ref: 60e95c7c1546a5580fdf2799f4c0e4d7e05b0991
dir: /ctf/g_combat.c/
#include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.h" /* ============ 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; targ->enemy = attacker; if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD)) { // targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY)) { level.killed_monsters++; if (coop->value && attacker->client) attacker->client->resp.score++; // medics won't heal monsters that they kill themselves if (strcmp(attacker->classname, "monster_medic") == 0) targ->owner = attacker; } } 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.WriteByte (damage); 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 ============ */ static 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) 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 = 1; // power armor is weaker in CTF pa_te_type = TE_SHIELD_SPARKS; damage = (2 * damage) / 3; } save = power * damagePerCell; if (!save) return 0; if (save > damage) save = damage; SpawnDamage (pa_te_type, point, normal, save); ent->powerarmor_time = level.time + 0.2; power_used = save / damagePerCell; if (client) client->pers.inventory[index] -= power_used; else ent->monsterinfo.power_armor_power -= power_used; return save; } static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags) { gclient_t *client; int save; int index; gitem_t *armor; if (!damage) return 0; client = ent->client; if (!client) return 0; if (dflags & DAMAGE_NO_ARMOR) return 0; index = ArmorIndex (ent); 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) { if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER)) 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; } // 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) { // 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 if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) && (strcmp (targ->classname, attacker->classname) != 0) && (strcmp(attacker->classname, "monster_tank") != 0) && (strcmp(attacker->classname, "monster_supertank") != 0) && (strcmp(attacker->classname, "monster_makron") != 0) && (strcmp(attacker->classname, "monster_jorg") != 0) ) { if (targ->enemy) if (targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) FoundTarget (targ); } else // otherwise get mad at whoever they are mad at (help our buddy) { if (targ->enemy) if (targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker->enemy; FoundTarget (targ); } } qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker) { //ZOID if (ctf->value && targ->client && attacker->client) if (targ->client->resp.ctf_team == attacker->client->resp.ctf_team && targ != attacker) return true; //ZOID //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; if (!targ->takedamage) return; // friendly fire avoidance // if enabled you can't hurt teammates (but you can hurt yourself) // knockback still occurs if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value)) { if (OnSameTeam (targ, attacker)) { if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE) damage = 0; else mod |= MOD_FRIENDLY_FIRE; } } meansOfDeath = mod; // easy mode takes half damage if (skill->value == 0 && deathmatch->value == 0 && targ->client) { damage *= 0.5; if (!damage) damage = 1; } client = targ->client; if (dflags & DAMAGE_BULLET) te_sparks = TE_BULLET_SPARKS; else te_sparks = TE_SPARKS; VectorNormalize(dir); // bonus damage for suprising a monster if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0)) damage *= 2; //ZOID //strength tech damage = CTFApplyStrength(attacker, damage); //ZOID 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; } //ZOID //team armor protect if (ctf->value && targ->client && attacker->client && targ->client->resp.ctf_team == attacker->client->resp.ctf_team && targ != attacker && ((int)dmflags->value & DF_ARMOR_PROTECT)) { psave = asave = 0; } else { //ZOID 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; //ZOID //resistance tech take = CTFApplyResistance(targ, take); //ZOID // team damage avoidance if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker)) return; //ZOID CTFCheckHurtCarrier(targ, attacker); //ZOID // do the damage if (take) { if ((targ->svflags & SVF_MONSTER) || (client)) SpawnDamage (TE_BLOOD, point, normal, take); else SpawnDamage (te_sparks, point, normal, take); if (!CTFMatchSetup()) targ->health = targ->health - take; if (targ->health <= 0) { if ((targ->svflags & SVF_MONSTER) || (client)) targ->flags |= FL_NO_KNOCKBACK; Killed (targ, inflictor, attacker, take, point); return; } } if (targ->svflags & SVF_MONSTER) { M_ReactToDamage (targ, attacker); if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take)) { targ->pain (targ, attacker, knockback, take); // nightmare mode monsters don't go into pain frames often if (skill->value == 3) targ->pain_debounce_time = level.time + 5; } } else if (client) { if (!(targ->flags & FL_GODMODE) && (take) && !CTFMatchSetup()) targ->pain (targ, attacker, knockback, take); } 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); } } } }