Example #1
0
void GrappleAnchor()
{
    gedict_t *owner = PROG_TO_EDICT( self->s.v.owner );

    if (other == owner)
        return;

    // DO NOT allow the grapple to hook to any projectiles, no matter WHAT!
    // if you create new types of projectiles, make sure you use one of the
    // classnames below or write code to exclude your new classname so
    // grapples will not stick to them.

    if ( streq(other->s.v.classname, "rocket")  ||
            streq(other->s.v.classname, "grenade") ||
            streq(other->s.v.classname, "spike"  ) ||
            streq(other->s.v.classname, "hook"   ))
        return;

    if ( other->ct == ctPlayer )
    {
        // grappling players in prewar is annoying
        if ( match_in_progress != 2 || (tp_num() == 4 && streq(getteam(other), getteam(owner))) )
        {
            GrappleReset( self );
            return;
        }

        sound ( self, CHAN_WEAPON, "player/axhit1.wav", 1, ATTN_NORM );

        // previously 10 damage per hit, but at close range that could be exploited
        other->deathtype = dtHOOK;
        T_Damage ( other, self, owner, 1 );

        // make hook invisible since we will be pulling directly
        // towards the player the hook hit. Quakeworld makes it
        // too quirky to try to match hook's velocity with that of
        // the client that it hit.
        setmodel ( self, "" );
    }
    else
    {
        sound ( self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM );

        // One point of damage inflicted upon impact. Subsequent
        // damage will only be done to PLAYERS... this way secret
        // doors and triggers will only be damaged once.
        if ( other->s.v.takedamage ) {
            other->deathtype = dtHOOK;
            T_Damage ( other, self, owner, 1 );
        }

        SetVector( self->s.v.velocity , 0, 0, 0 );
        SetVector( self->s.v.avelocity, 0, 0, 0 );
    }

    // conveniently clears the sound channel of the CHAIN1 sound,
    // which is a looping sample and would continue to play. Tink1 is
    // the least offensive choice, as NULL.WAV loops and clogs the
    // channel with silence
    sound ( owner, CHAN_NO_PHS_ADD + CHAN_WEAPON, "weapons/tink1.wav", 1, ATTN_NORM );

    if ( !owner->s.v.button0 )
    {
        GrappleReset( self );
        return;
    }

    if ( (int)owner->s.v.flags & FL_ONGROUND )
        owner->s.v.flags -= FL_ONGROUND;

    owner->on_hook = true;
    sound ( owner, CHAN_WEAPON, "weapons/chain2.wav", 1, ATTN_NORM );
    owner->ctf_sound = true;

    self->s.v.enemy     = EDICT_TO_PROG( other );
    self->s.v.think     = (func_t) GrappleTrack;
    self->s.v.nextthink = g_globalvars.time;
    self->s.v.solid     = SOLID_NOT;
    self->s.v.touch     = (func_t) SUB_Null;
}
Example #2
0
File: combat.c Project: meag/ktx
void T_Damage( gedict_t * targ, gedict_t * inflictor, gedict_t * attacker, float damage )
{
	vec3_t          dir;
	gedict_t       *oldself;
	float           save;
	float           take;
	int				i, c1 = 8, c2 = 4, hdp;
	float			dmg_dealt = 0, virtual_take = 0;
	float			non_hdp_damage; // save damage before handicap apply for kickback calculation
	float			native_damage = damage; // save damage before apply any modificator
	char            *attackerteam, *targteam, *attackername, *victimname;
	qbool			tp4teamdmg = false;

	//midair and instagib
	float playerheight = 0, midheight = 0;
	qbool midair = false, inwater = false, do_dmg = false, rl_dmg = false, stomp_dmg = false;

	// can't apply damage to dead
	if ( !targ->s.v.takedamage || ISDEAD( targ ) )
		return;

	// can't damage other players in race
	if ( isRACE() && ( attacker != targ ) )
	{
			if ( targ->ct == ctPlayer || attacker->ct == ctPlayer )
				return;
	}

	// ignore almost all damage in CA while coutdown
	if ( isCA() && match_in_progress && ra_match_fight != 2 )
	{
		if ( !( 	dtTELE1 == targ->deathtype	// always do tele damage
				 || dtTELE2 == targ->deathtype	// always do tele damage
				 || dtTELE3 == targ->deathtype	// always do tele damage
				 || dtSUICIDE == targ->deathtype // do suicide damage anyway
			  )
		)
			return;
	}	

	// used by buttons and triggers to set activator for target firing
	damage_attacker = attacker;
	damage_inflictor = inflictor;

	attackerteam = getteam( attacker );
	targteam = getteam( targ );

	if ( (int)cvar("k_midair") )
		midair = true;

	// in bloodfest boss damage factor.
	if ( k_bloodfest && attacker->bloodfest_boss )
	{
		damage *= 4;
	}

	// check for quad damage powerup on the attacker
	// midair quad makes rockets fast, but no change to damage
	if ( attacker->super_damage_finished > g_globalvars.time
	     && strneq( inflictor->s.v.classname, "door" ) && dtSTOMP != targ->deathtype
		 && !midair 
	   )
		damage *= ( deathmatch == 4 ? 8 : 4 ); // in dmm4 quad is octa actually

	// ctf strength rune
	if ( attacker->ctf_flag & CTF_RUNE_STR )
		damage *= 2;

	// ctf resistance rune
	if ( targ->ctf_flag & CTF_RUNE_RES )
	{
		damage /= 2;
		ResistanceSound( targ );
	}

	// did we hurt enemy flag carrier?
	if ( (targ->ctf_flag & CTF_FLAG) && (!streq(targteam, attackerteam)) )
	{
		attacker->carrier_hurt_time = g_globalvars.time;
	}

	// in teamplay 4 we do no armor or health damage to teammates (unless telefrag), but do apply velocity changes
	if ( tp_num() == 4 && streq(targteam, attackerteam) && ( isCA() || targ != attacker ) && !TELEDEATH(targ) )
	{
		tp4teamdmg = true;
	}

	if ( midair || cvar("k_instagib") )
	{
		traceline( PASSVEC3(targ->s.v.origin),
				targ->s.v.origin[0], 
				targ->s.v.origin[1], 
				targ->s.v.origin[2] - 2048,
				true, targ );

		playerheight = targ->s.v.absmin[2] - g_globalvars.trace_endpos[2] + ( cvar("k_instagib") ? 1 : 0 );
	}

	// get some data before apply damage in mid air mode
	if ( midair )
	{
		inwater = ( ((int)targ->s.v.flags & FL_INWATER) && targ->s.v.waterlevel > 1 );

		if ( streq( inflictor->s.v.classname, "rocket" ))
			midheight = targ->s.v.origin[2] - inflictor->s.v.oldorigin[2];

		rl_dmg = ( targ->ct == ctPlayer && dtRL == targ->deathtype );
		stomp_dmg = ( targ->ct == ctPlayer && dtSTOMP == targ->deathtype );

		if ( !rl_dmg ) {
			// damage types which ignore "lowheight"
			do_dmg =   targ->ct != ctPlayer				// always do damage to non player, secret doors etc...
				 	|| dtWATER_DMG == targ->deathtype	// always do water damage
				 	|| dtLAVA_DMG  == targ->deathtype	// always do lava damage
				 	|| dtSLIME_DMG == targ->deathtype	// always do slime damage
				 	|| dtSTOMP == targ->deathtype	// always do stomp damage
				 	|| dtTELE1 == targ->deathtype	// always do tele damage
				 	|| dtTELE2 == targ->deathtype	// always do tele damage
				 	|| dtTELE3 == targ->deathtype	// always do tele damage
					|| dtSUICIDE == targ->deathtype; // do suicide damage anyway
		}
	}

	non_hdp_damage = damage; // save damage before handicap apply for kickback calculation

	// #handicap#
	if ( attacker != targ ) // attack no self
	if ( attacker->ct == ctPlayer && targ->ct == ctPlayer ) // player vs player
	if ( ( hdp = GetHandicap(attacker) ) != 100 ) // skip checks if hdp == 100
	if (    dtAXE  == targ->deathtype
 		 || dtSG   == targ->deathtype
		 || dtSSG  == targ->deathtype
		 || dtNG   == targ->deathtype
		 || dtSNG  == targ->deathtype
		 || dtGL   == targ->deathtype
		 || dtRL   == targ->deathtype
		 || dtLG_BEAM     == targ->deathtype
		 || dtLG_DIS      == targ->deathtype
		 || dtLG_DIS_SELF == targ->deathtype // even that impossible
	   ) {
		damage *= 0.01f * hdp;
	}

	// save damage based on the target's armor level

	save = newceil( targ->s.v.armortype * damage );

	if ( tp4teamdmg )
		save = 0; // we do not touch armor

	if ( save >= targ->s.v.armorvalue )
	{
		save = targ->s.v.armorvalue;
		targ->s.v.armortype = 0;	// lost all armor
		targ->s.v.items -= ( ( int ) targ->s.v.items & ( IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3 ) );
	}

	dmg_dealt += save;

	if ( match_in_progress == 2 )
		targ->s.v.armorvalue = targ->s.v.armorvalue - save;

	take = newceil( damage - save );

	// mid air damage modificators
	if ( midair )
	{
		int k_midair_minheight, midair_minheight;

		k_midair_minheight = (int)cvar("k_midair_minheight");	

		if ( k_midair_minheight == 1 )
			midair_minheight = 128;
		else if ( k_midair_minheight == 2 )
			midair_minheight = 256;
		else if ( k_midair_minheight == 3 )
			midair_minheight = 512;
		else if ( k_midair_minheight == 4 )
			midair_minheight = 1024;
		else
			midair_minheight = 64;

		if ( rl_dmg || stomp_dmg )
			take = 9999;

		if ( playerheight < midair_minheight && rl_dmg )
			take = 0; // no dmg done if target is not high enough

		if ( playerheight < 45 && !inwater && rl_dmg )
			take = 0; // no rl dmg in such case

		if ( !rl_dmg && !do_dmg )
			take = 0; // unknown damage for midair, so do not damage

		if ( rl_dmg && targ == attacker )
			take = 0; // no self rl damage
	}

	// instagib damage modificators
	if ( cvar("k_instagib") )
	{
		if ( inflictor->ct == ctPlayer )
			take = 5000;

		if ( attacker == targ )
			take = 0;
	}

	// helps kill player in prewar at "wrong" places
	if ( match_in_progress != 2 && native_damage > 450 )
		take = 99999;

	// team play damage avoidance and godmode or invincibility check

	virtual_take = max(0, take); // virtual_take used for calculating dmg_dealt only in case of k_dmgfrags

	// ignore this checks for suicide damage
	if ( dtSUICIDE != targ->deathtype )
	{
		if ( ( int ) targ->s.v.flags & FL_GODMODE )
		{
			take = 0; // what if god was one of us
		}
		else if ( targ->invincible_finished >= g_globalvars.time )
		{
			if ( targ->invincible_sound < g_globalvars.time )
			{
				sound( targ, CHAN_AUTO, "items/protect3.wav", 1, ATTN_NORM );
				targ->invincible_sound = g_globalvars.time + 2;
			}

			take = 0;
		}
		else if ( ( tp_num() == 1 || ( tp_num() == 3 && targ != attacker ) )
		 	&& !strnull( attackerteam )
		 	&& streq( targteam, attackerteam )
		 	&& attacker->ct == ctPlayer
		 	&& strneq( inflictor->s.v.classname, "door" )
		 	&& !TELEDEATH( targ ) // do telefrag damage in tp
	   	)
	   	{
			// teamplay == 1 don't damage self and mates (armor affected anyway)
			// teamplay == 3 don't damage mates, do damage to self (armor affected anyway)

			take = 0;	   	
	   	}
	   	else if ( tp4teamdmg )
	   	{
			take = 0; // we do not touch health	   	
	   	}
	}

	take = max(0, take); // avoid negative take, if any

	if ( cvar("k_dmgfrags") )
	{
		if ( TELEDEATH( targ ) )
		{
			// tele doesn't count for any dmgfrags damage
			dmg_dealt = 0; 
		}
		else if ( targ->invincible_finished >= g_globalvars.time )
		{
			// damage dealt _not_ capped by victim's health if victim has pent
			dmg_dealt += virtual_take;
		}
		else
		{
			// damage dealt capped by victim's health
			dmg_dealt += bound( 0, virtual_take, targ->s.v.health );
		}
	}
	else
	{
		// damage dealt capped by victim's health
		dmg_dealt += bound( 0, take, targ->s.v.health );
	}

	// 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->ct == ctPlayer )
	{
		targ->s.v.dmg_take += take;
		targ->s.v.dmg_save += save;
		targ->s.v.dmg_inflictor = EDICT_TO_PROG( inflictor );
	}

	if ( save )
	{
		if (( streq( inflictor->s.v.classname, "worldspawn" ) || strnull( attacker->s.v.classname ))
	        	|| ( targ->deathtype == dtWATER_DMG )
	                || ( targ->deathtype == dtEXPLO_BOX )
	                || ( targ->deathtype == dtFALL )
	                || ( targ->deathtype == dtSQUISH )
	                || ( targ->deathtype == dtCHANGELEVEL )
	                || ( targ->deathtype == dtFIREBALL )
	                || ( targ->deathtype == dtSLIME_DMG )
	                || ( targ->deathtype == dtLAVA_DMG )
	                || ( targ->deathtype == dtTRIGGER_HURT )
		)
				attackername = "world";
		else
			attackername = attacker->s.v.netname;
			victimname = targ->s.v.netname;

		log_printf(
			"\t\t<event>\n"
			"\t\t\t<damage>\n"
			"\t\t\t\t<time>%f</time>\n"
			"\t\t\t\t<attacker>%s</attacker>\n"
			"\t\t\t\t<target>%s</target>\n"
			"\t\t\t\t<type>%s</type>\n"
			"\t\t\t\t<quad>%d</quad>\n"
			"\t\t\t\t<splash>%d</splash>\n"
			"\t\t\t\t<value>%d</value>\n"
			"\t\t\t\t<armor>1</armor>\n"
			"\t\t\t</damage>\n"
			"\t\t</event>\n",
			g_globalvars.time - match_start_time,
			cleantext(attackername),
			cleantext(victimname),
			death_type( targ->deathtype ),
			(int)(attacker->super_damage_finished > g_globalvars.time ? 1 : 0 ),
			dmg_is_splash,
			(int)save
		);
	}

	// figure momentum add
	if ( inflictor != world
		 && (	targ->s.v.movetype == MOVETYPE_WALK
			  || ( k_bloodfest && ( (int)targ->s.v.flags & FL_MONSTER ) )
			 )
	)
	{
		float nailkick;

		for ( i = 0; i < 3; i++ )
			dir[i] = targ->s.v.origin[i] - ( inflictor->s.v.absmin[i] + inflictor->s.v.absmax[i] ) * 0.5;

		VectorNormalize( dir );

		dir[2] = ((dtLG_DIS_SELF == targ->deathtype || dtLG_DIS == targ->deathtype) && dir[2] < 0) ? -dir[2] : dir[2];

		if ( midair && non_hdp_damage < 60 && attacker != targ ) {
			c1 = 11;
			c2 = 6;
		}

		// Yawnmode: nails increases kickback
		// - Molgrum
		if ( k_yawnmode && streq( inflictor->s.v.classname, "spike" ) )
			nailkick = 1.2;
		else
			nailkick = 1.0;

		for ( i = 0; i < 3; i++ ) 
			targ->s.v.velocity[i] += dir[i] * non_hdp_damage * c1 * nailkick * ( midair && playerheight >= 45 ? ( 1 + ( playerheight - 45 ) / 64 ) : 1 );

		if ( midair && playerheight < 45 )
			targ->s.v.velocity[2] += dir[2] * non_hdp_damage * c2 * nailkick; // only for z component

		if ( k_bloodfest && ( (int)targ->s.v.flags & FL_MONSTER ) )
		{
			targ->s.v.flags = (int)targ->s.v.flags & ~FL_ONGROUND;		
		}
	}

	if ( match_in_progress == 2 && (int)cvar("k_dmgfrags") )
	{
		if ( attacker->ct == ctPlayer && targ->ct == ctPlayer && attacker != targ )
		{
			if ( isDuel() || isFFA() || strneq(attackerteam, targteam) )
			{
				int dmg_frags;
				attacker->ps.dmg_frags += dmg_dealt; // add dealt
				dmg_frags = attacker->ps.dmg_frags / 100; // 1 frag = 100 damage
				attacker->s.v.frags = (int)(attacker->s.v.frags + dmg_frags);
				attacker->ps.dmg_frags -= dmg_frags * 100;
			}
		}
	}

	// do the damage

	if (    match_in_progress == 2
		 || dtSUICIDE == targ->deathtype // do suicide damage anyway
		 || TELEDEATH( targ )
		 || ( k_practice && targ->ct != ctPlayer ) // #practice mode#
		 || take >= 99999 // do such huge damage even in prewar, prewar because indirectly here match_in_progress != 2
	   ) 
	{
		targ->s.v.health -= take;

//		G_bprint( 2, "%s %f\n", targ->s.v.classname, targ->s.v.health );

		if ( take )
		{
			if (( streq( inflictor->s.v.classname, "worldspawn" ) || strnull( attacker->s.v.classname ))
		        	|| ( targ->deathtype == dtWATER_DMG )
		                || ( targ->deathtype == dtEXPLO_BOX )
		                || ( targ->deathtype == dtFALL )
		                || ( targ->deathtype == dtSQUISH )
		                || ( targ->deathtype == dtCHANGELEVEL )
		                || ( targ->deathtype == dtFIREBALL )
		                || ( targ->deathtype == dtSLIME_DMG )
		                || ( targ->deathtype == dtLAVA_DMG )
		                || ( targ->deathtype == dtTRIGGER_HURT )
			)
				attackername = "world";
			else
				attackername = attacker->s.v.netname;
				victimname = targ->s.v.netname;

			log_printf(
				"\t\t<event>\n"
				"\t\t\t<damage>\n"
				"\t\t\t\t<time>%f</time>\n"
				"\t\t\t\t<attacker>%s</attacker>\n"
				"\t\t\t\t<target>%s</target>\n"
				"\t\t\t\t<type>%s</type>\n"
				"\t\t\t\t<quad>%d</quad>\n"
				"\t\t\t\t<splash>%d</splash>\n"
				"\t\t\t\t<value>%d</value>\n"
				"\t\t\t\t<armor>0</armor>\n"
				"\t\t\t</damage>\n"
				"\t\t</event>\n",
				g_globalvars.time - match_start_time,
				cleantext(attackername),
				cleantext(victimname),
				death_type( targ->deathtype ),
				(int)(attacker->super_damage_finished > g_globalvars.time ? 1 : 0 ),
				dmg_is_splash,
				(int)take
			);
		}

		if ( !targ->s.v.health || dtSUICIDE == targ->deathtype )
			targ->s.v.health = -1; // qqshka, no zero health, heh, imo less bugs after this
	}

	// show damage in sbar
	if ( match_in_progress != 2 && ISLIVE( targ ) && !k_matchLess )
	{
		if ( !midair || ( (int)targ->s.v.flags & FL_ONGROUND ) )
		{
			if ( targ->ct == ctPlayer )			
				targ->s.v.currentammo = 1000 + Q_rint(damage);

			if ( attacker != targ && attacker->ct == ctPlayer)
				attacker->s.v.health = 1000 + Q_rint(damage);
		}
	}

	// update damage stats like: give/taked/team damage
	if ( attacker->ct == ctPlayer && targ->ct == ctPlayer )
	{
		if ( attacker == targ )
		{
			// self damage

			attacker->ps.dmg_self += dmg_dealt;
		}
		else
		{
			int items = targ->s.v.items;

			// damage to enemy weapon
			if ( items & (IT_ROCKET_LAUNCHER | IT_LIGHTNING) )
			{
				attacker->ps.dmg_eweapon += dmg_dealt;
			}

			if ( tp_num() && streq(attackerteam, targteam) )
			{
				attacker->ps.dmg_team += dmg_dealt;
			}
			else 
			{
				attacker->ps.dmg_g += dmg_dealt;
				targ->ps.dmg_t     += dmg_dealt;
			}

			// real hits

			if ( take || save )
			{
				if ( dtRL == targ->deathtype )
					attacker->ps.wpn[wpRL].rhits++;

				if ( dtGL == targ->deathtype )
					attacker->ps.wpn[wpGL].rhits++;
			}

			// virtual hits

			if ( virtual_take || save )
			{
				if ( dtRL == targ->deathtype )
				{
					attacker->ps.wpn[wpRL].vhits++;
					// virtual given rl damage
					attacker->ps.dmg_g_rl += ( virtual_take + save );
				}

				if ( dtGL == targ->deathtype )
					attacker->ps.wpn[wpGL].vhits++;
			}
		}
	}

	// mid air bonuses
	if ( midair && match_in_progress == 2 && attacker != targ && take && rl_dmg)
			MidairDamageBonus(attacker, midheight);

	if ( midair && match_in_progress == 2 && stomp_dmg ) {
		attacker->ps.mid_stomps++;
		targ->s.v.frags -= 3;
	}

 	// if targed killed, do appropriate action and return
	if ( ISDEAD( targ ) )
	{
		Killed( targ, attacker, inflictor );
		return;
	}

	// react to the damage - call pain function
	oldself = self;
	self = targ;

  	if ( (int)self->s.v.flags & FL_MONSTER )
  	{
		GetMadAtAttacker( attacker );
  	}

	if ( self->th_pain )
	{
		self->th_pain( attacker, take );
	}

	self = oldself;
}