// g_combat.c #include "g_local.h" void M_SetEffects (edict_t *self); /* ROGUE clean up heal targets for medic */ void cleanupHealTarget (edict_t *ent) { ent->monsterinfo.healer = NULL; ent->takedamage = DAMAGE_YES; ent->monsterinfo.aiflags &= ~AI_RESURRECTING; M_SetEffects (ent); } /* ============ CanDamage 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; // 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; } /* ============ Killed ============ */ void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { if (targ->health < -999) targ->health = -999; if (targ->monsterinfo.aiflags & AI_MEDIC) { if (targ->enemy) // god, I hope so { 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)) { //ROGUE - 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--; } } //rogue 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) { // doors, triggers, etc 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); } /* ================ SpawnDamage ================ */ void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage) { if (damage > 255) damage = 255; 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 (!damage) return 0; client = ent->client; if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_POWER_ARMOR)) // PGM 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 (!damage) return 0; client = ent->client; if (!client) return 0; // ROGUE - added DAMAGE_NO_REG_ARMOR for atf rifle 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) { // pmm qboolean new_tesla; if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER)) return; //======= //ROGUE // 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 ((inflictor) && (!strcmp(inflictor->classname, "tesla"))) { new_tesla = MarkTeslaArea(targ, inflictor); if (new_tesla) TargetTesla (targ, inflictor); return; } //ROGUE //======= 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; } //PGM // 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( targ->enemy->inuse && percentHealth > 0.33) return; } // remove the target anger flag targ->monsterinfo.aiflags &= ~AI_TARGET_ANGER; } //PGM // PMM // 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); } // PMM // 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->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; } // 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 // PMM // added medics to this // FIXME - // this really should be turned into an AI flag marking appropriate monsters as "don't shoot me" // this also leads to the problem of tanks and medics being able to, at will, kill monsters with // no chance of retaliation. My vote is to make those monsters who are designed as "don't shoot me" // such that they also ignore being shot by monsters as well 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 && attacker->enemy != targ) { 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) { //FIXME make the next line real and uncomment this block // if ((ability to damage a teammate == OFF) && (targ's team == attacker's team)) 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; // PGM if (!targ->takedamage) return; sphere_notified = false; // PGM // 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)) { // PMM - nukes kill everyone if (((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE) && (mod != MOD_NUKE)) damage = 0; else mod |= MOD_FRIENDLY_FIRE; } } meansOfDeath = mod; //ROGUE // 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; } //ROGUE // easy mode takes half damage if (skill->value == 0 && deathmatch->value == 0 && targ->client) { damage *= 0.5; if (!damage) damage = 1; } client = targ->client; // PMM - 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) 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); } } 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; } // ROGUE // 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; } // ROGUE 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; // team damage avoidance if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker)) return; // ROGUE - 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; } } // ROGUE // do the damage if (take) { //PGM 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); //PGM targ->health = targ->health - take; //PGM - 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); } //PGM if (targ->health <= 0) { if ((targ->svflags & SVF_MONSTER) || (client)) targ->flags |= FL_NO_KNOCKBACK; Killed (targ, inflictor, attacker, take, point); return; } } //PGM - spheres need to know who to shoot at if (!sphere_notified) { if(client && client->owned_sphere) { sphere_notified = true; if(client->owned_sphere->pain) client->owned_sphere->pain (client->owned_sphere, attacker, 0, 0); } } //PGM if (targ->svflags & SVF_MONSTER) { M_ReactToDamage (targ, attacker, inflictor); // PMM - fixme - if anyone else but the medic ever uses AI_MEDIC, check for it here instead // of in the medic's pain function 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 == 3) 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); } } /* ============ 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; 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); } } } } // ********************** // ROGUE /* ============ T_RadiusNukeDamage Like T_RadiusDamage, but ignores walls (skips CanDamage check, among others) // up to KILLZONE radius, do 10,000 points // after that, do damage linearly out to KILLZONE2 radius ============ */ 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; 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); } } ent = g_edicts+1; // skip the worldspawn // 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; } } /* ============ T_RadiusClassDamage 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; 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); } } } } // ROGUE // ********************