void BotEvadeLogic(gedict_t* self) { gedict_t* enemy_ = &g_edicts[self->s.v.enemy]; self->fb.bot_evade = false; if (deathmatch <= 3 && !isRA()) { if (isDuel() && g_random() < CHANCE_EVADE_DUEL) { if ((self->s.v.origin[2] + 18) > (enemy_->s.v.absmin[2] + enemy_->s.v.view_ofs[2])) { if ((int)self->s.v.items & IT_ROCKET_LAUNCHER && self->s.v.ammo_rockets > 4) { if (!self->s.v.waterlevel) { self->fb.bot_evade = (qbool) (self->s.v.health > 70) && (self->s.v.armorvalue > 100) && !self->fb.enemy_visible; } } } } else if (! isDuel() && g_random() < CHANCE_EVADE_NONDUEL) { if ((self->s.v.origin[2] + 18) > (enemy_->s.v.absmin[2] + enemy_->s.v.view_ofs[2])) { if (((int)self->s.v.items & IT_ROCKET_LAUNCHER) || ((int)self->s.v.items & IT_LIGHTNING)) { if ((self->s.v.ammo_cells >= 20) || (self->s.v.ammo_rockets > 3)) { if (!self->s.v.waterlevel) { if ((self->s.v.health > 70) && (self->s.v.armorvalue > 90)) { self->fb.bot_evade = (qbool) (!((int)self->s.v.items & (IT_INVULNERABILITY | IT_INVISIBILITY | IT_QUAD))); } } } } } } } }
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; }
static void ApplyPhysics (gedict_t* self) { float drop = 0; vec3_t expected_velocity; float vel_length = 0; float hor_speed_squared; float movement_skill = bound (0, self->fb.skill.movement, 1.0); qbool onGround = (int)self->s.v.flags & FL_ONGROUND; // Just perform the move if we're backing away if (FUTURE (arrow_time2)) { return; } if (deathmatch >= 4 && isDuel() && !self->fb.skill.wiggle_run_dmm4) { return; } // Step 1: Apply friction VectorCopy (self->s.v.velocity, expected_velocity); vel_length = VectorLength (expected_velocity); if (vel_length < 1) return; if (self->s.v.waterlevel >= 2) { // Swimming... float waterfriction = cvar ("sv_waterfriction"); drop = vel_length * waterfriction * self->s.v.waterlevel * g_globalvars.frametime; } else if (onGround) { // FIXME: friction is doubled if player is about to drop off a ledge float stopspeed = cvar ("sv_stopspeed"); float friction = cvar ("sv_friction"); float control = vel_length < stopspeed ? stopspeed : vel_length; drop = control * friction * g_globalvars.frametime; } if (drop) { float new_vel = max (vel_length - drop, 0); VectorScale (expected_velocity, new_vel / vel_length, expected_velocity); vel_length = new_vel; } else { vel_length = VectorLength (expected_velocity); } // Step 2: change direction to maximise acceleration in desired direction if (self->s.v.waterlevel >= 2) { // Water movement } else { float min_numerator = onGround ? 319 : 29; float max_numerator = onGround ? 281.6 : -8.4; float used_numerator; float max_incr; vec3_t current_direction; vec3_t original_direction; // Gravity kicks in /* if (!onGround) expected_velocity[2] -= self->gravity * cvar ("sv_gravity") * g_globalvars.frametime; else expected_velocity[2] = 0; */ // Ground & air acceleration is the same hor_speed_squared = (expected_velocity[0] * expected_velocity[0] + expected_velocity[1] * expected_velocity[1]); if (onGround && hor_speed_squared < sv_maxspeed * sv_maxspeed * 0.8 * 0.8) { return; } self->fb.dir_move_[2] = 0; normalize(self->fb.dir_move_, original_direction); normalize(expected_velocity, current_direction); used_numerator = min_numerator + movement_skill * (max_numerator - min_numerator); max_incr = used_numerator * used_numerator; if (hor_speed_squared >= max_incr) { vec3_t perpendicular; vec3_t up_vector = { 0, 0, 1 }; float rotation = acos(max_incr / hor_speed_squared) * 180 / M_PI; // Find out if rotation should be positive or negative CrossProduct (current_direction, original_direction, perpendicular); if ((self->fb.path_state & BOTPATH_CURLJUMP_HINT) && !onGround) { // Once in the air, we rotate in opposite direction // FIXME: THIS IS UGLY HACK if (framecount % 3) { rotation = 0; } else if (self->fb.angle_hint > 0) { rotation = -rotation; } } else if (deathmatch == 4) { if (self->fb.wiggle_run_dir == 0) { self->fb.wiggle_increasing = perpendicular[2] > 0; self->fb.wiggle_run_dir = self->fb.wiggle_increasing ? 1 : -1; } else if (self->fb.wiggle_run_dir > self->fb.skill.wiggle_run_limit && perpendicular[2] < 0) { self->fb.wiggle_increasing = false; } else if (self->fb.wiggle_run_dir < -self->fb.skill.wiggle_run_limit && perpendicular[2] > 0) { self->fb.wiggle_increasing = 1; } else if (self->fb.wiggle_increasing) { ++self->fb.wiggle_run_dir; } else { --self->fb.wiggle_run_dir; } if (self->fb.wiggle_increasing) { rotation = -rotation; } } else if (perpendicular[2] < 0) { rotation = -rotation; } if (rotation) { vec3_t proposed_dir; vec3_t vel_after_rot; vec3_t vel_std; float dp_std, dp_rot; RotatePointAroundVector (proposed_dir, up_vector, current_direction, rotation); // Calculate what mvdsv will do (roughly) PM_Accelerate (expected_velocity, (int)self->s.v.flags & FL_ONGROUND, proposed_dir, vel_after_rot, false); PM_Accelerate (expected_velocity, (int)self->s.v.flags & FL_ONGROUND, current_direction, vel_std, false); // Only rotate if 'better' than moving normally dp_rot = DotProduct (vel_after_rot, original_direction); dp_std = DotProduct (vel_std, original_direction); if (dp_rot > dp_std || dp_rot >= 0.9) { VectorCopy (proposed_dir, self->fb.dir_move_); if (self->fb.debug_path) { PM_Accelerate(expected_velocity, (int)self->s.v.flags & FL_ONGROUND, proposed_dir, vel_after_rot, true); } } else if (self->fb.debug_path) { PM_Accelerate (expected_velocity, (int)self->s.v.flags & FL_ONGROUND, current_direction, vel_std, true); } } else { #ifdef DEBUG_MOVEMENT if (self->fb.debug_path && ! onGround) { G_bprint (PRINT_HIGH, "> AirControl rotation: <ignoring>\n"); } #endif } } } }