/* * ======================================================================= * * Combat code like damage, death and so on. * * ======================================================================= */ #include "header/local.h" void M_SetEffects(edict_t *self); /* * clean up heal targets for medic */ void cleanupHealTarget(edict_t *ent) { if (!ent) { return; } ent->monsterinfo.healer = NULL; ent->takedamage = DAMAGE_YES; ent->monsterinfo.aiflags &= ~AI_RESURRECTING; M_SetEffects(ent); } /* * Returns true if the inflictor can directly damage the * target. Used for explosions and melee attacks. */ 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; } 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; } 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; } 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; } 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; } return false; } void Killed(edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { if (!targ || !inflictor || !attacker) { return; } if (targ->health < -999) { targ->health = -999; } /* Reset AI flag for being ducked. This fixes a corner case were the monster is ressurected by a medic and get's stuck in the next frame for mmove_t not matching the AI state. */ if (targ->monsterinfo.aiflags & AI_DUCKED) { targ->monsterinfo.aiflags &= ~AI_DUCKED; } if (targ->monsterinfo.aiflags & AI_MEDIC) { if (targ->enemy) { cleanupHealTarget(targ->enemy); } /* clean up self */ targ->monsterinfo.aiflags &= ~AI_MEDIC; targ->enemy = attacker; } else { targ->enemy = attacker; } if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD)) { /* free up slot for spawned monster if it's spawned */ if (targ->monsterinfo.aiflags & AI_SPAWNED_CARRIER) { if (targ->monsterinfo.commander && targ->monsterinfo.commander->inuse && !strcmp(targ->monsterinfo.commander->classname, "monster_carrier")) { targ->monsterinfo.commander->monsterinfo.monster_slots++; } } if (targ->monsterinfo.aiflags & AI_SPAWNED_MEDIC_C) { if (targ->monsterinfo.commander) { if (targ->monsterinfo.commander->inuse && !strcmp(targ->monsterinfo.commander->classname, "monster_medic_commander")) { targ->monsterinfo.commander->monsterinfo.monster_slots++; } } } if (targ->monsterinfo.aiflags & AI_SPAWNED_WIDOW) { /* need to check this because we can have variable numbers of coop players */ if (targ->monsterinfo.commander && targ->monsterinfo.commander->inuse && !strncmp(targ->monsterinfo.commander->classname, "monster_widow", 13)) { if (targ->monsterinfo.commander->monsterinfo.monster_used > 0) { targ->monsterinfo.commander->monsterinfo.monster_used--; } } } if ((!(targ->monsterinfo.aiflags & AI_GOOD_GUY)) && (!(targ->monsterinfo.aiflags & AI_DO_NOT_COUNT))) { level.killed_monsters++; if (coop->value && attacker->client) { attacker->client->resp.score++; } } } if ((targ->movetype == MOVETYPE_PUSH) || (targ->movetype == MOVETYPE_STOP) || (targ->movetype == MOVETYPE_NONE)) { targ->die(targ, inflictor, attacker, damage, point); return; } if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD)) { targ->touch = NULL; monster_death_use(targ); } targ->die(targ, inflictor, attacker, damage, point); } void SpawnDamage(int type, vec3_t origin, vec3_t normal, int damage) { gi.WriteByte(svc_temp_entity); gi.WriteByte(type); gi.WritePosition(origin); gi.WriteDir(normal); gi.multicast(origin, MULTICAST_PVS); } /* * ============ * 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 * ============ */ int CheckPowerArmor(edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags) { gclient_t *client; int save; int power_armor_type; int index = 0; int damagePerCell; int pa_te_type; int power = 0; int power_used; if (!ent) { return 0; } if (!damage) { return 0; } client = ent->client; if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_POWER_ARMOR)) { return 0; } if (client) { power_armor_type = PowerArmorType(ent); if (power_armor_type != POWER_ARMOR_NONE) { index = ITEM_INDEX(FindItem("Cells")); power = client->pers.inventory[index]; } } else if (ent->svflags & SVF_MONSTER) { power_armor_type = ent->monsterinfo.power_armor_type; power = ent->monsterinfo.power_armor_power; } else { return 0; } if (power_armor_type == POWER_ARMOR_NONE) { return 0; } if (!power) { return 0; } if (power_armor_type == POWER_ARMOR_SCREEN) { vec3_t vec; float dot; vec3_t forward; /* only works if damage point is in front */ AngleVectors(ent->s.angles, forward, NULL, NULL); VectorSubtract(point, ent->s.origin, vec); VectorNormalize(vec); dot = DotProduct(vec, forward); if (dot <= 0.3) { return 0; } damagePerCell = 1; pa_te_type = TE_SCREEN_SPARKS; damage = damage / 3; } else { damagePerCell = 2; pa_te_type = TE_SHIELD_SPARKS; damage = (2 * damage) / 3; } /* etf rifle */ if (dflags & DAMAGE_NO_REG_ARMOR) { save = (power * damagePerCell) / 2; } else { save = power * damagePerCell; } if (!save) { return 0; } if (save > damage) { save = damage; } SpawnDamage(pa_te_type, point, normal, save); ent->powerarmor_time = level.time + 0.2; if (dflags & DAMAGE_NO_REG_ARMOR) { power_used = (save / damagePerCell) * 2; } else { power_used = save / damagePerCell; } if (client) { client->pers.inventory[index] -= power_used; } else { ent->monsterinfo.power_armor_power -= power_used; } return save; } 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 (!ent) { return 0; } if (!damage) { return 0; } client = ent->client; if (!client) { return 0; } if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_REG_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(te_sparks, point, normal, save); return save; } void M_ReactToDamage(edict_t *targ, edict_t *attacker, edict_t *inflictor) { qboolean new_tesla; if (!targ || !attacker || !inflictor) { return; } if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER)) { return; } /* logic for tesla - if you are hit by a tesla, and can't see who you should be mad at (attacker) attack the tesla also, target the tesla if it's a "new" tesla */ if (!strcmp(inflictor->classname, "tesla")) { new_tesla = MarkTeslaArea(targ, inflictor); if (new_tesla || !targ->enemy) { TargetTesla(targ, inflictor); } return; } 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 (targ->monsterinfo.aiflags & AI_GOOD_GUY) { if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY)) { return; } } /* if we're currently mad at something a target_anger made us mad at, ignore damage */ if (targ->enemy && targ->monsterinfo.aiflags & AI_TARGET_ANGER) { float percentHealth; /* make sure whatever we were pissed at is still around. */ if (targ->enemy->inuse) { percentHealth = (float)(targ->health) / (float)(targ->max_health); if (percentHealth > 0.33) { return; } } /* remove the target anger flag */ targ->monsterinfo.aiflags &= ~AI_TARGET_ANGER; } /* if we're healing someone, do like above and try to stay with them */ if ((targ->enemy) && (targ->monsterinfo.aiflags & AI_MEDIC)) { float percentHealth; percentHealth = (float)(targ->health) / (float)(targ->max_health); /* ignore it some of the time */ if (targ->enemy->inuse && (percentHealth > 0.25)) { return; } /* remove the medic flag */ targ->monsterinfo.aiflags &= ~AI_MEDIC; cleanupHealTarget(targ->enemy); } /* if attacker is a client, get mad at them because he's good and we're not */ if (attacker->client) { targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET; /* 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)) { targ->oldenemy = attacker; return; } targ->oldenemy = targ->enemy; } targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) { FoundTarget(targ); } return; } if (((targ->flags & (FL_FLY | FL_SWIM)) == (attacker->flags & (FL_FLY | FL_SWIM))) && (strcmp(targ->classname, attacker->classname) != 0) && !(attacker->monsterinfo.aiflags & AI_IGNORE_SHOTS) && !(targ->monsterinfo.aiflags & AI_IGNORE_SHOTS)) { if (targ->enemy && targ->enemy->client) { targ->oldenemy = targ->enemy; } targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) { FoundTarget(targ); } } /* if they *meant* to shoot us, then shoot back */ else if (attacker->enemy == targ) { if (targ->enemy && targ->enemy->client) { targ->oldenemy = targ->enemy; } targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) { FoundTarget(targ); } } /* otherwise get mad at whoever they are mad at (help our buddy) unless it is us! */ else if (attacker->enemy) { if (targ->enemy && targ->enemy->client) { targ->oldenemy = targ->enemy; } targ->enemy = attacker->enemy; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) { FoundTarget(targ); } } } qboolean CheckTeamDamage(edict_t *targ, edict_t *attacker) { 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) { gclient_t *client; int take; int save; int asave; int psave; int te_sparks; int sphere_notified; if (!targ || !inflictor || !attacker) { return; } if (!targ->takedamage) { return; } sphere_notified = false; /* 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)) { /* nukes kill everyone */ if (((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE) && (mod != MOD_NUKE)) { damage = 0; } else { mod |= MOD_FRIENDLY_FIRE; } } } meansOfDeath = mod; /* allow the deathmatch game to change values */ if (deathmatch->value && gamerules && gamerules->value) { if (DMGame.ChangeDamage) { damage = DMGame.ChangeDamage(targ, attacker, damage, mod); } if (DMGame.ChangeKnockback) { knockback = DMGame.ChangeKnockback(targ, attacker, knockback, mod); } if (!damage) { return; } } /* easy mode takes half damage */ if ((skill->value == SKILL_EASY) && (deathmatch->value == 0) && targ->client) { damage *= 0.5; if (!damage) { damage = 1; } } client = targ->client; /* defender sphere takes half damage */ if ((client) && (client->owned_sphere) && (client->owned_sphere->spawnflags == 1)) { damage *= 0.5; if (!damage) { damage = 1; } } 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)) { damage *= 2; } if (targ->flags & FL_NO_KNOCKBACK) { 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; } if (targ->client && (attacker == targ)) { /* the rocket jump hack... */ VectorScale(dir, 1600.0 * (float)knockback / mass, kvel); } else { VectorScale(dir, 500.0 * (float)knockback / mass, kvel); } 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(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) { 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; } /* check for monster invincibility */ if (((targ->svflags & SVF_MONSTER) && (targ->monsterinfo.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; } psave = CheckPowerArmor(targ, point, normal, take, dflags); take -= psave; asave = CheckArmor(targ, point, normal, take, te_sparks, dflags); take -= asave; /* treat cheat/powerup savings the same as armor */ asave += save; /* this option will do damage both to the armor and person. originally for DPU rounds */ if (dflags & DAMAGE_DESTROY_ARMOR) { if (!(targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) && !(client && (client->invincible_framenum > level.framenum))) { take = damage; } } /* do the damage */ if (take) { /* need more blood for chainfist. */ if (targ->flags & FL_MECHANICAL) { SpawnDamage(TE_ELECTRIC_SPARKS, point, normal, take); } else if ((targ->svflags & SVF_MONSTER) || (client)) { if (mod == MOD_CHAINFIST) { SpawnDamage(TE_MOREBLOOD, point, normal, 255); } else { SpawnDamage(TE_BLOOD, point, normal, take); } } else { SpawnDamage(te_sparks, point, normal, take); } targ->health = targ->health - take; /* spheres need to know who to shoot at */ if (client && client->owned_sphere) { sphere_notified = true; if (client->owned_sphere->pain) { client->owned_sphere->pain(client->owned_sphere, attacker, 0, 0); } } if (targ->health <= 0) { if ((targ->svflags & SVF_MONSTER) || (client)) { targ->flags |= FL_NO_KNOCKBACK; } Killed(targ, inflictor, attacker, take, point); return; } } /* spheres need to know who to shoot at */ if (!sphere_notified) { if (client && client->owned_sphere) { if (client->owned_sphere->pain) { client->owned_sphere->pain(client->owned_sphere, attacker, 0, 0); } } } if (targ->svflags & SVF_MONSTER) { M_ReactToDamage(targ, attacker, inflictor); if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take)) { targ->pain(targ, attacker, knockback, take); /* nightmare mode monsters don't go into pain frames often */ if (skill->value == SKILL_HARDPLUS) { targ->pain_debounce_time = level.time + 5; } } } else if (client) { if (!(targ->flags & FL_GODMODE) && (take)) { targ->pain(targ, attacker, knockback, take); } } else if (take) { if (targ->pain) { 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 */ if (client) { client->damage_parmor += psave; client->damage_armor += asave; client->damage_blood += take; client->damage_knockback += knockback; VectorCopy(point, client->damage_from); } } 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; if (!inflictor || !attacker) { return; } 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); if (ent == attacker) { points = points * 0.5; } if (points > 0) { 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); } } } } void T_RadiusNukeDamage(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 len; float killzone, killzone2; trace_t tr; float dist; killzone = radius; killzone2 = radius * 2.0; if (!inflictor || !attacker || !ignore) { return; } while ((ent = findradius(ent, inflictor->s.origin, killzone2)) != NULL) { /* ignore nobody */ if (ent == ignore) { continue; } if (!ent->takedamage) { continue; } if (!ent->inuse) { continue; } if (!(ent->client || (ent->svflags & SVF_MONSTER) || (ent->svflags & SVF_DAMAGEABLE))) { continue; } VectorAdd(ent->mins, ent->maxs, v); VectorMA(ent->s.origin, 0.5, v, v); VectorSubtract(inflictor->s.origin, v, v); len = VectorLength(v); if (len <= killzone) { if (ent->client) { ent->flags |= FL_NOGIB; } points = 10000; } else if (len <= killzone2) { points = (damage / killzone) * (killzone2 - len); } else { points = 0; } if (points > 0) { if (ent->client) { ent->client->nuke_framenum = level.framenum + 20; } 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); } } /* skip the worldspawn */ ent = g_edicts + 1; /* cycle through players */ while (ent) { if ((ent->client) && (ent->client->nuke_framenum != level.framenum + 20) && (ent->inuse)) { tr = gi.trace(inflictor->s.origin, NULL, NULL, ent->s.origin, inflictor, MASK_SOLID); if (tr.fraction == 1.0) { ent->client->nuke_framenum = level.framenum + 20; } else { dist = realrange(ent, inflictor); if (dist < 2048) { ent->client->nuke_framenum = max(ent->client->nuke_framenum, level.framenum + 15); } else { ent->client->nuke_framenum = max(ent->client->nuke_framenum, level.framenum + 10); } } ent++; } else { ent = NULL; } } } /* * Like T_RadiusDamage, but ignores * anything with classname=ignoreClass */ void T_RadiusClassDamage(edict_t *inflictor, edict_t *attacker, float damage, char *ignoreClass, float radius, int mod) { float points; edict_t *ent = NULL; vec3_t v; vec3_t dir; if (!inflictor || !attacker || !ignoreClass) { return; } while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL) { if (ent->classname && !strcmp(ent->classname, ignoreClass)) { 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); if (ent == attacker) { points = points * 0.5; } if (points > 0) { 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); } } } }