mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-12 23:44:27 +00:00
220 lines
4.7 KiB
C++
220 lines
4.7 KiB
C++
#include "common.qh"
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#include "misc.qh"
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#include "damage.qh"
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#include "server.qh"
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void() damage_init = {
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ghost_inflictor = spawn("GHOST_INFLICTOR");
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};
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void(entity from, entity to) deathmsg_copy = {
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to.deathmsg1 = from.deathmsg1;
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to.deathmsg2 = from.deathmsg2;
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to.deathmsg3 = from.deathmsg3;
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to.deathmsg4 = from.deathmsg4;
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to.deathmsg5 = from.deathmsg5;
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to.deathmsg6 = from.deathmsg6;
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};
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string(entity e, string s) _deathmsg_custom_str = {
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if (s == "name(self)") return name(self);
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if (s == "name(attacker)") return name(self.dmg_attacker);
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if (s == "name(inflictor)") return name(self.dmg_inflictor);
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return s;
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};
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void() _deathmsg_custom = {
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local string s1, s2, s3, s4, s5, s6;
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s1 = s2 = s3 = s4 = s5 = s6 = "";
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s1 = _deathmsg_custom_str(self, self.deathmsg1);
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if (s1) s2 = _deathmsg_custom_str(self, self.deathmsg2);
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if (s2) s3 = _deathmsg_custom_str(self, self.deathmsg3);
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if (s3) s4 = _deathmsg_custom_str(self, self.deathmsg4);
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if (s4) s5 = _deathmsg_custom_str(self, self.deathmsg5);
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if (s5) s6 = _deathmsg_custom_str(self, self.deathmsg6);
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// I don't use separate bprints, because iD in all its wisdom
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// made them unreliable -- I'd rather lose the whole thing than parts.
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bprint(PRINT_DEATH, s1, s2, s3, s4, s5, s6);
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};
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void() deathmsg_nodisplay = {
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//XXX refcount_dec(self.dmg_attacker);
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//XXX refcount_dec(self.dmg_inflictor);
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self.dmg_attacker = world;
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self.dmg_inflictor = world;
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self.deathmsg = NOTHING_function;
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};
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void() deathmsg_display = {
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if (self.th_die)
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self.th_die();
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if (other.th_kill) {
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local entity oldself, oldother;
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oldself = self;
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oldother = other;
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self = oldother;
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other = oldself;
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self.th_kill();
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self = oldself;
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other = oldother;
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}
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self.deathmsg();
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deathmsg_nodisplay();
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};
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float(float d) damage_armor = {
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local float adamg, rest;
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adamg = d * self.armortype;
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if (self.armorvalue < adamg)
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adamg = self.armorvalue;
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rest = d - adamg;
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self.armorvalue = self.armorvalue - adamg;
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if (self.armorvalue <= 0) {
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self.armorvalue = 0;
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self.armortype = 0.0;
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}
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return rest;
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};
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void(float d) damage_push = {
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local vector vel;
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if (self.mass == 0) {
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d = 0;
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} else {
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if (self.dmg_attacker == self)
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d = (self.dmg_inflictor.mass + d*rocket_jump) / self.mass;
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else
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d = self.dmg_inflictor.mass / self.mass;
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}
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if (self.dmg_inflictor.velocity == '0 0 0') {
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vel = normalize(self.origin - self.dmg_inflictor.origin);
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vel *= self.dmg_inflictor.speed;
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} else {
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vel = self.dmg_inflictor.velocity;
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}
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self.velocity += d * vel;
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};
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// deathmessage _IS_ overridden if inflictor.deathmsg1
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float(entity ent, entity attacker, entity inflictor, float d, void() deathmessage)
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damage = {
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local entity oldself, oldother;
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local float wasdamaged;
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if (!ent.takedamage)
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return FALSE;
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oldself = self;
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oldother = other;
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ent.dmg_attacker = attacker;
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ent.dmg_inflictor = inflictor;
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//XXX refcount_inc(ent.dmg_attacker);
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//XXX refcount_inc(ent.dmg_inflictor);
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if (inflictor.deathmsg1)
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ent.deathmsg = _deathmsg_custom;
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else
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ent.deathmsg = deathmessage;
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if (attacker.th_dealdamage) {
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self = attacker;
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other = ent;
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d = self.th_dealdamage(d);
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self = oldself;
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other = oldother;
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if (d < 0) return FALSE;
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}
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self = ent;
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other = attacker;
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wasdamaged = self.th_takedamage(d);
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self = oldself;
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other = oldother;
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return wasdamaged;
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};
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float(vector org, entity e) _damage_radius_can_hit = {
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if (e.movetype == MOVETYPE_PUSH) {
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traceline(org, center(e), TRUE, world);
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if (trace_fraction == 1 || trace_ent == e)
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return TRUE;
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return FALSE;
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}
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traceline(org, e.origin, TRUE, self);
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if (trace_fraction == 1) return TRUE;
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traceline(org, e.origin + '15 15 0', TRUE, self);
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if (trace_fraction == 1) return TRUE;
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traceline(org, e.origin + '15 -15 0', TRUE, self);
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if (trace_fraction == 1) return TRUE;
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traceline(org, e.origin + '-15 15 0', TRUE, self);
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if (trace_fraction == 1) return TRUE;
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traceline(org, e.origin + '-15 -15 0', TRUE, self);
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if (trace_fraction == 1) return TRUE;
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return FALSE;
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};
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void(entity ignore, entity attacker, entity inflictor, void() deathmessage)
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damage_radius = {
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local entity head;
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local vector iorg, org;
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local float points;
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local float d, m, r;
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d = inflictor.dmg;
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m = inflictor.mass;
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r = inflictor.lip;
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iorg = center(inflictor);
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for (head = findradius(iorg, r + 40); head; head = head.chain) {
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if (head == ignore)
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continue;
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if (!_damage_radius_can_hit(iorg, head))
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continue;
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org = center(head);
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points = r - (0.5 * vlen(iorg - org));
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if (points <= 0)
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continue;
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if (head == attacker)
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points *= 0.5;
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inflictor.dmg = (points * d) / r;
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inflictor.mass = (points * m) / r;
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damage(head, attacker, inflictor, inflictor.dmg, deathmessage);
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}
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};
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