rpgxef/code/game/g_combat.c

1559 lines
39 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_combat.c
#include "g_local.h"
#include "g_breakable.h" //RPG-X | GSIO01 | 09/05/2009: needed by G_Repair
extern int numKilled;
extern void SetClass( gentity_t *ent, char *s, char *teamName, qboolean SaveToCvar );
/*
============
G_Client_AddScore
Adds score to both the client and his team
============
*/
void G_Client_AddScore( gentity_t *ent, int score ) {
if ( !ent )
{
return;
}
if ( !ent->client ) {
return;
}
if(!ent->client->UpdateScore)
{
return;
}
ent->client->ps.persistant[PERS_SCORE] += score;
//don't add score to team score during elimination
if (g_gametype.integer == GT_TEAM)
{//this isn't capture score
level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
}
G_Client_CalculateRanks( qfalse );
//RPG-X: RedTechie - Lets enable score updating without this scores will not be updated
ent->client->UpdateScore = qfalse;
}
/*
============
SetScore
============
*/
void SetScore( gentity_t *ent, int score ) {
if ( !ent )
{
return;
}
if ( !ent->client ) {
return;
}
if(!ent->client->UpdateScore)
{
return;
}
ent->client->ps.persistant[PERS_SCORE] = score;
G_Client_CalculateRanks( qfalse );
// TiM: send the current scoring to all clients
SendScoreboardMessageToAllClients();
//RPG-X: RedTechie - Lets enable score updating without this scores will not be updated
ent->client->UpdateScore = qfalse;
}
void TossClientItems( gentity_t *self, qboolean dis_con ) {
gitem_t *item;
float angle;
int i;
int times;
gentity_t *drop;
playerState_t *ps = &self->client->ps;
if (self->flags & FL_CLOAK) {
// remove the invisible powerup if the player is cloaked.
//RPG-X: RedTechie - Also remove ghost
ps->powerups[PW_GHOST] = level.time;
ps->powerups[PW_INVIS] = level.time;
}
if (self->flags & FL_FLY) {
// remove the flying powerup if the player is flying.
ps->powerups[PW_FLIGHT] = level.time;
}
//RPG-X | Phenix | 8/8/2004
if (self->flags & FL_EVOSUIT) {
// remove the evosuit powerup
ps->powerups[PW_EVOSUIT] = level.time;
}
// 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 ( 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 = ( ps->powerups[ i ] - level.time ) / 1000;
if ( drop->count < 1 ) {
drop->count = 1;
}
angle += 45;
}
}
}
// RPG-X | Marcin | 30/12/2008
// ...
if (!rpg_allowWeaponDrop.integer || !rpg_dropOnDeath.integer || dis_con) {
return;
}
// Drop ALL weapons in inventory
for (i = 0; i < WP_NUM_WEAPONS; ++i) {
// these weapons should not be tossed (hand and null)
if ( Max_Weapons[i] == NULL) {
continue;
}
//RPG-X | GSIO01 | 08/05/2009: let's make sure we only drop weapons the player has
item = NULL;
if(ps->ammo[i]) {
times = ps->ammo[i];
item = BG_FindItemForWeapon((weapon_t)i);
while ( times --> 0 ) { // the 'goes towards' operator :p
Drop_Item( self, item, 0 );
}
}
}
// then remove weapons
for (i = 0; i < WP_NUM_WEAPONS; ++i) {
ps->stats[STAT_WEAPONS] &= ~i;
ps->ammo[i] = 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;
}
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
int contents;
contents = trap_PointContents( self->r.currentOrigin, -1 );
if(rpg_medicsrevive.integer == 1 && !( contents & CONTENTS_NODROP ) && (meansOfDeath != MOD_TRIGGER_HURT)){
if ( self->health > GIB_HEALTH_IMPOSSIBLE ) {
return;
}
}else{
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);
/*
==================
G_Client_Die
Heavly Modifyed By: RedTechie
RPG-X: Marcin: a little bit modified - 30/12/2008
==================
*/
extern char *ClassNameForValue( pclass_t pClass );
extern qboolean IsAdmin( gentity_t *ent);
void G_Client_Die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
//---------------------
//RPG-X: RedTechie - Check to see if medics revive people and not respawn if true use my fake death insead :)
//---------------------
int contents;
//RPG-X: RedTechie - Make sure there not getting killed by a trigger kill or the medics wont be able to heal them
contents = trap_PointContents( self->r.currentOrigin, -1 );
if(rpg_medicsrevive.integer == 1 && !( contents & CONTENTS_NODROP ) && (meansOfDeath != MOD_TRIGGER_HURT)){
int anim;
char *classname = NULL;
gentity_t *detpack = NULL;
int killer;
char *killerName, *obit;
gentity_t *ent;
int i;
playerState_t *ps = &self->client->ps;
//RPG-X: RedTechie - Blow up a detpack if some one placed it and died
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;
}
}
}
//RPG-X: Redtechie - Do some score keeping witch we commented out and log
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 ];
}
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 && meansOfDeath != MOD_CUSTOM_DIE )
{
// 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;
ps->persistant[PERS_KILLED]++;
if (self == attacker)
{
self->client->pers.teamState.suicides++;
} else {
//RPG-X | Phenix | 06/04/2005
// N00b Protection, you kill two people and puff your auto n00b!
if ( attacker ) {
if ( attacker->client ) {
if ( IsAdmin( attacker ) == qfalse ) {
attacker->n00bCount++;
attacker->client->fraggerTime = level.time + (rpg_fraggerSpawnDelay.integer * 1000);
if (rpg_kickAfterXkills.integer < 1)
{
trap_SendServerCommand( attacker-g_entities, va("print \"^7Server: You have been caught n00bing, you have been temporary put in the n00b class.\n\"" ) );
} else {
trap_SendServerCommand( attacker-g_entities, va("print \"^7Server: You have been caught n00bing, %i more times and you will be kicked.\n\"", (rpg_kickAfterXkills.integer - attacker->n00bCount) ) );
}
if ((attacker->n00bCount >= rpg_kickAfterXkills.integer) && (rpg_kickAfterXkills.integer != 0))
{
trap_DropClient( attacker->s.number, "Kicked: Do Not N00b!" );
} else {
for( i=0; g_classData[i].consoleName[0] && i < MAX_CLASSES; i++ )
{
if ( g_classData[i].isn00b) {
char conName[64];
trap_Cvar_VariableStringBuffer( va( "rpg_%sPass", conName ), conName, sizeof(conName) );
Q_strncpyz(attacker->client->origClass, ClassNameForValue( attacker->client->sess.sessionClass ), sizeof(attacker->client->origClass));
attacker->client->n00bTime = level.time + 10000;
SetClass( attacker, conName, NULL, qfalse );
break;
}
}
}
}
}
}
}
//RPG-X: RedTechie no noclip
if ( self->client->noclip ) {
self->client->noclip = qfalse;
}
//RPG-X: RedTechie - Toss items
//RPG-X: Marcin - not when respawning - 30/12/2008
if ( meansOfDeath != MOD_RESPAWN ) {
TossClientItems( self, qfalse );
}
ps->pm_type = PM_DEAD;
self->takedamage = qfalse;
ps->weapon = WP_0;
ps->weaponstate = WEAPON_READY;
self->r.contents = CONTENTS_CORPSE;
//-TiM
self->s.loopSound = 0;
self->r.maxs[2] = -8;
//RPG-X: RedTechie - Wait....forever
self->client->respawnTime = level.time + 1000000000;
//Clear powerups
//TiM - Bookmark
//memset( ps->powerups, 0, sizeof(ps->powerups) );
//Play death sound
//RPG-X: RedTechie - No pain sound when they change class
if(meansOfDeath != MOD_RESPAWN){
G_AddEvent( self, irandom(EV_DEATH1, EV_DEATH3), killer );
//if we died from falling, add a nice "splat' sound lol
if ( meansOfDeath == MOD_FALLING ) {
G_AddEvent( self, EV_SPLAT, killer );
}
}
//RPG-X : Model system - Death animations now based on vector hit
if (meansOfDeath == MOD_FALLING ) {
anim = BOTH_FALLDEATH1LAND;
}
else if ( self->waterlevel == 3 ) {
anim = BOTH_FLOAT2;
}
else {
if (meansOfDeath == MOD_PHASER || meansOfDeath == MOD_PHASER_ALT ) {
if (self->client->lasthurt_location & LOCATION_FRONT ) {
anim = BOTH_DEATHBACKWARD1;
}
else if ( self->client->lasthurt_location & LOCATION_BACK ) {
anim = BOTH_DEATHFORWARD2;
}
else if ( self->client->lasthurt_location & LOCATION_LEFT ) {
anim = BOTH_DEATH2;
}
else if ( self->client->lasthurt_location & LOCATION_RIGHT ) {
anim = BOTH_DEATH2;
}
else {
anim = BOTH_DEATH1;
}
}
else {
if (self->client->lasthurt_location & LOCATION_FRONT ) {
anim = BOTH_DEATHBACKWARD2;
}
else if ( self->client->lasthurt_location & LOCATION_BACK ) {
anim = BOTH_DEATHFORWARD1;
}
else if ( self->client->lasthurt_location & LOCATION_LEFT ) {
anim = BOTH_DEATHFORWARD2;
}
else if ( self->client->lasthurt_location & LOCATION_RIGHT ) {
anim = BOTH_DEATHFORWARD2;
}
else {
anim = BOTH_DEATH1;
}
}
}
//TiM
ps->stats[LEGSANIM] =
( ( ps->stats[LEGSANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
ps->stats[TORSOANIM] =
( ( ps->stats[TORSOANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
trap_LinkEntity (self);
BG_PlayerStateToEntityState( &self->client->ps, &self->s, qtrue );
G_Client_UserinfoChanged( self->s.clientNum );
ClientEndFrame( self );
G_Client_StoreClientInitialStatus( self );
//---------------------
//RPG-X: RedTechie - If it dose equal 0 use regular die
//---------------------
}else{
gentity_t *ent;
int anim;
int killer;
int i;
char *killerName, *obit;
gentity_t *detpack = NULL;
char *classname = NULL;
int BottomlessPitDeath;
static int deathNum;
playerState_t *ps = &self->client->ps;
if ( ps->pm_type == PM_DEAD ) {
return;
}
if ( level.intermissiontime ) {
return;
}
//RPG-X: RedTechie - Trying to make sure player dies when there health is 1 without medics revive turned on
//RPG-X | Phenix | 05/04/2005 - Read learn that "=" sets where "==" is an if statement!!!
if (self->health == 1) {
self->health = 0;
}
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
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;
}
// 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 = "<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 ];
}
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;
ps->persistant[PERS_KILLED]++;
if (self == attacker)
{
self->client->pers.teamState.suicides++;
}
//RPG-X: Redtechie - No awards or score calculations
////////////////////////////////////////////////////////////////////////
if (attacker && attacker->client)
{
if ( attacker == self )
{
if ( meansOfDeath != MOD_RESPAWN )
{//just changing class
G_Client_AddScore( attacker, -1 );
}
}
else
{
attacker->client->pers.teamState.frags++;
G_Client_AddScore( attacker, 1 );
// Check to see if the player is on a streak.
attacker->client->streakCount++;
attacker->client->lastKillTime = level.time;
}
}
else
{
if ( meansOfDeath != MOD_RESPAWN )
{//not just changing class
G_Client_AddScore( self, -1 );
}
}
////////////////////////////////////////////////////////////////////////
//RPG-X: Redtechie - agian no need
// 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
if ( meansOfDeath != MOD_RESPAWN ) {
TossClientItems( self, qfalse );
}
}
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_0;
self->s.powerups = 0;
self->r.contents = CONTENTS_CORPSE;
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;
// 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 ||
meansOfDeath==MOD_PHASER_ALT)//RPG-X: RedTechie - Added phaser alt disnt
{ self->health=0;}
//RPG-X : Model system - Death animations now based on vector hit
if (meansOfDeath == MOD_FALLING ) {
anim = BOTH_FALLDEATH1LAND;
}
else if ( self->waterlevel == 3 ) {
anim = BOTH_FLOAT2;
}
else {
if (meansOfDeath == MOD_PHASER || meansOfDeath == MOD_PHASER_ALT ) {
if (self->client->lasthurt_location & LOCATION_FRONT ) {
anim = BOTH_DEATHBACKWARD1;
}
else if ( self->client->lasthurt_location & LOCATION_BACK ) {
anim = BOTH_DEATHFORWARD2;
}
else if ( self->client->lasthurt_location & LOCATION_LEFT ) {
anim = BOTH_DEATH2;
}
else if ( self->client->lasthurt_location & LOCATION_RIGHT ) {
anim = BOTH_DEATH2;
}
else {
anim = BOTH_DEATH1;
}
}
else {
if (self->client->lasthurt_location & LOCATION_FRONT ) {
anim = BOTH_DEATHBACKWARD2;
}
else if ( self->client->lasthurt_location & LOCATION_BACK ) {
anim = BOTH_DEATHFORWARD1;
}
else if ( self->client->lasthurt_location & LOCATION_LEFT ) {
anim = BOTH_DEATHFORWARD2;
}
else if ( self->client->lasthurt_location & LOCATION_RIGHT ) {
anim = BOTH_DEATHFORWARD2;
}
else {
anim = BOTH_DEATH1;
}
}
}
ps->stats[LEGSANIM] =
( ( ps->stats[LEGSANIM] & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
ps->stats[TORSOANIM] =
( ( ps->stats[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_PHASER_ALT: //RPG-X: RedTechie - Added better effect for alt phaser
if(rpg_phaserdisintegrates.integer == 1){//RPG-X: RedTechie - Check to see if we want this
G_AddEvent( self, EV_DISINTEGRATION, killer );
ps->powerups[PW_DISINTEGRATE] = level.time + 100000;
VectorClear( ps->velocity );
self->takedamage = qfalse;
self->r.contents = 0;
}
break;
case MOD_CRIFLE_ALT:
break;
case MOD_QUANTUM_ALT:
G_AddEvent( self, EV_DISINTEGRATION2, killer );
ps->powerups[PW_EXPLODE] = level.time + 100000;
VectorClear( 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 );
ps->powerups[PW_EXPLODE] = level.time + 100000;
VectorClear( ps->velocity );
self->takedamage = qfalse;
self->r.contents = 0;
break;
case MOD_DREADNOUGHT:
case MOD_DREADNOUGHT_ALT:
G_AddEvent( self, EV_ARCWELD_DISINT, killer);
ps->powerups[PW_ARCWELD_DISINT] = level.time + 100000;
VectorClear( ps->velocity );
self->takedamage = qfalse;
self->r.contents = 0;
break;
case MOD_FALLING:
G_AddEvent( self, EV_SPLAT, killer );
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);
}//RPG-X: RedTechie - End of my if statment for medics revive check
}//RPG-X: RedTechie - End of void
#define BORG_ADAPT_NUM_HITS 10
static qboolean G_CheckBorgAdaptation( gentity_t *targ, int mod )
{
int weapon = 0;
if ( !targ->client )
{
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_EXPLOSION:
return qfalse;
break;
// Trek weapons
case MOD_PHASER:
case MOD_PHASER_ALT:
weapon = WP_5;
break;
case MOD_CRIFLE:
case MOD_CRIFLE_SPLASH:
case MOD_CRIFLE_ALT:
case MOD_CRIFLE_ALT_SPLASH:
weapon = WP_6;
break;
case MOD_SCAVENGER:
case MOD_SCAVENGER_ALT:
case MOD_SCAVENGER_ALT_SPLASH:
case MOD_SEEKER:
weapon = WP_4;
break;
case MOD_STASIS:
case MOD_STASIS_ALT:
weapon = WP_10;
break;
case MOD_GRENADE:
case MOD_GRENADE_ALT:
case MOD_GRENADE_SPLASH:
case MOD_GRENADE_ALT_SPLASH:
weapon = WP_8;
break;
case MOD_TETRION:
case MOD_TETRION_ALT:
weapon = WP_7;
break;
case MOD_DREADNOUGHT:
case MOD_DREADNOUGHT_ALT:
weapon = WP_13;
break;
case MOD_QUANTUM:
case MOD_QUANTUM_SPLASH:
case MOD_QUANTUM_ALT:
case MOD_QUANTUM_ALT_SPLASH:
weapon = WP_9;
break;
case MOD_IMOD:
case MOD_IMOD_ALT:
weapon = WP_3;
break;
case MOD_ASSIMILATE:
case MOD_BORG:
case MOD_BORG_ALT:
return qtrue;
break;
}
level.borgAdaptHits[weapon]++;
switch(weapon) {
case WP_5:
if(level.borgAdaptHits[WP_5] > rpg_adaptPhaserHits.integer)
return qtrue;
break;
case WP_6:
if(level.borgAdaptHits[WP_6] > rpg_adaptCrifleHits.integer)
return qtrue;
break;
case WP_10:
if(level.borgAdaptHits[WP_10] > rpg_adaptDisruptorHits.integer)
return qtrue;
break;
case WP_8:
if(level.borgAdaptHits[WP_8] > rpg_adaptGrenadeLauncherHits.integer)
return qtrue;
break;
case WP_7:
if(level.borgAdaptHits[WP_7] > rpg_adaptTR116Hits.integer)
return qtrue;
break;
case WP_9:
if(level.borgAdaptHits[WP_9] > rpg_adaptPhotonHits.integer)
return qtrue;
break;
default:
return qfalse;
}
return qfalse;
}
/*
============
G_LocationDamage
============
*/
static int G_LocationDamage(vec3_t point, gentity_t* targ, gentity_t* attacker, int take) {
vec3_t bulletPath;
vec3_t bulletAngle;
int clientHeight;
int clientFeetZ;
int clientRotation;
int bulletHeight;
int bulletRotation; // Degrees rotation around client.
// used to check Back of head vs. Face
int impactRotation;
// First things first. If we're not damaging them, why are we here?
if (!take)
return 0;
// Point[2] is the REAL world Z. We want Z relative to the clients feet
// Where the feet are at [real Z]
clientFeetZ = targ->r.currentOrigin[2] + targ->r.mins[2];
// How tall the client is [Relative Z]
clientHeight = targ->r.maxs[2] - targ->r.mins[2];
// Where the bullet struck [Relative Z]
bulletHeight = point[2] - clientFeetZ;
// Get a vector aiming from the client to the bullet hit
VectorSubtract(targ->r.currentOrigin, point, bulletPath);
// Convert it into PITCH, ROLL, YAW
vectoangles(bulletPath, bulletAngle);
clientRotation = targ->client->ps.viewangles[YAW];
bulletRotation = bulletAngle[YAW];
impactRotation = abs(clientRotation-bulletRotation);
impactRotation += 45; // just to make it easier to work with
impactRotation = impactRotation % 360; // Keep it in the 0-359 range
if (impactRotation < 90) {
targ->client->lasthurt_location = LOCATION_BACK;
}
else if (impactRotation < 180) {
targ->client->lasthurt_location = LOCATION_RIGHT;
}
else if (impactRotation < 270) {
targ->client->lasthurt_location = LOCATION_FRONT;
}
else if (impactRotation < 360) {
targ->client->lasthurt_location = LOCATION_LEFT;
}
else {
targ->client->lasthurt_location = LOCATION_NONE;
}
// The upper body never changes height, just distance from the feet
if (bulletHeight > clientHeight - 2) {
targ->client->lasthurt_location |= LOCATION_HEAD;
}
else if (bulletHeight > clientHeight - 8) {
targ->client->lasthurt_location |= LOCATION_FACE;
}
else if (bulletHeight > clientHeight - 10) {
targ->client->lasthurt_location |= LOCATION_SHOULDER;
}
else if (bulletHeight > clientHeight - 16) {
targ->client->lasthurt_location |= LOCATION_CHEST;
}
else if (bulletHeight > clientHeight - 26) {
targ->client->lasthurt_location |= LOCATION_STOMACH;
}
else if (bulletHeight > clientHeight - 29) {
targ->client->lasthurt_location |= LOCATION_GROIN;
}
else if (bulletHeight < 4) {
targ->client->lasthurt_location |= LOCATION_FOOT;
}
else {
// The leg is the only thing that changes size when you duck,
// so we check for every other parts RELATIVE location, and
// whats left over must be the leg.
targ->client->lasthurt_location |= LOCATION_LEG;
}
// Check the location ignoring the rotation info
switch ( targ->client->lasthurt_location &
~(LOCATION_BACK | LOCATION_LEFT | LOCATION_RIGHT | LOCATION_FRONT) )
{
case LOCATION_HEAD:
take *= 1.8;
break;
case LOCATION_FACE:
if (targ->client->lasthurt_location & LOCATION_FRONT)
take *= 5.0; // Faceshots REALLY suck
else
take *= 1.8;
break;
case LOCATION_SHOULDER:
if (targ->client->lasthurt_location & (LOCATION_FRONT | LOCATION_BACK))
take *= 1.4; // Throat or nape of neck
else
take *= 1.1; // Shoulders
break;
case LOCATION_CHEST:
if (targ->client->lasthurt_location & (LOCATION_FRONT | LOCATION_BACK))
take *= 1.3; // Belly or back
else
take *= 0.8; // Arms
break;
case LOCATION_STOMACH:
take *= 1.2;
break;
case LOCATION_GROIN:
if (targ->client->lasthurt_location & LOCATION_FRONT)
take *= 1.3; // Groin shot
break;
case LOCATION_LEG:
take *= 0.7;
break;
case LOCATION_FOOT:
take *= 0.5;
break;
}
return take;
}
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=0;
int knockback;
qboolean bFriend = qfalse;
if(!targ) return;
#ifdef G_LUA
if(targ->luaHurt && !targ->client)
{
LuaHook_G_EntityHurt(targ->luaHurt, targ->s.number, inflictor->s.number, attacker->s.number);
}
#endif
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) ||
(targ->s.eType == ET_MOVER_STR && Q_stricmp("func_breakable", targ->classname) != 0 && Q_stricmp("misc_model_breakable", targ->classname) != 0)) //RPG-X | GSIO01 | 13/05/2009
{
if ( !Q_stricmp( targ->classname, "func_forcefield" ) )
{
if ( targ->pain )
{
targ->pain( targ, inflictor, take );
}
}
else if ( targ->use && (targ->moverState == MOVER_POS1 || targ->moverState == ROTATOR_POS1) && Q_stricmp(targ->classname, "func_door") && Q_stricmp(targ->classname, "func_door_rotating") )
{
targ->use( targ, inflictor, attacker );
}
return;
}
//RPG-X | GSIO01 | 08/05/2009: as we put borg adaption back in we need this again
if ( rpg_borgAdapt.integer > -1 && G_CheckBorgAdaptation( targ, mod ) && IsBorg(targ) )
{
//flag targ for adaptation effect
targ->client->ps.powerups[PW_BORG_ADAPT] = level.time + 250;
if(rpg_adaptUseSound.integer == 1)
G_AddEvent(targ, EV_ADAPT_SOUND, 0);
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 == NULL || 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;
}
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) || !attacker->client )
{
vec3_t kvel;
float mass;
mass = 200;
if (targ->client->ps.powerups[PW_FLIGHT])
{
mass *= 0.375;
}
if(dir) {
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 godmode
if ( targ->flags & FL_GODMODE ) {
return;
}
// always give half damage if hurting self
// calculated after knockback, so rocket jumping works
if ( rpg_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 some from armor
//RPG-X: - RedTechie No armor in RPG
//asave = CheckArmor (targ, take, dflags);
//take -= asave;
if ( g_debugDamage.integer ) {
G_Printf( "%i: client:%i health:%i damage:%i armor:<n/a>\n", level.time, targ->s.number,
targ->health, take );
}
// add to the damage inflicted on a player this frame
// the total will be turned into screen blends and view angle kicks
// at the end of the frame
if ( client ) {
if ( attacker ) {
client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
} else {
client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
}
//RPG-X: - RedTechie no armor in RPG
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;
}
}
if (targ->client) {
// set the last client who damaged the target
targ->client->lasthurt_client = attacker->s.number;
targ->client->lasthurt_mod = mod;
// Modify the damage for location damage
if (point && targ && targ->health > 1 && attacker && take)
take = G_LocationDamage(point, targ, attacker, take);
else
targ->client->lasthurt_location = LOCATION_NONE;
}
// do the damage
if (take > 0 )
{
// 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;
//RPG-X: RedTechie - If medicrevive is on then health only goes down to 1 so we can simulate fake death
if(rpg_medicsrevive.integer == 1 && Q_stricmp("func_breakable", targ->classname) && Q_stricmp("misc_model_breakable", targ->classname ) ){
if(targ->health <= 0){
targ->health = 1;
}
}else {
if(rpg_medicsrevive.integer != 1) {
if (targ->health == 1) { //RPG-X: RedTechie: Ok regular die now kills the player at 1 health not 0
targ->health = 0;
}
}
}
if ( targ->client )
{
targ->client->ps.stats[STAT_HEALTH] = targ->health;
}
//RPG-X: RedTechie - Custum medicrevive code
if(rpg_medicsrevive.integer == 1 && targ->s.eType == ET_PLAYER ){
if(targ->health == 1 ){ //TiM : Added Client to try and fix this stupid crashy bug
client->ps.stats[STAT_WEAPONS] = ( 1 << WP_0 ); //?!!!!!
client->ps.stats[STAT_HOLDABLE_ITEM] = HI_NONE;
targ->health = 1;
G_Client_Die( targ, inflictor, attacker, take, mod );
}
}else{
if ( targ->health <= 0 ) {
if ( client )
targ->flags |= FL_NO_KNOCKBACK;
if (targ->health < -999)
targ->health = -999;
#ifdef G_LUA
if(targ->luaDie && !targ->client)
{
LuaHook_G_EntityDie(targ->luaDie, targ->s.number, inflictor->s.number, attacker->s.number, take, mod);
}
#endif
targ->enemy = attacker;
targ->die (targ, inflictor, attacker, take, mod);
return;
}
if ( targ->pain ) {
targ->pain (targ, attacker, take);
}
}
G_LogWeaponDamage(attacker->s.number, mod, take);
}
}
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;
}
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( G_Weapon_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;
}
/*
============
IsBorg
RPG-X | GSIO01 | 08/05/2009
============
*/
/**
* Checks if a player is in a Class that is borg.
* \param ent the player
*
* \author Ubergames - GSIO01
* \date 08/05/2009
*/
qboolean IsBorg(gentity_t *ent) {
if(!ent)
return qfalse;
if(!ent->client)
return qfalse;
if(g_classData[ent->client->sess.sessionClass].isBorg)
return qtrue;
else
return qfalse;
}
extern void InitBBrush(gentity_t *ent);
extern void SP_misc_model_breakable(gentity_t* self);
void G_Repair(gentity_t *ent, gentity_t *tr_ent, float rate) {
float distance;
vec3_t help, forward;
int i;
float max = 0;
// if count isn't 0 the breakable is not damaged and if target is no breakable it does not make sense to go on
if(tr_ent->count != 0 || strstr(tr_ent->classname, "breakable") == NULL) {
return;
}
if(!(tr_ent->spawnflags & 256)) { // no REPAIRABLE flag set
return;
}
// check if player is near the breakable
if(tr_ent->spawnflags & 512) {
VectorSubtract(tr_ent->s.angles2, ent->r.currentOrigin, help);
max = tr_ent->n00bCount;
} else {
VectorSubtract(tr_ent->s.origin, ent->r.currentOrigin, help);
for(i = 0; i < 3; i++) {
if(tr_ent->r.maxs[i] > max) {
max = tr_ent->r.maxs[i];
}
}
}
distance = VectorLength(help);
//G_Printf("goodDst=%f, curDst=%f\n", 80 + max, distance);
if(distance > 80 + max) {
return;
}
// check if the player is facing it
AngleVectors(ent->client->ps.viewangles, forward, NULL, NULL);
if(DotProduct(help, forward) < 0.4) {
return;
}
// check wheter the breakable still needs to be repaired
if(tr_ent->health < tr_ent->damage) {
// still not repaired of let's go on
tr_ent->health += rate;
if(tr_ent->health >= tr_ent->damage){//we're maxed out after this cycle, reenstate
tr_ent->health = tr_ent->damage;
if(tr_ent->target) {
G_UseTargets2(tr_ent, tr_ent, tr_ent->target);
}
if(!strcmp(tr_ent->classname, "func_breakable")) {
tr_ent->s.solid = CONTENTS_BODY;
trap_SetBrushModel(tr_ent, tr_ent->model);
tr_ent->r.svFlags &= ~SVF_NOCLIENT;
tr_ent->s.eFlags &= ~EF_NODRAW;
InitBBrush(tr_ent);
if(tr_ent->health) {
tr_ent->takedamage = qtrue;
}
tr_ent->use = breakable_use;
if(tr_ent->paintarget) {
tr_ent->pain = breakable_pain;
}
tr_ent->clipmask = 0;
tr_ent->count = 1;
} else if(!strcmp(tr_ent->classname, "misc_model_breakable")) {
SP_misc_model_breakable(tr_ent);
}
}
}
}