nuclide/Source/server/cstrike/damage.c

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/***
*
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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)
{
#ifdef CSTRIKE
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";
}
#endif
}
int Damage_ShouldDamage(float fTargetTeam, float fAttackerTeam)
{
#ifdef CSTRIKE
if (fTargetTeam == TEAM_VIP) {
fTargetTeam = TEAM_CT;
} else if (fAttackerTeam == TEAM_VIP) {
fAttackerTeam = TEAM_CT;
}
if (fTargetTeam == fAttackerTeam) {
return FALSE;
}
return TRUE;
#endif
}
/*
=================
Damage_Apply
Generic function that applies damage, pain and suffering
=================
*/
void Damage_Apply(entity eTarget, entity eAttacker, float iDamage, vector vHitPos, int iSkipArmor)
{
#ifdef CSTRIKE
// 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)) {
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if (!autocvar_mp_friendlyfire) {
return;
}
}
}
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eTarget.velocity = [0,0,0];
// Apply the damage finally
if (eTarget.armor) {
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float fRatio = 0.5;
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;
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if (fNewArmor > eTarget.armor) {
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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) {
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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;
#endif
}
/*
=================
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);
}*/
}
}
}
}