// g_combat.c #include "g_local.h" void M_SetEffects (edict_t *self); /* ROGUE clean up heal targets for medic */ void cleanupHealTarget (edict_t *ent) { ent->monsterinfo.healer = NULL; ent->takedamage = DAMAGE_YES; ent->monsterinfo.aiflags &= ~AI_RESURRECTING; M_SetEffects (ent); } /* ============ CanDamage Returns true if the inflictor can directly damage the target. Used for explosions and melee attacks. ============ */ qboolean CanDamage (edict_t *targ, edict_t *inflictor) { vec3_t dest; trace_t trace; // bmodels need special checking because their origin is 0,0,0 if (targ->movetype == MOVETYPE_PUSH) { VectorAdd (targ->absmin, targ->absmax, dest); VectorScale (dest, 0.5, dest); trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); if (trace.fraction == 1.0 || trace.ent == targ) return true; if (trace.ent == targ) return true; return false; } trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID); if (trace.fraction == 1.0) return true; // Lazarus: This is kinda cheesy, but avoids doing goofy things in a map to make this work. If a LOS // from inflictor to targ is blocked by a func_tracktrain, AND the targ is riding/driving // the tracktrain, go ahead and hurt him. if (trace.ent && (trace.ent->flags & FL_TRACKTRAIN) && ((trace.ent->owner == targ) || (targ->groundentity == trace.ent)) ) return true; VectorCopy (targ->s.origin, dest); dest[0] += 15.0; dest[1] += 15.0; trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); if (trace.fraction == 1.0) return true; VectorCopy (targ->s.origin, dest); dest[0] += 15.0; dest[1] -= 15.0; trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); if (trace.fraction == 1.0) return true; VectorCopy (targ->s.origin, dest); dest[0] -= 15.0; dest[1] += 15.0; trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); if (trace.fraction == 1.0) return true; VectorCopy (targ->s.origin, dest); dest[0] -= 15.0; dest[1] -= 15.0; trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); if (trace.fraction == 1.0) return true; return false; } /* ============ Killed ============ */ void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { if (targ->health < -999) targ->health = -999; if (targ->monsterinfo.aiflags & AI_MEDIC) { if (targ->enemy) // god, I hope so { cleanupHealTarget (targ->enemy); } // clean up self targ->monsterinfo.aiflags &= ~AI_MEDIC; targ->enemy = attacker; } else { targ->enemy = attacker; } if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD)) { // targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type // ROGUE - free up slot for spawned monster if it's spawned // if (targ->monsterinfo.aiflags & AI_SPAWNED_CARRIER) if (targ->monsterinfo.monsterflags & MFL_SPAWNED_CARRIER) { if (targ->monsterinfo.commander && targ->monsterinfo.commander->inuse && !strcmp(targ->monsterinfo.commander->classname, "monster_carrier")) { targ->monsterinfo.commander->monsterinfo.monster_slots++; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("g_combat: freeing up carrier slot - %d left\n", targ->monsterinfo.commander->monsterinfo.monster_slots); } } // if (targ->monsterinfo.aiflags & AI_SPAWNED_MEDIC_C) if (targ->monsterinfo.monsterflags & MFL_SPAWNED_MEDIC_C) { if (targ->monsterinfo.commander) { if (targ->monsterinfo.commander->inuse && !strcmp(targ->monsterinfo.commander->classname, "monster_medic_commander")) { targ->monsterinfo.commander->monsterinfo.monster_slots++; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("g_combat: freeing up medic slot - %d left\n", targ->monsterinfo.commander->monsterinfo.monster_slots); } // else if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("my commander is dead! he's a %s\n", targ->monsterinfo.commander->classname); } // else if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("My commander is GONE\n"); } // if (targ->monsterinfo.aiflags & AI_SPAWNED_WIDOW) if (targ->monsterinfo.monsterflags & MFL_SPAWNED_WIDOW) { // need to check this because we can have variable numbers of coop players if (targ->monsterinfo.commander && targ->monsterinfo.commander->inuse && !strncmp(targ->monsterinfo.commander->classname, "monster_widow", 13)) { if (targ->monsterinfo.commander->monsterinfo.monster_used > 0) targ->monsterinfo.commander->monsterinfo.monster_used--; // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("g_combat: freeing up black widow slot - %d used\n", targ->monsterinfo.commander->monsterinfo.monster_used); } } // Rogue // if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY) && !(targ->monsterinfo.aiflags & AI_DO_NOT_COUNT)) // if ( !(targ->monsterinfo.aiflags & AI_GOOD_GUY) && !(targ->monsterinfo.monsterflags & MFL_DO_NOT_COUNT) ) // Zaero- spawnflag 16 = do not count if ( !(targ->monsterinfo.aiflags & AI_GOOD_GUY) && !(targ->monsterinfo.monsterflags & MFL_DO_NOT_COUNT) && !( (level.maptype == MAPTYPE_ZAERO) && (targ->spawnflags & 16) ) ) { level.killed_monsters++; if (coop->value && attacker->client) attacker->client->resp.score++; // medics won't heal monsters that they kill themselves // PMM - now they will // if (strcmp(attacker->classname, "monster_medic") == 0) // targ->owner = attacker; } } if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE) { // doors, triggers, etc targ->die (targ, inflictor, attacker, damage, point); return; } if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD)) { targ->touch = NULL; monster_death_use (targ); } // Lazarus: disengage from tracktrain if (targ->vehicle && (targ->vehicle->flags & FL_TRACKTRAIN)) tracktrain_disengage(targ->vehicle); targ->die (targ, inflictor, attacker, damage, point); } /* ================ SpawnDamage ================ */ void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage) { if (damage > 255) damage = 255; gi.WriteByte (svc_temp_entity); gi.WriteByte (type); // gi.WriteByte (damage); gi.WritePosition (origin); gi.WriteDir (normal); gi.multicast (origin, MULTICAST_PVS); // Lazarus reflections if (level.num_reflectors) ReflectSparks(type,origin,normal); } /* ============ T_Damage targ entity that is being damaged inflictor entity that is causing the damage attacker entity that caused the inflictor to damage targ example: targ=monster, inflictor=rocket, attacker=player dir direction of the attack point point at which the damage is being inflicted normal normal vector from that point damage amount of damage being inflicted knockback force to be applied against targ as a result of the damage dflags these flags are used to control how T_Damage works DAMAGE_RADIUS damage was indirect (from a nearby explosion) DAMAGE_NO_ARMOR armor does not protect from this damage DAMAGE_ENERGY damage is from an energy based weapon DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles DAMAGE_BULLET damage is from a bullet (used for ricochets) DAMAGE_NO_PROTECTION kills godmode, armor, everything ============ */ static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags) { gclient_t *client; int save; int power_armor_type; int index; int damagePerCell; int pa_te_type; int power; int power_used; if (!damage) return 0; client = ent->client; if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_POWER_ARMOR)) // PGM return 0; // Zaero add if (EMPNukeCheck(ent, point)) { return 0; } // end Zaero if (client) { power_armor_type = PowerArmorType (ent); if (power_armor_type != POWER_ARMOR_NONE) { index = ITEM_INDEX(FindItem("Cells")); power = client->pers.inventory[index]; } } else if (ent->svflags & SVF_MONSTER) { power_armor_type = ent->monsterinfo.power_armor_type; power = ent->monsterinfo.power_armor_power; } else return 0; if (power_armor_type == POWER_ARMOR_NONE) return 0; if (!power) return 0; if (power_armor_type == POWER_ARMOR_SCREEN) { vec3_t vec; float dot; vec3_t forward; // only works if damage point is in front AngleVectors (ent->s.angles, forward, NULL, NULL); VectorSubtract (point, ent->s.origin, vec); VectorNormalize (vec); dot = DotProduct (vec, forward); if (dot <= 0.3) return 0; damagePerCell = 1; pa_te_type = TE_SCREEN_SPARKS; damage = damage / 3; } else { damagePerCell = 2; pa_te_type = TE_SHIELD_SPARKS; damage = (2 * damage) / 3; } // etf rifle if (dflags & DAMAGE_NO_REG_ARMOR) save = (power * damagePerCell) / 2; else save = power * damagePerCell; if (!save) return 0; if (save > damage) save = damage; SpawnDamage (pa_te_type, point, normal, save); ent->powerarmor_time = level.time + 0.2; if (dflags & DAMAGE_NO_REG_ARMOR) power_used = (save / damagePerCell) * 2; else power_used = save / damagePerCell; if (client) client->pers.inventory[index] -= power_used; else ent->monsterinfo.power_armor_power -= power_used; return save; } static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags) { gclient_t *client; int save; int index; gitem_t *armor; if (!damage) return 0; client = ent->client; if (!client) return 0; // ROGUE - added DAMAGE_NO_REG_ARMOR for atf rifle if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_REG_ARMOR)) return 0; index = ArmorIndex (ent); if (!index) return 0; armor = GetItemByIndex (index); if (dflags & DAMAGE_ENERGY) save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage); else save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage); if (save >= client->pers.inventory[index]) save = client->pers.inventory[index]; if (!save) return 0; client->pers.inventory[index] -= save; SpawnDamage (te_sparks, point, normal, save); return save; } void monster_start_go (edict_t *self); void target_animate(edict_t *); void DefendMyFriend (edict_t *self, edict_t *enemy) { self->spawnflags &= ~(SF_MONSTER_AMBUSH | SF_MONSTER_SIGHT); self->enemy = enemy; self->monsterinfo.aiflags |= AI_TARGET_ANGER; FoundTarget (self); } void CallMyFriends (edict_t *targ, edict_t *attacker) { edict_t *teammate; if (!targ || !attacker) return; // Knightmare- skip this for insanes if (!strcmp(targ->classname, "misc_insane")) return; // Lazarus dmgteam stuff if ( (attacker->client && !(attacker->flags & FL_NOTARGET)) || (attacker->svflags & SVF_MONSTER)) { // the attacker is a player or a monster if ( (targ->svflags & SVF_MONSTER) && (targ->dmgteam) && (targ->health > 0) ) { // the target is a live monster on a dmgteam if ( !attacker->dmgteam || strcmp(targ->dmgteam,attacker->dmgteam) ) { // attacker is not on same dmgteam as target if ( !Q_stricmp(targ->dmgteam,"player") && attacker->client ) { // Target is a GOOD_GUY, attacked by the player. Allow self-defense, // but don't get other dmgteam teammates involved. // Special case for misc_actors - if ACTOR_BAD_GUY isn't set, // actor stays on the same team and only taunts player if (!(targ->monsterinfo.aiflags & AI_ACTOR) || (targ->spawnflags & SF_ACTOR_BAD_GUY)) { targ->enemy = targ->movetarget = targ->goalentity = attacker; targ->monsterinfo.aiflags &= ~AI_FOLLOW_LEADER; if (visible(targ,targ->enemy)) FoundTarget(targ); else HuntTarget(targ); } } else if ( !(targ->svflags & SVF_MONSTER) || !(attacker->svflags & SVF_MONSTER) || (targ->monsterinfo.aiflags2 & AI2_FREEFORALL) || ((targ->monsterinfo.aiflags & AI_GOOD_GUY) != (attacker->monsterinfo.aiflags & AI_GOOD_GUY)) ) { // Either target is not a monster, or attacker is not a monster, or // they're both monsters but one is AI_GOOD_GUY and the other is not, // or we've turned the game into a free-for-all with a target_monsterbattle teammate = G_Find(NULL,FOFS(dmgteam),targ->dmgteam); while (teammate) { if (teammate != targ) { if (teammate->svflags & SVF_MONSTER) { if (teammate->health > 0 && (teammate->enemy != attacker) && !(teammate->monsterinfo.aiflags & AI_CHASE_THING)) { if (!teammate->enemy || !teammate->enemy->dmgteam || !attacker->dmgteam ) { // If either 1) this teammate doesn't currently have an enemy, // or 2) the teammate's enemy is not a member of a dmgteam // or 3) the attacker is not a member of a dmgteam // then set the attacker as the enemy of this teammate DefendMyFriend(teammate,attacker); } else if (strcmp(teammate->enemy->dmgteam,attacker->dmgteam)) { // attacker is a member of a team different than the // current enemy DefendMyFriend(teammate,attacker); } } } else if (!(teammate->svflags & SVF_DEADMONSTER)) G_UseTargets(teammate,attacker); } teammate = G_Find(teammate,FOFS(dmgteam),targ->dmgteam); } } } } } if ( targ->client && (attacker->svflags & SVF_MONSTER) ) { // target is player; attacker is monster... alert "good guys", if any // trace_t tr; edict_t *teammate = NULL; teammate = G_Find(NULL,FOFS(dmgteam),"player"); while (teammate) { if ((teammate->health > 0) && !(teammate->monsterinfo.aiflags & AI_CHASE_THING) && (teammate != attacker)) { // Can teammate see player? // tr = gi.trace(teammate->s.origin,vec3_origin,vec3_origin,targ->s.origin,teammate,MASK_OPAQUE); // if (tr.fraction == 1.0) if (gi.inPVS(teammate->s.origin,targ->s.origin)) { teammate->enemy = attacker; FoundTarget(teammate); if (teammate->monsterinfo.aiflags & AI_ACTOR) { teammate->monsterinfo.aiflags |= AI_FOLLOW_LEADER; teammate->monsterinfo.old_leader = NULL; teammate->monsterinfo.leader = targ; } } } teammate = G_Find(teammate,FOFS(dmgteam),"player"); } } // If player attacks a GOODGUY, turn GOODGUY stuff off // Knightmare- gekks and stalkers use different spawnflag if ( attacker->client && (targ->svflags & SVF_MONSTER) && UseSpecialGoodGuyFlag(targ) && (targ->spawnflags & 16) ) { targ->spawnflags &= ~16; // Knightmare- don't add to body count targ->monsterinfo.monsterflags |= MFL_DO_NOT_COUNT; targ->monsterinfo.aiflags &= ~(AI_GOOD_GUY + AI_FOLLOW_LEADER); if (targ->dmgteam && !Q_stricmp(targ->dmgteam,"player")) targ->dmgteam = NULL; } else if ( attacker->client && (targ->svflags & SVF_MONSTER) && UseRegularGoodGuyFlag(targ) && (targ->spawnflags & SF_MONSTER_GOODGUY) ) { if (!(targ->monsterinfo.aiflags & AI_ACTOR) || (targ->spawnflags & SF_ACTOR_BAD_GUY)) { targ->spawnflags &= ~SF_MONSTER_GOODGUY; //Knightmare- don't add to body count targ->monsterinfo.monsterflags |= MFL_DO_NOT_COUNT; targ->monsterinfo.aiflags &= ~(AI_GOOD_GUY + AI_FOLLOW_LEADER); if (targ->dmgteam && !Q_stricmp(targ->dmgteam,"player")) targ->dmgteam = NULL; } } // 1.6.1.3 change - one chance and one chance only to call friends /* if (targ->dmgteam) if (Q_stricmp(targ->dmgteam,"player")) targ->dmgteam = NULL; */ } edict_t *SpawnThing(); void M_ReactToDamage (edict_t *targ, edict_t *attacker, edict_t *inflictor) { // pmm qboolean new_tesla; qboolean is_turret; // sanity check if (!targ || !targ->classname) return; if (!attacker || !attacker->classname) return; // if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER)) // return; if ( targ->health <= 0 ) return; // If targ is currently chasing a "thing" or we're running a hint_path test, he // doesn't really care what else is happening if (targ->monsterinfo.aiflags & AI_CHASE_THING) return; // If targ is a robot camera, ignore damage if (targ->flags & FL_ROBOT) return; is_turret = (attacker->classname && !Q_stricmp(attacker->classname, "turret_breach")); //======= //ROGUE // logic for tesla - if you are hit by a tesla, and can't see who you should be mad at (attacker) // attack the tesla // also, target the tesla if it's a "new" tesla if ((inflictor) && (!strcmp(inflictor->classname, "tesla"))) { new_tesla = MarkTeslaArea(targ, inflictor); if (new_tesla) TargetTesla (targ, inflictor); return; // FIXME - just ignore teslas when you're TARGET_ANGER or MEDIC /* if (!(targ->enemy && (targ->monsterinfo.aiflags & (AI_TARGET_ANGER|AI_MEDIC)))) { // FIXME - coop issues? if ((!targ->enemy) || (!visible(targ, targ->enemy))) { gi.dprintf ("can't see player, switching to tesla\n"); TargetTesla (targ, inflictor); return; } gi.dprintf ("can see player, ignoring tesla\n"); } else if ((g_showlogic) && (g_showlogic->value)) gi.dprintf ("no enemy, or I'm doing other, more important things, than worrying about a damned tesla!\n"); */ } //ROGUE //======= // Lazarus - monsters will get mad at and attack turrets. // For environmental effects (lava, lasers, etc.) - evade if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER) && !is_turret && !(targ->monsterinfo.aiflags & AI_DUCKED) ) { if (!targ->movetarget || Q_stricmp(targ->movetarget->classname,"thing") ) { int i; edict_t *thing; vec3_t atk, dir, best_dir, end, forward; vec3_t mins, maxs; vec_t dist, run; vec_t best_dist=0; trace_t trace1, trace2; VectorCopy (targ->mins, mins); mins[2] += 16; // max step height? not sure about this if (mins[2] > 0) mins[2] = 0; VectorCopy (targ->maxs, maxs); if ( (attacker == world) || ( attacker->classname && ( !Q_stricmp(attacker->classname, "func_door") || !Q_stricmp(attacker->classname, "func_water") || !Q_stricmp(attacker->classname, "func_pushable") ) ) ) { // Just send the monster straight ahead and hope for the best. thing = SpawnThing(); VectorCopy (targ->s.angles, thing->s.angles); AngleVectors (targ->s.angles, dir, NULL, NULL); for (i=0; i<5; i++) { dir[2] = 0.1*i; VectorNormalize (dir); VectorMA (targ->s.origin, WORLD_SIZE, dir, end); // was 8192 trace1 = gi.trace(targ->s.origin, mins, maxs, end, targ ,MASK_MONSTERSOLID); dist = trace1.fraction * WORLD_SIZE; // was 8192 if (dist > best_dist) { best_dist = dist; VectorCopy (dir, best_dir); } } } else if ( attacker->classname && !Q_stricmp(attacker->classname, "target_laser") ) { // Send the monster in a direction perpendicular to laser // path, whichever direction is closest to current angles thing = SpawnThing(); if (attacker->movedir[2] > 0.7) { // Just move straight ahead and hope for the best AngleVectors (targ->s.angles, best_dir, NULL, NULL); } else { VectorCopy (attacker->movedir, best_dir); best_dir[2] = best_dir[0]; best_dir[0] = -best_dir[1]; best_dir[1] = best_dir[2]; best_dir[2] = 0; AngleVectors (targ->s.angles, dir,NULL,NULL); if (DotProduct(best_dir, dir) < 0) VectorNegate (best_dir, best_dir); } } else { // Attacked by a point entity or moving brush model // not covered above. Find a vector that will hide the // monster from the attacker. if (!VectorLength(attacker->size)) { // point entity VectorCopy (attacker->s.origin, atk); } else { // brush model... can't rely on origin VectorMA (attacker->mins, 0.5, attacker->size, atk); } VectorClear (best_dir); AngleVectors (targ->s.angles, forward, NULL, NULL); for (i=0; i<32 && best_dist == 0; i++) { // Weight escape route tests in favor of forward-facing direction if (random() > 0.5) { dir[0] = forward[0] + 0.5*crandom(); dir[1] = forward[1] + 0.5*crandom(); dir[2] = forward[2]; } else { dir[0] = crandom(); dir[1] = crandom(); dir[2] = 0; } VectorNormalize (dir); VectorMA (targ->s.origin, WORLD_SIZE, dir, end); // was 8192 trace1 = gi.trace (targ->s.origin, mins, maxs, end, targ, MASK_MONSTERSOLID); trace2 = gi.trace (trace1.endpos, NULL, NULL, atk, targ, MASK_SOLID); if (trace2.fraction == 1.0) continue; dist = trace1.fraction * WORLD_SIZE; // was 8192 if (dist > best_dist) { best_dist = dist; VectorCopy(dir, best_dir); } } if (best_dist == 0.) return; thing = SpawnThing(); vectoangles (best_dir, thing->s.angles); } if ( attacker->classname && (!Q_stricmp(attacker->classname, "func_door") || !Q_stricmp(attacker->classname, "func_pushable")) ) run = 256; else run = WORLD_SIZE; // was 8192 VectorMA (targ->s.origin, run, best_dir, end); trace1 = gi.trace (targ->s.origin, mins, maxs, end, targ, MASK_MONSTERSOLID); dist = trace1.fraction * run; VectorMA (targ->s.origin, dist, best_dir, thing->s.origin); // If monster already has an enemy, use a short lifespan for thing if (targ->enemy) thing->touch_debounce_time = level.time + 2.0; else thing->touch_debounce_time = level.time + max(5.0,dist/50.); thing->target_ent = targ; ED_CallSpawn (thing); targ->movetarget = targ->goalentity = thing; targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET; targ->monsterinfo.aiflags |= AI_CHASE_THING; targ->monsterinfo.run(targ); } return; } // Lazarus: If in a no-win situation, actors run away if (targ->monsterinfo.aiflags & AI_ACTOR) { if ( targ->health < (targ->max_health/3) ) { if ( attacker->health > (attacker->max_health/2) ) { if (attacker->health > targ->health) { if ( ai_chicken(targ, attacker) ) return; } } } } // Zaero- handle autocanon // if ( !(attacker->client) && !(attacker->svflags & SVF_MONSTER) && // (attacker->classname && (strncmp(attacker->classname, "monster_autocannon", 18) != 0) ) ) if ( attacker->classname && !strncmp(attacker->classname, "monster_autocannon", 18) ) return; // end Zaero if (attacker == targ || attacker == targ->enemy) return; // if we are a good guy monster and our attacker is a player // or another good guy, do not get mad at them if (targ->monsterinfo.aiflags & AI_GOOD_GUY) { if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY)) return; } //PGM // if we're currently mad at something a target_anger made us mad at, ignore // damage if (targ->enemy && targ->monsterinfo.aiflags & AI_TARGET_ANGER) { float percentHealth; // make sure whatever we were pissed at is still around. if (targ->enemy->inuse) { percentHealth = (float)(targ->health) / (float)(targ->max_health); if ( targ->enemy->inuse && percentHealth > 0.33) return; } // remove the target anger flag targ->monsterinfo.aiflags &= ~AI_TARGET_ANGER; } //PGM // PMM // if we're healing someone, do like above and try to stay with them if ((targ->enemy) && (targ->monsterinfo.aiflags & AI_MEDIC)) { float percentHealth; percentHealth = (float)(targ->health) / (float)(targ->max_health); // ignore it some of the time if ( targ->enemy->inuse && percentHealth > 0.25) return; // remove the medic flag targ->monsterinfo.aiflags &= ~AI_MEDIC; cleanupHealTarget (targ->enemy); } // PMM // we now know that we are not both good guys // if attacker is a client, get mad at them because he's good and we're not if (attacker->client || is_turret) { targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET; // this can only happen in coop (both new and old enemies are clients) // only switch if can't see the current enemy if (targ->enemy && targ->enemy->client) { if (visible(targ, targ->enemy)) { targ->oldenemy = attacker; return; } targ->oldenemy = targ->enemy; } targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED) && visible(targ,targ->enemy)) FoundTarget (targ); else HuntTarget (targ); return; } // it's the same base (walk/swim/fly) type and a different classname and it's not a tank // (they spray too much), get mad at them // PMM // added medics to this // FIXME - // this really should be turned into an AI flag marking appropriate monsters as "don't shoot me" // this also leads to the problem of tanks and medics being able to, at will, kill monsters with // no chance of retaliation. My vote is to make those monsters who are designed as "don't shoot me" // such that they also ignore being shot by monsters as well /* if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) && (strcmp (targ->classname, attacker->classname) != 0) && (strncmp(attacker->classname, "monster_tank", 12) != 0) && (strcmp(attacker->classname, "monster_supertank") != 0) && (strcmp(attacker->classname, "monster_makron") != 0) && (strcmp(attacker->classname, "monster_jorg") != 0) && (strcmp(attacker->classname, "monster_carrier") != 0) && (strncmp(attacker->classname, "monster_medic", 13) != 0) ) // this should get medics & medic_commanders */ if ( ( (targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM)) ) && (strcmp(targ->classname, attacker->classname) != 0) && !(attacker->monsterinfo.aiflags & AI_IGNORE_SHOTS) && !(targ->monsterinfo.aiflags & AI_IGNORE_SHOTS) && !( (level.maptype == MAPTYPE_ZAERO) && attacker->mteam && targ->mteam && (strcmp(attacker->mteam, targ->mteam) == 0) ) // Zaero- added monster team field ) { if (targ->enemy && targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED) && visible(targ,targ->enemy)) FoundTarget (targ); else if (!(targ->monsterinfo.aiflags & AI_DUCKED)) HuntTarget (targ); return; } // if they *meant* to shoot us, then shoot back else if (attacker->enemy == targ) { if (targ->enemy && targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED) && visible(targ,targ->enemy)) FoundTarget (targ); else HuntTarget (targ); return; } // otherwise get mad at whoever they are mad at (help our buddy) unless it is us! else if (attacker->enemy && attacker->enemy != targ) { if (targ->enemy && targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker->enemy; if (!(targ->monsterinfo.aiflags & AI_DUCKED) && visible(targ,targ->enemy)) FoundTarget (targ); else if (!(targ->monsterinfo.aiflags & AI_DUCKED) && visible(targ,targ->enemy)) HuntTarget (targ); else HuntTarget (targ); return; } } qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker) { //FIXME make the next line real and uncomment this block // if ((ability to damage a teammate == OFF) && (targ's team == attacker's team)) return false; } void monster_start_go (edict_t *self); void T_Damage (edict_t *in_targ, edict_t *inflictor, edict_t *in_attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod) { gclient_t *client; int take; int save; int asave; int psave; int te_sparks; int sphere_notified; // PGM edict_t *attacker; edict_t *targ; targ = in_targ; if (!targ || !targ->inuse) return; if (!targ->takedamage) return; // no drowning damage for zombies! if ( (mod == MOD_WATER) && (!Q_stricmp(targ->classname, "q1_monster_zombie") || !Q_stricmp(targ->classname, "monster_q1_zombie")) ) return; sphere_notified = false; // PGM // Lazarus: If monster/actor is currently being forced to use // specific animations due to target_animation, release that // control over it. if ((targ->think == target_animate) && (targ->svflags & SVF_MONSTER)) { targ->think = monster_think; targ->nextthink = level.time + FRAMETIME; } if (!in_attacker) attacker = world; else attacker = in_attacker; // If targ is a fake player for the real player viewing camera, get that player // out of the camera and do the damage to him if (!Q_stricmp(targ->classname, "camplayer")) { if (targ->target_ent && targ->target_ent->client && targ->target_ent->client->spycam) { if (attacker->enemy == targ) { attacker->enemy = targ->target_ent; attacker->goalentity = NULL; attacker->movetarget = NULL; } targ = targ->target_ent; camera_off(targ); if (attacker->svflags & SVF_MONSTER) { // Knightmare- gekks and stalkers use different spawnflag if ( (UseRegularGoodGuyFlag(attacker) && (attacker->spawnflags & SF_MONSTER_GOODGUY)) || (UseSpecialGoodGuyFlag(attacker) && (attacker->spawnflags & 16)) ) { if (attacker->enemy == targ) { attacker->enemy = NULL; attacker->monsterinfo.aiflags &= ~AI_FOLLOW_LEADER; attacker->monsterinfo.attack_finished = 0; attacker->monsterinfo.pausetime = level.time + 100000000; if (attacker->monsterinfo.stand) attacker->monsterinfo.stand(attacker); } } else { if (attacker->enemy == targ) FoundTarget(attacker); } } } else return; // don't damage target_monitor camplayer } // If targ is a remote turret_driver and attacker is a player, replace turret_driver // with normal infantry dude and turn TRACK off on corresponding turret_breach if ( targ->classname && !Q_stricmp(targ->classname,"turret_driver") && (targ->spawnflags & 1) && (attacker->client) ) { edict_t *monster; monster = targ->child; if (monster) { monster->health = targ->health; if (targ->target_ent) { targ->target_ent->spawnflags &= ~4; targ->target_ent->move_angles[0] = 0; targ->target_ent->owner = NULL; } G_FreeEdict(targ); monster->solid = SOLID_BBOX; monster->movetype = MOVETYPE_STEP; monster->svflags &= ~SVF_NOCLIENT; monster_start_go (monster); gi.linkentity (monster); monster->enemy = attacker; FoundTarget(monster); targ = monster; } } // friendly fire avoidance // if enabled you can't hurt teammates (but you can hurt yourself) // knockback still occurs if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value)) { if (OnSameTeam (targ, attacker)) { // PMM - nukes kill everyone if (((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE) && (mod != MOD_NUKE)) damage = 0; else mod |= MOD_FRIENDLY_FIRE; } } meansOfDeath = mod; //ROGUE // allow the deathmatch game to change values if (deathmatch->value && gamerules && gamerules->value) { if (DMGame.ChangeDamage) damage = DMGame.ChangeDamage(targ, attacker, damage, mod); if (DMGame.ChangeKnockback) knockback = DMGame.ChangeKnockback(targ, attacker, knockback, mod); if (!damage) return; } //ROGUE // easy mode takes half damage if (skill->value == 0 && deathmatch->value == 0 && targ->client) { damage *= 0.5; if (!damage) damage = 1; } // Zaero if ((targ->svflags & SVF_MONSTER) && ((targ->monsterinfo.aiflags2 & AI2_REDUCEDDAMAGE) || ((targ->monsterinfo.aiflags2 & AI2_MONREDUCEDDAMAGE) && (inflictor->svflags & SVF_MONSTER)))) { damage *= targ->monsterinfo.reducedDamageAmount; if (!damage) damage = 1; } // end Zaero client = targ->client; // PMM - defender sphere takes half damage if ((client) && (client->owned_sphere) && (client->owned_sphere->spawnflags == 1)) { damage *= 0.5; if (!damage) damage = 1; } if (dflags & DAMAGE_BULLET) te_sparks = TE_BULLET_SPARKS; else te_sparks = TE_SPARKS; VectorNormalize(dir); // bonus damage for suprising a monster if ( !(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0) ) damage *= 2; // Shamblers take half damage from explosives if ( (targ->svflags & SVF_MONSTER) && ( (Q_stricmp(targ->classname,"q1_monster_shambler") == 0) || (Q_stricmp(targ->classname,"monster_q1_shambler") == 0) ) && ( (Q_stricmp(inflictor->classname, "grenade") == 0) || (Q_stricmp(inflictor->classname, "prox") == 0) || (Q_stricmp(inflictor->classname, "plasma") == 0) || (Q_stricmp(inflictor->classname, "rocket") == 0) || (Q_stricmp(inflictor->classname, "homing rocket") == 0) ) ) damage = (int)((float)damage * 0.5f); // Skid - q1 monsters don't go flying if ( (targ->flags & (FL_NO_KNOCKBACK|FL_Q1_MONSTER)) || (mod == MOD_ETF_SPLASH) || (mod == MOD_ETF_RIFLE)) knockback = 0; // figure momentum add if (!(dflags & DAMAGE_NO_KNOCKBACK) // Knightmare- no knockback from negative damage lasers and triggers && ( (damage > 0) || ((mod != MOD_TRIGGER_HURT) && (mod != MOD_TARGET_LASER)) )) { if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP)) { vec3_t kvel; float mass; if (targ->mass < 50) mass = 50; else mass = targ->mass; if (targ->client && attacker == targ) VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack... else VectorScale (dir, 500.0 * (float)knockback / mass, kvel); VectorAdd (targ->velocity, kvel, targ->velocity); } } take = damage; save = 0; // check for godmode if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) ) { take = 0; save = damage; // Knightmare if (mod != MOD_SHOCK_SPLASH) // no sparks from shockwave detonation effect!!! // end Knightmare SpawnDamage (TE_SPARKS, point, normal, save); } // check for invincibility if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION)) { if (targ->pain_debounce_time < level.time) { gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0); targ->pain_debounce_time = level.time + 2; } take = 0; save = damage; } // ROGUE // check for monster invincibility if (((targ->svflags & SVF_MONSTER) && targ->monsterinfo.invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION)) { if (targ->pain_debounce_time < level.time) { gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0); targ->pain_debounce_time = level.time + 2; } take = 0; save = damage; } // ROGUE // Knightmare- falling doesn't damage armor if (mod == MOD_FALLING && !falling_armor_damage->value) { psave = 0; asave = 0; } else { psave = CheckPowerArmor (targ, point, normal, take, dflags); take -= psave; asave = CheckArmor (targ, point, normal, take, te_sparks, dflags); take -= asave; // treat cheat/powerup savings the same as armor asave += save; } // team damage avoidance if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker)) return; // ROGUE - this option will do damage both to the armor and person. originally for DPU rounds if (dflags & DAMAGE_DESTROY_ARMOR) { if (!(targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) && !(client && client->invincible_framenum > level.framenum)) { take = damage; } } // ROGUE // do the damage if (take) { // Lazarus: dmgteam stuff CallMyFriends (targ, attacker); // Knightmare- no blood/particles from negative damage lasers and triggers or shockwave detonation effect if ( (mod != MOD_SHOCK_SPLASH) && ((damage > 0) || ((mod != MOD_TRIGGER_HURT) && (mod != MOD_TARGET_LASER))) ) { //PGM- need more blood for chainfist. if (targ->flags & FL_MECHANICAL) { SpawnDamage (TE_ELECTRIC_SPARKS, point, normal, take); } else if ((targ->svflags & SVF_MONSTER) || (client)) { if (targ->blood_type == 1) SpawnDamage (TE_GREENBLOOD, point, normal, take); else if (targ->blood_type == 2) { SpawnDamage (TE_SPARKS, point, normal, take); SpawnDamage (TE_SPARKS, point, normal, take); } else if (targ->blood_type == 3) { SpawnDamage (TE_SPARKS, point, normal, take); SpawnDamage (TE_SPARKS, point, normal, take); SpawnDamage (TE_BLOOD, point, normal, take); } else if (mod == MOD_CHAINFIST) SpawnDamage (TE_MOREBLOOD, point, normal, 255); else SpawnDamage (TE_BLOOD, point, normal, take); } else SpawnDamage (TE_SPARKS, point, normal, take); //PGM } if (targ->client) { if (in_targ != targ) { // Then player has taken the place of whatever was originally // damaged, as in switching from func_monitor usage. Limit // damage so that player isn't killed, and make him temporarily // invincible targ->health = max(2,targ->health - take); targ->client->invincible_framenum = level.framenum+2; targ->pain_debounce_time = max(targ->pain_debounce_time,level.time+0.3); } else if (level.framenum - targ->client->startframe > 30) targ->health = targ->health - take; else if (targ->health > 10) targ->health = max(10,targ->health - take); } else { // Lazarus: For func_explosive target, check spawnflags and, if needed, // damage type if (targ->classname && !Q_stricmp(targ->classname, "func_explosive")) { qboolean good_damage = true; if (targ->spawnflags & 16) // explosion only { good_damage = false; if (mod == MOD_GRENADE) good_damage = true; if (mod == MOD_G_SPLASH) good_damage = true; if (mod == MOD_ROCKET) good_damage = true; if (mod == MOD_R_SPLASH) good_damage = true; if (mod == MOD_BFG_BLAST) good_damage = true; if (mod == MOD_HANDGRENADE) good_damage = true; if (mod == MOD_HG_SPLASH) good_damage = true; if (mod == MOD_EXPLOSIVE) good_damage = true; if (mod == MOD_BARREL) good_damage = true; if (mod == MOD_BOMB) good_damage = true; // Knightmare added if (mod == MOD_PHALANX) good_damage = true; if (mod == MOD_PHALANX_SPLASH) good_damage = true; if (mod == MOD_TRACKER) good_damage = true; if (mod == MOD_PROX) good_damage = true; if (mod == MOD_PROX_SPLASH) good_damage = true; if (mod == MOD_NUKE) good_damage = true; if (mod == MOD_NBOMB) good_damage = true; if (mod == MOD_DOPPLE_EXPLODE) good_damage = true; if (mod == MOD_SHOCK_SPLASH) good_damage = true; if (mod == MOD_ETF_SPLASH) good_damage = true; // Zaero if (mod == MOD_TRIPBOMB) good_damage = true; } if (!good_damage) return; } // Zaero if (targ->takedamage != DAMAGE_IMMORTAL) targ->health = targ->health - take; } // PGM - spheres need to know who to shoot at if (client && client->owned_sphere) { sphere_notified = true; if (client->owned_sphere->pain) client->owned_sphere->pain (client->owned_sphere, attacker, 0, 0); } //PGM // Knocked down Q1 zombies can't be killed // if (targ->health <= 0) if ( (targ->health <= 0) && !( (!Q_stricmp(targ->classname, "q1_monster_zombie") || !Q_stricmp(targ->classname, "monster_q1_zombie")) && targ->count) ) { if ((targ->svflags & SVF_MONSTER) || (client)) targ->flags |= FL_NO_KNOCKBACK; Killed (targ, inflictor, attacker, take, point); return; } } //PGM - spheres need to know who to shoot at if (!sphere_notified) { if (client && client->owned_sphere) { sphere_notified = true; if (client->owned_sphere->pain) client->owned_sphere->pain (client->owned_sphere, attacker, 0, 0); } } //PGM if ((targ->svflags & SVF_MONSTER) //Knightmare- no damage reaction from negative damage lasers and triggers && ( (damage > 0) || ((mod != MOD_TRIGGER_HURT) && (mod != MOD_TARGET_LASER)) )) { M_ReactToDamage (targ, attacker, inflictor); // PMM - fixme - if anyone else but the medic ever uses AI_MEDIC, check for it here instead // of in the medic's pain function if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take)) { if (targ->pain) targ->pain (targ, attacker, knockback, take); // nightmare mode monsters don't go into pain frames often if (skill->value == 3) targ->pain_debounce_time = level.time + 5; } } else if ((client) //Knightmare- no damage reaction from negative damage lasers and triggers && ( (damage > 0) || ((mod != MOD_TRIGGER_HURT) && (mod != MOD_TARGET_LASER)) )) { if (!(targ->flags & FL_GODMODE) && (take)) { if (targ->pain) targ->pain (targ, attacker, knockback, take); } } else if ((take) //Knightmare- no damage reaction from negative damage lasers and triggers && ( (damage > 0) || ((mod != MOD_TRIGGER_HURT) && (mod != MOD_TARGET_LASER)) )) { if (targ->pain) targ->pain (targ, attacker, knockback, take); } // add to the damage inflicted on a player this frame // the total will be turned into screen blends and view angle kicks // at the end of the frame if (client) { client->damage_parmor += psave; client->damage_armor += asave; client->damage_blood += take; client->damage_knockback += knockback; VectorCopy (point, client->damage_from); } } /* ============ T_RadiusDamage ============ */ void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod) { float points; edict_t *ent = NULL; vec3_t v; vec3_t dir; while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL) { if (ent == ignore) continue; if (!ent->takedamage) continue; //if (ent->svflags & SVF_GIB) //Knightmare- gibs aren't destoyed by splash damage // continue; VectorAdd (ent->mins, ent->maxs, v); VectorMA (ent->s.origin, 0.5, v, v); VectorSubtract (inflictor->s.origin, v, v); //Knightmare- minimum shockwave damage uses different formula if (mod == MOD_SHOCK_SPLASH && (VectorLength(v) < radius) && (points < damage * 0.25)) points = (1 - (VectorLength(v) / radius)) * damage; else points = damage - 0.5 * VectorLength (v); if (ent == attacker) points = points * 0.5; if (points > 0) { if (CanDamage (ent, inflictor)) { VectorSubtract (ent->s.origin, inflictor->s.origin, dir); T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod); } } } } // ********************** // ROGUE /* ============ T_RadiusNukeDamage Like T_RadiusDamage, but ignores walls (skips CanDamage check, among others) up to KILLZONE radius, do 10,000 points after that, do damage linearly out to KILLZONE2 radius ============ */ void T_RadiusNukeDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod) { float points; edict_t *ent = NULL; vec3_t v; vec3_t dir; float len; float killzone, killzone2; trace_t tr; float dist; killzone = radius; killzone2 = radius*2.0; while ((ent = findradius(ent, inflictor->s.origin, killzone2)) != NULL) { // ignore nobody if (ent == ignore) continue; if (!ent->takedamage) continue; // if (!ent->inuse) // continue; // if (!(ent->client || (ent->svflags & SVF_MONSTER) || (ent->svflags & SVF_DAMAGEABLE))) // continue; VectorAdd (ent->mins, ent->maxs, v); VectorMA (ent->s.origin, 0.5, v, v); VectorSubtract (inflictor->s.origin, v, v); len = VectorLength(v); if (len <= killzone) { if ((ent->client || ent->svflags & SVF_MONSTER) && !ent->flags & FL_GODMODE) ent->flags |= FL_NUKED; points = 10000; } else if (len <= killzone2) points = (damage/killzone)*(killzone2 - len); else points = 0; // points = damage - 0.005 * len*len; // if (ent == attacker) // points = points * 0.5; // if ((g_showlogic) && (g_showlogic->value)) // { // if (!(strcmp(ent->classname, "player"))) // gi.dprintf ("dist = %2.2f doing %6.0f damage to %s\n", len, points, inflictor->teammaster->client->pers.netname); // else // gi.dprintf ("dist = %2.2f doing %6.0f damage to %s\n", len, points, ent->classname); // } if (points > 0) { if (CanDamage (ent, inflictor)) { if (ent->client) ent->client->nuke_framenum = level.framenum + 20; VectorSubtract (ent->s.origin, inflictor->s.origin, dir); T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod); } } } ent = g_edicts+1; // skip the worldspawn // cycle through players while (ent) { if ((ent->client) && (ent->client->nuke_framenum != level.framenum+20) && (ent->inuse)) { tr = gi.trace (inflictor->s.origin, NULL, NULL, ent->s.origin, inflictor, MASK_SOLID); if (tr.fraction == 1.0) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("Undamaged player in LOS with nuke, flashing!\n"); ent->client->nuke_framenum = level.framenum + 20; } else { dist = realrange (ent, inflictor); if (dist < 2048) ent->client->nuke_framenum = max(ent->client->nuke_framenum,level.framenum + 15); else ent->client->nuke_framenum = max(ent->client->nuke_framenum,level.framenum + 10); } ent++; } else ent = NULL; } } /* =========== max returns larger value ============ */ /*float max (float a, float b) { if (a > b) return a; if (b > a) return b; if (a == b) return a; }*/ /* ============ T_RadiusClassDamage Like T_RadiusDamage, but ignores anything with classname=ignoreClass ============ */ void T_RadiusClassDamage (edict_t *inflictor, edict_t *attacker, float damage, char *ignoreClass, float radius, int mod) { float points; edict_t *ent = NULL; vec3_t v; vec3_t dir; while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL) { if (ent->classname && !strcmp(ent->classname, ignoreClass)) continue; if (!ent->takedamage) continue; VectorAdd (ent->mins, ent->maxs, v); VectorMA (ent->s.origin, 0.5, v, v); VectorSubtract (inflictor->s.origin, v, v); points = damage - 0.5 * VectorLength (v); if (ent == attacker) points = points * 0.5; if (points > 0) { if (CanDamage (ent, inflictor)) { VectorSubtract (ent->s.origin, inflictor->s.origin, dir); T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod); } } } }