quake-progs/combat.qc

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void() T_MissileTouch;
void() info_player_start;
void(entity targ, entity attacker) ClientObituary;
void() monster_death_use;
//============================================================================
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
float(entity targ, entity inflictor) CanDamage =
{
// bmodels need special checking because their origin is 0,0,0
if (targ.movetype == MOVETYPE_PUSH)
{
traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
if (trace_fraction == 1)
return TRUE;
if (trace_ent == targ)
return TRUE;
return FALSE;
}
traceline(inflictor.origin, targ.origin, TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
return FALSE;
};
/*
============
Killed
============
*/
void(entity targ, entity attacker) Killed =
{
local entity oself;
oself = self;
self = targ;
if (self.health < -99)
self.health = -99; // don't let sbar look bad if a player
// so we can find out who shot the box that kilt self
if (self.classname == "misc_explobox" || self.classname == "misc_explobox2")
self.enemy = attacker;
if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
{ // doors, triggers, etc
self.th_die ();
self = oself;
return;
}
self.enemy = attacker;
// bump the monster counter
if (self.flags & FL_MONSTER)
{
killed_monsters = killed_monsters + 1;
local entity pl;
// [slipyx] add to player frag count. regain monster frags too
if (attacker.classname == "player")
pl = attacker;
// for explo_box
else if (!(attacker.flags & FL_MONSTER) &&
attacker.enemy.classname == "player")
pl = attacker.enemy;
if (pl) {
pl.frags += (1);
// bonus shambler brag message :)
if (self.classname == "monster_shambler") {
bprint (pl.netname); bprint (" killed a shambler!\n");
}
// was a revenge kill, gain monster's kills
if (self.frags > 0) {
pl.frags += self.frags;
bprint (pl.netname);
if (pl.netname != self.netname) {
bprint (" avenged "); bprint (self.netname);
} else bprint (" got revenge");
bprint ("!\n");
}
}
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
}
// [slipyx] add to monster's frag count.
if ((attacker.flags & FL_MONSTER)) {
// absorb monsters frags and recent kill name too
if (self.flags & FL_MONSTER) {
if (self.frags > 0) {
attacker.frags += self.frags;
attacker.netname = self.netname;
}
}
// only add player kills
if (self.classname == "player") {
attacker.frags += 1;
// keep track of recent player killed
attacker.netname = self.netname;
}
// some bonus visual effects
if (attacker.frags > 0) {
attacker.effects = (EF_DIMLIGHT | EF_BLUE);
}
if (attacker.frags > 1) {
attacker.effects = (EF_DIMLIGHT | EF_RED);
}
if (attacker.frags > 2) {
attacker.effects = (EF_DIMLIGHT | EF_RED | EF_BLUE);
}
}
ClientObituary(self, attacker);
self.takedamage = DAMAGE_NO;
self.touch = SUB_Null;
self.effects = 0;
monster_death_use();
self.th_die ();
self = oself;
};
/*
============
T_Damage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
============
*/
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
{
local vector dir;
local entity oldself;
local float save;
local float take;
// [slipyx] is both targ and attacker a client? and the same client?
local float bothcl, samecl;
if (!targ.takedamage)
return;
// [slipyx] detect if both targ and attacker are clients and if the same
bothcl = ((targ.flags & FL_CLIENT) && (attacker.flags & FL_CLIENT));
samecl = FALSE;
if ( bothcl ) samecl = (targ == attacker);
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
// check for quad damage powerup on the attacker
if (attacker.super_damage_finished > time)
damage = damage * 4;
// save damage based on the target's armor level
// [slipyx] coop client teamplay armor damage avoidance
if ( coop && (teamplay == 1) && bothcl )
save = 0;
else
save = ceil(targ.armortype*damage);
if (save >= targ.armorvalue)
{
save = targ.armorvalue;
targ.armortype = 0; // lost all armor
targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
}
targ.armorvalue = targ.armorvalue - save;
take = ceil(damage-save);
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// FIXME: remove after combining shotgun blasts?
if (targ.flags & FL_CLIENT)
{
targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
damage_inflictor = inflictor;
// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
{
// [slipyx] no momentum against coop client teammates
if ( !(coop && (teamplay == 1) && bothcl && !samecl) ) {
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
targ.velocity = targ.velocity + dir*damage*8;
}
}
// check for godmode or invincibility
if (targ.flags & FL_GODMODE)
return;
if (targ.invincible_finished >= time)
{
if (self.invincible_sound < time)
{
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
self.invincible_sound = time + 2;
}
return;
}
// [slipyx] coop client teamplay damage avoidance
if ( coop && (teamplay == 1) && bothcl ) return;
// teamplay damage avoidance
if ( (teamplay == 1) && (targ.team > 0)&&(targ.team == attacker.team) ) return;
// do the damage
targ.health = targ.health - take;
if (targ.health <= 0)
{
Killed (targ, attacker);
return;
}
// react to the damage
oldself = self;
self = targ;
if ( (self.flags & FL_MONSTER) && attacker != world)
{
// get mad unless of the same class (except for soldiers)
if (self != attacker && attacker != self.enemy)
{
if ( (self.classname != attacker.classname)
|| (self.classname == "monster_army" ) )
{
if (self.enemy.classname == "player")
self.oldenemy = self.enemy;
self.enemy = attacker;
FoundTarget ();
}
}
}
if (self.th_pain)
{
self.th_pain (attacker, take);
// nightmare mode monsters don't go into pain frames often
if (skill == 3)
self.pain_finished = time + 5;
}
self = oldself;
};
/*
============
T_RadiusDamage
============
*/
void(entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage =
{
local float points;
local entity head;
local vector org;
head = findradius(inflictor.origin, damage+40);
while (head)
{
if (head != ignore)
{
if (head.takedamage)
{
org = head.origin + (head.mins + head.maxs)*0.5;
points = 0.5*vlen (inflictor.origin - org);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, inflictor))
{ // shambler takes half damage from all explosions
if (head.classname == "monster_shambler")
T_Damage (head, inflictor, attacker, points*0.5);
else
T_Damage (head, inflictor, attacker, points);
}
}
}
}
head = head.chain;
}
};
/*
============
T_BeamDamage
============
*/
/*void(entity attacker, float damage) T_BeamDamage =
{
local float points;
local entity head;
head = findradius(attacker.origin, damage+40);
while (head)
{
if (head.takedamage)
{
points = 0.5*vlen (attacker.origin - head.origin);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, attacker))
{
if (head.classname == "monster_shambler")
T_Damage (head, attacker, attacker, points*0.5);
else
T_Damage (head, attacker, attacker, points);
}
}
}
head = head.chain;
}
};*/