diff options
author | Tim Angus <tim@ngus.net> | 2001-01-03 18:26:58 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2001-01-03 18:26:58 +0000 |
commit | 5d27565dc8162000b75e41bf315f18b3e8015ac7 (patch) | |
tree | 5a30f46118e6baa4703045a9c2d3f02f144fcd8b /src/game/g_combat.c | |
parent | 25e294467350aef8726c235cc908aba5aa4d091f (diff) |
1.27 import
Diffstat (limited to 'src/game/g_combat.c')
-rw-r--r-- | src/game/g_combat.c | 1193 |
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; +} |