Annotation of quake2/game/g_combat.c, revision 1.1.1.3

1.1.1.3 ! root        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: */
1.1       root       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:        {
1.1.1.2   root      316:                targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
                    317: 
1.1       root      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:        {
1.1.1.2   root      344:                if (targ->enemy && targ->enemy->client)
                    345:                        targ->oldenemy = targ->enemy;
1.1       root      346:                targ->enemy = attacker;
                    347:                if (!(targ->monsterinfo.aiflags & AI_DUCKED))
                    348:                        FoundTarget (targ);
                    349:        }
1.1.1.2   root      350:        // if they *meant* to shoot us, then shoot back
                    351:        else if (attacker->enemy == targ)
1.1       root      352:        {
1.1.1.2   root      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;
1.1       root      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: }

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