g_combat.c (14553B)
1 /* 2 Copyright (C) 1997-2001 Id Software, Inc. 3 4 This program is free software; you can redistribute it and/or 5 modify it under the terms of the GNU General Public License 6 as published by the Free Software Foundation; either version 2 7 of the License, or (at your option) any later version. 8 9 This program is distributed in the hope that it will be useful, 10 but WITHOUT ANY WARRANTY; without even the implied warranty of 11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 12 13 See the GNU General Public License for more details. 14 15 You should have received a copy of the GNU General Public License 16 along with this program; if not, write to the Free Software 17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 18 19 */ 20 // g_combat.c 21 22 #include "g_local.h" 23 24 /* 25 ============ 26 CanDamage 27 28 Returns true if the inflictor can directly damage the target. Used for 29 explosions and melee attacks. 30 ============ 31 */ 32 qboolean CanDamage (edict_t *targ, edict_t *inflictor) 33 { 34 vec3_t dest; 35 trace_t trace; 36 37 // bmodels need special checking because their origin is 0,0,0 38 if (targ->movetype == MOVETYPE_PUSH) 39 { 40 VectorAdd (targ->absmin, targ->absmax, dest); 41 VectorScale (dest, 0.5, dest); 42 trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); 43 if (trace.fraction == 1.0) 44 return true; 45 if (trace.ent == targ) 46 return true; 47 return false; 48 } 49 50 trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID); 51 if (trace.fraction == 1.0) 52 return true; 53 54 VectorCopy (targ->s.origin, dest); 55 dest[0] += 15.0; 56 dest[1] += 15.0; 57 trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); 58 if (trace.fraction == 1.0) 59 return true; 60 61 VectorCopy (targ->s.origin, dest); 62 dest[0] += 15.0; 63 dest[1] -= 15.0; 64 trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); 65 if (trace.fraction == 1.0) 66 return true; 67 68 VectorCopy (targ->s.origin, dest); 69 dest[0] -= 15.0; 70 dest[1] += 15.0; 71 trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); 72 if (trace.fraction == 1.0) 73 return true; 74 75 VectorCopy (targ->s.origin, dest); 76 dest[0] -= 15.0; 77 dest[1] -= 15.0; 78 trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); 79 if (trace.fraction == 1.0) 80 return true; 81 82 83 return false; 84 } 85 86 87 /* 88 ============ 89 Killed 90 ============ 91 */ 92 void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) 93 { 94 if (targ->health < -999) 95 targ->health = -999; 96 97 targ->enemy = attacker; 98 99 if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD)) 100 { 101 // targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type 102 if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY)) 103 { 104 level.killed_monsters++; 105 if (coop->value && attacker->client) 106 attacker->client->resp.score++; 107 // medics won't heal monsters that they kill themselves 108 if (strcmp(attacker->classname, "monster_medic") == 0) 109 targ->owner = attacker; 110 } 111 } 112 113 if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE) 114 { // doors, triggers, etc 115 targ->die (targ, inflictor, attacker, damage, point); 116 return; 117 } 118 119 if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD)) 120 { 121 targ->touch = NULL; 122 monster_death_use (targ); 123 } 124 125 targ->die (targ, inflictor, attacker, damage, point); 126 } 127 128 129 /* 130 ================ 131 SpawnDamage 132 ================ 133 */ 134 void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage) 135 { 136 if (damage > 255) 137 damage = 255; 138 gi.WriteByte (svc_temp_entity); 139 gi.WriteByte (type); 140 // gi.WriteByte (damage); 141 gi.WritePosition (origin); 142 gi.WriteDir (normal); 143 gi.multicast (origin, MULTICAST_PVS); 144 } 145 146 147 /* 148 ============ 149 T_Damage 150 151 targ entity that is being damaged 152 inflictor entity that is causing the damage 153 attacker entity that caused the inflictor to damage targ 154 example: targ=monster, inflictor=rocket, attacker=player 155 156 dir direction of the attack 157 point point at which the damage is being inflicted 158 normal normal vector from that point 159 damage amount of damage being inflicted 160 knockback force to be applied against targ as a result of the damage 161 162 dflags these flags are used to control how T_Damage works 163 DAMAGE_RADIUS damage was indirect (from a nearby explosion) 164 DAMAGE_NO_ARMOR armor does not protect from this damage 165 DAMAGE_ENERGY damage is from an energy based weapon 166 DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles 167 DAMAGE_BULLET damage is from a bullet (used for ricochets) 168 DAMAGE_NO_PROTECTION kills godmode, armor, everything 169 ============ 170 */ 171 static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags) 172 { 173 gclient_t *client; 174 int save; 175 int power_armor_type; 176 int index; 177 int damagePerCell; 178 int pa_te_type; 179 int power; 180 int power_used; 181 182 if (!damage) 183 return 0; 184 185 client = ent->client; 186 187 if (dflags & DAMAGE_NO_ARMOR) 188 return 0; 189 190 if (client) 191 { 192 power_armor_type = PowerArmorType (ent); 193 if (power_armor_type != POWER_ARMOR_NONE) 194 { 195 index = ITEM_INDEX(FindItem("Cells")); 196 power = client->pers.inventory[index]; 197 } 198 } 199 else if (ent->svflags & SVF_MONSTER) 200 { 201 power_armor_type = ent->monsterinfo.power_armor_type; 202 power = ent->monsterinfo.power_armor_power; 203 } 204 else 205 return 0; 206 207 if (power_armor_type == POWER_ARMOR_NONE) 208 return 0; 209 if (!power) 210 return 0; 211 212 if (power_armor_type == POWER_ARMOR_SCREEN) 213 { 214 vec3_t vec; 215 float dot; 216 vec3_t forward; 217 218 // only works if damage point is in front 219 AngleVectors (ent->s.angles, forward, NULL, NULL); 220 VectorSubtract (point, ent->s.origin, vec); 221 VectorNormalize (vec); 222 dot = DotProduct (vec, forward); 223 if (dot <= 0.3) 224 return 0; 225 226 damagePerCell = 1; 227 pa_te_type = TE_SCREEN_SPARKS; 228 damage = damage / 3; 229 } 230 else 231 { 232 damagePerCell = 2; 233 pa_te_type = TE_SHIELD_SPARKS; 234 damage = (2 * damage) / 3; 235 } 236 237 save = power * damagePerCell; 238 if (!save) 239 return 0; 240 if (save > damage) 241 save = damage; 242 243 SpawnDamage (pa_te_type, point, normal, save); 244 ent->powerarmor_time = level.time + 0.2; 245 246 power_used = save / damagePerCell; 247 248 if (client) 249 client->pers.inventory[index] -= power_used; 250 else 251 ent->monsterinfo.power_armor_power -= power_used; 252 return save; 253 } 254 255 static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags) 256 { 257 gclient_t *client; 258 int save; 259 int index; 260 gitem_t *armor; 261 262 if (!damage) 263 return 0; 264 265 client = ent->client; 266 267 if (!client) 268 return 0; 269 270 if (dflags & DAMAGE_NO_ARMOR) 271 return 0; 272 273 index = ArmorIndex (ent); 274 if (!index) 275 return 0; 276 277 armor = GetItemByIndex (index); 278 279 if (dflags & DAMAGE_ENERGY) 280 save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage); 281 else 282 save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage); 283 if (save >= client->pers.inventory[index]) 284 save = client->pers.inventory[index]; 285 286 if (!save) 287 return 0; 288 289 client->pers.inventory[index] -= save; 290 SpawnDamage (te_sparks, point, normal, save); 291 292 return save; 293 } 294 295 void M_ReactToDamage (edict_t *targ, edict_t *attacker) 296 { 297 if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER)) 298 return; 299 300 if (attacker == targ || attacker == targ->enemy) 301 return; 302 303 // if we are a good guy monster and our attacker is a player 304 // or another good guy, do not get mad at them 305 if (targ->monsterinfo.aiflags & AI_GOOD_GUY) 306 { 307 if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY)) 308 return; 309 } 310 311 // we now know that we are not both good guys 312 313 // if attacker is a client, get mad at them because he's good and we're not 314 if (attacker->client) 315 { 316 targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET; 317 318 // this can only happen in coop (both new and old enemies are clients) 319 // only switch if can't see the current enemy 320 if (targ->enemy && targ->enemy->client) 321 { 322 if (visible(targ, targ->enemy)) 323 { 324 targ->oldenemy = attacker; 325 return; 326 } 327 targ->oldenemy = targ->enemy; 328 } 329 targ->enemy = attacker; 330 if (!(targ->monsterinfo.aiflags & AI_DUCKED)) 331 FoundTarget (targ); 332 return; 333 } 334 335 // it's the same base (walk/swim/fly) type and a different classname and it's not a tank 336 // (they spray too much), get mad at them 337 if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) && 338 (strcmp (targ->classname, attacker->classname) != 0) && 339 (strcmp(attacker->classname, "monster_tank") != 0) && 340 (strcmp(attacker->classname, "monster_supertank") != 0) && 341 (strcmp(attacker->classname, "monster_makron") != 0) && 342 (strcmp(attacker->classname, "monster_jorg") != 0) ) 343 { 344 if (targ->enemy && targ->enemy->client) 345 targ->oldenemy = targ->enemy; 346 targ->enemy = attacker; 347 if (!(targ->monsterinfo.aiflags & AI_DUCKED)) 348 FoundTarget (targ); 349 } 350 // if they *meant* to shoot us, then shoot back 351 else if (attacker->enemy == targ) 352 { 353 if (targ->enemy && targ->enemy->client) 354 targ->oldenemy = targ->enemy; 355 targ->enemy = attacker; 356 if (!(targ->monsterinfo.aiflags & AI_DUCKED)) 357 FoundTarget (targ); 358 } 359 // otherwise get mad at whoever they are mad at (help our buddy) unless it is us! 360 else if (attacker->enemy && attacker->enemy != targ) 361 { 362 if (targ->enemy && targ->enemy->client) 363 targ->oldenemy = targ->enemy; 364 targ->enemy = attacker->enemy; 365 if (!(targ->monsterinfo.aiflags & AI_DUCKED)) 366 FoundTarget (targ); 367 } 368 } 369 370 qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker) 371 { 372 //FIXME make the next line real and uncomment this block 373 // if ((ability to damage a teammate == OFF) && (targ's team == attacker's team)) 374 return false; 375 } 376 377 void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod) 378 { 379 gclient_t *client; 380 int take; 381 int save; 382 int asave; 383 int psave; 384 int te_sparks; 385 386 if (!targ->takedamage) 387 return; 388 389 // friendly fire avoidance 390 // if enabled you can't hurt teammates (but you can hurt yourself) 391 // knockback still occurs 392 if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value)) 393 { 394 if (OnSameTeam (targ, attacker)) 395 { 396 if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE) 397 damage = 0; 398 else 399 mod |= MOD_FRIENDLY_FIRE; 400 } 401 } 402 meansOfDeath = mod; 403 404 // easy mode takes half damage 405 if (skill->value == 0 && deathmatch->value == 0 && targ->client) 406 { 407 damage *= 0.5; 408 if (!damage) 409 damage = 1; 410 } 411 412 client = targ->client; 413 414 if (dflags & DAMAGE_BULLET) 415 te_sparks = TE_BULLET_SPARKS; 416 else 417 te_sparks = TE_SPARKS; 418 419 VectorNormalize(dir); 420 421 // bonus damage for suprising a monster 422 if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0)) 423 damage *= 2; 424 425 if (targ->flags & FL_NO_KNOCKBACK) 426 knockback = 0; 427 428 // figure momentum add 429 if (!(dflags & DAMAGE_NO_KNOCKBACK)) 430 { 431 if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP)) 432 { 433 vec3_t kvel; 434 float mass; 435 436 if (targ->mass < 50) 437 mass = 50; 438 else 439 mass = targ->mass; 440 441 if (targ->client && attacker == targ) 442 VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack... 443 else 444 VectorScale (dir, 500.0 * (float)knockback / mass, kvel); 445 446 VectorAdd (targ->velocity, kvel, targ->velocity); 447 } 448 } 449 450 take = damage; 451 save = 0; 452 453 // check for godmode 454 if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) ) 455 { 456 take = 0; 457 save = damage; 458 SpawnDamage (te_sparks, point, normal, save); 459 } 460 461 // check for invincibility 462 if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION)) 463 { 464 if (targ->pain_debounce_time < level.time) 465 { 466 gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0); 467 targ->pain_debounce_time = level.time + 2; 468 } 469 take = 0; 470 save = damage; 471 } 472 473 psave = CheckPowerArmor (targ, point, normal, take, dflags); 474 take -= psave; 475 476 asave = CheckArmor (targ, point, normal, take, te_sparks, dflags); 477 take -= asave; 478 479 //treat cheat/powerup savings the same as armor 480 asave += save; 481 482 // team damage avoidance 483 if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker)) 484 return; 485 486 // do the damage 487 if (take) 488 { 489 if ((targ->svflags & SVF_MONSTER) || (client)) 490 SpawnDamage (TE_BLOOD, point, normal, take); 491 else 492 SpawnDamage (te_sparks, point, normal, take); 493 494 495 targ->health = targ->health - take; 496 497 if (targ->health <= 0) 498 { 499 if ((targ->svflags & SVF_MONSTER) || (client)) 500 targ->flags |= FL_NO_KNOCKBACK; 501 Killed (targ, inflictor, attacker, take, point); 502 return; 503 } 504 } 505 506 if (targ->svflags & SVF_MONSTER) 507 { 508 M_ReactToDamage (targ, attacker); 509 if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take)) 510 { 511 targ->pain (targ, attacker, knockback, take); 512 // nightmare mode monsters don't go into pain frames often 513 if (skill->value == 3) 514 targ->pain_debounce_time = level.time + 5; 515 } 516 } 517 else if (client) 518 { 519 if (!(targ->flags & FL_GODMODE) && (take)) 520 targ->pain (targ, attacker, knockback, take); 521 } 522 else if (take) 523 { 524 if (targ->pain) 525 targ->pain (targ, attacker, knockback, take); 526 } 527 528 // add to the damage inflicted on a player this frame 529 // the total will be turned into screen blends and view angle kicks 530 // at the end of the frame 531 if (client) 532 { 533 client->damage_parmor += psave; 534 client->damage_armor += asave; 535 client->damage_blood += take; 536 client->damage_knockback += knockback; 537 VectorCopy (point, client->damage_from); 538 } 539 } 540 541 542 /* 543 ============ 544 T_RadiusDamage 545 ============ 546 */ 547 void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod) 548 { 549 float points; 550 edict_t *ent = NULL; 551 vec3_t v; 552 vec3_t dir; 553 554 while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL) 555 { 556 if (ent == ignore) 557 continue; 558 if (!ent->takedamage) 559 continue; 560 561 VectorAdd (ent->mins, ent->maxs, v); 562 VectorMA (ent->s.origin, 0.5, v, v); 563 VectorSubtract (inflictor->s.origin, v, v); 564 points = damage - 0.5 * VectorLength (v); 565 if (ent == attacker) 566 points = points * 0.5; 567 if (points > 0) 568 { 569 if (CanDamage (ent, inflictor)) 570 { 571 VectorSubtract (ent->s.origin, inflictor->s.origin, dir); 572 T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod); 573 } 574 } 575 } 576 }