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combat.qc
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combat.qc
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/*
==============================================================================
COMBAT
==============================================================================
*/
void() killed_monster =
{
killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
}
/*
============
Killed
============
*/
void(entity targ, entity attacker, float dmgtype) Killed =
{
local entity oself;
activator = attacker; // catches a lot of misc cases like a shootable door firing a trigger_secret
oself = self;
self = targ;
if (self.health < -99)
self.health = -99; // don't let sbar look bad
if (self.movetype == MOVETYPE_PUSH || // doors, triggers, etc
(self.movetype == MOVETYPE_NONE && self.classname != "player" && !(self.flags & FL_MONSTER)))
// players are movetype none while hanging out in a void pit waiting to die
// and monsters may be movetype_none (shootable chthons)
{
//self.enemy = attacker; // why did you do this lunaran
self.th_die ();
self = oself;
return;
}
// ai_nav
// clear floaty bullshit on scrags and fish
ai_floatmove_start();
self.enemy = attacker;
self.deadflag = DEAD_DYING;
self.takedamage = DAMAGE_NO;
self.touch = SUB_Null;
if (coop && attacker.classname == "player")
{
if (self.classname == "player")
attacker.frags -= 5;
else
attacker.frags += 1;
}
if (self.classname != "player" && self.customflags & CFL_PLUNGE)
{
setmodel(self, string_null);
self.health = 0;
self.think = SUB_Remove;
self.nextthink = time + 1;
}
else
self.th_die ();
// call this after th_die in case the monster wants to do anything in die() first
// nightmare zombies unflag themselves as MONSTER if they've been killed and res'd
if (self.flags & FL_MONSTER)
{
// fall to ground
if (self.flags & FL_FLY)
self.flags = self.flags - FL_FLY;
if (self.flags & FL_SWIM)
self.flags = self.flags - FL_SWIM;
killed_monster(); // bump the monster counter
monster_death_use();
}
if (self.classname == "player")
ClientObituary(dmgtype);
self = oself;
}
void(float t) PainFinished =
{
self.pain_finished = time + t;
}
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage. Creates a chain of
entities and stores damage on each one, then applies it one by one and
wipes the chain.
==============================================================================
*/
entity multi_ent;
void() ClearMultiDamage =
{
multi_ent = world;
}
void(float dmgtype = 0) ApplyMultiDamage =
{
local entity head;
if (!multi_ent)
return;
head = multi_ent;
while (head) {
//bprint(ftos(head.multi_dmg));
//bprint("\n");
T_Damage (head, self, self, head.multi_dmg, dmgtype);
head.multi_dmg = 0;
head = head.multidmg_chain;
}
multi_ent = world;
}
void(entity hit, float damage) AddMultiDamage =
{
local entity head;
if (!hit)
return;
if (!multi_ent)
{
// start the chain
head = multi_ent = hit;
head.multidmg_chain = world;
head.multi_dmg = 0; // in case of stale values
}
else if (hit != multi_ent)
{
// search the chain for the entity we hit
head = multi_ent;
while (head) {
if (head == hit) break;
head = head.multidmg_chain;
}
if (!head) {
// put him at the beginning of the chain
hit.multidmg_chain = multi_ent;
multi_ent = hit;
head = hit;
head.multi_dmg = 0; // in case of stale values
}
}
else
head = multi_ent;
head.multi_dmg += damage;
}
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
RadiusDamage and melee attacks.
============
*/
float(entity targ, vector srcorg) CanDamage =
{
vector corner;
float dist;
// bmodels need special checking because their origin is 0,0,0
if (targ.movetype == MOVETYPE_PUSH)
{
corner = BoundsCenter(targ);
if (vlen(srcorg - corner) > 512)
return FALSE; // too far
traceline2(srcorg, corner, self, TRACE_NOMONSTERS);
if (trace_fraction == 1)
return TRUE;
if (trace_ent == targ)
return TRUE;
return FALSE;
}
dist = vlen(srcorg - targ.origin);
if (dist > 512)
return FALSE; // too far
// center
traceline2(srcorg, targ.origin, self, TRACE_NOMONSTERS);
if (trace_fraction == 1)
return TRUE;
if (dist > 256)
return FALSE; // skip extra traces beyond sensible explosion sizes
// lunaran: adapted from maddes fix
// do top first, as it's most likely to return a positive
corner = Vector(0,0,targ.maxs_z);
traceline2(srcorg, targ.origin + corner, self, TRACE_NOMONSTERS);
if (trace_fraction == 1)
return TRUE;
// bottom
corner = Vector(0,0,targ.mins_z);
traceline2(srcorg, targ.origin + corner, self, TRACE_NOMONSTERS);
if (trace_fraction == 1)
return TRUE;
// check proper extents of wider monsters
// skip the more expensive trace for these bc we don't really need to test
// through notrace 7 times
corner = targ.size * 0.5 - '1 1 0';
corner_z = 0;
traceline(srcorg, targ.origin + corner, TRUE, self);
if (trace_fraction == 1)
return TRUE;
corner_x *= -1;
traceline(srcorg, targ.origin + corner, TRUE, self);
if (trace_fraction == 1)
return TRUE;
corner_y *= -1;
traceline(srcorg, targ.origin + corner, TRUE, self);
if (trace_fraction == 1)
return TRUE;
corner_x *= -1;
traceline(srcorg, targ.origin + corner, TRUE, self);
if (trace_fraction == 1)
return TRUE;
return FALSE;
}
/*
============
DamageCanKill
test for a would-kill condition while respecting armor and special flags
============
*/
float DamageCanKill(entity targ, float damage)
{
if (damage <= 0) return FALSE;
if (!targ.takedamage ||
targ.customflags & CFL_UNDYING ||
targ.flags & FL_GODMODE ||
targ.items & IT_INVULNERABILITY )
return FALSE;
return (ArmorSave(targ, damage) + targ.health <= damage);
}
/*
============
ArmorSave
save damage based on the target's armor level.
is separate from T_Damage and duplicates a few checks so that func_voids can check
if they would kill the player before they actually try
============
*/
float ArmorSave(entity targ, float damage, float dmgtype = 0)
{
if (!damage) return 0;
if (!targ.takedamage)
return 0;
// armor doesn't protect against things like drowning or target_items health adjustments
if (dmgtype & DMGTYPE_NOARMOR || targ.armorvalue <= 0)
return 0;
if (targ.flags & FL_GODMODE || has_invuln(targ) )
return 0;
float save, savefrac;
savefrac = targ.armortype * damage;
if (targ.classname == "player")
{
/* ========
lots of tiny damages (like ai_melee or crushy movers) will always round to armor
when yellow or red, stripping it away too fast, and always round to health when
green, defeating the purpose of armor.
instead we randomly apply the last fractional point to either armor or health so
that it's statistically balanced (... over geologic timescales)
======== */
save = floor(savefrac);
savefrac -= save;
if ( random() < savefrac ) save += 1;
}
else
{
// maintain old round-up behavior for everything else because mappers will use
// QC hacks to do just about anything
save = ceil(savefrac);
}
save = min(save, targ.armorvalue);
return save;
}
/*
============
T_ReactToDamage
============
*/
void( entity attacker ) T_ReactToDamage =
{
if (self.flags & FL_MONSTER)
{
monster_alt_use(
(attacker.flags & (FL_MONSTER|FL_CLIENT)), // waketarget if attacker isn't world
TRUE, // pain target obviously
(self.health <= floor(self.max_health * 0.5)), // half health threshold
FALSE); // not dead yet
}
// ignore doors and nailshooters and so on
if (!(attacker.flags & (FL_MONSTER|FL_CLIENT))) return;
// ignore self dmg
if ( attacker == self ) return;
// ignore bosses because we can't kill them anyway
if ( attacker.type == "boss" ) return;
// don't get distracted instantly after switching targets
if (time < self.dmgtime) return;
if (attacker == self.enemy && (attacker.flags & FL_MONSTER))
{
self.frags = 0; // .frags used on monsters as a 'give up on infighting' timer
return;
}
if (attacker.classname == "player")
{
if (self.enemy.classname != "player")
{
self.enemy = attacker;
FoundTarget();
}
else
self.enemy = attacker;
if (coop)
self.dmgtime = time + 2 + random(); // players pull guaranteed aggro for 2 seconds before infighting can distract
else
self.dmgtime = time + random();
return;
}
// ========
// all infighting cases follow:
// fish should ignore monsters that aren't in the water with them
if (self.flags & FL_SWIM && pointcontents(attacker.origin) > CONTENT_WATER) return;
// get mad unless of the same class (except for soldiers)
// classname check replaced with new "type" check
// .type defaults to classname anyway, or can be overwritten so monsters can be grouped into mutually not-infighting groups
if ( ( self.type != attacker.type ) || ( self.classname == "monster_army" ) )
{
if (self.enemy.classname == "player")
self.oldenemy = self.enemy;
self.enemy = attacker;
self.dmgtime = time + 1 + random(); // focus on infight for a minumum of 1 second
FoundTarget();
}
}
/*
============
T_Damage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
now wrapped around T_DamageApply so that zapped/axe flags always get cleared
even if the target resisted the damage
============
*/
void(entity targ, entity inflictor, entity attacker, float damage, float dmgtype = 0) T_Damage =
{
T_DamageApply(targ, inflictor, attacker, damage, dmgtype);
targ.customflags = not(targ.customflags, CFL_AXEHITME | CFL_ZAPPED);
}
void(entity targ, entity inflictor, entity attacker, float damage, float dmgtype = 0) T_DamageApply =
{
vector dir;
entity oldself;
float save, take;
if (!damage || !targ.takedamage) return;
if (targ == attacker)
{
// monsters which shouldn't be able to splash damage themselves to death:
if (attacker.type == "boss") return;
if (attacker.classname == "monster_ogre" ||
attacker.classname == "monster_shalrath")
return;
}
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
if (has_quad(attacker) && !(dmgtype & DMGTYPE_SCRIPT)) // don't let target_items quad-damage you
{
damage = damage * 4;
// silly hacky fix:
// knight health was dropped 3hp (75 to 72) so that exactly three shells can kill a knight
// the side effect of this was that one quad SNG shot (which does 72 dmg) would exactly kill a knight
// when, in vanilla, one would drop the knight to 3hp and the next would gib him
// the cleanest way to preserve the 'feel' of this is:
if (targ.classname == "monster_knight" && attacker.classname == "player" && inflictor.classname == "spike")
damage -= 3;
}
// variety is the spice of life:
// scrags will happily fly down into slime, and they do spit green shit anyway
if (targ.classname == "monster_wizard" && (dmgtype & DMGTYPE_SLIME))
return;
// shamblers take half damage from explosives
else if (targ.classname == "monster_shambler" && (dmgtype & DMGTYPE_EXPLOSION))
damage = damage * 0.5;
// some attacks like vorepods and ogre grenades should explode zombies despite doing <60dmg
else if (targ.type == "zombie")
{
if (dmgtype & DMGTYPE_MELEE) // always knock a zombie down at least
damage = max(damage, 20);
else if (dmgtype & (DMGTYPE_ZKILL | DMGTYPE_LAVA))
damage = max(damage, targ.health + 25);
else if (dmgtype & DMGTYPE_SLIME)
return; // slime damage is not meaningful to zombies, they'll just pain over and over
}
if (attacker.classname == targ.classname)
{
if (attacker.classname != "player" && attacker.classname != "monster_grunt")
damage = damage * 0.5;
}
// .frags used on monsters to count time spent not damaging an enemy, so impossible infights time out
if (attacker.flags & FL_MONSTER && attacker.enemy == targ)
{
attacker.frags = 0;
}
// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
{
dir = targ.origin - BoundsCenter(inflictor);
dir = normalize(dir);
targ.velocity = targ.velocity + dir*damage*8;
}
if (targ.flags & FL_GODMODE)
return;
// check for artifacts
if (has_invuln(targ))
{
if (targ.invincible_sound < time)
{
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
targ.invincible_sound = time + 1;
}
return;
}
// team play damage avoidance
if (teamplay && attacker.classname == "player")
{
if ((targ.team > 0) &&
(targ.team == attacker.team) &&
(targ != attacker) &&
(inflictor.classname != "door") ) // because squishing a teammate is still possible
return;
// teamplay is automatically damage avoidance in coop because friends are always a team
if (coop &&
targ.classname == "player" &&
attacker != targ)
return;
}
// ready to do the damage
damage = max(1, floor(damage));
save = ArmorSave(targ, damage, dmgtype);
targ.armorvalue = targ.armorvalue - save;
if (targ.classname == "player")
armor_set_type(targ);
take = damage - save;
if (targ.customflags & CFL_UNDYING)
take = min(take, targ.health - 1);
// 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;
}
// do the damage
//bprint3("doing ", ftos(take), " damage\n");
targ.health = ceil(targ.health - take); // be an integer dammit
if (targ.health <= 0)
{
Killed (targ, attacker, dmgtype);
return;
}
// react to the damage
oldself = self;
self = targ;
if ( (self.flags & FL_MONSTER) && attacker != world)
T_ReactToDamage( attacker );
// if (self.th_pain && time >= self.pain_finished) // can't do this here, breaks zombie pain handling
if (self.th_pain)
{
// nightmare scaling of .pain_finished moved to PainFinished(), called from .th_pain
// on appropriate monsters only
self.th_pain (attacker, take);
// in coop, monsters will switch to the most convenient player to attack at will,
// but triggering a pain animation will draw dedicated attention for a few seconds
if (self.pain_finished > time && (attacker.flags & FL_CLIENT) && (self.enemy.flags & FL_CLIENT))
{
self.enemy = attacker;
self.dmgtime = self.pain_finished + 3;
self.search_time = self.pain_finished + 5;
}
}
self = oldself;
}
/*
============
T_RadiusDamage
============
*/
void(entity inflictor, entity attacker, float damage, entity ignore, float dmgtype = DMGTYPE_EXPLOSION) T_RadiusDamage =
{
// note: find downed zombies to gib first, then do radius damage, or else the radius
// damage will knock far away zombies down, then immediately gib them too
if ((dmgtype & DMGTYPE_EXPLOSION) && damage > 48)
T_GibDownedZombies(inflictor.origin, damage);
float points, dist;
entity head;
head = findradius(inflictor.origin, min(512, damage + 40));
while (head)
{
if (head != ignore && head.takedamage)
{
// don't set off shootable doors/buttons with splash unless the player means it
if ((head.movetype == MOVETYPE_PUSH || head.th_die == multi_killed) && head.type != "explobox")
{
dist = vlen (inflictor.origin - BoundsCenter(head));
points = damage - (0.5 * dist);
// a grenade at rest touching shootable should intuitively trigger it
if ( !(inflictor.type == "grenade" && BoundsTouching(inflictor.origin, inflictor.origin, head.absmin, head.absmax, 2)) )
if (dist > damage / 3)
points = 0;
}
else
{
dist = vlen (inflictor.origin - head.origin);
points = damage - (0.5 * dist);
if (head == attacker && inflictor.type != "explobox") // barrels never did half-self-splash in vanilla
points *= 0.5;
}
// shambler takes half damage from all explosions
//if (head.classname == "monster_shambler" && (dmgtype & DMGTYPE_EXPLOSION))
// points *= 0.5;
// already halved by T_Damage
if (points > 0 && CanDamage ( head, inflictor.origin ) )
T_Damage (head, inflictor, attacker, points, dmgtype);
}
head = head.chain;
}
}
/*
============
T_Heal: add health to an entity, limiting health to max_health if it's set
special rules if the player is being healed:
"overheal" will limit health to the hard ceiling rather than medkit limit
returns TRUE if healing successfully took place
============
*/
float (entity e, float healamt, float overheal) T_Heal =
{
float hmax, hceil;
if (e.health <= 0)
return FALSE;
healamt = ceil(healamt);
if (e.classname == "player")
{
hmax = e.max_health;
hceil = 250;
if (overheal)
healamt = min(healamt, hceil - e.health);
else
healamt = min(healamt, hmax - e.health);
healamt = floor(healamt); // this should never come in as a float in the first place, buuut
if (healamt <= 0)
return FALSE;
if (overheal)
e.healthtime = time + 5;
else
e.healthtime = time + 1;
e.health = e.health + healamt;
// moved here from healthtouch so any source of healing prints messages
sprint(e, "You are healed by ");
sprint(e, ftos(healamt));
sprint(e, "\n");
stuffcmd (e, "bf\n");
return TRUE;
}
if (e.max_health >= 0)
healamt = min(healamt, e.max_health - e.health);
if (healamt <= 0)
return FALSE;
e.health = e.health + healamt;
return TRUE;
}