game-source/ParoxysmII/source/combat.r

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#include "config.rh"
#include "paroxysm.rh"
/*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) Killed =
{
local entity oself = @self;
@self = targ;
if (@self.health < -99)
@self.health = -99; // don't let sbar get funky
if (@self.movetype == MOVETYPE_PUSH || @self.movetype == MOVETYPE_NONE) { // doors, triggers, etc
@self.th_die ();
@self = oself;
return;
}
@self.enemy = attacker;
// bump the monster counter
if (@self.flags & FL_MONSTER) {
killed_monsters++;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
}
ClientObituary (@self, attacker);
@self.takedamage = DAMAGE_NO;
@self.touch = NIL;
@self.effects = 0;
/*SERVER
monster_death_use();
*/
@self.th_die ();
@self = oself;
};
/*
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) T_Damage =
{
local vector dir;
local entity oldself;
local float save;
local float take;
#ifdef QUAKEWORLD
local string attackerteam, targteam;
#else
local float attackerteam, targteam;
#endif
if (!targ.takedamage)
return;
if (targ.flags & FL_GODMODE) // godmode completely unaffected by damage
return;
// check for invincibility
if (targ.invincible_finished >= time && @self.invincible_sound < time) {
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
@self.invincible_sound = time + 2;
return;
}
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
// check for quad damage powerup on the attacker
if (attacker.super_damage_finished > time && inflictor.classname != "door")
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 &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
targ.armorvalue -= save;
if (targ.armorvalue > 0) {
targ.armortype = 0.8; // all armor has same value
targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
// Change the color using only the value -- no different armor types
if (targ.armorvalue > 150) { // red
targ.items |= IT_ARMOR3;
} else if (targ.armorvalue > 50) { // yellow
targ.items |= IT_ARMOR2;
} else if (targ.armorvalue > 1) { // blue
targ.items |= IT_ARMOR2;
}
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 += take;
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);
if ((damage < 60) // player-player damage (not @self-inflicted)
&& (attacker.classname == "player")
&& (targ.classname == "player")
&& (attacker != targ))
targ.velocity += dir * damage * 11;
else
targ.velocity += dir * damage * 8;
// Rocket Jump modifiers
if ((rj > 1) && ((attacker.classname == "player") && (targ.classname == "player")) && (attacker == targ))
targ.velocity = targ.velocity + dir * damage * rj;
}
// team play damage avoidance
// ZOID 12-13-96: self.team doesn't work in QW. Use keys
#ifdef QUAKEWORLD
attackerteam = infokey (attacker, "team");
targteam = infokey (targ, "team");
#else
attackerteam = attacker.team;
targteam = targ.team;
#endif
if (((teamplay == 1) || (teamplay == 3))
&& (attacker.classname == "player")
&& ((attackerteam) && (targteam == attackerteam) && (targ != attacker))
&& inflictor.classname != "door")
return;
// do the damage
targ.health -= take;
if (targ.health <= 0) {
Killed (targ, attacker);
return;
}
// react to the damage
oldself = @self;
@self = targ;
#if 0
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 ();
}
}
}
#endif
if (@self.th_pain)
@self.th_pain ();
@self = oldself;
};
/*
============
T_RadiusDamage
============
*/
void (entity inflictor,
entity attacker,
float damage,
entity ignore,
string dtype) T_RadiusDamage =
{
local float points;
local entity head;
local vector org;
if ((head = findradius (inflictor.origin, damage + 40))) {
do {
if (head != ignore && 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 *= 0.5;
if (points > 0) {
if (CanDamage (head, inflictor)) {
head.deathtype = dtype;
T_Damage (head, inflictor, attacker, points);
}
}
}
head = head.chain;
} while (head);
}
};
/*
============
T_BeamDamage
============
*/
void (entity attacker, float damage) T_BeamDamage =
{
local float points;
local entity head;
if ((head = findradius (attacker.origin, damage + 40))) {
do {
if (head.takedamage) {
points = 0.5 * vlen (attacker.origin - head.origin);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points *= 0.5;
if (points > 0) {
if (CanDamage (head, attacker)) {
T_Damage (head, attacker, attacker, points);
}
}
}
head = head.chain;
} while (head);
}
};