/* =========================================================================== Copyright (C) 2000 - 2013, Raven Software, Inc. Copyright (C) 2001 - 2013, Activision, Inc. Copyright (C) 2013 - 2015, OpenJK contributors This file is part of the OpenJK source code. OpenJK is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, see . =========================================================================== */ #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" #include "../../code/qcommon/tri_coll_test.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[MAX_QPATH]; Q_strncpyz(weaponModel, psWeaponModel, sizeof(weaponModel)); if (char *spot = (char*)Q_stristr(weaponModel, ".md3") ) { *spot = 0; spot = (char*)Q_stristr(weaponModel, "_w");//i'm using the in view weapon array instead of scanning the item list, so put the _w back on if (!spot&&!Q_stristr(weaponModel, "noweap")) { Q_strcat (weaponModel, sizeof(weaponModel), "_w"); } Q_strcat (weaponModel, sizeof(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 ), NULL_HANDLE, NULL_HANDLE, 0, 0); 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, NULL_HANDLE, NULL_HANDLE, 0, 0 ); // 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, G2_NOCOLLIDE, 0 ); 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; int i; 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 ( 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; } 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[numHitEnts] == HL_NONE && trHitLoc == HL_NONE) || (hitDismemberLoc[numHitEnts] == HL_NONE && trDismemberLoc == HL_NONE) || (!hitDismember[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 (qboolean)(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, G2_NOCOLLIDE, 0 ); 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, G2_NOCOLLIDE, 0 ); 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; for ( int ven = 0; ven < MAX_SABER_VICTIMS; ven++ ) { victimEntityNum[ven] = ENTITYNUM_NONE; } 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<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)), G2_NOCOLLIDE, 0 ); 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<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 = (qboolean)( 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 ) { G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberbounce%d.wav", Q_irand(1,3) ) ) ); } else { G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) ); } } 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 ); } G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberblock%d.wav", Q_irand(1, 9) ) ) ); } } 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 G_Sound( ent, G_SoundIndex( va( "sound/weapons/saber/saberhit%d.wav", Q_irand( 1, 3 ) ) ) ); } 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, G2_NOCOLLIDE, 0 ); 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, G2_NOCOLLIDE, 0 ); 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, G2_NOCOLLIDE, 0 ); 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, G2_NOCOLLIDE, 0 ); 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<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" ); } else { G_SoundOnEnt( saber, CHAN_AUTO, "sound/weapons/saber/enemy_saber_off.wav" ); } 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" ) ); } } // Check if we are throwing it, launch it if needed, update position if needed. void WP_SaberThrow( gentity_t *self, usercmd_t *ucmd ) { 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, G2_NOCOLLIDE, 0 ); 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, G2_NOCOLLIDE, 0 ); 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<client->ps.forcePowersActive&(1<client->ps.forcePowersActive&(1<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.saberBlockingTimeclient->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, G2_NOCOLLIDE, 0 ); 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, G2_NOCOLLIDE, 0 ); 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<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<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; 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" ); 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" ); 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<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 ); 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, G2_NOCOLLIDE, 0 );//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, G2_NOCOLLIDE, 0 );//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, G2_NOCOLLIDE, 0 );//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<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, (qboolean)(!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, (qboolean)(!pull && knockback > 150), qfalse ); } else {//NPC and force-push/pull at level 2 or higher WP_ForceKnockdown( push_list[x], self, pull, (qboolean)(!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, G2_NOCOLLIDE, 0 ); 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, G2_NOCOLLIDE, 0 ); 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" ) ); } 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" ); } else { G_SoundOnEnt( self, CHAN_WEAPON, "sound/weapons/saber/enemy_saber_off.wav" ); } } } 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" ); } 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, G2_NOCOLLIDE, 0 ); 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<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<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<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, G2_NOCOLLIDE, 0 ); 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, G2_NOCOLLIDE, 0 ); 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; default: 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" ); } } } //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" ); } 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" ); 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, G2_NOCOLLIDE, 0 ); 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" ); } //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" ); 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 ) ) { G_SoundOnEnt( self, CHAN_VOICE, va( "sound/weapons/force/heal%d.mp3", Q_irand( 1, 4 ) ) ); } 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<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; } }