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b020f21541
This manifiested as glitches such as them sliding downward when they or the player are shot.
1191 lines
33 KiB
C
1191 lines
33 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// g_combat.c
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#include "g_local.h"
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void HuntTarget (edict_t *);
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void M_SetEffects (edict_t *ent);
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/*
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============
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cleanupHealTarget
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clean up heal targets for medic
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============
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*/
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void cleanupHealTarget (edict_t *self)
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{
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self->monsterinfo.healer = NULL;
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self->takedamage = DAMAGE_YES;
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self->monsterinfo.aiflags &= ~AI_RESURRECTING;
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M_SetEffects (self);
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}
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/*
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============
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CanDamage
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Returns true if the inflictor can directly damage the target. Used for
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explosions and melee attacks.
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============
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*/
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qboolean CanDamage (edict_t *targ, edict_t *inflictor)
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{
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vec3_t dest;
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trace_t trace;
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// bmodels need special checking because their origin is 0,0,0
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if (targ->movetype == MOVETYPE_PUSH)
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{
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VectorAdd (targ->absmin, targ->absmax, dest);
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VectorScale (dest, 0.5, dest);
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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if (trace.ent == targ)
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return true;
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return false;
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}
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0 || trace.ent == targ)
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return true;
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// Lazarus: This is kinda cheesy, but avoids doing goofy things in a map to make this work. If a LOS
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// from inflictor to targ is blocked by a func_tracktrain, AND the targ is riding/driving
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// the tracktrain, go ahead and hurt him.
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if (trace.ent && (trace.ent->flags & FL_TRACKTRAIN) && ((trace.ent->owner == targ) || (targ->groundentity == trace.ent)) )
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return true;
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VectorCopy (targ->s.origin, dest);
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dest[0] += 15.0;
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dest[1] += 15.0;
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0 || trace.ent == targ)
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return true;
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VectorCopy (targ->s.origin, dest);
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dest[0] += 15.0;
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dest[1] -= 15.0;
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0 || trace.ent == targ)
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return true;
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VectorCopy (targ->s.origin, dest);
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dest[0] -= 15.0;
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dest[1] += 15.0;
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0 || trace.ent == targ)
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return true;
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VectorCopy (targ->s.origin, dest);
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dest[0] -= 15.0;
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dest[1] -= 15.0;
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0 || trace.ent == targ)
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return true;
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return false;
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}
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/*
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============
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Killed
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============
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*/
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void misc_deadsoldier_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
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void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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if (targ->health < -999)
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targ->health = -999;
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if (targ->monsterinfo.aiflags & AI_MEDIC)
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{
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if (targ->enemy) // god, I hope so
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{
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cleanupHealTarget (targ->enemy);
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}
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// clean up self
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targ->monsterinfo.aiflags &= ~AI_MEDIC;
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targ->enemy = attacker;
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}
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else
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{
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targ->enemy = attacker;
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}
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if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
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{
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if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY) )
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{
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level.killed_monsters++;
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if (coop->value && attacker->client)
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attacker->client->resp.score++;
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// medics won't heal monsters that they kill themselves
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if (strcmp(attacker->classname, "monster_medic") == 0)
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targ->owner = attacker;
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}
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}
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if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
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{ // doors, triggers, etc
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if (targ->die)
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targ->die (targ, inflictor, attacker, damage, point);
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else
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BecomeExplosion1(targ);
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return;
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}
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if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
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{
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targ->touch = NULL;
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monster_death_use (targ);
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}
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if (inflictor->movetype == MOVETYPE_PUSH)
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{
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// Lazarus - Die function won't gib NO_GIB monsters... blow 'em up
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if ((targ->die != misc_deadsoldier_die) && (targ->spawnflags & SF_MONSTER_NOGIB))
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{
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BecomeExplosion1(targ);
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return;
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}
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}
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// Lazarus: disengage from tracktrain
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if (targ->vehicle && (targ->vehicle->flags & FL_TRACKTRAIN))
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tracktrain_disengage(targ->vehicle);
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if (targ->die)
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targ->die (targ, inflictor, attacker, damage, point);
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else
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BecomeExplosion1(targ);
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}
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/*
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================
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SpawnDamage
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modified for Lazarus:
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damage removed since it isn't used
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added color for monster blood
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================
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*/
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void SpawnDamage (int type, vec3_t origin, vec3_t normal)
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{
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (type);
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gi.WritePosition (origin);
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gi.WriteDir (normal);
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gi.multicast (origin, MULTICAST_PVS);
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if (level.num_reflectors)
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ReflectSparks(type,origin,normal);
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}
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int BloodType (int index)
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{
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switch (index) {
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case 1:
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return TE_GREENBLOOD;
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case 2:
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return TE_SPARKS;
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default:
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return TE_BLOOD;
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}
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}
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/*
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============
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T_Damage
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targ entity that is being damaged
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inflictor entity that is causing the damage
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attacker entity that caused the inflictor to damage targ
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example: targ=monster, inflictor=rocket, attacker=player
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dir direction of the attack
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point point at which the damage is being inflicted
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normal normal vector from that point
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damage amount of damage being inflicted
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knockback force to be applied against targ as a result of the damage
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dflags these flags are used to control how T_Damage works
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DAMAGE_RADIUS damage was indirect (from a nearby explosion)
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DAMAGE_NO_ARMOR armor does not protect from this damage
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DAMAGE_ENERGY damage is from an energy based weapon
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DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
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DAMAGE_BULLET damage is from a bullet (used for ricochets)
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DAMAGE_NO_PROTECTION kills godmode, armor, everything
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============
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*/
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static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
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{
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gclient_t *client;
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int save;
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int power_armor_type;
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int index;
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int damagePerCell;
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int pa_te_type;
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int power=0;
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int power_used;
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if (!damage)
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return 0;
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client = ent->client;
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if (dflags & DAMAGE_NO_ARMOR)
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return 0;
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if (client)
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{
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power_armor_type = PowerArmorType (ent);
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if (power_armor_type != POWER_ARMOR_NONE)
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{
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index = cells_index;
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power = client->pers.inventory[index];
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}
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}
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else if (ent->svflags & SVF_MONSTER)
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{
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power_armor_type = ent->monsterinfo.power_armor_type;
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power = ent->monsterinfo.power_armor_power;
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}
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else
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return 0;
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if (power_armor_type == POWER_ARMOR_NONE)
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return 0;
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if (!power)
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return 0;
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if (power_armor_type == POWER_ARMOR_SCREEN)
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{
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vec3_t vec;
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float dot;
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vec3_t forward;
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// only works if damage point is in front
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AngleVectors (ent->s.angles, forward, NULL, NULL);
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VectorSubtract (point, ent->s.origin, vec);
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VectorNormalize (vec);
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dot = DotProduct (vec, forward);
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if (dot <= 0.3)
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return 0;
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damagePerCell = 1;
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pa_te_type = TE_SCREEN_SPARKS;
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damage = damage / 3;
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}
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else
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{
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damagePerCell = 2;
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pa_te_type = TE_SHIELD_SPARKS;
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damage = (2 * damage) / 3;
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}
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save = power * damagePerCell;
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if (!save)
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return 0;
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if (save > damage)
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save = damage;
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SpawnDamage (pa_te_type, point, normal);
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ent->powerarmor_time = level.time + 0.2;
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power_used = save / damagePerCell;
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if (client)
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client->pers.inventory[index] -= power_used;
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else
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ent->monsterinfo.power_armor_power -= power_used;
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return save;
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}
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static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
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{
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gclient_t *client;
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int save;
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int index;
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gitem_t *armor;
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if (!damage)
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return 0;
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client = ent->client;
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if (!client)
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return 0;
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if (dflags & DAMAGE_NO_ARMOR)
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return 0;
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index = ArmorIndex (ent);
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if (!index)
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return 0;
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armor = GetItemByIndex (index);
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if (dflags & DAMAGE_ENERGY)
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save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage);
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else
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save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage);
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if (save >= client->pers.inventory[index])
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save = client->pers.inventory[index];
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if (!save)
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return 0;
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client->pers.inventory[index] -= save;
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SpawnDamage (te_sparks, point, normal);
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return save;
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}
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void monster_start_go (edict_t *self);
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void target_animate(edict_t *);
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void DefendMyFriend (edict_t *self, edict_t *enemy)
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{
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self->spawnflags &= ~(SF_MONSTER_AMBUSH | SF_MONSTER_SIGHT);
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self->enemy = enemy;
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self->monsterinfo.aiflags |= AI_TARGET_ANGER;
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FoundTarget (self);
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}
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void CallMyFriends (edict_t *targ, edict_t *attacker)
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{
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edict_t *teammate;
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if (!targ || !attacker)
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return;
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// Knightmare- insanes ignore damage- fix crash on fact2?
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if (!strcmp(targ->classname, "misc_insane"))
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return;
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// Lazarus dmgteam stuff
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if ( (attacker->client && !(attacker->flags & FL_NOTARGET)) || (attacker->svflags & SVF_MONSTER))
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{ // the attacker is a player or a monster
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if ( (targ->svflags & SVF_MONSTER) && (targ->dmgteam) && (targ->health > 0) )
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{ // the target is a live monster on a dmgteam
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if ( !attacker->dmgteam || strcmp(targ->dmgteam,attacker->dmgteam) )
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{ // attacker is not on same dmgteam as target
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if ( !Q_stricmp(targ->dmgteam,"player") && attacker->client )
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{ // Target is a GOOD_GUY, attacked by the player. Allow self-defense,
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// but don't get other dmgteam teammates involved.
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// Special case for misc_actors - if ACTOR_BAD_GUY isn't set,
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// actor stays on the same team and only taunts player
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if (!(targ->monsterinfo.aiflags & AI_ACTOR) || (targ->spawnflags & SF_ACTOR_BAD_GUY))
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{
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targ->enemy = targ->movetarget = targ->goalentity = attacker;
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targ->monsterinfo.aiflags &= ~AI_FOLLOW_LEADER;
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if (visible(targ,targ->enemy))
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FoundTarget(targ);
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else
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HuntTarget(targ);
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}
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}
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else if ( !(targ->svflags & SVF_MONSTER) || !(attacker->svflags & SVF_MONSTER) ||
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(targ->monsterinfo.aiflags & AI_FREEFORALL) ||
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((targ->monsterinfo.aiflags & AI_GOOD_GUY) != (attacker->monsterinfo.aiflags & AI_GOOD_GUY)) )
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{
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// Either target is not a monster, or attacker is not a monster, or
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// they're both monsters but one is AI_GOOD_GUY and the other is not,
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// or we've turned the game into a free-for-all with a target_monsterbattle
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teammate = G_Find(NULL,FOFS(dmgteam),targ->dmgteam);
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while(teammate)
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{
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if (teammate != targ)
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{
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if (teammate->svflags & SVF_MONSTER)
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{
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if (teammate->health > 0 && (teammate->enemy != attacker) && !(teammate->monsterinfo.aiflags & AI_CHASE_THING))
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{
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if (!teammate->enemy || !teammate->enemy->dmgteam || !attacker->dmgteam )
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{
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// If either 1) this teammate doesn't currently have an enemy,
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// or 2) the teammate's enemy is not a member of a dmgteam
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// or 3) the attacker is not a member of a dmgteam
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// then set the attacker as the enemy of this teammate
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DefendMyFriend(teammate,attacker);
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}
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else if (strcmp(teammate->enemy->dmgteam,attacker->dmgteam))
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{
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// attacker is a member of a team different than the
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// current enemy
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DefendMyFriend(teammate,attacker);
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}
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}
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}
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else if (!(teammate->svflags & SVF_DEADMONSTER))
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G_UseTargets(teammate,attacker);
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}
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teammate = G_Find(teammate,FOFS(dmgteam),targ->dmgteam);
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}
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}
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}
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}
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}
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if ( targ->client && (attacker->svflags & SVF_MONSTER) )
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{
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// target is player; attacker is monster... alert "good guys", if any
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// trace_t tr;
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edict_t *teammate = NULL;
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teammate = G_Find(NULL,FOFS(dmgteam),"player");
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while(teammate)
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{
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if ((teammate->health > 0) && !(teammate->monsterinfo.aiflags & AI_CHASE_THING) && (teammate != attacker))
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{
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// Can teammate see player?
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// tr = gi.trace(teammate->s.origin,vec3_origin,vec3_origin,targ->s.origin,teammate,MASK_OPAQUE);
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// if (tr.fraction == 1.0)
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if (gi.inPVS(teammate->s.origin,targ->s.origin))
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{
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teammate->enemy = attacker;
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FoundTarget(teammate);
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if (teammate->monsterinfo.aiflags & AI_ACTOR)
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{
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teammate->monsterinfo.aiflags |= AI_FOLLOW_LEADER;
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teammate->monsterinfo.old_leader = NULL;
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teammate->monsterinfo.leader = targ;
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}
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}
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}
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teammate = G_Find(teammate,FOFS(dmgteam),"player");
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}
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}
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// If player attacks a GOODGUY, turn GOODGUY stuff off
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if (attacker->client && (targ->svflags & SVF_MONSTER)
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&& UseRegularGoodGuyFlag(targ) && (targ->spawnflags & SF_MONSTER_GOODGUY))
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{
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if (!(targ->monsterinfo.aiflags & AI_ACTOR) || (targ->spawnflags & SF_ACTOR_BAD_GUY))
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{
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targ->spawnflags &= ~SF_MONSTER_GOODGUY;
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targ->monsterinfo.aiflags &= ~(AI_GOOD_GUY + AI_FOLLOW_LEADER);
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if (targ->dmgteam && !Q_stricmp(targ->dmgteam,"player"))
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targ->dmgteam = NULL;
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}
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}
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// 1.6.1.3 change - one chance and one chance only to call friends
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/* 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);
|
|
}
|
|
}
|
|
}
|
|
}
|