Files
Cesarus85--ringfall-mjolnir-vr/source/objects/damage.c
T

2506 lines
68 KiB
C

/*
DAMAGE.C
symbols in this file:
00125DD0 0010:
_damage_initialize (0000)
00125DE0 0010:
_damage_dispose (0000)
00125DF0 0010:
_damage_initialize_for_new_map (0000)
00125E00 0010:
_damage_dispose_from_old_map (0000)
00125E10 0010:
_damage_render_debug (0000)
00125E20 00e0:
_object_initialize_vitality (0000)
00125F00 0050:
_object_get_maximum_body_vitality (0000)
00125F50 0050:
_object_get_maximum_shield_vitality (0000)
00125FA0 0040:
_damage_data_new (0000)
00125FE0 0050:
_object_restore_body (0000)
00126030 0060:
_object_double_charge_shield (0000)
00126090 0050:
_object_destroy_notify_children (0000)
001260E0 0050:
_get_player_index_from_object_or_parents (0000)
00126130 0050:
_object_can_take_damage (0000)
00126180 0050:
_object_cannot_take_damage (0000)
001261D0 0030:
_object_set_ranged_attack_inhibited (0000)
00126200 0030:
_object_set_melee_attack_inhibited (0000)
00126230 0020:
_damage_effect_new_on_object (0000)
00126250 0080:
_object_permutation_shield_regions (0000)
001262D0 0060:
_object_get_actual_body_vitality (0000)
00126330 0060:
_object_get_actual_shield_vitality (0000)
00126390 0080:
_object_deplete_shield (0000)
00126410 0380:
_object_damage_shield (0000)
00126790 0230:
_object_damage_aftermath (0000)
001269C0 0200:
_damage_effect_new_at_location (0000)
00126BC0 01d0:
_render_debug_object_damage (0000)
00126D90 00e0:
_object_deplete_body (0000)
00126E70 0070:
_object_destroy (0000)
00126EE0 0140:
_object_destroy_region (0000)
00127020 0550:
_object_damage_body (0000)
00127570 07c0:
_object_cause_damage (0000)
00127D30 0420:
_object_damage_update (0000)
00128150 0530:
_area_of_effect_cause_damage_to_object (0000)
00128680 0080:
_area_of_effect_cause_damage (0000)
00289410 006f:
??_C@_0GP@MMLJIPGP@damage_resistance?9?$DOshield_materi@ (0000)
00289480 0020:
??_C@_0CA@CANDACNM@c?3?2halo?2SOURCE?2objects?2damage?4c?$AA@ (0000)
002894A0 0029:
??_C@_0CJ@DEGDFOIJ@collision?4type?$DN?$DN_collision_resul@ (0000)
002894D0 0061:
??_C@_0GB@CBCJEGGG@?$CFs?$HMnbody?5?$CF0?43f?$HMn?5?5current?5?$CF0?43f?$HM@ (0000)
00289534 002c:
??_C@_0CM@MBIMGLAN@no?5object?5to?5debug?$HMn?$CIpoint?5and?5p@ (0000)
00289560 0009:
??_C@_08KBLDDAKN@?$HOdamaged?$AA@ (0000)
0028956C 003b:
??_C@_0DL@NODEPHOL@region_index?$DO?$DN0?5?$CG?$CG?5region_index?$DM@ (0000)
002895A8 004b:
??_C@_0EL@KFMBAJDI@damage_material?9?$DOtype?$DO?$DN0?5?$CG?$CG?5dama@ (0000)
002895F4 0028:
??_C@_0CI@HMLKKOKN@?$CFs?3?5?$CC?$CFs?$CC?5?$CC?$CFs?$CC?5k?$DN?$CF0?42f?5S?$FL?$CF3?42f?$FN?5B@ (0000)
00289620 0041:
??_C@_0EB@BEIFMKJC@damaged_object_count?$DMsizeof?$CIdama@ (0000)
00289668 0053:
??_C@_0FD@MEFHNJOJ@region_index?$DN?$DNNONE?5?$HM?$HM?5?$CIregion_in@ (0000)
002896BC 0004:
__real@3a422e45 (0000)
00456E48 004c:
_damage_globals (0000)
*/
/* ---------- headers */
#include "cseries.h"
#include "damage.h"
#include "ai/ai.h"
#include "effects/effects.h"
#include "effects/player_effects.h"
#include "game/cheats.h"
#include "game/game.h"
#include "game/game_allegiance.h"
#include "game/game_engine.h"
#include "game/game_globals.h"
#include "game/game_statistics_internal.h"
#include "game/players.h"
#include "hs/object_lists.h"
#include "input/input.h"
#include "interface/hud_unit.h"
#include "items/items.h"
#include "items/projectiles.h"
#include "main/console.h"
#include "math/periodic_functions.h"
#include "damage_effect_definitions.h"
#include "object_definitions.h"
#include "object_types.h"
#include "physics/breakable_surfaces.h"
#include "physics/collision_bsp_definitions.h"
#include "physics/collision_model_definitions.h"
#include "physics/collisions.h"
#include "physics/collision_usage.h"
#include "rasterizer/rasterizer.h"
#include "render/render.h"
#include "scenario/scenario.h"
#include "tag_files/tag_files.h"
#include "text/draw_string.h"
#include "units/unit_definitions.h"
#include "units/bipeds.h"
#include "units/units.h"
#include "units/vehicles.h"
/* ---------- constants */
enum
{
_object_region_lives_until_object_dies_bit = 0,
_object_region_forces_object_to_die_bit,
_object_region_dies_when_object_dies_bit,
_object_region_dies_when_object_is_damaged_bit,
_object_region_missing_when_shield_is_zero_bit,
_object_region_inhibits_melee_attack_bit,
_object_region_inhibits_ranged_attack_bit,
_object_region_inhibits_walking_bit,
_object_region_forces_drop_weapon_bit,
_object_region_head_destroyed_scream_bit,
NUMBER_OF_DAMAGE_REGION_FLAGS,
};
enum
{
_damage_material_head_bit = 0,
};
enum
{
_damage_category_none = 0,
_damage_category_falling,
_damage_category_bullet,
_damage_category_grenade,
_damage_category_highexplosive,
_damage_category_sniper,
_damage_category_melee,
_damage_category_flame,
_damage_category_mountedweapon,
_damage_category_vehicle,
_damage_category_plasma,
_damage_category_needle,
_damage_category_shotgun,
NUMBER_OF_DAMAGE_CATEGORIES,
};
enum
{
_effect_vector_normal = 0,
_effect_vector_incident,
_effect_vector_negative_incident,
_effect_vector_reflected,
_effect_vector_gravity,
NUMBER_OF_EFFECT_MARKERS,
};
enum
{
_damage_effect_dont_scale_damage_by_distance_bit = 0,
};
enum
{
_damage_does_not_hurt_owner_bit = 0,
_damage_can_cause_headshots_bit,
_damage_pings_resistant_units_bit,
_damage_does_not_hurt_friends_bit = 3,
_damage_does_not_ping_units_bit,
_damage_detonates_explosives_bit,
_damage_only_hurts_shields_bit,
_damage_causes_flaming_death_bit,
_damage_draw_indicators_down_bit,
_damage_skips_shields_bit,
_damage_does_not_hurt_infection_forms_bit = 10,
_damage_can_cause_multiplayer_headshots_bit,
_damage_infection_form_pop_bit = 12,
};
enum
{
_damage_resistance_takes_shield_damage_for_children_bit = 0,
_damage_resistance_takes_body_damage_for_children_bit,
_damage_resistance_always_shields_friendly_damage_bit,
_damage_resistance_children_take_area_damage_bit = 3,
_damage_resistance_parent_never_takes_body_damage_for_us_bit,
_damage_resistance_only_hurt_by_explosives_bit,
_damage_resistance_only_hurt_while_occupied_bit,
};
enum
{
_damage_side_effect_none = 0,
_damage_side_effect_harmless,
_damage_side_effect_lethal_to_the_unsuspecting = 2,
_damage_side_effect_emp,
};
enum
{
_damage_area_of_effect_collision_flags =
FLAG(_collision_test_front_facing_surfaces_bit) |
FLAG(_collision_test_structure_bit) |
FLAG(_collision_test_objects_vehicles_bit) |
FLAG(_collision_test_objects_scenery_bit) |
FLAG(_collision_test_objects_machines_bit),
};
/* ---------- macros */
/* ---------- structures */
struct damage_globals
{
struct damage_resistance_material default_damage_material;
long debug_object_index;
};
struct damage_region
{
char name[TAG_STRING_LENGTH+1];
unsigned long flags;
long unused0;
real damage_threshold;
long unused1[3];
struct tag_reference destroyed_effect;
struct tag_block permutations;
};
struct game_globals_falling_damage
{
long unused0[2];
real falling_distance_lower_bound;
real falling_distance_upper_bound;
struct tag_reference falling_damage;
long terminal_velocity_unused[2];
real maximum_distance;
struct tag_reference maximum_distance_damage;
struct tag_reference vehicle_hit_environment_damage_effect;
struct tag_reference vehicle_killed_unit_damage_effect;
struct tag_reference vehicle_collision_damage;
struct tag_reference flaming_death_damage;
long unused7c[4];
real runtime_maximum_falling_velocity;
real runtime_minimum_damage_velocity;
real runtime_maximum_damage_velocity;
};
typedef char damage_region_size_assert[
sizeof(struct damage_region) == 0x54 ? 1 : -1];
typedef char game_globals_falling_damage_size_assert[
sizeof(struct game_globals_falling_damage) == 0x98 ? 1 : -1];
typedef char game_globals_falling_damage_effect_offset_assert[
offsetof(struct game_globals_falling_damage, falling_damage) +
offsetof(struct tag_reference, index) == 0x1C ? 1 : -1];
typedef char object_deplete_body_definition_index_offset_assert[
offsetof(struct object_datum, definition_index) == 0x00 ? 1 : -1];
typedef char object_deplete_body_type_offset_assert[
offsetof(struct object_datum, object) + offsetof(struct _object_datum, type) == 0x64 ? 1 : -1];
typedef char object_deplete_body_damage_flags_offset_assert[
offsetof(struct object_datum, object) + offsetof(struct _object_datum, damage_flags) == 0xB6 ? 1 : -1];
typedef char object_deplete_body_next_object_offset_assert[
offsetof(struct object_datum, object) + offsetof(struct _object_datum, next_object_index) == 0xC4 ? 1 : -1];
typedef char object_deplete_body_first_child_offset_assert[
offsetof(struct object_datum, object) + offsetof(struct _object_datum, first_child_object_index) == 0xC8 ? 1 : -1];
typedef char object_deplete_body_player_index_offset_assert[
offsetof(struct unit_datum, unit) + offsetof(struct _unit_datum, player_index) == 0x1C8 ? 1 : -1];
typedef char object_deplete_body_parent_seat_offset_assert[
offsetof(struct unit_datum, unit) + offsetof(struct _unit_datum, parent_seat_index) == 0x2A0 ? 1 : -1];
typedef char object_deplete_body_collision_model_offset_assert[
offsetof(struct object_definition, object) + offsetof(struct _object_definition, collision_model) + offsetof(struct tag_reference, index) == 0x7C ? 1 : -1];
typedef char object_deplete_body_effect_offset_assert[
offsetof(struct collision_model, resistance) + offsetof(struct damage_resistance, body_depleted_effect) + offsetof(struct tag_reference, index) == 0xB4 ? 1 : -1];
typedef char object_destroy_effect_offset_assert[
offsetof(struct collision_model, resistance) + offsetof(struct damage_resistance, body_destroyed_effect) + offsetof(struct tag_reference, index) == 0xC8 ? 1 : -1];
typedef char object_destroy_region_regions_destroyed_flags_offset_assert[
offsetof(struct object_datum, object) + offsetof(struct _object_datum, regions_destroyed_flags) == 0x124 ? 1 : -1];
typedef char object_destroy_region_regions_block_offset_assert[
offsetof(struct collision_model, resistance) + offsetof(struct damage_resistance, regions) == 0x240 ? 1 : -1];
typedef char object_destroy_region_flags_offset_assert[
offsetof(struct damage_region, flags) == 0x20 ? 1 : -1];
typedef char object_destroy_region_destroyed_effect_offset_assert[
offsetof(struct damage_region, destroyed_effect) + offsetof(struct tag_reference, index) == 0x44 ? 1 : -1];
typedef char object_damage_body_region_damage_offset_assert[
offsetof(struct object_datum, object) + offsetof(struct _object_datum, region_damage) == 0x128 ? 1 : -1];
typedef char object_damage_body_damage_threshold_offset_assert[
offsetof(struct damage_region, damage_threshold) == 0x28 ? 1 : -1];
typedef char object_damage_body_driver_offset_assert[
offsetof(struct unit_datum, unit) + offsetof(struct _unit_datum, driver_object_index) == 0x2D4 ? 1 : -1];
typedef char object_damage_body_localized_effect_offset_assert[
offsetof(struct damage_resistance, localized_damage_effect) + offsetof(struct tag_reference, index) == 0x7C ? 1 : -1];
typedef char object_damage_body_body_destroyed_threshold_offset_assert[
offsetof(struct damage_resistance, body_destroyed_threshold) == 0xB8 ? 1 : -1];
/* ---------- prototypes */
void render_debug_object_damage(
void);
static long get_player_index_from_object_or_parents(
long object_index);
boolean unit_unsuspecting(
long unit_index,
real_point3d const *point);
static void object_permutation_shield_regions(
long object_index,
boolean active);
void area_of_effect_cause_damage_to_object(
struct damage_data *damage,
long object_index,
boolean damage_next_object);
static void damage_effect_new_on_object(
long effect_definition_index,
long object_index);
static void damage_effect_new_at_location(
long effect_definition_index,
long object_index,
short node_index,
real_point3d const *position,
real_vector3d const *direction,
real_vector3d const *normal);
static void object_destroy_region(
long object_index,
short region_index);
/* ---------- globals */
extern boolean debug_damage;
struct damage_globals damage_globals;
/* ---------- public code */
void damage_initialize(void)
{
return;
}
void damage_dispose(void)
{
return;
}
void damage_initialize_for_new_map(void)
{
damage_globals.debug_object_index = NONE;
return;
}
void damage_dispose_from_old_map(void)
{
return;
}
void damage_render_debug(void)
{
return;
}
void object_initialize_vitality(
long object_index,
real *custom_body_vitality,
real *custom_shield_vitality)
{
struct object_datum *object = object_get(object_index);
struct object_definition *definition = object_definition_get(object->definition_index);
real maximum_body_vitality = 0.f;
real maximum_shield_vitality = 0.f;
if (definition->object.collision_model.index != NONE)
{
struct collision_model *collision_model =
collision_model_definition_get(definition->object.collision_model.index);
if (collision_model)
{
maximum_body_vitality = collision_model->resistance.maximum_body_vitality;
maximum_shield_vitality = collision_model->resistance.maximum_shield_vitality;
}
}
if (custom_body_vitality)
maximum_body_vitality = *custom_body_vitality;
if (custom_shield_vitality)
maximum_shield_vitality = *custom_shield_vitality;
object->object.maximum_body_vitality = maximum_body_vitality;
object->object.maximum_shield_vitality = maximum_shield_vitality;
object->object.body_vitality = maximum_body_vitality > 0.f ? 1.f : 0.f;
object->object.shield_vitality = maximum_shield_vitality > 0.f ? 1.f : 0.f;
return;
}
real object_get_maximum_body_vitality(
long object_index,
boolean ignore_difficulty)
{
struct object_datum *object = object_get(object_index);
real result = object->object.maximum_body_vitality;
if (!ignore_difficulty)
result *= game_difficulty_get_team_value(1, object->object.owner_team_index);
return result;
}
real object_get_maximum_shield_vitality(
long object_index,
boolean ignore_difficulty)
{
struct object_datum *object = object_get(object_index);
real result = object->object.maximum_shield_vitality;
if (!ignore_difficulty)
result *= game_difficulty_get_team_value(2, object->object.owner_team_index);
return result;
}
real object_get_actual_body_vitality(
long object_index,
boolean ignore_difficulty)
{
real body_vitality = object_get(object_index)->object.body_vitality;
real result = object_get_maximum_body_vitality(object_index, ignore_difficulty);
result *= body_vitality;
return result;
}
real object_get_actual_shield_vitality(
long object_index,
boolean ignore_difficulty)
{
real shield_vitality = object_get(object_index)->object.shield_vitality;
real result = object_get_maximum_shield_vitality(object_index, ignore_difficulty);
result *= shield_vitality;
return result;
}
void damage_data_new(
struct damage_data *damage_data,
long definition_index)
{
csmemset(damage_data, 0, sizeof(*damage_data));
damage_data->definition_index = definition_index;
damage_data->material_type = NONE;
damage_data->owner_player_index = NONE;
damage_data->owner_object_index = NONE;
damage_data->owner_team_index = NONE;
damage_data->location.cluster_index = NONE;
damage_data->scale = 1.f;
damage_data->multiplier = 1.f;
return;
}
boolean object_restore_body(
long object_index)
{
struct object_datum *object = object_get(object_index);
boolean restored = FALSE;
if (!TEST_FLAG(object->object.damage_flags, _object_dead_bit) &&
object->object.body_vitality < 1.f)
{
object->object.body_vitality = 1.f;
restored = TRUE;
}
return restored;
}
boolean object_double_charge_shield(
long object_index)
{
struct object_datum *object = object_get(object_index);
boolean charged = object->object.shield_vitality <= 1.f;
if (charged)
{
SET_FLAG(object->object.damage_flags, _object_shield_over_charging_bit, TRUE);
if (object->object.shield_vitality == 0.f)
object->object.shield_vitality = 0.01f;
object->object.shield_stun_ticks = 0;
}
return charged;
}
void object_deplete_body(
long object_index)
{
struct object_datum *object;
word damage_flags;
object = object_get(object_index);
damage_flags = object->object.damage_flags;
if (!TEST_FLAG(damage_flags, _object_dead_bit))
{
struct object_definition *definition;
long collision_model_index;
SET_FLAG(damage_flags, _object_dead_bit, TRUE);
object->object.damage_flags = damage_flags;
definition = object_definition_get(object->definition_index);
collision_model_index = definition->object.collision_model.index;
if (collision_model_index != NONE)
{
struct collision_model *collision_model;
collision_model = collision_model_definition_get(collision_model_index);
damage_effect_new_on_object(
collision_model->resistance.body_depleted_effect.index,
object_index);
}
if (object->object.type == _object_type_vehicle)
{
long unit_index;
unit_index = object->object.first_child_object_index;
while (unit_index != NONE)
{
struct unit_datum *unit;
unit = (struct unit_datum *)object_get(unit_index);
if (unit->object.type == _object_type_biped &&
(unit->unit.player_index == NONE || !cheat.deathless_player) &&
unit->unit.parent_seat_index != NONE)
{
unit_kill(unit_index);
}
unit_index = unit->object.next_object_index;
}
}
object_deplete_shield(object_index);
}
return;
}
void object_destroy_notify_children(
long object_index)
{
struct object_datum *object = object_get(object_index);
long child_object_index = object->object.first_child_object_index;
while (child_object_index != NONE)
{
long next_object_index = object_get(child_object_index)->object.next_object_index;
if (!object_type_handle_parent_destroyed(child_object_index))
object_destroy_notify_children(child_object_index);
child_object_index = next_object_index;
}
return;
}
void object_destroy(
long object_index)
{
struct object_datum *object;
struct object_definition *definition;
long collision_model_index;
object = object_get(object_index);
definition = object_definition_get(object->definition_index);
object_deplete_body(object_index);
collision_model_index = definition->object.collision_model.index;
if (collision_model_index != NONE)
{
struct collision_model *collision_model;
collision_model = collision_model_definition_get(collision_model_index);
damage_effect_new_on_object(
collision_model->resistance.body_destroyed_effect.index,
object_index);
}
object_destroy_notify_children(object_index);
object_delete(object_index);
return;
}
void object_deplete_shield(
long object_index)
{
struct object_datum *object = object_get(object_index);
if (!TEST_FLAG(object->object.damage_flags, _object_shield_depleted_bit))
{
struct object_definition *definition = object_definition_get(object->definition_index);
long collision_model_index = definition->object.collision_model.index;
if (collision_model_index != NONE)
{
struct collision_model *collision_model =
collision_model_definition_get(collision_model_index);
damage_effect_new_on_object(
collision_model->resistance.shield_depleted_effect.index,
object_index);
}
object->object.current_shield_damage = 0.f;
SET_FLAG(object->object.damage_flags, _object_shield_depleted_bit, TRUE);
object_permutation_shield_regions(object_index, FALSE);
}
return;
}
void render_debug_object_damage(
void)
{
if (debug_damage)
{
char buffer[2048];
struct collision_result collision;
real_vector3d direction;
rectangle2d bounds = render.camera.window_bounds;
bounds.x0 += 320;
if (damage_globals.debug_object_index == NONE)
{
_snprintf(
buffer,
sizeof(buffer),
"no object to debug|n(point and press space)");
}
else
{
struct object_datum *object =
object_try_and_get(damage_globals.debug_object_index);
if (object)
{
_snprintf(
buffer,
sizeof(buffer),
"%s|nbody %0.3f|n current %0.3f|n recent %0.3f|nshield %0.3f|n current %0.3f|n recent %0.3f|n",
strrchr(tag_get_name(object->definition_index), '\\'),
(double)object->object.body_vitality,
(double)object->object.current_body_damage,
(double)object->object.recent_body_damage,
(double)object->object.shield_vitality,
(double)object->object.current_shield_damage,
(double)object->object.recent_shield_damage);
}
else
{
damage_globals.debug_object_index = NONE;
}
}
draw_string_set_format(NONE, 0, 0);
draw_string_set_color(global_real_argb_white);
rasterizer_draw_string(&bounds, NULL, NULL, 0, buffer);
if (input_key_is_down(_key_space))
{
long unit_index = NONE;
if (render.local_player_index != NONE)
{
unit_index = player_get(
local_player_get_player_index(render.local_player_index))->unit_index;
}
scale_vector3d(&render.camera.forward, 50.f, &direction);
if (collision_test_vector(
FLAG(_collision_test_front_facing_surfaces_bit) |
FLAG(_collision_test_objects_bit),
&render.camera.position,
&direction,
unit_index,
&collision))
{
match_assert(
"c:\\halo\\SOURCE\\objects\\damage.c",
0x794,
collision.type==_collision_result_object);
damage_globals.debug_object_index = collision.object_index;
}
}
}
return;
}
void object_can_take_damage(
long object_list_index)
{
long reference_index;
long object_index = object_list_get_first(object_list_index, &reference_index);
while (object_index != NONE)
{
struct object_datum *object = object_get(object_index);
SET_FLAG(object->object.damage_flags, _object_cannot_take_damage_bit, FALSE);
object_index = object_list_get_next(object_list_index, &reference_index);
}
return;
}
void object_cannot_take_damage(
long object_list_index)
{
long reference_index;
long object_index = object_list_get_first(object_list_index, &reference_index);
while (object_index != NONE)
{
struct object_datum *object = object_get(object_index);
SET_FLAG(object->object.damage_flags, _object_cannot_take_damage_bit, TRUE);
object_index = object_list_get_next(object_list_index, &reference_index);
}
return;
}
void object_set_ranged_attack_inhibited(
long object_index,
boolean inhibited)
{
if (object_index != NONE)
{
struct object_datum *object = object_get(object_index);
SET_FLAG(object->object.damage_flags, _object_ranged_attack_inhibited_bit, inhibited);
}
return;
}
void object_set_melee_attack_inhibited(
long object_index,
boolean inhibited)
{
if (object_index != NONE)
{
struct object_datum *object = object_get(object_index);
SET_FLAG(object->object.damage_flags, _object_melee_attack_inhibited_bit, inhibited);
}
return;
}
static void object_damage_shield(
long object_index,
struct damage_resistance const *damage_resistance,
struct damage_resistance_material const *damage_material,
struct damage_definition const *damage_definition,
struct damage_data *damage,
unsigned long *being_damaged_flags,
real *shield_damage_reference,
real *total_damage_reference)
{
struct object_datum *object = object_get(object_index);
real total_damage = *total_damage_reference;
boolean negligible_damage = FALSE;
real shield_damage = total_damage;
boolean ignore_difficulty = FALSE;
real maximum_shield_vitality;
real inverse_maximum_shield_vitality;
(void)damage;
if (!game_engine_running() &&
damage_definition->category == _damage_category_falling &&
object->object.owner_team_index == _game_team_player)
{
ignore_difficulty = TRUE;
}
if (object->object.shield_vitality > 0.f)
{
maximum_shield_vitality =
object_get_maximum_shield_vitality(object_index, ignore_difficulty);
inverse_maximum_shield_vitality = maximum_shield_vitality > 0.f
? 1.f / maximum_shield_vitality
: 0.f;
if (!TEST_FLAG(
*being_damaged_flags,
_object_being_damaged_by_friendly_bit) ||
!TEST_FLAG(
damage_resistance->flags,
_damage_resistance_always_shields_friendly_damage_bit))
{
shield_damage =
(1.f - damage_material->shield_leak_fraction) * total_damage;
if (object->object.shield_vitality <=
damage_resistance->shield_failure_threshold &&
damage_resistance->shield_failure_threshold > 0.f)
{
real shield_failure = transition_function_evaluate(
damage_resistance->shield_failure_function,
object->object.shield_vitality /
damage_resistance->shield_failure_threshold);
shield_damage *=
(1.f - damage_resistance->maximum_shield_failure) *
shield_failure +
damage_resistance->maximum_shield_failure;
}
}
if (TEST_FLAG(
object->object.damage_flags,
_object_shield_over_charging_bit))
{
shield_damage = total_damage;
total_damage = 0.f;
}
else
{
real actual_shield_damage;
real normalized_shield_damage;
if (shield_damage < 0.f)
shield_damage = 0.f;
total_damage -= shield_damage;
if (TEST_FLAG(
*being_damaged_flags,
_object_being_damaged_by_friendly_bit) &&
TEST_FLAG(
*being_damaged_flags,
_object_being_damaged_multiplied_by_difficulty_bit))
{
real difficulty =
game_difficulty_get_value(_game_difficulty_value_enemy_damage);
if (difficulty > 0.f)
shield_damage /= difficulty;
}
actual_shield_damage =
damage_material->shield_damage_multiplier * shield_damage;
match_vassert(
"c:\\halo\\SOURCE\\objects\\damage.c",
1550,
damage_resistance->shield_material_type >= 0 &&
damage_resistance->shield_material_type < NUMBER_OF_MATERIAL_TYPES,
"damage_resistance->shield_material_type>=0 && damage_resistance->shield_material_type<NUMBER_OF_MATERIAL_TYPES");
actual_shield_damage *= damage_definition->material_modifiers[
damage_resistance->shield_material_type];
if (actual_shield_damage < _real_epsilon)
negligible_damage = TRUE;
normalized_shield_damage =
actual_shield_damage * inverse_maximum_shield_vitality;
if (normalized_shield_damage > object->object.shield_vitality ||
damage_definition->side_effect == _damage_side_effect_emp)
{
real excess_damage =
actual_shield_damage -
maximum_shield_vitality * object->object.shield_vitality;
if (excess_damage > 0.f)
total_damage += excess_damage;
object->object.shield_vitality = 0.f;
if (!TEST_FLAG(
object->object.damage_flags,
_object_shield_depleted_bit))
{
object_deplete_shield(object_index);
SET_FLAG(
*being_damaged_flags,
_object_being_damaged_shield_depleted_bit,
TRUE);
}
}
else
{
if (!TEST_FLAG(
object->object.damage_flags,
_object_cannot_take_damage_bit))
{
object->object.shield_vitality -= normalized_shield_damage;
}
if (!TEST_FLAG(
object->object.damage_flags,
_object_passed_shield_damage_threshold_bit) &&
object->object.shield_vitality <
damage_resistance->shield_damaged_effect_threshold)
{
damage_effect_new_on_object(
damage_resistance->shield_damaged_effect.index,
object_index);
SET_FLAG(
object->object.damage_flags,
_object_passed_shield_damage_threshold_bit,
TRUE);
}
}
}
if (!negligible_damage)
{
real normalized_damage =
(*total_damage_reference - total_damage) *
inverse_maximum_shield_vitality;
object->object.shield_damage_decay_timer = 0;
if (!TEST_FLAG(
object->object.damage_flags,
_object_shield_depleted_bit))
{
object->object.current_shield_damage = 1.f;
}
object->object.recent_shield_damage += normalized_damage;
if (object->object.current_shield_damage > 1.f)
object->object.current_shield_damage = 1.f;
if (object->object.recent_shield_damage > 1.f)
object->object.recent_shield_damage = 1.f;
}
}
else
{
shield_damage = 0.f;
object->object.shield_vitality = 0.f;
}
if (shield_damage >= damage_resistance->minimum_shield_stun_damage ||
object->object.shield_vitality == 0.f)
{
object->object.shield_stun_ticks =
(short)(damage_resistance->shield_stun_time * TICKS_PER_SECOND);
}
*shield_damage_reference = shield_damage;
*total_damage_reference = total_damage;
return;
}
static void object_damage_aftermath(
long object_index,
struct damage_data *damage,
unsigned long being_damaged_flags,
real shield_damage,
real body_damage,
real body_damage_multiplier,
short body_part)
{
struct object_datum *object = object_get(object_index);
struct object_definition *object_definition =
object_definition_get(object->definition_index);
struct damage_effect_definition *damage_effect =
damage_effect_definition_get(damage->definition_index);
if (object_definition->object.acceleration_scale > _real_epsilon)
{
real_vector3d direction = damage->direction;
real_vector3d acceleration;
real acceleration_scale;
direction.k += 0.45f;
normalize3d(&direction);
acceleration_scale =
damage_effect->damage.instantaneous_acceleration *
object_definition->object.acceleration_scale *
0.033333335f;
scale_vector3d(&direction, acceleration_scale, &acceleration);
switch (object->object.type)
{
case _object_type_projectile:
projectile_accelerate(object_index, &acceleration);
break;
case _object_type_weapon:
case _object_type_equipment:
case _object_type_garbage:
item_accelerate(
object_index,
&acceleration,
damage->scale > 0.5f &&
TEST_FLAG(
damage_effect->damage.flags,
_damage_detonates_explosives_bit));
break;
case _object_type_biped:
case _object_type_vehicle:
{
struct unit_datum const *unit = (struct unit_datum const *)object;
if (damage_effect->damage.instantaneous_acceleration > _real_epsilon &&
!TEST_FLAG(unit->unit.flags, _unit_impervious_bit))
{
if (object->object.type == _object_type_biped)
{
biped_accelerate(object_index, &acceleration);
}
else if (object->object.type == _object_type_vehicle)
{
if (TEST_FLAG(
damage_effect->damage.flags,
_damage_detonates_explosives_bit))
{
scale_vector3d(&acceleration, 2.f, &acceleration);
}
vehicle_accelerate(object_index, &acceleration);
}
}
}
break;
default:
break;
}
}
if (game_engine_can_score() &&
!TEST_FLAG(damage->flags, _damage_no_statistics_bit))
{
game_statistics_record_damage(
object_index,
shield_damage + body_damage,
damage->owner_player_index,
damage->owner_object_index,
damage->owner_team_index);
if (TEST_FLAG(
being_damaged_flags,
_object_being_damaged_body_depleted_bit))
{
game_statistics_record_kill(
object_index,
damage->owner_player_index,
damage->owner_object_index,
damage->owner_team_index);
}
}
else if (game_engine_can_score())
{
long player_index = player_index_from_unit_index(object_index);
game_engine_player_killed(
player_index,
object_index,
player_index,
TRUE);
}
if (TEST_FLAG(_object_mask_unit, object->object.type))
{
unit_damage_aftermath(
object_index,
damage,
being_damaged_flags,
shield_damage,
body_damage,
body_damage_multiplier,
body_part);
}
return;
}
void object_damage_body(
long object_index,
short region_index,
short node_index,
real_vector3d const *object_normal,
struct damage_resistance const *damage_resistance,
struct damage_resistance_material const *damage_material,
struct damage_definition const *damage_definition,
struct damage_data *damage,
unsigned long *being_damaged_flags,
real *body_damage,
real *body_damage_multiplier,
real total_damage)
{
struct object_datum *object = object_get(object_index);
real damage_amount = damage_material->body_damage_multiplier*total_damage;
boolean ignore_difficulty = FALSE;
real maximum_body_vitality;
real inverse_maximum_body_vitality;
real actual_damage;
if (TEST_FLAG(damage_resistance->flags, _damage_resistance_only_hurt_while_occupied_bit) &&
object->object.type == _object_type_vehicle &&
unit_get(object_index)->unit.driver_object_index == NONE)
{
damage_amount = 0.f;
}
if (!game_engine_running() &&
damage_definition->category == _damage_category_falling &&
object->object.owner_team_index == _game_team_player)
{
ignore_difficulty = TRUE;
}
maximum_body_vitality = object_get_maximum_body_vitality(object_index, ignore_difficulty);
if (maximum_body_vitality > 0.f)
inverse_maximum_body_vitality = 1.f/maximum_body_vitality;
else
inverse_maximum_body_vitality = 0.f;
actual_damage = damage_amount;
if (TEST_FLAG(*being_damaged_flags, _object_being_damaged_by_friendly_bit))
{
actual_damage = (1.f - damage_resistance->friendly_damage_resistance)*damage_amount;
if (TEST_FLAG(*being_damaged_flags, _object_being_damaged_multiplied_by_difficulty_bit))
{
real difficulty = game_difficulty_get_value(_game_difficulty_value_enemy_damage);
if (difficulty > 0.f)
actual_damage /= difficulty;
}
}
actual_damage *= inverse_maximum_body_vitality;
match_vassert(
"c:\\halo\\SOURCE\\objects\\damage.c",
1295,
damage_material->material_type>=0 && damage_material->material_type<NUMBER_OF_MATERIAL_TYPES,
"damage_material->type>=0 && damage_material->type<NUMBER_OF_MATERIAL_TYPES");
actual_damage *= damage_definition->material_modifiers[damage_material->material_type];
if (!TEST_FLAG(object->object.damage_flags, _object_cannot_take_damage_bit))
{
if (damage_amount > 0.f && TEST_FLAG(damage_material->flags, _damage_material_head_bit))
{
if (TEST_FLAG(damage_definition->flags, _damage_can_cause_headshots_bit))
{
if (game_engine_running() ||
object->object.type != _object_type_biped ||
unit_get(object_index)->unit.player_index == NONE)
{
object->object.body_vitality = 0.f;
SET_FLAG(*being_damaged_flags, _object_being_damaged_killed_instantly_bit, TRUE);
if (game_engine_running())
SET_FLAG(*being_damaged_flags, _object_being_damaged_force_hard_ping_bit, TRUE);
}
}
else if (TEST_FLAG(damage_definition->flags, _damage_can_cause_multiplayer_headshots_bit) &&
game_engine_running())
{
actual_damage *= 2.f;
if (actual_damage > object->object.body_vitality)
SET_FLAG(*being_damaged_flags, _object_being_damaged_force_hard_ping_bit, TRUE);
}
}
object->object.body_vitality -= actual_damage;
}
if (region_index != NONE &&
!TEST_FLAG(object->object.regions_destroyed_flags, region_index))
{
struct damage_region const *region = TAG_BLOCK_GET_ELEMENT(
&damage_resistance->regions,
region_index,
struct damage_region);
byte region_damage = (byte)(actual_damage*255.f + object->object.region_damage[region_index]);
object->object.region_damage[region_index] = region_damage;
if (region->damage_threshold > 0.f &&
region_damage*(1.f/255.f) > region->damage_threshold)
{
object_destroy_region(object_index, region_index);
SET_FLAG(*being_damaged_flags, _object_being_damaged_region_destroyed_bit, TRUE);
}
}
object->object.body_damage_decay_timer = 0;
object->object.current_body_damage += actual_damage;
object->object.recent_body_damage += actual_damage;
if (object->object.current_body_damage > 1.f)
object->object.current_body_damage = 1.f;
if (object->object.recent_body_damage > 1.f)
object->object.recent_body_damage = 1.f;
if (cheat.deathless_player && object->object.body_vitality < 0.f)
{
if (TEST_FLAG(_object_mask_unit, object->object.type))
{
boolean player_controlled = unit_get(object_index)->unit.player_index != NONE;
if (!player_controlled && object->object.type == _object_type_vehicle)
{
long child_object_index = object->object.first_child_object_index;
while (child_object_index != NONE)
{
struct object_datum *child = object_get(child_object_index);
if (TEST_FLAG(_object_mask_unit, child->object.type) &&
unit_get(child_object_index)->unit.player_index != NONE)
{
player_controlled = TRUE;
break;
}
child_object_index = child->object.next_object_index;
}
}
if (player_controlled)
object->object.body_vitality = 0.f;
}
}
{
real body_vitality = object_get_actual_body_vitality(object_index, FALSE);
if (damage_resistance->body_destroyed_threshold < 0.f &&
body_vitality < damage_resistance->body_destroyed_threshold)
{
object_destroy(object_index);
*being_damaged_flags |=
FLAG(_object_being_damaged_body_depleted_bit) |
FLAG(_object_being_damaged_body_destroyed_bit);
}
else if (body_vitality < 0.f)
{
if (!TEST_FLAG(object->object.damage_flags, _object_dead_bit))
{
short dying_region_index;
for (dying_region_index = 0;
dying_region_index < damage_resistance->regions.count;
dying_region_index++)
{
struct damage_region const *region = TAG_BLOCK_GET_ELEMENT(
&damage_resistance->regions,
dying_region_index,
struct damage_region);
if (TEST_FLAG(region->flags, _object_region_dies_when_object_dies_bit))
object_destroy_region(object_index, dying_region_index);
}
object_deplete_body(object_index);
SET_FLAG(*being_damaged_flags, _object_being_damaged_body_depleted_bit, TRUE);
}
}
else if (body_vitality < damage_resistance->body_damaged_effect_threshold &&
!TEST_FLAG(object->object.damage_flags, _object_passed_body_damage_threshold_bit))
{
damage_effect_new_on_object(
damage_resistance->body_damaged_effect.index,
object_index);
SET_FLAG(object->object.damage_flags, _object_passed_body_damage_threshold_bit, TRUE);
}
}
if (TEST_FLAG(damage->flags, _damage_create_localized_effect_bit) &&
damage_resistance->localized_damage_effect.index != NONE)
{
damage_effect_new_at_location(
damage_resistance->localized_damage_effect.index,
object_index,
node_index,
&damage->epicenter,
&damage->direction,
object_normal);
}
if (TEST_FLAG(damage->flags, _damage_area_of_effect_bit) &&
damage_amount > damage_resistance->area_damage_effect_threshold &&
damage_resistance->area_damage_effect.index != NONE &&
damage_definition->category != _damage_category_flame)
{
damage_effect_new_on_object(
damage_resistance->area_damage_effect.index,
object_index);
}
*body_damage = damage_amount;
*body_damage_multiplier = damage_material->body_damage_multiplier;
return;
}
void object_cause_damage(
struct damage_data *damage,
long object_index,
short node_index,
short region_index,
short material_index,
real_vector3d const *object_normal)
{
struct damage_effect_definition *damage_effect;
struct damage_definition const *damage_definition;
boolean damage_was_modified;
boolean parent_takes_body_damage;
boolean material_effect_recorded;
short damaged_object_count;
real total_damage;
struct object_datum *current_object;
struct collision_model const *collision_model;
struct damage_resistance_material const *damage_material;
long current_object_index;
unsigned long being_damaged_flags;
real shield_damage;
real body_damage;
real body_damage_multiplier;
short body_part;
long damaged_object_indices[16];
damage_effect = damage_effect_definition_get(damage->definition_index);
damage_definition = &damage_effect->damage;
damage_was_modified = FALSE;
parent_takes_body_damage = TRUE;
match_assert(
"c:\\halo\\SOURCE\\objects\\damage.c",
0x338,
region_index==NONE ||
(region_index>=0 && region_index<MAXIMUM_REGIONS_PER_OBJECT));
if (damage->owner_player_index != NONE)
damage_globals.debug_object_index = object_index;
{
real damage_lower_bound = damage_definition->damage_lower_bound;
real damage_upper_bound = damage_definition->damage_upper_bound;
real random_damage = real_seed_random_range(
get_global_random_seed_address(),
damage_lower_bound,
damage_upper_bound);
total_damage =
((1.f - damage->scale) * damage_definition->damage_minimum +
random_damage * damage->scale) *
damage->multiplier;
}
if (damage->owner_object_index != NONE)
{
struct unit_datum *attacker =
unit_try_and_get(damage->owner_object_index);
if (attacker)
{
long actor_index;
if (attacker->unit.gunner_object_index != NONE)
{
attacker = unit_get(attacker->unit.gunner_object_index);
}
actor_index = attacker->unit.swarm_actor_index;
if (actor_index == NONE)
actor_index = attacker->unit.actor_index;
if (actor_index != NONE)
ai_adjust_damage(actor_index, damage, &total_damage);
}
}
if (game_engine_running())
{
total_damage *= game_engine_get_damage_multiplier(
get_player_index_from_object_or_parents(damage->owner_object_index),
get_player_index_from_object_or_parents(object_index));
}
else if (damage->owner_team_index != NONE &&
game_team_is_enemy(damage->owner_team_index, _game_team_player))
{
total_damage *= game_difficulty_get_value(_game_difficulty_value_enemy_damage);
damage_was_modified = TRUE;
}
damaged_object_count = 0;
material_effect_recorded = FALSE;
if (TEST_FLAG(damage->flags, _damage_area_of_effect_bit) ||
TEST_FLAG(damage->flags, _damage_kill_instantly_bit))
{
damaged_object_count = 1;
damaged_object_indices[0] = object_index;
}
else
{
long damaged_object_index = object_index;
while (damaged_object_index != NONE)
{
match_assert(
"c:\\halo\\SOURCE\\objects\\damage.c",
0x37E,
damaged_object_count<sizeof(damaged_object_indices)/sizeof(long));
damaged_object_indices[damaged_object_count] = damaged_object_index;
damaged_object_count++;
damaged_object_index =
object_get(damaged_object_index)->object.parent_object_index;
}
}
{
struct object_datum *object = object_get(object_index);
struct object_definition const *object_definition =
object_definition_get(object->definition_index);
if (object_definition->object.collision_model.index != NONE)
{
struct collision_model const *collision_model =
collision_model_definition_get(
object_definition->object.collision_model.index);
parent_takes_body_damage = !TEST_FLAG(
collision_model->resistance.flags,
_damage_resistance_parent_never_takes_body_damage_for_us_bit);
}
if (object->object.umbrella_shield_object_index != NONE)
{
match_assert(
"c:\\halo\\SOURCE\\objects\\damage.c",
0x397,
damaged_object_count<sizeof(damaged_object_indices)/sizeof(long));
damaged_object_indices[damaged_object_count] =
object->object.umbrella_shield_object_index;
damaged_object_count++;
}
if (!TEST_FLAG(damage->flags, _damage_area_of_effect_bit) &&
object->object.type == _object_type_vehicle)
{
struct unit_datum *vehicle = unit_get(object_index);
struct unit_definition const *vehicle_definition =
unit_definition_get(vehicle->definition_index);
long child_object_index;
damage->multiplier =
(1.f - damage_definition->vehicle_passthrough_penalty) *
vehicle_definition->unit.child_damage_fraction;
child_object_index = vehicle->object.first_child_object_index;
while (child_object_index != NONE)
{
struct object_datum *child_object = object_get(child_object_index);
match_assert(
"c:\\halo\\SOURCE\\objects\\damage.c",
0x3AB,
damaged_object_count<sizeof(damaged_object_indices)/sizeof(long));
if (child_object->object.type == _object_type_biped)
{
struct unit_datum *child_unit = unit_get(child_object_index);
if (child_unit->unit.player_index != NONE ||
child_object_index == vehicle->unit.gunner_object_index)
{
SET_FLAG(
damage->flags,
_damage_bypasses_shields_bit,
child_unit->unit.player_index == NONE);
object_cause_damage(
damage,
child_object_index,
NONE,
NONE,
NONE,
NULL);
SET_FLAG(
damage->flags,
_damage_bypasses_shields_bit,
FALSE);
}
}
child_object_index = child_object->object.next_object_index;
}
damage->multiplier = 1.f;
}
}
if (damaged_object_count > 0)
{
long *damaged_object_index = damaged_object_indices;
short remaining_object_count = damaged_object_count;
do
{
struct unit_datum *unit = unit_try_and_get(*damaged_object_index);
if (unit)
{
long player_index = unit->unit.player_index;
if (player_index != NONE)
{
player_effect_start(
player_index,
damage,
&damage->direction,
damage->scale,
total_damage);
}
else if (cheat.reflexive_damage_effects)
{
player_effect_start(
local_player_get_player_index(0),
damage,
&damage->direction,
damage->scale,
total_damage);
}
}
damaged_object_index++;
remaining_object_count--;
}
while (remaining_object_count > 0);
}
if (total_damage > 0.f)
{
do
{
struct object_definition const *current_definition;
long collision_model_index;
if (damaged_object_count-- <= 0)
return;
current_object_index = damaged_object_indices[damaged_object_count];
current_object = object_get(current_object_index);
current_definition = object_definition_get(current_object->definition_index);
collision_model_index = current_definition->object.collision_model.index;
shield_damage = 0.f;
body_damage = 0.f;
body_damage_multiplier = 0.f;
being_damaged_flags = 0;
body_part = NONE;
if (collision_model_index != NONE)
{
boolean force_kill = TEST_FLAG(
damage->flags,
_damage_kill_instantly_bit);
collision_model = collision_model_definition_get(
collision_model_index);
if (node_index >= 0 && node_index < collision_model->nodes.count)
{
struct collision_node const *collision_node =
TAG_BLOCK_GET_ELEMENT(
&collision_model->nodes,
node_index,
struct collision_node);
body_part = collision_node->runtime_damage_part;
}
if (damage_was_modified)
{
SET_FLAG(
being_damaged_flags,
_object_being_damaged_multiplied_by_difficulty_bit,
TRUE);
}
if (damage->owner_team_index != NONE &&
!game_team_is_enemy(
current_object->object.owner_team_index,
damage->owner_team_index))
{
SET_FLAG(
being_damaged_flags,
_object_being_damaged_by_friendly_bit,
TRUE);
}
if (damaged_object_count == 0 &&
material_index >= 0 &&
material_index < collision_model->resistance.materials.count)
{
damage_material = TAG_BLOCK_GET_ELEMENT(
&collision_model->resistance.materials,
material_index,
struct damage_resistance_material);
}
else if (collision_model->resistance.indirect_damage_material_index >= 0 &&
collision_model->resistance.indirect_damage_material_index <
collision_model->resistance.materials.count)
{
damage_material = TAG_BLOCK_GET_ELEMENT(
&collision_model->resistance.materials,
collision_model->resistance.indirect_damage_material_index,
struct damage_resistance_material);
}
else
{
damage_material = &damage_globals.default_damage_material;
}
damage->material_type = damage_material->material_type;
if (cheat.omnipotent && damage->owner_player_index != NONE)
force_kill = TRUE;
if (damage_definition->side_effect ==
_damage_side_effect_lethal_to_the_unsuspecting &&
unit_unsuspecting(current_object_index, &damage->epicenter) &&
!TEST_FLAG(
current_object->object.damage_flags,
_object_cannot_take_damage_bit))
{
force_kill = TRUE;
}
if (force_kill &&
!TEST_FLAG(current_object->object.damage_flags, _object_dead_bit))
{
current_object->object.body_vitality = 0.f;
object_deplete_body(current_object_index);
SET_FLAG(
being_damaged_flags,
_object_being_damaged_body_depleted_bit,
TRUE);
SET_FLAG(
being_damaged_flags,
_object_being_damaged_killed_instantly_bit,
TRUE);
}
if (!TEST_FLAG(damage->flags, _damage_bypasses_shields_bit) &&
!TEST_FLAG(damage_definition->flags, _damage_skips_shields_bit) &&
current_object->object.maximum_shield_vitality > 0.f &&
(damaged_object_count == 0 ||
TEST_FLAG(
collision_model->resistance.flags,
_damage_resistance_takes_shield_damage_for_children_bit)))
{
object_damage_shield(
current_object_index,
&collision_model->resistance,
damage_material,
damage_definition,
damage,
&being_damaged_flags,
&shield_damage,
&total_damage);
}
if ((damaged_object_count == 0 ||
(parent_takes_body_damage &&
TEST_FLAG(
collision_model->resistance.flags,
_damage_resistance_takes_body_damage_for_children_bit))) &&
!TEST_FLAG(
damage_definition->flags,
_damage_only_hurts_shields_bit))
{
if (TEST_FLAG(
collision_model->resistance.flags,
_damage_resistance_only_hurt_by_explosives_bit) &&
!TEST_FLAG(
damage_definition->flags,
_damage_detonates_explosives_bit))
{
total_damage = 0.f;
}
object_damage_body(
current_object_index,
damaged_object_count == 0 ? region_index : NONE,
damaged_object_count == 0 ? node_index : NONE,
damaged_object_count == 0 ? object_normal : NULL,
&collision_model->resistance,
damage_material,
damage_definition,
damage,
&being_damaged_flags,
&body_damage,
&body_damage_multiplier,
total_damage);
damaged_object_count = 0;
}
if (!material_effect_recorded &&
(shield_damage > _real_epsilon || body_damage > _real_epsilon))
{
if (shield_damage > body_damage)
{
damage->material_type =
collision_model->resistance.shield_material_type;
damage->material_effect_scale =
current_object->object.shield_vitality;
}
else
{
damage->material_effect_scale = PIN(
current_object->object.body_vitality,
0.f,
1.f);
}
if (debug_damage &&
current_object_index == damage_globals.debug_object_index)
{
console_printf(
FALSE,
"%s: \"%s\" \"%s\" k=%0.2f S[%3.2f] B[%3.2f]",
strrchr(tag_get_name(damage->definition_index), '\\') + 1,
material_get_name(damage_material->material_type),
damage_material->name,
(double)damage->scale,
(double)shield_damage,
(double)body_damage);
}
material_effect_recorded = TRUE;
}
}
object_damage_aftermath(
current_object_index,
damage,
being_damaged_flags,
shield_damage,
body_damage,
body_damage_multiplier,
body_part);
if (TEST_FLAG(
being_damaged_flags,
_object_being_damaged_body_destroyed_bit))
{
object_delete(current_object_index);
}
}
while (total_damage > 0.f);
}
return;
}
void area_of_effect_cause_damage(
struct damage_data *damage,
long unused_object_index)
{
struct damage_effect_definition *definition =
damage_effect_definition_get(damage->definition_index);
long object_indices[64];
short object_count;
object_count = objects_in_sphere(
0,
0,
&damage->location,
&damage->origin,
definition->cutoff_radius,
object_indices,
NUMBEROF(object_indices));
if (object_count > 0)
{
short object_number;
for (object_number = 0; object_number < object_count; object_number++)
{
area_of_effect_cause_damage_to_object(
damage,
object_indices[object_number],
FALSE);
}
}
breakable_surface_damage_area_of_effect(damage);
return;
}
void object_damage_update(
long object_index)
{
struct object_datum *object = object_get(object_index);
struct object_definition *object_definition =
object_definition_get(object->definition_index);
long collision_model_index = object_definition->object.collision_model.index;
struct collision_model *collision_model;
word damage_flags;
if (collision_model_index == NONE)
return;
collision_model = collision_model_definition_get(collision_model_index);
if (!collision_model)
return;
damage_flags = object->object.damage_flags;
if (TEST_FLAG(damage_flags, _object_die_act_of_god_no_statistics_bit) ||
(damage_flags &
(FLAG(_object_die_act_of_god_bit) |
FLAG(_object_die_act_of_god_silent_bit))) != 0)
{
if (!TEST_FLAG(damage_flags, _object_dead_bit))
{
struct game_globals_falling_damage *falling_damage =
TAG_BLOCK_GET_ELEMENT(
&scenario_get_game_globals()->falling_damage,
0,
struct game_globals_falling_damage);
long damage_effect_index = falling_damage->falling_damage.index;
if (damage_effect_index != NONE)
{
struct damage_data damage;
damage_data_new(&damage, damage_effect_index);
damage.scale = 1.f;
SET_FLAG(damage.flags, _damage_kill_instantly_bit, TRUE);
if (TEST_FLAG(
object->object.damage_flags,
_object_die_act_of_god_silent_bit))
{
SET_FLAG(damage.flags, _damage_silent_bit, TRUE);
}
if (TEST_FLAG(
object->object.damage_flags,
_object_die_act_of_god_no_statistics_bit))
{
SET_FLAG(damage.flags, _damage_no_statistics_bit, TRUE);
}
object_cause_damage(
&damage,
object_index,
NONE,
NONE,
NONE,
NULL);
}
}
object->object.damage_flags &=
~(FLAG(_object_die_act_of_god_bit) |
FLAG(_object_die_act_of_god_silent_bit) |
FLAG(_object_die_act_of_god_no_statistics_bit));
}
SET_FLAG(object->object.damage_flags, _object_shield_charging_bit, FALSE);
damage_flags = object->object.damage_flags;
if (object->object.maximum_shield_vitality > 0.f &&
!TEST_FLAG(damage_flags, _object_dead_bit))
{
if (TEST_FLAG(damage_flags, _object_shield_over_charging_bit))
{
real shield_vitality = object->object.shield_vitality + 0.033333335f;
object->object.shield_vitality = shield_vitality;
if (shield_vitality >= 3.f)
{
object->object.shield_vitality = 3.f;
SET_FLAG(
object->object.damage_flags,
_object_shield_over_charging_bit,
FALSE);
}
else
{
SET_FLAG(
object->object.damage_flags,
_object_shield_charging_bit,
TRUE);
}
}
else if (object->object.shield_vitality > 1.f && game_engine_running())
{
long player_index = player_index_from_unit_index(object_index);
real overcharge = object->object.shield_vitality - 1.f;
if (0.00074074074f > overcharge)
{
object->object.shield_vitality = 1.f;
hud_tick_shield(player_index, overcharge);
}
else
{
object->object.shield_vitality -= 0.00074074074f;
hud_tick_shield(player_index, 0.00074074074f);
}
}
else if (object->object.shield_vitality < 1.f)
{
if (object->object.shield_stun_ticks == 0)
{
real shield_recharge =
collision_model->resistance.runtime_shield_recharge_velocity;
shield_recharge *= game_difficulty_get_team_value(
_game_difficulty_value_enemy_recharge,
object->object.owner_team_index);
if (TEST_FLAG(
object->object.damage_flags,
_object_shield_depleted_bit))
{
damage_effect_new_on_object(
collision_model->resistance.shield_recharging_effect.index,
object_index);
SET_FLAG(
object->object.damage_flags,
_object_shield_depleted_bit,
FALSE);
object_permutation_shield_regions(object_index, TRUE);
}
SET_FLAG(
object->object.damage_flags,
_object_shield_charging_bit,
TRUE);
shield_recharge += object->object.shield_vitality;
damage_flags = object->object.damage_flags;
object->object.shield_vitality = shield_recharge;
if (shield_recharge > 1.f)
{
SET_FLAG(
damage_flags,
_object_shield_charging_bit,
FALSE);
object->object.shield_vitality = 1.f;
object->object.damage_flags = damage_flags;
}
}
else
{
object->object.shield_stun_ticks--;
}
}
}
if (object->object.body_damage_decay_timer != NONE)
{
long decay_timer = ++object->object.body_damage_decay_timer;
if (decay_timer >= 0)
object->object.current_body_damage -= 0.016666668f;
if (decay_timer >= TICKS_PER_SECOND * 2)
object->object.recent_body_damage -= 0.016666668f;
object->object.current_body_damage =
MAX(0.f, object->object.current_body_damage);
object->object.recent_body_damage =
MAX(0.f, object->object.recent_body_damage);
if (object->object.current_body_damage == 0.f &&
object->object.recent_body_damage == 0.f)
{
object->object.body_damage_decay_timer = NONE;
}
}
if (object->object.shield_damage_decay_timer != NONE)
{
long decay_timer = ++object->object.shield_damage_decay_timer;
if (decay_timer >= 0)
object->object.current_shield_damage -= 0.016666668f;
if (decay_timer >= TICKS_PER_SECOND * 2)
object->object.recent_shield_damage -= 0.016666668f;
object->object.current_shield_damage =
MAX(0.f, object->object.current_shield_damage);
object->object.recent_shield_damage =
MAX(0.f, object->object.recent_shield_damage);
if (object->object.current_shield_damage == 0.f &&
object->object.recent_shield_damage == 0.f)
{
object->object.shield_damage_decay_timer = NONE;
}
}
return;
}
/* ---------- private code */
static long get_player_index_from_object_or_parents(
long object_index)
{
long player_index = NONE;
while (object_index != NONE)
{
if (unit_try_and_get(object_index))
{
player_index = player_index_from_unit_index(object_index);
break;
}
object_index = object_get(object_index)->object.parent_object_index;
}
return player_index;
}
static void damage_effect_new_on_object(
long effect_definition_index,
long object_index)
{
effect_new_from_object(
effect_definition_index,
object_index,
object_index,
NONE,
0.f,
0.f,
NULL,
NULL);
return;
}
static void damage_effect_new_at_location(
long effect_definition_index,
long object_index,
short node_index,
real_point3d const *position,
real_vector3d const *direction,
real_vector3d const *normal)
{
char const *marker_names[NUMBER_OF_EFFECT_MARKERS];
real_point3d marker_points[NUMBER_OF_EFFECT_MARKERS];
real_vector3d marker_forwards[NUMBER_OF_EFFECT_MARKERS];
real_vector3d incident;
short marker_index;
marker_names[_effect_vector_normal] = "normal";
marker_names[_effect_vector_incident] = "incident";
marker_names[_effect_vector_negative_incident] = "negative incident";
marker_names[_effect_vector_reflected] = "reflection";
marker_names[_effect_vector_gravity] = "gravity";
marker_forwards[_effect_vector_gravity] = *global_down3d;
incident = *direction;
if (normalize3d(&incident) == 0.f)
incident = *global_forward3d;
scale_vector3d(&incident, -1.f, &marker_forwards[_effect_vector_incident]);
marker_forwards[_effect_vector_negative_incident] = incident;
if (!normal)
{
real_point3d origin;
real_vector3d position_normal;
object_get_origin(object_index, &origin);
vector_from_points3d(&origin, position, &position_normal);
if (normalize3d(&position_normal) == 0.f)
position_normal = object_get(object_index)->object.forward;
marker_forwards[_effect_vector_normal] = position_normal;
reflect_vector3d(
&incident,
&position_normal,
&marker_forwards[_effect_vector_reflected]);
}
else
{
marker_forwards[_effect_vector_normal] = *normal;
reflect_vector3d(
&incident,
normal,
&marker_forwards[_effect_vector_reflected]);
}
for (marker_index = 0; marker_index < NUMBER_OF_EFFECT_MARKERS; marker_index++)
marker_points[marker_index] = *position;
if (object_index != NONE && node_index != NONE)
{
effect_new_attached_from_markers(
effect_definition_index,
object_index,
object_index,
node_index,
NUMBER_OF_EFFECT_MARKERS,
marker_names,
marker_points,
marker_forwards,
1.f,
0.f,
NULL,
NULL);
}
else
{
effect_new_unattached_from_markers(
effect_definition_index,
object_index,
global_zero_vector3d,
NUMBER_OF_EFFECT_MARKERS,
marker_names,
marker_points,
marker_forwards,
1.f,
0.f,
NULL,
NULL,
FALSE);
}
return;
}
static void object_destroy_region(
long object_index,
short region_index)
{
struct object_datum *object = object_get(object_index);
struct object_definition *definition = object_definition_get(object->definition_index);
long collision_model_index = definition->object.collision_model.index;
if (collision_model_index != NONE)
{
struct collision_model *collision_model =
collision_model_definition_get(collision_model_index);
match_assert(
"c:\\halo\\SOURCE\\objects\\damage.c",
1818,
region_index>=0 && region_index<MAXIMUM_REGIONS_PER_OBJECT);
if (!TEST_FLAG(object->object.regions_destroyed_flags, region_index))
{
struct damage_region *region = TAG_BLOCK_GET_ELEMENT(
&collision_model->resistance.regions,
region_index,
struct damage_region);
damage_effect_new_on_object(
region->destroyed_effect.index,
object_index);
object_permute_region(object_index, "~damaged", region_index, TRUE);
if (TEST_FLAG(region->flags, _object_region_inhibits_melee_attack_bit))
SET_FLAG(object->object.damage_flags, _object_melee_attack_inhibited_bit, TRUE);
if (TEST_FLAG(region->flags, _object_region_inhibits_ranged_attack_bit))
SET_FLAG(object->object.damage_flags, _object_ranged_attack_inhibited_bit, TRUE);
if (TEST_FLAG(region->flags, _object_region_inhibits_walking_bit))
SET_FLAG(object->object.damage_flags, _object_walking_inhibited_bit, TRUE);
if (TEST_FLAG(region->flags, _object_region_forces_drop_weapon_bit))
SET_FLAG(object->object.damage_flags, _object_cannot_hold_weapon_bit, TRUE);
if (TEST_FLAG(region->flags, _object_region_forces_object_to_die_bit))
object_deplete_body(object_index);
SET_FLAG(object->object.regions_destroyed_flags, region_index, TRUE);
object_type_handle_region_destroyed(object_index, region_index, region->flags);
}
}
return;
}
void area_of_effect_cause_damage_to_object(
struct damage_data *damage,
long object_index,
boolean damage_next_object)
{
boolean did_damage;
boolean collision_blocked;
boolean infection_form;
struct object_datum *object;
struct object_definition *object_definition;
struct damage_effect_definition *damage_effect;
real_point3d const *epicenter;
real_vector3d to_object;
real_vector3d perpendicular;
real_vector3d cross;
real_vector3d collision_vector;
real_vector3d offset_vector;
real_vector3d direct_vector;
real_point3d collision_point;
struct collision_result spread_collision;
struct collision_result direct_collision;
boolean can_damage;
object = object_get(object_index);
object_definition = object_definition_get(object->definition_index);
damage_effect = damage_effect_definition_get(damage->definition_index);
can_damage = !TEST_FLAG(object->object.flags, _object_invisible_bit);
did_damage = FALSE;
infection_form = FALSE;
match_assert(
"c:\\halo\\SOURCE\\objects\\damage.c",
601,
global_current_collision_user_depth < MAXIMUM_COLLISION_USER_STACK_DEPTH);
global_current_collision_users[global_current_collision_user_depth++] =
_collision_user_area_damage;
if (can_damage &&
TEST_FLAG(_object_mask_unit, object->object.type) &&
damage_effect->damage.area_of_effect_core_radius > _real_epsilon)
{
long ray_index;
long rays_remaining;
epicenter = &damage->epicenter;
collision_blocked = TRUE;
vector_from_points3d(
epicenter,
&object->object.bounding_sphere_center,
&to_object);
normalize3d(perpendicular3d(&to_object, &perpendicular));
normalize3d(cross_product3d(&to_object, &perpendicular, &cross));
for (ray_index = 0, rays_remaining = 4;
rays_remaining;
ray_index++, rays_remaining--)
{
long ultimate_parent_index;
switch (ray_index)
{
case 0:
scale_vector3d(
&perpendicular,
damage_effect->damage.area_of_effect_core_radius,
&collision_vector);
break;
case 1:
scale_vector3d(
&perpendicular,
-damage_effect->damage.area_of_effect_core_radius,
&collision_vector);
break;
case 2:
scale_vector3d(
&cross,
damage_effect->damage.area_of_effect_core_radius,
&collision_vector);
break;
case 3:
scale_vector3d(
&cross,
-damage_effect->damage.area_of_effect_core_radius,
&collision_vector);
break;
}
collision_test_vector(
_damage_area_of_effect_collision_flags,
epicenter,
&collision_vector,
object_get_ultimate_parent(object_index),
&spread_collision);
collision_point = spread_collision.point;
ultimate_parent_index = object_get_ultimate_parent(object_index);
if (!collision_test_vector(
_damage_area_of_effect_collision_flags,
&collision_point,
vector_from_points3d(
&collision_point,
&object->object.bounding_sphere_center,
&offset_vector),
ultimate_parent_index,
&spread_collision))
{
collision_blocked = FALSE;
}
}
}
else
{
long ultimate_parent_index;
ultimate_parent_index = object_get_ultimate_parent(object_index);
epicenter = &damage->epicenter;
collision_blocked = collision_test_vector(
_damage_area_of_effect_collision_flags,
epicenter,
vector_from_points3d(
epicenter,
&object->object.bounding_sphere_center,
&direct_vector),
ultimate_parent_index,
&direct_collision);
}
if (collision_blocked)
can_damage = FALSE;
match_assert(
"c:\\halo\\SOURCE\\objects\\damage.c",
660,
global_current_collision_user_depth > 1);
--global_current_collision_user_depth;
if (TEST_FLAG(damage_effect->damage.flags, _damage_does_not_hurt_owner_bit) &&
object_index == damage->owner_object_index)
{
can_damage = FALSE;
}
if (TEST_FLAG(damage_effect->damage.flags, _damage_does_not_hurt_friends_bit) &&
!game_team_is_enemy(object->object.owner_team_index, damage->owner_team_index))
{
can_damage = FALSE;
}
if (can_damage &&
TEST_FLAG(damage_effect->damage.flags, _damage_infection_form_pop_bit))
{
can_damage = FALSE;
if (TEST_FLAG(_object_mask_unit, object->object.type) &&
TEST_FLAG(
unit_definition_get(object->definition_index)->unit.flags,
_unit_is_inconsequential_bit) &&
object_index != damage->owner_object_index)
{
real infection_form_toughness = game_difficulty_get_value(
_game_difficulty_value_infection_forms);
can_damage = TRUE;
if (infection_form_toughness > 0.f ||
TEST_FLAG(
damage_effect->damage.flags,
_damage_does_not_hurt_infection_forms_bit))
{
if (TEST_FLAG(damage->flags, _damage_damaged_one_object_bit))
can_damage = FALSE;
}
if (infection_form_toughness > 0.f &&
real_seed_random(get_global_random_seed_address()) <
infection_form_toughness * 0.25f)
{
can_damage = FALSE;
}
infection_form = TRUE;
}
}
SET_FLAG(damage->flags, _damage_area_of_effect_bit, TRUE);
if (can_damage)
{
real distance;
real radius_delta;
real scale;
vector_from_points3d(
epicenter,
&object->object.bounding_sphere_center,
&damage->direction);
distance = normalize3d(&damage->direction);
radius_delta = damage_effect->cutoff_radius - damage_effect->falloff_radius;
if (radius_delta > 0.f)
{
scale = PIN(
1.f -
(distance - damage_effect->falloff_radius) /
radius_delta,
0.f,
1.f);
}
else
{
scale = 1.f;
}
if (!TEST_FLAG(
damage_effect->flags,
_damage_effect_dont_scale_damage_by_distance_bit))
{
damage->scale = scale;
}
if (scale > 0.f)
{
object_cause_damage(
damage,
object_index,
NONE,
NONE,
NONE,
NULL);
did_damage = TRUE;
}
if (object_definition->object.collision_model.index != NONE)
{
struct collision_model *collision_model =
collision_model_definition_get(
object_definition->object.collision_model.index);
if (TEST_FLAG(
collision_model->resistance.flags,
_damage_resistance_children_take_area_damage_bit))
{
long child_object_index =
object->object.first_child_object_index;
if (child_object_index != NONE)
{
area_of_effect_cause_damage_to_object(
damage,
child_object_index,
TRUE);
}
}
}
}
if (infection_form && (!can_damage || did_damage))
{
SET_FLAG(damage->flags, _damage_damaged_one_object_bit, TRUE);
}
if (damage_next_object)
{
long next_object_index = object->object.next_object_index;
if (next_object_index != NONE)
{
area_of_effect_cause_damage_to_object(
damage,
next_object_index,
TRUE);
}
}
return;
}
static void object_permutation_shield_regions(
long object_index,
boolean active)
{
struct object_datum *object = object_get(object_index);
struct object_definition *definition = object_definition_get(object->definition_index);
struct collision_model *collision_model =
collision_model_definition_get(definition->object.collision_model.index);
short region_index;
for (region_index = 0;
region_index < collision_model->resistance.regions.count;
region_index++)
{
struct damage_region *region = TAG_BLOCK_GET_ELEMENT(
&collision_model->resistance.regions,
region_index,
struct damage_region);
if (TEST_FLAG(region->flags, _object_region_missing_when_shield_is_zero_bit) &&
region->permutations.count > 1)
{
object->object.region_permutations[region_index] = !active;
}
}
return;
}