quakec/source/server/damage.qc

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/*
server/clientfuncs.qc
used for any sort of down, hit, etc that the player or entity
experiences
Copyright (C) 2021-2023 NZ:P Team
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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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
void (float achievement_id, optional entity who) GiveAchievement;
void() Barrel_Hit;
void() teddy_react;
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void() EndGame_Restart =
{
localcmd("restart");
}
// Fade to black function, creates another think for restart
void() EndGame_FadePrompt =
{
PromptLevelChange(time + 6, 2, self);
#ifdef FTE
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self.think = EndGame_Restart;
#else
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self.think = Soft_Restart;
#endif // FTE
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self.nextthink = time + 5;
}
//Actual endgame function, all zombies die, music plays
void() EndGame =
{
local entity oldself;
local entity who;
self.health = 0;
self.origin = '0 0 0';
setorigin (self, self.origin);
self.velocity = '0 0 0';
sound (self, CHAN_AUTO, "sounds/music/end.wav", 1, ATTN_NORM);
oldself = self;
who = find(world,classname,"ai_zombie");
while(who != world)
{
if(who.health)
{
self = who;
self.th_die();
self = oldself;
}
who = find(who,classname,"ai_zombie");
}
self.think = EndGame_FadePrompt;
self.nextthink = time + 33;
}
// when dead and other players exist and are alive, throw user into spectate mode
void() startspectate =
{
if (!self.downed)
return;
if (self.beingrevived)
{
self.think = startspectate;
self.nextthink = time + 0.1;
return;
}
self.downedloop = 0;
self.beingrevived = false;
self.model = "";
setmodel(self, self.model);
self.health = 100;
self.weaponmodel = "";
self.weapon2model = "";
self.downed = 0;
self.frame = 0;
UpdateVmodel(self.weaponmodel, GetWepSkin(self.weapon));
UpdateV2model(self.weapon2model, GetWepSkin(self.weapon));
SpectatorSpawn();
}
// searches for players that are alive given which clients have which playernumbers
// Returns 1 if there IS someone in the world that's not downed
float() PollPlayersAlive =
{
entity players = find(world, classname, "player");
while(players != world) {
if (!players.downed)
return 1;
players = find(players, classname, "player");
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}
return 0;
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}
// Endgamesetup -- think function for setting up the death of everyone
void() EndGameSetup =
{
game_over = true;
self.health = 10;
self.think = EndGame;
self.nextthink = time + 5;
self.weapon = 0;
self.currentammo = 0;
self.currentmag = 0;
self.weaponmodel = "";
self.weapon2model = "";
self.animend = SUB_Null;
self.perks = 0;
self.isspec = true;
SetPerk(self, self.perks);
SwitchWeapon(0);
addmoney(self, -self.points, 0);
addmoney(self, self.score, 0);
return;
}
// rec_downed is used as a recursive loop where we consistently check to see if ALL players are downed
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// if they aren't dead, we keep looping until our OWN death (45 seconds, so 300 loops)
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void() rec_downed =
{
if (!self.beingrevived)
self.downedloop += 1;
if (self.downedloop >= 30) {
DisableReviveIcon(self.electro_targeted);
revive_index--;
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startspectate();
return;
}
float gotalive = PollPlayersAlive();
if (!gotalive && !self.progress_bar) {
EndGameSetup();
return;
}
self.think = rec_downed;
self.nextthink = time + 1;
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}
float() push_away_zombies;
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void() GetDown =
{
// 'Pro Gamer Move' achievement.
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if (rounds <= 1 && self.weapons[0].weapon_magazine == 0 &&
self.weapons[0].weapon_magazine_left == 0 && self.weapons[0].weapon_reserve == 0 &&
self.weapons[1].weapon_magazine == 0 && self.weapons[1].weapon_magazine_left == 0 &&
self.weapons[1].weapon_reserve == 0) {
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GiveAchievement(9, self);
}
// Make any zombies inside of the player's bounding box leave
push_away_zombies();
// Force the player to prone.
if (self.stance == 2) self.new_ofs_z = self.view_ofs_z - (PLAYER_CROUCH_HEIGHT + PLAYER_PRONE_HEIGHT);
if (self.stance == 1) self.new_ofs_z = self.view_ofs_z - PLAYER_CROUCH_HEIGHT;
self.stance = 0;
setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING);
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// Get rid of Mule Kick Weapon
for(float i = 0; i < MAX_PLAYER_WEAPONS; i++) {
if (self.weapons[i].is_mulekick_weapon == true) {
Weapon_RemoveWeapon(i);
Weapon_SetActiveInSlot(0, false);
}
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}
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// Calculate the loss in points, take away points from downed Player.
float point_difference;
point_difference = self.points;
point_difference -= 10*rint((self.points*0.95)/10);
addmoney(self, point_difference * -1, false);
self.requirespower = point_difference;
// Broadcast that the player has downed.
BroadcastMessage(time + 3, 2, self.netname);
// Reset state
self.velocity = self.zoom = 0;
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self.downed = true;
self.dive_delay = 0;
float players_still_alive = PollPlayersAlive();
if ((player_count && !players_still_alive) || (!player_count && !(self.perks & P_REVIVE))) {
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EndGameSetup();
return;
} else {
self.health = 19;
}
// Initiate Self-Revive on Solo
if ((self.perks & P_REVIVE) && !player_count) {
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self.progress_bar = 10 + time;
self.progress_bar_time = 10;
self.progress_bar_percent = 1;
}
// Take away weapons and Perks
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self.perks = 0;
SetPerk(self, self.perks);
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self.weaponbk = self.weapon;
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self.currentammobk = self.weapons[0].weapon_reserve;
self.currentmagbk = self.weapons[0].weapon_magazine;
self.currentmagbk2 = self.weapons[0].weapon_magazine_left;
// Reset Juggernog health
self.max_health = self.health = PLAYER_START_HEALTH;
if(Weapon_PlayerHasWeapon(self, W_BIATCH, false) ||
Weapon_PlayerHasWeapon(self, W_RAY, true) ||
Weapon_PlayerHasWeapon(self, W_357, true)) {
float weapon_slot;
float total_ammo;
total_ammo = 0;
weapon_slot = Weapon_PlayerHasWeapon(self, W_RAY, true);
if (weapon_slot == 0) weapon_slot = Weapon_PlayerHasWeapon(self, W_BIATCH, false);
if (weapon_slot == 0) weapon_slot = Weapon_PlayerHasWeapon(self, W_357, true);
switch(weapon_slot) {
case 1:
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total_ammo = self.weapons[0].weapon_magazine + self.weapons[0].weapon_magazine_left + self.weapons[0].weapon_reserve;
break;
case 2:
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total_ammo = self.weapons[1].weapon_magazine + self.weapons[1].weapon_magazine_left + self.weapons[1].weapon_reserve;
Weapon_SwapWeapons(true);
break;
}
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self.weaponbk = self.weapon;
self.currentammobk = self.weapons[0].weapon_reserve;
self.currentmagbk = self.weapons[0].weapon_magazine;
self.currentmagbk2 = self.weapons[0].weapon_magazine_left;
// If it's greater than the mag size, we can fill the magazine.
if (total_ammo > getWeaponMag(self.weapon) || total_ammo == 0) {
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self.weapons[0].weapon_magazine = getWeaponMag(self.weapon);
// subtract it from the total ammo
if (total_ammo != 0)
total_ammo -= self.weapons[0].weapon_magazine;
} else {
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self.weapons[0].weapon_magazine = total_ammo;
total_ammo = 0;
}
// Check for dual wield mag too
if (IsDualWeapon(self.weapon)) {
if (total_ammo > getWeaponMag(self.weapon) || total_ammo == 0) {
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self.weapons[0].weapon_magazine_left = getWeaponMag(self.weapon);
// subtract it from the total ammo
if (total_ammo != 0)
total_ammo -= self.weapons[0].weapon_magazine_left;
} else {
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self.weapons[0].weapon_magazine_left = total_ammo;
total_ammo = 0;
}
}
// Ray Gun has a special case where we DON'T fill its reserve
if (self.weapon != W_RAY && self.weapon != W_PORTER) {
// Now see if the reserve ammo is more than max downed capacity
if (total_ammo > getWeaponMag(self.weapon)*2) {
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self.weapons[0].weapon_reserve = getWeaponMag(self.weapon)*2;
} else {
// It's not so just fill it
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self.weapons[0].weapon_reserve = total_ammo;
}
} else {
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self.weapons[0].weapon_reserve = 0;
}
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} else {
if (!player_count) {
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Weapon_AssignWeapon(0, W_BIATCH, 6, 12);
} else {
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Weapon_AssignWeapon(0, W_COLT, 8, 16);
}
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}
// Play Switch Animation
self.weaponmodel = GetWeaponModel(self.weapon, 0);
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SwitchWeapon(self.weapon);
float startframe = GetFrame(self.weapon,TAKE_OUT_START);
float endframe = GetFrame(self.weapon,TAKE_OUT_END);
Set_W_Frame (startframe, endframe, 0, 0, 0, SUB_Null, self.weaponmodel, false, S_BOTH);
// Spawn Revive Sprite in Co-Op
if (player_count) {
EnableReviveIcon(revive_index, self.origin + VEC_VIEW_OFS);
self.electro_targeted = revive_index;
revive_index++;
}
// Play Last Stand Animation
PAnim_GetDown();
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}
void () GetUp =
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{
// Play Getting Up Animation
PAnim_GetUp();
// Player is able to get up from here
if (Player_CanStandHere(self)) {
self.new_ofs_z = self.view_ofs_z + PLAYER_CROUCH_HEIGHT + PLAYER_PRONE_HEIGHT;
self.stance = 2;
setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING);
}
// They can't, so make them crouch instead
else {
self.new_ofs_z = self.view_ofs_z + PLAYER_PRONE_HEIGHT;
self.stance = 1;
PAnim_CrouchWalk7(); // bad hack so they dont just end up fucking standing in a wall.
}
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self.health = 100;
self.downedloop = 0; // used for death timing vs endgame
self.downed = 0;
self.classname = "player";
// Take away the ammo that was fired while in last stand.
if (self.weapon != W_COLT) {
if (self.weapon == self.weaponbk) {
self.currentammobk -= self.teslacount;
// Take from the mag if the reserve is empty now
if (self.currentammobk < 0) {
self.currentmagbk += self.currentammobk;
self.currentammobk = 0;
}
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} else if (self.weapon == self.weapons[1].weapon_id) {
self.weapons[1].weapon_reserve -= self.teslacount;
// Take from the mag if the reserve is empty now
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if (self.weapons[1].weapon_reserve < 0) {
self.weapons[0].weapon_magazine += self.weapons[1].weapon_reserve;
self.weapons[1].weapon_reserve = 0;
}
}
}
self.teslacount = 0;
if (!player_count) {
addmoney(self, self.requirespower, false);
}
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Weapon_AssignWeapon(0, self.weaponbk, self.currentmagbk, self.currentammobk);
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};
// poll checking whether to see if our revive invoke is active
void(entity ent) CheckRevive =
{
if (self.invoke_revive) {
GetUp();
DisableReviveIcon(self.electro_targeted);
revive_index--;
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self.invoke_revive = 0;
self.firer = world;
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}
}
void(entity attacker, float d_style) DieHandler =
{
float t;
t = random();
if (self.classname == "ai_zombie" || self.classname == "ai_dog") {
self.th_die();
}
if (attacker.classname == "player") {
attacker.kills++;
if (d_style == S_HEADSHOT) {
addmoney(attacker, 100, true);
attacker.headshots++;
} else if (d_style == S_NORMAL) {
addmoney(attacker, 60, true);
}
else if (d_style == S_KNIFE){
addmoney(attacker, 130, true);
} else if (d_style == S_TESLA) {
addmoney(attacker, 50, true);
}
}
}
void(entity victim,entity attacker, float damage, float d_style) DamageHandler = {
// don't do any attacking during nuke delay
if (d_style == S_ZOMBIE && nuke_powerup_active > time)
return;
entity old_self;
if (victim.classname == "ai_zombie" || victim.classname == "ai_dog") {
if (attacker.classname == "player" && (victim.health - damage)> 0) {
addmoney(attacker, 10, 1);
}
victim.health = victim.health - damage;
if (d_style == S_EXPLOSIVE && damage != 0) {
if (victim.health > 0 && victim.crawling == 2) {
makeCrawler(victim);
GiveAchievement(3, attacker);
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}
if (victim.health <= 0)
addmoney(attacker, 60, 1);
else
addmoney(attacker, 10, 1);
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}
if (victim.health <= 0 || instakill_finished) {
old_self = self;
self = victim;
DieHandler(attacker, d_style);
self = old_self;
}
} else if (victim.classname == "player" && !victim.downed) {
if (victim.flags & FL_GODMODE) {
return;
}
// Abstinence Program
victim.ach_tracker_abst = 1;
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victim.health -= damage;
// Determine how long to wait before regenerating based on our Health ratio
float ratio = victim.health / victim.max_health;
// Badly hurt = longer delay.
if (ratio <= 0.2) {
victim.health_delay = time + 5;
// We're really low, so let's regen REALLY slow.
victim.health_was_very_low = true;
} else {
victim.health_delay = time + 2.4;
}
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// shake the camera on impact
vector distance;
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distance = attacker.angles - victim.angles;
// just to prevent radical punchangles
while(distance_x > 10 || distance_x < -10) {
distance_x /= 2;
}
while(distance_y > 10 || distance_y < -10) {
distance_y /= 2;
}
// apply
victim.punchangle_x = distance_x;
victim.punchangle_y = distance_y;
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// Play pain noise if this isn't done by an electric barrier.
if (d_style != S_ZAPPER)
sound (self, CHAN_AUTO, "sounds/player/pain4.wav", 1, ATTN_NORM);
else
sound (self, CHAN_AUTO, "sounds/machines/elec_shock.wav", 1, ATTN_NORM);
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if (victim.sprinting) {
old_self = self;
self = victim;
W_SprintStop();
self = old_self;
}
victim.sprint_delay = time + 0.75;
// Was 20 for.. some reason.
if (victim.health <= 1)
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{
old_self = self;
self = victim;
GetDown();
self = old_self;
}
}
}
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
float(entity targ, entity inflictor) CanDamage =
{
if (targ.flags == FL_GODMODE)
return FALSE;
// 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;
};
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float(float min, float max, vector org1, vector org2, float radius) calculate_proximity_value =
{
float proximity_value;
float distance = fabs(vlen(org1 - org2));
if (distance <= radius) {
float normalized_distance = distance / radius;
proximity_value = min + (max - min) * (1 - normalized_distance);
} else {
proximity_value = min;
}
return proximity_value;
};
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void(entity inflictor, entity attacker, float damage2, float mindamage, float radius) DamgageExplode =
{
float final_damage = 0;
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entity ent;
float multi, r;
ent = findradius(inflictor.origin, radius);
while (ent != world)
{
if(ent.classname == "player")
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{
if (ent.perks & P_FLOP) // PhD Flopper makes us immune to any explosive damage
final_damage = 0;
else if (inflictor.classname == "betty") // Self-inflicted betties don't do damage either.
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final_damage = 0;
else if (inflictor.owner != ent) // we don't want OUR explosives to harm other players..
final_damage = 0;
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else
{
final_damage = (radius - vlen(inflictor.origin - ent.origin))*1.5;
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if(final_damage < 0)
{
ent = ent.chain;
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continue;
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}
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if (final_damage > radius * 0.75)
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final_damage = 100;
if (final_damage < other.health)
{
addmoney(self, 10, 0);
}
else if (final_damage > other.health)
{
addmoney(self, 60, 0);
}
else
{
final_damage /= radius;
final_damage *= 60;
}
}
// shake the camera on impact
vector distance;
distance = inflictor.angles - ent.angles;
// just to prevent radical punchangles
while(distance_x > 10 || distance_x < -10) {
distance_x /= 2;
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}
while(distance_y > 10 || distance_y < -10) {
distance_y /= 2;
}
// apply
ent.punchangle_x = distance_x;
ent.punchangle_y = distance_y;
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}
else if (ent.classname == "explosive_barrel")
{
final_damage = radius - vlen(inflictor.origin - ent.origin);
final_damage *= 4;
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if (final_damage < 0)
{
ent = ent.chain;
continue;
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}
ent.health -= final_damage;
entity oldself;
oldself = self;
self = ent;
Barrel_Hit();
self = oldself;
}
else if (ent.classname == "teddy_spawn")
{
entity oldself2;
oldself2 = self;
self = ent;
teddy_react();
self = oldself2;
}
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else if (ent.takedamage && ent.classname != "ai_zombie_head" && ent.classname != "ai_zombie_larm" && ent.classname != "ai_zombie_rarm")
{
// verify we aren't doin anything with a bmodel
if (ent.solid == SOLID_BSP || ent.movetype == MOVETYPE_PUSH)
return;
if (mapname == "ndu" && ent.classname == "ai_zombie" && inflictor.classname == "explosive_barrel") {
ach_tracker_barr++;
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if (ach_tracker_barr >= 15)
{
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GiveAchievement(13);
}
}
// cypress -- accurate explosive damage
// cod likes to override the damage to ai with
// explosives (yay!).
if (inflictor.classname == "grenade") {
// grenades follow the logic of (rounds + (rand 150-500))
// rounds is basically meaningless though.. wtf?
final_damage = rounds + rint(random() * 350) + 150;
} else if (inflictor.classname == "projectile_grenade") {
// projectile-based grenades (mustang & sally) seem to do
// more damage than standard grenades.
// (rounds + (rand 1200-5000))
final_damage = rounds + rint(random() * 3800) + 1200;
} else if (inflictor.classname == "rocket") {
// rockets were kinda tricky to figure out, this is as close
// as i can get and i'm not super confident..
// (rounds * (rand 0-100) * weapon_damage/500).
final_damage = (rounds * rint(random() * 100)) * damage2/500;
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} else if (inflictor.classname == "projectile_raybeam") {
//final_damage = calculate_proximity_value(mindamage, damage2, inflictor.origin, ent.origin, radius);
//bprint(PRINT_HIGH, strcat("damage: ", ftos(final_damage), "\n"));
final_damage = damage2;
} else if (inflictor.classname == "player") {
// phd flopper.
final_damage = calculate_proximity_value(mindamage, damage2, inflictor.origin, ent.origin, radius);
} else {
r = rounds;
multi = 1.07;
while(r > 0)
{
multi *= 1.05;
r --;
}
if (mindamage == 75)
{
final_damage = (200 * multi) + 185;
}
else
{
final_damage = (mindamage + damage2)/2;
}
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}
// to decide if this should make a crawler, check if we've done 10% or more damage
if (final_damage / ent.health > 0.10 && ent.crawling != true && ent.classname != "ai_dog") {
ent.crawling = 2;
}
}
if (final_damage > 0) {
if (CanDamage (ent, inflictor))
DamageHandler (ent, attacker, final_damage, S_EXPLOSIVE);
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}
ent = ent.chain;
}
};