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1222 lines
30 KiB
C
1222 lines
30 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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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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ScorePlum
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============
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*/
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void ScorePlum( gentity_t *ent, vec3_t origin, int score ) {
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gentity_t *plum;
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plum = G_TempEntity( origin, EV_SCOREPLUM );
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// only send this temp entity to a single client
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plum->r.svFlags |= SVF_SINGLECLIENT;
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plum->r.singleClient = ent->s.number;
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//
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plum->s.otherEntityNum = ent->s.number;
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plum->s.time = score;
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}
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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, vec3_t origin, 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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// show score plum
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ScorePlum(ent, origin, score);
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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 gauntlet or machinegun
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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_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
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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_MACHINEGUN && weapon != WP_GRAPPLING_HOOK &&
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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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#ifdef MISSIONPACK
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/*
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=================
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TossClientCubes
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=================
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*/
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extern gentity_t *neutralObelisk;
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void TossClientCubes( gentity_t *self ) {
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gitem_t *item;
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gentity_t *drop;
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vec3_t velocity;
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vec3_t angles;
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vec3_t origin;
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self->client->ps.generic1 = 0;
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// this should never happen but we should never
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// get the server to crash due to skull being spawned in
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if (!G_EntitiesFree()) {
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return;
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}
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if( self->client->sess.sessionTeam == TEAM_RED ) {
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item = BG_FindItem( "Red Cube" );
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}
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else {
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item = BG_FindItem( "Blue Cube" );
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}
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angles[YAW] = (float)(level.time % 360);
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angles[PITCH] = 0; // always forward
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angles[ROLL] = 0;
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AngleVectors( angles, velocity, NULL, NULL );
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VectorScale( velocity, 150, velocity );
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velocity[2] += 200 + crandom() * 50;
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if( neutralObelisk ) {
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VectorCopy( neutralObelisk->s.pos.trBase, origin );
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origin[2] += 44;
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} else {
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VectorClear( origin ) ;
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}
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drop = LaunchItem( item, origin, velocity );
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drop->nextthink = level.time + g_cubeTimeout.integer * 1000;
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drop->think = G_FreeEntity;
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drop->spawnflags = self->client->sess.sessionTeam;
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}
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/*
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=================
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TossClientPersistantPowerups
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=================
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*/
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void TossClientPersistantPowerups( gentity_t *ent ) {
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gentity_t *powerup;
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if( !ent->client ) {
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return;
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}
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if( !ent->client->persistantPowerup ) {
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return;
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}
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powerup = ent->client->persistantPowerup;
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powerup->r.svFlags &= ~SVF_NOCLIENT;
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powerup->s.eFlags &= ~EF_NODRAW;
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powerup->r.contents = CONTENTS_TRIGGER;
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trap_LinkEntity( powerup );
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ent->client->ps.stats[STAT_PERSISTANT_POWERUP] = 0;
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ent->client->persistantPowerup = NULL;
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}
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#endif
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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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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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}
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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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void GibEntity( gentity_t *self, int killer ) {
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gentity_t *ent;
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int i;
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//if this entity still has kamikaze
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if (self->s.eFlags & EF_KAMIKAZE) {
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// check if there is a kamikaze timer around for this owner
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for (i = 0; i < level.num_entities; i++) {
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ent = &g_entities[i];
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if (!ent->inuse)
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continue;
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if (ent->activator != self)
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continue;
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if (strcmp(ent->classname, "kamikaze timer"))
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continue;
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G_FreeEntity(ent);
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break;
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}
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}
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G_AddEvent( self, EV_GIB_PLAYER, 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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if ( !g_blood.integer ) {
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self->health = GIB_HEALTH+1;
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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[] = {
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"MOD_UNKNOWN",
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"MOD_SHOTGUN",
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"MOD_GAUNTLET",
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"MOD_MACHINEGUN",
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"MOD_GRENADE",
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"MOD_GRENADE_SPLASH",
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"MOD_ROCKET",
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"MOD_ROCKET_SPLASH",
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"MOD_PLASMA",
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"MOD_PLASMA_SPLASH",
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"MOD_RAILGUN",
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"MOD_LIGHTNING",
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"MOD_BFG",
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"MOD_BFG_SPLASH",
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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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#ifdef MISSIONPACK
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"MOD_NAIL",
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"MOD_CHAINGUN",
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"MOD_PROXIMITY_MINE",
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"MOD_KAMIKAZE",
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"MOD_JUICED",
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#endif
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"MOD_GRAPPLE"
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};
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#ifdef MISSIONPACK
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/*
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==================
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Kamikaze_DeathActivate
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==================
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*/
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void Kamikaze_DeathActivate( gentity_t *ent ) {
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G_StartKamikaze(ent);
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G_FreeEntity(ent);
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}
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/*
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==================
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Kamikaze_DeathTimer
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==================
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*/
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void Kamikaze_DeathTimer( gentity_t *self ) {
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gentity_t *ent;
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ent = G_Spawn();
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ent->classname = "kamikaze timer";
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VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
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ent->r.svFlags |= SVF_NOCLIENT;
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ent->think = Kamikaze_DeathActivate;
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ent->nextthink = level.time + 5 * 1000;
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ent->activator = self;
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}
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#endif
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/*
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==================
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CheckAlmostCapture
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==================
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*/
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void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) {
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gentity_t *ent;
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vec3_t dir;
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char *classname;
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// if this player was carrying a flag
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if ( self->client->ps.powerups[PW_REDFLAG] ||
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self->client->ps.powerups[PW_BLUEFLAG] ||
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self->client->ps.powerups[PW_NEUTRALFLAG] ) {
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// get the goal flag this player should have been going for
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if ( g_gametype.integer == GT_CTF ) {
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if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
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classname = "team_CTF_blueflag";
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}
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else {
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classname = "team_CTF_redflag";
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}
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}
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else {
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if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
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classname = "team_CTF_redflag";
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}
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else {
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classname = "team_CTF_blueflag";
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}
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}
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ent = NULL;
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do
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{
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ent = G_Find(ent, FOFS(classname), classname);
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} while (ent && (ent->flags & FL_DROPPED_ITEM));
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// if we found the destination flag and it's not picked up
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if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) {
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// if the player was *very* close
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VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
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if ( VectorLength(dir) < 200 ) {
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self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
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if ( attacker->client ) {
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attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
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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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==================
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CheckAlmostScored
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==================
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*/
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void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) {
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gentity_t *ent;
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vec3_t dir;
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char *classname;
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// if the player was carrying cubes
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if ( self->client->ps.generic1 ) {
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if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
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classname = "team_redobelisk";
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}
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else {
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classname = "team_blueobelisk";
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}
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ent = G_Find(NULL, FOFS(classname), classname);
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// if we found the destination obelisk
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if ( ent ) {
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// if the player was *very* close
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VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
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if ( VectorLength(dir) < 200 ) {
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self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
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if ( attacker->client ) {
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attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
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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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==================
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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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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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// check for an almost capture
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CheckAlmostCapture( self, attacker );
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// check for a player that almost brought in cubes
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CheckAlmostScored( self, attacker );
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if (self->client && self->client->hook) {
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Weapon_HookFree(self->client->hook);
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}
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#ifdef MISSIONPACK
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if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
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self->client->ps.eFlags &= ~EF_TICKING;
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self->activator->think = G_FreeEntity;
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self->activator->nextthink = level.time;
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}
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#endif
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self->client->ps.pm_type = PM_DEAD;
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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 >= ARRAY_LEN( modNames ) ) {
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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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// 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 (attacker && attacker->client) {
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attacker->client->lastkilled_client = self->s.number;
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if ( attacker == self || OnSameTeam (self, attacker ) ) {
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AddScore( attacker, self->r.currentOrigin, -1 );
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} else {
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AddScore( attacker, self->r.currentOrigin, 1 );
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if( meansOfDeath == MOD_GAUNTLET ) {
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// play humiliation on player
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attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
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attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
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// also play humiliation on target
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self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
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}
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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 ) {
|
|
// play excellent on player
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|
attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
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// 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;
|
|
}
|
|
}
|
|
|
|
TossClientItems( self );
|
|
#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
|
|
contents = trap_PointContents( self->r.currentOrigin, -1 );
|
|
|
|
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
|
|
/*
|
|
============
|
|
G_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 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
|
|
&& 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 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;
|
|
vec3_t offsetmins = {-15, -15, -15};
|
|
vec3_t offsetmaxs = {15, 15, 15};
|
|
|
|
// 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
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmaxs[0];
|
|
dest[1] += offsetmaxs[1];
|
|
dest[2] += offsetmaxs[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmaxs[0];
|
|
dest[1] += offsetmins[1];
|
|
dest[2] += offsetmaxs[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmins[0];
|
|
dest[1] += offsetmaxs[1];
|
|
dest[2] += offsetmaxs[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmins[0];
|
|
dest[1] += offsetmins[1];
|
|
dest[2] += offsetmaxs[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmaxs[0];
|
|
dest[1] += offsetmaxs[1];
|
|
dest[2] += offsetmins[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmaxs[0];
|
|
dest[1] += offsetmins[1];
|
|
dest[2] += offsetmins[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmins[0];
|
|
dest[1] += offsetmaxs[1];
|
|
dest[2] += offsetmins[2];
|
|
trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
|
|
|
|
if (tr.fraction == 1.0)
|
|
return qtrue;
|
|
|
|
VectorCopy(midpoint, dest);
|
|
dest[0] += offsetmins[0];
|
|
dest[1] += offsetmins[2];
|
|
dest[2] += offsetmins[2];
|
|
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;
|
|
}
|