mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-12-11 04:51:01 +00:00
311 lines
7 KiB
R
311 lines
7 KiB
R
#include "config.rh"
|
|
|
|
#include "paroxysm.rh"
|
|
|
|
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;
|
|
|
|
/*SERVER
|
|
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 = @self;
|
|
|
|
@self = targ;
|
|
|
|
if (@self.health < -99)
|
|
@self.health = -99; // don't let sbar get funky
|
|
|
|
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++;
|
|
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
|
|
}
|
|
ClientObituary (@self, attacker);
|
|
|
|
@self.takedamage = DAMAGE_NO;
|
|
@self.touch = NIL;
|
|
@self.effects = 0;
|
|
|
|
/*SERVER
|
|
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;
|
|
|
|
// 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 && inflictor.classname != "door")
|
|
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 && @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 -= save;
|
|
if (targ.armorvalue > 0) {
|
|
targ.armortype = 0.8; // all armor has same value
|
|
targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
|
|
}
|
|
|
|
// Change the color using only the value -- no different armor types
|
|
if (targ.armorvalue > 150) { // red
|
|
targ.items |= IT_ARMOR3;
|
|
} else if (targ.armorvalue > 50) { // yellow
|
|
targ.items |= IT_ARMOR2;
|
|
} else if (targ.armorvalue > 1) { // blue
|
|
targ.items |= IT_ARMOR2;
|
|
}
|
|
|
|
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;
|
|
}
|
|
damage_inflictor = inflictor;
|
|
|
|
// figure momentum add
|
|
if ((inflictor != world) && (targ.movetype == MOVETYPE_WALK)) {
|
|
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
|
|
dir = normalize (dir);
|
|
|
|
if ((damage < 60) // player-player damage (not @self-inflicted)
|
|
&& (attacker.classname == "player")
|
|
&& (targ.classname == "player")
|
|
&& (attacker != targ))
|
|
targ.velocity += dir * damage * 11;
|
|
else
|
|
targ.velocity += dir * damage * 8;
|
|
|
|
// Rocket Jump modifiers
|
|
if ((rj > 1) && ((attacker.classname == "player") && (targ.classname == "player")) && (attacker == targ))
|
|
targ.velocity = targ.velocity + dir * damage * rj;
|
|
}
|
|
|
|
// team play damage avoidance
|
|
//ZOID 12-13-96: @self.team doesn't work in QW. Use keys
|
|
attackerteam = infokey (attacker, "team");
|
|
targteam = infokey (targ, "team");
|
|
|
|
if (((teamplay == 1) || (teamplay == 3))
|
|
&& (attacker.classname == "player")
|
|
&& ((attackerteam) && (targteam == attackerteam) && (targ != attacker))
|
|
&& inflictor.classname != "door")
|
|
return;
|
|
|
|
// do the damage
|
|
targ.health -= take;
|
|
if (targ.health <= 0) {
|
|
Killed (targ, attacker);
|
|
return;
|
|
}
|
|
|
|
// react to the damage
|
|
oldself = @self;
|
|
@self = targ;
|
|
|
|
#if 0
|
|
if ((@self.flags & FL_MONSTER) && attacker != world) { // get mad unless of the same class (except for soldiers)
|
|
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 ();
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (@self.th_pain)
|
|
@self.th_pain ();
|
|
|
|
@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;
|
|
|
|
if ((head = findradius (inflictor.origin, damage + 40))) {
|
|
do {
|
|
if (head != ignore && 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 *= 0.5;
|
|
|
|
if (points > 0) {
|
|
if (CanDamage (head, inflictor)) {
|
|
head.deathtype = dtype;
|
|
T_Damage (head, inflictor, attacker, points);
|
|
}
|
|
}
|
|
}
|
|
head = head.chain;
|
|
} while (head);
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
T_BeamDamage
|
|
============
|
|
*/
|
|
void (entity attacker, float damage) T_BeamDamage =
|
|
{
|
|
local float points;
|
|
local entity head;
|
|
|
|
if ((head = findradius (attacker.origin, damage + 40))) {
|
|
do {
|
|
if (head.takedamage) {
|
|
points = 0.5 * vlen (attacker.origin - head.origin);
|
|
|
|
if (points < 0)
|
|
points = 0;
|
|
|
|
points = damage - points;
|
|
|
|
if (head == attacker)
|
|
points *= 0.5;
|
|
|
|
if (points > 0) {
|
|
if (CanDamage (head, attacker)) {
|
|
T_Damage (head, attacker, attacker, points);
|
|
}
|
|
}
|
|
}
|
|
head = head.chain;
|
|
} while (head);
|
|
}
|
|
};
|