game-source/nqw/combat.qc

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void() T_MissileTouch;
void() info_player_start;
void(entity targ, entity attacker) ClientObituary;
void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage;
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
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if (targ.movetype == MOVETYPE_PUSH) {
traceline (inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE,
self);
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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);
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if (trace_fraction == 1)
return TRUE;
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traceline (inflictor.origin, targ.origin + '15 15 0', TRUE, self);
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if (trace_fraction == 1)
return TRUE;
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traceline (inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
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if (trace_fraction == 1)
return TRUE;
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traceline (inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
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if (trace_fraction == 1)
return TRUE;
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traceline (inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
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if (trace_fraction == 1)
return TRUE;
return FALSE;
};
/*
============
Killed
============
*/
void(entity targ, entity attacker) Killed =
{
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
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self.th_die ();
self = oself;
return;
}
self.enemy = attacker;
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// bump the monster counter
if (self.flags & FL_MONSTER) {
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killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
}
ClientObituary(self, attacker);
self.takedamage = DAMAGE_NO;
self.touch = SUB_Null;
self.effects = 0;
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;
local string attackerteam, targteam;
if (!targ.takedamage)
return;
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// used by buttons and triggers to set activator for target firing
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damage_attacker = attacker;
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// check for quad damage powerup on the attacker
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if (attacker.super_damage_finished > time && inflictor.classname != "door")
if (deathmatch == 4)
damage = damage * 8;
else
damage = damage * 4;
// save damage based on the target's armor level
save = ceil(targ.armortype*damage);
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if (save >= targ.armorvalue) {
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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 = targ.armorvalue - save;
take = ceil(damage-save);
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// 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) {
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targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
damage_inflictor = inflictor;
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// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) ) {
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dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
// Set kickback for smaller weapons
//Zoid -- use normal NQ kickback
// // Read: only if it's not yourself doing the damage
// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
// targ.velocity = targ.velocity + dir * damage * 11;
// else
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// Otherwise, these rules apply to rockets and grenades
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// for blast velocity
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targ.velocity = targ.velocity + dir * damage * 8;
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// Rocket Jump modifiers
if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname))
targ.velocity = targ.velocity + dir * damage * rj;
}
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// check for godmode or invincibility
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if (targ.flags & FL_GODMODE)
return;
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if (targ.invincible_finished >= time) {
if (self.invincible_sound < time) {
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sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
self.invincible_sound = time + 2;
}
return;
}
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// team play damage avoidance
//ZOID 12-13-96: self.team doesn't work in QW. Use keys
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attackerteam = infokey(attacker, "team");
targteam = infokey(targ, "team");
if ((teamplay == 1) && (targteam == attackerteam) &&
(attacker.classname == "player") && (attackerteam != "") &&
inflictor.classname !="door")
return;
if ((teamplay == 3) && (targteam == attackerteam) &&
(attacker.classname == "player") && (attackerteam != "") &&
(targ != attacker)&& inflictor.classname !="door")
return;
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// do the damage
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targ.health = targ.health - take;
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if (targ.health <= 0) {
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Killed (targ, attacker);
return;
}
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// react to the damage
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oldself = self;
self = targ;
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if ( (self.flags & FL_MONSTER) && attacker != world) {
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// 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")) {
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if (self.enemy.classname == "player")
self.oldenemy = self.enemy;
self.enemy = attacker;
FoundTarget ();
}
}
}
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if (self.th_pain) {
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self.th_pain (attacker, take);
// nightmare mode monsters don't go into pain frames often
if (skill == 3)
self.pain_finished = time + 5;
}
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;
head = findradius(inflictor.origin, damage+40);
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while (head) {
// bprint (PRINT_HIGH, head.classname);
// bprint (PRINT_HIGH, " | ");
// bprint (PRINT_HIGH, head.netname);
// bprint (PRINT_HIGH, "\n");
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if (head != ignore) {
if (head.takedamage) {
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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)) {
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head.deathtype = dtype;
// 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;
}
};
/*
============
T_BeamDamage
============
*/
void(entity attacker, float damage) T_BeamDamage =
{
local float points;
local entity head;
head = findradius(attacker.origin, damage+40);
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while (head) {
if (head.takedamage) {
points = 0.5 * vlen (attacker.origin - head.origin);
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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)) {
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if (head.classname == "monster_shambler")
T_Damage (head, attacker, attacker, points*0.5);
else
T_Damage (head, attacker, attacker, points);
}
}
}
head = head.chain;
}
};