/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2013 Darklegion Development
Copyright (C) 2015-2019 GrangerHub
This file is part of Tremulous.
Tremulous is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 3 of the License,
or (at your option) any later version.
Tremulous is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Tremulous; if not, see
===========================================================================
*/
#include "g_local.h"
damageRegion_t g_damageRegions[ PCL_NUM_CLASSES ][ MAX_DAMAGE_REGIONS ];
int g_numDamageRegions[ PCL_NUM_CLASSES ];
damageRegion_t g_armourRegions[ UP_NUM_UPGRADES ][ MAX_DAMAGE_REGIONS ];
int g_numArmourRegions[ UP_NUM_UPGRADES ];
/*
============
AddScore
Adds score to the client
============
*/
void AddScore( gentity_t *ent, int score )
{
if( !ent->client )
return;
// make alien and human scores equivalent
if ( ent->client->pers.teamSelection == TEAM_ALIENS )
{
score = rint( ((float)score) / 2.0f );
}
// scale values down to fit the scoreboard better
score = rint( ((float)score) / 50.0f );
ent->client->ps.persistant[ PERS_SCORE ] += score;
CalculateRanks( );
}
/*
==================
LookAtKiller
==================
*/
void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker )
{
if ( attacker && attacker != self )
self->client->ps.stats[ STAT_VIEWLOCK ] = attacker - g_entities;
else if( inflictor && inflictor != self )
self->client->ps.stats[ STAT_VIEWLOCK ] = inflictor - g_entities;
else
self->client->ps.stats[ STAT_VIEWLOCK ] = self - g_entities;
}
// these are just for logging, the client prints its own messages
char *modNames[ ] =
{
"MOD_UNKNOWN",
"MOD_SHOTGUN",
"MOD_BLASTER",
"MOD_PAINSAW",
"MOD_MACHINEGUN",
"MOD_CHAINGUN",
"MOD_PRIFLE",
"MOD_MDRIVER",
"MOD_LASGUN",
"MOD_LCANNON",
"MOD_LCANNON_SPLASH",
"MOD_FLAMER",
"MOD_FLAMER_SPLASH",
"MOD_GRENADE",
"MOD_WATER",
"MOD_SLIME",
"MOD_LAVA",
"MOD_CRUSH",
"MOD_TELEFRAG",
"MOD_FALLING",
"MOD_SUICIDE",
"MOD_TARGET_LASER",
"MOD_TRIGGER_HURT",
"MOD_ABUILDER_CLAW",
"MOD_LEVEL0_BITE",
"MOD_LEVEL1_CLAW",
"MOD_LEVEL1_PCLOUD",
"MOD_LEVEL3_CLAW",
"MOD_LEVEL3_POUNCE",
"MOD_LEVEL3_BOUNCEBALL",
"MOD_LEVEL2_CLAW",
"MOD_LEVEL2_ZAP",
"MOD_LEVEL4_CLAW",
"MOD_LEVEL4_TRAMPLE",
"MOD_LEVEL4_CRUSH",
"MOD_SLOWBLOB",
"MOD_POISON",
"MOD_SWARM",
"MOD_HSPAWN",
"MOD_TESLAGEN",
"MOD_MGTURRET",
"MOD_REACTOR",
"MOD_ASPAWN",
"MOD_ATUBE",
"MOD_OVERMIND",
"MOD_DECONSTRUCT",
"MOD_REPLACE",
"MOD_NOCREEP"
};
/*
==================
G_RewardAttackers
Function to distribute rewards to entities that killed this one.
Returns the total damage dealt.
==================
*/
float G_RewardAttackers( gentity_t *self )
{
float value, totalDamage = 0;
int team, i, maxHealth = 0;
int alienCredits = 0, humanCredits = 0;
gentity_t *player;
// Total up all the damage done by non-teammates
for( i = 0; i < level.maxclients; i++ )
{
player = g_entities + i;
if( !OnSameTeam( self, player ) ||
self->buildableTeam != player->client->ps.stats[ STAT_TEAM ] )
totalDamage += (float)self->credits[ i ];
}
if( totalDamage <= 0.0f )
return 0.0f;
// Only give credits for killing players and buildables
if( self->client )
{
value = BG_GetValueOfPlayer( &self->client->ps );
team = self->client->pers.teamSelection;
maxHealth = self->client->ps.stats[ STAT_MAX_HEALTH ];
}
else if( self->s.eType == ET_BUILDABLE )
{
value = BG_Buildable( self->s.modelindex )->value;
// only give partial credits for a buildable not yet completed
if( !self->spawned )
{
value *= (float)( level.time - self->buildTime ) /
BG_Buildable( self->s.modelindex )->buildTime;
}
team = self->buildableTeam;
maxHealth = BG_Buildable( self->s.modelindex )->health;
}
else
return totalDamage;
// Give credits and empty the array
for( i = 0; i < level.maxclients; i++ )
{
int stageValue = value * self->credits[ i ] / totalDamage;
player = g_entities + i;
if( player->client->pers.teamSelection != team )
{
if( totalDamage < maxHealth )
stageValue *= totalDamage / maxHealth;
if( !self->credits[ i ] || player->client->ps.stats[ STAT_TEAM ] == team )
continue;
AddScore( player, stageValue );
// killing buildables earns score, but not credits
if( self->s.eType != ET_BUILDABLE )
{
G_AddCreditToClient( player->client, stageValue, qtrue );
// add to stage counters
if( player->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
alienCredits += stageValue;
else if( player->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
humanCredits += stageValue;
}
}
self->credits[ i ] = 0;
}
if( alienCredits )
{
trap_Cvar_Set( "g_alienCredits",
va( "%d", g_alienCredits.integer + alienCredits ) );
trap_Cvar_Update( &g_alienCredits );
}
if( humanCredits )
{
trap_Cvar_Set( "g_humanCredits",
va( "%d", g_humanCredits.integer + humanCredits ) );
trap_Cvar_Update( &g_humanCredits );
}
return totalDamage;
}
/*
==================
player_die
==================
*/
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
{
gentity_t *ent;
int anim;
int killer;
int i;
const char *killerName, *obit;
if( self->client->ps.pm_type == PM_DEAD )
return;
if( level.intermissiontime )
return;
self->client->ps.pm_type = PM_DEAD;
self->suicideTime = 0;
if( attacker )
{
killer = attacker->s.number;
if( attacker->client )
killerName = attacker->client->pers.netname;
else
killerName = "";
}
else
{
killer = ENTITYNUM_WORLD;
killerName = "";
}
if( meansOfDeath < 0 || meansOfDeath >= ARRAY_LEN( modNames ) )
// fall back on the number
obit = va( "%d", meansOfDeath );
else
obit = modNames[ meansOfDeath ];
G_LogPrintf( "Die: %d %d %s: %s" S_COLOR_WHITE " killed %s\n",
killer,
(int)( self - g_entities ),
obit,
killerName,
self->client->pers.netname );
// deactivate all upgrades
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
BG_DeactivateUpgrade( i, self->client->ps.stats );
// broadcast the death event to everyone
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
ent->s.eventParm = meansOfDeath;
ent->s.otherEntityNum = self->s.number;
ent->s.otherEntityNum2 = killer;
ent->r.svFlags = SVF_BROADCAST; // send to everyone
self->enemy = attacker;
self->client->ps.persistant[ PERS_KILLED ]++;
if( attacker && attacker->client )
{
attacker->client->lastkilled_client = self->s.number;
if( ( attacker == self || OnSameTeam( self, attacker ) ) && meansOfDeath != MOD_HSPAWN )
{
//punish team kills and suicides
if( attacker->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
{
G_AddCreditToClient( attacker->client, -ALIEN_TK_SUICIDE_PENALTY, qtrue );
AddScore( attacker, -ALIEN_TK_SUICIDE_PENALTY );
}
else if( attacker->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
{
G_AddCreditToClient( attacker->client, -HUMAN_TK_SUICIDE_PENALTY, qtrue );
AddScore( attacker, -HUMAN_TK_SUICIDE_PENALTY );
}
}
}
else if( attacker->s.eType != ET_BUILDABLE )
{
if( self->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS )
AddScore( self, -ALIEN_TK_SUICIDE_PENALTY );
else if( self->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS )
AddScore( self, -HUMAN_TK_SUICIDE_PENALTY );
}
// give credits for killing this player
G_RewardAttackers( self );
ScoreboardMessage( self ); // show scores
// send updated scores to any clients that are following this one,
// or they would get stale scoreboards
for( i = 0 ; i < level.maxclients ; i++ )
{
gclient_t *client;
client = &level.clients[ i ];
if( client->pers.connected != CON_CONNECTED )
continue;
if( client->sess.spectatorState == SPECTATOR_NOT )
continue;
if( client->sess.spectatorClient == self->s.number )
ScoreboardMessage( g_entities + i );
}
VectorCopy( self->r.currentOrigin, self->client->pers.lastDeathLocation );
self->takedamage = qfalse; // can still be gibbed
self->s.weapon = WP_NONE;
if( self->client->noclip )
self->client->cliprcontents = CONTENTS_CORPSE;
else
self->r.contents = CONTENTS_CORPSE;
self->client->ps.viewangles[ PITCH ] = 0; // zomg
self->client->ps.viewangles[ YAW ] = self->s.apos.trBase[ YAW ];
self->client->ps.viewangles[ ROLL ] = 0;
LookAtKiller( self, inflictor, attacker );
self->s.loopSound = 0;
self->r.maxs[ 2 ] = -8;
// don't allow respawn until the death anim is done
// g_forcerespawn may force spawning at some later time
self->client->respawnTime = level.time + 1700;
// clear misc
memset( self->client->ps.misc, 0, sizeof( self->client->ps.misc ) );
{
// normal death
static int i;
if( !( self->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL ) )
{
switch( i )
{
case 0:
anim = BOTH_DEATH1;
break;
case 1:
anim = BOTH_DEATH2;
break;
case 2:
default:
anim = BOTH_DEATH3;
break;
}
}
else
{
switch( i )
{
case 0:
anim = NSPA_DEATH1;
break;
case 1:
anim = NSPA_DEATH2;
break;
case 2:
default:
anim = NSPA_DEATH3;
break;
}
}
self->client->ps.legsAnim =
( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
if( !( self->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL ) )
{
self->client->ps.torsoAnim =
( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
}
// use own entityid if killed by non-client to prevent uint8_t overflow
G_AddEvent( self, EV_DEATH1 + i,
( killer < MAX_CLIENTS ) ? killer : self - g_entities );
// globally cycle through the different death animations
i = ( i + 1 ) % 3;
}
trap_LinkEntity( self );
self->client->pers.infoChangeTime = level.time;
}
/*
===============
G_ParseDmgScript
===============
*/
static int G_ParseDmgScript( damageRegion_t *regions, char *buf )
{
char *token;
float angleSpan, heightSpan;
int count;
for( count = 0; ; count++ )
{
token = COM_Parse( &buf );
if( !token[ 0 ] )
break;
if( strcmp( token, "{" ) )
{
COM_ParseError( "Missing {" );
break;
}
if( count >= MAX_DAMAGE_REGIONS )
{
COM_ParseError( "Max damage regions exceeded" );
break;
}
// defaults
regions[ count ].name[ 0 ] = '\0';
regions[ count ].minHeight = 0.0f;
regions[ count ].maxHeight = 1.0f;
regions[ count ].minAngle = 0.0f;
regions[ count ].maxAngle = 360.0f;
regions[ count ].modifier = 1.0f;
regions[ count ].crouch = qfalse;
while( 1 )
{
token = COM_ParseExt( &buf, qtrue );
if( !token[ 0 ] )
{
COM_ParseError( "Unexpected end of file" );
break;
}
if( !Q_stricmp( token, "}" ) )
{
break;
}
else if( !strcmp( token, "name" ) )
{
token = COM_ParseExt( &buf, qfalse );
if( token[ 0 ] )
Q_strncpyz( regions[ count ].name, token,
sizeof( regions[ count ].name ) );
}
else if( !strcmp( token, "minHeight" ) )
{
token = COM_ParseExt( &buf, qfalse );
if( !token[ 0 ] )
strcpy( token, "0" );
regions[ count ].minHeight = atof( token );
}
else if( !strcmp( token, "maxHeight" ) )
{
token = COM_ParseExt( &buf, qfalse );
if( !token[ 0 ] )
strcpy( token, "100" );
regions[ count ].maxHeight = atof( token );
}
else if( !strcmp( token, "minAngle" ) )
{
token = COM_ParseExt( &buf, qfalse );
if( !token[ 0 ] )
strcpy( token, "0" );
regions[ count ].minAngle = atoi( token );
}
else if( !strcmp( token, "maxAngle" ) )
{
token = COM_ParseExt( &buf, qfalse );
if( !token[ 0 ] )
strcpy( token, "360" );
regions[ count ].maxAngle = atoi( token );
}
else if( !strcmp( token, "modifier" ) )
{
token = COM_ParseExt( &buf, qfalse );
if( !token[ 0 ] )
strcpy( token, "1.0" );
regions[ count ].modifier = atof( token );
}
else if( !strcmp( token, "crouch" ) )
{
regions[ count ].crouch = qtrue;
}
else
{
COM_ParseWarning("Unknown token \"%s\"", token);
}
}
// Angle portion covered
angleSpan = regions[ count ].maxAngle - regions[ count ].minAngle;
if( angleSpan < 0.0f )
angleSpan += 360.0f;
angleSpan /= 360.0f;
// Height portion covered
heightSpan = regions[ count ].maxHeight - regions[ count ].minHeight;
if( heightSpan < 0.0f )
heightSpan = -heightSpan;
if( heightSpan > 1.0f )
heightSpan = 1.0f;
regions[ count ].area = angleSpan * heightSpan;
if( !regions[ count ].area )
regions[ count ].area = 0.00001f;
}
return count;
}
/*
============
GetRegionDamageModifier
============
*/
static float GetRegionDamageModifier( gentity_t *targ, int class, int piece )
{
damageRegion_t *regions, *overlap;
float modifier = 0.0f, areaSum = 0.0f;
int j, i;
qboolean crouch;
crouch = targ->client->ps.pm_flags & PMF_DUCKED;
overlap = &g_damageRegions[ class ][ piece ];
if( g_debugDamage.integer > 2 )
G_Printf( "GetRegionDamageModifier():\n"
". bodyRegion = [%d %d %f %f] (%s)\n"
". modifier = %f\n",
overlap->minAngle, overlap->maxAngle,
overlap->minHeight, overlap->maxHeight,
overlap->name, overlap->modifier );
// Find the armour layer modifier, assuming that none of the armour regions
// overlap and that any areas that are not covered have a modifier of 1.0
for( j = UP_NONE + 1; j < UP_NUM_UPGRADES; j++ )
{
if( !BG_InventoryContainsUpgrade( j, targ->client->ps.stats ) ||
!g_numArmourRegions[ j ] )
continue;
regions = g_armourRegions[ j ];
for( i = 0; i < g_numArmourRegions[ j ]; i++ )
{
float overlapMaxA, regionMinA, regionMaxA, angleSpan, heightSpan, area;
if( regions[ i ].crouch != crouch )
continue;
// Convert overlap angle to 0 to max
overlapMaxA = overlap->maxAngle - overlap->minAngle;
if( overlapMaxA < 0.0f )
overlapMaxA += 360.0f;
// Convert region angles to match overlap
regionMinA = regions[ i ].minAngle - overlap->minAngle;
if( regionMinA < 0.0f )
regionMinA += 360.0f;
regionMaxA = regions[ i ].maxAngle - overlap->minAngle;
if( regionMaxA < 0.0f )
regionMaxA += 360.0f;
// Overlapping Angle portion
if( regionMinA <= regionMaxA )
{
angleSpan = 0.0f;
if( regionMinA < overlapMaxA )
{
if( regionMaxA > overlapMaxA )
regionMaxA = overlapMaxA;
angleSpan = regionMaxA - regionMinA;
}
}
else
{
if( regionMaxA > overlapMaxA )
regionMaxA = overlapMaxA;
angleSpan = regionMaxA;
if( regionMinA < overlapMaxA )
angleSpan += overlapMaxA - regionMinA;
}
angleSpan /= 360.0f;
// Overlapping height portion
heightSpan = MIN( overlap->maxHeight, regions[ i ].maxHeight ) -
MAX( overlap->minHeight, regions[ i ].minHeight );
if( heightSpan < 0.0f )
heightSpan = 0.0f;
if( heightSpan > 1.0f )
heightSpan = 1.0f;
if( g_debugDamage.integer > 2 )
G_Printf( ". armourRegion = [%d %d %f %f] (%s)\n"
". . modifier = %f\n"
". . angleSpan = %f\n"
". . heightSpan = %f\n",
regions[ i ].minAngle, regions[ i ].maxAngle,
regions[ i ].minHeight, regions[ i ].maxHeight,
regions[ i ].name, regions[ i ].modifier,
angleSpan, heightSpan );
areaSum += area = angleSpan * heightSpan;
modifier += regions[ i ].modifier * area;
}
}
if( g_debugDamage.integer > 2 )
G_Printf( ". areaSum = %f\n"
". armourModifier = %f\n", areaSum, modifier );
return overlap->modifier * ( overlap->area + modifier - areaSum );
}
/*
============
GetNonLocDamageModifier
============
*/
static float GetNonLocDamageModifier( gentity_t *targ, int class )
{
float modifier = 0.0f, area = 0.0f, scale = 0.0f;
int i;
qboolean crouch;
// For every body region, use stretch-armor formula to apply armour modifier
// for any overlapping area that armour shares with the body region
crouch = targ->client->ps.pm_flags & PMF_DUCKED;
for( i = 0; i < g_numDamageRegions[ class ]; i++ )
{
damageRegion_t *region;
region = &g_damageRegions[ class ][ i ];
if( region->crouch != crouch )
continue;
modifier += GetRegionDamageModifier( targ, class, i );
scale += region->modifier * region->area;
area += region->area;
}
modifier = !scale ? 1.0f : 1.0f + ( modifier / scale - 1.0f ) * area;
if( g_debugDamage.integer > 1 )
G_Printf( "GetNonLocDamageModifier() modifier:%f, area:%f, scale:%f\n",
modifier, area, scale );
return modifier;
}
/*
============
GetPointDamageModifier
Returns the damage region given an angle and a height proportion
============
*/
static float GetPointDamageModifier( gentity_t *targ, damageRegion_t *regions,
int len, float angle, float height )
{
float modifier = 1.0f;
int i;
for( i = 0; i < len; i++ )
{
if( regions[ i ].crouch != ( targ->client->ps.pm_flags & PMF_DUCKED ) )
continue;
// Angle must be within range
if( ( regions[ i ].minAngle <= regions[ i ].maxAngle &&
( angle < regions[ i ].minAngle ||
angle > regions[ i ].maxAngle ) ) ||
( regions[ i ].minAngle > regions[ i ].maxAngle &&
angle > regions[ i ].maxAngle && angle < regions[ i ].minAngle ) )
continue;
// Height must be within range
if( height < regions[ i ].minHeight || height > regions[ i ].maxHeight )
continue;
modifier *= regions[ i ].modifier;
}
if( g_debugDamage.integer )
G_Printf( "GetDamageRegionModifier(angle = %f, height = %f): %f\n",
angle, height, modifier );
return modifier;
}
/*
============
G_CalcDamageModifier
============
*/
static float G_CalcDamageModifier( vec3_t point, gentity_t *targ, gentity_t *attacker, int class, int dflags )
{
vec3_t targOrigin, bulletPath, bulletAngle, pMINUSfloor, floor, normal;
float clientHeight, hitRelative, hitRatio, modifier;
int hitRotation, i;
if( point == NULL )
return 1.0f;
// Don't need to calculate angles and height for non-locational damage
if( dflags & DAMAGE_NO_LOCDAMAGE )
return GetNonLocDamageModifier( targ, class );
// Get the point location relative to the floor under the target
if( g_unlagged.integer && targ->client && targ->client->unlaggedCalc.used )
VectorCopy( targ->client->unlaggedCalc.origin, targOrigin );
else
VectorCopy( targ->r.currentOrigin, targOrigin );
BG_GetClientNormal( &targ->client->ps, normal );
VectorMA( targOrigin, targ->r.mins[ 2 ], normal, floor );
VectorSubtract( point, floor, pMINUSfloor );
// Get the proportion of the target height where the hit landed
clientHeight = targ->r.maxs[ 2 ] - targ->r.mins[ 2 ];
if( !clientHeight )
clientHeight = 1.0f;
hitRelative = DotProduct( normal, pMINUSfloor ) / VectorLength( normal );
if( hitRelative < 0.0f )
hitRelative = 0.0f;
if( hitRelative > clientHeight )
hitRelative = clientHeight;
hitRatio = hitRelative / clientHeight;
// Get the yaw of the attack relative to the target's view yaw
VectorSubtract( point, targOrigin, bulletPath );
vectoangles( bulletPath, bulletAngle );
hitRotation = AngleNormalize360( targ->client->ps.viewangles[ YAW ] -
bulletAngle[ YAW ] );
// Get modifiers from the target's damage regions
modifier = GetPointDamageModifier( targ, g_damageRegions[ class ],
g_numDamageRegions[ class ],
hitRotation, hitRatio );
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
if( BG_InventoryContainsUpgrade( i, targ->client->ps.stats ) )
{
modifier *= GetPointDamageModifier( targ, g_armourRegions[ i ],
g_numArmourRegions[ i ],
hitRotation, hitRatio );
}
}
return modifier;
}
/*
============
G_InitDamageLocations
============
*/
void G_InitDamageLocations( void )
{
char *modelName;
char filename[ MAX_QPATH ];
int i;
int len;
fileHandle_t fileHandle;
char buffer[ MAX_DAMAGE_REGION_TEXT ];
for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
{
modelName = BG_ClassConfig( i )->modelName;
Com_sprintf( filename, sizeof( filename ),
"models/players/%s/locdamage.cfg", modelName );
len = trap_FS_FOpenFile( filename, &fileHandle, FS_READ );
if ( !fileHandle )
{
G_Printf( S_COLOR_RED "file not found: %s\n", filename );
continue;
}
if( len >= MAX_DAMAGE_REGION_TEXT )
{
G_Printf( S_COLOR_RED "file too large: %s is %i, max allowed is %i",
filename, len, MAX_DAMAGE_REGION_TEXT );
trap_FS_FCloseFile( fileHandle );
continue;
}
COM_BeginParseSession( filename );
trap_FS_Read( buffer, len, fileHandle );
buffer[len] = 0;
trap_FS_FCloseFile( fileHandle );
g_numDamageRegions[ i ] = G_ParseDmgScript( g_damageRegions[ i ], buffer );
}
for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
{
modelName = BG_Upgrade( i )->name;
Com_sprintf( filename, sizeof( filename ), "armour/%s.armour", modelName );
len = trap_FS_FOpenFile( filename, &fileHandle, FS_READ );
//no file - no parsage
if ( !fileHandle )
continue;
if( len >= MAX_DAMAGE_REGION_TEXT )
{
G_Printf( S_COLOR_RED "file too large: %s is %i, max allowed is %i",
filename, len, MAX_DAMAGE_REGION_TEXT );
trap_FS_FCloseFile( fileHandle );
continue;
}
COM_BeginParseSession( filename );
trap_FS_Read( buffer, len, fileHandle );
buffer[len] = 0;
trap_FS_FCloseFile( fileHandle );
g_numArmourRegions[ i ] = G_ParseDmgScript( g_armourRegions[ i ], buffer );
}
}
/*
============
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 for knockback
point point at which the damage is being inflicted, used for headshots
damage amount of damage being inflicted
knockback force to be applied against targ as a result of the damage
inflictor, attacker, dir, and point can be NULL for environmental effects
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_NO_KNOCKBACK do not affect velocity, just view angles
DAMAGE_NO_PROTECTION kills everything except godmode
============
*/
// team is the team that is immune to this damage
void G_SelectiveDamage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
vec3_t dir, vec3_t point, int damage, int dflags, int mod, int team )
{
if( targ->client && ( team != targ->client->ps.stats[ STAT_TEAM ] ) )
G_Damage( targ, inflictor, attacker, dir, point, damage, dflags, mod );
}
void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
vec3_t dir, vec3_t point, int damage, int dflags, int mod )
{
gclient_t *client;
int take;
int asave = 0;
int knockback;
// Can't deal damage sometimes
if( !targ->takedamage || targ->health <= 0 || level.intermissionQueued )
return;
if( !inflictor )
inflictor = &g_entities[ ENTITYNUM_WORLD ];
if( !attacker )
attacker = &g_entities[ ENTITYNUM_WORLD ];
// shootable doors / buttons don't actually have any health
if( targ->s.eType == ET_MOVER )
{
if( targ->use && ( targ->moverState == MOVER_POS1 ||
targ->moverState == ROTATOR_POS1 ) )
targ->use( targ, inflictor, attacker );
return;
}
client = targ->client;
if( client && client->noclip )
return;
if( !dir )
dflags |= DAMAGE_NO_KNOCKBACK;
else
VectorNormalize( dir );
knockback = damage;
if( inflictor->s.weapon != WP_NONE )
{
knockback = (int)( (float)knockback *
BG_Weapon( inflictor->s.weapon )->knockbackScale );
}
if( targ->client )
{
knockback = (int)( (float)knockback *
BG_Class( targ->client->ps.stats[ STAT_CLASS ] )->knockbackScale );
}
// Too much knockback from falling really far makes you "bounce" and
// looks silly. However, none at all also looks bad. Cap it.
if( mod == MOD_FALLING && knockback > 50 )
knockback = 50;
if( knockback > 200 )
knockback = 200;
if( targ->flags & FL_NO_KNOCKBACK )
knockback = 0;
if( dflags & DAMAGE_NO_KNOCKBACK )
knockback = 0;
// figure momentum add, even if the damage won't be taken
if( knockback && targ->client )
{
vec3_t kvel;
float mass;
mass = 200;
VectorScale( dir, g_knockback.value * (float)knockback / mass, kvel );
VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity );
// set the timer so that the other client can't cancel
// out the movement immediately
if( !targ->client->ps.pm_time )
{
int t;
t = knockback * 2;
if( t < 50 )
t = 50;
if( t > 200 )
t = 200;
targ->client->ps.pm_time = t;
targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
}
}
// check for godmode
if( targ->flags & FL_GODMODE )
return;
// don't do friendly fire on movement attacks
if( ( mod == MOD_LEVEL4_TRAMPLE || mod == MOD_LEVEL3_POUNCE ||
mod == MOD_LEVEL4_CRUSH ) &&
targ->s.eType == ET_BUILDABLE && targ->buildableTeam == TEAM_ALIENS )
{
return;
}
// check for completely getting out of the damage
if( !( dflags & DAMAGE_NO_PROTECTION ) )
{
// if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
// if the attacker was on the same team
if( targ != attacker && OnSameTeam( targ, attacker ) )
{
// don't do friendly fire on movement attacks
if( mod == MOD_LEVEL4_TRAMPLE || mod == MOD_LEVEL3_POUNCE ||
mod == MOD_LEVEL4_CRUSH )
return;
// if dretchpunt is enabled and this is a dretch, do dretchpunt instead of damage
if( g_dretchPunt.integer &&
targ->client->ps.stats[ STAT_CLASS ] == PCL_ALIEN_LEVEL0 )
{
vec3_t dir, push;
VectorSubtract( targ->r.currentOrigin, attacker->r.currentOrigin, dir );
VectorNormalizeFast( dir );
VectorScale( dir, ( damage * 10.0f ), push );
push[2] = 64.0f;
VectorAdd( targ->client->ps.velocity, push, targ->client->ps.velocity );
return;
}
// check if friendly fire has been disabled
if( !g_friendlyFire.integer )
{
return;
}
}
if( targ->s.eType == ET_BUILDABLE && attacker->client &&
mod != MOD_DECONSTRUCT && mod != MOD_SUICIDE &&
mod != MOD_REPLACE && mod != MOD_NOCREEP )
{
if( targ->buildableTeam == attacker->client->pers.teamSelection &&
!g_friendlyBuildableFire.integer )
{
return;
}
// base is under attack warning if DCC'd
if( targ->buildableTeam == TEAM_HUMANS && G_FindDCC( targ ) &&
level.time > level.humanBaseAttackTimer )
{
level.humanBaseAttackTimer = level.time + DC_ATTACK_PERIOD;
G_BroadcastEvent( EV_DCC_ATTACK, 0 );
}
}
}
// add to the attacker's hit counter
if( attacker->client && targ != attacker && targ->health > 0
&& targ->s.eType != ET_MISSILE
&& targ->s.eType != ET_GENERAL )
{
if( OnSameTeam( targ, attacker ) )
attacker->client->ps.persistant[ PERS_HITS ]--;
else
attacker->client->ps.persistant[ PERS_HITS ]++;
}
take = damage;
// 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 )
{
if( attacker )
client->ps.persistant[ PERS_ATTACKER ] = attacker->s.number;
else
client->ps.persistant[ PERS_ATTACKER ] = ENTITYNUM_WORLD;
client->damage_armor += asave;
client->damage_blood += take;
client->damage_knockback += knockback;
if( dir )
{
VectorCopy ( dir, client->damage_from );
client->damage_fromWorld = qfalse;
}
else
{
VectorCopy ( targ->r.currentOrigin, client->damage_from );
client->damage_fromWorld = qtrue;
}
// set the last client who damaged the target
targ->client->lasthurt_client = attacker->s.number;
targ->client->lasthurt_mod = mod;
take = (int)( take * G_CalcDamageModifier( point, targ, attacker,
client->ps.stats[ STAT_CLASS ],
dflags ) + 0.5f );
//if boosted poison every attack
if( attacker->client && attacker->client->ps.stats[ STAT_STATE ] & SS_BOOSTED )
{
if( targ->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS &&
mod != MOD_LEVEL2_ZAP && mod != MOD_POISON &&
mod != MOD_LEVEL1_PCLOUD && mod != MOD_HSPAWN &&
mod != MOD_ASPAWN && targ->client->poisonImmunityTime < level.time )
{
targ->client->ps.stats[ STAT_STATE ] |= SS_POISONED;
targ->client->lastPoisonTime = level.time;
targ->client->lastPoisonClient = attacker;
}
}
}
if( take < 1 )
take = 1;
if( g_debugDamage.integer )
{
G_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number,
targ->health, take, asave );
}
// do the damage
if( take )
{
targ->health = targ->health - take;
if( targ->client )
{
targ->client->ps.stats[ STAT_HEALTH ] = targ->health;
targ->client->pers.infoChangeTime = level.time;
}
targ->lastDamageTime = level.time;
targ->nextRegenTime = level.time + ALIEN_REGEN_DAMAGE_TIME;
// add to the attackers "account" on the target
if( attacker->client && attacker != targ )
targ->credits[ attacker->client->ps.clientNum ] += take;
if( targ->health <= 0 )
{
if( client )
targ->flags |= FL_NO_KNOCKBACK;
if( targ->health < -999 )
{
targ->health = -999;
if( targ->client )
targ->client->ps.stats[ STAT_HEALTH ] = -999;
}
targ->enemy = attacker;
targ->die( targ, inflictor, attacker, take, mod );
return;
}
else if( targ->pain )
targ->pain( targ, attacker, take );
}
}
/*
============
CanDamage
Returns qtrue if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
qboolean CanDamage( gentity_t *targ, vec3_t origin )
{
vec3_t dest;
trace_t tr;
vec3_t midpoint;
// use the midpoint of the bounds instead of the origin, because
// bmodels may have their origin is 0,0,0
VectorAdd( targ->r.absmin, targ->r.absmax, midpoint );
VectorScale( midpoint, 0.5, midpoint );
VectorCopy( midpoint, dest );
trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID );
if( tr.fraction == 1.0 || tr.entityNum == targ->s.number )
return qtrue;
// this should probably check in the plane of projection,
// rather than in world coordinate, and also include Z
VectorCopy( midpoint, dest );
dest[ 0 ] += 15.0;
dest[ 1 ] += 15.0;
trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID );
if( tr.fraction == 1.0 )
return qtrue;
VectorCopy( midpoint, dest );
dest[ 0 ] += 15.0;
dest[ 1 ] -= 15.0;
trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID );
if( tr.fraction == 1.0 )
return qtrue;
VectorCopy( midpoint, dest );
dest[ 0 ] -= 15.0;
dest[ 1 ] += 15.0;
trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID );
if( tr.fraction == 1.0 )
return qtrue;
VectorCopy( midpoint, dest );
dest[ 0 ] -= 15.0;
dest[ 1 ] -= 15.0;
trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID );
if( tr.fraction == 1.0 )
return qtrue;
return qfalse;
}
/*
============
G_SelectiveRadiusDamage
============
*/
qboolean G_SelectiveRadiusDamage( vec3_t origin, gentity_t *attacker, float damage,
float radius, gentity_t *ignore, int mod, int team )
{
float points, dist;
gentity_t *ent;
int entityList[ MAX_GENTITIES ];
int numListedEntities;
vec3_t mins, maxs;
vec3_t v;
vec3_t dir;
int i, e;
qboolean hitClient = qfalse;
if( radius < 1 )
radius = 1;
for( i = 0; i < 3; i++ )
{
mins[ i ] = origin[ i ] - radius;
maxs[ i ] = origin[ i ] + radius;
}
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for( e = 0; e < numListedEntities; e++ )
{
ent = &g_entities[ entityList[ e ] ];
if( ent == ignore )
continue;
if( !ent->takedamage )
continue;
if( ent->flags & FL_NOTARGET )
continue;
// find the distance from the edge of the bounding box
for( i = 0 ; i < 3 ; i++ )
{
if( origin[ i ] < ent->r.absmin[ i ] )
v[ i ] = ent->r.absmin[ i ] - origin[ i ];
else if( origin[ i ] > ent->r.absmax[ i ] )
v[ i ] = origin[ i ] - ent->r.absmax[ i ];
else
v[ i ] = 0;
}
dist = VectorLength( v );
if( dist >= radius )
continue;
points = damage * ( 1.0 - dist / radius );
if( CanDamage( ent, origin ) && ent->client &&
ent->client->ps.stats[ STAT_TEAM ] != team )
{
VectorSubtract( ent->r.currentOrigin, origin, dir );
// push the center of mass higher than the origin so players
// get knocked into the air more
dir[ 2 ] += 24;
hitClient = qtrue;
G_Damage( ent, NULL, attacker, dir, origin,
(int)points, DAMAGE_RADIUS|DAMAGE_NO_LOCDAMAGE, mod );
}
}
return hitClient;
}
/*
============
G_RadiusDamage
============
*/
qboolean G_RadiusDamage( vec3_t origin, gentity_t *attacker, float damage,
float radius, gentity_t *ignore, int mod )
{
float points, dist;
gentity_t *ent;
int entityList[ MAX_GENTITIES ];
int numListedEntities;
vec3_t mins, maxs;
vec3_t v;
vec3_t dir;
int i, e;
qboolean hitClient = qfalse;
if( radius < 1 )
radius = 1;
for( i = 0; i < 3; i++ )
{
mins[ i ] = origin[ i ] - radius;
maxs[ i ] = origin[ i ] + radius;
}
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for( e = 0; e < numListedEntities; e++ )
{
ent = &g_entities[ entityList[ e ] ];
if( ent == ignore )
continue;
if( !ent->takedamage )
continue;
// find the distance from the edge of the bounding box
for( i = 0; i < 3; i++ )
{
if( origin[ i ] < ent->r.absmin[ i ] )
v[ i ] = ent->r.absmin[ i ] - origin[ i ];
else if( origin[ i ] > ent->r.absmax[ i ] )
v[ i ] = origin[ i ] - ent->r.absmax[ i ];
else
v[ i ] = 0;
}
dist = VectorLength( v );
if( dist >= radius )
continue;
points = damage * ( 1.0 - dist / radius );
if( CanDamage( ent, origin ) )
{
VectorSubtract( ent->r.currentOrigin, origin, dir );
// push the center of mass higher than the origin so players
// get knocked into the air more
dir[ 2 ] += 24;
hitClient = qtrue;
G_Damage( ent, NULL, attacker, dir, origin,
(int)points, DAMAGE_RADIUS|DAMAGE_NO_LOCDAMAGE, mod );
}
}
return hitClient;
}
/*
================
G_LogDestruction
Log deconstruct/destroy events
================
*/
void G_LogDestruction( gentity_t *self, gentity_t *actor, int mod )
{
buildFate_t fate;
switch( mod )
{
case MOD_DECONSTRUCT:
fate = BF_DECONSTRUCT;
break;
case MOD_REPLACE:
fate = BF_REPLACE;
break;
case MOD_NOCREEP:
fate = ( actor->client ) ? BF_UNPOWER : BF_AUTO;
break;
default:
if( actor->client )
{
if( actor->client->pers.teamSelection ==
BG_Buildable( self->s.modelindex )->team )
{
fate = BF_TEAMKILL;
}
else
fate = BF_DESTROY;
}
else
fate = BF_AUTO;
break;
}
G_BuildLogAuto( actor, self, fate );
// don't log when marked structures are removed
if( mod == MOD_REPLACE )
return;
G_LogPrintf( S_COLOR_YELLOW "Deconstruct: %d %d %s %s: %s %s by %s\n",
(int)( actor - g_entities ),
(int)( self - g_entities ),
BG_Buildable( self->s.modelindex )->name,
modNames[ mod ],
BG_Buildable( self->s.modelindex )->humanName,
mod == MOD_DECONSTRUCT ? "deconstructed" : "destroyed",
actor->client ? actor->client->pers.netname : "" );
// No-power deaths for humans come after some minutes and it's confusing
// when the messages appear attributed to the deconner. Just don't print them.
if( mod == MOD_NOCREEP && actor->client &&
actor->client->pers.teamSelection == TEAM_HUMANS )
return;
if( actor->client && actor->client->pers.teamSelection ==
BG_Buildable( self->s.modelindex )->team )
{
G_TeamCommand( actor->client->ps.stats[ STAT_TEAM ],
va( "print \"%s ^3%s^7 by %s\n\"",
BG_Buildable( self->s.modelindex )->humanName,
mod == MOD_DECONSTRUCT ? "DECONSTRUCTED" : "DESTROYED",
actor->client->pers.netname ) );
}
}