mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-25 13:21:30 +00:00
315 lines
6.8 KiB
C++
315 lines
6.8 KiB
C++
|
|
void() T_MissileTouch;
|
|
void() info_player_start;
|
|
void(entity targ, entity attacker) ClientObituary;
|
|
|
|
//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;
|
|
|
|
oself = self;
|
|
self = targ;
|
|
|
|
if (self.health < -99)
|
|
self.health = -99; // don't let sbar look bad if a player
|
|
|
|
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 = killed_monsters + 1;
|
|
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
|
|
}
|
|
|
|
ClientObituary(self, attacker);
|
|
|
|
self.takedamage = DAMAGE_NO;
|
|
self.touch = SUB_Null;
|
|
|
|
//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;
|
|
|
|
if (!targ.takedamage)
|
|
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)
|
|
damage = damage * 4;
|
|
|
|
//POX - this was moved from below the armour save routines to above so armour isn't lost
|
|
// check for godmode or invincibility
|
|
if (targ.flags & FL_GODMODE)
|
|
return;
|
|
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;
|
|
}
|
|
|
|
// 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 = targ.armorvalue - save;
|
|
|
|
//NEW Armour Stuff to dynamically change the type along with the value
|
|
if (targ.armorvalue > 150)
|
|
{
|
|
targ.armortype = 0.8; //Red Armour
|
|
targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
|
|
targ.items |= IT_ARMOR3;
|
|
}
|
|
|
|
else if (targ.armorvalue > 50)
|
|
{
|
|
targ.armortype = 0.8; //Yellow Armour
|
|
targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
|
|
targ.items |= IT_ARMOR2;
|
|
}
|
|
|
|
else if (targ.armorvalue > 1)
|
|
{
|
|
targ.armortype = 0.8; //Blue Armour
|
|
targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
|
|
targ.items |= IT_ARMOR1;
|
|
}
|
|
|
|
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 = targ.dmg_take + take;
|
|
targ.dmg_save = targ.dmg_save + save;
|
|
targ.dmg_inflictor = inflictor;
|
|
}
|
|
|
|
// figure momentum add - POX - tweaked...
|
|
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK || targ.movetype == MOVETYPE_STEP) )
|
|
{
|
|
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
|
|
dir = normalize(dir);
|
|
targ.velocity = targ.velocity + dir*damage*15;
|
|
}
|
|
|
|
// team play damage avoidance
|
|
if ( (teamplay == 1) && (targ.team > 0)&&(targ.team == attacker.team) )
|
|
return;
|
|
|
|
// do the damage
|
|
targ.health = targ.health - take;
|
|
|
|
if (targ.health <= 0)
|
|
{
|
|
Killed (targ, attacker);
|
|
return;
|
|
}
|
|
|
|
// react to the damage
|
|
oldself = self;
|
|
self = targ;
|
|
|
|
// Changed this out so monsters don't kill each other
|
|
/*
|
|
if ( (self.flags & FL_MONSTER) && attacker != world)
|
|
{
|
|
|
|
|
|
// Monsters only get mad at players and spawns, spawns hate everyone
|
|
|
|
if (self != attacker && attacker != self.enemy)
|
|
{
|
|
if ( (attacker.classname == "player") || (attacker.classname == "monster_spawn") || (self.classname == "monster_spawn" ) )
|
|
{
|
|
if (self.enemy.classname == "player")
|
|
self.oldenemy = self.enemy;
|
|
self.enemy = attacker;
|
|
FoundTarget ();
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
|
|
if (self.th_pain)
|
|
{
|
|
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) T_RadiusDamage =
|
|
{
|
|
local float points;
|
|
local entity head;
|
|
local vector org;
|
|
|
|
head = findradius(inflictor.origin, damage+40);
|
|
|
|
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;
|
|
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;
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
T_BeamDamage
|
|
============
|
|
*/
|
|
void(entity attacker, float damage) T_BeamDamage =
|
|
{
|
|
local float points;
|
|
local entity head;
|
|
|
|
head = findradius(attacker.origin, damage+40);
|
|
|
|
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;
|
|
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;
|
|
}
|
|
};
|
|
|