/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This file is part of Lazarus Quake 2 Mod source code. Lazarus Quake 2 Mod source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Lazarus Quake 2 Mod source code 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 Lazarus Quake 2 Mod source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // g_combat.c #include "g_local.h" void HuntTarget (edict_t *); void M_SetEffects (edict_t *ent); /* ============ cleanupHealTarget clean up heal targets for medic ============ */ void cleanupHealTarget (edict_t *self) { self->monsterinfo.healer = NULL; self->takedamage = DAMAGE_YES; self->monsterinfo.aiflags &= ~AI_RESURRECTING; M_SetEffects (self); } /* ============ 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) 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 || trace.ent == targ) 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 || trace.ent == targ) 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 || trace.ent == targ) 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 || trace.ent == targ) 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 || trace.ent == targ) return true; return false; } /* ============ Killed ============ */ void misc_deadsoldier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); 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)) { if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY) ) { level.killed_monsters++; if (coop->value && attacker->client) attacker->client->resp.score++; // medics won't heal monsters that they kill themselves 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 if (targ->die) targ->die (targ, inflictor, attacker, damage, point); else BecomeExplosion1(targ); return; } if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD)) { targ->touch = NULL; monster_death_use (targ); } if (inflictor->movetype == MOVETYPE_PUSH) { // Lazarus - Die function won't gib NO_GIB monsters... blow 'em up if ((targ->die != misc_deadsoldier_die) && (targ->spawnflags & SF_MONSTER_NOGIB)) { BecomeExplosion1(targ); return; } } // Lazarus: disengage from tracktrain if (targ->vehicle && (targ->vehicle->flags & FL_TRACKTRAIN)) tracktrain_disengage(targ->vehicle); if (targ->die) targ->die (targ, inflictor, attacker, damage, point); else BecomeExplosion1(targ); } /* ================ SpawnDamage modified for Lazarus: damage removed since it isn't used added color for monster blood ================ */ void SpawnDamage (int type, vec3_t origin, vec3_t normal) { gi.WriteByte (svc_temp_entity); gi.WriteByte (type); gi.WritePosition (origin); gi.WriteDir (normal); gi.multicast (origin, MULTICAST_PVS); if (level.num_reflectors) ReflectSparks(type,origin,normal); } int BloodType (int index) { switch (index) { case 1: return TE_GREENBLOOD; case 2: return TE_SPARKS; default: return TE_BLOOD; } } /* ============ 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=0; int power_used; if (!damage) return 0; client = ent->client; if (dflags & DAMAGE_NO_ARMOR) return 0; if (client) { power_armor_type = PowerArmorType (ent); if (power_armor_type != POWER_ARMOR_NONE) { index = cells_index; 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; } save = power * damagePerCell; if (!save) return 0; if (save > damage) save = damage; SpawnDamage (pa_te_type, point, normal); ent->powerarmor_time = level.time + 0.2; 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; if (dflags & DAMAGE_NO_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); 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- insanes ignore damage- fix crash on fact2? 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.aiflags & AI_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 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; 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; */ } void M_ReactToDamage (edict_t *targ, edict_t *attacker) { qboolean is_turret; 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 | AI_HINT_TEST)) return; // Knightmare- insanes ignore damage- fixes crash on fact2 if (!strcmp(targ->classname, "misc_insane")) 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")); targ->spawnflags &= ~(SF_MONSTER_AMBUSH | SF_MONSTER_SIGHT); // 1.6.1.3 // 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 || (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) || (!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 (!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 ( (!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; } } } } 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; } // if PO'ed at something caused by target_anger, ignore other attackers if ((targ->monsterinfo.aiflags & AI_TARGET_ANGER) && (targ->enemy)) { // ensure that the subject of our wrath is still present & we're not too beat up if (targ->enemy->inuse) { float health_ratio = (float)(targ->health) / (float)(targ->max_health); if ((health_ratio > 0.333) && (targ->enemy->inuse)) return; } targ->monsterinfo.aiflags &= ~AI_TARGET_ANGER; } // If this monster is a medic, try to focus on healing the patient! if ((targ->monsterinfo.aiflags & AI_MEDIC) && (targ->enemy)) { float health_ratio = (float)(targ->health) / (float)(targ->max_health); // keep healing unless we're almost dead if ((health_ratio > 0.25f) && (targ->enemy->inuse)) return; // remove the medic flag targ->monsterinfo.aiflags &= ~AI_MEDIC; cleanupHealTarget (targ->enemy); } // 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 (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 if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) && (strcmp (targ->classname, attacker->classname) != 0) && (strcmp(attacker->classname, "monster_tank") != 0) && (strcmp(attacker->classname, "monster_supertank") != 0) && (strcmp(attacker->classname, "monster_makron") != 0) && (strcmp(attacker->classname, "monster_jorg") != 0) ) { // Lazarus: Check IGNORE_SHOTS spawnflag for attacker. If set AND // targ and attacker have same GOODGUY setting, don't respond // to attacks. if ( ( (targ->spawnflags & SF_MONSTER_GOODGUY) != (attacker->spawnflags & SF_MONSTER_GOODGUY) ) || !(attacker->spawnflags & SF_MONSTER_IGNORESHOTS) ) { if (targ->enemy && targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker; if (visible(targ,targ->enemy)) FoundTarget (targ); else 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 (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 (visible(targ,targ->enemy)) FoundTarget (targ); else HuntTarget (targ); return; } } qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker) { //ZOID if (ctf->value && targ->client && attacker->client) if (targ->client->resp.ctf_team == attacker->client->resp.ctf_team && targ != attacker) return true; //ZOID //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 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; edict_t *attacker; edict_t *targ; targ = in_targ; if (!targ || !targ->inuse) return; if (!targ->takedamage) return; // 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) { if ( UseRegularGoodGuyFlag(attacker) && (attacker->spawnflags & SF_MONSTER_GOODGUY) ) { 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)) { if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE) damage = 0; else mod |= MOD_FRIENDLY_FIRE; } } meansOfDeath = mod; // easy mode takes half damage if (skill->value == 0 && deathmatch->value == 0 && targ->client) { damage *= 0.5; if (!damage) damage = 1; } client = targ->client; 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; //ZOID //strength tech damage = CTFApplyStrength(attacker, damage); //ZOID if (!OnSameTeam(targ, attacker)) CTFApplyVampire(attacker, damage); if (targ->flags & FL_NO_KNOCKBACK) knockback = 0; // Lazarus: If monster is currently chasing a "thing" and mod is a laser, // ignore knockback to give poor guy a chance to vamoose. if (targ->movetarget && !Q_stricmp(targ->movetarget->classname,"thing") && (mod == MOD_TARGET_LASER)) knockback = 0; // figure momentum add if (!(dflags & DAMAGE_NO_KNOCKBACK)) { // Lazarus: Added MOVETYPE_TOSS to no knockback (pickup items and dead bodies) if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP) && (targ->movetype != MOVETYPE_TOSS)) { 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; SpawnDamage (te_sparks, point, normal); } // 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; } //ZOID //resistance tech take = CTFApplyResistance(targ, take); //ZOID //ZOID //team armor protect if (ctf->value && targ->client && attacker->client && targ->client->resp.ctf_team == attacker->client->resp.ctf_team && targ != attacker && ((int)dmflags->value & DF_ARMOR_PROTECT)) { psave = asave = 0; } //ZOID //Knightmare- falling doesn't damage armor else 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; //ZOID if (ctf->value) // only run in CTF mode CTFCheckHurtCarrier(targ, attacker); //ZOID // do the damage if (take) { // Lazarus: dmgteam stuff CallMyFriends(targ,attacker); // Lazarus: Sparks rather than blood for NOGIB dead monsters if ((targ->svflags & SVF_MONSTER) && (targ->spawnflags & SF_MONSTER_NOGIB) && (targ->health <= 0)) SpawnDamage (TE_SPARKS, point, normal); else { if ((targ->svflags & SVF_MONSTER) || (client)) { // Knightmare- added support for sparks and blood // SpawnDamage ( BloodType(targ->blood_type), point, normal ); if (targ->blood_type == 1) SpawnDamage (TE_GREENBLOOD, point, normal); else if (targ->blood_type == 2) { SpawnDamage (TE_SPARKS, point, normal); SpawnDamage (TE_SPARKS, point, normal); } else if (targ->blood_type == 3) { SpawnDamage (TE_SPARKS, point, normal); SpawnDamage (TE_SPARKS, point, normal); SpawnDamage (TE_BLOOD, point, normal); } else SpawnDamage (TE_BLOOD, point, normal); } else SpawnDamage (te_sparks, point, normal); } 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; // Knightmare- changed spawnflag 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; } if (!good_damage) return; } targ->health = targ->health - take; } if (targ->health <= 0) { if ((targ->svflags & SVF_MONSTER) || (client)) targ->flags |= FL_NO_KNOCKBACK; Killed (targ, inflictor, attacker, take, point); return; } } if (targ->svflags & SVF_MONSTER) { M_ReactToDamage (targ, attacker); 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) { if (!(targ->flags & FL_GODMODE) && (take)) { if (targ->pain) targ->pain (targ, attacker, knockback, take); } } else if (take) { 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 Lazarus adds dmg_slope to alter the radius damage equation. (Standard Q2 = -0.5) ============ */ void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod, double dmg_slope) { 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; VectorAdd (ent->mins, ent->maxs, v); VectorMA (ent->s.origin, 0.5, v, v); VectorSubtract (inflictor->s.origin, v, v); points = damage + dmg_slope * 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); } } } }