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Diffstat (limited to 'src/game/g_combat.c')
-rw-r--r-- | src/game/g_combat.c | 1322 |
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; +} |