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Reformat g_combat.c
This commit is contained in:
parent
9abb572aff
commit
943e91e300
1 changed files with 419 additions and 248 deletions
663
src/g_combat.c
663
src/g_combat.c
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@ -1,98 +1,126 @@
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// g_combat.c
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* Combat code like damage, death and so on.
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*
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* =======================================================================
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*/
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#include "header/local.h"
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/*
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============
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CanDamage
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Returns true if the inflictor can directly damage the target. Used for
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explosions and melee attacks.
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============
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*/
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qboolean CanDamage (edict_t *targ, edict_t *inflictor)
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* Returns true if the inflictor can
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* directly damage the target. Used for
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* explosions and melee attacks.
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*/
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qboolean
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CanDamage(edict_t *targ, edict_t *inflictor)
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{
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vec3_t dest;
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trace_t trace;
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vec3_t dest;
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trace_t trace;
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// bmodels need special checking because their origin is 0,0,0
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/* bmodels need special checking because their origin is 0,0,0 */
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if (targ->movetype == MOVETYPE_PUSH)
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{
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VectorAdd (targ->absmin, targ->absmax, dest);
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VectorScale (dest, 0.5, dest);
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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VectorAdd(targ->absmin, targ->absmax, dest);
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VectorScale(dest, 0.5, dest);
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trace = gi.trace(inflictor->s.origin, vec3_origin, vec3_origin,
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dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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{
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return true;
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}
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if (trace.ent == targ)
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{
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return true;
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}
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return false;
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}
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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trace = gi.trace(inflictor->s.origin, vec3_origin, vec3_origin,
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targ->s.origin, inflictor, MASK_SOLID);
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VectorCopy (targ->s.origin, dest);
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if (trace.fraction == 1.0)
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{
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return true;
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}
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VectorCopy(targ->s.origin, dest);
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dest[0] += 15.0;
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dest[1] += 15.0;
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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trace = gi.trace(inflictor->s.origin, vec3_origin, vec3_origin,
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dest, inflictor, MASK_SOLID);
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VectorCopy (targ->s.origin, dest);
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if (trace.fraction == 1.0)
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{
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return true;
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}
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VectorCopy(targ->s.origin, dest);
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dest[0] += 15.0;
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dest[1] -= 15.0;
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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trace = gi.trace(inflictor->s.origin, vec3_origin, vec3_origin,
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dest, inflictor, MASK_SOLID);
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VectorCopy (targ->s.origin, dest);
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if (trace.fraction == 1.0)
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{
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return true;
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}
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VectorCopy(targ->s.origin, dest);
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dest[0] -= 15.0;
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dest[1] += 15.0;
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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trace = gi.trace(inflictor->s.origin, vec3_origin, vec3_origin,
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dest, inflictor, MASK_SOLID);
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VectorCopy (targ->s.origin, dest);
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if (trace.fraction == 1.0)
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{
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return true;
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}
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VectorCopy(targ->s.origin, dest);
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dest[0] -= 15.0;
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dest[1] -= 15.0;
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trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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return true;
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trace = gi.trace(inflictor->s.origin, vec3_origin, vec3_origin,
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dest, inflictor, MASK_SOLID);
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if (trace.fraction == 1.0)
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{
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return true;
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}
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return false;
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}
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/*
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============
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Killed
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============
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*/
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void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
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void
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Killed(edict_t *targ, edict_t *inflictor, edict_t *attacker,
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int damage, vec3_t point)
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{
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if (targ->health < -999)
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{
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targ->health = -999;
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}
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targ->enemy = attacker;
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@ -101,93 +129,101 @@ void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, v
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if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY))
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{
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level.killed_monsters++;
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if (coop->value && attacker->client)
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{
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attacker->client->resp.score++;
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// medics won't heal monsters that they kill themselves
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}
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/* medics won't heal monsters that they kill themselves */
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if (strcmp(attacker->classname, "monster_medic") == 0)
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{
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targ->owner = attacker;
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}
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}
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}
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if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
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{ // doors, triggers, etc
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targ->die (targ, inflictor, attacker, damage, point);
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if ((targ->movetype == MOVETYPE_PUSH) ||
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(targ->movetype == MOVETYPE_STOP) || (targ->movetype == MOVETYPE_NONE))
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{
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/* doors, triggers, etc */
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targ->die(targ, inflictor, attacker, damage, point);
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return;
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}
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if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
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{
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targ->touch = NULL;
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monster_death_use (targ);
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monster_death_use(targ);
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}
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targ->die (targ, inflictor, attacker, damage, point);
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targ->die(targ, inflictor, attacker, damage, point);
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}
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/*
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================
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SpawnDamage
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================
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*/
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void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage)
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void
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SpawnDamage(int type, vec3_t origin, vec3_t normal, int damage)
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{
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if (damage > 255)
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{
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damage = 255;
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gi.WriteByte (svc_temp_entity);
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gi.WriteByte (type);
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gi.WritePosition (origin);
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gi.WriteDir (normal);
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gi.multicast (origin, MULTICAST_PVS);
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}
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(type);
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gi.WritePosition(origin);
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gi.WriteDir(normal);
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gi.multicast(origin, MULTICAST_PVS);
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}
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/*
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============
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T_Damage
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targ entity that is being damaged
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inflictor entity that is causing the damage
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attacker entity that caused the inflictor to damage targ
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example: targ=monster, inflictor=rocket, attacker=player
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dir direction of the attack
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point point at which the damage is being inflicted
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normal normal vector from that point
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damage amount of damage being inflicted
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knockback force to be applied against targ as a result of the damage
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dflags these flags are used to control how T_Damage works
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DAMAGE_RADIUS damage was indirect (from a nearby explosion)
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DAMAGE_NO_ARMOR armor does not protect from this damage
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DAMAGE_ENERGY damage is from an energy based weapon
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DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
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DAMAGE_BULLET damage is from a bullet (used for ricochets)
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DAMAGE_NO_PROTECTION kills godmode, armor, everything
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============
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*/
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static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
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* targ entity that is being damaged
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* inflictor entity that is causing the damage
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* attacker entity that caused the inflictor to damage targ
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*
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* dir direction of the attack
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* point point at which the damage is being inflicted
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* normal normal vector from that point
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* damage amount of damage being inflicted
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* knockback force to be applied against targ as a result of the damage
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*
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* dflags these flags are used to control how T_Damage works
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* DAMAGE_RADIUS damage was indirect (from a nearby explosion)
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* DAMAGE_NO_ARMOR armor does not protect from this damage
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* DAMAGE_ENERGY damage is from an energy based weapon
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* DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
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* DAMAGE_BULLET damage is from a bullet (used for ricochets)
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* DAMAGE_NO_PROTECTION kills godmode, armor, everything
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* ============
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*/
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static int
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CheckPowerArmor(edict_t *ent, vec3_t point, vec3_t normal,
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int damage, int dflags)
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{
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gclient_t *client;
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int save;
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int power_armor_type;
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int index = 0;
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int damagePerCell;
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int pa_te_type;
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int power = 0;
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int power_used;
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gclient_t *client;
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int save;
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int power_armor_type;
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int index = 0;
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int damagePerCell;
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int pa_te_type;
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int power = 0;
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int power_used;
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if (!damage)
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{
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return 0;
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}
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client = ent->client;
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if (dflags & DAMAGE_NO_ARMOR)
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{
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return 0;
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}
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if (client)
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{
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power_armor_type = PowerArmorType (ent);
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power_armor_type = PowerArmorType(ent);
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if (power_armor_type != POWER_ARMOR_NONE)
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{
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index = ITEM_INDEX(FindItem("Cells"));
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|
@ -201,26 +237,36 @@ static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damag
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index = 0;
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}
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else
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{
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return 0;
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}
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if (power_armor_type == POWER_ARMOR_NONE)
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{
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return 0;
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}
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if (!power)
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{
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return 0;
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}
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if (power_armor_type == POWER_ARMOR_SCREEN)
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{
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vec3_t vec;
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float dot;
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vec3_t forward;
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vec3_t vec;
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float dot;
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vec3_t forward;
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/* only works if damage point is in front */
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AngleVectors(ent->s.angles, forward, NULL, NULL);
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VectorSubtract(point, ent->s.origin, vec);
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VectorNormalize(vec);
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dot = DotProduct(vec, forward);
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// only works if damage point is in front
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AngleVectors (ent->s.angles, forward, NULL, NULL);
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VectorSubtract (point, ent->s.origin, vec);
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VectorNormalize (vec);
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dot = DotProduct (vec, forward);
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if (dot <= 0.3)
|
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{
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return 0;
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}
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damagePerCell = 1;
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pa_te_type = TE_SCREEN_SPARKS;
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|
@ -228,92 +274,132 @@ static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damag
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}
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else
|
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{
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damagePerCell = 1; // power armor is weaker in CTF
|
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damagePerCell = 1; /* power armor is weaker in CTF */
|
||||
pa_te_type = TE_SHIELD_SPARKS;
|
||||
damage = (2 * damage) / 3;
|
||||
}
|
||||
|
||||
save = power * damagePerCell;
|
||||
if (!save)
|
||||
return 0;
|
||||
if (save > damage)
|
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save = damage;
|
||||
|
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SpawnDamage (pa_te_type, point, normal, save);
|
||||
if (!save)
|
||||
{
|
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return 0;
|
||||
}
|
||||
|
||||
if (save > damage)
|
||||
{
|
||||
save = damage;
|
||||
}
|
||||
|
||||
SpawnDamage(pa_te_type, point, normal, save);
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ent->powerarmor_time = level.time + 0.2;
|
||||
|
||||
power_used = save / damagePerCell;
|
||||
|
||||
if (client)
|
||||
{
|
||||
client->pers.inventory[index] -= power_used;
|
||||
}
|
||||
else
|
||||
{
|
||||
ent->monsterinfo.power_armor_power -= power_used;
|
||||
}
|
||||
|
||||
return save;
|
||||
}
|
||||
|
||||
static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
|
||||
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;
|
||||
gclient_t *client;
|
||||
int save;
|
||||
int index;
|
||||
gitem_t *armor;
|
||||
|
||||
if (!damage)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
client = ent->client;
|
||||
|
||||
if (!client)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (dflags & DAMAGE_NO_ARMOR)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
index = ArmorIndex(ent);
|
||||
|
||||
index = ArmorIndex (ent);
|
||||
if (!index)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
armor = GetItemByIndex (index);
|
||||
armor = GetItemByIndex(index);
|
||||
|
||||
if (dflags & DAMAGE_ENERGY)
|
||||
save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage);
|
||||
{
|
||||
save = ceil(((gitem_armor_t *)armor->info)->energy_protection * damage);
|
||||
}
|
||||
else
|
||||
save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage);
|
||||
{
|
||||
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 (te_sparks, point, normal, save);
|
||||
SpawnDamage(te_sparks, point, normal, save);
|
||||
|
||||
return save;
|
||||
}
|
||||
|
||||
void M_ReactToDamage (edict_t *targ, edict_t *attacker)
|
||||
void
|
||||
M_ReactToDamage(edict_t *targ, edict_t *attacker)
|
||||
{
|
||||
if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (attacker == targ || attacker == targ->enemy)
|
||||
if ((attacker == targ) || (attacker == targ->enemy))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// if we are a good guy monster and our attacker is a player
|
||||
// or another good guy, do not get mad at them
|
||||
/* if we are a good guy monster and our
|
||||
attacker is a player or another good
|
||||
guy, do not get mad at them */
|
||||
if (targ->monsterinfo.aiflags & AI_GOOD_GUY)
|
||||
{
|
||||
if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// we now know that we are not both good guys
|
||||
|
||||
// if attacker is a client, get mad at them because he's good and we're not
|
||||
/* if attacker is a client, get mad at
|
||||
them because he's good and we're not */
|
||||
if (attacker->client)
|
||||
{
|
||||
// this can only happen in coop (both new and old enemies are clients)
|
||||
// only switch if can't see the current enemy
|
||||
/* this can only happen in coop (both
|
||||
new and old enemies are clients)
|
||||
only switch if can't see the
|
||||
current enemy */
|
||||
if (targ->enemy && targ->enemy->client)
|
||||
{
|
||||
if (visible(targ, targ->enemy))
|
||||
|
@ -321,273 +407,358 @@ void M_ReactToDamage (edict_t *targ, edict_t *attacker)
|
|||
targ->oldenemy = attacker;
|
||||
return;
|
||||
}
|
||||
|
||||
targ->oldenemy = targ->enemy;
|
||||
}
|
||||
|
||||
targ->enemy = attacker;
|
||||
|
||||
if (!(targ->monsterinfo.aiflags & AI_DUCKED))
|
||||
FoundTarget (targ);
|
||||
{
|
||||
FoundTarget(targ);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// it's the same base (walk/swim/fly) type and a different classname and it's not a tank
|
||||
// (they spray too much), get mad at them
|
||||
if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) &&
|
||||
(strcmp (targ->classname, attacker->classname) != 0) &&
|
||||
(strcmp(attacker->classname, "monster_tank") != 0) &&
|
||||
(strcmp(attacker->classname, "monster_supertank") != 0) &&
|
||||
(strcmp(attacker->classname, "monster_makron") != 0) &&
|
||||
(strcmp(attacker->classname, "monster_jorg") != 0) )
|
||||
/* it's the same base (walk/swim/fly) type
|
||||
and a different classname and it's not a tank
|
||||
(they spray too much), get mad at them */
|
||||
if (((targ->flags & (FL_FLY | FL_SWIM)) ==
|
||||
(attacker->flags & (FL_FLY | FL_SWIM))) &&
|
||||
(strcmp(targ->classname, attacker->classname) != 0) &&
|
||||
(strcmp(attacker->classname, "monster_tank") != 0) &&
|
||||
(strcmp(attacker->classname, "monster_supertank") != 0) &&
|
||||
(strcmp(attacker->classname, "monster_makron") != 0) &&
|
||||
(strcmp(attacker->classname, "monster_jorg") != 0))
|
||||
{
|
||||
if (targ->enemy)
|
||||
{
|
||||
if (targ->enemy->client)
|
||||
{
|
||||
targ->oldenemy = targ->enemy;
|
||||
}
|
||||
}
|
||||
|
||||
targ->enemy = attacker;
|
||||
|
||||
if (!(targ->monsterinfo.aiflags & AI_DUCKED))
|
||||
FoundTarget (targ);
|
||||
{
|
||||
FoundTarget(targ);
|
||||
}
|
||||
}
|
||||
else
|
||||
// otherwise get mad at whoever they are mad at (help our buddy)
|
||||
else /* otherwise get mad at whoever they are mad at (help our buddy) */
|
||||
{
|
||||
if (targ->enemy)
|
||||
{
|
||||
if (targ->enemy->client)
|
||||
{
|
||||
targ->oldenemy = targ->enemy;
|
||||
}
|
||||
}
|
||||
|
||||
targ->enemy = attacker->enemy;
|
||||
FoundTarget (targ);
|
||||
FoundTarget(targ);
|
||||
}
|
||||
}
|
||||
|
||||
qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
|
||||
qboolean
|
||||
CheckTeamDamage(edict_t *targ, edict_t *attacker)
|
||||
{
|
||||
//ZOID
|
||||
if (ctf->value && targ->client && attacker->client)
|
||||
if (targ->client->resp.ctf_team == attacker->client->resp.ctf_team &&
|
||||
targ != attacker)
|
||||
{
|
||||
if ((targ->client->resp.ctf_team == attacker->client->resp.ctf_team) &&
|
||||
(targ != attacker))
|
||||
{
|
||||
return true;
|
||||
//ZOID
|
||||
}
|
||||
}
|
||||
|
||||
//FIXME make the next line real and uncomment this block
|
||||
return false;
|
||||
}
|
||||
|
||||
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)
|
||||
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 psave;
|
||||
int te_sparks;
|
||||
gclient_t *client;
|
||||
int take;
|
||||
int save;
|
||||
int asave;
|
||||
int psave;
|
||||
int te_sparks;
|
||||
|
||||
if (!targ->takedamage)
|
||||
return;
|
||||
|
||||
// friendly fire avoidance
|
||||
// if enabled you can't hurt teammates (but you can hurt yourself)
|
||||
// knockback still occurs
|
||||
if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value))
|
||||
{
|
||||
if (OnSameTeam (targ, attacker))
|
||||
return;
|
||||
}
|
||||
|
||||
/* friendly fire avoidance
|
||||
if enabled you can't hurt
|
||||
teammates (but you can hurt
|
||||
yourself) knockback still occurs */
|
||||
if ((targ != attacker) &&
|
||||
((deathmatch->value &&
|
||||
((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) ||
|
||||
coop->value))
|
||||
{
|
||||
if (OnSameTeam(targ, attacker))
|
||||
{
|
||||
if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE)
|
||||
{
|
||||
damage = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
mod |= MOD_FRIENDLY_FIRE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
meansOfDeath = mod;
|
||||
|
||||
// easy mode takes half damage
|
||||
if (skill->value == 0 && deathmatch->value == 0 && targ->client)
|
||||
/* easy mode takes half damage */
|
||||
if ((skill->value == 0) && (deathmatch->value == 0) && targ->client)
|
||||
{
|
||||
damage *= 0.5;
|
||||
|
||||
if (!damage)
|
||||
{
|
||||
damage = 1;
|
||||
}
|
||||
}
|
||||
|
||||
client = targ->client;
|
||||
|
||||
if (dflags & DAMAGE_BULLET)
|
||||
{
|
||||
te_sparks = TE_BULLET_SPARKS;
|
||||
}
|
||||
else
|
||||
{
|
||||
te_sparks = TE_SPARKS;
|
||||
}
|
||||
|
||||
VectorNormalize(dir);
|
||||
|
||||
// bonus damage for suprising a monster
|
||||
if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
|
||||
/* bonus damage for suprising a monster */
|
||||
if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) &&
|
||||
(attacker->client) && (!targ->enemy) && (targ->health > 0))
|
||||
{
|
||||
damage *= 2;
|
||||
}
|
||||
|
||||
//ZOID
|
||||
//strength tech
|
||||
/* strength tech */
|
||||
damage = CTFApplyStrength(attacker, damage);
|
||||
//ZOID
|
||||
|
||||
if (targ->flags & FL_NO_KNOCKBACK)
|
||||
{
|
||||
knockback = 0;
|
||||
}
|
||||
|
||||
// figure momentum add
|
||||
/* 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))
|
||||
if ((knockback) && (targ->movetype != MOVETYPE_NONE) &&
|
||||
(targ->movetype != MOVETYPE_BOUNCE) &&
|
||||
(targ->movetype != MOVETYPE_PUSH) &&
|
||||
(targ->movetype != MOVETYPE_STOP))
|
||||
{
|
||||
vec3_t kvel;
|
||||
float mass;
|
||||
vec3_t kvel;
|
||||
float mass;
|
||||
|
||||
if (targ->mass < 50)
|
||||
{
|
||||
mass = 50;
|
||||
}
|
||||
else
|
||||
{
|
||||
mass = targ->mass;
|
||||
}
|
||||
|
||||
if (targ->client && attacker == targ)
|
||||
VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
|
||||
if (targ->client && (attacker == targ))
|
||||
{
|
||||
VectorScale(dir, 1600.0 * (float)knockback / mass, kvel); /* the rocket jump hack... */
|
||||
}
|
||||
else
|
||||
VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
|
||||
{
|
||||
VectorScale(dir, 500.0 * (float)knockback / mass, kvel);
|
||||
}
|
||||
|
||||
VectorAdd (targ->velocity, kvel, targ->velocity);
|
||||
VectorAdd(targ->velocity, kvel, targ->velocity);
|
||||
}
|
||||
}
|
||||
|
||||
take = damage;
|
||||
save = 0;
|
||||
|
||||
// check for godmode
|
||||
if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
|
||||
/* check for godmode */
|
||||
if ((targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION))
|
||||
{
|
||||
take = 0;
|
||||
save = damage;
|
||||
SpawnDamage (te_sparks, point, normal, save);
|
||||
SpawnDamage(te_sparks, point, normal, save);
|
||||
}
|
||||
|
||||
// check for invincibility
|
||||
if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
|
||||
/* check for invincibility */
|
||||
if ((client &&
|
||||
(client->invincible_framenum > level.framenum)) &&
|
||||
!(dflags & DAMAGE_NO_PROTECTION))
|
||||
{
|
||||
if (targ->pain_debounce_time < level.time)
|
||||
{
|
||||
gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
|
||||
targ->pain_debounce_time = level.time + 2;
|
||||
}
|
||||
|
||||
take = 0;
|
||||
save = damage;
|
||||
}
|
||||
|
||||
//ZOID
|
||||
//team armor protect
|
||||
/* team armor protect */
|
||||
if (ctf->value && targ->client && attacker->client &&
|
||||
targ->client->resp.ctf_team == attacker->client->resp.ctf_team &&
|
||||
targ != attacker && ((int)dmflags->value & DF_ARMOR_PROTECT)) {
|
||||
(targ->client->resp.ctf_team == attacker->client->resp.ctf_team) &&
|
||||
(targ != attacker) && ((int)dmflags->value & DF_ARMOR_PROTECT))
|
||||
{
|
||||
psave = asave = 0;
|
||||
} else {
|
||||
//ZOID
|
||||
psave = CheckPowerArmor (targ, point, normal, take, dflags);
|
||||
}
|
||||
else
|
||||
{
|
||||
psave = CheckPowerArmor(targ, point, normal, take, dflags);
|
||||
take -= psave;
|
||||
|
||||
asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
|
||||
asave = CheckArmor(targ, point, normal, take, te_sparks, dflags);
|
||||
take -= asave;
|
||||
}
|
||||
|
||||
//treat cheat/powerup savings the same as armor
|
||||
/* treat cheat/powerup savings the same as armor */
|
||||
asave += save;
|
||||
|
||||
//ZOID
|
||||
//resistance tech
|
||||
/* resistance tech */
|
||||
take = CTFApplyResistance(targ, take);
|
||||
//ZOID
|
||||
|
||||
// team damage avoidance
|
||||
if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
|
||||
/* team damage avoidance */
|
||||
if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage(targ, attacker))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//ZOID
|
||||
CTFCheckHurtCarrier(targ, attacker);
|
||||
//ZOID
|
||||
|
||||
// do the damage
|
||||
/* do the damage */
|
||||
if (take)
|
||||
{
|
||||
if ((targ->svflags & SVF_MONSTER) || (client))
|
||||
SpawnDamage (TE_BLOOD, point, normal, take);
|
||||
{
|
||||
SpawnDamage(TE_BLOOD, point, normal, take);
|
||||
}
|
||||
else
|
||||
SpawnDamage (te_sparks, point, normal, take);
|
||||
{
|
||||
SpawnDamage(te_sparks, point, normal, take);
|
||||
}
|
||||
|
||||
if (!CTFMatchSetup())
|
||||
{
|
||||
targ->health = targ->health - take;
|
||||
}
|
||||
|
||||
if (targ->health <= 0)
|
||||
{
|
||||
if ((targ->svflags & SVF_MONSTER) || (client))
|
||||
{
|
||||
targ->flags |= FL_NO_KNOCKBACK;
|
||||
Killed (targ, inflictor, attacker, take, point);
|
||||
}
|
||||
|
||||
Killed(targ, inflictor, attacker, take, point);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (targ->svflags & SVF_MONSTER)
|
||||
{
|
||||
M_ReactToDamage (targ, attacker);
|
||||
M_ReactToDamage(targ, attacker);
|
||||
|
||||
if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
|
||||
{
|
||||
targ->pain (targ, attacker, knockback, take);
|
||||
// nightmare mode monsters don't go into pain frames often
|
||||
targ->pain(targ, attacker, knockback, take);
|
||||
|
||||
/* 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) && !CTFMatchSetup())
|
||||
targ->pain (targ, attacker, knockback, take);
|
||||
{
|
||||
targ->pain(targ, attacker, knockback, take);
|
||||
}
|
||||
}
|
||||
else if (take)
|
||||
{
|
||||
if (targ->pain)
|
||||
targ->pain (targ, attacker, knockback, take);
|
||||
{
|
||||
targ->pain(targ, attacker, knockback, 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
|
||||
/* 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_parmor += psave;
|
||||
client->damage_armor += asave;
|
||||
client->damage_blood += take;
|
||||
client->damage_knockback += knockback;
|
||||
VectorCopy (point, client->damage_from);
|
||||
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)
|
||||
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;
|
||||
float points;
|
||||
edict_t *ent = NULL;
|
||||
vec3_t v;
|
||||
vec3_t dir;
|
||||
|
||||
while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
|
||||
{
|
||||
if (ent == ignore)
|
||||
{
|
||||
continue;
|
||||
if (!ent->takedamage)
|
||||
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);
|
||||
|
||||
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);
|
||||
if (ent == attacker)
|
||||
{
|
||||
points = points * 0.5;
|
||||
}
|
||||
|
||||
if (points > 0)
|
||||
{
|
||||
if (CanDamage (ent, inflictor))
|
||||
if (CanDamage(ent, inflictor))
|
||||
{
|
||||
VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
|
||||
T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
|
||||
VectorSubtract(ent->s.origin, inflictor->s.origin, dir);
|
||||
T_Damage(ent, inflictor, attacker, dir, inflictor->s.origin,
|
||||
vec3_origin, (int)points, (int)points, DAMAGE_RADIUS,
|
||||
mod);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue