hexen2-data1-hc/damage.hc

951 lines
22 KiB
C++

/*
* $Header: /H3/game/HCode/damage.hc 153 10/07/97 12:59p Mgummelt $
*/
void() T_MissileTouch;
void() info_player_start;
void necromancer_sphere(entity ent);
void crusader_sphere(entity ent);
void() monster_death_use;
void()player_pain;
void()PlayerDie;
void MonsterDropStuff(void);
void Use_TeleportCoin(void);
void UseInvincibility(void);
void Use_TomeofPower(void);
void use_super_healthboost();
float ClassArmorProtection[16] =
{
// Paladin Armor Protection
.05, // AMULET
.10, // BRACERS
.25, // BREASTPLATE
.15, // HELMET
// Crusader Armor Protection
.15, // AMULET
.05, // BRACER
.10, // BREASTPLATE
.25, // HELMET
// Necromancer Armor Protection
.25, // AMULET
.15, // BRACER
.05, // BREASTPLATE
.10, // HELMET
// Assassin Armor Protection
.10, // AMULET
.15, // BRACER
.25, // BREASTPLATE
.05 // HELMET
};
//============================================================================
/*
============
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
vector inflictor_org,targ_org,ofs;
float targ_rad,loop_cnt;
if(inflictor.flags2&FL_ALIVE)
inflictor_org = inflictor.origin+inflictor.proj_ofs;
else
inflictor_org = (inflictor.absmin+inflictor.absmax)*0.5;
targ_org=(targ.absmin+targ.absmax)*0.5;
// targ_rad=targ.maxs_x;
targ_rad=15;
if (targ.movetype == MOVETYPE_PUSH)
{
traceline(inflictor_org, targ_org, TRUE, self);
if (trace_fraction == 1)
return TRUE;
if (trace_ent == targ)
return TRUE;
return FALSE;
}
ofs='0 0 0';
loop_cnt=5;
while(loop_cnt)
{
if(loop_cnt!=5)
{
if(loop_cnt<3)
ofs_x=targ_rad*-1;
else
ofs_x=targ_rad;
if(loop_cnt==3||loop_cnt==2)
ofs_y=targ_rad*-1;
else
ofs_y=targ_rad;
}
traceline(inflictor_org, targ_org + ofs, TRUE, self);
if (trace_fraction == 1)
return TRUE;
loop_cnt-=1;
}
// dprintv("Can't damage from %s",inflictor_org);
// dprintv(" to %s\n",targ_org);
return FALSE;
};
entity FindExpLeader()
{
entity lastent, leader;
float top_exp;
lastent=nextent(world);
num_players=0;
while(lastent)
{
if(lastent.classname=="player")
{
num_players+=1;
if(lastent.experience>top_exp)
{
leader=lastent;
top_exp=leader.experience;
}
}
lastent=find(lastent,classname,"player");
}
return leader;
}
float Pal_DivineIntervention(void)
{
float chance;
if (self.level < 6)
return(FALSE);
chance = self.level * .02;
if (chance > .20)
chance = .20;
if (chance < random())
return(FALSE);
centerprint (self,"Your God has saved your mortal body!");
self.health = self.max_health;
self.cnt_teleport += 1;
Use_TeleportCoin();
self.cnt_invincibility += 1;
UseInvincibility ();
self.invincible_time = time + 5;
self.cnt_tome += 1;
Use_TomeofPower ();
self.artifact_active(+)ARTFLAG_DIVINE_INTERVENTION;
self.divine_time = time + HX_FRAME_TIME;
sound (self, CHAN_BODY, "paladin/devine.wav", 1, ATTN_NORM);
return(TRUE);
}
/*
============
Killed
============
*/
void(entity targ, entity attacker, entity inflictor) Killed =
{
entity oself;
float exp_bonus;
oself = self;
self = targ;
if(!self.flags2&FL_ALIVE)
if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
{ // doors, triggers, etc
if(self.th_die)
self.th_die();
self=oself;
return;
}
self.flags2(-)FL_ALIVE;
self.touch = self.th_pain = SUB_Null;
if (attacker.classname == "player")
{
if ((attacker.playerclass==CLASS_NECROMANCER) && (attacker.level >= 3))
{
if ((targ.flags & FL_MONSTER) || (targ.flags & FL_CLIENT))
necromancer_sphere (attacker);
}
else if ((attacker.playerclass==CLASS_CRUSADER) && (attacker.level >= 3))
{
if ((targ.flags & FL_MONSTER) || (targ.flags & FL_CLIENT))
crusader_sphere (attacker);
}
}
//Check for decapitation death
self.movedir='0 0 0';
if(self.model!="models/sheep.mdl"&&self.deathtype!="teledeath"&&self.deathtype!="teledeath2"&&self.deathtype!="teledeath3"&&self.deathtype != "teledeath4")
if
(inflictor.classname=="ax_blade"||
(inflictor.classname=="player"&&
(
(attacker.playerclass==CLASS_ASSASSIN&&attacker.weapon==IT_WEAPON1)||
(attacker.playerclass==CLASS_PALADIN&&attacker.weapon!=IT_WEAPON4)||
(attacker.playerclass==CLASS_NECROMANCER&&attacker.weapon==IT_WEAPON1)
)
)
)
if(random()<0.3||self.classname=="monster_medusa")
self.decap=2;
else
self.decap=TRUE;
else if(inflictor.classname!="player"&&vlen(inflictor.origin-self.origin+self.view_ofs)<=17&&self.health>=-40&&self.health<-10)
if(random()<0.4)
{
self.movedir=normalize(self.origin+self.view_ofs-inflictor.origin);
self.decap=2;
}
if(self.skin==GLOBAL_SKIN_STONE||self.frozen>0)
{ //Frozen or stoned
if(self.classname!="player")
self.th_die=shatter;
thinktime self : 0;
self.attack_finished=time;
self.pausetime=time;
self.teleport_time=time;
if(self.frozen>0)
self.deathtype="ice shatter";
else if(self.skin==GLOBAL_SKIN_STONE)
self.deathtype="stone crumble";
}
if (self.classname == "player")
ClientObituary(self, attacker, inflictor);
if(attacker.deadflag<DEAD_DYING)
{
if(attacker.model=="models/sheep.mdl"&&attacker.flags&FL_CLIENT)
{//3000 exp bonus for killing as sheep.
sound (attacker, CHAN_BODY, "misc/comm.wav", 1, ATTN_NORM);
centerprint(attacker,"Sheep kill BONUS!!!\n");
exp_bonus=3000;
}
if(deathmatch)
{
entity lastleader;
if(self.classname=="player")
self.experience_value=(self.level*800 - 500)*exp_mult;//Exp gained is (level*800 - 500) * exp_mult
if(attacker.flags&FL_CLIENT)
{
attacker.level_frags+=self.level;//Level frags
lastleader=FindExpLeader();//Find King of the Hill
if(lastleader==targ&&attacker!=targ)//Killed King
{
sound (world, CHAN_BODY, "misc/comm.wav", 1, ATTN_NONE);
bprint(attacker.netname);
bprint(" took out the King of the Hill (");
bprint(targ.netname);
bprint(")!!!\n");
if(num_players>2)//Only give bonus if more than 2 players
targ.experience_value+=500*num_players - 2; //Give an extra 500* num players,you beat others to the kill
}
if((self.classname=="player"&&attacker.classname=="player"&&teamplay&&attacker.team==self.team)||attacker==targ)
drop_level(attacker,1);//Killed someone on your team, or killed self, lose a level, get no exp
else
{
if(attacker.level<targ.level)
drop_level(targ,1); //If killed by a lower level player, lose 1 level
if(attacker!=self.controller)//No credit for killing your imp!
AwardExperience(attacker,self,self.experience_value+exp_bonus);
}
if(FindExpLeader()!=lastleader)
{//Tell everyone if the king of the hill has changed
sound (world, CHAN_BODY, "misc/comm.wav", 1, ATTN_NONE);
bprint(attacker.netname);
bprint(" is the NEW King of the Hill!\n");
}
}
}
else if(self.classname=="player"&&attacker.classname=="player"&&(coop||teamplay&&attacker.team==self.team))
drop_level(attacker,1); //Killed friend in coop, lose a level
else if(attacker.flags&FL_CLIENT&&attacker!=self.controller&&(self.monsterclass<CLASS_BOSS||self.classname=="obj_chaos_orb"))//Bosses award Exp themselves, to all players in coop
AwardExperience(attacker,self,self.experience_value+exp_bonus);
}
self.enemy = attacker;
// bump the monster counter
if (self.flags & FL_MONSTER)
{
MonsterDropStuff();
killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
monster_death_use();
pitch_roll_for_slope('0 0 0');
}
else if(self.target)
SUB_UseTargets();
self.th_stand=self.th_walk=self.th_run=self.th_pain=self.oldthink=self.think=self.th_melee=self.th_missile=SUB_Null;
if(pointcontents(self.origin+self.view_ofs)==CONTENT_WATER)
DeathBubbles(20);
if(attacker.classname=="rider_death")
spawn_ghost(attacker);
if(oself!=targ)
{
if(self.classname=="player")
PlayerDie();
else if (self.th_die)
self.th_die ();
self = oself;
}
else
{
if(self.classname=="player")
self.think=PlayerDie;
else if (self.th_die)
self.think=self.th_die;
thinktime self : 0;
}
if (self.health < -99)
self.health = -99; // don't let sbar look bad if a player
};
void monster_pissed (entity attacker)
{
entity found;
if(self.controller.classname=="player")
{//Summoned/controlled monsters
if(coop)
if(found.classname=="player")
return;
if(deathmatch&&teamplay)
if(found.team==self.controller.team)
return;
}
if (self.enemy.classname == "player")
self.oldenemy = self.enemy;
self.enemy = attacker;
self.goalentity = self.enemy;
if (self.th_walk)
FoundTarget ();
}
float armor_inv(entity victim)
{
float armor_cnt;
armor_cnt =0;
if (victim.armor_amulet)
armor_cnt += 1;
if (victim.armor_bracer)
armor_cnt += 1;
if (victim.armor_breastplate)
armor_cnt += 1;
if (victim.armor_helmet)
armor_cnt += 1;
return(armor_cnt);
}
float armor_calc(entity targ,float damage)
{
float total_armor_protection;
float armor_cnt;
float armor_damage;
float perpiece;
float curr_damage,armor_damage;
total_armor_protection = 0;
if (targ.armor_amulet)
total_armor_protection += ClassArmorProtection[targ.playerclass - 1];
if (targ.armor_bracer)
total_armor_protection += ClassArmorProtection[targ.playerclass - 1 + 1];
if (targ.armor_breastplate)
total_armor_protection += ClassArmorProtection[targ.playerclass - 1 + 2];
if (targ.armor_helmet)
total_armor_protection += ClassArmorProtection[targ.playerclass - 1 + 3];
total_armor_protection += targ.level * .001;
armor_cnt = armor_inv(targ);
if (armor_cnt) // There is armor
{
armor_damage = total_armor_protection * damage;
// Damage is greater than all the armor
if (armor_damage > (targ.armor_amulet + targ.armor_bracer +
targ.armor_breastplate + targ.armor_helmet))
{
targ.armor_amulet = 0;
targ.armor_bracer = 0;
targ.armor_breastplate = 0;
targ.armor_helmet = 0;
}
else // Damage the armor
{
curr_damage = armor_damage;
// FIXME: Commented out the loop for E3 because of a runaway loop message
// while (curr_damage>0)
// {
armor_cnt = armor_inv(targ);
perpiece = curr_damage / armor_cnt;
if ((targ.armor_amulet) && (curr_damage))
{
targ.armor_amulet -= perpiece;
curr_damage -= perpiece;
if (targ.armor_amulet < 0)
{
curr_damage -= targ.armor_amulet;
targ.armor_amulet = 0;
}
if (targ.armor_amulet < 1)
targ.armor_amulet = 0;
}
if ((targ.armor_bracer) && (curr_damage))
{
targ.armor_bracer -= perpiece;
curr_damage -= perpiece;
if (targ.armor_bracer < 0)
{
curr_damage -= targ.armor_bracer;
targ.armor_bracer = 0;
}
if (targ.armor_bracer < 1)
targ.armor_bracer = 0;
}
if ((targ.armor_breastplate) && (curr_damage))
{
targ.armor_breastplate -= perpiece;
curr_damage -= perpiece;
if (targ.armor_breastplate < 0)
{
curr_damage -= targ.armor_breastplate;
targ.armor_breastplate = 0;
}
if (targ.armor_breastplate < 1)
targ.armor_breastplate = 0;
}
if ((targ.armor_helmet) && (curr_damage))
{
targ.armor_helmet -= perpiece;
curr_damage -= perpiece;
if (targ.armor_helmet < 0)
{
curr_damage -= targ.armor_helmet;
targ.armor_helmet = 0;
}
if (targ.armor_helmet < 1)
targ.armor_helmet = 0;
}
// }
}
}
else
armor_damage =0;
return(armor_damage);
}
/*
============
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=
{
vector dir;
entity oldself;
float save;
float total_damage,do_mod;
float armor_damage;
entity holdent;
if (!targ.takedamage)
return;
if(targ.invincible_time>time)
{
sound(targ,CHAN_ITEM,"misc/pulse.wav",1,ATTN_NORM);
return;
}
if(targ!=attacker)
if (targ.deathtype != "teledeath"&&targ.deathtype != "teledeath2"&&targ.deathtype != "teledeath3"&&targ.deathtype != "teledeath4")
{
if(coop&&teamplay&&attacker.classname=="player"&&targ.classname=="player")
return;
if(teamplay)
if(attacker.classname=="player"&&targ.classname=="player")
if(attacker.team==targ.team)
return;
}
if (targ.flags & FL_GODMODE)
return;
if(targ.classname=="monster_mezzoman")
{
if(inflictor.flags2&FL_NODAMAGE)
{
inflictor.flags2(-)FL_NODAMAGE;
if(random()<0.3)
CreateSpark (inflictor.origin);
return;
}
if(targ.movechain.classname=="mezzo reflect")
if(infront_of_ent(inflictor,targ))
{
sound(targ,CHAN_AUTO,"mezzo/slam.wav",1,ATTN_NORM);
makevectors(targ.angles);
if(random()<0.1)
CreateSpark(targ.origin+targ.view_ofs+v_forward*12);
else if(random()<0.7)
particle4(targ.origin+targ.view_ofs+v_forward*12,random(5,15),256 + (8 * 15),PARTICLETYPE_FASTGRAV,2 * damage);
return;
}
}
// Nothing but melee weapons hurt the snake
// if ((targ.classname == "monster_snake") &&
// ((!inflictor.classname == "player") || (!attacker.classname == "player")))
// return;
if(targ.health<=0)
{
targ.health=targ.health-damage;//Keep taking damage while dying, if enough, may gib in mid-death
return;
}
//Damage modifiers
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
if(attacker.flags&FL_CLIENT&&attacker==inflictor)
{//Damage mod for strength using melee weaps
if(attacker.weapon==IT_WEAPON1)
{
if(attacker.playerclass==CLASS_CRUSADER)
{
if(!attacker.artifact_active&ART_TOMEOFPOWER)
do_mod=TRUE;
}
else
do_mod=TRUE;
}
else if(attacker.playerclass==CLASS_PALADIN)
if(attacker.weapon==IT_WEAPON2&&!attacker.artifact_active&ART_TOMEOFPOWER)
do_mod=TRUE;
if(do_mod)
{
do_mod = attacker.strength - 11;
damage+=damage*do_mod/30;//from .84 - 1.23
}
}
if(targ.flags&FL_MONSTER&&inflictor.flags2&FL2_ADJUST_MON_DAM)
damage*=2;//Special- more damage against monsters
if (attacker.super_damage)
damage += attacker.super_damage * damage;
// Calculating Damage to a player
if (targ.classname == "player")
{ // How much armor does he have
armor_damage = armor_calc(targ,damage);
// What hits player
total_damage = damage - armor_damage;
}
else
total_damage = damage;
// 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 + total_damage;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
{
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
targ.velocity = targ.velocity + dir*damage*8;
}
// check for godmode or invincibility
// do the damage
targ.health = targ.health - total_damage;
if(targ.health>=0&&targ.health<1.0000)//No more Zombie mode!!! (Sorry!)
targ.health=-0.1;
if (targ.health <=0 && targ.classname == "player" && targ.cnt_sh_boost)
{
if (deathmatch || skill == 0) // Only in deatmatch or easy mode
{
holdent = self;
self = targ;
use_super_healthboost();
centerprint(self,"Saved by the Mystic Urn!\n");
stuffcmd(self,"bf\n");
sound (self, CHAN_AUTO, "misc/comm.wav", 1, ATTN_NORM);
self.deathtype="";
self = holdent;
return;
}
}
// Check to see if divine intervention took place
if ((targ.health <= 0) && (targ.classname == "player") && (targ.playerclass == CLASS_PALADIN))
{
holdent = self;
self = targ;
if (Pal_DivineIntervention())
{
self.deathtype="";
self = holdent;
return;
}
self = holdent;
}
if (targ.health <= 0)
{
if(attacker.controller.classname=="player")
{//Proper frag credit to controller of summoned stuff
inflictor=attacker;
attacker=attacker.controller;
}
targ.th_pain=SUB_Null; //Should prevents interruption of death sequence
Killed (targ, attacker,inflictor);
return;
}
// react to the damage
oldself = self;
self = targ;
// barrels need sliding information
if (self.classname == "barrel")
{
self.enemy = inflictor;
self.count = damage;
}
else if (self.classname == "catapult")
self.enemy = inflictor;
else if(self.classname=="player")
self.enemy = attacker;
if ( (self.flags & FL_MONSTER) && attacker != world && !(attacker.flags & FL_NOTARGET)&&attacker!=self.controller&&(attacker.controller!=self.controller||attacker.controller==world))
{ // Monster's shouldn't attack each other (kin don't shoot kin)
if (self != attacker && attacker != self.enemy&&(self.enemy.classname!="player"||attacker.classname=="player"||attacker.controller.classname=="player"))// && attacker.flags & FL_CLIENT)
{
if (self.classname != attacker.classname||random(100)<=5) //5% chance they'll turn on selves
{
if((self.model=="models/spider.mdl"||self.model=="models/scorpion.mdl")&&attacker.model==self.model)
{
if(random()<0.3)
monster_pissed(attacker);
}
else
monster_pissed(attacker);
}
}
}
if (self.th_pain)
{
if(self.classname=="player"&&self.model!="models/sheep.mdl")
player_pain();
else
self.th_pain (attacker, total_damage);
// nightmare mode monsters don't go into pain frames often
if (skill == 3)
self.pain_finished = time + 5;
}
self = oldself;
};
/*
============
T_RadiusDamage
============
*/
//void(entity loser)SpawnFlameOn;
void(entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage =
{
float points,inertia,radius;
entity head;
vector inflictor_org, org;
//FIXME: If too many radius damage effects go off at the same time, it crashes in a loop
// This usually occurs when object whose death is radius damage destoy
// other objects with a radius damage death (namely: exploding barrels)
inflictor_org = (inflictor.absmin+inflictor.absmax)*0.5;
if(inflictor.classname=="circfire")
radius=150;
else
radius=damage+40;
head = findradius(inflictor_org, radius);
if(inflictor.classname=="fireballblast")
damage+=attacker.level*33;
while (head)
{
if (head != ignore&&head!=inflictor)// && head!=inflictor.owner)
{
if (head.takedamage)
{
org = (head.absmax + head.absmin)*0.5;
points = 0.5*vlen (inflictor_org - org);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
if(attacker.classname=="monster_eidolon"||attacker.playerclass==CLASS_NECROMANCER)//Necromancer takes no radius damage from his own magic
points = 0;
else if(inflictor.model=="models/assgren.mdl")//Some more resistance to the Assassin's own Big One
points*=0.25;
else
points*=0.5;
//following stops multiple grenades from blowing each other up
if(head.owner==inflictor.owner&&
head.classname==inflictor.classname&&
(head.classname=="stickmine"||head.classname=="tripwire"))
points=0;
if((inflictor.classname=="snowball"||inflictor.classname=="blizzard")&&head.frozen>0)
points=0;
if (points > 0)
{
if (CanDamage (head, inflictor))
{
if(other.movetype!=MOVETYPE_PUSH)
{
if (head.mass<=10)
inertia = 1;
else if(head.mass<=100)
inertia = head.mass/10;
else
inertia = head.mass;
head.velocity=head.velocity+normalize(org-inflictor_org)*(points*10/inertia);
head.flags(-)FL_ONGROUND;
}
if(inflictor.classname=="fireballblast")
{
if(points>10||points<5)
points=random(5,10);
if(head.flags&FL_FIREHEAL)
{
if(head.health+points<=head.max_health)
head.health=head.health+points;
else
head.health=head.max_health;
}
else if(!head.flags&FL_FIRERESIST)
{
if(head.health<=points)
points=1000;
T_Damage (head, inflictor, attacker, points);
}
}
else
T_Damage (head, inflictor, attacker, points);
}
}
}
}
head = head.chain;
}
};
/*
============
T_RadiusDamageWater
============
*/
void(entity inflictor, entity attacker, float dam, entity ignore) T_RadiusDamageWater =
{
local float points;
local entity head;
local vector org;
head = findradius(inflictor.origin, dam);
while (head)
{
if (head != ignore)
{
if (head.takedamage)
{
if (pointcontents(head.origin) == CONTENT_WATER || pointcontents(head.origin) == CONTENT_SLIME) // visible(inflictor)?
{
if (head.classname == "player" && head != attacker)
head.enemy = attacker;
org = head.origin + (head.mins + head.maxs)*0.5;
points = 0.25 * vlen (inflictor.origin - org);
if (points <= 64)
points = 1;
points = dam/points;
if (points < 1||(self.classname=="mjolnir"&&head==self.controller)||head.classname=="monster_hydra")
points = 0;
if (points > 0)
{
head.deathtype="zap";
spawnshockball((head.absmax+head.absmin)*0.5);
T_Damage (head, inflictor, attacker, points);
//Bubbles if dead?
}
}
}
}
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))
T_Damage (head, attacker, attacker, points);
}
}
head = head.chain;
}
};
*/
/*
============
T_RadiusManaDamage
============
*/
/*
void(entity inflictor, entity attacker, float manadamage, entity ignore) T_RadiusManaDamage =
{
local float points;
local entity head;
local vector org;
head = findradius(inflictor.origin, manadamage);
while (head)
{
if (head != ignore)
{
if ((head.takedamage) && (head.classname=="player"))
{
org = head.origin + (head.mins + head.maxs)*0.5;
points = 0.5 * vlen (inflictor.origin - org);
if (points < 0)
points = 0;
points = manadamage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, inflictor))
{
head.bluemana = head.bluemana - points;
if (head.bluemana<0)
head.bluemana=0;
head.greenmana = head.greenmana - points;
if (head.greenmana<0)
head.greenmana=0;
}
}
}
}
head = head.chain;
}
};
*/