kingpin-sdk/gamesrc/G_combat.c
2000-03-27 00:00:00 +00:00

2330 lines
58 KiB
C

// g_combat.c
#include "g_local.h"
#include "voice_bitch.h"
#include "voice_punk.h"
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
qboolean CanDamageThroughAlpha (trace_t trace, edict_t *targ, edict_t *inflictor, vec3_t dest)
{
vec3_t dir;
vec3_t alpha_start;
trace_t tr;
VectorSubtract (dest, inflictor->s.origin, dir);
VectorNormalize (dir);
VectorCopy (trace.endpos, alpha_start);
if (trace.ent->s.renderfx2 & RF2_SURF_ALPHA)
{
VectorMA (alpha_start, 4*3, dir, alpha_start);
}
else
{
VectorMA (alpha_start, 8, dir, alpha_start);
}
if (targ->client)
tr = gi.trace (alpha_start, NULL, NULL, dest, NULL, MASK_SHOT);
else
tr = gi.trace (alpha_start, NULL, NULL, dest, inflictor, MASK_SHOT);
if (tr.ent == targ)
return true;
return false;
}
qboolean CanDamage (edict_t *targ, edict_t *inflictor)
{
vec3_t dest;
trace_t trace;
if (targ == inflictor)
return false;
// bmodels need special checking because their origin is 0,0,0
if (targ->movetype == MOVETYPE_PUSH)
{
VectorAdd (targ->absmin, targ->absmax, dest);
VectorScale (dest, 0.5, dest);
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
if (trace.ent == targ)
return true;
return false;
}
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
else if (((trace.ent) && (trace.ent->s.renderfx2 & RF2_SURF_ALPHA)) || ((trace.contents & MASK_ALPHA)))
{
VectorCopy (targ->s.origin, dest);
if (CanDamageThroughAlpha (trace, targ, inflictor, dest))
return true;
}
VectorCopy (targ->s.origin, dest);
dest[0] += 15.0;
dest[1] += 15.0;
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
else if (((trace.ent) && (trace.ent->s.renderfx2 & RF2_SURF_ALPHA)) || ((trace.contents & MASK_ALPHA)))
{
VectorCopy (targ->s.origin, dest);
if (CanDamageThroughAlpha (trace, targ, inflictor, dest))
return true;
}
VectorCopy (targ->s.origin, dest);
dest[0] += 15.0;
dest[1] -= 15.0;
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
else if (((trace.ent) && (trace.ent->s.renderfx2 & RF2_SURF_ALPHA)) || ((trace.contents & MASK_ALPHA)))
{
VectorCopy (targ->s.origin, dest);
if (CanDamageThroughAlpha (trace, targ, inflictor, dest))
return true;
}
VectorCopy (targ->s.origin, dest);
dest[0] -= 15.0;
dest[1] += 15.0;
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
else if (((trace.ent) && (trace.ent->s.renderfx2 & RF2_SURF_ALPHA)) || ((trace.contents & MASK_ALPHA)))
{
VectorCopy (targ->s.origin, dest);
if (CanDamageThroughAlpha (trace, targ, inflictor, dest))
return true;
}
VectorCopy (targ->s.origin, dest);
dest[0] -= 15.0;
dest[1] -= 15.0;
trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0)
return true;
else if (((trace.ent) && (trace.ent->s.renderfx2 & RF2_SURF_ALPHA)) || ((trace.contents & MASK_ALPHA)))
{
VectorCopy (targ->s.origin, dest);
if (CanDamageThroughAlpha (trace, targ, inflictor, dest))
return true;
}
return false;
}
/*
============
Killed
============
*/
void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject)
{
if (targ->health < -999)
targ->health = -999;
targ->enemy = attacker;
// turn off Flamethrower
if (targ->client || (targ->svflags & SVF_MONSTER))
targ->s.renderfx2 &= ~RF2_FLAMETHROWER;
if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
{
cast_memory_t *mem;
// Ridah 5-8-99, so we can shoot through dying characters
targ->maxs[2] = 0;
gi.linkentity( targ );
// JOSEPH 12-MAR-99
/*
if (targ->leader && targ->leader->client)
{
targ->leader->client->pers.friends--;
}
targ->leader = NULL;
*/
// END JOSEPH
{
edict_t *player;
cast_memory_t *cast_memory;
player = &g_edicts[1];
cast_memory = level.global_cast_memory[targ->character_index][player->character_index];
if (cast_memory && cast_memory->flags & MEMORY_HIRED)
player->client->pers.friends--;
}
targ->leader = NULL;
if (attacker->client && attacker->client->gun_noise) // a guy killed with the silencer should not wake the others up
{
// Share our list of enemies, so surrounding friends can seek revenge
mem = targ->cast_info.friend_memory;
while (mem)
{
if (mem->timestamp > (level.time - 3))
{
AI_ShareEnemies( targ, &g_edicts[mem->cast_ent] );
}
mem = mem->next;
}
}
// Simulate triggering a combattarget
if (targ->combattarget)
AI_Goto_CombatTarget( targ );
else if (targ->combat_goalent)
{ // trigger it in 2 seconds
char *savetarget;
edict_t *target;
target = targ->combat_goalent;
if (target->delay < 2)
target->delay = 2;
savetarget = target->target;
target->target = target->pathtarget;
G_UseTargets (target, targ);
target->target = savetarget;
}
}
// Remove them from the game
AI_UnloadCastMemory ( targ );
// if they were killed by an AI character, send them back to their start point
if (attacker->svflags & SVF_MONSTER && !attacker->goal_ent && attacker->start_ent
&& (!attacker->enemy || (attacker->enemy == targ)))
{
attacker->goal_ent = attacker->start_ent;
}
if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
{ // doors, triggers, etc
targ->die (targ, inflictor, attacker, damage, point, mdx_part, mdx_subobject);
return;
}
if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
{
targ->touch = NULL;
cast_death_use (targ);
}
if (targ->svflags & SVF_MONSTER)
EP_SpecialEventDeath (targ);
targ->die (targ, inflictor, attacker, damage, point, mdx_part, mdx_subobject);
}
/*
================
SpawnDamage
================
*/
//int sp_blood1;
void SpawnDamage (edict_t *self, int type, vec3_t origin, vec3_t normal, int damage)
{
// int i, cnt;
// vec3_t vec;
// edict_t *sprent;
if ((cl_parental_lock->value && !cl_parental_override->value) && type == TE_BLOOD)
return;
if (damage > 127)
damage = 127;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (type);
gi.WritePosition (origin);
if (type != TE_BLOOD)
gi.WriteDir (normal);
// JOSEPH 12-MAY-99-B
else
{
// As per Maxx request
if (damage > 1)
damage <<= 1;
gi.WriteByte( damage );
}
// END JOSEPH
gi.multicast (origin, MULTICAST_PVS);
/*
// FIXME: move these to the client-side TE_* effects
cnt = (int)(damage/2);
if (cnt > 4)
cnt = 4;
// Ridah, spawn some sprite effects
switch (type)
{
case TE_BLOOD:
for (i=0; i<cnt; i++)
{
sprent = G_Spawn();
VectorSet( sprent->s.origin,
origin[0] + crandom()*4,
origin[1] + crandom()*4,
origin[2] + crandom()*4 );
VectorClear( sprent->mins );
VectorClear( sprent->maxs );
VectorSubtract( origin, self->s.origin, vec );
vec[2] = 0;
VectorNormalize( vec );
VectorSet( sprent->velocity,
random()*40*vec[0],
random()*40*vec[1],
80 + 100*random() );
sprent->s.modelindex = sp_blood1;
sprent->s.frame = rand()%9;
sprent->movetype = MOVETYPE_BOUNCE;
sprent->clipmask = MASK_SOLID;
sprent->solid = SOLID_BBOX;
// sprent->s.effects |= EF_GIB;
sprent->owner = self;
sprent->think = G_FreeEdict;
sprent->nextthink = level.time + 1.0;
sprent->classname = "sp_blood1";
gi.linkentity( self );
}
break;
}
*/
}
/*
SpawnBloodPool
*/
void SpawnBloodPool (edict_t *self)
{
vec3_t origin;
vec3_t forward, right, up;
vec3_t end;
vec3_t vec;
trace_t tr;
int baseskin, currentskin;
if (self->onfireent)
{
return;
}
if (cl_parental_lock->value && !cl_parental_override->value)
return;
VectorCopy (self->s.origin, origin);
AngleVectors (self->s.angles, forward, right, up);
VectorMA (origin, -8192, up, end);
tr = gi.trace (origin, NULL, NULL, end, self, MASK_SHOT );
if (tr.contents & CONTENTS_SOLID)
{
baseskin = self->s.model_parts[PART_HEAD].baseskin;
currentskin = self->s.model_parts[PART_HEAD].skinnum[0];
if (baseskin != currentskin)
{
// VectorCopy (tr.endpos, vec);
// this will need to be computed for each mdx
// VectorMA (vec, -(32), forward, vec);
// VectorMA( vec, 0.1, tr.plane.normal, tr.endpos ); // lift it above the ground slightly
// Ridah, use object_bounds to get head position
if (self->s.model_parts[PART_HEAD].object_bounds[0] > 0)
{
vec3_t org, ang, mins, maxs;
vec3_t forward, right, up;
vec3_t rmins, rmaxs, pmins, pmaxs;
VectorCopy (self->s.origin, org);
VectorCopy (self->s.angles, ang);
VectorCopy (g_objbnds[-1+self->s.model_parts[PART_HEAD].object_bounds[0]][self->s.frame].mins, mins);
VectorCopy (g_objbnds[-1+self->s.model_parts[PART_HEAD].object_bounds[0]][self->s.frame].maxs, maxs);
AngleVectors (ang, forward, right, up);
VectorMA (org, ((mins[0] + maxs[0]) * 0.5), forward, org);
VectorMA (org, -((mins[1] + maxs[1]) * 0.5), right, org);
VectorMA (org, (mins[2] + maxs[2]) * 0.5, up, org);
// find rotated positions of mins/maxs, and then build the new min/max
VectorScale ( forward, mins[0], rmins);
VectorMA (rmins, -mins[1], right, rmins);
VectorMA (rmins, mins[2], up, rmins);
VectorScale ( forward, maxs[0], rmaxs);
VectorMA (rmaxs, -maxs[1], right, rmaxs);
VectorMA (rmaxs, maxs[2], up, rmaxs);
pmins[0] = (rmins[0] < rmaxs[0] ? rmins[0] : rmaxs[0]);
pmins[1] = (rmins[1] < rmaxs[1] ? rmins[1] : rmaxs[1]);
pmins[2] = (rmins[2] < rmaxs[2] ? rmins[2] : rmaxs[2]);
pmaxs[0] = (rmins[0] > rmaxs[0] ? rmins[0] : rmaxs[0]);
pmaxs[1] = (rmins[1] > rmaxs[1] ? rmins[1] : rmaxs[1]);
pmaxs[2] = (rmins[2] > rmaxs[2] ? rmins[2] : rmaxs[2]);
// now align the mins/maxs with the origin
mins[0] = pmins[0] - (0.5*(pmaxs[0] + pmins[0]));
mins[1] = pmins[1] - (0.5*(pmaxs[1] + pmins[1]));
mins[2] = pmins[2] - (0.5*(pmaxs[2] + pmins[2]));
maxs[0] = pmaxs[0] - (0.5*(pmaxs[0] + pmins[0]));
maxs[1] = pmaxs[1] - (0.5*(pmaxs[1] + pmins[1]));
maxs[2] = pmaxs[2] - (0.5*(pmaxs[2] + pmins[2]));
vec[0] = org[0] + (mins[0] + maxs[0]) / 2;
vec[1] = org[1] + (mins[1] + maxs[1]) / 2;
vec[2] = org[2] + (mins[2] + maxs[2]) / 2;
VectorMA( vec, -8192, up, end );
tr = gi.trace (vec, NULL, NULL, end, self, MASK_SHOT );
VectorMA( tr.endpos, 0.1, tr.plane.normal, tr.endpos ); // lift it above the ground slightly
}
}
else
VectorMA( tr.endpos, 0.1, tr.plane.normal, tr.endpos ); // lift it above the ground slightly
// JOSEPH 18-DEC-98
SurfaceSpriteEffect(SFX_SPRITE_SURF_BLOOD_POOL, 2, 2, tr.ent, tr.endpos, tr.plane.normal);
/*gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_BLOOD_POOL);
gi.WritePosition (tr.endpos);
gi.WriteDir (tr.plane.normal);
gi.multicast (origin, MULTICAST_PVS);*/
// END JOSEPH
}
else
{
// TBD
// the entity steped on the dead body so now we can leave a bloody trail
;
}
}
/*
============
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
point point at which the damage is being inflicted
normal normal vector from that point
damage amount of damage being inflicted
knockback force to be applied against targ as a result of the damage
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_ENERGY damage is from an energy based weapon
DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
DAMAGE_BULLET damage is from a bullet (used for ricochets)
DAMAGE_NO_PROTECTION kills godmode, armor, everything
============
*/
static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
{
gclient_t *client;
int save;
int index;
gitem_t *armor;
if (!damage)
return 0;
client = ent->client;
if (!client)
return 0;
/*
{
static int done=0;
// if (!done)
// gi.dprintf( "NOTE: Armour has been disabled (was preventing bullet damage)\n");
done = 1;
return 0;
}
*/
if (dflags & DAMAGE_NO_ARMOR)
return 0;
index = ArmorIndex (ent);
if (!index)
return 0;
armor = GetItemByIndex (index);
if (dflags & DAMAGE_ENERGY)
save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage);
else
save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage);
if (save >= client->pers.inventory[index])
save = client->pers.inventory[index];
if (!save)
return 0;
client->pers.inventory[index] -= save;
SpawnDamage (ent, te_sparks, point, normal, save);
return save;
}
void M_ReactToDamage (edict_t *targ, edict_t *attacker, float damage)
{
cast_memory_t *cast_memory;
int i;
if (targ->health <= 0)
return;
if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
return;
if (!(targ->client) && !(targ->svflags & SVF_MONSTER))
return;
// stop hiding, someone has hurt us
if ( (targ->cast_info.aiflags & AI_TAKE_COVER)
&& (!targ->combat_goalent || (VectorDistance(targ->s.origin, targ->combat_goalent->s.origin) < 48)))
{
targ->cast_info.aiflags &= ~AI_TAKE_COVER;
if (targ->combat_goalent)
targ->combat_goalent = NULL;
targ->dont_takecover_time = level.time + 2;
}
if (attacker == targ || attacker == targ->enemy)
return;
// friendly fire?
if ((targ->cast_group == attacker->cast_group) && (targ->cast_group == 1) && attacker->client)
{
if (damage > 40)
targ->missteam = 1;
if (!targ->enemy && (targ->missteam++ > 0) && level.global_cast_memory[targ->character_index][attacker->character_index])
{ // make them an enemy
// Ridah, 17-may-99, make sure other hiredguys's don't attack their leader
for (i=1; i<level.num_characters; i++)
{
if (level.characters[i] && (level.characters[i]->cast_group == 1) && (level.global_cast_memory[i][targ->character_index]) && (level.characters[i]->leader == attacker))
{
AI_RemoveFromMemory( level.characters[i], level.global_cast_memory[i][targ->character_index] );
AI_RemoveFromMemory( targ, level.global_cast_memory[targ->character_index][i] );
AI_AddToMemory( level.characters[i], level.global_cast_memory[i][targ->character_index], MEMORY_TYPE_ENEMY );
AI_AddToMemory( targ, level.global_cast_memory[targ->character_index][i], MEMORY_TYPE_ENEMY );
AI_MakeEnemy( level.characters[i], targ, 0 );
level.characters[i]->enemy = targ;
}
}
AI_RemoveFromMemory( targ, level.global_cast_memory[targ->character_index][attacker->character_index] );
AI_AddToMemory( targ, level.global_cast_memory[targ->character_index][attacker->character_index], MEMORY_TYPE_ENEMY );
targ->cast_group = 0;
targ->leader = NULL;
AI_MakeEnemy( targ, attacker, 0 );
targ->enemy = attacker;
}
else
{
if (targ->gender == GENDER_MALE)
Voice_Random( targ, attacker, friendlypain, NUM_FRIENDLYPAIN );
else if (targ->gender == GENDER_FEMALE)
// Ridah, 17-may-99, we can't ship with a todo message, so just play a pain sound
// gi.dprintf( "FIXME: Female \"Quit shootin me!\"" );
Voice_Random( targ, attacker, female_specific, 4 );
}
}
// they aren't on our side, are they a friend?
if (!(cast_memory = level.global_cast_memory[targ->character_index][attacker->character_index]))
{ // record this sighting, so we can start to attack them
AI_RecordSighting(targ, attacker, VectorDistance(targ->s.origin, attacker->s.origin) );
cast_memory = level.global_cast_memory[targ->character_index][attacker->character_index];
}
if (cast_memory->memory_type == MEMORY_TYPE_FRIEND)
{
// gi.dprintf("SOUND TODO: Are you done shooting me?\n");
return; // let them off easy
}
if ((cast_memory->memory_type != MEMORY_TYPE_ENEMY) || !(cast_memory->flags & MEMORY_HOSTILE_ENEMY))
{
// make them a hostile enemy
AI_MakeEnemy( targ, attacker, 0 );
}
// if we're attacking someone else, and this is a client, get mad at them!
if (attacker->cast_group != targ->cast_group && targ->enemy != attacker && attacker->client)
{
AI_StartAttack( targ, attacker );
}
}
// returns TRUE if attacker is on same team (can't damage)
qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
{
if (targ == attacker) // we can always hurt ourselves
return false;
if (targ->client->pers.friendly_vulnerable)
return true;
if (teamplay->value && targ && attacker && attacker->client && targ->client && (targ->client->pers.team) && (targ->client->pers.team == attacker->client->pers.team))
return true;
else
return false;
}
// Ridah, health_threshold targetting
void CheckHealthTarget( edict_t *targ, char *target )
{
edict_t *goal;
goal = G_Find( NULL, FOFS(targetname), target );
if (goal)
{
if (!strcmp(goal->classname, "misc_use_cutscene") || strstr(goal->classname, "trigger_"))
{ // trigger it
goal->use( goal, targ, targ );
}
else // walk to it
{
targ->goal_ent = goal;
targ->cast_info.aiflags |= AI_GOAL_IGNOREENEMY;
targ->cast_info.aiflags &= ~AI_TAKE_COVER;
targ->cast_info.currentmove = targ->cast_info.move_run;
targ->goal_ent->cast_info.aiflags |= AI_GOAL_RUN;
}
}
}
void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod)
{
gclient_t *client;
int take;
int save;
int asave;
int te_sparks;
float dmg;
dmg = (float)(damage);
if (!targ->takedamage)
return;
if (targ->cast_info.aiflags & AI_IMMORTAL)
{
return;
}
// friendly fire avoidance
// if enabled you can't hurt teammates (but you can hurt yourself)
// knockback still occurs
if (!(dflags & DAMAGE_NO_PROTECTION) && (targ != attacker) && ((deathmatch->value && (teamplay->value || ((int)(dmflags->value) & (DF_MODELTEAMS/*| DF_SKINTEAMS*/))) /*|| coop->value*/)))
{
if ((OnSameTeam (targ, attacker)) && (!targ->client->pers.friendly_vulnerable))
{
if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE)
{
dmg = 0;
}
else
mod |= MOD_FRIENDLY_FIRE;
}
}
meansOfDeath = mod;
// easy mode takes half damage
if (deathmatch->value == 0 && targ->client)
{
if (skill->value == 0)
dmg *= 0.2; // Ridah, bumped it up a bit, since Rockets were only doing 2% health, 4% would be a bit more reasonable
else if (skill->value == 1)
dmg *= 0.35;
else if (skill->value == 2)
dmg *= 0.60;
else if (skill->value == 3)
dmg *= 0.80;
if (skill->value >= 2)
{
if (rand()%(2 + (int)skill->value * 2) > 4)
dmg *= 2; // randomized simulation of head shot
}
if (dmg < 1)
dmg = 1;
// gi.dprintf ("dmg: %5.2f\n", dmg);
}
else if (deathmatch->value && dm_realmode->value && attacker != targ && attacker->client)
{
dmg *= 4;
}
client = targ->client;
// JOSEPH 11-APR-99
if ((mod == MOD_BLACKJACK) || (mod == MOD_CROWBAR))
te_sparks = TE_SPARKS;
else if (dflags & DAMAGE_BULLET && mod != MOD_DOGBITE)
te_sparks = TE_BULLET_SPARKS;
else if (mod != MOD_DOGBITE)
te_sparks = TE_SPARKS;
else
te_sparks = TE_SPARKS;
// END JOSEPH
VectorNormalize(dir);
// bonus damage for suprising a monster
// if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
// dmg *= 2;
if (((dflags & DAMAGE_NO_KNOCKBACK)) || (targ->nokickbackflag))
knockback = 0;
// figure momentum add
// JOSEPH 7-MAR-99
if ((!(dflags & DAMAGE_NO_KNOCKBACK)) && (mod == MOD_BLOWBACK))
{
vec3_t kvel;
float mass;
knockback *= 3;
if (knockback < 100)
knockback = 100;
else if (knockback > 150)
knockback = 150;
if (targ->mass < 50)
mass = 50;
else
mass = targ->mass;
if (targ->client)
VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
else
VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
VectorAdd (targ->velocity, kvel, targ->velocity);
}
else if (!(dflags & DAMAGE_NO_KNOCKBACK))
// END JOSEPH
{
if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
{
vec3_t kvel;
float mass;
if (targ->mass < 50)
mass = 50;
else
mass = targ->mass;
// JOSEPH 13-MAY-99
if (targ->client && (attacker == targ) && deathmatch->value)
VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
else if (targ->client && (attacker == targ))
VectorScale (dir, 128.0 * (float)knockback / mass, kvel);
else
VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
// END JOSEPH
VectorAdd (targ->velocity, kvel, targ->velocity);
}
}
take = dmg;
save = 0;
// JOSEPH 1-APR-99-B
if (targ->client && dmg && (!(dflags & DAMAGE_NO_ARMOR)))
{
int index;
gitem_t *item = NULL;
int random;
float takefactor;
// JOSEPH 21-MAY-99
if (mod == MOD_DOGBITE)
{
if (inflictor->s.origin[2] < targ->s.origin[2]) // legs
{
random = 2;
}
else if (inflictor->s.origin[2] > targ->s.origin[2] + targ->viewheight) // head
{
random = 1;
}
else // body
{
random = 0;
}
}
else if (dflags & DAMAGE_BULLET)
{
random = rand()%100;
if (random < 40) // legs
{
random = 2;
}
else if (random < 60) // head
{
random = 1;
}
else // body
{
random = 0;
}
}
else
random = rand()%3;
// END JOSEPH
// JOSEPH 5-APR-99
if (mod == MOD_FALLING)
{
item = FindItem ("Legs Armor");
takefactor = 0.5;
if (!(targ->client->pers.inventory[ITEM_INDEX(item)]))
{
item = FindItem ("Legs Armor Heavy");
takefactor = 0.25;
}
}
else if (random == 0)
// END JOSEPH
{
item = FindItem ("Jacket Armor");
takefactor = 0.3;
if (!(targ->client->pers.inventory[ITEM_INDEX(item)]))
{
item = FindItem ("Jacket Armor Heavy");
takefactor = 0.1;
}
}
else if (random == 1)
{
item = FindItem ("Helmet Armor");
takefactor = 0.3;
if (!(targ->client->pers.inventory[ITEM_INDEX(item)]))
{
item = FindItem ("Helmet Armor Heavy");
takefactor = 0.1;
}
}
else
{
item = FindItem ("Legs Armor");
takefactor = 0.3;
if (!(targ->client->pers.inventory[ITEM_INDEX(item)]))
{
item = FindItem ("Legs Armor Heavy");
takefactor = 0.1;
}
}
if ((item) && (targ->client->pers.inventory[ITEM_INDEX(item)]))
{
int takehealth;
int takeshield;
takehealth = take * takefactor;
takeshield = take - takehealth;
// Ridah, make Flamethrower burn armor away faster than normal
if (mod == MOD_FLAMETHROWER)
{
if (takeshield < 1)
takeshield = 1;
takeshield *= 3;
}
index = ITEM_INDEX (item);
// JOSEPH 5-APR-99
if (takeshield <= targ->client->pers.inventory[ index ])
{
targ->client->pers.inventory[ index ] -= takeshield;
take = takehealth;
if (!take)
take = 1;
}
else
{
takehealth = ((take - targ->client->pers.inventory[ index ])+
(takefactor*targ->client->pers.inventory[ index ]));
targ->client->pers.inventory[ index ] = 0;
take = takehealth;
if (!take)
take = 1;
}
// END JOSEPH
}
}
// END JOSEPH
// check for godmode
if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
{
take = 0;
save = dmg;
SpawnDamage (targ, te_sparks, point, normal, save);
}
// check for invincibility
if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
{
if (targ->pain_debounce_time < level.time)
{
// JOSEPH 29-MAR-99
//gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
// END JOSEPH
targ->pain_debounce_time = level.time + 2;
}
take = 0;
save = dmg;
}
// JOSEPH 1-APR-99
//asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
//take -= asave;
//treat cheat/powerup savings the same as armor
asave = 0;
asave += save;
// END JOSEPH
// team damage avoidance
//if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
// return;
// do the damage
if (take)
{
if (mod == MOD_FLAMETHROWER)
{
}
else
{
if ((targ->svflags & SVF_MONSTER) || (client))
SpawnDamage (targ, TE_BLOOD, point, normal, take);
else
SpawnDamage (targ, te_sparks, point, normal, take);
}
targ->health = targ->health - take;
// Ridah, trigger health threshold events
if (targ->health_target && (targ->health < targ->health_threshold))
{
CheckHealthTarget( targ, targ->health_target );
targ->health_target = NULL;
}
else if (targ->health_target2 && (targ->health < targ->health_threshold2))
{
CheckHealthTarget( targ, targ->health_target2 );
targ->health_target2 = NULL;
}
else if (targ->health_target3 && (targ->health < targ->health_threshold3))
{
CheckHealthTarget( targ, targ->health_target3 );
targ->health_target3 = NULL;
}
if (targ->health <= 0)
{
if ((targ->svflags & SVF_MONSTER) || (client))
{
targ->flags |= FL_NO_KNOCKBACK;
M_ReactToDamage (targ, attacker, take); // Ridah, so our friends seek vengence
}
// JOSEPH 3-MAR-99
if (targ->svflags & SVF_MONSTER)
{
// targ->solid = SOLID_NOT;
targ->svflags |= SVF_DEADMONSTER;
if (mod == MOD_ROCKET)
{
targ->s.renderfx2 &= ~RF2_DIR_LIGHTS;
}
}
// END JOSEPH
// Ridah, removed so grenades and rockets can gib bodies
// if (!targ->deadflag)
Killed (targ, inflictor, attacker, take, point, 0, 0);
return;
}
}
if ( (targ->svflags & SVF_MONSTER)
&& (targ->health > 0)) // Ridah, 31-may-99, possibly fixes Whore crouching death bug
{
M_ReactToDamage (targ, attacker, take);
if (take)
{
targ->pain (targ, attacker, knockback, take, 0, 0);
// nightmare mode monsters don't go into pain frames often
if (skill->value >= 3)
targ->pain_debounce_time = level.time + 5;
}
}
else if (client)
{
if (!(targ->flags & FL_GODMODE) && (take))
targ->pain (targ, attacker, knockback, take, 0, 0);
}
else if (take)
{
if (targ->pain)
targ->pain (targ, attacker, knockback, take, 0, 0);
}
// 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)
{
client->damage_armor += asave;
if (mod == MOD_FLAMETHROWER)
client->damage_flame += take*4;
else
client->damage_blood += take;
client->damage_knockback += knockback;
VectorCopy (point, client->damage_from);
}
}
void SpawnPartShotOff (edict_t *self, int mdx_part, vec3_t dir)
{
edict_t *dropped;
int skin, model;
vec3_t forward, angles;
int i;
if (mdx_part == PART_CIGAR)
{
self->count &= ~1;
return; // no cigar
}
else if (mdx_part == PART_HAT)
{
if (self->count & 2)
{
model = gi.modelindex("models/props/fedora/fedora.mdx");
// hat bug
self->count &= ~2;
}
else if (self->count & 4)
{
model = gi.modelindex("models/props/stetson/stetson.mdx");
// hat bug
self->count &= ~4;
}
else if (self->count & 8)
{
model = gi.modelindex("models/props/cap/cap.mdx");
// hat bug
self->count &= ~8;
}
}
skin = self->s.model_parts[mdx_part].baseskin;
dropped = G_Spawn();
VectorSet (dropped->mins, -4, -4, -2);
VectorSet (dropped->maxs, 4, 4, 2);
memset(&(dropped->s.model_parts[0]), 0, sizeof(model_part_t) * MAX_MODEL_PARTS);
dropped->s.num_parts++;
dropped->s.model_parts[PART_HEAD].modelindex = model;
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
self->s.model_parts[PART_HEAD].baseskin = skin;
gi.GetObjectBounds( "models/actors/runt/fedora.mdx", &self->s.model_parts[PART_HEAD] );
dropped->movetype = MOVETYPE_BOUNCE;
dropped->clipmask = MASK_SHOT;
dropped->solid = SOLID_NOT;
dropped->s.renderfx2 |= RF2_NOSHADOW;
VectorCopy (self->s.origin, dropped->s.origin);
dropped->s.origin[2] += 24;
vectoangles (dir, angles);
AngleVectors (angles, forward, NULL, NULL);
VectorScale (forward, 100, dropped->velocity);
dropped->velocity [2] += 300;
gi.linkentity (dropped);
}
void gib_a_little_blood (edict_t *self)
{
trace_t tr;
vec3_t end;
float rnd;
VectorCopy (self->s.origin, end);
end[2] -= 8000;
tr = gi.trace (self->s.origin, NULL, NULL, end, self, MASK_SOLID);
rnd = (0.5 + 1.5*random());
SurfaceSpriteEffect(SFX_SPRITE_SURF_BLOOD1, (unsigned char)(rnd*SFX_BLOOD_WIDTH), (unsigned char)(rnd*SFX_BLOOD_HEIGHT),
tr.ent, tr.endpos, tr.plane.normal);
}
// JOSEPH 18-MAR-99
void Think_gib_fade (edict_t *ent)
{
if (!ent->misstime--)
{
ent->nextthink = 0;
G_FreeEdict(ent);
}
else
{
if (ent->misstime <= 20)
{
if (ent->misstime == 20)
{
ent->s.renderfx2 |= RF2_PASSALPHA;
ent->s.effects = 1; // this is full alpha now
}
ent->s.effects += (255/20);
if (ent->s.effects > 255)
ent->s.effects = 255;
}
if (rand()%100 > 90)
gib_a_little_blood (ent);
ent->nextthink = level.time + 0.1;
/*
// Ridah, optimized this to prevent SZ_GetSpace() overrun's
if (random() < 0.5 && ent->velocity[2])
{
static float last_blood;
vec3_t negvel;
// if (last_blood != level.time)
{
VectorScale( ent->velocity, -1, negvel );
VectorNormalize( negvel );
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SPLASH);
gi.WriteByte (5);
gi.WritePosition (ent->s.origin);
gi.WriteDir (negvel);
gi.WriteByte (6);
gi.multicast (ent->s.origin, MULTICAST_PVS);
last_blood = level.time;
}
}
*/
}
}
// END JOSEPH
void gib_end_life (edict_t *self)
{
gib_a_little_blood (self);
// JOSEPH 18-MAR-99
self->think = Think_gib_fade;
self->nextthink = level.time + 0.1;
self->misstime = 80;
// END JOSEPH
}
void SpawnGib (edict_t *self, int mdx_part, int mdx_subobject, vec3_t dir)
{
edict_t *gib;
int i;
vec3_t forward, right, up, angles;
char gibname[1024];
float vel;
int max_rnd;
gi.sound(self, CHAN_VOICE, gi.soundindex("actors/player/bodyfalls/jibs.wav"), 1, ATTN_NORM, 0);
if (mdx_part == PART_BODY && mdx_subobject == 0) // Torso is big, so allow big chunks
{ // torso
max_rnd = 2;
Com_sprintf (gibname, sizeof(gibname), "models/props/gibs/gib%d.mdx", 3+(rand()%max_rnd) + 1);
}
else if (mdx_part == PART_LEGS)
{
max_rnd = 3;
Com_sprintf (gibname, sizeof(gibname), "models/props/gibs/gib%d.mdx", 1+(rand()%max_rnd) + 1);
}
else // arm/leg/head
{
max_rnd = 3;
Com_sprintf (gibname, sizeof(gibname), "models/props/gibs/gib%d.mdx", (rand()%max_rnd) + 1);
}
gib = G_Spawn();
memset(&(gib->s.model_parts[0]), 0, sizeof(model_part_t) * MAX_MODEL_PARTS);
gib->s.num_parts++;
gib->s.model_parts[PART_HEAD].modelindex = gi.modelindex (gibname);
for (i=0; i<MAX_MODELPART_OBJECTS; i++)
gib->s.model_parts[PART_HEAD].baseskin = 0;
// gib->movetype = MOVETYPE_TOSS;
gib->movetype = MOVETYPE_BOUNCE;
gib->solid = SOLID_NOT;
gib->s.renderfx2 |= RF2_NOSHADOW;
gib->s.renderfx2 |= RF2_DIR_LIGHTS;
gib->s.effects |= EF_GIB;
//gi.dprintf( "SpawnGib: shot ent: %i\n", (int)(self-g_edicts) );
VectorCopy (self->s.origin, gib->s.origin);
VectorCopy (self->s.angles, gib->s.angles);
gib->s.angles[YAW] += (rand()%32) - 16;
AngleVectors (gib->s.angles, forward, right, up);
VectorCopy (g_objbnds[-1+self->s.model_parts[mdx_part].object_bounds[mdx_subobject]][self->s.frame].mins, gib->mins);
VectorCopy (g_objbnds[-1+self->s.model_parts[mdx_part].object_bounds[mdx_subobject]][self->s.frame].maxs, gib->maxs);
VectorMA (gib->s.origin, ((gib->mins[0] + gib->maxs[0]) * 0.5), forward, gib->s.origin);
VectorMA (gib->s.origin, -((gib->mins[1] + gib->maxs[1]) * 0.5), right, gib->s.origin);
VectorMA (gib->s.origin, (gib->mins[2] + gib->maxs[2]) * 0.5, up, gib->s.origin);
if (deathmatch->value) // do client-side gibs in deathmatch
{
gib->s.origin[2] += 10;
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_GIBS);
gi.WritePosition (gib->s.origin);
gi.WriteDir (vec3_origin);
gi.WriteByte ( 2 ); // number of gibs
gi.WriteByte ( 0 ); // scale of direction to add to velocity
gi.WriteByte ( 0 ); // random offset scale
gi.WriteByte ( 10 ); // random velocity scale
gi.multicast (self->s.origin, MULTICAST_PVS);
G_FreeEdict( gib );
return;
}
vel = (float) ((rand()%512) + 128);
vectoangles (dir, angles);
AngleVectors (angles, forward, NULL, NULL);
// Ridah, only fly off if not lying on ground
if (self->cast_info.currentmove && self->svflags & SVF_MONSTER && self->cast_info.currentmove->endfunc != AI_EndDeath)
{
VectorScale (forward, vel, gib->velocity);
gib->velocity[2] += (float)(rand()%256) + 120;
}
else
{
gib->velocity[0] = (float)(rand()%60) - 30;
gib->velocity[1] = (float)(rand()%60) - 30;
gib->velocity[2] += (float)(rand()%256) + 120;
}
VectorSet (gib->avelocity, 300*random(), 300*random(), 300*random());
VectorSet (gib->mins, -4, -4, -2);
VectorSet (gib->maxs, 4, 4, 2);
gib->think = gib_end_life;
gib->nextthink = level.time + 0.1;
gi.linkentity (gib);
// Ridah, optimized this to prevent SZ_GetSpace() overrun's
{
static float last_blood;
// JOSEPH 12-MAY-99-B
if (last_blood != level.time)
{
gi.WriteByte (svc_temp_entity);
gi.WriteByte (TE_SPLASH);
gi.WriteByte (25);
gi.WritePosition (gib->s.origin);
gi.WriteDir (up);
gi.WriteByte (6);
gi.multicast (gib->s.origin, MULTICAST_PVS);
last_blood = level.time;
}
// END JOSEPH
}
// Spawn some blood on the wall close by
for (i=0; i<1; i++)
{
trace_t tr;
vec3_t end;
VectorCopy (gib->s.origin, end);
VectorAdd( end, tv((random()-0.5)*48, (random()-0.5)*48, -16 - (random())*16), end );
tr = gi.trace (gib->s.origin, NULL, NULL, end, gib, MASK_SOLID);
if ((tr.fraction < 1 && tr.ent == &g_edicts[0]) || !(tr.surface->flags & SURF_SKY))
{
float rnd;
rnd = (1.5 + 3.2*random());
SurfaceSpriteEffect(SFX_SPRITE_SURF_BLOOD1, (unsigned char)(SFX_BLOOD_WIDTH*rnd), (unsigned char)(SFX_BLOOD_HEIGHT*rnd),
tr.ent, tr.endpos, tr.plane.normal);
}
}
}
// Rafael: this routine will need special handling if the jibed part is a helmet
void SpawnGibShotOff (edict_t *self, int mdx_part, int mdx_subobject, vec3_t dir)
{
#define GIBS_HEAD 4
#define GIBS_BODY 8
#define GIBS_ARMS 6
#define GIBS_LEGS 8
int i;
int numgibs;
if (self->gender != GENDER_MALE && self->gender != GENDER_FEMALE)
return;
if (cl_parental_lock->value && !cl_parental_override->value)
return;
//gi.dprintf( "shot ent: %i, part %i, object %i\n", (int)(self-g_edicts), mdx_part, mdx_subobject );
// ok the head got shot off so spawn in the standin
if (mdx_part == PART_HEAD)
{
numgibs = GIBS_HEAD;
if (deathmatch->value)
numgibs /= 2;
self->s.model_parts[mdx_part].invisible_objects = (1<<0 | 1<<1);
for (i=0; i<numgibs; i++)
SpawnGib (self, mdx_part, mdx_subobject, dir);
// Ridah, if the head goes, the hat and cigar must also go
if (self->s.model_parts[PART_CIGAR].modelindex)
{
self->s.model_parts[PART_CIGAR].invisible_objects = (1<<0 | 1<<1);
SpawnPartShotOff (self, PART_CIGAR, dir);
}
if (self->s.model_parts[PART_HAT].modelindex)
{
self->s.model_parts[PART_HAT].invisible_objects = (1<<0 | 1<<1);
SpawnPartShotOff (self, PART_HAT, dir);
}
// hat and cigar bug
self->count = 0;
}
else if (mdx_part == PART_LEGS || mdx_part == PART_BODY)
{
// sub object 0 cant be blown off
if (mdx_subobject == 0)
{
if ( self->s.model_parts[PART_BODY].invisible_objects & ((1<<1) | (1<<2) | (1<<3))
&& self->s.model_parts[PART_BODY].invisible_objects & ((1<<4) | (1<<5) | (1<<6))
&& self->s.model_parts[PART_LEGS].invisible_objects & ((1<<1) | (1<<2) | (1<<3))
&& self->s.model_parts[PART_LEGS].invisible_objects & ((1<<4) | (1<<5) | (1<<6)) )
{
numgibs = GIBS_BODY;
if (deathmatch->value)
numgibs /= 2;
for (i=0; i<numgibs; i++)
SpawnGib (self, mdx_part, mdx_subobject, dir);
// Ridah, couldn't free it since it has further processing in T_DamageMDX()
self->nextthink = -1;
self->svflags |= SVF_NOCLIENT;
self->solid = SOLID_NOT;
gi.linkentity( self );
// self->s.model_parts[PART_BODY].invisible_objects |= (1<<0 | 1<<1);
// self->s.model_parts[PART_LEGS].invisible_objects |= (1<<0 | 1<<1);
// self->s.model_parts[PART_HEAD].invisible_objects |= (1<<0 | 1<<1);
//self->s.model_parts[PART_HEAD].invisible_objects |= (1<<0 | 1<<1);
//self->s.model_parts[PART_HEAD].invisible_objects |= (1<<0 | 1<<1);
}
else
{
return;
}
}
// the left side
else if (mdx_subobject <= 3)
{
self->s.model_parts[mdx_part].invisible_objects |= ((1<<1) | (1<<2) | (1<<3));
if (mdx_part == PART_LEGS)
numgibs = GIBS_LEGS;
else
numgibs = GIBS_ARMS;
if (deathmatch->value)
numgibs /= 2;
// Ridah, increased this, we really need lots of gibs, and since they disappear pretty quick, and
// the pody parts are harder to gib now, they shouldn't occur so often
for (i=0; i<numgibs; i++)
SpawnGib (self, mdx_part, 1 + i%3/*mdx_subobject*/, dir); // Ridah, spawn gibs at each subobject
// set health back up so next gib takes more shots
self->health = 0;
}
// the right side
else if (mdx_subobject <= 6)
{
self->s.model_parts[mdx_part].invisible_objects |= ((1<<4) | (1<<5) | (1<<6));
if (mdx_part == PART_LEGS)
numgibs = GIBS_LEGS;
else
numgibs = GIBS_ARMS;
if (deathmatch->value)
numgibs /= 2;
for (i=0; i<numgibs; i++)
SpawnGib (self, mdx_part, 4 + i%3/*mdx_subobject*/, dir); // Ridah, spawn gibs at each subobject
// set health back up so next gib takes more shots
self->health = 0;
}
}
}
void Think_Shard (edict_t *ent)
{
if (!ent->misstime--)
{
ent->nextthink = 0;
G_FreeEdict(ent);
}
else
{
if (ent->misstime <= 15)
{
if (ent->misstime == 15)
{
ent->s.renderfx2 |= RF2_PASSALPHA;
ent->s.effects = 1; // this is full alpha now
}
ent->s.effects += (255/15);
if (ent->s.effects > 255)
ent->s.effects = 255;
}
ent->nextthink = level.time + 0.1;
}
}
void shard_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point, int mdx_part, int mdx_subobject)
{
G_FreeEdict (self);
}
void ThrowShard (edict_t *self, char *modelname, float speed, vec3_t origin)
{
edict_t *chunk;
vec3_t v;
chunk = G_Spawn();
VectorCopy (origin, chunk->s.origin);
gi.setmodel (chunk, modelname);
v[0] = speed * crandom();
v[1] = speed * crandom();
v[2] = speed + 16 * crandom();
VectorMA (self->velocity, speed, v, chunk->velocity);
chunk->movetype = MOVETYPE_BOUNCE;
chunk->solid = SOLID_NOT;
chunk->avelocity[0] = random()*128;
chunk->avelocity[1] = random()*128;
chunk->avelocity[2] = random()*128;
chunk->think = G_FreeEdict;
chunk->nextthink = level.time + 5 + random()*5;
chunk->s.frame = 0;
chunk->flags = 0;
chunk->classname = "debris";
chunk->takedamage = DAMAGE_YES;
chunk->die = shard_die;
chunk->think = Think_Shard;
chunk->misstime = 20;
chunk->nextthink = level.time + 0.1;
chunk->s.renderfx2 |= RF2_NOSHADOW;
gi.linkentity (chunk);
}
// RAFAEL
void T_DamageMDX (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point,
vec3_t normal, int damage, int knockback, int dflags, int mod,
int mdx_part, int mdx_subobject)
{
gclient_t *client;
int take;
int save;
int asave;
int te_sparks;
qboolean hasarmor = false;
if (!targ->takedamage)
return;
if (targ->cast_info.aiflags & AI_IMMORTAL)
{
return;
}
// friendly fire avoidance
// if enabled you can't hurt teammates (but you can hurt yourself)
// knockback still occurs
if (!(dflags & DAMAGE_NO_PROTECTION) && (targ != attacker) && ((deathmatch->value && (teamplay->value || ((int)(dmflags->value) & (DF_MODELTEAMS/*| DF_SKINTEAMS*/))) /*|| coop->value*/)))
{
if ((OnSameTeam (targ, attacker)) && (!targ->client->pers.friendly_vulnerable))
{
if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE)
{
damage = 0;
}
else
mod |= MOD_FRIENDLY_FIRE;
}
}
meansOfDeath = mod;
// easy mode takes half damage
if (deathmatch->value == 0 && targ->client)
{
if (skill->value == 0)
damage *= 0.1; // used to be 50%, so we have to make it 10% to be 1/5 of what it was before
else if (skill->value == 1)
damage *= 0.6;
if (!damage)
damage = 1;
}
else if (deathmatch->value && dm_realmode->value && attacker != targ && attacker->client)
{
damage *= 4;
}
client = targ->client;
// JOSEPH 4-MAY-99
if (mod == MOD_BLACKJACK)
te_sparks = TE_IMPACT_CONCUSSION;
else if (dflags & DAMAGE_BULLET)
te_sparks = TE_BULLET_SPARKS;
else
te_sparks = TE_SPARKS;
// END JOSEPH
VectorNormalize(dir);
// bonus damage for suprising a monster
// if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
// damage *= 2;
if ((targ->flags & FL_NO_KNOCKBACK) || (targ->nokickbackflag))
knockback = 0;
// figure momentum add
if (!(dflags & DAMAGE_NO_KNOCKBACK))
{
if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
{
vec3_t kvel;
float mass;
if (targ->mass < 50)
mass = 50;
else
mass = targ->mass;
// JOSEPH 13-MAY-99
if ((targ->client && attacker == targ) && deathmatch->value)
VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
else if (targ->client && attacker == targ)
VectorScale (dir, 128.0 * (float)knockback / mass, kvel);
else
VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
// END JOSEPH
VectorAdd (targ->velocity, kvel, targ->velocity);
}
}
take = damage;
save = 0;
// check for godmode
if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
{
take = 0;
save = damage;
SpawnDamage (targ, te_sparks, point, normal, save);
}
// check for invincibility
if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
{
if (targ->pain_debounce_time < level.time)
{
// JOSEPH 29-MAR-99
//gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
// END JOSEPH
targ->pain_debounce_time = level.time + 2;
}
take = 0;
save = damage;
}
// JOSEPH 1-APR-99
//asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
//take -= asave;
//treat cheat/powerup savings the same as armor
asave = 0;
asave += save;
// END JOSEPH
// team damage avoidance
//if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
// return;
// do the damage
if (take)
{
// JOSEPH 2-APR-99
if (!deathmatch->value || dm_locational_damage->value)
{
int index;
gitem_t *item = NULL;
float takefactor;
int takehealth = 0;
int takeshield = 0;
if (mdx_part == PART_HEAD)
{
if (client)
{
item = FindItem ("Helmet Armor");
takefactor = 0.3;
if (!(client->pers.inventory[ITEM_INDEX(item)]))
{
item = FindItem ("Helmet Armor Heavy");
takefactor = 0.1;
}
takeshield = (take * (1.0 - takefactor));
if (deathmatch->value)
take *= 1.5;
else if (skill->value < 3) // FIXME? note to Rafael/Joeseph: why does it add more damage if lower skill level?
take *= 3;
takehealth = take * takefactor;
}
else
{
if (deathmatch->value)
take *= 1.5; // Ridah, scaled this down, since it gives people with low pings an un-fair advantage
else if (skill->value < 3)
take *= 3;
}
}
else if (mdx_part == PART_LEGS)
{
if (client)
{
item = FindItem ("Legs Armor");
takefactor = 0.3;
if (!(client->pers.inventory[ITEM_INDEX(item)]))
{
item = FindItem ("Legs Armor Heavy");
takefactor = 0.1;
}
takeshield = (take * (1.0 - takefactor));
takehealth = take * takefactor;
}
else
{
if (deathmatch->value)
take *= 1.0;
else if (skill->value < 3)
take *= 1.25;
}
}
else if (mdx_part == PART_BODY)
{
if (client)
{
item = FindItem ("Jacket Armor");
takefactor = 0.3;
if (!(client->pers.inventory[ITEM_INDEX(item)]))
{
item = FindItem ("Jacket Armor Heavy");
takefactor = 0.1;
}
takeshield = (take * (1.0 - takefactor));
if (deathmatch->value)
take *= 1.5;
else if (skill->value < 3)
take *= 2;
takehealth = take * takefactor;
}
else
{
if (deathmatch->value)
take *= 1.5;
else if (skill->value < 3)
take *= 2;
}
}
else if (mdx_part == PART_CIGAR || mdx_part == PART_HAT)
{
// we hit a hat or something
take = 0;
targ->s.model_parts[mdx_part].modelindex = 0;
// need to spawn the piece flying off
{
SpawnPartShotOff (targ, mdx_part, dir);
}
}
if ((client) && (item) && (client->pers.inventory[ITEM_INDEX(item)]))
{
index = ITEM_INDEX (item);
hasarmor = true;
if (takeshield <= client->pers.inventory[ index ])
{
client->pers.inventory[ index ] -= takeshield;
take = takehealth;
}
else
{
takehealth = ((take - client->pers.inventory[ index ])+
(takefactor*client->pers.inventory[ index ]));
client->pers.inventory[ index ] = 0;
take = takehealth;
}
}
}
// END JOSEPH
if (mod == MOD_FLAMETHROWER)
{
}
else
{
if ((targ->svflags & SVF_MONSTER) || (client))
if (hasarmor)
{
// Ridah, this is a major bandwidth hog, need to make client-side, like gibs
if (!deathmatch->value)
{
ThrowShard (targ, "models/props/glass/glass2.md2", 4, point);
ThrowShard (targ, "models/props/glass/glass2.md2", 4, point);
ThrowShard (targ, "models/props/glass/glass2.md2", 8, point);
ThrowShard (targ, "models/props/glass/glass2.md2", 8, point);
ThrowShard (targ, "models/props/glass/glass2.md2", 16, point);
ThrowShard (targ, "models/props/glass/glass2.md2", 16, point);
}
{
int rval;
rval = rand();
if (rval > 66)
gi.sound(targ, CHAN_VOICE, gi.soundindex("weapons/bullethit_armor1.wav"), 1, ATTN_NORM, 0);
else if (rval > 33)
gi.sound(targ, CHAN_VOICE, gi.soundindex("weapons/bullethit_armor2.wav"), 1, ATTN_NORM, 0);
else
gi.sound(targ, CHAN_VOICE, gi.soundindex("weapons/bullethit_armor3.wav"), 1, ATTN_NORM, 0);
}
}
else
SpawnDamage (targ, TE_BLOOD, point, normal, take);
else
SpawnDamage (targ, te_sparks, point, normal, take);
}
targ->health = targ->health - take;
// Ridah, trigger health threshold events
if (targ->health_target && (targ->health < targ->health_threshold))
{
CheckHealthTarget( targ, targ->health_target );
targ->health_target = NULL;
}
else if (targ->health_target2 && (targ->health < targ->health_threshold2))
{
CheckHealthTarget( targ, targ->health_target2 );
targ->health_target2 = NULL;
}
else if (targ->health_target3 && (targ->health < targ->health_threshold3))
{
CheckHealthTarget( targ, targ->health_target3 );
targ->health_target3 = NULL;
}
// gi.dprintf ("health %d\n", targ->health);
if ((mod != MOD_BLACKJACK) && (mod != MOD_CROWBAR))
{
if (targ->health <= targ->gib_health && targ->gender != GENDER_NONE && mdx_part <= PART_BODY)
{
if (!deathmatch->value)
{
SpawnGibShotOff (targ, mdx_part, mdx_subobject, dir);
}
else // in deathmatch, take some beating before a limb gibs
{
if (((int)targ->s.model_parts[mdx_part].hitpoints[mdx_subobject] + take) < 255)
targ->s.model_parts[mdx_part].hitpoints[mdx_subobject] += take;
else
targ->s.model_parts[mdx_part].hitpoints[mdx_subobject] = 255;
if (targ->s.model_parts[mdx_part].hitpoints[mdx_subobject] > 150)
{
SpawnGibShotOff (targ, mdx_part, mdx_subobject, dir);
}
}
}
else if (!targ->deadflag)
{
if (((int)targ->s.model_parts[mdx_part].hitpoints[mdx_subobject] + take) < 255)
targ->s.model_parts[mdx_part].hitpoints[mdx_subobject] += take;
else
targ->s.model_parts[mdx_part].hitpoints[mdx_subobject] = 255;
// tweek to help them stay alive a bit longer
if (targ->s.model_parts[mdx_part].hitpoints[mdx_subobject] > ((rand()%150)+25) && targ->health < 50)
{
targ->health -= targ->max_health; // make sure they die
SpawnGibShotOff (targ, mdx_part, mdx_subobject, dir);
}
}
}
// Ridah, don't show pain skins if hit by melee weapon
//if ((mod != MOD_BLACKJACK) && (mod != MOD_CROWBAR))
if (targ->art_skins && (!(cl_parental_lock->value) || cl_parental_override->value))
{
int baseskin;//, currentskin;
baseskin = targ->s.model_parts[mdx_part].baseskin;
//currentskin = targ->s.model_parts[mdx_part].skinnum[mdx_subobject];
if (targ->health < (targ->max_health * 0.5))
{
targ->s.model_parts[mdx_part].skinnum[mdx_subobject] = baseskin + 2;
}
else if (targ->health < (targ->max_health * 0.75))
{
targ->s.model_parts[mdx_part].skinnum[mdx_subobject] = baseskin + 1;
}
}
if (targ->health <= 0)
{
if ((targ->svflags & SVF_MONSTER) || (client))
{
targ->flags |= FL_NO_KNOCKBACK;
M_ReactToDamage (targ, attacker, take); // Ridah, so our friends seek vengence
}
// JOSEPH 3-MAR-99
if (targ->svflags & SVF_MONSTER)
{
// targ->solid = SOLID_NOT;
targ->svflags |= SVF_DEADMONSTER;
if (mod == MOD_ROCKET)
{
targ->s.renderfx2 &= ~RF2_DIR_LIGHTS;
}
}
// END JOSEPH
// Ridah, removed so grenades and rockets can gib bodies
// if (!targ->deadflag)
Killed (targ, inflictor, attacker, take, point, mdx_part, mdx_subobject);
return;
}
}
if ( (targ->svflags & SVF_MONSTER)
&& (targ->health > 0)) // Ridah, 31-may-99, possibly fixes Whore crouching death bug
{
M_ReactToDamage (targ, attacker, take);
if (take)
{
targ->pain (targ, attacker, knockback, take, mdx_part, mdx_subobject);
// nightmare mode monsters don't go into pain frames often
if (skill->value >= 3)
targ->pain_debounce_time = level.time + 5;
}
}
else if (client)
{
if (!(targ->flags & FL_GODMODE) && (take))
targ->pain (targ, attacker, knockback, take, mdx_part, mdx_subobject);
}
else if (take)
{
if (targ->pain)
targ->pain (targ, attacker, knockback, take, mdx_part, mdx_subobject);
}
// 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)
{
client->damage_armor += asave;
if (mod == MOD_FLAMETHROWER)
client->damage_flame += take*4;
else
client->damage_blood += take;
client->damage_knockback += knockback;
VectorCopy (point, client->damage_from);
}
}
/*
============
T_RadiusDamage
============
*/
void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
{
float points;
edict_t *ent = NULL;
vec3_t v;
vec3_t dir;
// int mdx_part, mdx_subobject;
while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
{
if (ent == ignore)
continue;
if (!ent->takedamage)
continue;
VectorAdd (ent->mins, ent->maxs, v);
VectorMA (ent->s.origin, 0.5, v, v);
VectorSubtract (inflictor->s.origin, v, v);
// points = damage - 0.5 * VectorLength (v);
points = damage * (1.0 - VectorLength (v)/radius); // Ridah, changed this
if (ent == attacker)
{
if (mod == MOD_FLAMETHROWER) // don't damage self from flames, only if really close to wall, in which case we do a T_Damage()
continue;
// points = points * 0.5;
}
// JOSEPH 26-MAY-99
if ((ent->svflags & SVF_MONSTER) && inflictor->classname &&
(!strcmp(inflictor->classname, "grenade")) &&
attacker && (attacker->svflags & SVF_MONSTER))
{
points *= 0.5;
}
// END JOSEPH
if (points > 0)
{
if (CanDamage (ent, inflictor))
{
VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
if (mod == MOD_FLAMETHROWER && ent->health > 0 && (ent->svflags & SVF_MONSTER || ent->client))
{
// JOSEPH 29-MAY-99
if (ent->onfiretime < -20)
{
ent->onfiretime = 1;
if (ent->svflags & SVF_MONSTER)
ent->cast_info.aiflags &= ~AI_NO_TALK;
if (ent->gender == GENDER_FEMALE)
{
if (ent->health > 80)
{
Voice_Specific (ent, attacker, female_specific, 8);
}
else if (ent->health > 40)
{
Voice_Specific (ent, attacker, female_specific, 7);
}
else
{
Voice_Specific (ent, attacker, female_specific, 6);
}
}
else if (ent->gender == GENDER_MALE)
{
if (ent->health > 80)
{
Voice_Specific (ent, attacker, male_specific, 12);
}
else if (ent->health > 40)
{
Voice_Specific (ent, attacker, male_specific, 11);
}
else
{
Voice_Specific (ent, attacker, male_specific, 10);
}
}
if (ent->svflags & SVF_MONSTER)
ent->cast_info.aiflags |= AI_NO_TALK;
// if (deathmatch->value)
{ // play the sound on different channels so it's less likely to get over-written
if (ent->last_talk_time == level.time && ent->last_voice->soundindex)
{
gi.sound( ent, CHAN_SPECIAL | CHAN_RELIABLE, ent->last_voice->soundindex-1, 1.0, 2, 0 );
// gi.sound( ent, CHAN_BODY | CHAN_RELIABLE, ent->last_voice->soundindex-1, 1.0, 2, 0 );
}
}
ent->pain_debounce_time = level.time + 5;
if (ent->svflags & SVF_MONSTER)
ent->cast_info.aiflags |= AI_NO_TALK; // can't talk anymore, burning
}
if (ent->onfiretime > 0)
{
if (attacker->client || attacker->svflags & SVF_MONSTER)
ent->onfireent = attacker;
else
ent->onfireent = NULL;
if (deathmatch->value && (ent->pain_debounce_time < (level.time+3)))
{
if (ent->gender == GENDER_FEMALE)
{
if (ent->health > 80)
{
Voice_Specific (ent, attacker, female_specific, 8);
}
else if (ent->health > 40)
{
Voice_Specific (ent, attacker, female_specific, 7);
}
else
{
Voice_Specific (ent, attacker, female_specific, 6);
}
}
else if (ent->gender == GENDER_MALE)
{
if (ent->health > 80)
{
Voice_Specific (ent, attacker, male_specific, 12);
}
else if (ent->health > 40)
{
Voice_Specific (ent, attacker, male_specific, 11);
}
else
{
Voice_Specific (ent, attacker, male_specific, 10);
}
}
if (deathmatch->value)
{ // play the sound on different channels so it's less likely to get over-written
if (ent->last_talk_time == level.time && ent->last_voice->soundindex)
{
gi.sound( ent, CHAN_SPECIAL | CHAN_RELIABLE, ent->last_voice->soundindex-1, 1.0, 2, 0 );
// gi.sound( ent, CHAN_ITEM | CHAN_RELIABLE, ent->last_voice->soundindex-1, 1.0, 2, 0 );
// gi.sound( ent, CHAN_BODY | CHAN_RELIABLE, ent->last_voice->soundindex-1, 1.0, 2, 0 );
}
}
ent->pain_debounce_time = level.time + 5;
}
// END JOSEPH
ent->onfiretime = 50;
if (ent->client)
{
ent->onfiretime = 25;
// Ridah, in Deathmatch, you should be rewarded for flaming them, not so much just setting them on fire and waiting for them to burn to death
if (deathmatch->value)
{
ent->onfiretime = 10;
T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
}
}
if (ent->cast_info.catch_fire)
{
ent->cast_info.catch_fire( ent, attacker );
}
if (!ent->client)
ent->s.renderfx2 &= ~RF2_DIR_LIGHTS;
}
else
{
ent->onfiretime -= (int) (3.0 * (1.0 - VectorLength (v)/radius) * (float)((deathmatch->value!=0)*2 + 1));
}
}
else // do the damage as normal
{
T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
}
}
}
}
}
// JOSEPH 21-APR-99
/*
============
T_RadiusDamage
============
*/
void T_RadiusDamage_Fire (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius)
{
float points;
edict_t *ent = NULL;
vec3_t v;
vec3_t dir;
int mod = MOD_FLAMETHROWER;
while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
{
if (ent == ignore)
continue;
if (!ent->takedamage)
continue;
VectorAdd (ent->mins, ent->maxs, v);
VectorMA (ent->s.origin, 0.5, v, v);
VectorSubtract (inflictor->s.origin, v, v);
points = damage * (1.0 - VectorLength (v)/radius);
//points = damage;
if (points > 0)
{
if (CanDamage (ent, inflictor))
{
VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
if (ent->health > 0 && (ent->svflags & SVF_MONSTER || ent->client))
{
T_Damage (ent, inflictor, attacker, vec3_origin, ent->s.origin, vec3_origin, points, points, 0, MOD_FLAMETHROWER);
}
}
}
}
}
// END JOSEPH
edict_t *SpawnTheWeapon (edict_t *self, char *var_itemname)
{
edict_t *drop = NULL;
int model;
qboolean e_weapon = false;
char itemname[MAX_QPATH];
strcpy( itemname, var_itemname );
if (!(strcmp (itemname, "weapon_pistol_e")))
{
strcpy (itemname, "weapon_pistol");
e_weapon = true;
model = gi.modelindex("models/weapons/e_pistol/tris.md2");
}
else if (!(strcmp (itemname, "weapon_shotgun_e")))
{
strcpy (itemname, "weapon_shotgun");
e_weapon = true;
model = gi.modelindex("models/weapons/e_shotgun/tris.md2");
}
else if (!(strcmp (itemname, "weapon_heavymachinegun_e")))
{
strcpy (itemname, "weapon_heavymachinegun");
e_weapon = true;
model = gi.modelindex("models/weapons/e_hmg/tris.md2");
}
else if (!(strcmp (itemname, "weapon_bazooka_e")))
{
strcpy (itemname, "weapon_bazooka");
e_weapon = true;
model = gi.modelindex("models/weapons/e_rocket_launcher/tris.md2");
}
else if (!(strcmp (itemname, "weapon_flamethrower_e")))
{
strcpy (itemname, "weapon_flamethrower");
e_weapon = true;
model = gi.modelindex("models/weapons/e_flamegun/tris.md2");
}
else if (!(strcmp (itemname, "weapon_grenadelauncher_e")))
{
strcpy (itemname, "weapon_grenadelauncher");
e_weapon = true;
model = gi.modelindex("models/weapons/e_grenade_launcher/tris.md2");
}
else if (!(strcmp (itemname, "weapon_tommygun_e")))
{
strcpy (itemname, "weapon_tommygun");
e_weapon = true;
model = gi.modelindex("models/weapons/e_tomgun/tris.md2");
}
drop = Drop_Item (self, FindItemByClassname (itemname));
if (e_weapon)
drop->s.modelindex = model;
if (drop)
drop->spawnflags &= ~DROPPED_ITEM;
return drop;
}