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291 lines
7.9 KiB
291 lines
7.9 KiB
/*** |
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* |
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* Copyright (c) 1996-2002,, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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/* |
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===== quake_player.cpp ======================================================== |
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Quake Classic player functionality. |
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*/ |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "player.h" |
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#include "game.h" |
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#include "gamerules.h" |
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#include "hltv.h" |
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extern entvars_t *g_pevLastInflictor; |
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extern int gmsgStatusText; |
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extern int gmsgStatusValue; |
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extern DLL_GLOBAL Vector g_vecAttackDir; |
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extern bool g_bIsThreeWave; |
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/*************************************/ |
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/* STATUS BAR */ |
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/*************************************/ |
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// Initialise the player's status bar |
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void CBasePlayer::InitStatusBar() |
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{ |
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m_flStatusBarDisappearDelay = 0; |
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m_SbarString1[0] = m_SbarString0[0] = 0; |
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} |
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void CBasePlayer::UpdateStatusBar() |
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{ |
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int newSBarState[ SBAR_END ]; |
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memset( newSBarState, 0, sizeof(newSBarState) ); |
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// Find an ID Target |
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TraceResult tr; |
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UTIL_MakeVectors( pev->v_angle + pev->punchangle ); |
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Vector vecSrc = EyePosition(); |
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Vector vecEnd = vecSrc + (gpGlobals->v_forward * MAX_ID_RANGE); |
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, edict(), &tr); |
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if (tr.flFraction != 1.0f) |
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{ |
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if ( !FNullEnt( tr.pHit ) ) |
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{ |
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CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit ); |
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if ( pEntity->Classify() == CLASS_PLAYER ) |
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{ |
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newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity->edict() ); |
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newSBarState[ SBAR_ID_TARGETTEAM ] = FALSE; |
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m_flStatusBarDisappearDelay = gpGlobals->time + 1.0f; |
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} |
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} |
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else if ( m_flStatusBarDisappearDelay > gpGlobals->time ) |
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{ |
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// hold the values for a short amount of time after viewing the object |
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newSBarState[ SBAR_ID_TARGETNAME ] = m_izSBarState[ SBAR_ID_TARGETNAME ]; |
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newSBarState[ SBAR_ID_TARGETHEALTH ] = m_izSBarState[ SBAR_ID_TARGETHEALTH ]; |
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newSBarState[ SBAR_ID_TARGETARMOR ] = m_izSBarState[ SBAR_ID_TARGETARMOR ]; |
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newSBarState[ SBAR_ID_TARGETTEAM ] = m_izSBarState[ SBAR_ID_TARGETTEAM ]; |
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} |
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} |
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// Check values and send if they don't match |
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for (int i = 1; i < SBAR_END; i++) |
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{ |
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if ( newSBarState[i] != m_izSBarState[i] ) |
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{ |
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MESSAGE_BEGIN( MSG_ONE, gmsgStatusValue, NULL, pev ); |
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WRITE_BYTE( i ); |
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WRITE_SHORT( newSBarState[i] ); |
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MESSAGE_END(); |
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m_izSBarState[i] = newSBarState[i]; |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Player has taken some damage. This is now using the Quake functionality. |
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//----------------------------------------------------------------------------- |
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int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) |
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{ |
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float flTake; |
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if ( (pev->takedamage == DAMAGE_NO) || (IsAlive() == FALSE) ) |
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return 0; |
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//We are wearing the suit and we want to be hurt by lava or slime |
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if ( m_iQuakeItems & IT_SUIT ) |
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{ |
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if ( bitsDamageType & DMG_BURN || bitsDamageType & DMG_ACID ) |
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return 0; |
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} |
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CBaseEntity *pAttacker = CBaseEntity::Instance(pevAttacker); |
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// keep track of amount of damage last sustained |
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m_lastDamageAmount = flDamage; |
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if( !g_bIsThreeWave ) |
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{ |
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//++ BulliT |
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if( g_pGameRules->m_iGameMode >= LMS ) |
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{ |
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if( !g_pGameRules->m_LMS.CanTakeDamage() ) |
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return 0; |
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} |
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else if( g_pGameRules->m_iGameMode == ARENA ) |
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{ |
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if( !g_pGameRules->m_Arena.CanTakeDamage() ) |
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return 0; |
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} |
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//++ BulliT |
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} |
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// team play damage avoidance |
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if( g_pGameRules->PlayerRelationship( this, pAttacker ) == GR_TEAMMATE ) |
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{ |
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//++ BulliT |
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// LTS you can still hurt yourself |
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if( !g_bIsThreeWave && g_pGameRules->m_iGameMode == LTS && pAttacker != this ) |
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return 0; |
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//-- Martin Webrant |
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// Teamplay 3 you can still hurt yourself |
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if ( CVAR_GET_FLOAT( "mp_teamplay" ) == 3 && pAttacker != this ) |
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return 0; |
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// Teamplay 1 can't hurt any teammates, including yourself |
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if ( CVAR_GET_FLOAT( "mp_teamplay" ) == 1 ) |
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return 0; |
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// Teamplay 2 you can still hurt teammates |
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} |
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if( instagib.value ) |
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{ |
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flTake = 900.0; |
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} |
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else |
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{ |
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// check for quad damage powerup on the attacker |
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if (pAttacker->IsPlayer()) |
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{ |
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if ( ((CBasePlayer*)pAttacker)->m_flSuperDamageFinished > gpGlobals->time ) |
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{ |
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if (gpGlobals->deathmatch == 4) |
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flDamage *= 8; |
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else |
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flDamage *= 4; |
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} |
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if( ( (CBasePlayer*)pAttacker )->m_iRuneStatus == ITEM_RUNE2_FLAG ) |
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{ |
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flDamage *= 2; |
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} |
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} |
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if( m_iRuneStatus == ITEM_RUNE1_FLAG ) |
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{ |
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flDamage /= 2; |
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EMIT_SOUND( ENT( pev ), CHAN_ITEM, "rune/rune1.wav", 1, ATTN_NORM ); |
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} |
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// save damage based on the target's armor level |
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float flSave = ceil(pev->armortype * flDamage); |
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if (flSave >= pev->armorvalue) |
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{ |
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flSave = pev->armorvalue; |
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pev->armortype = 0; // lost all armor |
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m_iQuakeItems &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3); |
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} |
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pev->armorvalue -= flSave; |
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flTake = ceil(flDamage - flSave); |
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} |
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// add to the damage total for clients, which will be sent as a single message at the end of the frame |
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pev->dmg_take = pev->dmg_take + flTake; |
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pev->dmg_inflictor = ENT(pevInflictor); |
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Vector vecTemp; |
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if ( pevAttacker == pevInflictor ) |
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{ |
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vecTemp = pevAttacker->origin - ( VecBModelOrigin(pev) ); |
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} |
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else |
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// an actual missile was involved. |
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{ |
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vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) ); |
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} |
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// this global is still used for glass and other non-monster killables, along with decals. |
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g_vecAttackDir = vecTemp.Normalize(); |
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// figure momentum add |
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if ( (pevInflictor) && (pev->movetype == MOVETYPE_WALK) && !( FBitSet (bitsDamageType, DMG_BURN) ) && !( FBitSet (bitsDamageType, DMG_ACID) ) ) |
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{ |
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Vector vecPush = (pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5).Normalize(); |
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// Set kickback for smaller weapons |
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// Read: only if it's not yourself doing the damage |
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if ( (flDamage < 60) && pAttacker->IsPlayer() && (pAttacker != this) ) |
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pev->velocity = pev->velocity + vecPush * flDamage * 11; |
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else |
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{ |
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// Otherwise, these rules apply to rockets and grenades |
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// for blast velocity |
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if ( pAttacker == this ) |
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{ |
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if ( m_iQuakeWeapon != IT_LIGHTNING ) |
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pev->velocity = pev->velocity + vecPush * flDamage * 8; |
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} |
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else |
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pev->velocity = pev->velocity + vecPush * flDamage * 8; |
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} |
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// Rocket Jump modifiers |
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int iRocketJumpModifier = (int)CVAR_GET_FLOAT("rj"); |
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if ( (iRocketJumpModifier > 1) && (pAttacker == this) && m_iQuakeWeapon == ( IT_ROCKET_LAUNCHER | IT_GRENADE_LAUNCHER ) ) |
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pev->velocity = pev->velocity + vecPush * flDamage * iRocketJumpModifier; |
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} |
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// check for godmode or invincibility |
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if (pev->flags & FL_GODMODE) |
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return 0; |
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if (m_flInvincibleFinished > gpGlobals->time) |
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{ |
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if (m_fInvincSound < gpGlobals->time) |
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{ |
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM); |
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m_fInvincSound = gpGlobals->time + 2; |
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} |
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return 0; |
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} |
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// do the damage |
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pev->health -= (int)flTake; |
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// tell director about it |
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MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR ); |
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WRITE_BYTE ( 9 ); // command length in bytes |
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WRITE_BYTE ( DRC_CMD_EVENT ); // take damage event |
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WRITE_SHORT( ENTINDEX(this->edict()) ); // index number of primary entity |
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WRITE_SHORT( ENTINDEX(ENT(pevInflictor)) ); // index number of secondary entity |
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WRITE_LONG( 5 ); // eventflags (priority and flags) |
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MESSAGE_END(); |
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// react to the damage |
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m_bitsDamageType |= bitsDamageType; // Save this so we can report it to the client |
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m_bitsHUDDamage = -1; // make sure the damage bits get resent |
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if ( pev->health <= 0 ) |
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{ |
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g_pevLastInflictor = pevInflictor; |
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Killed( pevAttacker, GIB_NORMAL ); |
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g_pevLastInflictor = NULL; |
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return 0; |
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} |
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// play pain sound |
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Pain( pAttacker ); |
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return flTake; |
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} |
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