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g_combat.c
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g_combat.c
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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// g_combat.c
#include "g_local.h"
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
bool CanDamage(edict_t *targ, edict_t *inflictor)
{
vec3_t dest;
trace_t trace;
int i;
// bmodels need special checking because their origin is 0,0,0
if (targ->movetype == MOVETYPE_PUSH) {
VectorAdd(targ->absmin, targ->absmax, dest);
VectorScale(dest, 0.5f, dest);
trace = gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0f)
return true;
if (trace.ent == targ)
return true;
return false;
}
trace = gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
if (trace.fraction == 1.0f)
return true;
if ((int)g_bugs->value < 1) {
vec_t *bounds[] = { targ->absmin, targ->absmax };
for (i = 0; i < 8; i++) {
dest[0] = bounds[(i >> 0) & 1][0];
dest[1] = bounds[(i >> 1) & 1][1];
dest[2] = bounds[(i >> 2) & 1][2];
trace = gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0f)
return true;
}
} else {
dest[2] = targ->s.origin[2];
for (i = 0; i < 4; i++) {
if (i & 1) {
dest[0] = targ->s.origin[0] - 15.0f;
} else {
dest[0] = targ->s.origin[0] + 15.0f;
}
if (i & 2) {
dest[1] = targ->s.origin[1] - 15.0f;
} else {
dest[1] = targ->s.origin[1] + 15.0f;
}
trace = gi.trace(inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
if (trace.fraction == 1.0f)
return true;
}
}
return false;
}
/*
============
Killed
============
*/
static void Killed(edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
if (targ->health < -999)
targ->health = -999;
targ->enemy = attacker;
targ->die(targ, inflictor, attacker, damage, point);
}
/*
================
SpawnDamage
================
*/
static void SpawnDamage(int type, vec3_t origin, vec3_t normal)
{
gi.WriteByte(svc_temp_entity);
gi.WriteByte(type);
gi.WritePosition(origin);
gi.WriteDir(normal);
gi.multicast(origin, MULTICAST_PVS);
}
/*
============
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
point point at which the damage is being inflicted
normal normal vector from that point
damage amount of damage being inflicted
knockback force to be applied against targ as a result of the damage
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_ENERGY damage is from an energy based weapon
DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
DAMAGE_BULLET damage is from a bullet (used for ricochets)
DAMAGE_NO_PROTECTION kills godmode, armor, everything
============
*/
static int CheckPowerArmor(edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags)
{
gclient_t *client;
int save;
int power_armor_index;
int damagePerCell;
int pa_te_type;
int power;
int power_used;
if (!damage)
return 0;
client = ent->client;
if (!client) {
return 0;
}
if (dflags & DAMAGE_NO_ARMOR)
return 0;
power_armor_index = PowerArmorIndex(ent);
if (!power_armor_index)
return 0;
power = client->inventory[ITEM_CELLS];
if (!power)
return 0;
if (power_armor_index == ITEM_POWER_SCREEN) {
vec3_t vec;
float dot;
vec3_t forward;
// only works if damage point is in front
AngleVectors(ent->s.angles, forward, NULL, NULL);
VectorSubtract(point, ent->s.origin, vec);
VectorNormalize(vec);
dot = DotProduct(vec, forward);
if (dot <= 0.3f)
return 0;
damagePerCell = 1;
pa_te_type = TE_SCREEN_SPARKS;
damage = damage / 3;
} else {
damagePerCell = 2;
pa_te_type = TE_SHIELD_SPARKS;
damage = (2 * damage) / 3;
}
save = power * damagePerCell;
if (!save)
return 0;
if (save > damage)
save = damage;
SpawnDamage(pa_te_type, point, normal);
client->powerarmor_framenum = level.framenum + 0.2f * HZ;
power_used = save / damagePerCell;
client->inventory[ITEM_CELLS] -= power_used;
return save;
}
static int CheckArmor(edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
{
gclient_t *client;
int save;
int index;
gitem_t *armor;
if (!damage)
return 0;
client = ent->client;
if (!client)
return 0;
if (dflags & DAMAGE_NO_ARMOR)
return 0;
index = ArmorIndex(ent);
if (!index)
return 0;
armor = INDEX_ITEM(index);
if (dflags & DAMAGE_ENERGY)
save = ceil(((gitem_armor_t *)armor->info)->energy_protection * damage);
else
save = ceil(((gitem_armor_t *)armor->info)->normal_protection * damage);
if (save >= client->inventory[index])
save = client->inventory[index];
if (!save)
return 0;
client->inventory[index] -= save;
SpawnDamage(te_sparks, point, normal);
return save;
}
static bool CheckTeamDamage(edict_t *targ, edict_t *attacker)
{
//FIXME make the next line real and uncomment this block
// if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
return false;
}
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)
{
gclient_t *client;
int take;
int save;
int asave;
int psave;
int te_sparks;
if (!targ->takedamage)
return;
// friendly fire avoidance
// if enabled you can't hurt teammates (but you can hurt yourself)
// knockback still occurs
#if 0
if ((targ != attacker) && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) {
if (OnSameTeam(targ, attacker)) {
if (DF(NO_FRIENDLY_FIRE))
damage = 0;
else
mod |= MOD_FRIENDLY_FIRE;
}
}
#endif
meansOfDeath = mod;
client = targ->client;
if (dflags & DAMAGE_BULLET)
te_sparks = TE_BULLET_SPARKS;
else
te_sparks = TE_SPARKS;
VectorNormalize(dir);
if (targ->flags & FL_NO_KNOCKBACK)
knockback = 0;
// figure momentum add
if (!(dflags & DAMAGE_NO_KNOCKBACK)) {
if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP)) {
float mass;
float push;
if (targ->mass < 50)
mass = 50;
else
mass = targ->mass;
if (targ->client && attacker == targ)
push = 1600.0f * ((float)knockback / mass);
else
push = 500.0f * ((float)knockback / mass);
VectorMA(targ->velocity, push, dir, targ->velocity);
}
}
take = damage;
save = 0;
// check for godmode
if ((targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION)) {
take = 0;
save = damage;
SpawnDamage(te_sparks, point, normal);
}
// check for invincibility
if ((client && client->invincible_framenum > level.framenum) && !(dflags & DAMAGE_NO_PROTECTION)) {
if (targ->pain_debounce_framenum < level.framenum) {
gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
targ->pain_debounce_framenum = level.framenum + 2 * HZ;
}
take = 0;
save = damage;
}
psave = CheckPowerArmor(targ, point, normal, take, dflags);
take -= psave;
asave = CheckArmor(targ, point, normal, take, te_sparks, dflags);
take -= asave;
//treat cheat/powerup savings the same as armor
asave += save;
// team damage avoidance
if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage(targ, attacker))
return;
// add to client weapon statistics
if (attacker->client && targ->client && !targ->deadflag && inflictor != world) {
G_AccountDamage(targ, inflictor, attacker, take);
}
// do the damage
if (take) {
if (client)
if (targ == attacker)
SpawnDamage(TE_BLOOD, targ->s.origin, normal);
else
SpawnDamage(TE_BLOOD, point, normal);
else if (targ == attacker)
SpawnDamage(TE_SPARKS, targ->s.origin, normal);
else
SpawnDamage(TE_SPARKS, point, normal);
targ->health -= take;
if (targ->health <= 0) {
if (client)
targ->flags |= FL_NO_KNOCKBACK;
Killed(targ, inflictor, attacker, take, point);
return;
}
}
if (client) {
if (!(targ->flags & FL_GODMODE) && (take))
targ->pain(targ, attacker, knockback, take);
} else if (take) {
if (targ->pain)
targ->pain(targ, attacker, knockback, take);
}
// 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) {
client->damage_parmor += psave;
client->damage_armor += asave;
client->damage_blood += take;
client->damage_knockback += knockback;
VectorCopy(point, client->damage_from);
}
}
/*
============
T_RadiusDamage
============
*/
void T_RadiusDamage(edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
{
float points;
edict_t *ent = NULL;
vec3_t v;
vec3_t dir;
while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL) {
if (ent == ignore)
continue;
if (!ent->takedamage)
continue;
VectorAdd(ent->mins, ent->maxs, v);
VectorMA(ent->s.origin, 0.5f, v, v);
VectorSubtract(inflictor->s.origin, v, v);
points = damage - 0.5f * VectorLength(v);
if (ent == attacker)
points = points * 0.5f;
if (points > 0) {
if (CanDamage(ent, inflictor)) {
VectorSubtract(ent->s.origin, inflictor->s.origin, dir);
T_Damage(ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
}
}
}
}