5 #include "mutators/_mod.qh"
7 #include "spawnpoints.qh"
8 #include "../common/state.qh"
9 #include "../common/physics/player.qh"
10 #include "../common/t_items.qh"
11 #include "../common/vehicles/all.qh"
12 #include "../common/items/_mod.qh"
13 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
14 #include "weapons/accuracy.qh"
15 #include "weapons/csqcprojectile.qh"
16 #include "weapons/selection.qh"
17 #include "../common/constants.qh"
18 #include "../common/deathtypes/all.qh"
19 #include "../common/notifications/all.qh"
20 #include "../common/physics/movetypes/movetypes.qh"
21 #include "../common/playerstats.qh"
22 #include "../common/teams.qh"
23 #include "../common/util.qh"
24 #include <common/weapons/_all.qh>
25 #include "../lib/csqcmodel/sv_model.qh"
26 #include "../lib/warpzone/common.qh"
28 void UpdateFrags(entity player, int f)
30 PlayerTeamScore_AddScore(player, f);
33 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
35 // TODO route through PlayerScores instead
43 PlayerScore_Add(attacker, SP_SUICIDES, 1);
48 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
54 PlayerScore_Add(attacker, SP_KILLS, 1);
56 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
59 PlayerScore_Add(targ, SP_DEATHS, 1);
61 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
63 if(targ != attacker) // not for suicides
64 if(g_weaponarena_random)
66 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
67 Weapon culprit = DEATH_WEAPONOF(deathtype);
68 if(!culprit) culprit = attacker.(weaponentity).m_weapon;
69 else if(!(attacker.weapons & (culprit.m_wepset))) culprit = attacker.(weaponentity).m_weapon;
71 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
77 if(!GiveFrags_randomweapons)
79 GiveFrags_randomweapons = new(GiveFrags_randomweapons);
83 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
85 GiveFrags_randomweapons.weapons = start_weapons;
87 // all others (including the culprit): remove
88 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
89 GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset);
91 // among the remaining ones, choose one by random
92 W_RandomWeapons(GiveFrags_randomweapons, 1);
94 if(GiveFrags_randomweapons.weapons)
96 attacker.weapons |= GiveFrags_randomweapons.weapons;
97 attacker.weapons &= ~(culprit.m_wepset);
101 // after a frag, choose another random weapon set
102 if (!(attacker.weapons & WepSet_FromWeapon(attacker.(weaponentity).m_weapon)))
103 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker, weaponentity), weaponentity);
106 // FIXME fix the mess this is (we have REAL points now!)
107 if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
108 f = M_ARGV(2, float);
110 attacker.totalfrags += f;
113 UpdateFrags(attacker, f);
118 string AppendItemcodes(string s, entity player)
120 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
122 .entity weaponentity = weaponentities[slot];
123 int w = player.(weaponentity).m_weapon.m_id;
125 w = player.(weaponentity).cnt; // previous weapon
126 if(w != 0 || slot == 0)
127 s = strcat(s, ftos(w));
129 if(time < player.strength_finished)
131 if(time < player.invincible_finished)
133 if(player.flagcarried != NULL)
135 if(PHYS_INPUT_BUTTON_CHAT(player))
142 void LogDeath(string mode, int deathtype, entity killer, entity killed)
145 if(!autocvar_sv_eventlog)
147 s = strcat(":kill:", mode);
148 s = strcat(s, ":", ftos(killer.playerid));
149 s = strcat(s, ":", ftos(killed.playerid));
150 s = strcat(s, ":type=", Deathtype_Name(deathtype));
151 s = strcat(s, ":items=");
152 s = AppendItemcodes(s, killer);
155 s = strcat(s, ":victimitems=");
156 s = AppendItemcodes(s, killed);
161 void Obituary_SpecialDeath(
165 string s1, string s2, string s3,
166 float f1, float f2, float f3)
168 if(DEATH_ISSPECIAL(deathtype))
170 entity deathent = Deathtypes_from(deathtype - DT_FIRST);
171 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
173 if(g_cts && deathtype == DEATH_KILL.m_id)
174 return; // TODO: somehow put this in CTS gamemode file!
178 if(deathent.death_msgmurder)
180 Send_Notification_WOCOVA(
184 deathent.death_msgmurder,
188 Send_Notification_WOCOVA(
192 deathent.death_msgmurder.nent_msginfo,
200 if(deathent.death_msgself)
202 Send_Notification_WOCOVA(
206 deathent.death_msgself,
210 Send_Notification_WOCOVA(
214 deathent.death_msgself.nent_msginfo,
221 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
224 float Obituary_WeaponDeath(
228 string s1, string s2, string s3,
231 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
232 if (death_weapon != WEP_Null)
234 w_deathtype = deathtype;
235 Notification death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
240 Send_Notification_WOCOVA(
248 // send the info part to everyone
249 Send_Notification_WOCOVA(
253 death_message.nent_msginfo,
261 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
272 bool frag_centermessage_override(entity attacker, entity targ, int deathtype, int kill_count_to_attacker, int kill_count_to_target)
274 if(deathtype == DEATH_FIRE.m_id)
276 Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : targ.ping));
277 Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping));
281 return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target);
284 .int buffs = _STAT(BUFFS); // TODO: remove
285 entity buff_FirstFromFlags(int _buffs);
286 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
289 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
292 float notif_firstblood = false;
293 float kill_count_to_attacker, kill_count_to_target;
295 // Set final information for the death
296 targ.death_origin = targ.origin;
297 if(targ != attacker) { targ.killer_origin = attacker.origin; }
298 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
300 #ifdef NOTIFICATIONS_DEBUG
303 "Obituary(%s, %s, %s, %s = %d);\n",
307 Deathtype_Name(deathtype),
318 if(DEATH_ISSPECIAL(deathtype))
320 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
322 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
326 switch(DEATH_ENT(deathtype))
328 case DEATH_MIRRORDAMAGE:
330 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
336 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
342 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
344 backtrace("SUICIDE: what the hell happened here?\n");
347 LogDeath("suicide", deathtype, targ, targ);
348 if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
349 GiveFrags(attacker, targ, -1, deathtype);
355 else if(IS_PLAYER(attacker))
357 if(SAME_TEAM(attacker, targ))
359 LogDeath("tk", deathtype, attacker, targ);
360 GiveFrags(attacker, targ, -1, deathtype);
362 attacker.killcount = 0;
364 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
365 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
366 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, targ.killcount);
368 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
369 // No need for specific death/weapon messages...
373 LogDeath("frag", deathtype, attacker, targ);
374 GiveFrags(attacker, targ, 1, deathtype);
376 attacker.taunt_soundtime = time + 1;
377 attacker.killcount = attacker.killcount + 1;
379 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
382 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
383 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
386 switch(attacker.killcount)
393 if(!checkrules_firstblood)
395 checkrules_firstblood = true;
396 notif_firstblood = true; // modify the current messages so that they too show firstblood information
397 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
398 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
400 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
401 kill_count_to_attacker = -1;
402 kill_count_to_target = -2;
406 kill_count_to_attacker = attacker.killcount;
407 kill_count_to_target = 0;
418 kill_count_to_attacker,
419 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
427 kill_count_to_target,
430 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
433 else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target))
441 kill_count_to_attacker,
442 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
450 kill_count_to_target,
453 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
458 if(deathtype == DEATH_BUFF.m_id)
459 f3 = buff_FirstFromFlags(attacker.buffs).m_id;
461 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
462 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
471 switch(DEATH_ENT(deathtype))
473 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
474 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
475 // and there will be a REAL DEATH_VOID implementation which mappers will use.
476 case DEATH_HURTTRIGGER:
478 Obituary_SpecialDeath(targ, false, deathtype,
490 Obituary_SpecialDeath(targ, false, deathtype,
492 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
502 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
507 LogDeath("accident", deathtype, targ, targ);
508 GiveFrags(targ, targ, -1, deathtype);
510 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
512 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
513 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
517 // reset target kill count
518 if(targ.killcount) { targ.killcount = 0; }
521 void Ice_Think(entity this)
523 if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
528 setorigin(this, this.owner.origin - '0 0 16');
529 this.nextthink = time;
532 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
534 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
537 if(STAT(FROZEN, targ))
540 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
542 STAT(FROZEN, targ) = frozen_type;
543 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
544 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
545 targ.revive_speed = freeze_time;
547 IL_REMOVE(g_bot_targets, targ);
548 targ.bot_attack = false;
550 entity ice = new(ice);
552 ice.scale = targ.scale;
553 setthink(ice, Ice_Think);
554 ice.nextthink = time;
555 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
556 setmodel(ice, MDL_ICE);
558 ice.colormod = Team_ColorRGB(targ.team);
559 ice.glowmod = ice.colormod;
561 targ.revival_time = 0;
565 RemoveGrapplingHooks(targ);
567 FOREACH_CLIENT(IS_PLAYER(it),
569 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
571 .entity weaponentity = weaponentities[slot];
572 if(it.(weaponentity).hook.aiment == targ)
573 RemoveHook(it.(weaponentity).hook);
579 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
582 void Unfreeze (entity targ)
584 if(!STAT(FROZEN, targ))
587 if(STAT(FROZEN, targ) && STAT(FROZEN, targ) != 3) // only reset health if target was frozen
589 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
590 targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
593 STAT(FROZEN, targ) = 0;
594 targ.revive_progress = 0;
595 targ.revival_time = time;
597 IL_PUSH(g_bot_targets, targ);
598 targ.bot_attack = true;
600 WaypointSprite_Kill(targ.waypointsprite_attached);
602 FOREACH_CLIENT(IS_PLAYER(it),
604 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
606 .entity weaponentity = weaponentities[slot];
607 if(it.(weaponentity).hook.aiment == targ)
608 RemoveHook(it.(weaponentity).hook);
612 // remove the ice block
614 delete(targ.iceblock);
615 targ.iceblock = NULL;
618 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
622 float complainteamdamage = 0;
623 entity attacker_save;
627 if (gameover || targ.killcount == FRAGS_SPECTATOR)
631 damage_inflictor = inflictor;
632 damage_attacker = attacker;
633 attacker_save = attacker;
637 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
639 .entity weaponentity = weaponentities[slot];
640 if(targ.(weaponentity).hook && targ.(weaponentity).hook.aiment == attacker)
641 RemoveHook(targ.(weaponentity).hook);
645 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
646 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
648 if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
654 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
656 // exit the vehicle before killing (fixes a crash)
657 if(IS_PLAYER(targ) && targ.vehicle)
658 vehicles_exit(targ.vehicle, VHEF_RELEASE);
660 // These are ALWAYS lethal
661 // No damage modification here
662 // Instead, prepare the victim for his death...
664 targ.spawnshieldtime = 0;
665 targ.health = 0.9; // this is < 1
666 targ.flags -= targ.flags & FL_GODMODE;
669 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
675 // nullify damage if teamplay is on
676 if(deathtype != DEATH_TELEFRAG.m_id)
677 if(IS_PLAYER(attacker))
679 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
684 else if(SAME_TEAM(attacker, targ))
686 if(autocvar_teamplay_mode == 1)
688 else if(attacker != targ)
690 if(autocvar_teamplay_mode == 3)
692 else if(autocvar_teamplay_mode == 4)
694 if(IS_PLAYER(targ) && !IS_DEAD(targ))
696 attacker.dmg_team = attacker.dmg_team + damage;
697 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
698 if(complainteamdamage > 0)
699 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
700 mirrorforce = autocvar_g_mirrordamage * vlen(force);
701 damage = autocvar_g_friendlyfire * damage;
702 // mirrordamage will be used LATER
704 if(autocvar_g_mirrordamage_virtual)
706 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
707 attacker.dmg_take += v.x;
708 attacker.dmg_save += v.y;
709 attacker.dmg_inflictor = inflictor;
714 if(autocvar_g_friendlyfire_virtual)
716 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
717 targ.dmg_take += v.x;
718 targ.dmg_save += v.y;
719 targ.dmg_inflictor = inflictor;
721 if(!autocvar_g_friendlyfire_virtual_force)
732 if (!DEATH_ISSPECIAL(deathtype))
734 damage *= g_weapondamagefactor;
735 mirrordamage *= g_weapondamagefactor;
736 complainteamdamage *= g_weapondamagefactor;
737 force = force * g_weaponforcefactor;
738 mirrorforce *= g_weaponforcefactor;
741 // should this be changed at all? If so, in what way?
742 MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
743 damage = M_ARGV(4, float);
744 mirrordamage = M_ARGV(5, float);
745 force = M_ARGV(6, vector);
747 if(STAT(FROZEN, targ))
748 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
750 if(autocvar_g_frozen_revive_falldamage > 0)
751 if(deathtype == DEATH_FALL.m_id)
752 if(damage >= autocvar_g_frozen_revive_falldamage)
755 targ.health = autocvar_g_frozen_revive_falldamage_health;
756 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
757 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
758 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
762 force *= autocvar_g_frozen_force;
765 if(STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
767 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
769 entity spot = SelectSpawnPoint (targ, false);
774 targ.deadflag = DEAD_NO;
776 targ.angles = spot.angles;
779 targ.effects |= EF_TELEPORT_BIT;
781 targ.angles_z = 0; // never spawn tilted even if the spot says to
782 targ.fixangle = true; // turn this way immediately
783 targ.velocity = '0 0 0';
784 targ.avelocity = '0 0 0';
785 targ.punchangle = '0 0 0';
786 targ.punchvector = '0 0 0';
787 targ.oldvelocity = targ.velocity;
789 targ.spawnorigin = spot.origin;
790 setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
791 // don't reset back to last position, even if new position is stuck in solid
792 targ.oldorigin = targ.origin;
793 targ.prevorigin = targ.origin;
795 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
801 // apply strength multiplier
802 if (attacker.items & ITEM_Strength.m_itemid)
806 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
807 force = force * autocvar_g_balance_powerup_strength_selfforce;
811 damage = damage * autocvar_g_balance_powerup_strength_damage;
812 force = force * autocvar_g_balance_powerup_strength_force;
816 // apply invincibility multiplier
817 if (targ.items & ITEM_Shield.m_itemid)
818 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
821 if (targ == attacker)
822 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
827 if(deathtype != DEATH_BUFF.m_id)
828 if(targ.takedamage == DAMAGE_AIM)
832 if(IS_VEHICLE(targ) && targ.owner)
837 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker))
839 if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
843 if(deathtype != DEATH_FIRE.m_id)
845 if(PHYS_INPUT_BUTTON_CHAT(victim))
846 attacker.typehitsound += 1;
848 attacker.damage_dealt += damage;
851 damage_goodhits += 1;
852 damage_gooddamage += damage;
854 if (!DEATH_ISSPECIAL(deathtype))
856 if(IS_PLAYER(targ)) // don't do this for vehicles
864 if(deathtype != DEATH_FIRE.m_id)
866 attacker.typehitsound += 1;
868 if(complainteamdamage > 0)
869 if(time > attacker.teamkill_complain)
871 attacker.teamkill_complain = time + 5;
872 attacker.teamkill_soundtime = time + 0.4;
873 attacker.teamkill_soundsource = targ;
881 if (targ.damageforcescale)
883 if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
885 vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
886 if(targ.move_movetype == MOVETYPE_PHYSICS)
888 entity farcent = new(farce);
889 farcent.enemy = targ;
890 farcent.movedir = farce * 10;
892 farcent.movedir = farcent.movedir * targ.mass;
893 farcent.origin = hitloc;
894 farcent.forcetype = FORCETYPE_FORCEATPOS;
895 farcent.nextthink = time + 0.1;
896 setthink(farcent, SUB_Remove);
900 targ.velocity = targ.velocity + farce;
902 UNSET_ONGROUND(targ);
903 UpdateCSQCProjectile(targ);
906 if (damage != 0 || (targ.damageforcescale && force))
907 if (targ.event_damage)
908 targ.event_damage (targ, inflictor, attacker, damage, deathtype, hitloc, force);
910 // apply mirror damage if any
911 if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
912 if(mirrordamage > 0 || mirrorforce > 0)
914 attacker = attacker_save;
916 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
917 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
921 float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, int deathtype, entity directhitentity)
922 // Returns total damage applies to creatures
926 float total_damage_to_creatures;
931 float stat_damagedone;
933 if(RadiusDamage_running)
935 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
939 RadiusDamage_running = 1;
941 tfloordmg = autocvar_g_throughfloor_damage;
942 tfloorforce = autocvar_g_throughfloor_force;
944 total_damage_to_creatures = 0;
946 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
947 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
949 force = inflictorvelocity;
953 force = normalize(force);
954 if(forceintensity >= 0)
955 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
957 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
962 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
966 if ((targ != inflictor) || inflictorselfdamage)
967 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
974 // LordHavoc: measure distance to nearest point on target (not origin)
975 // (this guarentees 100% damage on a touch impact)
976 nearest = targ.WarpZone_findradius_nearest;
977 diff = targ.WarpZone_findradius_dist;
978 // round up a little on the damage to ensure full damage on impacts
979 // and turn the distance into a fraction of the radius
980 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
982 //bprint(ftos(power));
983 //if (targ == attacker)
984 // print(ftos(power), "\n");
990 finaldmg = coredamage * power + edgedamage * (1 - power);
996 vector myblastorigin;
999 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
1001 // if it's a player, use the view origin as reference
1002 center = CENTER_OR_VIEWOFS(targ);
1004 force = normalize(center - myblastorigin);
1005 force = force * (finaldmg / coredamage) * forceintensity;
1008 if(deathtype & WEP_BLASTER.m_id)
1009 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1011 if(targ != directhitentity)
1016 float mininv_f, mininv_d;
1018 // test line of sight to multiple positions on box,
1019 // and do damage if any of them hit
1022 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1023 // so for a given max stddev:
1024 // n = (1 / (2 * max stddev of hitratio))^2
1026 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1027 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1029 if(autocvar_g_throughfloor_debug)
1030 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1033 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1035 if(autocvar_g_throughfloor_debug)
1036 LOG_INFOF(" steps=%f", total);
1039 if (IS_PLAYER(targ))
1040 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1042 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1044 if(autocvar_g_throughfloor_debug)
1045 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1047 for(c = 0; c < total; ++c)
1049 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1050 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1051 if (trace_fraction == 1 || trace_ent == targ)
1055 hitloc = hitloc + nearest;
1059 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1060 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1061 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1064 nearest = hitloc * (1 / max(1, hits));
1065 hitratio = (hits / total);
1066 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1067 finaldmg = finaldmg * a;
1068 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1071 if(autocvar_g_throughfloor_debug)
1072 LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
1075 //if (targ == attacker)
1077 // print("hits ", ftos(hits), " / ", ftos(total));
1078 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1079 // print(" (", ftos(a), ")\n");
1081 if(finaldmg || force)
1085 total_damage_to_creatures += finaldmg;
1087 if(accuracy_isgooddamage(attacker, targ))
1088 stat_damagedone += finaldmg;
1091 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1092 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1094 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1102 RadiusDamage_running = 0;
1104 if(!DEATH_ISSPECIAL(deathtype))
1105 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1107 return total_damage_to_creatures;
1110 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1112 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1115 float Fire_IsBurning(entity e)
1117 return (time < e.fire_endtime);
1120 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1123 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1134 // print("adding a fire burner to ", e.classname, "\n");
1135 e.fire_burner = new(fireburner);
1136 setthink(e.fire_burner, fireburner_think);
1137 e.fire_burner.nextthink = time;
1138 e.fire_burner.owner = e;
1144 if(Fire_IsBurning(e))
1146 mintime = e.fire_endtime - time;
1147 maxtime = max(mintime, t);
1149 mindps = e.fire_damagepersec;
1150 maxdps = max(mindps, dps);
1152 if(maxtime > mintime || maxdps > mindps)
1156 // damage we have right now
1157 mindamage = mindps * mintime;
1159 // damage we want to get
1160 maxdamage = mindamage + d;
1162 // but we can't exceed maxtime * maxdps!
1163 totaldamage = min(maxdamage, maxtime * maxdps);
1167 // totaldamage = min(mindamage + d, maxtime * maxdps)
1169 // totaldamage <= maxtime * maxdps
1170 // ==> totaldamage / maxdps <= maxtime.
1172 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1173 // >= min(mintime, maxtime)
1174 // ==> totaldamage / maxdps >= mintime.
1177 // how long do we damage then?
1178 // at least as long as before
1179 // but, never exceed maxdps
1180 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1184 // at most as long as maximum allowed
1185 // but, never below mindps
1186 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1188 // assuming t > mintime, dps > mindps:
1189 // we get d = t * dps = maxtime * maxdps
1190 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1191 // totaldamage / maxdps = maxtime
1192 // totaldamage / mindps > totaldamage / maxdps = maxtime
1194 // a) totaltime = max(mintime, maxtime) = maxtime
1195 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1197 // assuming t <= mintime:
1198 // we get maxtime = mintime
1199 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1200 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1202 // assuming dps <= mindps:
1203 // we get mindps = maxdps.
1204 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1205 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1206 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1208 e.fire_damagepersec = totaldamage / totaltime;
1209 e.fire_endtime = time + totaltime;
1210 if(totaldamage > 1.2 * mindamage)
1212 e.fire_deathtype = dt;
1213 if(e.fire_owner != o)
1216 e.fire_hitsound = false;
1219 if(accuracy_isgooddamage(o, e))
1220 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1221 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1228 e.fire_damagepersec = dps;
1229 e.fire_endtime = time + t;
1230 e.fire_deathtype = dt;
1232 e.fire_hitsound = false;
1233 if(accuracy_isgooddamage(o, e))
1234 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1239 void Fire_ApplyDamage(entity e)
1244 if (!Fire_IsBurning(e))
1247 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1248 if(IS_NOT_A_CLIENT(o))
1251 // water and slime stop fire
1253 if(e.watertype != CONTENT_LAVA)
1260 t = min(frametime, e.fire_endtime - time);
1261 d = e.fire_damagepersec * t;
1263 hi = e.fire_owner.damage_dealt;
1264 ty = e.fire_owner.typehitsound;
1265 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1266 if(e.fire_hitsound && e.fire_owner)
1268 e.fire_owner.damage_dealt = hi;
1269 e.fire_owner.typehitsound = ty;
1271 e.fire_hitsound = true;
1273 if(!IS_INDEPENDENT_PLAYER(e))
1274 if(!STAT(FROZEN, e))
1275 FOREACH_CLIENT(IS_PLAYER(it) && it != e, LAMBDA(
1277 if(!IS_INDEPENDENT_PLAYER(it))
1278 if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1280 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1281 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1282 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1287 void Fire_ApplyEffect(entity e)
1289 if(Fire_IsBurning(e))
1290 e.effects |= EF_FLAME;
1292 e.effects &= ~EF_FLAME;
1295 void fireburner_think(entity this)
1297 // for players, this is done in the regular loop
1298 if(wasfreed(this.owner))
1303 Fire_ApplyEffect(this.owner);
1304 if(!Fire_IsBurning(this.owner))
1306 this.owner.fire_burner = NULL;
1310 Fire_ApplyDamage(this.owner);
1311 this.nextthink = time;