heretic2-sdk/Toolkit/Programming/GameCode/game/g_combat.c

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// g_combat.c
#include "g_local.h"
#include "Utilities.h"
#include "g_HitLocation.h"
#include "g_DefaultMessageHandler.h"
#include "FX.h"
#include "vector.h"
#include "random.h"
#include "g_misc.h"
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#include "p_main.h"
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#include "g_playstats.h"
#include "buoy.h"
#include "g_itemstats.h"
#include "m_stats.h"
gitem_armor_t silver_armor_info = {MAX_SILVER_ARMOR, SILVER_HIT_MULT, SILVER_SPELL_MULT};
gitem_armor_t gold_armor_info = {MAX_GOLD_ARMOR, GOLD_HIT_MULT, GOLD_SPELL_MULT};
void pitch_roll_for_slope (edict_t *forwhom, vec3_t *slope);
void MG_PostDeathThink (edict_t *self);
extern void AlertMonsters (edict_t *self, edict_t *enemy, float lifetime, qboolean ignore_shadows);
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
qboolean CanDamage (edict_t *targ, edict_t *inflictor)
{
vec3_t dest, diff;
trace_t trace;
// bmodels need special checking because their origin is 0,0,0
if (targ->movetype == PHYSICSTYPE_PUSH || targ->classID == CID_BBRUSH)
{
VectorAdd (targ->absmin, targ->absmax, dest);
VectorScale (dest, 0.5, dest);
gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction == 1.0)
return true;
if (trace.ent == targ)
return true;
return false;
}
// Try a basic trace straight to the origin. This takes care of 99% of the tests.
gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID,&trace);
if (trace.fraction == 1.0)
return true;
// Well, a trace from origin to origin didn't work, so try tracing to the edges of the victim.
// If there are no edges, let's skip the rest of these checks..
if (Vec3IsZero(targ->mins) || Vec3IsZero(targ->maxs))
return false;
// First figure out which two sides of the victim to check.
VectorSubtract(inflictor->s.origin, targ->s.origin, diff);
// If the X is greater than the Y difference, then the perpendicular edges, north and south, should be checked.
if (fabs(diff[0]) > fabs(diff[1]))
{ // check north and south edges.
// South edge
VectorCopy(targ->s.origin, dest);
dest[1] += targ->mins[1];
gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction > .99)
return true;
// North edge
VectorCopy(targ->s.origin, dest);
dest[1] += targ->maxs[1];
gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction > .99)
return true;
}
else
{ // check east and west edges.
// West edge
VectorCopy(targ->s.origin, dest);
dest[0] += targ->mins[0];
gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction > .99)
return true;
// East edge
VectorCopy(targ->s.origin, dest);
dest[0] += targ->maxs[0];
gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction > .99)
return true;
}
// Since the side checks didn't work, check the top and bottom.
// bottom edge
VectorCopy(targ->s.origin, dest);
dest[2] += targ->mins[2];
gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction > .99)
return true;
// top edge
VectorCopy(targ->s.origin, dest);
dest[2] += targ->maxs[2];
gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction > .99)
return true;
// None of the traces were successful, so no good.
return false;
}
// Same function, except the origin point of the damage doesn't have to be the same as the inflictor's
qboolean CanDamageFromLoc (edict_t *targ, edict_t *inflictor, vec3_t origin)
{
vec3_t dest, diff;
trace_t trace;
// bmodels need special checking because their origin is 0,0,0
if (targ->movetype == PHYSICSTYPE_PUSH || targ->classID == CID_BBRUSH)
{
VectorAdd (targ->absmin, targ->absmax, dest);
VectorScale (dest, 0.5, dest);
gi.trace (origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction == 1.0)
return true;
if (trace.ent == targ)
return true;
return false;
}
// Try a basic trace straight to the origin. This takes care of 99% of the tests.
gi.trace (origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID,&trace);
if (trace.fraction == 1.0)
return true;
// Well, a trace from origin to origin didn't work, so try tracing to the edges of the victim.
// If there are no edges, let's skip the rest of these checks..
if (Vec3IsZero(targ->mins) || Vec3IsZero(targ->maxs))
return false;
// First figure out which two sides of the victim to check.
VectorSubtract(origin, targ->s.origin, diff);
// If the X is greater than the Y difference, then the perpendicular edges, north and south, should be checked.
if (fabs(diff[0]) > fabs(diff[1]))
{ // check north and south edges.
// South edge
VectorCopy(targ->s.origin, dest);
dest[1] += targ->mins[1];
gi.trace(origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction > .99)
return true;
// North edge
VectorCopy(targ->s.origin, dest);
dest[1] += targ->maxs[1];
gi.trace(origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction > .99)
return true;
}
else
{ // check east and west edges.
// West edge
VectorCopy(targ->s.origin, dest);
dest[0] += targ->mins[0];
gi.trace(origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction > .99)
return true;
// East edge
VectorCopy(targ->s.origin, dest);
dest[0] += targ->maxs[0];
gi.trace(origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction > .99)
return true;
}
// Since the side checks didn't work, check the top and bottom.
// bottom edge
VectorCopy(targ->s.origin, dest);
dest[2] += targ->mins[2];
gi.trace(origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction > .99)
return true;
// top edge
VectorCopy(targ->s.origin, dest);
dest[2] += targ->maxs[2];
gi.trace(origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID,&trace);
if (trace.fraction > .99)
return true;
// None of the traces were successful, so no good.
return false;
}
void SpawnReward(edict_t *self, edict_t *attacker)
{
gitem_t *item, *lookup;
edict_t *newitem;
vec3_t forward, holdorigin;
float health_chance, off_chance, def_chance;
char *item_name;
int off_amount, off_max, def_amount, def_max, index, chance;
//MG: Assassins always give you something
if (self->classID != CID_ASSASSIN)
{
//Randomly refuse to give them anything
if (coop->value)
{
if ( !irand(0, (maxclients->value+1)/2) )
return;
}
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else if (skill->value < 3.0)
{
if (irand(0, ITEM_REWARD_CHANCE + (2*skill->value)))
{ // Easy: 1 in 2 chance, normal: 1 in 4 chance; Hard: 1 in 6 chance
return;
}
}
else
{ // No rewards in skills at or above 3.0.
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return;
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}
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}
//Only intelligent monsters produce items, not creatures (and not Ogles)
if ( (self->classID == CID_RAT) || (self->classID == CID_HARPY) || (self->classID == CID_GKROKON) || (self->classID == CID_GORGON) || (self->classID == CID_FISH) || (self->classID == CID_OGLE) )
return;
//Bosses don't spawn a reward either
if ( self->svflags & SVF_BOSS )
return;
//Check the health amount on the attacker
health_chance = (attacker->health < attacker->max_health) ? ( (float) attacker->health / (float) attacker->max_health) : 9999;
//Check the offensive mana amount on the attacker
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lookup = P_FindItemByClassname("item_mana_offensive_half");
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index = ITEM_INDEX(lookup);
off_max = attacker->client->playerinfo.pers.max_offmana;
off_amount = attacker->client->playerinfo.pers.inventory.Items[index];
off_chance = (off_amount < off_max) ? ( (float) off_amount / (float) off_max ) : 9999;
//Check the offensive mana amount on the attacker
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lookup = P_FindItemByClassname("item_mana_defensive_half");
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index = ITEM_INDEX(lookup);
def_max = attacker->client->playerinfo.pers.max_defmana;
def_amount = attacker->client->playerinfo.pers.inventory.Items[index];
def_chance = (def_amount < def_max) ? ( (float) def_amount / (float) def_max ) : 9999;
//We don't need anything
if ( (health_chance == 9999) && (off_chance == 9999) && (def_chance == 9999))
return;
//Determine what they get
if ( (health_chance < off_chance) && (health_chance < def_chance) )
{
item_name = "item_health_half";
}
else if ( (off_chance < health_chance) && (off_chance < def_chance) )
{
item_name = "item_mana_offensive_half";
}
else if ( (def_chance < health_chance) && (def_chance < off_chance) )
{
item_name = "item_mana_defensive_half";
}
else
{
chance = irand(0,2);
if (chance==0)
item_name = "item_health_half";
else if (chance==1)
item_name = "item_mana_offensive_half";
else
item_name = "item_mana_defensive_half";
}
//We know what we want to give them, so create it!
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item = P_FindItemByClassname(item_name);
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newitem = G_Spawn();
newitem->movetype = PHYSICSTYPE_STEP;
AngleVectors(self->s.angles,forward,NULL,NULL);
VectorCopy(self->s.origin,newitem->s.origin);
SpawnItem(newitem, item);
VectorCopy(newitem->s.origin,holdorigin);
//Make the effect
gi.CreateEffect(NULL, FX_PICKUP, 0, holdorigin, "");
}
/*
============
Killed
============
*/
void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mod)
{
vec3_t hitdir;
if (targ->classID == CID_MORK)
{
targ->die(targ, inflictor, attacker, damage, vec3_origin);
return;
}
if (attacker->svflags & SVF_MONSTER)
{//clear special enemy attack stuff
//FIXME? Make attacking monster look for a new target?
//OR: Search for all monsters with targ as enemy and
//find new target for them?
attacker->monsterinfo.aiflags &= ~AI_STRAIGHT_TO_ENEMY;
}
if (targ->classID != CID_BBRUSH)
targ->enemy = attacker;
if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
{
MG_RemoveBuoyEffects(targ);
//What about if off ledge or on steep slope- slide off?
pitch_roll_for_slope(targ, NULL);
targ->dead_size = Q_fabs( (targ->maxs[2] - targ->mins[2]) ) * 0.5;
MG_PostDeathThink(targ);
if(!(targ->svflags & SVF_WAIT_NOTSOLID))
targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY))
{
level.killed_monsters++;
}
targ->enemy = attacker;
AlertMonsters (targ, attacker, 7, true);
//spawns an ent that will alert other monsters to my enemy's presence for 7 seconds
//Spawn a reward for the kill
if (attacker->client)
SpawnReward(targ, attacker);
}
if (targ->movetype == PHYSICSTYPE_PUSH || targ->movetype == PHYSICSTYPE_STOP || targ->movetype == PHYSICSTYPE_NONE)
{
// Doors, triggers, breakable brushes, etc. die with their own KillBrush() routine.
if (targ->classID == CID_BBRUSH)
{
KillBrush(targ,inflictor,attacker,damage);
}
else
{
if((!targ->classID || !classStatics[targ->classID].msgReceivers[MSG_PAIN]) && targ->die)
{
targ->die(targ, inflictor, attacker, damage, vec3_origin);
}
else
{
QPostMessage(targ,MSG_DEATH,PRI_DIRECTIVE,"eeei",targ,inflictor,attacker,damage);
}
}
return;
}
// Also, put the flag of fire on the entity- makes fire lower when die
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if(targ->size[2] > 24)
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targ->s.effects |= EF_DISABLE_EXTRA_FX;
if (targ->deadflag != DEAD_DEAD)
{
// ClientObituary(self, inflictor, attacker);
targ->touch = NULL;
monster_death_use (targ);
}
if(targ->client)
{ //FIXME: Make sure you can still dismember and gib player while dying
targ->client->meansofdeath = mod;
player_die(targ, inflictor, attacker, damage, point);
}
else
{
//CID_RAT SHOULD NOT BE ZERO!!! CID_NONE SHOULD BE
if((!targ->classID || !classStatics[targ->classID].msgReceivers[MSG_PAIN]) && targ->die)
{
targ->die(targ, inflictor, attacker, damage, vec3_origin);
}
else
QPostMessage(targ,MSG_DEATH,PRI_DIRECTIVE,"eeei",targ,inflictor,attacker,damage);
}
if(Vec3IsZero(targ->velocity) && (damage != 12345))
{//fall back some!
VectorSubtract(targ->s.origin, inflictor->s.origin, hitdir);
hitdir[2] = 50;
VectorNormalize(hitdir);
VectorMA(targ->velocity, damage*3, hitdir, targ->velocity);
}
}
/*
============
M_ReactToDamage
============
*/
void M_ReactToDamage (edict_t *targ, edict_t *attacker)
{
if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
return;
if (attacker == targ)
return;
//FIXME: in SP, after player dead, allow this? Or Make attacker lose it's enemy?
if(!ANARCHY && attacker->classID == targ->classID)
return;//monsters of same type won't fight each other
if (targ->classID == CID_OGLE && (!targ->monsterinfo.awake || attacker->client))//ogles do their own checks to get angry at their first enemy
return;
if (attacker == targ->enemy)
{//ok, no more stalking- now we get serious
targ->ai_mood_flags &= ~AI_MOOD_FLAG_BACKSTAB;
if(!targ->monsterinfo.awake)
FoundTarget(targ, true);
return;
}
if (!attacker->takedamage)//world, etc.
return;
if(targ->monsterinfo.c_mode)//don't anger cinematic monsters
return;
if (attacker->client)
{
targ->monsterinfo.chase_finished = level.time + 4; // When the monster can notice secondary enemies
if (targ->enemy && targ->enemy->client)
targ->oldenemy = targ->enemy;
targ->enemy = attacker;
FoundTarget (targ, true);
return;
}
if (targ->monsterinfo.aiflags & AI_GOOD_GUY)
{
if (!(attacker->client) && !(attacker->monsterinfo.aiflags & AI_GOOD_GUY))
{
targ->enemy = attacker;
FoundTarget (targ, true);
return;
}
}
// if attacker is a client or
// it's the same base (walk/swim/fly) type and a different classname and it's a monster that sprays too much
// get mad at them
if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) &&
(targ->classID != attacker->classID)&&
(targ->enemy))//targ has an enemy, otherwise always get mad
{
if (targ->enemy->client)
targ->oldenemy = targ->enemy;
targ->enemy = attacker;
FoundTarget (targ, true);
}
else// otherwise get mad at whoever they are mad at (help our buddy)
{
if (attacker->enemy) // This really should be an assert, but there are problems with this.
{
if(attacker->enemy==targ && attacker->classID==targ->classID && !(targ->monsterinfo.aiflags&AI_AGRESSIVE))
{//attacker was shooting at me(targ) and is my class, but I'm not agressive so I didn't hit him first
if(irand(0,10)<7)
{//run away!
if(targ->enemy==attacker&&irand(0,10)<3&&stricmp(attacker->classname, "player"))
{
targ->monsterinfo.flee_finished = 0;
}
else if(targ->monsterinfo.flee_finished < level.time + 7.0)
{
targ->monsterinfo.aiflags |= AI_FLEE;
targ->monsterinfo.flee_finished = level.time + flrand(3.0, 7.0);
}
}
targ->enemy = attacker;
FoundTarget (targ, true);
}
else if(attacker->enemy != targ && (!targ->enemy || targ->enemy->health <= 0))
{//attacker wasn't after me and my enemy is invalid or don't have one... go after atacker's enemy
if (targ->enemy)
{
if (targ->enemy->client||ANARCHY)
targ->oldenemy = targ->enemy;
}
targ->enemy = attacker->enemy;
FoundTarget (targ, true);
}
else if( (attacker->classID!=targ->classID&&!irand(0,2)) ||ANARCHY)
{//30% chance to get mad (only if they're not my class), or always get mad if ANARCHY
if (targ->enemy)
{
if (targ->enemy->client||ANARCHY)
targ->oldenemy = targ->enemy;
}
targ->enemy = attacker;
FoundTarget (targ, true);
}
}
else
{//attacker's on crack, kill him
targ->enemy = attacker;
FoundTarget (targ, true);
}
}
}
// ************************************************************************************************
// CheckTeamDamage
// ---------------
// ************************************************************************************************
qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
{
//FIXME: Make the next line real and uncomment this block.
//if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
return(false);
}
qboolean flammable (edict_t *targ)
{
if(targ->materialtype == MAT_CLOTH||
targ->materialtype == MAT_FLESH||
targ->materialtype == MAT_POTTERY||
targ->materialtype == MAT_LEAF||
targ->materialtype == MAT_WOOD||
targ->materialtype == MAT_INSECT)
return (true);
return (false);
}
/*
============
T_Damage
targ entity that is being damaged
inflictor entity that is causing the damage
attacker entity that caused the inflictor to damage targ
example: targ=monster, inflictor=rocket, attacker=player
dir direction of the attack:
Directional vector (velocity is acceptable), in the direction the force is GOING.
Normalized in the function, if (0,0,0) then vector from inflictor to target is used.
Used for knockback (scale force by this vector)
Also used for blood and puffs when objects are struck
CANNOT BE NULL.
point point at which the damage is being inflicted
Absolute point at which the damage is generated.
Used for hit locations, and blood (generation point)
CANNOT BE NULL
normal normal vector from that point
Directional vector, assumed to be normalized.(of course)
Used for blood from monsters and players (squirts in this direction).
Checked for NULL
damage amount of damage being inflicted
knockback force to be applied against targ as a result of the damage
dflags these flags are used to control how T_Damage works:
DAMAGE_RADIUS damage was indirect (from a nearby explosion)
DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
DAMAGE_NO_PROTECTION kills godmode, armor, everything
DAMAGE_DISMEMBER to force MSG_DISMEMBER to be used
============
*/
void T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t pdir, vec3_t ppoint, vec3_t pnormal,
int damage, int knockback, int dflags,int MeansOfDeath)
{
vec3_t hit_spot;
gclient_t *client;
int take, dsm_dmg;
HitLocation_t hl;
gitem_armor_t *info;
int force_pain = 0;
qboolean was_dead = false;
vec3_t dir, normal, point;
float knockbacktime;
char armor_sound[50];
int armorabsorb, orig_dmg;
int violence=VIOLENCE_DEFAULT;
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// Friendly-fire avoidance. If enabled, you can't hurt teammates (but you can hurt yourself).
// Knockback still occurs though.
if (targ->client && attacker->client && targ != attacker)
{ // Both different players, let's check if this will do damage!
if (coop->value)
{
if(!((int)(dmflags->value) & DF_HURT_FRIENDS)&&(!(dflags&DAMAGE_HURT_FRIENDLY)))
damage = 0;
else
MeansOfDeath |= MOD_FRIENDLY_FIRE;
}
else if (deathmatch->value)
{
if ((int)(dmflags->value) & (DF_MODELTEAMS|DF_SKINTEAMS))
{
if (OnSameTeam (targ, attacker))
{
if(!((int)(dmflags->value) & DF_HURT_FRIENDS)&&(!(dflags&DAMAGE_HURT_FRIENDLY)))
damage = 0;
else
MeansOfDeath |= MOD_FRIENDLY_FIRE;
}
}
}
}
// ************************
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if (blood_level)
violence = blood_level->value;
// Prevent players harming fellow players in non-deathmatch games. The attacking player can
// still harm himself of course.
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// if((!deathmatch->value)&&(targ!=attacker)&&(targ->client)&&(attacker->client)&&(!(dflags&DAMAGE_HURT_FRIENDLY)))
// return;
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if (!targ->takedamage)
return;
if (targ->client)
{
if (targ->client->RemoteCameraLockCount) // In a remote camera so he can't be hurt
return;
if (targ->client->playerinfo.c_mode) // In cinematic mode so he can't be hurt
return;
}
if(dflags & DAMAGE_ALIVE_ONLY)
if (targ->materialtype != MAT_FLESH||targ->health<=0)
return;
if(targ->svflags&SVF_NO_PLAYER_DAMAGE)
if(attacker->client)
return;
if(targ->health <= 0)
{
if(targ->client)//can't keep killing a dead player
return;
if(targ->classID)
{
if(classStatics[targ->classID].msgReceivers[MSG_DEATH_PAIN])
{
if(dflags & DAMAGE_SUFFOCATION || dflags & DAMAGE_BLEEDING || dflags == DAMAGE_BURNING)
return;
else
was_dead = true;
}
}
}
// if we are on a shrine or teleporting we are not to be harmed - assuming we haven't been telefragged, in which case kill us dead
if (targ->client && (targ->client->shrine_framenum > level.time) && !(dflags & DAMAGE_NO_PROTECTION) )
return;
//So we don't overwrite the passed-in vectors!!!
if(pdir && Vec3NotZero(pdir))
VectorCopy(pdir, dir);
else
VectorSet(dir, 0, 0, -1);
if(pnormal && Vec3NotZero(pnormal))
VectorCopy(pnormal, normal);
else
VectorSet(normal, 0, 0, 1);
if(ppoint)
VectorCopy(ppoint, point);
else
VectorCopy(inflictor->s.origin, point);
if (deathmatch->value == 0)
{ // Not deathmatch game.
// In easy skill-level, the player only takes half damage.
if ((skill->value == 0) && targ->client)
damage = ceil(damage * 0.5);
}
else
{ // In deathmatch game.
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float temp;
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// Factor in deathmatch to increase hit points
if (targ->client)
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{
temp = 4.0-skill->value;
if (temp < 1.0)
damage = (int)(damage * 4.0);
else
damage = ceil(damage * 2.0 / (4.0 - skill->value)); // Skill 0: 1/2 damage, skill 1: 2/3 damage, skill 2: full
}
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}
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if (!damage && ((int)(dmflags->value) & DF_HURT_FRIENDS)&&(!(dflags&DAMAGE_HURT_FRIENDLY))
&& !(deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS|DF_SKINTEAMS))))
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damage = 1;
orig_dmg = damage;
// deal with armor - if we have any
// are we a player ?
if (targ->client && !(dflags&DAMAGE_BLEEDING))
{
// figure out where the armor details are located at
// do we actually have any armor anyway ?
// dont let armor effect us if we are drowning, in slime, or in lava
if (!(dflags & DAMAGE_AVOID_ARMOR) &&
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targ->client->playerinfo.pers.armor_count &&
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(dflags != DAMAGE_SUFFOCATION) &&
(dflags != DAMAGE_SLIME) &&
(dflags != DAMAGE_LAVA))
{
if (targ->client->playerinfo.pers.armortype == ARMOR_TYPE_SILVER)
info = &silver_armor_info;
else
info = &gold_armor_info;
// Figure out how much the armor takes
armorabsorb = damage;
// effect damage dependant on what type of effect hit us
if (dflags & DAMAGE_SPELL)
damage *= info->spell_protection;
else
damage *= info->normal_protection;
// make the little sparkle effect at the hit point
gi.CreateEffect(NULL,
FX_ARMOR_HIT,
0,
point,
"d",
normal);
if (dflags & DAMAGE_SPELL)
gi.sound(targ,CHAN_WEAPON,gi.soundindex("weapons/spellric.wav"),2,ATTN_NORM,0);
else
{
// don't always make sound - being attacked by rats makes this go off incesantly
if (!(irand(0,2)))
{
sprintf(armor_sound, "weapons/armorric%d.wav",irand(1,3));
gi.sound(targ,CHAN_WEAPON,gi.soundindex(armor_sound),2,ATTN_NORM,0);
}
}
// be sure we still have some damage
if (!damage)
{
damage = 1;
armorabsorb = 1;
}
else
{ // Everything not taken by the player is taken by the armor
armorabsorb -= damage;
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if (armorabsorb > targ->client->playerinfo.pers.armor_count)
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{
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damage += armorabsorb - targ->client->playerinfo.pers.armor_count;
armorabsorb = targ->client->playerinfo.pers.armor_count;
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}
}
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targ->client->playerinfo.pers.armor_count -= armorabsorb;
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// dec armor count. are we down to zero armor ?
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if (targ->client->playerinfo.pers.armor_count <= 0)
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{
// stop drawing the armor
targ->client->playerinfo.pers.armortype = ARMOR_NONE;
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targ->client->playerinfo.pers.armor_count = 0;
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SetupPlayerinfo_effects(targ);
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P_PlayerUpdateModelAttributes(&targ->client->playerinfo);
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WritePlayerinfo_effects(targ);
// Play the out-of-armor sound.
gi.sound(targ, CHAN_WEAPON, gi.soundindex("weapons/armorgone.wav"), 1, ATTN_NORM, 0);
}
}
}
client = targ->client;
VectorNormalize(dir);
// The player does bonus damage for suprising a monster.
// Bad idea for us.
// if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
// damage *= 2;
if (targ->flags & FL_NO_KNOCKBACK || targ->svflags & SVF_BOSS ||
(targ->svflags & SVF_MONSTER && sv_freezemonsters->value == 2.0)) // Freezemonster = 2 means no knockback
{
knockback = 0;
}
// Figure out the knockback momentum to impart to the target.
if (!(dflags & DAMAGE_NO_KNOCKBACK) && !(targ->svflags & SVF_BOSS))
{//hey, knockback of less than about 25 isn't going to do squat...
if ((knockback) &&
(targ->movetype != PHYSICSTYPE_NONE) &&
(targ->movetype != PHYSICSTYPE_PUSH) &&
(targ->movetype != PHYSICSTYPE_STOP))
{
vec3_t kvel;
float mass, force, upvel;
if(Vec3IsZero(dir))
{
VectorSubtract(targ->s.origin, inflictor->s.origin, dir);
if(dir[2]<0)
dir[2] = 0;
VectorNormalize(dir);
}
mass = VectorLength(targ->size) * 3;
/*
if (targ->mass < 50)
mass = 50;
else
mass = targ->mass;*/
// if (targ->client && attacker == targ)
// force = 900.0 * (float)knockback / mass; //rocketjump hack... More knockback to source.
// else
force = 600.0 * (float)knockback / mass;
// Players are not as affected by velocities when they are on the ground, so increase what players experience.
if (targ->client && targ->groundentity)
force *= 4.0;
else if (targ->client) // && !(targ->groundentity)
force *= 0.25; // Too much knockback
if (dflags & DAMAGE_EXTRA_KNOCKBACK)
force *= 3.0;
if (force > 512) // Cap this speed so it doesn't get insane
force=512;
VectorScale (dir, force, kvel);
if (targ->client) // Don't force players up quite so much as monsters.
upvel=30;
else
upvel=60;
// Now if the player isn't being forced DOWN very far, let's force them UP a bit.
if ((dir[2] > -0.5 || targ->groundentity) && kvel[2] < upvel && force > 30)
{ // Don't knock UP the player more than we do across...
if (force < upvel)
kvel[2] = force;
else
kvel[2] = upvel;
}
VectorAdd (targ->velocity, kvel, targ->velocity);
if (targ->client) // If player, then set the player flag that will affect this.
{
targ->client->playerinfo.flags |= PLAYER_FLAG_USE_ENT_POS;
// The knockbacktime indicates how long this knockback affects the player.
if (force>500)
knockbacktime = level.time + 1.25;
else
knockbacktime = level.time + (force/400.0);
if (knockbacktime > targ->client->playerinfo.knockbacktime)
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{
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targ->client->playerinfo.knockbacktime = knockbacktime;
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if (MeansOfDeath == MOD_TORN)
{
// since we are bing knocked back, let our top speed be higher
targ->client->playerinfo.effects |= EF_HIGH_MAX;
targ->s.effects |= EF_HIGH_MAX;
}
else
{
// since we are bing knocked back, let our top speed be higher
targ->client->playerinfo.effects &= ~EF_HIGH_MAX;
targ->s.effects &= ~EF_HIGH_MAX;
}
}
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}
//so knockback doesn't gib them unless it really really should
if(force<300)
targ->jump_time = level.time + 0.5;
}
}
take = damage;
// If the target has godmode in effect, they take no damage.
if (targ->flags & FL_GODMODE && !(dflags & DAMAGE_NO_PROTECTION))
take = 0;
// If the player is invincible, or on a shrine, they take no damage.
if ( (client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
{
if (targ->pain_debounce_time < level.time)
{
// gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
targ->pain_debounce_time = level.time + 2;
}
take = 0;
}
// If target and attacker are on the same team, don't inflict any damage.
if(CheckTeamDamage (targ, attacker))
return;
// Okay, we got all the way here, so do the damage.
if(take && !(targ->svflags & SVF_MONSTER && sv_freezemonsters->value != 0.0) && !(dflags & DAMAGE_ALL_KNOCKBACK))
{
int scale;
int duration;
//not damage_burning because that is coming from you being on fire already...
if (dflags & DAMAGE_FIRE && flammable(targ) && dflags != DAMAGE_BURNING && !(targ->svflags & SVF_BOSS))
{//FIXME: not on BBRUSHES - have no origin!
if (dflags & DAMAGE_FIRE_LINGER)
duration = orig_dmg*0.4;
else
duration = orig_dmg*0.2;
if (!duration)
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{
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duration = 1;
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}
else if (dflags & DAMAGE_PHOENIX)
{ // The phoenix is just too damn powerful if it can do serious fire damage too...
duration = 1; // This makes a burning death if the player should die, but it goes out right away.
}
else if (duration > 8)
{
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duration = 8;
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}
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scale = (int)(VectorLength(targ->size)*(0.5 * 0.25)); //is scled up drediculously on other side, quarter it
if (scale > 255)
scale = 255;
if(!(gi.pointcontents(targ->s.origin) & (CONTENTS_WATER|CONTENTS_SLIME)))
{//need to check if under water!
if(targ->fire_damage_time < level.time && !(targ->svflags & SVF_BOSS))
{//not already on fire
if(targ->client && deathmatch->value)
targ->fire_damage_time = level.time + duration * 0.25;//burn for 3.2 seconds- length of effect, if effect length changed, this should too!
else
targ->fire_damage_time = level.time + duration * 0.5;//burn for 3.2 seconds- length of effect, if effect length changed, this should too!
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if (!was_dead)
targ->s.effects &= ~EF_DISABLE_EXTRA_FX; // The flag causes the fire to stop generating.
targ->s.effects |= EF_ON_FIRE;
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gi.CreateEffect(&targ->s, FX_FIRE_ON_ENTITY, CEF_OWNERS_ORIGIN, NULL, "bbb", (int)scale, 255, 1);//we'll turn this off manually
}
else
targ->fire_damage_time += duration;
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// Always set the damage enemy to the most recent entity doing damage.
targ->fire_damage_enemy = attacker;
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}
}
else if(!(dflags & DAMAGE_NO_BLOOD))
{
if ((targ->svflags & SVF_MONSTER) || (client))
{
int bloodamt;
vec3_t vel, diff, loc;
if (take > 80)
bloodamt = 20;
else
bloodamt = take/4;
// Normal will be NULL from time to time. FIXME: Hellbolts will damage with a plane.normal that is null.
if (normal==NULL || Vec3IsZero(normal))
{
VectorClear(vel);
VectorCopy(point, loc);
}
else
{
VectorScale(normal, -64.0, vel);
// Now let's try moving the hit point towards the hit object.
VectorSubtract(targ->s.origin, point, diff);
// We can't be assured that the vertical origin is the center...
diff[2] += (targ->maxs[2] + targ->mins[2])*0.5;
// Take half that distance, since the hit always tends to be on the outside of the bbox.
VectorMA(point, 0.5, diff, loc);
}
if(violence == VIOLENCE_NONE)
gi.CreateEffect(NULL, FX_HITPUFF, CEF_FLAG6, point, "db", dir, 5);
else if(targ->materialtype == MAT_INSECT)
gi.CreateEffect(NULL, FX_BLOOD, CEF_FLAG8, loc, "ub", vel, bloodamt);
else
gi.CreateEffect(NULL, FX_BLOOD, 0, loc, "ub", vel, bloodamt);
}
else
{
if ((targ->svflags & SVF_DEADMONSTER ||targ->materialtype == MAT_INSECT||targ->materialtype == MAT_FLESH) && violence > VIOLENCE_NONE)
{
if(targ->materialtype == MAT_INSECT)
gi.CreateEffect(NULL, FX_BLOOD, CEF_FLAG8, point, "ub", dir, 8);
else
gi.CreateEffect(NULL, FX_BLOOD, 0, point, "ub", dir, 8);
}
else
gi.CreateEffect(NULL, FX_HITPUFF, 0, point, "db", dir, 5);
}
}
else if (dflags & DAMAGE_BUBBLE)
{
vec3_t bubbleloc;
VectorSet(bubbleloc, flrand(-10, 10), flrand(-10,10), targ->viewheight);
VectorAdd(bubbleloc, targ->s.origin, bubbleloc);
gi.CreateEffect(NULL, FX_BUBBLE, 0, bubbleloc, "");
}
targ->health -= take;
if(targ!=attacker && violence > VIOLENCE_BLOOD)//can't dismember yourself
{
if(attacker==inflictor)
VectorCopy(point, hit_spot);
else
VectorCopy(inflictor->s.origin, hit_spot);
if(targ->classID != CID_HARPY)//use new hitlocation function
hl = MG_GetHitLocation(targ, inflictor, point, dir);
else if (!(targ->svflags & SVF_MONSTER)&&!(client))//target not a monster or client
hl = T_GetHitLocation(targ, inflictor, hit_spot);
else
hl = T_GetHitLocation(targ, attacker, hit_spot);
if(dflags&DAMAGE_DISMEMBER)
hl |= hl_MeleeHit;//only melee can dismember Add the 16th bit to it for melee hit
if(!(targ->svflags & SVF_PARTS_GIBBED) && !(dflags & DAMAGE_SUFFOCATION) && !(dflags & DAMAGE_BLEEDING))
{//don't dismember someone who's already gibbed or gibbing, no dismember damage from suffocation or bleeding
if(dflags&DAMAGE_DOUBLE_DISMEMBER)
dsm_dmg = take * 2;
else
dsm_dmg = take;
if(targ->client)
player_dismember(targ, attacker, dsm_dmg, hl);
else
QPostMessage(targ, MSG_DISMEMBER, PRI_DIRECTIVE, "ii", dsm_dmg, hl);
}
}
if (targ->health <= 0)
{
// if ((targ->svflags & SVF_MONSTER) || (client))
// targ->flags |= FL_NO_KNOCKBACK;
// Target has died, so kill it good and dead.
if(was_dead)
{//FIXME: if on fire, Become a charred husk, no gib.
if(!(dflags & DAMAGE_SUFFOCATION) && !(dflags & DAMAGE_BLEEDING) && dflags != DAMAGE_BURNING)
{//drowning, bleeding and burning do not gib
if(targ->health<=-100)
{
if(targ->think != BecomeDebris && targ->think != G_SetToFree)
{
targ->post_think = BecomeDebris;
targ->next_post_think = level.time;
}
}
else if(violence > VIOLENCE_BLOOD)
{
hl|=hl_MeleeHit;//force dismember
QPostMessage(targ, MSG_DEATH_PAIN, PRI_DIRECTIVE,"ii", take, hl);
}
}
return;
}
if(targ->client)
{
if(dflags & DAMAGE_FIRE && !(targ->svflags & SVF_BOSS))
{
scale = (int)(VectorLength(targ->size)*(0.5*8.0)); // eight times the value is sent over, no more than 32 wide.
if (scale > 255)
scale = 255;
targ->fire_damage_time = -1;//so we know we died from fire
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//spawn a fire to keep burning for ~ 6 secs
if (!was_dead)
targ->s.effects &= ~EF_DISABLE_EXTRA_FX; // The flag causes the fire to stop generating.
targ->s.effects |= EF_ON_FIRE; // The flag causes the fire to stop generating.
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gi.CreateEffect(&targ->s, FX_FIRE_ON_ENTITY, CEF_OWNERS_ORIGIN, NULL, "bbb", (int)scale, 40, 0);
}
}
if(!targ->takedamage)//already killed by decapitation or some other killing dismemberment
return;
Killed (targ, inflictor, attacker, take, point, MeansOfDeath);
return;
}
}
if (targ->svflags & SVF_MONSTER && sv_freezemonsters->value != 0.0)
{
// Do do anything. Frozen monsters take no damage, don't die.
}
else if (targ->svflags & SVF_MONSTER)
{
if(!targ->enemy)
force_pain = true;
else
force_pain = false;
targ->spawnflags &= ~MSF_AMBUSH;
targ->targetname = NULL;
M_ReactToDamage (targ, attacker);
if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take) &&
(targ->pain_debounce_time < level.time))
{
if(targ->classID == CID_ASSASSIN)
QPostMessage(targ,MSG_PAIN,PRI_DIRECTIVE,"eeiii", inflictor, attacker, force_pain, take, hl);
else
QPostMessage(targ,MSG_PAIN,PRI_DIRECTIVE,"eeiii", targ, attacker, force_pain, take, hl);
// In Nightmare skill-level, monsters don't go into pain frames often.
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if (skill->value >= 3)
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targ->pain_debounce_time = level.time + 5;
}
}
else if (client)
{
if (!(targ->flags & FL_GODMODE) && (take))
QPostMessage(targ,MSG_PAIN,PRI_DIRECTIVE,"eeiii", targ, attacker, knockback, take, hl);
}
else if (take)
{
if (targ->pain)
{
if(!targ->classID || !classStatics[targ->classID].msgReceivers[MSG_PAIN])
{
if(!stricmp(targ->classname, "NATE"))
targ->activator = inflictor;
targ->pain(targ, attacker, knockback, take);//pass spot too
}
else
QPostMessage(targ,MSG_PAIN,PRI_DIRECTIVE,"eeiii", targ, attacker, knockback, take, hl);
}
}
// Add to the damage inflicted on a player this frame. The total will be turned into screen
// blends and view angle kicks at the end of the frame.
if(client)
{
client->damage_gas = (!stricmp(inflictor->classname, "plague_mist") || !stricmp(inflictor->classname, "spreader_grenade")) ? true : false;
client->damage_blood += take;
client->damage_knockback += knockback;
VectorCopy (point, client->damage_from);
}
}
// ************************************************************************************************
// T_DamageRadius
// --------------
// ************************************************************************************************
void T_DamageRadius(edict_t *inflictor, edict_t *attacker, edict_t *ignore, float radius,
float maxdamage, float mindamage, int dflags,int MeansOfDeath)
{
float points, dist;
edict_t *ent = NULL;
vec3_t v, center;
vec3_t dir, hitspot;
edict_t *damageenemy = NULL;
assert(radius>0);
if (dflags & DAMAGE_ENEMY_MAX)
{
damageenemy = inflictor->enemy;
if (damageenemy && damageenemy->takedamage)
{
VectorAdd (damageenemy->mins, damageenemy->maxs, center);
VectorMA (damageenemy->s.origin, 0.5, center, center);
VectorSubtract (inflictor->s.origin, center, v);
dist = VectorNormalize(v);
VectorScale(v, -1, dir);
VectorMA(center, damageenemy->maxs[0], v, hitspot);//estimate a good hit spot
T_Damage(damageenemy, inflictor, attacker, dir, hitspot, vec3_origin,
(int)maxdamage, (int)maxdamage, DAMAGE_RADIUS|dflags,MeansOfDeath);
}
}
while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
{
if (ent == ignore)
continue;
if (!ent->takedamage||ent->takedamage==DAMAGE_NO_RADIUS)
continue;
if (ent == attacker && dflags & DAMAGE_ATTACKER_IMMUNE)
continue;
if ((dflags & DAMAGE_ALIVE_ONLY) && (ent->materialtype != MAT_FLESH||ent->health<=0))
continue;
if (ent==damageenemy) // We already dealt with the damageenemy above...
continue;
VectorAdd (ent->mins, ent->maxs, center);
VectorMA (ent->s.origin, 0.5, center, center);
VectorSubtract (inflictor->s.origin, center, v);
dist = VectorNormalize(v);
VectorScale(v, -1, dir);
// Scale from maxdamage at center to mindamage at outer edge
points = maxdamage - ((maxdamage-mindamage) * (dist/radius));
if (points > 0)
{
if (CanDamage (ent, inflictor))
{
VectorMA(center, ent->maxs[0], v, hitspot);//estimate a good hit spot
if (ent == attacker)
{
if (dflags & DAMAGE_ATTACKER_KNOCKBACK)
T_Damage(ent, inflictor, attacker, dir, hitspot, vec3_origin, //hitspot was ent->s.origin
0, (int)points, DAMAGE_RADIUS|dflags, MOD_KILLED_SLF);
else if (dflags & DAMAGE_POWERPHOENIX)
T_Damage(ent, inflictor, attacker, dir, hitspot, vec3_origin, // extra knockback, .25 damage.
(int)(points*0.25), (int)(points*0.5), DAMAGE_RADIUS|dflags,MOD_KILLED_SLF);
else
T_Damage(ent, inflictor, attacker, dir, hitspot, vec3_origin,
(int)points, (int)points, DAMAGE_RADIUS|dflags, MOD_KILLED_SLF);
}
else
T_Damage(ent, inflictor, attacker, dir, hitspot, vec3_origin,
(int)points, (int)points, DAMAGE_RADIUS|dflags,MeansOfDeath);
}
}
}
}
// Same function, except the origin point of the damage doesn't have to be the same as the inflictor's
void T_DamageRadiusFromLoc(vec3_t origin, edict_t *inflictor, edict_t *attacker, edict_t *ignore, float radius,
float maxdamage, float mindamage, int dflags,int MeansOfDeath)
{
float points, dist;
edict_t *ent = NULL;
vec3_t v, center, dir;
vec3_t hitspot;
assert(radius>0);
while ((ent = findradius(ent, origin, radius)) != NULL)
{
if (ent == ignore)
continue;
if (!ent->takedamage||ent->takedamage==DAMAGE_NO_RADIUS)
continue;
if (ent == attacker && dflags & DAMAGE_ATTACKER_IMMUNE)
continue;
if ((dflags & DAMAGE_ALIVE_ONLY) && (ent->materialtype != MAT_FLESH||ent->health<=0))
continue;
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// if we are reflecting, stop us from taking damage
if((EntReflecting(ent, true, true)))
continue;
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VectorAdd (ent->mins, ent->maxs, center);
VectorMA (ent->s.origin, 0.5, center, center);
VectorSubtract (origin, center, v);
dist = VectorNormalize(v);
VectorScale(v, -1, dir);
// Scale from maxdamage at center to mindamage at outer edge
points = maxdamage - ((maxdamage-mindamage) * (dist/radius));
if (points > 0)
{
if (CanDamageFromLoc (ent, inflictor, origin))
{
VectorMA(center, ent->maxs[0], v, hitspot);//estimate a good hit spot
if (ent == attacker)
{
if (dflags & DAMAGE_ATTACKER_KNOCKBACK)
T_Damage(ent, inflictor, attacker, dir, hitspot, vec3_origin, //hitspot was ent->s.origin
0, (int)points, DAMAGE_RADIUS|dflags, MOD_KILLED_SLF);
else if (dflags & DAMAGE_POWERPHOENIX)
T_Damage(ent, inflictor, attacker, dir, hitspot, vec3_origin, // extra knockback, .25 damage.
(int)(points*0.25), (int)(points*2.0), DAMAGE_RADIUS|dflags,MOD_KILLED_SLF);
else
T_Damage(ent, inflictor, attacker, dir, hitspot, vec3_origin,
(int)points, (int)points, DAMAGE_RADIUS|dflags,MOD_KILLED_SLF);
}
else
T_Damage(ent, inflictor, attacker, dir, hitspot, vec3_origin,
(int)points, (int)points, DAMAGE_RADIUS|dflags, MeansOfDeath);
}
}
}
}