qboolean WP_BreakSaber( gentity_t *ent, const char *surfName, saberType_t saberType ) {//Make sure there *is* one specified and not using dualSabers if ( ent == NULL || ent->client == NULL ) {//invalid ent or client return qfalse; } if ( ent->s.number < MAX_CLIENTS ) {//player //if ( g_spskill->integer < 3 ) {//only on the hardest level? //FIXME: add a cvar? return qfalse; } } if ( ent->health <= 0 ) {//not if they're dead return qfalse; } if ( ent->client->ps.weapon != WP_SABER ) {//not holding saber return qfalse; } if ( ent->client->ps.dualSabers ) {//FIXME: handle this? return qfalse; } if ( !ent->client->ps.saber[0].brokenSaber1 ) {//not breakable into another type of saber return qfalse; } if ( PM_SaberInStart( ent->client->ps.saberMove ) //in a start || PM_SaberInTransition( ent->client->ps.saberMove ) //in a transition || PM_SaberInAttack( ent->client->ps.saberMove ) )//in an attack {//don't break when in the middle of an attack return qfalse; } if ( Q_stricmpn( "w_", surfName, 2 ) && Q_stricmpn( "saber_", surfName, 6 ) //hack because using mod-community made saber && Q_stricmp( "cylinder01", surfName ) )//hack because using mod-community made saber {//didn't hit my weapon return qfalse; } //Sith Sword should ALWAYS do this if ( saberType != SABER_SITH_SWORD && Q_irand( 0, 50 ) )//&& Q_irand( 0, 10 ) ) {//10% chance - FIXME: extern this, too? return qfalse; } //break it char *replacementSaber1 = G_NewString( ent->client->ps.saber[0].brokenSaber1 ); char *replacementSaber2 = G_NewString( ent->client->ps.saber[0].brokenSaber2 ); int i, originalNumBlades = ent->client->ps.saber[0].numBlades; qboolean broken = qfalse; saber_colors_t colors[MAX_BLADES]; //store the colors for ( i = 0; i < MAX_BLADES; i++ ) { colors[i] = ent->client->ps.saber[0].blade[i].color; } //FIXME: chance of dropping the right-hand one? Based on damage, or...? //FIXME: sound & effect when this happens, and send them into a broken parry? //remove saber[0], replace with replacementSaber1 if ( replacementSaber1 ) { WP_RemoveSaber( ent, 0 ); WP_SetSaber( ent, 0, replacementSaber1 ); for ( i = 0; i < ent->client->ps.saber[0].numBlades; i++ ) { ent->client->ps.saber[0].blade[i].color = colors[i]; } broken = qtrue; //change my saberent's model and skin to match my new right-hand saber WP_SetSaberEntModelSkin( ent, &g_entities[ent->client->ps.saberEntityNum] ); } if ( originalNumBlades <= 1 ) {//nothing to split off //FIXME: handle this? } else { //remove saber[1], replace with replacementSaber2 if ( replacementSaber2 ) {//FIXME: 25% chance that it just breaks - just spawn the second saber piece and toss it away immediately, can't be picked up. //shouldn't be one in this hand, but just in case, remove it WP_RemoveSaber( ent, 1 ); WP_SetSaber( ent, 1, replacementSaber2 ); //put the remainder of the original saber's blade colors onto this saber's blade(s) for ( i = ent->client->ps.saber[0].numBlades; i < MAX_BLADES; i++ ) { ent->client->ps.saber[1].blade[i-ent->client->ps.saber[0].numBlades].color = colors[i]; } broken = qtrue; } } return broken; }
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 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; } }