X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_damage.qc;h=c55c40a66cdf7d7d8142c09baba5894e6dcbf650;hb=a9b5deb6fe07db043c93c734186fb09394105f9a;hp=f0ace5ea889ccd7cfc37ee9f8bd846034438dc2d;hpb=3618a0f2000f064d6f59b99c7b79d7a3c25f77b9;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_damage.qc b/qcsrc/server/g_damage.qc index f0ace5ea8..c55c40a66 100644 --- a/qcsrc/server/g_damage.qc +++ b/qcsrc/server/g_damage.qc @@ -55,6 +55,7 @@ float damage_headshotbonus; // bonus multiplier for head shots, set to 0 after u .float teamkill_soundtime; .entity teamkill_soundsource; .entity pusher; +.float istypefrag; .float taunt_soundtime; @@ -140,7 +141,9 @@ void GiveFrags (entity attacker, entity targ, float f, float deathtype) // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon float culprit; culprit = DEATH_WEAPONOF(deathtype); - if(!culprit || !WEPSET_CONTAINS_EW(attacker, culprit)) + if(!culprit) + culprit = attacker.weapon; + else if(!WEPSET_CONTAINS_EW(attacker, culprit)) culprit = attacker.weapon; if(g_weaponarena_random_with_laser && culprit == WEP_LASER) @@ -216,11 +219,6 @@ void GiveFrags (entity attacker, entity targ, float f, float deathtype) } f = 0; } - else if(g_ctf) - { - if(g_ctf_ignore_frags) - f = 0; - } } attacker.totalfrags += f; @@ -312,13 +310,13 @@ void LogDeath(string mode, float deathtype, entity killer, entity killed) void Send_KillNotification (string s1, string s2, string s3, float msg, float type) { - WriteByte(MSG_ALL, SVC_TEMPENTITY); - WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY); - WriteString(MSG_ALL, s1); - WriteString(MSG_ALL, s2); - WriteString(MSG_ALL, s3); - WriteShort(MSG_ALL, msg); - WriteByte(MSG_ALL, type); + WriteByte(MSG_BROADCAST, SVC_TEMPENTITY); + WriteByte(MSG_BROADCAST, TE_CSQC_KILLNOTIFY); + WriteString(MSG_BROADCAST, s1); + WriteString(MSG_BROADCAST, s2); + WriteString(MSG_BROADCAST, s3); + WriteShort(MSG_BROADCAST, msg); + WriteByte(MSG_BROADCAST, type); } // Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases) @@ -341,7 +339,7 @@ void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) { string s, a, msg; - float w, type; + float type; if (targ.classname == "player") { @@ -375,7 +373,7 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) deathtype = KILL_TEAM_BLUE; } - Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE); + Send_KillNotification(s, msg, "", deathtype, MSG_SUICIDE); } else if (attacker.classname == "player") { @@ -418,7 +416,7 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1); } - if(targ.BUTTON_CHAT) { + if(targ.istypefrag) { Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL); Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL); } else { @@ -440,14 +438,7 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) Send_KillNotification(a, s, msg, deathtype, MSG_KILL); - if(g_ctf && targ.flagcarried) - { - UpdateFrags(attacker, ctf_score_value("score_kill")); - PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1); - GiveFrags(attacker, targ, 0, deathtype); // for logging - } - else - GiveFrags(attacker, targ, 1, deathtype); + GiveFrags(attacker, targ, 1, deathtype); if (targ.killcount > 2) { Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE); @@ -455,10 +446,7 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) attacker.killcount = attacker.killcount + 1; - if (attacker.killcount > 2) { - Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE); - } - else if (attacker.killcount == 3) + if (attacker.killcount == 3) { Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE); AnnounceTo(attacker, "03kills"); @@ -500,6 +488,9 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) AnnounceTo(attacker, "30kills"); PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1); } + else if (attacker.killcount > 2) { + Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE); + } LogDeath("frag", deathtype, attacker, targ); } } @@ -538,6 +529,67 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) } } +void Ice_Think() +{ + if(self.owner.health < 1) + { + remove(self); + return; + } + setorigin(self, self.owner.origin - '0 0 16'); + self.nextthink = time; +} + +void Freeze (entity targ, float freeze_time) +{ + float monster = (targ.flags & FL_MONSTER); + float player = (targ.flags & FL_CLIENT); + + if(!player && !monster) // only specified entities can be freezed + return; + + if(targ.frozen || targ.freezetag_frozen) + return; + + targ.frozen = 1; + targ.revive_progress = 0; + targ.health = 1; + targ.revive_speed = freeze_time; + + entity ice; + ice = spawn(); + ice.owner = targ; + ice.classname = "ice"; + ice.scale = targ.scale; + ice.think = Ice_Think; + ice.nextthink = time; + ice.frame = floor(random() * 21); // ice model has 20 different looking frames + setmodel(ice, "models/ice/ice.md3"); + + entity oldself; + oldself = self; + self = ice; + Ice_Think(); + self = oldself; + + RemoveGrapplingHook(targ); +} + +void Unfreeze (entity targ) +{ + targ.frozen = 0; + targ.revive_progress = 0; + targ.health = ((targ.classname == STR_PLAYER) ? autocvar_g_balance_health_start : targ.max_health); + + // remove the ice block + entity ice; + for(ice = world; (ice = find(ice, classname, "ice")); ) if(ice.owner == targ) + { + remove(ice); + break; + } +} + // these are updated by each Damage call for use in button triggering and such entity damage_targ; entity damage_inflictor; @@ -645,21 +697,17 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float if(autocvar_g_mirrordamage_virtual) { - vector v; - v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage); - v_z = 0; // fteqcc sucks + vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage); attacker.dmg_take += v_x; attacker.dmg_save += v_y; attacker.dmg_inflictor = inflictor; - mirrordamage = 0; + mirrordamage = v_z; // = 0, to make fteqcc stfu mirrorforce = 0; } if(autocvar_g_friendlyfire_virtual) { - vector v; - v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage); - v_z = 0; // fteqcc sucks + vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage); targ.dmg_take += v_x; targ.dmg_save += v_y; targ.dmg_inflictor = inflictor; @@ -728,6 +776,12 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float mirrorforce *= g_weaponforcefactor; } + if(targ.frozen && attacker.classname != "monster_spider") + { + damage = 0; + force *= 0.2; + } + // should this be changed at all? If so, in what way? frag_attacker = attacker; frag_target = targ; @@ -765,15 +819,6 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself } - // CTF: reduce damage/force - if(g_ctf) - if(targ == attacker) - if(targ.flagcarried) - { - damage = damage * autocvar_g_ctf_flagcarrier_selfdamage; - force = force * autocvar_g_ctf_flagcarrier_selfforce; - } - if(g_runematch) { // apply strength rune @@ -845,7 +890,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float else victim = targ; - if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET) + if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET || victim.flags & FL_MONSTER) { if(IsDifferentTeam(victim, attacker)) { @@ -876,8 +921,6 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float if(deathtype & HITTYPE_HEADSHOT) headshot = 1; } - if(g_ca) - PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier); } } else @@ -1070,10 +1113,7 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e myblastorigin = WarpZone_TransformOrigin(targ, blastorigin); // if it's a player, use the view origin as reference - if (targ.classname == "player") - center = targ.origin + targ.view_ofs; - else - center = targ.origin + (targ.mins + targ.maxs) * 0.5; + center = CENTER_OR_VIEWOFS(targ); force = normalize(center - myblastorigin); force = force * (finaldmg / coredamage) * forceintensity; @@ -1271,43 +1311,59 @@ float Fire_AddDamage(entity e, entity o, float d, float t, float dt) if(maxtime > mintime || maxdps > mindps) { + // Constraints: + + // damage we have right now mindamage = mindps * mintime; - maxdamage = mindamage + d; - - // interval [mintime, maxtime] * [mindps, maxdps] - // intersected with - // [mindamage, maxdamage] - // maximum of this! - if(maxdamage >= maxtime * maxdps) - { - totaltime = maxtime; - totaldamage = maxtime * maxdps; - - // this branch increases totaldamage if either t > mintime, or dps > mindps - } - else - { - // maxdamage is inside the interval! - // first, try to use mindps; only if this fails, increase dps as needed - totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime - totaldamage = maxdamage; - // can totaldamage / totaltime be >= maxdps? - // max(mindps, maxdamage / maxtime) >= maxdps? - // we know maxdamage < maxtime * maxdps - // so it cannot be - - // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps - } + // damage we want to get + maxdamage = mindamage + d; - // total conditions for increasing: - // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage - // however: - // if maxtime = mintime, maxdps = mindps - // then: - // maxdamage = mindamage + d - // mindamage = mindps * mintime = maxdps * maxtime < maxdamage! - // so the last condition is not needed + // but we can't exceed maxtime * maxdps! + totaldamage = min(maxdamage, maxtime * maxdps); + + // LEMMA: + // Look at: + // totaldamage = min(mindamage + d, maxtime * maxdps) + // We see: + // totaldamage <= maxtime * maxdps + // ==> totaldamage / maxdps <= maxtime. + // We also see: + // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps) + // >= min(mintime, maxtime) + // ==> totaldamage / maxdps >= mintime. + + /* + // how long do we damage then? + // at least as long as before + // but, never exceed maxdps + totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma + */ + + // alternate: + // at most as long as maximum allowed + // but, never below mindps + totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma + + // assuming t > mintime, dps > mindps: + // we get d = t * dps = maxtime * maxdps + // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps + // totaldamage / maxdps = maxtime + // totaldamage / mindps > totaldamage / maxdps = maxtime + // FROM THIS: + // a) totaltime = max(mintime, maxtime) = maxtime + // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime + + // assuming t <= mintime: + // we get maxtime = mintime + // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime + // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime + + // assuming dps <= mindps: + // we get mindps = maxdps. + // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime. + // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps + // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps e.fire_damagepersec = totaldamage / totaltime; e.fire_endtime = time + totaltime; @@ -1358,7 +1414,7 @@ void Fire_ApplyDamage(entity e) e.fire_endtime = 0; // ice stops fire - if(e.freezetag_frozen) + if(e.freezetag_frozen || e.frozen) e.fire_endtime = 0; t = min(frametime, e.fire_endtime - time);