sin-sdk/fists.cpp
1998-12-20 00:00:00 +00:00

264 lines
7 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Quake 2 Engine/Sin/code/game/fists.cpp $
// $Revision:: 34 $
// $Author:: Markd $
// $Date:: 11/17/98 1:31a $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/fists.cpp $
//
// 34 11/17/98 1:31a Markd
// took out damage multiplier for fists
//
// 33 11/12/98 11:31p Jimdose
// changed impact_bodyimpact to impact_goryimpact
// increased kick from melee
//
// 32 10/20/98 8:26p Markd
// Added Attacker to DamageSurface stuff
//
// 31 10/20/98 3:59p Aldie
// Tweaked fist radius
//
// 30 10/14/98 12:12a Aldie
// Tweak damage
//
// 29 10/11/98 5:35p Aldie
// Added meansofdeath
//
// 28 10/05/98 10:23p Aldie
// Fixed rank
//
// 27 10/01/98 3:35p Onethumb
//
// 26 9/18/98 10:12p Markd
// made fists not use MASK_SHOT, MASK_PROJECTILE instead
//
// 25 9/18/98 8:14p Markd
// rewrote surface system so that surfaces are now damaged by surface name instead
// of by surfinfo
//
// 24 8/31/98 7:45p Aldie
// Updated surface data structure and removed surfinfo field
//
// 23 8/31/98 4:33p Markd
// Made fists use fulltrace
//
// 22 8/29/98 9:40p Jimdose
// Added call info to G_Trace
//
// 21 8/29/98 5:27p Markd
// added specialfx, replaced misc with specialfx where appropriate
//
// 20 8/18/98 11:08p Markd
// Added new Alias System
//
// 19 8/17/98 3:16p Aldie
// Made fists not ignore armor
//
// 18 8/06/98 6:58p Jimdose
// Added min/max range, and projectile speed
//
// 17 7/23/98 6:17p Aldie
// Updated damage system and fixed some damage related bugs. Also put tracers
// back to the way they were, and added gib event to funcscriptmodels
//
// 16 7/22/98 9:57p Markd
// Defined weapon type
//
// 15 7/21/98 1:10p Aldie
// Added meansofdeath to obituaries
//
// 14 7/19/98 10:33p Aldie
// Update fist damage
//
// 13 6/19/98 9:29p Jimdose
// Moved gun orientation code to Weapon
//
// 12 6/10/98 10:03p Markd
// Got working with reach and damage
//
// 11 6/10/98 4:00p Aldie
// Updated fists to do damage skins
//
// 10 6/10/98 2:10p Aldie
// Updated damage function.
//
// 9 5/27/98 5:21a Markd
// changed ranking of fists
//
// 8 5/26/98 5:42p Markd
// Made fists more realistic damage wise
//
// 7 5/25/98 7:58p Markd
// Moved TakeDamage a bit
//
// 6 5/25/98 5:38p Markd
// Put in strike sound and stuff
//
// 5 5/25/98 1:00a Markd
// Fixed Fists
//
// 4 5/23/98 5:38p Markd
// slowed down firing rate
//
// 3 5/20/98 10:43p Markd
// made fists into bullets
//
// 2 5/11/98 11:24a Markd
// First time
//
// DESCRIPTION:
// Normal Hands
//
#include "g_local.h"
#include "fists.h"
#include "misc.h"
#include "specialfx.h"
#include "surface.h"
CLASS_DECLARATION( Weapon, Fists, NULL);
ResponseDef Fists::Responses[] =
{
{ &EV_Weapon_Shoot, ( Response )Fists::Shoot },
{ NULL, NULL }
};
Fists::Fists()
{
SetModels( NULL, "view_punch.def" );
SetAmmo( NULL, 0, 0 );
SetRank( 10, 10 );
strike_reach = 64;
strike_damage = 20;
SetMaxRange( strike_reach );
SetType( WEAPON_MELEE );
kick = 40;
meansofdeath = MOD_FISTS;
}
void Fists::Shoot( Event * ev )
{
trace_t trace;
Vector start;
Vector end;
float damage;
Vector org;
Vector dir;
int surfflags;
int surftype;
assert( owner );
if ( !owner )
{
return;
}
NextAttack( 1 );
damage = G_Random(strike_damage)+strike_damage;
GetMuzzlePosition( &start, &dir );
end = start + dir * strike_reach;
trace = G_FullTrace( start, vec_zero, vec_zero, end, 64, owner, MASK_PROJECTILE, "Fists::Shoot" );
if ( !trace.surface )
{
surfflags = 0;
surftype = 0;
}
else
{
surfflags = trace.surface->flags;
surftype = SURFACETYPE_FROM_FLAGS( surfflags );
surfaceManager.DamageSurface( &trace, damage, owner );
}
dir = Vector(trace.endpos) - start;
dir.normalize();
org = Vector(trace.endpos) - dir;
if ( (trace.fraction < 1.0f) )
{
if ( trace.ent->entity && trace.ent->entity->takedamage )
{
if ( trace.ent->entity->flags & FL_BLOOD )
{
if ( ( meansofdeath == MOD_MUTANTHANDS ) || ( trace.ent->entity->health < -500 ) )
{
owner->RandomGlobalSound("impact_goryimpact");
}
else
{
owner->RandomGlobalSound("impact_bodyimpact");
}
SpawnBlood( org, trace.plane.normal, damage );
}
else
{
gi.WriteByte( svc_temp_entity );
gi.WriteByte( TE_STRIKE );
gi.WritePosition( org.vec3() );
gi.WriteDir( trace.plane.normal );
gi.WriteByte( 120 );
gi.WriteByte( surftype );
gi.multicast( org.vec3(), MULTICAST_PVS );
}
if ( trace.intersect.valid )
{
// take the ground out so that the kick works
trace.ent->entity->groundentity = NULL;
// We hit a valid group so send in location based damage
trace.ent->entity->Damage( this,
owner,
damage,
trace.endpos,
dir,
trace.plane.normal,
kick,
0,
meansofdeath,
trace.intersect.parentgroup,
-1,
1 );
//trace.intersect.damage_multiplier );
}
else
{
// We didn't hit any groups, so send in generic damage
trace.ent->entity->Damage( this,
owner,
damage,
trace.endpos,
dir,
trace.plane.normal,
kick,
0,
meansofdeath,
-1,
-1,
1 );
}
}
else
{
gi.WriteByte( svc_temp_entity );
gi.WriteByte( TE_STRIKE );
gi.WritePosition( org.vec3() );
gi.WriteDir( trace.plane.normal );
gi.WriteByte( 120 );
gi.WriteByte( surftype );
gi.multicast( org.vec3(), MULTICAST_PVS );
}
}
}