Esempio n. 1
0
/**
 * @brief Deals damage of a give type and amount to a target.
 * @param[in,out] target What we want to damage.
 * @param[in] fd The fire definition that defines what type of damage is dealt.
 * @param[in] damage The value of the damage.
 * @param[in] attacker The attacker.
 * @param[in] mock pseudo shooting - only for calculating mock values - NULL for real shots
 * @param[in] impact impact location - @c NULL for splash damage
 * @sa G_SplashDamage
 * @sa G_TakeDamage
 * @sa G_PrintActorStats
 */
static void G_Damage (edict_t *target, const fireDef_t *fd, int damage, edict_t *attacker, shot_mock_t *mock, const vec3_t impact)
{
	const bool stunEl = (fd->obj->dmgtype == gi.csi->damStunElectro);
	const bool stunGas = (fd->obj->dmgtype == gi.csi->damStunGas);
	const bool shock = (fd->obj->dmgtype == gi.csi->damShock);
	const bool smoke = (fd->obj->dmgtype == gi.csi->damSmoke);
	bool isRobot;

	assert(target);

	/* Breakables */
	if (G_IsBrushModel(target) && G_IsBreakable(target)) {
		/* Breakables are immune to stun & shock damage. */
		if (stunEl || stunGas || shock || mock || smoke)
			return;

		if (damage >= target->HP) {
			/* don't reset the HP value here, this value is used to distinguish
			 * between triggered destroy and a shoot */
			assert(target->destroy);
			target->destroy(target);

			/* maybe the attacker is seeing something new? */
			G_CheckVisTeamAll(attacker->team, 0, attacker);

			/* check if attacker appears/perishes for any other team */
			G_CheckVis(attacker);
		} else {
			G_TakeDamage(target, damage);
		}
		return;
	}

	/* Actors don't die again. */
	if (!G_IsLivingActor(target))
		return;

	/* only actors after this point - and they must have a teamdef */
	assert(target->chr.teamDef);
	isRobot = CHRSH_IsTeamDefRobot(target->chr.teamDef);

	/* Apply armour effects. */
	if (damage > 0) {
		damage = G_ApplyProtection(target, fd->dmgweight, damage);
	} else if (damage < 0) {
		/* Robots can't be healed. */
		if (isRobot)
			return;
	}
	Com_DPrintf(DEBUG_GAME, " Total damage: %d\n", damage);

	/* Apply difficulty settings. */
	if (sv_maxclients->integer == 1) {
		if (G_IsAlien(attacker) && !G_IsAlien(target))
			damage *= pow(1.18, g_difficulty->value);
		else if (!G_IsAlien(attacker) && G_IsAlien(target))
			damage *= pow(1.18, -g_difficulty->value);
	}

	assert(attacker->team >= 0 && attacker->team < MAX_TEAMS);
	assert(target->team >= 0 && target->team < MAX_TEAMS);

	if (g_nodamage != NULL && !g_nodamage->integer) {
		/* hit */
		if (mock) {
			G_UpdateShotMock(mock, attacker, target, damage);
		} else if (stunEl) {
			target->STUN += damage;
		} else if (stunGas) {
			if (!isRobot) /* Can't stun robots with gas */
				target->STUN += damage;
		} else if (shock) {
			/* Only do this if it's not one from our own team ... they should have known that there was a flashbang coming. */
			if (!isRobot && target->team != attacker->team) {
				/** @todo there should be a possible protection, too */
				/* dazed entity wont reaction fire */
				G_RemoveReaction(target);
				G_ActorReserveTUs(target, 0, target->chr.reservedTus.shot, target->chr.reservedTus.crouch);
				/* flashbangs kill TUs */
				G_ActorSetTU(target, 0);
				G_SendStats(target);
				/* entity is dazed */
				G_SetDazed(target);
				G_ClientPrintf(G_PLAYER_FROM_ENT(target), PRINT_HUD, _("Soldier is dazed!\nEnemy used flashbang!"));
				return;
			}
		} else {
			if (damage < 0) {
				/* The 'attacker' is healing the target. */
				G_TreatActor(target, fd, damage, attacker->team);
			} else {
				/* Real damage was dealt. */
				G_DamageActor(target, damage, impact);
				/* Update overall splash damage for stats/score. */
				if (!mock && damage > 0 && fd->splrad) /**< Check for >0 and splrad to not count this as direct hit. */
					G_UpdateHitScore(attacker, target, fd, damage);
			}
		}
	}

	if (mock)
		return;

	G_CheckDeathOrKnockout(target, attacker, fd, damage);
}
Esempio n. 2
0
/**
 * @brief Deals damage of a give type and amount to a target.
 * @param[in,out] target What we want to damage.
 * @param[in] fd The fire definition that defines what type of damage is dealt.
 * @param[in] damage The value of the damage.
 * @param[in] attacker The attacker.
 * @param[in] mock pseudo shooting - only for calculating mock values - nullptr for real shots
 * @param[in] impact impact location - @c nullptr for splash damage
 * @return @c true if damage could be dealt (even if it was 0) @c false otherwise
 * @sa G_SplashDamage
 * @sa G_TakeDamage
 * @sa G_PrintActorStats
 */
static bool G_Damage (Edict* target, const fireDef_t* fd, int damage, Actor* attacker, shot_mock_t* mock, const vec3_t impact)
{
	assert(target);

	const bool stunEl = (fd->obj->dmgtype == gi.csi->damStunElectro);
	const bool stunGas = (fd->obj->dmgtype == gi.csi->damStunGas);
	const bool shock = (fd->obj->dmgtype == gi.csi->damShock);
	const bool smoke = (fd->obj->dmgtype == gi.csi->damSmoke);

	/* Breakables */
	if (G_IsBrushModel(target) && G_IsBreakable(target)) {
		/* Breakables are immune to stun & shock damage. */
		if (stunEl || stunGas || shock || mock || smoke)
			return false;

		if (damage >= target->HP) {
			/* don't reset the HP value here, this value is used to distinguish
			 * between triggered destroy and a shoot */
			assert(target->destroy);
			target->destroy(target);

			/* maybe the attacker is seeing something new? */
			G_CheckVisTeamAll(attacker->getTeam(), 0, attacker);

			/* check if attacker appears/perishes for any other team */
			G_CheckVis(attacker);
		} else {
			G_TakeDamage(target, damage);
		}
		return true;
	}

	/* Actors don't die again. */
	if (!G_IsLivingActor(target))
		return false;
	/* Now we know that the target is an actor */
	Actor* victim = makeActor(target);

	/* only actors after this point - and they must have a teamdef */
	assert(victim->chr.teamDef);
	const bool isRobot = CHRSH_IsTeamDefRobot(victim->chr.teamDef);

	/* Apply armour effects. */
	if (damage > 0) {
		damage = G_ApplyProtection(victim, fd->dmgweight, damage);
	} else if (damage < 0) {
		/* Robots can't be healed. */
		if (isRobot)
			return false;
	}
	Com_DPrintf(DEBUG_GAME, " Total damage: %d\n", damage);

	/* Apply difficulty settings. */
	if (G_IsSinglePlayer()) {
		if (G_IsAlien(attacker) && !G_IsAlien(victim))
			damage *= pow(1.18f, g_difficulty->value);
		else if (!G_IsAlien(attacker) && G_IsAlien(victim))
			damage *= pow(1.18f, -g_difficulty->value);
	}

	assert(attacker->getTeam() >= 0 && attacker->getTeam() < MAX_TEAMS);
	assert(victim->getTeam() >= 0 && victim->getTeam() < MAX_TEAMS);

	if ((g_nodamage != nullptr && !g_nodamage->integer) || mock) {
		/* hit */
		if (mock) {
			G_UpdateShotMock(mock, attacker, victim, damage);
		} else if (stunEl) {
			victim->addStun(damage);
		} else if (stunGas) {
			if (!isRobot) /* Can't stun robots with gas */
				victim->addStun(damage);
		} else if (shock) {
			/* Only do this if it's not one from our own team ... they should have known that there was a flashbang coming. */
			if (!isRobot && !victim->isSameTeamAs(attacker)) {
				/** @todo there should be a possible protection, too */
				/* dazed entity wont reaction fire */
				victim->removeReaction();
				G_ActorReserveTUs(victim, 0, victim->chr.reservedTus.shot, victim->chr.reservedTus.crouch);
				/* flashbangs kill TUs */
				G_ActorSetTU(victim, 0);
				G_SendStats(*victim);
				/* entity is dazed */
				victim->setDazed();
				G_EventSendState(G_VisToPM(victim->visflags), *victim);
				return !mock;
			} else {
				return false;
			}
		} else {
			if (damage < 0) {
				/* The 'attacker' is healing the victim. */
				G_TreatActor(victim, fd, damage, attacker->getTeam());
			} else {
				/* Real damage was dealt. */
				G_DamageActor(victim, damage, impact);
				/* Update overall splash damage for stats/score. */
				if (!mock && damage > 0 && fd->splrad) /**< Check for >0 and splrad to not count this as direct hit. */
					G_UpdateHitScore(attacker, victim, fd, damage);
			}
		}
	}

	if (mock)
		return false;

	G_CheckDeathOrKnockout(victim, attacker, fd, damage);
	return true;
}