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- /* Copyright (C) 1996-2022 id Software LLC
- This program 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.
- This program 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 this program; if not, write to the Free Software
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- See file, 'COPYING', for details.
- */
- void() T_MissileTouch;
- void() info_player_start;
- void(entity targ, entity attacker) ClientObituary;
- void(entity who) ResistanceSound;
- //============================================================================
- /*
- ============
- 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
- 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;
- WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
- }
- ClientObituary(self, attacker);
-
- self.takedamage = DAMAGE_NO;
- self.touch = SUB_Null;
- // removed monsters
- // monster_death_use();
- self.th_die ();
-
- self = oself;
- };
- // *TEAMPLAY*
- // Prototypes
- float(entity targ, entity inflictor, entity attacker, float damage) TeamArmorDam;
- float(entity targ, entity inflictor, entity attacker, float damage) TeamHealthDam;
- /*
- ============
- 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;
- if (!targ.takedamage)
- return;
- // 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;
- // RUNE: check for double damage for rune of Black Magic powerup
- if (attacker.player_flag & ITEM_RUNE2_FLAG)
- damage = damage * 2;
- // RUNE
- //RUNE check if target has rune of Earth Magic (half damage)
- if (targ.player_flag & ITEM_RUNE1_FLAG) {
- damage = damage / 2;
- ResistanceSound(targ);
- }
- //RUNE
- // *XXX* EXPERT CTF mark players who hurt the flag carrier, so they
- // are worth more points for a while.
- if ( (attacker.classname == "player") && // attacker must be a player
- (targ.player_flag & ITEM_ENEMY_FLAG) && // target is a flag carrier
- (attacker.lastteam != targ.lastteam) && // target and attacker on diff teams
- (targ.lastteam > 0) ) // unconnected check?
- attacker.last_hurt_carrier = time;
-
- // save damage based on the target's armor level
- // *TEAMPLAY*
- // TeamArmorDam returns true iff the attacker can damage the target's armor
- if (TeamArmorDam(targ, inflictor, attacker, damage))
- save = ceil(targ.armortype*damage);
- else
- save = 0;
- 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;
- }
- // figure momentum add
- if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
- {
- 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.team == targ.lastteam) { // 666 or god mode doesn't save ya
- 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;
- }
- }
- // team play damage avoidance
- if ( (teamplay == 1) && (targ.team > 0)&&(targ.team == attacker.team) )
- return;
-
- // *TEAMPLAY*
- // TeamHealthDam will return true if the attacker can damage the target's
- // health
- if (!TeamHealthDam(targ, inflictor, attacker, damage))
- 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.th_pain)
- self.th_pain (attacker, take);
- 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;
- }
- };
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