fteqw/quakec/basemod/combat.qc

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void() info_player_start;
void(entity targ, entity attacker, INTEGER mod) ClientObituary;
void(entity inflictor, entity attacker, float damage, float radius, entity ignore, INTEGER mod) T_RadiusDamage;
/*SERVER
void() monster_death_use;
*/
//============================================================================
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
float(entity targ, entity inflictor) CanDamage =
{
// bmodels need special checking because their origin is 0,0,0
if (targ.movetype == MOVETYPE_PUSH)
{
traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
if (trace_fraction == 1)
return TRUE;
if (trace_ent == targ)
return TRUE;
return FALSE;
}
traceline(inflictor.origin, targ.origin, TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
return FALSE;
};
/*
============
Killed
============
*/
void(entity targ, entity attacker, INTEGER mod) Killed =
{
local entity oself;
oself = self;
self = targ;
if (self.health < -99)
self.health = -99; // don't let sbar look bad if a player
self.enemy = attacker;
if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
{ // doors, triggers, etc
self.th_die ();
self = oself;
return;
}
// bump the monster counter
if (self.flags & FL_MONSTER)
{
killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
}
ClientObituary(self, attacker, mod);
self.takedamage = DAMAGE_NO;
self.touch = SUB_Null;
self.effects = 0;
/*SERVER
monster_death_use();
*/
self.th_die ();
self = oself;
};
/*
OnSameTeam
*/
float(entity targ, entity attacker) OnSameTeam =
{
#ifndef NETQUAKE
local string targteam;
local string attackerteam;
#endif
if (attacker == targ)
return TRUE;
if (targ.classname != "player" || attacker.classname != "player")
return FALSE;
if (coop)
return TRUE;
if (teamplay == 0)
return FALSE;
#ifdef NETQUAKE
// NQ team check
if (!targ.team)
return FALSE;
if (targ.team == attacker.team)
return TRUE;
#else
// QW team check
targteam = stringclientinfokey(targ, "team");
attackerteam = stringclientinfokey(attacker, "team");
if (targteam == "")
return FALSE;
if (targteam == attackerteam)
return TRUE;
#endif
return FALSE;
};
/*
DisallowFriendlyFire
*/
float(entity targ, entity attacker, INTEGER mod) DisallowFriendlyFire =
{
if (targ == attacker && teamplay != 1)
return FALSE;
if (OnSameTeam(targ, attacker) && (teamplay == 1 || teamplay == 3))
return TRUE;
return FALSE;
};
/*
============
T_Damage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
============
*/
void(entity targ, entity inflictor, entity attacker, float damage, INTEGER mod) T_Damage=
{
local vector dir;
local entity oldself;
local float save;
local float take;
if (!targ.takedamage)
return;
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
// set mod
damage_mod = mod;
// check for quad damage powerup on the attacker
if (attacker.super_damage_finished > time && mod != MOD_SQUISH)
{
if (deathmatch == 4)
damage = damage * 8;
else
damage = damage * 4;
}
// save damage based on the target's armor level
save = ceil(targ.armortype*damage);
if (save >= targ.armorvalue)
{
save = targ.armorvalue;
targ.armortype = 0; // lost all armor
targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
}
targ.armorvalue = targ.armorvalue - save;
take = ceil(damage-save);
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// FIXME: remove after combining shotgun blasts?
if (targ.flags & FL_CLIENT)
{
targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
damage_inflictor = inflictor;
// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
{
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
// Set kickback for smaller weapons
targ.velocity = targ.velocity + dir * damage * 8;
// Rocket Jump modifiers
if (rj > 1 && attacker == targ)
if (targ.classname == "player")
targ.velocity = targ.velocity + dir * damage * rj;
}
// check for godmode or invincibility
if (targ.flags & FL_GODMODE)
return;
if (targ.invincible_finished >= time)
{
if (targ.invincible_sound < time)
{
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
targ.invincible_sound = time + 2;
}
return;
}
// team play damage avoidance
if (DisallowFriendlyFire(targ, attacker, mod))
return;
// do the damage
targ.health = targ.health - take;
if (targ.health <= 0)
{
Killed (targ, attacker, mod);
return;
}
// react to the damage
oldself = self;
self = targ;
/*SERVER
if ( (self.flags & FL_MONSTER) && attacker != world)
{
// get mad unless of the same class (except for soldiers)
if (self != attacker && attacker != self.enemy)
{
if ( (self.classname != attacker.classname)
|| (self.classname == "monster_army" ) )
{
if (self.enemy.classname == "player")
self.oldenemy = self.enemy;
self.enemy = attacker;
FoundTarget ();
}
}
}
*/
if (self.th_pain)
{
self.th_pain (attacker, take);
}
self = oldself;
};
/*
============
T_RadiusDamage
============
*/
void(entity inflictor, entity attacker, float damage, float radius, entity ignore, INTEGER mod) T_RadiusDamage =
{
local float points;
local entity head;
local vector org;
head = findradius(inflictor.origin, radius);
while (head)
{
if (head != ignore)
{
if (head.takedamage)
{
org = head.origin + (head.mins + head.maxs)*0.5;
points = 0.5*vlen (inflictor.origin - org);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, inflictor))
T_Damage (head, inflictor, attacker, points, mod);
}
}
}
head = head.chain;
}
};