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https://github.com/yquake2/rogue.git
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3b55fc311a
CheckTeamDamage() always returns false, so the condition always evaluates to false.
1170 lines
22 KiB
C
1170 lines
22 KiB
C
/*
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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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void M_SetEffects(edict_t *self);
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/*
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* clean up heal targets for medic
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*/
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void
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cleanupHealTarget(edict_t *ent)
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{
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if (!ent)
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{
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return;
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}
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ent->monsterinfo.healer = NULL;
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ent->takedamage = DAMAGE_YES;
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ent->monsterinfo.aiflags &= ~AI_RESURRECTING;
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M_SetEffects(ent);
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}
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/*
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* Returns true if the inflictor can directly damage the
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* target. Used for 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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if (!targ || !inflictor)
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{
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return false;
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}
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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,
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vec3_origin, 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,
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vec3_origin, targ->s.origin, inflictor,
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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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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,
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vec3_origin, 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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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,
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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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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,
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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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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,
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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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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 || !inflictor || !attacker)
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{
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return;
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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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/* Reset AI flag for being ducked. This fixes a corner case
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were the monster is ressurected by a medic and get's stuck
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in the next frame for mmove_t not matching the AI state. */
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if (targ->monsterinfo.aiflags & AI_DUCKED)
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{
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targ->monsterinfo.aiflags &= ~AI_DUCKED;
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}
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if (targ->monsterinfo.aiflags & AI_MEDIC)
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{
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if (targ->enemy)
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{
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cleanupHealTarget(targ->enemy);
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}
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/* clean up self */
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targ->monsterinfo.aiflags &= ~AI_MEDIC;
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targ->enemy = attacker;
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}
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else
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{
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targ->enemy = attacker;
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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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/* free up slot for spawned monster if it's spawned */
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if (targ->monsterinfo.aiflags & AI_SPAWNED_CARRIER)
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{
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if (targ->monsterinfo.commander &&
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targ->monsterinfo.commander->inuse &&
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!strcmp(targ->monsterinfo.commander->classname, "monster_carrier"))
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{
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targ->monsterinfo.commander->monsterinfo.monster_slots++;
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}
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}
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if (targ->monsterinfo.aiflags & AI_SPAWNED_MEDIC_C)
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{
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if (targ->monsterinfo.commander)
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{
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if (targ->monsterinfo.commander->inuse &&
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!strcmp(targ->monsterinfo.commander->classname, "monster_medic_commander"))
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{
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targ->monsterinfo.commander->monsterinfo.monster_slots++;
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}
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}
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}
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if (targ->monsterinfo.aiflags & AI_SPAWNED_WIDOW)
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{
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/* need to check this because we can
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have variable numbers of coop players */
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if (targ->monsterinfo.commander &&
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targ->monsterinfo.commander->inuse &&
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!strncmp(targ->monsterinfo.commander->classname, "monster_widow", 13))
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{
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if (targ->monsterinfo.commander->monsterinfo.monster_used > 0)
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{
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targ->monsterinfo.commander->monsterinfo.monster_used--;
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}
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}
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}
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if ((!(targ->monsterinfo.aiflags & AI_GOOD_GUY)) &&
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(!(targ->monsterinfo.aiflags & AI_DO_NOT_COUNT)))
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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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}
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}
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}
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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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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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}
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targ->die(targ, inflictor, attacker, damage, point);
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}
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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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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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*
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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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*
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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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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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if (!ent)
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{
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return 0;
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}
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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 | DAMAGE_NO_POWER_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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if (power_armor_type != POWER_ARMOR_NONE)
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{
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index = ITEM_INDEX(FindItem("Cells"));
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power = client->pers.inventory[index];
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}
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}
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else if (ent->svflags & SVF_MONSTER)
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{
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power_armor_type = ent->monsterinfo.power_armor_type;
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power = ent->monsterinfo.power_armor_power;
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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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/* 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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damage = damage / 3;
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}
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else
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{
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damagePerCell = 2;
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pa_te_type = TE_SHIELD_SPARKS;
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damage = (2 * damage) / 3;
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}
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/* etf rifle */
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if (dflags & DAMAGE_NO_REG_ARMOR)
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{
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save = (power * damagePerCell) / 2;
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}
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else
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{
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save = power * damagePerCell;
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}
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if (!save)
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{
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return 0;
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}
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if (save > damage)
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{
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save = damage;
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}
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SpawnDamage(pa_te_type, point, normal, save);
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ent->powerarmor_time = level.time + 0.2;
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if (dflags & DAMAGE_NO_REG_ARMOR)
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{
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power_used = (save / damagePerCell) * 2;
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}
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else
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{
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power_used = save / damagePerCell;
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}
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if (client)
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{
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client->pers.inventory[index] -= power_used;
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}
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else
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{
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ent->monsterinfo.power_armor_power -= power_used;
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}
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return save;
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}
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int
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CheckArmor(edict_t *ent, vec3_t point, vec3_t normal,
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int damage, int te_sparks, int dflags)
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{
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gclient_t *client;
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int save;
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int index;
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gitem_t *armor;
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if (!ent)
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{
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return 0;
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}
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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 (!client)
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{
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return 0;
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}
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if (dflags & (DAMAGE_NO_ARMOR | DAMAGE_NO_REG_ARMOR))
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{
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return 0;
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}
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index = ArmorIndex(ent);
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if (!index)
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{
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return 0;
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}
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armor = GetItemByIndex(index);
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if (dflags & DAMAGE_ENERGY)
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{
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save = ceil(((gitem_armor_t *)armor->info)->energy_protection * damage);
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}
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else
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{
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save = ceil(((gitem_armor_t *)armor->info)->normal_protection * damage);
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}
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if (save >= client->pers.inventory[index])
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{
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save = client->pers.inventory[index];
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}
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if (!save)
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{
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return 0;
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}
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client->pers.inventory[index] -= save;
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SpawnDamage(te_sparks, point, normal, save);
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return save;
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}
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void
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M_ReactToDamage(edict_t *targ, edict_t *attacker, edict_t *inflictor)
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{
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qboolean new_tesla;
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if (!targ || !attacker || !inflictor)
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{
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return;
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}
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if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
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{
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return;
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}
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/* logic for tesla - if you are hit by a tesla,
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and can't see who you should be mad at (attacker)
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attack the tesla also, target the tesla if it's
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a "new" tesla */
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if (!strcmp(inflictor->classname, "tesla"))
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{
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new_tesla = MarkTeslaArea(targ, inflictor);
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if (new_tesla || !targ->enemy)
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{
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TargetTesla(targ, inflictor);
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}
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return;
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}
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if ((attacker == targ) || (attacker == targ->enemy))
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{
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return;
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}
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/* if we are a good guy monster and
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our attacker is a player or another
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good guy, do not get mad at them */
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if (targ->monsterinfo.aiflags & AI_GOOD_GUY)
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{
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if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY))
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{
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return;
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}
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}
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/* if we're currently mad at something
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a target_anger made us mad at, ignore
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damage */
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if (targ->enemy && targ->monsterinfo.aiflags & AI_TARGET_ANGER)
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{
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float percentHealth;
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/* make sure whatever we were pissed at is still around. */
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if (targ->enemy->inuse)
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{
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percentHealth = (float)(targ->health) / (float)(targ->max_health);
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if (percentHealth > 0.33)
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{
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return;
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}
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}
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/* remove the target anger flag */
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targ->monsterinfo.aiflags &= ~AI_TARGET_ANGER;
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}
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/* if we're healing someone, do like above and try to stay with them */
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if ((targ->enemy) && (targ->monsterinfo.aiflags & AI_MEDIC))
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{
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float percentHealth;
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percentHealth = (float)(targ->health) / (float)(targ->max_health);
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/* ignore it some of the time */
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if (targ->enemy->inuse && (percentHealth > 0.25))
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{
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return;
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}
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/* remove the medic flag */
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targ->monsterinfo.aiflags &= ~AI_MEDIC;
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cleanupHealTarget(targ->enemy);
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}
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/* if attacker is a client, get mad at them
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because he's good and we're not */
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if (attacker->client)
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{
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targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
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/* this can only happen in coop (both new and
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old enemies are clients) only switch if can't
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see the current enemy */
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if (targ->enemy && targ->enemy->client)
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{
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if (visible(targ, targ->enemy))
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{
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targ->oldenemy = attacker;
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return;
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}
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targ->oldenemy = targ->enemy;
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}
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targ->enemy = attacker;
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if (!(targ->monsterinfo.aiflags & AI_DUCKED))
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{
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FoundTarget(targ);
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}
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return;
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}
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if (((targ->flags & (FL_FLY | FL_SWIM)) ==
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(attacker->flags & (FL_FLY | FL_SWIM))) &&
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(strcmp(targ->classname, attacker->classname) != 0) &&
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!(attacker->monsterinfo.aiflags & AI_IGNORE_SHOTS) &&
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!(targ->monsterinfo.aiflags & AI_IGNORE_SHOTS))
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{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|