summaryrefslogtreecommitdiff
path: root/src/game/g_combat.c
diff options
context:
space:
mode:
authorTim Angus <tim@ngus.net>2001-01-03 18:26:58 +0000
committerTim Angus <tim@ngus.net>2001-01-03 18:26:58 +0000
commit5d27565dc8162000b75e41bf315f18b3e8015ac7 (patch)
tree5a30f46118e6baa4703045a9c2d3f02f144fcd8b /src/game/g_combat.c
parent25e294467350aef8726c235cc908aba5aa4d091f (diff)
1.27 import
Diffstat (limited to 'src/game/g_combat.c')
-rw-r--r--src/game/g_combat.c1193
1 files changed, 1193 insertions, 0 deletions
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
new file mode 100644
index 00000000..b98654e7
--- /dev/null
+++ b/src/game/g_combat.c
@@ -0,0 +1,1193 @@
+// Copyright (C) 1999-2000 Id Software, Inc.
+//
+// g_combat.c
+
+/*
+ * Portions Copyright (C) 2000-2001 Tim Angus
+ *
+ * This program 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 2, or (at your option)
+ * any later version.
+ *
+ * This program 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 this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ */
+
+/* To assertain which portions are licensed under the GPL and which are
+ * licensed by Id Software, Inc. please run a diff between the equivalent
+ * versions of the "Tremulous" modification and the unmodified "Quake3"
+ * game source code.
+ */
+
+#include "g_local.h"
+
+
+/*
+============
+AddScore
+
+Adds score to both the client and his team
+============
+*/
+void AddScore( gentity_t *ent, int score ) {
+ if ( !ent->client ) {
+ return;
+ }
+ // no scoring during pre-match warmup
+ if ( level.warmupTime ) {
+ return;
+ }
+ ent->client->ps.persistant[PERS_SCORE] += score;
+ if (g_gametype.integer == GT_TEAM)
+ level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
+ CalculateRanks();
+}
+
+
+/*
+============
+AddPoints
+
+Adds points to both the client and his team
+============
+*/
+void AddPoints( gentity_t *ent, int score )
+{
+ if ( !ent->client ) {
+ return;
+ }
+ // no scoring during pre-match warmup
+ if ( level.warmupTime ) {
+ return;
+ }
+ ent->client->ps.persistant[PERS_POINTS] += score;
+ ent->client->ps.persistant[PERS_TOTALPOINTS] += score;
+
+ /*if (g_gametype.integer == GT_TEAM)
+ level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
+ CalculateRanks();*/
+}
+
+
+/*
+============
+CalculatePoints
+
+Calculates the points to given to a client
+============
+*/
+int CalculatePoints( gentity_t *victim, gentity_t *attacker )
+{
+ int victim_value, attacker_value;
+
+ if( !victim->client || !attacker->client )
+ return 0;
+
+ /*switch( victim->client->ps.stats[STAT_PCLASS] )
+ {
+ case PCL_D_BUILDER:
+ victim_value = 1;
+ break;
+ case PCL_H_BUILDER:
+ victim_value = 1;
+ break;
+ case PCL_D_BASE:
+ victim_value = 2;
+ break;
+ case PCL_H_BASE:
+ victim_value = 2;
+ break;
+ case PCL_D_OFF1:
+ victim_value = 3;
+ break;
+ case PCL_H_OFF1:
+ victim_value = 3;
+ break;
+ case PCL_D_OFF2:
+ victim_value = 4;
+ break;
+ case PCL_H_OFF2:
+ victim_value = 4;
+ break;
+ case PCL_D_OFF3:
+ victim_value = 5;
+ break;
+ case PCL_H_OFF3:
+ victim_value = 5;
+ break;
+ case PCL_D_OFF4:
+ victim_value = 6;
+ break;
+ case PCL_H_OFF4:
+ victim_value = 6;
+ break;
+ case PCL_D_OFF5:
+ victim_value = 7;
+ break;
+ case PCL_H_OFF5:
+ victim_value = 7;
+ break;
+ case PCL_D_OFF6:
+ victim_value = 8;
+ break;
+ case PCL_H_OFF6:
+ victim_value = 8;
+ break;
+ case PCL_D_OFF7:
+ victim_value = 9;
+ break;
+ case PCL_H_OFF7:
+ victim_value = 9;
+ break;
+ case PCL_D_OFF8:
+ victim_value = 10;
+ break;
+ case PCL_H_OFF8:
+ victim_value = 10;
+ break;
+ default:
+ victim_value = 1;
+ }
+
+ switch( attacker->client->ps.stats[STAT_PCLASS] )
+ {
+ case PCL_D_BUILDER:
+ attacker_value = 1;
+ break;
+ case PCL_H_BUILDER:
+ attacker_value = 1;
+ break;
+ case PCL_D_BASE:
+ attacker_value = 2;
+ break;
+ case PCL_H_BASE:
+ attacker_value = 2;
+ break;
+ case PCL_D_OFF1:
+ attacker_value = 3;
+ break;
+ case PCL_H_OFF1:
+ attacker_value = 3;
+ break;
+ case PCL_D_OFF2:
+ attacker_value = 4;
+ break;
+ case PCL_H_OFF2:
+ attacker_value = 4;
+ break;
+ case PCL_D_OFF3:
+ attacker_value = 5;
+ break;
+ case PCL_H_OFF3:
+ attacker_value = 5;
+ break;
+ case PCL_D_OFF4:
+ attacker_value = 6;
+ break;
+ case PCL_H_OFF4:
+ attacker_value = 6;
+ break;
+ case PCL_D_OFF5:
+ attacker_value = 7;
+ break;
+ case PCL_H_OFF5:
+ attacker_value = 7;
+ break;
+ case PCL_D_OFF6:
+ attacker_value = 8;
+ break;
+ case PCL_H_OFF6:
+ attacker_value = 8;
+ break;
+ case PCL_D_OFF7:
+ attacker_value = 9;
+ break;
+ case PCL_H_OFF7:
+ attacker_value = 9;
+ break;
+ case PCL_D_OFF8:
+ attacker_value = 10;
+ break;
+ case PCL_H_OFF8:
+ attacker_value = 10;
+ break;
+ default:
+ attacker_value = 1;
+ }
+
+ return ( victim_value / attacker_value ) * 10;*/
+
+ return 1;
+
+}
+
+
+/*
+=================
+TossClientItems
+
+Toss the weapon and powerups for the killed player
+=================
+*/
+void TossClientItems( gentity_t *self ) {
+ gitem_t *item;
+ int weapon;
+ float angle;
+ int i;
+ gentity_t *drop;
+ int ammo, clips, maxclips;
+
+ // drop the weapon if not a gauntlet or machinegun
+ weapon = self->s.weapon;
+
+ BG_unpackAmmoArray( weapon, self->client->ps.ammo, self->client->ps.powerups, &ammo, &clips, &maxclips );
+
+ // make a special check to see if they are changing to a new
+ // weapon that isn't the mg or gauntlet. Without this, a client
+ // can pick up a weapon, be killed, and not drop the weapon because
+ // their weapon change hasn't completed yet and they are still holding the MG.
+ if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
+ if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
+ weapon = self->client->pers.cmd.weapon;
+ }
+ if ( !BG_gotWeapon( weapon, self->client->ps.stats ) ) {
+ weapon = WP_NONE;
+ }
+ }
+
+ if( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK &&
+ ( ammo > 0 || clips > 0 ) ) {
+ // find the item type for this weapon
+ item = BG_FindItemForWeapon( weapon );
+
+ //TA: never drop weapons...
+ // spawn the item
+ //Drop_Item( self, item, 0 );
+ }
+
+ // drop all the powerups if not in teamplay
+ if ( g_gametype.integer != GT_TEAM ) {
+ angle = 45;
+ /*for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) {
+ if ( self->client->ps.powerups[ i ] > level.time ) {
+ item = BG_FindItemForPowerup( i );
+ if ( !item ) {
+ continue;
+ }
+ //TA: ...or powerups
+ /*drop = Drop_Item( self, item, angle );
+ // decide how many seconds it has left
+ drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000;
+ if ( drop->count < 1 ) {
+ drop->count = 1;
+ }
+ angle += 45;
+ }
+ }*/
+ }
+}
+
+
+/*
+==================
+LookAtKiller
+==================
+*/
+void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
+ vec3_t dir;
+ vec3_t angles;
+
+ if ( attacker && attacker != self ) {
+ VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
+ } else if ( inflictor && inflictor != self ) {
+ VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
+ } else {
+ self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
+ return;
+ }
+
+ self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
+
+ angles[YAW] = vectoyaw ( dir );
+ angles[PITCH] = 0;
+ angles[ROLL] = 0;
+}
+
+/*
+==================
+GibEntity
+==================
+*/
+void GibEntity( gentity_t *self, int killer ) {
+ G_AddEvent( self, EV_GIB_PLAYER, killer );
+ self->takedamage = qfalse;
+ self->s.eType = ET_INVISIBLE;
+ self->r.contents = 0;
+}
+
+/*
+==================
+body_die
+==================
+*/
+void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
+ if ( self->health > GIB_HEALTH ) {
+ return;
+ }
+ if ( !g_blood.integer ) {
+ self->health = GIB_HEALTH+1;
+ return;
+ }
+
+ GibEntity( self, 0 );
+}
+
+
+// these are just for logging, the client prints its own messages
+char *modNames[] = {
+ "MOD_UNKNOWN",
+ "MOD_SHOTGUN",
+ "MOD_GAUNTLET",
+ "MOD_MACHINEGUN",
+ "MOD_CHAINGUN",
+ "MOD_GRENADE",
+ "MOD_GRENADE_SPLASH",
+ "MOD_ROCKET",
+ "MOD_ROCKET_SPLASH",
+ "MOD_FLAMER",
+ "MOD_FLAMER_SPLASH",
+ "MOD_RAILGUN",
+ "MOD_LIGHTNING",
+ "MOD_BFG",
+ "MOD_BFG_SPLASH",
+ "MOD_WATER",
+ "MOD_SLIME",
+ "MOD_LAVA",
+ "MOD_CRUSH",
+ "MOD_TELEFRAG",
+ "MOD_FALLING",
+ "MOD_SUICIDE",
+ "MOD_TARGET_LASER",
+ "MOD_TRIGGER_HURT",
+ "MOD_GRAPPLE",
+ "MOD_VENOM",
+ "MOD_HSPAWN",
+ "MOD_ASPAWN"
+};
+
+
+/*
+==================
+CheckAlmostCapture
+==================
+*/
+void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) {
+ gentity_t *ent;
+ vec3_t dir;
+ char *classname;
+
+ // if this player was carrying a flag
+ /*if ( self->client->ps.powerups[PW_REDFLAG] ||
+ self->client->ps.powerups[PW_BLUEFLAG] ||
+ self->client->ps.powerups[PW_NEUTRALFLAG] ) {
+ // get the goal flag this player should have been going for
+ if ( g_gametype.integer == GT_CTF ) {
+ if ( self->client->sess.sessionTeam == TEAM_DROIDS ) {
+ classname = "team_CTF_blueflag";
+ }
+ else {
+ classname = "team_CTF_redflag";
+ }
+ }
+ else {
+ if ( self->client->sess.sessionTeam == TEAM_DROIDS ) {
+ classname = "team_CTF_redflag";
+ }
+ else {
+ classname = "team_CTF_blueflag";
+ }
+ }
+ ent = NULL;
+ do
+ {
+ ent = G_Find(ent, FOFS(classname), classname);
+ } while (ent && (ent->flags & FL_DROPPED_ITEM));
+ // if we found the destination flag and it's not picked up
+ if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) {
+ // if the player was *very* close
+ VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
+ if ( VectorLength(dir) < 200 ) {
+ self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
+ if ( attacker->client ) {
+ attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
+ }
+ }
+ }
+ }*/
+}
+
+/*
+==================
+CheckAlmostScored
+==================
+*/
+void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) {
+ /*gentity_t *ent;
+ vec3_t dir;
+ char *classname;
+
+ // if the player was carrying cubes
+ if ( self->client->ps.generic1 ) {
+ if ( self->client->sess.sessionTeam == TEAM_DROIDS ) {
+ classname = "team_redobelisk";
+ }
+ else {
+ classname = "team_blueobelisk";
+ }
+ ent = G_Find(NULL, FOFS(classname), classname);
+ // if we found the destination obelisk
+ if ( ent ) {
+ // if the player was *very* close
+ VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
+ if ( VectorLength(dir) < 200 ) {
+ self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
+ if ( attacker->client ) {
+ attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
+ }
+ }
+ }
+ }*/
+}
+
+
+/*
+==================
+player_die
+==================
+*/
+void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
+ gentity_t *ent;
+ int anim;
+ int contents;
+ int killer;
+ int i;
+ char *killerName, *obit;
+
+ if ( self->client->ps.pm_type == PM_DEAD ) {
+ return;
+ }
+
+ if ( level.intermissiontime ) {
+ return;
+ }
+
+ //TA: prolly dont need this
+ // check for an almost capture
+ //CheckAlmostCapture( self, attacker );
+ // check for a player that almost brought in cubes
+ //CheckAlmostScored( self, attacker );
+
+ if (self->client && self->client->hook)
+ Weapon_HookFree(self->client->hook);
+
+ self->client->ps.pm_type = PM_DEAD;
+
+ if ( attacker ) {
+ killer = attacker->s.number;
+ if ( attacker->client ) {
+ killerName = attacker->client->pers.netname;
+ } else {
+ killerName = "<non-client>";
+ }
+ } else {
+ killer = ENTITYNUM_WORLD;
+ killerName = "<world>";
+ }
+
+ if ( killer < 0 || killer >= MAX_CLIENTS ) {
+ killer = ENTITYNUM_WORLD;
+ killerName = "<world>";
+ }
+
+ if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
+ obit = "<bad obituary>";
+ } else {
+ obit = modNames[ meansOfDeath ];
+ }
+
+ G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
+ killer, self->s.number, meansOfDeath, killerName,
+ self->client->pers.netname, obit );
+
+ // 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 ) ) {
+ AddScore( attacker, -1 );
+ AddPoints( attacker, -10 );
+ } else {
+ AddScore( attacker, 1 );
+ AddPoints( attacker, CalculatePoints( self, attacker ) );
+
+ //TA: disable rewards
+ /*if( meansOfDeath == MOD_GAUNTLET ) {
+ attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
+ attacker->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET;
+ attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
+
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET );
+ attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+
+ // also play humiliation on target
+ self->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET;
+ self->client->ps.persistant[PERS_REWARD_COUNT]++;
+ }
+
+ // check for two kills in a short amount of time
+ // if this is close enough to the last kill, give a reward sound
+ if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
+ attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
+ attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT;
+ attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
+
+ // add the sprite over the player's head
+ attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET );
+ attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
+ attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
+ }*/
+ attacker->client->lastKillTime = level.time;
+
+ }
+ } else {
+ AddScore( self, -1 );
+ AddPoints( self, -10 );
+ }
+
+ // Add team bonuses
+ Team_FragBonuses(self, inflictor, attacker);
+
+ // if client is in a nodrop area, don't drop anything (but return CTF flags!)
+ contents = trap_PointContents( self->r.currentOrigin, -1 );
+ if ( !( contents & CONTENTS_NODROP ) )
+ //TossClientItems( self );
+
+ Cmd_Score_f( 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.sessionTeam != TEAM_SPECTATOR ) {
+ continue;
+ }
+ if ( client->sess.spectatorClient == self->s.number ) {
+ Cmd_Score_f( g_entities + i );
+ }
+ }
+
+ self->client->pers.pclass = 0; //TA: reset the classtype
+
+ self->takedamage = qtrue; // can still be gibbed
+
+ self->s.weapon = WP_NONE;
+ self->s.powerups = 0;
+ self->r.contents = CONTENTS_CORPSE;
+
+ self->s.angles[0] = 0;
+ self->s.angles[2] = 0;
+ LookAtKiller (self, inflictor, attacker);
+
+ VectorCopy( self->s.angles, self->client->ps.viewangles );
+
+ 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;
+
+ // remove powerups
+ memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
+
+ // never gib in a nodrop
+ if ( self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer ) {
+ // gib death
+ GibEntity( self, killer );
+ } else {
+ // normal death
+ static int i;
+
+ switch ( i ) {
+ case 0:
+ anim = BOTH_DEATH1;
+ break;
+ case 1:
+ anim = BOTH_DEATH2;
+ break;
+ case 2:
+ default:
+ anim = BOTH_DEATH3;
+ break;
+ }
+
+ // for the no-blood option, we need to prevent the health
+ // from going to gib level
+ if ( self->health <= GIB_HEALTH ) {
+ self->health = GIB_HEALTH+1;
+ }
+
+ self->client->ps.legsAnim =
+ ( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
+ self->client->ps.torsoAnim =
+ ( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
+
+ G_AddEvent( self, EV_DEATH1 + i, killer );
+
+ // the body can still be gibbed
+ self->die = body_die;
+
+ // globally cycle through the different death animations
+ i = ( i + 1 ) % 3;
+ }
+
+ trap_LinkEntity (self);
+}
+
+
+/*
+================
+CheckArmor
+================
+*/
+int CheckArmor (gentity_t *ent, int damage, int dflags)
+{
+ gclient_t *client;
+ int save;
+ int count;
+
+ if (!damage)
+ return 0;
+
+ client = ent->client;
+
+ if (!client)
+ return 0;
+
+ if (dflags & DAMAGE_NO_ARMOR)
+ return 0;
+
+ // armor
+ count = client->ps.stats[STAT_ARMOR];
+ save = ceil( damage * ARMOR_PROTECTION );
+ if (save >= count)
+ save = count;
+
+ if (!save)
+ return 0;
+
+ client->ps.stats[STAT_ARMOR] -= save;
+
+ return save;
+}
+
+
+/*
+================
+RaySphereIntersections
+================
+*/
+int RaySphereIntersections( vec3_t origin, float radius, vec3_t point, vec3_t dir, vec3_t intersections[2] ) {
+ float b, c, d, t;
+
+ // | origin - (point + t * dir) | = radius
+ // a = dir[0]^2 + dir[1]^2 + dir[2]^2;
+ // b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
+ // c = (point[0] - origin[0])^2 + (point[1] - origin[1])^2 + (point[2] - origin[2])^2 - radius^2;
+
+ // normalize dir so a = 1
+ VectorNormalize(dir);
+ b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
+ c = (point[0] - origin[0]) * (point[0] - origin[0]) +
+ (point[1] - origin[1]) * (point[1] - origin[1]) +
+ (point[2] - origin[2]) * (point[2] - origin[2]) -
+ radius * radius;
+
+ d = b * b - 4 * c;
+ if (d > 0) {
+ t = (- b + sqrt(d)) / 2;
+ VectorMA(point, t, dir, intersections[0]);
+ t = (- b - sqrt(d)) / 2;
+ VectorMA(point, t, dir, intersections[1]);
+ return 2;
+ }
+ else if (d == 0) {
+ t = (- b ) / 2;
+ VectorMA(point, t, dir, intersections[0]);
+ return 1;
+ }
+ return 0;
+}
+
+
+/*
+============
+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 godmode, armor, everything
+============
+*/
+
+//TA: 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->pers.pteam ) )
+ 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 save;
+ int asave;
+ int knockback;
+ int max;
+
+ if (!targ->takedamage) {
+ return;
+ }
+
+ // the intermission has allready been qualified for, so don't
+ // allow any extra scoring
+ if ( 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->use( targ, inflictor, attacker );
+ }
+ return;
+ }
+
+ //TA: handicaps.. WTF is all that about? If someone is shit they deserve to die.
+ // reduce damage by the attacker's handicap value
+ // unless they are rocket jumping
+ /*if ( attacker->client && attacker != targ ) {
+ damage = damage * attacker->client->ps.stats[STAT_MAX_HEALTH] / 100;
+ }*/
+
+ client = targ->client;
+
+ if ( client ) {
+ if ( client->noclip ) {
+ return;
+ }
+ }
+
+ if ( !dir ) {
+ dflags |= DAMAGE_NO_KNOCKBACK;
+ } else {
+ VectorNormalize(dir);
+ }
+
+ knockback = damage;
+ 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 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) ) {
+ if ( !g_friendlyFire.integer ) {
+ return;
+ }
+ }
+
+ // check for godmode
+ if ( targ->flags & FL_GODMODE ) {
+ return;
+ }
+ }
+
+ // battlesuit protects from all radius damage (but takes knockback)
+ // and protects 50% against all damage
+ /*if ( client && client->ps.powerups[PW_BATTLESUIT] ) {
+ G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
+ if ( ( dflags & DAMAGE_RADIUS ) || ( mod == MOD_FALLING ) ) {
+ return;
+ }
+ damage *= 0.5;
+ }*/
+
+ // 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] ++;
+ }
+ }
+
+ // always give half damage if hurting self
+ // calculated after knockback, so rocket jumping works
+ if ( targ == attacker) {
+ damage *= 0.5;
+ }
+
+ if ( damage < 1 ) {
+ damage = 1;
+ }
+ take = damage;
+ save = 0;
+
+ // save some from armor
+ asave = CheckArmor (targ, take, dflags);
+ take -= asave;
+
+ 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 );
+ }
+
+ // 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;
+ }
+ }
+
+ // See if it's the player hurting the emeny flag carrier
+ if( g_gametype.integer == GT_CTF) {
+ Team_CheckHurtCarrier(targ, attacker);
+ }
+
+ if (targ->client) {
+ // set the last client who damaged the target
+ targ->client->lasthurt_client = attacker->s.number;
+ targ->client->lasthurt_mod = mod;
+ }
+
+ // do the damage
+ if (take) {
+ targ->health = targ->health - take;
+ if ( targ->client ) {
+ targ->client->ps.stats[STAT_HEALTH] = targ->health;
+ }
+
+ if ( targ->health <= 0 ) {
+ if ( client )
+ targ->flags |= FL_NO_KNOCKBACK;
+
+ if (targ->health < -999)
+ targ->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;
+}
+
+
+//TA:
+/*
+============
+G_RadiusDamage
+============
+*/
+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;
+
+ // 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) ) {
+ if( LogAccuracyHit( ent, attacker ) ) {
+ hitClient = qtrue;
+ }
+ 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;
+ G_SelectiveDamage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod, team );
+ }
+ }
+
+ 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) ) {
+ if( LogAccuracyHit( ent, attacker ) ) {
+ hitClient = qtrue;
+ }
+ 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;
+ G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod);
+ }
+ }
+
+ return hitClient;
+}