// 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; if (g_gametype.integer == GT_TEAM) level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score; CalculateRanks(); } /* ================= 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 ) { if ( self->client->ps.weaponstate == WEAPON_DROPPING ) { weapon = self->client->pers.cmd.weapon; } if ( !BG_gotWeapon( weapon, self->client->ps.stats ) ) { weapon = WP_NONE; } } } /* ================== 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.generic1 = self->s.angles[YAW]; return; } self->client->ps.generic1 = vectoyaw ( dir ); angles[YAW] = vectoyaw ( dir ); angles[PITCH] = 0; angles[ROLL] = 0; } /* ================== GibEntity ================== */ void GibEntity( gentity_t *self, int killer ) { if( self->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) G_AddEvent( self, EV_GIB_PLAYER, killer ); else G_AddEvent( self, EV_GIB_ALIEN, 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; } //TA: no gibbing //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_DSPAWN" }; /* ================== 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_ALIENS ) { classname = "team_CTF_blueflag"; } else { classname = "team_CTF_redflag"; } } else { if ( self->client->sess.sessionTeam == TEAM_ALIENS ) { 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_ALIENS ) { 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; self->client->ps.pm_type = PM_DEAD; if( attacker ) { killer = attacker->s.number; if( attacker->client ) killerName = attacker->client->pers.netname; else killerName = ""; } else { killer = ENTITYNUM_WORLD; killerName = ""; } if( killer < 0 || killer >= MAX_CLIENTS ) { killer = ENTITYNUM_WORLD; killerName = ""; } if( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) obit = ""; 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 ); } else { AddScore( attacker, 1 ); attacker->client->lastKillTime = level.time; if( attacker->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) level.alienKills++; else if( attacker->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) level.humanKills++; } } else { AddScore( self, -1 ); } if( self->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS ) { int clientNum = attacker->client->ps.clientNum; float denominator, numerator = self->credits[ clientNum ]; int classValue = BG_FindValueOfClass( self->client->ps.stats[ STAT_PCLASS ] ); int total = 0; gentity_t *player; //total up all the damage done by every client for( i = 0; i < MAX_CLIENTS; i++ ) total += self->credits[ i ]; denominator = total; //if this corpse has been 100% claimed destroy it for( i = 0; i < MAX_CLIENTS; i++ ) { player = g_entities + i; if( player->client && player->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) { numerator = self->credits[ i ]; //add credit player->client->ps.stats[ STAT_CREDIT ] += (int)( (float)classValue * ( numerator / denominator ) ); } } } // Add team bonuses //Team_FragBonuses(self, inflictor, attacker); 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_BODY; //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; 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; } ////////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 ============ */ float G_CalcDamageModifier( vec3_t point, gentity_t *targ, gentity_t *attacker, int class ) { vec3_t bulletPath; vec3_t bulletAngle; vec3_t pMINUSfloor, floor, normal; float clientHeight, hitRelative, hitRatio; int bulletRotation, clientRotation, hitRotation; float modifier = 1.0; int i, j; 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 < 0.0 ) hitRelative = 0.0; 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 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_gotItem( i, targ->client->ps.stats ) ) { for( j = 0; j < g_numArmourRegions[ i ]; j++ ) { 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_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( ) { 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->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; } 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;*/ //TA: armour is the chance of deflecting an attack (out of 100) /* if( targ->client && targ->client->ps.stats[ STAT_ARMOR ] > 0 ) { //TA: this whole thing is probably a bad idea. Worth a try I guess. float chance = (float)targ->client->ps.stats[ STAT_ARMOR ] / 100.0f; if( crandom( ) > chance ) take *= chance; }*/ 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; } // 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 ] ) ); //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 ) ) { targ->client->ps.stats[ STAT_STATE ] |= SS_POISONED; targ->client->lastPoisonTime = level.time; } } } // do the damage if(take) { targ->health = targ->health - take; if( targ->client ) targ->client->ps.stats[STAT_HEALTH] = targ->health; //TA: add to the attackers "account" on the target if( targ->client && attacker->client && targ->client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS && attacker->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS ) 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_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) ) { 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) ) { 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; }