5 #include "mutators/mutators_include.qh"
7 #include "spawnpoints.qh"
9 #include "../common/vehicles/all.qh"
10 #include "weapons/accuracy.qh"
11 #include "weapons/csqcprojectile.qh"
12 #include "weapons/selection.qh"
13 #include "../common/buffs.qh"
14 #include "../common/constants.qh"
15 #include "../common/deathtypes.qh"
16 #include "../common/notifications.qh"
17 #include "../common/movetypes/movetypes.qh"
18 #include "../common/playerstats.qh"
19 #include "../common/teams.qh"
20 #include "../common/util.qh"
21 #include "../common/weapons/all.qh"
22 #include "../csqcmodellib/sv_model.qh"
23 #include "../warpzonelib/common.qh"
25 float Damage_DamageInfo_SendEntity(entity to, int sf)
27 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
28 WriteShort(MSG_ENTITY, self.projectiledeathtype);
29 WriteCoord(MSG_ENTITY, floor(self.origin.x));
30 WriteCoord(MSG_ENTITY, floor(self.origin.y));
31 WriteCoord(MSG_ENTITY, floor(self.origin.z));
32 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
33 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
34 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
35 WriteShort(MSG_ENTITY, self.oldorigin.x);
36 WriteByte(MSG_ENTITY, self.species);
40 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
42 // TODO maybe call this from non-edgedamage too?
43 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
47 if(!sound_allowed(MSG_BROADCAST, dmgowner))
52 e.projectiledeathtype = deathtype;
54 e.dmg_edge = edgedamage;
56 e.dmg_force = vlen(force);
58 e.oldorigin_x = compressShortVector(e.velocity);
59 e.species = bloodtype;
61 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
64 void UpdateFrags(entity player, float f)
66 PlayerTeamScore_AddScore(player, f);
69 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
71 // TODO route through PlayerScores instead
79 PlayerScore_Add(attacker, SP_SUICIDES, 1);
84 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
90 PlayerScore_Add(attacker, SP_KILLS, 1);
92 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
95 PlayerScore_Add(targ, SP_DEATHS, 1);
97 if(targ != attacker) // not for suicides
98 if(g_weaponarena_random)
100 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
102 culprit = DEATH_WEAPONOF(deathtype);
104 culprit = attacker.weapon;
105 else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
106 culprit = attacker.weapon;
108 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER.m_id) // WEAPONTODO: Shouldn't this be in a mutator?
114 if(!GiveFrags_randomweapons)
116 GiveFrags_randomweapons = spawn();
117 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
121 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
123 GiveFrags_randomweapons.weapons = start_weapons;
125 // all others (including the culprit): remove
126 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
127 GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit);
129 // among the remaining ones, choose one by random
130 W_RandomWeapons(GiveFrags_randomweapons, 1);
132 if(GiveFrags_randomweapons.weapons)
134 attacker.weapons |= GiveFrags_randomweapons.weapons;
135 attacker.weapons &= ~WepSet_FromWeapon(culprit);
139 // after a frag, choose another random weapon set
140 if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
141 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
144 // FIXME fix the mess this is (we have REAL points now!)
145 if(MUTATOR_CALLHOOK(GiveFragsForKill, self, attacker, targ, f))
150 attacker.totalfrags += f;
153 UpdateFrags(attacker, f);
156 string AppendItemcodes(string s, entity player)
161 // w = player.switchweapon;
163 w = player.cnt; // previous weapon!
164 s = strcat(s, ftos(w));
165 if(time < player.strength_finished)
167 if(time < player.invincible_finished)
169 if(player.flagcarried != world)
171 if(player.BUTTON_CHAT)
178 void LogDeath(string mode, int deathtype, entity killer, entity killed)
181 if(!autocvar_sv_eventlog)
183 s = strcat(":kill:", mode);
184 s = strcat(s, ":", ftos(killer.playerid));
185 s = strcat(s, ":", ftos(killed.playerid));
186 s = strcat(s, ":type=", Deathtype_Name(deathtype));
187 s = strcat(s, ":items=");
188 s = AppendItemcodes(s, killer);
191 s = strcat(s, ":victimitems=");
192 s = AppendItemcodes(s, killed);
197 void Obituary_SpecialDeath(
201 string s1, string s2, string s3,
202 float f1, float f2, float f3)
204 if(DEATH_ISSPECIAL(deathtype))
206 entity deathent = deathtypes[(deathtype - DT_FIRST)];
207 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
211 if(deathent.death_msgmurder)
213 Send_Notification_WOCOVA(
217 deathent.death_msgmurder.nent_id,
221 Send_Notification_WOCOVA(
225 deathent.death_msgmurder.nent_msginfo.nent_id,
233 if(deathent.death_msgself)
235 Send_Notification_WOCOVA(
239 deathent.death_msgself.nent_id,
243 Send_Notification_WOCOVA(
247 deathent.death_msgself.nent_msginfo.nent_id,
254 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
257 float Obituary_WeaponDeath(
261 string s1, string s2, string s3,
264 float death_weapon = DEATH_WEAPONOF(deathtype);
267 w_deathtype = deathtype;
268 int death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
273 Send_Notification_WOCOVA(
281 Send_Notification_WOCOVA(
285 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
293 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
304 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
307 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
310 float notif_firstblood = false;
311 float kill_count_to_attacker, kill_count_to_target;
313 // Set final information for the death
314 targ.death_origin = targ.origin;
315 if(targ != attacker) { targ.killer_origin = attacker.origin; }
316 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
318 #ifdef NOTIFICATIONS_DEBUG
321 "Obituary(%s, %s, %s, %s = %d);\n",
325 Deathtype_Name(deathtype),
336 if(DEATH_ISSPECIAL(deathtype))
338 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
340 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
346 case DEATH_MIRRORDAMAGE:
348 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
354 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
360 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
362 backtrace("SUICIDE: what the hell happened here?\n");
365 LogDeath("suicide", deathtype, targ, targ);
366 GiveFrags(attacker, targ, -1, deathtype);
372 else if(IS_PLAYER(attacker))
374 if(SAME_TEAM(attacker, targ))
376 LogDeath("tk", deathtype, attacker, targ);
377 GiveFrags(attacker, targ, -1, deathtype);
379 attacker.killcount = 0;
381 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
382 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
383 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
385 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
386 // No need for specific death/weapon messages...
390 LogDeath("frag", deathtype, attacker, targ);
391 GiveFrags(attacker, targ, 1, deathtype);
393 attacker.taunt_soundtime = time + 1;
394 attacker.killcount = attacker.killcount + 1;
396 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
399 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
400 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
403 switch(attacker.killcount)
410 if(!checkrules_firstblood)
412 checkrules_firstblood = true;
413 notif_firstblood = true; // modify the current messages so that they too show firstblood information
414 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
415 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
417 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
418 kill_count_to_attacker = -1;
419 kill_count_to_target = -2;
423 kill_count_to_attacker = attacker.killcount;
424 kill_count_to_target = 0;
435 kill_count_to_attacker,
436 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
444 kill_count_to_target,
447 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
458 kill_count_to_attacker,
459 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
467 kill_count_to_target,
470 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
475 if(deathtype == DEATH_BUFF)
478 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
479 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
490 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
491 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
492 // and there will be a REAL DEATH_VOID implementation which mappers will use.
493 case DEATH_HURTTRIGGER:
495 Obituary_SpecialDeath(targ, false, deathtype,
507 Obituary_SpecialDeath(targ, false, deathtype,
509 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
519 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
524 LogDeath("accident", deathtype, targ, targ);
525 GiveFrags(targ, targ, -1, deathtype);
527 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
529 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
530 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
534 // reset target kill count
535 if(targ.killcount) { targ.killcount = 0; }
540 if(!self.owner.frozen || self.owner.iceblock != self)
545 setorigin(self, self.owner.origin - '0 0 16');
546 self.nextthink = time;
549 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
551 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
557 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
559 targ.frozen = frozen_type;
560 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
561 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
562 targ.revive_speed = freeze_time;
567 ice.classname = "ice";
568 ice.scale = targ.scale;
569 ice.think = Ice_Think;
570 ice.nextthink = time;
571 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
572 setmodel(ice, "models/ice/ice.md3");
574 ice.colormod = Team_ColorRGB(targ.team);
575 ice.glowmod = ice.colormod;
577 targ.revival_time = 0;
579 SELFCALL(ice, Ice_Think());
582 RemoveGrapplingHook(targ);
584 FOR_EACH_PLAYER(head)
585 if(head.hook.aiment == targ)
586 RemoveGrapplingHook(head);
590 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
593 void Unfreeze (entity targ)
595 if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
596 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
600 targ.revive_progress = 0;
601 targ.revival_time = time;
603 WaypointSprite_Kill(targ.waypointsprite_attached);
605 FOR_EACH_PLAYER(head)
606 if(head.hook.aiment == targ)
607 RemoveGrapplingHook(head);
609 // remove the ice block
611 remove(targ.iceblock);
612 targ.iceblock = world;
615 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
619 float complainteamdamage = 0;
620 entity attacker_save;
624 if (gameover || targ.killcount == -666)
627 entity oldself = self;
630 damage_inflictor = inflictor;
631 damage_attacker = attacker;
632 attacker_save = attacker;
637 if(targ.hook.aiment == attacker)
638 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
640 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
641 if(DEATH_ISWEAPON(deathtype, WEP_HOOK.m_id) || DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
644 if(SAME_TEAM(targ, attacker))
651 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
653 // exit the vehicle before killing (fixes a crash)
654 if(IS_PLAYER(targ) && targ.vehicle)
655 vehicles_exit(VHEF_RELEASE);
657 // These are ALWAYS lethal
658 // No damage modification here
659 // Instead, prepare the victim for his death...
661 targ.spawnshieldtime = 0;
662 targ.health = 0.9; // this is < 1
663 targ.flags -= targ.flags & FL_GODMODE;
666 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
672 // nullify damage if teamplay is on
673 if(deathtype != DEATH_TELEFRAG)
674 if(IS_PLAYER(attacker))
676 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
681 else if(SAME_TEAM(attacker, targ))
683 if(autocvar_teamplay_mode == 1)
685 else if(attacker != targ)
687 if(autocvar_teamplay_mode == 3)
689 else if(autocvar_teamplay_mode == 4)
691 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
693 attacker.dmg_team = attacker.dmg_team + damage;
694 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
695 if(complainteamdamage > 0)
696 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
697 mirrorforce = autocvar_g_mirrordamage * vlen(force);
698 damage = autocvar_g_friendlyfire * damage;
699 // mirrordamage will be used LATER
701 if(autocvar_g_mirrordamage_virtual)
703 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
704 attacker.dmg_take += v.x;
705 attacker.dmg_save += v.y;
706 attacker.dmg_inflictor = inflictor;
711 if(autocvar_g_friendlyfire_virtual)
713 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
714 targ.dmg_take += v.x;
715 targ.dmg_save += v.y;
716 targ.dmg_inflictor = inflictor;
718 if(!autocvar_g_friendlyfire_virtual_force)
729 if (!DEATH_ISSPECIAL(deathtype))
731 damage *= g_weapondamagefactor;
732 mirrordamage *= g_weapondamagefactor;
733 complainteamdamage *= g_weapondamagefactor;
734 force = force * g_weaponforcefactor;
735 mirrorforce *= g_weaponforcefactor;
738 // should this be changed at all? If so, in what way?
739 MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
740 damage = frag_damage;
741 mirrordamage = frag_mirrordamage;
745 if(deathtype != DEATH_HURTTRIGGER && deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_AUTOTEAMCHANGE)
747 if(autocvar_g_freezetag_revive_falldamage > 0)
748 if(deathtype == DEATH_FALL)
749 if(damage >= autocvar_g_freezetag_revive_falldamage)
752 targ.health = autocvar_g_freezetag_revive_falldamage_health;
753 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
754 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
755 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
759 force *= autocvar_g_freezetag_frozen_force;
762 if(targ.frozen && deathtype == DEATH_HURTTRIGGER && !autocvar_g_freezetag_frozen_damage_trigger)
764 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
766 entity oldself = self;
768 entity spot = SelectSpawnPoint (false);
773 self.deadflag = DEAD_NO;
775 self.angles = spot.angles;
778 self.effects |= EF_TELEPORT_BIT;
780 self.angles_z = 0; // never spawn tilted even if the spot says to
781 self.fixangle = true; // turn this way immediately
782 self.velocity = '0 0 0';
783 self.avelocity = '0 0 0';
784 self.punchangle = '0 0 0';
785 self.punchvector = '0 0 0';
786 self.oldvelocity = self.velocity;
788 self.spawnorigin = spot.origin;
789 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
790 // don't reset back to last position, even if new position is stuck in solid
791 self.oldorigin = self.origin;
792 self.prevorigin = self.origin;
794 Send_Effect(EFFECT_TELEPORT, self.origin, '0 0 0', 1);
802 // apply strength multiplier
803 if (attacker.items & ITEM_Strength.m_itemid)
807 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
808 force = force * autocvar_g_balance_powerup_strength_selfforce;
812 damage = damage * autocvar_g_balance_powerup_strength_damage;
813 force = force * autocvar_g_balance_powerup_strength_force;
817 // apply invincibility multiplier
818 if (targ.items & ITEM_Shield.m_itemid)
819 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
822 if (targ == attacker)
823 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
828 if(deathtype != DEATH_BUFF)
829 if(targ.takedamage == DAMAGE_AIM)
833 if(IS_VEHICLE(targ) && targ.owner)
838 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim))
840 if(DIFF_TEAM(victim, attacker) && !victim.frozen)
844 if(deathtype != DEATH_FIRE)
846 if(victim.BUTTON_CHAT)
847 attacker.typehitsound += 1;
849 attacker.damage_dealt += damage;
852 damage_goodhits += 1;
853 damage_gooddamage += damage;
855 if (!DEATH_ISSPECIAL(deathtype))
857 if(IS_PLAYER(targ)) // don't do this for vehicles
865 if(deathtype != DEATH_FIRE)
867 attacker.typehitsound += 1;
869 if(complainteamdamage > 0)
870 if(time > attacker.teamkill_complain)
872 attacker.teamkill_complain = time + 5;
873 attacker.teamkill_soundtime = time + 0.4;
874 attacker.teamkill_soundsource = targ;
882 if (self.damageforcescale)
884 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
886 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
887 if(self.movetype == MOVETYPE_PHYSICS)
891 farcent.classname = "farce";
892 farcent.enemy = self;
893 farcent.movedir = farce * 10;
895 farcent.movedir = farcent.movedir * self.mass;
896 farcent.origin = hitloc;
897 farcent.forcetype = FORCETYPE_FORCEATPOS;
898 farcent.nextthink = time + 0.1;
899 farcent.think = SUB_Remove;
903 self.velocity = self.velocity + farce;
904 self.move_velocity = self.velocity;
906 self.flags &= ~FL_ONGROUND;
907 self.move_flags &= ~FL_ONGROUND;
908 UpdateCSQCProjectile(self);
911 if (damage != 0 || (self.damageforcescale && vlen(force)))
912 if (self.event_damage)
913 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
916 // apply mirror damage if any
917 if(mirrordamage > 0 || mirrorforce > 0)
919 attacker = attacker_save;
921 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
922 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
926 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)
927 // Returns total damage applies to creatures
931 float total_damage_to_creatures;
936 float stat_damagedone;
938 if(RadiusDamage_running)
940 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
944 RadiusDamage_running = 1;
946 tfloordmg = autocvar_g_throughfloor_damage;
947 tfloorforce = autocvar_g_throughfloor_force;
949 total_damage_to_creatures = 0;
951 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
952 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA.m_id) // do not send tuba damage (bandwidth hog)
954 force = inflictorvelocity;
958 force = normalize(force);
959 if(forceintensity >= 0)
960 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
962 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
967 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
971 if ((targ != inflictor) || inflictorselfdamage)
972 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
979 // LordHavoc: measure distance to nearest point on target (not origin)
980 // (this guarentees 100% damage on a touch impact)
981 nearest = targ.WarpZone_findradius_nearest;
982 diff = targ.WarpZone_findradius_dist;
983 // round up a little on the damage to ensure full damage on impacts
984 // and turn the distance into a fraction of the radius
985 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
987 //bprint(ftos(power));
988 //if (targ == attacker)
989 // print(ftos(power), "\n");
995 finaldmg = coredamage * power + edgedamage * (1 - power);
1001 vector myblastorigin;
1004 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
1006 // if it's a player, use the view origin as reference
1007 center = CENTER_OR_VIEWOFS(targ);
1009 force = normalize(center - myblastorigin);
1010 force = force * (finaldmg / coredamage) * forceintensity;
1013 if(deathtype & WEP_BLASTER.m_id)
1014 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1016 if(targ != directhitentity)
1021 float mininv_f, mininv_d;
1023 // test line of sight to multiple positions on box,
1024 // and do damage if any of them hit
1027 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1028 // so for a given max stddev:
1029 // n = (1 / (2 * max stddev of hitratio))^2
1031 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1032 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1034 if(autocvar_g_throughfloor_debug)
1035 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1038 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1040 if(autocvar_g_throughfloor_debug)
1041 LOG_INFOF(" steps=%f", total);
1044 if (IS_PLAYER(targ))
1045 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1047 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1049 if(autocvar_g_throughfloor_debug)
1050 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1052 for(c = 0; c < total; ++c)
1054 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1055 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1056 if (trace_fraction == 1 || trace_ent == targ)
1060 hitloc = hitloc + nearest;
1064 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1065 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1066 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1069 nearest = hitloc * (1 / max(1, hits));
1070 hitratio = (hits / total);
1071 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1072 finaldmg = finaldmg * a;
1073 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1076 if(autocvar_g_throughfloor_debug)
1077 LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
1080 //if (targ == attacker)
1082 // print("hits ", ftos(hits), " / ", ftos(total));
1083 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1084 // print(" (", ftos(a), ")\n");
1086 if(finaldmg || vlen(force))
1090 total_damage_to_creatures += finaldmg;
1092 if(accuracy_isgooddamage(attacker, targ))
1093 stat_damagedone += finaldmg;
1096 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1097 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1099 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1107 RadiusDamage_running = 0;
1109 if(!DEATH_ISSPECIAL(deathtype))
1110 accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
1112 return total_damage_to_creatures;
1115 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1117 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1120 float Fire_IsBurning(entity e)
1122 return (time < e.fire_endtime);
1125 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1128 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1139 // print("adding a fire burner to ", e.classname, "\n");
1140 e.fire_burner = spawn();
1141 e.fire_burner.classname = "fireburner";
1142 e.fire_burner.think = fireburner_think;
1143 e.fire_burner.nextthink = time;
1144 e.fire_burner.owner = e;
1150 if(Fire_IsBurning(e))
1152 mintime = e.fire_endtime - time;
1153 maxtime = max(mintime, t);
1155 mindps = e.fire_damagepersec;
1156 maxdps = max(mindps, dps);
1158 if(maxtime > mintime || maxdps > mindps)
1162 // damage we have right now
1163 mindamage = mindps * mintime;
1165 // damage we want to get
1166 maxdamage = mindamage + d;
1168 // but we can't exceed maxtime * maxdps!
1169 totaldamage = min(maxdamage, maxtime * maxdps);
1173 // totaldamage = min(mindamage + d, maxtime * maxdps)
1175 // totaldamage <= maxtime * maxdps
1176 // ==> totaldamage / maxdps <= maxtime.
1178 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1179 // >= min(mintime, maxtime)
1180 // ==> totaldamage / maxdps >= mintime.
1183 // how long do we damage then?
1184 // at least as long as before
1185 // but, never exceed maxdps
1186 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1190 // at most as long as maximum allowed
1191 // but, never below mindps
1192 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1194 // assuming t > mintime, dps > mindps:
1195 // we get d = t * dps = maxtime * maxdps
1196 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1197 // totaldamage / maxdps = maxtime
1198 // totaldamage / mindps > totaldamage / maxdps = maxtime
1200 // a) totaltime = max(mintime, maxtime) = maxtime
1201 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1203 // assuming t <= mintime:
1204 // we get maxtime = mintime
1205 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1206 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1208 // assuming dps <= mindps:
1209 // we get mindps = maxdps.
1210 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1211 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1212 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1214 e.fire_damagepersec = totaldamage / totaltime;
1215 e.fire_endtime = time + totaltime;
1216 if(totaldamage > 1.2 * mindamage)
1218 e.fire_deathtype = dt;
1219 if(e.fire_owner != o)
1222 e.fire_hitsound = false;
1225 if(accuracy_isgooddamage(o, e))
1226 accuracy_add(o, DEATH_WEAPONOF(dt), 0, max(0, totaldamage - mindamage));
1227 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1234 e.fire_damagepersec = dps;
1235 e.fire_endtime = time + t;
1236 e.fire_deathtype = dt;
1238 e.fire_hitsound = false;
1239 if(accuracy_isgooddamage(o, e))
1240 accuracy_add(o, DEATH_WEAPONOF(dt), 0, d);
1245 void Fire_ApplyDamage(entity e)
1250 if (!Fire_IsBurning(e))
1253 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1254 if(IS_NOT_A_CLIENT(o))
1257 // water and slime stop fire
1259 if(e.watertype != CONTENT_LAVA)
1266 t = min(frametime, e.fire_endtime - time);
1267 d = e.fire_damagepersec * t;
1269 hi = e.fire_owner.damage_dealt;
1270 ty = e.fire_owner.typehitsound;
1271 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1272 if(e.fire_hitsound && e.fire_owner)
1274 e.fire_owner.damage_dealt = hi;
1275 e.fire_owner.typehitsound = ty;
1277 e.fire_hitsound = true;
1279 if (!IS_INDEPENDENT_PLAYER(e))
1281 FOR_EACH_PLAYER(other) if(e != other)
1283 if(IS_PLAYER(other))
1284 if(other.deadflag == DEAD_NO)
1285 if (!IS_INDEPENDENT_PLAYER(other))
1286 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1288 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1289 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1290 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1295 void Fire_ApplyEffect(entity e)
1297 if(Fire_IsBurning(e))
1298 e.effects |= EF_FLAME;
1300 e.effects &= ~EF_FLAME;
1303 void fireburner_think()
1305 // for players, this is done in the regular loop
1306 if(wasfreed(self.owner))
1311 Fire_ApplyEffect(self.owner);
1312 if(!Fire_IsBurning(self.owner))
1314 self.owner.fire_burner = world;
1318 Fire_ApplyDamage(self.owner);
1319 self.nextthink = time;