/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // // g_combat.c #include "g_local.h" /* ============ ScorePlum ============ */ void ScorePlum( gentity_t *ent, vec3_t origin, int score ) { gentity_t *plum; plum = G_TempEntity( origin, EV_SCOREPLUM ); // only send this temp entity to a single client plum->r.svFlags |= SVF_SINGLECLIENT; plum->r.singleClient = ent->s.number; // plum->s.otherEntityNum = ent->s.number; plum->s.time = score; } /* ============ AddScore Adds score to both the client and his team ============ */ void AddScore( gentity_t *ent, vec3_t origin, int score ) { if ( !ent->client ) { return; } // no scoring during pre-match warmup if ( level.warmupTime ) { return; } // show score plum ScorePlum(ent, origin, score); // ent->client->ps.persistant[PERS_SCORE] += score; if ( g_gametype.integer == GT_TEAM ) level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score; CalculateRanks(); } /* ================= TossClientItems Toss the weapon and powerups for the killed player ================= */ void TossClientItems( gentity_t *self ) { gitem_t *item; int weapon; float angle; int i; gentity_t *drop; // drop the weapon if not a gauntlet or machinegun weapon = self->s.weapon; // make a special check to see if they are changing to a new // weapon that isn't the mg or gauntlet. Without this, a client // can pick up a weapon, be killed, and not drop the weapon because // their weapon change hasn't completed yet and they are still holding the MG. if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) { if ( self->client->ps.weaponstate == WEAPON_DROPPING ) { weapon = self->client->pers.cmd.weapon; } if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) { weapon = WP_NONE; } } if ( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK && self->client->ps.ammo[ weapon ] ) { // find the item type for this weapon item = BG_FindItemForWeapon( weapon ); // spawn the item Drop_Item( self, item, 0 ); } // drop all the powerups if not in teamplay if ( g_gametype.integer != GT_TEAM ) { angle = 45; for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) { if ( self->client->ps.powerups[ i ] > level.time ) { item = BG_FindItemForPowerup( i ); if ( !item ) { continue; } drop = Drop_Item( self, item, angle ); // decide how many seconds it has left drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000; if ( drop->count < 1 ) { drop->count = 1; } angle += 45; } } } } #ifdef MISSIONPACK /* ================= TossClientCubes ================= */ extern gentity_t *neutralObelisk; void TossClientCubes( gentity_t *self ) { gitem_t *item; gentity_t *drop; vec3_t velocity; vec3_t angles; vec3_t origin; self->client->ps.generic1 = 0; // this should never happen but we should never // get the server to crash due to skull being spawned in if (!G_EntitiesFree()) { return; } if( self->client->sess.sessionTeam == TEAM_RED ) { item = BG_FindItem( "Red Cube" ); } else { item = BG_FindItem( "Blue Cube" ); } angles[YAW] = (float)(level.time % 360); angles[PITCH] = 0; // always forward angles[ROLL] = 0; AngleVectors( angles, velocity, NULL, NULL ); VectorScale( velocity, 150, velocity ); velocity[2] += 200 + crandom() * 50; if( neutralObelisk ) { VectorCopy( neutralObelisk->s.pos.trBase, origin ); origin[2] += 44; } else { VectorClear( origin ) ; } drop = LaunchItem( item, origin, velocity ); drop->nextthink = level.time + g_cubeTimeout.integer * 1000; drop->think = G_FreeEntity; drop->spawnflags = self->client->sess.sessionTeam; } /* ================= TossClientPersistantPowerups ================= */ void TossClientPersistantPowerups( gentity_t *ent ) { gentity_t *powerup; if( !ent->client ) { return; } if( !ent->client->persistantPowerup ) { return; } powerup = ent->client->persistantPowerup; powerup->r.svFlags &= ~SVF_NOCLIENT; powerup->s.eFlags &= ~EF_NODRAW; powerup->r.contents = CONTENTS_TRIGGER; trap_LinkEntity( powerup ); ent->client->ps.stats[STAT_PERSISTANT_POWERUP] = 0; ent->client->persistantPowerup = NULL; } #endif /* ================== LookAtKiller ================== */ void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) { vec3_t dir; vec3_t angles; if ( attacker && attacker != self ) { VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir); } else if ( inflictor && inflictor != self ) { VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir); } else { self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW]; return; } self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir ); angles[YAW] = vectoyaw ( dir ); angles[PITCH] = 0; angles[ROLL] = 0; } /* ================== GibEntity ================== */ void GibEntity( gentity_t *self, int killer ) { gentity_t *ent; int i; //if this entity still has kamikaze if (self->s.eFlags & EF_KAMIKAZE) { // check if there is a kamikaze timer around for this owner for (i = 0; i < MAX_GENTITIES; i++) { ent = &g_entities[i]; if (!ent->inuse) continue; if (ent->activator != self) continue; if (strcmp(ent->classname, "kamikaze timer")) continue; G_FreeEntity(ent); break; } } G_AddEvent( self, EV_GIB_PLAYER, killer ); self->takedamage = qfalse; self->s.eType = ET_INVISIBLE; self->r.contents = 0; } /* ================== body_die ================== */ void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { if ( self->health > GIB_HEALTH ) { return; } if ( !g_blood.integer ) { self->health = GIB_HEALTH+1; return; } GibEntity( self, 0 ); } // these are just for logging, the client prints its own messages char *modNames[] = { "MOD_UNKNOWN", "MOD_SHOTGUN", "MOD_GAUNTLET", "MOD_MACHINEGUN", "MOD_GRENADE", "MOD_GRENADE_SPLASH", "MOD_ROCKET", "MOD_ROCKET_SPLASH", "MOD_PLASMA", "MOD_PLASMA_SPLASH", "MOD_RAILGUN", "MOD_LIGHTNING", "MOD_BFG", "MOD_BFG_SPLASH", "MOD_WATER", "MOD_SLIME", "MOD_LAVA", "MOD_CRUSH", "MOD_TELEFRAG", "MOD_FALLING", "MOD_SUICIDE", "MOD_TARGET_LASER", "MOD_TRIGGER_HURT", #ifdef MISSIONPACK "MOD_NAIL", "MOD_CHAINGUN", "MOD_PROXIMITY_MINE", "MOD_KAMIKAZE", "MOD_JUICED", #endif "MOD_GRAPPLE" }; #ifdef MISSIONPACK /* ================== Kamikaze_DeathActivate ================== */ void Kamikaze_DeathActivate( gentity_t *ent ) { G_StartKamikaze(ent); G_FreeEntity(ent); } /* ================== Kamikaze_DeathTimer ================== */ void Kamikaze_DeathTimer( gentity_t *self ) { gentity_t *ent; ent = G_Spawn(); ent->classname = "kamikaze timer"; VectorCopy(self->s.pos.trBase, ent->s.pos.trBase); ent->r.svFlags |= SVF_NOCLIENT; ent->think = Kamikaze_DeathActivate; ent->nextthink = level.time + 5 * 1000; ent->activator = self; } #endif /* ================== CheckAlmostCapture ================== */ void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) { gentity_t *ent; vec3_t dir; char *classname; // if this player was carrying a flag if ( self->client->ps.powerups[PW_REDFLAG] || self->client->ps.powerups[PW_BLUEFLAG] || self->client->ps.powerups[PW_NEUTRALFLAG] ) { // get the goal flag this player should have been going for if ( g_gametype.integer == GT_CTF ) { if ( self->client->sess.sessionTeam == TEAM_BLUE ) { classname = "team_CTF_blueflag"; } else { classname = "team_CTF_redflag"; } } else { if ( self->client->sess.sessionTeam == TEAM_BLUE ) { classname = "team_CTF_redflag"; } else { classname = "team_CTF_blueflag"; } } ent = NULL; do { ent = G_Find(ent, FOFS(classname), classname); } while (ent && (ent->flags & FL_DROPPED_ITEM)); // if we found the destination flag and it's not picked up if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) { // if the player was *very* close VectorSubtract( self->client->ps.origin, ent->s.origin, dir ); if ( VectorLength(dir) < 200 ) { self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT; if ( attacker->client ) { attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT; } } } } } /* ================== CheckAlmostScored ================== */ void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) { gentity_t *ent; vec3_t dir; char *classname; // if the player was carrying cubes if ( self->client->ps.generic1 ) { if ( self->client->sess.sessionTeam == TEAM_BLUE ) { classname = "team_redobelisk"; } else { classname = "team_blueobelisk"; } ent = G_Find(NULL, FOFS(classname), classname); // if we found the destination obelisk if ( ent ) { // if the player was *very* close VectorSubtract( self->client->ps.origin, ent->s.origin, dir ); if ( VectorLength(dir) < 200 ) { self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT; if ( attacker->client ) { attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT; } } } } } /* ================== player_die ================== */ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { gentity_t *ent; int anim; int contents; int killer; int i; char *killerName, *obit; if ( self->client->ps.pm_type == PM_DEAD ) { return; } if ( level.intermissiontime ) { return; } // check for an almost capture CheckAlmostCapture( self, attacker ); // check for a player that almost brought in cubes CheckAlmostScored( self, attacker ); if (self->client && self->client->hook) { Weapon_HookFree(self->client->hook); } #ifdef MISSIONPACK if ((self->client->ps.eFlags & EF_TICKING) && self->activator) { self->client->ps.eFlags &= ~EF_TICKING; self->activator->think = G_FreeEntity; self->activator->nextthink = level.time; } #endif self->client->ps.pm_type = PM_DEAD; if ( attacker ) { killer = attacker->s.number; if ( attacker->client ) { killerName = attacker->client->pers.netname; } else { killerName = ""; } } else { killer = ENTITYNUM_WORLD; killerName = ""; } if ( killer < 0 || killer >= MAX_CLIENTS ) { killer = ENTITYNUM_WORLD; killerName = ""; } if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) { obit = ""; } else { obit = modNames[ meansOfDeath ]; } G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n", killer, self->s.number, meansOfDeath, killerName, self->client->pers.netname, obit ); // broadcast the death event to everyone ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY ); ent->s.eventParm = meansOfDeath; ent->s.otherEntityNum = self->s.number; ent->s.otherEntityNum2 = killer; ent->r.svFlags = SVF_BROADCAST; // send to everyone self->enemy = attacker; self->client->ps.persistant[PERS_KILLED]++; if (attacker && attacker->client) { attacker->client->lastkilled_client = self->s.number; if ( attacker == self || OnSameTeam (self, attacker ) ) { AddScore( attacker, self->r.currentOrigin, -1 ); } else { AddScore( attacker, self->r.currentOrigin, 1 ); if( meansOfDeath == MOD_GAUNTLET ) { // play humiliation on player attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++; // add the sprite over the player's head attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; // also play humiliation on target self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD; } // check for two kills in a short amount of time // if this is close enough to the last kill, give a reward sound if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) { // play excellent on player attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++; // add the sprite over the player's head attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP ); attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; } attacker->client->lastKillTime = level.time; } } else { AddScore( self, self->r.currentOrigin, -1 ); } // Add team bonuses Team_FragBonuses(self, inflictor, attacker); // if I committed suicide, the flag does not fall, it returns. if (meansOfDeath == MOD_SUICIDE) { if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF Team_ReturnFlag( TEAM_FREE ); self->client->ps.powerups[PW_NEUTRALFLAG] = 0; } else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF Team_ReturnFlag( TEAM_RED ); self->client->ps.powerups[PW_REDFLAG] = 0; } else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF Team_ReturnFlag( TEAM_BLUE ); self->client->ps.powerups[PW_BLUEFLAG] = 0; } } // if client is in a nodrop area, don't drop anything (but return CTF flags!) contents = trap_PointContents( self->r.currentOrigin, -1 ); if ( !( contents & CONTENTS_NODROP )) { TossClientItems( self ); } else { if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF Team_ReturnFlag( TEAM_FREE ); } else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF Team_ReturnFlag( TEAM_RED ); } else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF Team_ReturnFlag( TEAM_BLUE ); } } #ifdef MISSIONPACK TossClientPersistantPowerups( self ); if( g_gametype.integer == GT_HARVESTER ) { TossClientCubes( self ); } #endif Cmd_Score_f( self ); // show scores // send updated scores to any clients that are following this one, // or they would get stale scoreboards for ( i = 0 ; i < level.maxclients ; i++ ) { gclient_t *client; client = &level.clients[i]; if ( client->pers.connected != CON_CONNECTED ) { continue; } if ( client->sess.sessionTeam != TEAM_SPECTATOR ) { continue; } if ( client->sess.spectatorClient == self->s.number ) { Cmd_Score_f( g_entities + i ); } } self->takedamage = qtrue; // can still be gibbed self->s.weapon = WP_NONE; self->s.powerups = 0; self->r.contents = CONTENTS_CORPSE; self->s.angles[0] = 0; self->s.angles[2] = 0; LookAtKiller (self, inflictor, attacker); VectorCopy( self->s.angles, self->client->ps.viewangles ); self->s.loopSound = 0; self->r.maxs[2] = -8; // don't allow respawn until the death anim is done // g_forcerespawn may force spawning at some later time self->client->respawnTime = level.time + 1700; // remove powerups memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) ); // never gib in a nodrop if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) { // gib death GibEntity( self, killer ); } else { // normal death static int i; switch ( i ) { case 0: anim = BOTH_DEATH1; break; case 1: anim = BOTH_DEATH2; break; case 2: default: anim = BOTH_DEATH3; break; } // for the no-blood option, we need to prevent the health // from going to gib level if ( self->health <= GIB_HEALTH ) { self->health = GIB_HEALTH+1; } self->client->ps.legsAnim = ( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; self->client->ps.torsoAnim = ( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; G_AddEvent( self, EV_DEATH1 + i, killer ); // the body can still be gibbed self->die = body_die; // globally cycle through the different death animations i = ( i + 1 ) % 3; #ifdef MISSIONPACK if (self->s.eFlags & EF_KAMIKAZE) { Kamikaze_DeathTimer( self ); } #endif } trap_LinkEntity (self); } /* ================ CheckArmor ================ */ int CheckArmor (gentity_t *ent, int damage, int dflags) { gclient_t *client; int save; int count; if (!damage) return 0; client = ent->client; if (!client) return 0; if (dflags & DAMAGE_NO_ARMOR) return 0; // armor count = client->ps.stats[STAT_ARMOR]; save = ceil( damage * ARMOR_PROTECTION ); if (save >= count) save = count; if (!save) return 0; client->ps.stats[STAT_ARMOR] -= save; return save; } /* ================ RaySphereIntersections ================ */ int RaySphereIntersections( vec3_t origin, float radius, vec3_t point, vec3_t dir, vec3_t intersections[2] ) { float b, c, d, t; // | origin - (point + t * dir) | = radius // a = dir[0]^2 + dir[1]^2 + dir[2]^2; // b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2])); // c = (point[0] - origin[0])^2 + (point[1] - origin[1])^2 + (point[2] - origin[2])^2 - radius^2; // normalize dir so a = 1 VectorNormalize(dir); b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2])); c = (point[0] - origin[0]) * (point[0] - origin[0]) + (point[1] - origin[1]) * (point[1] - origin[1]) + (point[2] - origin[2]) * (point[2] - origin[2]) - radius * radius; d = b * b - 4 * c; if (d > 0) { t = (- b + sqrt(d)) / 2; VectorMA(point, t, dir, intersections[0]); t = (- b - sqrt(d)) / 2; VectorMA(point, t, dir, intersections[1]); return 2; } else if (d == 0) { t = (- b ) / 2; VectorMA(point, t, dir, intersections[0]); return 1; } return 0; } #ifdef MISSIONPACK /* ================ G_InvulnerabilityEffect ================ */ int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir ) { gentity_t *impact; vec3_t intersections[2], vec; int n; if ( !targ->client ) { return qfalse; } VectorCopy(dir, vec); VectorInverse(vec); // sphere model radius = 42 units n = RaySphereIntersections( targ->client->ps.origin, 42, point, vec, intersections); if (n > 0) { impact = G_TempEntity( targ->client->ps.origin, EV_INVUL_IMPACT ); VectorSubtract(intersections[0], targ->client->ps.origin, vec); vectoangles(vec, impact->s.angles); impact->s.angles[0] += 90; if (impact->s.angles[0] > 360) impact->s.angles[0] -= 360; if ( impactpoint ) { VectorCopy( intersections[0], impactpoint ); } if ( bouncedir ) { VectorCopy( vec, bouncedir ); VectorNormalize( bouncedir ); } return qtrue; } else { return qfalse; } } #endif /* ============ 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 for knockback point point at which the damage is being inflicted, used for headshots damage amount of damage being inflicted knockback force to be applied against targ as a result of the damage inflictor, attacker, dir, and point can be NULL for environmental effects 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_NO_KNOCKBACK do not affect velocity, just view angles DAMAGE_NO_PROTECTION kills godmode, armor, everything ============ */ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod ) { gclient_t *client; int take; int save; int asave; int knockback; int max; #ifdef MISSIONPACK vec3_t bouncedir, impactpoint; #endif if (!targ->takedamage) { return; } // the intermission has allready been qualified for, so don't // allow any extra scoring if ( level.intermissionQueued ) { return; } #ifdef MISSIONPACK if ( targ->client && mod != MOD_JUICED) { if ( targ->client->invulnerabilityTime > level.time) { if ( dir && point ) { G_InvulnerabilityEffect( targ, dir, point, impactpoint, bouncedir ); } return; } } #endif if ( !inflictor ) { inflictor = &g_entities[ENTITYNUM_WORLD]; } if ( !attacker ) { attacker = &g_entities[ENTITYNUM_WORLD]; } // shootable doors / buttons don't actually have any health if ( targ->s.eType == ET_MOVER ) { if ( targ->use && targ->moverState == MOVER_POS1 ) { targ->use( targ, inflictor, attacker ); } return; } #ifdef MISSIONPACK if( g_gametype.integer == GT_OBELISK && CheckObeliskAttack( targ, attacker ) ) { return; } #endif // reduce damage by the attacker's handicap value // unless they are rocket jumping if ( attacker->client && attacker != targ ) { max = attacker->client->ps.stats[STAT_MAX_HEALTH]; #ifdef MISSIONPACK if( bg_itemlist[attacker->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) { max /= 2; } #endif damage = damage * max / 100; } client = targ->client; if ( client ) { if ( client->noclip ) { return; } } if ( !dir ) { dflags |= DAMAGE_NO_KNOCKBACK; } else { VectorNormalize(dir); } knockback = damage; if ( knockback > 200 ) { knockback = 200; } if ( targ->flags & FL_NO_KNOCKBACK ) { knockback = 0; } if ( dflags & DAMAGE_NO_KNOCKBACK ) { knockback = 0; } // figure momentum add, even if the damage won't be taken if ( knockback && targ->client ) { vec3_t kvel; float mass; mass = 200; VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel); VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity); // set the timer so that the other client can't cancel // out the movement immediately if ( !targ->client->ps.pm_time ) { int t; t = knockback * 2; if ( t < 50 ) { t = 50; } if ( t > 200 ) { t = 200; } targ->client->ps.pm_time = t; targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; } } // check for completely getting out of the damage if ( !(dflags & DAMAGE_NO_PROTECTION) ) { // if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target // if the attacker was on the same team #ifdef MISSIONPACK if ( mod != MOD_JUICED && targ != attacker && !(dflags & DAMAGE_NO_TEAM_PROTECTION) && OnSameTeam (targ, attacker) ) { #else if ( targ != attacker && OnSameTeam (targ, attacker) ) { #endif if ( !g_friendlyFire.integer ) { return; } } #ifdef MISSIONPACK if (mod == MOD_PROXIMITY_MINE) { if (inflictor && inflictor->parent && OnSameTeam(targ, inflictor->parent)) { return; } if (targ == attacker) { return; } } #endif // check for godmode if ( targ->flags & FL_GODMODE ) { return; } } // battlesuit protects from all radius damage (but takes knockback) // and protects 50% against all damage if ( client && client->ps.powerups[PW_BATTLESUIT] ) { G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 ); if ( ( dflags & DAMAGE_RADIUS ) || ( mod == MOD_FALLING ) ) { return; } damage *= 0.5; } // add to the attacker's hit counter (if the target isn't a general entity like a prox mine) if ( attacker->client && targ != attacker && targ->health > 0 && targ->s.eType != ET_MISSILE && targ->s.eType != ET_GENERAL) { if ( OnSameTeam( targ, attacker ) ) { attacker->client->ps.persistant[PERS_HITS]--; } else { attacker->client->ps.persistant[PERS_HITS]++; } attacker->client->ps.persistant[PERS_ATTACKEE_ARMOR] = (targ->health<<8)|(client->ps.stats[STAT_ARMOR]); } // always give half damage if hurting self // calculated after knockback, so rocket jumping works if ( targ == attacker) { damage *= 0.5; } if ( damage < 1 ) { damage = 1; } take = damage; save = 0; // save some from armor asave = CheckArmor (targ, take, dflags); take -= asave; if ( g_debugDamage.integer ) { G_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number, targ->health, take, asave ); } // 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 ) { if ( attacker ) { client->ps.persistant[PERS_ATTACKER] = attacker->s.number; } else { client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD; } client->damage_armor += asave; client->damage_blood += take; client->damage_knockback += knockback; if ( dir ) { VectorCopy ( dir, client->damage_from ); client->damage_fromWorld = qfalse; } else { VectorCopy ( targ->r.currentOrigin, client->damage_from ); client->damage_fromWorld = qtrue; } } // See if it's the player hurting the emeny flag carrier #ifdef MISSIONPACK if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF ) { #else if( g_gametype.integer == GT_CTF) { #endif Team_CheckHurtCarrier(targ, attacker); } if (targ->client) { // set the last client who damaged the target targ->client->lasthurt_client = attacker->s.number; targ->client->lasthurt_mod = mod; } // do the damage if (take) { targ->health = targ->health - take; if ( targ->client ) { targ->client->ps.stats[STAT_HEALTH] = targ->health; } if ( targ->health <= 0 ) { if ( client ) targ->flags |= FL_NO_KNOCKBACK; if (targ->health < -999) targ->health = -999; targ->enemy = attacker; targ->die (targ, inflictor, attacker, take, mod); return; } else if ( targ->pain ) { targ->pain (targ, attacker, take); } } } /* ============ CanDamage Returns qtrue if the inflictor can directly damage the target. Used for explosions and melee attacks. ============ */ qboolean CanDamage (gentity_t *targ, vec3_t origin) { vec3_t dest; trace_t tr; vec3_t midpoint; // use the midpoint of the bounds instead of the origin, because // bmodels may have their origin is 0,0,0 VectorAdd (targ->r.absmin, targ->r.absmax, midpoint); VectorScale (midpoint, 0.5, midpoint); VectorCopy (midpoint, dest); trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID); if (tr.fraction == 1.0 || tr.entityNum == targ->s.number) return qtrue; // this should probably check in the plane of projection, // rather than in world coordinate, and also include Z VectorCopy (midpoint, dest); dest[0] += 15.0; dest[1] += 15.0; trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID); if (tr.fraction == 1.0) return qtrue; VectorCopy (midpoint, dest); dest[0] += 15.0; dest[1] -= 15.0; trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID); if (tr.fraction == 1.0) return qtrue; VectorCopy (midpoint, dest); dest[0] -= 15.0; dest[1] += 15.0; trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID); if (tr.fraction == 1.0) return qtrue; VectorCopy (midpoint, dest); dest[0] -= 15.0; dest[1] -= 15.0; trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID); if (tr.fraction == 1.0) return qtrue; return qfalse; } /* ============ G_RadiusDamage ============ */ qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod) { float points, dist; gentity_t *ent; int entityList[MAX_GENTITIES]; int numListedEntities; vec3_t mins, maxs; vec3_t v; vec3_t dir; int i, e; qboolean hitClient = qfalse; if ( radius < 1 ) { radius = 1; } for ( i = 0 ; i < 3 ; i++ ) { mins[i] = origin[i] - radius; maxs[i] = origin[i] + radius; } numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for ( e = 0 ; e < numListedEntities ; e++ ) { ent = &g_entities[entityList[ e ]]; if (ent == ignore) continue; if (!ent->takedamage) continue; // find the distance from the edge of the bounding box for ( i = 0 ; i < 3 ; i++ ) { if ( origin[i] < ent->r.absmin[i] ) { v[i] = ent->r.absmin[i] - origin[i]; } else if ( origin[i] > ent->r.absmax[i] ) { v[i] = origin[i] - ent->r.absmax[i]; } else { v[i] = 0; } } dist = VectorLength( v ); if ( dist >= radius ) { continue; } points = damage * ( 1.0 - dist / radius ); if( CanDamage (ent, origin) ) { if( LogAccuracyHit( ent, attacker ) ) { hitClient = qtrue; } VectorSubtract (ent->r.currentOrigin, origin, dir); // push the center of mass higher than the origin so players // get knocked into the air more dir[2] += 24; G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod); } } return hitClient; }