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authorTim Angus <tim@ngus.net>2005-12-10 03:23:37 +0000
committerTim Angus <tim@ngus.net>2005-12-10 03:23:37 +0000
commitbf23ecf17f432cf8e47302ef7464612c17be9bbe (patch)
tree6e3d28ecaa038199d6ba63830e81f05270b199c3 /src/game/g_combat.c
parent22f322884cf7715c01500ef0b4579b87b1cb1973 (diff)
* Move the game source from mod/src/ to src/
Diffstat (limited to 'src/game/g_combat.c')
-rw-r--r--src/game/g_combat.c1322
1 files changed, 1322 insertions, 0 deletions
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
new file mode 100644
index 00000000..d98f74c3
--- /dev/null
+++ b/src/game/g_combat.c
@@ -0,0 +1,1322 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "g_local.h"
+
+damageRegion_t g_damageRegions[ PCL_NUM_CLASSES ][ MAX_LOCDAMAGE_REGIONS ];
+int g_numDamageRegions[ PCL_NUM_CLASSES ];
+
+armourRegion_t g_armourRegions[ UP_NUM_UPGRADES ][ MAX_ARMOUR_REGIONS ];
+int g_numArmourRegions[ UP_NUM_UPGRADES ];
+
+/*
+============
+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;
+ CalculateRanks( );
+}
+
+/*
+==================
+LookAtKiller
+==================
+*/
+void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker )
+{
+ vec3_t dir;
+
+ 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_VIEWLOCK ] = self->s.angles[ YAW ];
+ return;
+ }
+
+ self->client->ps.stats[ STAT_VIEWLOCK ] = vectoyaw( dir );
+}
+
+// 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_CHARGE",
+
+ "MOD_SLOWBLOB",
+ "MOD_POISON",
+ "MOD_SWARM",
+
+ "MOD_HSPAWN",
+ "MOD_TESLAGEN",
+ "MOD_MGTURRET",
+ "MOD_REACTOR",
+
+ "MOD_ASPAWN",
+ "MOD_ATUBE",
+ "MOD_OVERMIND"
+};
+
+/*
+==================
+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, j;
+ char *killerName, *obit;
+ float totalDamage = 0.0f;
+ gentity_t *player;
+
+
+ if( self->client->ps.pm_type == PM_DEAD )
+ return;
+
+ if( level.intermissiontime )
+ return;
+
+ // stop any following clients
+ for( i = 0; i < level.maxclients; i++ )
+ {
+ if( level.clients[ i ].sess.sessionTeam == TEAM_SPECTATOR &&
+ level.clients[ i ].sess.spectatorState == SPECTATOR_FOLLOW &&
+ level.clients[ i ].sess.spectatorClient == self->client->ps.clientNum )
+ {
+ if( !G_FollowNewClient( &g_entities[ i ], 1 ) )
+ G_StopFollowing( &g_entities[ i ] );
+ }
+ }
+
+ 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 = "<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 );
+
+ //TA: close any menus the client has open
+ G_CloseMenus( self->client->ps.clientNum );
+
+ //TA: 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 ) )
+ {
+ AddScore( attacker, -1 );
+
+ //punish team kills and suicides
+ if( attacker->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ G_AddCreditToClient( attacker->client, -1, qtrue );
+ else if( attacker->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ G_AddCreditToClient( attacker->client, -ASPAWN_VALUE, qtrue );
+ }
+ else
+ {
+ AddScore( attacker, 1 );
+
+ attacker->client->lastKillTime = level.time;
+ }
+ }
+ else if( attacker->s.eType != ET_BUILDABLE )
+ AddScore( self, -1 );
+
+ //total up all the damage done by every client
+ for( i = 0; i < MAX_CLIENTS; i++ )
+ totalDamage += (float)self->credits[ i ];
+
+ // if players did more than DAMAGE_FRACTION_FOR_KILL increment the stage counters
+ if( totalDamage >= ( self->client->ps.stats[ STAT_MAX_HEALTH ] * DAMAGE_FRACTION_FOR_KILL ) )
+ {
+ if( self->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ trap_Cvar_Set( "g_alienKills", va( "%d", g_alienKills.integer + 1 ) );
+ else if( self->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ trap_Cvar_Set( "g_humanKills", va( "%d", g_humanKills.integer + 1 ) );
+ }
+
+ if( totalDamage > 0.0f )
+ {
+ if( self->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ {
+ //nice simple happy bouncy human land
+ float classValue = BG_FindValueOfClass( self->client->ps.stats[ STAT_PCLASS ] );
+
+ for( i = 0; i < MAX_CLIENTS; i++ )
+ {
+ player = g_entities + i;
+
+ if( !player->client )
+ continue;
+
+ if( player->client->ps.stats[ STAT_PTEAM ] != PTE_HUMANS )
+ continue;
+
+ if( !self->credits[ i ] )
+ continue;
+
+ //add credit
+ G_AddCreditToClient( player->client,
+ (int)( classValue * ( (float)self->credits[ i ] / totalDamage ) ), qtrue );
+ }
+ }
+ else if( self->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ //horribly complex nasty alien land
+ float humanValue = BG_GetValueOfHuman( &self->client->ps );
+ int frags;
+ int unclaimedFrags = (int)humanValue;
+
+ for( i = 0; i < MAX_CLIENTS; i++ )
+ {
+ player = g_entities + i;
+
+ if( !player->client )
+ continue;
+
+ if( player->client->ps.stats[ STAT_PTEAM ] != PTE_ALIENS )
+ continue;
+
+ //this client did no damage
+ if( !self->credits[ i ] )
+ continue;
+
+ //nothing left to claim
+ if( !unclaimedFrags )
+ break;
+
+ frags = (int)floor( humanValue * ( (float)self->credits[ i ] / totalDamage ) );
+
+ if( frags > 0 )
+ {
+ //add kills
+ G_AddCreditToClient( player->client, frags, qtrue );
+
+ //can't revist this account later
+ self->credits[ i ] = 0;
+
+ //reduce frags left to be claimed
+ unclaimedFrags -= frags;
+ }
+ }
+
+ //there are frags still to be claimed
+ if( unclaimedFrags )
+ {
+ //the clients remaining at this point do not
+ //have enough credit to claim even one frag
+ //so simply give the top <unclaimedFrags> clients
+ //a frag each
+
+ for( i = 0; i < unclaimedFrags; i++ )
+ {
+ int maximum = 0;
+ int topClient = 0;
+
+ for( j = 0; j < MAX_CLIENTS; j++ )
+ {
+ //this client did no damage
+ if( !self->credits[ j ] )
+ continue;
+
+ if( self->credits[ j ] > maximum )
+ {
+ maximum = self->credits[ j ];
+ topClient = j;
+ }
+ }
+
+ if( maximum > 0 )
+ {
+ player = g_entities + topClient;
+
+ //add kills
+ G_AddCreditToClient( player->client, 1, qtrue );
+
+ //can't revist this account again
+ self->credits[ topClient ] = 0;
+ }
+ }
+ }
+ }
+ }
+
+ 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.classSelection = PCL_NONE; //TA: reset the classtype
+ VectorCopy( self->s.origin, self->client->pers.lastDeathLocation );
+
+ self->takedamage = qfalse; // can still be gibbed
+
+ self->s.weapon = WP_NONE;
+ self->r.contents = CONTENTS_CORPSE;
+
+ self->s.angles[ PITCH ] = 0;
+ self->s.angles[ ROLL ] = 0;
+ self->s.angles[ YAW ] = self->s.apos.trBase[ YAW ];
+ 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 ) );
+
+ {
+ // 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;
+ }
+
+ G_AddEvent( self, EV_DEATH1 + i, killer );
+
+ // globally cycle through the different death animations
+ i = ( i + 1 ) % 3;
+ }
+
+ trap_LinkEntity( self );
+}
+
+
+////////TA: locdamage
+
+/*
+===============
+G_ParseArmourScript
+===============
+*/
+void G_ParseArmourScript( char *buf, int upgrade )
+{
+ char *token;
+ int count;
+
+ count = 0;
+
+ while( 1 )
+ {
+ token = COM_Parse( &buf );
+
+ if( !token[0] )
+ break;
+
+ if( strcmp( token, "{" ) )
+ {
+ G_Printf( "Missing { in armour file\n" );
+ break;
+ }
+
+ if( count == MAX_ARMOUR_REGIONS )
+ {
+ G_Printf( "Max armour regions exceeded in locdamage file\n" );
+ break;
+ }
+
+ //default
+ g_armourRegions[ upgrade ][ count ].minHeight = 0.0;
+ g_armourRegions[ upgrade ][ count ].maxHeight = 1.0;
+ g_armourRegions[ upgrade ][ count ].minAngle = 0;
+ g_armourRegions[ upgrade ][ count ].maxAngle = 360;
+ g_armourRegions[ upgrade ][ count ].modifier = 1.0;
+ g_armourRegions[ upgrade ][ count ].crouch = qfalse;
+
+ while( 1 )
+ {
+ token = COM_ParseExt( &buf, qtrue );
+
+ if( !token[0] )
+ {
+ G_Printf( "Unexpected end of armour file\n" );
+ break;
+ }
+
+ if( !Q_stricmp( token, "}" ) )
+ {
+ break;
+ }
+ else if( !strcmp( token, "minHeight" ) )
+ {
+ token = COM_ParseExt( &buf, qfalse );
+
+ if ( !token[0] )
+ strcpy( token, "0" );
+
+ g_armourRegions[ upgrade ][ count ].minHeight = atof( token );
+ }
+ else if( !strcmp( token, "maxHeight" ) )
+ {
+ token = COM_ParseExt( &buf, qfalse );
+
+ if ( !token[0] )
+ strcpy( token, "100" );
+
+ g_armourRegions[ upgrade ][ count ].maxHeight = atof( token );
+ }
+ else if( !strcmp( token, "minAngle" ) )
+ {
+ token = COM_ParseExt( &buf, qfalse );
+
+ if ( !token[0] )
+ strcpy( token, "0" );
+
+ g_armourRegions[ upgrade ][ count ].minAngle = atoi( token );
+ }
+ else if( !strcmp( token, "maxAngle" ) )
+ {
+ token = COM_ParseExt( &buf, qfalse );
+
+ if ( !token[0] )
+ strcpy( token, "360" );
+
+ g_armourRegions[ upgrade ][ count ].maxAngle = atoi( token );
+ }
+ else if( !strcmp( token, "modifier" ) )
+ {
+ token = COM_ParseExt( &buf, qfalse );
+
+ if ( !token[0] )
+ strcpy( token, "1.0" );
+
+ g_armourRegions[ upgrade ][ count ].modifier = atof( token );
+ }
+ else if( !strcmp( token, "crouch" ) )
+ {
+ g_armourRegions[ upgrade ][ count ].crouch = qtrue;
+ }
+ }
+
+ g_numArmourRegions[ upgrade ]++;
+ count++;
+ }
+}
+
+
+/*
+===============
+G_ParseDmgScript
+===============
+*/
+void G_ParseDmgScript( char *buf, int class )
+{
+ char *token;
+ int count;
+
+ count = 0;
+
+ while( 1 )
+ {
+ token = COM_Parse( &buf );
+
+ if( !token[0] )
+ break;
+
+ if( strcmp( token, "{" ) )
+ {
+ G_Printf( "Missing { in locdamage file\n" );
+ break;
+ }
+
+ if( count == MAX_LOCDAMAGE_REGIONS )
+ {
+ G_Printf( "Max damage regions exceeded in locdamage file\n" );
+ break;
+ }
+
+ //default
+ g_damageRegions[ class ][ count ].minHeight = 0.0;
+ g_damageRegions[ class ][ count ].maxHeight = 1.0;
+ g_damageRegions[ class ][ count ].minAngle = 0;
+ g_damageRegions[ class ][ count ].maxAngle = 360;
+ g_damageRegions[ class ][ count ].modifier = 1.0;
+ g_damageRegions[ class ][ count ].crouch = qfalse;
+
+ while( 1 )
+ {
+ token = COM_ParseExt( &buf, qtrue );
+
+ if( !token[0] )
+ {
+ G_Printf( "Unexpected end of locdamage file\n" );
+ break;
+ }
+
+ if( !Q_stricmp( token, "}" ) )
+ {
+ break;
+ }
+ else if( !strcmp( token, "minHeight" ) )
+ {
+ token = COM_ParseExt( &buf, qfalse );
+
+ if ( !token[0] )
+ strcpy( token, "0" );
+
+ g_damageRegions[ class ][ count ].minHeight = atof( token );
+ }
+ else if( !strcmp( token, "maxHeight" ) )
+ {
+ token = COM_ParseExt( &buf, qfalse );
+
+ if ( !token[0] )
+ strcpy( token, "100" );
+
+ g_damageRegions[ class ][ count ].maxHeight = atof( token );
+ }
+ else if( !strcmp( token, "minAngle" ) )
+ {
+ token = COM_ParseExt( &buf, qfalse );
+
+ if ( !token[0] )
+ strcpy( token, "0" );
+
+ g_damageRegions[ class ][ count ].minAngle = atoi( token );
+ }
+ else if( !strcmp( token, "maxAngle" ) )
+ {
+ token = COM_ParseExt( &buf, qfalse );
+
+ if ( !token[0] )
+ strcpy( token, "360" );
+
+ g_damageRegions[ class ][ count ].maxAngle = atoi( token );
+ }
+ else if( !strcmp( token, "modifier" ) )
+ {
+ token = COM_ParseExt( &buf, qfalse );
+
+ if ( !token[0] )
+ strcpy( token, "1.0" );
+
+ g_damageRegions[ class ][ count ].modifier = atof( token );
+ }
+ else if( !strcmp( token, "crouch" ) )
+ {
+ g_damageRegions[ class ][ count ].crouch = qtrue;
+ }
+ }
+
+ g_numDamageRegions[ class ]++;
+ count++;
+ }
+}
+
+
+/*
+============
+G_CalcDamageModifier
+============
+*/
+static float G_CalcDamageModifier( vec3_t point, gentity_t *targ, gentity_t *attacker, int class, int dflags )
+{
+ vec3_t bulletPath;
+ vec3_t bulletAngle;
+ vec3_t pMINUSfloor, floor, normal;
+
+ float clientHeight, hitRelative, hitRatio;
+ int bulletRotation, clientRotation, hitRotation;
+ float modifier = 1.0f;
+ int i, j;
+
+ if( point == NULL )
+ return 1.0f;
+
+ clientHeight = targ->r.maxs[ 2 ] - targ->r.mins[ 2 ];
+
+ if( targ->client->ps.stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ VectorCopy( targ->client->ps.grapplePoint, normal );
+ else
+ VectorSet( normal, 0, 0, 1 );
+
+ VectorMA( targ->r.currentOrigin, targ->r.mins[ 2 ], normal, floor );
+ VectorSubtract( point, floor, pMINUSfloor );
+
+ hitRelative = DotProduct( normal, pMINUSfloor ) / VectorLength( normal );
+
+ if( hitRelative < 0.0f )
+ hitRelative = 0.0f;
+
+ if( hitRelative > clientHeight )
+ hitRelative = clientHeight;
+
+ hitRatio = hitRelative / clientHeight;
+
+ VectorSubtract( targ->r.currentOrigin, point, bulletPath );
+ vectoangles( bulletPath, bulletAngle );
+
+ clientRotation = targ->client->ps.viewangles[ YAW ];
+ bulletRotation = bulletAngle[ YAW ];
+
+ hitRotation = abs( clientRotation - bulletRotation );
+
+ hitRotation = hitRotation % 360; // Keep it in the 0-359 range
+
+ if( dflags & DAMAGE_NO_LOCDAMAGE )
+ {
+ for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
+ {
+ float totalModifier = 0.0f;
+ float averageModifier = 1.0f;
+
+ //average all of this upgrade's armour regions together
+ if( BG_InventoryContainsUpgrade( i, targ->client->ps.stats ) )
+ {
+ for( j = 0; j < g_numArmourRegions[ i ]; j++ )
+ totalModifier += g_armourRegions[ i ][ j ].modifier;
+
+ if( g_numArmourRegions[ i ] )
+ averageModifier = totalModifier / g_numArmourRegions[ i ];
+ else
+ averageModifier = 1.0f;
+ }
+
+ modifier *= averageModifier;
+ }
+ }
+ else
+ {
+ for( i = 0; i < g_numDamageRegions[ class ]; i++ )
+ {
+ qboolean rotationBound;
+
+ if( g_damageRegions[ class ][ i ].minAngle >
+ g_damageRegions[ class ][ i ].maxAngle )
+ {
+ rotationBound = ( hitRotation >= g_damageRegions[ class ][ i ].minAngle &&
+ hitRotation <= 360 ) || ( hitRotation >= 0 &&
+ hitRotation <= g_damageRegions[ class ][ i ].maxAngle );
+ }
+ else
+ {
+ rotationBound = ( hitRotation >= g_damageRegions[ class ][ i ].minAngle &&
+ hitRotation <= g_damageRegions[ class ][ i ].maxAngle );
+ }
+
+ if( rotationBound &&
+ hitRatio >= g_damageRegions[ class ][ i ].minHeight &&
+ hitRatio <= g_damageRegions[ class ][ i ].maxHeight &&
+ ( g_damageRegions[ class ][ i ].crouch ==
+ ( targ->client->ps.pm_flags & PMF_DUCKED ) ) )
+ modifier *= g_damageRegions[ class ][ i ].modifier;
+ }
+
+ for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
+ {
+ if( BG_InventoryContainsUpgrade( i, targ->client->ps.stats ) )
+ {
+ for( j = 0; j < g_numArmourRegions[ i ]; j++ )
+ {
+ qboolean rotationBound;
+
+ if( g_armourRegions[ i ][ j ].minAngle >
+ g_armourRegions[ i ][ j ].maxAngle )
+ {
+ rotationBound = ( hitRotation >= g_armourRegions[ i ][ j ].minAngle &&
+ hitRotation <= 360 ) || ( hitRotation >= 0 &&
+ hitRotation <= g_armourRegions[ i ][ j ].maxAngle );
+ }
+ else
+ {
+ rotationBound = ( hitRotation >= g_armourRegions[ i ][ j ].minAngle &&
+ hitRotation <= g_armourRegions[ i ][ j ].maxAngle );
+ }
+
+ if( rotationBound &&
+ hitRatio >= g_armourRegions[ i ][ j ].minHeight &&
+ hitRatio <= g_armourRegions[ i ][ j ].maxHeight &&
+ ( g_armourRegions[ i ][ j ].crouch ==
+ ( targ->client->ps.pm_flags & PMF_DUCKED ) ) )
+ modifier *= g_armourRegions[ i ][ j ].modifier;
+ }
+ }
+ }
+ }
+
+ return modifier;
+}
+
+
+/*
+============
+G_InitDamageLocations
+============
+*/
+void G_InitDamageLocations( void )
+{
+ char *modelName;
+ char filename[ MAX_QPATH ];
+ int i;
+ int len;
+ fileHandle_t fileHandle;
+ char buffer[ MAX_LOCDAMAGE_TEXT ];
+
+ for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
+ {
+ modelName = BG_FindModelNameForClass( i );
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/locdamage.cfg", modelName );
+
+ len = trap_FS_FOpenFile( filename, &fileHandle, FS_READ );
+ if ( !fileHandle )
+ {
+ G_Printf( va( S_COLOR_RED "file not found: %s\n", filename ) );
+ continue;
+ }
+
+ if( len >= MAX_LOCDAMAGE_TEXT )
+ {
+ G_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_LOCDAMAGE_TEXT ) );
+ trap_FS_FCloseFile( fileHandle );
+ continue;
+ }
+
+ trap_FS_Read( buffer, len, fileHandle );
+ buffer[len] = 0;
+ trap_FS_FCloseFile( fileHandle );
+
+ G_ParseDmgScript( buffer, i );
+ }
+
+ for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
+ {
+ modelName = BG_FindNameForUpgrade( i );
+ 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_LOCDAMAGE_TEXT )
+ {
+ G_Printf( va( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_LOCDAMAGE_TEXT ) );
+ trap_FS_FCloseFile( fileHandle );
+ continue;
+ }
+
+ trap_FS_Read( buffer, len, fileHandle );
+ buffer[len] = 0;
+ trap_FS_FCloseFile( fileHandle );
+
+ G_ParseArmourScript( buffer, i );
+ }
+}
+
+////////TA: locdamage
+
+
+/*
+============
+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->ps.stats[ STAT_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 = 0;
+ int knockback;
+
+ 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->moverState == ROTATOR_POS1 ) )
+ targ->use( targ, inflictor, attacker );
+
+ return;
+ }
+
+ client = targ->client;
+
+ if( client )
+ {
+ if( client->noclip )
+ return;
+ }
+
+ if( !dir )
+ dflags |= DAMAGE_NO_KNOCKBACK;
+ else
+ VectorNormalize( dir );
+
+ knockback = damage;
+
+ // silly hack to give norf his knockbacking teslas
+ if( !strcmp( inflictor->classname, "team_human_tesla" ) )
+ knockback *= 4;
+
+ if( targ->client )
+ {
+ knockback = (int)( (float)knockback *
+ BG_FindKnockbackScaleForClass( targ->client->ps.stats[ STAT_PCLASS ] ) );
+ }
+
+ 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;
+ }
+
+ // 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;
+ save = 0;
+
+ // 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)( (float)take * G_CalcDamageModifier( point, targ, attacker,
+ client->ps.stats[ STAT_PCLASS ], dflags ) );
+
+ //if boosted poison every attack
+ if( attacker->client && attacker->client->ps.stats[ STAT_STATE ] & SS_BOOSTED )
+ {
+ if( !( targ->client->ps.stats[ STAT_STATE ] & SS_POISONED ) &&
+ !BG_InventoryContainsUpgrade( UP_BATTLESUIT, targ->client->ps.stats ) &&
+ mod != MOD_LEVEL2_ZAP &&
+ 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->lastDamageTime = level.time;
+
+ //TA: add to the attackers "account" on the target
+ if( targ->client && attacker->client )
+ {
+ if( attacker != targ && !OnSameTeam( targ, attacker ) )
+ 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;
+
+ 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_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;
+
+ // 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;
+ G_SelectiveDamage( ent, NULL, attacker, dir, origin,
+ (int)points, DAMAGE_RADIUS|DAMAGE_NO_LOCDAMAGE, 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 ) )
+ {
+ 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|DAMAGE_NO_LOCDAMAGE, mod );
+ }
+ }
+
+ return hitClient;
+}