nuclide/src/server/traceattack.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
entity g_multiDamage_Target;
int g_multiDamage_Value;
static void
TraceAttack_Apply(entity eAttacker, int iWeapon)
{
/* may not be defined yet */
if (g_multiDamage_Target == __NULL__)
return;
if (trace_ent.iBleeds == 1) {
FX_Blood(trace_endpos, [1,0,0]);
}
Damage_Apply(g_multiDamage_Target, self, g_multiDamage_Value, iWeapon, DMG_BULLET);
g_multiDamage_Target = __NULL__;
g_multiDamage_Value = 0;
}
void
TraceAttack_ImpactWorld(void)
{
string tex_name;
float surf;
switch (serverkeyfloat("*bspversion")) {
case BSPVER_HL:
surf = getsurfacenearpoint(trace_ent, trace_endpos);
tex_name = Materials_FixName(getsurfacetexture(trace_ent, surf));
/* our hashtable is the key to all this */
switch ((float)hash_get(hashMaterials, tex_name)) {
case MATID_ALIEN:
FX_Impact(IMPACT_ALIEN, trace_endpos, trace_plane_normal);
break;
case MATID_COMPUTER:
FX_Impact(IMPACT_COMPUTER, trace_endpos, trace_plane_normal);
break;
case MATID_CONCRETE:
FX_Impact(IMPACT_CONCRETE, trace_endpos, trace_plane_normal);
break;
case MATID_DIRT:
FX_Impact(IMPACT_DIRT, trace_endpos, trace_plane_normal);
break;
case MATID_BLOODYFLESH:
case MATID_FLESH:
FX_Impact(IMPACT_FLESH, trace_endpos, trace_plane_normal);
break;
case MATID_FOLIAGE:
FX_Impact(IMPACT_FOLIAGE, trace_endpos, trace_plane_normal);
break;
case MATID_GLASS:
FX_Impact(IMPACT_GLASS, trace_endpos, trace_plane_normal);
break;
case MATID_GRATE:
FX_Impact(IMPACT_GRATE, trace_endpos, trace_plane_normal);
break;
case MATID_METAL:
FX_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
break;
case MATID_SAND:
FX_Impact(IMPACT_SAND, trace_endpos, trace_plane_normal);
break;
case MATID_SLOSH:
FX_Impact(IMPACT_SLOSH, trace_endpos, trace_plane_normal);
break;
case MATID_SNOW:
FX_Impact(IMPACT_SNOW, trace_endpos, trace_plane_normal);
break;
case MATID_TILE:
FX_Impact(IMPACT_TILE, trace_endpos, trace_plane_normal);
break;
case MATID_VENT:
FX_Impact(IMPACT_VENT, trace_endpos, trace_plane_normal);
break;
case MATID_WOOD:
FX_Impact(IMPACT_WOOD, trace_endpos, trace_plane_normal);
break;
default:
FX_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
break;
}
break;
case BSPVER_Q3: /* Q3 */
case BSPVER_RTCW: /* RtCW */
case BSPVER_RBSP: /* RFVBSP */
switch (trace_surfaceflagsi) {
case SURF_ALIEN:
FX_Impact(IMPACT_ALIEN, trace_endpos, trace_plane_normal);
break;
case SURF_COMPUTER:
FX_Impact(IMPACT_COMPUTER, trace_endpos, trace_plane_normal);
break;
case SURF_CONCRETE:
FX_Impact(IMPACT_CONCRETE, trace_endpos, trace_plane_normal);
break;
case SURF_DIRT:
FX_Impact(IMPACT_DIRT, trace_endpos, trace_plane_normal);
break;
case SURF_BLOODYFLESH:
FX_Impact(IMPACT_FLESH, trace_endpos, trace_plane_normal);
break;
case SURF_FOLIAGE:
FX_Impact(IMPACT_FOLIAGE, trace_endpos, trace_plane_normal);
break;
case SURF_GLASS:
FX_Impact(IMPACT_GLASS, trace_endpos, trace_plane_normal);
break;
case SURF_GRATE:
FX_Impact(IMPACT_GRATE, trace_endpos, trace_plane_normal);
break;
case SURF_METAL:
FX_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
break;
case SURF_SAND:
FX_Impact(IMPACT_SAND, trace_endpos, trace_plane_normal);
break;
case SURF_SLOSH:
FX_Impact(IMPACT_SLOSH, trace_endpos, trace_plane_normal);
break;
case SURF_SNOW:
FX_Impact(IMPACT_SNOW, trace_endpos, trace_plane_normal);
break;
case SURF_TILE:
FX_Impact(IMPACT_TILE, trace_endpos, trace_plane_normal);
break;
case SURF_VENT:
FX_Impact(IMPACT_VENT, trace_endpos, trace_plane_normal);
break;
case SURF_WOOD:
FX_Impact(IMPACT_WOOD, trace_endpos, trace_plane_normal);
break;
default:
FX_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
break;
}
break;
default:
FX_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
}
}
/* cast a single bullet shot */
static void
TraceAttack_FireSingle(vector vecPos, vector vAngle, int iDamage, int iWeapon)
{
vector range;
range = (vAngle * 8196);
/* make sure we can gib corpses */
int oldhitcontents = self.hitcontentsmaski;
self.hitcontentsmaski = CONTENTBITS_POINTSOLID | CONTENTBIT_CORPSE;
traceline(vecPos, vecPos + range, MOVE_LAGGED | MOVE_HITMODEL, self);
self.hitcontentsmaski = oldhitcontents;
if (trace_fraction >= 1.0f)
return;
if (trace_ent.takedamage == DAMAGE_YES && trace_ent.iBleeds) {
Sound_Play(trace_ent, CHAN_BODY, "damage_bullet.hit");
#ifdef CSTRIKE
player pl = (player)trace_ent;
/* modify the damage based on the location */
switch (trace_surface_id) {
case BODY_HEAD:
/* the helmet is one power house */
if (pl.g_items & ITEM_HELMET) {
iDamage = 0;
Sound_Play(trace_ent, CHAN_BODY, "player.headshotarmor");
pl.g_items &= ~ITEM_HELMET;
return;
} else {
iDamage *= 4;
Sound_Play(trace_ent, CHAN_BODY, "player.headshot");
}
break;
case BODY_STOMACH:
iDamage *= 0.9;
if (pl.armor > 0)
Sound_Play(trace_ent, CHAN_BODY, "player.hitarmor");
break;
case BODY_LEGLEFT:
case BODY_LEGRIGHT:
iDamage *= 0.4;
break;
}
#else
/* only headshots count in HL */
if (trace_surface_id == BODY_HEAD)
iDamage *= 3;
#endif
}
/* impact per bullet */
if (trace_ent.iBleeds == 0) {
if (trace_ent == world) {
TraceAttack_ImpactWorld();
} else {
CBaseEntity foo = (CBaseEntity)trace_ent;
switch (foo.m_iMaterial) {
case BREAKMT_GLASS:
FX_Impact(IMPACT_GLASS, trace_endpos, trace_plane_normal);
break;
case BREAKMT_WOOD:
FX_Impact(IMPACT_WOOD, trace_endpos, trace_plane_normal);
break;
case BREAKMT_METAL:
FX_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
break;
case BREAKMT_FLESH:
FX_Impact(IMPACT_FLESH, trace_endpos, trace_plane_normal);
break;
case BREAKMT_CINDER:
FX_Impact(IMPACT_CONCRETE, trace_endpos, trace_plane_normal);
break;
case BREAKMT_TILE:
FX_Impact(IMPACT_TILE, trace_endpos, trace_plane_normal);
break;
case BREAKMT_COMPUTER:
FX_Impact(IMPACT_COMPUTER, trace_endpos, trace_plane_normal);
break;
case BREAKMT_GLASS_UNBREAKABLE:
FX_Impact(IMPACT_GLASS, trace_endpos, trace_plane_normal);
break;
case BREAKMT_ROCK:
FX_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
break;
case BREAKMT_NONE:
FX_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
break;
}
}
}
/* combine them into one single Damage_Apply call later */
if (trace_ent.takedamage == DAMAGE_YES) {
if (trace_ent != g_multiDamage_Target) {
TraceAttack_Apply(self, iWeapon);
g_multiDamage_Target = trace_ent;
g_multiDamage_Value = iDamage;
} else {
g_multiDamage_Value += iDamage;
}
}
#ifdef BULLETPENETRATION
if (iTotalPenetrations > 0) {
iTotalPenetrations -= 1;
TraceAttack_FireSingle(trace_endpos + (v_forward * 2), vAngle, iDamage / 2, iWeapon);
}
#endif
}
/* fire a given amount of shots */
void
TraceAttack_FireBullets(int iShots, vector vecPos, int iDamage, vector vecSpread, int iWeapon)
{
vector vDir;
makevectors(self.v_angle);
g_multiDamage_Target = __NULL__;
g_multiDamage_Value = 0;
while (iShots > 0) {
vDir = aim(self, 100000);
#ifndef BULLETPATTERNS
vDir += random(-1,1) * vecSpread[0] * v_right;
vDir += random(-1,1) * vecSpread[1] * v_up;
#else
player pl = (player)self;
/* weapons have already applied their multiplier... so attempt this */
int multiplier = pl.cs_shotmultiplier - iShots;
float frand = (multiplier / 6);
/* shoddy attempt at spray patterns */
if (frand < 1)
frand = frand;
else if (frand <= 2)
frand = 2 - (frand * 1.5);
vDir += frand * vecSpread[0] * v_right;
vDir += (vecSpread[1] * v_up) * 2;
#endif
TraceAttack_FireSingle(vecPos, vDir, iDamage, iWeapon);
iShots--;
}
if (g_multiDamage_Target) {
TraceAttack_Apply(self, iWeapon);
}
}
#ifdef BULLETPENETRATION
void
TraceAttack_SetPenetrationPower(int power)
{
iTotalPenetrations = power;
}
#endif