sof2-sdk/code/game/g_combat.c
2002-05-24 00:00:00 +00:00

1402 lines
31 KiB
C

// Copyright (C) 2001-2002 Raven Software.
//
// g_combat.c
#include "g_local.h"
void BotDamageNotification ( gclient_t *bot, gentity_t *attacker );
/*
============
G_AddScore
Adds score to both the client and his team
============
*/
void G_AddScore( gentity_t *ent, int score )
{
if ( !ent->client )
{
return;
}
// no scoring during pre-match warmup
if ( level.warmupTime )
{
return;
}
ent->client->sess.score += score;
ent->client->ps.persistant[PERS_SCORE] = ent->client->sess.score;
CalculateRanks();
}
/*
=================
TossClientItems
Toss the weapon and custom gametype items for the killed player
=================
*/
void TossClientItems( gentity_t *self )
{
gitem_t *item;
int weapon;
float angle;
int i;
gentity_t *drop;
// drop the weapon if not a gauntlet or machinegun
weapon = self->s.weapon;
// make a special check to see if they are changing to a new
// weapon that isn't the mg or gauntlet. Without this, a client
// can pick up a weapon, be killed, and not drop the weapon because
// their weapon change hasn't completed yet and they are still holding the MG.
if ( self->client->ps.weaponstate == WEAPON_DROPPING )
{
weapon = self->client->pers.cmd.weapon;
}
if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) )
{
weapon = WP_NONE;
}
// If we have a valid weapon to drop and it has ammo then drop it
if ( weapon > WP_KNIFE && weapon < WP_NUM_WEAPONS &&
(self->client->ps.ammo[ weaponData[weapon].attack[ATTACK_NORMAL].ammoIndex ] + self->client->ps.clip[weapon]) )
{
G_DropWeapon ( self, weapon, 0 );
}
// drop all custom gametype items
angle = 45;
for ( i = 0 ; i < MAX_GAMETYPE_ITEMS ; i++ )
{
// skip this gametype item if the client doenst have it
if ( !(self->client->ps.stats[STAT_GAMETYPE_ITEMS] & (1<<i)) )
{
continue;
}
item = BG_FindGametypeItem ( i );
if ( !item )
{
continue;
}
drop = G_DropItem( self, item, angle );
drop->count = 1;
angle += 45;
// TAke it away from the client just in case
self->client->ps.stats[STAT_GAMETYPE_ITEMS] &= ~(1<<i);
if ( self->enemy && self->enemy->client && !OnSameTeam ( self->enemy, self ) )
{
trap_GT_SendEvent ( GTEV_ITEM_DEFEND, level.time, item->quantity, self->enemy->s.clientNum, self->enemy->client->sess.team, 0, 0 );
}
}
self->client->ps.stats[STAT_GAMETYPE_ITEMS] = 0;
}
/*
==================
LookAtKiller
==================
*/
void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
vec3_t dir;
vec3_t angles;
if ( attacker && attacker != self ) {
VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
} else if ( inflictor && inflictor != self ) {
VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
} else {
self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
return;
}
self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
angles[YAW] = vectoyaw ( dir );
angles[PITCH] = 0;
angles[ROLL] = 0;
}
/*
==================
body_die
==================
*/
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath, int hitLocation, vec3_t hitDir )
{
return;
}
// these are just for logging, the client prints its own messages
char *modNames[] =
{
"MOD_UNKNOWN",
"MOD_KNIFE",
"MOD_M1911A1_PISTOL",
"MOD_US_SOCOM_PISTOL",
"MOD_M590_SHOTGUN",
"MOD_MICRO_UZI_SUBMACHINEGUN",
"MOD_M3A1_SUBMACHINEGUN",
"MOD_USAS_12_SHOTGUN",
"MOD_M4_ASSAULT_RIFLE",
"MOD_AK74_ASSAULT_RIFLE",
"MOD_MSG90A1_SNIPER_RIFLE",
"MOD_M60_MACHINEGUN",
"MOD_MM1_GRENADE_LAUNCHER",
"MOD_RPG7_LAUNCHER",
"MOD_M67_GRENADE",
"MOD_M84_GRENADE",
"MOD_F1_GRENADE",
"MOD_L2A2_GRENADE",
"MOD_MDN11_GRENADE",
"MOD_SMOHG92_GRENADE",
"MOD_ANM14_GRENADE",
"MOD_M15_GRENADE",
"MOD_WATER",
"MOD_CRUSH",
"MOD_TELEFRAG",
"MOD_FALLING",
"MOD_SUICIDE",
"MOD_TEAMCHANGE",
"MOD_TARGET_LASER",
"MOD_TRIGGER_HURT"
};
/*
==================
player_die
==================
*/
void player_die(
gentity_t *self,
gentity_t *inflictor,
gentity_t *attacker,
int damage,
int mod,
int hitLocation,
vec3_t hitDir
)
{
gentity_t *ent;
int anim;
int contents;
int killer;
int i;
char *killerName, *obit;
attackType_t attack;
int meansOfDeath;
attack = (mod >> 8) & 0xFF;
meansOfDeath = mod & 0xFF;
if ( self->client->ps.pm_type == PM_DEAD )
{
return;
}
if ( level.intermissiontime )
{
return;
}
// Let the gametype know about the player death so it can adjust anything
// it needs to adjust
if ( attacker && attacker->client )
{
trap_GT_SendEvent ( GTEV_CLIENT_DEATH, level.time, self->s.number, self->client->sess.team, attacker->s.number, attacker->client->sess.team, 0 );
}
else
{
trap_GT_SendEvent ( GTEV_CLIENT_DEATH, level.time, self->s.number, self->client->sess.team, -1, -1, 0 );
}
// Add to the number of deaths for this player
self->client->sess.deaths++;
// This is just to ensure that the player wont render for even a single frame
self->s.eFlags |= EF_DEAD;
self->client->ps.pm_type = PM_DEAD;
if ( attacker )
{
killer = attacker->s.number;
if ( attacker->client )
{
killerName = attacker->client->pers.netname;
}
else
{
killerName = "<non-client>";
}
}
else
{
killer = ENTITYNUM_WORLD;
killerName = "<world>";
}
if ( killer < 0 || killer >= MAX_CLIENTS )
{
killer = ENTITYNUM_WORLD;
killerName = "<world>";
}
if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) )
{
obit = "<bad obituary>";
}
else
{
if ( attack == ATTACK_ALTERNATE )
{
obit = va ( "%s_ALT", modNames[ meansOfDeath ] );
}
else
{
obit = modNames[ meansOfDeath ];
}
}
// If the weapon was charging then drop it with no forward velocity
if ( self->client->ps.grenadeTimer )
{
gentity_t* missile;
missile = G_FireWeapon( self, ATTACK_NORMAL );
if ( missile )
{
VectorClear ( missile->s.pos.trDelta );
}
}
G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
killer, self->s.number, meansOfDeath, killerName,
self->client->pers.netname, obit );
// broadcast the death event to everyone
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
ent->s.eventParm = mod;
ent->s.otherEntityNum = self->s.number;
ent->s.otherEntityNum2 = killer;
ent->r.svFlags = SVF_BROADCAST; // send to everyone
self->enemy = attacker;
if (attacker && attacker->client)
{
attacker->client->lastkilled_client = self->s.number;
if ( attacker == self )
{
if ( mod != MOD_TEAMCHANGE )
{
G_AddScore( attacker, g_suicidePenalty.integer );
}
}
else if ( OnSameTeam ( self, attacker ) )
{
if ( mod != MOD_TELEFRAG )
{
G_AddScore( attacker, g_teamkillPenalty.integer );
}
}
else
{
G_AddScore( attacker, 1 );
attacker->client->sess.kills++;
attacker->client->lastKillTime = level.time;
}
}
else if ( mod != MOD_TEAMCHANGE )
{
G_AddScore( self, g_suicidePenalty.integer );
}
// If client is in a nodrop area, don't drop anything
contents = trap_PointContents( self->r.currentOrigin, -1 );
if ( !( contents & CONTENTS_NODROP ) )
{
// People who kill themselves dont drop guns
if ( attacker == self )
{
self->client->ps.stats[STAT_WEAPONS] = 0;
}
TossClientItems( self );
}
else
{
// Any gametype items that are dropped into a no drop area need to be reported
// to the gametype so it can handle it accordingly
for ( i = 0 ; i < MAX_GAMETYPE_ITEMS ; i++ )
{
gitem_t* item;
// skip this gametype item if the client doenst have it
if ( !(self->client->ps.stats[STAT_GAMETYPE_ITEMS] & (1<<i)) )
{
continue;
}
item = BG_FindGametypeItem ( i );
// Let the gametype handle the problem, if it doenst handle it and return 1 then
// just reset the gametype item
if ( !trap_GT_SendEvent ( GTEV_ITEM_STUCK, level.time, item->quantity, 0, 0, 0, 0 ) )
{
G_ResetGametypeItem ( item );
}
}
}
Cmd_Score_f( self );
// send updated scores to any clients that are following this one,
// or they would get stale scoreboards
for ( i = 0 ; i < level.numConnectedClients; i++ )
{
gclient_t *client;
client = g_entities[level.sortedClients[i]].client;
if ( client->pers.connected != CON_CONNECTED )
{
continue;
}
if ( !G_IsClientSpectating ( client ) )
{
continue;
}
if ( client->sess.spectatorClient == self->s.number )
{
Cmd_Score_f( g_entities + i );
}
}
self->s.weapon = WP_NONE;
self->s.gametypeitems = 0;
// no gibbing right now
// self->r.contents = CONTENTS_CORPSE;
// self->takedamage = qtrue; // can still be gibbed
self->r.contents = CONTENTS_CORPSE;
self->takedamage = qfalse;
self->client->ps.zoomFov = 0; // Turn off zooming when we die
self->client->ps.stats[STAT_GAMETYPE_ITEMS] = 0;
self->client->ps.pm_flags &= ~(PMF_GOGGLES_ON|PMF_ZOOM_FLAGS);
self->s.angles[0] = 0;
self->s.angles[2] = 0;
self->s.loopSound = 0;
self->r.maxs[2] = -8;
LookAtKiller (self, inflictor, attacker);
VectorCopy( self->s.angles, self->client->ps.viewangles );
// don't allow respawn until the death anim is done
// g_forcerespawn may force spawning at some later time
self->client->respawnTime = level.time + 1700;
switch ( hitLocation & (~HL_DISMEMBERBIT) )
{
case HL_WAIST:
if ( rand() %2 )
{
anim = BOTH_DEATH_GROIN_1 + (rand()%2);
}
else
{
anim = BOTH_DEATH_GUT_1 + (rand()%2); // GUT2 is being shot from the back.
}
break;
default:
case HL_CHEST:
anim = BOTH_DEATH_CHEST_1 + (rand()%2);
break;
case HL_CHEST_RT:
if ( irand(1,10) < 8 )
{
anim = BOTH_DEATH_SHOULDER_RIGHT_1 + (rand()%2);
}
else
{
anim = BOTH_DEATH_CHEST_1 + (rand()%2);
}
break;
case HL_CHEST_LT:
if ( irand(1,10) < 8 )
{
anim = BOTH_DEATH_SHOULDER_LEFT_1 + (rand()%2);
}
else
{
anim = BOTH_DEATH_CHEST_1 + (rand()%2);
}
break;
case HL_NECK:
anim = BOTH_DEATH_NECK;
break;
case HL_HEAD:
anim = BOTH_DEATH_HEAD_1 + (rand()%2);
break;
case HL_LEG_UPPER_LT:
anim = BOTH_DEATH_THIGH_LEFT_1 + (rand()%2);
break;
case HL_LEG_LOWER_LT:
case HL_FOOT_LT:
anim = BOTH_DEATH_LEGS_LEFT_1 + (rand()%3);
break;
case HL_ARM_LT:
if ( rand()%2 )
anim = BOTH_DEATH_ARMS_LEFT_1 + (rand()%2);
else
anim = BOTH_DEATH_SHOULDER_LEFT_1 + (rand()%2);
break;
case HL_ARM_RT:
if ( rand()%2 )
anim = BOTH_DEATH_ARMS_RIGHT_1 + (rand()%2);
else
anim = BOTH_DEATH_SHOULDER_RIGHT_1 + (rand()%2);
break;
case HL_LEG_UPPER_RT:
anim = BOTH_DEATH_THIGH_RIGHT_1 + (rand()%2);
break;
case HL_LEG_LOWER_RT:
case HL_FOOT_RT:
anim = BOTH_DEATH_LEGS_RIGHT_1 + (rand()%3);
break;
}
self->client->ps.legsAnim =
( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
self->client->ps.torsoAnim =
( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
// If the dismember bit is set then make sure the body queue dismembers
// the location that was hit
if ( hitLocation & HL_DISMEMBERBIT )
{
CopyToBodyQue (self, hitLocation & (~HL_DISMEMBERBIT), hitDir );
}
else
{
CopyToBodyQue (self, HL_NONE, hitDir );
}
// the body can still be gibbed
self->die = body_die;
trap_LinkEntity (self);
}
/*
================
CheckArmor
================
*/
int CheckArmor (gentity_t *ent, int damage, int dflags)
{
gclient_t *client;
int save;
int count;
if (!damage)
return 0;
client = ent->client;
if (!client)
return 0;
if (dflags & DAMAGE_NO_ARMOR)
return 0;
// armor
count = client->ps.stats[STAT_ARMOR];
save = ceil( damage * ARMOR_PROTECTION );
if (save >= count)
save = count;
if (!save)
return 0;
client->ps.stats[STAT_ARMOR] -= save;
return save;
}
void G_ApplyKnockback( gentity_t *targ, vec3_t newDir, float knockback )
{
vec3_t kvel;
float mass;
if ( targ->physicsBounce > 0 ) //overide the mass
mass = targ->physicsBounce;
else
mass = 200;
if ( g_gravity.value > 0 )
{
VectorScale( newDir, g_knockback.value * (float)knockback / mass * 0.8, kvel );
// kvel[2] = newDir[2] * g_knockback.value * (float)knockback / mass * 1.5;
}
else
{
VectorScale( newDir, g_knockback.value * (float)knockback / mass, kvel );
}
if ( targ->client )
{
VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity );
}
else if ( targ->s.pos.trType != TR_STATIONARY && targ->s.pos.trType != TR_LINEAR_STOP )
{
VectorAdd( targ->s.pos.trDelta, kvel, targ->s.pos.trDelta );
VectorCopy( targ->r.currentOrigin, targ->s.pos.trBase );
targ->s.pos.trTime = level.time;
}
// set the timer so that the other client can't cancel
// out the movement immediately
if ( targ->client && !targ->client->ps.pm_time )
{
int t;
t = knockback * 2;
if ( t < 50 ) {
t = 50;
}
if ( t > 200 ) {
t = 200;
}
targ->client->ps.pm_time = t;
targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
}
}
/*
================
RaySphereIntersections
================
*/
int RaySphereIntersections( vec3_t origin, float radius, vec3_t point, vec3_t dir, vec3_t intersections[2] ) {
float b, c, d, t;
// | origin - (point + t * dir) | = radius
// a = dir[0]^2 + dir[1]^2 + dir[2]^2;
// b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
// c = (point[0] - origin[0])^2 + (point[1] - origin[1])^2 + (point[2] - origin[2])^2 - radius^2;
// normalize dir so a = 1
VectorNormalize(dir);
b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
c = (point[0] - origin[0]) * (point[0] - origin[0]) +
(point[1] - origin[1]) * (point[1] - origin[1]) +
(point[2] - origin[2]) * (point[2] - origin[2]) -
radius * radius;
d = b * b - 4 * c;
if (d > 0) {
t = (- b + sqrt(d)) / 2;
VectorMA(point, t, dir, intersections[0]);
t = (- b - sqrt(d)) / 2;
VectorMA(point, t, dir, intersections[1]);
return 2;
}
else if (d == 0) {
t = (- b ) / 2;
VectorMA(point, t, dir, intersections[0]);
return 1;
}
return 0;
}
int G_GetHitLocation(gentity_t *target, vec3_t ppoint, vec3_t dir )
{
float fdot;
float rdot;
vec3_t tangles;
vec3_t forward;
vec3_t up;
vec3_t right;
vec3_t distance;
vec3_t tcenter;
vec3_t temp;
vec3_t hit;
// We are only interested in the YAW angle of the target
VectorSet( tangles, 0, target->client->ps.viewangles[YAW], 0);
// Extract the forward, right, and up vectors
AngleVectors ( tangles, forward, right, up );
// Determine the center of the target entity
VectorAdd(target->r.absmin, target->r.absmax, tcenter);
VectorScale(tcenter, 0.5, tcenter);
/* NOTE: This would work to figure out shots that go across the front of someone and
hit the opposite side, but had an error in it when a shot came from either
the immediate left or right of the player.
*/
// Calculate the distnace from the shooter to the target
VectorCopy ( dir, temp );
VectorSubtract ( tcenter, ppoint, distance );
// Use that distnace to determine the point of tangent in relation to
// the center of the player entity
VectorMA ( ppoint, DotProduct ( temp, distance ), temp, hit );
// Create a vector from the tangent point to the center. This will
// be used to determine which side was hit
VectorSubtract ( tcenter, hit, temp );
VectorCopy ( temp, distance );
VectorSubtract ( tcenter, ppoint, temp );
VectorNormalize ( temp );
// Determine the shot in relation to the forward vector
fdot = DotProduct ( forward, temp );
// Determine the shot in relation to the right vector
rdot = DotProduct ( right, temp );
if ( distance[2] < -35 )
{
return HL_HEAD;
}
else if ( distance[2] < -32 )
{
return HL_NECK;
}
else if ( distance[2] < -27 )
{
if ( rdot > 0 )
return HL_ARM_LT;
return HL_ARM_RT;
}
else if ( distance[2] < -3 )
{
if ( fdot > 0 )
{
if ( rdot > 0 )
{
return HL_CHEST_LT;
}
return HL_CHEST_RT;
}
if ( rdot > 0 )
{
return HL_BACK_LT;
}
return HL_BACK_RT;
}
else if ( distance[2] < 4 )
{
return HL_WAIST;
}
else if ( distance[2] < 18 )
{
if ( rdot > 0 )
return HL_LEG_UPPER_LT;
return HL_LEG_UPPER_RT;
}
else if ( distance[2] < 33 )
{
if ( rdot > 0 )
return HL_LEG_LOWER_LT;
return HL_LEG_LOWER_RT;
}
if ( rdot > 0 )
return HL_FOOT_LT;
return HL_FOOT_RT;
}
/*
============
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 for knockback
point point at which the damage is being inflicted, used for headshots
damage amount of damage being inflicted
knockback force to be applied against targ as a result of the damage
inflictor, attacker, dir, and point can be NULL for environmental effects
dflags these flags are used to control how T_Damage works
DAMAGE_RADIUS damage was indirect (from a nearby explosion)
DAMAGE_NO_ARMOR armor does not protect from this damage
DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
DAMAGE_NO_PROTECTION kills godmode, armor, everything
============
*/
int G_Damage (
gentity_t *targ,
gentity_t *inflictor,
gentity_t *attacker,
vec3_t dir,
vec3_t point,
int damage,
int dflags,
int mod,
int location
)
{
gclient_t *client;
int take;
int save;
int asave;
int knockback;
if (!targ->takedamage)
{
return 0;
}
// See if they are invulnerable
if ( (mod&0xFF) < MOD_WATER )
{
if ( targ->client && (level.time - targ->client->invulnerableTime < g_respawnInvulnerability.integer * 1000) )
{
return 0;
}
}
// the intermission has allready been qualified for, so don't
// allow any extra scoring
if ( level.intermissionQueued )
{
return 0;
}
// Cant change outfitting after being shot
if ( targ->client )
{
targ->client->noOutfittingChange = qtrue;
}
if ( !inflictor )
{
inflictor = &g_entities[ENTITYNUM_WORLD];
}
if ( !attacker )
{
attacker = &g_entities[ENTITYNUM_WORLD];
}
// shootable doors / buttons don't actually have any health
if ( targ->s.eType == ET_MOVER )
{
if ( targ->use && targ->moverState == MOVER_POS1 )
{
targ->use( targ, inflictor, attacker );
}
return 0;
}
client = targ->client;
if ( client )
{
if ( client->noclip )
{
return 0;
}
}
if ( !dir )
{
dflags |= DAMAGE_NO_KNOCKBACK;
}
else
{
VectorNormalize(dir);
}
knockback = damage;
if ( knockback > 200 )
{
knockback = 200;
}
if ( targ->flags & FL_NO_KNOCKBACK ) {
knockback = 0;
}
if ( dflags & DAMAGE_NO_KNOCKBACK ) {
knockback = 0;
}
/*
// figure momentum add, even if the damage won't be taken
if ( knockback && targ->client )
{
G_ApplyKnockback ( targ, dir, knockback );
vec3_t kvel;
float mass;
mass = 200;
VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);
// set the timer so that the other client can't cancel
// out the movement immediately
if ( !targ->client->ps.pm_time ) {
int t;
t = knockback * 2;
if ( t < 50 ) {
t = 50;
}
if ( t > 200 ) {
t = 200;
}
targ->client->ps.pm_time = t;
targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
}
}
*/
// check for completely getting out of the damage
if ( !(dflags & DAMAGE_NO_PROTECTION) ) {
// if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
// if the attacker was on the same team
if ( targ != attacker && OnSameTeam (targ, attacker) )
{
if ( !g_friendlyFire.integer )
{
return 0;
}
}
// check for godmode
if ( targ->flags & FL_GODMODE )
{
return 0;
}
}
if ( damage < 1 )
{
damage = 1;
}
take = damage;
save = 0;
// Be careful with grenades
if ( attacker == targ )
{
take *= 2;
}
// save some from armor
asave = CheckArmor (targ, take, dflags);
take -= asave;
// Teamkill dmage thats not caused by a telefrag?
if ( g_teamkillDamageMax.integer && mod != MOD_TELEFRAG )
{
if ( level.gametypeData->teams && targ && attacker && targ != attacker )
{
// Hurt your own team?
if ( OnSameTeam ( targ, attacker ) )
{
// Dont count more than one damage call per frame (grenades!)
if ( level.time != attacker->client->sess.teamkillForgiveTime )
{
int actualtake = Com_Clamp ( 0, targ->health, take );
attacker->client->sess.teamkillDamage += actualtake;
attacker->client->sess.teamkillForgiveTime = level.time;
}
}
}
}
// Output hits
if ( g_logHits.integer && attacker && targ && attacker->client && targ->client )
{
G_LogPrintf ( "hit: %i %i %i %i %i: %s hit %s at location %i for %i\n",
attacker->s.number,
targ->s.number,
location,
take,
asave,
attacker->client->pers.netname,
targ->client->pers.netname,
location,
(int)((float)take) );
}
if ( g_debugDamage.integer )
{
Com_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number, targ->health, take, asave );
}
// 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 )
{
if ( attacker )
{
client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
}
else
{
client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
}
if ( mod != MOD_WATER )
{
client->damage_armor += asave;
client->damage_blood += take;
}
client->damage_knockback += knockback;
if ( dir )
{
VectorCopy ( dir, client->damage_from );
client->damage_fromWorld = qfalse;
}
else
{
VectorCopy ( targ->r.currentOrigin, client->damage_from );
client->damage_fromWorld = qtrue;
}
if (attacker && attacker->client)
{
BotDamageNotification(client, attacker);
}
else if (inflictor && inflictor->client)
{
BotDamageNotification(client, inflictor);
}
}
if (targ->client)
{
// set the last client who damaged the target
targ->client->lasthurt_client = attacker->s.number;
targ->client->lasthurt_time = level.time;
targ->client->lasthurt_mod = mod;
}
// do the damage
if (take)
{
targ->health = targ->health - take;
if ( targ->client )
{
targ->client->ps.stats[STAT_HEALTH] = targ->health;
if ( targ->health > 0 )
{
// Slow down the client at bit when they get hit
targ->client->ps.velocity[0] *= 0.25f;
targ->client->ps.velocity[1] *= 0.25f;
// figure momentum add, even if the damage won't be taken
if ( knockback )
{
G_ApplyKnockback ( targ, dir, knockback );
}
// Friendly fire
if ( g_friendlyFire.integer && targ != attacker && OnSameTeam ( targ, attacker ) )
{
vec3_t diff;
// Make sure the attacker is close enough to hear the guy whining
VectorSubtract ( targ->r.currentOrigin, attacker->r.currentOrigin, diff );
if ( VectorLengthSquared ( diff ) < 800 * 800 )
{
G_VoiceGlobal ( targ, "check_fire", qfalse );
}
}
}
}
if ( targ->health <= 0 )
{
// Something dismembered?
if ( (targ->health < DISMEMBER_HEALTH && !(dflags&DAMAGE_NO_GORE)) || (dflags&DAMAGE_FORCE_GORE) )
{
location |= HL_DISMEMBERBIT;
}
if ( client )
targ->flags |= FL_NO_KNOCKBACK;
if (targ->health < -999)
targ->health = -999;
targ->enemy = attacker;
targ->die (targ, inflictor, attacker, take, mod, location, dir );
}
else if ( targ->pain )
{
targ->pain (targ, attacker, take);
}
}
return take;
}
/*
============
CanDamage
Returns qtrue if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
qboolean CanDamage (gentity_t *targ, vec3_t origin) {
vec3_t dest;
trace_t tr;
vec3_t midpoint;
// use the midpoint of the bounds instead of the origin, because
// bmodels may have their origin is 0,0,0
VectorAdd (targ->r.absmin, targ->r.absmax, midpoint);
VectorScale (midpoint, 0.5, midpoint);
VectorCopy (midpoint, dest);
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0 || tr.entityNum == targ->s.number)
return qtrue;
// this should probably check in the plane of projection,
// rather than in world coordinate, and also include Z
VectorCopy (midpoint, dest);
dest[0] += 15.0;
dest[1] += 15.0;
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0)
return qtrue;
VectorCopy (midpoint, dest);
dest[2] = targ->r.absmax[2];
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0)
return qtrue;
VectorCopy (midpoint, dest);
dest[2] = targ->r.absmin[2];
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0)
return qtrue;
VectorCopy (midpoint, dest);
dest[0] += 15.0;
dest[1] -= 15.0;
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0)
return qtrue;
VectorCopy (midpoint, dest);
dest[0] -= 15.0;
dest[1] += 15.0;
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0)
return qtrue;
VectorCopy (midpoint, dest);
dest[0] -= 15.0;
dest[1] -= 15.0;
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0)
return qtrue;
return qfalse;
}
/*
============
G_MultipleDamageLocations
============
*/
int G_MultipleDamageLocations(int hitLocation)
{
switch ( hitLocation & (~HL_DISMEMBERBIT) )
{
case HL_FOOT_RT:
case HL_FOOT_LT:
hitLocation |= (HL_FOOT_RT | HL_FOOT_LT);
break;
case HL_LEG_UPPER_RT:
hitLocation |= (HL_LEG_UPPER_RT | HL_LEG_LOWER_LT);
if ( rand() %2 )
{
hitLocation |= HL_HAND_RT;
}
break;
case HL_LEG_UPPER_LT:
hitLocation |= (HL_LEG_UPPER_LT | HL_LEG_LOWER_RT);
if ( rand() %2 )
{
hitLocation |= HL_HAND_LT;
}
break;
case HL_LEG_LOWER_RT:
hitLocation |= (HL_LEG_LOWER_RT | HL_FOOT_LT);
break;
case HL_LEG_LOWER_LT:
hitLocation |= (HL_LEG_LOWER_LT | HL_FOOT_RT);
break;
case HL_HAND_RT:
hitLocation |= HL_HAND_RT;
break;
case HL_HAND_LT:
hitLocation |= HL_HAND_LT;
break;
case HL_ARM_RT:
hitLocation |= (HL_ARM_RT | HL_LEG_UPPER_RT) ;
break;
case HL_ARM_LT:
hitLocation |= (HL_ARM_LT | HL_LEG_UPPER_LT) ;
break;
case HL_HEAD:
hitLocation |= HL_HEAD ;
if ( rand() %2 )
{
hitLocation |= HL_ARM_RT;
}
else
{
hitLocation |= HL_ARM_LT;
}
break;
case HL_WAIST:
hitLocation |= (HL_LEG_UPPER_RT | HL_LEG_UPPER_LT) ;
if ( rand() %2 )
{
if ( rand() %2 )
{
hitLocation |= HL_HAND_RT;
}
else
{
hitLocation |= HL_HAND_LT;
}
}
break;
case HL_BACK_RT:
case HL_CHEST_RT:
hitLocation |= HL_ARM_RT;
hitLocation |= HL_HEAD;
break;
case HL_BACK_LT:
case HL_CHEST_LT:
hitLocation |= HL_ARM_LT;
hitLocation |= HL_HEAD;
break;
case HL_BACK:
case HL_CHEST:
hitLocation |= (HL_ARM_RT | HL_ARM_LT);
hitLocation |= HL_HEAD;
break;
}
return (hitLocation);
}
/*
============
G_RadiusDamage
============
*/
qboolean G_RadiusDamage (
vec3_t origin,
gentity_t* attacker,
float damage,
float radius,
gentity_t* ignore,
int power,
int mod
)
{
float points, dist;
gentity_t *ent, *tent;
int entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
vec3_t v;
vec3_t dir;
int i, e;
qboolean hitClient = qfalse;
if ( radius < 1 )
{
radius = 1;
}
for ( i = 0 ; i < 3 ; i++ )
{
mins[i] = origin[i] - radius;
maxs[i] = origin[i] + radius;
}
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ )
{
ent = &g_entities[entityList[ e ]];
if (ent == ignore)
{
continue;
}
if (!ent->takedamage)
{
continue;
}
// find the distance from the edge of the bounding box
for ( i = 0 ; i < 3 ; i++ )
{
if ( origin[i] < ent->r.absmin[i] )
{
v[i] = ent->r.absmin[i] - origin[i];
}
else if ( origin[i] > ent->r.absmax[i] )
{
v[i] = origin[i] - ent->r.absmax[i];
}
else
{
v[i] = 0;
}
}
dist = VectorLength( v );
if ( dist >= radius )
{
continue;
}
points = damage * ( 1.0 - powf((dist / radius), power));
if( CanDamage (ent, origin) )
{
int location;
int weapon;
vec3_t hitdir;
int d;
VectorSubtract (ent->r.currentOrigin, origin, dir);
// push the center of mass higher than the origin so players
// get knocked into the air more
location = HL_NONE;
if ( ent->client )
{
VectorNormalize ( dir );
VectorCopy(dir, hitdir);
dir[2] = 0;
location = G_GetHitLocation ( ent, origin, dir );
location = G_MultipleDamageLocations ( location );
}
d = G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS|DAMAGE_NO_ARMOR, mod, location );
if ( d && ent->client )
{
// Put some procedural gore on the target.
tent = G_TempEntity( origin, EV_EXPLOSION_HIT_FLESH );
// send entity and direction
tent->s.eventParm = DirToByte( hitdir );
if (ignore && ignore->s.weapon)
{
weapon = ignore->s.weapon; // Weapon type number
}
else if (points >= 10)
{ // dangerous weapon
weapon = WP_M67_GRENADE;
}
else
{ // Just a flesh wound
weapon = WP_M84_GRENADE;
}
tent->s.otherEntityNum2 = ent->s.number; // Victim entity number
// Pack the shot info into the temp end for gore
tent->s.time = weapon + ((((int)ent->s.apos.trBase[YAW]&0x7FFF) % 360) << 16);
if ( attacker->s.eFlags & EF_ALT_FIRING )
{
tent->s.time += (ATTACK_ALTERNATE<<8);
}
VectorCopy ( ent->r.currentOrigin, tent->s.angles );
SnapVector ( tent->s.angles );
}
}
}
return hitClient;
}