mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2026-03-19 16:39:51 +01:00
Initial commit of Update 3 QuakeC
This commit is contained in:
366
quakec_hipnotic/combat.qc
Normal file
366
quakec_hipnotic/combat.qc
Normal file
@@ -0,0 +1,366 @@
|
||||
/* 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() monster_death_use;
|
||||
|
||||
//============================================================================
|
||||
|
||||
/*
|
||||
============
|
||||
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
|
||||
//MED
|
||||
if (self.charmed)
|
||||
{
|
||||
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
|
||||
}
|
||||
// self.effects = self.effects - EF_BRIGHTFIELD;
|
||||
|
||||
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);
|
||||
if (attacker.classname == "player")
|
||||
{
|
||||
attacker.frags = attacker.frags + 1;
|
||||
}
|
||||
|
||||
if (attacker != self && attacker.flags & FL_MONSTER)
|
||||
{
|
||||
WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
|
||||
WriteString(MSG_ALL, "ACH_FRIENDLY_FIRE");
|
||||
}
|
||||
}
|
||||
|
||||
ClientObituary(self, attacker);
|
||||
|
||||
self.takedamage = DAMAGE_NO;
|
||||
self.touch = SUB_Null;
|
||||
|
||||
monster_death_use();
|
||||
self.th_die ();
|
||||
|
||||
self = oself;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
============
|
||||
T_Damage
|
||||
|
||||
The damage is coming from inflictor, but get mad at attacker
|
||||
This should be the only function that ever reduces health.
|
||||
============
|
||||
*/
|
||||
//MED 01/10/97 added empathyused variable
|
||||
float empathyused;
|
||||
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;
|
||||
|
||||
// mal: in Coop, don't let bots hurt human teammates - that would be REALLY annoying...
|
||||
if ( coop && targ != attacker && targ.classname == "player" && attacker.classname == "player" ) {
|
||||
if ( attacker.flags & FL_ISBOT && !( targ.flags & FL_ISBOT ) ) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (discharged && targ.wetsuit_finished )
|
||||
return;
|
||||
//MED moved damage_attacker down a bit
|
||||
/*
|
||||
dprint("netname = ");
|
||||
dprint(attacker.netname);
|
||||
dprint(" classname = ");
|
||||
dprint(attacker.classname);
|
||||
dprint(" classname = ");
|
||||
dprint(inflictor.classname);
|
||||
dprint("\n");
|
||||
*/
|
||||
// check for quad damage powerup on the attacker
|
||||
if (attacker.super_damage_finished > time)
|
||||
damage = damage * 4;
|
||||
|
||||
|
||||
//MED
|
||||
//check for empathy shields
|
||||
if ((targ.items2 & HIP_IT_EMPATHY_SHIELDS) && !(inflictor.items2 & HIP_IT_EMPATHY_SHIELDS) && (targ != attacker))
|
||||
{
|
||||
empathyused = 1;
|
||||
damage = damage/2;
|
||||
T_Damage (attacker,targ,targ,damage);
|
||||
empathyused = 0;
|
||||
}
|
||||
//MED
|
||||
// used by buttons and triggers to set activator for target firing
|
||||
damage_attacker = attacker;
|
||||
|
||||
//MED
|
||||
// used to keep track of what hit us
|
||||
damage_inflictor = inflictor;
|
||||
|
||||
// save damage based on the target's armor level
|
||||
|
||||
save = ceil(targ.armortype*damage);
|
||||
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.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;
|
||||
}
|
||||
//MED
|
||||
if (targ.items2 & HIP_IT_EMPATHY_SHIELDS)
|
||||
{
|
||||
if (self.empathy_sound < time)
|
||||
{
|
||||
sound (targ, CHAN_ITEM, "hipitems/empathy2.wav", 1, ATTN_NORM);
|
||||
self.empathy_sound = time + 0.5;
|
||||
}
|
||||
}
|
||||
|
||||
// team play damage avoidance
|
||||
if ( (teamplay == 1 && targ != attacker) && (targ.team > 0)&&(targ.team == attacker.team) )
|
||||
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;
|
||||
|
||||
//MED 10/17/96 added charmed stuff
|
||||
if ( (self.flags & FL_MONSTER) && attacker != world)
|
||||
{
|
||||
// get mad unless of the same class (except for soldiers)
|
||||
if (self != attacker && attacker != self.enemy && (self.charmer!=attacker))
|
||||
{
|
||||
if ( (self.classname != attacker.classname)
|
||||
|| (self.classname == "monster_army" ) || (self.classname == "monster_armagon" ) )
|
||||
{
|
||||
if (self.enemy.classname == "player")
|
||||
self.oldenemy = self.enemy;
|
||||
self.enemy = attacker;
|
||||
FoundTarget ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (self.th_pain)
|
||||
{
|
||||
self.th_pain (attacker, take);
|
||||
// nightmare mode monsters don't go into pain frames often
|
||||
if (skill == 3)
|
||||
self.pain_finished = time + 5;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user