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diff --git a/src/baseq2/g_combat.c b/src/baseq2/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 qtrue if the inflictor can directly damage the target. Used for
+explosions and melee attacks.
+============
+*/
+qboolean CanDamage (edict_t *targ, edict_t *inflictor)
+{
+ vec3_t dest;
+ trace_t trace;
+
+// bmodels need special checking because their origin is 0,0,0
+ if (targ->movetype == MOVETYPE_PUSH)
+ {
+ VectorAdd (targ->absmin, targ->absmax, dest);
+ VectorScale (dest, 0.5, dest);
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return qtrue;
+ if (trace.ent == targ)
+ return qtrue;
+ return qfalse;
+ }
+
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return qtrue;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] += 15.0;
+ dest[1] += 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return qtrue;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] += 15.0;
+ dest[1] -= 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return qtrue;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] -= 15.0;
+ dest[1] += 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return qtrue;
+
+ VectorCopy (targ->s.origin, dest);
+ dest[0] -= 15.0;
+ dest[1] -= 15.0;
+ trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID);
+ if (trace.fraction == 1.0)
+ return qtrue;
+
+
+ return qfalse;
+}
+
+
+/*
+============
+Killed
+============
+*/
+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;
+
+ if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
+ {
+// targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type
+ if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY))
+ {
+ level.killed_monsters++;
+ if (coop->value && attacker->client)
+ attacker->client->resp.score++;
+ // medics won't heal monsters that they kill themselves
+ if (strcmp(attacker->classname, "monster_medic") == 0)
+ targ->owner = attacker;
+ }
+ }
+
+ if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE)
+ { // doors, triggers, etc
+ targ->die (targ, inflictor, attacker, damage, point);
+ return;
+ }
+
+ if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD))
+ {
+ targ->touch = NULL;
+ monster_death_use (targ);
+ }
+
+ targ->die (targ, inflictor, attacker, damage, point);
+}
+
+
+/*
+================
+SpawnDamage
+================
+*/
+void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage)
+{
+ if (damage > 255)
+ damage = 255;
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (type);
+// gi.WriteByte (damage);
+ 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_type;
+ int index;
+ int damagePerCell;
+ int pa_te_type;
+ int power;
+ int power_used;
+
+ if (!damage)
+ return 0;
+
+ client = ent->client;
+
+ if (dflags & DAMAGE_NO_ARMOR)
+ return 0;
+
+ if (client)
+ {
+ power_armor_type = PowerArmorType (ent);
+ if (power_armor_type != POWER_ARMOR_NONE)
+ {
+ index = ITEM_INDEX(FindItem("Cells"));
+ power = client->pers.inventory[index];
+ }
+ }
+ else if (ent->svflags & SVF_MONSTER)
+ {
+ power_armor_type = ent->monsterinfo.power_armor_type;
+ power = ent->monsterinfo.power_armor_power;
+ }
+ else
+ return 0;
+
+ if (power_armor_type == POWER_ARMOR_NONE)
+ return 0;
+ if (!power)
+ return 0;
+
+ if (power_armor_type == POWER_ARMOR_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 <= 0.3)
+ 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, save);
+ ent->powerarmor_time = level.time + 0.2;
+
+ power_used = save / damagePerCell;
+
+ if (client)
+ client->pers.inventory[index] -= power_used;
+ else
+ ent->monsterinfo.power_armor_power -= 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 = GetItemByIndex (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->pers.inventory[index])
+ save = client->pers.inventory[index];
+
+ if (!save)
+ return 0;
+
+ client->pers.inventory[index] -= save;
+ SpawnDamage (te_sparks, point, normal, save);
+
+ return save;
+}
+
+void M_ReactToDamage (edict_t *targ, edict_t *attacker)
+{
+ if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
+ return;
+
+ if (attacker == targ || attacker == targ->enemy)
+ return;
+
+ // if we are a good guy monster and our attacker is a player
+ // or another good guy, do not get mad at them
+ if (targ->monsterinfo.aiflags & AI_GOOD_GUY)
+ {
+ if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY))
+ return;
+ }
+
+ // we now know that we are not both good guys
+
+ // if attacker is a client, get mad at them because he's good and we're not
+ if (attacker->client)
+ {
+ targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
+
+ // this can only happen in coop (both new and old enemies are clients)
+ // only switch if can't see the current enemy
+ if (targ->enemy && targ->enemy->client)
+ {
+ if (visible(targ, targ->enemy))
+ {
+ targ->oldenemy = attacker;
+ return;
+ }
+ targ->oldenemy = targ->enemy;
+ }
+ targ->enemy = attacker;
+ if (!(targ->monsterinfo.aiflags & AI_DUCKED))
+ FoundTarget (targ);
+ return;
+ }
+
+ // it's the same base (walk/swim/fly) type and a different classname and it's not a tank
+ // (they spray too much), get mad at them
+ if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) &&
+ (strcmp (targ->classname, attacker->classname) != 0) &&
+ (strcmp(attacker->classname, "monster_tank") != 0) &&
+ (strcmp(attacker->classname, "monster_supertank") != 0) &&
+ (strcmp(attacker->classname, "monster_makron") != 0) &&
+ (strcmp(attacker->classname, "monster_jorg") != 0) )
+ {
+ if (targ->enemy && targ->enemy->client)
+ targ->oldenemy = targ->enemy;
+ targ->enemy = attacker;
+ if (!(targ->monsterinfo.aiflags & AI_DUCKED))
+ FoundTarget (targ);
+ }
+ // if they *meant* to shoot us, then shoot back
+ else if (attacker->enemy == targ)
+ {
+ if (targ->enemy && targ->enemy->client)
+ targ->oldenemy = targ->enemy;
+ targ->enemy = attacker;
+ if (!(targ->monsterinfo.aiflags & AI_DUCKED))
+ FoundTarget (targ);
+ }
+ // otherwise get mad at whoever they are mad at (help our buddy) unless it is us!
+ else if (attacker->enemy && attacker->enemy != targ)
+ {
+ if (targ->enemy && targ->enemy->client)
+ targ->oldenemy = targ->enemy;
+ targ->enemy = attacker->enemy;
+ if (!(targ->monsterinfo.aiflags & AI_DUCKED))
+ FoundTarget (targ);
+ }
+}
+
+qboolean 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 qfalse;
+}
+
+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 ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value))
+ {
+ if (OnSameTeam (targ, attacker))
+ {
+ if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE)
+ damage = 0;
+ else
+ mod |= MOD_FRIENDLY_FIRE;
+ }
+ }
+ meansOfDeath = mod;
+
+ // easy mode takes half damage
+ if (skill->value == 0 && deathmatch->value == 0 && targ->client)
+ {
+ damage *= 0.5;
+ if (!damage)
+ damage = 1;
+ }
+
+ client = targ->client;
+
+ if (dflags & DAMAGE_BULLET)
+ te_sparks = TE_BULLET_SPARKS;
+ else
+ te_sparks = TE_SPARKS;
+
+ VectorNormalize(dir);
+
+// bonus damage for suprising a monster
+ if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
+ damage *= 2;
+
+ 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))
+ {
+ vec3_t kvel;
+ float mass;
+
+ if (targ->mass < 50)
+ mass = 50;
+ else
+ mass = targ->mass;
+
+ if (targ->client && attacker == targ)
+ VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
+ else
+ VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
+
+ VectorAdd (targ->velocity, kvel, 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, save);
+ }
+
+ // check for invincibility
+ if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
+ {
+ if (targ->pain_debounce_time < level.time)
+ {
+ gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
+ targ->pain_debounce_time = level.time + 2;
+ }
+ 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;
+
+// do the damage
+ if (take)
+ {
+ if ((targ->svflags & SVF_MONSTER) || (client))
+ SpawnDamage (TE_BLOOD, point, normal, take);
+ else
+ SpawnDamage (te_sparks, point, normal, take);
+
+
+ targ->health = targ->health - take;
+
+ if (targ->health <= 0)
+ {
+ if ((targ->svflags & SVF_MONSTER) || (client))
+ targ->flags |= FL_NO_KNOCKBACK;
+ Killed (targ, inflictor, attacker, take, point);
+ return;
+ }
+ }
+
+ if (targ->svflags & SVF_MONSTER)
+ {
+ M_ReactToDamage (targ, attacker);
+ if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
+ {
+ targ->pain (targ, attacker, knockback, take);
+ // nightmare mode monsters don't go into pain frames often
+ if (skill->value == 3)
+ targ->pain_debounce_time = level.time + 5;
+ }
+ }
+ else 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, 0.5, v, v);
+ VectorSubtract (inflictor->s.origin, v, v);
+ points = damage - 0.5 * VectorLength (v);
+ if (ent == attacker)
+ points = points * 0.5;
+ 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);
+ }
+ }
+ }
+}