947 lines
25 KiB
C
947 lines
25 KiB
C
// g_combat.c
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#include "g_local.h"
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void M_SetEffects (edict_t *self);
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/*
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ROGUE
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clean up heal targets for medic
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*/
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void cleanupHealTarget (edict_t *ent)
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{
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ent->monsterinfo.healer = NULL;
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ent->takedamage = DAMAGE_YES;
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ent->monsterinfo.aiflags &= ~AI_RESURRECTING;
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M_SetEffects (ent);
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}
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/*
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============
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CanDamage
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Returns true if the inflictor can directly damage the target. Used for
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explosions and melee attacks.
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============
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*/
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qboolean CanDamage (edict_t *targ, edict_t *inflictor)
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{
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vec3_t dest;
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trace_t trace;
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// bmodels need special checking because their origin is 0,0,0
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if (targ->movetype == MOVETYPE_PUSH)
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{
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VectorAdd (targ->absmin, targ->absmax, dest);
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VectorScale (dest, 0.5, dest);
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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if (trace.ent == targ)
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return true;
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return false;
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}
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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VectorCopy (targ->s.origin, dest);
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dest[0] += 15.0;
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dest[1] += 15.0;
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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VectorCopy (targ->s.origin, dest);
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dest[0] += 15.0;
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dest[1] -= 15.0;
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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VectorCopy (targ->s.origin, dest);
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dest[0] -= 15.0;
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dest[1] += 15.0;
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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VectorCopy (targ->s.origin, dest);
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dest[0] -= 15.0;
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dest[1] -= 15.0;
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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return false;
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}
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/*
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============
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Killed
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============
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*/
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void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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{
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if (targ->health < -999)
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targ->health = -999;
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if (targ->monsterinfo.aiflags & AI_MEDIC)
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{
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if (targ->enemy) // god, I hope so
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{
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cleanupHealTarget (targ->enemy);
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}
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// clean up self
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targ->monsterinfo.aiflags &= ~AI_MEDIC;
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targ->enemy = attacker;
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}
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else
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{
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targ->enemy = attacker;
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}
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if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
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{
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// targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
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//ROGUE - free up slot for spawned monster if it's spawned
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if (targ->monsterinfo.aiflags & AI_SPAWNED_CARRIER)
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{
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if (targ->monsterinfo.commander && targ->monsterinfo.commander->inuse &&
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!strcmp(targ->monsterinfo.commander->classname, "monster_carrier"))
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{
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targ->monsterinfo.commander->monsterinfo.monster_slots++;
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("g_combat: freeing up carrier slot - %d left\n", targ->monsterinfo.commander->monsterinfo.monster_slots);
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}
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}
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if (targ->monsterinfo.aiflags & AI_SPAWNED_MEDIC_C)
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{
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if (targ->monsterinfo.commander)
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{
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if (targ->monsterinfo.commander->inuse && !strcmp(targ->monsterinfo.commander->classname, "monster_medic_commander"))
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{
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targ->monsterinfo.commander->monsterinfo.monster_slots++;
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("g_combat: freeing up medic slot - %d left\n", targ->monsterinfo.commander->monsterinfo.monster_slots);
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}
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// else
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("my commander is dead! he's a %s\n", targ->monsterinfo.commander->classname);
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}
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// else if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("My commander is GONE\n");
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}
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if (targ->monsterinfo.aiflags & AI_SPAWNED_WIDOW)
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{
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// need to check this because we can have variable numbers of coop players
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if (targ->monsterinfo.commander && targ->monsterinfo.commander->inuse &&
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!strncmp(targ->monsterinfo.commander->classname, "monster_widow", 13))
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{
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if (targ->monsterinfo.commander->monsterinfo.monster_used > 0)
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targ->monsterinfo.commander->monsterinfo.monster_used--;
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// if ((g_showlogic) && (g_showlogic->value))
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// gi.dprintf ("g_combat: freeing up black widow slot - %d used\n", targ->monsterinfo.commander->monsterinfo.monster_used);
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}
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}
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//rogue
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if ((!(targ->monsterinfo.aiflags & AI_GOOD_GUY)) && (!(targ->monsterinfo.aiflags & AI_DO_NOT_COUNT)))
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{
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level.killed_monsters++;
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if (coop->value && attacker->client)
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attacker->client->resp.score++;
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// medics won't heal monsters that they kill themselves
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// PMM - now they will
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// if (strcmp(attacker->classname, "monster_medic") == 0)
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// targ->owner = attacker;
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}
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}
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if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
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{ // doors, triggers, etc
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targ->die (targ, inflictor, attacker, damage, point);
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return;
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}
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if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
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{
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targ->touch = NULL;
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monster_death_use (targ);
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}
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targ->die (targ, inflictor, attacker, damage, point);
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}
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/*
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================
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SpawnDamage
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================
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*/
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void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage)
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{
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if (damage > 255)
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damage = 255;
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (type);
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// gi.WriteByte (damage);
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gi.WritePosition (origin);
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gi.WriteDir (normal);
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gi.multicast (origin, MULTICAST_PVS);
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}
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/*
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============
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T_Damage
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targ entity that is being damaged
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inflictor entity that is causing the damage
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attacker entity that caused the inflictor to damage targ
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example: targ=monster, inflictor=rocket, attacker=player
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dir direction of the attack
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point point at which the damage is being inflicted
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normal normal vector from that point
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damage amount of damage being inflicted
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knockback force to be applied against targ as a result of the damage
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dflags these flags are used to control how T_Damage works
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DAMAGE_RADIUS damage was indirect (from a nearby explosion)
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DAMAGE_NO_ARMOR armor does not protect from this damage
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DAMAGE_ENERGY damage is from an energy based weapon
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DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
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DAMAGE_BULLET damage is from a bullet (used for ricochets)
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DAMAGE_NO_PROTECTION kills godmode, armor, everything
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============
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*/
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static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
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{
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gclient_t *client;
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int save;
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int power_armor_type;
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int index;
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int damagePerCell;
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int pa_te_type;
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int power;
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int power_used;
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if (!damage)
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return 0;
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client = ent->client;
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if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_POWER_ARMOR)) // PGM
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return 0;
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if (client)
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{
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power_armor_type = PowerArmorType (ent);
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if (power_armor_type != POWER_ARMOR_NONE)
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{
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index = ITEM_INDEX(FindItem("Cells"));
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power = client->pers.inventory[index];
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}
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}
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else if (ent->svflags & SVF_MONSTER)
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{
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power_armor_type = ent->monsterinfo.power_armor_type;
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power = ent->monsterinfo.power_armor_power;
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}
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else
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return 0;
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if (power_armor_type == POWER_ARMOR_NONE)
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return 0;
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if (!power)
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return 0;
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if (power_armor_type == POWER_ARMOR_SCREEN)
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{
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vec3_t vec;
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float dot;
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vec3_t forward;
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// only works if damage point is in front
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AngleVectors (ent->s.angles, forward, NULL, NULL);
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VectorSubtract (point, ent->s.origin, vec);
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VectorNormalize (vec);
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dot = DotProduct (vec, forward);
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if (dot <= 0.3)
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return 0;
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damagePerCell = 1;
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pa_te_type = TE_SCREEN_SPARKS;
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damage = damage / 3;
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}
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else
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{
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damagePerCell = 2;
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pa_te_type = TE_SHIELD_SPARKS;
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damage = (2 * damage) / 3;
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}
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// etf rifle
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if (dflags & DAMAGE_NO_REG_ARMOR)
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save = (power * damagePerCell) / 2;
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else
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save = power * damagePerCell;
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if (!save)
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return 0;
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if (save > damage)
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save = damage;
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SpawnDamage (pa_te_type, point, normal, save);
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ent->powerarmor_time = level.time + 0.2;
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if (dflags & DAMAGE_NO_REG_ARMOR)
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power_used = (save / damagePerCell) * 2;
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else
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power_used = save / damagePerCell;
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if (client)
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client->pers.inventory[index] -= power_used;
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else
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ent->monsterinfo.power_armor_power -= power_used;
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return save;
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}
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static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
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{
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gclient_t *client;
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int save;
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int index;
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gitem_t *armor;
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if (!damage)
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return 0;
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client = ent->client;
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if (!client)
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return 0;
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// ROGUE - added DAMAGE_NO_REG_ARMOR for atf rifle
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if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_REG_ARMOR))
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return 0;
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index = ArmorIndex (ent);
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if (!index)
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return 0;
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armor = GetItemByIndex (index);
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if (dflags & DAMAGE_ENERGY)
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save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage);
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else
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save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage);
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if (save >= client->pers.inventory[index])
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save = client->pers.inventory[index];
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if (!save)
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return 0;
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client->pers.inventory[index] -= save;
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SpawnDamage (te_sparks, point, normal, save);
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return save;
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}
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void M_ReactToDamage (edict_t *targ, edict_t *attacker, edict_t *inflictor)
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{
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// pmm
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qboolean new_tesla;
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if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
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return;
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//=======
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//ROGUE
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// logic for tesla - if you are hit by a tesla, and can't see who you should be mad at (attacker)
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// attack the tesla
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// also, target the tesla if it's a "new" tesla
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if ((inflictor) && (!strcmp(inflictor->classname, "tesla")))
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{
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new_tesla = MarkTeslaArea(targ, inflictor);
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if (new_tesla)
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TargetTesla (targ, inflictor);
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return;
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// FIXME - just ignore teslas when you're TARGET_ANGER or MEDIC
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/* if (!(targ->enemy && (targ->monsterinfo.aiflags & (AI_TARGET_ANGER|AI_MEDIC))))
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{
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// FIXME - coop issues?
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if ((!targ->enemy) || (!visible(targ, targ->enemy)))
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{
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gi.dprintf ("can't see player, switching to tesla\n");
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TargetTesla (targ, inflictor);
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return;
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}
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gi.dprintf ("can see player, ignoring tesla\n");
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}
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else if ((g_showlogic) && (g_showlogic->value))
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gi.dprintf ("no enemy, or I'm doing other, more important things, than worrying about a damned tesla!\n");
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*/
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}
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//ROGUE
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//=======
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if (attacker == targ || attacker == targ->enemy)
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return;
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// if we are a good guy monster and our attacker is a player
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// or another good guy, do not get mad at them
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if (targ->monsterinfo.aiflags & AI_GOOD_GUY)
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{
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if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY))
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return;
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}
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//PGM
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// if we're currently mad at something a target_anger made us mad at, ignore
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// damage
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if (targ->enemy && targ->monsterinfo.aiflags & AI_TARGET_ANGER)
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{
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float percentHealth;
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// make sure whatever we were pissed at is still around.
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if(targ->enemy->inuse)
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{
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percentHealth = (float)(targ->health) / (float)(targ->max_health);
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if( targ->enemy->inuse && percentHealth > 0.33)
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return;
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}
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// remove the target anger flag
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targ->monsterinfo.aiflags &= ~AI_TARGET_ANGER;
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}
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//PGM
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// PMM
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// if we're healing someone, do like above and try to stay with them
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if ((targ->enemy) && (targ->monsterinfo.aiflags & AI_MEDIC))
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{
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float percentHealth;
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percentHealth = (float)(targ->health) / (float)(targ->max_health);
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// ignore it some of the time
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if( targ->enemy->inuse && percentHealth > 0.25)
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return;
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// remove the medic flag
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targ->monsterinfo.aiflags &= ~AI_MEDIC;
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cleanupHealTarget (targ->enemy);
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}
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// PMM
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// we now know that we are not both good guys
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// if attacker is a client, get mad at them because he's good and we're not
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if (attacker->client)
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{
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targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
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// this can only happen in coop (both new and old enemies are clients)
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// only switch if can't see the current enemy
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if (targ->enemy && targ->enemy->client)
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{
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if (visible(targ, targ->enemy))
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{
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targ->oldenemy = attacker;
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return;
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}
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targ->oldenemy = targ->enemy;
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}
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targ->enemy = attacker;
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if (!(targ->monsterinfo.aiflags & AI_DUCKED))
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FoundTarget (targ);
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return;
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}
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// it's the same base (walk/swim/fly) type and a different classname and it's not a tank
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// (they spray too much), get mad at them
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// PMM
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// added medics to this
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// FIXME -
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// this really should be turned into an AI flag marking appropriate monsters as "don't shoot me"
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// this also leads to the problem of tanks and medics being able to, at will, kill monsters with
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// no chance of retaliation. My vote is to make those monsters who are designed as "don't shoot me"
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// such that they also ignore being shot by monsters as well
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/*
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if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) &&
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(strcmp (targ->classname, attacker->classname) != 0) &&
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(strcmp(attacker->classname, "monster_tank") != 0) &&
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(strcmp(attacker->classname, "monster_supertank") != 0) &&
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(strcmp(attacker->classname, "monster_makron") != 0) &&
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(strcmp(attacker->classname, "monster_jorg") != 0) &&
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(strcmp(attacker->classname, "monster_carrier") != 0) &&
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(strncmp(attacker->classname, "monster_medic", 12) != 0) ) // this should get medics & medic_commanders
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*/
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if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) &&
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(strcmp (targ->classname, attacker->classname) != 0) &&
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!(attacker->monsterinfo.aiflags & AI_IGNORE_SHOTS) &&
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!(targ->monsterinfo.aiflags & AI_IGNORE_SHOTS) )
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{
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if (targ->enemy && targ->enemy->client)
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targ->oldenemy = targ->enemy;
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targ->enemy = attacker;
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if (!(targ->monsterinfo.aiflags & AI_DUCKED))
|
|
FoundTarget (targ);
|
|
}
|
|
// if they *meant* to shoot us, then shoot back
|
|
else if (attacker->enemy == targ)
|
|
{
|
|
if (targ->enemy && targ->enemy->client)
|
|
targ->oldenemy = targ->enemy;
|
|
targ->enemy = attacker;
|
|
if (!(targ->monsterinfo.aiflags & AI_DUCKED))
|
|
FoundTarget (targ);
|
|
}
|
|
// otherwise get mad at whoever they are mad at (help our buddy) unless it is us!
|
|
else if (attacker->enemy && attacker->enemy != targ)
|
|
{
|
|
if (targ->enemy && targ->enemy->client)
|
|
targ->oldenemy = targ->enemy;
|
|
targ->enemy = attacker->enemy;
|
|
if (!(targ->monsterinfo.aiflags & AI_DUCKED))
|
|
FoundTarget (targ);
|
|
}
|
|
}
|
|
|
|
qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
|
|
{
|
|
//FIXME make the next line real and uncomment this block
|
|
// if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
|
|
return false;
|
|
}
|
|
|
|
void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
|
|
{
|
|
gclient_t *client;
|
|
int take;
|
|
int save;
|
|
int asave;
|
|
int psave;
|
|
int te_sparks;
|
|
int sphere_notified; // PGM
|
|
|
|
if (!targ->takedamage)
|
|
return;
|
|
|
|
sphere_notified = false; // PGM
|
|
|
|
// friendly fire avoidance
|
|
// if enabled you can't hurt teammates (but you can hurt yourself)
|
|
// knockback still occurs
|
|
if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value))
|
|
{
|
|
if (OnSameTeam (targ, attacker))
|
|
{
|
|
// PMM - nukes kill everyone
|
|
if (((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE) && (mod != MOD_NUKE))
|
|
damage = 0;
|
|
else
|
|
mod |= MOD_FRIENDLY_FIRE;
|
|
}
|
|
}
|
|
meansOfDeath = mod;
|
|
|
|
//ROGUE
|
|
// allow the deathmatch game to change values
|
|
if (deathmatch->value && gamerules && gamerules->value)
|
|
{
|
|
if(DMGame.ChangeDamage)
|
|
damage = DMGame.ChangeDamage(targ, attacker, damage, mod);
|
|
if(DMGame.ChangeKnockback)
|
|
knockback = DMGame.ChangeKnockback(targ, attacker, knockback, mod);
|
|
|
|
if(!damage)
|
|
return;
|
|
}
|
|
//ROGUE
|
|
|
|
// easy mode takes half damage
|
|
if (skill->value == 0 && deathmatch->value == 0 && targ->client)
|
|
{
|
|
damage *= 0.5;
|
|
if (!damage)
|
|
damage = 1;
|
|
}
|
|
|
|
client = targ->client;
|
|
|
|
// PMM - defender sphere takes half damage
|
|
if ((client) && (client->owned_sphere) && (client->owned_sphere->spawnflags == 1))
|
|
{
|
|
damage *= 0.5;
|
|
if (!damage)
|
|
damage = 1;
|
|
}
|
|
|
|
if (dflags & DAMAGE_BULLET)
|
|
te_sparks = TE_BULLET_SPARKS;
|
|
else
|
|
te_sparks = TE_SPARKS;
|
|
|
|
VectorNormalize(dir);
|
|
|
|
// bonus damage for suprising a monster
|
|
if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
|
|
damage *= 2;
|
|
|
|
if (targ->flags & FL_NO_KNOCKBACK)
|
|
knockback = 0;
|
|
|
|
// figure momentum add
|
|
if (!(dflags & DAMAGE_NO_KNOCKBACK))
|
|
{
|
|
if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
|
|
{
|
|
vec3_t kvel;
|
|
float mass;
|
|
|
|
if (targ->mass < 50)
|
|
mass = 50;
|
|
else
|
|
mass = targ->mass;
|
|
|
|
if (targ->client && attacker == targ)
|
|
VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
|
|
else
|
|
VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
|
|
|
|
VectorAdd (targ->velocity, kvel, targ->velocity);
|
|
}
|
|
}
|
|
|
|
take = damage;
|
|
save = 0;
|
|
|
|
// check for godmode
|
|
if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
|
|
{
|
|
take = 0;
|
|
save = damage;
|
|
SpawnDamage (te_sparks, point, normal, save);
|
|
}
|
|
|
|
// check for invincibility
|
|
if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
|
|
{
|
|
if (targ->pain_debounce_time < level.time)
|
|
{
|
|
gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
|
|
targ->pain_debounce_time = level.time + 2;
|
|
}
|
|
take = 0;
|
|
save = damage;
|
|
}
|
|
// ROGUE
|
|
// check for monster invincibility
|
|
if (((targ->svflags & SVF_MONSTER) && targ->monsterinfo.invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
|
|
{
|
|
if (targ->pain_debounce_time < level.time)
|
|
{
|
|
gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
|
|
targ->pain_debounce_time = level.time + 2;
|
|
}
|
|
take = 0;
|
|
save = damage;
|
|
}
|
|
// ROGUE
|
|
|
|
psave = CheckPowerArmor (targ, point, normal, take, dflags);
|
|
take -= psave;
|
|
|
|
asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
|
|
take -= asave;
|
|
|
|
//treat cheat/powerup savings the same as armor
|
|
asave += save;
|
|
|
|
// team damage avoidance
|
|
if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
|
|
return;
|
|
|
|
// ROGUE - this option will do damage both to the armor and person. originally for DPU rounds
|
|
if (dflags & DAMAGE_DESTROY_ARMOR)
|
|
{
|
|
if(!(targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) &&
|
|
!(client && client->invincible_framenum > level.framenum))
|
|
{
|
|
take = damage;
|
|
}
|
|
}
|
|
// ROGUE
|
|
|
|
// do the damage
|
|
if (take)
|
|
{
|
|
//PGM need more blood for chainfist.
|
|
if(targ->flags & FL_MECHANICAL)
|
|
{
|
|
SpawnDamage ( TE_ELECTRIC_SPARKS, point, normal, take);
|
|
}
|
|
else if ((targ->svflags & SVF_MONSTER) || (client))
|
|
{
|
|
if(mod == MOD_CHAINFIST)
|
|
SpawnDamage (TE_MOREBLOOD, point, normal, 255);
|
|
else
|
|
SpawnDamage (TE_BLOOD, point, normal, take);
|
|
}
|
|
else
|
|
SpawnDamage (te_sparks, point, normal, take);
|
|
//PGM
|
|
|
|
targ->health = targ->health - take;
|
|
|
|
//PGM - spheres need to know who to shoot at
|
|
if(client && client->owned_sphere)
|
|
{
|
|
sphere_notified = true;
|
|
if(client->owned_sphere->pain)
|
|
client->owned_sphere->pain (client->owned_sphere, attacker, 0, 0);
|
|
}
|
|
//PGM
|
|
|
|
if (targ->health <= 0)
|
|
{
|
|
if ((targ->svflags & SVF_MONSTER) || (client))
|
|
targ->flags |= FL_NO_KNOCKBACK;
|
|
Killed (targ, inflictor, attacker, take, point);
|
|
return;
|
|
}
|
|
}
|
|
|
|
//PGM - spheres need to know who to shoot at
|
|
if (!sphere_notified)
|
|
{
|
|
if(client && client->owned_sphere)
|
|
{
|
|
sphere_notified = true;
|
|
if(client->owned_sphere->pain)
|
|
client->owned_sphere->pain (client->owned_sphere, attacker, 0, 0);
|
|
}
|
|
}
|
|
//PGM
|
|
|
|
if (targ->svflags & SVF_MONSTER)
|
|
{
|
|
M_ReactToDamage (targ, attacker, inflictor);
|
|
// PMM - fixme - if anyone else but the medic ever uses AI_MEDIC, check for it here instead
|
|
// of in the medic's pain function
|
|
if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
|
|
{
|
|
targ->pain (targ, attacker, knockback, take);
|
|
// nightmare mode monsters don't go into pain frames often
|
|
if (skill->value == 3)
|
|
targ->pain_debounce_time = level.time + 5;
|
|
}
|
|
}
|
|
else if (client)
|
|
{
|
|
if (!(targ->flags & FL_GODMODE) && (take))
|
|
targ->pain (targ, attacker, knockback, take);
|
|
}
|
|
else if (take)
|
|
{
|
|
if (targ->pain)
|
|
targ->pain (targ, attacker, knockback, take);
|
|
}
|
|
|
|
// add to the damage inflicted on a player this frame
|
|
// the total will be turned into screen blends and view angle kicks
|
|
// at the end of the frame
|
|
if (client)
|
|
{
|
|
client->damage_parmor += psave;
|
|
client->damage_armor += asave;
|
|
client->damage_blood += take;
|
|
client->damage_knockback += knockback;
|
|
VectorCopy (point, client->damage_from);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
T_RadiusDamage
|
|
============
|
|
*/
|
|
void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
|
|
{
|
|
float points;
|
|
edict_t *ent = NULL;
|
|
vec3_t v;
|
|
vec3_t dir;
|
|
|
|
while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
|
|
{
|
|
if (ent == ignore)
|
|
continue;
|
|
if (!ent->takedamage)
|
|
continue;
|
|
|
|
VectorAdd (ent->mins, ent->maxs, v);
|
|
VectorMA (ent->s.origin, 0.5, v, v);
|
|
VectorSubtract (inflictor->s.origin, v, v);
|
|
points = damage - 0.5 * VectorLength (v);
|
|
if (ent == attacker)
|
|
points = points * 0.5;
|
|
if (points > 0)
|
|
{
|
|
if (CanDamage (ent, inflictor))
|
|
{
|
|
VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
|
|
T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// **********************
|
|
// ROGUE
|
|
|
|
/*
|
|
============
|
|
T_RadiusNukeDamage
|
|
|
|
Like T_RadiusDamage, but ignores walls (skips CanDamage check, among others)
|
|
// up to KILLZONE radius, do 10,000 points
|
|
// after that, do damage linearly out to KILLZONE2 radius
|
|
============
|
|
*/
|
|
|
|
void T_RadiusNukeDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
|
|
{
|
|
float points;
|
|
edict_t *ent = NULL;
|
|
vec3_t v;
|
|
vec3_t dir;
|
|
float len;
|
|
float killzone, killzone2;
|
|
trace_t tr;
|
|
float dist;
|
|
|
|
killzone = radius;
|
|
killzone2 = radius*2.0;
|
|
|
|
while ((ent = findradius(ent, inflictor->s.origin, killzone2)) != NULL)
|
|
{
|
|
// ignore nobody
|
|
if (ent == ignore)
|
|
continue;
|
|
if (!ent->takedamage)
|
|
continue;
|
|
if (!ent->inuse)
|
|
continue;
|
|
if (!(ent->client || (ent->svflags & SVF_MONSTER) || (ent->svflags & SVF_DAMAGEABLE)))
|
|
continue;
|
|
|
|
VectorAdd (ent->mins, ent->maxs, v);
|
|
VectorMA (ent->s.origin, 0.5, v, v);
|
|
VectorSubtract (inflictor->s.origin, v, v);
|
|
len = VectorLength(v);
|
|
if (len <= killzone)
|
|
{
|
|
if (ent->client)
|
|
ent->flags |= FL_NOGIB;
|
|
points = 10000;
|
|
}
|
|
else if (len <= killzone2)
|
|
points = (damage/killzone)*(killzone2 - len);
|
|
else
|
|
points = 0;
|
|
// points = damage - 0.005 * len*len;
|
|
// if (ent == attacker)
|
|
// points = points * 0.5;
|
|
// if ((g_showlogic) && (g_showlogic->value))
|
|
// {
|
|
// if (!(strcmp(ent->classname, "player")))
|
|
// gi.dprintf ("dist = %2.2f doing %6.0f damage to %s\n", len, points, inflictor->teammaster->client->pers.netname);
|
|
// else
|
|
// gi.dprintf ("dist = %2.2f doing %6.0f damage to %s\n", len, points, ent->classname);
|
|
// }
|
|
if (points > 0)
|
|
{
|
|
// if (CanDamage (ent, inflictor))
|
|
// {
|
|
if (ent->client)
|
|
ent->client->nuke_framenum = level.framenum + 20;
|
|
VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
|
|
T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
|
|
// }
|
|
}
|
|
}
|
|
ent = g_edicts+1; // skip the worldspawn
|
|
// cycle through players
|
|
while (ent)
|
|
{
|
|
if ((ent->client) && (ent->client->nuke_framenum != level.framenum+20) && (ent->inuse))
|
|
{
|
|
tr = gi.trace (inflictor->s.origin, NULL, NULL, ent->s.origin, inflictor, MASK_SOLID);
|
|
if (tr.fraction == 1.0)
|
|
{
|
|
// if ((g_showlogic) && (g_showlogic->value))
|
|
// gi.dprintf ("Undamaged player in LOS with nuke, flashing!\n");
|
|
ent->client->nuke_framenum = level.framenum + 20;
|
|
}
|
|
else
|
|
{
|
|
dist = realrange (ent, inflictor);
|
|
if (dist < 2048)
|
|
ent->client->nuke_framenum = max(ent->client->nuke_framenum,level.framenum + 15);
|
|
else
|
|
ent->client->nuke_framenum = max(ent->client->nuke_framenum,level.framenum + 10);
|
|
}
|
|
ent++;
|
|
}
|
|
else
|
|
ent = NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
T_RadiusClassDamage
|
|
|
|
Like T_RadiusDamage, but ignores anything with classname=ignoreClass
|
|
============
|
|
*/
|
|
void T_RadiusClassDamage (edict_t *inflictor, edict_t *attacker, float damage, char *ignoreClass, float radius, int mod)
|
|
{
|
|
float points;
|
|
edict_t *ent = NULL;
|
|
vec3_t v;
|
|
vec3_t dir;
|
|
|
|
while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
|
|
{
|
|
if (ent->classname && !strcmp(ent->classname, ignoreClass))
|
|
continue;
|
|
if (!ent->takedamage)
|
|
continue;
|
|
|
|
VectorAdd (ent->mins, ent->maxs, v);
|
|
VectorMA (ent->s.origin, 0.5, v, v);
|
|
VectorSubtract (inflictor->s.origin, v, v);
|
|
points = damage - 0.5 * VectorLength (v);
|
|
if (ent == attacker)
|
|
points = points * 0.5;
|
|
if (points > 0)
|
|
{
|
|
if (CanDamage (ent, inflictor))
|
|
{
|
|
VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
|
|
T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ROGUE
|
|
// ********************
|