game-source/ctf/qwsrc/combat.qc

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/*
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combat.qc
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
$Id$
*/
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void () T_MissileTouch;
void () info_player_start;
void (entity targ, entity attacker) ClientObituary;
void (entity who) ResistanceSound;
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/* SERVER
void() monster_death_use;
*/
//============================================================================
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
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float (entity targ, entity inflictor)
CanDamage =
{
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// 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;
}
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traceline (inflictor.origin, targ.origin, TRUE, self);
if (trace_fraction == 1)
return TRUE;
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traceline (inflictor.origin, targ.origin + '15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
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traceline (inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
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traceline (inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
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traceline (inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
return FALSE;
};
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void (entity targ, entity attacker)
Killed =
{
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local entity oself;
oself = self;
self = targ;
if (self.health < -99)
self.health = -99; // don't let sbar look bad if a player
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if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE) {
// doors, triggers, etc
self.th_die ();
self = oself;
return;
}
self.enemy = attacker;
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// 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 = SUB_Null;
self.effects = 0;
/*SERVER
monster_death_use();
*/
self.th_die ();
self = oself;
};
// *TEAMPLAY*
// Prototypes
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float (entity targ, entity inflictor, entity attacker, float damage)
TeamArmorDam;
float (entity targ, entity inflictor, entity attacker, float damage)
TeamHealthDam;
/*
============
T_Damage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
============
*/
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void (entity targ, entity inflictor, entity attacker, float damage)
T_Damage=
{
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local entity oldself;
local float save, take;
local vector dir;
if (!targ.takedamage)
return;
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// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
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// check for quad damage powerup on the attacker
if (attacker.super_damage_finished > time)
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damage *= 4;
// RUNE: check for double damage for rune of Black Magic powerup
if (attacker.player_flag & ITEM_RUNE2_FLAG)
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damage *= 2;
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//RUNE check if target has rune of Earth Magic (half damage)
if (targ.player_flag & ITEM_RUNE1_FLAG) {
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damage /= 2;
ResistanceSound (targ);
}
// *XXX* EXPERT CTF mark players who hurt the flag carrier, so they
// are worth more points for a while.
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if ((attacker.classname == "player") // attacker must be a player
&& (targ.player_flag & ITEM_ENEMY_FLAG) // target is a flag carrier
&& (attacker.steam != targ.steam)) // target and attacker on diff teams
attacker.last_hurt_carrier = time;
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// save damage based on the target's armor level
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// *TEAMPLAY*
// TeamArmorDam returns true iff the attacker can damage the target's armor
if (TeamArmorDam (targ, inflictor, attacker, damage))
save = ceil (targ.armortype * damage);
else
save = 0;
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if (save >= targ.armorvalue) {
save = targ.armorvalue;
targ.armortype = 0; // lost all armor
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targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
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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 += take;
targ.dmg_save += save;
targ.dmg_inflictor = inflictor;
}
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// figure momentum add
if ((inflictor != world) && (targ.movetype == MOVETYPE_WALK)) {
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
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dir = normalize (dir);
targ.velocity += dir * damage * 8;
}
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// check for godmode or invincibility
if (self.killed != 99) { // god or 666 doesn't save your from team change
if (targ.flags & FL_GODMODE)
return;
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if (targ.invincible_finished >= time) {
if (self.invincible_sound < time) {
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
self.invincible_sound = time + 2;
}
return;
}
}
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// team play damage avoidance
if ((teamplay == 1) && (targ.team > 0) && (targ.team == attacker.team))
return;
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// *TEAMPLAY*
// TeamHealthDam will return true if the attacker can damage the target's
// health
if (!TeamHealthDam (targ, inflictor, attacker, damage))
return;
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// do the damage
targ.health = targ.health - take;
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if (targ.health <= 0) {
Killed (targ, attacker);
return;
}
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// react to the damage
oldself = self;
self = targ;
/*SERVER
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if ((self.flags & FL_MONSTER) && attacker != world) {
// get mad unless of the same class (except for soldiers)
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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;
};
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void (entity inflictor, entity attacker, float damage, entity ignore)
T_RadiusDamage =
{
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local float points;
local entity head;
local vector org;
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head = findradius (inflictor.origin, damage + 40);
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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;
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if (points > 0) {
if (CanDamage (head, inflictor)) {
// shambler takes half damage from all explosions
if (head.classname == "monster_shambler")
T_Damage (head, inflictor, attacker, points * 0.5);
else
T_Damage (head, inflictor, attacker, points);
}
}
}
}
head = head.chain;
}
};
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void (entity attacker, float damage)
T_BeamDamage =
{
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local float points;
local entity head;
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head = findradius (attacker.origin, damage + 40);
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while (head) {
if (head.takedamage) {
points = 0.5 * vlen (attacker.origin - head.origin);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
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if (points > 0) {
if (CanDamage (head, attacker)) {
if (head.classname == "monster_shambler")
T_Damage (head, attacker, attacker, points * 0.5);
else
T_Damage (head, attacker, attacker, points);
}
}
}
head = head.chain;
}
};