nuclide/Source/Server/Damage.c

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/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
/*
=================
Damage_CastOrbituary
Sends a message to the clients to display a death message
=================
*/
void Damage_CastOrbituary( entity eAttacker, entity eTarget, float fWeapon, float fHeadShot ) {
WriteByte( MSG_BROADCAST, SVC_CGAMEPACKET );
WriteByte( MSG_BROADCAST, EV_ORBITUARY );
WriteByte( MSG_BROADCAST, num_for_edict( eAttacker ) - 1 );
WriteByte( MSG_BROADCAST, eAttacker.team );
WriteByte( MSG_BROADCAST, num_for_edict( eTarget ) - 1 );
WriteByte( MSG_BROADCAST, eTarget.team );
WriteByte( MSG_BROADCAST, fWeapon );
WriteByte( MSG_BROADCAST, fHeadShot );
msg_entity = self;
multicast( '0 0 0', MULTICAST_ALL );
}
/*
=================
Damage_GetHitLocation
Debug function
=================
*/
string Damage_GetHitLocation( int iSurface ) {
switch ( iSurface ) {
case BODY_HEAD:
return "Head";
break;
case BODY_CHEST:
return "Chest";
break;
case BODY_STOMACH:
return "Stomach";
break;
case BODY_ARMLEFT:
return "Left Arm";
break;
case BODY_ARMRIGHT:
return "Right Arm";
break;
case BODY_LEGLEFT:
return "Left leg";
break;
case BODY_LEGRIGHT:
return "Right Leg";
break;
default:
return "Generic";
}
}
int Damage_ShouldDamage( float fTargetTeam, float fAttackerTeam ) {
if ( fTargetTeam == TEAM_VIP ) {
fTargetTeam = TEAM_CT;
} else if ( fAttackerTeam == TEAM_VIP ) {
fAttackerTeam = TEAM_CT;
}
if ( fTargetTeam == fAttackerTeam ) {
return FALSE;
}
return TRUE;
}
/*
=================
Damage_Apply
Generic function that applies damage, pain and suffering
=================
*/
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void Damage_Apply( entity eTarget, entity eAttacker, int iDamage, vector vHitPos, int iSkipArmor ) {
// Modify the damage based on the location
if ( trace_surface_id == BODY_HEAD ) {
if ( eTarget.iEquipment & EQUIPMENT_HELMET ) {
sound( self, CHAN_ITEM, "weapons/ric_metal-2.wav", 1, ATTN_IDLE );
iDamage = 0;
eTarget.iEquipment -= EQUIPMENT_HELMET;
} else {
iDamage *= 4;
}
} else if ( trace_surface_id == BODY_STOMACH ) {
iDamage *= 0.9;
} else if ( trace_surface_id == BODY_LEGLEFT ) {
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iDamage *= 0.4;
} else if ( trace_surface_id == BODY_LEGRIGHT ) {
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iDamage *= 0.4;
}
dprint( sprintf( "[DEBUG] Hit Bodypart: %s\n", Damage_GetHitLocation( trace_surface_id ) ) );
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if (eTarget != eAttacker) {
if ( !Damage_ShouldDamage(eTarget.team, eAttacker.team)) {
if (!autocvar_mp_friendlyfire) {
return;
}
}
}
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eTarget.velocity = [0,0,0];
// Apply the damage finally
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if ( eTarget.armor ) {
float fRatio = 0.5;
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if ( eAttacker.weapon ) {
fRatio *= wptTable[ eAttacker.weapon ].fWeaponArmorRatio;
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}
// Simple implementation of how kevlar damage is calculated
float fNewDmg = iDamage * fRatio;
float fNewArmor = ( iDamage - fNewDmg ) / 2;
if ( fNewArmor > eTarget.armor ) {
fNewArmor = eTarget.armor;
fNewArmor *= (1/0.5);
fNewDmg = rint( iDamage - fNewArmor );
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eTarget.armor = 0;
eTarget.iEquipment -= EQUIPMENT_KEVLAR;
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} else {
if ( fNewArmor < 0 ) {
fNewArmor = 1;
}
eTarget.armor = rint( eTarget.armor - fNewArmor );
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}
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if ( iSkipArmor == TRUE ) {
eTarget.health = rint( eTarget.health -= iDamage );
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eTarget.dmg_take = (float)iDamage;
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} else {
eTarget.health = rint( eTarget.health -= fNewDmg );
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eTarget.dmg_take = (float)fNewDmg;
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}
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} else {
// No armor
eTarget.health -= iDamage;
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eTarget.dmg_take = (float)iDamage;
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}
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eTarget.dmg_inflictor = eAttacker;
// Special monetary punishment for hostage murderers
if ( eTarget.classname == "hostage_entity" ) {
if ( eTarget.health > 0 ) {
Money_AddMoney( eAttacker, autocvar_fcs_penalty_pain ); // Pain
} else {
Money_AddMoney( eAttacker, autocvar_fcs_penalty_kill ); // Death
}
}
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// Target is dead and a client....
if ( eTarget.health <= 0 ) {
if ( eTarget.flags & FL_CLIENT ) {
eTarget.fDeaths++;
forceinfokey( eTarget, "*deaths", ftos( eTarget.fDeaths ) );
}
if ( ( eTarget.flags & FL_CLIENT ) && ( eAttacker.flags & FL_CLIENT ) ) {
// Don't encourage them to kill their own team members for $$$
if ( Damage_ShouldDamage( eTarget.team, eAttacker.team ) == TRUE ) {
eAttacker.frags++;
Money_AddMoney( eAttacker, autocvar_fcs_reward_kill );
} else {
eAttacker.frags--;
}
Damage_CastOrbituary( eAttacker, eTarget, eAttacker.weapon, trace_surface_id == BODY_HEAD ? TRUE:FALSE );
}
}
entity eOld = self;
self = eTarget;
if ( self.health <= 0 ) {
self.health = 0;
self.vDeath( trace_surface_id );
} else {
self.vPain( trace_surface_id );
}
self = eOld;
}
/*
=================
Damage_CheckAttack
This verifies that the entity is actually able to receive some damage,
from a plain geographical standpoint
=================
*/
float Damage_CheckAttack( entity eTarget, vector vAttackPos ) {
if ( eTarget.movetype == MOVETYPE_PUSH ) {
traceline( vAttackPos, 0.5 * ( eTarget.absmin + eTarget.absmax ), TRUE, self );
if ( trace_fraction == 1 ) {
return TRUE;
}
if ( trace_ent == eTarget ) {
return TRUE;
}
return FALSE;
}
traceline( vAttackPos, eTarget.origin, TRUE, self );
if ( trace_fraction == 1 ) {
return TRUE;
}
traceline( vAttackPos, eTarget.origin + '15 15 0', TRUE, self );
if ( trace_fraction == 1 ) {
return TRUE;
}
traceline( vAttackPos, eTarget.origin + '-15 -15 0', TRUE, self );
if ( trace_fraction == 1 ) {
return TRUE;
}
traceline( vAttackPos, eTarget.origin + '-15 15 0', TRUE, self );
if ( trace_fraction == 1 ) {
return TRUE;
}
traceline( vAttackPos, eTarget.origin + '15 -15 0', TRUE, self );
if ( trace_fraction == 1 ) {
return TRUE;
}
return FALSE;
}
/*
=================
Damage_Radius
Even more pain and suffering, mostly used for explosives
=================
*/
void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip ) {
for ( entity eDChain = world; ( eDChain = findfloat( eDChain, takedamage, DAMAGE_YES ) ); ) {
vector vecRealPos;
vecRealPos[0] = eDChain.absmin[0] + ( 0.5 * ( eDChain.absmax[0] - eDChain.absmin[0] ) );
vecRealPos[1] = eDChain.absmin[1] + ( 0.5 * ( eDChain.absmax[1] - eDChain.absmin[1] ) );
vecRealPos[2] = eDChain.absmin[2] + ( 0.5 * ( eDChain.absmax[2] - eDChain.absmin[2] ) );
float fDist = vlen( vOrigin - vecRealPos );
//vector vPush;
if ( fDist > fRadius ) {
continue;
}
if ( Damage_CheckAttack( eDChain, vOrigin ) || iCheckClip == FALSE ) {
float fDiff = vlen( vOrigin - vecRealPos );
fDiff = ( fRadius - fDiff ) / fRadius;
fDamage = rint(fDamage * fDiff);
if ( fDiff > 0 ) {
Damage_Apply( eDChain, eAttacker, fDamage, eDChain.origin, TRUE );
/*if ( eDChain.movetype != MOVETYPE_NONE ) {
vPush = vectoangles( vecRealPos - vOrigin );
makevectors( vPush );
eDChain.velocity += ( v_forward * fDamage * 5 ) + ( v_up * fDamage * 2.5 );
}*/
}
}
}
}