596 lines
15 KiB
C
596 lines
15 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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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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/*
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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)
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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)
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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)
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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)
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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)
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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 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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targ->enemy = attacker;
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if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
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{
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// targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
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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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targ->die (targ, inflictor, attacker, damage, point);
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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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targ->die (targ, inflictor, attacker, damage, point);
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}
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/*
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================
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SpawnDamage
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================
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*/
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void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage)
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{
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if (damage > 255)
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damage = 255;
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (type);
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// gi.WriteByte (damage);
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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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}
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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;
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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 = ITEM_INDEX(FindItem("Cells"));
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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 = 1; // power armor is weaker in CTF
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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, save);
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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, save);
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return save;
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}
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void M_ReactToDamage (edict_t *targ, edict_t *attacker)
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{
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if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
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return;
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if (attacker == targ || attacker == targ->enemy)
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return;
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// if we are a good guy monster and our attacker is a player
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// or another good guy, do not get mad at them
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if (targ->monsterinfo.aiflags & AI_GOOD_GUY)
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{
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if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY))
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return;
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}
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// we now know that we are not both good guys
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// if attacker is a client, get mad at them because he's good and we're not
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if (attacker->client)
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{
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// this can only happen in coop (both new and old enemies are clients)
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// only switch if can't see the current enemy
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if (targ->enemy && targ->enemy->client)
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{
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if (visible(targ, targ->enemy))
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{
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targ->oldenemy = attacker;
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return;
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}
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targ->oldenemy = targ->enemy;
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}
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targ->enemy = attacker;
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if (!(targ->monsterinfo.aiflags & AI_DUCKED))
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FoundTarget (targ);
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return;
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}
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// it's the same base (walk/swim/fly) type and a different classname and it's not a tank
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// (they spray too much), get mad at them
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if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) &&
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(strcmp (targ->classname, attacker->classname) != 0) &&
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(strcmp(attacker->classname, "monster_tank") != 0) &&
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(strcmp(attacker->classname, "monster_supertank") != 0) &&
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(strcmp(attacker->classname, "monster_makron") != 0) &&
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(strcmp(attacker->classname, "monster_jorg") != 0) )
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{
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if (targ->enemy)
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if (targ->enemy->client)
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targ->oldenemy = targ->enemy;
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targ->enemy = attacker;
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if (!(targ->monsterinfo.aiflags & AI_DUCKED))
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FoundTarget (targ);
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}
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else
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// otherwise get mad at whoever they are mad at (help our buddy)
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{
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if (targ->enemy)
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if (targ->enemy->client)
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targ->oldenemy = targ->enemy;
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targ->enemy = attacker->enemy;
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FoundTarget (targ);
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}
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}
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qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
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{
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//ZOID
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if (ctf->value && targ->client && attacker->client)
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if (targ->client->resp.ctf_team == attacker->client->resp.ctf_team &&
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targ != attacker)
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return true;
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//ZOID
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//FIXME make the next line real and uncomment this block
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// if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
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return false;
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}
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void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
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{
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gclient_t *client;
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int take;
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int save;
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int asave;
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int psave;
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int te_sparks;
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if (!targ->takedamage)
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return;
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// friendly fire avoidance
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// if enabled you can't hurt teammates (but you can hurt yourself)
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// knockback still occurs
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if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value))
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{
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if (OnSameTeam (targ, attacker))
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{
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if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE)
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damage = 0;
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else
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mod |= MOD_FRIENDLY_FIRE;
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}
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}
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meansOfDeath = mod;
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// easy mode takes half damage
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if (skill->value == 0 && deathmatch->value == 0 && targ->client)
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{
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damage *= 0.5;
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if (!damage)
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damage = 1;
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}
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client = targ->client;
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if (dflags & DAMAGE_BULLET)
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te_sparks = TE_BULLET_SPARKS;
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else
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te_sparks = TE_SPARKS;
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VectorNormalize(dir);
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// bonus damage for suprising a monster
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if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
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damage *= 2;
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//ZOID
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//strength tech
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damage = CTFApplyStrength(attacker, damage);
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//ZOID
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if (targ->flags & FL_NO_KNOCKBACK)
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knockback = 0;
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// figure momentum add
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if (!(dflags & DAMAGE_NO_KNOCKBACK))
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{
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if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
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{
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vec3_t kvel;
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float mass;
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if (targ->mass < 50)
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mass = 50;
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else
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mass = targ->mass;
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if (targ->client && attacker == targ)
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VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
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else
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VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
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VectorAdd (targ->velocity, kvel, targ->velocity);
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}
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}
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take = damage;
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save = 0;
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// check for godmode
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if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
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{
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take = 0;
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save = damage;
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SpawnDamage (te_sparks, point, normal, save);
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}
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// check for invincibility
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if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
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{
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if (targ->pain_debounce_time < level.time)
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{
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gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
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targ->pain_debounce_time = level.time + 2;
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}
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take = 0;
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save = damage;
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}
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//ZOID
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//team armor protect
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if (ctf->value && targ->client && attacker->client &&
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targ->client->resp.ctf_team == attacker->client->resp.ctf_team &&
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targ != attacker && ((int)dmflags->value & DF_ARMOR_PROTECT)) {
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psave = asave = 0;
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} else {
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//ZOID
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psave = CheckPowerArmor (targ, point, normal, take, dflags);
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take -= psave;
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asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
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take -= asave;
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}
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//treat cheat/powerup savings the same as armor
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asave += save;
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//ZOID
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//resistance tech
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take = CTFApplyResistance(targ, take);
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//ZOID
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// team damage avoidance
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if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
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return;
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//ZOID
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CTFCheckHurtCarrier(targ, attacker);
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//ZOID
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// do the damage
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if (take)
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{
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if ((targ->svflags & SVF_MONSTER) || (client))
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SpawnDamage (TE_BLOOD, point, normal, take);
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else
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SpawnDamage (te_sparks, point, normal, take);
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if (!CTFMatchSetup())
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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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if ((targ->svflags & SVF_MONSTER) || (client))
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targ->flags |= FL_NO_KNOCKBACK;
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Killed (targ, inflictor, attacker, take, point);
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return;
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}
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}
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if (targ->svflags & SVF_MONSTER)
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{
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M_ReactToDamage (targ, attacker);
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if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
|
|
{
|
|
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) && !CTFMatchSetup())
|
|
targ->pain (targ, attacker, knockback, take);
|
|
}
|
|
else if (take)
|
|
{
|
|
if (targ->pain)
|
|
targ->pain (targ, attacker, knockback, take);
|
|
}
|
|
|
|
// add to the damage inflicted on a player this frame
|
|
// the total will be turned into screen blends and view angle kicks
|
|
// at the end of the frame
|
|
if (client)
|
|
{
|
|
client->damage_parmor += psave;
|
|
client->damage_armor += asave;
|
|
client->damage_blood += take;
|
|
client->damage_knockback += knockback;
|
|
VectorCopy (point, client->damage_from);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
T_RadiusDamage
|
|
============
|
|
*/
|
|
void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
|
|
{
|
|
float points;
|
|
edict_t *ent = NULL;
|
|
vec3_t v;
|
|
vec3_t dir;
|
|
|
|
while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
|
|
{
|
|
if (ent == ignore)
|
|
continue;
|
|
if (!ent->takedamage)
|
|
continue;
|
|
|
|
VectorAdd (ent->mins, ent->maxs, v);
|
|
VectorMA (ent->s.origin, 0.5, v, v);
|
|
VectorSubtract (inflictor->s.origin, v, v);
|
|
points = damage - 0.5 * VectorLength (v);
|
|
if (ent == attacker)
|
|
points = points * 0.5;
|
|
if (points > 0)
|
|
{
|
|
if (CanDamage (ent, inflictor))
|
|
{
|
|
VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
|
|
T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
|
|
}
|
|
}
|
|
}
|
|
}
|