jedioutcast/code/game/wp_saber.cpp
2013-04-04 16:05:53 -05:00

8623 lines
No EOL
288 KiB
C++

// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
#include "g_local.h"
#include "anims.h"
#include "b_local.h"
#include "bg_local.h"
#include "g_functions.h"
#include "wp_saber.h"
#define MAX_SABER_VICTIMS 16
static int victimEntityNum[MAX_SABER_VICTIMS];
static float totalDmg[MAX_SABER_VICTIMS];
static vec3_t dmgDir[MAX_SABER_VICTIMS];
static vec3_t dmgSpot[MAX_SABER_VICTIMS];
static float dmgFraction[MAX_SABER_VICTIMS];
static int hitLoc[MAX_SABER_VICTIMS];
static qboolean hitDismember[MAX_SABER_VICTIMS];
static int hitDismemberLoc[MAX_SABER_VICTIMS];
static vec3_t saberHitLocation, saberHitNormal={0,0,1.0};
static float saberHitFraction;
static float sabersCrossed;
static int saberHitEntity;
static int numVictims = 0;
#define SABER_PITCH_HACK 90
extern cvar_t *g_timescale;
extern cvar_t *g_dismemberment;
extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
extern qboolean G_ClearViewEntity( gentity_t *ent );
extern void G_SetViewEntity( gentity_t *self, gentity_t *viewEntity );
extern qboolean G_ControlledByPlayer( gentity_t *self );
extern void G_AddVoiceEvent( gentity_t *self, int event, int speakDebounceTime );
extern void CG_ChangeWeapon( int num );
extern void G_AngerAlert( gentity_t *self );
extern void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward );
extern int G_CheckLedgeDive( gentity_t *self, float checkDist, vec3_t checkVel, qboolean tryOpposite, qboolean tryPerp );
extern void G_BounceMissile( gentity_t *ent, trace_t *trace );
extern qboolean G_PointInBounds( const vec3_t point, const vec3_t mins, const vec3_t maxs );
extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
extern void NPC_UseResponse( gentity_t *self, gentity_t *user, qboolean useWhenDone );
extern void WP_FireDreadnoughtBeam( gentity_t *ent );
extern void G_MissileImpacted( gentity_t *ent, gentity_t *other, vec3_t impactPos, vec3_t normal, int hitLoc=HL_NONE );
extern evasionType_t Jedi_SaberBlockGo( gentity_t *self, usercmd_t *cmd, vec3_t pHitloc, vec3_t phitDir, gentity_t *incoming, float dist = 0.0f );
extern int PM_PickAnim( gentity_t *self, int minAnim, int maxAnim );
extern void NPC_SetPainEvent( gentity_t *self );
extern qboolean PM_SwimmingAnim( int anim );
extern qboolean PM_InAnimForSaberMove( int anim, int saberMove );
extern qboolean PM_SpinningSaberAnim( int anim );
extern qboolean PM_SaberInSpecialAttack( int anim );
extern qboolean PM_SaberInAttack( int move );
extern qboolean PM_SaberInTransition( int move );
extern qboolean PM_SaberInStart( int move );
extern qboolean PM_SaberInTransitionAny( int move );
extern qboolean PM_SaberInBounce( int move );
extern qboolean PM_SaberInParry( int move );
extern qboolean PM_SaberInKnockaway( int move );
extern qboolean PM_SaberInBrokenParry( int move );
extern qboolean PM_SpinningSaberAnim( int anim );
extern int PM_SaberBounceForAttack( int move );
extern int PM_BrokenParryForAttack( int move );
extern int PM_KnockawayForParry( int move );
extern qboolean PM_FlippingAnim( int anim );
extern qboolean PM_RollingAnim( int anim );
extern qboolean PM_CrouchAnim( int anim );
extern qboolean PM_SaberInIdle( int move );
extern qboolean PM_SaberInReflect( int move );
extern qboolean PM_InSpecialJump( int anim );
extern qboolean PM_InKnockDown( playerState_t *ps );
extern int PM_PowerLevelForSaberAnim( playerState_t *ps );
extern void PM_VelocityForSaberMove( playerState_t *ps, vec3_t throwDir );
extern qboolean PM_VelocityForBlockedMove( playerState_t *ps, vec3_t throwDir );
extern int Jedi_ReCalcParryTime( gentity_t *self, evasionType_t evasionType );
extern qboolean Jedi_DodgeEvasion( gentity_t *self, gentity_t *shooter, trace_t *tr, int hitLoc );
extern void Jedi_PlayDeflectSound( gentity_t *self );
extern void Jedi_PlayBlockedPushSound( gentity_t *self );
extern qboolean Jedi_WaitingAmbush( gentity_t *self );
extern void Jedi_Ambush( gentity_t *self );
extern qboolean Jedi_SaberBusy( gentity_t *self );
void WP_ForcePowerStart( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
qboolean WP_ForcePowerUsable( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
void WP_SaberInFlightReflectCheck( gentity_t *self, usercmd_t *ucmd );
void WP_SaberDrop( gentity_t *self, gentity_t *saber );
qboolean WP_SaberLose( gentity_t *self, vec3_t throwDir );
void WP_SaberReturn( gentity_t *self, gentity_t *saber );
void WP_SaberBlock( gentity_t *saber, vec3_t hitloc, qboolean missleBlock );
void WP_SaberBlockNonRandom( gentity_t *self, vec3_t hitloc, qboolean missileBlock );
void ForceThrow( gentity_t *self, qboolean pull );
qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt );
extern cvar_t *g_saberAutoBlocking;
extern cvar_t *g_saberRealisticCombat;
extern int g_crosshairEntNum;
int g_saberFlashTime = 0;
vec3_t g_saberFlashPos = {0,0,0};
int forcePowerNeeded[NUM_FORCE_POWERS] =
{
0,//FP_HEAL,//instant
10,//FP_LEVITATION,//hold/duration
50,//FP_SPEED,//duration
15,//FP_PUSH,//hold/duration
15,//FP_PULL,//hold/duration
20,//FP_TELEPATHY,//instant
1,//FP_GRIP,//hold/duration - FIXME: 30?
1,//FP_LIGHTNING,//hold/duration
20,//FP_SABERTHROW,
1,//FP_SABER_DEFENSE,
0,//FP_SABER_OFFENSE,
//NUM_FORCE_POWERS
};
float forceJumpStrength[NUM_FORCE_POWER_LEVELS] =
{
JUMP_VELOCITY,//normal jump
420,
590,
840
};
float forceJumpHeight[NUM_FORCE_POWER_LEVELS] =
{
32,//normal jump (+stepheight+crouchdiff = 66)
96,//(+stepheight+crouchdiff = 130)
192,//(+stepheight+crouchdiff = 226)
384//(+stepheight+crouchdiff = 418)
};
float forceJumpHeightMax[NUM_FORCE_POWER_LEVELS] =
{
66,//normal jump (32+stepheight(18)+crouchdiff(24) = 74)
130,//(96+stepheight(18)+crouchdiff(24) = 138)
226,//(192+stepheight(18)+crouchdiff(24) = 234)
418//(384+stepheight(18)+crouchdiff(24) = 426)
};
float forcePushPullRadius[NUM_FORCE_POWER_LEVELS] =
{
0,//none
384,//256,
448,//384,
512
};
float forcePushCone[NUM_FORCE_POWER_LEVELS] =
{
1.0f,//none
1.0f,
0.8f,
0.6f
};
float forcePullCone[NUM_FORCE_POWER_LEVELS] =
{
1.0f,//none
1.0f,
1.0f,
0.8f
};
float forceSpeedValue[NUM_FORCE_POWER_LEVELS] =
{
1.0f,//none
0.75f,
0.5f,
0.25f
};
float forceSpeedRangeMod[NUM_FORCE_POWER_LEVELS] =
{
0.0f,//none
30.0f,
45.0f,
60.0f
};
float forceSpeedFOVMod[NUM_FORCE_POWER_LEVELS] =
{
0.0f,//none
20.0f,
30.0f,
40.0f
};
int forceGripDamage[NUM_FORCE_POWER_LEVELS] =
{
0,//none
0,
6,
9
};
int mindTrickTime[NUM_FORCE_POWER_LEVELS] =
{
0,//none
5000,
10000,
15000
};
//NOTE: keep in synch with table below!!!
int saberThrowDist[NUM_FORCE_POWER_LEVELS] =
{
0,//none
256,
400,
400
};
//NOTE: keep in synch with table above!!!
int saberThrowDistSquared[NUM_FORCE_POWER_LEVELS] =
{
0,//none
65536,
160000,
160000
};
int parryDebounce[NUM_FORCE_POWER_LEVELS] =
{
1000000,//if don't even have defense, can't use defense!
300,
150,
50
};
float saberAnimSpeedMod[NUM_FORCE_POWER_LEVELS] =
{
0.0f,//if don't even have offense, can't use offense!
0.75f,
1.0f,
2.0f
};
//SABER INITIALIZATION======================================================================
void G_CreateG2AttachedWeaponModel( gentity_t *ent, const char *psWeaponModel )
{
if (!psWeaponModel)
{
assert (psWeaponModel);
return;
}
if ( ent && ent->client && ent->client->NPC_class == CLASS_GALAKMECH )
{//hack for galakmech, no weaponmodel
ent->weaponModel = -1;
return;
}
char weaponModel[64];
strcpy (weaponModel, psWeaponModel);
if (char *spot = strstr(weaponModel, ".md3") ) {
*spot = 0;
spot = strstr(weaponModel, "_w");//i'm using the in view weapon array instead of scanning the item list, so put the _w back on
if (!spot&&!strstr(weaponModel, "noweap"))
{
strcat (weaponModel, "_w");
}
strcat (weaponModel, ".glm"); //and change to ghoul2
}
if ( ent->playerModel == -1 )
{
return;
}
// give us a sabre model
ent->weaponModel = gi.G2API_InitGhoul2Model(ent->ghoul2, weaponModel, G_ModelIndex( weaponModel ));
if ( ent->weaponModel != -1 )
{
// attach it to the hand
gi.G2API_AttachG2Model(&ent->ghoul2[ent->weaponModel], &ent->ghoul2[ent->playerModel],
ent->handRBolt, ent->playerModel);
// set up a bolt on the end so we can get where the sabre muzzle is - we can assume this is always bolt 0
gi.G2API_AddBolt(&ent->ghoul2[ent->weaponModel], "*flash");
//gi.G2API_SetLodBias( &ent->ghoul2[ent->weaponModel], 0 );
}
}
//----------------------------------------------------------
void G_Throw( gentity_t *targ, vec3_t newDir, float push )
//----------------------------------------------------------
{
vec3_t kvel;
float mass;
if ( targ->physicsBounce > 0 ) //overide the mass
{
mass = targ->physicsBounce;
}
else
{
mass = 200;
}
if ( g_gravity->value > 0 )
{
VectorScale( newDir, g_knockback->value * (float)push / mass * 0.8, kvel );
kvel[2] = newDir[2] * g_knockback->value * (float)push / mass * 1.5;
}
else
{
VectorScale( newDir, g_knockback->value * (float)push / mass, kvel );
}
if ( targ->client )
{
VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity );
}
else if ( targ->s.pos.trType != TR_STATIONARY && targ->s.pos.trType != TR_LINEAR_STOP && targ->s.pos.trType != TR_NONLINEAR_STOP )
{
VectorAdd( targ->s.pos.trDelta, kvel, targ->s.pos.trDelta );
VectorCopy( targ->currentOrigin, targ->s.pos.trBase );
targ->s.pos.trTime = level.time;
}
// set the timer so that the other client can't cancel
// out the movement immediately
if ( targ->client && !targ->client->ps.pm_time )
{
int t;
t = push * 2;
if ( t < 50 )
{
t = 50;
}
if ( t > 200 )
{
t = 200;
}
targ->client->ps.pm_time = t;
targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
}
}
int WP_SetSaberModel( gclient_t *client, class_t npcClass )
{
if ( client )
{
switch ( npcClass )
{
case CLASS_DESANN://Desann
client->ps.saberModel = "models/weapons2/saber_desann/saber_w.glm";
break;
case CLASS_LUKE://Luke
client->ps.saberModel = "models/weapons2/saber_luke/saber_w.glm";
break;
case CLASS_KYLE://Kyle NPC and player
client->ps.saberModel = "models/weapons2/saber/saber_w.glm";
break;
default://reborn and tavion and everyone else
client->ps.saberModel = "models/weapons2/saber_reborn/saber_w.glm";
break;
}
return ( G_ModelIndex( client->ps.saberModel ) );
}
else
{
switch ( npcClass )
{
case CLASS_DESANN://Desann
return ( G_ModelIndex( "models/weapons2/saber_desann/saber_w.glm" ) );
break;
case CLASS_LUKE://Luke
return ( G_ModelIndex( "models/weapons2/saber_luke/saber_w.glm" ) );
break;
case CLASS_KYLE://Kyle NPC and player
return ( G_ModelIndex( "models/weapons2/saber/saber_w.glm" ) );
break;
default://reborn and tavion and everyone else
return ( G_ModelIndex( "models/weapons2/saber_reborn/saber_w.glm" ) );
break;
}
}
}
void WP_SaberInitBladeData( gentity_t *ent )
{
gentity_t *saberent;
if ( ent->client )
{
VectorClear( ent->client->renderInfo.muzzlePoint );
VectorClear( ent->client->renderInfo.muzzlePointOld );
//VectorClear( ent->client->renderInfo.muzzlePointNext );
VectorClear( ent->client->renderInfo.muzzleDir );
VectorClear( ent->client->renderInfo.muzzleDirOld );
//VectorClear( ent->client->renderInfo.muzzleDirNext );
ent->client->ps.saberLengthOld = ent->client->ps.saberLength = 0;
ent->client->ps.saberLockEnemy = ENTITYNUM_NONE;
ent->client->ps.saberLockTime = 0;
if ( ent->s.number )
{
if ( ent->client->NPC_class == CLASS_DESANN )
{
ent->client->ps.saberAnimLevel = FORCE_LEVEL_4;
}
else if ( ent->client->NPC_class == CLASS_TAVION )
{
ent->client->ps.saberAnimLevel = FORCE_LEVEL_5;
}
else if ( ent->NPC && ent->client->playerTeam == TEAM_ENEMY && (ent->NPC->rank == RANK_CIVILIAN || ent->NPC->rank == RANK_LT_JG) )
{//grunt and fencer always uses quick attacks
ent->client->ps.saberAnimLevel = FORCE_LEVEL_1;
}
else if ( ent->NPC && ent->client->playerTeam == TEAM_ENEMY && (ent->NPC->rank == RANK_CREWMAN || ent->NPC->rank == RANK_ENSIGN) )
{//acrobat & force-users always use medium attacks
ent->client->ps.saberAnimLevel = FORCE_LEVEL_2;
}
else if ( ent->client->playerTeam == TEAM_ENEMY && ent->client->NPC_class == CLASS_SHADOWTROOPER )
{//shadowtroopers
ent->client->ps.saberAnimLevel = Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_3 );
}
else if ( ent->NPC && ent->client->playerTeam == TEAM_ENEMY && ent->NPC->rank == RANK_LT )
{//boss always starts with strong attacks
ent->client->ps.saberAnimLevel = FORCE_LEVEL_3;
}
else if ( ent->client->NPC_class == CLASS_KYLE )
{
ent->client->ps.saberAnimLevel = g_entities[0].client->ps.saberAnimLevel;
}
else
{//?
ent->client->ps.saberAnimLevel = Q_irand( FORCE_LEVEL_1, FORCE_LEVEL_3 );
}
}
else
{
if ( !ent->client->ps.saberAnimLevel )
{//initialize, but don't reset
ent->client->ps.saberAnimLevel = FORCE_LEVEL_2;
}
cg.saberAnimLevelPending = ent->client->ps.saberAnimLevel;
if ( ent->client->sess.missionStats.weaponUsed[WP_SABER] <= 0 )
{//let missionStats know that we actually do have the saber, even if we never use it
ent->client->sess.missionStats.weaponUsed[WP_SABER] = 1;
}
}
ent->client->ps.saberAttackChainCount = 0;
if ( ent->client->NPC_class == CLASS_DESANN )
{//longer saber
ent->client->ps.saberLengthMax = 48;
}
else if ( ent->client->NPC_class == CLASS_REBORN )
{//shorter saber
ent->client->ps.saberLengthMax = 32;
}
else
{//standard saber length
ent->client->ps.saberLengthMax = 40;
}
if ( ent->client->ps.saberEntityNum <= 0 || ent->client->ps.saberEntityNum >= ENTITYNUM_WORLD )
{
saberent = G_Spawn();
ent->client->ps.saberEntityNum = saberent->s.number;
saberent->classname = "lightsaber";
saberent->s.eType = ET_GENERAL;
saberent->svFlags = SVF_USE_CURRENT_ORIGIN;
saberent->s.weapon = WP_SABER;
saberent->owner = ent;
saberent->s.otherEntityNum = ent->s.number;
saberent->clipmask = MASK_SOLID | CONTENTS_LIGHTSABER;
saberent->contents = CONTENTS_LIGHTSABER;//|CONTENTS_SHOTCLIP;
VectorSet( saberent->mins, -3.0f, -3.0f, -3.0f );
VectorSet( saberent->maxs, 3.0f, 3.0f, 3.0f );
saberent->mass = 10;//necc?
saberent->s.eFlags |= EF_NODRAW;
saberent->svFlags |= SVF_NOCLIENT;
/*
Ghoul2 Insert Start
*/
//FIXME: get saberModel from NPCs.cfg for NPCs?
saberent->s.modelindex = WP_SetSaberModel( ent->client, ent->client->NPC_class );
gi.G2API_InitGhoul2Model( saberent->ghoul2, ent->client->ps.saberModel, saberent->s.modelindex );
// set up a bolt on the end so we can get where the sabre muzzle is - we can assume this is always bolt 0
gi.G2API_AddBolt( &saberent->ghoul2[0], "*flash" );
//gi.G2API_SetLodBias( &saberent->ghoul2[0], 0 );
/*
Ghoul2 Insert End
*/
ent->client->ps.saberInFlight = qfalse;
ent->client->ps.saberEntityDist = 0;
ent->client->ps.saberEntityState = SES_LEAVING;
ent->client->ps.saberMove = 0;
//FIXME: need a think function to create alerts when turned on or is on, etc.
}
}
else
{
ent->client->ps.saberEntityNum = ENTITYNUM_NONE;
ent->client->ps.saberInFlight = qfalse;
ent->client->ps.saberEntityDist = 0;
ent->client->ps.saberEntityState = SES_LEAVING;
}
}
void WP_SaberUpdateOldBladeData( gentity_t *ent )
{
if ( ent->client )
{
VectorCopy( ent->client->renderInfo.muzzlePoint, ent->client->renderInfo.muzzlePointOld );
VectorCopy( ent->client->renderInfo.muzzleDir, ent->client->renderInfo.muzzleDirOld );
if ( ent->client->ps.saberLengthOld <= 0 && ent->client->ps.saberLength > 0 )
{//just turned on
//do sound event
vec3_t saberOrg;
VectorCopy( g_entities[ent->client->ps.saberEntityNum].currentOrigin, saberOrg );
AddSoundEvent( ent, saberOrg, 256, AEL_SUSPICIOUS );
}
ent->client->ps.saberLengthOld = ent->client->ps.saberLength;
}
}
//SABER DAMAGE==============================================================================
//SABER DAMAGE==============================================================================
//SABER DAMAGE==============================================================================
//SABER DAMAGE==============================================================================
//SABER DAMAGE==============================================================================
//SABER DAMAGE==============================================================================
int WPDEBUG_SaberColor( saber_colors_t saberColor )
{
switch( (int)(saberColor) )
{
case SABER_RED:
return 0x000000ff;
break;
case SABER_ORANGE:
return 0x000088ff;
break;
case SABER_YELLOW:
return 0x0000ffff;
break;
case SABER_GREEN:
return 0x0000ff00;
break;
case SABER_BLUE:
return 0x00ff0000;
break;
case SABER_PURPLE:
return 0x00ff00ff;
break;
default:
return 0x00ffffff;//white
break;
}
}
qboolean WP_GetSaberDeflectionAngle( gentity_t *attacker, gentity_t *defender )
{
vec3_t temp, att_SaberBase, att_StartPos, saberMidNext, att_HitDir, att_HitPos, def_BladeDir;
float att_SaberHitLength, hitDot;
if ( !attacker || !attacker->client || attacker->client->ps.saberInFlight || attacker->client->ps.saberLength <= 0 )
{
return qfalse;
}
if ( !defender || !defender->client || defender->client->ps.saberInFlight || defender->client->ps.saberLength <= 0 )
{
return qfalse;
}
attacker->client->ps.saberBounceMove = LS_NONE;
//get the attacker's saber base pos at time of impact
VectorSubtract( attacker->client->renderInfo.muzzlePoint, attacker->client->renderInfo.muzzlePointOld, temp );
VectorMA( attacker->client->renderInfo.muzzlePointOld, saberHitFraction, temp, att_SaberBase );
//get the position along the length of the blade where the hit occured
att_SaberHitLength = Distance( saberHitLocation, att_SaberBase )/attacker->client->ps.saberLength;
//now get the start of that midpoint in the swing and the actual impact point in the swing (shouldn't the latter just be saberHitLocation?)
VectorMA( attacker->client->renderInfo.muzzlePointOld, att_SaberHitLength, attacker->client->renderInfo.muzzleDirOld, att_StartPos );
VectorMA( attacker->client->renderInfo.muzzlePoint, att_SaberHitLength, attacker->client->renderInfo.muzzleDir, saberMidNext );
VectorSubtract( saberMidNext, att_StartPos, att_HitDir );
VectorMA( att_StartPos, saberHitFraction, att_HitDir, att_HitPos );
VectorNormalize( att_HitDir );
//get the defender's saber dir at time of impact
VectorSubtract( defender->client->renderInfo.muzzleDirOld, defender->client->renderInfo.muzzleDir, temp );
VectorMA( defender->client->renderInfo.muzzleDirOld, saberHitFraction, temp, def_BladeDir );
//now compare
hitDot = DotProduct( att_HitDir, def_BladeDir );
if ( hitDot < 0.25f && hitDot > -0.25f )
{//hit pretty much perpendicular, pop straight back
attacker->client->ps.saberBounceMove = PM_SaberBounceForAttack( attacker->client->ps.saberMove );
return qfalse;
}
else
{//a deflection
vec3_t att_Right, att_Up, att_DeflectionDir;
float swingRDot, swingUDot;
//get the direction of the deflection
VectorScale( def_BladeDir, hitDot, att_DeflectionDir );
//get our bounce straight back direction
VectorScale( att_HitDir, -1.0f, temp );
//add the bounce back and deflection
VectorAdd( att_DeflectionDir, temp, att_DeflectionDir );
//normalize the result to determine what direction our saber should bounce back toward
VectorNormalize( att_DeflectionDir );
//need to know the direction of the deflectoin relative to the attacker's facing
VectorSet( temp, 0, attacker->client->ps.viewangles[YAW], 0 );//presumes no pitch!
AngleVectors( temp, NULL, att_Right, att_Up );
swingRDot = DotProduct( att_Right, att_DeflectionDir );
swingUDot = DotProduct( att_Up, att_DeflectionDir );
if ( swingRDot > 0.25f )
{//deflect to right
if ( swingUDot > 0.25f )
{//deflect to top
attacker->client->ps.saberBounceMove = LS_D1_TR;
}
else if ( swingUDot < -0.25f )
{//deflect to bottom
attacker->client->ps.saberBounceMove = LS_D1_BR;
}
else
{//deflect horizontally
attacker->client->ps.saberBounceMove = LS_D1__R;
}
}
else if ( swingRDot < -0.25f )
{//deflect to left
if ( swingUDot > 0.25f )
{//deflect to top
attacker->client->ps.saberBounceMove = LS_D1_TL;
}
else if ( swingUDot < -0.25f )
{//deflect to bottom
attacker->client->ps.saberBounceMove = LS_D1_BL;
}
else
{//deflect horizontally
attacker->client->ps.saberBounceMove = LS_D1__L;
}
}
else
{//deflect in middle
if ( swingUDot > 0.25f )
{//deflect to top
attacker->client->ps.saberBounceMove = LS_D1_T_;
}
else if ( swingUDot < -0.25f )
{//deflect to bottom
attacker->client->ps.saberBounceMove = LS_D1_B_;
}
else
{//deflect horizontally? Well, no such thing as straight back in my face, so use top
if ( swingRDot > 0 )
{
attacker->client->ps.saberBounceMove = LS_D1_TR;
}
else if ( swingRDot < 0 )
{
attacker->client->ps.saberBounceMove = LS_D1_TL;
}
else
{
attacker->client->ps.saberBounceMove = LS_D1_T_;
}
}
}
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
gi.Printf( S_COLOR_BLUE"%s deflected from %s to %s\n", attacker->targetname, saberMoveData[attacker->client->ps.saberMove].name, saberMoveData[attacker->client->ps.saberBounceMove].name );
}
#endif
return qtrue;
}
}
void WP_SaberClearDamageForEntNum( int entityNum )
{
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
if ( entityNum )
{
Com_Printf( "clearing damage for entnum %d\n", entityNum );
}
}
#endif// FINAL_BUILD
if ( g_saberRealisticCombat->integer > 1 )
{
return;
}
for ( int i = 0; i < numVictims; i++ )
{
if ( victimEntityNum[i] == entityNum )
{
totalDmg[i] = 0;//no damage
hitLoc[i] = HL_NONE;
hitDismemberLoc[i] = HL_NONE;
hitDismember[i] = qfalse;
victimEntityNum[i] = ENTITYNUM_NONE;//like we never hit him
}
}
}
extern float damageModifier[];
extern float hitLocHealthPercentage[];
qboolean WP_SaberApplyDamage( gentity_t *ent, float baseDamage, int baseDFlags, qboolean brokenParry )
{
qboolean didDamage = qfalse;
gentity_t *victim;
int dFlags = baseDFlags;
float maxDmg;
if ( !numVictims )
{
return qfalse;
}
for ( int i = 0; i < numVictims; i++ )
{
dFlags = baseDFlags|DAMAGE_DEATH_KNOCKBACK|DAMAGE_NO_HIT_LOC;
if ( victimEntityNum[i] != ENTITYNUM_NONE && &g_entities[victimEntityNum[i]] != NULL )
{ // Don't bother with this damage if the fraction is higher than the saber's fraction
if ( dmgFraction[i] < saberHitFraction || brokenParry )
{
victim = &g_entities[victimEntityNum[i]];
if ( !victim )
{
continue;
}
if ( victim->e_DieFunc == dieF_maglock_die )
{//*sigh*, special check for maglocks
vec3_t testFrom;
if ( ent->client->ps.saberInFlight )
{
VectorCopy( g_entities[ent->client->ps.saberEntityNum].currentOrigin, testFrom );
}
else
{
VectorCopy( ent->currentOrigin, testFrom );
}
testFrom[2] = victim->currentOrigin[2];
trace_t testTrace;
gi.trace( &testTrace, testFrom, vec3_origin, vec3_origin, victim->currentOrigin, ent->s.number, MASK_SHOT );
if ( testTrace.entityNum != victim->s.number )
{//can only damage maglocks if have a clear trace to the thing's origin
continue;
}
}
if ( totalDmg[i] > 0 )
{//actually want to do *some* damage here
if ( victim->s.weapon == WP_SABER && victim->client && !g_saberRealisticCombat->integer )
{//dmg vs other saber fighters is modded by hitloc and capped
totalDmg[i] *= damageModifier[hitLoc[i]];
if ( hitLoc[i] == HL_NONE )
{
maxDmg = 33*baseDamage;
}
else
{
maxDmg = 50*hitLocHealthPercentage[hitLoc[i]]*baseDamage;//*victim->client->ps.stats[STAT_MAX_HEALTH]*2.0f;
}
if ( maxDmg < totalDmg[i] )
{
totalDmg[i] = maxDmg;
}
//dFlags |= DAMAGE_NO_HIT_LOC;
}
//clamp the dmg
if ( victim->s.weapon != WP_SABER )
{//clamp the dmg between 25 and maxhealth
/*
if ( totalDmg[i] > victim->max_health )
{
totalDmg[i] = victim->max_health;
}
else */if ( totalDmg[i] < 25 )
{
totalDmg[i] = 25;
}
if ( totalDmg[i] > 100 )//+(50*g_spskill->integer) )
{//clamp using same adjustment as in NPC_Begin
totalDmg[i] = 100;//+(50*g_spskill->integer);
}
}
else
{//clamp the dmg between 5 and 100
if ( !victim->s.number && totalDmg[i] > 50 )
{//never do more than half full health damage to player
//prevents one-hit kills
totalDmg[i] = 50;
}
else if ( totalDmg[i] > 100 )
{
totalDmg[i] = 100;
}
else
{
if ( totalDmg[i] < 5 )
{
totalDmg[i] = 5;
}
}
}
if ( totalDmg[i] > 0 )
{
didDamage = qtrue;
if( victim->client )
{
if ( victim->client->ps.pm_time > 0 && victim->client->ps.pm_flags & PMF_TIME_KNOCKBACK && victim->client->ps.velocity[2] > 0 )
{//already being knocked around
dFlags |= DAMAGE_NO_KNOCKBACK;
}
if ( g_dismemberment->integer >= 11381138 || g_saberRealisticCombat->integer )
{
dFlags |= DAMAGE_DISMEMBER;
if ( hitDismember[i] )
{
victim->client->dismembered = qfalse;
}
}
else if ( hitDismember[i] )
{
dFlags |= DAMAGE_DISMEMBER;
}
if ( baseDamage <= 1.0f )
{//very mild damage
if ( victim->s.number == 0 || victim->client->ps.weapon == WP_SABER || victim->client->NPC_class == CLASS_GALAKMECH )
{//if it's the player or a saber-user, don't kill them with this blow
dFlags |= DAMAGE_NO_KILL;
}
}
}
else
{
if ( victim->takedamage )
{//some other breakable thing
//create a flash here
g_saberFlashTime = level.time-50;
VectorCopy( dmgSpot[i], g_saberFlashPos );
}
}
//victim->hitLoc = hitLoc[i];
dFlags |= DAMAGE_NO_KNOCKBACK;//okay, let's try no knockback whatsoever...
dFlags &= ~DAMAGE_DEATH_KNOCKBACK;
if ( g_saberRealisticCombat->integer )
{
dFlags |= DAMAGE_NO_KNOCKBACK;
dFlags &= ~DAMAGE_DEATH_KNOCKBACK;
dFlags &= ~DAMAGE_NO_KILL;
}
if ( ent->client && !ent->s.number )
{
switch( hitLoc[i] )
{
case HL_FOOT_RT:
case HL_FOOT_LT:
case HL_LEG_RT:
case HL_LEG_LT:
ent->client->sess.missionStats.legAttacksCnt++;
break;
case HL_WAIST:
case HL_BACK_RT:
case HL_BACK_LT:
case HL_BACK:
case HL_CHEST_RT:
case HL_CHEST_LT:
case HL_CHEST:
ent->client->sess.missionStats.torsoAttacksCnt++;
break;
case HL_ARM_RT:
case HL_ARM_LT:
case HL_HAND_RT:
case HL_HAND_LT:
ent->client->sess.missionStats.armAttacksCnt++;
break;
default:
ent->client->sess.missionStats.otherAttacksCnt++;
break;
}
}
G_Damage( victim, ent, ent, dmgDir[i], dmgSpot[i], ceil(totalDmg[i]), dFlags, MOD_SABER, hitDismemberLoc[i] );
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
gi.Printf( S_COLOR_RED"damage: %4.2f, hitLoc %d\n", totalDmg[i], hitLoc[i] );
}
#endif
//do the effect
//G_PlayEffect( G_EffectIndex( "blood_sparks" ), dmgSpot[i], dmgDir[i] );
if ( ent->s.number == 0 )
{
AddSoundEvent( victim->owner, dmgSpot[i], 256, AEL_DISCOVERED );
AddSightEvent( victim->owner, dmgSpot[i], 512, AEL_DISCOVERED, 50 );
}
if ( ent->client )
{
if ( ent->enemy && ent->enemy == victim )
{//just so Jedi knows that he hit his enemy
ent->client->ps.saberEventFlags |= SEF_HITENEMY;
}
else
{
ent->client->ps.saberEventFlags |= SEF_HITOBJECT;
}
}
}
}
}
}
}
return didDamage;
}
void WP_SaberDamageAdd( float trDmg, int trVictimEntityNum, vec3_t trDmgDir, vec3_t trDmgSpot, float dmg, float fraction, int trHitLoc, qboolean trDismember, int trDismemberLoc )
{
int curVictim = 0;
if ( trVictimEntityNum < 0 || trVictimEntityNum >= ENTITYNUM_WORLD )
{
return;
}
if ( trDmg * dmg < 10.0f )
{//too piddly an amount of damage to really count?
//FIXME: but already did the effect, didn't we... sigh...
//return;
}
if ( trDmg )
{//did some damage to something
for ( int i = 0; i < numVictims; i++ )
{
if ( victimEntityNum[i] == trVictimEntityNum )
{//already hit this guy before
curVictim = i;
break;
}
}
if ( i == numVictims )
{//haven't hit his guy before
if ( numVictims + 1 >= MAX_SABER_VICTIMS )
{//can't add another victim at this time
return;
}
//add a new victim to the list
curVictim = numVictims;
victimEntityNum[numVictims++] = trVictimEntityNum;
}
float addDmg = trDmg*dmg;
if ( trHitLoc!=HL_NONE && (hitLoc[curVictim]==HL_NONE||hitLocHealthPercentage[trHitLoc]>hitLocHealthPercentage[hitLoc[curVictim]]) )
{//this hitLoc is more critical than the previous one this frame
hitLoc[curVictim] = trHitLoc;
}
totalDmg[curVictim] += addDmg;
if ( !VectorLengthSquared( dmgDir[curVictim] ) )
{
VectorCopy( trDmgDir, dmgDir[curVictim] );
}
if ( !VectorLengthSquared( dmgSpot[curVictim] ) )
{
VectorCopy( trDmgSpot, dmgSpot[curVictim] );
}
// Make sure we keep track of the fraction. Why?
// Well, if the saber hits something that stops it, the damage isn't done past that point.
dmgFraction[curVictim] = fraction;
if ( (trDismemberLoc != HL_NONE && hitDismemberLoc[curVictim] == HL_NONE)
|| (!hitDismember[curVictim] && trDismember) )
{//either this is the first dismember loc we got or we got a loc before, but it wasn't a dismember loc, so take the new one
hitDismemberLoc[curVictim] = trDismemberLoc;
}
if ( trDismember )
{//we scored a dismemberment hit...
hitDismember[curVictim] = trDismember;
}
}
}
/*
WP_SabersIntersect
Breaks the two saber paths into 2 tris each and tests each tri for the first saber path against each of the other saber path's tris
FIXME: subdivide the arc into a consistant increment
FIXME: test the intersection to see if the sabers really did intersect (weren't going in the same direction and/or passed through same point at different times)?
*/
extern qboolean tri_tri_intersect(vec3_t V0,vec3_t V1,vec3_t V2,vec3_t U0,vec3_t U1,vec3_t U2);
qboolean WP_SabersIntersect( gentity_t *ent1, gentity_t *ent2, qboolean checkDir )
{
vec3_t saberBase1, saberTip1, saberBaseNext1, saberTipNext1;
vec3_t saberBase2, saberTip2, saberBaseNext2, saberTipNext2;
vec3_t dir;
/*
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
gi.Printf( S_COLOR_GREEN"Doing precise saber intersection check\n" );
}
#endif
*/
if ( !ent1 || !ent2 )
{
return qfalse;
}
if ( !ent1->client || !ent2->client )
{
return qfalse;
}
if ( ent1->client->ps.saberLength <= 0 || ent2->client->ps.saberLength <= 0 )
{
return qfalse;
}
//if ( ent1->client->ps.saberInFlight )
{
VectorCopy( ent1->client->renderInfo.muzzlePointOld, saberBase1 );
VectorCopy( ent1->client->renderInfo.muzzlePoint, saberBaseNext1 );
VectorSubtract( ent1->client->renderInfo.muzzlePoint, ent1->client->renderInfo.muzzlePointOld, dir );
VectorNormalize( dir );
VectorMA( saberBaseNext1, SABER_EXTRAPOLATE_DIST, dir, saberBaseNext1 );
VectorMA( saberBase1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDirOld, saberTip1 );
VectorMA( saberBaseNext1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDir, saberTipNext1 );
VectorSubtract( saberTipNext1, saberTip1, dir );
VectorNormalize( dir );
VectorMA( saberTipNext1, SABER_EXTRAPOLATE_DIST, dir, saberTipNext1 );
}
/*
else
{
VectorCopy( ent1->client->renderInfo.muzzlePoint, saberBase1 );
VectorCopy( ent1->client->renderInfo.muzzlePointNext, saberBaseNext1 );
VectorMA( saberBase1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDir, saberTip1 );
VectorMA( saberBaseNext1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDirNext, saberTipNext1 );
}
*/
//if ( ent2->client->ps.saberInFlight )
{
VectorCopy( ent2->client->renderInfo.muzzlePointOld, saberBase2 );
VectorCopy( ent2->client->renderInfo.muzzlePoint, saberBaseNext2 );
VectorSubtract( ent2->client->renderInfo.muzzlePoint, ent2->client->renderInfo.muzzlePointOld, dir );
VectorNormalize( dir );
VectorMA( saberBaseNext2, SABER_EXTRAPOLATE_DIST, dir, saberBaseNext2 );
VectorMA( saberBase2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDirOld, saberTip2 );
VectorMA( saberBaseNext2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDir, saberTipNext2 );
VectorSubtract( saberTipNext2, saberTip2, dir );
VectorNormalize( dir );
VectorMA( saberTipNext2, SABER_EXTRAPOLATE_DIST, dir, saberTipNext2 );
}
/*
else
{
VectorCopy( ent2->client->renderInfo.muzzlePoint, saberBase2 );
VectorCopy( ent2->client->renderInfo.muzzlePointNext, saberBaseNext2 );
VectorMA( saberBase2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDir, saberTip2 );
VectorMA( saberBaseNext2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDirNext, saberTipNext2 );
}
*/
if ( checkDir )
{//check the direction of the two swings to make sure the sabers are swinging towards each other
vec3_t saberDir1, saberDir2;
VectorSubtract( saberTipNext1, saberTip1, saberDir1 );
VectorSubtract( saberTipNext2, saberTip2, saberDir2 );
VectorNormalize( saberDir1 );
VectorNormalize( saberDir2 );
if ( DotProduct( saberDir1, saberDir2 ) > 0.6f )
{//sabers moving in same dir, probably didn't actually hit
return qfalse;
}
//now check orientation of sabers, make sure they're not parallel or close to it
float dot = DotProduct( ent1->client->renderInfo.muzzleDir, ent2->client->renderInfo.muzzleDir );
if ( dot > 0.9f || dot < -0.9f )
{//too parallel to really block effectively?
return qfalse;
}
}
if ( tri_tri_intersect( saberBase1, saberTip1, saberBaseNext1, saberBase2, saberTip2, saberBaseNext2 ) )
{
return qtrue;
}
if ( tri_tri_intersect( saberBase1, saberTip1, saberBaseNext1, saberBase2, saberTip2, saberTipNext2 ) )
{
return qtrue;
}
if ( tri_tri_intersect( saberBase1, saberTip1, saberTipNext1, saberBase2, saberTip2, saberBaseNext2 ) )
{
return qtrue;
}
if ( tri_tri_intersect( saberBase1, saberTip1, saberTipNext1, saberBase2, saberTip2, saberTipNext2 ) )
{
return qtrue;
}
return qfalse;
}
extern float ShortestLineSegBewteen2LineSegs( vec3_t start1, vec3_t end1, vec3_t start2, vec3_t end2, vec3_t close_pnt1, vec3_t close_pnt2 );
float WP_SabersDistance( gentity_t *ent1, gentity_t *ent2 )
{
vec3_t saberBaseNext1, saberTipNext1, saberPoint1;
vec3_t saberBaseNext2, saberTipNext2, saberPoint2;
/*
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
gi.Printf( S_COLOR_GREEN"Doing precise saber intersection check\n" );
}
#endif
*/
if ( !ent1 || !ent2 )
{
return qfalse;
}
if ( !ent1->client || !ent2->client )
{
return qfalse;
}
if ( ent1->client->ps.saberLength <= 0 || ent2->client->ps.saberLength <= 0 )
{
return qfalse;
}
//if ( ent1->client->ps.saberInFlight )
{
VectorCopy( ent1->client->renderInfo.muzzlePoint, saberBaseNext1 );
VectorMA( saberBaseNext1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDir, saberTipNext1 );
}
/*
else
{
VectorCopy( ent1->client->renderInfo.muzzlePointNext, saberBaseNext1 );
VectorMA( saberBaseNext1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDirNext, saberTipNext1 );
}
*/
//if ( ent2->client->ps.saberInFlight )
{
VectorCopy( ent2->client->renderInfo.muzzlePoint, saberBaseNext2 );
VectorMA( saberBaseNext2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDir, saberTipNext2 );
}
/*
else
{
VectorCopy( ent2->client->renderInfo.muzzlePointNext, saberBaseNext2 );
VectorMA( saberBaseNext2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDirNext, saberTipNext2 );
}
*/
float sabersDist = ShortestLineSegBewteen2LineSegs( saberBaseNext1, saberTipNext1, saberBaseNext2, saberTipNext2, saberPoint1, saberPoint2 );
//okay, this is a super hack, but makes saber collisions look better from the player point of view
/*
if ( sabersDist < 16.0f )
{
vec3_t saberDistDir, saberMidPoint, camLookDir;
VectorSubtract( saberPoint2, saberPoint1, saberDistDir );
VectorMA( saberPoint1, 0.5f, saberDistDir, saberMidPoint );
VectorSubtract( saberMidPoint, cg.refdef.vieworg, camLookDir );
VectorNormalize( saberDistDir );
VectorNormalize( camLookDir );
float dot = fabs(DotProduct( camLookDir, saberDistDir ));
sabersDist -= 8.0f*dot;
if ( sabersDist < 0.0f )
{
sabersDist = 0.0f;
}
}
*/
#ifndef FINAL_BUILD
if ( d_saberCombat->integer > 2 )
{
G_DebugLine( saberPoint1, saberPoint2, FRAMETIME, 0x00ffffff, qtrue );
}
#endif
return sabersDist;
}
qboolean WP_SabersIntersection( gentity_t *ent1, gentity_t *ent2, vec3_t intersect )
{
vec3_t saberBaseNext1, saberTipNext1, saberPoint1;
vec3_t saberBaseNext2, saberTipNext2, saberPoint2;
if ( !ent1 || !ent2 )
{
return qfalse;
}
if ( !ent1->client || !ent2->client )
{
return qfalse;
}
if ( ent1->client->ps.saberLength <= 0 || ent2->client->ps.saberLength <= 0 )
{
return qfalse;
}
VectorCopy( ent1->client->renderInfo.muzzlePoint, saberBaseNext1 );
VectorMA( saberBaseNext1, ent1->client->ps.saberLength, ent1->client->renderInfo.muzzleDir, saberTipNext1 );
VectorCopy( ent2->client->renderInfo.muzzlePoint, saberBaseNext2 );
VectorMA( saberBaseNext2, ent2->client->ps.saberLength, ent2->client->renderInfo.muzzleDir, saberTipNext2 );
ShortestLineSegBewteen2LineSegs( saberBaseNext1, saberTipNext1, saberBaseNext2, saberTipNext2, saberPoint1, saberPoint2 );
VectorAdd( saberPoint1, saberPoint2, intersect );
VectorScale( intersect, 0.5, intersect );
return qtrue;
}
char *hit_blood_sparks = "blood_sparks";
char *hit_sparks = "saber_cut";
extern qboolean G_GetHitLocFromSurfName( gentity_t *ent, const char *surfName, int *hitLoc, vec3_t point, vec3_t dir, vec3_t bladeDir, int mod );
qboolean WP_SaberDamageEffects( trace_t *tr, const vec3_t start, float length, float dmg, vec3_t dmgDir, vec3_t bladeDir, int enemyTeam )
{
int hitEntNum[MAX_G2_COLLISIONS] = {ENTITYNUM_NONE};
float hitEntDmgAdd[MAX_G2_COLLISIONS] = {0};
float hitEntDmgSub[MAX_G2_COLLISIONS] = {0};
vec3_t hitEntPoint[MAX_G2_COLLISIONS];
vec3_t hitEntDir[MAX_G2_COLLISIONS];
float hitEntStartFrac[MAX_G2_COLLISIONS] = {0};
int trHitLoc = HL_NONE;
int trDismemberLoc = HL_NONE;
qboolean trDismember = qfalse;
int i,z;
int numHitEnts = 0;
float distFromStart,doDmg;
char *hitEffect;
gentity_t *hitEnt;
for (z=0; z < MAX_G2_COLLISIONS; z++)
{
if ( tr->G2CollisionMap[z].mEntityNum == -1 )
{//actually, completely break out of this for loop since nothing after this in the aray should ever be valid either
continue;//break;//
}
CCollisionRecord &coll = tr->G2CollisionMap[z];
//distFromStart = Distance( start, coll.mCollisionPosition );
distFromStart = coll.mDistance;
/*
//FIXME: (distFromStart/length) is not guaranteed to be from 0 to 1... *sigh*...
if ( length && saberHitFraction < 1.0f && (distFromStart/length) < 1.0f && (distFromStart/length) > saberHitFraction )
{//a saber was hit before this point, don't count it
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
gi.Printf( S_COLOR_MAGENTA"rejecting G2 collision- %4.2f farther than saberHitFraction %4.2f\n", (distFromStart/length), saberHitFraction );
}
#endif
continue;
}
*/
for ( i = 0; i < numHitEnts; i++ )
{
if ( hitEntNum[i] != ENTITYNUM_NONE )
{//we hit this ent before
//we'll want to add this dist
hitEntDmgAdd[i] = distFromStart;
break;
}
}
if ( i == numHitEnts )
{//first time we hit this ent
if ( numHitEnts == MAX_G2_COLLISIONS )
{//hit too many damn ents!
continue;
}
hitEntNum[numHitEnts] = coll.mEntityNum;
if ( !coll.mFlags )
{//hmm, we came out first, so we must have started inside
//we'll want to subtract this dist
hitEntDmgAdd[numHitEnts] = distFromStart;
}
else
{//we're entering the model
//we'll want to subtract this dist
hitEntDmgSub[numHitEnts] = distFromStart;
}
//keep track of how far in the damage was done
hitEntStartFrac[numHitEnts] = hitEntDmgSub[numHitEnts]/length;
//remember the entrance point
VectorCopy( coll.mCollisionPosition, hitEntPoint[numHitEnts] );
//remember the entrance dir
VectorCopy( coll.mCollisionNormal, hitEntDir[numHitEnts] );
VectorNormalize( hitEntDir[numHitEnts] );
//do the effect
//FIXME: check material rather than team?
hitEnt = &g_entities[hitEntNum[numHitEnts]];
hitEffect = hit_blood_sparks;
if ( hitEnt != NULL )
{
if ( hitEnt->client )
{
class_t npc_class = hitEnt->client->NPC_class;
if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE || npc_class == CLASS_REMOTE ||
npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 ||
npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 ||
npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )
{
hitEffect = hit_sparks;
}
}
else
{
hitEffect = hit_sparks;
}
}
//FIXME: play less if damage is less?
G_PlayEffect( hitEffect, coll.mCollisionPosition, coll.mCollisionNormal );
//Get the hit location based on surface name
if ( (hitLoc[hitEntNum[numHitEnts]] == HL_NONE && trHitLoc == HL_NONE)
|| (hitDismemberLoc[hitEntNum[numHitEnts]] == HL_NONE && trDismemberLoc == HL_NONE)
|| (!hitDismember[hitEntNum[numHitEnts]] && !trDismember) )
{//no hit loc set for this ent this damage cycle yet
//FIXME: find closest impact surf *first* (per ent), then call G_GetHitLocFromSurfName?
trDismember = G_GetHitLocFromSurfName( &g_entities[coll.mEntityNum], gi.G2API_GetSurfaceName( &g_entities[coll.mEntityNum].ghoul2[coll.mModelIndex], coll.mSurfaceIndex ), &trHitLoc, coll.mCollisionPosition, dmgDir, bladeDir, MOD_SABER );
trDismemberLoc = trHitLoc;
}
numHitEnts++;
}
}
//now go through all the ents we hit and do the damage
for ( i = 0; i < numHitEnts; i++ )
{
doDmg = dmg;
if ( hitEntNum[i] != ENTITYNUM_NONE )
{
if ( doDmg < 10 )
{//base damage is less than 10
if ( hitEntNum[i] != 0 )
{//not the player
hitEnt = &g_entities[hitEntNum[i]];
if ( !hitEnt->client || (hitEnt->client->ps.weapon!=WP_SABER&&hitEnt->client->NPC_class!=CLASS_GALAKMECH&&hitEnt->client->playerTeam==enemyTeam) )
{//did *not* hit a jedi and did *not* hit the player
//make sure the base damage is high against non-jedi, feels better
doDmg = 10;
}
}
}
if ( !hitEntDmgAdd[i] && !hitEntDmgSub[i] )
{//spent entire time in model
//NOTE: will we even get a collision then?
doDmg *= length;
}
else if ( hitEntDmgAdd[i] && hitEntDmgSub[i] )
{//we did enter and exit
doDmg *= hitEntDmgAdd[i] - hitEntDmgSub[i];
}
else if ( !hitEntDmgAdd[i] )
{//we didn't exit, just entered
doDmg *= length - hitEntDmgSub[i];
}
else if ( !hitEntDmgSub[i] )
{//we didn't enter, only exited
doDmg *= hitEntDmgAdd[i];
}
if ( doDmg > 0 )
{
WP_SaberDamageAdd( 1.0, hitEntNum[i], hitEntDir[i], hitEntPoint[i], ceil(doDmg), hitEntStartFrac[i], trHitLoc, trDismember, trDismemberLoc );
}
}
}
return (numHitEnts>0);
}
void WP_SaberKnockaway( gentity_t *attacker, trace_t *tr )
{
WP_SaberDrop( attacker, &g_entities[attacker->client->ps.saberEntityNum] );
G_Sound( &g_entities[attacker->client->ps.saberEntityNum], G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
G_PlayEffect( "saber_block", tr->endpos );
saberHitFraction = tr->fraction;
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
gi.Printf( S_COLOR_MAGENTA"WP_SaberKnockaway: saberHitFraction %4.2f\n", saberHitFraction );
}
#endif
VectorCopy( tr->endpos, saberHitLocation );
saberHitEntity = tr->entityNum;
g_saberFlashTime = level.time-50;
VectorCopy( saberHitLocation, g_saberFlashPos );
//FIXME: make hitEnt play an attack anim or some other special anim when this happens
//gentity_t *hitEnt = &g_entities[tr->entityNum];
//NPC_SetAnim( hitEnt, SETANIM_BOTH, BOTH_KNOCKSABER, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
#define SABER_COLLISION_DIST 6//was 2//was 4//was 8//was 16
extern qboolean InFront( vec3_t spot, vec3_t from, vec3_t fromAngles, float threshHold = 0.0f );
qboolean WP_SaberDamageForTrace( int ignore, vec3_t start, vec3_t end, float dmg,
vec3_t bladeDir, qboolean noGhoul, int attackStrength,
qboolean extrapolate = qtrue )
{
trace_t tr;
vec3_t dir;
int mask = (MASK_SHOT|CONTENTS_LIGHTSABER);
gentity_t *attacker = &g_entities[ignore];
vec3_t end2;
VectorCopy( end, end2 );
if ( extrapolate )
{
//NOTE: since we can no longer use the predicted point, extrapolate the trace some.
// this may allow saber hits that aren't actually hits, but it doesn't look too bad
vec3_t diff;
VectorSubtract( end, start, diff );
VectorNormalize( diff );
VectorMA( end2, SABER_EXTRAPOLATE_DIST, diff, end2 );
}
if ( !noGhoul )
{
if ( !attacker->s.number || (attacker->client&&(attacker->client->playerTeam==TEAM_PLAYER||attacker->client->NPC_class==CLASS_SHADOWTROOPER||attacker->client->NPC_class==CLASS_TAVION||attacker->client->NPC_class==CLASS_DESANN) ) )//&&attackStrength==FORCE_LEVEL_3)
{//player,. player allies, shadowtroopers, tavion and desann use larger traces
vec3_t traceMins = {-2,-2,-2}, traceMaxs = {2,2,2};
gi.trace( &tr, start, traceMins, traceMaxs, end2, ignore, mask, G2_COLLIDE, 10 );//G2_SUPERSIZEDBBOX
}
/*
else if ( !attacker->s.number )
{
vec3_t traceMins = {-1,-1,-1}, traceMaxs = {1,1,1};
gi.trace( &tr, start, traceMins, traceMaxs, end2, ignore, mask, G2_COLLIDE, 10 );//G2_SUPERSIZEDBBOX
}
*/
else
{//reborn use smaller traces
gi.trace( &tr, start, NULL, NULL, end2, ignore, mask, G2_COLLIDE, 10 );//G2_SUPERSIZEDBBOX
}
}
else
{
gi.trace( &tr, start, NULL, NULL, end2, ignore, mask, G2_NOCOLLIDE, 10 );
}
#ifndef FINAL_BUILD
if ( d_saberCombat->integer > 1 )
{
if ( attacker != NULL && attacker->client != NULL )
{
G_DebugLine(start, end2, FRAMETIME, WPDEBUG_SaberColor( attacker->client->ps.saberColor ), qtrue);
}
}
#endif
if ( tr.entityNum == ENTITYNUM_NONE )
{
return qfalse;
}
if ( tr.entityNum == ENTITYNUM_WORLD )
{
return qtrue;
}
if ( &g_entities[tr.entityNum] )
{
gentity_t *hitEnt = &g_entities[tr.entityNum];
gentity_t *owner = g_entities[tr.entityNum].owner;
if ( hitEnt->contents & CONTENTS_LIGHTSABER )
{
if ( attacker && attacker->client && attacker->client->ps.saberInFlight )
{//thrown saber hit something
if ( owner
&& owner->s.number
&& owner->client
&& owner->NPC
&& owner->health > 0
&& ( owner->client->NPC_class == CLASS_TAVION
/*|| (owner->client->NPC_class == CLASS_SHADOWTROOPER && !Q_irand( 0, g_spskill->integer*3 ))
|| (Q_irand( -5, owner->NPC->rank ) > RANK_CIVILIAN && !Q_irand( 0, g_spskill->integer*3 ))*/ )
)
{//Tavion can toss a blocked thrown saber aside
WP_SaberKnockaway( attacker, &tr );
Jedi_PlayDeflectSound( owner );
return qfalse;
}
}
//FIXME: take target FP_SABER_DEFENSE and attacker FP_SABER_OFFENSE into account here somehow?
qboolean sabersIntersect = WP_SabersIntersect( attacker, owner, qfalse );//qtrue );
float sabersDist;
if ( attacker && attacker->client && attacker->client->ps.saberInFlight
&& owner && owner->s.number == 0 && (g_saberAutoBlocking->integer||attacker->client->ps.saberBlockingTime>level.time) )//NPC flying saber hit player's saber bounding box
{//players have g_saberAutoBlocking, do the more generous check against flying sabers
//FIXME: instead of hitting the player's saber bounding box
//and picking an anim afterwards, have him use AI similar
//to the AI the jedi use for picking a saber melee block...?
sabersDist = 0;
}
else
{//sabers must actually collide with the attacking saber
sabersDist = WP_SabersDistance( attacker, owner );
if ( attacker && attacker->client && attacker->client->ps.saberInFlight )
{
sabersDist /= 2.0f;
if ( sabersDist <= 16.0f )
{
sabersIntersect = qtrue;
}
}
#ifndef FINAL_BUILD
if ( d_saberCombat->integer > 1 )
{
gi.Printf( "sabersDist: %4.2f\n", sabersDist );
}
#endif//FINAL_BUILD
}
if ( sabersCrossed == -1 || sabersCrossed > sabersDist )
{
sabersCrossed = sabersDist;
}
float collisionDist;
if ( g_saberRealisticCombat->integer )
{
collisionDist = SABER_COLLISION_DIST;
}
else
{
collisionDist = SABER_COLLISION_DIST+6+g_spskill->integer*4;
}
if ( owner && owner->client && (attacker != NULL)
&& (sabersDist > collisionDist )//|| !InFront( attacker->currentOrigin, owner->currentOrigin, owner->client->ps.viewangles, 0.35f ))
&& !sabersIntersect )//was qtrue, but missed too much?
{//swing came from behind and/or was not stopped by a lightsaber
//re-try the trace without checking for lightsabers
gi.trace ( &tr, start, NULL, NULL, end2, ignore, mask&~CONTENTS_LIGHTSABER, G2_NOCOLLIDE, 10 );
if ( tr.entityNum == ENTITYNUM_WORLD )
{
return qtrue;
}
if ( tr.entityNum == ENTITYNUM_NONE || &g_entities[tr.entityNum] == NULL )
{//didn't hit the owner
/*
if ( attacker
&& attacker->client
&& (PM_SaberInAttack( attacker->client->ps.saberMove ) || PM_SaberInStart( attacker->client->ps.saberMove ))
&& DistanceSquared( tr.endpos, owner->currentOrigin ) < 10000 )
{
if ( owner->NPC
&& !owner->client->ps.saberInFlight
&& owner->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN
&& !Jedi_SaberBusy( owner ) )
{//owner parried, just make sure they're saber is in the right spot - only does this if they're not already doing something with saber
if ( g_spskill->integer && (g_spskill->integer > 1 || Q_irand( 0, 1 )))
{//if on easy, they don't cheat like this, if on medium, they cheat 50% of the time, if on hard, they always cheat
//FIXME: also take into account the owner's FP_DEFENSE?
if ( Q_irand( 0, owner->NPC->rank ) >= RANK_CIVILIAN )
{//lower-rank Jedi aren't as good blockers
vec3_t attDir;
VectorSubtract( end2, start, attDir );
VectorNormalize( attDir );
Jedi_SaberBlockGo( owner, owner->NPC->last_ucmd, start, attDir, NULL );
}
}
}
}
*/
return qfalse; // Exit, but we didn't hit the wall.
}
#ifndef FINAL_BUILD
if ( d_saberCombat->integer > 1 )
{
if ( !attacker->s.number )
{
gi.Printf( S_COLOR_MAGENTA"%d saber hit owner through saber %4.2f, dist = %4.2f\n", level.time, saberHitFraction, sabersDist );
}
}
#endif//FINAL_BUILD
hitEnt = &g_entities[tr.entityNum];
owner = g_entities[tr.entityNum].owner;
}
else
{//hit a lightsaber
if ( (tr.fraction < saberHitFraction || tr.startsolid)
&& sabersDist < (8.0f+g_spskill->value)*4.0f// 50.0f//16.0f
&& (sabersIntersect || sabersDist < (4.0f+g_spskill->value)*2.0f) )//32.0f) )
{ // This saber hit closer than the last one.
if ( (tr.allsolid || tr.startsolid) && owner && owner->client )
{//tr.fraction will be 0, unreliable... so calculate actual
float dist = Distance( start, end2 );
if ( dist )
{
float hitFrac = WP_SabersDistance( attacker, owner )/dist;
if ( hitFrac > 1.0f )
{//umm... minimum distance between sabers was longer than trace...?
hitFrac = 1.0f;
}
if ( hitFrac < saberHitFraction )
{
saberHitFraction = hitFrac;
}
}
else
{
saberHitFraction = 0.0f;
}
#ifndef FINAL_BUILD
if ( d_saberCombat->integer > 1 )
{
if ( !attacker->s.number )
{
gi.Printf( S_COLOR_GREEN"%d saber hit saber dist %4.2f allsolid %4.2f\n", level.time, sabersDist, saberHitFraction );
}
}
#endif//FINAL_BUILD
}
else
{
#ifndef FINAL_BUILD
if ( d_saberCombat->integer > 1 )
{
if ( !attacker->s.number )
{
gi.Printf( S_COLOR_BLUE"%d saber hit saber dist %4.2f, frac %4.2f\n", level.time, sabersDist, saberHitFraction );
}
saberHitFraction = tr.fraction;
}
#endif//FINAL_BUILD
}
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
gi.Printf( S_COLOR_MAGENTA"hit saber: saberHitFraction %4.2f, allsolid %d, startsolid %d\n", saberHitFraction, tr.allsolid, tr.startsolid );
}
#endif//FINAL_BUILD
VectorCopy(tr.endpos, saberHitLocation);
saberHitEntity = tr.entityNum;
}
/*
if ( owner
&& owner->client
&& attacker
&& attacker->client
&& (PM_SaberInAttack( attacker->client->ps.saberMove ) || PM_SaberInStart( attacker->client->ps.saberMove ))
&& DistanceSquared( tr.endpos, owner->currentOrigin ) < 10000 )
{
if ( owner->NPC
&& !owner->client->ps.saberInFlight
&& owner->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN
&& !Jedi_SaberBusy( owner ) )
{//owner parried, just make sure they're saber is in the right spot - only does this if they're not already doing something with saber
if ( g_spskill->integer && (g_spskill->integer > 1 || Q_irand( 0, 1 )))
{//if on easy, they don't cheat like this, if on medium, they cheat 50% of the time, if on hard, they always cheat
//FIXME: also take into account the owner's FP_DEFENSE?
if ( Q_irand( 0, owner->NPC->rank ) >= RANK_CIVILIAN )
{//lower-rank Jedi aren't as good blockers
vec3_t attDir;
VectorSubtract( end2, start, attDir );
VectorNormalize( attDir );
Jedi_SaberBlockGo( owner, owner->NPC->last_ucmd, start, attDir, NULL );
}
}
}
}
*/
return qfalse; // Exit, but we didn't hit the wall.
}
}
else
{
#ifndef FINAL_BUILD
if ( d_saberCombat->integer > 1 )
{
if ( !attacker->s.number )
{
gi.Printf( S_COLOR_RED"%d saber hit owner directly %4.2f\n", level.time, saberHitFraction );
}
}
#endif//FINAL_BUILD
}
if ( attacker && attacker->client && attacker->client->ps.saberInFlight )
{//thrown saber hit something
if ( ( hitEnt && hitEnt->client && hitEnt->health > 0 && ( hitEnt->client->NPC_class == CLASS_DESANN || hitEnt->client->NPC_class == CLASS_LUKE || (hitEnt->client->NPC_class == CLASS_GALAKMECH&&hitEnt->client->ps.powerups[PW_GALAK_SHIELD] > 0) ) ) ||
( owner && owner->client && owner->health > 0 && ( owner->client->NPC_class == CLASS_DESANN || owner->client->NPC_class == CLASS_LUKE || (owner->client->NPC_class==CLASS_GALAKMECH&&owner->client->ps.powerups[PW_GALAK_SHIELD] > 0) ) ) )
{//Luke and Desann slap thrown sabers aside
//FIXME: control the direction of the thrown saber... if hit Galak's shield, bounce directly away from his origin?
WP_SaberKnockaway( attacker, &tr );
if ( hitEnt->client )
{
Jedi_PlayDeflectSound( hitEnt );
}
else
{
Jedi_PlayDeflectSound( owner );
}
return qfalse; // Exit, but we didn't hit the wall.
}
}
if ( hitEnt->takedamage )
{
//no team damage: if ( !hitEnt->client || attacker == NULL || !attacker->client || (hitEnt->client->playerTeam != attacker->client->playerTeam) )
{
//multiply the damage by the total distance of the swipe
VectorSubtract( end2, start, dir );
float len = VectorNormalize( dir );//VectorLength( dir );
if ( noGhoul || !hitEnt->ghoul2.size() )
{//we weren't doing a ghoul trace
char *hitEffect;
if ( dmg >= 1.0 && hitEnt->bmodel )
{
dmg = 1.0;
}
if ( len > 1 )
{
dmg *= len;
}
#ifndef FINAL_BUILD
if ( d_saberCombat->integer > 1 )
{
if ( !(hitEnt->contents & CONTENTS_LIGHTSABER) )
{
gi.Printf( S_COLOR_GREEN"Hit ent, but no ghoul collisions\n" );
}
}
#endif
float trFrac, dmgFrac;
if ( tr.allsolid )
{//totally inside them
trFrac = 1.0;
dmgFrac = 0.0;
}
else if ( tr.startsolid )
{//started inside them
//we don't know how much was inside, we know it's less than all, so use half?
trFrac = 0.5;
dmgFrac = 0.0;
}
else
{//started outside them and hit them
//yeah. this doesn't account for coming out the other wide, but we can worry about that later (use ghoul2)
trFrac = (1.0f - tr.fraction);
dmgFrac = tr.fraction;
}
WP_SaberDamageAdd( trFrac, tr.entityNum, dir, tr.endpos, dmg, dmgFrac, HL_NONE, qfalse, HL_NONE );
if ( !tr.allsolid && !tr.startsolid )
{
VectorScale( dir, -1, dir );
}
//FIXME: don't do blood sparks on non-living things
hitEffect = hit_blood_sparks;
if ( hitEnt != NULL )
{
if ( hitEnt->client )
{
class_t npc_class = hitEnt->client->NPC_class;
if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE ||
npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 || npc_class == CLASS_REMOTE ||
npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 ||
npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )
{
hitEffect = hit_sparks;
}
}
else
{
hitEffect = hit_sparks;
}
}
G_PlayEffect( hitEffect, tr.endpos, dir );//"saber_cut"
}
else
{//we were doing a ghoul trace
if ( !WP_SaberDamageEffects( &tr, start, len, dmg, dir, bladeDir, attacker->client->enemyTeam ) )
{//didn't hit a ghoul ent
/*
if ( && hitEnt->ghoul2.size() )
{//it was a ghoul2 model so we should have hit it
return qfalse;
}
*/
}
}
}
}
}
return qfalse;
}
typedef enum
{
LOCK_FIRST = 0,
LOCK_TOP = LOCK_FIRST,
LOCK_DIAG_TR,
LOCK_DIAG_TL,
LOCK_DIAG_BR,
LOCK_DIAG_BL,
LOCK_R,
LOCK_L,
LOCK_RANDOM
} sabersLockMode_t;
#define LOCK_IDEAL_DIST_TOP 32.0f
#define LOCK_IDEAL_DIST_CIRCLE 48.0f
extern void PM_SetAnimFrame( gentity_t *gent, int frame, qboolean torso, qboolean legs );
extern qboolean ValidAnimFileIndex ( int index );
qboolean WP_SabersCheckLock2( gentity_t *attacker, gentity_t *defender, sabersLockMode_t lockMode )
{
animation_t *anim;
int attAnim, defAnim, advance = 0;
float attStart = 0.5f;
float idealDist = 48.0f;
//MATCH ANIMS
if ( lockMode == LOCK_RANDOM )
{
lockMode = (sabersLockMode_t)Q_irand( (int)LOCK_FIRST, (int)(LOCK_RANDOM)-1 );
}
switch ( lockMode )
{
case LOCK_TOP:
attAnim = BOTH_BF2LOCK;
defAnim = BOTH_BF1LOCK;
attStart = 0.5f;
idealDist = LOCK_IDEAL_DIST_TOP;
break;
case LOCK_DIAG_TR:
attAnim = BOTH_CCWCIRCLELOCK;
defAnim = BOTH_CWCIRCLELOCK;
attStart = 0.5f;
idealDist = LOCK_IDEAL_DIST_CIRCLE;
break;
case LOCK_DIAG_TL:
attAnim = BOTH_CWCIRCLELOCK;
defAnim = BOTH_CCWCIRCLELOCK;
attStart = 0.5f;
idealDist = LOCK_IDEAL_DIST_CIRCLE;
break;
case LOCK_DIAG_BR:
attAnim = BOTH_CWCIRCLELOCK;
defAnim = BOTH_CCWCIRCLELOCK;
attStart = 0.85f;
idealDist = LOCK_IDEAL_DIST_CIRCLE;
break;
case LOCK_DIAG_BL:
attAnim = BOTH_CCWCIRCLELOCK;
defAnim = BOTH_CWCIRCLELOCK;
attStart = 0.85f;
idealDist = LOCK_IDEAL_DIST_CIRCLE;
break;
case LOCK_R:
attAnim = BOTH_CWCIRCLELOCK;
defAnim = BOTH_CCWCIRCLELOCK;
attStart = 0.75f;
idealDist = LOCK_IDEAL_DIST_CIRCLE;
break;
case LOCK_L:
attAnim = BOTH_CCWCIRCLELOCK;
defAnim = BOTH_CWCIRCLELOCK;
attStart = 0.75f;
idealDist = LOCK_IDEAL_DIST_CIRCLE;
break;
default:
return qfalse;
break;
}
NPC_SetAnim( attacker, SETANIM_BOTH, attAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
NPC_SetAnim( defender, SETANIM_BOTH, defAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
if( ValidAnimFileIndex( attacker->client->clientInfo.animFileIndex ) )
{
anim = &level.knownAnimFileSets[attacker->client->clientInfo.animFileIndex].animations[attAnim];
advance = floor( anim->numFrames*attStart );
PM_SetAnimFrame( attacker, anim->firstFrame + advance, qtrue, qtrue );
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
Com_Printf( "%s starting saber lock, anim = %s, %d frames to go!\n", attacker->NPC_type, animTable[attAnim].name, anim->numFrames-advance );
}
#endif
}
if( ValidAnimFileIndex( defender->client->clientInfo.animFileIndex ) )
{
anim = &level.knownAnimFileSets[defender->client->clientInfo.animFileIndex].animations[defAnim];
PM_SetAnimFrame( defender, anim->firstFrame + advance, qtrue, qtrue );//was anim->firstFrame + anim->numFrames - advance, but that's wrong since they are matched anims
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
Com_Printf( "%s starting saber lock, anim = %s, %d frames to go!\n", defender->NPC_type, animTable[defAnim].name, advance );
}
#endif
}
VectorClear( attacker->client->ps.velocity );
VectorClear( defender->client->ps.velocity );
attacker->client->ps.saberLockTime = defender->client->ps.saberLockTime = level.time + SABER_LOCK_TIME;
attacker->client->ps.legsAnimTimer = attacker->client->ps.torsoAnimTimer = defender->client->ps.legsAnimTimer = defender->client->ps.torsoAnimTimer = SABER_LOCK_TIME;
//attacker->client->ps.weaponTime = defender->client->ps.weaponTime = SABER_LOCK_TIME;
attacker->client->ps.saberLockEnemy = defender->s.number;
defender->client->ps.saberLockEnemy = attacker->s.number;
//MATCH ANGLES
//FIXME: if zDiff in elevation, make lower look up and upper look down and move them closer?
float defPitchAdd = 0, zDiff = ((attacker->currentOrigin[2]+attacker->client->standheight)-(defender->currentOrigin[2]+defender->client->standheight));
if ( zDiff > 24 )
{
defPitchAdd = -30;
}
else if ( zDiff < -24 )
{
defPitchAdd = 30;
}
else
{
defPitchAdd = zDiff/24.0f*-30.0f;
}
if ( attacker->NPC && defender->NPC )
{//if 2 NPCs, just set pitch to 0
attacker->client->ps.viewangles[PITCH] = -defPitchAdd;
defender->client->ps.viewangles[PITCH] = defPitchAdd;
}
else
{//if a player is involved, clamp player's pitch and match NPC's to player
if ( !attacker->s.number )
{
//clamp to defPitch
if ( attacker->client->ps.viewangles[PITCH] > -defPitchAdd + 10 )
{
attacker->client->ps.viewangles[PITCH] = -defPitchAdd + 10;
}
else if ( attacker->client->ps.viewangles[PITCH] < -defPitchAdd-10 )
{
attacker->client->ps.viewangles[PITCH] = -defPitchAdd-10;
}
//clamp to sane numbers
if ( attacker->client->ps.viewangles[PITCH] > 50 )
{
attacker->client->ps.viewangles[PITCH] = 50;
}
else if ( attacker->client->ps.viewangles[PITCH] < -50 )
{
attacker->client->ps.viewangles[PITCH] = -50;
}
defender->client->ps.viewangles[PITCH] = attacker->client->ps.viewangles[PITCH]*-1;
defPitchAdd = defender->client->ps.viewangles[PITCH];
}
else if ( !defender->s.number )
{
//clamp to defPitch
if ( defender->client->ps.viewangles[PITCH] > defPitchAdd + 10 )
{
defender->client->ps.viewangles[PITCH] = defPitchAdd + 10;
}
else if ( defender->client->ps.viewangles[PITCH] < defPitchAdd-10 )
{
defender->client->ps.viewangles[PITCH] = defPitchAdd-10;
}
//clamp to sane numbers
if ( defender->client->ps.viewangles[PITCH] > 50 )
{
defender->client->ps.viewangles[PITCH] = 50;
}
else if ( defender->client->ps.viewangles[PITCH] < -50 )
{
defender->client->ps.viewangles[PITCH] = -50;
}
defPitchAdd = defender->client->ps.viewangles[PITCH];
attacker->client->ps.viewangles[PITCH] = defender->client->ps.viewangles[PITCH]*-1;
}
}
vec3_t attAngles, defAngles, defDir;
VectorSubtract( defender->currentOrigin, attacker->currentOrigin, defDir );
VectorCopy( attacker->client->ps.viewangles, attAngles );
attAngles[YAW] = vectoyaw( defDir );
SetClientViewAngle( attacker, attAngles );
defAngles[PITCH] = attAngles[PITCH]*-1;
defAngles[YAW] = AngleNormalize180( attAngles[YAW] + 180);
defAngles[ROLL] = 0;
SetClientViewAngle( defender, defAngles );
//MATCH POSITIONS
vec3_t newOrg;
/*
idealDist -= fabs(defPitchAdd)/8.0f;
*/
float scale = VectorLength( attacker->s.modelScale );
if ( scale )
{
idealDist += 8*(scale-1.0f);
}
scale = VectorLength( defender->s.modelScale );
if ( scale )
{
idealDist += 8*(scale-1.0f);
}
float diff = VectorNormalize( defDir ) - idealDist;//diff will be the total error in dist
//try to move attacker half the diff towards the defender
VectorMA( attacker->currentOrigin, diff*0.5f, defDir, newOrg );
trace_t trace;
gi.trace( &trace, attacker->currentOrigin, attacker->mins, attacker->maxs, newOrg, attacker->s.number, attacker->clipmask );
if ( !trace.startsolid && !trace.allsolid )
{
G_SetOrigin( attacker, trace.endpos );
gi.linkentity( attacker );
}
//now get the defender's dist and do it for him too
vec3_t attDir;
VectorSubtract( attacker->currentOrigin, defender->currentOrigin, attDir );
diff = VectorNormalize( attDir ) - idealDist;//diff will be the total error in dist
//try to move defender all of the remaining diff towards the attacker
VectorMA( defender->currentOrigin, diff, attDir, newOrg );
gi.trace( &trace, defender->currentOrigin, defender->mins, defender->maxs, newOrg, defender->s.number, defender->clipmask );
if ( !trace.startsolid && !trace.allsolid )
{
G_SetOrigin( defender, trace.endpos );
gi.linkentity( defender );
}
//DONE!
return qtrue;
}
qboolean WP_SabersCheckLock( gentity_t *ent1, gentity_t *ent2 )
{
if ( ent1->client->playerTeam == ent2->client->playerTeam )
{
return qfalse;
}
if ( ent1->client->ps.groundEntityNum == ENTITYNUM_NONE ||
ent2->client->ps.groundEntityNum == ENTITYNUM_NONE )
{
return qfalse;
}
if ( ent1->painDebounceTime > level.time-1000 || ent2->painDebounceTime > level.time-1000 )
{//can't saberlock if you're not ready
return qfalse;
}
if ( fabs( ent1->currentOrigin[2]-ent2->currentOrigin[2]) > 18 )
{
return qfalse;
}
float dist = DistanceSquared(ent1->currentOrigin,ent2->currentOrigin);
if ( dist < 64 || dist > 6400 )//( dist < 128 || dist > 2304 )
{//between 8 and 80 from each other//was 16 and 48
return qfalse;
}
if ( !InFOV( ent1, ent2, 40, 180 ) || !InFOV( ent2, ent1, 40, 180 ) )
{
return qfalse;
}
//Check for certain anims that *cannot* lock
//FIXME: there should probably be a whole *list* of these, but I'll put them in as they come up
if ( ent1->client->ps.torsoAnim == BOTH_A2_STABBACK1 && ent1->client->ps.torsoAnimTimer > 300 )
{//can't lock when saber is behind you
return qfalse;
}
if ( ent2->client->ps.torsoAnim == BOTH_A2_STABBACK1 && ent2->client->ps.torsoAnimTimer > 300 )
{//can't lock when saber is behind you
return qfalse;
}
//BR to TL lock
if ( ent1->client->ps.torsoAnim == BOTH_A1_BR_TL ||
ent1->client->ps.torsoAnim == BOTH_A2_BR_TL ||
ent1->client->ps.torsoAnim == BOTH_A3_BR_TL ||
ent1->client->ps.torsoAnim == BOTH_A4_BR_TL ||
ent1->client->ps.torsoAnim == BOTH_A5_BR_TL )
{//ent1 is attacking in the opposite diagonal
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BR );
}
if ( ent2->client->ps.torsoAnim == BOTH_A1_BR_TL ||
ent2->client->ps.torsoAnim == BOTH_A2_BR_TL ||
ent2->client->ps.torsoAnim == BOTH_A3_BR_TL ||
ent2->client->ps.torsoAnim == BOTH_A4_BR_TL ||
ent2->client->ps.torsoAnim == BOTH_A5_BR_TL )
{//ent2 is attacking in the opposite diagonal
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BR );
}
//BL to TR lock
if ( ent1->client->ps.torsoAnim == BOTH_A1_BL_TR ||
ent1->client->ps.torsoAnim == BOTH_A2_BL_TR ||
ent1->client->ps.torsoAnim == BOTH_A3_BL_TR ||
ent1->client->ps.torsoAnim == BOTH_A4_BL_TR ||
ent1->client->ps.torsoAnim == BOTH_A5_BL_TR )
{//ent1 is attacking in the opposite diagonal
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BL );
}
if ( ent2->client->ps.torsoAnim == BOTH_A1_BL_TR ||
ent2->client->ps.torsoAnim == BOTH_A2_BL_TR ||
ent2->client->ps.torsoAnim == BOTH_A3_BL_TR ||
ent2->client->ps.torsoAnim == BOTH_A4_BL_TR ||
ent2->client->ps.torsoAnim == BOTH_A5_BL_TR )
{//ent2 is attacking in the opposite diagonal
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BL );
}
//L to R lock
if ( ent1->client->ps.torsoAnim == BOTH_A1__L__R ||
ent1->client->ps.torsoAnim == BOTH_A2__L__R ||
ent1->client->ps.torsoAnim == BOTH_A3__L__R ||
ent1->client->ps.torsoAnim == BOTH_A4__L__R ||
ent1->client->ps.torsoAnim == BOTH_A5__L__R )
{//ent1 is attacking l to r
return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
/*
if ( ent2BlockingPlayer )
{//player will block this anyway
return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
}
if ( ent2->client->ps.torsoAnim == BOTH_A1_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_A2_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_A3_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_A4_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_A5_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_P1_S1_TR ||
ent2->client->ps.torsoAnim == BOTH_P1_S1_BL )
{//ent2 is attacking or blocking on the r
return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
}
if ( ent2Boss && !Q_irand( 0, 3 ) )
{
return WP_SabersCheckLock2( ent1, ent2, LOCK_L );
}
*/
}
if ( ent2->client->ps.torsoAnim == BOTH_A1__L__R ||
ent2->client->ps.torsoAnim == BOTH_A2__L__R ||
ent2->client->ps.torsoAnim == BOTH_A3__L__R ||
ent2->client->ps.torsoAnim == BOTH_A4__L__R ||
ent2->client->ps.torsoAnim == BOTH_A5__L__R )
{//ent2 is attacking l to r
return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
/*
if ( ent1BlockingPlayer )
{//player will block this anyway
return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
}
if ( ent1->client->ps.torsoAnim == BOTH_A1_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_A2_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_A3_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_A4_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_A5_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_P1_S1_TR ||
ent1->client->ps.torsoAnim == BOTH_P1_S1_BL )
{//ent1 is attacking or blocking on the r
return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
}
if ( ent1Boss && !Q_irand( 0, 3 ) )
{
return WP_SabersCheckLock2( ent2, ent1, LOCK_L );
}
*/
}
//R to L lock
if ( ent1->client->ps.torsoAnim == BOTH_A1__R__L ||
ent1->client->ps.torsoAnim == BOTH_A2__R__L ||
ent1->client->ps.torsoAnim == BOTH_A3__R__L ||
ent1->client->ps.torsoAnim == BOTH_A4__R__L ||
ent1->client->ps.torsoAnim == BOTH_A5__R__L )
{//ent1 is attacking r to l
return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
/*
if ( ent2BlockingPlayer )
{//player will block this anyway
return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
}
if ( ent2->client->ps.torsoAnim == BOTH_A1_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_A2_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_A3_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_A4_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_A5_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_P1_S1_TL ||
ent2->client->ps.torsoAnim == BOTH_P1_S1_BR )
{//ent2 is attacking or blocking on the l
return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
}
if ( ent2Boss && !Q_irand( 0, 3 ) )
{
return WP_SabersCheckLock2( ent1, ent2, LOCK_R );
}
*/
}
if ( ent2->client->ps.torsoAnim == BOTH_A1__R__L ||
ent2->client->ps.torsoAnim == BOTH_A2__R__L ||
ent2->client->ps.torsoAnim == BOTH_A3__R__L ||
ent2->client->ps.torsoAnim == BOTH_A4__R__L ||
ent2->client->ps.torsoAnim == BOTH_A5__R__L )
{//ent2 is attacking r to l
return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
/*
if ( ent1BlockingPlayer )
{//player will block this anyway
return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
}
if ( ent1->client->ps.torsoAnim == BOTH_A1_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_A2_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_A3_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_A4_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_A5_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_P1_S1_TL ||
ent1->client->ps.torsoAnim == BOTH_P1_S1_BR )
{//ent1 is attacking or blocking on the l
return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
}
if ( ent1Boss && !Q_irand( 0, 3 ) )
{
return WP_SabersCheckLock2( ent2, ent1, LOCK_R );
}
*/
}
//TR to BL lock
if ( ent1->client->ps.torsoAnim == BOTH_A1_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_A2_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_A3_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_A4_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_A5_TR_BL )
{//ent1 is attacking diagonally
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
/*
if ( ent2BlockingPlayer )
{//player will block this anyway
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
}
if ( ent2->client->ps.torsoAnim == BOTH_A1_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_A2_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_A3_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_A4_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_A5_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_P1_S1_TL )
{//ent2 is attacking in the opposite diagonal
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
}
if ( ent2->client->ps.torsoAnim == BOTH_A1_BR_TL ||
ent2->client->ps.torsoAnim == BOTH_A2_BR_TL ||
ent2->client->ps.torsoAnim == BOTH_A3_BR_TL ||
ent2->client->ps.torsoAnim == BOTH_A4_BR_TL ||
ent2->client->ps.torsoAnim == BOTH_A5_BR_TL ||
ent2->client->ps.torsoAnim == BOTH_P1_S1_BL )
{//ent2 is attacking in the opposite diagonal
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BL );
}
if ( ent2Boss && !Q_irand( 0, 3 ) )
{
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TR );
}
*/
}
if ( ent2->client->ps.torsoAnim == BOTH_A1_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_A2_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_A3_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_A4_TR_BL ||
ent2->client->ps.torsoAnim == BOTH_A5_TR_BL )
{//ent2 is attacking diagonally
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
/*
if ( ent1BlockingPlayer )
{//player will block this anyway
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
}
if ( ent1->client->ps.torsoAnim == BOTH_A1_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_A2_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_A3_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_A4_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_A5_TR_BL ||
ent1->client->ps.torsoAnim == BOTH_P1_S1_TL )
{//ent1 is attacking in the opposite diagonal
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
}
if ( ent1->client->ps.torsoAnim == BOTH_A1_BR_TL ||
ent1->client->ps.torsoAnim == BOTH_A2_BR_TL ||
ent1->client->ps.torsoAnim == BOTH_A3_BR_TL ||
ent1->client->ps.torsoAnim == BOTH_A4_BR_TL ||
ent1->client->ps.torsoAnim == BOTH_A5_BR_TL ||
ent1->client->ps.torsoAnim == BOTH_P1_S1_BL )
{//ent1 is attacking in the opposite diagonal
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BL );
}
if ( ent1Boss && !Q_irand( 0, 3 ) )
{
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TR );
}
*/
}
//TL to BR lock
if ( ent1->client->ps.torsoAnim == BOTH_A1_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_A2_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_A3_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_A4_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_A5_TL_BR )
{//ent1 is attacking diagonally
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
/*
if ( ent2BlockingPlayer )
{//player will block this anyway
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
}
if ( ent2->client->ps.torsoAnim == BOTH_A1_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_A2_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_A3_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_A4_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_A5_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_P1_S1_TR )
{//ent2 is attacking in the opposite diagonal
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
}
if ( ent2->client->ps.torsoAnim == BOTH_A1_BL_TR ||
ent2->client->ps.torsoAnim == BOTH_A2_BL_TR ||
ent2->client->ps.torsoAnim == BOTH_A3_BL_TR ||
ent2->client->ps.torsoAnim == BOTH_A4_BL_TR ||
ent2->client->ps.torsoAnim == BOTH_A5_BL_TR ||
ent2->client->ps.torsoAnim == BOTH_P1_S1_BR )
{//ent2 is attacking in the opposite diagonal
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_BR );
}
if ( ent2Boss && !Q_irand( 0, 3 ) )
{
return WP_SabersCheckLock2( ent1, ent2, LOCK_DIAG_TL );
}
*/
}
if ( ent2->client->ps.torsoAnim == BOTH_A1_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_A2_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_A3_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_A4_TL_BR ||
ent2->client->ps.torsoAnim == BOTH_A5_TL_BR )
{//ent2 is attacking diagonally
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
/*
if ( ent1BlockingPlayer )
{//player will block this anyway
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
}
if ( ent1->client->ps.torsoAnim == BOTH_A1_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_A2_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_A3_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_A4_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_A5_TL_BR ||
ent1->client->ps.torsoAnim == BOTH_P1_S1_TR )
{//ent1 is attacking in the opposite diagonal
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
}
if ( ent1->client->ps.torsoAnim == BOTH_A1_BL_TR ||
ent1->client->ps.torsoAnim == BOTH_A2_BL_TR ||
ent1->client->ps.torsoAnim == BOTH_A3_BL_TR ||
ent1->client->ps.torsoAnim == BOTH_A4_BL_TR ||
ent1->client->ps.torsoAnim == BOTH_A5_BL_TR ||
ent1->client->ps.torsoAnim == BOTH_P1_S1_BR )
{//ent1 is attacking in the opposite diagonal
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_BR );
}
if ( ent1Boss && !Q_irand( 0, 3 ) )
{
return WP_SabersCheckLock2( ent2, ent1, LOCK_DIAG_TL );
}
*/
}
//T to B lock
if ( ent1->client->ps.torsoAnim == BOTH_A1_T__B_ ||
ent1->client->ps.torsoAnim == BOTH_A2_T__B_ ||
ent1->client->ps.torsoAnim == BOTH_A3_T__B_ ||
ent1->client->ps.torsoAnim == BOTH_A4_T__B_ ||
ent1->client->ps.torsoAnim == BOTH_A5_T__B_ )
{//ent1 is attacking top-down
/*
if ( ent2->client->ps.torsoAnim == BOTH_P1_S1_T_ ||
ent2->client->ps.torsoAnim == BOTH_K1_S1_T_ )
*/
{//ent2 is blocking at top
return WP_SabersCheckLock2( ent1, ent2, LOCK_TOP );
}
}
if ( ent2->client->ps.torsoAnim == BOTH_A1_T__B_ ||
ent2->client->ps.torsoAnim == BOTH_A2_T__B_ ||
ent2->client->ps.torsoAnim == BOTH_A3_T__B_ ||
ent2->client->ps.torsoAnim == BOTH_A4_T__B_ ||
ent2->client->ps.torsoAnim == BOTH_A5_T__B_ )
{//ent2 is attacking top-down
/*
if ( ent1->client->ps.torsoAnim == BOTH_P1_S1_T_ ||
ent1->client->ps.torsoAnim == BOTH_K1_S1_T_ )
*/
{//ent1 is blocking at top
return WP_SabersCheckLock2( ent2, ent1, LOCK_TOP );
}
}
/*
if ( !Q_irand( 0, 10 ) )
{
return WP_SabersCheckLock2( ent1, ent2, LOCK_RANDOM );
}
*/
return qfalse;
}
qboolean WP_SaberParry( gentity_t *victim, gentity_t *attacker )
{
if ( !victim || !victim->client || !attacker )
{
return qfalse;
}
if ( victim->s.number || g_saberAutoBlocking->integer || victim->client->ps.saberBlockingTime > level.time )
{//either an NPC or a player who is blocking
if ( !PM_SaberInTransitionAny( victim->client->ps.saberMove )
&& !PM_SaberInBounce( victim->client->ps.saberMove )
&& !PM_SaberInKnockaway( victim->client->ps.saberMove ) )
{//I'm not attacking, in transition or in a bounce or knockaway, so play a parry
WP_SaberBlockNonRandom( victim, saberHitLocation, qfalse );
}
victim->client->ps.saberEventFlags |= SEF_PARRIED;
//since it was parried, take away any damage done
//FIXME: what if the damage was done before the parry?
WP_SaberClearDamageForEntNum( victim->s.number );
//tell the victim to get mad at me
if ( victim->enemy != attacker && victim->client->playerTeam != attacker->client->playerTeam )
{//they're not mad at me and they're not on my team
G_ClearEnemy( victim );
G_SetEnemy( victim, attacker );
}
return qtrue;
}
return qfalse;
}
qboolean WP_BrokenParryKnockDown( gentity_t *victim )
{
if ( !victim || !victim->client )
{
return qfalse;
}
if ( victim->client->ps.saberMove == LS_PARRY_UP
|| victim->client->ps.saberMove == LS_PARRY_UR
|| victim->client->ps.saberMove == LS_PARRY_UL
|| victim->client->ps.saberMove == LS_H1_BR
|| victim->client->ps.saberMove == LS_H1_B_
|| victim->client->ps.saberMove == LS_H1_BL )
{//knock their asses down!
int knockAnim = BOTH_KNOCKDOWN1;
if ( PM_CrouchAnim( victim->client->ps.legsAnim ) )
{
knockAnim = BOTH_KNOCKDOWN4;
}
NPC_SetAnim( victim, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
G_AddEvent( victim, EV_PAIN, victim->health );
return qtrue;
}
return qfalse;
}
/*
---------------------------------------------------------
void WP_SaberDamageTrace( gentity_t *ent )
Constantly trace from the old blade pos to new, down the saber beam and do damage
FIXME: if the dot product of the old muzzle dir and the new muzzle dir is < 0.75, subdivide it and do multiple traces so we don't flatten out the arc!
---------------------------------------------------------
*/
#define MAX_SABER_SWING_INC 0.33f
void WP_SaberDamageTrace( gentity_t *ent )
{
vec3_t mp1, mp2, md1, md2, baseOld, baseNew, baseDiff, endOld, endNew, bladePointOld, bladePointNew;
float tipDmgMod = 1.0f;
float baseDamage;
int baseDFlags = 0;
qboolean hit_wall = qfalse;
qboolean brokenParry = qfalse;
memset( victimEntityNum, ENTITYNUM_NONE, sizeof( victimEntityNum ) );
memset( totalDmg, 0, sizeof( totalDmg) );
memset( dmgDir, 0, sizeof( dmgDir ) );
memset( dmgSpot, 0, sizeof( dmgSpot ) );
memset( dmgFraction, 0, sizeof( dmgFraction ) );
memset( hitLoc, HL_NONE, sizeof( hitLoc ) );
memset( hitDismemberLoc, HL_NONE, sizeof( hitDismemberLoc ) );
memset( hitDismember, qfalse, sizeof( hitDismember ) );
numVictims = 0;
VectorClear(saberHitLocation);
VectorClear(saberHitNormal);
saberHitFraction = 1.0; // Closest saber hit. The saber can do no damage past this point.
saberHitEntity = ENTITYNUM_NONE;
sabersCrossed = -1;
if ( !ent->client )
{
return;
}
if ( !ent->s.number )
{//player never uses these
ent->client->ps.saberEventFlags &= ~SEF_EVENTS;
}
if ( ent->client->ps.saberLength <= 1 )//cen get down to 1 when in a wall
{//saber is not on
return;
}
if ( VectorCompare( ent->client->renderInfo.muzzlePointOld, vec3_origin ) || VectorCompare( ent->client->renderInfo.muzzleDirOld, vec3_origin ) )
{
//just started up the saber?
return;
}
int saberContents = gi.pointcontents( ent->client->renderInfo.muzzlePoint, ent->client->ps.saberEntityNum );
if ( (saberContents&CONTENTS_WATER)||
(saberContents&CONTENTS_SLIME)||
(saberContents&CONTENTS_LAVA) )
{//um... turn off? Or just set length to 1?
//FIXME: short-out effect/sound?
ent->client->ps.saberActive = qfalse;
return;
}
else if ( saberContents&CONTENTS_OUTSIDE )
{
if ( (level.worldFlags&WF_RAINING) )
{
//add steam in rain
if ( Q_flrand( 0, 500 ) < ent->client->ps.saberLength )
{
vec3_t end, normal = {0,0,1};//FIXME: opposite of rain angles?
VectorMA( ent->client->renderInfo.muzzlePoint, ent->client->ps.saberLength*Q_flrand(0, 1), ent->client->renderInfo.muzzleDir, end );
G_PlayEffect( "saber/fizz", end, normal );
}
}
}
//FIXMEFIXMEFIXME: When in force speed (esp. lvl 3), need to interpolate this because
// we animate so much faster that the arc is pretty much flat...
int entPowerLevel;
if ( !ent->s.number && (ent->client->ps.forcePowersActive&(1<<FP_SPEED)) )
{
entPowerLevel = FORCE_LEVEL_3;
}
else
{
entPowerLevel = PM_PowerLevelForSaberAnim( &ent->client->ps );
}
if ( ent->client->ps.saberInFlight )
{//flying sabers are much more deadly
//unless you're dead
if ( ent->health <= 0 && !g_saberRealisticCombat->integer )
{//so enemies don't keep trying to block it
//FIXME: still do damage, just not to humanoid clients who should try to avoid it
//baseDamage = 0.0f;
return;
}
//or unless returning
else if ( ent->client->ps.saberEntityState == SES_RETURNING )
{//special case, since we're returning, chances are if we hit something
//it's going to be butt-first. So do less damage.
baseDamage = 0.1f;
}
else
{
if ( !ent->s.number )
{//cheat for player
baseDamage = 10.0f;
}
else
{
baseDamage = 2.5f;
}
}
//Use old to current since can't predict it
VectorCopy( ent->client->renderInfo.muzzlePointOld, mp1 );
VectorCopy( ent->client->renderInfo.muzzleDirOld, md1 );
VectorCopy( ent->client->renderInfo.muzzlePoint, mp2 );
VectorCopy( ent->client->renderInfo.muzzleDir, md2 );
}
else
{
if ( ent->client->ps.saberMove == LS_READY )
{//just do effects
if ( g_saberRealisticCombat->integer < 2 )
{//don't kill with this hit
baseDFlags = DAMAGE_NO_KILL;
}
baseDamage = 0;
}
else if ( ent->client->ps.saberLockTime > level.time )
{//just do effects
baseDamage = 0;
}
else if ( ent->client->ps.saberBlocked > BLOCKED_NONE
|| ( !PM_SaberInAttack( ent->client->ps.saberMove )
&& !PM_SaberInSpecialAttack( ent->client->ps.torsoAnim )
&& !PM_SaberInTransitionAny( ent->client->ps.saberMove )
)
)
{//don't do damage if parrying/reflecting/bouncing/deflecting or not actually attacking or in a transition to/from/between attacks
baseDamage = 0;
}
else
{//okay, in a saberMove that does damage
//make sure we're in the right anim
if ( !PM_SaberInSpecialAttack( ent->client->ps.torsoAnim )
&& !PM_InAnimForSaberMove( ent->client->ps.torsoAnim, ent->client->ps.saberMove ) )
{//forced into some other animation somehow, like a pain or death?
baseDamage = 0;
}
else if ( ent->client->ps.weaponstate == WEAPON_FIRING && ent->client->ps.saberBlocked == BLOCKED_NONE &&
( PM_SaberInAttack(ent->client->ps.saberMove) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) || PM_SpinningSaberAnim(ent->client->ps.torsoAnim) || entPowerLevel > FORCE_LEVEL_2 ) )
{//normal attack swing swinging/spinning (or if using strong set), do normal damage
//FIXME: more damage for higher attack power levels?
// More damage based on length/color of saber?
//FIXME: Desann does double damage?
if ( g_saberRealisticCombat->integer )
{
switch ( entPowerLevel )
{
case FORCE_LEVEL_3:
baseDamage = 10.0f;
break;
case FORCE_LEVEL_2:
baseDamage = 5.0f;
break;
default:
case FORCE_LEVEL_1:
baseDamage = 2.5f;
break;
}
}
else
{
baseDamage = 2.5f * (float)entPowerLevel;
}
}
else
{//saber is transitioning, defending or idle, don't do as much damage
//FIXME: strong attacks and returns should do damage and be unblockable
if ( g_timescale->value < 1.0 )
{//in slow mo or force speed, we need to do damage during the transitions
if ( g_saberRealisticCombat->integer )
{
switch ( entPowerLevel )
{
case FORCE_LEVEL_3:
baseDamage = 10.0f;
break;
case FORCE_LEVEL_2:
baseDamage = 5.0f;
break;
default:
case FORCE_LEVEL_1:
baseDamage = 2.5f;
break;
}
}
else
{
baseDamage = 2.5f * (float)entPowerLevel;
}
}
else// if ( !ent->s.number )
{//I have to do *some* damage in transitions or else you feel like a total gimp
baseDamage = 0.1f;
}
/*
else
{
baseDamage = 0;//was 1.0f;//was 0.25
}
*/
}
}
//Use current to next since can predict it
//FIXME: if they're closer than the saber blade start, we don't want the
// arm to pass through them without any damage... so check the radius
// and push them away (do pain & knockback)
//FIXME: if going into/coming from a parry/reflection or going into a deflection, don't use old mp & dir? Otherwise, deflections will cut through?
//VectorCopy( ent->client->renderInfo.muzzlePoint, mp1 );
//VectorCopy( ent->client->renderInfo.muzzleDir, md1 );
//VectorCopy( ent->client->renderInfo.muzzlePointNext, mp2 );
//VectorCopy( ent->client->renderInfo.muzzleDirNext, md2 );
//prediction was causing gaps in swing (G2 problem) so *don't* predict
VectorCopy( ent->client->renderInfo.muzzlePointOld, mp1 );
VectorCopy( ent->client->renderInfo.muzzleDirOld, md1 );
VectorCopy( ent->client->renderInfo.muzzlePoint, mp2 );
VectorCopy( ent->client->renderInfo.muzzleDir, md2 );
//NOTE: this is a test, may not be necc, as I can still swing right through someone without hitting them, somehow...
//see if anyone is so close that they're within the dist from my origin to the start of the saber
if ( ent->health > 0 && !ent->client->ps.saberLockTime )
{
trace_t trace;
gi.trace( &trace, ent->currentOrigin, vec3_origin, vec3_origin, mp1, ent->s.number, (MASK_SHOT&~(CONTENTS_CORPSE|CONTENTS_ITEM)) );
if ( trace.entityNum < ENTITYNUM_WORLD && (trace.entityNum > 0||ent->client->NPC_class == CLASS_DESANN) )//NPCs don't push player away, unless it's Desann
{//a valid ent
gentity_t *traceEnt = &g_entities[trace.entityNum];
if ( traceEnt
&& traceEnt->client
&& traceEnt->health > 0
&& traceEnt->client->playerTeam != ent->client->playerTeam
&& !PM_InKnockDown( &traceEnt->client->ps ) )
{//enemy client, push them away
if ( !traceEnt->client->ps.saberLockTime && !traceEnt->message )
{//don't push people in saberlock or with security keys
vec3_t hitDir;
VectorSubtract( trace.endpos, ent->currentOrigin, hitDir );
float totalDist = Distance( mp1, ent->currentOrigin );
float knockback = (totalDist-VectorNormalize( hitDir ))/totalDist * 200.0f;
hitDir[2] = 0;
//FIXME: do we need to call G_Throw? Seems unfair to put actual knockback on them, stops the attack
//G_Throw( traceEnt, hitDir, knockback );
VectorMA( traceEnt->client->ps.velocity, knockback, hitDir, traceEnt->client->ps.velocity );
traceEnt->client->ps.pm_time = 200;
traceEnt->client->ps.pm_flags |= PMF_TIME_NOFRICTION;
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
gi.Printf( "%s pushing away %s at %s\n", ent->NPC_type, traceEnt->NPC_type, vtos( traceEnt->client->ps.velocity ) );
}
#endif
}
}
}
}
}
if ( g_saberRealisticCombat->integer > 1 )
{//always do damage, and lots of it
if ( g_saberRealisticCombat->integer > 2 )
{//always do damage, and lots of it
baseDamage = 25.0f;
}
else if ( baseDamage > 0.1f )
{//only do super damage if we would have done damage according to normal rules
baseDamage = 25.0f;
}
}
else if ( (!ent->s.number&&ent->client->ps.forcePowersActive&(1<<FP_SPEED)) )
{
baseDamage *= (1.0f-g_timescale->value);
}
// Get the old state of the blade
VectorCopy( mp1, baseOld );
VectorMA( baseOld, ent->client->ps.saberLength, md1, endOld );
// Get the future state of the blade
VectorCopy( mp2, baseNew );
VectorMA( baseNew, ent->client->ps.saberLength, md2, endNew );
sabersCrossed = -1;
if ( VectorCompare2( baseOld, baseNew ) && VectorCompare2( endOld, endNew ) )
{
hit_wall = WP_SaberDamageForTrace( ent->s.number, mp2, endNew, baseDamage*4, md2, qfalse, entPowerLevel, qfalse );
}
else
{
float aveLength, step = 8, stepsize = 8;
vec3_t ma1, ma2, md2ang, curBase1, curBase2;
int xx;
//do the trace at the base first
hit_wall = WP_SaberDamageForTrace( ent->s.number, baseOld, baseNew, baseDamage, md2, qfalse, entPowerLevel );
//if hit a saber, shorten rest of traces to match
if ( saberHitFraction < 1.0 )
{
//adjust muzzleDir...
vec3_t ma1, ma2;
vectoangles( md1, ma1 );
vectoangles( md2, ma2 );
for ( xx = 0; xx < 3; xx++ )
{
md2ang[xx] = LerpAngle( ma1[xx], ma2[xx], saberHitFraction );
}
AngleVectors( md2ang, md2, NULL, NULL );
//shorten the base pos
VectorSubtract( mp2, mp1, baseDiff );
VectorMA( mp1, saberHitFraction, baseDiff, baseNew );
VectorMA( baseNew, ent->client->ps.saberLength, md2, endNew );
}
//If the angle diff in the blade is high, need to do it in chunks of 33 to avoid flattening of the arc
float dirInc, curDirFrac;
if ( PM_SaberInAttack( ent->client->ps.saberMove )
|| PM_SaberInSpecialAttack( ent->client->ps.torsoAnim )
|| PM_SpinningSaberAnim( ent->client->ps.torsoAnim )
|| PM_InSpecialJump( ent->client->ps.torsoAnim )
|| (g_timescale->value<1.0f&&PM_SaberInTransitionAny( ent->client->ps.saberMove )) )
{
curDirFrac = DotProduct( md1, md2 );
}
else
{
curDirFrac = 1.0f;
}
//NOTE: if saber spun at least 180 degrees since last damage trace, this is not reliable...!
if ( fabs(curDirFrac) < 1.0f - MAX_SABER_SWING_INC )
{//the saber blade spun more than 33 degrees since the last damage trace
curDirFrac = dirInc = 1.0f/((1.0f - curDirFrac)/MAX_SABER_SWING_INC);
}
else
{
curDirFrac = 1.0f;
dirInc = 0.0f;
}
qboolean hit_saber = qfalse;
vectoangles( md1, ma1 );
vectoangles( md2, ma2 );
vec3_t curMD1, curMD2;//, mdDiff, dirDiff;
//VectorSubtract( md2, md1, mdDiff );
VectorCopy( md1, curMD2 );
VectorCopy( baseOld, curBase2 );
while ( 1 )
{
VectorCopy( curMD2, curMD1 );
VectorCopy( curBase2, curBase1 );
if ( curDirFrac >= 1.0f )
{
VectorCopy( md2, curMD2 );
VectorCopy( baseNew, curBase2 );
}
else
{
for ( xx = 0; xx < 3; xx++ )
{
md2ang[xx] = LerpAngle( ma1[xx], ma2[xx], curDirFrac );
}
AngleVectors( md2ang, curMD2, NULL, NULL );
//VectorMA( md1, curDirFrac, mdDiff, curMD2 );
VectorSubtract( baseNew, baseOld, baseDiff );
VectorMA( baseOld, curDirFrac, baseDiff, curBase2 );
}
// Move up the blade in intervals of stepsize
for ( step = stepsize; step < ent->client->ps.saberLength && step < ent->client->ps.saberLengthOld; step+=12 )
{
VectorMA( curBase1, step, curMD1, bladePointOld );
VectorMA( curBase2, step, curMD2, bladePointNew );
if ( WP_SaberDamageForTrace( ent->s.number, bladePointOld, bladePointNew, baseDamage, curMD2, qfalse, entPowerLevel ) )
{
hit_wall = qtrue;
}
//if hit a saber, shorten rest of traces to match
if ( saberHitFraction < 1.0 )
{
//adjust muzzle endpoint
VectorSubtract( mp2, mp1, baseDiff );
VectorMA( mp1, saberHitFraction, baseDiff, baseNew );
VectorMA( baseNew, ent->client->ps.saberLength, curMD2, endNew );
//adjust muzzleDir...
vec3_t curMA1, curMA2;
vectoangles( curMD1, curMA1 );
vectoangles( curMD2, curMA2 );
for ( xx = 0; xx < 3; xx++ )
{
md2ang[xx] = LerpAngle( curMA1[xx], curMA2[xx], saberHitFraction );
}
AngleVectors( md2ang, curMD2, NULL, NULL );
/*
VectorSubtract( curMD2, curMD1, dirDiff );
VectorMA( curMD1, saberHitFraction, dirDiff, curMD2 );
*/
hit_saber = qtrue;
}
if (hit_wall)
{
break;
}
}
if ( hit_wall || hit_saber )
{
break;
}
if ( curDirFrac >= 1.0f )
{
break;
}
else
{
curDirFrac += dirInc;
if ( curDirFrac >= 1.0f )
{
curDirFrac = 1.0f;
}
}
}
//do the trace at the end last
//Special check- adjust for length of blade not being a multiple of 12
aveLength = (ent->client->ps.saberLengthOld + ent->client->ps.saberLength)/2;
if ( step > aveLength )
{//less dmg if the last interval was not stepsize
tipDmgMod = (stepsize-(step-aveLength))/stepsize;
}
//NOTE: since this is the tip, we do not extrapolate the extra 16
if ( WP_SaberDamageForTrace( ent->s.number, endOld, endNew, tipDmgMod*baseDamage, md2, qfalse, entPowerLevel, qfalse ) )
{
hit_wall = qtrue;
}
}
if ( (saberHitFraction < 1.0f||(sabersCrossed>=0&&sabersCrossed<=32.0f)) && (ent->client->ps.weaponstate == WEAPON_FIRING || ent->client->ps.saberInFlight) )
{// The saber (in-hand) hit another saber, mano.
qboolean inFlightSaberBlocked = qfalse;
qboolean collisionResolved = qfalse;
qboolean deflected = qfalse;
gentity_t *hitEnt = &g_entities[saberHitEntity];
gentity_t *hitOwner = NULL;
int hitOwnerPowerLevel = FORCE_LEVEL_0;
if ( hitEnt )
{
hitOwner = hitEnt->owner;
}
if ( hitOwner && hitOwner->client )
{
hitOwnerPowerLevel = PM_PowerLevelForSaberAnim( &hitOwner->client->ps );
if ( entPowerLevel == FORCE_LEVEL_3 && PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) )
{//a special "unblockable" attack
if ( hitOwner->client->NPC_class == CLASS_DESANN
|| hitOwner->client->NPC_class == CLASS_TAVION
|| hitOwner->client->NPC_class == CLASS_LUKE )
{//these masters can even block unblockables (stops cheap kills)
entPowerLevel = FORCE_LEVEL_2;
}
}
}
//FIXME: check for certain anims, facing, etc, to make them lock into a sabers-locked pose
//SEF_LOCKED
if ( ent->client->ps.saberInFlight &&
ent->client->ps.saberActive &&
ent->client->ps.saberEntityNum != ENTITYNUM_NONE &&
ent->client->ps.saberEntityState != SES_RETURNING )
{//saber was blocked, return it
inFlightSaberBlocked = qtrue;
}
//FIXME: based on strength, position and angle of attack & defense, decide if:
// defender and attacker lock sabers
// *defender's parry should hold and attack bounces (or deflects, based on angle of sabers)
// *defender's parry is somewhat broken and both bounce (or deflect)
// *defender's parry is broken and they bounce while attacker's attack deflects or carries through (especially if they're dead)
// defender is knocked down and attack goes through
//Check deflections and broken parries
if ( hitOwner && hitOwner->health > 0 && ent->health > 0 //both are alive
&& !inFlightSaberBlocked && hitOwner->client && !hitOwner->client->ps.saberInFlight && !ent->client->ps.saberInFlight//both have sabers in-hand
&& ent->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN
&& ent->client->ps.saberLockTime < level.time
&& hitOwner->client->ps.saberLockTime < level.time )
{//2 in-hand sabers hit
//FIXME: defender should not parry or block at all if not in a saber anim... like, if in a roll or knockdown...
if ( baseDamage )
{//there is damage involved, not just effects
qboolean entAttacking = qfalse;
qboolean hitOwnerAttacking = qfalse;
qboolean entDefending = qfalse;
qboolean hitOwnerDefending = qfalse;
if ( PM_SaberInAttack( ent->client->ps.saberMove ) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) )
{
entAttacking = qtrue;
}
else if ( entPowerLevel > FORCE_LEVEL_2 )
{
if ( PM_SaberInAttack( ent->client->ps.saberMove ) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) || PM_SaberInTransitionAny( ent->client->ps.saberMove ) )
{
entAttacking = qtrue;
}
}
if ( PM_SaberInParry( ent->client->ps.saberMove )
|| ent->client->ps.saberMove == LS_READY )
{
entDefending = qtrue;
}
if ( PM_SaberInAttack( hitOwner->client->ps.saberMove ) || PM_SaberInSpecialAttack( hitOwner->client->ps.torsoAnim ) )
{
hitOwnerAttacking = qtrue;
}
else if ( hitOwnerPowerLevel > FORCE_LEVEL_2 )
{
if ( PM_SaberInAttack( hitOwner->client->ps.saberMove ) || PM_SaberInSpecialAttack( hitOwner->client->ps.torsoAnim ) || PM_SaberInTransitionAny( hitOwner->client->ps.saberMove ) )
{
hitOwnerAttacking = qtrue;
}
}
if ( PM_SaberInParry( hitOwner->client->ps.saberMove )
|| hitOwner->client->ps.saberMove == LS_READY )
{
hitOwnerDefending = qtrue;
}
if ( entAttacking
&& hitOwnerAttacking
&& ( entPowerLevel == hitOwnerPowerLevel
|| (entPowerLevel > FORCE_LEVEL_2 && hitOwnerPowerLevel > FORCE_LEVEL_2 )
|| (entPowerLevel < FORCE_LEVEL_3 && hitOwnerPowerLevel < FORCE_LEVEL_3 && hitOwner->client->ps.forcePowerLevel[FP_SABER_OFFENSE] > FORCE_LEVEL_2 && Q_irand( 0, 2 ))
|| (entPowerLevel < FORCE_LEVEL_2 && hitOwnerPowerLevel < FORCE_LEVEL_3 && hitOwner->client->ps.forcePowerLevel[FP_SABER_OFFENSE] > FORCE_LEVEL_1 && Q_irand( 0, 1 ))
|| (hitOwnerPowerLevel < FORCE_LEVEL_3 && entPowerLevel < FORCE_LEVEL_3 && ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] > FORCE_LEVEL_2 && !Q_irand( 0, 1 ))
|| (hitOwnerPowerLevel < FORCE_LEVEL_2 && entPowerLevel < FORCE_LEVEL_3 && ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] > FORCE_LEVEL_1 && !Q_irand( 0, 1 )))
&& WP_SabersCheckLock( ent, hitOwner ) )
{
collisionResolved = qtrue;
}
else if ( hitOwnerAttacking
&& entDefending
&& !Q_irand( 0, 2 )
&& (ent->client->ps.saberMove != LS_READY || (hitOwnerPowerLevel-ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE]) < Q_irand( -6, 0 ) )
&& ((hitOwnerPowerLevel < FORCE_LEVEL_3 && ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )||
(hitOwnerPowerLevel < FORCE_LEVEL_2 && ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_1 )||
(hitOwnerPowerLevel < FORCE_LEVEL_3 && ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_0 && !Q_irand( 0, (hitOwnerPowerLevel-ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE]+1)*2 )))
&& WP_SabersCheckLock( hitOwner, ent ) )
{
collisionResolved = qtrue;
}
else if ( entAttacking && hitOwnerDefending )
{//I'm attacking hit, they're parrying
qboolean activeDefense = (hitOwner->s.number||g_saberAutoBlocking->integer||hitOwner->client->ps.saberBlockingTime > level.time);
if ( !Q_irand( 0, 2 )
&& activeDefense
&& (hitOwner->client->ps.saberMove != LS_READY || (entPowerLevel-hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]) < Q_irand( -6, 0 ) )
&& ( ( entPowerLevel < FORCE_LEVEL_3 && hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )
|| ( entPowerLevel < FORCE_LEVEL_2 && hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_1 )
|| ( entPowerLevel < FORCE_LEVEL_3 && hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_0 && !Q_irand( 0, (entPowerLevel-hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]+1)*2 )) )
&& WP_SabersCheckLock( ent, hitOwner ) )
{
collisionResolved = qtrue;
}
else if ( saberHitFraction < 1.0f )
{//an actual collision
if ( entPowerLevel < FORCE_LEVEL_3 && activeDefense )
{//strong attacks cannot be deflected
//based on angle of attack & angle of defensive saber, see if I should deflect off in another dir rather than bounce back
deflected = WP_GetSaberDeflectionAngle( ent, hitOwner );
//just so Jedi knows that he was blocked
ent->client->ps.saberEventFlags |= SEF_BLOCKED;
}
//base parry breaks on animation (saber attack level), not FP_SABER_OFFENSE
if ( entPowerLevel < FORCE_LEVEL_3
//&& ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] < FORCE_LEVEL_3//if you have high saber offense, you cannot have your attack knocked away, regardless of what style you're using?
&& hitOwner->client->ps.saberAnimLevel != FORCE_LEVEL_5
&& activeDefense
&& (hitOwnerPowerLevel > FORCE_LEVEL_2||(hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_2&&Q_irand(0,hitOwner->client->ps.saberAnimLevel))) )
{//knockaways can make fast-attacker go into a broken parry anim if the ent is using fast or med (but not Tavion)
//make me parry
WP_SaberParry( hitOwner, ent );
//turn the parry into a knockaway
hitOwner->client->ps.saberBounceMove = PM_KnockawayForParry( hitOwner->client->ps.saberBlocked );
//make them go into a broken parry
ent->client->ps.saberBounceMove = PM_BrokenParryForAttack( ent->client->ps.saberMove );
ent->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
if ( ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] < FORCE_LEVEL_2
&& (ent->s.number||g_saberRealisticCombat->integer) )//&& !Q_irand( 0, 3 ) )
{//knocked the saber right out of his hand! (never happens to player)
//Get a good velocity to send the saber in based on my parry move
vec3_t throwDir;
if ( !PM_VelocityForBlockedMove( &hitOwner->client->ps, throwDir ) )
{
PM_VelocityForSaberMove( &ent->client->ps, throwDir );
}
WP_SaberLose( ent, throwDir );
}
//just so Jedi knows that he was blocked
ent->client->ps.saberEventFlags |= SEF_BLOCKED;
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
gi.Printf( S_COLOR_RED"%s knockaway %s's attack, new move = %s, anim = %s\n", hitOwner->NPC_type, ent->NPC_type, saberMoveData[ent->client->ps.saberBounceMove].name, animTable[saberMoveData[ent->client->ps.saberBounceMove].animToUse].name );
}
#endif
}
else if ( entPowerLevel > FORCE_LEVEL_2
|| !activeDefense
|| (!deflected && Q_irand( 0, PM_PowerLevelForSaberAnim( &ent->client->ps ) - hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]/*PM_PowerLevelForSaberAnim( &hitOwner->client->ps )*/ ) > 0 ) )
{//broke their parry altogether
if ( entPowerLevel > FORCE_LEVEL_2 || Q_irand( 0, ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] - hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] ) )
{//chance of continuing with the attack (not bouncing back)
ent->client->ps.saberEventFlags &= ~SEF_BLOCKED;
ent->client->ps.saberBounceMove = LS_NONE;
brokenParry = qtrue;
}
//do some time-consuming saber-knocked-aside broken parry anim
hitOwner->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
hitOwner->client->ps.saberBounceMove = LS_NONE;
if ( hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] < FORCE_LEVEL_2
&& (ent->s.number||g_saberRealisticCombat->integer)
&& !Q_irand( 0, 2 ) )
{//knocked the saber right out of his hand!
//get the right velocity for my attack direction
vec3_t throwDir;
PM_VelocityForSaberMove( &ent->client->ps, throwDir );
WP_SaberLose( hitOwner, throwDir );
if ( (ent->client->ps.saberAnimLevel == FORCE_LEVEL_3 && !Q_irand(0,3) )
|| ( ent->client->ps.saberAnimLevel==FORCE_LEVEL_4&&!Q_irand(0,1) ) )
{// a strong attack
if ( WP_BrokenParryKnockDown( hitOwner ) )
{
hitOwner->client->ps.saberBlocked = BLOCKED_NONE;
hitOwner->client->ps.saberBounceMove = LS_NONE;
}
}
}
else
{
if ( (ent->client->ps.saberAnimLevel == FORCE_LEVEL_3 && !Q_irand(0,5) )
|| ( ent->client->ps.saberAnimLevel==FORCE_LEVEL_4&&!Q_irand(0,3) ) )
{// a strong attack
if ( WP_BrokenParryKnockDown( hitOwner ) )
{
hitOwner->client->ps.saberBlocked = BLOCKED_NONE;
hitOwner->client->ps.saberBounceMove = LS_NONE;
}
}
}
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
if ( ent->client->ps.saberEventFlags&SEF_BLOCKED )
{
gi.Printf( S_COLOR_RED"%s parry broken (bounce/deflect)!\n", hitOwner->targetname );
}
else
{
gi.Printf( S_COLOR_RED"%s parry broken (follow-through)!\n", hitOwner->targetname );
}
}
#endif
}
else
{
WP_SaberParry( hitOwner, ent );
if ( PM_SaberInBounce( ent->client->ps.saberMove ) //FIXME: saberMove not set until pmove!
&& activeDefense
&& hitOwner->client->ps.saberAnimLevel != FORCE_LEVEL_1 && hitOwner->client->ps.saberAnimLevel != FORCE_LEVEL_5
&& hitOwner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 )
{//attacker bounced off, and defender has ability to do knockaways, so do one unless we're using fast attacks
//turn the parry into a knockaway
hitOwner->client->ps.saberBounceMove = PM_KnockawayForParry( hitOwner->client->ps.saberBlocked );
}
else if ( (ent->client->ps.saberAnimLevel == FORCE_LEVEL_3 && !Q_irand(0,6) )
|| ( ent->client->ps.saberAnimLevel==FORCE_LEVEL_4 && !Q_irand(0,3) ) )
{// a strong attack can sometimes do a knockdown
//HMM... maybe only if they're moving backwards?
if ( WP_BrokenParryKnockDown( hitOwner ) )
{
hitOwner->client->ps.saberBlocked = BLOCKED_NONE;
hitOwner->client->ps.saberBounceMove = LS_NONE;
}
}
}
collisionResolved = qtrue;
}
}
/*
else if ( entDefending && hitOwnerAttacking )
{//I'm parrying, they're attacking
if ( hitOwnerPowerLevel < FORCE_LEVEL_3 )
{//strong attacks cannot be deflected
//based on angle of attack & angle of defensive saber, see if I should deflect off in another dir rather than bounce back
deflected = WP_GetSaberDeflectionAngle( hitOwner, ent );
//just so Jedi knows that he was blocked
hitOwner->client->ps.saberEventFlags |= SEF_BLOCKED;
}
//FIXME: base parry breaks on animation (saber attack level), not FP_SABER_OFFENSE
if ( hitOwnerPowerLevel > FORCE_LEVEL_2 || (!deflected && Q_irand( 0, PM_PowerLevelForSaberAnim( &hitOwner->client->ps ) - ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] ) > 0 ) )
{//broke my parry altogether
if ( hitOwnerPowerLevel > FORCE_LEVEL_2 || Q_irand( 0, hitOwner->client->ps.forcePowerLevel[FP_SABER_OFFENSE] - ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] ) )
{//chance of continuing with the attack (not bouncing back)
hitOwner->client->ps.saberEventFlags &= ~SEF_BLOCKED;
hitOwner->client->ps.saberBounceMove = LS_NONE;
}
//do some time-consuming saber-knocked-aside broken parry anim
ent->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
if ( hitOwner->client->ps.saberEventFlags&SEF_BLOCKED )
{
gi.Printf( S_COLOR_RED"%s parry broken (bounce/deflect)!\n", ent->targetname );
}
else
{
gi.Printf( S_COLOR_RED"%s parry broken (follow-through)!\n", ent->targetname );
}
}
#endif
}
else
{
WP_SaberParry( ent, hitOwner );
}
collisionResolved = qtrue;
}
*/
else
{//some other kind of in-hand saber collision
}
}
}
else
{//some kind of in-flight collision
}
if ( saberHitFraction < 1.0f )
{
if ( !collisionResolved && baseDamage )
{//some other kind of in-hand saber collision
//handle my reaction
if ( !ent->client->ps.saberInFlight
&& ent->client->ps.saberLockTime < level.time )
{//my saber is in hand
if ( ent->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
{
if ( PM_SaberInAttack( ent->client->ps.saberMove ) || PM_SaberInSpecialAttack( ent->client->ps.torsoAnim ) ||
(entPowerLevel > FORCE_LEVEL_2&&!PM_SaberInIdle(ent->client->ps.saberMove)&&!PM_SaberInParry(ent->client->ps.saberMove)&&!PM_SaberInReflect(ent->client->ps.saberMove)) )
{//in the middle of attacking
if ( entPowerLevel < FORCE_LEVEL_3 && hitOwner->health > 0 )
{//don't deflect/bounce in strong attack or when enemy is dead
WP_GetSaberDeflectionAngle( ent, hitOwner );
ent->client->ps.saberEventFlags |= SEF_BLOCKED;
//since it was blocked/deflected, take away any damage done
//FIXME: what if the damage was done before the parry?
WP_SaberClearDamageForEntNum( hitOwner->s.number );
}
}
else
{//saber collided when not attacking, parry it
//since it was blocked/deflected, take away any damage done
//FIXME: what if the damage was done before the parry?
WP_SaberClearDamageForEntNum( hitOwner->s.number );
/*
if ( ent->s.number || g_saberAutoBlocking->integer || ent->client->ps.saberBlockingTime > level.time )
{//either an NPC or a player who has blocking
if ( !PM_SaberInTransitionAny( ent->client->ps.saberMove ) && !PM_SaberInBounce( ent->client->ps.saberMove ) )
{//I'm not attacking, in transition or in a bounce, so play a parry
//just so Jedi knows that he parried something
WP_SaberBlockNonRandom( ent, saberHitLocation, qfalse );
}
ent->client->ps.saberEventFlags |= SEF_PARRIED;
}
*/
}
}
else
{
//since it was blocked/deflected, take away any damage done
//FIXME: what if the damage was done before the parry?
WP_SaberClearDamageForEntNum( hitOwner->s.number );
}
}
else
{//nothing happens to *me* when my inFlight saber hits something
}
//handle their reaction
if ( hitOwner
&& hitOwner->health > 0
&& hitOwner->client
&& !hitOwner->client->ps.saberInFlight
&& hitOwner->client->ps.saberLockTime < level.time )
{//their saber is in hand
if ( PM_SaberInAttack( hitOwner->client->ps.saberMove ) || PM_SaberInSpecialAttack( hitOwner->client->ps.torsoAnim ) ||
(hitOwner->client->ps.saberAnimLevel > FORCE_LEVEL_2&&!PM_SaberInIdle(hitOwner->client->ps.saberMove)&&!PM_SaberInParry(hitOwner->client->ps.saberMove)&&!PM_SaberInReflect(hitOwner->client->ps.saberMove)) )
{//in the middle of attacking
/*
if ( hitOwner->client->ps.saberAnimLevel < FORCE_LEVEL_3 )
{//don't deflect/bounce in strong attack
WP_GetSaberDeflectionAngle( hitOwner, ent );
hitOwner->client->ps.saberEventFlags |= SEF_BLOCKED;
}
*/
}
else
{//saber collided when not attacking, parry it
if ( !PM_SaberInBrokenParry( hitOwner->client->ps.saberMove ) )
{//not currently in a broken parry
if ( !WP_SaberParry( hitOwner, ent ) )
{//FIXME: hitOwner can't parry, do some time-consuming saber-knocked-aside broken parry anim?
//hitOwner->client->ps.saberBlocked = BLOCKED_PARRY_BROKEN;
}
}
}
}
else
{//nothing happens to *hitOwner* when their inFlight saber hits something
}
}
//collision must have been handled by now
//Set the blocked attack bounce value in saberBlocked so we actually play our saberBounceMove anim
if ( ent->client->ps.saberEventFlags & SEF_BLOCKED )
{
if ( ent->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
{
ent->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
}
}
/*
if ( hitOwner && hitOwner->client->ps.saberEventFlags & SEF_BLOCKED )
{
hitOwner->client->ps.saberBlocked = BLOCKED_ATK_BOUNCE;
}
*/
}
if ( saberHitFraction < 1.0f || collisionResolved )
{//either actually hit or locked
if ( ent->client->ps.saberLockTime < level.time )
{
if ( inFlightSaberBlocked )
{//FIXME: never hear this sound
G_Sound( &g_entities[ent->client->ps.saberEntityNum], G_SoundIndex( va( "sound/weapons/saber/saberbounce%d.wav", Q_irand(1,3) ) ) );
}
else
{
if ( deflected )
{
#ifdef _IMMERSION
int index = Q_irand(1,3);
G_Sound( ent, G_SoundIndex( va("sound/weapons/saber/saberbounce%d.wav", index) ) );
int ff = G_ForceIndex( va("fffx/weapons/saber/saberbounce%d", index), FF_CHANNEL_WEAPON );
if ( !ent->s.saberInFlight )
{
G_Force( ent, ff );
}
if ( hitOwner && !hitOwner->s.saberInFlight )
{
G_Force( hitOwner, ff );
}
#else
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberbounce%d.wav", Q_irand(1,3) ) ) );
#endif // _IMMERSION
}
else
{
#ifdef _IMMERSION
int index = Q_irand(1, 9);
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", index) ) );
int ff = G_ForceIndex( va("fffx/weapons/saber/saberblock%d", index), FF_CHANNEL_WEAPON );
if ( !ent->s.saberInFlight )
{
G_Force( ent, ff );
}
if ( hitOwner && !hitOwner->s.saberInFlight )
{
G_Force( hitOwner, ff );
}
#else
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
#endif // _IMMERSION
}
}
G_PlayEffect( "saber_block", saberHitLocation, saberHitNormal );
}
// Set the little screen flash - only when an attack is blocked
g_saberFlashTime = level.time-50;
VectorCopy( saberHitLocation, g_saberFlashPos );
}
if ( saberHitFraction < 1.0f )
{
if ( inFlightSaberBlocked )
{//we threw a saber and it was blocked, do any effects, etc.
int knockAway = 5;
if ( hitEnt
&& hitOwner
&& hitOwner->client
&& (PM_SaberInAttack( hitOwner->client->ps.saberMove ) || PM_SaberInSpecialAttack( hitOwner->client->ps.torsoAnim ) || PM_SpinningSaberAnim( hitOwner->client->ps.torsoAnim )) )
{//if hit someone who was in an attack or spin anim, more likely to have in-flight saber knocked away
if ( hitOwnerPowerLevel > FORCE_LEVEL_2 )
{//string attacks almost always knock it aside!
knockAway = 1;
}
else
{//33% chance
knockAway = 2;
}
}
if ( !Q_irand( 0, knockAway ) || //random
( hitOwner && hitOwner->client &&
(hitOwner->client->NPC_class==CLASS_DESANN||hitOwner->client->NPC_class==CLASS_TAVION||hitOwner->client->NPC_class==CLASS_LUKE)
) //or if blocked by a Boss character FIXME: or base on defense level?
)//FIXME: player should not auto-block a flying saber, let him override the parry with an attack to knock the saber from the air, rather than this random chance
{//knock it aside and turn it off
G_PlayEffect( "saber_cut", saberHitLocation, saberHitNormal );
if ( hitEnt )
{
vec3_t newDir;
VectorSubtract( g_entities[ent->client->ps.saberEntityNum].currentOrigin, hitEnt->currentOrigin, newDir );
VectorNormalize( newDir );
G_ReflectMissile( ent, &g_entities[ent->client->ps.saberEntityNum], newDir );
}
Jedi_PlayDeflectSound( hitOwner );
WP_SaberDrop( ent, &g_entities[ent->client->ps.saberEntityNum] );
}
else
{
if ( !Q_irand( 0, 2 ) && hitEnt )
{
vec3_t newDir;
VectorSubtract( g_entities[ent->client->ps.saberEntityNum].currentOrigin, hitEnt->currentOrigin, newDir );
VectorNormalize( newDir );
G_ReflectMissile( ent, &g_entities[ent->client->ps.saberEntityNum], newDir );
}
WP_SaberReturn( ent, &g_entities[ent->client->ps.saberEntityNum] );
}
}
}
}
if ( ent->client->ps.saberLockTime > level.time
&& ent->s.number < ent->client->ps.saberLockEnemy
&& !Q_irand( 0, 3 ) )
{//need to make some kind of effect
vec3_t hitNorm = {0,0,1};
if ( WP_SabersIntersection( ent, &g_entities[ent->client->ps.saberLockEnemy], g_saberFlashPos ) )
{
if ( Q_irand( 0, 10 ) )
{
G_PlayEffect( "saber_block", g_saberFlashPos, hitNorm );
}
else
{
g_saberFlashTime = level.time-50;
G_PlayEffect( "saber_cut", g_saberFlashPos, hitNorm );
}
#ifdef _IMMERSION
int index = Q_irand(1, 9);
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", index ) ) );
int ff = G_ForceIndex( va("fffx/weapons/saber/saberblock%d", index), FF_CHANNEL_WEAPON );
if ( !ent->s.saberInFlight )
{
G_Force( ent, ff );
}
if ( !g_entities[ent->client->ps.saberLockEnemy].s.saberInFlight )
{
G_Force( &g_entities[ent->client->ps.saberLockEnemy], ff );
}
#else
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
#endif // _IMMERSION
}
}
if ( WP_SaberApplyDamage( ent, baseDamage, baseDFlags, brokenParry ) )
{//actually did damage to something
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
gi.Printf( "base damage was %4.2f\n", baseDamage );
}
#endif
#ifdef _IMMERSION
int index = Q_irand( 1, 3 );
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberhit%d.wav", index ) ) );
G_Force( ent, G_ForceIndex( va( "fffx/weapons/saber/saberhit%d", index), FF_CHANNEL_WEAPON ) );
#else
G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberhit%d.wav", Q_irand( 1, 3 ) ) ) );
#endif // _IMMERSION
}
if ( hit_wall )
{
//just so Jedi knows that he hit a wall
ent->client->ps.saberEventFlags |= SEF_HITWALL;
if ( ent->s.number == 0 )
{
AddSoundEvent( ent, ent->currentOrigin, 128, AEL_DISCOVERED );
AddSightEvent( ent, ent->currentOrigin, 256, AEL_DISCOVERED, 50 );
}
}
}
//SABER THROWING============================================================================
//SABER THROWING============================================================================
//SABER THROWING============================================================================
//SABER THROWING============================================================================
//SABER THROWING============================================================================
//SABER THROWING============================================================================
/*
================
WP_SaberImpact
================
*/
void WP_SaberImpact( gentity_t *owner, gentity_t *saber, trace_t *trace )
{
gentity_t *other;
other = &g_entities[trace->entityNum];
if ( other->takedamage && (other->svFlags&SVF_BBRUSH) )
{//a breakable brush? break it!
vec3_t dir;
VectorCopy( saber->s.pos.trDelta, dir );
VectorNormalize( dir );
int dmg = other->health*2;
if ( other->health > 50 && dmg > 20 && !(other->svFlags&SVF_GLASS_BRUSH) )
{
dmg = 20;
}
G_Damage( other, owner, saber, dir, trace->endpos, dmg, 0, MOD_SABER );
G_PlayEffect( "saber_cut", trace->endpos, dir );
if ( owner->s.number == 0 )
{
AddSoundEvent( owner, trace->endpos, 256, AEL_DISCOVERED );
AddSightEvent( owner, trace->endpos, 512, AEL_DISCOVERED, 50 );
}
return;
}
if ( saber->s.pos.trType == TR_LINEAR )
{
//hit a wall? send it back
WP_SaberReturn( saber->owner, saber );
}
if ( other && !other->client && (other->contents&CONTENTS_LIGHTSABER) )//&& other->s.weapon == WP_SABER )
{//2 in-flight sabers collided!
//Big flash
//FIXME: bigger effect/sound?
//FIXME: STILL DOESNT WORK!!!
G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
G_PlayEffect( "saber_block", trace->endpos );
g_saberFlashTime = level.time-50;
VectorCopy( trace->endpos, g_saberFlashPos );
}
if ( owner && owner->s.number == 0 && owner->client )
{
//Add the event
if ( owner->client->ps.saberLength > 0 )
{//saber is on, very suspicious
AddSoundEvent( owner, saber->currentOrigin, 128, AEL_DISCOVERED );
AddSightEvent( owner, saber->currentOrigin, 256, AEL_DISCOVERED, 50 );
}
else
{//saber is off, not as suspicious
AddSoundEvent( owner, saber->currentOrigin, 128, AEL_SUSPICIOUS );
AddSightEvent( owner, saber->currentOrigin, 256, AEL_SUSPICIOUS );
}
}
// check for bounce
if ( !other->takedamage && ( saber->s.eFlags & ( EF_BOUNCE | EF_BOUNCE_HALF ) ) )
{
// Check to see if there is a bounce count
if ( saber->bounceCount ) {
// decrement number of bounces and then see if it should be done bouncing
if ( --saber->bounceCount <= 0 ) {
// He (or she) will bounce no more (after this current bounce, that is).
saber->s.eFlags &= !( EF_BOUNCE | EF_BOUNCE_HALF );
if ( saber->s.pos.trType == TR_LINEAR && owner && owner->client && owner->client->ps.saberEntityState == SES_RETURNING )
{
WP_SaberDrop( saber->owner, saber );
}
return;
}
else
{//bounced and still have bounces left
if ( saber->s.pos.trType == TR_LINEAR && owner && owner->client && owner->client->ps.saberEntityState == SES_RETURNING )
{//under telekinetic control
if ( !gi.inPVS( saber->currentOrigin, owner->client->renderInfo.handRPoint ) )
{//not in the PVS of my master
saber->bounceCount -= 25;
}
}
}
}
if ( saber->s.pos.trType == TR_LINEAR && owner && owner->client && owner->client->ps.saberEntityState == SES_RETURNING )
{
//don't home for a few frames so we can get around this thing
trace_t bounceTr;
vec3_t end;
float owner_dist = Distance( owner->client->renderInfo.handRPoint, saber->currentOrigin );
VectorMA( saber->currentOrigin, 10, trace->plane.normal, end );
gi.trace( &bounceTr, saber->currentOrigin, saber->mins, saber->maxs, end, owner->s.number, saber->clipmask );
VectorCopy( bounceTr.endpos, saber->currentOrigin );
if ( owner_dist > 0 )
{
if ( owner_dist > 50 )
{
owner->client->ps.saberEntityDist = owner_dist-50;
}
else
{
owner->client->ps.saberEntityDist = 0;
}
}
return;
}
G_BounceMissile( saber, trace );
if ( saber->s.pos.trType == TR_GRAVITY )
{//bounced
//play a bounce sound
G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/bounce%d.wav", Q_irand( 1, 3 ) ) ) );
//change rotation
VectorCopy( saber->currentAngles, saber->s.apos.trBase );
saber->s.apos.trType = TR_LINEAR;
saber->s.apos.trTime = level.time;
VectorSet( saber->s.apos.trDelta, Q_irand( -300, 300 ), Q_irand( -300, 300 ), Q_irand( -300, 300 ) );
}
//see if we stopped
else if ( saber->s.pos.trType == TR_STATIONARY )
{//stopped
//play a bounce sound
G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/bounce%d.wav", Q_irand( 1, 3 ) ) ) );
//stop rotation
VectorClear( saber->s.apos.trDelta );
saber->currentAngles[0] = SABER_PITCH_HACK;
VectorCopy( saber->currentAngles, saber->s.apos.trBase );
//remember when it fell so it can return automagically
saber->aimDebounceTime = level.time;
}
}
else if ( other->client && other->health > 0
&& ( other->client->NPC_class == CLASS_DESANN || other->client->NPC_class == CLASS_TAVION || other->client->NPC_class == CLASS_LUKE || ( other->client->NPC_class == CLASS_GALAKMECH && other->client->ps.powerups[PW_GALAK_SHIELD] > 0 ) ) )
{//Luke, Desann and Tavion slap thrown sabers aside
WP_SaberDrop( owner, saber );
G_Sound( saber, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
G_PlayEffect( "saber_block", trace->endpos );
g_saberFlashTime = level.time-50;
VectorCopy( trace->endpos, g_saberFlashPos );
//FIXME: make Luke/Desann/Tavion play an attack anim or some other special anim when this happens
Jedi_PlayDeflectSound( other );
}
}
extern float G_PointDistFromLineSegment( const vec3_t start, const vec3_t end, const vec3_t from );
void WP_SaberInFlightReflectCheck( gentity_t *self, usercmd_t *ucmd )
{
gentity_t *ent;
gentity_t *entityList[MAX_GENTITIES];
gentity_t *missile_list[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
int i, e;
int ent_count = 0;
int radius = 180;
vec3_t center, forward;
vec3_t tip;
vec3_t up = {0,0,1};
if ( self->NPC && (self->NPC->scriptFlags&SCF_IGNORE_ALERTS) )
{//don't react to things flying at me...
return;
}
//sanity checks: make sure we actually have a saberent
if ( self->client->ps.weapon != WP_SABER )
{
return;
}
if ( !self->client->ps.saberInFlight )
{
return;
}
if ( !self->client->ps.saberLength )
{
return;
}
if ( self->client->ps.saberEntityNum == ENTITYNUM_NONE )
{
return;
}
gentity_t *saberent = &g_entities[self->client->ps.saberEntityNum];
if ( !saberent )
{
return;
}
//okay, enough damn sanity checks
VectorCopy( saberent->currentOrigin, center );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = center[i] - radius;
maxs[i] = center[i] + radius;
}
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
//FIXME: check visibility?
for ( e = 0 ; e < numListedEntities ; e++ )
{
ent = entityList[ e ];
if (ent == self)
continue;
if (ent->owner == self)
continue;
if ( !(ent->inuse) )
continue;
if ( ent->s.eType != ET_MISSILE )
{
if ( ent->client || ent->s.weapon != WP_SABER )
{//FIXME: wake up bad guys?
continue;
}
if ( ent->s.eFlags & EF_NODRAW )
{
continue;
}
if ( Q_stricmp( "lightsaber", ent->classname ) != 0 )
{//not a lightsaber
continue;
}
}
else
{//FIXME: make exploding missiles explode?
if ( ent->s.pos.trType == TR_STATIONARY )
{//nothing you can do with a stationary missile
continue;
}
if ( ent->splashDamage || ent->splashRadius )
{//can't deflect exploding missiles
if ( DistanceSquared( ent->currentOrigin, center ) < 256 )//16 squared
{
G_MissileImpacted( ent, saberent, ent->currentOrigin, up );
}
continue;
}
}
//don't deflect it if it's not within 16 units of the blade
VectorMA( self->client->renderInfo.muzzlePoint, self->client->ps.saberLength, self->client->renderInfo.muzzleDir, tip );
if( G_PointDistFromLineSegment( self->client->renderInfo.muzzlePoint, tip, ent->currentOrigin ) > 32 )
{
continue;
}
// ok, we are within the radius, add us to the incoming list
missile_list[ent_count] = ent;
ent_count++;
}
if ( ent_count )
{
vec3_t fx_dir;
// we are done, do we have any to deflect?
if ( ent_count )
{
for ( int x = 0; x < ent_count; x++ )
{
if ( missile_list[x]->s.weapon == WP_SABER )
{//just send it back
if ( missile_list[x]->owner && missile_list[x]->owner->client && missile_list[x]->owner->client->ps.saberActive && missile_list[x]->s.pos.trType == TR_LINEAR && missile_list[x]->owner->client->ps.saberEntityState != SES_RETURNING )
{//it's on and being controlled
//FIXME: prevent it from damaging me?
WP_SaberReturn( missile_list[x]->owner, missile_list[x] );
VectorNormalize2( missile_list[x]->s.pos.trDelta, fx_dir );
G_PlayEffect( "saber_block", missile_list[x]->currentOrigin, fx_dir );
if ( missile_list[x]->owner->client->ps.saberInFlight && self->client->ps.saberInFlight )
{
G_Sound( missile_list[x], G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) );
g_saberFlashTime = level.time-50;
gentity_t *saber = &g_entities[self->client->ps.saberEntityNum];
vec3_t org;
VectorSubtract( missile_list[x]->currentOrigin, saber->currentOrigin, org );
VectorMA( saber->currentOrigin, 0.5, org, org );
VectorCopy( org, g_saberFlashPos );
}
}
}
else
{//bounce it
if ( self->client && !self->s.number )
{
self->client->sess.missionStats.saberBlocksCnt++;
}
G_ReflectMissile( self, missile_list[x], forward );
//do an effect
VectorNormalize2( missile_list[x]->s.pos.trDelta, fx_dir );
G_PlayEffect( "blaster/deflect", missile_list[x]->currentOrigin, fx_dir );
}
}
}
}
}
qboolean WP_SaberValidateEnemy( gentity_t *self, gentity_t *enemy )
{
if ( !enemy )
{
return qfalse;
}
if ( !enemy || enemy == self || !enemy->inuse || !enemy->client )
{//not valid
return qfalse;
}
if ( enemy->health <= 0 )
{//corpse
return qfalse;
}
if ( DistanceSquared( self->client->renderInfo.handRPoint, enemy->currentOrigin ) > saberThrowDistSquared[self->client->ps.forcePowerLevel[FP_SABERTHROW]] )
{//too far
return qfalse;
}
if ( (!InFront( enemy->currentOrigin, self->currentOrigin, self->client->ps.viewangles, 0.0f) || !G_ClearLOS( self, self->client->renderInfo.eyePoint, enemy ) )
&& ( DistanceHorizontalSquared( enemy->currentOrigin, self->currentOrigin ) > 65536 || fabs(enemy->currentOrigin[2]-self->currentOrigin[2]) > 384 ) )
{//(not in front or not clear LOS) & greater than 256 away
return qfalse;
}
if ( enemy->client->playerTeam == self->client->playerTeam )
{//on same team
return qfalse;
}
//LOS?
return qtrue;
}
float WP_SaberRateEnemy( gentity_t *enemy, vec3_t center, vec3_t forward, float radius )
{
float rating;
vec3_t dir;
VectorSubtract( enemy->currentOrigin, center, dir );
rating = (1.0f-(VectorNormalize( dir )/radius));
rating *= DotProduct( forward, dir );
return rating;
}
gentity_t *WP_SaberFindEnemy( gentity_t *self, gentity_t *saber )
{
//FIXME: should be a more intelligent way of doing this, like auto aim?
//closest, most in front... did damage to... took damage from? How do we know who the player is focusing on?
gentity_t *ent, *bestEnt = NULL;
gentity_t *entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t center, mins, maxs, fwdangles, forward;
int i, e;
float radius = 400;
float rating, bestRating = 0.0f;
//FIXME: no need to do this in 1st person?
fwdangles[1] = self->client->ps.viewangles[1];
AngleVectors( fwdangles, forward, NULL, NULL );
VectorCopy( saber->currentOrigin, center );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = center[i] - radius;
maxs[i] = center[i] + radius;
}
if ( WP_SaberValidateEnemy( self, self->enemy ) )
{
bestEnt = self->enemy;
bestRating = WP_SaberRateEnemy( bestEnt, center, forward, radius );
}
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
if ( !numListedEntities )
{//should we clear the enemy?
return bestEnt;
}
for ( e = 0 ; e < numListedEntities ; e++ )
{
ent = entityList[ e ];
if ( ent == self || ent == saber || ent == bestEnt )
{
continue;
}
if ( !WP_SaberValidateEnemy( self, ent ) )
{//doesn't meet criteria of valid look enemy (don't check current since we would have done that before this func's call
continue;
}
if ( !gi.inPVS( self->currentOrigin, ent->currentOrigin ) )
{//not even potentially visible
continue;
}
if ( !G_ClearLOS( self, self->client->renderInfo.eyePoint, ent ) )
{//can't see him
continue;
}
//rate him based on how close & how in front he is
rating = WP_SaberRateEnemy( ent, center, forward, radius );
if ( rating > bestRating )
{
bestEnt = ent;
bestRating = rating;
}
}
return bestEnt;
}
void WP_RunSaber( gentity_t *self, gentity_t *saber )
{
vec3_t origin, oldOrg;
trace_t tr;
VectorCopy( saber->currentOrigin, oldOrg );
// get current position
EvaluateTrajectory( &saber->s.pos, level.time, origin );
// get current angles
EvaluateTrajectory( &saber->s.apos, level.time, saber->currentAngles );
// trace a line from the previous position to the current position,
// ignoring interactions with the missile owner
int clipmask = saber->clipmask;
if ( !self || !self->client || self->client->ps.saberLength <= 0 )
{//don't keep hitting other sabers when turned off
clipmask &= ~CONTENTS_LIGHTSABER;
}
gi.trace( &tr, saber->currentOrigin, saber->mins, saber->maxs, origin,
saber->owner ? saber->owner->s.number : ENTITYNUM_NONE, clipmask );
VectorCopy( tr.endpos, saber->currentOrigin );
if ( self->client->ps.saberActive )
{
if ( self->client->ps.saberInFlight || (self->client->ps.weaponTime&&!Q_irand( 0, 100 )) )
{//make enemies run from a lit saber in flight or from me when I'm attacking
if ( !Q_irand( 0, 10 ) )
{//not so often...
AddSightEvent( self, saber->currentOrigin, self->client->ps.saberLength*3, AEL_DANGER, 100 );
}
}
}
if ( tr.startsolid )
{
tr.fraction = 0;
}
gi.linkentity( saber );
//touch push triggers?
if ( tr.fraction != 1 )
{
WP_SaberImpact( self, saber, &tr );
}
if ( saber->s.pos.trType == TR_LINEAR )
{//home
//figure out where saber should be
vec3_t forward, saberHome, saberDest, fwdangles = {0};
VectorCopy( self->client->ps.viewangles, fwdangles );
if ( self->s.number )
{
fwdangles[0] -= 8;
}
else if ( cg.renderingThirdPerson )
{
fwdangles[0] -= 5;
}
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_1
|| self->client->ps.saberEntityState == SES_RETURNING
|| VectorCompare( saber->s.pos.trDelta, vec3_origin ) )
{//control if it's returning or just starting
float saberSpeed = 500;//FIXME: based on force level?
float dist;
gentity_t *enemy = NULL;
AngleVectors( fwdangles, forward, NULL, NULL );
if ( self->client->ps.saberEntityDist < 100 )
{//make the saber head to my hand- the bolt it was attached to
VectorCopy( self->client->renderInfo.handRPoint, saberHome );
}
else
{//aim saber from eyes
VectorCopy( self->client->renderInfo.eyePoint, saberHome );
}
VectorMA( saberHome, self->client->ps.saberEntityDist, forward, saberDest );
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 && self->client->ps.saberEntityState == SES_LEAVING )
{//max level
//pick an enemy
enemy = WP_SaberFindEnemy( self, saber );
if ( enemy )
{//home in on enemy
float enemyDist = Distance( self->client->renderInfo.handRPoint, enemy->currentOrigin );
VectorCopy( enemy->currentOrigin, saberDest );
saberDest[2] += enemy->maxs[2]/2.0f;//FIXME: when in a knockdown anim, the saber float above them... do we care?
self->client->ps.saberEntityDist = enemyDist;
}
}
//Make the saber head there
VectorSubtract( saberDest, saber->currentOrigin, saber->s.pos.trDelta );
dist = VectorNormalize( saber->s.pos.trDelta );
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 && self->client->ps.saberEntityState == SES_LEAVING && !enemy )
{
if ( dist < 200 )
{
saberSpeed = 400 - (dist*2);
}
}
else if ( self->client->ps.saberEntityState == SES_LEAVING && dist < 50 )
{
saberSpeed = dist * 2 + 30;
if ( (enemy && dist > enemy->maxs[0]) || (!enemy && dist > 24) )
{//auto-tracking an enemy and we can't hit him
if ( saberSpeed < 120 )
{//clamp to a minimum speed
saberSpeed = 120;
}
}
}
/*
if ( self->client->ps.saberEntityState == SES_RETURNING )
{//FIXME: if returning, move faster?
saberSpeed = 800;
if ( dist < 200 )
{
saberSpeed -= 400 - (dist*2);
}
}
*/
VectorScale( saber->s.pos.trDelta, saberSpeed, saber->s.pos.trDelta );
//SnapVector( saber->s.pos.trDelta ); // save net bandwidth
VectorCopy( saber->currentOrigin, saber->s.pos.trBase );
saber->s.pos.trTime = level.time;
saber->s.pos.trType = TR_LINEAR;
}
else
{
VectorCopy( saber->currentOrigin, saber->s.pos.trBase );
saber->s.pos.trTime = level.time;
saber->s.pos.trType = TR_LINEAR;
}
//if it's heading back, point it's base at us
if ( self->client->ps.saberEntityState == SES_RETURNING )
{
fwdangles[0] += SABER_PITCH_HACK;
VectorCopy( fwdangles, saber->s.apos.trBase );
saber->s.apos.trTime = level.time;
saber->s.apos.trType = TR_INTERPOLATE;
VectorClear( saber->s.apos.trDelta );
}
}
}
qboolean WP_SaberLaunch( gentity_t *self, gentity_t *saber, qboolean thrown )
{//FIXME: probably need a debounce time
vec3_t saberMins={-3.0f,-3.0f,-3.0f};
vec3_t saberMaxs={3.0f,3.0f,3.0f};
trace_t trace;
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 )
{
if ( !WP_ForcePowerUsable( self, FP_SABERTHROW, 20 ) )
{
return qfalse;
}
}
else
{
if ( !WP_ForcePowerUsable( self, FP_SABERTHROW, 0 ) )
{
return qfalse;
}
}
if ( !self->s.number && (cg.zoomMode || in_camera) )
{//can't saber throw when zoomed in or in cinematic
return qfalse;
}
//make sure it won't start in solid
gi.trace( &trace, self->client->renderInfo.handRPoint, saberMins, saberMaxs, self->client->renderInfo.handRPoint, saber->s.number, MASK_SOLID );
if ( trace.startsolid || trace.allsolid )
{
return qfalse;
}
//make sure I'm not throwing it on the other side of a door or wall or whatever
gi.trace( &trace, self->currentOrigin, vec3_origin, vec3_origin, self->client->renderInfo.handRPoint, self->s.number, MASK_SOLID );
if ( trace.startsolid || trace.allsolid || trace.fraction < 1.0f )
{
return qfalse;
}
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 )
{//at max skill, the cost increases as keep it out
WP_ForcePowerStart( self, FP_SABERTHROW, 10 );
}
else
{
WP_ForcePowerStart( self, FP_SABERTHROW, 0 );
}
//draw it
saber->s.eFlags &= ~EF_NODRAW;
saber->svFlags |= SVF_BROADCAST;
saber->svFlags &= ~SVF_NOCLIENT;
//place it
VectorCopy( self->client->renderInfo.handRPoint, saber->currentOrigin );//muzzlePoint
VectorCopy( saber->currentOrigin, saber->s.pos.trBase );
saber->s.pos.trTime = level.time;
saber->s.pos.trType = TR_LINEAR;
VectorClear( saber->s.pos.trDelta );
gi.linkentity( saber );
//spin it
VectorClear( saber->s.apos.trBase );
saber->s.apos.trTime = level.time;
saber->s.apos.trType = TR_LINEAR;
if ( self->health > 0 && thrown )
{//throwing it
saber->s.apos.trBase[1] = self->client->ps.viewangles[1];
saber->s.apos.trBase[0] = SABER_PITCH_HACK;
}
else
{//dropping it
vectoangles( self->client->renderInfo.muzzleDir, saber->s.apos.trBase );
}
VectorClear( saber->s.apos.trDelta );
switch ( self->client->ps.forcePowerLevel[FP_SABERTHROW] )
{//FIXME: make a table?
default:
case FORCE_LEVEL_1:
saber->s.apos.trDelta[1] = 600;
break;
case FORCE_LEVEL_2:
saber->s.apos.trDelta[1] = 800;
break;
case FORCE_LEVEL_3:
saber->s.apos.trDelta[1] = 1200;
break;
}
//Take it out of my hand
self->client->ps.saberInFlight = qtrue;
self->client->ps.saberEntityState = SES_LEAVING;
self->client->ps.saberEntityDist = saberThrowDist[self->client->ps.forcePowerLevel[FP_SABERTHROW]];
self->client->ps.saberThrowTime = level.time;
//if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 )
{
self->client->ps.forcePowerDebounce[FP_SABERTHROW] = level.time + 1000;//so we can keep it out for a minimum amount of time
}
//if it's not active, turn it on
self->client->ps.saberActive = qtrue;
//turn on the saber trail
self->client->saberTrail.inAction = qtrue;
self->client->saberTrail.duration = 150;
//reset the mins
VectorCopy( saberMins, saber->mins );
VectorCopy( saberMaxs, saber->maxs );
saber->contents = 0;//CONTENTS_LIGHTSABER;
saber->clipmask = MASK_SOLID | CONTENTS_LIGHTSABER;
// remove the ghoul2 sabre model on the player
if ( self->weaponModel >= 0 )
{
gi.G2API_RemoveGhoul2Model(self->ghoul2, self->weaponModel);
self->weaponModel = -1;
}
return qtrue;
}
qboolean WP_SaberLose( gentity_t *self, vec3_t throwDir )
{
if ( !self || !self->client || self->client->ps.saberEntityNum <= 0 )
{//WTF?!! We lost it already?
return qfalse;
}
gentity_t *dropped = &g_entities[self->client->ps.saberEntityNum];
if ( !self->client->ps.saberInFlight )
{//not alreay in air
//make it so we can throw it
self->client->ps.forcePowersKnown |= (1<<FP_SABERTHROW);
self->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_1;
//throw it
if ( !WP_SaberLaunch( self, dropped, qfalse ) )
{//couldn't throw it
return qfalse;
}
}
if ( self->client->ps.saberActive )
{//on
//drop it instantly
WP_SaberDrop( self, dropped );
}
//optionally give it some thrown velocity
if ( throwDir && !VectorCompare( throwDir, vec3_origin ) )
{
VectorCopy( throwDir, dropped->s.pos.trDelta );
}
//don't pull it back on the next frame
if ( self->NPC )
{
self->NPC->last_ucmd.buttons &= ~BUTTON_ATTACK;
}
return qtrue;
}
void WP_SaberCatch( gentity_t *self, gentity_t *saber, qboolean switchToSaber )
{//FIXME: probably need a debounce time
if ( self->health > 0 && !PM_SaberInBrokenParry( self->client->ps.saberMove ) && self->client->ps.saberBlocked != BLOCKED_PARRY_BROKEN )
{
//don't draw it
saber->s.eFlags |= EF_NODRAW;
saber->svFlags &= SVF_BROADCAST;
saber->svFlags |= SVF_NOCLIENT;
//take off any gravity stuff if we'd dropped it
saber->s.pos.trType = TR_LINEAR;
saber->s.eFlags &= ~EF_BOUNCE_HALF;
//Put it in my hand
self->client->ps.saberInFlight = qfalse;
self->client->ps.saberEntityState = SES_LEAVING;
//turn off the saber trail
self->client->saberTrail.inAction = qfalse;
self->client->saberTrail.duration = 75;
//reset its contents/clipmask
saber->contents = CONTENTS_LIGHTSABER;// | CONTENTS_SHOTCLIP;
saber->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
//play catch sound
G_Sound( saber, G_SoundIndex( "sound/weapons/saber/saber_catch.wav" ) );
//FIXME: if an NPC, don't turn it back on if no enemy or enemy is dead...
//if it's not our current weapon, make it our current weapon
if ( self->client->ps.weapon == WP_SABER )
{
G_CreateG2AttachedWeaponModel( self, self->client->ps.saberModel );
}
if ( switchToSaber )
{
if ( self->client->ps.weapon != WP_SABER )
{
CG_ChangeWeapon( WP_SABER );
}
else
{//if it's not active, turn it on
self->client->ps.saberActive = qtrue;
}
}
}
}
void WP_SaberReturn( gentity_t *self, gentity_t *saber )
{
if ( PM_SaberInBrokenParry( self->client->ps.saberMove ) || self->client->ps.saberBlocked == BLOCKED_PARRY_BROKEN )
{
return;
}
if ( self && self->client )
{//still alive and stuff
//FIXME: when it's returning, flies butt first, but seems to do a lot of damage when going through people... hmm...
self->client->ps.saberEntityState = SES_RETURNING;
//turn down the saber trail
self->client->saberTrail.inAction = qfalse;
self->client->saberTrail.duration = 75;
}
if ( !(saber->s.eFlags&EF_BOUNCE) )
{
saber->s.eFlags |= EF_BOUNCE;
saber->bounceCount = 300;
}
}
void WP_SaberDrop( gentity_t *self, gentity_t *saber )
{
saber->s.eFlags &= ~EF_BOUNCE;
saber->bounceCount = 0;
//make it fall
saber->s.pos.trType = TR_GRAVITY;
//make it bounce some
saber->s.eFlags |= EF_BOUNCE_HALF;
//make it spin
VectorCopy( saber->currentAngles, saber->s.apos.trBase );
saber->s.apos.trType = TR_LINEAR;
saber->s.apos.trTime = level.time;
VectorSet( saber->s.apos.trDelta, Q_irand( -300, 300 ), saber->s.apos.trDelta[1], Q_irand( -300, 300 ) );
if ( !saber->s.apos.trDelta[1] )
{
saber->s.apos.trDelta[1] = Q_irand( -300, 300 );
}
//force it to be ready to return
self->client->ps.saberEntityDist = 0;
self->client->ps.saberEntityState = SES_RETURNING;
//turn it off
self->client->ps.saberActive = qfalse;
//turn off the saber trail
self->client->saberTrail.inAction = qfalse;
self->client->saberTrail.duration = 75;
//play the saber turning off sound
if ( self->client->playerTeam == TEAM_PLAYER )
{
G_SoundOnEnt( saber, CHAN_AUTO, "sound/weapons/saber/saberoff.wav" );
#ifdef _IMMERSION
G_Force( self, G_ForceIndex( "fffx/weapons/saber/saberoff", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
}
else
{
G_SoundOnEnt( saber, CHAN_AUTO, "sound/weapons/saber/enemy_saber_off.wav" );
#ifdef _IMMERSION
G_Force( self, G_ForceIndex( "fffx/weapons/saber/enemy_saber_off", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
}
if ( self->health <= 0 )
{//owner is dead!
saber->s.time = level.time;//will make us free ourselves after a time
}
}
void WP_SaberPull( gentity_t *self, gentity_t *saber )
{
if ( PM_SaberInBrokenParry( self->client->ps.saberMove ) || self->client->ps.saberBlocked == BLOCKED_PARRY_BROKEN )
{
return;
}
if ( self->health > 0 )
{
//take off gravity
saber->s.pos.trType = TR_LINEAR;
//take off bounce
saber->s.eFlags &= EF_BOUNCE_HALF;
//play sound
G_Sound( self, G_SoundIndex( "sound/weapons/force/pull.wav" ) );
#ifdef _IMMERSION
G_Force( self, G_ForceIndex( "fffx/weapons/force/pull", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
}
}
// Check if we are throwing it, launch it if needed, update position if needed.
void WP_SaberThrow( gentity_t *self, usercmd_t *ucmd )
{
static float MAX_SABER_DIST = 400;
vec3_t saberDiff;
trace_t tr;
//static float SABER_SPEED = 10;
gentity_t *saberent;
if ( self->client->ps.saberEntityNum <= 0 || self->client->ps.saberEntityNum >= ENTITYNUM_WORLD )
{//WTF?!! We lost it?
return;
}
saberent = &g_entities[self->client->ps.saberEntityNum];
VectorSubtract( self->client->renderInfo.handRPoint, saberent->currentOrigin, saberDiff );
//is our saber in flight?
if ( !self->client->ps.saberInFlight )
{//saber is not in flight right now
if ( self->client->ps.weapon != WP_SABER )
{//don't even have it out
return;
}
else if ( ucmd->buttons & BUTTON_ALT_ATTACK && !(self->client->ps.pm_flags&PMF_ALT_ATTACK_HELD) )
{//still holding it, not still holding attack from a previous throw, so throw it.
if ( !(self->client->ps.saberEventFlags&SEF_INWATER) && WP_SaberLaunch( self, saberent, qtrue ) )
{
if ( self->client && !self->s.number )
{
self->client->sess.missionStats.saberThrownCnt++;
}
//need to recalc this because we just moved it
VectorSubtract( self->client->renderInfo.handRPoint, saberent->currentOrigin, saberDiff );
}
else
{//couldn't throw it
return;
}
}
else
{//holding it, don't want to throw it, go away.
return;
}
}
else
{//inflight
//is our saber currently on it's way back to us?
if ( self->client->ps.saberEntityState == SES_RETURNING )
{//see if we're close enough to pick it up
if ( VectorLengthSquared( saberDiff ) <= 256 )//16 squared//G_BoundsOverlap( self->absmin, self->absmax, saberent->absmin, saberent->absmax ) )//
{//caught it
vec3_t axisPoint;
trace_t trace;
VectorCopy( self->currentOrigin, axisPoint );
axisPoint[2] = self->client->renderInfo.handRPoint[2];
gi.trace( &trace, axisPoint, vec3_origin, vec3_origin, self->client->renderInfo.handRPoint, self->s.number, MASK_SOLID );
if ( !trace.startsolid && trace.fraction >= 1.0f )
{//our hand isn't through a wall
WP_SaberCatch( self, saberent, qtrue );
NPC_SetAnim( self, SETANIM_TORSO, TORSO_HANDRETRACT1, SETANIM_FLAG_OVERRIDE );
}
return;
}
}
if ( saberent->s.pos.trType != TR_STATIONARY )
{//saber is in flight, lerp it
WP_RunSaber( self, saberent );
}
else
{//it fell on the ground
if ( self->health <= 0 && level.time > saberent->s.time + 5000 )
{//make us free ourselves after a time
G_FreeEntity( saberent );
self->client->ps.saberEntityNum = ENTITYNUM_NONE;
return;
}
if ( (!self->s.number && level.time - saberent->aimDebounceTime > 15000)
|| (self->s.number && level.time - saberent->aimDebounceTime > 5000) )
{//(only for player) been missing for 15 seconds, automagicially return
WP_SaberCatch( self, saberent, qfalse );
return;
}
}
}
//are we still trying to use the saber?
if ( self->client->ps.weapon != WP_SABER )
{//switched away
if ( !self->client->ps.saberInFlight )
{//wasn't throwing saber
return;
}
else if ( saberent->s.pos.trType == TR_LINEAR )
{//switched away while controlling it, just drop the saber
WP_SaberDrop( self, saberent );
return;
}
else
{//it's on the ground, see if it's inside us (touching)
if ( G_PointInBounds( saberent->currentOrigin, self->absmin, self->absmax ) )
{//it's in us, pick it up automatically
WP_SaberPull( self, saberent );
}
}
}
else if ( saberent->s.pos.trType != TR_LINEAR )
{//weapon is saber and not flying
if ( self->client->ps.saberInFlight )
{//we dropped it
if ( ucmd->buttons & BUTTON_ATTACK )//|| self->client->ps.weaponstate == WEAPON_RAISING )//ucmd->buttons & BUTTON_ALT_ATTACK ||
{//we actively want to pick it up or we just switched to it, so pull it back
gi.trace( &tr, saberent->currentOrigin, saberent->mins, saberent->maxs, self->client->renderInfo.handRPoint, self->s.number, MASK_SOLID );
if ( tr.allsolid || tr.startsolid || tr.fraction < 1.0f )
{//can't pick it up yet, no LOS
return;
}
//clear LOS, pick it up
WP_SaberPull( self, saberent );
}
else
{//see if it's inside us (touching)
if ( G_PointInBounds( saberent->currentOrigin, self->absmin, self->absmax ) )
{//it's in us, pick it up automatically
WP_SaberPull( self, saberent );
}
}
}
}
else if ( self->health <= 0 && self->client->ps.saberInFlight )
{//we died, drop it
WP_SaberDrop( self, saberent );
return;
}
else if ( !self->client->ps.saberActive && self->client->ps.saberEntityState != SES_RETURNING )
{//we turned it off, drop it
WP_SaberDrop( self, saberent );
return;
}
//TODO: if deactivate saber in flight, should it drop?
if ( saberent->s.pos.trType != TR_LINEAR )
{//don't home
return;
}
float saberDist = VectorLength( saberDiff );
if ( self->client->ps.saberEntityState == SES_LEAVING )
{//saber still flying forward
if ( self->client->ps.forcePowerLevel[FP_SABERTHROW] > FORCE_LEVEL_2 )
{//still holding it out
if ( !(ucmd->buttons&BUTTON_ALT_ATTACK) && self->client->ps.forcePowerDebounce[FP_SABERTHROW] < level.time )
{//done throwing, return to me
if ( self->client->ps.saberActive )
{//still on
WP_SaberReturn( self, saberent );
}
}
else if ( level.time - self->client->ps.saberThrowTime >= 100 )
{
if ( WP_ForcePowerAvailable( self, FP_SABERTHROW, 1 ) )
{
WP_ForcePowerDrain( self, FP_SABERTHROW, 1 );
self->client->ps.saberThrowTime = level.time;
}
else
{//out of force power, return to me
WP_SaberReturn( self, saberent );
}
}
}
else
{
if ( !(ucmd->buttons&BUTTON_ALT_ATTACK) && self->client->ps.forcePowerDebounce[FP_SABERTHROW] < level.time )
{//not holding button and has been out at least 1 second, return to me
if ( self->client->ps.saberActive )
{//still on
WP_SaberReturn( self, saberent );
}
}
else if ( level.time - self->client->ps.saberThrowTime > 3000
|| (self->client->ps.forcePowerLevel[FP_SABERTHROW]==FORCE_LEVEL_1&&saberDist>=self->client->ps.saberEntityDist) )
{//been out too long, or saber throw 1 went too far, return to me
if ( self->client->ps.saberActive )
{//still on
WP_SaberReturn( self, saberent );
}
}
}
}
if ( self->client->ps.saberEntityState == SES_RETURNING )
{
if ( self->client->ps.saberEntityDist > 0 )
{
self->client->ps.saberEntityDist -= 25;
}
if ( self->client->ps.saberEntityDist < 0 )
{
self->client->ps.saberEntityDist = 0;
}
else if ( saberDist < self->client->ps.saberEntityDist )
{//if it's coming back to me, never push it away
self->client->ps.saberEntityDist = saberDist;
}
}
}
//SABER BLOCKING============================================================================
//SABER BLOCKING============================================================================
//SABER BLOCKING============================================================================
//SABER BLOCKING============================================================================
//SABER BLOCKING============================================================================
int WP_MissileBlockForBlock( int saberBlock )
{
switch( saberBlock )
{
case BLOCKED_UPPER_RIGHT:
return BLOCKED_UPPER_RIGHT_PROJ;
break;
case BLOCKED_UPPER_LEFT:
return BLOCKED_UPPER_LEFT_PROJ;
break;
case BLOCKED_LOWER_RIGHT:
return BLOCKED_LOWER_RIGHT_PROJ;
break;
case BLOCKED_LOWER_LEFT:
return BLOCKED_LOWER_LEFT_PROJ;
break;
case BLOCKED_TOP:
return BLOCKED_TOP_PROJ;
break;
}
return saberBlock;
}
void WP_SaberBlockNonRandom( gentity_t *self, vec3_t hitloc, qboolean missileBlock )
{
vec3_t diff, fwdangles={0,0,0}, right;
float rightdot;
float zdiff;
if ( self->client->ps.weaponstate == WEAPON_DROPPING ||
self->client->ps.weaponstate == WEAPON_RAISING )
{//don't block while changing weapons
return;
}
//NPCs don't auto-block
if ( !missileBlock && self->s.number != 0 && self->client->ps.saberBlocked != BLOCKED_NONE )
{
return;
}
VectorSubtract( hitloc, self->client->renderInfo.eyePoint, diff );
diff[2] = 0;
VectorNormalize( diff );
fwdangles[1] = self->client->ps.viewangles[1];
// Ultimately we might care if the shot was ahead or behind, but for now, just quadrant is fine.
AngleVectors( fwdangles, NULL, right, NULL );
rightdot = DotProduct(right, diff);
zdiff = hitloc[2] - self->client->renderInfo.eyePoint[2];
//FIXME: take torsoAngles into account?
if ( zdiff > -5 )//0 )//40 )
{
if ( rightdot > 0.3 )
{
self->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
}
else if ( rightdot < -0.3 )
{
self->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
}
else
{
self->client->ps.saberBlocked = BLOCKED_TOP;
}
}
else if ( zdiff > -22 )//-20 )//20 )
{
if ( zdiff < -10 )//30 )
{//hmm, pretty low, but not low enough to use the low block, so we need to duck
//NPC should duck, but NPC should never get here
}
if ( rightdot > 0.1 )
{
self->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
}
else if ( rightdot < -0.1 )
{
self->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
}
else
{//FIXME: this looks really weird if the shot is too low!
self->client->ps.saberBlocked = BLOCKED_TOP;
}
}
else
{
if ( rightdot >= 0 )
{
self->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
}
else
{
self->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
}
}
#ifndef FINAL_BUILD
if ( d_saberCombat->integer )
{
if ( !self->s.number )
{
gi.Printf( "EyeZ: %4.2f HitZ: %4.2f zdiff: %4.2f rdot: %4.2f\n", self->client->renderInfo.eyePoint[2], hitloc[2], zdiff, rightdot );
switch ( self->client->ps.saberBlocked )
{
case BLOCKED_TOP:
gi.Printf( "BLOCKED_TOP\n" );
break;
case BLOCKED_UPPER_RIGHT:
gi.Printf( "BLOCKED_UPPER_RIGHT\n" );
break;
case BLOCKED_UPPER_LEFT:
gi.Printf( "BLOCKED_UPPER_LEFT\n" );
break;
case BLOCKED_LOWER_RIGHT:
gi.Printf( "BLOCKED_LOWER_RIGHT\n" );
break;
case BLOCKED_LOWER_LEFT:
gi.Printf( "BLOCKED_LOWER_LEFT\n" );
break;
default:
break;
}
}
}
#endif
if ( missileBlock )
{
self->client->ps.saberBlocked = WP_MissileBlockForBlock( self->client->ps.saberBlocked );
}
if ( self->client->ps.saberBlocked != BLOCKED_NONE )
{
int parryReCalcTime = Jedi_ReCalcParryTime( self, EVASION_PARRY );
if ( self->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] < level.time + parryReCalcTime )
{
self->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] = level.time + parryReCalcTime;
}
}
}
void WP_SaberBlock( gentity_t *saber, vec3_t hitloc, qboolean missileBlock )
{
gentity_t *playerent;
vec3_t diff, fwdangles={0,0,0}, right;
float rightdot;
float zdiff;
if (saber && saber->owner)
{
playerent = saber->owner;
if (!playerent->client)
{
return;
}
if ( playerent->client->ps.weaponstate == WEAPON_DROPPING ||
playerent->client->ps.weaponstate == WEAPON_RAISING )
{//don't block while changing weapons
return;
}
}
else
{ // Bad entity passed.
return;
}
//temporarily disabling auto-blocking for NPCs...
if ( !missileBlock && playerent->s.number != 0 && playerent->client->ps.saberBlocked != BLOCKED_NONE )
{
return;
}
VectorSubtract(hitloc, playerent->currentOrigin, diff);
VectorNormalize(diff);
fwdangles[1] = playerent->client->ps.viewangles[1];
// Ultimately we might care if the shot was ahead or behind, but for now, just quadrant is fine.
AngleVectors( fwdangles, NULL, right, NULL );
rightdot = DotProduct(right, diff) + Q_flrand(-0.2f,0.2f);
zdiff = hitloc[2] - playerent->currentOrigin[2] + Q_irand(-8,8);
// Figure out what quadrant the block was in.
if (zdiff > 24)
{ // Attack from above
if (Q_irand(0,1))
{
playerent->client->ps.saberBlocked = BLOCKED_TOP;
}
else
{
playerent->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
}
}
else if (zdiff > 13)
{ // The upper half has three viable blocks...
if (rightdot > 0.25)
{ // In the right quadrant...
if (Q_irand(0,1))
{
playerent->client->ps.saberBlocked = BLOCKED_UPPER_LEFT;
}
else
{
playerent->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
}
}
else
{
switch(Q_irand(0,3))
{
case 0:
playerent->client->ps.saberBlocked = BLOCKED_UPPER_RIGHT;
break;
case 1:
case 2:
playerent->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
break;
case 3:
playerent->client->ps.saberBlocked = BLOCKED_TOP;
break;
}
}
}
else
{ // The lower half is a bit iffy as far as block coverage. Pick one of the "low" ones at random.
if (Q_irand(0,1))
{
playerent->client->ps.saberBlocked = BLOCKED_LOWER_RIGHT;
}
else
{
playerent->client->ps.saberBlocked = BLOCKED_LOWER_LEFT;
}
}
if ( missileBlock )
{
playerent->client->ps.saberBlocked = WP_MissileBlockForBlock( playerent->client->ps.saberBlocked );
}
}
void WP_SaberStartMissileBlockCheck( gentity_t *self, usercmd_t *ucmd )
{
float dist;
gentity_t *ent, *incoming = NULL;
gentity_t *entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
int i, e;
float closestDist, radius = 256;
vec3_t forward, dir, missile_dir, fwdangles = {0};
trace_t trace;
vec3_t traceTo, entDir;
if ( self->client->ps.weapon != WP_SABER )
{
return;
}
if ( self->client->ps.saberInFlight )
{
return;
}
if ( self->client->ps.forcePowersActive&(1<<FP_LIGHTNING) )
{//can't block while zapping
return;
}
if ( self->client->ps.forcePowersActive&(1<<FP_PUSH) )
{//can't block while shoving
return;
}
if ( self->client->ps.forcePowersActive&(1<<FP_GRIP) )
{//can't block while gripping (FIXME: or should it break the grip? Pain should break the grip, I think...)
return;
}
if ( self->health <= 0 )
{//dead don't try to block (NOTE: actual deflection happens in missile code)
return;
}
if ( PM_InKnockDown( &self->client->ps ) )
{//can't block when knocked down
return;
}
if ( !self->client->ps.saberLength )
{
if ( self->s.number == 0 )
{//player doesn't auto-activate
return;
}
}
if ( !self->s.number )
{//don't do this if already attacking!
if ( ucmd->buttons & BUTTON_ATTACK
|| PM_SaberInAttack( self->client->ps.saberMove )
|| PM_SaberInSpecialAttack( self->client->ps.torsoAnim )
|| PM_SaberInTransitionAny( self->client->ps.saberMove ))
{
return;
}
}
if ( self->client->ps.forcePowerDebounce[FP_SABER_DEFENSE] > level.time )
{//can't block while gripping (FIXME: or should it break the grip? Pain should break the grip, I think...)
return;
}
if ( !self->s.number && !g_saberAutoBlocking->integer && self->client->ps.saberBlockingTime<level.time )
{
return;
}
fwdangles[1] = self->client->ps.viewangles[1];
AngleVectors( fwdangles, forward, NULL, NULL );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = self->currentOrigin[i] - radius;
maxs[i] = self->currentOrigin[i] + radius;
}
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
closestDist = radius;
for ( e = 0 ; e < numListedEntities ; e++ )
{
ent = entityList[ e ];
if (ent == self)
continue;
if (ent->owner == self)
continue;
if ( !(ent->inuse) )
continue;
if ( ent->s.eType != ET_MISSILE && !(ent->s.eFlags&EF_MISSILE_STICK) )
{//not a normal projectile
if ( ent->client || ent->s.weapon != WP_SABER )
{//FIXME: wake up bad guys?
continue;
}
if ( ent->s.eFlags & EF_NODRAW )
{
continue;
}
if ( Q_stricmp( "lightsaber", ent->classname ) != 0 )
{//not a lightsaber
//FIXME: what about general objects that are small in size- like rocks, etc...
continue;
}
//a lightsaber.. make sure it's on and inFlight
if ( !ent->owner || !ent->owner->client )
{
continue;
}
if ( !ent->owner->client->ps.saberInFlight )
{//not in flight
continue;
}
if ( ent->owner->client->ps.saberLength <= 0 )
{//not on
continue;
}
if ( ent->owner->health <= 0 && !g_saberRealisticCombat->integer )
{//it's not doing damage, so ignore it
continue;
}
}
else
{
if ( ent->s.pos.trType == TR_STATIONARY && !self->s.number )
{//nothing you can do with a stationary missile if you're the player
continue;
}
}
float dot1, dot2;
//see if they're in front of me
VectorSubtract( ent->currentOrigin, self->currentOrigin, dir );
dist = VectorNormalize( dir );
//FIXME: handle detpacks, proximity mines and tripmines
if ( ent->s.weapon == WP_THERMAL )
{//thermal detonator!
if ( self->NPC && dist < ent->splashRadius )
{
if ( dist < ent->splashRadius &&
ent->nextthink < level.time + 600 &&
ent->count &&
self->client->ps.groundEntityNum != ENTITYNUM_NONE &&
(ent->s.pos.trType == TR_STATIONARY||
ent->s.pos.trType == TR_INTERPOLATE||
(dot1 = DotProduct( dir, forward )) < SABER_REFLECT_MISSILE_CONE||
!WP_ForcePowerUsable( self, FP_PUSH, 0 )) )
{//TD is close enough to hurt me, I'm on the ground and the thing is at rest or behind me and about to blow up, or I don't have force-push so force-jump!
//FIXME: sometimes this might make me just jump into it...?
self->client->ps.forceJumpCharge = 480;
}
else
{//FIXME: check forcePushRadius[NPC->client->ps.forcePowerLevel[FP_PUSH]]
ForceThrow( self, qfalse );
}
}
continue;
}
else if ( ent->splashDamage && ent->splashRadius )
{//exploding missile
//FIXME: handle tripmines and detpacks somehow...
// maybe do a force-gesture that makes them explode?
// But what if we're within it's splashradius?
if ( !self->s.number )
{//players don't auto-handle these at all
continue;
}
else
{
if ( ent->s.pos.trType == TR_STATIONARY && (ent->s.eFlags&EF_MISSILE_STICK) )
{//a placed explosive like a tripmine or detpack
if ( InFOV( ent->currentOrigin, self->client->renderInfo.eyePoint, self->client->ps.viewangles, 90, 90 ) )
{//in front of me
if ( G_ClearLOS( self, ent ) )
{//can see it
vec3_t throwDir;
//make the gesture
ForceThrow( self, qfalse );
//take it off the wall and toss it
ent->s.pos.trType = TR_GRAVITY;
ent->s.eType = ET_MISSILE;
ent->s.eFlags &= ~EF_MISSILE_STICK;
ent->s.eFlags |= EF_BOUNCE_HALF;
AngleVectors( ent->currentAngles, throwDir, NULL, NULL );
VectorMA( ent->currentOrigin, ent->maxs[0]+4, throwDir, ent->currentOrigin );
VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
VectorScale( throwDir, 300, ent->s.pos.trDelta );
ent->s.pos.trDelta[2] += 150;
VectorMA( ent->s.pos.trDelta, 800, dir, ent->s.pos.trDelta );
ent->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
ent->owner = self;
// make it explode, but with less damage
ent->splashDamage /= 3;
ent->splashRadius /= 3;
ent->e_ThinkFunc = thinkF_WP_Explode;
ent->nextthink = level.time + Q_irand( 500, 3000 );
}
}
}
else if ( dist < ent->splashRadius &&
self->client->ps.groundEntityNum != ENTITYNUM_NONE &&
(DotProduct( dir, forward ) < SABER_REFLECT_MISSILE_CONE||
!WP_ForcePowerUsable( self, FP_PUSH, 0 )) )
{//NPCs try to evade it
self->client->ps.forceJumpCharge = 480;
}
else
{//else, try to force-throw it away
//FIXME: check forcePushRadius[NPC->client->ps.forcePowerLevel[FP_PUSH]]
ForceThrow( self, qfalse );
}
}
//otherwise, can't block it, so we're screwed
continue;
}
if ( ent->s.weapon != WP_SABER )
{//only block shots coming from behind
if ( (dot1 = DotProduct( dir, forward )) < SABER_REFLECT_MISSILE_CONE )
continue;
}
else if ( !self->s.number )
{//player never auto-blocks thrown sabers
continue;
}//NPCs always try to block sabers coming from behind!
//see if they're heading towards me
VectorCopy( ent->s.pos.trDelta, missile_dir );
VectorNormalize( missile_dir );
if ( (dot2 = DotProduct( dir, missile_dir )) > 0 )
continue;
//FIXME: must have a clear trace to me, too...
if ( dist < closestDist )
{
VectorCopy( self->currentOrigin, traceTo );
traceTo[2] = self->absmax[2] - 4;
gi.trace( &trace, ent->currentOrigin, ent->mins, ent->maxs, traceTo, ent->s.number, ent->clipmask );
if ( trace.allsolid || trace.startsolid || (trace.fraction < 1.0f && trace.entityNum != self->s.number && trace.entityNum != self->client->ps.saberEntityNum) )
{//okay, try one more check
VectorNormalize2( ent->s.pos.trDelta, entDir );
VectorMA( ent->currentOrigin, radius, entDir, traceTo );
gi.trace( &trace, ent->currentOrigin, ent->mins, ent->maxs, traceTo, ent->s.number, ent->clipmask );
if ( trace.allsolid || trace.startsolid || (trace.fraction < 1.0f && trace.entityNum != self->s.number && trace.entityNum != self->client->ps.saberEntityNum) )
{//can't hit me, ignore it
continue;
}
}
if ( self->s.number != 0 )
{//An NPC
if ( self->NPC && !self->enemy && ent->owner )
{
if ( ent->owner->health >= 0 && (!ent->owner->client || ent->owner->client->playerTeam != self->client->playerTeam) )
{
G_SetEnemy( self, ent->owner );
}
}
}
//FIXME: if NPC, predict the intersection between my current velocity/path and the missile's, see if it intersects my bounding box (+/-saberLength?), don't try to deflect unless it does?
closestDist = dist;
incoming = ent;
}
}
if ( incoming )
{
if ( self->NPC && !G_ControlledByPlayer( self ) )
{
if ( Jedi_WaitingAmbush( self ) )
{
Jedi_Ambush( self );
}
if ( Jedi_SaberBlockGo( self, &self->NPC->last_ucmd, NULL, NULL, incoming ) != EVASION_NONE )
{//make sure to turn on your saber if it's not on
self->client->ps.saberActive = qtrue;
}
}
else//player
{
WP_SaberBlockNonRandom( self, incoming->currentOrigin, qtrue );
if ( incoming->owner && incoming->owner->client && (!self->enemy || self->enemy->s.weapon != WP_SABER) )//keep enemy jedi over shooters
{
self->enemy = incoming->owner;
NPC_SetLookTarget( self, incoming->owner->s.number, level.time+1000 );
}
}
}
}
//GENERAL SABER============================================================================
//GENERAL SABER============================================================================
//GENERAL SABER============================================================================
//GENERAL SABER============================================================================
//GENERAL SABER============================================================================
void WP_SetSaberMove(gentity_t *self, short blocked)
{
self->client->ps.saberBlocked = blocked;
}
extern void CG_CubeOutline( vec3_t mins, vec3_t maxs, int time, unsigned int color, float alpha );
void WP_SaberUpdate( gentity_t *self, usercmd_t *ucmd )
{
//float swap;
float minsize = 16;
if(0)// if ( self->s.number != 0 )
{//for now only the player can do this // not anymore
return;
}
if ( !self->client )
{
return;
}
if ( self->client->ps.saberEntityNum < 0 || self->client->ps.saberEntityNum >= ENTITYNUM_WORLD )
{//never got one
return;
}
// Check if we are throwing it, launch it if needed, update position if needed.
WP_SaberThrow(self, ucmd);
//vec3_t saberloc;
//vec3_t sabermins={-8,-8,-8}, sabermaxs={8,8,8};
gentity_t *saberent;
if (self->client->ps.saberEntityNum <= 0)
{//WTF?!! We lost it?
return;
}
saberent = &g_entities[self->client->ps.saberEntityNum];
//FIXME: Based on difficulty level/jedi saber combat skill, make this bounding box fatter/smaller
if ( self->client->ps.saberBlocked != BLOCKED_NONE )
{//we're blocking, increase min size
minsize = 32;
}
//is our saber in flight?
if ( !self->client->ps.saberInFlight )
{ // It isn't, which means we can update its position as we will.
if ( !self->client->ps.saberActive || PM_InKnockDown( &self->client->ps ) )
{//can't block if saber isn't on
VectorClear(saberent->mins);
VectorClear(saberent->maxs);
G_SetOrigin(saberent, self->currentOrigin);
}
else if ( self->client->ps.saberBlocking == BLK_TIGHT || self->client->ps.saberBlocking == BLK_WIDE )
{//FIXME: keep bbox in front of player, even when wide?
vec3_t saberOrg;
if ( ( (self->s.number&&!Jedi_SaberBusy(self)&&!g_saberRealisticCombat->integer) || (self->s.number == 0 && self->client->ps.saberBlocking == BLK_WIDE && (g_saberAutoBlocking->integer||self->client->ps.saberBlockingTime>level.time)) )
&& self->client->ps.weaponTime <= 0 )
{//full-size blocking for non-attacking player with g_saberAutoBlocking on
vec3_t saberang={0,0,0}, fwd, sabermins={-8,-8,-8}, sabermaxs={8,8,8};
saberang[YAW] = self->client->ps.viewangles[YAW];
AngleVectors( saberang, fwd, NULL, NULL );
VectorMA( self->currentOrigin, 12, fwd, saberOrg );
VectorAdd( self->mins, sabermins, saberent->mins );
VectorAdd( self->maxs, sabermaxs, saberent->maxs );
saberent->contents = CONTENTS_LIGHTSABER;
G_SetOrigin( saberent, saberOrg );
}
else
{
vec3_t saberTip;
VectorMA( self->client->renderInfo.muzzlePoint, self->client->ps.saberLength, self->client->renderInfo.muzzleDir, saberTip );
VectorMA( self->client->renderInfo.muzzlePoint, self->client->ps.saberLength*0.5, self->client->renderInfo.muzzleDir, saberOrg );
for ( int i = 0; i < 3; i++ )
{
if ( saberTip[i] > self->client->renderInfo.muzzlePoint[i] )
{
saberent->maxs[i] = saberTip[i] - saberOrg[i] + 8;//self->client->renderInfo.muzzlePoint[i];
saberent->mins[i] = self->client->renderInfo.muzzlePoint[i] - saberOrg[i] - 8;
}
else //if ( saberTip[i] < self->client->renderInfo.muzzlePoint[i] )
{
saberent->maxs[i] = self->client->renderInfo.muzzlePoint[i] - saberOrg[i] + 8;
saberent->mins[i] = saberTip[i] - saberOrg[i] - 8;//self->client->renderInfo.muzzlePoint[i];
}
if ( self->client->ps.weaponTime > 0 || self->s.number || g_saberAutoBlocking->integer || self->client->ps.saberBlockingTime > level.time )
{//if attacking or blocking (or an NPC), inflate to a minimum size
if ( saberent->maxs[i] < minsize )
{
saberent->maxs[i] = minsize;
}
if ( saberent->mins[i] > -minsize )
{
saberent->mins[i] = -minsize;
}
}
}
saberent->contents = CONTENTS_LIGHTSABER;
G_SetOrigin( saberent, saberOrg );
}
}
/*
else if (self->client->ps.saberBlocking == BLK_WIDE)
{ // Assuming that we are not swinging, the saber's bounding box should be around the player.
vec3_t saberang={0,0,0}, fwd;
saberang[YAW] = self->client->ps.viewangles[YAW];
AngleVectors( saberang, fwd, NULL, NULL );
VectorMA(self->currentOrigin, 12, fwd, saberloc);
VectorAdd(self->mins, sabermins, saberent->mins);
VectorAdd(self->maxs, sabermaxs, saberent->maxs);
saberent->contents = CONTENTS_LIGHTSABER;
G_SetOrigin( saberent, saberloc);
}
else if (self->client->ps.saberBlocking == BLK_TIGHT)
{ // If the player is swinging, the bbox is around just the saber
VectorCopy(self->client->renderInfo.muzzlePoint, sabermins);
// Put the limits of the bbox around the saber size.
VectorMA(sabermins, self->client->ps.saberLength, self->client->renderInfo.muzzleDir, sabermaxs);
// Now make the mins into mins and the maxs into maxs
if (sabermins[0] > sabermaxs[0])
{
swap = sabermins[0];
sabermins[0] = sabermaxs[0];
sabermaxs[0] = swap;
}
if (sabermins[1] > sabermaxs[1])
{
swap = sabermins[1];
sabermins[1] = sabermaxs[1];
sabermaxs[1] = swap;
}
if (sabermins[2] > sabermaxs[2])
{
swap = sabermins[2];
sabermins[2] = sabermaxs[2];
sabermaxs[2] = swap;
}
// Now the loc is halfway between the (absolute) mins and maxs
VectorAdd(sabermins, sabermaxs, saberloc);
VectorScale(saberloc, 0.5, saberloc);
// Finally, turn the mins and maxs, which are absolute, into relative mins and maxs.
VectorSubtract(sabermins, saberloc, saberent->mins);
VectorSubtract(sabermaxs, saberloc, saberent->maxs);
saberent->contents = CONTENTS_LIGHTSABER;// | CONTENTS_SHOTCLIP;
G_SetOrigin( saberent, saberloc);
}
*/
else
{ // Otherwise there is no blocking possible.
VectorClear(saberent->mins);
VectorClear(saberent->maxs);
G_SetOrigin(saberent, self->currentOrigin);
}
saberent->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER;
gi.linkentity(saberent);
}
else
{
WP_SaberInFlightReflectCheck( self, ucmd );
}
#ifndef FINAL_BUILD
if ( d_saberCombat->integer > 2 )
{
CG_CubeOutline( saberent->absmin, saberent->absmax, 50, WPDEBUG_SaberColor( self->client->ps.saberColor ), 1 );
}
#endif
}
//OTHER JEDI POWERS=========================================================================
//OTHER JEDI POWERS=========================================================================
//OTHER JEDI POWERS=========================================================================
//OTHER JEDI POWERS=========================================================================
//OTHER JEDI POWERS=========================================================================
extern gentity_t *TossClientItems( gentity_t *self );
extern void ChangeWeapon( gentity_t *ent, int newWeapon );
void WP_DropWeapon( gentity_t *dropper, vec3_t velocity )
{
if ( !dropper || !dropper->client )
{
return;
}
int replaceWeap = WP_NONE;
int oldWeap = dropper->s.weapon;
gentity_t *weapon = TossClientItems( dropper );
if ( oldWeap == WP_THERMAL && dropper->NPC )
{//Hmm, maybe all NPCs should go into melee? Not too many, though, or they mob you and look silly
replaceWeap = WP_MELEE;
}
if (dropper->ghoul2.IsValid()&& dropper->weaponModel >= 0 )
{
gi.G2API_RemoveGhoul2Model( dropper->ghoul2, dropper->weaponModel );
dropper->weaponModel = -1;
}
//FIXME: does this work on the player?
dropper->client->ps.stats[STAT_WEAPONS] |= ( 1 << replaceWeap );
if ( !dropper->s.number )
{
if ( oldWeap == WP_THERMAL )
{
dropper->client->ps.ammo[weaponData[oldWeap].ammoIndex] -= weaponData[oldWeap].energyPerShot;
}
else
{
dropper->client->ps.stats[STAT_WEAPONS] &= ~( 1 << oldWeap );
}
CG_ChangeWeapon( replaceWeap );
}
else
{
dropper->client->ps.stats[STAT_WEAPONS] &= ~( 1 << oldWeap );
}
ChangeWeapon( dropper, replaceWeap );
dropper->s.weapon = replaceWeap;
if ( dropper->NPC )
{
dropper->NPC->last_ucmd.weapon = replaceWeap;
}
if ( weapon != NULL && velocity && !VectorCompare( velocity, vec3_origin ) )
{//weapon should have a direction to it's throw
VectorScale( velocity, 3, weapon->s.pos.trDelta );//NOTE: Presumes it is moving already...?
if ( weapon->s.pos.trDelta[2] < 150 )
{//this is presuming you don't want them to drop the weapon down on you...
weapon->s.pos.trDelta[2] = 150;
}
//FIXME: gets stuck inside it's former owner...
weapon->forcePushTime = level.time + 600; // let the push effect last for 600 ms
}
}
void WP_KnockdownTurret( gentity_t *self, gentity_t *pas )
{
//knock it over
VectorCopy( pas->currentOrigin, pas->s.pos.trBase );
pas->s.pos.trType = TR_LINEAR_STOP;
pas->s.pos.trDuration = 250;
pas->s.pos.trTime = level.time;
pas->s.pos.trDelta[2] = ( 12.0f / ( pas->s.pos.trDuration * 0.001f ) );
VectorCopy( pas->currentAngles, pas->s.apos.trBase );
pas->s.apos.trType = TR_LINEAR_STOP;
pas->s.apos.trDuration = 250;
pas->s.apos.trTime = level.time;
//FIXME: pick pitch/roll that always tilts it directly away from pusher
pas->s.apos.trDelta[PITCH] = ( 100.0f / ( pas->s.apos.trDuration * 0.001f ) );
//kill it
pas->count = 0;
pas->nextthink = -1;
G_Sound( pas, G_SoundIndex( "sound/chars/turret/shutdown.wav" ));
//push effect?
pas->forcePushTime = level.time + 600; // let the push effect last for 600 ms
}
void WP_ResistForcePush( gentity_t *self, gentity_t *pusher, qboolean noPenalty )
{
int parts;
qboolean runningResist = qfalse;
if ( !self || self->health <= 0 || !self->client || !pusher || !pusher->client )
{
return;
}
if ( (!self->s.number || self->client->NPC_class == CLASS_DESANN || self->client->NPC_class == CLASS_LUKE)
&& (VectorLengthSquared( self->client->ps.velocity ) > 10000 || self->client->ps.forcePowerLevel[FP_PUSH] >= FORCE_LEVEL_3 || self->client->ps.forcePowerLevel[FP_PULL] >= FORCE_LEVEL_3 ) )
{
runningResist = qtrue;
}
if ( !runningResist
&& self->client->ps.groundEntityNum != ENTITYNUM_NONE
&& !PM_SpinningSaberAnim( self->client->ps.legsAnim )
&& !PM_FlippingAnim( self->client->ps.legsAnim )
&& !PM_RollingAnim( self->client->ps.legsAnim )
&& !PM_InKnockDown( &self->client->ps )
&& !PM_CrouchAnim( self->client->ps.legsAnim ))
{//if on a surface and not in a spin or flip, play full body resist
parts = SETANIM_BOTH;
}
else
{//play resist just in torso
parts = SETANIM_TORSO;
}
NPC_SetAnim( self, parts, BOTH_RESISTPUSH, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
if ( !noPenalty )
{
if ( !runningResist )
{
VectorClear( self->client->ps.velocity );
//still stop them from attacking or moving for a bit, though
//FIXME: maybe push just a little (like, slide)?
self->client->ps.weaponTime = 1000;
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
{
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
}
self->client->ps.pm_time = self->client->ps.weaponTime;
self->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
//play the full body push effect on me
self->forcePushTime = level.time + 600; // let the push effect last for 600 ms
}
else
{
self->client->ps.weaponTime = 600;
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
{
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
}
}
}
//play my force push effect on my hand
self->client->ps.powerups[PW_FORCE_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500;
Jedi_PlayBlockedPushSound( self );
}
void WP_ForceKnockdown( gentity_t *self, gentity_t *pusher, qboolean pull, qboolean strongKnockdown, qboolean breakSaberLock )
{
if ( !self || !self->client || !pusher || !pusher->client )
{
return;
}
//break out of a saberLock?
if ( breakSaberLock )
{
self->client->ps.saberLockTime = 0;
self->client->ps.saberLockEnemy = ENTITYNUM_NONE;
}
if ( self->health > 0 )
{
if ( !self->s.number )
{
NPC_SetPainEvent( self );
}
else
{
GEntity_PainFunc( self, pusher, pusher, self->currentOrigin, 0, MOD_MELEE );
}
vec3_t pushDir;
if ( pull )
{
VectorSubtract( pusher->currentOrigin, self->currentOrigin, pushDir );
}
else
{
VectorSubtract( self->currentOrigin, pusher->currentOrigin, pushDir );
}
G_CheckLedgeDive( self, 72, pushDir, qfalse, qfalse );
if ( !PM_SpinningSaberAnim( self->client->ps.legsAnim )
&& !PM_FlippingAnim( self->client->ps.legsAnim )
&& !PM_RollingAnim( self->client->ps.legsAnim )
&& !PM_InKnockDown( &self->client->ps ) )
{
int knockAnim = BOTH_KNOCKDOWN1;//default knockdown
if ( pusher->client->NPC_class == CLASS_DESANN && self->client->NPC_class != CLASS_LUKE )
{//desann always knocks down, unless you're Luke
strongKnockdown = qtrue;
}
if ( !self->s.number
&& !strongKnockdown
&& ( (!pull&&(self->client->ps.forcePowerLevel[FP_PUSH]>FORCE_LEVEL_1||!g_spskill->integer)) || (pull&&(self->client->ps.forcePowerLevel[FP_PULL]>FORCE_LEVEL_1||!g_spskill->integer)) ) )
{//player only knocked down if pushed *hard*
if ( self->s.weapon == WP_SABER )
{//temp HACK: these are the only 2 pain anims that look good when holding a saber
knockAnim = PM_PickAnim( self, BOTH_PAIN2, BOTH_PAIN3 );
}
else
{
knockAnim = PM_PickAnim( self, BOTH_PAIN1, BOTH_PAIN19 );
}
}
else if ( PM_CrouchAnim( self->client->ps.legsAnim ) )
{//crouched knockdown
knockAnim = BOTH_KNOCKDOWN4;
}
else
{//plain old knockdown
vec3_t pLFwd, pLAngles = {0,self->client->ps.viewangles[YAW],0};
vec3_t sFwd, sAngles = {0,pusher->client->ps.viewangles[YAW],0};
AngleVectors( pLAngles, pLFwd, NULL, NULL );
AngleVectors( sAngles, sFwd, NULL, NULL );
if ( DotProduct( sFwd, pLFwd ) > 0.2f )
{//pushing him from behind
//FIXME: check to see if we're aiming below or above the waist?
if ( pull )
{
knockAnim = BOTH_KNOCKDOWN1;
}
else
{
knockAnim = BOTH_KNOCKDOWN3;
}
}
else
{//pushing him from front
if ( pull )
{
knockAnim = BOTH_KNOCKDOWN3;
}
else
{
knockAnim = BOTH_KNOCKDOWN1;
}
}
}
if ( knockAnim == BOTH_KNOCKDOWN1 && strongKnockdown )
{//push *hard*
knockAnim = BOTH_KNOCKDOWN2;
}
NPC_SetAnim( self, SETANIM_BOTH, knockAnim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
if ( self->s.number )
{//randomize getup times
int addTime = Q_irand( -300, 1000 );
self->client->ps.legsAnimTimer += addTime;
self->client->ps.torsoAnimTimer += addTime;
}
//
if ( pusher->NPC && pusher->enemy == self )
{//pushed pushed down his enemy
G_AddVoiceEvent( pusher, Q_irand( EV_GLOAT1, EV_GLOAT3 ), 3000 );
pusher->NPC->blockedSpeechDebounceTime = level.time + 3000;
}
}
}
self->forcePushTime = level.time + 600; // let the push effect last for 600 ms
}
void ForceThrow( gentity_t *self, qboolean pull )
{//FIXME: pass in a target ent so we (an NPC) can push/pull just one targeted ent.
//shove things in front of you away
float dist;
gentity_t *ent, *forwardEnt = NULL;
gentity_t *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;
vec3_t center, ent_org, size, forward, right, end, dir, fwdangles = {0};
float dot1, cone;
trace_t tr;
int anim, hold, soundIndex, cost, actualCost;
#ifdef _IMMERSION
int forceIndex;
#endif // _IMMERSION
if ( self->health <= 0 )
{
return;
}
if ( self->client->ps.leanofs )
{//can't force-throw while leaning
return;
}
if ( self->client->ps.forcePowerDebounce[FP_PUSH] > level.time )//self->client->ps.powerups[PW_FORCE_PUSH] > level.time )
{//already pushing- now you can't haul someone across the room, sorry
return;
}
if ( !self->s.number && (cg.zoomMode || in_camera) )
{//can't force throw/pull when zoomed in or in cinematic
return;
}
if ( self->client->ps.saberLockTime > level.time )
{
if ( pull || self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_3 )
{//this can be a way to break out
return;
}
//else, I'm breaking my half of the saberlock
self->client->ps.saberLockTime = 0;
self->client->ps.saberLockEnemy = ENTITYNUM_NONE;
}
if ( self->client->ps.legsAnim == BOTH_KNOCKDOWN3
|| (self->client->ps.torsoAnim == BOTH_FORCE_GETUP_F1 && self->client->ps.torsoAnimTimer > 400)
|| (self->client->ps.torsoAnim == BOTH_FORCE_GETUP_F2 && self->client->ps.torsoAnimTimer > 900)
|| (self->client->ps.torsoAnim == BOTH_GETUP3 && self->client->ps.torsoAnimTimer > 500)
|| (self->client->ps.torsoAnim == BOTH_GETUP4 && self->client->ps.torsoAnimTimer > 300)
|| (self->client->ps.torsoAnim == BOTH_GETUP5 && self->client->ps.torsoAnimTimer > 500) )
{//we're face-down, so we'd only be force-push/pulling the floor
return;
}
if ( pull )
{
radius = forcePushPullRadius[self->client->ps.forcePowerLevel[FP_PULL]];
}
else
{
radius = forcePushPullRadius[self->client->ps.forcePowerLevel[FP_PUSH]];
}
if ( !radius )
{//no ability to do this yet
return;
}
if ( pull )
{
cost = forcePowerNeeded[FP_PULL];
if ( !WP_ForcePowerUsable( self, FP_PULL, cost ) )
{
return;
}
//make sure this plays and that you cannot press fire for about 200ms after this
anim = BOTH_FORCEPULL;
soundIndex = G_SoundIndex( "sound/weapons/force/pull.wav" );
#ifdef _IMMERSION
forceIndex = G_ForceIndex( "fffx/weapons/force/pull", FF_CHANNEL_WEAPON );
#endif // _IMMERSION
hold = 200;
}
else
{
cost = forcePowerNeeded[FP_PUSH];
if ( !WP_ForcePowerUsable( self, FP_PUSH, cost ) )
{
return;
}
//make sure this plays and that you cannot press fire for about 1 second after this
anim = BOTH_FORCEPUSH;
soundIndex = G_SoundIndex( "sound/weapons/force/push.wav" );
#ifdef _IMMERSION
forceIndex = G_ForceIndex( "fffx/weapons/force/push", FF_CHANNEL_WEAPON );
#endif // _IMMERSION
hold = 650;
}
int parts = SETANIM_TORSO;
if ( !PM_InKnockDown( &self->client->ps ) )
{
if ( self->client->ps.saberLockTime > level.time )
{
self->client->ps.saberLockTime = 0;
self->painDebounceTime = level.time + 2000;
hold += 1000;
parts = SETANIM_BOTH;
}
else if ( !VectorLengthSquared( self->client->ps.velocity ) && !(self->client->ps.pm_flags&PMF_DUCKED))
{
parts = SETANIM_BOTH;
}
}
NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
self->client->ps.saberBlocked = BLOCKED_NONE;
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
{
hold = floor( hold*g_timescale->value );
}
self->client->ps.weaponTime = hold;//was 1000, but want to swing sooner
//do effect... FIXME: build-up or delay this until in proper part of anim
self->client->ps.powerups[PW_FORCE_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500;
G_Sound( self, soundIndex );
#ifdef _IMMERSION
G_Force( self, forceIndex );
#endif // _IMMERSION
VectorCopy( self->client->ps.viewangles, fwdangles );
//fwdangles[1] = self->client->ps.viewangles[1];
AngleVectors( fwdangles, forward, right, NULL );
VectorCopy( self->currentOrigin, center );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = center[i] - radius;
maxs[i] = center[i] + radius;
}
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
if ( pull )
{
cone = forcePullCone[self->client->ps.forcePowerLevel[FP_PULL]];
}
else
{
cone = forcePushCone[self->client->ps.forcePowerLevel[FP_PUSH]];
}
if ( cone >= 1.0f )
{//must be pointing right at them
VectorMA( self->client->renderInfo.eyePoint, radius, forward, end );
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, end, self->s.number, MASK_OPAQUE|CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_CORPSE );//was MASK_SHOT, changed to match crosshair trace
/*
//FIXME: can't just return, need to be able to push missiles
if ( tr.entityNum >= ENTITYNUM_WORLD )
{//no-one right in front of self, so short out
return;
}
*/
forwardEnt = &g_entities[tr.entityNum];
}
for ( e = 0 ; e < numListedEntities ; e++ )
{
ent = entityList[ e ];
if (ent == self)
continue;
if ( ent->owner == self && ent->s.weapon != WP_THERMAL )//can push your own thermals
continue;
if ( !(ent->inuse) )
continue;
if ( ent->NPC && ent->NPC->scriptFlags & SCF_NO_FORCE )
{
if ( ent->s.weapon == WP_SABER )
{//Hmm, should jedi do the resist behavior? If this is on, perhaps it's because of a cinematic?
WP_ResistForcePush( ent, self, qtrue );
}
continue;
}
if ( (ent->flags&FL_FORCE_PULLABLE_ONLY) && !pull )
{//simple HACK: cannot force-push ammo rack items (because they may start in solid)
continue;
}
//FIXME: don't push it if I already pushed it a little while ago
if ( ent->s.eType != ET_MISSILE )
{
if ( cone >= 1.0f )
{//must be pointing right at them
if ( ent != forwardEnt )
{//must be the person I'm looking right at
if ( ent->client && !pull
&& ent->client->ps.forceGripEntityNum == self->s.number
&& (self->s.eFlags&EF_FORCE_GRIPPED) )
{//this is the guy that's force-gripping me, use a wider cone regardless of force power level
}
else
{
continue;
}
}
}
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( "func_static", ent->classname ) != 0 || (!(ent->spawnflags&1/*F_PUSH*/)&&!(ent->spawnflags&2/*F_PULL*/)) )
{//not a force-usable func_static
if ( Q_stricmp( "limb", ent->classname ) )
{//not a limb
if ( ent->s.weapon == WP_TURRET && !Q_stricmp( "PAS", ent->classname ) && ent->s.apos.trType == TR_STATIONARY )
{//can knock over placed turrets
if ( !self->s.number || self->enemy != ent )
{//only NPCs who are actively mad at this turret can push it over
continue;
}
}
else
{
continue;
}
}
}
}
else if ( ent->moverState != MOVER_POS1 && ent->moverState != MOVER_POS2 )
{//not at rest
continue;
}
}
}
//continue;
}
else if ( ent->client->NPC_class == CLASS_MARK1 )
{//can't push Mark1 unless push 3
if ( pull || self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_3 )
{
continue;
}
}
else if ( ent->client->NPC_class == CLASS_GALAKMECH || ent->client->NPC_class == CLASS_ATST )
{//can't push ATST or Galak
continue;
}
else if ( ent->s.weapon == WP_EMPLACED_GUN )
{//FIXME: maybe can pull them out?
continue;
}
else if ( ent->client->playerTeam == self->client->playerTeam && self->enemy && self->enemy != ent )
{//can't accidently push a teammate while in combat
continue;
}
}
else if ( ent->s.eType == ET_ITEM
&& ent->item
&& ent->item->giType == IT_HOLDABLE
&& ent->item->giTag == INV_SECURITY_KEY )
//&& (ent->flags&FL_DROPPED_ITEM) ???
{//dropped security keys can't be pushed? But placed ones can...? does this make any sense?
if ( !pull || self->s.number )
{//can't push, NPC's can't do anything to it
continue;
}
else
{
if ( g_crosshairEntNum != ent->s.number )
{//player can pull it if looking *right* at it
if ( cone >= 1.0f )
{//we did a forwardEnt trace
if ( forwardEnt != ent )
{//must be pointing right at them
continue;
}
}
else
{//do a forwardEnt trace
VectorMA( self->client->renderInfo.eyePoint, radius, forward, end );
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, end, self->s.number, MASK_OPAQUE|CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_ITEM|CONTENTS_CORPSE );//was MASK_SHOT, changed to match crosshair trace
if ( tr.entityNum != ent->s.number )
{//last chance
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->absmin[i] )
{
v[i] = ent->absmin[i] - center[i];
} else if ( center[i] > ent->absmax[i] )
{
v[i] = center[i] - ent->absmax[i];
} else
{
v[i] = 0;
}
}
VectorSubtract( ent->absmax, ent->absmin, size );
VectorMA( ent->absmin, 0.5, size, ent_org );
//see if they're in front of me
VectorSubtract( ent_org, center, dir );
VectorNormalize( dir );
if ( cone < 1.0f )
{//must be within the forward cone
if ( ent->client && !pull
&& ent->client->ps.forceGripEntityNum == self->s.number
&& self->s.eFlags&EF_FORCE_GRIPPED )
{//this is the guy that's force-gripping me, use a wider cone regardless of force power level
if ( (dot1 = DotProduct( dir, forward )) < cone-0.3f )
continue;
}
else if ( ent->s.eType == ET_MISSILE )//&& ent->s.eType != ET_ITEM && ent->e_ThinkFunc != thinkF_G_RunObject )
{//missiles are easier to force-push, never require direct trace (FIXME: maybe also items and general physics objects)
if ( (dot1 = DotProduct( dir, forward )) < cone-0.3f )
continue;
}
else if ( (dot1 = DotProduct( dir, forward )) < cone )
{
continue;
}
}
else if ( ent->s.eType == ET_MISSILE )
{//a missile and we're at force level 1... just use a small cone, but not ridiculously small
if ( (dot1 = DotProduct( dir, forward )) < 0.75f )
{
continue;
}
}//else is an NPC or brush entity that our forward trace would have to hit
dist = VectorLength( v );
//Now check and see if we can actually deflect it
//method1
//if within a certain range, deflect it
if ( ent->s.eType == ET_MISSILE && cone >= 1.0f )
{//smaller radius on missile checks at force push 1
if ( dist >= 192 )
{
continue;
}
}
else if ( dist >= radius )
{
continue;
}
//in PVS?
if ( !ent->bmodel && !gi.inPVS( ent_org, self->client->renderInfo.eyePoint ) )
{//must be in PVS
continue;
}
if ( ent != forwardEnt )
{//don't need to trace against forwardEnt again
//really should have a clear LOS to this thing...
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, ent_org, self->s.number, MASK_OPAQUE|CONTENTS_SOLID );//was MASK_SHOT, but changed to match above trace and crosshair trace
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 )
{
for ( int x = 0; x < ent_count; x++ )
{
if ( push_list[x]->client )
{
vec3_t pushDir;
float knockback = pull?0:200;
//FIXMEFIXMEFIXMEFIXMEFIXME: extern a lot of this common code when I have the time!!!
//First, if this is the player we're push/pulling, see if he can counter it
if ( !push_list[x]->s.number )
{//player
if ( push_list[x]->health > 0 //alive
&& push_list[x]->client //client
&& push_list[x]->client->ps.torsoAnim != BOTH_FORCEGRIP_HOLD// BOTH_FORCEGRIP1//wasn't trying to grip anyone
&& (self->client->NPC_class != CLASS_DESANN || !Q_irand( 0, 2 ) )//only 30% chance of resisting a Desann push
&& push_list[x]->client->ps.groundEntityNum != ENTITYNUM_NONE//on the ground
&& !PM_InKnockDown( &push_list[x]->client->ps )//not knocked down already
&& push_list[x]->client->ps.saberLockTime < level.time//not involved in a saberLock
&& push_list[x]->client->ps.weaponTime < level.time//not attacking or otherwise busy
&& (push_list[x]->client->ps.weapon == WP_SABER||push_list[x]->client->ps.weapon == WP_MELEE) )//using saber or fists
{//trying to push or pull the player!
if ( push_list[x]->client->ps.powerups[PW_FORCE_PUSH] > level.time//player was pushing/pulling too
||( pull && Q_irand( 0, (push_list[x]->client->ps.forcePowerLevel[FP_PULL] - self->client->ps.forcePowerLevel[FP_PULL])*2+1 ) > 0 )//player's pull is high enough
||( !pull && Q_irand( 0, (push_list[x]->client->ps.forcePowerLevel[FP_PUSH] - self->client->ps.forcePowerLevel[FP_PUSH])*2+1 ) > 0 ) )//player's push is high enough
{//player's force push/pull is high enough to try to stop me
if ( InFront( self->currentOrigin, push_list[x]->client->renderInfo.eyePoint, push_list[x]->client->ps.viewangles, 0.3f ) )
{//I'm in front of player
WP_ResistForcePush( push_list[x], self, qfalse );
push_list[x]->client->ps.saberMove = push_list[x]->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
push_list[x]->client->ps.saberBlocked = BLOCKED_NONE;
continue;
}
}
}
}
else if ( push_list[x]->client && Jedi_WaitingAmbush( push_list[x] ) )
{
WP_ForceKnockdown( push_list[x], self, pull, qtrue, qfalse );
continue;
}
//okay, everyone else (or player who couldn't resist it)...
if ( ((self->s.number == 0 && Q_irand( 0, 2 ) ) || Q_irand( 0, 2 ) ) && push_list[x]->client && push_list[x]->health > 0 //a living client
&& push_list[x]->client->ps.weapon == WP_SABER //Jedi
&& push_list[x]->health > 0 //alive
&& (self->client->NPC_class != CLASS_DESANN || !Q_irand( 0, 2 ) )//only 30% chance of resisting a Desann push
&& push_list[x]->client->ps.groundEntityNum != ENTITYNUM_NONE //on the ground
&& InFront( self->currentOrigin, push_list[x]->currentOrigin, push_list[x]->client->ps.viewangles, 0.3f ) //I'm in front of him
&& ( push_list[x]->client->ps.powerups[PW_FORCE_PUSH] > level.time ||//he's pushing too
(push_list[x]->s.number != 0 && push_list[x]->client->ps.weaponTime < level.time)//not the player and not attacking (NPC jedi auto-defend against pushes)
)
)
{//Jedi don't get pushed, they resist as long as they aren't already attacking and are on the ground
if ( push_list[x]->client->ps.saberLockTime > level.time )
{//they're in a lock
if ( push_list[x]->client->ps.saberLockEnemy != self->s.number )
{//they're not in a lock with me
continue;
}
else if ( pull || self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_3 ||
push_list[x]->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 )
{//they're in a lock with me, but my push is too weak
continue;
}
else
{//we will knock them down
self->painDebounceTime = 0;
self->client->ps.weaponTime = 500;
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
{
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
}
}
}
if ( !pull && self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 && !Q_irand(0,2) &&
push_list[x]->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_3 )
{//a level 3 push can even knock down a jedi
if ( PM_InKnockDown( &push_list[x]->client->ps ) )
{//can't knock them down again
continue;
}
WP_ForceKnockdown( push_list[x], self, pull, qfalse, qtrue );
}
else
{
WP_ResistForcePush( push_list[x], self, qfalse );
}
}
else
{
//UGH: FIXME: for enemy jedi, they should probably always do force pull 3, and not your weapon (if player?)!
//shove them
if ( push_list[x]->s.number && push_list[x]->message )
{//an NPC who has a key
//don't push me... FIXME: maybe can pull the key off me?
WP_ForceKnockdown( push_list[x], self, pull, qfalse, qfalse );
continue;
}
if ( pull )
{
VectorSubtract( self->currentOrigin, push_list[x]->currentOrigin, pushDir );
if ( self->client->ps.forcePowerLevel[FP_PULL] > FORCE_LEVEL_1
&& push_list[x]->s.weapon != WP_SABER
&& push_list[x]->s.weapon != WP_MELEE
&& push_list[x]->s.weapon != WP_THERMAL )
{//yank the weapon - NOTE: level 1 just knocks them down, not take weapon
//FIXME: weapon yank anim if not a knockdown?
if ( InFront( self->currentOrigin, push_list[x]->currentOrigin, push_list[x]->client->ps.viewangles, 0.0f ) )
{//enemy has to be facing me, too...
WP_DropWeapon( push_list[x], pushDir );
}
}
knockback += VectorNormalize( pushDir );
if ( knockback > 200 )
{
knockback = 200;
}
if ( self->client->ps.forcePowerLevel[FP_PULL] < FORCE_LEVEL_3 )
{//maybe just knock them down
knockback /= 3;
}
}
else
{
VectorSubtract( push_list[x]->currentOrigin, self->currentOrigin, pushDir );
knockback -= VectorNormalize( pushDir );
if ( knockback < 100 )
{
knockback = 100;
}
//scale for push level
if ( self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_2 )
{//maybe just knock them down
knockback /= 3;
}
else if ( self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 )
{//super-hard push
//Hmm, maybe in this case can even nudge/knockdown a jedi? Especially if close?
//knockback *= 5;
}
}
//actually push/pull the enemy
G_Throw( push_list[x], pushDir, knockback );
//make it so they don't actually hurt me when pulled at me...
push_list[x]->forcePuller = self->s.number;
if ( push_list[x]->client->ps.velocity[2] < knockback )
{
push_list[x]->client->ps.velocity[2] = knockback;
}
if ( push_list[x]->health > 0 )
{//target is still alive
if ( (push_list[x]->s.number||(cg.renderingThirdPerson&&!cg.zoomMode)) //NPC or 3rd person player
&& ((!pull&&self->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_2 && push_list[x]->client->ps.forcePowerLevel[FP_PUSH] < FORCE_LEVEL_1) //level 1 push
|| (pull && self->client->ps.forcePowerLevel[FP_PULL] < FORCE_LEVEL_2 && push_list[x]->client->ps.forcePowerLevel[FP_PULL] < FORCE_LEVEL_1)) )//level 1 pull
{//NPC or third person player (without force push/pull skill), and force push/pull level is at 1
WP_ForceKnockdown( push_list[x], self, pull, (!pull&&knockback>150), qfalse );
}
else if ( !push_list[x]->s.number )
{//player, have to force an anim on him
WP_ForceKnockdown( push_list[x], self, pull, (!pull&&knockback>150), qfalse );
}
else
{//NPC and force-push/pull at level 2 or higher
WP_ForceKnockdown( push_list[x], self, pull, (!pull&&knockback>100), qfalse );
}
}
push_list[x]->forcePushTime = level.time + 600; // let the push effect last for 600 ms
}
}
else if ( push_list[x]->s.weapon == WP_SABER && (push_list[x]->contents&CONTENTS_LIGHTSABER) )
{//a thrown saber, just send it back
/*
if ( pull )
{//steal it?
}
else */if ( push_list[x]->owner && push_list[x]->owner->client && push_list[x]->owner->client->ps.saberActive && push_list[x]->s.pos.trType == TR_LINEAR && push_list[x]->owner->client->ps.saberEntityState != SES_RETURNING )
{//it's on and being controlled
//FIXME: prevent it from damaging me?
if ( self->s.number == 0 || Q_irand( 0, 2 ) )
{//certain chance of throwing it aside and turning it off?
//give it some velocity away from me
//FIXME: maybe actually push or pull it?
if ( Q_irand( 0, 1 ) )
{
VectorScale( right, -1, right );
}
G_ReflectMissile( self, push_list[x], right );
//FIXME: isn't turning off!!!
WP_SaberDrop( push_list[x]->owner, push_list[x] );
}
else
{
WP_SaberReturn( push_list[x]->owner, push_list[x] );
}
//different effect?
}
}
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
{
vec3_t dir2Me;
VectorSubtract( self->currentOrigin, push_list[x]->currentOrigin, dir2Me );
float dot = DotProduct( push_list[x]->s.pos.trDelta, dir2Me );
if ( pull )
{//deflect rather than reflect?
}
else
{
if ( push_list[x]->s.eFlags&EF_MISSILE_STICK )
{//caught a sticky in-air
push_list[x]->s.eType = ET_MISSILE;
push_list[x]->s.eFlags &= ~EF_MISSILE_STICK;
push_list[x]->s.eFlags |= EF_BOUNCE_HALF;
push_list[x]->splashDamage /= 3;
push_list[x]->splashRadius /= 3;
push_list[x]->e_ThinkFunc = thinkF_WP_Explode;
push_list[x]->nextthink = level.time + Q_irand( 500, 3000 );
}
if ( dot >= 0 )
{//it's heading towards me
G_ReflectMissile( self, push_list[x], forward );
}
else
{
VectorScale( push_list[x]->s.pos.trDelta, 1.25f, push_list[x]->s.pos.trDelta );
}
//deflect sound
//G_Sound( push_list[x], G_SoundIndex( va("sound/weapons/blaster/reflect%d.wav", Q_irand( 1, 3 ) ) ) );
//push_list[x]->forcePushTime = level.time + 600; // let the push effect last for 600 ms
}
}
else if ( push_list[x]->svFlags & SVF_GLASS_BRUSH )
{//break the glass
trace_t tr;
vec3_t pushDir;
float damage = 800;
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
VectorNormalize( forward );
VectorMA( self->client->renderInfo.eyePoint, radius, forward, end );
gi.trace( &tr, self->client->renderInfo.eyePoint, 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;
}
if ( pull )
{
VectorSubtract( self->client->renderInfo.eyePoint, tr.endpos, pushDir );
}
else
{
VectorSubtract( tr.endpos, self->client->renderInfo.eyePoint, pushDir );
}
/*
VectorSubtract( push_list[x]->absmax, push_list[x]->absmin, size );
VectorMA( push_list[x]->absmin, 0.5, size, center );
if ( pull )
{
VectorSubtract( self->client->renderInfo.eyePoint, center, pushDir );
}
else
{
VectorSubtract( center, self->client->renderInfo.eyePoint, pushDir );
}
*/
damage -= VectorNormalize( pushDir );
if ( damage < 200 )
{
damage = 200;
}
VectorScale( pushDir, damage, pushDir );
G_Damage( push_list[x], self, self, pushDir, tr.endpos, damage, 0, MOD_UNKNOWN );
}
else if ( !Q_stricmp( "func_static", push_list[x]->classname ) )
{//force-usable func_static
if ( !pull && (push_list[x]->spawnflags&1/*F_PUSH*/) )
{
GEntity_UseFunc( push_list[x], self, self );
}
else if ( pull && (push_list[x]->spawnflags&2/*F_PULL*/) )
{
GEntity_UseFunc( push_list[x], self, self );
}
}
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->renderInfo.eyePoint, radius, forward, end );
gi.trace( &tr, self->client->renderInfo.eyePoint, 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;
}
if ( VectorCompare( vec3_origin, push_list[x]->s.origin ) )
{//does not have an origin brush, so pos1 & pos2 are relative to world origin, need to calc center
VectorSubtract( push_list[x]->absmax, push_list[x]->absmin, size );
VectorMA( push_list[x]->absmin, 0.5, size, center );
if ( (push_list[x]->spawnflags&1) && push_list[x]->moverState == MOVER_POS1 )
{//if at pos1 and started open, make sure we get the center where it *started* because we're going to add back in the relative values pos1 and pos2
VectorSubtract( center, push_list[x]->pos1, center );
}
else if ( !(push_list[x]->spawnflags&1) && push_list[x]->moverState == MOVER_POS2 )
{//if at pos2, make sure we get the center where it *started* because we're going to add back in the relative values pos1 and pos2
VectorSubtract( center, push_list[x]->pos2, center );
}
VectorAdd( center, push_list[x]->pos1, pos1 );
VectorAdd( center, push_list[x]->pos2, pos2 );
}
else
{//actually has an origin, pos1 and pos2 are absolute
VectorCopy( push_list[x]->currentOrigin, center );
VectorCopy( push_list[x]->pos1, pos1 );
VectorCopy( push_list[x]->pos2, pos2 );
}
if ( Distance( pos1, self->client->renderInfo.eyePoint ) < Distance( pos2, self->client->renderInfo.eyePoint ) )
{//pos1 is closer
if ( push_list[x]->moverState == MOVER_POS1 )
{//at the closest pos
if ( pull )
{//trying to pull, but already at closest point, so screw it
continue;
}
}
else if ( push_list[x]->moverState == MOVER_POS2 )
{//at farthest pos
if ( !pull )
{//trying to push, but already at farthest point, so screw it
continue;
}
}
}
else
{//pos2 is closer
if ( push_list[x]->moverState == MOVER_POS1 )
{//at the farthest pos
if ( !pull )
{//trying to push, but already at farthest point, so screw it
continue;
}
}
else if ( push_list[x]->moverState == MOVER_POS2 )
{//at closest pos
if ( pull )
{//trying to pull, but already at closest point, so screw it
continue;
}
}
}
GEntity_UseFunc( push_list[x], self, self );
}
else if ( push_list[x]->s.eType == ET_MISSILE/*thermal resting on ground*/
|| push_list[x]->s.eType == ET_ITEM
|| push_list[x]->e_ThinkFunc == thinkF_G_RunObject || Q_stricmp( "limb", push_list[x]->classname ) == 0 )
{//general object, toss it
vec3_t pushDir, kvel;
float knockback = pull?0:200;
float mass = 200;
if ( pull )
{
if ( push_list[x]->s.eType == ET_ITEM )
{//pull it to a little higher point
vec3_t adjustedOrg;
VectorCopy( self->currentOrigin, adjustedOrg );
adjustedOrg[2] += self->maxs[2]/3;
VectorSubtract( adjustedOrg, push_list[x]->currentOrigin, pushDir );
}
else
{
VectorSubtract( self->currentOrigin, push_list[x]->currentOrigin, pushDir );
}
knockback += VectorNormalize( pushDir );
if ( knockback > 200 )
{
knockback = 200;
}
if ( push_list[x]->s.eType == ET_ITEM
&& push_list[x]->item
&& push_list[x]->item->giType == IT_HOLDABLE
&& push_list[x]->item->giTag == INV_SECURITY_KEY )
{//security keys are pulled with less enthusiasm
if ( knockback > 100 )
{
knockback = 100;
}
}
else if ( knockback > 200 )
{
knockback = 200;
}
}
else
{
//HMM, if I have an auto-enemy & he's in front of me, push it toward him?
VectorSubtract( push_list[x]->currentOrigin, self->currentOrigin, pushDir );
knockback -= VectorNormalize( pushDir );
if ( knockback < 100 )
{
knockback = 100;
}
}
//FIXME: if pull a FL_FORCE_PULLABLE_ONLY, clear the flag, assuming it's no longer in solid? or check?
VectorCopy( push_list[x]->currentOrigin, push_list[x]->s.pos.trBase );
push_list[x]->s.pos.trTime = level.time; // move a bit on the very first frame
if ( push_list[x]->s.pos.trType != TR_INTERPOLATE )
{//don't do this to rolling missiles
push_list[x]->s.pos.trType = TR_GRAVITY;
}
if ( push_list[x]->e_ThinkFunc == thinkF_G_RunObject && push_list[x]->physicsBounce )
{
mass = push_list[x]->physicsBounce;
}
if ( mass < 50 )
{//???
mass = 50;
}
if ( g_gravity->value > 0 )
{
VectorScale( pushDir, g_knockback->value * knockback / mass * 0.8, kvel );
kvel[2] = pushDir[2] * g_knockback->value * knockback / mass * 1.5;
}
else
{
VectorScale( pushDir, g_knockback->value * knockback / mass, kvel );
}
VectorAdd( push_list[x]->s.pos.trDelta, kvel, push_list[x]->s.pos.trDelta );
if ( g_gravity->value > 0 )
{
if ( push_list[x]->s.pos.trDelta[2] < knockback )
{
push_list[x]->s.pos.trDelta[2] = knockback;
}
}
//no trDuration?
if ( push_list[x]->e_ThinkFunc != thinkF_G_RunObject )
{//objects spin themselves?
//spin it
//FIXME: messing with roll ruins the rotational center???
push_list[x]->s.apos.trTime = level.time;
push_list[x]->s.apos.trType = TR_LINEAR;
VectorClear( push_list[x]->s.apos.trDelta );
push_list[x]->s.apos.trDelta[1] = Q_irand( -800, 800 );
}
if ( Q_stricmp( "limb", push_list[x]->classname ) == 0 )
{//make sure it runs it's physics
push_list[x]->e_ThinkFunc = thinkF_LimbThink;
push_list[x]->nextthink = level.time + FRAMETIME;
}
push_list[x]->forcePushTime = level.time + 600; // let the push effect last for 600 ms
if ( push_list[x]->item && push_list[x]->item->giTag == INV_SECURITY_KEY )
{
AddSightEvent( player, push_list[x]->currentOrigin, 128, AEL_DISCOVERED );//security keys are more important
}
else
{
AddSightEvent( player, push_list[x]->currentOrigin, 128, AEL_SUSPICIOUS );//hmm... or should this always be discovered?
}
}
else if ( push_list[x]->s.weapon == WP_TURRET
&& !Q_stricmp( "PAS", push_list[x]->classname )
&& push_list[x]->s.apos.trType == TR_STATIONARY )
{//a portable turret
WP_KnockdownTurret( self, push_list[x] );
}
}
if ( pull )
{
if ( self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 )
{//at level 3, can pull multiple, so it costs more
actualCost = forcePowerNeeded[FP_PUSH]*ent_count;
if ( actualCost > 50 )
{
actualCost = 50;
}
else if ( actualCost < cost )
{
actualCost = cost;
}
}
else
{
actualCost = cost;
}
WP_ForcePowerStart( self, FP_PULL, actualCost );
}
else
{
if ( self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_2 )
{//at level 3, can push multiple, so costs more
actualCost = forcePowerNeeded[FP_PUSH]*ent_count;
if ( actualCost > 50 )
{
actualCost = 50;
}
else if ( actualCost < cost )
{
actualCost = cost;
}
}
else if ( self->client->ps.forcePowerLevel[FP_PUSH] > FORCE_LEVEL_1 )
{//at level 3, can push multiple, so costs more
actualCost = floor(forcePowerNeeded[FP_PUSH]*ent_count/1.5f);
if ( actualCost > 50 )
{
actualCost = 50;
}
else if ( actualCost < cost )
{
actualCost = cost;
}
}
else
{
actualCost = cost;
}
WP_ForcePowerStart( self, FP_PUSH, actualCost );
}
}
else
{//didn't push or pull anything? don't penalize them too much
if ( pull )
{
WP_ForcePowerStart( self, FP_PULL, 5 );
}
else
{
WP_ForcePowerStart( self, FP_PUSH, 5 );
}
}
if ( self->NPC )
{//NPCs can push more often
//FIXME: vary by rank and game skill?
self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + 200;
}
else
{
self->client->ps.forcePowerDebounce[FP_PUSH] = level.time + self->client->ps.torsoAnimTimer + 500;
}
}
void ForceSpeed( gentity_t *self, int duration )
{
if ( self->health <= 0 )
{
return;
}
if ( !WP_ForcePowerUsable( self, FP_SPEED, 0 ) )
{
return;
}
if ( self->client->ps.saberLockTime > level.time )
{//FIXME: can this be a way to break out?
return;
}
if ( !self->s.number && in_camera )
{//player can't use force powers in cinematic
return;
}
WP_ForcePowerStart( self, FP_SPEED, 0 );
if ( duration )
{
self->client->ps.forcePowerDuration[FP_SPEED] = level.time + duration;
}
G_Sound( self, G_SoundIndex( "sound/weapons/force/speed.wav" ) );
#ifdef _IMMERSION
G_Force( self, G_ForceIndex( "fffx/weapons/force/speed", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
}
void ForceHeal( gentity_t *self )
{
if ( self->health <= 0 || self->client->ps.stats[STAT_MAX_HEALTH] <= self->health )
{
return;
}
if ( !WP_ForcePowerUsable( self, FP_HEAL, 20 ) )
{//must have enough force power for at least 5 points of health
return;
}
if ( self->painDebounceTime > level.time || (self->client->ps.weaponTime&&self->client->ps.weapon!=WP_NONE) )
{//can't initiate a heal while taking pain or attacking
return;
}
if ( self->client->ps.saberLockTime > level.time )
{//FIXME: can this be a way to break out?
return;
}
if ( !self->s.number && in_camera )
{//player can't use force powers in cinematic
return;
}
/*
if ( self->client->ps.forcePowerLevel[FP_HEAL] > FORCE_LEVEL_2 )
{//instant heal
//no more than available force power
int max = self->client->ps.forcePower;
if ( max > MAX_FORCE_HEAL )
{//no more than max allowed
max = MAX_FORCE_HEAL;
}
if ( max > self->client->ps.stats[STAT_MAX_HEALTH] - self->health )
{//no more than what's missing
max = self->client->ps.stats[STAT_MAX_HEALTH] - self->health;
}
self->health += max;
WP_ForcePowerDrain( self, FP_HEAL, max );
G_SoundOnEnt( self, CHAN_VOICE, va( "sound/weapons/force/heal%d.mp3", Q_irand( 1, 4 ) ) );
}
else
*/
{
//start health going up
//NPC_SetAnim( self, SETANIM_TORSO, ?, SETANIM_FLAG_OVERRIDE );
WP_ForcePowerStart( self, FP_HEAL, 0 );
if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_2 )
{//must meditate
//FIXME: holster weapon (select WP_NONE?)
//FIXME: BOTH_FORCEHEAL_START
NPC_SetAnim( self, SETANIM_BOTH, BOTH_FORCEHEAL_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
self->client->ps.saberBlocked = BLOCKED_NONE;
self->client->ps.torsoAnimTimer = self->client->ps.legsAnimTimer = FORCE_HEAL_INTERVAL*MAX_FORCE_HEAL + 2000;//???
if ( self->client->ps.saberActive )
{
self->client->ps.saberActive = qfalse;//turn off saber when meditating
if ( self->client->playerTeam == TEAM_PLAYER )
{
G_SoundOnEnt( self, CHAN_WEAPON, "sound/weapons/saber/saberoff.wav" );
#ifdef _IMMERSION
G_Force( self, G_ForceIndex( "fffx/weapons/saber/saberoff", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
}
else
{
G_SoundOnEnt( self, CHAN_WEAPON, "sound/weapons/saber/enemy_saber_off.wav" );
#ifdef _IMMERSION
G_Force( self, G_ForceIndex( "fffx/weapons/saber/enemy_saber_off", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
}
}
}
else
{//just a quick gesture
/*
//Can't get an anim that looks good...
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEHEAL_QUICK, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
self->client->ps.saberBlocked = BLOCKED_NONE;
*/
}
}
//FIXME: always play healing effect
G_SoundOnEnt( self, CHAN_ITEM, "sound/weapons/force/heal.mp3" );
#ifdef _IMMERSION
G_Force( self, G_ForceIndex( "fffx/weapons/force/heal", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
}
extern void NPC_PlayConfusionSound( gentity_t *self );
extern void NPC_Jedi_PlayConfusionSound( gentity_t *self );
qboolean WP_CheckBreakControl( gentity_t *self )
{
if ( !self )
{
return qfalse;
}
if ( !self->s.number )
{//player
if ( self->client && self->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_3 )
{//control-level
if ( self->client->ps.viewEntity > 0 && self->client->ps.viewEntity < ENTITYNUM_WORLD )
{//we are in a viewentity
gentity_t *controlled = &g_entities[self->client->ps.viewEntity];
if ( controlled->NPC && controlled->NPC->controlledTime > level.time )
{//it is an NPC we controlled
//clear it and return
G_ClearViewEntity( self );
return qtrue;
}
}
}
}
else
{//NPC
if ( self->NPC && self->NPC->controlledTime > level.time )
{//being controlled
gentity_t *controller = &g_entities[0];
if ( controller->client && controller->client->ps.viewEntity == self->s.number )
{//we are being controlled by player
if ( controller->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_3 )
{//control-level mind trick
//clear the control and return
G_ClearViewEntity( controller );
return qtrue;
}
}
}
}
return qfalse;
}
void ForceTelepathy( gentity_t *self )
{
trace_t tr;
vec3_t end, forward;
gentity_t *traceEnt;
qboolean targetLive = qfalse;
if ( WP_CheckBreakControl( self ) )
{
return;
}
if ( self->health <= 0 )
{
return;
}
//FIXME: if mind trick 3 and aiming at an enemy need more force power
if ( !WP_ForcePowerUsable( self, FP_TELEPATHY, 0 ) )
{
return;
}
if ( self->client->ps.weaponTime >= 800 )
{//just did one!
return;
}
if ( self->client->ps.saberLockTime > level.time )
{//FIXME: can this be a way to break out?
return;
}
if ( !self->s.number && in_camera )
{//player can't use force powers in cinematic
return;
}
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
VectorNormalize( forward );
VectorMA( self->client->renderInfo.eyePoint, 2048, forward, end );
//Cause a distraction if enemy is not fighting
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, end, self->s.number, MASK_OPAQUE|CONTENTS_BODY );
if ( tr.entityNum == ENTITYNUM_NONE || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
{
return;
}
traceEnt = &g_entities[tr.entityNum];
if( traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE )
{
return;
}
if ( traceEnt && traceEnt->client )
{
switch ( traceEnt->client->NPC_class )
{
case CLASS_GALAKMECH://cant grip him, he's in armor
case CLASS_ATST://much too big to grip!
//no droids either
case CLASS_PROBE:
case CLASS_GONK:
case CLASS_R2D2:
case CLASS_R5D2:
case CLASS_MARK1:
case CLASS_MARK2:
case CLASS_MOUSE:
case CLASS_SEEKER:
case CLASS_REMOTE:
case CLASS_PROTOCOL:
break;
default:
targetLive = qtrue;
break;
}
}
if ( targetLive && traceEnt->NPC )
{//hit an organic non-player
if ( G_ActivateBehavior( traceEnt, BSET_MINDTRICK ) )
{//activated a script on him
//FIXME: do the visual sparkles effect on their heads, still?
WP_ForcePowerStart( self, FP_TELEPATHY, 0 );
}
else if ( traceEnt->client->playerTeam != self->client->playerTeam )
{//an enemy
int override = 0;
if ( (traceEnt->NPC->scriptFlags&SCF_NO_MIND_TRICK) )
{
if ( traceEnt->client->NPC_class == CLASS_GALAKMECH )
{
G_AddVoiceEvent( NPC, Q_irand( EV_CONFUSE1, EV_CONFUSE3 ), Q_irand( 3000, 5000 ) );
}
}
else if ( self->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_3 )
{//control them, even jedi
G_SetViewEntity( self, traceEnt );
traceEnt->NPC->controlledTime = level.time + 30000;
}
else if ( traceEnt->s.weapon != WP_SABER )
{//haha! Jedi aren't easily confused!
if ( self->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_2 )
{//turn them to our side
//if mind trick 3 and aiming at an enemy need more force power
override = 50;
if ( self->client->ps.forcePower < 50 )
{
return;
}
if ( traceEnt->s.weapon != WP_NONE )
{//don't charm people who aren't capable of fighting... like ugnaughts and droids
if ( traceEnt->enemy )
{
G_ClearEnemy( traceEnt );
}
if ( traceEnt->NPC )
{
//traceEnt->NPC->tempBehavior = BS_FOLLOW_LEADER;
traceEnt->client->leader = self;
}
//FIXME: maybe pick an enemy right here?
team_t saveTeam = traceEnt->client->enemyTeam;
traceEnt->client->enemyTeam = traceEnt->client->playerTeam;
traceEnt->client->playerTeam = saveTeam;
//FIXME: need a *charmed* timer on this...? Or do TEAM_PLAYERS assume that "confusion" means they should switch to team_enemy when done?
traceEnt->NPC->charmedTime = level.time + mindTrickTime[self->client->ps.forcePowerLevel[FP_TELEPATHY]];
}
}
else
{//just confuse them
//somehow confuse them? Set don't fire to true for a while? Drop their aggression? Maybe just take their enemy away and don't let them pick one up for a while unless shot?
traceEnt->NPC->confusionTime = level.time + mindTrickTime[self->client->ps.forcePowerLevel[FP_TELEPATHY]];//confused for about 10 seconds
NPC_PlayConfusionSound( traceEnt );
if ( traceEnt->enemy )
{
G_ClearEnemy( traceEnt );
}
}
}
else
{
NPC_Jedi_PlayConfusionSound( traceEnt );
}
WP_ForcePowerStart( self, FP_TELEPATHY, override );
}
else if ( traceEnt->client->playerTeam == self->client->playerTeam )
{//an ally
//maybe just have him look at you? Respond? Take your enemy?
if ( traceEnt->client->ps.pm_type < PM_DEAD && traceEnt->NPC!=NULL && !(traceEnt->NPC->scriptFlags&SCF_NO_RESPONSE) )
{
NPC_UseResponse( traceEnt, self, qfalse );
WP_ForcePowerStart( self, FP_TELEPATHY, 1 );
}
}//NOTE: no effect on TEAM_NEUTRAL?
vec3_t eyeDir;
AngleVectors( traceEnt->client->renderInfo.eyeAngles, eyeDir, NULL, NULL );
VectorNormalize( eyeDir );
G_PlayEffect( "force_touch", traceEnt->client->renderInfo.eyePoint, eyeDir );
//make sure this plays and that you cannot press fire for about 1 second after this
//FIXME: BOTH_FORCEMINDTRICK or BOTH_FORCEDISTRACT
NPC_SetAnim( self, SETANIM_TORSO, BOTH_MINDTRICK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD );
//FIXME: build-up or delay this until in proper part of anim
}
else
{
if ( self->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_1 && tr.fraction * 2048 > 64 )
{//don't create a diversion less than 64 from you of if at power level 1
//use distraction anim instead
G_PlayEffect( G_EffectIndex( "force_touch" ), tr.endpos, tr.plane.normal );
//FIXME: these events don't seem to always be picked up...?
AddSoundEvent( self, tr.endpos, 512, AEL_SUSPICIOUS, qtrue );
AddSightEvent( self, tr.endpos, 512, AEL_SUSPICIOUS, 50 );
WP_ForcePowerStart( self, FP_TELEPATHY, 0 );
}
NPC_SetAnim( self, SETANIM_TORSO, BOTH_MINDTRICK2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_RESTART|SETANIM_FLAG_HOLD );
}
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
self->client->ps.saberBlocked = BLOCKED_NONE;
self->client->ps.weaponTime = 1000;
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
{
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
}
}
void ForceGrip( gentity_t *self )
{//FIXME: make enemy Jedi able to use this
trace_t tr;
vec3_t end, forward;
gentity_t *traceEnt = NULL;
if ( self->health <= 0 )
{
return;
}
if ( !self->s.number && (cg.zoomMode || in_camera) )
{//can't force grip when zoomed in or in cinematic
return;
}
if ( self->client->ps.leanofs )
{//can't force-grip while leaning
return;
}
if ( self->client->ps.forceGripEntityNum <= ENTITYNUM_WORLD )
{//already gripping
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
{
self->client->ps.forcePowerDuration[FP_GRIP] = level.time + 100;
self->client->ps.weaponTime = 1000;
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
{
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
}
}
return;
}
if ( !WP_ForcePowerUsable( self, FP_GRIP, 0 ) )
{//can't use it right now
return;
}
if ( self->client->ps.forcePower < 26 )
{//need 20 to start, 6 to hold it for any decent amount of time...
return;
}
if ( self->client->ps.weaponTime )
{//busy
return;
}
if ( self->client->ps.saberLockTime > level.time )
{//FIXME: can this be a way to break out?
return;
}
//Cause choking anim + health drain in ent in front of me
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
self->client->ps.saberBlocked = BLOCKED_NONE;
self->client->ps.weaponTime = 1000;
if ( self->client->ps.forcePowersActive&(1<<FP_SPEED) )
{
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
}
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
VectorNormalize( forward );
VectorMA( self->client->renderInfo.handLPoint, FORCE_GRIP_DIST, forward, end );
if ( self->enemy && (self->s.number || InFront( self->enemy->currentOrigin, self->client->renderInfo.eyePoint, self->client->ps.viewangles, 0.2f ) ) )
{//NPCs can always lift enemy since we assume they're looking at them, players need to be facing the enemy
if ( gi.inPVS( self->enemy->currentOrigin, self->client->renderInfo.eyePoint ) )
{//must be in PVS
gi.trace( &tr, self->client->renderInfo.eyePoint, vec3_origin, vec3_origin, self->enemy->currentOrigin, self->s.number, MASK_SHOT );
if ( tr.fraction == 1.0f || tr.entityNum == self->enemy->s.number )
{//must have clear LOS
traceEnt = self->enemy;
}
}
}
if ( !traceEnt )
{//okay, trace straight ahead and see what's there
gi.trace( &tr, self->client->renderInfo.handLPoint, vec3_origin, vec3_origin, end, self->s.number, MASK_SHOT );
if ( tr.entityNum >= ENTITYNUM_WORLD || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
{
return;
}
traceEnt = &g_entities[tr.entityNum];
}
if ( !traceEnt || traceEnt == self/*???*/ || traceEnt->bmodel || (traceEnt->health <= 0 && traceEnt->takedamage) || (traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE) )
{
return;
}
if ( traceEnt->client )
{
if ( traceEnt->client->ps.forceJumpZStart )
{//can't catch them in mid force jump - FIXME: maybe base it on velocity?
return;
}
switch ( traceEnt->client->NPC_class )
{
case CLASS_GALAKMECH://cant grip him, he's in armor
G_AddVoiceEvent( traceEnt, Q_irand(EV_PUSHED1, EV_PUSHED3), Q_irand( 3000, 5000 ) );
return;
break;
case CLASS_ATST://much too big to grip!
return;
//no droids either...?
case CLASS_GONK:
case CLASS_R2D2:
case CLASS_R5D2:
case CLASS_MARK1:
case CLASS_MARK2:
case CLASS_MOUSE://?
case CLASS_PROTOCOL:
//*sigh*... in JK3, you'll be able to grab and move *anything*...
return;
break;
case CLASS_PROBE:
case CLASS_SEEKER:
case CLASS_REMOTE:
case CLASS_SENTRY:
case CLASS_INTERROGATOR:
//*sigh*... in JK3, you'll be able to grab and move *anything*...
return;
break;
case CLASS_DESANN://Desann cannot be gripped, he just pushes you back instantly
Jedi_PlayDeflectSound( traceEnt );
ForceThrow( traceEnt, qfalse );
return;
break;
case CLASS_REBORN:
case CLASS_SHADOWTROOPER:
case CLASS_TAVION:
case CLASS_JEDI:
case CLASS_LUKE:
if ( traceEnt->NPC && traceEnt->NPC->rank > RANK_CIVILIAN && self->client->ps.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2 )
{
Jedi_PlayDeflectSound( traceEnt );
ForceThrow( traceEnt, qfalse );
return;
}
break;
}
if ( traceEnt->s.weapon == WP_EMPLACED_GUN )
{//FIXME: maybe can pull them out?
return;
}
if ( self->enemy && traceEnt != self->enemy && traceEnt->client->playerTeam == self->client->playerTeam )
{//can't accidently grip your teammate in combat
return;
}
}
else
{//can't grip non-clients... right?
return;
}
WP_ForcePowerStart( self, FP_GRIP, 20 );
//FIXME: rule out other things?
//FIXME: Jedi resist, like the push and pull?
self->client->ps.forceGripEntityNum = traceEnt->s.number;
//if ( traceEnt->client )
{
G_AddVoiceEvent( traceEnt, Q_irand(EV_PUSHED1, EV_PUSHED3), 2000 );
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 || traceEnt->s.weapon == WP_SABER )
{//if we pick up & carry, drop their weap
if ( traceEnt->s.weapon )
{
if ( traceEnt->s.weapon != WP_SABER )
{
WP_DropWeapon( traceEnt, NULL );
}
else
{
//turn it off?
traceEnt->client->ps.saberActive = qfalse;
G_SoundOnEnt( traceEnt, CHAN_WEAPON, "sound/weapons/saber/saberoffquick.wav" );
#ifdef _IMMERSION
G_Force( traceEnt, G_ForceIndex( "fffx/weapons/saber/saberoffquick", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
}
}
}
//else FIXME: need a one-armed choke if we're not on a high enough level to make them drop their gun
VectorCopy( traceEnt->client->renderInfo.headPoint, self->client->ps.forceGripOrg );
}
/*
else
{
VectorCopy( traceEnt->currentOrigin, self->client->ps.forceGripOrg );
}
*/
self->client->ps.forceGripOrg[2] += 48;//FIXME: define?
if ( self->client->ps.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2 )
{//just a duration
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + 250;
self->client->ps.forcePowerDuration[FP_GRIP] = level.time + 5000;
traceEnt->s.loopSound = G_SoundIndex( "sound/weapons/force/grip.mp3" );
#ifdef _IMMERSION
G_Force( self, G_ForceIndex( "fffx/weapons/force/gripcast", FF_CHANNEL_FORCE ) );
//G_Force( traceEnt, G_ForceIndex( "fffx/weapons/force/grip", FF_CHANNEL_DAMAGE ) );
#endif // _IMMERSION
}
else
{
if ( self->client->ps.forcePowerLevel[FP_GRIP] == FORCE_LEVEL_2 )
{//lifting sound? or always?
}
//if ( traceEnt->s.number )
{//picks them up for a second first
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + 1000;
}
/*
else
{//player should take damage right away
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + 250;
}
*/
self->s.loopSound = G_SoundIndex( "sound/weapons/force/grip.mp3" );
}
}
void ForceLightning( gentity_t *self )
{
if ( self->health <= 0 )
{
return;
}
if ( !self->s.number && (cg.zoomMode || in_camera) )
{//can't force lightning when zoomed in or in cinematic
return;
}
if ( self->client->ps.leanofs )
{//can't force-lightning while leaning
return;
}
if ( self->client->ps.forcePower < 25 || !WP_ForcePowerUsable( self, FP_LIGHTNING, 0 ) )
{
return;
}
if ( self->client->ps.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.saberLockTime > level.time )
{//FIXME: can this be a way to break out?
return;
}
//Shoot lightning from hand
//make sure this plays and that you cannot press fire for about 1 second after this
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] < FORCE_LEVEL_2 )
{
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
else
{
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
self->client->ps.saberBlocked = BLOCKED_NONE;
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/lightning.wav" );
#ifdef _IMMERSION
G_Force( self, G_ForceIndex( "fffx/weapons/force/lightning", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] < FORCE_LEVEL_2 )
{//short burst
//G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/lightning.wav" );
}
else
{//holding it
self->s.loopSound = G_SoundIndex( "sound/weapons/force/lightning2.wav" );
}
//FIXME: build-up or delay this until in proper part of anim
self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
WP_ForcePowerStart( self, FP_LIGHTNING, self->client->ps.torsoAnimTimer );
}
void ForceLightningDamage( gentity_t *self, gentity_t *traceEnt, vec3_t dir, float dist, float dot, vec3_t impactPoint )
{
if( traceEnt->NPC && traceEnt->NPC->scriptFlags & SCF_NO_FORCE )
{
return;
}
if ( traceEnt && traceEnt->takedamage )
{
if ( !traceEnt->client || traceEnt->client->playerTeam != self->client->playerTeam || self->enemy == traceEnt || traceEnt->enemy == self )
{//an enemy or object
int dmg;
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 )
{//more damage if closer and more in front
dmg = 1;
if ( dist < 100 )
{
dmg += 2;
}
else if ( dist < 200 )
{
dmg += 1;
}
if ( dot > 0.9f )
{
dmg += 2;
}
else if ( dot > 0.7f )
{
dmg += 1;
}
}
else
{
dmg = Q_irand( 1, 3 );//*self->client->ps.forcePowerLevel[FP_LIGHTNING];
}
if ( traceEnt->client && traceEnt->health > 0 && ( traceEnt->client->NPC_class == CLASS_DESANN || traceEnt->client->NPC_class == CLASS_LUKE ) )
{//Luke and Desann can shield themselves from the attack
//FIXME: shield effect or something?
int parts;
if ( traceEnt->client->ps.groundEntityNum != ENTITYNUM_NONE && !PM_SpinningSaberAnim( traceEnt->client->ps.legsAnim ) && !PM_FlippingAnim( traceEnt->client->ps.legsAnim ) && !PM_RollingAnim( traceEnt->client->ps.legsAnim ) )
{//if on a surface and not in a spin or flip, play full body resist
parts = SETANIM_BOTH;
}
else
{//play resist just in torso
parts = SETANIM_TORSO;
}
NPC_SetAnim( traceEnt, parts, BOTH_RESISTPUSH, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
Jedi_PlayDeflectSound( traceEnt );
dmg = 0;
}
else if ( traceEnt->s.weapon == WP_SABER )
{
if ( Q_irand( 0, 1 ) )
{//jedi less likely to be damaged
dmg = 0;
}
else
{
dmg = 1;
}
}
if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAK )
{
if ( traceEnt->client->ps.powerups[PW_GALAK_SHIELD] )
{//has shield up
dmg = 0;
}
}
G_Damage( traceEnt, self, self, dir, impactPoint, dmg, 0, MOD_ELECTROCUTE );
if ( traceEnt->client )
{
if ( !Q_irand( 0, 2 ) )
{
G_Sound( traceEnt, G_SoundIndex( va( "sound/weapons/force/lightninghit%d.wav", Q_irand( 1, 3 ) ) ) );
}
traceEnt->s.powerups |= ( 1 << PW_SHOCKED );
// If we are dead or we are a bot, we can do the full version
class_t npc_class = traceEnt->client->NPC_class;
if ( traceEnt->health <= 0 || ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE ||
npc_class == CLASS_MOUSE || npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_REMOTE ||
npc_class == CLASS_R5D2 || npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 ||
npc_class == CLASS_MARK2 || npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST ) ||
npc_class == CLASS_SENTRY )
{
traceEnt->client->ps.powerups[PW_SHOCKED] = level.time + 4000;
}
else //short version
{
traceEnt->client->ps.powerups[PW_SHOCKED] = level.time + 500;
}
}
}
}
}
void ForceShootLightning( gentity_t *self )
{
trace_t tr;
vec3_t end, forward;
gentity_t *traceEnt;
if ( self->health <= 0 )
{
return;
}
if ( !self->s.number && cg.zoomMode )
{//can't force lightning when zoomed in
return;
}
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
VectorNormalize( forward );
//FIXME: if lightning hits water, do water-only-flagged radius damage from that point
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 )
{//arc
vec3_t center, mins, maxs, dir, ent_org, size, v;
float radius = 512, dot, dist;
gentity_t *entityList[MAX_GENTITIES];
int e, numListedEntities, i;
VectorCopy( self->currentOrigin, center );
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = center[i] - radius;
maxs[i] = center[i] + radius;
}
numListedEntities = gi.EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ )
{
traceEnt = entityList[e];
if ( !traceEnt )
continue;
if ( traceEnt == self )
continue;
if ( traceEnt->owner == self && 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;
//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->absmin[i] )
{
v[i] = traceEnt->absmin[i] - center[i];
} else if ( center[i] > traceEnt->absmax[i] )
{
v[i] = center[i] - traceEnt->absmax[i];
} else
{
v[i] = 0;
}
}
VectorSubtract( traceEnt->absmax, traceEnt->absmin, size );
VectorMA( traceEnt->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->bmodel && !gi.inPVS( ent_org, self->client->renderInfo.handLPoint ) )
{//must be in PVS
continue;
}
//Now check and see if we can actually hit it
gi.trace( &tr, self->client->renderInfo.handLPoint, 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
//FIXME: maybe add up the ents and do more damage the less ents there are
// as if we're spreading out the damage?
ForceLightningDamage( self, traceEnt, dir, dist, dot, ent_org );
}
}
else
{//trace-line
int ignore = self->s.number;
int traces = 0;
vec3_t start;
VectorCopy( self->client->renderInfo.handLPoint, start );
VectorMA( self->client->renderInfo.handLPoint, 2048, forward, end );
while ( traces < 10 )
{//need to loop this in case we hit a Jedi who dodges the shot
gi.trace( &tr, start, vec3_origin, vec3_origin, end, ignore, MASK_SHOT, G2_RETURNONHIT, 0 );
if ( tr.entityNum == ENTITYNUM_NONE || tr.fraction == 1.0 || tr.allsolid || tr.startsolid )
{
return;
}
traceEnt = &g_entities[tr.entityNum];
//NOTE: only NPCs do this auto-dodge
if ( traceEnt && traceEnt->s.number && traceEnt->s.weapon == WP_SABER )//&& traceEnt->NPC
{//FIXME: need a more reliable way to know we hit a jedi?
if ( !Jedi_DodgeEvasion( traceEnt, self, &tr, HL_NONE ) )
{//act like we didn't even hit him
VectorCopy( tr.endpos, start );
ignore = tr.entityNum;
traces++;
continue;
}
}
//a Jedi is not dodging this shot
break;
}
traceEnt = &g_entities[tr.entityNum];
ForceLightningDamage( self, traceEnt, forward, 0, 0, tr.endpos );
}
}
void ForceJumpCharge( gentity_t *self, usercmd_t *ucmd )
{
float forceJumpChargeInterval = forceJumpStrength[0] / (FORCE_JUMP_CHARGE_TIME/FRAMETIME);
if ( self->health <= 0 )
{
return;
}
if ( !self->s.number && cg.zoomMode )
{//can't force jump when zoomed in
return;
}
//need to play sound
if ( !self->client->ps.forceJumpCharge )
{//FIXME: this should last only as long as the actual charge-up
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jumpbuild.wav" );
#ifdef _IMMERSION
G_Force( self, G_ForceIndex( "fffx/weapons/force/jumpbuild", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
}
//Increment
self->client->ps.forceJumpCharge += forceJumpChargeInterval;
//clamp to max strength for current level
if ( self->client->ps.forceJumpCharge > forceJumpStrength[self->client->ps.forcePowerLevel[FP_LEVITATION]] )
{
self->client->ps.forceJumpCharge = forceJumpStrength[self->client->ps.forcePowerLevel[FP_LEVITATION]];
}
//clamp to max available force power
if ( self->client->ps.forceJumpCharge/forceJumpChargeInterval/(FORCE_JUMP_CHARGE_TIME/FRAMETIME)*forcePowerNeeded[FP_LEVITATION] > self->client->ps.forcePower )
{//can't use more than you have
self->client->ps.forceJumpCharge = self->client->ps.forcePower*forceJumpChargeInterval/(FORCE_JUMP_CHARGE_TIME/FRAMETIME);
}
//FIXME: a simple tap should always do at least a normal height's jump?
}
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;
}
}
VectorMA( self->client->ps.velocity, pushFwd, forward, jumpVel );
VectorMA( self->client->ps.velocity, pushRt, right, jumpVel );
jumpVel[2] += self->client->ps.forceJumpCharge;//forceJumpStrength;
if ( pushFwd > 0 && self->client->ps.forceJumpCharge > 200 )
{
return FJ_FORWARD;
}
else if ( pushFwd < 0 && self->client->ps.forceJumpCharge > 200 )
{
return FJ_BACKWARD;
}
else if ( pushRt > 0 && self->client->ps.forceJumpCharge > 200 )
{
return FJ_RIGHT;
}
else if ( pushRt < 0 && self->client->ps.forceJumpCharge > 200 )
{
return FJ_LEFT;
}
else
{//FIXME: jump straight up anim
return FJ_UP;
}
}
void ForceJump( gentity_t *self, usercmd_t *ucmd )
{
if ( self->client->ps.forcePowerDuration[FP_LEVITATION] > level.time )
{
return;
}
if ( !WP_ForcePowerUsable( self, FP_LEVITATION, 0 ) )
{
return;
}
if ( self->s.groundEntityNum == ENTITYNUM_NONE )
{
return;
}
if ( self->client->ps.pm_flags&PMF_JUMP_HELD )
{
return;
}
if ( self->health <= 0 )
{
return;
}
if ( !self->s.number && (cg.zoomMode || in_camera) )
{//can't force jump when zoomed in or in cinematic
return;
}
if ( self->client->ps.saberLockTime > level.time )
{//FIXME: can this be a way to break out?
return;
}
G_SoundOnEnt( self, CHAN_BODY, "sound/weapons/force/jump.wav" );
#ifdef _IMMERSION
G_Force( self, G_ForceIndex( "fffx/weapons/force/jump", FF_CHANNEL_WEAPON ) );
#endif // _IMMERSION
float forceJumpChargeInterval = forceJumpStrength[self->client->ps.forcePowerLevel[FP_LEVITATION]]/(FORCE_JUMP_CHARGE_TIME/FRAMETIME);
int anim;
vec3_t jumpVel;
switch( WP_GetVelocityForForceJump( self, jumpVel, ucmd ) )
{
case FJ_FORWARD:
if ( self->NPC && self->NPC->rank != RANK_CREWMAN && self->NPC->rank <= RANK_LT_JG )
{//can't do acrobatics
anim = BOTH_FORCEJUMP1;
}
else
{
anim = BOTH_FLIP_F;
}
break;
case FJ_BACKWARD:
if ( self->NPC && self->NPC->rank != RANK_CREWMAN && self->NPC->rank <= RANK_LT_JG )
{//can't do acrobatics
anim = BOTH_FORCEJUMPBACK1;
}
else
{
anim = BOTH_FLIP_B;
}
break;
case FJ_RIGHT:
if ( self->NPC && self->NPC->rank != RANK_CREWMAN && self->NPC->rank <= RANK_LT_JG )
{//can't do acrobatics
anim = BOTH_FORCEJUMPRIGHT1;
}
else
{
anim = BOTH_FLIP_R;
}
break;
case FJ_LEFT:
if ( self->NPC && self->NPC->rank != RANK_CREWMAN && self->NPC->rank <= RANK_LT_JG )
{//can't do acrobatics
anim = BOTH_FORCEJUMPLEFT1;
}
else
{
anim = BOTH_FLIP_L;
}
break;
default:
case FJ_UP:
anim = BOTH_JUMP1;
break;
}
int parts = SETANIM_BOTH;
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 );
//FIXME: sound effect
self->client->ps.forceJumpZStart = self->currentOrigin[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.forceJumpCharge/forceJumpChargeInterval/(FORCE_JUMP_CHARGE_TIME/FRAMETIME)*forcePowerNeeded[FP_LEVITATION] );
//self->client->ps.forcePowerDuration[FP_LEVITATION] = level.time + self->client->ps.weaponTime;
self->client->ps.forceJumpCharge = 0;
}
void WP_ForcePowerRegenerate( gentity_t *self, int overrideAmt )
{
if ( !self->client )
{
return;
}
if ( self->client->ps.forcePower < self->client->ps.forcePowerMax )
{
if ( overrideAmt )
{
self->client->ps.forcePower += overrideAmt;
}
else
{
self->client->ps.forcePower++;
}
if ( self->client->ps.forcePower > self->client->ps.forcePowerMax )
{
self->client->ps.forcePower = self->client->ps.forcePowerMax;
}
}
}
void WP_ForcePowerDrain( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
{
if ( self->NPC )
{//For now, NPCs have infinite force power
return;
}
//take away the power
int drain = overrideAmt;
if ( !drain )
{
drain = forcePowerNeeded[forcePower];
}
if ( !drain )
{
return;
}
self->client->ps.forcePower -= drain;
if ( self->client->ps.forcePower < 0 )
{
self->client->ps.forcePower = 0;
}
}
void WP_ForcePowerStart( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
{
int duration = 0;
//FIXME: debounce some of these
//and it in
//set up duration time
switch( (int)forcePower )
{
case FP_HEAL:
self->client->ps.forcePowersActive |= ( 1 << forcePower );
self->client->ps.forceHealCount = 0;
break;
case FP_LEVITATION:
self->client->ps.forcePowersActive |= ( 1 << forcePower );
break;
case FP_SPEED:
//duration is always 5 seconds, player time
duration = ceil(FORCE_SPEED_DURATION*forceSpeedValue[self->client->ps.forcePowerLevel[FP_SPEED]]);//FIXME: because the timescale scales down (not instant), this doesn't end up being exactly right...
self->client->ps.forcePowersActive |= ( 1 << forcePower );
self->s.loopSound = G_SoundIndex( "sound/weapons/force/speedloop.wav" );
break;
case FP_PUSH:
break;
case FP_PULL:
break;
case FP_TELEPATHY:
break;
case FP_GRIP:
duration = 1000;
self->client->ps.forcePowersActive |= ( 1 << forcePower );
break;
case FP_LIGHTNING:
duration = overrideAmt;
overrideAmt = 0;
self->client->ps.forcePowersActive |= ( 1 << forcePower );
break;
default:
break;
}
if ( duration )
{
self->client->ps.forcePowerDuration[forcePower] = level.time + duration;
}
else
{
self->client->ps.forcePowerDuration[forcePower] = 0;
}
self->client->ps.forcePowerDebounce[forcePower] = 0;
WP_ForcePowerDrain( self, forcePower, overrideAmt );
if ( !self->s.number )
{
self->client->sess.missionStats.forceUsed[(int)forcePower]++;
}
}
qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
{
if ( forcePower == FP_LEVITATION )
{
return qtrue;
}
int drain = overrideAmt?overrideAmt:forcePowerNeeded[forcePower];
if ( !drain )
{
return qtrue;
}
if ( self->client->ps.forcePower < drain )
{
//G_AddEvent( self, EV_NOAMMO, 0 );
return qfalse;
}
return qtrue;
}
extern void CG_PlayerLockedWeaponSpeech( int jumping );
qboolean WP_ForcePowerUsable( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
{
if ( !(self->client->ps.forcePowersKnown & ( 1 << forcePower )) )
{//don't know this power
return qfalse;
}
if ( self->client->ps.forcePowerLevel[forcePower] <= 0 )
{//can't use this power
return qfalse;
}
if( self->flags & FL_LOCK_PLAYER_WEAPONS ) // yes this locked weapons check also includes force powers, if we need a separate check later I'll make one
{
CG_PlayerLockedWeaponSpeech( qfalse );
return qfalse;
}
if ( (self->client->ps.forcePowersActive & ( 1 << forcePower )) )
{//already using this power
return qfalse;
}
/*
if ( !self->client->ps.forcePowerLevel[(int)(forcePower)] )
{
return qfalse;
}
*/
if ( self->client->NPC_class == CLASS_ATST )
{//Doh! No force powers in an AT-ST!
return qfalse;
}
if ( self->client->ps.vehicleModel != 0 )
{//Doh! No force powers when flying a vehicle!
return qfalse;
}
if ( self->client->ps.viewEntity > 0 && self->client->ps.viewEntity < ENTITYNUM_WORLD )
{//Doh! No force powers when controlling an NPC
return qfalse;
}
if ( self->client->ps.eFlags & EF_LOCKED_TO_WEAPON )
{//Doh! No force powers when in an emplaced gun!
return qfalse;
}
return WP_ForcePowerAvailable( self, forcePower, overrideAmt );
}
void WP_ForcePowerStop( gentity_t *self, forcePowers_t forcePower )
{
gentity_t *gripEnt;
self->client->ps.forcePowersActive &= ~( 1 << forcePower );
switch( (int)forcePower )
{
case FP_HEAL:
//if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_3 )
{//wasn't an instant heal and heal is now done
if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_2 )
{//if in meditation pose, must come out of it
//FIXME: BOTH_FORCEHEAL_STOP
if ( self->client->ps.legsAnim == BOTH_FORCEHEAL_START )
{
NPC_SetAnim( self, SETANIM_LEGS, BOTH_FORCEHEAL_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
if ( self->client->ps.torsoAnim == BOTH_FORCEHEAL_START )
{
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEHEAL_STOP, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
self->client->ps.saberBlocked = BLOCKED_NONE;
}
}
break;
case FP_LEVITATION:
self->client->ps.forcePowerDebounce[FP_LEVITATION] = 0;
break;
case FP_SPEED:
if ( !self->s.number )
{//player using force speed
if ( g_timescale->value != 1.0 )
{
gi.cvar_set("timescale", "1");
}
}
//FIXME: reset my current anim, keeping current frame, but with proper anim speed
// otherwise, the anim will continue playing at high speed
self->s.loopSound = 0;
break;
case FP_PUSH:
break;
case FP_PULL:
break;
case FP_TELEPATHY:
break;
case FP_GRIP:
if ( self->client->ps.forceGripEntityNum < ENTITYNUM_WORLD )
{
gripEnt = &g_entities[self->client->ps.forceGripEntityNum];
if ( gripEnt )
{
gripEnt->s.loopSound = 0;
if ( gripEnt->client )
{
gripEnt->client->ps.eFlags &= ~EF_FORCE_GRIPPED;
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
{//sanity-cap the velocity
float gripVel = VectorNormalize( gripEnt->client->ps.velocity );
if ( gripVel > 500.0f )
{
gripVel = 500.0f;
}
VectorScale( gripEnt->client->ps.velocity, gripVel, gripEnt->client->ps.velocity );
}
//FIXME: they probably dropped their weapon, should we make them flee? Or should AI handle no-weapon behavior?
if ( gripEnt->health > 0 )
{
int holdTime = 500;
G_AddEvent( gripEnt, EV_WATER_CLEAR, 0 );
if ( gripEnt->client->ps.forcePowerDebounce[FP_PUSH] > level.time )
{//they probably pushed out of it
holdTime = 0;
}
else if ( gripEnt->s.weapon == WP_SABER )
{//jedi recover faster
holdTime = self->client->ps.forcePowerLevel[FP_GRIP]*200;
}
else
{
holdTime = self->client->ps.forcePowerLevel[FP_GRIP]*500;
}
//stop the anims soon, keep them locked in place for a bit
if ( gripEnt->client->ps.torsoAnim == BOTH_CHOKE1 || gripEnt->client->ps.torsoAnim == BOTH_CHOKE3 )
{//stop choking anim on torso
if ( gripEnt->client->ps.torsoAnimTimer > holdTime )
{
gripEnt->client->ps.torsoAnimTimer = holdTime;
}
}
if ( gripEnt->client->ps.legsAnim == BOTH_CHOKE1 || gripEnt->client->ps.legsAnim == BOTH_CHOKE3 )
{//stop choking anim on legs
gripEnt->client->ps.legsAnimTimer = 0;
if ( holdTime )
{
//lock them in place for a bit
gripEnt->client->ps.pm_time = gripEnt->client->ps.torsoAnimTimer;
gripEnt->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
if ( gripEnt->s.number )
{//NPC
gripEnt->painDebounceTime = level.time + gripEnt->client->ps.torsoAnimTimer;
}
else
{//player
gripEnt->aimDebounceTime = level.time + gripEnt->client->ps.torsoAnimTimer;
}
}
}
if ( gripEnt->NPC )
{
if ( !(gripEnt->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
{//not falling to their death
gripEnt->NPC->nextBStateThink = level.time + holdTime;
}
//if still alive after stopped gripping, let them wake others up
G_AngerAlert( gripEnt );
}
}
}
else
{
gripEnt->s.eFlags &= ~EF_FORCE_GRIPPED;
if ( gripEnt->s.eType == ET_MISSILE )
{//continue normal movement
if ( gripEnt->s.weapon == WP_THERMAL )
{
gripEnt->s.pos.trType = TR_INTERPOLATE;
}
else
{
gripEnt->s.pos.trType = TR_LINEAR;//FIXME: what about gravity-effected projectiles?
}
VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase );
gripEnt->s.pos.trTime = level.time;
}
else
{//drop it
gripEnt->e_ThinkFunc = thinkF_G_RunObject;
gripEnt->nextthink = level.time + FRAMETIME;
gripEnt->s.pos.trType = TR_GRAVITY;
VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase );
gripEnt->s.pos.trTime = level.time;
}
}
}
self->s.loopSound = 0;
self->client->ps.forceGripEntityNum = ENTITYNUM_NONE;
}
if ( self->client->ps.torsoAnim == BOTH_FORCEGRIP_HOLD )
{
NPC_SetAnim( self, BOTH_FORCEGRIP_RELEASE, BOTH_FORCELIGHTNING_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
break;
case FP_LIGHTNING:
if ( self->client->ps.torsoAnim == BOTH_FORCELIGHTNING_HOLD
|| self->client->ps.torsoAnim == BOTH_FORCELIGHTNING_START )
{
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_RELEASE, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
if ( self->client->ps.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.forcePowerDebounce[FP_LIGHTNING] = level.time + 3000;//FIXME: define?
}
else
{//stop the looping sound
self->client->ps.forcePowerDebounce[FP_LIGHTNING] = level.time + 1000;//FIXME: define?
self->s.loopSound = 0;
}
break;
default:
break;
}
}
extern qboolean PM_ForceJumpingUp( gentity_t *gent );
static void WP_ForcePowerRun( gentity_t *self, forcePowers_t forcePower, usercmd_t *cmd )
{
float speed, newSpeed;
gentity_t *gripEnt;
vec3_t angles, dir, gripOrg, gripEntOrg;
float dist;
extern usercmd_t ucmd;
switch( (int)forcePower )
{
case FP_HEAL:
if ( self->client->ps.forceHealCount >= MAX_FORCE_HEAL || self->health >= self->client->ps.stats[STAT_MAX_HEALTH] )
{//fully healed or used up all 25
if ( !Q3_TaskIDPending( self, TID_CHAN_VOICE ) )
{
#ifdef _IMMERSION
int index = Q_irand( 1, 4 );
G_SoundOnEnt( self, CHAN_VOICE, va( "sound/weapons/force/heal%d.mp3", index ) );
G_Force( self, G_ForceIndex( va( "fffx/weapons/force/heal%d", index ), FF_CHANNEL_WEAPON ) );
#else
G_SoundOnEnt( self, CHAN_VOICE, va( "sound/weapons/force/heal%d.mp3", Q_irand( 1, 4 ) ) );
#endif // _IMMERSION
}
WP_ForcePowerStop( self, forcePower );
}
else if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_3 && ( (cmd->buttons&BUTTON_ATTACK) || (cmd->buttons&BUTTON_ALT_ATTACK) || self->painDebounceTime > level.time || (self->client->ps.weaponTime&&self->client->ps.weapon!=WP_NONE) ) )
{//attacked or was hit while healing...
//stop healing
WP_ForcePowerStop( self, forcePower );
}
else if ( self->client->ps.forcePowerLevel[FP_HEAL] < FORCE_LEVEL_2 && ( cmd->rightmove || cmd->forwardmove || cmd->upmove > 0 ) )
{//moved while healing... FIXME: also, in WP_ForcePowerStart, stop healing if any other force power is used
//stop healing
WP_ForcePowerStop( self, forcePower );
}
else if ( self->client->ps.forcePowerDebounce[FP_HEAL] < level.time )
{//time to heal again
if ( WP_ForcePowerAvailable( self, forcePower, 4 ) )
{//have available power
self->health++;
self->client->ps.forceHealCount++;
if ( self->client->ps.forcePowerLevel[FP_HEAL] > FORCE_LEVEL_2 )
{
self->client->ps.forcePowerDebounce[FP_HEAL] = level.time + 50;
}
else
{
self->client->ps.forcePowerDebounce[FP_HEAL] = level.time + FORCE_HEAL_INTERVAL;
}
WP_ForcePowerDrain( self, forcePower, 4 );
}
else
{//stop
WP_ForcePowerStop( self, forcePower );
}
}
break;
case FP_LEVITATION:
if ( self->client->ps.groundEntityNum != ENTITYNUM_NONE && !self->client->ps.forceJumpZStart )
{//done with jump
WP_ForcePowerStop( self, forcePower );
}
else
{
if ( PM_ForceJumpingUp( self ) )
{//holding jump in air
if ( cmd->upmove > 10 )
{//still trying to go up
if ( WP_ForcePowerAvailable( self, FP_LEVITATION, 1 ) )
{
if ( self->client->ps.forcePowerDebounce[FP_LEVITATION] < level.time )
{
WP_ForcePowerDrain( self, FP_LEVITATION, 5 );
self->client->ps.forcePowerDebounce[FP_LEVITATION] = level.time + 100;
}
self->client->ps.forcePowersActive |= ( 1 << FP_LEVITATION );
self->client->ps.forceJumpCharge = 1;//just used as a flag for the player, cleared when he lands
}
else
{//cut the jump short
WP_ForcePowerStop( self, forcePower );
}
}
else
{//cut the jump short
WP_ForcePowerStop( self, forcePower );
}
}
else
{
WP_ForcePowerStop( self, forcePower );
}
}
break;
case FP_SPEED:
speed = forceSpeedValue[self->client->ps.forcePowerLevel[FP_SPEED]];
if ( !self->s.number )
{//player using force speed
gi.cvar_set("timescale", va("%4.2f", speed));
if ( g_timescale->value > speed )
{
newSpeed = g_timescale->value - 0.05;
if ( newSpeed < speed )
{
newSpeed = speed;
}
gi.cvar_set("timescale", va("%4.2f", newSpeed));
}
}
break;
case FP_PUSH:
break;
case FP_PULL:
break;
case FP_TELEPATHY:
break;
case FP_GRIP:
if ( !WP_ForcePowerAvailable( self, FP_GRIP, 0 )
|| (self->client->ps.forcePowerLevel[FP_GRIP]>FORCE_LEVEL_1&&!self->s.number&&!(cmd->buttons&BUTTON_FORCEGRIP)) )
{
WP_ForcePowerStop( self, FP_GRIP );
return;
}
else if ( self->client->ps.forceGripEntityNum >= 0 && self->client->ps.forceGripEntityNum < ENTITYNUM_WORLD )
{
gripEnt = &g_entities[self->client->ps.forceGripEntityNum];
if ( !gripEnt || (gripEnt->health <= 0&&gripEnt->takedamage) )//FIXME: what about things that never had health or lose takedamage when they die?
{//either invalid ent, or dead ent
WP_ForcePowerStop( self, FP_GRIP );
return;
}
else if ( self->client->ps.forcePowerLevel[FP_GRIP] == FORCE_LEVEL_1
&& gripEnt->client
&& gripEnt->client->ps.groundEntityNum == ENTITYNUM_NONE )
{
WP_ForcePowerStop( self, FP_GRIP );
return;
}
else if ( gripEnt->s.weapon == WP_SABER && gripEnt->NPC && gripEnt->client && gripEnt->client->ps.forcePowersKnown&(1<<FP_PUSH) && !Q_irand( 0, 100-(gripEnt->NPC->stats.evasion*10)-(g_spskill->integer*10) ) )
{//a jedi who broke free FIXME: maybe have some minimum grip length- a reaction time?
ForceThrow( gripEnt, qfalse );
//FIXME: I need to go into some pushed back anim...
WP_ForcePowerStop( self, FP_GRIP );
return;
}
else
{
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
{//holding it
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
//get their org
VectorCopy( self->client->ps.viewangles, angles );
angles[0] -= 10;
AngleVectors( angles, dir, NULL, NULL );
if ( gripEnt->client )
{//move
VectorCopy( gripEnt->client->renderInfo.headPoint, gripEntOrg );
}
else
{
VectorCopy( gripEnt->currentOrigin, gripEntOrg );
}
//how far are they
dist = Distance( self->client->renderInfo.handLPoint, gripEntOrg );
if ( self->client->ps.forcePowerLevel[FP_GRIP] == FORCE_LEVEL_2 &&
(!InFront( gripEntOrg, self->client->renderInfo.handLPoint, self->client->ps.viewangles, 0.3f ) ||
DistanceSquared( gripEntOrg, self->client->renderInfo.handLPoint ) > FORCE_GRIP_DIST_SQUARED))
{//must face them
WP_ForcePowerStop( self, FP_GRIP );
return;
}
//check for lift or carry
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 )
{//carry
//cap dist
if ( dist > 256 )
{
dist = 256;
}
else if ( dist < 128 )
{
dist = 128;
}
VectorMA( self->client->renderInfo.handLPoint, dist, dir, gripOrg );
}
else if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
{//just lift
VectorCopy( self->client->ps.forceGripOrg, gripOrg );
}
else
{
VectorCopy( gripEnt->currentOrigin, gripOrg );
}
//now move them
if ( gripEnt->client )
{
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
{//level 1 just holds them
VectorSubtract( gripOrg, gripEntOrg, gripEnt->client->ps.velocity );
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 )
{//level 2 just lifts them
float gripDist = VectorNormalize( gripEnt->client->ps.velocity )/3.0f;
if ( gripDist < 5.0f )
{
gripDist = 5.0f;
}
VectorScale( gripEnt->client->ps.velocity, (gripDist*gripDist), gripEnt->client->ps.velocity );
}
}
//stop them from thinking
gripEnt->client->ps.pm_time = 2000;
gripEnt->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
if ( gripEnt->NPC )
{
if ( !(gripEnt->NPC->aiFlags&NPCAI_DIE_ON_IMPACT) )
{//not falling to their death
gripEnt->NPC->nextBStateThink = level.time + 2000;
}
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
{//level 1 just holds them
vectoangles( dir, angles );
gripEnt->NPC->desiredYaw = AngleNormalize180(angles[YAW]+180);
gripEnt->NPC->desiredPitch = -angles[PITCH];
SaveNPCGlobals();
SetNPCGlobals( gripEnt );
NPC_UpdateAngles( qtrue, qtrue );
gripEnt->NPC->last_ucmd.angles[0] = ucmd.angles[0];
gripEnt->NPC->last_ucmd.angles[1] = ucmd.angles[1];
gripEnt->NPC->last_ucmd.angles[2] = ucmd.angles[2];
RestoreNPCGlobals();
//FIXME: why does he turn back to his original angles once he dies or is let go?
}
}
else if ( !gripEnt->s.number )
{
//vectoangles( dir, angles );
//gripEnt->client->ps.viewangles[0] = -angles[0];
//gripEnt->client->ps.viewangles[1] = AngleNormalize180(angles[YAW]+180);
gripEnt->enemy = self;
NPC_SetLookTarget( gripEnt, self->s.number, level.time+1000 );
}
gripEnt->client->ps.eFlags |= EF_FORCE_GRIPPED;
//dammit! Make sure that saber stays off!
gripEnt->client->ps.saberActive = qfalse;
}
else
{//move
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_1 )
{//level 1 just holds them
VectorCopy( gripEnt->currentOrigin, gripEnt->s.pos.trBase );
VectorSubtract( gripOrg, gripEntOrg, gripEnt->s.pos.trDelta );
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 )
{//level 2 just lifts them
VectorScale( gripEnt->s.pos.trDelta, 10, gripEnt->s.pos.trDelta );
}
gripEnt->s.pos.trType = TR_LINEAR;
gripEnt->s.pos.trTime = level.time;
}
gripEnt->s.eFlags |= EF_FORCE_GRIPPED;
}
//Shouldn't this be discovered?
//AddSightEvent( self, gripOrg, 128, AEL_DANGER, 20 );
AddSightEvent( self, gripOrg, 128, AEL_DISCOVERED, 20 );
if ( self->client->ps.forcePowerDebounce[FP_GRIP] < level.time )
{
//GEntity_PainFunc( gripEnt, self, self, gripOrg, 0, MOD_CRUSH );
gripEnt->painDebounceTime = 0;
G_Damage( gripEnt, self, self, dir, gripOrg, forceGripDamage[self->client->ps.forcePowerLevel[FP_GRIP]], DAMAGE_NO_ARMOR, MOD_CRUSH );//MOD_???
if ( gripEnt->s.number )
{
if ( self->client->ps.forcePowerLevel[FP_GRIP] > FORCE_LEVEL_2 )
{//do damage faster at level 3
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + Q_irand( 150, 750 );
}
else
{
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + Q_irand( 250, 1000 );
}
}
else
{//player takes damage faster
self->client->ps.forcePowerDebounce[FP_GRIP] = level.time + Q_irand( 100, 600 );
}
if ( forceGripDamage[self->client->ps.forcePowerLevel[FP_GRIP]] > 0 )
{//no damage at level 1
WP_ForcePowerDrain( self, FP_GRIP, 3 );
}
}
else
{
//WP_ForcePowerDrain( self, FP_GRIP, 0 );
if ( !gripEnt->enemy )
{
G_SetEnemy( gripEnt, self );
}
}
if ( gripEnt->client && gripEnt->health > 0 )
{
int anim = BOTH_CHOKE3; //left-handed choke
if ( gripEnt->client->ps.weapon == WP_NONE || gripEnt->client->ps.weapon == WP_MELEE )
{
anim = BOTH_CHOKE1; //two-handed choke
}
if ( self->client->ps.forcePowerLevel[FP_GRIP] < FORCE_LEVEL_2 )
{//still on ground, only set anim on torso
NPC_SetAnim( gripEnt, SETANIM_TORSO, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
else
{//in air, set on whole body
NPC_SetAnim( gripEnt, SETANIM_BOTH, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
gripEnt->painDebounceTime = level.time + 2000;
}
}
}
break;
case FP_LIGHTNING:
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_1 )
{//higher than level 1
if ( cmd->buttons & BUTTON_FORCE_LIGHTNING )
{//holding it keeps it going
self->client->ps.forcePowerDuration[FP_LIGHTNING] = level.time + 500;
if ( self->client->ps.torsoAnim == BOTH_FORCELIGHTNING_START )
{
if ( !self->client->ps.torsoAnimTimer )
{
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
else
{
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
else
{
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCELIGHTNING_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
}
}
if ( !WP_ForcePowerAvailable( self, forcePower, 0 ) )
{
WP_ForcePowerStop( self, forcePower );
}
else
{
ForceShootLightning( self );
WP_ForcePowerDrain( self, forcePower, 0 );
}
break;
default:
break;
}
}
void WP_ForcePowersUpdate( gentity_t *self, usercmd_t *ucmd )
{
qboolean usingForce = qfalse;
int i;
//see if any force powers are running
if ( !self )
{
return;
}
if ( !self->client )
{
return;
}
if ( self->health <= 0 )
{//if dead, deactivate any active force powers
for ( i = 0; i < NUM_FORCE_POWERS; i++ )
{
if ( self->client->ps.forcePowerDuration[i] || (self->client->ps.forcePowersActive&( 1 << i )) )
{
WP_ForcePowerStop( self, (forcePowers_t)i );
self->client->ps.forcePowerDuration[i] = 0;
}
}
return;
}
if ( !self->s.number )
{//player uses different kind of force-jump
}
else
{
/*
if ( ucmd->buttons & BUTTON_FORCEJUMP )
{//just charging up
ForceJumpCharge( self, ucmd );
}
else */
if ( self->client->ps.forceJumpCharge )
{//let go of charge button, have charge
//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
&& !PM_SwimmingAnim( self->client->ps.legsAnim ) )
{//FIXME: stop sound?
//self->client->ps.forceJumpCharge = 0;
//FIXME: actually, we want this to still be cleared... don't clear it if the button isn't being pressed, but clear it if not holding button and not on ground.
}
else
{//still on ground, so jump
ForceJump( self, ucmd );
return;
}
}
}
if ( ucmd->buttons & BUTTON_FORCEGRIP )
{
ForceGrip( self );
}
if ( ucmd->buttons & BUTTON_FORCE_LIGHTNING )
{
ForceLightning( self );
}
for ( i = 0; i < NUM_FORCE_POWERS; i++ )
{
if ( self->client->ps.forcePowerDuration[i] )
{
if ( self->client->ps.forcePowerDuration[i] < level.time )
{
if ( (self->client->ps.forcePowersActive&( 1 << i )) )
{//turn it off
WP_ForcePowerStop( self, (forcePowers_t)i );
}
self->client->ps.forcePowerDuration[i] = 0;
}
}
if ( (self->client->ps.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 )
{//when not using the force, regenerate at 10 points per second
if ( self->client->ps.forcePowerRegenDebounceTime < level.time )
{
WP_ForcePowerRegenerate( self, 0 );
self->client->ps.forcePowerRegenDebounceTime = level.time + 100;
}
}
}
void WP_InitForcePowers( gentity_t *ent )
{
if ( !ent || !ent->client )
{
return;
}
if( ent->client->NPC_class == CLASS_TAVION ||
ent->client->NPC_class == CLASS_REBORN ||
ent->client->NPC_class == CLASS_DESANN ||
ent->client->NPC_class == CLASS_SHADOWTROOPER ||
ent->client->NPC_class == CLASS_JEDI ||
ent->client->NPC_class == CLASS_LUKE )
{//an NPC jedi
ent->client->ps.forcePower = ent->client->ps.forcePowerMax = FORCE_POWER_MAX;
ent->client->ps.forcePowerRegenDebounceTime = 0;
ent->client->ps.forceGripEntityNum = ENTITYNUM_NONE;
if ( ent->client->NPC_class == CLASS_DESANN )
{
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_GRIP )|( 1 << FP_LIGHTNING)|( 1 << FP_SABERTHROW)|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
}
else if ( ent->client->NPC_class == CLASS_LUKE )
{
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_SABERTHROW)|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
}
else if ( ent->client->NPC_class == CLASS_TAVION || ( ent->client->NPC_class == CLASS_JEDI && ent->NPC->rank == RANK_COMMANDER ) )
{//Tavia or trainer Jedi
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_SABERTHROW)|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
if ( ent->client->NPC_class == CLASS_TAVION )
{
ent->client->ps.forcePowersKnown |= ( 1 << FP_LIGHTNING)|( 1 << FP_GRIP );
ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
}
}
else if ( ent->client->NPC_class == CLASS_SHADOWTROOPER )
{//Shadow Trooper
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_SABERTHROW)|( 1 << FP_GRIP )|( 1 << FP_LIGHTNING)|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
}
else if ( ent->NPC->rank == RANK_LT || ent->client->NPC_class == CLASS_JEDI )
{//Reborn Boss or ally Jedi
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_SABERTHROW)|( 1 << FP_GRIP )|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
if ( ent->client->NPC_class != CLASS_JEDI )
{
ent->client->ps.forcePowersKnown |= ( 1 << FP_GRIP );
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
}
}
else if ( ent->NPC->rank == RANK_LT_JG )
{//Reborn Fencer
ent->client->ps.forcePowersKnown = ( 1 << FP_PUSH )|( 1 << FP_SABERTHROW )|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_2;//FIXME: maybe make him only use it in defense- to throw away grenades
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_2;
}
else if ( ent->NPC->rank == RANK_ENSIGN )
{//Force User
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_1;
}
else if ( ent->NPC->rank == RANK_CREWMAN )
{//Acrobat
ent->client->ps.forcePowersKnown = ( 1 << FP_LEVITATION )|( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_2;
}
else if ( ent->NPC->rank == RANK_CIVILIAN )
{//Grunt (NOTE: grunt turns slower and has less health)
ent->client->ps.forcePowersKnown = ( 1 << FP_SPEED)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_1;
}
}
else
{//player
ent->client->ps.forcePowersKnown = ( 1 << FP_HEAL )|( 1 << FP_LEVITATION )|( 1 << FP_SPEED )|( 1 << FP_PUSH )|( 1 << FP_PULL )|( 1 << FP_TELEPATHY )|( 1 << FP_GRIP )|( 1 << FP_LIGHTNING)|( 1 << FP_SABERTHROW)|( 1 << FP_SABER_DEFENSE )|( 1 << FP_SABER_OFFENSE );
ent->client->ps.forcePower = ent->client->ps.forcePowerMax = FORCE_POWER_MAX;
ent->client->ps.forcePowerRegenDebounceTime = 0;
ent->client->ps.forcePowerLevel[FP_HEAL] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_LEVITATION] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_PUSH] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_PULL] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_SABERTHROW] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_SPEED] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_LIGHTNING] = FORCE_LEVEL_1;
ent->client->ps.forcePowerLevel[FP_TELEPATHY] = FORCE_LEVEL_2;
ent->client->ps.forcePowerLevel[FP_SABER_DEFENSE] = FORCE_LEVEL_3;
ent->client->ps.forcePowerLevel[FP_SABER_OFFENSE] = FORCE_LEVEL_3;
if ( ent->NPC )
{//???
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_3;
}
else
{
ent->client->ps.forcePowerLevel[FP_GRIP] = FORCE_LEVEL_2;
}
ent->client->ps.forceGripEntityNum = ENTITYNUM_NONE;
}
}