#include "g_local.h" #include "bg_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 protectHitSound = 0; int protectActivateSound = 0; int protectLoopSound = 0; int absorbHitSound = 0; int absorbActivateSound = 0; int absorbLoopSound = 0; int seeLoopSound = 0; int ysalimariLoopSound = 0; #define FORCE_VELOCITY_DAMAGE 0 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 i_f; int maxRank = g_maxForceRank.integer; int myRank = 0; int usedRank = 0; qboolean warnClient = qfalse; qboolean warnClientLimit = qfalse; char userinfo[MAX_INFO_STRING]; char forcePowers[MAX_QPATH]; char readBuf[256]; const char *selFP = NULL; if (!maxRank) { //if server has no max rank, default to max (50) maxRank = FORCE_MASTERY_JEDI_LORD; } if ( !ent || !ent->client ) { return; } 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 (!absorbHitSound) { absorbHitSound = G_SoundIndex("sound/weapons/force/absorbhit.wav"); } if (!absorbActivateSound) { absorbActivateSound = G_SoundIndex("sound/weapons/force/absorb.wav"); } if (!absorbLoopSound) { absorbLoopSound = G_SoundIndex("sound/weapons/force/absorbloop.wav"); } if (!protectHitSound) { protectHitSound = G_SoundIndex("sound/weapons/force/protecthit.wav"); } if (!protectActivateSound) { protectActivateSound = G_SoundIndex("sound/weapons/force/protect.wav"); } if (!protectLoopSound) { protectLoopSound = G_SoundIndex("sound/weapons/force/protectloop.wav"); } if (!seeLoopSound) { seeLoopSound = G_SoundIndex("sound/weapons/force/seeloop.wav"); } if (!ysalimariLoopSound) { ysalimariLoopSound = 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; while (forcePowers[i]) { i_r = 0; while (forcePowers[i] && forcePowers[i] != '-' && i_r < 255) { readBuf[i_r] = forcePowers[i]; i_r++; i++; } readBuf[i_r] = '\0'; if (i_r >= 255 || !forcePowers[i] || forcePowers[i] != '-') { ent->client->ps.fd.forceSide = 0; goto validitycheck; } ent->client->ps.fd.forceRank = atoi(readBuf); if (ent->client->ps.fd.forceRank > maxRank) { ent->client->ps.fd.forceRank = maxRank; warnClient = qtrue; } if (ent->client->ps.fd.forceRank < 1) { ent->client->ps.fd.forceRank = 1; } myRank = ent->client->ps.fd.forceRank; i_r = 0; i++; while (forcePowers[i] && forcePowers[i] != '-' && i_r < 255) { readBuf[i_r] = forcePowers[i]; i_r++; i++; } readBuf[i_r] = '\0'; if (i_r >= 255 || !forcePowers[i] || forcePowers[i] != '-') { ent->client->ps.fd.forceSide = 0; goto validitycheck; } ent->client->ps.fd.forceSide = atoi(readBuf); i_r = 0; if (ent->client->ps.fd.forceSide != FORCE_LIGHTSIDE && ent->client->ps.fd.forceSide != FORCE_DARKSIDE) { ent->client->ps.fd.forceSide = FORCE_LIGHTSIDE; } if (g_forceBasedTeams.integer) { if (ent->client->sess.sessionTeam == TEAM_BLUE) { ent->client->ps.fd.forceSide = FORCE_LIGHTSIDE; } if (ent->client->sess.sessionTeam == TEAM_RED) { ent->client->ps.fd.forceSide = FORCE_DARKSIDE; } } i++; i_f = FP_HEAL; while (forcePowers[i] && i_f < NUM_FORCE_POWERS) { readBuf[0] = forcePowers[i]; readBuf[1] = '\0'; ent->client->ps.fd.forcePowerLevel[i_f] = atoi(readBuf); if (ent->client->ps.fd.forcePowerLevel[i_f] < 0) { ent->client->ps.fd.forcePowerLevel[i_f] = 0; } if (ent->client->ps.fd.forcePowerLevel[i_f] > FORCE_LEVEL_3) { ent->client->ps.fd.forcePowerLevel[i_f] = FORCE_LEVEL_3; } //verify that we have valid selected powers in case the client tries to cheat and //send us an invalid userinfo string for his force powers if (forcePowerDarkLight[i_f] && forcePowerDarkLight[i_f] != ent->client->ps.fd.forceSide) { ent->client->ps.fd.forcePowerLevel[i_f] = 0; } //NOTENOTE need to update minrank array taking new rank levels into account (0-7?) //if (forcePowerMinRank[ent->client->ps.fd.forcePowerLevel[i_f]][i_f] && ent->client->ps.fd.forceRank < forcePowerMinRank[ent->client->ps.fd.forcePowerLevel[i_f]][i_f]) if (0) { ent->client->ps.fd.forcePowerLevel[i_f] = 0; } //NOTENOTE this needs to be redone taking new point system into account (instead of subtracting 1 point per rank) //if (usedRank > myRank) if (0) { ent->client->ps.fd.forcePowerLevel[i_f] = 0; warnClient = qtrue; } else { usedRank += ent->client->ps.fd.forcePowerLevel[i_f]; if (ent->client->ps.fd.forcePowerLevel[i_f] && i_f == FP_LEVITATION) { //free force jump point usedRank -= 1; } if (ent->client->ps.fd.forcePowerLevel[i_f] && i_f == FP_SABERATTACK && HasSetSaberOnly()) { usedRank -= 1; } //NOTENOTE this needs to be redone taking new point system into account (instead of subtracting 1 point per rank) //if (usedRank > myRank) if (0) { int subRank = (usedRank - myRank); ent->client->ps.fd.forcePowerLevel[i_f] -= subRank; if (ent->client->ps.fd.forcePowerLevel[i_f] < 0) { ent->client->ps.fd.forcePowerLevel[i_f] = 0; } warnClient = qtrue; } } if (ent->client->ps.fd.forcePowerLevel[i_f] > FORCE_LEVEL_0) { ent->client->ps.fd.forcePowersKnown |= (1 << i_f); } if (ent->client->ps.fd.forcePowerSelected == -1 && ent->client->ps.fd.forcePowerLevel[i_f] && i_f != FP_SABERATTACK && i_f != FP_SABERDEFEND && i_f != FP_SABERTHROW && i_f != FP_LEVITATION) { //select first power we come across.. unless it is an illegal power to select ent->client->ps.fd.forcePowerSelected = i_f; } i_f++; i++; } if (i_f < NUM_FORCE_POWERS) { //info for all the powers wasn't there.. ent->client->ps.fd.forceSide = 0; goto validitycheck; } i++; } validitycheck: // NOTENOTE IGNORE VALIDITYCHECK #if 0 if (!ent->client->ps.fd.forceSide) { //the client must have #4x0r3d their forcepower userinfo string ent->client->ps.fd.forcePowersKnown = 0; i = 0; while (i < NUM_FORCE_POWERS) { ent->client->ps.fd.forcePowerLevel[i] = 0; i++; } ent->client->ps.fd.forceSide = FORCE_DARKSIDE; ent->client->ps.fd.forceRank = 1; ent->client->ps.fd.forcePowerSelected = 0; return; } #endif //Because we always want at least force jump level 1 ent->client->ps.fd.forcePowersKnown |= (1 << FP_LEVITATION); if (ent->client->ps.fd.forcePowerLevel[FP_LEVITATION] < FORCE_LEVEL_1) { ent->client->ps.fd.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_1; } i = 0; if (g_forcePowerDisable.integer) { while (i < NUM_FORCE_POWERS) { if (g_forcePowerDisable.integer & (1 << i)) { if (ent->client->ps.fd.forcePowersKnown & (1 << i)) { ent->client->ps.fd.forcePowersKnown &= ~(1 << i); ent->client->ps.fd.forcePowerLevel[i] = 0; warnClientLimit = qtrue; } } i++; } } if (g_weaponDisable.integer && HasSetSaberOnly()) { //if saber only make sure everyone has full saber force powers /* ent->client->ps.fd.forcePowersKnown |= (FP_SABERATTACK|FP_SABERDEFEND|FP_SABERTHROW); ent->client->ps.fd.forcePowerLevel[FP_SABERATTACK] = FORCE_LEVEL_3; ent->client->ps.fd.forcePowerLevel[FP_SABERDEFEND] = FORCE_LEVEL_3; ent->client->ps.fd.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_3; */ ent->client->ps.fd.forcePowersKnown |= FP_SABERATTACK; if (ent->client->ps.fd.forcePowerLevel[FP_SABERATTACK] < FORCE_LEVEL_1) { ent->client->ps.fd.forcePowerLevel[FP_SABERATTACK] = FORCE_LEVEL_1; } } 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; } //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) { 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; if (!(ent->r.svFlags & SVF_BOT) && g_gametype.integer != GT_TOURNAMENT) { //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; } } ent->client->sess.setForce = qtrue; } 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); } i++; } selFP = Info_ValueForKey (userinfo, "sfp"); // "sfp" == "selected force power" if (selFP && selFP[0]) { int iFP = atoi(selFP); if (ent->client->ps.fd.forcePowersKnown & (1 << iFP)) { ent->client->ps.fd.forcePowerSelected = iFP; } } ent->client->sess.selectedFP = ent->client->ps.fd.forcePowerSelected+1; selFP = Info_ValueForKey (userinfo, "sal"); // "sal" == "saber attack level" if (selFP && selFP[0]) { int iFP = atoi(selFP); if (iFP <= ent->client->ps.fd.forcePowerLevel[FP_SABERATTACK]) { ent->client->ps.fd.saberAnimLevel = iFP; if (ent->client->ps.fd.saberAnimLevel < FORCE_LEVEL_1) { ent->client->ps.fd.saberAnimLevel = FORCE_LEVEL_1; } } } ent->client->sess.saberLevel = ent->client->ps.fd.saberAnimLevel+1; } 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()) { /* ent->client->ps.fd.forcePowerLevel[FP_SABERATTACK] = FORCE_LEVEL_3; ent->client->ps.fd.forcePowerLevel[FP_SABERDEFEND] = FORCE_LEVEL_3; ent->client->ps.fd.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_3; */ if (ent->client->ps.fd.forcePowerLevel[FP_SABERATTACK] < FORCE_LEVEL_1) { ent->client->ps.fd.forcePowerLevel[FP_SABERATTACK] = FORCE_LEVEL_1; } } } i = 0; while (i < NUM_FORCE_POWERS) { ent->client->ps.fd.forcePowerBaseLevel[i] = ent->client->ps.fd.forcePowerLevel[i]; 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.forceUsingAdded = 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_HasYsalimari(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_HasYsalimari(g_gametype.integer, &self->client->ps)) { 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; 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 G_Sound(attacker, CHAN_AUTO, absorbHitSound); return getLevel; } void WP_ForcePowerRegenerate( gentity_t *self, int overrideAmt ) { if ( !self->client ) { return; } if ( overrideAmt ) { self->client->ps.fd.forcePower += overrideAmt; } else { self->client->ps.fd.forcePower++; } if ( self->client->ps.fd.forcePower > self->client->ps.fd.forcePowerMax ) { self->client->ps.fd.forcePower = self->client->ps.fd.forcePowerMax; } } void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt ) { //take away the power int drain = overrideAmt; if (self->client->ps.powerups[PW_FORCE_BOON]) { return; } if ( !drain ) { drain = forcePowerNeeded[self->client->ps.fd.forcePowerLevel[forcePower]][forcePower]; } if ( !drain ) { return; } if (forcePower == FP_LEVITATION) { //special case int jumpDrain = 0; if (self->client->ps.velocity[2] > 250) { jumpDrain = 20; } else if (self->client->ps.velocity[2] > 200) { jumpDrain = 16; } else if (self->client->ps.velocity[2] > 150) { jumpDrain = 12; } else if (self->client->ps.velocity[2] > 100) { jumpDrain = 8; } else if (self->client->ps.velocity[2] > 50) { jumpDrain = 6; } else if (self->client->ps.velocity[2] > 0) { jumpDrain = 4; } if (jumpDrain) { jumpDrain /= self->client->ps.fd.forcePowerLevel[FP_LEVITATION]; } self->client->ps.fd.forcePower -= jumpDrain; if ( self->client->ps.fd.forcePower < 0 ) { self->client->ps.fd.forcePower = 0; } return; } self->client->ps.fd.forcePower -= drain; if ( self->client->ps.fd.forcePower < 0 ) { self->client->ps.fd.forcePower = 0; } } void WP_ForcePowerStart( gentity_t *self, forcePowers_t forcePower, int overrideAmt ) { int duration = 0; qboolean hearable = qfalse; float hearDist = 0; if (!WP_ForcePowerAvailable( self, forcePower )) { return; } //FIXME: debounce some of these //and it in //set up duration time 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; //duration = 1000; self->client->ps.fd.forcePowersActive |= ( 1 << forcePower ); 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 = 10000; } else if (self->client->ps.fd.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_2) { duration = 16000; } else if (self->client->ps.fd.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_3) { duration = 23000; } 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) { WP_ForcePowerDrain( self, forcePower, overrideAmt*0.025 ); } else if ((int)forcePower != FP_GRIP && (int)forcePower != FP_DRAIN) { //grip and drain drain as damage is done WP_ForcePowerDrain( self, forcePower, overrideAmt ); } } void ForceHeal( gentity_t *self ) { if ( self->health <= 0 ) { return; } /*if ( WP_ForcePowerInUse(self, FP_HEAL)) { WP_ForcePowerStop(self, FP_HEAL); 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 += 50; if (self->health > self->client->ps.stats[STAT_MAX_HEALTH]) { self->health = self->client->ps.stats[STAT_MAX_HEALTH]; } WP_ForcePowerDrain( self, FP_HEAL, 0 ); } else { WP_ForcePowerStart( self, FP_HEAL, 0 ); } G_Sound( self, CHAN_ITEM, G_SoundIndex("sound/weapons/force/heal.wav") ); // No character heal voices // G_Sound( self, CHAN_VOICE, G_SoundIndex(va( "sound/weapons/force/heal%d.mp3", Q_irand( 1, 4 ) )) ); } 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; 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] && ForcePowerUsableOn(self, ent, FP_TEAM_HEAL)) { 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; } WP_ForcePowerDrain( self, FP_TEAM_HEAL, forcePowerNeeded[self->client->ps.fd.forcePowerLevel[FP_TEAM_HEAL]][FP_TEAM_HEAL] ); i = 0; while (i < numpl) { 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]; G_Sound( &g_entities[pl[i]], CHAN_ITEM, G_SoundIndex("sound/weapons/force/teamheal.wav") ); 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; 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)) { 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; } WP_ForcePowerDrain( self, 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; } G_Sound( &g_entities[pl[i]], CHAN_ITEM, G_SoundIndex("sound/weapons/force/teamforce.wav") ); 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_entities[tr.entityNum].client->ps.fd.forcePowerLevel[FP_ABSORB] < self->client->ps.fd.forcePowerLevel[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;//HANDEXTEND_FORCEPUSH; 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_AddEvent(self, EV_STARTLOOPINGSOUND, speedLoopSound); 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_Sound( self, CHAN_BODY, protectActivateSound ); 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_Sound( self, CHAN_BODY, absorbActivateSound ); 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 // self->client->ps.forceHandExtend = HANDEXTEND_FORCEPUSH; // self->client->ps.forceHandExtendTime = level.time + 1000; //rww - using grip anim now, to extend the burst time self->client->ps.forceHandExtend = HANDEXTEND_FORCEGRIP;//HANDEXTEND_FORCEPUSH; self->client->ps.forceHandExtendTime = level.time + 20000; //G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/lightning.wav" ); 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; if ( traceEnt && traceEnt->takedamage ) { if ( traceEnt->client ) {//an enemy or object if (ForcePowerUsableOn(self, traceEnt, FP_LIGHTNING)) { int dmg = 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, /*DAMAGE_NO_ARMOR*/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->renderInfo.handLPoint*/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 ); } } int ForceShootDrain( gentity_t *self ); 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; if ( traceEnt && traceEnt->takedamage ) { if ( traceEnt->client && self->client->ps.fd.forceDrainTime < level.time && traceEnt->client->ps.fd.forcePower ) {//an enemy or object 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 += 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) { WP_ForcePowerDrain( self, FP_DRAIN, 0 ); } else { WP_ForcePowerDrain( self, 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; } tent = G_TempEntity( impactPoint, EV_FORCE_DRAINED); tent->s.eventParm = DirToByte(dir); } } } } 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 (traceEnt->client->ps.fd.forceSide == FORCE_DARKSIDE) // We no longer care if the victim is dark or light // 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->renderInfo.handLPoint*/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; /* if (self->client->ps.fd.forcePowerLevel[FP_DRAIN] == FORCE_LEVEL_1) { WP_ForcePowerDrain( self, FP_DRAIN, 0 ); } else*/ { WP_ForcePowerDrain( self, FP_DRAIN, forcePowerNeeded[self->client->ps.fd.forcePowerLevel[FP_DRAIN]][FP_DRAIN]/5 ); } self->client->ps.fd.forcePowerRegenDebounceTime = level.time + 500; return gotOneOrMore; } void ForceJumpCharge( gentity_t *self, usercmd_t *ucmd ) { 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_Sound( self, CHAN_AUTO, G_SoundIndex("sound/weapons/force/jump.wav") ); 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+40; } 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;//forceJumpStrength; 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 {//FIXME: jump straight up anim return FJ_UP; } } void ForceJump( gentity_t *self, usercmd_t *ucmd ) { float forceJumpChargeInterval; // int anim; vec3_t jumpVel; // int parts = SETANIM_BOTH; 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->client->ps.pm_flags&PMF_JUMP_HELD ) // { // return; // } if ( self->health <= 0 ) { return; } //G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jump.wav" ); //play sound here self->client->fjDidJump = qtrue; forceJumpChargeInterval = forceJumpStrength[self->client->ps.fd.forcePowerLevel[FP_LEVITATION]]/(FORCE_JUMP_CHARGE_TIME/FRAMETIME); switch( WP_GetVelocityForForceJump( self, jumpVel, ucmd ) ) { case FJ_FORWARD: // anim = BOTH_FLIP_F; //dmEvent = DM_FLIP; break; case FJ_BACKWARD: // anim = BOTH_FLIP_B; //dmEvent = DM_FLIP; break; case FJ_RIGHT: // anim = BOTH_FLIP_R; //dmEvent = DM_FLIP; break; case FJ_LEFT: // anim = BOTH_FLIP_L; //dmEvent = DM_FLIP; break; default: case FJ_UP: // anim = BOTH_JUMP1; //dmEvent = DM_JUMP; break; } if ( self->client->ps.weaponTime ) {//FIXME: really only care if we're in a saber attack anim.. maybe trail length? // parts = SETANIM_LEGS; } //NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); if ( !self->s.number ) { //G_DynaMixEvent( dmEvent ); } //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.forceAllowDeactivateTime < level.time && (self->client->ps.fd.forcePowersActive & (1 << FP_TELEPATHY)) ) { WP_ForcePowerStop( self, FP_TELEPATHY ); return; } /* if ( WP_ForcePowerInUse(self, 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;//180; } 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].client) { WP_AddAsMindtricked(&self->client->ps.fd, tr.entityNum); //self->client->ps.fd.forceMindtrickTargetIndex |= (1 << 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 { //self->client->ps.fd.forceMindtrickTargetIndex = ENTITYNUM_NONE; 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; } 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); //self->client->ps.fd.forceMindtrickTargetIndex |= (1 << 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; } return 1; } 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) { 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.forceHandExtend = HANDEXTEND_FORCEPUSH; //self->client->ps.forceHandExtendTime = level.time + 1000; 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" ) ); self->client->ps.forceHandExtend = HANDEXTEND_FORCEPULL; self->client->ps.forceHandExtendTime = level.time + 400; } else { G_Sound( self, CHAN_BODY, G_SoundIndex( "sound/weapons/force/push.wav" ) ); self->client->ps.forceHandExtend = HANDEXTEND_FORCEPUSH; self->client->ps.forceHandExtendTime = level.time + 1000; } self->client->ps.powerups[PW_DISINT_4] = self->client->ps.forceHandExtendTime + 200; 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) { 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) { if (ent->client) { VectorCopy(ent->client->ps.origin, thispush_org); } else { VectorCopy(ent->s.pos.trBase, thispush_org); } } //if (ent && !InFront(thispush_org, self->client->ps.origin, self->client->ps.viewangles, visionArc)) 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++ ) { //ent = entityList[ 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->owner == self && ent->s.weapon != WP_THERMAL )//can push your own thermals // continue; if ( !(ent->inuse) ) continue; if ( ent->s.eType != ET_MISSILE ) { if ( ent->s.eType != ET_ITEM /*&& ent->e_ThinkFunc != thinkF_G_RunObject*/ )//|| !(ent->flags&FL_DROPPED_ITEM) )//was only dropped items { //FIXME: need pushable objects if ( ent->s.eFlags & EF_NODRAW ) { continue; } if ( !ent->client ) { if ( Q_stricmp( "lightsaber", ent->classname ) != 0 ) {//not a lightsaber // if ( !(ent->svFlags&SVF_GLASS_BRUSH) ) // {//and not glass 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; } // } } //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 ) { //vec3_t fx_dir; // we are done, do we have any to deflect? //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 (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) { //int levDif = modPowerLevel - otherPushPower; if (/*Q_irand(1, 5) <= levDif &&*/ modPowerLevel == FORCE_LEVEL_3 && push_list[x]->client->ps.forceHandExtend != HANDEXTEND_KNOCKDOWN) { dirLen = VectorLength(pushDir); if (dirLen <= 128) { //can only do a knockdown if fairly close push_list[x]->client->ps.forceHandExtend = HANDEXTEND_KNOCKDOWN; push_list[x]->client->ps.forceHandExtendTime = level.time + 1100; push_list[x]->client->ps.forceDodgeAnim = 0; //this toggles between 1 and 0, when it's 1 we should play the get up anim } } } 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 ); //deflect sound //G_Sound( push_list[x], G_SoundIndex( va("sound/weapons/blaster/reflect%d.wav", Q_irand( 1, 3 ) ) ) ); } } else if ( !Q_stricmp( "func_door", push_list[x]->classname ) && (push_list[x]->spawnflags&2/*MOVER_FORCE_ACTIVATE*/) ) {//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 ); } } } //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; 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: //G_AddEvent(self, EV_STOPLOOPINGSOUND, 0); 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;//ENTITYNUM_NONE; 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; 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;//FIXME: define? } else { self->client->ps.fd.forcePowerDebounce[FP_LIGHTNING] = level.time + 1500;//500; //500 is still too powerful } if (self->client->ps.forceHandExtend == /*HANDEXTEND_FORCEPUSH*/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... FIXME: this should be automatic once regeneration is slower (normal) self->client->ps.fd.forcePowerDebounce[FP_DRAIN] = level.time + 3000;//FIXME: define? } else { self->client->ps.fd.forcePowerDebounce[FP_DRAIN] = level.time + 1500;//500; //500 is still too powerful } if (self->client->ps.forceHandExtend == /*HANDEXTEND_FORCEPUSH*/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; 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); if (VectorLength(a) > MAX_GRIP_DISTANCE || !InFront( gripEnt->client->ps.origin, self->client->ps.origin, self->client->ps.viewangles, 0.9f )) { WP_ForcePowerStop(self, forcePower); self->client->ps.fd.forceGripEntityNum = ENTITYNUM_NONE; gripEnt->client->ps.forceGripChangeMovetype = PM_NORMAL; return; } trap_Trace(&tr, self->client->ps.origin, NULL, NULL, gripEnt->client->ps.origin, self->s.number, MASK_PLAYERSOLID); if (tr.fraction != 1 && tr.entityNum != gripEnt->s.number) { WP_ForcePowerStop(self, forcePower); self->client->ps.fd.forceGripEntityNum = ENTITYNUM_NONE; gripEnt->client->ps.forceGripChangeMovetype = PM_NORMAL; return; } 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 (gripLevel == FORCE_LEVEL_1) { gripEnt->client->ps.fd.forceGripBeingGripped = level.time + 1000; if ((level.time - gripEnt->client->ps.fd.forceGripStarted) > 3500) { 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) > 2000 && !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); //NOTE: 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) > 3500) { 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) { 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); if (VectorLength(nvel) < 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 { VectorNormalize(nvel); gripEnt->client->ps.velocity[0] = nvel[0]*64; gripEnt->client->ps.velocity[1] = nvel[1]*64; gripEnt->client->ps.velocity[2] = nvel[2]*64; } 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) > 2000 && !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); //NOTE: 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 (/*InFront(self->client->ps.origin, ent->client->ps.origin, ent->client->ps.viewangles, 0.8f ) &&*/ //NOTE: No longer has to be in fov, just in visible area of PVS 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_HasYsalimari(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); } } 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->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++; //WP_ForcePowerDrain( self, forcePower, 0 ); 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; } 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 ); } else { if (self->client->ps.fd.forcePowerDebounce[FP_LEVITATION] < level.time) { WP_ForcePowerDrain( self, forcePower, 5 ); if (self->client->ps.fd.forcePowerLevel[FP_LEVITATION] >= FORCE_LEVEL_2) { self->client->ps.fd.forcePowerDebounce[FP_LEVITATION] = level.time + 300; } else { self->client->ps.fd.forcePowerDebounce[FP_LEVITATION] = level.time + 200; } } } break; case FP_RAGE: if (self->client->ps.fd.forceRageRecoveryTime < level.time) { int addTime = 400; self->health -= 1; if (self->client->ps.fd.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_1) { addTime = 100; } else if (self->client->ps.fd.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_2) { addTime = 250; } else if (self->client->ps.fd.forcePowerLevel[FP_RAGE] == FORCE_LEVEL_3) { addTime = 400; } self->client->ps.fd.forceRageRecoveryTime = 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_FORCEPUSH*/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: //self->client->ps.forceHandExtendTime = level.time + 200; if (self->client->ps.forceHandExtend != /*HANDEXTEND_FORCEPUSH*/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 ); WP_ForcePowerDrain( self, 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: case FP_ABSORB: if (self->client->ps.fd.forcePowerDebounce[forcePower] < level.time) { WP_ForcePowerDrain( self, forcePower, 1 ); if (self->client->ps.fd.forcePower < 1) { WP_ForcePowerStop(self, forcePower); } self->client->ps.fd.forcePowerDebounce[forcePower] = level.time + 300; } 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 ); WP_ForcePowerDrain( self, 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) { 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 && //InFieldOfVision(ent->client->ps.viewangles, 90, a) && 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 (!InFieldOfVision(en->client->ps.viewangles, 90, a)) 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) { 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]) { self->client->ps.holocronBits |= (1 << i); self->client->ps.fd.forcePowersKnown |= (1 << i); self->client->ps.fd.forcePowerLevel[i] = FORCE_LEVEL_3; } else { 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()) { /* self->client->ps.fd.forcePowerLevel[FP_SABERATTACK] = FORCE_LEVEL_3; self->client->ps.fd.forcePowerLevel[FP_SABERDEFEND] = FORCE_LEVEL_3; self->client->ps.fd.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_3; */ if (self->client->ps.fd.forcePowerLevel[FP_SABERATTACK] < FORCE_LEVEL_1) { self->client->ps.fd.forcePowerLevel[FP_SABERATTACK] = FORCE_LEVEL_1; } } } void JediMasterUpdate(gentity_t *self) { 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; } 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++; } } 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.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->sess.selectedFP != self->client->ps.fd.forcePowerSelected+1) || (self->client->sess.saberLevel && self->client->sess.saberLevel != self->client->ps.fd.saberAnimLevel+1)) && !(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 char userinfo[MAX_INFO_STRING]; self->client->sess.selectedFP = self->client->ps.fd.forcePowerSelected+1; self->client->sess.saberLevel = self->client->ps.fd.saberAnimLevel+1; trap_GetUserinfo( self->s.number, userinfo, sizeof( userinfo ) ); Info_SetValueForKey(userinfo, "sfp", va("%i", self->client->ps.fd.forcePowerSelected)); Info_SetValueForKey(userinfo, "sal", va("%i", self->client->ps.fd.saberAnimLevel)); trap_SetUserinfo( self->s.number, userinfo ); //old method: //ClientUserinfoChanged(self->s.number); //self->client->sess.updateUITime = level.time + 500; } } 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_NONE && self->client->ps.forceHandExtendTime < level.time) { if (self->client->ps.forceHandExtend == HANDEXTEND_KNOCKDOWN && !self->client->ps.forceDodgeAnim) { if (self->client->pers.cmd.upmove && self->client->ps.fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_1) { //force getup G_Sound( self, CHAN_ITEM, G_SoundIndex("sound/weapons/force/jump.wav") ); self->client->ps.forceDodgeAnim = 2; self->client->ps.forceHandExtendTime = level.time + 800;//1000; 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_HasYsalimari(g_gametype.integer, &self->client->ps) || self->client->ps.fd.forceDeactivateAll)) { 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 { 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]) { 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 (self->client->ps.fd.forcePowerLevel[i] >= FORCE_LEVEL_1 && self->client->ps.fd.forcePowerLevel[i] < FORCE_LEVEL_3) { if (!forcePowerDarkLight[i] || self->client->ps.fd.forceSide == forcePowerDarkLight[i]) { self->client->ps.fd.forcePowerLevel[i]++; } } i++; } self->client->ps.fd.forceUsingAdded = 1; } } else if (self->client->ps.fd.forceUsingAdded) { i = 0; while (i < NUM_FORCE_POWERS) { self->client->ps.fd.forcePowerLevel[i] = self->client->ps.fd.forcePowerBaseLevel[i]; i++; } self->client->ps.fd.forceUsingAdded = 0; } i = 0; if (!(self->client->ps.fd.forcePowersActive & (1 << FP_TELEPATHY))) { 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->s.number == 0) //if (self->s.number == 1) { G_Printf("FP: %i\n", self->client->ps.fd.forcePower); }*/ 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_Sound( self, CHAN_ITEM, G_SoundIndex("sound/weapons/force/jump.wav") ); self->client->ps.fd.forceJumpSound = 0; } if (self->client->ps.fd.forceGripCripple) { if (self->client->ps.fd.forceGripSoundTime < level.time) { G_Sound( self, CHAN_ITEM, G_SoundIndex("sound/weapons/force/grip.mp3") ); 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) { //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); //self->client->ps.pm_time = 20000; //self->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; 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; } //placeholder sound: //G_Sound(self, CHAN_BODY, G_SoundIndex("sound/test/objectBreak.wav")); 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; } } //return; goto powersetcheck; } // if (!ucmd->upmove || (self->client->ps.groundEntityNum != ENTITYNUM_NONE && !self->client->ps.fd.forceJumpCharge)) // { // self->client->groundTime = 0; // } 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) { if (ucmd->upmove < 10 && !(ucmd->buttons & BUTTON_FORCEJUMP) && (!(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; } } if ( /*!self->client->fjDidJump &&*/ (ucmd->buttons & BUTTON_FORCEJUMP) && !BG_HasYsalimari(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; } #ifndef METROID_JUMP else if ( /*!self->client->fjDidJump &&*/ (ucmd->upmove > 10) && (self->client->ps.pm_flags & PMF_JUMP_HELD) && self->client->ps.groundTime && (level.time - self->client->ps.groundTime) > 150 && !BG_HasYsalimari(g_gametype.integer, &self->client->ps) && BG_CanUseFPNow(g_gametype.integer, &self->client->ps, level.time, FP_LEVITATION)/*&& !self->client->ps.fd.forceJumpZStart*/ ) {//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 (!(ucmd->buttons & BUTTON_FORCEJUMP) && !(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 ) { 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 { 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 ) { WP_DoSpecificPower(self, ucmd, FP_LIGHTNING); usingForce = qtrue; } else { 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 ) { WP_DoSpecificPower(self, ucmd, FP_DRAIN); usingForce = qtrue; } else { 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_HasYsalimari(g_gametype.integer, &self->client->ps)*/ && // WP_ForcePowerUsable(self, self->client->ps.fd.forcePowerSelected) && BG_CanUseFPNow(g_gametype.integer, &self->client->ps, level.time, self->client->ps.fd.forcePowerSelected)) { if (self->client->ps.fd.forcePowerSelected == FP_LEVITATION /*&& !self->client->fjDidJump*/) { 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 ( /*!usingForce*/!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) { WP_ForcePowerRegenerate( self, 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; //500? } } powersetcheck: if (prepower && self->client->ps.fd.forcePower < prepower) { self->client->ps.fd.forcePower = prepower; } } 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; } } //check force speed power level to determine if I should be able to dodge it // if ( Q_irand( 1, 10 ) > self->client->ps.fd.forcePowerLevel[FP_SPEED] ) 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 { //if ( Q_irand( 1, 4 ) > self->client->ps.fd.forcePowerLevel[FP_SEE] ) //NOTE: 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: //case HL_WAIST: return qfalse; case HL_BACK_RT: dodgeAnim = BOTH_DODGE_FL; break; case HL_CHEST_RT: dodgeAnim = BOTH_DODGE_FR;//BOTH_DODGE_BL; break; case HL_BACK_LT: dodgeAnim = BOTH_DODGE_FR; break; case HL_CHEST_LT: dodgeAnim = BOTH_DODGE_FR;//BOTH_DODGE_BR; break; case HL_BACK: case HL_CHEST: case HL_WAIST: dodgeAnim = BOTH_DODGE_FL;//Q_irand( BOTH_DODGE_FL, BOTH_DODGE_R ); 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;//Q_irand( BOTH_DODGE_FL, BOTH_DODGE_BR ); break; default: return qfalse; } if ( dodgeAnim != -1 ) { //set the dodge anim we chose //NPC_SetAnim( self, SETANIM_BOTH, dodgeAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );//type //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; }