thirtyflightsofloving/3zb2/g_combat.c
Knightmare66 eb97af1598 Added sources for Zaero mission pack and 3ZB2 bot DLLs.
Added GetFileList() to game function imports in misison pack DLL game.h.
2020-02-23 16:15:28 -05:00

542 lines
13 KiB
C

// g_combat.c
#include "g_local.h"
#include "bot.h"
/*
============
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)
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;
targ->enemy = attacker;
if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
{
// targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
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
targ->die (targ, inflictor, attacker, damage, point);
return;
}
/* if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
{
targ->touch = NULL;
monster_death_use (targ);
}
*/
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);
}
/*
============
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)
return 0;
if (client)
{
power_armor_type = PowerArmorType (ent);
if (power_armor_type != POWER_ARMOR_NONE)
{
index = ITEM_INDEX(Fdi_CELLS/*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;
}
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;
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, save);
return save;
}
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 *targ, edict_t *inflictor, edict_t *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;
if (!targ->takedamage)
return;
if(mod == MOD_CRUSH)
{
//bot's state change
if((targ->svflags & SVF_MONSTER) && targ->client)
{
if((targ->client->zc.waitin_obj == inflictor && targ->client->zc.zcstate)
|| targ->groundentity == inflictor)
{
// gi.bprintf(PRINT_HIGH,"MOOOOOOOOOOOOOOOOOOOO\n");
targ->client->zc.zcstate |= STS_W_DONT;
}
}
}
// 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;
}
else if(targ->client && !(targ->svflags & SVF_MONSTER))
{
if(attacker->client) targ->client->zc.first_target = attacker;
}
}
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 (targ->flags & FL_NO_KNOCKBACK)
knockback = 0;
// figure momentum add
if (!(dflags & DAMAGE_NO_KNOCKBACK))
{
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;
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/protect3.wav"), 1, ATTN_NORM, 0);
// 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
//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;
} else {
//ZOID
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;
//ZOID
//resistance tech
take = CTFApplyResistance(targ, take);
//ZOID
// team damage avoidance
if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
return;
//ZOID
CTFCheckHurtCarrier(targ, attacker);
//ZOID
// do the damage
if (take)
{
if ((targ->svflags & SVF_MONSTER) || (client))
{
SpawnDamage (TE_BLOOD, point, normal, take);
if(client && (targ->svflags & SVF_MONSTER) && attacker)
{
if(client->zc.battlemode & FIRE_CHIKEN) client->zc.battlemode &= ~FIRE_CHIKEN;
if(mod == MOD_RAILGUN
|| mod == MOD_BFG_LASER
|| mod == MOD_ROCKET
|| mod == MOD_BLASTER
|| mod == MOD_RIPPER
|| mod == MOD_HYPERBLASTER
|| mod == MOD_PHALANX)
{
if(attacker->client
&& (9 * random() < Bot[client->zc.botindex].param[BOP_REACTION])
&& !client->zc.first_target)
{
if(!OnSameTeam (targ, attacker)) client->zc.first_target = attacker;
}
}
}
}
else
SpawnDamage (te_sparks, point, normal, take);
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 (client)
{
if (!(targ->flags & FL_GODMODE) && (take))
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
============
*/
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;
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);
}
}
}
}