1032 lines
26 KiB
C
1032 lines
26 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// g_combat.c
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#include "g_local.h"
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/*
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============
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AddScore
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Adds score to both the client and his team
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============
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*/
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void AddScore( gentity_t *ent, int score ) {
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if ( !ent->client ) {
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return;
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}
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// no scoring during pre-match warmup
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if ( level.warmupTime ) {
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return;
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}
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ent->client->ps.persistant[PERS_SCORE] += score;
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if (g_gametype.integer == GT_TEAM)
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level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
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CalculateRanks();
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}
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/*
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=================
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TossClientItems
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Toss the weapon and powerups for the killed player
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=================
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*/
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void TossClientItems( gentity_t *self ) {
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gitem_t *item;
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int weapon;
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float angle;
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int i;
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gentity_t *drop;
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// drop the weapon if not a phaser
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weapon = self->s.weapon;
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// make a special check to see if they are changing to a new
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// weapon that isn't the mg or gauntlet. Without this, a client
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// can pick up a weapon, be killed, and not drop the weapon because
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// their weapon change hasn't completed yet and they are still holding the MG.
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if ( weapon == WP_PHASER )
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{
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if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
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weapon = self->client->pers.cmd.weapon;
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}
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if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
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weapon = WP_NONE;
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}
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}
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if ( weapon > WP_PHASER && self->client->ps.ammo[ weapon ] ) {
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// find the item type for this weapon
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item = BG_FindItemForWeapon( weapon );
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// spawn the item
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Drop_Item( self, item, 0 );
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}
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// drop all the powerups if not in teamplay
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if ( g_gametype.integer != GT_TEAM ) {
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angle = 45;
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for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) {
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if ( self->client->ps.powerups[ i ] > level.time ) {
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item = BG_FindItemForPowerup( i );
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if ( !item ) {
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continue;
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}
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drop = Drop_Item( self, item, angle );
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// decide how many seconds it has left
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drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000;
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if ( drop->count < 1 ) {
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drop->count = 1;
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}
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angle += 45;
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}
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}
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}
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}
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/*
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==================
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LookAtKiller
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==================
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*/
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void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
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vec3_t dir;
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vec3_t angles;
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if ( attacker && attacker != self ) {
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VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
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} else if ( inflictor && inflictor != self ) {
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VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
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} else {
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self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
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return;
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}
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self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
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angles[YAW] = vectoyaw ( dir );
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angles[PITCH] = 0;
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angles[ROLL] = 0;
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}
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/*
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==================
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GibEntity
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==================
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*/
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static void GibEntity( gentity_t *self, int killer ) {
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// Start Disintegration
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G_AddEvent( self, EV_EXPLODESHELL, killer );
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self->takedamage = qfalse;
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self->s.eType = ET_INVISIBLE;
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self->r.contents = 0;
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}
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/*
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==================
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body_die
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==================
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*/
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void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
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if ( self->health > GIB_HEALTH ) {
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return;
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}
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GibEntity( self, 0 );
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}
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// these are just for logging, the client prints its own messages
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char *modNames[MOD_MAX] = {
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"MOD_UNKNOWN",
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"MOD_WATER",
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"MOD_SLIME",
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"MOD_LAVA",
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"MOD_CRUSH",
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"MOD_TELEFRAG",
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"MOD_FALLING",
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"MOD_SUICIDE",
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"MOD_TARGET_LASER",
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"MOD_TRIGGER_HURT",
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// Trek weapons
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"MOD_PHASER",
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"MOD_PHASER_ALT",
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"MOD_CRIFLE",
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"MOD_CRIFLE_SPLASH",
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"MOD_CRIFLE_ALT",
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"MOD_CRIFLE_ALT_SPLASH",
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"MOD_IMOD",
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"MOD_IMOD_ALT",
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"MOD_SCAVENGER",
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"MOD_SCAVENGER_ALT",
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"MOD_SCAVENGER_ALT_SPLASH",
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"MOD_STASIS",
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"MOD_STASIS_ALT",
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"MOD_GRENADE",
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"MOD_GRENADE_ALT",
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"MOD_GRENADE_SPLASH",
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"MOD_GRENADE_ALT_SPLASH",
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"MOD_TETRYON",
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"MOD_TETRYON_ALT",
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"MOD_DREADNOUGHT",
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"MOD_DREADNOUGHT_ALT",
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"MOD_QUANTUM",
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"MOD_QUANTUM_SPLASH",
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"MOD_QUANTUM_ALT",
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"MOD_QUANTUM_ALT_SPLASH",
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"MOD_DETPACK",
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"MOD_SEEKER"
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};//must be kept up to date with bg_public, meansOfDeath_t
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extern void DetonateDetpack(gentity_t *ent);
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/*
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==================
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player_die
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==================
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*/
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void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
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gentity_t *ent;
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int anim;
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int contents;
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int killer;
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int i;
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char *killerName, *obit;
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gentity_t *detpack = NULL;
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char *classname = NULL;
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int BottomlessPitDeath;
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if ( self->client->ps.pm_type == PM_DEAD ) {
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return;
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}
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if ( level.intermissiontime ) {
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return;
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}
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self->client->ps.pm_type = PM_DEAD;
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// check if we are in a NODROP Zone and died from a TRIGGER HURT
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// if so, we assume that this resulted from a fall to a "bottomless pit" and
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// treat it differently...
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//
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// Any problems with other places in the code?
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//
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BottomlessPitDeath = 0; // initialize
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contents = trap_PointContents( self->r.currentOrigin, -1 );
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if ( ( contents & CONTENTS_NODROP ) && (meansOfDeath == MOD_TRIGGER_HURT) )
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{
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BottomlessPitDeath = 1;
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// G_AddEvent( EV_FALL_FAR );
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// G_AddEvent( self, EV_FALL_FAR, 0 );
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// self->s.eFlags |= EF_NODRAW;
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}
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// if this dead guy had already dropped the first stage of a transporter, remove that transporter
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/*
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classname = BG_FindClassnameForHoldable(HI_TRANSPORTER);
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if (classname)
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{
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gentity_t *trans = NULL;
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while ((trans = G_Find (trans, FOFS(classname), classname)) != NULL)
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{
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if (trans->parent == self)
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{
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G_FreeEntity(trans);
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}
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}
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}
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*/
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// similarly, if El Corpso here has already dropped a detpack, blow it up
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classname = BG_FindClassnameForHoldable(HI_DETPACK);
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if (classname)
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{
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while ((detpack = G_Find (detpack, FOFS(classname), classname)) != NULL)
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{
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if (detpack->parent == self)
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{
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detpack->think = DetonateDetpack; // Detonate next think.
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detpack->nextthink = level.time;
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}
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}
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}
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if ( attacker ) {
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killer = attacker->s.number;
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if ( attacker->client ) {
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killerName = attacker->client->pers.netname;
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} else {
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killerName = "<non-client>";
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}
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} else {
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killer = ENTITYNUM_WORLD;
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killerName = "<world>";
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}
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if ( killer < 0 || killer >= MAX_CLIENTS ) {
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killer = ENTITYNUM_WORLD;
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killerName = "<world>";
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}
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if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
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obit = "<bad obituary>";
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} else {
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obit = modNames[ meansOfDeath ];
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}
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G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
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killer, self->s.number, meansOfDeath, killerName,
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self->client->pers.netname, obit );
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G_LogWeaponKill(killer, meansOfDeath);
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G_LogWeaponDeath(self->s.number, self->s.weapon);
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if (attacker && attacker->client && attacker->inuse)
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{
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G_LogWeaponFrag(killer, self->s.number);
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}
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// broadcast the death event to everyone
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ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
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ent->s.eventParm = meansOfDeath;
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ent->s.otherEntityNum = self->s.number;
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ent->s.otherEntityNum2 = killer;
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ent->r.svFlags = SVF_BROADCAST; // send to everyone
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self->enemy = attacker;
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self->client->ps.persistant[PERS_KILLED]++;
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if (self == attacker)
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{
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self->client->pers.teamState.suicides++;
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}
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if (attacker && attacker->client)
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{
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if ( attacker == self || OnSameTeam (self, attacker ) )
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{
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AddScore( attacker, -1 );
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}
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else
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{
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attacker->client->pers.teamState.frags++;
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AddScore( attacker, 1 );
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// check for two kills in a short amount of time
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// if this is close enough to the last kill, give a reward sound
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if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
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attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
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attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT;
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attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~EF_AWARD_MASK;
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attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
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}
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// Check to see if the player is on a streak.
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attacker->client->streakCount++;
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// Only send awards on exact streak counts.
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switch(attacker->client->streakCount)
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{
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case STREAK_ACE:
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attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
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attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~EF_AWARD_MASK;
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attacker->client->ps.eFlags |= EF_AWARD_ACE;
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attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME;
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break;
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case STREAK_EXPERT:
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attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
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attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~EF_AWARD_MASK;
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attacker->client->ps.eFlags |= EF_AWARD_EXPERT;
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attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME;
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break;
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case STREAK_MASTER:
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attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
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attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~EF_AWARD_MASK;
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attacker->client->ps.eFlags |= EF_AWARD_MASTER;
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attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME;
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break;
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case STREAK_CHAMPION:
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attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
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attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~EF_AWARD_MASK;
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attacker->client->ps.eFlags |= EF_AWARD_CHAMPION;
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attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME;
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break;
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default:
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// Do nothing if not exact values.
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break;
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}
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// Check to see if the max streak should be raised.
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if (attacker->client->streakCount > attacker->client->ps.persistant[PERS_STREAK_COUNT])
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{
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attacker->client->ps.persistant[PERS_STREAK_COUNT] = attacker->client->streakCount;
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}
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if (!level.firstStrike)
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{ // There hasn't yet been a first strike.
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level.firstStrike = qtrue;
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attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
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attacker->client->ps.persistant[PERS_REWARD] = REWARD_FIRST_STRIKE;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~EF_AWARD_MASK;
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attacker->client->ps.eFlags |= EF_AWARD_FIRSTSTRIKE;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
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}
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attacker->client->lastKillTime = level.time;
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}
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}
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else
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{
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AddScore( self, -1 );
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}
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// Add team bonuses
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Team_FragBonuses(self, inflictor, attacker);
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// if client is in a nodrop area, don't drop anything (but return CTF flags!)
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if ( !( contents & CONTENTS_NODROP ) ) {
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TossClientItems( self );
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}
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else {
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if ( self->client->ps.powerups[PW_REDFLAG] ) {
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Team_ReturnFlag(TEAM_RED);
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}
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else if ( self->client->ps.powerups[PW_BLUEFLAG] ) {
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Team_ReturnFlag(TEAM_BLUE);
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}
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}
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Cmd_Score_f( self ); // show scores
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// send updated scores to any clients that are following this one,
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// or they would get stale scoreboards
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for ( i = 0 ; i < level.maxclients ; i++ ) {
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gclient_t *client;
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client = &level.clients[i];
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if ( client->pers.connected != CON_CONNECTED ) {
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continue;
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}
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if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
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continue;
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}
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if ( client->sess.spectatorClient == self->s.number ) {
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Cmd_Score_f( g_entities + i );
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}
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}
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self->takedamage = qtrue; // can still be gibbed
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self->s.weapon = WP_NONE;
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self->s.powerups = 0;
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self->r.contents = CONTENTS_CORPSE;
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self->s.angles[0] = 0;
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self->s.angles[2] = 0;
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LookAtKiller (self, inflictor, attacker);
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VectorCopy( self->s.angles, self->client->ps.viewangles );
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self->s.loopSound = 0;
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self->r.maxs[2] = -8;
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// don't allow respawn until the death anim is done
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// g_forcerespawn may force spawning at some later time
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self->client->respawnTime = level.time + 1700;
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// remove powerups
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memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
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// never gib in a nodrop
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/* if ( self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) ) {
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// gib death
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GibEntity( self, killer );
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} else
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*/
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// We always want to see the body for special animations, so make sure not to gib right away:
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if (meansOfDeath==MOD_CRIFLE_ALT ||
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meansOfDeath==MOD_DETPACK ||
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meansOfDeath==MOD_QUANTUM_ALT ||
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meansOfDeath==MOD_DREADNOUGHT_ALT)
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{ self->health=0;}
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if ( (BottomlessPitDeath==1) && (killer == ENTITYNUM_WORLD))
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{
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//G_AddEvent( self, EV_FALL_FAR, killer ); ?? Need to play falling SF now, or
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// use designer trigger??
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}
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else
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{
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// normal death
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static int i;
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switch ( i ) {
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case 0:
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anim = BOTH_DEATH1;
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break;
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case 1:
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anim = BOTH_DEATH2;
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break;
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case 2:
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default:
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anim = BOTH_DEATH3;
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break;
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}
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self->client->ps.legsAnim =
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( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
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self->client->ps.torsoAnim =
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( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
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switch(meansOfDeath)
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{
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case MOD_CRIFLE_ALT:
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G_AddEvent( self, EV_DISINTEGRATION, killer );
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self->client->ps.powerups[PW_DISINTEGRATE] = level.time + 100000;
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VectorClear( self->client->ps.velocity );
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self->takedamage = qfalse;
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self->r.contents = 0;
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break;
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case MOD_QUANTUM_ALT:
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G_AddEvent( self, EV_DISINTEGRATION2, killer );
|
|
self->client->ps.powerups[PW_EXPLODE] = level.time + 100000;
|
|
VectorClear( self->client->ps.velocity );
|
|
self->takedamage = qfalse;
|
|
self->r.contents = 0;
|
|
break;
|
|
case MOD_SCAVENGER_ALT:
|
|
case MOD_SCAVENGER_ALT_SPLASH:
|
|
case MOD_GRENADE:
|
|
case MOD_GRENADE_ALT:
|
|
case MOD_GRENADE_SPLASH:
|
|
case MOD_GRENADE_ALT_SPLASH:
|
|
case MOD_QUANTUM:
|
|
case MOD_QUANTUM_SPLASH:
|
|
case MOD_QUANTUM_ALT_SPLASH:
|
|
case MOD_DETPACK:
|
|
G_AddEvent( self, EV_EXPLODESHELL, killer );
|
|
self->client->ps.powerups[PW_EXPLODE] = level.time + 100000;
|
|
VectorClear( self->client->ps.velocity );
|
|
self->takedamage = qfalse;
|
|
self->r.contents = 0;
|
|
break;
|
|
case MOD_DREADNOUGHT:
|
|
case MOD_DREADNOUGHT_ALT:
|
|
G_AddEvent( self, EV_ARCWELD_DISINT, killer);
|
|
self->client->ps.powerups[PW_ARCWELD_DISINT] = level.time + 100000;
|
|
VectorClear( self->client->ps.velocity );
|
|
self->takedamage = qfalse;
|
|
self->r.contents = 0;
|
|
break;
|
|
|
|
default:
|
|
G_AddEvent( self, irandom(EV_DEATH1, EV_DEATH3), killer );
|
|
break;
|
|
}
|
|
|
|
// the body can still be gibbed
|
|
self->die = body_die;
|
|
|
|
// globally cycle through the different death animations
|
|
i = ( i + 1 ) % 3;
|
|
}
|
|
|
|
trap_LinkEntity (self);
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CheckArmor
|
|
================
|
|
*/
|
|
int CheckArmor (gentity_t *ent, int damage, int dflags)
|
|
{
|
|
gclient_t *client;
|
|
int save;
|
|
int count;
|
|
float protectionFactor = ARMOR_PROTECTION;
|
|
|
|
if (!damage)
|
|
return 0;
|
|
|
|
client = ent->client;
|
|
|
|
if (!client)
|
|
return 0;
|
|
|
|
if (dflags & DAMAGE_NO_ARMOR)
|
|
return 0;
|
|
|
|
// armor
|
|
if (dflags & DAMAGE_ARMOR_PIERCING)
|
|
{
|
|
protectionFactor = PIERCED_ARMOR_PROTECTION;
|
|
}
|
|
// else if (dflags & DAMAGE_SUPER_ARMOR_PIERCING)
|
|
// {
|
|
// protectionFactor = SUPER_PIERCED_ARMOR_PROTECTION;
|
|
// }
|
|
|
|
count = client->ps.stats[STAT_ARMOR];
|
|
save = ceil( damage * protectionFactor );
|
|
if (save >= count)
|
|
save = count;
|
|
|
|
if (!save)
|
|
return 0;
|
|
|
|
client->ps.stats[STAT_ARMOR] -= save;
|
|
|
|
return save;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
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
|
|
============
|
|
*/
|
|
|
|
void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
|
|
vec3_t dir, vec3_t point, int damage, int dflags, int mod ) {
|
|
gclient_t *client;
|
|
int take;
|
|
int save;
|
|
int asave;
|
|
int knockback;
|
|
qboolean bFriend = (targ && attacker)?OnSameTeam( targ, attacker ):qfalse;
|
|
gentity_t *evEnt;
|
|
|
|
if (!targ->takedamage) {
|
|
return;
|
|
}
|
|
|
|
// the intermission has allready been qualified for, so don't
|
|
// allow any extra scoring
|
|
if ( level.intermissionQueued ) {
|
|
return;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// reduce damage by the attacker's handicap value
|
|
// unless they are rocket jumping
|
|
if ( attacker->client && attacker != targ ) {
|
|
damage = damage * attacker->client->ps.stats[STAT_MAX_HEALTH] / 100;
|
|
}
|
|
|
|
client = targ->client;
|
|
|
|
if ( client )
|
|
{
|
|
if ( client->noclip ) {
|
|
return;
|
|
}
|
|
|
|
// kef -- still gotta telefrag people
|
|
if (MOD_TELEFRAG != mod)
|
|
{
|
|
if (targ->client->ps.introTime > level.time)
|
|
{ // Can't be hurt when in holodeck intro.
|
|
return;
|
|
}
|
|
|
|
if (targ->client->ps.powerups[PW_GHOST] >= level.time)
|
|
{ // Can't be hurt when ghosted.
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
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 ) {
|
|
vec3_t kvel;
|
|
float mass;
|
|
|
|
// flying targets get pushed around a lot more.
|
|
if (targ->client->ps.powerups[PW_FLIGHT])
|
|
{
|
|
mass = 75;
|
|
}
|
|
else
|
|
{
|
|
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 ( !(dflags&DAMAGE_ALL_TEAMS) && targ != attacker && OnSameTeam (targ, attacker) ) {
|
|
if ( !g_friendlyFire.integer ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// check for godmode
|
|
if ( targ->flags & FL_GODMODE ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// kef -- still need to telefrag invulnerable people
|
|
if (MOD_TELEFRAG != mod)
|
|
{
|
|
// battlesuit protects from all damage...
|
|
if ( client && client->ps.powerups[PW_BATTLESUIT])
|
|
{ // EXCEPT DAMAGE_NO_INVULNERABILITY, like the IMOD
|
|
if (dflags & DAMAGE_NO_INVULNERABILITY)
|
|
{ // Do only half damage if he has the battlesuit, and that's just because I'm in a good mood...
|
|
damage *= 0.5;
|
|
}
|
|
else
|
|
{
|
|
G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// always give half damage if hurting self
|
|
// calculated after knockback, so rocket jumping works
|
|
if ( targ == attacker) {
|
|
damage *= 0.5;
|
|
}
|
|
|
|
if ( damage < 1 ) {
|
|
damage = 1;
|
|
}
|
|
take = damage;
|
|
save = 0;
|
|
|
|
// save some from armor
|
|
asave = CheckArmor (targ, take, dflags);
|
|
take -= asave;
|
|
|
|
if ( g_debugDamage.integer ) {
|
|
G_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;
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
|
|
// See if it's the player hurting the emeny flag carrier
|
|
Team_CheckHurtCarrier(targ, attacker);
|
|
|
|
if (targ->client) {
|
|
// set the last client who damaged the target
|
|
targ->client->lasthurt_client = attacker->s.number;
|
|
targ->client->lasthurt_mod = mod;
|
|
|
|
// if target's shields (armor) took dmg and the dmg was armor-piercing, display the half-shields effect,
|
|
//if non-armor-piercing display full shields
|
|
if (asave)
|
|
{
|
|
evEnt = G_TempEntity(vec3_origin, EV_SHIELD_HIT);
|
|
evEnt->s.otherEntityNum = targ->s.number;
|
|
evEnt->s.eventParm = DirToByte(dir);
|
|
evEnt->s.time2=asave;
|
|
|
|
if (attacker->client && !bFriend)
|
|
{
|
|
attacker->client->ps.persistant[PERS_SHIELDS] += asave;
|
|
}
|
|
}
|
|
}
|
|
|
|
// do the damage
|
|
if (take)
|
|
{
|
|
// add to the attacker's hit counter
|
|
if ( (MOD_TELEFRAG != mod) && attacker->client && targ != attacker && targ->health > 0 )
|
|
{//don't telefrag since damage would wrap when sent as a short and the client would think it's a team dmg.
|
|
if (bFriend)
|
|
{
|
|
attacker->client->ps.persistant[PERS_HITS] -= damage;
|
|
}
|
|
else if (targ->classname && strcmp(targ->classname, "holdable_shield") // no stupid hit noise when players shoot a shield -- dpk
|
|
&& strcmp(targ->classname, "holdable_detpack")) // or the detpack either
|
|
{
|
|
attacker->client->ps.persistant[PERS_HITS] += damage;
|
|
}
|
|
}
|
|
|
|
targ->health = targ->health - take;
|
|
if ( targ->client )
|
|
{
|
|
targ->client->ps.stats[STAT_HEALTH] = targ->health;
|
|
// kef -- pain effect
|
|
// pjl -- if there was armor involved, the half-shield effect was shown in the above block.
|
|
if (!asave)
|
|
{
|
|
targ->client->ps.powerups[PW_OUCH] = level.time + 500;
|
|
// kef -- there absolutely MUST be a better way to do this. cleaner, at least.
|
|
//display the full screen "ouch" effect to the player
|
|
}
|
|
}
|
|
|
|
if ( targ->health <= 0 ) {
|
|
if ( client )
|
|
targ->flags |= FL_NO_KNOCKBACK;
|
|
|
|
if (targ->health < -999)
|
|
targ->health = -999;
|
|
|
|
targ->enemy = attacker;
|
|
targ->die (targ, inflictor, attacker, take, mod);
|
|
return;
|
|
} else if ( targ->pain ) {
|
|
targ->pain (targ, attacker, take);
|
|
}
|
|
|
|
G_LogWeaponDamage(attacker->s.number, mod, 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)
|
|
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[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_RadiusDamage
|
|
============
|
|
*/
|
|
qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius,
|
|
gentity_t *ignore, int dflags, int mod) {
|
|
float points, dist;
|
|
gentity_t *ent;
|
|
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 - dist / radius );
|
|
|
|
if( !CanDamage (ent, origin) ) {
|
|
//no LOS to ent
|
|
if ( !(dflags & DAMAGE_HALF_NOTLOS) ) {
|
|
//not allowed to do damage without LOS
|
|
continue;
|
|
} else {
|
|
//do 1/2 damage if no LOS but within rad
|
|
points *= 0.5;
|
|
}
|
|
}
|
|
|
|
if( LogAccuracyHit( ent, attacker ) ) {
|
|
hitClient = qtrue;
|
|
}
|
|
VectorSubtract (ent->r.currentOrigin, origin, dir);
|
|
// push the center of mass higher than the origin so players
|
|
// get knocked into the air more
|
|
dir[2] += 24;
|
|
G_Damage (ent, NULL, attacker, dir, origin, (int)points, dflags|DAMAGE_RADIUS, mod);
|
|
}
|
|
|
|
return hitClient;
|
|
}
|