void G_ReflectMissile( gentity_t *ent, gentity_t *missile, vec3_t forward ) { vec3_t bounce_dir; int i; float speed; qboolean reflected = qfalse; gentity_t *owner = ent; if ( ent->owner ) { owner = ent->owner; } //save the original speed speed = VectorNormalize( missile->s.pos.trDelta ); if ( ent && owner && owner->client && !owner->client->ps.saberInFlight && (owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] > FORCE_LEVEL_2 || (owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE]>FORCE_LEVEL_1&&!Q_irand( 0, 3 )) ) ) {//if high enough defense skill and saber in-hand (100% at level 3, 25% at level 2, 0% at level 1), reflections are perfectly deflected toward an enemy gentity_t *enemy; if ( owner->enemy && Q_irand( 0, 3 ) ) {//toward current enemy 75% of the time enemy = owner->enemy; } else {//find another enemy enemy = Jedi_FindEnemyInCone( owner, owner->enemy, 0.3f ); } if ( enemy ) { vec3_t bullseye; CalcEntitySpot( enemy, SPOT_HEAD, bullseye ); bullseye[0] += Q_irand( -4, 4 ); bullseye[1] += Q_irand( -4, 4 ); bullseye[2] += Q_irand( -16, 4 ); VectorSubtract( bullseye, missile->currentOrigin, bounce_dir ); VectorNormalize( bounce_dir ); if ( !PM_SaberInParry( owner->client->ps.saberMove ) && !PM_SaberInReflect( owner->client->ps.saberMove ) && !PM_SaberInIdle( owner->client->ps.saberMove ) ) {//a bit more wild if ( PM_SaberInAttack( owner->client->ps.saberMove ) || PM_SaberInTransitionAny( owner->client->ps.saberMove ) || PM_SaberInSpecialAttack( owner->client->ps.torsoAnim ) ) {//moderately more wild for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.2f, 0.2f ); } } else {//mildly more wild for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.1f, 0.1f ); } } } VectorNormalize( bounce_dir ); reflected = qtrue; } } if ( !reflected ) { if ( missile->owner && missile->s.weapon != WP_SABER ) {//bounce back at them if you can VectorSubtract( missile->owner->currentOrigin, missile->currentOrigin, bounce_dir ); VectorNormalize( bounce_dir ); } else { vec3_t missile_dir; VectorSubtract( ent->currentOrigin, missile->currentOrigin, missile_dir ); VectorCopy( missile->s.pos.trDelta, bounce_dir ); VectorScale( bounce_dir, DotProduct( forward, missile_dir ), bounce_dir ); VectorNormalize( bounce_dir ); } if ( owner->s.weapon == WP_SABER && owner->client ) {//saber if ( owner->client->ps.saberInFlight ) {//reflecting off a thrown saber is totally wild for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.8f, 0.8f ); } } else if ( owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] <= FORCE_LEVEL_1 ) {// at level 1 for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.4f, 0.4f ); } } else {// at level 2 for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.2f, 0.2f ); } } if ( !PM_SaberInParry( owner->client->ps.saberMove ) && !PM_SaberInReflect( owner->client->ps.saberMove ) && !PM_SaberInIdle( owner->client->ps.saberMove ) ) {//a bit more wild if ( PM_SaberInAttack( owner->client->ps.saberMove ) || PM_SaberInTransitionAny( owner->client->ps.saberMove ) || PM_SaberInSpecialAttack( owner->client->ps.torsoAnim ) ) {//really wild for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.3f, 0.3f ); } } else {//mildly more wild for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.1f, 0.1f ); } } } } else {//some other kind of reflection for ( i = 0; i < 3; i++ ) { bounce_dir[i] += Q_flrand( -0.2f, 0.2f ); } } } VectorNormalize( bounce_dir ); VectorScale( bounce_dir, speed, missile->s.pos.trDelta ); #ifdef _DEBUG assert( !Q_isnan(missile->s.pos.trDelta[0])&&!Q_isnan(missile->s.pos.trDelta[1])&&!Q_isnan(missile->s.pos.trDelta[2])); #endif// _DEBUG missile->s.pos.trTime = level.time - 10; // move a bit on the very first frame VectorCopy( missile->currentOrigin, missile->s.pos.trBase ); if ( missile->s.weapon != WP_SABER ) {//you are mine, now! if ( !missile->lastEnemy ) {//remember who originally shot this missile missile->lastEnemy = missile->owner; } missile->owner = owner; } if ( missile->s.weapon == WP_ROCKET_LAUNCHER ) {//stop homing missile->e_ThinkFunc = thinkF_NULL; } }
void NPC_ChoosePainAnimation( gentity_t *self, gentity_t *other, const vec3_t point, int damage, int mod, int hitLoc, int voiceEvent = -1 ) { //If we've already taken pain, then don't take it again if ( level.time < self->painDebounceTime && mod != MOD_ELECTROCUTE && mod != MOD_MELEE ) {//FIXME: if hit while recoving from losing a saber lock, we should still play a pain anim? return; } int pain_anim = -1; float pain_chance; if ( self->s.weapon == WP_THERMAL && self->client->fireDelay > 0 ) {//don't interrupt thermal throwing anim return; } else if (self->client->ps.powerups[PW_GALAK_SHIELD]) { return; } else if ( self->client->NPC_class == CLASS_GALAKMECH ) { if ( hitLoc == HL_GENERIC1 ) {//hit the antenna! pain_chance = 1.0f; self->s.powerups |= ( 1 << PW_SHOCKED ); self->client->ps.powerups[PW_SHOCKED] = level.time + Q_irand( 500, 2500 ); } else if ( self->client->ps.powerups[PW_GALAK_SHIELD] ) {//shield up return; } else if ( self->health > 200 && damage < 100 ) {//have a *lot* of health pain_chance = 0.05f; } else {//the lower my health and greater the damage, the more likely I am to play a pain anim pain_chance = (200.0f-self->health)/100.0f + damage/50.0f; } } else if ( self->client && self->client->playerTeam == TEAM_PLAYER && other && !other->s.number ) {//ally shot by player always complains pain_chance = 1.1f; } else { if ( other && (other->s.weapon == WP_SABER || mod == MOD_ELECTROCUTE || mod == MOD_CRUSH/*FIXME:MOD_FORCE_GRIP*/) ) { if ( self->client->ps.weapon == WP_SABER && other->s.number < MAX_CLIENTS ) {//hmm, shouldn't *always* react to damage from player if I have a saber pain_chance = 1.05f - ((self->NPC->rank)/(float)RANK_CAPTAIN); } else { pain_chance = 1.0f;//always take pain from saber } } else if ( mod == MOD_GAS ) { pain_chance = 1.0f; } else if ( mod == MOD_MELEE ) {//higher in rank (skill) we are, less likely we are to be fazed by a punch pain_chance = 1.0f - ((RANK_CAPTAIN-self->NPC->rank)/(float)RANK_CAPTAIN); } else if ( self->client->NPC_class == CLASS_PROTOCOL ) { pain_chance = 1.0f; } else { pain_chance = NPC_GetPainChance( self, damage ); } if ( self->client->NPC_class == CLASS_DESANN ) { pain_chance *= 0.5f; } } //See if we're going to flinch if ( Q_flrand(0.0f, 1.0f) < pain_chance ) { //Pick and play our animation if ( (self->client->ps.eFlags&EF_FORCE_GRIPPED) ) { G_AddVoiceEvent( self, Q_irand(EV_CHOKE1, EV_CHOKE3), 0 ); } else if ( mod == MOD_GAS ) { //SIGH... because our choke sounds are inappropriately long, I have to debounce them in code! if ( TIMER_Done( self, "gasChokeSound" ) ) { TIMER_Set( self, "gasChokeSound", Q_irand( 1000, 2000 ) ); G_AddVoiceEvent( self, Q_irand(EV_CHOKE1, EV_CHOKE3), 0 ); } } else if ( (self->client->ps.eFlags&EF_FORCE_DRAINED) ) { NPC_SetPainEvent( self ); } else {//not being force-gripped or force-drained if ( G_CheckForStrongAttackMomentum( self ) || PM_SpinningAnim( self->client->ps.legsAnim ) || PM_SaberInSpecialAttack( self->client->ps.torsoAnim ) || PM_InKnockDown( &self->client->ps ) || PM_RollingAnim( self->client->ps.legsAnim ) || (PM_FlippingAnim( self->client->ps.legsAnim )&&!PM_InCartwheel( self->client->ps.legsAnim )) ) {//strong attacks, rolls, knockdowns, flips and spins cannot be interrupted by pain return; } else {//play an anim if ( self->client->NPC_class == CLASS_GALAKMECH ) {//only has 1 for now //FIXME: never plays this, it seems... pain_anim = BOTH_PAIN1; } else if ( mod == MOD_MELEE ) { pain_anim = PM_PickAnim( self, BOTH_PAIN2, BOTH_PAIN3 ); } else if ( self->s.weapon == WP_SABER ) {//temp HACK: these are the only 2 pain anims that look good when holding a saber pain_anim = PM_PickAnim( self, BOTH_PAIN2, BOTH_PAIN3 ); } else if ( mod != MOD_ELECTROCUTE ) { pain_anim = G_PickPainAnim( self, point, damage, hitLoc ); } if ( pain_anim == -1 ) { pain_anim = PM_PickAnim( self, BOTH_PAIN1, BOTH_PAIN18 ); } self->client->ps.saberAnimLevel = SS_FAST;//next attack must be a quick attack self->client->ps.saberMove = LS_READY;//don't finish whatever saber move you may have been in int parts = SETANIM_BOTH; if ( PM_CrouchAnim( self->client->ps.legsAnim ) || PM_InCartwheel( self->client->ps.legsAnim ) ) { parts = SETANIM_LEGS; } self->NPC->aiFlags &= ~NPCAI_KNEEL; NPC_SetAnim( self, parts, pain_anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); } if ( voiceEvent != -1 ) { G_AddVoiceEvent( self, voiceEvent, Q_irand( 2000, 4000 ) ); } else { NPC_SetPainEvent( self ); } } //Setup the timing for it if ( mod == MOD_ELECTROCUTE ) { self->painDebounceTime = level.time + 4000; } self->painDebounceTime = level.time + PM_AnimLength( self->client->clientInfo.animFileIndex, (animNumber_t) pain_anim ); self->client->fireDelay = 0; } }
void G_ReflectMissile(gentity_t *ent, gentity_t *missile, vec3_t forward, forcePowers_t powerToUse) { vec3_t bounce_dir; int i; float speed; qboolean perfectReflection = qfalse; qboolean reflected = qfalse; gentity_t *owner = ent; if (ent->owner) { owner = ent->owner; } //save the original speed speed = VectorNormalize(missile->s.pos.trDelta); if (ent && owner && owner->client && (owner->client->ps.forcePowerLevel[powerToUse] > FORCE_LEVEL_2 || (owner->client->ps.forcePowerLevel[powerToUse]>FORCE_LEVEL_1&&!Q_irand(0, 3)))) //if high enough force skill (100% at level 3, 25% at level 2, 0% at level 1), reflections are perfectly deflected toward an enemy { perfectReflection = qtrue; } if (powerToUse == FP_SABER_DEFENSE) { if (owner->client->ps.saberInFlight) {//but need saber in-hand for perfect reflection perfectReflection = qfalse; } if (g_spskill->integer >= 2 && !g_saberAutoBlocking->integer && owner->client->ps.saberBlockingTime < level.time) {//but need to be blocking for perfect reflection on higher difficulties perfectReflection = qfalse; } /* if (!PM_WalkingOrIdle(owner) || !PM_SaberInParry(owner->client->ps.saberMove)) {//but need to be blocking for perfect reflection on higher difficulties perfectReflection = qfalse; } */ } if (perfectReflection) { if (g_saberDeflectAutoAim->integer || owner->s.clientNum >= MAX_CLIENTS) //either by autoaim (lower difficulties) { gentity_t *enemy; if (owner->enemy && Q_irand(0, 3)) {//toward current enemy 75% of the time enemy = owner->enemy; } else {//find another enemy enemy = Jedi_FindEnemyInCone(owner, owner->enemy, 0.3f); } if (enemy) { vec3_t bullseye; CalcEntitySpot(enemy, SPOT_HEAD, bullseye); bullseye[0] += Q_irand(-4, 4); bullseye[1] += Q_irand(-4, 4); bullseye[2] += Q_irand(-16, 4); VectorSubtract(bullseye, missile->currentOrigin, bounce_dir); VectorNormalize(bounce_dir); if (!PM_SaberInParry(owner->client->ps.saberMove) && !PM_SaberInReflect(owner->client->ps.saberMove) && !PM_SaberInIdle(owner->client->ps.saberMove)) {//a bit more wild if (PM_SaberInAttack(owner->client->ps.saberMove) || PM_SaberInTransitionAny(owner->client->ps.saberMove) || PM_SaberInSpecialAttack(owner->client->ps.torsoAnim)) {//moderately more wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.2f, 0.2f); } } else {//mildly more wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.1f, 0.1f); } } } VectorNormalize(bounce_dir); reflected = qtrue; } } else //or by where the crosshair is (higher difficulties) { VectorSubtract(g_crosshairWorldCoord, missile->currentOrigin, bounce_dir); VectorNormalize(bounce_dir); if (!PM_SaberInParry(owner->client->ps.saberMove) && !PM_SaberInReflect(owner->client->ps.saberMove) && !PM_SaberInIdle(owner->client->ps.saberMove)) {//a bit more wild if (PM_SaberInAttack(owner->client->ps.saberMove) || PM_SaberInTransitionAny(owner->client->ps.saberMove) || PM_SaberInSpecialAttack(owner->client->ps.torsoAnim)) {//moderately more wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.2f, 0.2f); } } else {//mildly more wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.1f, 0.1f); } } } VectorNormalize(bounce_dir); reflected = qtrue; } } if (!reflected) { if (g_saberDeflectAutoAim->integer || owner->s.clientNum >= MAX_CLIENTS) { if (missile->owner && missile->s.weapon != WP_SABER) {//bounce back at them if you can VectorSubtract(missile->owner->currentOrigin, missile->currentOrigin, bounce_dir); VectorNormalize(bounce_dir); } else { vec3_t missile_dir; VectorSubtract(ent->currentOrigin, missile->currentOrigin, missile_dir); VectorCopy(missile->s.pos.trDelta, bounce_dir); VectorScale(bounce_dir, DotProduct(forward, missile_dir), bounce_dir); VectorNormalize(bounce_dir); } } else //deflect off at an angle. { vec3_t deflect_dir, missile_dir; float forceFactor; VectorSubtract(g_crosshairWorldCoord, missile->currentOrigin, deflect_dir); VectorCopy(missile->s.pos.trDelta, missile_dir); VectorNormalize(missile_dir); VectorNormalize(deflect_dir); //bigger forceFactors make the reflected shots go closer to the crosshair switch (owner->client->ps.forcePowerLevel[powerToUse]) { case FORCE_LEVEL_1: forceFactor = 2.0f; break; case FORCE_LEVEL_2: forceFactor = 3.0f; break; default: forceFactor = 10.0f; break; } VectorMA(missile_dir, forceFactor, deflect_dir, bounce_dir); VectorNormalize(bounce_dir); } if (owner->s.weapon == WP_SABER && owner->client && powerToUse == FP_SABER_DEFENSE) {//saber if (owner->client->ps.saberInFlight) {//reflecting off a thrown saber is totally wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.8f, 0.8f); } } else if (owner->client->ps.forcePowerLevel[FP_SABER_DEFENSE] <= FORCE_LEVEL_1) {// at level 1 or below for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.4f, 0.4f); } } else {// at level 2 for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.2f, 0.2f); } } if (!PM_SaberInParry(owner->client->ps.saberMove) && !PM_SaberInReflect(owner->client->ps.saberMove) && !PM_SaberInIdle(owner->client->ps.saberMove)) {//a bit more wild if (PM_SaberInAttack(owner->client->ps.saberMove) || PM_SaberInTransitionAny(owner->client->ps.saberMove) || PM_SaberInSpecialAttack(owner->client->ps.torsoAnim)) {//really wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.3f, 0.3f); } } else {//mildly more wild for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.1f, 0.1f); } } } } else {//some other kind of reflection for (i = 0; i < 3; i++) { bounce_dir[i] += Q_flrand(-0.2f, 0.2f); } } } VectorNormalize(bounce_dir); VectorScale(bounce_dir, speed, missile->s.pos.trDelta); #ifdef _DEBUG assert(!Q_isnan(missile->s.pos.trDelta[0]) && !Q_isnan(missile->s.pos.trDelta[1]) && !Q_isnan(missile->s.pos.trDelta[2])); #endif// _DEBUG missile->s.pos.trTime = level.time - 10; // move a bit on the very first frame VectorCopy(missile->currentOrigin, missile->s.pos.trBase); if (missile->s.weapon != WP_SABER) {//you are mine, now! if (!missile->lastEnemy) {//remember who originally shot this missile missile->lastEnemy = missile->owner; } missile->owner = owner; } if (missile->s.weapon == WP_ROCKET_LAUNCHER) {//stop homing missile->e_ThinkFunc = thinkF_NULL; } }