Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002,, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== quake_player.cpp ========================================================
Quake Classic player functionality.
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "player.h"
#include "gamerules.h"
#include "hltv.h"
extern entvars_t *g_pevLastInflictor;
extern int gmsgStatusText;
extern int gmsgStatusValue;
extern DLL_GLOBAL Vector g_vecAttackDir;
extern bool g_bIsThreeWave;
/*************************************/
/* STATUS BAR */
/*************************************/
// Initialise the player's status bar
void CBasePlayer::InitStatusBar()
{
m_flStatusBarDisappearDelay = 0;
m_SbarString1[0] = m_SbarString0[0] = 0;
}
void CBasePlayer::UpdateStatusBar()
{
int newSBarState[ SBAR_END ];
memset( newSBarState, 0, sizeof(newSBarState) );
// Find an ID Target
TraceResult tr;
UTIL_MakeVectors( pev->v_angle + pev->punchangle );
Vector vecSrc = EyePosition();
Vector vecEnd = vecSrc + (gpGlobals->v_forward * MAX_ID_RANGE);
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, edict(), &tr);
if (tr.flFraction != 1.0)
{
if ( !FNullEnt( tr.pHit ) )
{
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
if ( pEntity->Classify() == CLASS_PLAYER )
{
newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity->edict() );
newSBarState[ SBAR_ID_TARGETTEAM ] = FALSE;
m_flStatusBarDisappearDelay = gpGlobals->time + 1.0;
}
}
else if ( m_flStatusBarDisappearDelay > gpGlobals->time )
{
// hold the values for a short amount of time after viewing the object
newSBarState[ SBAR_ID_TARGETNAME ] = m_izSBarState[ SBAR_ID_TARGETNAME ];
newSBarState[ SBAR_ID_TARGETHEALTH ] = m_izSBarState[ SBAR_ID_TARGETHEALTH ];
newSBarState[ SBAR_ID_TARGETARMOR ] = m_izSBarState[ SBAR_ID_TARGETARMOR ];
newSBarState[ SBAR_ID_TARGETTEAM ] = m_izSBarState[ SBAR_ID_TARGETTEAM ];
}
}
// Check values and send if they don't match
for (int i = 1; i < SBAR_END; i++)
{
if ( newSBarState[i] != m_izSBarState[i] )
{
MESSAGE_BEGIN( MSG_ONE, gmsgStatusValue, NULL, pev );
WRITE_BYTE( i );
WRITE_SHORT( newSBarState[i] );
MESSAGE_END();
m_izSBarState[i] = newSBarState[i];
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Player has taken some damage. This is now using the Quake functionality.
//-----------------------------------------------------------------------------
int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
if ( (pev->takedamage == DAMAGE_NO) || (IsAlive() == FALSE) )
return 0;
//We are wearing the suit and we want to be hurt by lava or slime
if ( m_iQuakeItems & IT_SUIT )
{
if ( bitsDamageType & DMG_BURN || bitsDamageType & DMG_ACID )
return 0;
}
CBaseEntity *pAttacker = CBaseEntity::Instance(pevAttacker);
// keep track of amount of damage last sustained
m_lastDamageAmount = flDamage;
if( !g_bIsThreeWave )
{
//++ BulliT
if( g_pGameRules->m_iGameMode >= LMS )
{
if( !g_pGameRules->m_LMS.CanTakeDamage() )
return 0;
}
else if( g_pGameRules->m_iGameMode == ARENA )
{
if( !g_pGameRules->m_Arena.CanTakeDamage() )
return 0;
}
//++ BulliT
}
// team play damage avoidance
if( g_pGameRules->PlayerRelationship( this, pAttacker ) == GR_TEAMMATE )
{
//++ BulliT
// LTS you can still hurt yourself
if( !g_bIsThreeWave && g_pGameRules->m_iGameMode == LTS && pAttacker != this )
return 0;
//-- Martin Webrant
// Teamplay 3 you can still hurt yourself
if ( CVAR_GET_FLOAT( "mp_teamplay" ) == 3 && pAttacker != this )
return 0;
// Teamplay 1 can't hurt any teammates, including yourself
if ( CVAR_GET_FLOAT( "mp_teamplay" ) == 1 )
return 0;
// Teamplay 2 you can still hurt teammates
}
// check for quad damage powerup on the attacker
if (pAttacker->IsPlayer())
{
if ( ((CBasePlayer*)pAttacker)->m_flSuperDamageFinished > gpGlobals->time )
{
if (gpGlobals->deathmatch == 4)
flDamage *= 8;
else
flDamage *= 4;
}
if( ( (CBasePlayer*)pAttacker )->m_iRuneStatus == ITEM_RUNE2_FLAG )
{
flDamage *= 2;
}
}
if( m_iRuneStatus == ITEM_RUNE1_FLAG )
{
flDamage /= 2;
EMIT_SOUND( ENT( pev ), CHAN_ITEM, "rune/rune1.wav", 1, ATTN_NORM );
}
// save damage based on the target's armor level
float flSave = ceil(pev->armortype * flDamage);
if (flSave >= pev->armorvalue)
{
flSave = pev->armorvalue;
pev->armortype = 0; // lost all armor
m_iQuakeItems &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
}
pev->armorvalue -= flSave;
float flTake = ceil(flDamage - flSave);
// add to the damage total for clients, which will be sent as a single message at the end of the frame
pev->dmg_take = pev->dmg_take + flTake;
pev->dmg_inflictor = ENT(pevInflictor);
Vector vecTemp;
if ( pevAttacker == pevInflictor )
{
vecTemp = pevAttacker->origin - ( VecBModelOrigin(pev) );
}
else
// an actual missile was involved.
{
vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) );
}
// this global is still used for glass and other non-monster killables, along with decals.
g_vecAttackDir = vecTemp.Normalize();
// figure momentum add
if ( (pevInflictor) && (pev->movetype == MOVETYPE_WALK) && !( FBitSet (bitsDamageType, DMG_BURN) ) && !( FBitSet (bitsDamageType, DMG_ACID) ) )
{
Vector vecPush = (pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5).Normalize();
// Set kickback for smaller weapons
// Read: only if it's not yourself doing the damage
if ( (flDamage < 60) && pAttacker->IsPlayer() && (pAttacker != this) )
pev->velocity = pev->velocity + vecPush * flDamage * 11;
else
{
// Otherwise, these rules apply to rockets and grenades
// for blast velocity
if ( pAttacker == this )
{
if ( m_iQuakeWeapon != IT_LIGHTNING )
pev->velocity = pev->velocity + vecPush * flDamage * 8;
}
else
pev->velocity = pev->velocity + vecPush * flDamage * 8;
}
// Rocket Jump modifiers
int iRocketJumpModifier = (int)CVAR_GET_FLOAT("rj");
if ( (iRocketJumpModifier > 1) && (pAttacker == this) && m_iQuakeWeapon == ( IT_ROCKET_LAUNCHER | IT_GRENADE_LAUNCHER ) )
pev->velocity = pev->velocity + vecPush * flDamage * iRocketJumpModifier;
}
// check for godmode or invincibility
if (pev->flags & FL_GODMODE)
return 0;
if (m_flInvincibleFinished > gpGlobals->time)
{
if (m_fInvincSound < gpGlobals->time)
{
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
m_fInvincSound = gpGlobals->time + 2;
}
return 0;
}
// do the damage
pev->health -= (int)flTake;
// tell director about it
MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
WRITE_BYTE ( 9 ); // command length in bytes
WRITE_BYTE ( DRC_CMD_EVENT ); // take damage event
WRITE_SHORT( ENTINDEX(this->edict()) ); // index number of primary entity
WRITE_SHORT( ENTINDEX(ENT(pevInflictor)) ); // index number of secondary entity
WRITE_LONG( 5 ); // eventflags (priority and flags)
MESSAGE_END();
// react to the damage
m_bitsDamageType |= bitsDamageType; // Save this so we can report it to the client
m_bitsHUDDamage = -1; // make sure the damage bits get resent
if ( pev->health <= 0 )
{
g_pevLastInflictor = pevInflictor;
Killed( pevAttacker, GIB_NORMAL );
g_pevLastInflictor = NULL;
return 0;
}
// play pain sound
Pain( pAttacker );
return flTake;
}