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illusion-arena/code/game/g_combat.c

1454 lines
44 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// g_combat.c
#include "g_local.h"
#include "challenges.h"
/*
============
ScorePlum
============
*/
void ScorePlum( gentity_t *ent, vec3_t origin, int score ) {
gentity_t *plum;
plum = G_TempEntity( origin, EV_SCOREPLUM );
// only send this temp entity to a single client
plum->r.svFlags |= SVF_SINGLECLIENT;
plum->r.singleClient = ent->s.number;
//
plum->s.otherEntityNum = ent->s.number;
plum->s.time = score;
}
/*
============
AddScore
Adds score to both the client and his team
============
*/
void AddScore( gentity_t *ent, vec3_t origin, int score ) {
int i;
if ( !ent->client ) {
return;
}
// no scoring during pre-match warmup
if ( level.warmupTime ) {
return;
}
//No scoring during intermission
if ( level.intermissiontime ) {
return;
}
// show score plum
if( level.numNonSpectatorClients<3 && score < 0 && (g_gametype.integer<GT_TEAM || g_ffa_gt==1)) {
for ( i = 0 ; i < level.maxclients ; i++ ) {
if ( level.clients[ i ].pers.connected != CON_CONNECTED )
continue; //Client was not connected
if (level.clients[i].sess.sessionTeam == TEAM_SPECTATOR)
continue; //Don't give anything to spectators
if (g_entities+i == ent)
continue; //Don't award dead one
level.clients[i].ps.persistant[PERS_SCORE] -= score;
ScorePlum(ent, origin, -score);
}
}
else {
ScorePlum(ent, origin, score);
//
ent->client->ps.persistant[PERS_SCORE] += score;
if ( g_gametype.integer == GT_TEAM ) {
int team = ent->client->ps.persistant[PERS_TEAM];
level.teamScores[ team ] += score;
G_LogPrintf("TeamScore: %i %i: Team %d now has %d points\n",
team, level.teamScores[ team ], team, level.teamScores[ team ] );
}
}
G_LogPrintf("PlayerScore: %i %i: %s now has %d points\n",
ent->s.number, ent->client->ps.persistant[PERS_SCORE], ent->client->pers.netname, ent->client->ps.persistant[PERS_SCORE] );
CalculateRanks();
}
/*
=================
TossClientItems
Toss the weapon and powerups for the killed player
=================
*/
void TossClientItems( gentity_t *self ) {
gitem_t *item;
int weapon;
float angle;
int i;
gentity_t *drop;
// drop the weapon if not a gauntlet or machinegun
weapon = self->s.weapon;
//Never drop in elimination or last man standing mode!
if( g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_LMS)
return;
// make a special check to see if they are changing to a new
// weapon that isn't the mg or gauntlet. Without this, a client
// can pick up a weapon, be killed, and not drop the weapon because
// their weapon change hasn't completed yet and they are still holding the MG.
if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
weapon = self->client->pers.cmd.weapon;
}
if ( !( self->client->ps.stats[STAT_WEAPONS] & ( 1 << weapon ) ) ) {
weapon = WP_NONE;
}
}
if (g_instantgib.integer || g_rockets.integer || g_gametype.integer == GT_CTF_ELIMINATION || g_elimination_allgametypes.integer){
//Nothing!
}
else
if ( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK &&
self->client->ps.ammo[ weapon ] ) {
// find the item type for this weapon
item = BG_FindItemForWeapon( weapon );
// spawn the item
Drop_Item( self, item, 0 );
}
// drop all the powerups if not in teamplay
if ( g_gametype.integer != GT_TEAM ) {
angle = 45;
for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) {
if ( self->client->ps.powerups[ i ] > level.time ) {
item = BG_FindItemForPowerup( i );
if ( !item ) {
continue;
}
drop = Drop_Item( self, item, angle );
// decide how many seconds it has left
drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000;
if ( drop->count < 1 ) {
drop->count = 1;
}
angle += 45;
}
}
}
}
/*
=================
TossClientCubes
=================
*/
extern gentity_t *neutralObelisk;
void TossClientCubes( gentity_t *self ) {
gitem_t *item;
gentity_t *drop;
vec3_t velocity;
vec3_t angles;
vec3_t origin;
self->client->ps.generic1 = 0;
// this should never happen but we should never
// get the server to crash due to skull being spawned in
if (!G_EntitiesFree()) {
return;
}
if( self->client->sess.sessionTeam == TEAM_RED ) {
item = BG_FindItem( "Red Cube" );
}
else {
item = BG_FindItem( "Blue Cube" );
}
angles[YAW] = (float)(level.time % 360);
angles[PITCH] = 0; // always forward
angles[ROLL] = 0;
AngleVectors( angles, velocity, NULL, NULL );
VectorScale( velocity, 150, velocity );
velocity[2] += 200 + crandom() * 50;
if( neutralObelisk ) {
VectorCopy( neutralObelisk->s.pos.trBase, origin );
origin[2] += 44;
} else {
VectorClear( origin ) ;
}
drop = LaunchItem( item, origin, velocity );
drop->nextthink = level.time + g_cubeTimeout.integer * 1000;
drop->think = G_FreeEntity;
drop->spawnflags = self->client->sess.sessionTeam;
}
/*
=================
TossClientPersistantPowerups
=================
*/
void TossClientPersistantPowerups( gentity_t *ent ) {
gentity_t *powerup;
if( !ent->client ) {
return;
}
if( !ent->client->persistantPowerup ) {
return;
}
powerup = ent->client->persistantPowerup;
powerup->r.svFlags &= ~SVF_NOCLIENT;
powerup->s.eFlags &= ~EF_NODRAW;
powerup->r.contents = CONTENTS_TRIGGER;
trap_LinkEntity( powerup );
ent->client->ps.stats[STAT_PERSISTANT_POWERUP] = 0;
ent->client->persistantPowerup = NULL;
}
/*
==================
LookAtKiller
==================
*/
void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
vec3_t dir;
//vec3_t angles;
if ( attacker && attacker != self ) {
VectorSubtract (attacker->s.pos.trBase, self->s.pos.trBase, dir);
} else if ( inflictor && inflictor != self ) {
VectorSubtract (inflictor->s.pos.trBase, self->s.pos.trBase, dir);
} else {
self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
return;
}
self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw ( dir );
/*angles[YAW] =*/ vectoyaw ( dir );
//angles[PITCH] = 0;
//angles[ROLL] = 0;
}
/*
==================
GibEntity
==================
*/
void GibEntity( gentity_t *self, int killer ) {
gentity_t *ent;
int i;
//if this entity still has kamikaze
if (self->s.eFlags & EF_KAMIKAZE) {
// check if there is a kamikaze timer around for this owner
for (i = 0; i < MAX_GENTITIES; i++) {
ent = &g_entities[i];
if (!ent->inuse)
continue;
if (ent->activator != self)
continue;
if (strcmp(ent->classname, "kamikaze timer"))
continue;
G_FreeEntity(ent);
break;
}
}
G_AddEvent( self, EV_GIB_PLAYER, killer );
self->takedamage = qfalse;
self->s.eType = ET_INVISIBLE;
self->r.contents = 0;
}
/*
==================
body_die
==================
*/
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
if ( self->health > GIB_HEALTH ) {
return;
}
if ( !g_blood.integer ) {
self->health = GIB_HEALTH+1;
return;
}
GibEntity( self, 0 );
}
// these are just for logging, the client prints its own messages
char *modNames[] = {
"MOD_UNKNOWN",
"MOD_SHOTGUN",
"MOD_GAUNTLET",
"MOD_MACHINEGUN",
"MOD_GRENADE",
"MOD_GRENADE_SPLASH",
"MOD_ROCKET",
"MOD_ROCKET_SPLASH",
"MOD_PLASMA",
"MOD_PLASMA_SPLASH",
"MOD_RAILGUN",
"MOD_LIGHTNING",
"MOD_BFG",
"MOD_BFG_SPLASH",
"MOD_WATER",
"MOD_SLIME",
"MOD_LAVA",
"MOD_CRUSH",
"MOD_TELEFRAG",
"MOD_FALLING",
"MOD_SUICIDE",
"MOD_TARGET_LASER",
"MOD_TRIGGER_HURT",
"MOD_NAIL",
"MOD_CHAINGUN",
"MOD_PROXIMITY_MINE",
"MOD_KAMIKAZE",
"MOD_JUICED",
"MOD_GRAPPLE"
};
/*
==================
Kamikaze_DeathActivate
==================
*/
void Kamikaze_DeathActivate( gentity_t *ent ) {
G_StartKamikaze(ent);
G_FreeEntity(ent);
}
/*
==================
Kamikaze_DeathTimer
==================
*/
void Kamikaze_DeathTimer( gentity_t *self ) {
gentity_t *ent;
ent = G_Spawn();
ent->classname = "kamikaze timer";
VectorCopy(self->s.pos.trBase, ent->s.pos.trBase);
ent->r.svFlags |= SVF_NOCLIENT;
ent->think = Kamikaze_DeathActivate;
ent->nextthink = level.time + 5 * 1000;
ent->activator = self;
}
/*
==================
CheckAlmostCapture
==================
*/
void CheckAlmostCapture( gentity_t *self, gentity_t *attacker ) {
gentity_t *ent;
vec3_t dir;
char *classname;
// if this player was carrying a flag
if ( self->client->ps.powerups[PW_REDFLAG] ||
self->client->ps.powerups[PW_BLUEFLAG] ||
self->client->ps.powerups[PW_NEUTRALFLAG] ) {
// get the goal flag this player should have been going for
if ( g_gametype.integer == GT_CTF || g_gametype.integer == GT_CTF_ELIMINATION) {
if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
classname = "team_CTF_blueflag";
}
else {
classname = "team_CTF_redflag";
}
}
else {
if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
classname = "team_CTF_redflag";
}
else {
classname = "team_CTF_blueflag";
}
}
ent = NULL;
do
{
ent = G_Find(ent, FOFS(classname), classname);
} while (ent && (ent->flags & FL_DROPPED_ITEM));
// if we found the destination flag and it's not picked up
if (ent && !(ent->r.svFlags & SVF_NOCLIENT) ) {
// if the player was *very* close
VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
if ( VectorLength(dir) < 200 ) {
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
if ( attacker->client ) {
attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
}
}
}
}
}
/*
==================
CheckAlmostScored
==================
*/
void CheckAlmostScored( gentity_t *self, gentity_t *attacker ) {
gentity_t *ent;
vec3_t dir;
char *classname;
// if the player was carrying cubes
if ( self->client->ps.generic1 ) {
if ( self->client->sess.sessionTeam == TEAM_BLUE ) {
classname = "team_redobelisk";
}
else {
classname = "team_blueobelisk";
}
ent = G_Find(NULL, FOFS(classname), classname);
// if we found the destination obelisk
if ( ent ) {
// if the player was *very* close
VectorSubtract( self->client->ps.origin, ent->s.origin, dir );
if ( VectorLength(dir) < 200 ) {
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
if ( attacker->client ) {
attacker->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_HOLYSHIT;
}
}
}
}
}
/*
==================
player_die
==================
*/
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
gentity_t *ent;
int anim;
int contents;
int killer;
int i,counter2;
char *killerName, *obit;
if ( self->client->ps.pm_type == PM_DEAD ) {
return;
}
if ( level.intermissiontime ) {
return;
}
//unlagged - backward reconciliation #2
// make sure the body shows up in the client's current position
G_UnTimeShiftClient( self );
//unlagged - backward reconciliation #2
//KK-OAX Here is where we run the streak logic.
G_RunStreakLogic( attacker, self );
// check for an almost capture
CheckAlmostCapture( self, attacker );
// check for a player that almost brought in cubes
CheckAlmostScored( self, attacker );
if (self->client && self->client->hook) {
Weapon_HookFree(self->client->hook);
}
if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
self->client->ps.eFlags &= ~EF_TICKING;
self->activator->think = G_FreeEntity;
self->activator->nextthink = level.time;
}
self->client->ps.pm_type = PM_DEAD;
if ( attacker ) {
killer = attacker->s.number;
if ( attacker->client ) {
killerName = attacker->client->pers.netname;
} else {
killerName = "<non-client>";
}
} else {
killer = ENTITYNUM_WORLD;
killerName = "<world>";
}
if ( killer < 0 || killer >= MAX_CLIENTS ) {
killer = ENTITYNUM_WORLD;
killerName = "<world>";
}
if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
obit = "<bad obituary>";
} else {
obit = modNames[meansOfDeath];
}
G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
killer, self->s.number, meansOfDeath, killerName,
self->client->pers.netname, obit );
// broadcast the death event to everyone
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
ent->s.eventParm = meansOfDeath;
ent->s.otherEntityNum = self->s.number;
ent->s.otherEntityNum2 = killer;
//Sago: Hmmm... generic? Can I transmit anything I like? Like if it is a team kill? Let's try
ent->s.generic1 = OnSameTeam (self, attacker);
if( !((g_gametype.integer==GT_ELIMINATION || g_gametype.integer==GT_CTF_ELIMINATION) && level.time < level.roundStartTime) )
ent->r.svFlags = SVF_BROADCAST; // send to everyone (if not an elimination gametype during active warmup)
else
ent->r.svFlags = SVF_NOCLIENT;
self->enemy = attacker;
self->client->ps.persistant[PERS_KILLED]++;
if (attacker && attacker->client) {
attacker->client->lastkilled_client = self->s.number;
if ( attacker == self || OnSameTeam (self, attacker ) ) {
if(g_gametype.integer!=GT_LMS && !((g_gametype.integer==GT_ELIMINATION || g_gametype.integer==GT_CTF_ELIMINATION) && level.time < level.roundStartTime))
if( (g_gametype.integer <GT_TEAM && g_ffa_gt!=1 && self->client->ps.persistant[PERS_SCORE]>0) || level.numNonSpectatorClients<3) //Cannot get negative scores by suicide
AddScore( attacker, self->r.currentOrigin, -1 );
} else {
if(g_gametype.integer!=GT_LMS)
AddScore( attacker, self->r.currentOrigin, 1 );
if( meansOfDeath == MOD_GAUNTLET ) {
// Attack gets a challenge complete:
if(!(attacker->r.svFlags & SVF_BOT) && !(self->r.svFlags & SVF_BOT))
ChallengeMessage(attacker,WEAPON_GAUNTLET_KILLS);
// play humiliation on player
attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", attacker->client->ps.clientNum, 0, attacker->client->pers.netname, "GAUNTLET" );
// add the sprite over the player's head
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
// also play humiliation on target
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
}
//If neither attacker or taget is bots and not the same
if(!(attacker->r.svFlags & SVF_BOT) && !(self->r.svFlags & SVF_BOT) && self!=attacker)
{
switch(meansOfDeath)
{
case MOD_GAUNTLET:
ChallengeMessage(attacker,WEAPON_GAUNTLET_KILLS);
break;
case MOD_MACHINEGUN:
ChallengeMessage(attacker,WEAPON_MACHINEGUN_KILLS);
break;
case MOD_SHOTGUN:
ChallengeMessage(attacker,WEAPON_SHOTGUN_KILLS);
break;
case MOD_GRENADE:
case MOD_GRENADE_SPLASH:
ChallengeMessage(attacker,WEAPON_GRANADE_KILLS);
break;
case MOD_ROCKET:
case MOD_ROCKET_SPLASH:
ChallengeMessage(attacker,WEAPON_ROCKET_KILLS);
break;
case MOD_LIGHTNING:
ChallengeMessage(attacker,WEAPON_LIGHTNING_KILLS);
break;
case MOD_PLASMA:
case MOD_PLASMA_SPLASH:
ChallengeMessage(attacker,WEAPON_PLASMA_KILLS);
break;
case MOD_RAILGUN:
if(g_instantgib.integer)
ChallengeMessage(attacker,WEAPON_INSTANT_RAIL_KILLS);
else
ChallengeMessage(attacker,WEAPON_RAIL_KILLS);
break;
case MOD_BFG:
case MOD_BFG_SPLASH:
ChallengeMessage(attacker,WEAPON_BFG_KILLS);
break;
case MOD_NAIL:
ChallengeMessage(attacker,WEAPON_NAILGUN_KILLS);
break;
case MOD_CHAINGUN:
ChallengeMessage(attacker,WEAPON_CHAINGUN_KILLS);
break;
case MOD_PROXIMITY_MINE:
ChallengeMessage(attacker,WEAPON_MINE_KILLS);
break;
case MOD_GRAPPLE:
ChallengeMessage(attacker,WEAPON_GRAPPLE_KILLS);
break;
case MOD_LAVA:
case MOD_SLIME:
case MOD_TRIGGER_HURT:
case MOD_FALLING:
ChallengeMessage(attacker,WEAPON_PUSH_KILLS);
break;
case MOD_CRUSH:
ChallengeMessage(attacker,WEAPON_CRUSH_KILLS);
break;
case MOD_TELEFRAG:
ChallengeMessage(attacker,WEAPON_TELEFRAG_KILLS);
break;
};
ChallengeMessage(attacker,GENERAL_TOTALKILLS);
ChallengeMessage(self,GENERAL_TOTALDEATHS);
//Lets count number of powerups:
i = 0;
counter2 = 0;
if(attacker->client->ps.powerups[PW_QUAD]) {
ChallengeMessage(attacker,POWERUP_QUAD_KILL);
counter2++;
}
if(self->client->ps.powerups[PW_QUAD]) {
ChallengeMessage(attacker,POWERUP_COUNTER_QUAD);
i++;
}
if(attacker->client->ps.powerups[PW_HASTE]) {
ChallengeMessage(attacker,POWERUP_SPEED_KILL);
counter2++;
}
if(self->client->ps.powerups[PW_HASTE]) {
ChallengeMessage(attacker,POWERUP_COUNTER_SPEED);
i++;
}
if(attacker->client->ps.powerups[PW_INVIS]) {
ChallengeMessage(attacker,POWERUP_INVIS_KILL);
counter2++;
}
if(self->client->ps.powerups[PW_INVIS]) {
ChallengeMessage(attacker,POWERUP_COUNTER_INVIS);
i++;
}
if(attacker->client->ps.powerups[PW_FLIGHT]) {
ChallengeMessage(attacker,POWERUP_FLIGHT_KILL);
counter2++;
}
if(self->client->ps.powerups[PW_FLIGHT]) {
ChallengeMessage(attacker,POWERUP_COUNTER_FLIGHT);
i++;
}
if(self->client->ps.powerups[PW_BATTLESUIT]) {
ChallengeMessage(attacker,POWERUP_COUNTER_ENVIR);
i++;
}
if(self->client->ps.powerups[PW_REGEN]) {
ChallengeMessage(attacker,POWERUP_COUNTER_REGEN);
i++;
}
if(i>1) //The target had more than one powerup
ChallengeMessage(attacker,POWERUP_COUNTER_MULTI);
if(counter2>1) //The attacker has more than one powerup
ChallengeMessage(attacker,POWERUP_MULTI_KILL);
}
// check for two kills in a short amount of time
// if this is close enough to the last kill, give a reward sound
if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
// KK-OAX
// Check if Multikills are enabled
if( g_multiKill.integer ) {
attacker->client->pers.multiKillCount++;
G_checkForMultiKill( attacker );
} // play excellent on player
attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
G_LogPrintf( "Award: %i %i: %s gained the %s award!\n", attacker->client->ps.clientNum, 1, attacker->client->pers.netname, "EXCELLENT" );
if(!level.hadBots) //There has not been any bots
ChallengeMessage(attacker,AWARD_EXCELLENT);
// add the sprite over the player's head
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
} else {
//KK-OAX Clear multikill count
//Must be 1 so the correct number of kills are displayed to the clients.
attacker->client->pers.multiKillCount = 1;
}
attacker->client->lastKillTime = level.time;
}
} else {
if(g_gametype.integer!=GT_LMS && !((g_gametype.integer==GT_ELIMINATION || g_gametype.integer==GT_CTF_ELIMINATION) && level.time < level.roundStartTime))
if(self->client->ps.persistant[PERS_SCORE]>0 || level.numNonSpectatorClients<3) //Cannot get negative scores by suicide
AddScore( self, self->r.currentOrigin, -1 );
}
// Add team bonuses
Team_FragBonuses(self, inflictor, attacker);
// if I committed suicide, the flag does not fall, it returns.
if (meansOfDeath == MOD_SUICIDE) {
if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
Team_ReturnFlag( TEAM_FREE );
self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
}
else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
Team_ReturnFlag( TEAM_RED );
self->client->ps.powerups[PW_REDFLAG] = 0;
}
else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
Team_ReturnFlag( TEAM_BLUE );
self->client->ps.powerups[PW_BLUEFLAG] = 0;
}
}
TossClientPersistantPowerups( self );
if( g_gametype.integer == GT_HARVESTER ) {
TossClientCubes( self );
}
// if client is in a nodrop area, don't drop anything (but return CTF flags!)
TossClientItems( self );
//#endif
Cmd_Score_f( self ); // show scores
// send updated scores to any clients that are following this one,
// or they would get stale scoreboards
for ( i = 0 ; i < level.maxclients ; i++ ) {
gclient_t *client;
client = &level.clients[i];
if ( client->pers.connected != CON_CONNECTED ) {
continue;
}
if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
continue;
}
if ( client->sess.spectatorClient == self->s.number ) {
Cmd_Score_f( g_entities + i );
}
}
self->takedamage = qtrue; // can still be gibbed
self->s.weapon = WP_NONE;
self->s.powerups = 0;
self->r.contents = CONTENTS_CORPSE;
self->s.angles[0] = 0;
self->s.angles[2] = 0;
LookAtKiller (self, inflictor, attacker);
VectorCopy( self->s.angles, self->client->ps.viewangles );
self->s.loopSound = 0;
self->r.maxs[2] = -8;
// don't allow respawn until the death anim is done
// g_forcerespawn may force spawning at some later time
self->client->respawnTime = level.time + 1700 +i;
if(g_respawntime.integer>0) {
for(i=0; self->client->respawnTime > i*g_respawntime.integer*1000;i++);
self->client->respawnTime = i*g_respawntime.integer*1000;
}
//For testing:
//G_Printf("Respawntime: %i\n",self->client->respawnTime);
//However during warm up, we should respawn quicker!
if(g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION || g_gametype.integer == GT_LMS)
if(level.time<=level.roundStartTime && level.time>level.roundStartTime-1000*g_elimination_activewarmup.integer)
self->client->respawnTime = level.time + rand()%800;
RespawnTimeMessage(self,self->client->respawnTime);
// remove powerups
memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
// never gib in a nodrop
contents = trap_PointContents( self->r.currentOrigin, -1 );
if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
// gib death
GibEntity( self, killer );
} else {
// normal death
static int i;
switch ( i ) {
case 0:
anim = BOTH_DEATH1;
break;
case 1:
anim = BOTH_DEATH2;
break;
case 2:
default:
anim = BOTH_DEATH3;
break;
}
// for the no-blood option, we need to prevent the health
// from going to gib level
if ( self->health <= GIB_HEALTH ) {
self->health = GIB_HEALTH+1;
}
self->client->ps.legsAnim =
( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
self->client->ps.torsoAnim =
( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
G_AddEvent( self, EV_DEATH1 + i, killer );
// the body can still be gibbed
self->die = body_die;
// globally cycle through the different death animations
i = ( i + 1 ) % 3;
if (self->s.eFlags & EF_KAMIKAZE) {
Kamikaze_DeathTimer( self );
}
}
trap_LinkEntity (self);
}
/*
================
CheckArmor
================
*/
int CheckArmor (gentity_t *ent, int damage, int dflags)
{
gclient_t *client;
int save;
int count;
if (!damage)
return 0;
client = ent->client;
if (!client)
return 0;
if (dflags & DAMAGE_NO_ARMOR)
return 0;
// armor
count = client->ps.stats[STAT_ARMOR];
save = ceil( damage * ARMOR_PROTECTION );
if (save >= count)
save = count;
if (!save)
return 0;
client->ps.stats[STAT_ARMOR] -= save;
return save;
}
/*
================
RaySphereIntersections
================
*/
int RaySphereIntersections( vec3_t origin, float radius, vec3_t point, vec3_t dir, vec3_t intersections[2] ) {
float b, c, d, t;
// | origin - (point + t * dir) | = radius
// a = dir[0]^2 + dir[1]^2 + dir[2]^2;
// b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
// c = (point[0] - origin[0])^2 + (point[1] - origin[1])^2 + (point[2] - origin[2])^2 - radius^2;
// normalize dir so a = 1
VectorNormalize(dir);
b = 2 * (dir[0] * (point[0] - origin[0]) + dir[1] * (point[1] - origin[1]) + dir[2] * (point[2] - origin[2]));
c = (point[0] - origin[0]) * (point[0] - origin[0]) +
(point[1] - origin[1]) * (point[1] - origin[1]) +
(point[2] - origin[2]) * (point[2] - origin[2]) -
radius * radius;
d = b * b - 4 * c;
if (d > 0) {
t = (- b + sqrt(d)) / 2;
VectorMA(point, t, dir, intersections[0]);
t = (- b - sqrt(d)) / 2;
VectorMA(point, t, dir, intersections[1]);
return 2;
}
else if (d == 0) {
t = (- b ) / 2;
VectorMA(point, t, dir, intersections[0]);
return 1;
}
return 0;
}
/*
================
G_InvulnerabilityEffect
================
*/
int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir ) {
gentity_t *impact;
vec3_t intersections[2], vec;
int n;
if ( !targ->client ) {
return qfalse;
}
VectorCopy(dir, vec);
VectorInverse(vec);
// sphere model radius = 42 units
n = RaySphereIntersections( targ->client->ps.origin, 42, point, vec, intersections);
if (n > 0) {
impact = G_TempEntity( targ->client->ps.origin, EV_INVUL_IMPACT );
VectorSubtract(intersections[0], targ->client->ps.origin, vec);
vectoangles(vec, impact->s.angles);
impact->s.angles[0] += 90;
if (impact->s.angles[0] > 360)
impact->s.angles[0] -= 360;
if ( impactpoint ) {
VectorCopy( intersections[0], impactpoint );
}
if ( bouncedir ) {
VectorCopy( vec, bouncedir );
VectorNormalize( bouncedir );
}
return qtrue;
}
else {
return qfalse;
}
}
/*
catchup_damage
*/
static int catchup_damage(int damage, int attacker_points, int target_points) {
int newdamage;
if(g_catchup.integer <= 0 )
return damage;
//Reduce damage
if(attacker_points<=target_points+5)
return damage; //Never reduce damage if only 5 points ahead.
newdamage=damage-((attacker_points-target_points-5) * (g_catchup.integer*damage))/100;
if(newdamage<damage/2)
return damage/2;
return newdamage;
}
/*
============
T_Damage
targ entity that is being damaged
inflictor entity that is causing the damage
attacker entity that caused the inflictor to damage targ
example: targ=monster, inflictor=rocket, attacker=player
dir direction of the attack for knockback
point point at which the damage is being inflicted, used for headshots
damage amount of damage being inflicted
knockback force to be applied against targ as a result of the damage
inflictor, attacker, dir, and point can be NULL for environmental effects
dflags these flags are used to control how T_Damage works
DAMAGE_RADIUS damage was indirect (from a nearby explosion)
DAMAGE_NO_ARMOR armor does not protect from this damage
DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles
DAMAGE_NO_PROTECTION kills godmode, armor, everything
============
*/
void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
vec3_t dir, vec3_t point, int damage, int dflags, int mod ) {
gclient_t *client;
int take;
//int save;
int asave;
int knockback;
int max;
vec3_t bouncedir, impactpoint;
if (!targ->takedamage) {
return;
}
// the intermission has allready been qualified for, so don't
// allow any extra scoring
if ( level.intermissionQueued ) {
return;
}
if ( targ->client && mod != MOD_JUICED) {
if ( targ->client->invulnerabilityTime > level.time) {
if ( dir && point ) {
G_InvulnerabilityEffect( targ, dir, point, impactpoint, bouncedir );
}
return;
}
}
//Sago: This was moved up
client = targ->client;
//Sago: See if the client was sent flying
//Check if damage is by somebody who is not a player!
if( (!attacker || attacker->s.eType != ET_PLAYER) && client && client->lastSentFlying>-1 && ( mod==MOD_FALLING || mod==MOD_LAVA || mod==MOD_SLIME || mod==MOD_TRIGGER_HURT || mod==MOD_SUICIDE) ) {
if( client->lastSentFlyingTime+5000<level.time) {
client->lastSentFlying = -1; //More than 5 seconds, not a kill!
} else {
//G_Printf("LastSentFlying %i\n",client->lastSentFlying);
attacker = &g_entities[client->lastSentFlying];
}
}
if ( !inflictor ) {
inflictor = &g_entities[ENTITYNUM_WORLD];
}
if ( !attacker ) {
attacker = &g_entities[ENTITYNUM_WORLD];
}
// shootable doors / buttons don't actually have any health
if ( targ->s.eType == ET_MOVER ) {
if ( targ->use && targ->moverState == MOVER_POS1 ) {
targ->use( targ, inflictor, attacker );
}
return;
}
if( g_gametype.integer == GT_OBELISK && CheckObeliskAttack( targ, attacker ) ) {
return;
}
// reduce damage by the attacker's handicap value
// unless they are rocket jumping
if ( attacker->client && attacker != targ ) {
max = attacker->client->ps.stats[STAT_MAX_HEALTH];
if( bg_itemlist[attacker->client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
max /= 2;
}
damage = damage * max / 100;
}
//Sago: I have moved this up
//client = targ->client;
if ( client ) {
if ( client->noclip ) {
return;
}
}
if ( !dir ) {
dflags |= DAMAGE_NO_KNOCKBACK;
} else {
VectorNormalize(dir);
}
knockback = damage;
if ( knockback > 200 ) {
knockback = 200;
}
if ( targ->flags & FL_NO_KNOCKBACK ) {
knockback = 0;
}
if ( dflags & DAMAGE_NO_KNOCKBACK ) {
knockback = 0;
}
// figure momentum add, even if the damage won't be taken
if ( knockback && targ->client ) {
vec3_t kvel;
float mass;
mass = 200;
VectorScale (dir, g_knockback.value * (float)knockback / mass, kvel);
VectorAdd (targ->client->ps.velocity, kvel, targ->client->ps.velocity);
// set the timer so that the other client can't cancel
// out the movement immediately
if ( !targ->client->ps.pm_time ) {
int t;
t = knockback * 2;
if ( t < 50 ) {
t = 50;
}
if ( t > 200 ) {
t = 200;
}
targ->client->ps.pm_time = t;
targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
}
//Remeber the last person to hurt the player
if( !g_awardpushing.integer || targ==attacker || OnSameTeam (targ, attacker)) {
targ->client->lastSentFlying = -1;
} else {
/*if ( pm->waterlevel <= 1 ) {
if ( pml.walking && !(pml.groundTrace.surfaceFlags & SURF_SLICK) ) {
// if getting knocked back, no friction
if ( ! (pm->ps->pm_flags & PMF_TIME_KNOCKBACK) ) {
control = speed < pm_stopspeed ? pm_stopspeed : speed;
drop += control*pm_friction*pml.frametime;
}
}
}*/
targ->client->lastSentFlying = attacker->s.number;
targ->client->lastSentFlyingTime = level.time;
}
}
// check for completely getting out of the damage
if ( !(dflags & DAMAGE_NO_PROTECTION) ) {
// if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
// if the attacker was on the same team
if ( mod != MOD_JUICED && mod != MOD_CRUSH && targ != attacker && !(dflags & DAMAGE_NO_TEAM_PROTECTION) && OnSameTeam (targ, attacker) ) {
if ( ( !g_friendlyFire.integer && g_gametype.integer != GT_ELIMINATION && g_gametype.integer != GT_CTF_ELIMINATION ) || ( g_elimination_selfdamage.integer<2 && (g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION) ) ) {
return;
}
}
if (mod == MOD_PROXIMITY_MINE) {
if (inflictor && inflictor->parent && OnSameTeam(targ, inflictor->parent)) {
return;
}
if (targ == attacker) {
return;
}
}
// check for godmode
if ( targ->flags & FL_GODMODE ) {
return;
}
if(targ->client && targ->client->spawnprotected) {
if(level.time>targ->client->respawnTime+g_spawnprotect.integer)
targ->client->spawnprotected = qfalse;
else
if( (mod > MOD_UNKNOWN && mod < MOD_WATER) || mod == MOD_TELEFRAG || mod>MOD_TRIGGER_HURT)
return;
}
}
// battlesuit protects from all radius damage (but takes knockback)
// and protects 50% against all damage
if ( client && client->ps.powerups[PW_BATTLESUIT] ) {
G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
if ( ( dflags & DAMAGE_RADIUS ) || ( mod == MOD_FALLING ) ) {
return;
}
damage *= 0.5;
}
// add to the attacker's hit counter (if the target isn't a general entity like a prox mine)
if ( attacker->client && client
&& targ != attacker && targ->health > 0
&& targ->s.eType != ET_MISSILE
&& targ->s.eType != ET_GENERAL) {
if ( OnSameTeam( targ, attacker ) ) {
attacker->client->ps.persistant[PERS_HITS]--;
} else {
attacker->client->ps.persistant[PERS_HITS]++;
}
attacker->client->ps.persistant[PERS_ATTACKEE_ARMOR] = (targ->health<<8)|(client->ps.stats[STAT_ARMOR]);
}
// always give half damage if hurting self
// calculated after knockback, so rocket jumping works
if ( targ == attacker) {
damage *= 0.5;
}
if(targ && targ->client && attacker->client )
damage = catchup_damage(damage, attacker->client->ps.persistant[PERS_SCORE], targ->client->ps.persistant[PERS_SCORE]);
if(g_damageModifier.value > 0.01) {
damage *= g_damageModifier.value;
}
if ( damage < 1 ) {
damage = 1;
}
if(targ == attacker && (g_dmflags.integer & DF_NO_SELF_DAMAGE) )
damage = 0;
if ((g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION || g_gametype.integer == GT_LMS || g_elimination_allgametypes.integer)
&& g_elimination_selfdamage.integer<1 && ( targ == attacker || mod == MOD_FALLING )) {
damage = 0;
}
//So people can be telefragged!
if ((g_gametype.integer == GT_ELIMINATION || g_gametype.integer == GT_CTF_ELIMINATION || g_gametype.integer == GT_LMS) && level.time < level.roundStartTime && ((mod == MOD_LAVA) || (mod == MOD_SLIME)) ) {
damage = 1000;
}
take = damage;
//save = 0;
// save some from armor
asave = CheckArmor (targ, take, dflags);
take -= asave;
if ( g_debugDamage.integer ) {
G_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number,
targ->health, take, asave );
}
// add to the damage inflicted on a player this frame
// the total will be turned into screen blends and view angle kicks
// at the end of the frame
if ( client ) {
if ( attacker ) {
client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
} else if(client->lastSentFlying) {
client->ps.persistant[PERS_ATTACKER] = client->lastSentFlying;
} else {
client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
}
client->damage_armor += asave;
client->damage_blood += take;
client->damage_knockback += knockback;
if ( dir ) {
VectorCopy ( dir, client->damage_from );
client->damage_fromWorld = qfalse;
} else {
VectorCopy ( targ->r.currentOrigin, client->damage_from );
client->damage_fromWorld = qtrue;
}
}
// See if it's the player hurting the emeny flag carrier
if( g_gametype.integer == GT_CTF || g_gametype.integer == GT_1FCTF || g_gametype.integer == GT_CTF_ELIMINATION) {
Team_CheckHurtCarrier(targ, attacker);
}
if (targ->client) {
// set the last client who damaged the target
targ->client->lasthurt_client = attacker->s.number;
targ->client->lasthurt_mod = mod;
}
//If vampire is enabled, gain health but not from self or teammate, cannot steal more than targ has
if( g_vampire.value>0.0 && (targ != attacker) && take > 0 &&
!(OnSameTeam(targ, attacker)) && attacker->health > 0 && targ->health > 0 )
{
if(take<targ->health)
attacker->health += (int)(((float)take)*g_vampire.value);
else
attacker->health += (int)(((float)targ->health)*g_vampire.value);
if(attacker->health>g_vampireMaxHealth.integer)
attacker->health = g_vampireMaxHealth.integer;
}
// do the damage
if (take) {
targ->health = targ->health - take;
if ( targ->client ) {
targ->client->ps.stats[STAT_HEALTH] = targ->health;
}
if ( targ->health <= 0 ) {
if ( client )
targ->flags |= FL_NO_KNOCKBACK;
if (targ->health < -999)
targ->health = -999;
targ->enemy = attacker;
targ->die (targ, inflictor, attacker, take, mod);
return;
} else if ( targ->pain ) {
targ->pain (targ, attacker, take);
}
}
}
/*
============
CanDamage
Returns qtrue if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
qboolean CanDamage (gentity_t *targ, vec3_t origin) {
vec3_t dest;
trace_t tr;
vec3_t midpoint;
// use the midpoint of the bounds instead of the origin, because
// bmodels may have their origin is 0,0,0
VectorAdd (targ->r.absmin, targ->r.absmax, midpoint);
VectorScale (midpoint, 0.5, midpoint);
VectorCopy (midpoint, dest);
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0 || tr.entityNum == targ->s.number)
return qtrue;
// this should probably check in the plane of projection,
// rather than in world coordinate, and also include Z
VectorCopy (midpoint, dest);
dest[0] += 15.0;
dest[1] += 15.0;
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0)
return qtrue;
VectorCopy (midpoint, dest);
dest[0] += 15.0;
dest[1] -= 15.0;
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0)
return qtrue;
VectorCopy (midpoint, dest);
dest[0] -= 15.0;
dest[1] += 15.0;
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0)
return qtrue;
VectorCopy (midpoint, dest);
dest[0] -= 15.0;
dest[1] -= 15.0;
trap_Trace ( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);
if (tr.fraction == 1.0)
return qtrue;
return qfalse;
}
/*
============
G_RadiusDamage
============
*/
qboolean G_RadiusDamage ( vec3_t origin, gentity_t *attacker, float damage, float radius,
gentity_t *ignore, int mod) {
float points, dist;
gentity_t *ent;
int entityList[MAX_GENTITIES];
int numListedEntities;
vec3_t mins, maxs;
vec3_t v;
vec3_t dir;
int i, e;
qboolean hitClient = qfalse;
if ( radius < 1 ) {
radius = 1;
}
for ( i = 0 ; i < 3 ; i++ ) {
mins[i] = origin[i] - radius;
maxs[i] = origin[i] + radius;
}
numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );
for ( e = 0 ; e < numListedEntities ; e++ ) {
ent = &g_entities[entityList[ e ]];
if (ent == ignore)
continue;
if (!ent->takedamage)
continue;
// find the distance from the edge of the bounding box
for ( i = 0 ; i < 3 ; i++ ) {
if ( origin[i] < ent->r.absmin[i] ) {
v[i] = ent->r.absmin[i] - origin[i];
} else if ( origin[i] > ent->r.absmax[i] ) {
v[i] = origin[i] - ent->r.absmax[i];
} else {
v[i] = 0;
}
}
dist = VectorLength( v );
if ( dist >= radius ) {
continue;
}
points = damage * ( 1.0 - dist / radius );
if( CanDamage (ent, origin) ) {
if( LogAccuracyHit( ent, attacker ) ) {
hitClient = qtrue;
}
VectorSubtract (ent->r.currentOrigin, origin, dir);
// push the center of mass higher than the origin so players
// get knocked into the air more
dir[2] += 24;
G_Damage (ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod);
}
}
return hitClient;
}