3 #include <common/effects/all.qh>
6 #include "mutators/_mod.qh"
8 #include "spawnpoints.qh"
9 #include "../common/state.qh"
10 #include "../common/physics/player.qh"
11 #include "../common/t_items.qh"
12 #include "resources.qh"
13 #include "../common/vehicles/all.qh"
14 #include "../common/items/_mod.qh"
15 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
16 #include "weapons/accuracy.qh"
17 #include "weapons/csqcprojectile.qh"
18 #include "weapons/selection.qh"
19 #include "../common/constants.qh"
20 #include "../common/deathtypes/all.qh"
21 #include "../common/notifications/all.qh"
22 #include "../common/physics/movetypes/movetypes.qh"
23 #include "../common/playerstats.qh"
24 #include "../common/teams.qh"
25 #include "../common/util.qh"
26 #include <common/weapons/_all.qh>
27 #include "../lib/csqcmodel/sv_model.qh"
28 #include "../lib/warpzone/common.qh"
30 void UpdateFrags(entity player, int f)
32 GameRules_scoring_add_team(player, SCORE, f);
35 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
37 // TODO route through PlayerScores instead
38 if(game_stopped) return;
45 GameRules_scoring_add(attacker, SUICIDES, 1);
50 GameRules_scoring_add(attacker, TEAMKILLS, 1);
56 GameRules_scoring_add(attacker, KILLS, 1);
57 if(!warmup_stage && targ.playerid)
58 PlayerStats_GameReport_Event_Player(attacker, sprintf("kills-%d", targ.playerid), 1);
61 GameRules_scoring_add(targ, DEATHS, 1);
63 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
65 if(targ != attacker) // not for suicides
66 if(g_weaponarena_random)
68 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
69 Weapon culprit = DEATH_WEAPONOF(deathtype);
70 if(!culprit) culprit = attacker.(weaponentity).m_weapon;
71 else if(!(attacker.weapons & (culprit.m_wepset))) culprit = attacker.(weaponentity).m_weapon;
73 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
79 if(!GiveFrags_randomweapons)
81 GiveFrags_randomweapons = new(GiveFrags_randomweapons);
85 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
87 GiveFrags_randomweapons.weapons = start_weapons;
89 // all others (including the culprit): remove
90 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
91 GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset);
93 // among the remaining ones, choose one by random
94 W_RandomWeapons(GiveFrags_randomweapons, 1);
96 if(GiveFrags_randomweapons.weapons)
98 attacker.weapons |= GiveFrags_randomweapons.weapons;
99 attacker.weapons &= ~(culprit.m_wepset);
103 // after a frag, choose another random weapon set
104 if (!(attacker.weapons & WepSet_FromWeapon(attacker.(weaponentity).m_weapon)))
105 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker, weaponentity), weaponentity);
108 // FIXME fix the mess this is (we have REAL points now!)
109 if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
110 f = M_ARGV(2, float);
112 attacker.totalfrags += f;
115 UpdateFrags(attacker, f);
120 string AppendItemcodes(string s, entity player)
122 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
124 .entity weaponentity = weaponentities[slot];
125 int w = player.(weaponentity).m_weapon.m_id;
127 w = player.(weaponentity).cnt; // previous weapon
128 if(w != 0 || slot == 0)
129 s = strcat(s, ftos(w));
131 if(time < player.strength_finished)
133 if(time < player.invincible_finished)
135 if(player.flagcarried != NULL)
137 if(PHYS_INPUT_BUTTON_CHAT(player))
144 void LogDeath(string mode, int deathtype, entity killer, entity killed)
147 if(!autocvar_sv_eventlog)
149 s = strcat(":kill:", mode);
150 s = strcat(s, ":", ftos(killer.playerid));
151 s = strcat(s, ":", ftos(killed.playerid));
152 s = strcat(s, ":type=", Deathtype_Name(deathtype));
153 s = strcat(s, ":items=");
154 s = AppendItemcodes(s, killer);
157 s = strcat(s, ":victimitems=");
158 s = AppendItemcodes(s, killed);
163 void Obituary_SpecialDeath(
167 string s1, string s2, string s3,
168 float f1, float f2, float f3)
170 if(!DEATH_ISSPECIAL(deathtype))
172 backtrace("Obituary_SpecialDeath called without a special deathtype?\n");
176 entity deathent = Deathtypes_from(deathtype - DT_FIRST);
179 backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n");
183 if(g_cts && deathtype == DEATH_KILL.m_id)
184 return; // TODO: somehow put this in CTS gamemode file!
186 Notification death_message = (murder) ? deathent.death_msgmurder : deathent.death_msgself;
189 Send_Notification_WOCOVA(
197 Send_Notification_WOCOVA(
201 death_message.nent_msginfo,
208 float Obituary_WeaponDeath(
212 string s1, string s2, string s3,
215 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
216 if (death_weapon == WEP_Null)
219 w_deathtype = deathtype;
220 Notification death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
225 Send_Notification_WOCOVA(
233 // send the info part to everyone
234 Send_Notification_WOCOVA(
238 death_message.nent_msginfo,
246 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
255 bool frag_centermessage_override(entity attacker, entity targ, int deathtype, int kill_count_to_attacker, int kill_count_to_target)
257 if(deathtype == DEATH_FIRE.m_id)
259 Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping));
260 Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, GetResourceAmount(attacker, RESOURCE_HEALTH), GetResourceAmount(attacker, RESOURCE_ARMOR), (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
264 return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target);
267 .int buffs = _STAT(BUFFS); // TODO: remove
268 entity buff_FirstFromFlags(int _buffs);
269 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
272 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
275 float notif_firstblood = false;
276 float kill_count_to_attacker, kill_count_to_target;
278 // Set final information for the death
279 targ.death_origin = targ.origin;
280 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
282 #ifdef NOTIFICATIONS_DEBUG
285 "Obituary(%s, %s, %s, %s = %d);\n",
289 Deathtype_Name(deathtype),
300 if(DEATH_ISSPECIAL(deathtype))
302 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
304 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
308 switch(DEATH_ENT(deathtype))
310 case DEATH_MIRRORDAMAGE:
312 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
318 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
324 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0))
326 backtrace("SUICIDE: what the hell happened here?\n");
329 LogDeath("suicide", deathtype, targ, targ);
330 if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
331 GiveFrags(attacker, targ, -1, deathtype);
337 else if(IS_PLAYER(attacker))
339 if(SAME_TEAM(attacker, targ))
341 LogDeath("tk", deathtype, attacker, targ);
342 GiveFrags(attacker, targ, -1, deathtype);
344 CS(attacker).killcount = 0;
346 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
347 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
348 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, CS(targ).killcount);
350 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
351 // No need for specific death/weapon messages...
355 LogDeath("frag", deathtype, attacker, targ);
356 GiveFrags(attacker, targ, 1, deathtype);
358 CS(attacker).taunt_soundtime = time + 1;
359 CS(attacker).killcount = CS(attacker).killcount + 1;
361 attacker.killsound += 1;
363 // TODO: improve SPREE_ITEM and KILL_SPREE_LIST
364 // these 2 macros are spread over multiple files
365 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
368 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
371 PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
375 switch(CS(attacker).killcount)
382 if(!warmup_stage && !checkrules_firstblood)
384 checkrules_firstblood = true;
385 notif_firstblood = true; // modify the current messages so that they too show firstblood information
386 PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
387 PlayerStats_GameReport_Event_Player(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
389 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
390 kill_count_to_attacker = -1;
391 kill_count_to_target = -2;
395 kill_count_to_attacker = CS(attacker).killcount;
396 kill_count_to_target = 0;
407 kill_count_to_attacker,
408 (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
416 kill_count_to_target,
417 GetResourceAmount(attacker, RESOURCE_HEALTH),
418 GetResourceAmount(attacker, RESOURCE_ARMOR),
419 (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
422 else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target))
430 kill_count_to_attacker,
431 (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
439 kill_count_to_target,
440 GetResourceAmount(attacker, RESOURCE_HEALTH),
441 GetResourceAmount(attacker, RESOURCE_ARMOR),
442 (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
447 if(deathtype == DEATH_BUFF.m_id)
448 f3 = buff_FirstFromFlags(attacker.buffs).m_id;
450 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, CS(targ).killcount, kill_count_to_attacker))
451 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, CS(targ).killcount, kill_count_to_attacker, f3);
460 switch(DEATH_ENT(deathtype))
462 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
463 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
464 // and there will be a REAL DEATH_VOID implementation which mappers will use.
465 case DEATH_HURTTRIGGER:
467 Obituary_SpecialDeath(targ, false, deathtype,
479 Obituary_SpecialDeath(targ, false, deathtype,
481 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
491 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
496 LogDeath("accident", deathtype, targ, targ);
497 GiveFrags(targ, targ, -1, deathtype);
499 if(GameRules_scoring_add(targ, SCORE, 0) == -5)
501 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
504 PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
509 // reset target kill count
510 CS(targ).killcount = 0;
513 void Ice_Think(entity this)
515 if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
520 setorigin(this, this.owner.origin - '0 0 16');
521 this.nextthink = time;
524 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
526 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
529 if(STAT(FROZEN, targ))
532 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
534 STAT(FROZEN, targ) = frozen_type;
535 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
536 SetResourceAmount(targ, RESOURCE_HEALTH, ((frozen_type == 3) ? targ_maxhealth : 1));
537 targ.revive_speed = freeze_time;
539 IL_REMOVE(g_bot_targets, targ);
540 targ.bot_attack = false;
542 entity ice = new(ice);
544 ice.scale = targ.scale;
545 setthink(ice, Ice_Think);
546 ice.nextthink = time;
547 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
548 setmodel(ice, MDL_ICE);
550 ice.colormod = Team_ColorRGB(targ.team);
551 ice.glowmod = ice.colormod;
553 targ.revival_time = 0;
557 RemoveGrapplingHooks(targ);
559 FOREACH_CLIENT(IS_PLAYER(it),
561 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
563 .entity weaponentity = weaponentities[slot];
564 if(it.(weaponentity).hook.aiment == targ)
565 RemoveHook(it.(weaponentity).hook);
571 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
574 void Unfreeze (entity targ)
576 if(!STAT(FROZEN, targ))
579 if(STAT(FROZEN, targ) && STAT(FROZEN, targ) != 3) // only reset health if target was frozen
581 SetResourceAmount(targ, RESOURCE_HEALTH, ((IS_PLAYER(targ)) ? start_health : targ.max_health));
582 targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
585 STAT(FROZEN, targ) = 0;
586 targ.revive_progress = 0;
587 targ.revival_time = time;
589 IL_PUSH(g_bot_targets, targ);
590 targ.bot_attack = true;
592 WaypointSprite_Kill(targ.waypointsprite_attached);
594 FOREACH_CLIENT(IS_PLAYER(it),
596 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
598 .entity weaponentity = weaponentities[slot];
599 if(it.(weaponentity).hook.aiment == targ)
600 RemoveHook(it.(weaponentity).hook);
604 // remove the ice block
606 delete(targ.iceblock);
607 targ.iceblock = NULL;
610 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
612 float complainteamdamage = 0;
613 float mirrordamage = 0;
614 float mirrorforce = 0;
616 if (game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR))
619 entity attacker_save = attacker;
621 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
622 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
624 if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
630 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
632 // exit the vehicle before killing (fixes a crash)
633 if(IS_PLAYER(targ) && targ.vehicle)
634 vehicles_exit(targ.vehicle, VHEF_RELEASE);
636 // These are ALWAYS lethal
637 // No damage modification here
638 // Instead, prepare the victim for his death...
639 SetResourceAmount(targ, RESOURCE_ARMOR, 0);
640 targ.spawnshieldtime = 0;
641 SetResourceAmount(targ, RESOURCE_HEALTH, 0.9); // this is < 1
642 targ.flags -= targ.flags & FL_GODMODE;
645 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
651 // nullify damage if teamplay is on
652 if(deathtype != DEATH_TELEFRAG.m_id)
653 if(IS_PLAYER(attacker))
655 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
660 else if(SAME_TEAM(attacker, targ))
662 if(autocvar_teamplay_mode == 1)
664 else if(attacker != targ)
666 if(autocvar_teamplay_mode == 3)
668 else if(autocvar_teamplay_mode == 4)
670 if(IS_PLAYER(targ) && !IS_DEAD(targ))
672 attacker.dmg_team = attacker.dmg_team + damage;
673 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
674 if(complainteamdamage > 0)
675 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
676 mirrorforce = autocvar_g_mirrordamage * vlen(force);
677 damage = autocvar_g_friendlyfire * damage;
678 // mirrordamage will be used LATER
680 if(autocvar_g_mirrordamage_virtual)
682 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
683 attacker.dmg_take += v.x;
684 attacker.dmg_save += v.y;
685 attacker.dmg_inflictor = inflictor;
690 if(autocvar_g_friendlyfire_virtual)
692 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
693 targ.dmg_take += v.x;
694 targ.dmg_save += v.y;
695 targ.dmg_inflictor = inflictor;
697 if(!autocvar_g_friendlyfire_virtual_force)
708 if (!DEATH_ISSPECIAL(deathtype))
710 damage *= g_weapondamagefactor;
711 mirrordamage *= g_weapondamagefactor;
712 complainteamdamage *= g_weapondamagefactor;
713 force = force * g_weaponforcefactor;
714 mirrorforce *= g_weaponforcefactor;
717 // should this be changed at all? If so, in what way?
718 MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
719 damage = M_ARGV(4, float);
720 mirrordamage = M_ARGV(5, float);
721 force = M_ARGV(6, vector);
723 if(IS_PLAYER(targ) && damage > 0 && attacker)
725 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
727 .entity weaponentity = weaponentities[slot];
728 if(targ.(weaponentity).hook && targ.(weaponentity).hook.aiment == attacker)
729 RemoveHook(targ.(weaponentity).hook);
733 if(STAT(FROZEN, targ))
734 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
736 if(autocvar_g_frozen_revive_falldamage > 0)
737 if(deathtype == DEATH_FALL.m_id)
738 if(damage >= autocvar_g_frozen_revive_falldamage)
741 SetResourceAmount(targ, RESOURCE_HEALTH, autocvar_g_frozen_revive_falldamage_health);
742 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
743 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
744 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
748 force *= autocvar_g_frozen_force;
751 if(STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
753 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
755 entity spot = SelectSpawnPoint (targ, false);
760 targ.deadflag = DEAD_NO;
762 targ.angles = spot.angles;
765 targ.effects |= EF_TELEPORT_BIT;
767 targ.angles_z = 0; // never spawn tilted even if the spot says to
768 targ.fixangle = true; // turn this way immediately
769 targ.velocity = '0 0 0';
770 targ.avelocity = '0 0 0';
771 targ.punchangle = '0 0 0';
772 targ.punchvector = '0 0 0';
773 targ.oldvelocity = targ.velocity;
775 targ.spawnorigin = spot.origin;
776 setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
777 // don't reset back to last position, even if new position is stuck in solid
778 targ.oldorigin = targ.origin;
780 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
786 // apply strength multiplier
787 if (attacker.items & ITEM_Strength.m_itemid)
791 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
792 force = force * autocvar_g_balance_powerup_strength_selfforce;
796 damage = damage * autocvar_g_balance_powerup_strength_damage;
797 force = force * autocvar_g_balance_powerup_strength_force;
801 // apply invincibility multiplier
802 if (targ.items & ITEM_Shield.m_itemid)
803 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
806 if (targ == attacker)
807 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
812 if(deathtype != DEATH_BUFF.m_id)
813 if(targ.takedamage == DAMAGE_AIM)
817 if(IS_VEHICLE(targ) && targ.owner)
822 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker))
824 if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
828 if(deathtype != DEATH_FIRE.m_id)
830 if(PHYS_INPUT_BUTTON_CHAT(victim))
831 attacker.typehitsound += 1;
833 attacker.damage_dealt += damage;
836 damage_goodhits += 1;
837 damage_gooddamage += damage;
839 if (!DEATH_ISSPECIAL(deathtype))
841 if(IS_PLAYER(targ)) // don't do this for vehicles
847 else if(IS_PLAYER(attacker))
849 if(deathtype != DEATH_FIRE.m_id)
851 attacker.typehitsound += 1;
853 if(complainteamdamage > 0)
854 if(time > CS(attacker).teamkill_complain)
856 CS(attacker).teamkill_complain = time + 5;
857 CS(attacker).teamkill_soundtime = time + 0.4;
858 CS(attacker).teamkill_soundsource = targ;
866 if (targ.damageforcescale)
868 if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
870 vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
871 if(targ.move_movetype == MOVETYPE_PHYSICS)
873 entity farcent = new(farce);
874 farcent.enemy = targ;
875 farcent.movedir = farce * 10;
877 farcent.movedir = farcent.movedir * targ.mass;
878 farcent.origin = hitloc;
879 farcent.forcetype = FORCETYPE_FORCEATPOS;
880 farcent.nextthink = time + 0.1;
881 setthink(farcent, SUB_Remove);
885 targ.velocity = targ.velocity + farce;
887 UNSET_ONGROUND(targ);
888 UpdateCSQCProjectile(targ);
891 if (damage != 0 || (targ.damageforcescale && force))
892 if (targ.event_damage)
893 targ.event_damage (targ, inflictor, attacker, damage, deathtype, hitloc, force);
895 // apply mirror damage if any
896 if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
897 if(mirrordamage > 0 || mirrorforce > 0)
899 attacker = attacker_save;
901 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
902 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
906 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)
907 // Returns total damage applies to creatures
911 float total_damage_to_creatures;
916 float stat_damagedone;
918 if(RadiusDamage_running)
920 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
924 RadiusDamage_running = 1;
926 tfloordmg = autocvar_g_throughfloor_damage;
927 tfloorforce = autocvar_g_throughfloor_force;
929 total_damage_to_creatures = 0;
931 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
932 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
934 force = inflictorvelocity;
938 force = normalize(force);
939 if(forceintensity >= 0)
940 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
942 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
947 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
951 if ((targ != inflictor) || inflictorselfdamage)
952 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
959 // LordHavoc: measure distance to nearest point on target (not origin)
960 // (this guarentees 100% damage on a touch impact)
961 nearest = targ.WarpZone_findradius_nearest;
962 diff = targ.WarpZone_findradius_dist;
963 // round up a little on the damage to ensure full damage on impacts
964 // and turn the distance into a fraction of the radius
965 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
967 //bprint(ftos(power));
968 //if (targ == attacker)
969 // print(ftos(power), "\n");
975 finaldmg = coredamage * power + edgedamage * (1 - power);
981 vector myblastorigin;
984 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
986 // if it's a player, use the view origin as reference
987 center = CENTER_OR_VIEWOFS(targ);
989 force = normalize(center - myblastorigin);
990 force = force * (finaldmg / coredamage) * forceintensity;
993 if(deathtype & WEP_BLASTER.m_id)
994 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
996 if(targ != directhitentity)
1001 float mininv_f, mininv_d;
1003 // test line of sight to multiple positions on box,
1004 // and do damage if any of them hit
1007 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1008 // so for a given max stddev:
1009 // n = (1 / (2 * max stddev of hitratio))^2
1011 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1012 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1014 if(autocvar_g_throughfloor_debug)
1015 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1018 total = 0.25 * (max(mininv_f, mininv_d) ** 2);
1020 if(autocvar_g_throughfloor_debug)
1021 LOG_INFOF(" steps=%f", total);
1024 if (IS_PLAYER(targ))
1025 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1027 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1029 if(autocvar_g_throughfloor_debug)
1030 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1032 for(c = 0; c < total; ++c)
1034 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1035 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1036 if (trace_fraction == 1 || trace_ent == targ)
1040 hitloc = hitloc + nearest;
1044 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1045 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1046 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1049 nearest = hitloc * (1 / max(1, hits));
1050 hitratio = (hits / total);
1051 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1052 finaldmg = finaldmg * a;
1053 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1056 if(autocvar_g_throughfloor_debug)
1057 LOG_INFOF(" D=%f F=%f", finaldmg, vlen(force));
1060 //if (targ == attacker)
1062 // print("hits ", ftos(hits), " / ", ftos(total));
1063 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1064 // print(" (", ftos(a), ")\n");
1066 if(finaldmg || force)
1070 total_damage_to_creatures += finaldmg;
1072 if(accuracy_isgooddamage(attacker, targ))
1073 stat_damagedone += finaldmg;
1076 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1077 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1079 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1087 RadiusDamage_running = 0;
1089 if(!DEATH_ISSPECIAL(deathtype))
1090 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1092 return total_damage_to_creatures;
1095 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1097 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1100 float Fire_IsBurning(entity e)
1102 return (time < e.fire_endtime);
1105 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1108 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1119 // print("adding a fire burner to ", e.classname, "\n");
1120 e.fire_burner = new(fireburner);
1121 setthink(e.fire_burner, fireburner_think);
1122 e.fire_burner.nextthink = time;
1123 e.fire_burner.owner = e;
1129 if(Fire_IsBurning(e))
1131 mintime = e.fire_endtime - time;
1132 maxtime = max(mintime, t);
1134 mindps = e.fire_damagepersec;
1135 maxdps = max(mindps, dps);
1137 if(maxtime > mintime || maxdps > mindps)
1141 // damage we have right now
1142 mindamage = mindps * mintime;
1144 // damage we want to get
1145 maxdamage = mindamage + d;
1147 // but we can't exceed maxtime * maxdps!
1148 totaldamage = min(maxdamage, maxtime * maxdps);
1152 // totaldamage = min(mindamage + d, maxtime * maxdps)
1154 // totaldamage <= maxtime * maxdps
1155 // ==> totaldamage / maxdps <= maxtime.
1157 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1158 // >= min(mintime, maxtime)
1159 // ==> totaldamage / maxdps >= mintime.
1162 // how long do we damage then?
1163 // at least as long as before
1164 // but, never exceed maxdps
1165 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1169 // at most as long as maximum allowed
1170 // but, never below mindps
1171 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1173 // assuming t > mintime, dps > mindps:
1174 // we get d = t * dps = maxtime * maxdps
1175 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1176 // totaldamage / maxdps = maxtime
1177 // totaldamage / mindps > totaldamage / maxdps = maxtime
1179 // a) totaltime = max(mintime, maxtime) = maxtime
1180 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1182 // assuming t <= mintime:
1183 // we get maxtime = mintime
1184 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1185 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1187 // assuming dps <= mindps:
1188 // we get mindps = maxdps.
1189 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1190 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1191 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1193 e.fire_damagepersec = totaldamage / totaltime;
1194 e.fire_endtime = time + totaltime;
1195 if(totaldamage > 1.2 * mindamage)
1197 e.fire_deathtype = dt;
1198 if(e.fire_owner != o)
1201 e.fire_hitsound = false;
1204 if(accuracy_isgooddamage(o, e))
1205 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1206 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1213 e.fire_damagepersec = dps;
1214 e.fire_endtime = time + t;
1215 e.fire_deathtype = dt;
1217 e.fire_hitsound = false;
1218 if(accuracy_isgooddamage(o, e))
1219 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1224 void Fire_ApplyDamage(entity e)
1229 if (!Fire_IsBurning(e))
1232 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1233 if(IS_NOT_A_CLIENT(o))
1236 // water and slime stop fire
1238 if(e.watertype != CONTENT_LAVA)
1245 t = min(frametime, e.fire_endtime - time);
1246 d = e.fire_damagepersec * t;
1248 hi = e.fire_owner.damage_dealt;
1249 ty = e.fire_owner.typehitsound;
1250 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1251 if(e.fire_hitsound && e.fire_owner)
1253 e.fire_owner.damage_dealt = hi;
1254 e.fire_owner.typehitsound = ty;
1256 e.fire_hitsound = true;
1258 if(!IS_INDEPENDENT_PLAYER(e))
1259 if(!STAT(FROZEN, e))
1260 FOREACH_CLIENT(IS_PLAYER(it) && it != e, {
1262 if(!IS_INDEPENDENT_PLAYER(it))
1263 if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1265 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1266 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1267 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1272 void Fire_ApplyEffect(entity e)
1274 if(Fire_IsBurning(e))
1275 e.effects |= EF_FLAME;
1277 e.effects &= ~EF_FLAME;
1280 void fireburner_think(entity this)
1282 // for players, this is done in the regular loop
1283 if(wasfreed(this.owner))
1288 Fire_ApplyEffect(this.owner);
1289 if(!Fire_IsBurning(this.owner))
1291 this.owner.fire_burner = NULL;
1295 Fire_ApplyDamage(this.owner);
1296 this.nextthink = time;