// Copyright (C) 1999-2000 Id Software, Inc. // // g_combat.c #include "g_local.h" extern int actionHeroClientNum; extern int borgQueenClientNum; extern int numKilled; extern void G_RandomActionHero( int ignoreClientNum ); extern void SetClass( gentity_t *ent, char *s, char *teamName ); /* ============ AddScore Adds score to both the client and his team ============ */ void AddScore( gentity_t *ent, int score ) { if ( !ent ) { return; } if ( !ent->client ) { return; } // no scoring during pre-match warmup if ( level.warmupTime ) { return; } ent->client->ps.persistant[PERS_SCORE] += score; //don't add score to team score during elimination if (g_gametype.integer == GT_TEAM && g_pModElimination.integer == 0 ) {//this isn't capture score level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score; } CalculateRanks( qfalse ); } /* ============ SetScore ============ */ cm if ( !ent ) { return; } if ( !ent->client ) { return; } // no scoring during pre-match warmup if ( level.warmupTime ) { return; } ent->client->ps.persistant[PERS_SCORE] = score; CalculateRanks( qfalse ); } /* ================= 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; if (self->flags & FL_CLOAK) { // remove the invisible powerup if the player is cloaked. self->client->ps.powerups[PW_INVIS] = level.time; } if (self->flags & FL_FLY) { // remove the flying powerup if the player is flying. self->client->ps.powerups[PW_FLIGHT] = level.time; } if ( efa_rpg.integer == 0 && g_pModActionHero.integer == 0 && g_pModDisintegration.integer == 0 && g_pModSpecialties.integer == 0 && self->client->sess.sessionClass != PC_BORG ) {//not in playerclass game mode and not in disintegration mode (okay to drop weap) // drop the weapon if not a phaser 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_BORG_WEAPON || weapon == WP_BORG_ASSIMILATOR || weapon == WP_PHASER || weapon == WP_DREADNOUGHT || weapon == WP_ENGTOOL || weapon == WP_TR116 || weapon == WP_PADD || weapon == WP_TRICORDER || weapon == WP_VOYAGER_HYPO ) { 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_BORG_ASSIMILATOR && weapon > WP_BORG_WEAPON && weapon > WP_PHASER && weapon != WP_DREADNOUGHT && weapon != WP_ENGTOOL && weapon != WP_TR116 && weapon != WP_PADD && weapon != WP_TRICORDER && weapon != WP_VOYAGER_HYPO && 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; } if ( g_pModSpecialties.integer != 0 || self->client->sess.sessionClass == PC_BORG ) {//in playerclass game mode if ( item->giType != IT_TEAM ) {//only drop the flag 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; } } } } /* ================== 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 ================== */ static void GibEntity( gentity_t *self, int killer ) { // Start Disintegration G_AddEvent( self, EV_EXPLODESHELL, 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; } GibEntity( self, 0 ); } // these are just for logging, the client prints its own messages char *modNames[MOD_MAX] = { "MOD_UNKNOWN", "MOD_WATER", "MOD_SLIME", "MOD_LAVA", "MOD_CRUSH", "MOD_TELEFRAG", "MOD_FALLING", "MOD_SUICIDE", "MOD_TARGET_LASER", "MOD_TRIGGER_HURT", // Trek weapons "MOD_PHASER", "MOD_PHASER_ALT", "MOD_CRIFLE", "MOD_CRIFLE_SPLASH", "MOD_CRIFLE_ALT", "MOD_CRIFLE_ALT_SPLASH", "MOD_IMOD", "MOD_IMOD_ALT", "MOD_SCAVENGER", "MOD_SCAVENGER_ALT", "MOD_SCAVENGER_ALT_SPLASH", "MOD_STASIS", "MOD_STASIS_ALT", "MOD_GRENADE", "MOD_GRENADE_ALT", "MOD_GRENADE_SPLASH", "MOD_GRENADE_ALT_SPLASH", "MOD_TETRYON", "MOD_TETRYON_ALT", "MOD_DREADNOUGHT", "MOD_DREADNOUGHT_ALT", "MOD_QUANTUM", "MOD_QUANTUM_SPLASH", "MOD_QUANTUM_ALT", "MOD_QUANTUM_ALT_SPLASH", "MOD_DETPACK", "MOD_SEEKER" //expansion pack "MOD_KNOCKOUT", "MOD_ASSIMILATE", "MOD_BORG", "MOD_BORG_ALT", "MOD_RESPAWN", "MOD_EXPLOSION", };//must be kept up to date with bg_public, meansOfDeath_t extern void DetonateDetpack(gentity_t *ent); /* ================== 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; gentity_t *detpack = NULL; char *classname = NULL; int BottomlessPitDeath; static int deathNum; if ( self->client->ps.pm_type == PM_DEAD ) { return; } if ( level.intermissiontime ) { return; } self->client->ps.pm_type = PM_DEAD; //need to copy health here because pm_type was getting reset to PM_NORMAL if ClientThink_real was called before the STAT_HEALTH was updated self->client->ps.stats[STAT_HEALTH] = self->health; // check if we are in a NODROP Zone and died from a TRIGGER HURT // if so, we assume that this resulted from a fall to a "bottomless pit" and // treat it differently... // // Any problems with other places in the code? // BottomlessPitDeath = 0; // initialize contents = trap_PointContents( self->r.currentOrigin, -1 ); if ( ( contents & CONTENTS_NODROP ) && (meansOfDeath == MOD_TRIGGER_HURT) ) { BottomlessPitDeath = 1; // G_AddEvent( EV_FALL_FAR ); // G_AddEvent( self, EV_FALL_FAR, 0 ); // self->s.eFlags |= EF_NODRAW; } // if this dead guy had already dropped the first stage of a transporter, remove that transporter /* classname = BG_FindClassnameForHoldable(HI_TRANSPORTER); if (classname) { gentity_t *trans = NULL; while ((trans = G_Find (trans, FOFS(classname), classname)) != NULL) { if (trans->parent == self) { G_FreeEntity(trans); } } } */ // similarly, if El Corpso here has already dropped a detpack, blow it up classname = BG_FindClassnameForHoldable(HI_DETPACK); if (classname) { while ((detpack = G_Find (detpack, FOFS(classname), classname)) != NULL) { if (detpack->parent == self) { detpack->think = DetonateDetpack; // Detonate next think. detpack->nextthink = level.time; } } } if ( attacker ) { killer = attacker->s.number; if ( attacker->client ) { killerName = attacker->client->pers.netname; } else { killerName = ""; } } else { killer = ENTITYNUM_WORLD; killerName = ""; } if ( killer < 0 || killer >= MAX_CLIENTS ) { killer = ENTITYNUM_WORLD; killerName = ""; } if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) { obit = ""; } else { obit = modNames[ meansOfDeath ]; } G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n", killer, self->s.number, meansOfDeath, killerName, self->client->pers.netname, obit ); G_LogWeaponKill(killer, meansOfDeath); G_LogWeaponDeath(self->s.number, self->s.weapon); if (attacker && attacker->client && attacker->inuse) { G_LogWeaponFrag(killer, self->s.number); } if ( meansOfDeath != MOD_RESPAWN ) { // 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 (self == attacker) { self->client->pers.teamState.suicides++; } if (attacker && attacker->client) { if ( attacker == self || OnSameTeam (self, attacker ) ) { if ( meansOfDeath != MOD_RESPAWN ) {//just changing class if ( self->s.number == borgQueenClientNum ) { numKilled++; AddScore( attacker, -500 ); } else { AddScore( attacker, -1 ); } } } else { attacker->client->pers.teamState.frags++; if ( self->s.number == borgQueenClientNum && attacker ) { numKilled++; if ( attacker->client ) {//killed by opponent AddScore( attacker, 500 );//500 bonus } } else if ( self->s.number == actionHeroClientNum && attacker ) { if ( attacker->client ) {//killed by opponent AddScore( attacker, 5 );//5 bonus } } else { AddScore( attacker, 1 ); } // 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 ) { attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT; attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++; // add the sprite over the player's head attacker->client->ps.eFlags &= ~EF_AWARD_MASK; attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; } // Check to see if the player is on a streak. attacker->client->streakCount++; // Only send awards on exact streak counts. switch(attacker->client->streakCount) { case STREAK_ACE: attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; // add the sprite over the player's head attacker->client->ps.eFlags &= ~EF_AWARD_MASK; attacker->client->ps.eFlags |= EF_AWARD_ACE; attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; break; case STREAK_EXPERT: attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; // add the sprite over the player's head attacker->client->ps.eFlags &= ~EF_AWARD_MASK; attacker->client->ps.eFlags |= EF_AWARD_EXPERT; attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; break; case STREAK_MASTER: attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; // add the sprite over the player's head attacker->client->ps.eFlags &= ~EF_AWARD_MASK; attacker->client->ps.eFlags |= EF_AWARD_MASTER; attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; break; case STREAK_CHAMPION: attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_STREAK; // add the sprite over the player's head attacker->client->ps.eFlags &= ~EF_AWARD_MASK; attacker->client->ps.eFlags |= EF_AWARD_CHAMPION; attacker->client->rewardTime = level.time + REWARD_STREAK_SPRITE_TIME; break; default: // Do nothing if not exact values. break; } // Check to see if the max streak should be raised. if (attacker->client->streakCount > attacker->client->ps.persistant[PERS_STREAK_COUNT]) { attacker->client->ps.persistant[PERS_STREAK_COUNT] = attacker->client->streakCount; } if (!level.firstStrike) { // There hasn't yet been a first strike. level.firstStrike = qtrue; attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_FIRST_STRIKE; // add the sprite over the player's head attacker->client->ps.eFlags &= ~EF_AWARD_MASK; attacker->client->ps.eFlags |= EF_AWARD_FIRSTSTRIKE; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; } attacker->client->lastKillTime = level.time; } } else { if ( meansOfDeath != MOD_RESPAWN ) {//not just changing class if ( self->s.number == borgQueenClientNum ) { numKilled++; AddScore( self, -500 ); } else { AddScore( self, -1 ); } } } // Add team bonuses Team_FragBonuses(self, inflictor, attacker); // if client is in a nodrop area, don't drop anything (but return CTF flags!) if ( !( contents & CONTENTS_NODROP ) && self->client->sess.sessionClass != PC_ACTIONHERO && meansOfDeath != MOD_SUICIDE && meansOfDeath != MOD_RESPAWN ) {//action hero doesn't drop stuff //don't drop stuff in specialty mode TossClientItems( self ); } else {//suiciding and respawning returns the flag if ( self->client->ps.powerups[PW_REDFLAG] ) { Team_ReturnFlag(TEAM_RED); } else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { Team_ReturnFlag(TEAM_BLUE); } } 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) ) { // gib death GibEntity( self, killer ); } else */ // We always want to see the body for special animations, so make sure not to gib right away: if (meansOfDeath==MOD_CRIFLE_ALT || meansOfDeath==MOD_DETPACK || meansOfDeath==MOD_QUANTUM_ALT || meansOfDeath==MOD_DREADNOUGHT_ALT) { self->health=0;} switch ( deathNum ) { case 0: anim = BOTH_DEATH1; break; case 1: anim = BOTH_DEATH2; break; case 2: default: anim = BOTH_DEATH3; break; } 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; if ( (BottomlessPitDeath==1) && (killer == ENTITYNUM_WORLD)) { //G_AddEvent( self, EV_FALL_FAR, killer ); ?? Need to play falling SF now, or // use designer trigger?? //FIXME: need *some* kind of death anim! } else { // normal death switch(meansOfDeath) { case MOD_CRIFLE_ALT: G_AddEvent( self, EV_DISINTEGRATION, killer ); self->client->ps.powerups[PW_DISINTEGRATE] = level.time + 100000; VectorClear( self->client->ps.velocity ); self->takedamage = qfalse; self->r.contents = 0; break; case MOD_QUANTUM_ALT: G_AddEvent( self, EV_DISINTEGRATION2, killer ); self->client->ps.powerups[PW_EXPLODE] = level.time + 100000; VectorClear( self->client->ps.velocity ); self->takedamage = qfalse; self->r.contents = 0; break; case MOD_SCAVENGER_ALT: case MOD_SCAVENGER_ALT_SPLASH: case MOD_GRENADE: case MOD_GRENADE_ALT: case MOD_GRENADE_SPLASH: case MOD_GRENADE_ALT_SPLASH: case MOD_QUANTUM: case MOD_QUANTUM_SPLASH: case MOD_QUANTUM_ALT_SPLASH: case MOD_DETPACK: G_AddEvent( self, EV_EXPLODESHELL, killer ); self->client->ps.powerups[PW_EXPLODE] = level.time + 100000; VectorClear( self->client->ps.velocity ); self->takedamage = qfalse; self->r.contents = 0; break; case MOD_DREADNOUGHT: case MOD_DREADNOUGHT_ALT: G_AddEvent( self, EV_ARCWELD_DISINT, killer); self->client->ps.powerups[PW_ARCWELD_DISINT] = level.time + 100000; VectorClear( self->client->ps.velocity ); self->takedamage = qfalse; self->r.contents = 0; break; default: G_AddEvent( self, irandom(EV_DEATH1, EV_DEATH3), killer ); break; } // the body can still be gibbed self->die = body_die; } // globally cycle through the different death animations deathNum = ( deathNum + 1 ) % 3; trap_LinkEntity (self); if ( g_pModAssimilation.integer != 0 ) { if ( meansOfDeath == MOD_ASSIMILATE ) {//Go to Borg team if killed by assimilation if ( attacker && attacker->client && attacker->client->sess.sessionTeam != self->client->sess.sessionTeam ) { /* if ( !numKilled ) { trap_SendServerCommand( -1, "cp \"Assimilation Has Begun!\"" ); } */ numKilled++; self->client->mod = meansOfDeath; AddScore( attacker, 9 );//+ the 1 above = 10 points for an assimilation } } } if ( g_pModActionHero.integer != 0 ) { if ( self->client && self->s.number == actionHeroClientNum ) { //Make me no longer a hero... *sniff*... self->client->ps.persistant[PERS_CLASS] = self->client->sess.sessionClass = PC_NOCLASS; ClientUserinfoChanged( self->s.number ); if ( attacker && attacker->client && attacker != self ) {//killer of action hero becomes action hero actionHeroClientNum = attacker->s.number; } else {//other kind of hero death picks a random action hero G_RandomActionHero( actionHeroClientNum ); } //respawn the new hero //FIXME: or just give them full health and all the goodies? respawn( &g_entities[actionHeroClientNum] ); } } if ( g_pModElimination.integer != 0 && meansOfDeath != MOD_RESPAWN ) {//in elimination, you get scored by when you died, but knockout just respawns you, not kill you /* if ( !numKilled ) { trap_SendServerCommand( -1, "cp \"Elimination Has Begun!\"" ); } */ numKilled++; self->r.svFlags |= SVF_ELIMINATED; switch ( self->client->sess.sessionTeam ) { case TEAM_RED: level.teamScores[TEAM_BLUE]++; break; case TEAM_BLUE: level.teamScores[TEAM_RED]++; break; } //Now increment score for everyone else if ( g_gametype.integer < GT_TEAM ) { for ( i = 0; i < MAX_CLIENTS; i++ ) { if ( &g_entities[i] != NULL && &g_entities[i].client != NULL && g_entities[i].inuse ) { if ( g_entities[i].client->sess.sessionTeam != TEAM_SPECTATOR && g_entities[i].health > 0 && !(g_entities[i].client->ps.eFlags&EF_ELIMINATED) ) { SetScore( &g_entities[i], numKilled ); } } } } CalculateRanks( qfalse ); } } /* ================ CheckArmor ================ */ int CheckArmor (gentity_t *ent, int damage, int dflags) { gclient_t *client; int save; int count; float protectionFactor = ARMOR_PROTECTION; if (!damage) return 0; client = ent->client; if (!client) return 0; if (dflags & DAMAGE_NO_ARMOR) return 0; // armor if (dflags & DAMAGE_ARMOR_PIERCING) { protectionFactor = PIERCED_ARMOR_PROTECTION; } // else if (dflags & DAMAGE_SUPER_ARMOR_PIERCING) // { // protectionFactor = SUPER_PIERCED_ARMOR_PROTECTION; // } count = client->ps.stats[STAT_ARMOR]; save = ceil( damage * protectionFactor ); if (save >= count) save = count; if (!save) return 0; client->ps.stats[STAT_ARMOR] -= save; return save; } #define BORG_ADAPT_NUM_HITS 10 qboolean G_CheckBorgAdaptation( gentity_t *targ, int mod ) { static int borgAdaptHits[WP_NUM_WEAPONS]; int weapon = 0; if ( !targ->client ) { return qfalse; } if ( targ->client->sess.sessionClass != PC_BORG ) { return qfalse; } switch( mod ) { //other kinds of damage case MOD_UNKNOWN: case MOD_WATER: case MOD_SLIME: case MOD_LAVA: case MOD_CRUSH: case MOD_TELEFRAG: case MOD_FALLING: case MOD_SUICIDE: case MOD_RESPAWN: case MOD_TARGET_LASER: case MOD_TRIGGER_HURT: case MOD_DETPACK: case MOD_MAX: case MOD_KNOCKOUT: case MOD_IMOD: case MOD_IMOD_ALT: case MOD_EXPLOSION: return qfalse; break; // Trek weapons case MOD_PHASER: case MOD_PHASER_ALT: weapon = WP_PHASER; break; case MOD_CRIFLE: case MOD_CRIFLE_SPLASH: case MOD_CRIFLE_ALT: case MOD_CRIFLE_ALT_SPLASH: weapon = WP_COMPRESSION_RIFLE; break; case MOD_SCAVENGER: case MOD_SCAVENGER_ALT: case MOD_SCAVENGER_ALT_SPLASH: case MOD_SEEKER: weapon = WP_SCAVENGER_RIFLE; break; case MOD_STASIS: case MOD_STASIS_ALT: weapon = WP_STASIS; break; case MOD_GRENADE: case MOD_GRENADE_ALT: case MOD_GRENADE_SPLASH: case MOD_GRENADE_ALT_SPLASH: weapon = WP_GRENADE_LAUNCHER; break; case MOD_TETRION: case MOD_TETRION_ALT: weapon = WP_TETRION_DISRUPTOR; break; case MOD_DREADNOUGHT: case MOD_DREADNOUGHT_ALT: weapon = WP_DREADNOUGHT; break; case MOD_QUANTUM: case MOD_QUANTUM_SPLASH: case MOD_QUANTUM_ALT: case MOD_QUANTUM_ALT_SPLASH: weapon = WP_QUANTUM_BURST; break; case MOD_ASSIMILATE: case MOD_BORG: case MOD_BORG_ALT: return qtrue; break; } borgAdaptHits[weapon]++; if ( borgAdaptHits[weapon] > BORG_ADAPT_NUM_HITS )//FIXME: different count per weapon? {//we have adapted to this weapon return qtrue; } return qfalse; } /* ============ T_Damage targ entity that is being damaged inflictor entity that is causing the damage attacker entity that caused the inflictor to damage targ example: targ=monster, inflictor=rocket, attacker=player dir direction of the attack for knockback point point at which the damage is being inflicted, used for headshots damage amount of damage being inflicted knockback force to be applied against targ as a result of the damage inflictor, attacker, dir, and point can be NULL for environmental effects dflags these flags are used to control how T_Damage works DAMAGE_RADIUS damage was indirect (from a nearby explosion) DAMAGE_NO_ARMOR armor does not protect from this damage DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles DAMAGE_NO_PROTECTION kills godmode, armor, everything ============ */ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod ) { gclient_t *client; int take; int save; int asave; int knockback; qboolean bFriend = (targ && attacker)?OnSameTeam( targ, attacker ):qfalse; gentity_t *evEnt; if (!targ->takedamage) { return; } // the intermission has allready been qualified for, so don't // allow any extra scoring if ( level.intermissionQueued ) { return; } if ( !inflictor ) { inflictor = &g_entities[ENTITYNUM_WORLD]; } if ( !attacker ) { attacker = &g_entities[ENTITYNUM_WORLD]; } // shootable doors / buttons don't actually have any health if ( targ->s.eType == ET_MOVER && Q_stricmp("func_breakable", targ->classname) != 0 && Q_stricmp("misc_model_breakable", targ->classname) != 0) { if ( targ->use && targ->moverState == MOVER_POS1 ) { targ->use( targ, inflictor, attacker ); } return; } if ( G_CheckBorgAdaptation( targ, mod ) ) { //flag targ for adaptation effect targ->client->ps.powerups[PW_BORG_ADAPT] = level.time + 250; //targ->client->ps.powerups[PW_BATTLESUIT] += 200; //do no damage //return; } // multiply damage times dmgmult damage *= g_dmgmult.value; // reduce damage by the attacker's handicap value // unless they are rocket jumping if ( attacker->client && attacker != targ ) { damage = damage * attacker->client->ps.stats[STAT_MAX_HEALTH] / 100; } client = targ->client; if ( client ) { if ( client->noclip ) { return; } // kef -- still gotta telefrag people if (MOD_TELEFRAG != mod) { if (targ->client->ps.introTime > level.time) { // Can't be hurt when in holodeck intro. return; } if (targ->client->ps.powerups[PW_GHOST] >= level.time) { // Can't be hurt when ghosted. return; } } } if ( !dir ) { dflags |= DAMAGE_NO_KNOCKBACK; } else { VectorNormalize(dir); } knockback = damage; if ( knockback > 200 ) { knockback = 200; } if ( targ->flags & FL_NO_KNOCKBACK ) { knockback = 0; } if ( dflags & DAMAGE_NO_KNOCKBACK ) { knockback = 0; } knockback = floor( knockback*g_dmgmult.value ) ; // figure momentum add, even if the damage won't be taken if ( knockback && targ->client ) { //if it's non-radius damage knockback from a teammate, don't do it if the damage won't be taken if ( (dflags&DAMAGE_ALL_TEAMS) || (dflags&DAMAGE_RADIUS) || g_friendlyFire.integer || !attacker->client || !OnSameTeam (targ, attacker) ) { vec3_t kvel; float mass; // flying targets get pushed around a lot more. switch ( targ->client->sess.sessionClass ) { case PC_INFILTRATOR: mass = 100; break; case PC_HEAVY: mass = 400; break; default: mass = 200; break; } if (targ->client->ps.powerups[PW_FLIGHT]) { mass *= 0.375; } 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; } } } // if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target // if the attacker was on the same team // check for completely getting out of the damage if ( !(dflags & DAMAGE_NO_PROTECTION) ) { if ( !(dflags&DAMAGE_ALL_TEAMS) && mod != MOD_TELEFRAG && mod != MOD_DETPACK && targ != attacker && OnSameTeam (targ, attacker) ) { if ( attacker->client && targ->client ) {//this only matters between clients if ( !g_friendlyFire.integer ) {//friendly fire is not allowed return; } } else {//team damage between non-clients is never legal return; } } // check for godmode if ( targ->flags & FL_GODMODE ) { return; } } // kef -- still need to telefrag invulnerable people if ( MOD_TELEFRAG != mod ) { // battlesuit protects from all damage... if ( client && ( client->ps.powerups[PW_BATTLESUIT] || client->ps.powerups[PW_BORG_ADAPT] )) { // EXCEPT DAMAGE_NO_INVULNERABILITY, like the IMOD if ( dflags & DAMAGE_NO_INVULNERABILITY ) { // Do only half damage if he has the battlesuit, and that's just because I'm in a good mood... damage *= 0.5; } else { G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 ); return; } } } // always give half damage if hurting self // calculated after knockback, so rocket jumping works if ( efa_selfdamage.integer != 0 ) { if ( targ == attacker) { damage *= 0.5; } if ( damage < 1 ) { damage = 1; } } else { if ( targ == attacker) { damage *= 0.0; } if ( damage < 1 ) { damage = 0; } } take = damage; save = 0; // save some from armor asave = CheckArmor (targ, take, dflags); take -= asave; if ( g_debugDamage.integer ) { G_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number, targ->health, take, asave ); } // add to the damage inflicted on a player this frame // the total will be turned into screen blends and view angle kicks // at the end of the frame if ( client ) { if ( attacker ) { client->ps.persistant[PERS_ATTACKER] = attacker->s.number; } else { client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD; } client->damage_armor += asave; client->damage_blood += take; client->damage_knockback += knockback; if ( dir ) { VectorCopy ( dir, client->damage_from ); client->damage_fromWorld = qfalse; } else { VectorCopy ( targ->r.currentOrigin, client->damage_from ); client->damage_fromWorld = qtrue; } } // See if it's the player hurting the emeny flag carrier Team_CheckHurtCarrier(targ, attacker); if (targ->client) { // set the last client who damaged the target targ->client->lasthurt_client = attacker->s.number; targ->client->lasthurt_mod = mod; // if target's shields (armor) took dmg and the dmg was armor-piercing, display the half-shields effect, //if non-armor-piercing display full shields if (asave) { evEnt = G_TempEntity(vec3_origin, EV_SHIELD_HIT); evEnt->s.otherEntityNum = targ->s.number; evEnt->s.eventParm = DirToByte(dir); evEnt->s.time2=asave; if (attacker->client && !bFriend) { attacker->client->ps.persistant[PERS_SHIELDS] += asave; } } } // do the damage if (take) { // add to the attacker's hit counter if ( (MOD_TELEFRAG != mod) && attacker->client && targ != attacker && targ->health > 0 ) {//don't telefrag since damage would wrap when sent as a short and the client would think it's a team dmg. if (bFriend) { attacker->client->ps.persistant[PERS_HITS] -= damage; } else if (targ->classname && strcmp(targ->classname, "holdable_shield") // no stupid hit noise when players shoot a shield -- dpk && strcmp(targ->classname, "holdable_detpack")) // or the detpack either { attacker->client->ps.persistant[PERS_HITS] += damage; } } targ->health = targ->health - take; if ( targ->client ) { targ->client->ps.stats[STAT_HEALTH] = targ->health; // kef -- pain effect // pjl -- if there was armor involved, the half-shield effect was shown in the above block. if (!asave) { targ->client->ps.powerups[PW_OUCH] = level.time + 500; // kef -- there absolutely MUST be a better way to do this. cleaner, at least. //display the full screen "ouch" effect to the player } } if ( targ->health <= 0 ) { if ( client ) targ->flags |= FL_NO_KNOCKBACK; if (targ->health < -999) targ->health = -999; targ->enemy = attacker; targ->die (targ, inflictor, attacker, take, mod); return; } else if ( targ->pain ) { targ->pain (targ, attacker, take); } G_LogWeaponDamage(attacker->s.number, mod, take); } } /* ============ CanDamage Returns qtrue if the inflictor can directly damage the target. Used for explosions and melee attacks. ============ */ qboolean CanDamage (gentity_t *targ, vec3_t origin) { vec3_t dest; trace_t tr; vec3_t midpoint; // use the midpoint of the bounds instead of the origin, because // bmodels may have their origin is 0,0,0 VectorAdd (targ->r.absmin, targ->r.absmax, midpoint); VectorScale (midpoint, 0.5, midpoint); VectorCopy (midpoint, dest); trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID); if (tr.fraction == 1.0) return qtrue; // this should probably check in the plane of projection, // rather than in world coordinate, and also include Z VectorCopy (midpoint, dest); dest[0] += 15.0; dest[1] += 15.0; trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID); if (tr.fraction == 1.0) return qtrue; VectorCopy (midpoint, dest); dest[0] += 15.0; dest[1] -= 15.0; trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID); if (tr.fraction == 1.0) return qtrue; VectorCopy (midpoint, dest); dest[0] -= 15.0; dest[1] += 15.0; trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID); if (tr.fraction == 1.0) return qtrue; VectorCopy (midpoint, dest); dest[0] -= 15.0; dest[1] -= 15.0; trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID); if (tr.fraction == 1.0) return qtrue; return qfalse; } /* ============ G_RadiusDamage ============ */ extern void tripwireThink ( gentity_t *ent ); qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int dflags, int mod) { float points, dist; gentity_t *ent; int entityList[MAX_GENTITIES]; int numListedEntities; vec3_t mins, maxs; vec3_t v; vec3_t dir; int i, e; qboolean hitClient = qfalse; if ( radius < 1 ) { radius = 1; } for ( i = 0 ; i < 3 ; i++ ) { mins[i] = origin[i] - radius; maxs[i] = origin[i] + radius; } numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( e = 0 ; e < numListedEntities ; e++ ) { ent = &g_entities[entityList[ e ]]; if (ent == ignore) continue; if (!ent->takedamage) continue; if ( ignore != NULL && ignore->parent != NULL && ent->parent == ignore->parent ) { if ( ignore->think == tripwireThink && ent->think == tripwireThink ) {//your own tripwires do not fire off other tripwires of yours. continue; } } // find the distance from the edge of the bounding box for ( i = 0 ; i < 3 ; i++ ) { if ( origin[i] < ent->r.absmin[i] ) { v[i] = ent->r.absmin[i] - origin[i]; } else if ( origin[i] > ent->r.absmax[i] ) { v[i] = origin[i] - ent->r.absmax[i]; } else { v[i] = 0; } } dist = VectorLength( v ); if ( dist >= radius ) { continue; } points = damage * ( 1.0 - dist / radius ); if( !CanDamage (ent, origin) ) { //no LOS to ent if ( !(dflags & DAMAGE_HALF_NOTLOS) ) { //not allowed to do damage without LOS continue; } else { //do 1/2 damage if no LOS but within rad points *= 0.5; } } if( LogAccuracyHit( ent, attacker ) ) { hitClient = qtrue; } VectorSubtract (ent->r.currentOrigin, origin, dir); // push the center of mass higher than the origin so players // get knocked into the air more dir[2] += 24; G_Damage (ent, NULL, attacker, dir, origin, (int)points, dflags|DAMAGE_RADIUS, mod); } return hitClient; }