/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP 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 3 of the License, or (at your option) any later version. RTCW SP 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 RTCW SP Source Code. If not, see . In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /* * name: g_combat.c * * desc: * */ #include "g_local.h" /* ============ AddScore Adds score to both the client and his team ============ */ void AddScore( gentity_t *ent, int score ) { if ( !ent->client ) { return; } // no scoring during pre-match warmup if ( level.warmupTime ) { return; } // Ridah, no scoring during single player // DHM - Nerve :: fix typo if ( g_gametype.integer == GT_SINGLE_PLAYER ) { return; } // done. ent->client->ps.persistant[PERS_SCORE] += score; if ( g_gametype.integer == GT_TEAM ) { level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score; } CalculateRanks(); } extern qboolean G_ThrowChair( gentity_t *ent, vec3_t dir, qboolean force ); /* ================= TossClientItems Toss the weapon and powerups for the killed player ================= */ void TossClientItems( gentity_t *self ) { gitem_t *item; vec3_t forward; int weapon; float angle; int i; gentity_t *drop = 0; // drop the weapon if not a gauntlet or machinegun weapon = self->s.weapon; switch ( self->aiCharacter ) { case AICHAR_ZOMBIE: case AICHAR_WARZOMBIE: case AICHAR_LOPER: return; //----(SA) removed DK's special case default: break; } AngleVectors( self->r.currentAngles, forward, NULL, NULL ); G_ThrowChair( self, forward, qtrue ); // drop chair if you're holding one //----(SA) added // 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. // (SA) always drop what you were switching to if ( 1 ) { // if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) { if ( self->client->ps.weaponstate == WEAPON_DROPPING || self->client->ps.weaponstate == WEAPON_DROPPING_TORELOAD ) { weapon = self->client->pers.cmd.weapon; } if ( !( COM_BitCheck( self->client->ps.weapons, weapon ) ) ) { weapon = WP_NONE; } } //----(SA) added if ( weapon == WP_SNOOPERSCOPE ) { weapon = WP_GARAND; } if ( weapon == WP_FG42SCOPE ) { weapon = WP_FG42; } if ( weapon == WP_AKIMBO ) { //----(SA) added weapon = WP_COLT; } //----(SA) end if ( weapon > WP_NONE && weapon < WP_MONSTER_ATTACK1 && self->client->ps.ammo[ BG_FindAmmoForWeapon( weapon )] ) { // find the item type for this weapon item = BG_FindItemForWeapon( weapon ); // spawn the item // Rafael if ( !( self->client->ps.persistant[PERS_HWEAPON_USE] ) ) { drop = Drop_Item( self, item, 0, qfalse ); } } if ( g_gametype.integer == GT_SINGLE_PLAYER ) { // dropped items stay forever in SP if ( drop ) { drop->nextthink = 0; } } if ( g_gametype.integer != GT_TEAM ) { // drop all the powerups if not in teamplay 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, qfalse ); // decide how many seconds it has left drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000; if ( drop->count < 1 ) { drop->count = 1; } drop->nextthink = 0; // stay forever angle += 45; } } } } /* ================== 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; } /* ============== GibHead ============== */ void GibHead( gentity_t *self, int killer ) { G_AddEvent( self, EV_GIB_HEAD, killer ); } /* ================== GibEntity ================== */ void GibEntity( gentity_t *self, int killer ) { gentity_t *other = &g_entities[killer]; vec3_t dir; VectorClear( dir ); if ( other->inuse ) { if ( other->client ) { VectorSubtract( self->r.currentOrigin, other->r.currentOrigin, dir ); VectorNormalize( dir ); } else if ( !VectorCompare( other->s.pos.trDelta, vec3_origin ) ) { VectorNormalize2( other->s.pos.trDelta, dir ); } } G_AddEvent( self, EV_GIB_PLAYER, DirToByte( dir ) ); 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; } if ( self->aiCharacter == AICHAR_HEINRICH || self->aiCharacter == AICHAR_HELGA || self->aiCharacter == AICHAR_SUPERSOLDIER || self->aiCharacter == AICHAR_PROTOSOLDIER ) { if ( self->health <= GIB_HEALTH ) { self->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_RAILGUN", "MOD_LIGHTNING", "MOD_BFG", "MOD_BFG_SPLASH", "MOD_KNIFE", "MOD_KNIFE2", "MOD_KNIFE_STEALTH", "MOD_LUGER", "MOD_COLT", "MOD_MP40", "MOD_THOMPSON", "MOD_STEN", "MOD_MAUSER", "MOD_SNIPERRIFLE", "MOD_GARAND", "MOD_SNOOPERSCOPE", "MOD_SILENCER", //----(SA) "MOD_AKIMBO", //----(SA) "MOD_BAR", //----(SA) "MOD_FG42", "MOD_FG42SCOPE", "MOD_PANZERFAUST", "MOD_ROCKET_LAUNCHER", "MOD_GRENADE_LAUNCHER", "MOD_VENOM", "MOD_VENOM_FULL", "MOD_FLAMETHROWER", "MOD_TESLA", "MOD_SPEARGUN", "MOD_SPEARGUN_CO2", "MOD_GRENADE_PINEAPPLE", "MOD_CROSS", "MOD_MORTAR", "MOD_MORTAR_SPLASH", "MOD_KICKED", "MOD_GRABBER", "MOD_DYNAMITE", "MOD_DYNAMITE_SPLASH", "MOD_AIRSTRIKE", // JPW NERVE "MOD_WATER", "MOD_SLIME", "MOD_LAVA", "MOD_CRUSH", "MOD_TELEFRAG", "MOD_FALLING", "MOD_SUICIDE", "MOD_TARGET_LASER", "MOD_TRIGGER_HURT", "MOD_GRAPPLE", "MOD_EXPLOSIVE", "MOD_POISONGAS", "MOD_ZOMBIESPIT", "MOD_ZOMBIESPIT_SPLASH", "MOD_ZOMBIESPIRIT", "MOD_ZOMBIESPIRIT_SPLASH", "MOD_LOPER_LEAP", "MOD_LOPER_GROUND", "MOD_LOPER_HIT", // JPW NERVE "MOD_LT_ARTILLERY", "MOD_LT_AIRSTRIKE", "MOD_ENGINEER", // not sure if we'll use "MOD_MEDIC", // these like this or not // jpw "MOD_BAT" }; /* ================== 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 = 0; int killer; int i; char *killerName, *obit; qboolean nogib = qtrue; gitem_t *item = NULL; // JPW NERVE for flag drop vec3_t launchvel; // JPW NERVE gentity_t *flag; // JPW NERVE if ( self->client->ps.pm_type == PM_DEAD ) { return; } if ( level.intermissiontime ) { return; } //----(SA) commented out as we have no hook // if (self->client && self->client->hook) // Weapon_HookFree(self->client->hook); 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 ) { if ( attacker == self || OnSameTeam( self, attacker ) ) { AddScore( attacker, -1 ); } else { AddScore( attacker, 1 ); // Ridah, not in single player if ( g_gametype.integer != GT_SINGLE_PLAYER ) { // done. if ( meansOfDeath == MOD_GAUNTLET ) { attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET; attacker->client->ps.persistant[PERS_REWARD_COUNT]++; // add the sprite over the player's head // attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT /*| EF_AWARD_GAUNTLET*/ ); //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_REWARD] = REWARD_GAUNTLET; self->client->ps.persistant[PERS_REWARD_COUNT]++; } // 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 ) { attacker->client->ps.persistant[PERS_REWARD_COUNT]++; attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT; 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*/ ); // attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT; attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME; } // Ridah } // done. attacker->client->lastKillTime = level.time; } } else { AddScore( self, -1 ); } // Add team bonuses Team_FragBonuses( self, inflictor, attacker ); // if client is in a nodrop area, don't drop anything // JPW NERVE new drop behavior if ( g_gametype.integer == GT_SINGLE_PLAYER ) { // only drop here in single player; in multiplayer, drop @ limbo contents = trap_PointContents( self->r.currentOrigin, -1 ); if ( !( contents & CONTENTS_NODROP ) ) { TossClientItems( self ); } } // drop flag regardless if ( g_gametype.integer != GT_SINGLE_PLAYER ) { if ( self->client->ps.powerups[PW_REDFLAG] ) { item = BG_FindItem( "Red Flag" ); } if ( self->client->ps.powerups[PW_BLUEFLAG] ) { item = BG_FindItem( "Blue Flag" ); } launchvel[0] = crandom() * 20; launchvel[1] = crandom() * 20; launchvel[2] = 10 + random() * 10; if ( item ) { flag = LaunchItem( item,self->r.currentOrigin,launchvel ); flag->s.modelindex2 = self->s.otherEntityNum2; // JPW NERVE FIXME set player->otherentitynum2 with old modelindex2 from flag and restore here } } // jpw 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.powerups = 0; // JPW NERVE -- only corpse in SP; in MP, need CONTENTS_BODY so medic can operate if ( g_gametype.integer == GT_SINGLE_PLAYER ) { self->r.contents = CONTENTS_CORPSE; self->s.weapon = WP_NONE; } else { self->client->limboDropWeapon = self->s.weapon; // store this so it can be dropped in limbo } // jpw 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 ) ); if ( g_gametype.integer == GT_SINGLE_PLAYER ) { trap_SendServerCommand( -1, "mu_play sound/music/l_failed_1.wav 0\n" ); trap_SetConfigstring( CS_MUSIC_QUEUE, "" ); // clear queue so it'll be quiet after hit trap_SendServerCommand( -1, "cp missionfail0" ); } // never gib in a nodrop if ( self->health <= GIB_HEALTH && !( contents & CONTENTS_NODROP ) && g_blood.integer ) { // if(self->client->ps.eFlags & EF_HEADSHOT) // { // GibHead(self, killer); // } // else // gib death // { GibEntity( self, killer ); nogib = qfalse; // } } if ( nogib ) { // 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; } // JPW NERVE for medic self->client->medicHealAmt = 0; // jpw 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 + 1, killer ); // the body can still be gibbed self->die = body_die; // globally cycle through the different death animations i = ( i + 1 ) % 3; } trap_LinkEntity( self ); if ( g_gametype.integer == GT_SINGLE_PLAYER ) { AICast_ScriptEvent( AICast_GetCastState( self->s.number ), "death", "" ); } } /* ================ 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; } /* ============== IsHeadShotWeapon ============== */ qboolean IsHeadShotWeapon( int mod, gentity_t *targ, gentity_t *attacker ) { // distance rejection if ( DistanceSquared( targ->r.currentOrigin, attacker->r.currentOrigin ) > ( g_headshotMaxDist.integer * g_headshotMaxDist.integer ) ) { return qfalse; } if ( attacker->aiCharacter ) { // ai's are always allowed headshots from these weapons if ( mod == MOD_SNIPERRIFLE || mod == MOD_SNOOPERSCOPE ) { return qtrue; } if ( g_gameskill.integer != GSKILL_MAX ) { // ai's allowed headshots in skill==GSKILL_MAX return qfalse; } } switch ( targ->aiCharacter ) { // get out quick for ai's that don't take headshots case AICHAR_ZOMBIE: case AICHAR_WARZOMBIE: case AICHAR_HELGA: // boss1 (beast) case AICHAR_LOPER: case AICHAR_VENOM: //----(SA) added return qfalse; default: break; } switch ( mod ) { // players are allowed headshots from these weapons case MOD_LUGER: case MOD_COLT: case MOD_AKIMBO: case MOD_MP40: case MOD_THOMPSON: case MOD_STEN: case MOD_BAR: case MOD_FG42: case MOD_MAUSER: case MOD_GARAND: case MOD_SILENCER: case MOD_FG42SCOPE: case MOD_SNOOPERSCOPE: case MOD_SNIPERRIFLE: return qtrue; } return qfalse; } /* ============== IsHeadShot ============== */ qboolean IsHeadShot( gentity_t *targ, gentity_t *attacker, vec3_t dir, vec3_t point, int mod ) { gentity_t *head; trace_t tr; vec3_t start, end; gentity_t *traceEnt; orientation_t or; qboolean head_shot_weapon = qfalse; // not a player or critter so bail if ( !( targ->client ) ) { return qfalse; } if ( targ->health <= 0 ) { return qfalse; } head_shot_weapon = IsHeadShotWeapon( mod, targ, attacker ); if ( head_shot_weapon ) { head = G_Spawn(); G_SetOrigin( head, targ->r.currentOrigin ); // RF, if there is a valid tag_head for this entity, then use that if ( ( targ->r.svFlags & SVF_CASTAI ) && trap_GetTag( targ->s.number, "tag_head", &or ) ) { VectorCopy( or.origin, head->r.currentOrigin ); VectorMA( head->r.currentOrigin, 6, or.axis[2], head->r.currentOrigin ); // tag is at base of neck } else if ( targ->client->ps.pm_flags & PMF_DUCKED ) { // closer fake offset for 'head' box when crouching head->r.currentOrigin[2] += targ->client->ps.crouchViewHeight + 8; // JPW NERVE 16 is kludge to get head height to match up } //else if(targ->client->ps.legsAnim == LEGS_IDLE && targ->aiCharacter == AICHAR_SOLDIER) // standing with legs bent (about a head shorter than other leg poses) // head->r.currentOrigin[2] += targ->client->ps.viewheight; else { head->r.currentOrigin[2] += targ->client->ps.viewheight; // JPW NERVE pulled this // 6 is fudged "head height" value } VectorCopy( head->r.currentOrigin, head->s.origin ); VectorCopy( targ->r.currentAngles, head->s.angles ); VectorCopy( head->s.angles, head->s.apos.trBase ); VectorCopy( head->s.angles, head->s.apos.trDelta ); VectorSet( head->r.mins, -6, -6, -6 ); // JPW NERVE changed this z from -12 to -6 for crouching, also removed standing offset VectorSet( head->r.maxs, 6, 6, 6 ); // changed this z from 0 to 6 head->clipmask = CONTENTS_SOLID; head->r.contents = CONTENTS_SOLID; trap_LinkEntity( head ); // trace another shot see if we hit the head VectorCopy( point, start ); VectorMA( start, 64, dir, end ); trap_Trace( &tr, start, NULL, NULL, end, targ->s.number, MASK_SHOT ); traceEnt = &g_entities[ tr.entityNum ]; if ( g_debugBullets.integer >= 3 ) { // show hit player head bb gentity_t *tent; vec3_t b1, b2; VectorCopy( head->r.currentOrigin, b1 ); VectorCopy( head->r.currentOrigin, b2 ); VectorAdd( b1, head->r.mins, b1 ); VectorAdd( b2, head->r.maxs, b2 ); tent = G_TempEntity( b1, EV_RAILTRAIL ); VectorCopy( b2, tent->s.origin2 ); tent->s.dmgFlags = 1; // show headshot trace // end the headshot trace at the head box if it hits if ( tr.fraction != 1 ) { VectorMA( start, ( tr.fraction * 64 ), dir, end ); } tent = G_TempEntity( start, EV_RAILTRAIL ); VectorCopy( end, tent->s.origin2 ); tent->s.dmgFlags = 0; } G_FreeEntity( head ); if ( traceEnt == head ) { return qtrue; } } return qfalse; } /* ============== G_ArmorDamage brokeparts is how many should be broken off now curbroke is how many are broken the difference is how many to pop off this time ============== */ void G_ArmorDamage( gentity_t *targ ) { int brokeparts, curbroke; int numParts; int dmgbits = 16; // 32/2; int i; if ( !targ->client ) { return; } if ( targ->s.aiChar == AICHAR_PROTOSOLDIER ) { numParts = 9; } else if ( targ->s.aiChar == AICHAR_SUPERSOLDIER ) { numParts = 14; } else if ( targ->s.aiChar == AICHAR_HEINRICH ) { numParts = 20; } else { return; } if ( numParts > dmgbits ) { numParts = dmgbits; // lock this down so it doesn't overwrite any bits that it shouldn't. TODO: fix this } // determined here (on server) by location of hit and existing armor, you're updating here so // the client knows which pieces are still in place, and by difference with previous state, which // pieces to play an effect where the part is blown off. // Need to do it here so we have info on where the hit registered (head, torso, legs or if we go with more detail; arm, leg, chest, codpiece, etc) // ... Ick, just discovered that the refined hit detection ("hit nearest to which tag") is clientside... // For now, I'll randomly pick a part that hasn't been cleared. This might end up looking okay, and we won't need the refined hits. // however, we still have control on the server-side of which parts come off, regardless of what shceme is used. brokeparts = (int)( ( 1 - ( (float)( targ->health ) / (float)( targ->client->ps.stats[STAT_MAX_HEALTH] ) ) ) * numParts ); // RF, remove flame protection after enough parts gone if ( AICast_NoFlameDamage( targ->s.number ) && ( (float)brokeparts / (float)numParts >= 5.0 / 6.0 ) ) { // figure from DM AICast_SetFlameDamage( targ->s.number, qfalse ); } if ( brokeparts && ( ( targ->s.dmgFlags & ( ( 1 << numParts ) - 1 ) ) != ( 1 << numParts ) - 1 ) ) { // there are still parts left to clear // how many are removed already? curbroke = 0; for ( i = 0; i < numParts; i++ ) { if ( targ->s.dmgFlags & ( 1 << i ) ) { curbroke++; } } // need to remove more if ( brokeparts - curbroke >= 1 && curbroke < numParts ) { for ( i = 0; i < ( brokeparts - curbroke ); i++ ) { int remove = rand() % ( numParts ); if ( !( ( targ->s.dmgFlags & ( ( 1 << numParts ) - 1 ) ) != ( 1 << numParts ) - 1 ) ) { // no parts are available any more break; } // FIXME: lose the 'while' loop. Still should be safe though, since the check above verifies that it will eventually find a valid part while ( targ->s.dmgFlags & ( 1 << remove ) ) { remove = rand() % ( numParts ); } targ->s.dmgFlags |= ( 1 << remove ); // turn off 'undamaged' part if ( (int)( random() + 0.5 ) ) { // choose one of two possible replacements targ->s.dmgFlags |= ( 1 << ( numParts + remove ) ); } } } } } /* ============ 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; if ( !targ->takedamage ) { return; } //----(SA) added if ( g_gametype.integer == GT_SINGLE_PLAYER && !targ->aiCharacter && targ->client && targ->client->cameraPortal ) { // get out of damage in sp if in cutscene. return; } //----(SA) end // if (reloading || saveGamePending) { // map transition is happening, don't do anything if ( g_reloading.integer || saveGamePending ) { return; } // the intermission has allready been qualified for, so don't // allow any extra scoring if ( level.intermissionQueued ) { return; } // RF, track pain for player // This is used by AI to determine how long it has been since their enemy was injured if ( attacker ) { // (SA) whoops, for falling damage there's no attacker if ( targ->client && attacker->client && !( targ->r.svFlags & SVF_CASTAI ) && ( attacker->r.svFlags & SVF_CASTAI ) ) { AICast_RegisterPain( targ->s.number ); } } if ( ( g_gametype.integer == GT_SINGLE_PLAYER ) && !( targ->r.svFlags & SVF_CASTAI ) ) { // the player switch ( mod ) { case MOD_GRENADE: case MOD_GRENADE_SPLASH: case MOD_ROCKET: case MOD_ROCKET_SPLASH: // Rafael - had to change this since the // we added a new lvl of diff if ( g_gameskill.integer == GSKILL_EASY ) { damage *= 0.25; } else if ( g_gameskill.integer == GSKILL_MEDIUM ) { damage *= 0.75; } else if ( g_gameskill.integer == GSKILL_HARD ) { damage *= 0.9; } else { damage *= 0.9; } default: break; } } 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 && !( targ->aiName ) && !( targ->isProp ) && !targ->scriptName ) { if ( targ->use && targ->moverState == MOVER_POS1 ) { targ->use( targ, inflictor, attacker ); } return; } if ( targ->s.eType == ET_MOVER && targ->aiName && !( targ->isProp ) && !targ->scriptName ) { switch ( mod ) { case MOD_GRENADE: case MOD_GRENADE_SPLASH: case MOD_ROCKET: case MOD_ROCKET_SPLASH: break; default: return; // no damage from other weapons } } else if ( targ->s.eType == ET_EXPLOSIVE ) { // 32 Explosive // 64 Dynamite only if ( ( targ->spawnflags & 32 ) || ( targ->spawnflags & 64 ) ) { switch ( mod ) { case MOD_GRENADE: case MOD_GRENADE_SPLASH: case MOD_ROCKET: case MOD_ROCKET_SPLASH: case MOD_AIRSTRIKE: case MOD_GRENADE_PINEAPPLE: case MOD_MORTAR: case MOD_MORTAR_SPLASH: case MOD_EXPLOSIVE: if ( targ->spawnflags & 64 ) { return; } break; case MOD_DYNAMITE: case MOD_DYNAMITE_SPLASH: break; default: return; } } } // reduce damage by the attacker's handicap value // unless they are rocket jumping // Ridah, not in single player (skill levels?) // JPW NERVE pulled this from multiplayer too /* if (g_gametype.integer != GT_SINGLE_PLAYER) // done. if ( attacker->client && attacker != targ ) { damage = damage * attacker->client->ps.stats[STAT_MAX_HEALTH] / 100; } */ // jpw // Ridah, Cast AI's don't hurt other Cast AI's as much if ( ( attacker->r.svFlags & SVF_CASTAI ) && ( targ->r.svFlags & SVF_CASTAI ) ) { if ( !AICast_AIDamageOK( AICast_GetCastState( targ->s.number ), AICast_GetCastState( attacker->s.number ) ) ) { return; } damage = (int)( ceil( (float)damage * 0.5 ) ); } // done. 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 ( knockback > 60 ) { // /way/ lessened for SP. keeps dynamite-jumping potential down knockback = 60; } 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; if ( mod == MOD_LIGHTNING && !( ( level.time + targ->s.number * 50 ) % 400 ) ) { knockback = 60; dir[2] = 0.3; } VectorScale( dir, g_knockback.value * (float)knockback / mass, kvel ); VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity ); if ( targ == attacker && !( mod != MOD_ROCKET && mod != MOD_ROCKET_SPLASH && mod != MOD_GRENADE && mod != MOD_GRENADE_SPLASH && mod != MOD_DYNAMITE ) ) { targ->client->ps.velocity[2] *= 0.25; } // 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 if ( targ != attacker && OnSameTeam( targ, attacker ) ) { if ( !g_friendlyFire.integer ) { return; } } // check for godmode if ( targ->flags & FL_GODMODE ) { return; } // RF, warzombie defense position is basically godmode for the time being if ( targ->flags & FL_DEFENSE_GUARD ) { return; } // check for invulnerability // (SA) moved from below so DAMAGE_NO_PROTECTION will still work if ( client && client->ps.powerups[PW_INVULNERABLE] ) { //----(SA) added 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 ) { return; } damage *= 0.5; } // Ridah, don't play these in single player if ( g_gametype.integer != GT_SINGLE_PLAYER ) { // done. // add to the attacker's hit counter if ( attacker->client && targ != attacker && targ->health > 0 ) { if ( OnSameTeam( targ, attacker ) ) { attacker->client->ps.persistant[PERS_HITS] -= damage; } else { attacker->client->ps.persistant[PERS_HITS] += damage; } } } // always give half damage if hurting self // calculated after knockback, so rocket jumping works if ( g_gametype.integer == GT_SINGLE_PLAYER ) { // JPW NERVE -- removed from multiplayer -- plays havoc with pfaust & demolition balancing qboolean dynamite = (qboolean)( mod == MOD_DYNAMITE || mod == MOD_DYNAMITE_SPLASH ); if ( targ == attacker ) { if ( !dynamite ) { damage *= 0.5; } } if ( dynamite && targ->aiCharacter == AICHAR_HELGA ) { //helga gets special dynamite damage damage *= 0.5; } } if ( damage < 1 ) { damage = 1; } take = damage; save = 0; // save some from armor asave = CheckArmor( targ, take, dflags ); take -= asave; if ( IsHeadShot( targ, attacker, dir, point, mod ) ) { // JPW NERVE -- different headshot behavior in multiplayer if ( g_gametype.integer != GT_SINGLE_PLAYER ) { if ( take * 2 < 50 ) { // head shots, all weapons, do minimum 50 points damage take = 50; } else { take *= 2; // sniper rifles can do full-kill (and knock into limbo) } if ( !( targ->client->ps.eFlags & EF_HEADSHOT ) ) { // only toss hat on first headshot G_AddEvent( targ, EV_LOSE_HAT, DirToByte( dir ) ); } } // jpw else { // by default, a headshot means damage x2 take *= 2; // RF, allow headshot damage multiplier (helmets, etc) // yes, headshotDamageScale of 0 gives no damage, thats because // the bullet hit the head which is fully protected. take *= targ->headshotDamageScale; // player only code if ( !attacker->aiCharacter ) { // (SA) id reqests one-shot kills for head shots on common humanoids // (SA) except pistols. // first pistol head shot does normal 2x damage and flings hat, second gets kill // if((mod != MOD_LUGER && mod != MOD_COLT ) || (targ->client->ps.eFlags & EF_HEADSHOT)) { // (SA) DM requests removing double shot pistol head shots (3/19) // (SA) removed BG for DM. if ( !( dflags & DAMAGE_PASSTHRU ) ) { // ignore headshot 2x damage and snooper-instant-death if the bullet passed through something. just do reg damage. switch ( targ->aiCharacter ) { case AICHAR_BLACKGUARD: if ( !( targ->client->ps.eFlags & EF_HEADSHOT ) ) { // only obliterate him after he's lost his helmet break; } case AICHAR_SOLDIER: case AICHAR_AMERICAN: case AICHAR_ELITEGUARD: case AICHAR_PARTISAN: case AICHAR_CIVILIAN: take = 200; break; default: break; } } if ( !( targ->client->ps.eFlags & EF_HEADSHOT ) ) { // only toss hat on first headshot G_AddEvent( targ, EV_LOSE_HAT, DirToByte( dir ) ); } } } // JPW // shared by both player and ai targ->client->ps.eFlags |= EF_HEADSHOT; } else { // non headshot if ( !( dflags & DAMAGE_PASSTHRU ) ) { // ignore headshot 2x damage and snooper-instant-death if the bullet passed through something. just do reg damage. // snooper kills these types in one shot with any contact if ( ( mod == MOD_SNOOPERSCOPE || mod == MOD_GARAND ) && !( attacker->aiCharacter ) ) { switch ( targ->aiCharacter ) { case AICHAR_SOLDIER: case AICHAR_AMERICAN: case AICHAR_ELITEGUARD: case AICHAR_BLACKGUARD: case AICHAR_PARTISAN: case AICHAR_CIVILIAN: take = 200; break; default: break; } } } } if ( g_debugDamage.integer ) { G_Printf( "client:%i health:%i damage:%i armor:%i\n", 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 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; // Ridah, can't gib with bullet weapons (except VENOM) if ( targ->client ) { if ( mod != MOD_VENOM && attacker == inflictor && targ->health <= GIB_HEALTH ) { if ( targ->aiCharacter != AICHAR_ZOMBIE ) { // zombie needs to be able to gib so we can kill him (although he doesn't actually GIB, he just dies) targ->health = GIB_HEALTH + 1; } } } //G_Printf("health at: %d\n", targ->health); if ( targ->health <= 0 ) { if ( client ) { targ->flags |= FL_NO_KNOCKBACK; } if ( targ->health < -999 ) { targ->health = -999; } targ->enemy = attacker; if ( targ->die ) { // Ridah, mg42 doesn't have die func (FIXME) targ->die( targ, inflictor, attacker, take, mod ); } // if we freed ourselves in death function if ( !targ->inuse ) { return; } // RF, entity scripting if ( targ->s.number >= MAX_CLIENTS && targ->health <= 0 ) { // might have revived itself in death function G_Script_ScriptEvent( targ, "death", "" ); } } else if ( targ->pain ) { if ( dir ) { // Ridah, had to add this to fix NULL dir crash VectorCopy( dir, targ->rotate ); VectorCopy( point, targ->pos3 ); // this will pass loc of hit } else { VectorClear( targ->rotate ); VectorClear( targ->pos3 ); } targ->pain( targ, attacker, take, point ); } G_ArmorDamage( targ ); //----(SA) moved out to separate routine // Ridah, this needs to be done last, incase the health is altered in one of the event calls if ( targ->client ) { targ->client->ps.stats[STAT_HEALTH] = targ->health; } } } /* ============ 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 ) { return qtrue; } if ( &g_entities[tr.entityNum] == targ ) { 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; // JPW NERVE float boxradius; vec3_t dest; trace_t tr; vec3_t midpoint; // jpw if ( radius < 1 ) { radius = 1; } boxradius = 1.41421356 * radius; // radius * sqrt(2) for bounding box enlargement -- // bounding box was checking against radius / sqrt(2) if collision is along box plane for ( i = 0 ; i < 3 ; i++ ) { mins[i] = origin[i] - boxradius; // JPW NERVE maxs[i] = origin[i] + boxradius; // JPW NERVE } 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; } /* JPW NERVE -- we can put this back if we need to, but it kinna sucks for human-sized bboxes // 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; } } */ // JPW NERVE if ( !ent->r.bmodel ) { VectorSubtract( ent->r.currentOrigin,origin,v ); // JPW NERVE simpler centroid check that doesn't have box alignment weirdness } else { 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; } } } // jpw dist = VectorLength( v ); if ( dist >= radius ) { continue; } points = damage * ( 1.0 - dist / radius ); // JPW NERVE -- different radiusdmg behavior for MP -- big explosions should do less damage (over less distance) through failed traces 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 ); } // JPW NERVE -- MP weapons should do 1/8 damage through walls over 1/8th distance else { if ( g_gametype.integer != GT_SINGLE_PLAYER ) { VectorAdd( ent->r.absmin, ent->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 ) { VectorSubtract( dest,origin,dest ); dist = VectorLength( dest ); if ( dist < radius * 0.2f ) { // closer than 1/4 dist if ( LogAccuracyHit( ent, attacker ) ) { hitClient = qtrue; } VectorSubtract( ent->r.currentOrigin, origin, dir ); dir[2] += 24; G_Damage( ent, NULL, attacker, dir, origin, (int)( points * 0.1f ), DAMAGE_RADIUS, mod ); } } } } // jpw } return hitClient; }