576 lines
15 KiB
C
576 lines
15 KiB
C
/*
|
|
Copyright (C) 1997-2001 Id Software, Inc.
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
// g_combat.c
|
|
|
|
#include "g_local.h"
|
|
|
|
/*
|
|
============
|
|
CanDamage
|
|
|
|
Returns true if the inflictor can directly damage the target. Used for
|
|
explosions and melee attacks.
|
|
============
|
|
*/
|
|
qboolean CanDamage (edict_t *targ, edict_t *inflictor)
|
|
{
|
|
vec3_t dest;
|
|
trace_t trace;
|
|
|
|
// bmodels need special checking because their origin is 0,0,0
|
|
if (targ->movetype == MOVETYPE_PUSH)
|
|
{
|
|
VectorAdd (targ->absmin, targ->absmax, dest);
|
|
VectorScale (dest, 0.5, dest);
|
|
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
|
|
if (trace.fraction == 1.0)
|
|
return true;
|
|
if (trace.ent == targ)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
|
|
if (trace.fraction == 1.0)
|
|
return true;
|
|
|
|
VectorCopy (targ->s.origin, dest);
|
|
dest[0] += 15.0;
|
|
dest[1] += 15.0;
|
|
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
|
|
if (trace.fraction == 1.0)
|
|
return true;
|
|
|
|
VectorCopy (targ->s.origin, dest);
|
|
dest[0] += 15.0;
|
|
dest[1] -= 15.0;
|
|
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
|
|
if (trace.fraction == 1.0)
|
|
return true;
|
|
|
|
VectorCopy (targ->s.origin, dest);
|
|
dest[0] -= 15.0;
|
|
dest[1] += 15.0;
|
|
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
|
|
if (trace.fraction == 1.0)
|
|
return true;
|
|
|
|
VectorCopy (targ->s.origin, dest);
|
|
dest[0] -= 15.0;
|
|
dest[1] -= 15.0;
|
|
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
|
|
if (trace.fraction == 1.0)
|
|
return true;
|
|
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
Killed
|
|
============
|
|
*/
|
|
void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
|
|
{
|
|
if (targ->health < -999)
|
|
targ->health = -999;
|
|
|
|
targ->enemy = attacker;
|
|
|
|
if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
|
|
{
|
|
// targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
|
|
if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY))
|
|
{
|
|
level.killed_monsters++;
|
|
if (coop->value && attacker->client)
|
|
attacker->client->resp.score++;
|
|
// medics won't heal monsters that they kill themselves
|
|
if (strcmp(attacker->classname, "monster_medic") == 0)
|
|
targ->owner = attacker;
|
|
}
|
|
}
|
|
|
|
if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
|
|
{ // doors, triggers, etc
|
|
targ->die (targ, inflictor, attacker, damage, point);
|
|
return;
|
|
}
|
|
|
|
if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
|
|
{
|
|
targ->touch = NULL;
|
|
monster_death_use (targ);
|
|
}
|
|
|
|
targ->die (targ, inflictor, attacker, damage, point);
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
SpawnDamage
|
|
================
|
|
*/
|
|
void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage)
|
|
{
|
|
if (damage > 255)
|
|
damage = 255;
|
|
gi.WriteByte (svc_temp_entity);
|
|
gi.WriteByte (type);
|
|
// gi.WriteByte (damage);
|
|
gi.WritePosition (origin);
|
|
gi.WriteDir (normal);
|
|
gi.multicast (origin, MULTICAST_PVS);
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
T_Damage
|
|
|
|
targ entity that is being damaged
|
|
inflictor entity that is causing the damage
|
|
attacker entity that caused the inflictor to damage targ
|
|
example: targ=monster, inflictor=rocket, attacker=player
|
|
|
|
dir direction of the attack
|
|
point point at which the damage is being inflicted
|
|
normal normal vector from that point
|
|
damage amount of damage being inflicted
|
|
knockback force to be applied against targ as a result of the damage
|
|
|
|
dflags these flags are used to control how T_Damage works
|
|
DAMAGE_RADIUS damage was indirect (from a nearby explosion)
|
|
DAMAGE_NO_ARMOR armor does not protect from this damage
|
|
DAMAGE_ENERGY damage is from an energy based weapon
|
|
DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
|
|
DAMAGE_BULLET damage is from a bullet (used for ricochets)
|
|
DAMAGE_NO_PROTECTION kills godmode, armor, everything
|
|
============
|
|
*/
|
|
static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
|
|
{
|
|
gclient_t *client;
|
|
int save;
|
|
int power_armor_type;
|
|
int index;
|
|
int damagePerCell;
|
|
int pa_te_type;
|
|
int power;
|
|
int power_used;
|
|
|
|
if (!damage)
|
|
return 0;
|
|
|
|
client = ent->client;
|
|
|
|
if (dflags & DAMAGE_NO_ARMOR)
|
|
return 0;
|
|
|
|
if (client)
|
|
{
|
|
power_armor_type = PowerArmorType (ent);
|
|
if (power_armor_type != POWER_ARMOR_NONE)
|
|
{
|
|
index = ITEM_INDEX(FindItem("Cells"));
|
|
power = client->pers.inventory[index];
|
|
}
|
|
}
|
|
else if (ent->svflags & SVF_MONSTER)
|
|
{
|
|
power_armor_type = ent->monsterinfo.power_armor_type;
|
|
power = ent->monsterinfo.power_armor_power;
|
|
}
|
|
else
|
|
return 0;
|
|
|
|
if (power_armor_type == POWER_ARMOR_NONE)
|
|
return 0;
|
|
if (!power)
|
|
return 0;
|
|
|
|
if (power_armor_type == POWER_ARMOR_SCREEN)
|
|
{
|
|
vec3_t vec;
|
|
float dot;
|
|
vec3_t forward;
|
|
|
|
// only works if damage point is in front
|
|
AngleVectors (ent->s.angles, forward, NULL, NULL);
|
|
VectorSubtract (point, ent->s.origin, vec);
|
|
VectorNormalize (vec);
|
|
dot = DotProduct (vec, forward);
|
|
if (dot <= 0.3)
|
|
return 0;
|
|
|
|
damagePerCell = 1;
|
|
pa_te_type = TE_SCREEN_SPARKS;
|
|
damage = damage / 3;
|
|
}
|
|
else
|
|
{
|
|
damagePerCell = 2;
|
|
pa_te_type = TE_SHIELD_SPARKS;
|
|
damage = (2 * damage) / 3;
|
|
}
|
|
|
|
save = power * damagePerCell;
|
|
if (!save)
|
|
return 0;
|
|
if (save > damage)
|
|
save = damage;
|
|
|
|
SpawnDamage (pa_te_type, point, normal, save);
|
|
ent->powerarmor_time = level.time + 0.2;
|
|
|
|
power_used = save / damagePerCell;
|
|
|
|
if (client)
|
|
client->pers.inventory[index] -= power_used;
|
|
else
|
|
ent->monsterinfo.power_armor_power -= power_used;
|
|
return save;
|
|
}
|
|
|
|
static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
|
|
{
|
|
gclient_t *client;
|
|
int save;
|
|
int index;
|
|
gitem_t *armor;
|
|
|
|
if (!damage)
|
|
return 0;
|
|
|
|
client = ent->client;
|
|
|
|
if (!client)
|
|
return 0;
|
|
|
|
if (dflags & DAMAGE_NO_ARMOR)
|
|
return 0;
|
|
|
|
index = ArmorIndex (ent);
|
|
if (!index)
|
|
return 0;
|
|
|
|
armor = GetItemByIndex (index);
|
|
|
|
if (dflags & DAMAGE_ENERGY)
|
|
save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage);
|
|
else
|
|
save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage);
|
|
if (save >= client->pers.inventory[index])
|
|
save = client->pers.inventory[index];
|
|
|
|
if (!save)
|
|
return 0;
|
|
|
|
client->pers.inventory[index] -= save;
|
|
SpawnDamage (te_sparks, point, normal, save);
|
|
|
|
return save;
|
|
}
|
|
|
|
void M_ReactToDamage (edict_t *targ, edict_t *attacker)
|
|
{
|
|
if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
|
|
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;
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
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 (!(targ->monsterinfo.aiflags & AI_DUCKED))
|
|
FoundTarget (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) )
|
|
{
|
|
if (targ->enemy && targ->enemy->client)
|
|
targ->oldenemy = targ->enemy;
|
|
targ->enemy = attacker;
|
|
if (!(targ->monsterinfo.aiflags & AI_DUCKED))
|
|
FoundTarget (targ);
|
|
}
|
|
// 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 (!(targ->monsterinfo.aiflags & AI_DUCKED))
|
|
FoundTarget (targ);
|
|
}
|
|
// 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 (!(targ->monsterinfo.aiflags & AI_DUCKED))
|
|
FoundTarget (targ);
|
|
}
|
|
}
|
|
|
|
qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
|
|
{
|
|
//FIXME make the next line real and uncomment this block
|
|
// if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
|
|
return false;
|
|
}
|
|
|
|
void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
|
|
{
|
|
gclient_t *client;
|
|
int take;
|
|
int save;
|
|
int asave;
|
|
int psave;
|
|
int te_sparks;
|
|
|
|
if (!targ->takedamage)
|
|
return;
|
|
|
|
// 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;
|
|
|
|
if (targ->flags & FL_NO_KNOCKBACK)
|
|
knockback = 0;
|
|
|
|
// figure momentum add
|
|
if (!(dflags & DAMAGE_NO_KNOCKBACK))
|
|
{
|
|
if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
|
|
{
|
|
vec3_t kvel;
|
|
float mass;
|
|
|
|
if (targ->mass < 50)
|
|
mass = 50;
|
|
else
|
|
mass = targ->mass;
|
|
|
|
if (targ->client && attacker == targ)
|
|
VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
|
|
else
|
|
VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
|
|
|
|
VectorAdd (targ->velocity, kvel, targ->velocity);
|
|
}
|
|
}
|
|
|
|
take = damage;
|
|
save = 0;
|
|
|
|
// check for godmode
|
|
if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
|
|
{
|
|
take = 0;
|
|
save = damage;
|
|
SpawnDamage (te_sparks, point, normal, save);
|
|
}
|
|
|
|
// check for invincibility
|
|
if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
|
|
{
|
|
if (targ->pain_debounce_time < level.time)
|
|
{
|
|
gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
|
|
targ->pain_debounce_time = level.time + 2;
|
|
}
|
|
take = 0;
|
|
save = damage;
|
|
}
|
|
|
|
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;
|
|
|
|
// do the damage
|
|
if (take)
|
|
{
|
|
if ((targ->svflags & SVF_MONSTER) || (client))
|
|
SpawnDamage (TE_BLOOD, point, normal, take);
|
|
else
|
|
SpawnDamage (te_sparks, point, normal, take);
|
|
|
|
|
|
targ->health = targ->health - take;
|
|
|
|
if (targ->health <= 0)
|
|
{
|
|
if ((targ->svflags & SVF_MONSTER) || (client))
|
|
targ->flags |= FL_NO_KNOCKBACK;
|
|
Killed (targ, inflictor, attacker, take, point);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (targ->svflags & SVF_MONSTER)
|
|
{
|
|
M_ReactToDamage (targ, attacker);
|
|
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))
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|