xmen/COMBAT.c

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2005-09-22 00:00:00 +00:00
void() T_MissileTouch;
void() info_player_start;
void(entity targ, entity attacker) ClientObituary;
void() monster_death_use;
//============================================================================
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
float(entity targ, entity inflictor) CanDamage =
{
// X-Men: Lightning Bolts cannot harm Storm
if ((inflictor.classname == "info_lightning") &&
((targ.classname == "xmen_storm") || (targ.classname == "apocalypse_small") || (targ.classname == "apoc_torso"))) {
return FALSE;
}
// end
// bmodels need special checking because their origin is 0,0,0
if (targ.movetype == MOVETYPE_PUSH)
{
traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
if (trace_fraction == 1)
return TRUE;
if (trace_ent == targ)
return TRUE;
return FALSE;
}
traceline(inflictor.origin, targ.origin, TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
return FALSE;
};
/*
============
Killed
============
*/
void(entity targ, entity attacker) Killed =
{
local entity oself;
oself = self;
self = targ;
if (self.health < -99)
self.health = -99; // don't let sbar look bad if a player
if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
{ // doors, triggers, etc
self.th_die ();
self = oself;
return;
}
self.enemy = attacker;
// check for Apocalypse laugh
if ((attacker.classname == "xmen_apocalypse") &&
(targ.classname == "player")) {
sound(self, CHAN_VOICE, "apoc/alaugh.wav", 1, ATTN_NONE);
}
// bump the monster counter
if ((self.flags & FL_MONSTER) && (!(self.spawnflags & SPAWNFLAG_CLONE)) && (self.classname != "xmen_wolverine") && !(self.x_flags & X_MEGA_HIT) && (self.classname != "xmen_sinister") && (self.classname != "xmen_apocalypse") && (self.classname != "apocalypse_small") && ((self.classname != "xmen_wolverine")))
{
self.angles_z = 0;
if (!(self.spawnflags & SPAWNFLAG_CLONE)) {
killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
}
self.skin = 3; // death skin
}
ClientObituary(self, attacker);
self.takedamage = DAMAGE_NO;
self.touch = SUB_Null;
if (self.classname != "xmen_techdude")
monster_death_use();
self.th_die ();
self = oself;
};
/*
============
T_Damage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
============
*/
void(entity e) skeleton_morph;
void(entity e) iceman_melt;
void() phoenix_xattc12;
void() player_run;
void() DM_PhoenixBeamEnd;
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
{
local vector dir;
local entity oldself;
local float save;
local float take;
//bprint("T_Damage\n");
damage_inflictor = inflictor;
// Apocalype: if hurting torso entity, change target to owner
if (targ.classname == "apoc_torso") {
targ = targ.owner;
}
// if (((targ.flags & FL_MONSTER) || (targ.classname == "player")) && (targ.health <= 0))
// return;
if (!targ.takedamage)
return;
// don't hurt clones of same type
if ((attacker.flags & FL_MONSTER) && (attacker.classname == targ.classname))
return;
if (((inflictor.classname == "proximity_ball") || (inflictor.classname == "prox_missile")) &&
(targ.classname == "xmen_bishop"))
return;
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
if ((targ.model == "progs/skel.mdl") && (damage_attacker.weapon == IT_SUPER_NAILGUN)) {
// self.health = 1;
return;
}
// check for quad damage powerup on the attacker
if (attacker.super_damage_finished > time)
damage = damage * 2;
// Bishop not get hurt as much by Plasma and NERD
if ((targ.character == CHAR_BISHOP) &&
((inflictor.classname == "flameball") ||
(inflictor.classname == "prox_missile") ||
(inflictor.classname == "proximity_ball"))) {
damage = damage / 2;
}
// save damage based on the target's armor level
save = ceil(targ.armortype*damage);
if (save >= targ.armorvalue)
{
save = targ.armorvalue;
targ.armortype = 0; // lost all armor
targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
}
targ.armorvalue = targ.armorvalue - save;
take = ceil(damage-save);
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// FIXME: remove after combining shotgun blasts?
if (targ.flags & FL_CLIENT)
{
targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
{
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
if (!deathmatch)
dir_z = 0;
targ.velocity = targ.velocity + (dir*damage*8);
}
// check for godmode or invincibility
if (targ.flags & FL_GODMODE) {
// first check for Pheonix abort while in Tractor Beam
if (((targ.classname == "xmen_phoenix") || (targ.character == CHAR_PHOENIX)) && (targ.start_tractor_time < (time - 0.75))) {
if ((targ.character == CHAR_PHOENIX) && (targ.move_ent != world)) {
oldself = self;
self = targ;
DM_PhoenixBeamEnd();
self = oldself;
}
if (targ.classname == "xmen_phoenix") {
targ.enemy.x_flags = targ.enemy.x_flags - (targ.enemy.x_flags & X_TRACTOR_BEAM_HOLD);
targ.enemy.velocity = normalize(targ.enemy.origin - targ.origin) * 250 + '0 0 100';
targ.think = phoenix_xattc12;
}
}
return;
}
// Check for DM Angel wing defense
if ((targ.x_flags & X_ANGEL_DEFENSE) && ((inflictor.classname == "guided_rocket") || (inflictor.classname == "orb")))
return;
if (targ.invincible_finished >= time)
{
if (self.invincible_sound < time)
{
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
self.invincible_sound = time + 2;
}
return;
}
// team play damage avoidance
if ( (teamplay == 1) && (targ.team > 0)&&(targ.team == attacker.team) )
return;
//bprint("doing damage..\n");
// do the damage
targ.health = targ.health - take;
if ((targ.classname == "player") && (targ.armorvalue <= 0) && (targ.health < 50)) {
if (attacker.weapon == IT_SUPER_NAILGUN) {
if (targ.model != "progs/skel.mdl") {
targ.health = 1;
targ.modelindex = index_skeleton;
targ.weaponmodel = "";
targ.think = player_run;
centerprint(targ, "You have been torched!");
}
}
}
if (targ.health <= 0)
{
if (deathmatch || coop) {
if (attacker.weapon == IT_SUPER_NAILGUN) { // skeleton time!
// targ.health = 1;
targ.modelindex = index_skeleton;
targ.weaponmodel = "";
targ.think = player_run;
centerprint(targ, "You have been torched!");
}
else
Killed (targ, attacker);
}
else if ((attacker.weapon == IT_SUPER_NAILGUN) && (targ.classname != "xmen_wolverine") && ((targ.flags & FL_MONSTER) || (targ.classname == "xmen_techdude")) && (targ.classname != "xmen_sinister") && (targ.classname != "apocalypse_small")) {
if ((targ.classname != "xmen_iceman") ) {
if (targ.model != "progs/skel.mdl")
skeleton_morph(targ);
}
else
iceman_melt(targ);
}
else
Killed (targ, attacker);
return;
}
else {
SetDamageSkin(targ);
}
// react to the damage
oldself = self;
self = targ;
if ( (self.parallize_time < time) && (self.flags & FL_MONSTER) && (attacker != world) && !(attacker.flags & FL_MONSTER) && (!(self.spawnflags & SPAWNFLAG_CLONE)))
{
// get mad unless of the same class (except for soldiers)
if (self != attacker && attacker != self.enemy)
{
if (self.classname != attacker.classname)
{
if (self.enemy.classname == "player") {
self.oldenemy = self.enemy;
}
// bosses only attack player
if ((self.classname != "xmen_apocalypse") || (self.classname != "apocalypse_small") || (self.classname != "xmen_sinister")) {
if (attacker.classname == "player") {
self.enemy = attacker;
FoundTarget ();
}
}
else { // other monsters attack anything
self.enemy = attacker;
FoundTarget ();
}
}
}
}
if (self.th_pain)
{
if ((!(self.weapon_flags & W_RELOADING)) && !(self.change_weapon_status)) {
self.th_pain (attacker, take);
// nightmare mode monsters don't go into pain frames often
if (skill == 3)
self.pain_finished = time + 5;
}
}
self = oldself;
};
/*
============
T_RadiusDamage
============
*/
void(entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage =
{
local float points;
local entity head;
local vector org;
head = findradius(inflictor.origin, damage+40);
while (head)
{
if (head != ignore)
{
if (head.takedamage)
{
org = head.origin + (head.mins + head.maxs)*0.5;
points = 0.5*vlen (inflictor.origin - org);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, inflictor))
{ // shambler takes half damage from all explosions
T_Damage (head, inflictor, attacker, points);
}
}
}
}
head = head.chain;
}
};
/*
============
T_BeamDamage
============
*/
void(entity attacker, float damage) T_BeamDamage =
{
local float points;
local entity head;
head = findradius(attacker.origin, damage+40);
while (head)
{
if (head.takedamage)
{
points = 0.5*vlen (attacker.origin - head.origin);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, attacker))
{
if (head.classname == "xmen_storm")
T_Damage (head, attacker, attacker, points*0.5);
else
T_Damage (head, attacker, attacker, points);
}
}
}
head = head.chain;
}
};