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 */
CanDamage(edict_t * targ,edict_t * inflictor)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 */
Killed(edict_t * targ,edict_t * inflictor,edict_t * attacker,int damage,vec3_t point)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 */
SpawnDamage(int type,vec3_t origin,vec3_t normal,int damage)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 */
CheckPowerArmor(edict_t * ent,vec3_t point,vec3_t normal,int damage,int dflags)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 index = 0;
204 }
205 else
206 return 0;
207
208 if (power_armor_type == POWER_ARMOR_NONE)
209 return 0;
210 if (!power)
211 return 0;
212
213 if (power_armor_type == POWER_ARMOR_SCREEN)
214 {
215 vec3_t vec;
216 float dot;
217 vec3_t forward;
218
219 // only works if damage point is in front
220 AngleVectors (ent->s.angles, forward, NULL, NULL);
221 VectorSubtract (point, ent->s.origin, vec);
222 VectorNormalize (vec);
223 dot = DotProduct (vec, forward);
224 if (dot <= 0.3)
225 return 0;
226
227 damagePerCell = 1;
228 pa_te_type = TE_SCREEN_SPARKS;
229 damage = damage / 3;
230 }
231 else
232 {
233 damagePerCell = 2;
234 pa_te_type = TE_SHIELD_SPARKS;
235 damage = (2 * damage) / 3;
236 }
237
238 save = power * damagePerCell;
239 if (!save)
240 return 0;
241 if (save > damage)
242 save = damage;
243
244 SpawnDamage (pa_te_type, point, normal, save);
245 ent->powerarmor_time = level.time + 0.2;
246
247 power_used = save / damagePerCell;
248
249 if (client)
250 client->pers.inventory[index] -= power_used;
251 else
252 ent->monsterinfo.power_armor_power -= power_used;
253 return save;
254 }
255
CheckArmor(edict_t * ent,vec3_t point,vec3_t normal,int damage,int te_sparks,int dflags)256 static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags)
257 {
258 gclient_t *client;
259 int save;
260 int index;
261 gitem_t *armor;
262
263 if (!damage)
264 return 0;
265
266 client = ent->client;
267
268 if (!client)
269 return 0;
270
271 if (dflags & DAMAGE_NO_ARMOR)
272 return 0;
273
274 index = ArmorIndex (ent);
275 if (!index)
276 return 0;
277
278 armor = GetItemByIndex (index);
279
280 if (dflags & DAMAGE_ENERGY)
281 save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage);
282 else
283 save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage);
284 if (save >= client->pers.inventory[index])
285 save = client->pers.inventory[index];
286
287 if (!save)
288 return 0;
289
290 client->pers.inventory[index] -= save;
291 SpawnDamage (te_sparks, point, normal, save);
292
293 return save;
294 }
295
M_ReactToDamage(edict_t * targ,edict_t * attacker)296 void M_ReactToDamage (edict_t *targ, edict_t *attacker)
297 {
298 if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER))
299 return;
300
301 if (attacker == targ || attacker == targ->enemy)
302 return;
303
304 // if we are a good guy monster and our attacker is a player
305 // or another good guy, do not get mad at them
306 if (targ->monsterinfo.aiflags & AI_GOOD_GUY)
307 {
308 if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY))
309 return;
310 }
311
312 // we now know that we are not both good guys
313
314 // if attacker is a client, get mad at them because he's good and we're not
315 if (attacker->client)
316 {
317 targ->monsterinfo.aiflags &= ~AI_SOUND_TARGET;
318
319 // this can only happen in coop (both new and old enemies are clients)
320 // only switch if can't see the current enemy
321 if (targ->enemy && targ->enemy->client)
322 {
323 if (visible(targ, targ->enemy))
324 {
325 targ->oldenemy = attacker;
326 return;
327 }
328 targ->oldenemy = targ->enemy;
329 }
330 targ->enemy = attacker;
331 if (!(targ->monsterinfo.aiflags & AI_DUCKED))
332 FoundTarget (targ);
333 return;
334 }
335
336 // it's the same base (walk/swim/fly) type and a different classname and it's not a tank
337 // (they spray too much), get mad at them
338 if (((targ->flags & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) &&
339 (strcmp (targ->classname, attacker->classname) != 0) &&
340 (strcmp(attacker->classname, "monster_tank") != 0) &&
341 (strcmp(attacker->classname, "monster_supertank") != 0) &&
342 (strcmp(attacker->classname, "monster_makron") != 0) &&
343 (strcmp(attacker->classname, "monster_jorg") != 0) )
344 {
345 if (targ->enemy && targ->enemy->client)
346 targ->oldenemy = targ->enemy;
347 targ->enemy = attacker;
348 if (!(targ->monsterinfo.aiflags & AI_DUCKED))
349 FoundTarget (targ);
350 }
351 // if they *meant* to shoot us, then shoot back
352 else if (attacker->enemy == targ)
353 {
354 if (targ->enemy && targ->enemy->client)
355 targ->oldenemy = targ->enemy;
356 targ->enemy = attacker;
357 if (!(targ->monsterinfo.aiflags & AI_DUCKED))
358 FoundTarget (targ);
359 }
360 // otherwise get mad at whoever they are mad at (help our buddy) unless it is us!
361 else if (attacker->enemy && attacker->enemy != targ)
362 {
363 if (targ->enemy && targ->enemy->client)
364 targ->oldenemy = targ->enemy;
365 targ->enemy = attacker->enemy;
366 if (!(targ->monsterinfo.aiflags & AI_DUCKED))
367 FoundTarget (targ);
368 }
369 }
370
CheckTeamDamage(edict_t * targ,edict_t * attacker)371 qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker)
372 {
373 //FIXME make the next line real and uncomment this block
374 // if ((ability to damage a teammate == OFF) && (targ's team == attacker's team))
375 return false;
376 }
377
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 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)
379 {
380 gclient_t *client;
381 int take;
382 int save;
383 int asave;
384 int psave;
385 int te_sparks;
386
387 if (!targ->takedamage)
388 return;
389 if ((mod = MOD_R_SPLASH) && (targ == attacker))
390 {
391 damage = 0; // No Damage
392 knockback *= 1.2; // Rocket Jumping Jump Height * 1.2
393 }
394 // friendly fire avoidance
395 // if enabled you can't hurt teammates (but you can hurt yourself)
396 // knockback still occurs
397 if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value))
398 {
399 if (OnSameTeam (targ, attacker))
400 {
401 if ((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE)
402 damage = 0;
403 else
404 mod |= MOD_FRIENDLY_FIRE;
405 }
406 }
407 meansOfDeath = mod;
408
409 // easy mode takes half damage
410 if (skill->value == 0 && deathmatch->value == 0 && targ->client)
411 {
412 damage *= 0.5;
413 if (!damage)
414 damage = 1;
415 }
416
417 client = targ->client;
418
419 if (dflags & DAMAGE_BULLET)
420 te_sparks = TE_BULLET_SPARKS;
421 else
422 te_sparks = TE_SPARKS;
423
424 VectorNormalize(dir);
425
426 // bonus damage for suprising a monster
427 if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0))
428 damage *= 2;
429
430 if (targ->flags & FL_NO_KNOCKBACK)
431 knockback = 0;
432
433 // figure momentum add
434 if (!(dflags & DAMAGE_NO_KNOCKBACK))
435 {
436 if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP))
437 {
438 vec3_t kvel;
439 float mass;
440
441 if (targ->mass < 50)
442 mass = 50;
443 else
444 mass = targ->mass;
445
446 if (targ->client && attacker == targ)
447 VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack...
448 else
449 VectorScale (dir, 500.0 * (float)knockback / mass, kvel);
450
451 VectorAdd (targ->velocity, kvel, targ->velocity);
452 }
453 }
454
455 take = damage;
456 save = 0;
457
458 // check for godmode
459 if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) )
460 {
461 take = 0;
462 save = damage;
463 SpawnDamage (te_sparks, point, normal, save);
464 }
465
466 // check for invincibility
467 if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION))
468 {
469 if (targ->pain_debounce_time < level.time)
470 {
471 gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0);
472 targ->pain_debounce_time = level.time + 2;
473 }
474 take = 0;
475 save = damage;
476 }
477
478 psave = CheckPowerArmor (targ, point, normal, take, dflags);
479 take -= psave;
480
481 asave = CheckArmor (targ, point, normal, take, te_sparks, dflags);
482 take -= asave;
483
484 //treat cheat/powerup savings the same as armor
485 asave += save;
486
487 // team damage avoidance
488 if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker))
489 return;
490
491 // do the damage
492 if (take)
493 {
494 if ((targ->svflags & SVF_MONSTER) || (client))
495 SpawnDamage (TE_BLOOD, point, normal, take);
496 else
497 SpawnDamage (te_sparks, point, normal, take);
498
499
500 targ->health = targ->health - take;
501
502 if (targ->health <= 0)
503 {
504 if ((targ->svflags & SVF_MONSTER) || (client))
505 targ->flags |= FL_NO_KNOCKBACK;
506 Killed (targ, inflictor, attacker, take, point);
507 return;
508 }
509 }
510
511 if (targ->svflags & SVF_MONSTER)
512 {
513 M_ReactToDamage (targ, attacker);
514 if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take))
515 {
516 targ->pain (targ, attacker, knockback, take);
517 // nightmare mode monsters don't go into pain frames often
518 if (skill->value == 3)
519 targ->pain_debounce_time = level.time + 5;
520 }
521 }
522 else if (client)
523 {
524 if (!(targ->flags & FL_GODMODE) && (take))
525 targ->pain (targ, attacker, knockback, take);
526 }
527 else if (take)
528 {
529 if (targ->pain)
530 targ->pain (targ, attacker, knockback, take);
531 }
532
533 // add to the damage inflicted on a player this frame
534 // the total will be turned into screen blends and view angle kicks
535 // at the end of the frame
536 if (client)
537 {
538 client->damage_parmor += psave;
539 client->damage_armor += asave;
540 client->damage_blood += take;
541 client->damage_knockback += knockback;
542 VectorCopy (point, client->damage_from);
543 }
544 }
545
546
547 /*
548 ============
549 T_RadiusDamage
550 ============
551 */
T_RadiusDamage(edict_t * inflictor,edict_t * attacker,float damage,edict_t * ignore,float radius,int mod)552 void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod)
553 {
554 float points;
555 edict_t *ent = NULL;
556 vec3_t v;
557 vec3_t dir;
558
559 while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL)
560 {
561 if (ent == ignore)
562 continue;
563 if (!ent->takedamage)
564 continue;
565
566 VectorAdd (ent->mins, ent->maxs, v);
567 VectorMA (ent->s.origin, 0.5, v, v);
568 VectorSubtract (inflictor->s.origin, v, v);
569 points = damage - 0.5 * VectorLength (v);
570 if (ent == attacker)
571 points = points * 0.5;
572 if (points > 0)
573 {
574 if (CanDamage (ent, inflictor))
575 {
576 VectorSubtract (ent->s.origin, inflictor->s.origin, dir);
577 T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod);
578 }
579 }
580 }
581 }
582