/*** * * Copyright (c) 1996-2001, 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. * ****/ /* ===== combat.cpp ======================================================== functions dealing with damage infliction & death */ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "soundent.h" #include "decals.h" #include "animation.h" #include "weapons.h" #include "func_break.h" extern Vector VecBModelOrigin(entvars_t* pevBModel); #define GERMAN_GIB_COUNT 4 #define HUMAN_GIB_COUNT 6 #define ALIEN_GIB_COUNT 4 // HACKHACK -- The gib velocity equations don't work void CGib::LimitVelocity() { float length = pev->velocity.Length(); // ceiling at 1500. The gib velocity equation is not bounded properly. Rather than tune it // in 3 separate places again, I'll just limit it here. if (length > 1500.0) pev->velocity = pev->velocity.Normalize() * 1500; // This should really be sv_maxvelocity * 0.75 or something } void CGib::SpawnStickyGibs(entvars_t* pevVictim, Vector vecOrigin, int cGibs) { int i; if (g_Language == LANGUAGE_GERMAN) { // no sticky gibs in germany right now! return; } for (i = 0; i < cGibs; i++) { CGib* pGib = GetClassPtr((CGib*)NULL); pGib->Spawn("models/stickygib.mdl"); pGib->pev->body = RANDOM_LONG(0, 2); if (pevVictim) { pGib->pev->origin.x = vecOrigin.x + RANDOM_FLOAT(-3, 3); pGib->pev->origin.y = vecOrigin.y + RANDOM_FLOAT(-3, 3); pGib->pev->origin.z = vecOrigin.z + RANDOM_FLOAT(-3, 3); /* pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT ( 0 , 1 ) ); pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT ( 0 , 1 ) ); pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT ( 0 , 1 ) ); */ // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1; // mix in some noise pGib->pev->velocity.x += RANDOM_FLOAT(-0.15, 0.15); pGib->pev->velocity.y += RANDOM_FLOAT(-0.15, 0.15); pGib->pev->velocity.z += RANDOM_FLOAT(-0.15, 0.15); pGib->pev->velocity = pGib->pev->velocity * 900; pGib->pev->avelocity.x = RANDOM_FLOAT(250, 400); pGib->pev->avelocity.y = RANDOM_FLOAT(250, 400); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if (pevVictim->health > -50) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } else if (pevVictim->health > -200) { pGib->pev->velocity = pGib->pev->velocity * 2; } else { pGib->pev->velocity = pGib->pev->velocity * 4; } pGib->pev->movetype = MOVETYPE_TOSS; pGib->pev->solid = SOLID_BBOX; UTIL_SetSize(pGib->pev, Vector(0, 0, 0), Vector(0, 0, 0)); pGib->SetTouch(&CGib::StickyGibTouch); pGib->SetThink(NULL); } pGib->LimitVelocity(); } } void CGib::SpawnHeadGib(entvars_t* pevVictim) { CGib* pGib = GetClassPtr((CGib*)NULL); if (g_Language == LANGUAGE_GERMAN) { pGib->Spawn("models/germangibs.mdl"); // throw one head pGib->pev->body = 0; } else { pGib->Spawn("models/hgibs.mdl"); // throw one head pGib->pev->body = 0; } if (pevVictim) { pGib->pev->origin = pevVictim->origin + pevVictim->view_ofs; edict_t* pentPlayer = FIND_CLIENT_IN_PVS(pGib->edict()); if (RANDOM_LONG(0, 100) <= 5 && pentPlayer) { // 5% chance head will be thrown at player's face. entvars_t* pevPlayer; pevPlayer = VARS(pentPlayer); pGib->pev->velocity = ((pevPlayer->origin + pevPlayer->view_ofs) - pGib->pev->origin).Normalize() * 300; pGib->pev->velocity.z += 100; } else { pGib->pev->velocity = Vector(RANDOM_FLOAT(-100, 100), RANDOM_FLOAT(-100, 100), RANDOM_FLOAT(200, 300)); } pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200); pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if (pevVictim->health > -50) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } else if (pevVictim->health > -200) { pGib->pev->velocity = pGib->pev->velocity * 2; } else { pGib->pev->velocity = pGib->pev->velocity * 4; } } pGib->LimitVelocity(); } void CGib::SpawnRandomGibs(entvars_t* pevVictim, int cGibs, bool human) { int cSplat; for (cSplat = 0; cSplat < cGibs; cSplat++) { CGib* pGib = GetClassPtr((CGib*)NULL); if (g_Language == LANGUAGE_GERMAN) { pGib->Spawn("models/germangibs.mdl"); pGib->pev->body = RANDOM_LONG(0, GERMAN_GIB_COUNT - 1); } else { if (human) { // human pieces pGib->Spawn("models/hgibs.mdl"); pGib->pev->body = RANDOM_LONG(1, HUMAN_GIB_COUNT - 1); // start at one to avoid throwing random amounts of skulls (0th gib) } else { // aliens pGib->Spawn("models/agibs.mdl"); pGib->pev->body = RANDOM_LONG(0, ALIEN_GIB_COUNT - 1); } } if (pevVictim) { // spawn the gib somewhere in the monster's bounding volume pGib->pev->origin.x = pevVictim->absmin.x + pevVictim->size.x * (RANDOM_FLOAT(0, 1)); pGib->pev->origin.y = pevVictim->absmin.y + pevVictim->size.y * (RANDOM_FLOAT(0, 1)); pGib->pev->origin.z = pevVictim->absmin.z + pevVictim->size.z * (RANDOM_FLOAT(0, 1)) + 1; // absmin.z is in the floor because the engine subtracts 1 to enlarge the box // make the gib fly away from the attack vector pGib->pev->velocity = g_vecAttackDir * -1; // mix in some noise pGib->pev->velocity.x += RANDOM_FLOAT(-0.25, 0.25); pGib->pev->velocity.y += RANDOM_FLOAT(-0.25, 0.25); pGib->pev->velocity.z += RANDOM_FLOAT(-0.25, 0.25); pGib->pev->velocity = pGib->pev->velocity * RANDOM_FLOAT(300, 400); pGib->pev->avelocity.x = RANDOM_FLOAT(100, 200); pGib->pev->avelocity.y = RANDOM_FLOAT(100, 300); // copy owner's blood color pGib->m_bloodColor = (CBaseEntity::Instance(pevVictim))->BloodColor(); if (pevVictim->health > -50) { pGib->pev->velocity = pGib->pev->velocity * 0.7; } else if (pevVictim->health > -200) { pGib->pev->velocity = pGib->pev->velocity * 2; } else { pGib->pev->velocity = pGib->pev->velocity * 4; } pGib->pev->solid = SOLID_BBOX; UTIL_SetSize(pGib->pev, Vector(0, 0, 0), Vector(0, 0, 0)); } pGib->LimitVelocity(); } } bool CBaseMonster::HasHumanGibs() { int myClass = Classify(); if (myClass == CLASS_HUMAN_MILITARY || myClass == CLASS_PLAYER_ALLY || myClass == CLASS_HUMAN_PASSIVE || myClass == CLASS_PLAYER) return true; return false; } bool CBaseMonster::HasAlienGibs() { int myClass = Classify(); if (myClass == CLASS_ALIEN_MILITARY || myClass == CLASS_ALIEN_MONSTER || myClass == CLASS_ALIEN_PASSIVE || myClass == CLASS_INSECT || myClass == CLASS_ALIEN_PREDATOR || myClass == CLASS_ALIEN_PREY) return true; return false; } void CBaseMonster::FadeMonster() { StopAnimation(); pev->velocity = g_vecZero; pev->movetype = MOVETYPE_NONE; pev->avelocity = g_vecZero; pev->animtime = gpGlobals->time; pev->effects |= EF_NOINTERP; SUB_StartFadeOut(); } //========================================================= // GibMonster - create some gore and get rid of a monster's // model. //========================================================= void CBaseMonster::GibMonster() { TraceResult tr; bool gibbed = false; EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/bodysplat.wav", 1, ATTN_NORM); // only humans throw skulls !!!UNDONE - eventually monsters will have their own sets of gibs if (HasHumanGibs()) { if (CVAR_GET_FLOAT("violence_hgibs") != 0) // Only the player will ever get here { CGib::SpawnHeadGib(pev); CGib::SpawnRandomGibs(pev, 4, true); // throw some human gibs. } gibbed = true; } else if (HasAlienGibs()) { if (CVAR_GET_FLOAT("violence_agibs") != 0) // Should never get here, but someone might call it directly { CGib::SpawnRandomGibs(pev, 4, false); // Throw alien gibs } gibbed = true; } if (!IsPlayer()) { if (gibbed) { // don't remove players! SetThink(&CBaseMonster::SUB_Remove); pev->nextthink = gpGlobals->time; } else { FadeMonster(); } } } //========================================================= // GetDeathActivity - determines the best type of death // anim to play. //========================================================= Activity CBaseMonster::GetDeathActivity() { Activity deathActivity; bool fTriedDirection; float flDot; TraceResult tr; Vector vecSrc; if (pev->deadflag != DEAD_NO) { // don't run this while dying. return m_IdealActivity; } vecSrc = Center(); fTriedDirection = false; deathActivity = ACT_DIESIMPLE; // in case we can't find any special deaths to do. UTIL_MakeVectors(pev->angles); flDot = DotProduct(gpGlobals->v_forward, g_vecAttackDir * -1); switch (m_LastHitGroup) { // try to pick a region-specific death. case HITGROUP_HEAD: deathActivity = ACT_DIE_HEADSHOT; break; case HITGROUP_STOMACH: deathActivity = ACT_DIE_GUTSHOT; break; case HITGROUP_GENERIC: // try to pick a death based on attack direction fTriedDirection = true; if (flDot > 0.3) { deathActivity = ACT_DIEFORWARD; } else if (flDot <= -0.3) { deathActivity = ACT_DIEBACKWARD; } break; default: // try to pick a death based on attack direction fTriedDirection = true; if (flDot > 0.3) { deathActivity = ACT_DIEFORWARD; } else if (flDot <= -0.3) { deathActivity = ACT_DIEBACKWARD; } break; } // can we perform the prescribed death? if (LookupActivity(deathActivity) == ACTIVITY_NOT_AVAILABLE) { // no! did we fail to perform a directional death? if (fTriedDirection) { // if yes, we're out of options. Go simple. deathActivity = ACT_DIESIMPLE; } else { // cannot perform the ideal region-specific death, so try a direction. if (flDot > 0.3) { deathActivity = ACT_DIEFORWARD; } else if (flDot <= -0.3) { deathActivity = ACT_DIEBACKWARD; } } } if (LookupActivity(deathActivity) == ACTIVITY_NOT_AVAILABLE) { // if we're still invalid, simple is our only option. deathActivity = ACT_DIESIMPLE; } if (deathActivity == ACT_DIEFORWARD) { // make sure there's room to fall forward UTIL_TraceHull(vecSrc, vecSrc + gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr); if (tr.flFraction != 1.0) { deathActivity = ACT_DIESIMPLE; } } if (deathActivity == ACT_DIEBACKWARD) { // make sure there's room to fall backward UTIL_TraceHull(vecSrc, vecSrc - gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr); if (tr.flFraction != 1.0) { deathActivity = ACT_DIESIMPLE; } } return deathActivity; } //========================================================= // GetSmallFlinchActivity - determines the best type of flinch // anim to play. //========================================================= Activity CBaseMonster::GetSmallFlinchActivity() { Activity flinchActivity; bool fTriedDirection; float flDot; fTriedDirection = false; UTIL_MakeVectors(pev->angles); flDot = DotProduct(gpGlobals->v_forward, g_vecAttackDir * -1); switch (m_LastHitGroup) { // pick a region-specific flinch case HITGROUP_HEAD: flinchActivity = ACT_FLINCH_HEAD; break; case HITGROUP_STOMACH: flinchActivity = ACT_FLINCH_STOMACH; break; case HITGROUP_LEFTARM: flinchActivity = ACT_FLINCH_LEFTARM; break; case HITGROUP_RIGHTARM: flinchActivity = ACT_FLINCH_RIGHTARM; break; case HITGROUP_LEFTLEG: flinchActivity = ACT_FLINCH_LEFTLEG; break; case HITGROUP_RIGHTLEG: flinchActivity = ACT_FLINCH_RIGHTLEG; break; case HITGROUP_GENERIC: default: // just get a generic flinch. flinchActivity = ACT_SMALL_FLINCH; break; } // do we have a sequence for the ideal activity? if (LookupActivity(flinchActivity) == ACTIVITY_NOT_AVAILABLE) { flinchActivity = ACT_SMALL_FLINCH; } return flinchActivity; } void CBaseMonster::BecomeDead() { pev->takedamage = DAMAGE_YES; // don't let autoaim aim at corpses. // give the corpse half of the monster's original maximum health. pev->health = pev->max_health / 2; pev->max_health = 5; // max_health now becomes a counter for how many blood decals the corpse can place. // make the corpse fly away from the attack vector pev->movetype = MOVETYPE_TOSS; //pev->flags &= ~FL_ONGROUND; //pev->origin.z += 2; //pev->velocity = g_vecAttackDir * -1; //pev->velocity = pev->velocity * RANDOM_FLOAT( 300, 400 ); } bool CBaseMonster::ShouldGibMonster(int iGib) { if ((iGib == GIB_NORMAL && pev->health < GIB_HEALTH_VALUE) || (iGib == GIB_ALWAYS)) return true; return false; } void CBaseMonster::CallGibMonster() { bool fade = false; if (HasHumanGibs()) { if (CVAR_GET_FLOAT("violence_hgibs") == 0) fade = true; } else if (HasAlienGibs()) { if (CVAR_GET_FLOAT("violence_agibs") == 0) fade = true; } pev->takedamage = DAMAGE_NO; pev->solid = SOLID_NOT; // do something with the body. while monster blows up if (fade) { FadeMonster(); } else { pev->effects = EF_NODRAW; // make the model invisible. GibMonster(); } pev->deadflag = DEAD_DEAD; FCheckAITrigger(); // don't let the status bar glitch for players.with <0 health. if (pev->health < -99) { pev->health = 0; } if (ShouldFadeOnDeath() && !fade) UTIL_Remove(this); } /* ============ Killed ============ */ void CBaseMonster::Killed(entvars_t* pevAttacker, int iGib) { unsigned int cCount = 0; bool fDone = false; if (HasMemory(bits_MEMORY_KILLED)) { if (ShouldGibMonster(iGib)) CallGibMonster(); return; } Remember(bits_MEMORY_KILLED); // clear the deceased's sound channels.(may have been firing or reloading when killed) EMIT_SOUND(ENT(pev), CHAN_WEAPON, "common/null.wav", 1, ATTN_NORM); m_IdealMonsterState = MONSTERSTATE_DEAD; // Make sure this condition is fired too (TakeDamage breaks out before this happens on death) SetConditions(bits_COND_LIGHT_DAMAGE); // tell owner ( if any ) that we're dead.This is mostly for MonsterMaker functionality. CBaseEntity* pOwner = CBaseEntity::Instance(pev->owner); if (pOwner) { pOwner->DeathNotice(pev); } if (ShouldGibMonster(iGib)) { CallGibMonster(); return; } else if ((pev->flags & FL_MONSTER) != 0) { SetTouch(NULL); BecomeDead(); } // don't let the status bar glitch for players.with <0 health. if (pev->health < -99) { pev->health = 0; } //pev->enemy = ENT( pevAttacker );//why? (sjb) m_IdealMonsterState = MONSTERSTATE_DEAD; } // // fade out - slowly fades a entity out, then removes it. // // DON'T USE ME FOR GIBS AND STUFF IN MULTIPLAYER! // SET A FUTURE THINK AND A RENDERMODE!! void CBaseEntity::SUB_StartFadeOut() { if (pev->rendermode == kRenderNormal) { pev->renderamt = 255; pev->rendermode = kRenderTransTexture; } pev->solid = SOLID_NOT; pev->avelocity = g_vecZero; pev->nextthink = gpGlobals->time + 0.1; SetThink(&CBaseEntity::SUB_FadeOut); } void CBaseEntity::SUB_FadeOut() { if (pev->renderamt > 7) { pev->renderamt -= 7; pev->nextthink = gpGlobals->time + 0.1; } else { pev->renderamt = 0; pev->nextthink = gpGlobals->time + 0.2; SetThink(&CBaseEntity::SUB_Remove); } } //========================================================= // WaitTillLand - in order to emit their meaty scent from // the proper location, gibs should wait until they stop // bouncing to emit their scent. That's what this function // does. //========================================================= void CGib::WaitTillLand() { if (!IsInWorld()) { UTIL_Remove(this); return; } if (pev->velocity == g_vecZero) { SetThink(&CGib::SUB_StartFadeOut); pev->nextthink = gpGlobals->time + m_lifeTime; // If you bleed, you stink! if (m_bloodColor != DONT_BLEED) { // ok, start stinkin! CSoundEnt::InsertSound(bits_SOUND_MEAT, pev->origin, 384, 25); } } else { // wait and check again in another half second. pev->nextthink = gpGlobals->time + 0.5; } } // // Gib bounces on the ground or wall, sponges some blood down, too! // void CGib::BounceGibTouch(CBaseEntity* pOther) { Vector vecSpot; TraceResult tr; //if ( RANDOM_LONG(0,1) ) // return;// don't bleed everytime if ((pev->flags & FL_ONGROUND) != 0) { pev->velocity = pev->velocity * 0.9; pev->angles.x = 0; pev->angles.z = 0; pev->avelocity.x = 0; pev->avelocity.z = 0; } else { if (g_Language != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED) { vecSpot = pev->origin + Vector(0, 0, 8); //move up a bit, and trace down. UTIL_TraceLine(vecSpot, vecSpot + Vector(0, 0, -24), ignore_monsters, ENT(pev), &tr); UTIL_BloodDecalTrace(&tr, m_bloodColor); m_cBloodDecals--; } if (m_material != matNone && RANDOM_LONG(0, 2) == 0) { float volume; float zvel = fabs(pev->velocity.z); volume = 0.8 * V_min(1.0, ((float)zvel) / 450.0); CBreakable::MaterialSoundRandom(edict(), (Materials)m_material, volume); } } } // // Sticky gib puts blood on the wall and stays put. // void CGib::StickyGibTouch(CBaseEntity* pOther) { Vector vecSpot; TraceResult tr; SetThink(&CGib::SUB_Remove); pev->nextthink = gpGlobals->time + 10; if (!FClassnameIs(pOther->pev, "worldspawn")) { pev->nextthink = gpGlobals->time; return; } UTIL_TraceLine(pev->origin, pev->origin + pev->velocity * 32, ignore_monsters, ENT(pev), &tr); UTIL_BloodDecalTrace(&tr, m_bloodColor); pev->velocity = tr.vecPlaneNormal * -1; pev->angles = UTIL_VecToAngles(pev->velocity); pev->velocity = g_vecZero; pev->avelocity = g_vecZero; pev->movetype = MOVETYPE_NONE; } // // Throw a chunk // void CGib::Spawn(const char* szGibModel) { pev->movetype = MOVETYPE_BOUNCE; pev->friction = 0.55; // deading the bounce a bit // sometimes an entity inherits the edict from a former piece of glass, // and will spawn using the same render FX or rendermode! bad! pev->renderamt = 255; pev->rendermode = kRenderNormal; pev->renderfx = kRenderFxNone; pev->solid = SOLID_SLIDEBOX; /// hopefully this will fix the VELOCITY TOO LOW crap pev->classname = MAKE_STRING("gib"); SET_MODEL(ENT(pev), szGibModel); UTIL_SetSize(pev, Vector(0, 0, 0), Vector(0, 0, 0)); pev->nextthink = gpGlobals->time + 4; m_lifeTime = 25; SetThink(&CGib::WaitTillLand); SetTouch(&CGib::BounceGibTouch); m_material = matNone; m_cBloodDecals = 5; // how many blood decals this gib can place (1 per bounce until none remain). } // take health bool CBaseMonster::TakeHealth(float flHealth, int bitsDamageType) { if (0 == pev->takedamage) return false; // clear out any damage types we healed. // UNDONE: generic health should not heal any // UNDONE: time-based damage m_bitsDamageType &= ~(bitsDamageType & ~DMG_TIMEBASED); return CBaseEntity::TakeHealth(flHealth, bitsDamageType); } /* ============ TakeDamage The damage is coming from inflictor, but get mad at attacker This should be the only function that ever reduces health. bitsDamageType indicates the type of damage sustained, ie: DMG_SHOCK Time-based damage: only occurs while the monster is within the trigger_hurt. When a monster is poisoned via an arrow etc it takes all the poison damage at once. GLOBALS ASSUMED SET: g_iSkillLevel ============ */ bool CBaseMonster::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { float flTake; Vector vecDir; if (0 == pev->takedamage) return false; if (!IsAlive()) { return DeadTakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType); } if (pev->deadflag == DEAD_NO) { // no pain sound during death animation. PainSound(); // "Ouch!" } //!!!LATER - make armor consideration here! flTake = flDamage; // set damage type sustained m_bitsDamageType |= bitsDamageType; // grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit). vecDir = Vector(0, 0, 0); if (!FNullEnt(pevInflictor)) { CBaseEntity* pInflictor = CBaseEntity::Instance(pevInflictor); if (pInflictor) { vecDir = (pInflictor->Center() - Vector(0, 0, 10) - Center()).Normalize(); vecDir = g_vecAttackDir = vecDir.Normalize(); } } // add to the damage total for clients, which will be sent as a single // message at the end of the frame // todo: remove after combining shotgun blasts? if (IsPlayer()) { if (pevInflictor) pev->dmg_inflictor = ENT(pevInflictor); pev->dmg_take += flTake; // check for godmode or invincibility if ((pev->flags & FL_GODMODE) != 0) { return false; } } // if this is a player, move him around! if ((!FNullEnt(pevInflictor)) && (pev->movetype == MOVETYPE_WALK) && (!pevAttacker || pevAttacker->solid != SOLID_TRIGGER)) { pev->velocity = pev->velocity + vecDir * -DamageForce(flDamage); } // do the damage pev->health -= flTake; // HACKHACK Don't kill monsters in a script. Let them break their scripts first if (m_MonsterState == MONSTERSTATE_SCRIPT) { SetConditions(bits_COND_LIGHT_DAMAGE); return false; } if (pev->health <= 0) { g_pevLastInflictor = pevInflictor; if ((bitsDamageType & DMG_ALWAYSGIB) != 0) { Killed(pevAttacker, GIB_ALWAYS); } else if ((bitsDamageType & DMG_NEVERGIB) != 0) { Killed(pevAttacker, GIB_NEVER); } else { Killed(pevAttacker, GIB_NORMAL); } g_pevLastInflictor = NULL; return false; } // react to the damage (get mad) if ((pev->flags & FL_MONSTER) != 0 && !FNullEnt(pevAttacker)) { if ((pevAttacker->flags & (FL_MONSTER | FL_CLIENT)) != 0) { // only if the attack was a monster or client! // enemy's last known position is somewhere down the vector that the attack came from. if (pevInflictor) { if (m_hEnemy == NULL || pevInflictor == m_hEnemy->pev || !HasConditions(bits_COND_SEE_ENEMY)) { m_vecEnemyLKP = pevInflictor->origin; } } else { m_vecEnemyLKP = pev->origin + (g_vecAttackDir * 64); } MakeIdealYaw(m_vecEnemyLKP); // add pain to the conditions // !!!HACKHACK - fudged for now. Do we want to have a virtual function to determine what is light and // heavy damage per monster class? if (flDamage > 0) { SetConditions(bits_COND_LIGHT_DAMAGE); } if (flDamage >= 20) { SetConditions(bits_COND_HEAVY_DAMAGE); } } } return true; } //========================================================= // DeadTakeDamage - takedamage function called when a monster's // corpse is damaged. //========================================================= bool CBaseMonster::DeadTakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) { Vector vecDir; // grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit). vecDir = Vector(0, 0, 0); if (!FNullEnt(pevInflictor)) { CBaseEntity* pInflictor = CBaseEntity::Instance(pevInflictor); if (pInflictor) { vecDir = (pInflictor->Center() - Vector(0, 0, 10) - Center()).Normalize(); vecDir = g_vecAttackDir = vecDir.Normalize(); } } #if 0 // turn this back on when the bounding box issues are resolved. pev->flags &= ~FL_ONGROUND; pev->origin.z += 1; // let the damage scoot the corpse around a bit. if ( !FNullEnt(pevInflictor) && (pevAttacker->solid != SOLID_TRIGGER) ) { pev->velocity = pev->velocity + vecDir * -DamageForce( flDamage ); } #endif // kill the corpse if enough damage was done to destroy the corpse and the damage is of a type that is allowed to destroy the corpse. if ((bitsDamageType & DMG_GIB_CORPSE) != 0) { if (pev->health <= flDamage) { pev->health = -50; Killed(pevAttacker, GIB_ALWAYS); return false; } // Accumulate corpse gibbing damage, so you can gib with multiple hits pev->health -= flDamage * 0.1; } return true; } float CBaseMonster::DamageForce(float damage) { float force = damage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5; if (force > 1000.0) { force = 1000.0; } return force; } // // RadiusDamage - this entity is exploding, or otherwise needs to inflict damage upon entities within a certain range. // // only damage ents that can clearly be seen by the explosion! void RadiusDamage(Vector vecSrc, entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType) { CBaseEntity* pEntity = NULL; TraceResult tr; float flAdjustedDamage, falloff; Vector vecSpot; if (0 != flRadius) falloff = flDamage / flRadius; else falloff = 1.0; const bool bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER); vecSrc.z += 1; // in case grenade is lying on the ground if (!pevAttacker) pevAttacker = pevInflictor; // iterate on all entities in the vicinity. while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, flRadius)) != NULL) { if (pEntity->pev->takedamage != DAMAGE_NO) { // UNDONE: this should check a damage mask, not an ignore if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore) { // houndeyes don't hurt other houndeyes with their attack continue; } // blast's don't tavel into or out of water if (bInWater && pEntity->pev->waterlevel == 0) continue; if (!bInWater && pEntity->pev->waterlevel == 3) continue; vecSpot = pEntity->BodyTarget(vecSrc); UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr); if (tr.flFraction == 1.0 || tr.pHit == pEntity->edict()) { // the explosion can 'see' this entity, so hurt them! if (0 != tr.fStartSolid) { // if we're stuck inside them, fixup the position and distance tr.vecEndPos = vecSrc; tr.flFraction = 0.0; } // decrease damage for an ent that's farther from the bomb. flAdjustedDamage = (vecSrc - tr.vecEndPos).Length() * falloff; flAdjustedDamage = flDamage - flAdjustedDamage; if (flAdjustedDamage < 0) { flAdjustedDamage = 0; } // ALERT( at_console, "hit %s\n", STRING( pEntity->pev->classname ) ); if (tr.flFraction != 1.0) { ClearMultiDamage(); pEntity->TraceAttack(pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize(), &tr, bitsDamageType); ApplyMultiDamage(pevInflictor, pevAttacker); } else { pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType); } } } } } void CBaseMonster::RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType) { ::RadiusDamage(pev->origin, pevInflictor, pevAttacker, flDamage, flDamage * 2.5, iClassIgnore, bitsDamageType); } void CBaseMonster::RadiusDamage(Vector vecSrc, entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType) { ::RadiusDamage(vecSrc, pevInflictor, pevAttacker, flDamage, flDamage * 2.5, iClassIgnore, bitsDamageType); } //========================================================= // CheckTraceHullAttack - expects a length to trace, amount // of damage to do, and damage type. Returns a pointer to // the damaged entity in case the monster wishes to do // other stuff to the victim (punchangle, etc) // // Used for many contact-range melee attacks. Bites, claws, etc. //========================================================= CBaseEntity* CBaseMonster::CheckTraceHullAttack(float flDist, int iDamage, int iDmgType) { TraceResult tr; if (IsPlayer()) UTIL_MakeVectors(pev->angles); else UTIL_MakeAimVectors(pev->angles); Vector vecStart = pev->origin; vecStart.z += pev->size.z * 0.5; Vector vecEnd = vecStart + (gpGlobals->v_forward * flDist); UTIL_TraceHull(vecStart, vecEnd, dont_ignore_monsters, head_hull, ENT(pev), &tr); if (tr.pHit) { CBaseEntity* pEntity = CBaseEntity::Instance(tr.pHit); if (iDamage > 0) { pEntity->TakeDamage(pev, pev, iDamage, iDmgType); } return pEntity; } return NULL; } //========================================================= // FInViewCone - returns true is the passed ent is in // the caller's forward view cone. The dot product is performed // in 2d, making the view cone infinitely tall. //========================================================= bool CBaseMonster::FInViewCone(CBaseEntity* pEntity) { Vector2D vec2LOS; float flDot; UTIL_MakeVectors(pev->angles); vec2LOS = (pEntity->pev->origin - pev->origin).Make2D(); vec2LOS = vec2LOS.Normalize(); flDot = DotProduct(vec2LOS, gpGlobals->v_forward.Make2D()); if (flDot > m_flFieldOfView) { return true; } else { return false; } } //========================================================= // FInViewCone - returns true is the passed vector is in // the caller's forward view cone. The dot product is performed // in 2d, making the view cone infinitely tall. //========================================================= bool CBaseMonster::FInViewCone(Vector* pOrigin) { Vector2D vec2LOS; float flDot; UTIL_MakeVectors(pev->angles); vec2LOS = (*pOrigin - pev->origin).Make2D(); vec2LOS = vec2LOS.Normalize(); flDot = DotProduct(vec2LOS, gpGlobals->v_forward.Make2D()); if (flDot > m_flFieldOfView) { return true; } else { return false; } } //========================================================= // FVisible - returns true if a line can be traced from // the caller's eyes to the target //========================================================= bool CBaseEntity::FVisible(CBaseEntity* pEntity) { TraceResult tr; Vector vecLookerOrigin; Vector vecTargetOrigin; if (FBitSet(pEntity->pev->flags, FL_NOTARGET)) return false; // don't look through water if ((pev->waterlevel != 3 && pEntity->pev->waterlevel == 3) || (pev->waterlevel == 3 && pEntity->pev->waterlevel == 0)) return false; vecLookerOrigin = pev->origin + pev->view_ofs; //look through the caller's 'eyes' vecTargetOrigin = pEntity->EyePosition(); UTIL_TraceLine(vecLookerOrigin, vecTargetOrigin, ignore_monsters, ignore_glass, ENT(pev) /*pentIgnore*/, &tr); if (tr.flFraction != 1.0) { return false; // Line of sight is not established } else { return true; // line of sight is valid. } } //========================================================= // FVisible - returns true if a line can be traced from // the caller's eyes to the target vector //========================================================= bool CBaseEntity::FVisible(const Vector& vecOrigin) { TraceResult tr; Vector vecLookerOrigin; vecLookerOrigin = EyePosition(); //look through the caller's 'eyes' UTIL_TraceLine(vecLookerOrigin, vecOrigin, ignore_monsters, ignore_glass, ENT(pev) /*pentIgnore*/, &tr); if (tr.flFraction != 1.0) { return false; // Line of sight is not established } else { return true; // line of sight is valid. } } /* ================ TraceAttack ================ */ void CBaseEntity::TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) { Vector vecOrigin = ptr->vecEndPos - vecDir * 4; if (0 != pev->takedamage) { AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType); int blood = BloodColor(); if (blood != DONT_BLEED) { SpawnBlood(vecOrigin, blood, flDamage); // a little surface blood. TraceBleed(flDamage, vecDir, ptr, bitsDamageType); } } } /* //========================================================= // TraceAttack //========================================================= void CBaseMonster::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { Vector vecOrigin = ptr->vecEndPos - vecDir * 4; ALERT ( at_console, "%d\n", ptr->iHitgroup ); if ( pev->takedamage ) { AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType ); int blood = BloodColor(); if ( blood != DONT_BLEED ) { SpawnBlood(vecOrigin, blood, flDamage);// a little surface blood. } } } */ //========================================================= // TraceAttack //========================================================= void CBaseMonster::TraceAttack(entvars_t* pevAttacker, float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) { if (0 != pev->takedamage) { m_LastHitGroup = ptr->iHitgroup; switch (ptr->iHitgroup) { case HITGROUP_GENERIC: break; case HITGROUP_HEAD: flDamage *= gSkillData.monHead; break; case HITGROUP_CHEST: flDamage *= gSkillData.monChest; break; case HITGROUP_STOMACH: flDamage *= gSkillData.monStomach; break; case HITGROUP_LEFTARM: case HITGROUP_RIGHTARM: flDamage *= gSkillData.monArm; break; case HITGROUP_LEFTLEG: case HITGROUP_RIGHTLEG: flDamage *= gSkillData.monLeg; break; default: break; } SpawnBlood(ptr->vecEndPos, BloodColor(), flDamage); // a little surface blood. TraceBleed(flDamage, vecDir, ptr, bitsDamageType); AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType); } } /* ================ FireBullets Go to the trouble of combining multiple pellets into a single damage call. This version is used by Monsters. ================ */ void CBaseEntity::FireBullets(unsigned int cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t* pevAttacker) { static int tracerCount; TraceResult tr; Vector vecRight = gpGlobals->v_right; Vector vecUp = gpGlobals->v_up; if (pevAttacker == NULL) pevAttacker = pev; // the default attacker is ourselves ClearMultiDamage(); gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB; for (unsigned int iShot = 1; iShot <= cShots; iShot++) { // get circular gaussian spread float x, y, z; do { x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5); y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5); z = x * x + y * y; } while (z > 1); Vector vecDir = vecDirShooting + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp; Vector vecEnd; vecEnd = vecSrc + vecDir * flDistance; UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev) /*pentIgnore*/, &tr); if (iTracerFreq != 0 && (tracerCount++ % iTracerFreq) == 0) { Vector vecTracerSrc; if (IsPlayer()) { // adjust tracer position for player vecTracerSrc = vecSrc + Vector(0, 0, -4) + gpGlobals->v_right * 2 + gpGlobals->v_forward * 16; } else { vecTracerSrc = vecSrc; } switch (iBulletType) { case BULLET_MONSTER_MP5: case BULLET_MONSTER_9MM: case BULLET_MONSTER_12MM: default: MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, vecTracerSrc); WRITE_BYTE(TE_TRACER); WRITE_COORD(vecTracerSrc.x); WRITE_COORD(vecTracerSrc.y); WRITE_COORD(vecTracerSrc.z); WRITE_COORD(tr.vecEndPos.x); WRITE_COORD(tr.vecEndPos.y); WRITE_COORD(tr.vecEndPos.z); MESSAGE_END(); break; } } // do damage, paint decals if (tr.flFraction != 1.0) { CBaseEntity* pEntity = CBaseEntity::Instance(tr.pHit); if (0 != iDamage) { pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB)); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot(&tr, iBulletType); } else switch (iBulletType) { case BULLET_PLAYER_BUCKSHOT: // make distance based! pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgBuckshot, vecDir, &tr, DMG_BULLET); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot(&tr, iBulletType); break; default: case BULLET_MONSTER_9MM: pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot(&tr, iBulletType); break; case BULLET_MONSTER_MP5: pEntity->TraceAttack(pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot(&tr, iBulletType); break; case BULLET_MONSTER_12MM: pEntity->TraceAttack(pevAttacker, gSkillData.monDmg12MM, vecDir, &tr, DMG_BULLET); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot(&tr, iBulletType); break; case BULLET_NONE: // FIX pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); // only decal glass if (!FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0) { UTIL_DecalTrace(&tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0, 2)); } break; } } // make bullet trails UTIL_BubbleTrail(vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0); } ApplyMultiDamage(pev, pevAttacker); } /* ================ FireBullets Go to the trouble of combining multiple pellets into a single damage call. This version is used by Players, uses the random seed generator to sync client and server side shots. ================ */ Vector CBaseEntity::FireBulletsPlayer(unsigned int cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t* pevAttacker, int shared_rand) { static int tracerCount; TraceResult tr; Vector vecRight = gpGlobals->v_right; Vector vecUp = gpGlobals->v_up; float x = 0, y = 0, z; if (pevAttacker == NULL) pevAttacker = pev; // the default attacker is ourselves ClearMultiDamage(); gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB; for (unsigned int iShot = 1; iShot <= cShots; iShot++) { //Use player's random seed. // get circular gaussian spread x = UTIL_SharedRandomFloat(shared_rand + iShot, -0.5, 0.5) + UTIL_SharedRandomFloat(shared_rand + (1 + iShot), -0.5, 0.5); y = UTIL_SharedRandomFloat(shared_rand + (2 + iShot), -0.5, 0.5) + UTIL_SharedRandomFloat(shared_rand + (3 + iShot), -0.5, 0.5); z = x * x + y * y; Vector vecDir = vecDirShooting + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp; Vector vecEnd; vecEnd = vecSrc + vecDir * flDistance; UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev) /*pentIgnore*/, &tr); // do damage, paint decals if (tr.flFraction != 1.0) { CBaseEntity* pEntity = CBaseEntity::Instance(tr.pHit); if (0 != iDamage) { pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB)); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); DecalGunshot(&tr, iBulletType); } else switch (iBulletType) { default: case BULLET_PLAYER_9MM: pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg9MM, vecDir, &tr, DMG_BULLET); break; case BULLET_PLAYER_MP5: pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_BULLET); break; case BULLET_PLAYER_BUCKSHOT: // make distance based! pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgBuckshot, vecDir, &tr, DMG_BULLET); break; case BULLET_PLAYER_357: pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET); break; case BULLET_NONE: // FIX pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB); TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType); // only decal glass if (!FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0) { UTIL_DecalTrace(&tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0, 2)); } break; } } // make bullet trails UTIL_BubbleTrail(vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0); } ApplyMultiDamage(pev, pevAttacker); return Vector(x * vecSpread.x, y * vecSpread.y, 0.0); } void CBaseEntity::TraceBleed(float flDamage, Vector vecDir, TraceResult* ptr, int bitsDamageType) { if (BloodColor() == DONT_BLEED) return; if (flDamage == 0) return; if ((bitsDamageType & (DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_MORTAR)) == 0) return; // make blood decal on the wall! TraceResult Bloodtr; Vector vecTraceDir; float flNoise; int cCount; int i; /* if ( !IsAlive() ) { // dealing with a dead monster. if ( pev->max_health <= 0 ) { // no blood decal for a monster that has already decalled its limit. return; } else { pev->max_health--; } } */ if (flDamage < 10) { flNoise = 0.1; cCount = 1; } else if (flDamage < 25) { flNoise = 0.2; cCount = 2; } else { flNoise = 0.3; cCount = 4; } for (i = 0; i < cCount; i++) { vecTraceDir = vecDir * -1; // trace in the opposite direction the shot came from (the direction the shot is going) vecTraceDir.x += RANDOM_FLOAT(-flNoise, flNoise); vecTraceDir.y += RANDOM_FLOAT(-flNoise, flNoise); vecTraceDir.z += RANDOM_FLOAT(-flNoise, flNoise); UTIL_TraceLine(ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * -172, ignore_monsters, ENT(pev), &Bloodtr); if (Bloodtr.flFraction != 1.0) { UTIL_BloodDecalTrace(&Bloodtr, BloodColor()); } } } //========================================================= //========================================================= void CBaseMonster::MakeDamageBloodDecal(int cCount, float flNoise, TraceResult* ptr, const Vector& vecDir) { // make blood decal on the wall! TraceResult Bloodtr; Vector vecTraceDir; int i; if (!IsAlive()) { // dealing with a dead monster. if (pev->max_health <= 0) { // no blood decal for a monster that has already decalled its limit. return; } else { pev->max_health--; } } for (i = 0; i < cCount; i++) { vecTraceDir = vecDir; vecTraceDir.x += RANDOM_FLOAT(-flNoise, flNoise); vecTraceDir.y += RANDOM_FLOAT(-flNoise, flNoise); vecTraceDir.z += RANDOM_FLOAT(-flNoise, flNoise); UTIL_TraceLine(ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * 172, ignore_monsters, ENT(pev), &Bloodtr); /* MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY ); WRITE_BYTE( TE_SHOWLINE); WRITE_COORD( ptr->vecEndPos.x ); WRITE_COORD( ptr->vecEndPos.y ); WRITE_COORD( ptr->vecEndPos.z ); WRITE_COORD( Bloodtr.vecEndPos.x ); WRITE_COORD( Bloodtr.vecEndPos.y ); WRITE_COORD( Bloodtr.vecEndPos.z ); MESSAGE_END(); */ if (Bloodtr.flFraction != 1.0) { UTIL_BloodDecalTrace(&Bloodtr, BloodColor()); } } }