ioef/code/game/g_combat.c

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2005-08-26 17:39:27 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
2005-08-26 17:39:27 +00:00
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// g_combat.c
#include "g_local.h"
/*
============
ScorePlum
============
*/
void ScorePlum( gentity_t *ent, vec3_t origin, int score ) {
gentity_t *plum;
plum = G_TempEntity( origin, EV_SCOREPLUM );
// only send this temp entity to a single client
plum->r.svFlags |= SVF_SINGLECLIENT;
plum->r.singleClient = ent->s.number;
//
plum->s.otherEntityNum = ent->s.number;
plum->s.time = score;
}
/*
============
AddScore
Adds score to both the client and his team
============
*/
void AddScore( gentity_t *ent, vec3_t origin, int score ) {
if ( !ent->client ) {
return;
}
// no scoring during pre-match warmup
if ( level.warmupTime ) {
return;
}
// show score plum
ScorePlum(ent, origin, score);
//
ent->client->ps.persistant[PERS_SCORE] += score;
if ( g_gametype.integer == GT_TEAM )
level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
CalculateRanks();
}
/*
=================
TossClientItems
Toss the weapon and powerups for the killed player
=================
*/
void TossClientItems( gentity_t *self ) {
gitem_t *item;
int weapon;
float angle;
int i;
gentity_t *drop;
// drop the weapon if not a gauntlet or machinegun
weapon = self->s.weapon;
// make a special check to see if they are changing to a new
// weapon that isn't the mg or gauntlet. Without this, a client
// can pick up a weapon, be killed, and not drop the weapon because
// their weapon change hasn't completed yet and they are still holding the MG.
if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
weapon = self->client->pers.cmd.weapon;
}
if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
weapon = WP_NONE;
}
}
if ( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK &&
self->client->ps.ammo[ weapon ] ) {
// find the item type for this weapon
item = BG_FindItemForWeapon( weapon );
// spawn the item
Drop_Item( self, item, 0 );
}
// drop all the powerups if not in teamplay
if ( g_gametype.integer != GT_TEAM ) {
angle = 45;
for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) {
if ( self->client->ps.powerups[ i ] > level.time ) {
item = BG_FindItemForPowerup( i );
if ( !item ) {
continue;
}
drop = Drop_Item( self, item, angle );
// decide how many seconds it has left
drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000;
if ( drop->count < 1 ) {
drop->count = 1;
}
angle += 45;
}
}
}
}
#ifdef MISSIONPACK
/*
=================
TossClientCubes
=================
*/
extern gentity_t *neutralObelisk;
void TossClientCubes( gentity_t *self ) {
gitem_t *item;
gentity_t *drop;
vec3_t velocity;
vec3_t angles;
vec3_t origin;
self->client->ps.generic1 = 0;
// this should never happen but we should never
// get the server to crash due to skull being spawned in
if (!G_EntitiesFree()) {
return;
}
if( self->client->sess.sessionTeam == TEAM_RED ) {
item = BG_FindItem( "Red Cube" );
}
else {
item = BG_FindItem( "Blue Cube" );
}
angles[YAW] = (float)(level.time % 360);
angles[PITCH] = 0; // always forward
angles[ROLL] = 0;
AngleVectors( angles, velocity, NULL, NULL );
VectorScale( velocity, 150, velocity );
velocity[2] += 200 + crandom() * 50;
if( neutralObelisk ) {
VectorCopy( neutralObelisk->s.pos.trBase, origin );
origin[2] += 44;
} else {
VectorClear( origin ) ;
}
drop = LaunchItem( item, origin, velocity );
drop->nextthink = level.time + g_cubeTimeout.integer * 1000;
drop->think = G_FreeEntity;
drop->spawnflags = self->client->sess.sessionTeam;
}
/*
=================
TossClientPersistantPowerups
=================
*/
void TossClientPersistantPowerups( gentity_t *ent ) {
gentity_t *powerup;
if( !ent->client ) {
return;
}
if( !ent->client->persistantPowerup ) {
return;
}
powerup = ent->client->persistantPowerup;
powerup->r.svFlags &= ~SVF_NOCLIENT;
powerup->s.eFlags &= ~EF_NODRAW;
powerup->r.contents = CONTENTS_TRIGGER;
trap_LinkEntity( powerup );
ent->client->ps.stats[STAT_PERSISTANT_POWERUP] = 0;
ent->client->persistantPowerup = NULL;
}
#endif
/*
==================
LookAtKiller
==================
*/
void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
vec3_t dir;
vec3_t angles;
if ( attacker && attacker != self ) {
VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
} else if ( inflictor && inflictor != self ) {
VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
} else {
self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
return;
}
self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
angles[YAW] = vectoyaw ( dir );
angles[PITCH] = 0;
angles[ROLL] = 0;
}
/*
==================
GibEntity
==================
*/
void GibEntity( gentity_t *self, int killer ) {
gentity_t *ent;
int i;
//if this entity still has kamikaze
if (self->s.eFlags & EF_KAMIKAZE) {
// check if there is a kamikaze timer around for this owner
for (i = 0; i < MAX_GENTITIES; i++) {
ent = &g_entities[i];
if (!ent->inuse)
continue;
if (ent->activator != self)
continue;
if (strcmp(ent->classname, "kamikaze timer"))
continue;
G_FreeEntity(ent);
break;
}
}
G_AddEvent( self, EV_GIB_PLAYER, killer );
self->takedamage = qfalse;
self->s.eType = ET_INVISIBLE;
self->r.contents = 0;
}
/*
==================
body_die
==================
*/
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
if ( self->health > GIB_HEALTH ) {
return;
}
if ( !g_blood.integer ) {
self->health = GIB_HEALTH+1;
return;
}
GibEntity( self, 0 );
}
// these are just for logging, the client prints its own messages
char *modNames[] = {
"MOD_UNKNOWN",
"MOD_SHOTGUN",
"MOD_GAUNTLET",
"MOD_MACHINEGUN",
"MOD_GRENADE",
"MOD_GRENADE_SPLASH",
"MOD_ROCKET",
"MOD_ROCKET_SPLASH",
"MOD_PLASMA",
"MOD_PLASMA_SPLASH",
"MOD_RAILGUN",
"MOD_LIGHTNING",
"MOD_BFG",
"MOD_BFG_SPLASH",
"MOD_WATER",
"MOD_SLIME",
"MOD_LAVA",
"MOD_CRUSH",
"MOD_TELEFRAG",
"MOD_FALLING",
"MOD_SUICIDE",
"MOD_TARGET_LASER",
"MOD_TRIGGER_HURT",
#ifdef MISSIONPACK
"MOD_NAIL",
"MOD_CHAINGUN",
"MOD_PROXIMITY_MINE",
"MOD_KAMIKAZE",
"MOD_JUICED",
#endif
"MOD_GRAPPLE"
};
#ifdef MISSIONPACK
/*
==================
Kamikaze_DeathActivate
==================
*/
void Kamikaze_DeathActivate( gentity_t *ent ) {
G_StartKamikaze(ent);
G_FreeEntity(ent);
}
/*
==================
Kamikaze_DeathTimer
==================
*/
void Kamikaze_DeathTimer( gentity_t *self ) {
gentity_t *ent;
ent = G_Spawn();
ent->classname = "kamikaze timer";
VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
ent->r.svFlags |= SVF_NOCLIENT;
ent->think = Kamikaze_DeathActivate;
ent->nextthink = level.time + 5 * 1000;
ent->activator = self;
}
#endif
/*
==================
CheckAlmostCapture
==================
*/
void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) {
gentity_t *ent;
vec3_t dir;
char *classname;
// if this player was carrying a flag
if ( self->client->ps.powerups[PW_REDFLAG] ||
self->client->ps.powerups[PW_BLUEFLAG] ||
self->client->ps.powerups[PW_NEUTRALFLAG] ) {
// get the goal flag this player should have been going for
if ( g_gametype.integer == GT_CTF ) {
if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
classname = "team_CTF_blueflag";
}
else {
classname = "team_CTF_redflag";
}
}
else {
if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
classname = "team_CTF_redflag";
}
else {
classname = "team_CTF_blueflag";
}
}
ent = NULL;
do
{
ent = G_Find(ent, FOFS(classname), classname);
} while (ent && (ent->flags & FL_DROPPED_ITEM));
// if we found the destination flag and it's not picked up
if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) {
// if the player was *very* close
VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
if ( VectorLength(dir) < 200 ) {
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
if ( attacker->client ) {
attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
}
}
}
}
}
/*
==================
CheckAlmostScored
==================
*/
void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) {
gentity_t *ent;
vec3_t dir;
char *classname;
// if the player was carrying cubes
if ( self->client->ps.generic1 ) {
if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
classname = "team_redobelisk";
}
else {
classname = "team_blueobelisk";
}
ent = G_Find(NULL, FOFS(classname), classname);
// if we found the destination obelisk
if ( ent ) {
// if the player was *very* close
VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
if ( VectorLength(dir) < 200 ) {
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
if ( attacker->client ) {
attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
}
}
}
}
}
/*
==================
player_die
==================
*/
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
gentity_t *ent;
int anim;
int contents;
int killer;
int i;
char *killerName, *obit;
if ( self->client->ps.pm_type == PM_DEAD ) {
return;
}
if ( level.intermissiontime ) {
return;
}
// check for an almost capture
CheckAlmostCapture( self, attacker );
// check for a player that almost brought in cubes
CheckAlmostScored( self, attacker );
if (self->client && self->client->hook) {
Weapon_HookFree(self->client->hook);
}
#ifdef MISSIONPACK
if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
self->client->ps.eFlags &= ~EF_TICKING;
self->activator->think = G_FreeEntity;
self->activator->nextthink = level.time;
}
#endif
self->client->ps.pm_type = PM_DEAD;
if ( attacker ) {
killer = attacker->s.number;
if ( attacker->client ) {
killerName = attacker->client->pers.netname;
} else {
killerName = "<non-client>";
}
} else {
killer = ENTITYNUM_WORLD;
killerName = "<world>";
}
if ( killer < 0 || killer >= MAX_CLIENTS ) {
killer = ENTITYNUM_WORLD;
killerName = "<world>";
}
if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
obit = "<bad obituary>";
} else {
obit = modNames[meansOfDeath];
2005-08-26 17:39:27 +00:00
}
G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
killer, self->s.number, meansOfDeath, killerName,
self->client->pers.netname, obit );
// broadcast the death event to everyone
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
ent->s.eventParm = meansOfDeath;
ent->s.otherEntityNum = self->s.number;
ent->s.otherEntityNum2 = killer;
ent->r.svFlags = SVF_BROADCAST; // send to everyone
self->enemy = attacker;
self->client->ps.persistant[PERS_KILLED]++;
if (attacker && attacker->client) {
attacker->client->lastkilled_client = self->s.number;
if ( attacker == self || OnSameTeam (self, attacker ) ) {
AddScore( attacker, self->r.currentOrigin, -1 );
} else {
AddScore( attacker, self->r.currentOrigin, 1 );
if( meansOfDeath == MOD_GAUNTLET ) {
// play humiliation on player
attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
// add the sprite over the player's head
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
// also play humiliation on target
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
}
// check for two kills in a short amount of time
// if this is close enough to the last kill, give a reward sound
if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
// play excellent on player
attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
// add the sprite over the player's head
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
}
attacker->client->lastKillTime = level.time;
}
} else {
AddScore( self, self->r.currentOrigin, -1 );
}
// Add team bonuses
Team_FragBonuses(self, inflictor, attacker);
// if I committed suicide, the flag does not fall, it returns.
if (meansOfDeath == MOD_SUICIDE) {
if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
Team_ReturnFlag( TEAM_FREE );
self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
}
else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
Team_ReturnFlag( TEAM_RED );
self->client->ps.powerups[PW_REDFLAG] = 0;
}
else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
Team_ReturnFlag( TEAM_BLUE );
self->client->ps.powerups[PW_BLUEFLAG] = 0;
}
}
// if client is in a nodrop area, don't drop anything (but return CTF flags!)
contents = trap_PointContents( self->r.currentOrigin, -1 );
if ( !( contents & CONTENTS_NODROP )) {
TossClientItems( self );
}
else {
if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
Team_ReturnFlag( TEAM_FREE );
}
else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
Team_ReturnFlag( TEAM_RED );
}
else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
Team_ReturnFlag( TEAM_BLUE );
}
}
#ifdef MISSIONPACK
TossClientPersistantPowerups( self );
if( g_gametype.integer == GT_HARVESTER ) {
TossClientCubes( self );
}
#endif
Cmd_Score_f( self ); // show scores
// send updated scores to any clients that are following this one,
// or they would get stale scoreboards
for ( i = 0 ; i < level.maxclients ; i++ ) {
gclient_t *client;
client = &level.clients[i];
if ( client->pers.connected != CON_CONNECTED ) {
continue;
}
if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
continue;
}
if ( client->sess.spectatorClient == self->s.number ) {
Cmd_Score_f( g_entities + i );
}
}
self->takedamage = qtrue; // can still be gibbed
self->s.weapon = WP_NONE;
self->s.powerups = 0;
self->r.contents = CONTENTS_CORPSE;
self->s.angles[0] = 0;
self->s.angles[2] = 0;
LookAtKiller (self, inflictor, attacker);
VectorCopy( self->s.angles, self->client->ps.viewangles );
self->s.loopSound = 0;
self->r.maxs[2] = -8;
// don't allow respawn until the death anim is done
// g_forcerespawn may force spawning at some later time
self->client->respawnTime = level.time + 1700;
// remove powerups
memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
// never gib in a nodrop
if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
// gib death
GibEntity( self, killer );
} else {
// normal death
static int i;
switch ( i ) {
case 0:
anim = BOTH_DEATH1;
break;
case 1:
anim = BOTH_DEATH2;
break;
case 2:
default:
anim = BOTH_DEATH3;
break;
}
// for the no-blood option, we need to prevent the health
// from going to gib level
if ( self->health <= GIB_HEALTH ) {
self->health = GIB_HEALTH+1;
}
self->client->ps.legsAnim =
( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
self->client->ps.torsoAnim =
( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
G_AddEvent( self, EV_DEATH1 + i, killer );
// the body can still be gibbed
self->die = body_die;
// globally cycle through the different death animations
i = ( i + 1 ) % 3;
#ifdef MISSIONPACK
if (self->s.eFlags & EF_KAMIKAZE) {
Kamikaze_DeathTimer( self );
}
#endif
}
trap_LinkEntity (self);
}
/*
================
CheckArmor
================
*/
int CheckArmor (gentity_t *ent, int damage, int dflags)
{
gclient_t *client;
int save;
int count;
if (!damage)
return 0;
client = ent->client;
if (!client)
return 0;
if (dflags & DAMAGE_NO_ARMOR)
return 0;
// armor
count = client->ps.stats[STAT_ARMOR];
save = ceil( damage * ARMOR_PROTECTION );
if (save >= count)
save = count;
if (!save)
return 0;
client->ps.stats[STAT_ARMOR] -= save;
return save;
}
/*
================
RaySphereIntersections
================
*/
int RaySphereIntersections( vec3_t origin, float radius, vec3_t point, vec3_t dir, vec3_t intersections[2] ) {
float b, c, d, t;
// | origin - (point + t * dir) | = radius
// a = dir[0]^2 + dir[1]^2 + dir[2]^2;
// b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
// c = (point[0] - origin[0])^2 + (point[1] - origin[1])^2 + (point[2] - origin[2])^2 - radius^2;
// normalize dir so a = 1
VectorNormalize(dir);
b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
c = (point[0] - origin[0]) * (point[0] - origin[0]) +
(point[1] - origin[1]) * (point[1] - origin[1]) +
(point[2] - origin[2]) * (point[2] - origin[2]) -
radius * radius;
d = b * b - 4 * c;
if (d > 0) {
t = (- b + sqrt(d)) / 2;
VectorMA(point, t, dir, intersections[0]);
t = (- b - sqrt(d)) / 2;
VectorMA(point, t, dir, intersections[1]);
return 2;
}
else if (d == 0) {
t = (- b ) / 2;
VectorMA(point, t, dir, intersections[0]);
return 1;
}
return 0;
}
#ifdef MISSIONPACK
/*
================
G_InvulnerabilityEffect
================
*/
int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir ) {
gentity_t *impact;
vec3_t intersections[2], vec;
int n;
if ( !targ->client ) {
return qfalse;
}
VectorCopy(dir, vec);
VectorInverse(vec);
// sphere model radius = 42 units
n = RaySphereIntersections( targ->client->ps.origin, 42, point, vec, intersections);
if (n > 0) {
impact = G_TempEntity( targ->client->ps.origin, EV_INVUL_IMPACT );
VectorSubtract(intersections[0], targ->client->ps.origin, vec);
vectoangles(vec, impact->s.angles);
impact->s.angles[0] += 90;
if (impact->s.angles[0] > 360)
impact->s.angles[0] -= 360;
if ( impactpoint ) {
VectorCopy( intersections[0], impactpoint );
}
if ( bouncedir ) {
VectorCopy( vec, bouncedir );
VectorNormalize( bouncedir );
}
return qtrue;
}
else {
return qfalse;
}
}
#endif
/*
============
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;
int max;
#ifdef MISSIONPACK
vec3_t bouncedir, impactpoint;
#endif
if (!targ->takedamage) {
return;
}
// the intermission has allready been qualified for, so don't
// allow any extra scoring
if ( level.intermissionQueued ) {
return;
}
#ifdef MISSIONPACK
if ( targ->client && mod != MOD_JUICED) {
if ( targ->client->invulnerabilityTime > level.time) {
if ( dir && point ) {
G_InvulnerabilityEffect( targ, dir, point, impactpoint, bouncedir );
}
return;
}
}
#endif
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;
}
#ifdef MISSIONPACK
if( g_gametype.integer == GT_OBELISK && CheckObeliskAttack( targ, attacker ) ) {
return;
}
#endif
// reduce damage by the attacker's handicap value
// unless they are rocket jumping
if ( attacker->client && attacker != targ ) {
max = attacker->client->ps.stats[STAT_MAX_HEALTH];
#ifdef MISSIONPACK
if( bg_itemlist[attacker->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
max /= 2;
}
#endif
damage = damage * max / 100;
}
client = targ->client;
if ( client ) {
if ( client->noclip ) {
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;
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
#ifdef MISSIONPACK
if ( mod != MOD_JUICED && targ != attacker && !(dflags & DAMAGE_NO_TEAM_PROTECTION) && OnSameTeam (targ, attacker) ) {
#else
if ( targ != attacker && OnSameTeam (targ, attacker) ) {
#endif
if ( !g_friendlyFire.integer ) {
return;
}
}
#ifdef MISSIONPACK
if (mod == MOD_PROXIMITY_MINE) {
if (inflictor && inflictor->parent && OnSameTeam(targ, inflictor->parent)) {
return;
}
if (targ == attacker) {
return;
}
}
#endif
// check for godmode
if ( targ->flags & FL_GODMODE ) {
return;
}
}
// battlesuit protects from all radius damage (but takes knockback)
// and protects 50% against all damage
if ( client && client->ps.powerups[PW_BATTLESUIT] ) {
G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
if ( ( dflags & DAMAGE_RADIUS ) || ( mod == MOD_FALLING ) ) {
return;
}
damage *= 0.5;
}
// add to the attacker's hit counter (if the target isn't a general entity like a prox mine)
if ( attacker->client && client
&& targ != attacker && targ->health > 0
2005-08-26 17:39:27 +00:00
&& targ->s.eType != ET_MISSILE
&& targ->s.eType != ET_GENERAL) {
if ( OnSameTeam( targ, attacker ) ) {
attacker->client->ps.persistant[PERS_HITS]--;
} else {
attacker->client->ps.persistant[PERS_HITS]++;
}
attacker->client->ps.persistant[PERS_ATTACKEE_ARMOR] = (targ->health<<8)|(client->ps.stats[STAT_ARMOR]);
}
// 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
#ifdef MISSIONPACK
if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF ) {
#else
if( g_gametype.integer == GT_CTF) {
#endif
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;
}
// do the damage
if (take) {
targ->health = targ->health - take;
if ( targ->client ) {
targ->client->ps.stats[STAT_HEALTH] = targ->health;
}
if ( targ->health <= 0 ) {
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);
}
}
}
/*
============
CanDamage
Returns qtrue if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
qboolean CanDamage (gentity_t *targ, vec3_t origin) {
vec3_t dest;
trace_t tr;
vec3_t midpoint;
// use the midpoint of the bounds instead of the origin, because
// bmodels may have their origin is 0,0,0
VectorAdd (targ->r.absmin, targ->r.absmax, midpoint);
VectorScale (midpoint, 0.5, midpoint);
VectorCopy (midpoint, dest);
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0 || tr.entityNum == targ->s.number)
return qtrue;
// this should probably check in the plane of projection,
// rather than in world coordinate, and also include Z
VectorCopy (midpoint, dest);
dest[0] += 15.0;
dest[1] += 15.0;
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0)
return qtrue;
VectorCopy (midpoint, dest);
dest[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 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) ) {
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, DAMAGE_RADIUS, mod);
}
}
return hitClient;
}