mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 12:01:26 +00:00
284 lines
6.7 KiB
C++
284 lines
6.7 KiB
C++
/* SERVER
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void () monster_death_use;
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*/
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//============================================================================
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/*
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============
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CanDamage
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Returns true if the inflictor can directly damage the target. Used for
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explosions and melee attacks.
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============
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*/
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float (entity targ, entity inflictor)
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CanDamage =
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{
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// bmodels need special checking because their origin is 0,0,0
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if (targ.movetype == MOVETYPE_PUSH) {
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traceline (inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE,
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self);
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if (trace_fraction == 1)
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return TRUE;
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if (trace_ent == targ)
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return TRUE;
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return FALSE;
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}
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traceline (inflictor.origin, targ.origin, TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline (inflictor.origin, targ.origin + '15 15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline (inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline (inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline (inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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};
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void (entity targ, entity attacker) ClientObituary;
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void (entity targ, entity attacker)
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Killed =
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{
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local entity oself;
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oself = self;
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self = targ;
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if (self.health < -99)
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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) {
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// doors, triggers, etc
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self.th_die ();
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self = oself;
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return;
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}
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self.enemy = attacker;
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// bump the monster counter
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if (self.flags & FL_MONSTER) {
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killed_monsters = killed_monsters + 1;
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WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
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}
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ClientObituary (self, attacker);
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self.takedamage = DAMAGE_NO;
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self.touch = SUB_Null;
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self.effects = 0;
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/* SERVER
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monster_death_use ();
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*/
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self.th_die ();
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self = oself;
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};
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/*
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============
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T_Damage
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The damage is coming from inflictor, but get mad at attacker
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This should be the only function that ever reduces health.
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============
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*/
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void (entity targ, entity inflictor, entity attacker, float damage)
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T_Damage=
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{
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local entity oldself;
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local float save, take;
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local string attackerteam, targteam;
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local vector dir;
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if (!targ.takedamage)
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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")
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if (deathmatch == 4)
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damage *= 8;
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else
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damage *= 4;
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// save damage based on the target's armor level
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save = ceil (targ.armortype * damage);
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if (save >= targ.armorvalue) {
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save = targ.armorvalue;
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targ.armortype = 0; // lost all armor
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targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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targ.armorvalue = targ.armorvalue - save;
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take = ceil (damage - save);
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// add to the damage total for clients, which will be sent as a single
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// message at the end of the frame
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// FIXME: remove after combining shotgun blasts?
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if (targ.flags & FL_CLIENT) {
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targ.dmg_take += take;
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targ.dmg_save += save;
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targ.dmg_inflictor = inflictor;
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}
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damage_inflictor = inflictor;
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// figure momentum add
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if ((inflictor != world) && (targ.movetype == MOVETYPE_WALK)) {
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dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
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dir = normalize (dir);
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// Set kickback for smaller weapons
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//Zoid -- use normal NQ kickback
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// // Read: only if it's not yourself doing the damage
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// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
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// targ.velocity = targ.velocity + dir * damage * 11;
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// 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
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if ((rj > 1) & ((attacker.classname == "player")
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& (targ.classname == "player"))
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& (attacker.netname == targ.netname))
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targ.velocity = targ.velocity + dir * damage * rj;
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}
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// check for godmode or invincibility
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if (targ.flags & FL_GODMODE)
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return;
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if (targ.invincible_finished >= time) {
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if (self.invincible_sound < time) {
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sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
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self.invincible_sound = time + 2;
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}
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return;
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}
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// team play damage avoidance
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//ZOID 12-13-96: self.team doesn't work in QW. Use keys
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attackerteam = infokey (attacker, "team");
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targteam = infokey (targ, "team");
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if ((teamplay == 1) && (targteam == attackerteam) &&
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(attacker.classname == "player") && (attackerteam != "") &&
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inflictor.classname != "door")
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return;
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if ((teamplay == 3) && (targteam == attackerteam) &&
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(attacker.classname == "player") && (attackerteam != "") &&
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(targ != attacker) && inflictor.classname != "door")
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return;
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// do the damage
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targ.health -= take;
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if (targ.health <= 0) {
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Killed (targ, attacker);
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return;
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}
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// react to the damage
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oldself = self;
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self = targ;
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/* SERVER
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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) {
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if ((self.classname != attacker.classname)
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|| (self.classname == "monster_army")) {
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if (self.enemy.classname == "player")
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self.oldenemy = self.enemy;
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self.enemy = attacker;
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FoundTarget ();
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}
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}
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}
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*/
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if (self.th_pain)
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self.th_pain (attacker, take);
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self = oldself;
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};
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void (entity inflictor, entity attacker, float damage, entity ignore,
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string dtype)
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T_RadiusDamage =
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{
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local entity head;
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local float points;
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local vector org;
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head = findradius (inflictor.origin, damage + 40);
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while (head) {
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// bprint (PRINT_HIGH, head.classname);
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// bprint (PRINT_HIGH, " | ");
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// bprint (PRINT_HIGH, head.netname);
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// bprint (PRINT_HIGH, "\n");
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if (head != ignore) {
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if (head.takedamage) {
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org = head.origin + (head.mins + head.maxs) * 0.5;
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points = 0.5 * vlen (inflictor.origin - org);
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if (points < 0)
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points = 0;
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points = damage - points;
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if (head == attacker)
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points *= 0.5;
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if (points > 0) {
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if (CanDamage (head, inflictor)) {
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head.deathtype = dtype;
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T_Damage (head, inflictor, attacker, points);
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}
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}
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}
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}
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head = head.chain;
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}
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};
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void (entity attacker, float damage)
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T_BeamDamage =
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{
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local entity head;
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local float points;
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head = findradius (attacker.origin, damage + 40);
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while (head) {
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if (head.takedamage) {
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points = 0.5 * vlen (attacker.origin - head.origin);
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if (points < 0)
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points = 0;
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points = damage - points;
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if (head == attacker)
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points *= 0.5;
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if (points > 0) {
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if (CanDamage (head, attacker))
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T_Damage (head, attacker, attacker, points);
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}
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}
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head = head.chain;
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}
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};
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