nuclide/Source/Server/Damage.c
Marco Hladik bf1adc491a Support for more muzzleflashes
Fixes and cleanups regarding effects, networking
All sorts of other cool things
2017-01-14 16:00:31 +01:00

186 lines
4.5 KiB
C

/*
OpenCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
=================
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
=================
*/
void Damage_Apply( entity eTarget, entity eAttacker, int iDamage, vector vHitPos ) {
// Modify the damage based on the location
if ( trace_surface_id == BODY_HEAD ) {
if ( eTarget.iEquipment & EQUIPMENT_HELMET ) {
iDamage *= 0.5;
eTarget.iEquipment -= EQUIPMENT_HELMET;
} else {
iDamage *= 4;
}
} else if ( trace_surface_id == BODY_STOMACH ) {
iDamage *= 0.9;
} else if ( trace_surface_id == BODY_LEGLEFT ) {
iDamage *= 0.4;
} else if ( trace_surface_id == BODY_LEGRIGHT ) {
iDamage *= 0.4;
}
dprint( sprintf( "[DEBUG] Hit Bodypart: %s\n", Damage_GetHitLocation( trace_surface_id ) ) );
// Apply the damage finally
eTarget.health = eTarget.health - iDamage;
// Special monetary punishment for hostage murderers
if ( eTarget.classname == "hostage_entity" ) {
if ( eTarget.health > 0 ) {
Money_AddMoney( eAttacker, -150 ); // Pain
} else {
Money_AddMoney( eAttacker, -1500 ); // Death
}
}
// 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, 300 );
} else {
eAttacker.frags--;
}
Damage_CastOrbituary( eAttacker, eTarget, eAttacker.weapon, 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_Radius
Even more pain and suffering, mostly used for explosives
=================
*/
void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius ) {
entity eDChain = findradius( vOrigin, fRadius );
while( eDChain ) {
if ( eDChain.takedamage == DAMAGE_YES ) {
float fDiff = vlen( vOrigin - eDChain.origin );
fDiff = ( fRadius - fDiff ) / fRadius;
fDamage = fDamage * fDiff;
if ( fDiff > 0 ) {
Damage_Apply( eDChain, eAttacker, fDamage, eDChain.origin );
}
}
eDChain = eDChain.chain;
}
}