4e1e456ad0
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1859 fc73d0e0-1445-4013-8a0c-d673dee63da5
633 lines
14 KiB
C++
633 lines
14 KiB
C++
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void() T_MissileTouch;
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void() info_player_start;
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void(entity targ, entity attacker) ClientObituary;
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void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage;
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void() monster_death_use;
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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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float(entity targ, entity inflictor) CanDamage =
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{
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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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traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
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if (trace_fraction == 1)
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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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traceline(inflictor.origin, targ.origin, TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
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if (trace_fraction == 1)
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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(entity targ, entity attacker) Killed =
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{
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local entity oself;
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oself = self;
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self = targ;
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if (self.health < -99)
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self.health = -99; // don't let sbar look bad if a player
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if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
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{ // doors, triggers, etc
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self.th_die ();
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self = oself;
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return;
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}
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self.enemy = attacker;
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targ.grab = 0;
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targ.equipment_slot = 0; //turn off stealth-boys, climbing gear, etc
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// bump the monster counter
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if (self.flags & FL_MONSTER)
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{
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killed_monsters = killed_monsters + 1;
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WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
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}
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ClientObituary(self, attacker);
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if (self.classname == "player") //so dead players can spectate
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{
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self.ghost = 1;
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self.flags = self.flags | FL_FINDABLE_NONSOLID; //so tracelines can find them
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}
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self.takedamage = DAMAGE_NO;
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self.touch = SUB_Null;
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self.effects = 0;
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monster_death_use();
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self.th_die ();
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self = oself;
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};
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/*
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============
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T_Damage
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The damage is coming from inflictor, but get mad at attacker
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This should be the only function that ever reduces health.
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============
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*/
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void(entity targ, entity inflictor, entity attacker, float damage) T_Damage =
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{
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local entity oldself;
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local float save;
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local float take, severity, helm;
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local string attackerteam, targteam;
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if (!targ.takedamage)
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return;
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// used by buttons and triggers to set activator for target firing
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damage_attacker = attacker;
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// check for quad damage powerup on the attacker
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if (attacker.super_damage_finished > time && inflictor.classname != "door")
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if (deathmatch == 4)
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damage = damage * 8;
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else
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damage = damage * 4;
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if (attacker.critical == 3)//attacker scored a headshot/critical
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{
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if (attacker.critical == 3)
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{
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severity = 0 + random()*20;
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if (attacker.perk == 7)
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severity = severity + 4;
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if (attacker.class == 3)
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severity = severity + 2;
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if (severity >= 19)
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damage = (damage * 5);
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else if (severity >= 14)
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damage = (damage * 4);
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else
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damage = (damage * 3);
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helm = targ.armortype;
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if (targ.helmet == 0)
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{
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sound (targ, CHAN_BODY, "player/headshot.wav", 1, ATTN_NORM);
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helm = 0;
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}
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if (targ.helmet == AS_STRAIGHT)
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{
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sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
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helm = 0.30;
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}
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if (targ.helmet == AS_SLIDING)
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{
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sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
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helm = 0.45;
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}
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damage = (damage - (damage * helm));
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makevectors (targ.v_angle);
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}
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}
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if (damage <= 0)
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{
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damage = 0;
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sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
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return;
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}
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sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
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// save damage based on the target's armor level
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save = ceil(targ.armortype*damage);
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if (save >= targ.armorvalue)
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{
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save = targ.armorvalue;
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/* targ.armortype = 0; // lost all armor
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targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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*/
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}
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take = ceil(damage-save);
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// add to the damage total for clients, which will be sent as a single
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// message at the end of the frame
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// FIXME: remove after combining shotgun blasts?
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if (targ.flags & FL_CLIENT)
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{
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targ.dmg_take = targ.dmg_take + take;
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targ.dmg_save = targ.dmg_save + save;
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targ.dmg_inflictor = inflictor;
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}
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damage_inflictor = inflictor;
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/*
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// figure momentum add
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if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
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{
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dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
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dir = normalize(dir);
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// Set kickback for smaller weapons
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//Zoid -- use normal NQ kickback
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// // Read: only if it's not yourself doing the damage
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// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
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// targ.velocity = targ.velocity + dir * damage * 11;
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// else
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// Otherwise, these rules apply to rockets and grenades
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// for blast velocity
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targ.velocity = targ.velocity + dir * damage * 8;
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// Rocket Jump modifiers
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if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname))
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targ.velocity = targ.velocity + dir * damage * rj;
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}*/
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// check for godmode or invincibility
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if (targ.flags & FL_GODMODE)
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return;
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if (targ.invincible_finished >= time)
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{
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if (self.invincible_sound < time)
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{
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sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
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self.invincible_sound = time + 2;
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}
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return;
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}
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// team play damage avoidance
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//ZOID 12-13-96: self.team doesn't work in QW. Use keys
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attackerteam = infokey(attacker, "team");
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targteam = infokey(targ, "team");
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if ((teamplay == 1) && (targteam == attackerteam) &&
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(attacker.classname == "player") && (attackerteam != "") &&
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inflictor.classname !="door")
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return;
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if ((teamplay == 3) && (targteam == attackerteam) &&
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(attacker.classname == "player") && (attackerteam != "") &&
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(targ != attacker)&& inflictor.classname !="door")
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return;
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// do the damage
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//different sorts of armour simply subtract different ammounts
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//this makes armor like the force armor good against many small rounds
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//(SMG, shotguns, swords, etc) but useless against big damage (grenades)
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//power armor, which has the best of both worlds, is also the heaviest :p
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switch(ToIID(targ.islot3))
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{
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case IID_ARM_SHIRT:
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take -= 1;
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break;
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case IID_ARM_LEATHER:
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take -= 2;
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break;
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case IID_ARM_KEVLAR:
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take -= 3;
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break;
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case IID_ARM_METAL:
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take -= 4;
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break;
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case IID_ARM_COMBAT:
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take -= 5;
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break;
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case IID_ARM_BROTHERHOOD:
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take -= 6;
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break;
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case IID_ARM_FORCE:
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take -= 7;
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break;
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case IID_ARM_LPOWER:
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take -= 8;
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break;
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default:
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break;
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}
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if (take <= 0)
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{
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take = 0;
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sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
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return;
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}
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targ.health = targ.health - take;
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if (targ.health <= 0)
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{
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Killed (targ, attacker);
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return;
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}
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// react to the damage
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oldself = self;
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self = targ;
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/*SERVER
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if ( (self.flags & FL_MONSTER) && attacker != world)
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{
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// get mad unless of the same class (except for soldiers)
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if (self != attacker && attacker != self.enemy)
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{
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if ( (self.classname != attacker.classname)
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|| (self.classname == "monster" ) )
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{
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if (self.enemy.classname == "player")
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self.oldenemy = self.enemy;
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self.enemy = attacker;
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FoundTarget ();
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}
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}
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}
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*/
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if (self.th_pain)
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{
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self.th_pain (attacker, take);
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}
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self = oldself;
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};
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/*
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============
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X_Damage
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The other damage function.
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============
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*/
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void(entity targ, entity inflictor, entity attacker, float damage) X_Damage =
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{
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local entity oldself;
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local float save;
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local float take, severity, helm;
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local string attackerteam, targteam;
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if (!targ.takedamage)
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return;
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// used by buttons and triggers to set activator for target firing
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damage_attacker = attacker;
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// check for quad damage powerup on the attacker
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if (attacker.super_damage_finished > time && inflictor.classname != "door")
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if (deathmatch == 4)
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damage = damage * 8;
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else
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damage = damage * 4;
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if (attacker.critical == 3)//attacker scored a headshot/critical
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{
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if (attacker.critical == 3)
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{
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severity = 0 + random()*20;
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if (attacker.perk == 7)
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severity = severity + 4;
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if (attacker.class == 3)
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severity = severity + 2;
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if (severity >= 19)
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damage = (damage * 3.0);
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else if (severity >= 14)
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damage = (damage * 2.5);
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else
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damage = (damage * 2.0);
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helm = targ.armortype;
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if (targ.helmet == 0)
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{
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sound (targ, CHAN_BODY, "player/headshot.wav", 1, ATTN_NORM);
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helm = 0;
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}
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if (targ.helmet == AS_STRAIGHT)
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{
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sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
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helm = 0.10;
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}
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if (targ.helmet == AS_SLIDING)
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{
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sound (targ, CHAN_BODY, "weapons/helmet.wav", 1, ATTN_NORM);
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helm = 0.15;
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}
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damage = (damage - (damage * helm));
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makevectors (targ.v_angle);
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}
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}
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if (random()*4<=1)
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sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
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// add to the damage total for clients, which will be sent as a single
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// message at the end of the frame
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// FIXME: remove after combining shotgun blasts?
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if (targ.flags & FL_CLIENT)
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{
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targ.dmg_take = targ.dmg_take + take;
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targ.dmg_save = targ.dmg_save + save;
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targ.dmg_inflictor = inflictor;
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}
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damage_inflictor = inflictor;
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/*
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// figure momentum add
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if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
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{
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dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
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dir = normalize(dir);
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// Set kickback for smaller weapons
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//Zoid -- use normal NQ kickback
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// // Read: only if it's not yourself doing the damage
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// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
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// targ.velocity = targ.velocity + dir * damage * 11;
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// else
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// Otherwise, these rules apply to rockets and grenades
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// for blast velocity
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targ.velocity = targ.velocity + dir * damage * 8;
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// Rocket Jump modifiers
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if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname))
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targ.velocity = targ.velocity + dir * damage * rj;
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}*/
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// check for godmode or invincibility
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if (targ.flags & FL_GODMODE)
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return;
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if (targ.invincible_finished >= time)
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{
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if (self.invincible_sound < time)
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{
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sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
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self.invincible_sound = time + 2;
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}
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return;
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}
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// team play damage avoidance
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//ZOID 12-13-96: self.team doesn't work in QW. Use keys
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attackerteam = infokey(attacker, "team");
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targteam = infokey(targ, "team");
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if ((teamplay == 1) && (targteam == attackerteam) &&
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(attacker.classname == "player") && (attackerteam != "") &&
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inflictor.classname !="door")
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return;
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if ((teamplay == 3) && (targteam == attackerteam) &&
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(attacker.classname == "player") && (attackerteam != "") &&
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(targ != attacker)&& inflictor.classname !="door")
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return;
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// do the damage
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//different sorts of armour simply subtract different ammounts
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//this makes armor like the force armor good against many small rounds
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//(SMG, shotguns, swords, etc) but useless against big damage (grenades)
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//power armor, which has the best of both worlds, is also the heaviest :p
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switch(ToIID(targ.islot3))
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{
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case IID_ARM_BROTHERHOOD:
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take -= 1;
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break;
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case IID_ARM_FORCE:
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take -= 2;
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break;
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case IID_ARM_LPOWER:
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take -= 3;
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break;
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default:
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break;
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}
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if (take <= 0)
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{
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take = 0;
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sound (targ, CHAN_BODY, targ.armornoise, 1, ATTN_NORM);
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return;
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}
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targ.health = targ.health - take;
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if (targ.health <= 0)
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{
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Killed (targ, attacker);
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return;
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}
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// react to the damage
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oldself = self;
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self = targ;
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/*SERVER
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if ( (self.flags & FL_MONSTER) && attacker != world)
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{
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// get mad unless of the same class (except for soldiers)
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if (self != attacker && attacker != self.enemy)
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{
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if ( (self.classname != attacker.classname)
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|| (self.classname == "monster" ) )
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{
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if (self.enemy.classname == "player")
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self.oldenemy = self.enemy;
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self.enemy = attacker;
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FoundTarget ();
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}
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}
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}
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*/
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if (self.th_pain)
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{
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self.th_pain (attacker, take);
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}
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self = oldself;
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};
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/*
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============
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T_RadiusDamage
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============
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*/
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void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage =
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{
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local float points;
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|
local entity head;
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local vector org;
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|
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head = findradius(inflictor.origin, damage+40);
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|
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while (head)
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{
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|
//bprint (PRINT_HIGH, head.classname);
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//bprint (PRINT_HIGH, " | ");
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//bprint (PRINT_HIGH, head.netname);
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|
//bprint (PRINT_HIGH, "\n");
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|
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|
if (head != ignore)
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|
{
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|
if (head.takedamage)
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|
{
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|
org = head.origin + (head.mins + head.maxs)*0.5;
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|
points = 0.5*vlen (inflictor.origin - org);
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if (points < 0)
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|
points = 0;
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|
points = damage - points;
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|
|
|
if (head == attacker)
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|
points = points * 0.5;
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|
if (points > 0)
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|
{
|
|
if (CanDamage (head, inflictor))
|
|
{
|
|
head.deathtype = dtype;
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|
T_Damage (head, inflictor, attacker, points);
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|
}
|
|
}
|
|
}
|
|
}
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|
head = head.chain;
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|
}
|
|
};
|
|
|
|
/*
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|
============
|
|
T_BeamDamage
|
|
============
|
|
*/
|
|
void(entity attacker, float damage) T_BeamDamage =
|
|
{
|
|
local float points;
|
|
local entity head;
|
|
|
|
head = findradius(attacker.origin, damage+40);
|
|
|
|
while (head)
|
|
{
|
|
if (head.takedamage)
|
|
{
|
|
points = 0.5*vlen (attacker.origin - head.origin);
|
|
if (points < 0)
|
|
points = 0;
|
|
points = damage - points;
|
|
if (head == attacker)
|
|
points = points * 0.5;
|
|
if (points > 0)
|
|
{
|
|
if (CanDamage (head, attacker))
|
|
T_Damage (head, attacker, attacker, points);
|
|
}
|
|
}
|
|
head = head.chain;
|
|
}
|
|
};
|
|
|