📄 gamecombat.java
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/*Copyright (C) 1997-2001 Id Software, Inc.This program is free software; you can redistribute it and/ormodify it under the terms of the GNU General Public Licenseas published by the Free Software Foundation; either version 2of the License, or (at your option) any later version.This program is distributed in the hope that it will be useful,but WITHOUT ANY WARRANTY; without even the implied warranty ofMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.You should have received a copy of the GNU General Public Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.*/// Created on 16.11.2005 by RST.// $Id: GameCombat.java,v 1.3 2006/01/21 21:53:32 salomo Exp $package jake2.game;import jake2.Defines;import jake2.Globals;import jake2.qcommon.Com;import jake2.util.Math3D;public class GameCombat { /** * CanDamage * * Returns true if the inflictor can directly damage the target. Used for * explosions and melee attacks. */ static boolean CanDamage(edict_t targ, edict_t inflictor) { float[] dest = { 0, 0, 0 }; trace_t trace; // bmodels need special checking because their origin is 0,0,0 if (targ.movetype == Defines.MOVETYPE_PUSH) { Math3D.VectorAdd(targ.absmin, targ.absmax, dest); Math3D.VectorScale(dest, 0.5f, dest); trace = GameBase.gi.trace(inflictor.s.origin, Globals.vec3_origin, Globals.vec3_origin, dest, inflictor, Defines.MASK_SOLID); if (trace.fraction == 1.0f) return true; if (trace.ent == targ) return true; return false; } trace = GameBase.gi.trace(inflictor.s.origin, Globals.vec3_origin, Globals.vec3_origin, targ.s.origin, inflictor, Defines.MASK_SOLID); if (trace.fraction == 1.0) return true; Math3D.VectorCopy(targ.s.origin, dest); dest[0] += 15.0; dest[1] += 15.0; trace = GameBase.gi.trace(inflictor.s.origin, Globals.vec3_origin, Globals.vec3_origin, dest, inflictor, Defines.MASK_SOLID); if (trace.fraction == 1.0) return true; Math3D.VectorCopy(targ.s.origin, dest); dest[0] += 15.0; dest[1] -= 15.0; trace = GameBase.gi.trace(inflictor.s.origin, Globals.vec3_origin, Globals.vec3_origin, dest, inflictor, Defines.MASK_SOLID); if (trace.fraction == 1.0) return true; Math3D.VectorCopy(targ.s.origin, dest); dest[0] -= 15.0; dest[1] += 15.0; trace = GameBase.gi.trace(inflictor.s.origin, Globals.vec3_origin, Globals.vec3_origin, dest, inflictor, Defines.MASK_SOLID); if (trace.fraction == 1.0) return true; Math3D.VectorCopy(targ.s.origin, dest); dest[0] -= 15.0; dest[1] -= 15.0; trace = GameBase.gi.trace(inflictor.s.origin, Globals.vec3_origin, Globals.vec3_origin, dest, inflictor, Defines.MASK_SOLID); if (trace.fraction == 1.0) return true; return false; } /** * Killed. */ public static void Killed(edict_t targ, edict_t inflictor, edict_t attacker, int damage, float[] point) { Com.DPrintf("Killing a " + targ.classname + "\n"); if (targ.health < -999) targ.health = -999; targ.enemy = attacker; if ((targ.svflags & Defines.SVF_MONSTER) != 0 && (targ.deadflag != Defines.DEAD_DEAD)) { // targ.svflags |= SVF_DEADMONSTER; // now treat as a different // content type if (0 == (targ.monsterinfo.aiflags & Defines.AI_GOOD_GUY)) { GameBase.level.killed_monsters++; if (GameBase.coop.value != 0 && attacker.client != null) attacker.client.resp.score++; // medics won't heal monsters that they kill themselves if (attacker.classname.equals("monster_medic")) targ.owner = attacker; } } if (targ.movetype == Defines.MOVETYPE_PUSH || targ.movetype == Defines.MOVETYPE_STOP || targ.movetype == Defines.MOVETYPE_NONE) { // doors, triggers, // etc targ.die.die(targ, inflictor, attacker, damage, point); return; } if ((targ.svflags & Defines.SVF_MONSTER) != 0 && (targ.deadflag != Defines.DEAD_DEAD)) { targ.touch = null; Monster.monster_death_use(targ); } targ.die.die(targ, inflictor, attacker, damage, point); } /** * SpawnDamage. */ static void SpawnDamage(int type, float[] origin, float[] normal, int damage) { if (damage > 255) damage = 255; GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(type); // gi.WriteByte (damage); GameBase.gi.WritePosition(origin); GameBase.gi.WriteDir(normal); GameBase.gi.multicast(origin, Defines.MULTICAST_PVS); } static int CheckPowerArmor(edict_t ent, float[] point, float[] normal, int damage, int dflags) { gclient_t client; int save; int power_armor_type; int index = 0; int damagePerCell; int pa_te_type; int power = 0; int power_used; if (damage == 0) return 0; client = ent.client; if ((dflags & Defines.DAMAGE_NO_ARMOR) != 0) return 0; if (client != null) { power_armor_type = GameItems.PowerArmorType(ent); if (power_armor_type != Defines.POWER_ARMOR_NONE) { index = GameItems.ITEM_INDEX(GameItems.FindItem("Cells")); power = client.pers.inventory[index]; } } else if ((ent.svflags & Defines.SVF_MONSTER) != 0) { power_armor_type = ent.monsterinfo.power_armor_type; power = ent.monsterinfo.power_armor_power; } else return 0; if (power_armor_type == Defines.POWER_ARMOR_NONE) return 0; if (power == 0) return 0; if (power_armor_type == Defines.POWER_ARMOR_SCREEN) { float[] vec = { 0, 0, 0 }; float dot; float[] forward = { 0, 0, 0 }; // only works if damage point is in front Math3D.AngleVectors(ent.s.angles, forward, null, null); Math3D.VectorSubtract(point, ent.s.origin, vec); Math3D.VectorNormalize(vec); dot = Math3D.DotProduct(vec, forward); if (dot <= 0.3) return 0; damagePerCell = 1; pa_te_type = Defines.TE_SCREEN_SPARKS; damage = damage / 3; } else { damagePerCell = 2; pa_te_type = Defines.TE_SHIELD_SPARKS; damage = (2 * damage) / 3; } save = power * damagePerCell; if (save == 0) return 0; if (save > damage) save = damage; SpawnDamage(pa_te_type, point, normal, save); ent.powerarmor_time = GameBase.level.time + 0.2f; power_used = save / damagePerCell; if (client != null) client.pers.inventory[index] -= power_used; else ent.monsterinfo.power_armor_power -= power_used; return save; } static int CheckArmor(edict_t ent, float[] point, float[] normal, int damage, int te_sparks, int dflags) { gclient_t client; int save; int index; gitem_t armor; if (damage == 0) return 0; client = ent.client; if (client == null) return 0; if ((dflags & Defines.DAMAGE_NO_ARMOR) != 0) return 0; index = GameItems.ArmorIndex(ent); if (index == 0) return 0; armor = GameItems.GetItemByIndex(index); gitem_armor_t garmor = (gitem_armor_t) armor.info; if (0 != (dflags & Defines.DAMAGE_ENERGY)) save = (int) Math.ceil(garmor.energy_protection * damage); else save = (int) Math.ceil(garmor.normal_protection * damage); if (save >= client.pers.inventory[index]) save = client.pers.inventory[index]; if (save == 0) return 0; client.pers.inventory[index] -= save; SpawnDamage(te_sparks, point, normal, save); return save; } public static void M_ReactToDamage(edict_t targ, edict_t attacker) { if ((null != attacker.client) && 0 != (attacker.svflags & Defines.SVF_MONSTER)) return;
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