G_PreDefSound(self->client->ps.origin, PDSOUND_FORCEJUMP);
self->client->ps.fd.forceJumpSound = 0;
}
if (self->client->ps.fd.forceGripCripple)
{
if (self->client->ps.fd.forceGripSoundTime < level.time)
{
G_PreDefSound(self->client->ps.origin, PDSOUND_FORCEGRIP);
self->client->ps.fd.forceGripSoundTime = level.time + 1000;
}
}
if (self->client->ps.fd.forcePowersActive & (1 << FP_SPEED))
{
self->client->ps.powerups[PW_SPEED] = level.time + 100;
}
if (self->client->ps.fd.forceSpeedDoDamage && FORCE_VELOCITY_DAMAGE) //You used to be able to run into walls and crack your face on them (like JK1)
{ //we set the flag somewhere to do damage for some reason, so do it
G_Damage (self, NULL, NULL, NULL, NULL, self->client->ps.fd.forceSpeedDoDamage, DAMAGE_NO_ARMOR, MOD_FALLING);
if (self->client->ps.fd.forceSpeedHitIndex != ENTITYNUM_NONE &&
g_entities[self->client->ps.fd.forceSpeedHitIndex].client)
{
VectorSubtract(g_entities[self->client->ps.fd.forceSpeedHitIndex].client->ps.origin, self->client->ps.origin, dmgdir);
G_Damage (&g_entities[self->client->ps.fd.forceSpeedHitIndex], self, self, dmgdir, NULL, self->client->ps.fd.forceSpeedDoDamage, DAMAGE_NO_ARMOR, MOD_CRUSH);
self->client->ps.fd.forceSpeedHitIndex = ENTITYNUM_NONE;
}
self->client->ps.fd.forceSpeedDoDamage = 0;
}
if ( self->health <= 0 )
{//if dead, deactivate any active force powers
for ( i = 0; i < NUM_FORCE_POWERS; i++ )
{
if ( self->client->ps.fd.forcePowerDuration[i] || (self->client->ps.fd.forcePowersActive&( 1 << i )) )
{
WP_ForcePowerStop( self, (forcePowers_t)i );
self->client->ps.fd.forcePowerDuration[i] = 0;
}
}
goto powersetcheck;
}
if (self->client->ps.groundEntityNum != ENTITYNUM_NONE)
{
self->client->fjDidJump = qfalse;
}
if (self->client->ps.fd.forceJumpCharge && self->client->ps.groundEntityNum == ENTITYNUM_NONE && self->client->fjDidJump)
{ //this was for the "charge" jump method... I guess
if (ucmd->upmove < 10 && (!(ucmd->buttons & BUTTON_FORCEPOWER) || self->client->ps.fd.forcePowerSelected != FP_LEVITATION))
{
G_MuteSound(self->client->ps.fd.killSoundEntIndex[TRACK_CHANNEL_1-50], CHAN_VOICE);
self->client->ps.fd.forceJumpCharge = 0;
}
}
#ifndef METROID_JUMP
else if ( (ucmd->upmove > 10) && (self->client->ps.pm_flags & PMF_JUMP_HELD) && self->client->ps.groundTime && (level.time - self->client->ps.groundTime) > 150 && !BG_HasYsalamiri(g_gametype.integer, &self->client->ps) && BG_CanUseFPNow(g_gametype.integer, &self->client->ps, level.time, FP_LEVITATION) )
{//just charging up
ForceJumpCharge( self, ucmd );
usingForce = qtrue;
}
else if (ucmd->upmove < 10 && self->client->ps.groundEntityNum == ENTITYNUM_NONE && self->client->ps.fd.forceJumpCharge)
{
self->client->ps.pm_flags &= ~(PMF_JUMP_HELD);
}
#endif
if (!(self->client->ps.pm_flags & PMF_JUMP_HELD) && self->client->ps.fd.forceJumpCharge)
{
if (!(ucmd->buttons & BUTTON_FORCEPOWER) ||
self->client->ps.fd.forcePowerSelected != FP_LEVITATION)
{
if (WP_DoSpecificPower( self, ucmd, FP_LEVITATION ))
{
usingForce = qtrue;
}
}
}
if ( ucmd->buttons & BUTTON_FORCEGRIP )
{ //grip is one of the powers with its own button.. if it's held, call the specific grip power function.
if (WP_DoSpecificPower( self, ucmd, FP_GRIP ))
{
usingForce = qtrue;
}
else
{ //don't let recharge even if the grip misses if the player still has the button down
usingForce = qtrue;
}
}
else
{ //see if we're using it generically.. if not, stop.
if (self->client->ps.fd.forcePowersActive & (1 << FP_GRIP))
{
if (!(ucmd->buttons & BUTTON_FORCEPOWER) || self->client->ps.fd.forcePowerSelected != FP_GRIP)
{
WP_ForcePowerStop(self, FP_GRIP);
}
}
}
if ( ucmd->buttons & BUTTON_FORCE_LIGHTNING )
{ //lightning
WP_DoSpecificPower(self, ucmd, FP_LIGHTNING);
usingForce = qtrue;
}
else
{ //see if we're using it generically.. if not, stop.
if (self->client->ps.fd.forcePowersActive & (1 << FP_LIGHTNING))
{
if (!(ucmd->buttons & BUTTON_FORCEPOWER) || self->client->ps.fd.forcePowerSelected != FP_LIGHTNING)
{
WP_ForcePowerStop(self, FP_LIGHTNING);
}
}
}
if ( ucmd->buttons & BUTTON_FORCE_DRAIN )
{ //drain
WP_DoSpecificPower(self, ucmd, FP_DRAIN);
usingForce = qtrue;
}
else
{ //see if we're using it generically.. if not, stop.
if (self->client->ps.fd.forcePowersActive & (1 << FP_DRAIN))
{
if (!(ucmd->buttons & BUTTON_FORCEPOWER) || self->client->ps.fd.forcePowerSelected != FP_DRAIN)
{
WP_ForcePowerStop(self, FP_DRAIN);
}
}
}
if ( (ucmd->buttons & BUTTON_FORCEPOWER) &&
BG_CanUseFPNow(g_gametype.integer, &self->client->ps, level.time, self->client->ps.fd.forcePowerSelected))
{
if (self->client->ps.fd.forcePowerSelected == FP_LEVITATION)
{
ForceJumpCharge( self, ucmd );
usingForce = qtrue;
}
else if (WP_DoSpecificPower( self, ucmd, self->client->ps.fd.forcePowerSelected ))
{
usingForce = qtrue;
}
else if (self->client->ps.fd.forcePowerSelected == FP_GRIP)
{
usingForce = qtrue;
}
}
else
{
self->client->ps.fd.forceButtonNeedRelease = 0;
}
for ( i = 0; i < NUM_FORCE_POWERS; i++ )
{
if ( self->client->ps.fd.forcePowerDuration[i] )
{
if ( self->client->ps.fd.forcePowerDuration[i] < level.time )
{
if ( (self->client->ps.fd.forcePowersActive&( 1 << i )) )
{//turn it off
WP_ForcePowerStop( self, (forcePowers_t)i );
}
self->client->ps.fd.forcePowerDuration[i] = 0;
}
}
if ( (self->client->ps.fd.forcePowersActive&( 1 << i )) )
{
usingForce = qtrue;
WP_ForcePowerRun( self, (forcePowers_t)i, ucmd );
}
}
if ( self->client->ps.saberInFlight )
{//don't regen force power while throwing saber
if ( self->client->ps.saberEntityNum < ENTITYNUM_NONE && self->client->ps.saberEntityNum > 0 )//player is 0
{//
if ( &g_entities[self->client->ps.saberEntityNum] != NULL && g_entities[self->client->ps.saberEntityNum].s.pos.trType == TR_LINEAR )
{//fell to the ground and we're trying to pull it back
usingForce = qtrue;
}
}
}
if ( !self->client->ps.fd.forcePowersActive || self->client->ps.fd.forcePowersActive == (1 << FP_DRAIN) )
{//when not using the force, regenerate at 1 point per half second
if ( !self->client->ps.saberInFlight && self->client->ps.fd.forcePowerRegenDebounceTime < level.time )
{
if (g_gametype.integer != GT_HOLOCRON || g_MaxHolocronCarry.value)
{
//if (!g_trueJedi.integer || self->client->ps.weapon == WP_SABER)
//let non-jedi force regen since we're doing a more strict jedi/non-jedi thing... this gives dark jedi something to drain
{
if (self->client->ps.powerups[PW_FORCE_BOON])
{
WP_ForcePowerRegenerate( self, 6 );
}
else if (self->client->ps.isJediMaster && g_gametype.integer == GT_JEDIMASTER)
{
WP_ForcePowerRegenerate( self, 4 ); //jedi master regenerates 4 times as fast
}
else
{
WP_ForcePowerRegenerate( self, 0 );
}
}
/*
else if (g_trueJedi.integer && self->client->ps.weapon != WP_SABER)
{
self->client->ps.fd.forcePower = 0;
}
*/
}
else
{ //regenerate based on the number of holocrons carried
holoregen = 0;
holo = 0;
while (holo < NUM_FORCE_POWERS)
{
if (self->client->ps.holocronsCarried[holo])
{
holoregen++;
}
holo++;
}
WP_ForcePowerRegenerate(self, holoregen);
}
self->client->ps.fd.forcePowerRegenDebounceTime = level.time + g_forceRegenTime.integer;
}
}
powersetcheck:
if (prepower && self->client->ps.fd.forcePower < prepower)
{
int dif = ((prepower - self->client->ps.fd.forcePower)/2);
if (dif < 1)
{
dif = 1;
}
self->client->ps.fd.forcePower = (prepower-dif);
}
}
qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc )
{
int dodgeAnim = -1;
if ( !self || !self->client || self->health <= 0 )
{
return qfalse;
}
if (!g_forceDodge.integer)
{
return qfalse;
}
if (g_forceDodge.integer != 2)
{
if (!(self->client->ps.fd.forcePowersActive & (1 << FP_SEE)))
{
return qfalse;
}
}
if (self->client->ps.usingATST)
{
return qfalse;
}
if ( self->client->ps.groundEntityNum == ENTITYNUM_NONE )
{//can't dodge in mid-air
return qfalse;
}
if ( self->client->ps.weaponTime > 0 || self->client->ps.forceHandExtend != HANDEXTEND_NONE )
{//in some effect that stops me from moving on my own
return qfalse;
}
if (g_forceDodge.integer == 2)
{
if (self->client->ps.fd.forcePowersActive)
{ //for now just don't let us dodge if we're using a force power at all
return qfalse;
}
}
if (g_forceDodge.integer == 2)
{
if ( !WP_ForcePowerUsable( self, FP_SPEED ) )
{//make sure we have it and have enough force power
return qfalse;
}
}
if (g_forceDodge.integer == 2)
{
if ( Q_irand( 1, 7 ) > self->client->ps.fd.forcePowerLevel[FP_SPEED] )
{//more likely to fail on lower force speed level
return qfalse;
}
}
else
{
//We now dodge all the time, but only on level 3
if (self->client->ps.fd.forcePowerLevel[FP_SEE] < FORCE_LEVEL_3)
{//more likely to fail on lower force sight level
return qfalse;
}
}
switch( hitLoc )
{
case HL_NONE:
return qfalse;
break;
case HL_FOOT_RT:
case HL_FOOT_LT:
case HL_LEG_RT:
case HL_LEG_LT:
return qfalse;
case HL_BACK_RT:
dodgeAnim = BOTH_DODGE_FL;
break;
case HL_CHEST_RT:
dodgeAnim = BOTH_DODGE_FR;
break;
case HL_BACK_LT:
dodgeAnim = BOTH_DODGE_FR;
break;
case HL_CHEST_LT:
dodgeAnim = BOTH_DODGE_FR;
break;
case HL_BACK:
case HL_CHEST:
case HL_WAIST:
dodgeAnim = BOTH_DODGE_FL;
break;
case HL_ARM_RT:
case HL_HAND_RT:
dodgeAnim = BOTH_DODGE_L;
break;
case HL_ARM_LT:
case HL_HAND_LT:
dodgeAnim = BOTH_DODGE_R;
break;
case HL_HEAD:
dodgeAnim = BOTH_DODGE_FL;
break;
default:
return qfalse;
}
if ( dodgeAnim != -1 )
{
//Our own happy way of forcing an anim:
self->client->ps.forceHandExtend = HANDEXTEND_DODGE;
self->client->ps.forceDodgeAnim = dodgeAnim;
self->client->ps.forceHandExtendTime = level.time + 300;
self->client->ps.powerups[PW_SPEEDBURST] = level.time + 100;
if (g_forceDodge.integer == 2)
{
ForceSpeed( self, 500 );
}
else
{
G_Sound( self, CHAN_BODY, G_SoundIndex("sound/weapons/force/speed.wav") );
}
return qtrue;
}
return qfalse;
}