4 #include "../dpdefs/progsdefs.qh"
5 #include "../dpdefs/dpextensions.qh"
7 #include "../warpzonelib/common.qh"
8 #include "../common/constants.qh"
9 #include "../common/teams.qh"
10 #include "../common/util.qh"
11 #include "../common/weapons/weapons.qh"
12 #include "weapons/accuracy.qh"
13 #include "weapons/csqcprojectile.qh"
14 #include "weapons/selection.qh"
16 #include "autocvars.qh"
17 #include "constants.qh"
19 #include "../common/notifications.qh"
20 #include "../common/deathtypes.qh"
21 #include "mutators/mutators_include.qh"
22 #include "tturrets/include/turrets_early.qh"
23 #include "vehicles/vehicles_def.qh"
24 #include "../csqcmodellib/sv_model.qh"
25 #include "../common/playerstats.qh"
28 #include "spawnpoints.qh"
36 float Damage_DamageInfo_SendEntity(entity to, float sf)
38 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
39 WriteShort(MSG_ENTITY, self.projectiledeathtype);
40 WriteCoord(MSG_ENTITY, floor(self.origin.x));
41 WriteCoord(MSG_ENTITY, floor(self.origin.y));
42 WriteCoord(MSG_ENTITY, floor(self.origin.z));
43 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
44 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
45 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
46 WriteShort(MSG_ENTITY, self.oldorigin.x);
47 WriteByte(MSG_ENTITY, self.species);
51 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
53 // TODO maybe call this from non-edgedamage too?
54 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
58 if(!sound_allowed(MSG_BROADCAST, dmgowner))
63 e.projectiledeathtype = deathtype;
65 e.dmg_edge = edgedamage;
67 e.dmg_force = vlen(force);
69 e.oldorigin_x = compressShortVector(e.velocity);
70 e.species = bloodtype;
72 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
75 float checkrules_firstblood;
78 float damage_goodhits;
79 float damage_gooddamage;
82 .float teamkill_complain;
83 .float teamkill_soundtime;
84 .entity teamkill_soundsource;
87 .float taunt_soundtime;
89 float IsFlying(entity a)
91 if(a.flags & FL_ONGROUND)
93 if(a.waterlevel >= WATERLEVEL_SWIMMING)
95 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
96 if(trace_fraction < 1)
101 void UpdateFrags(entity player, float f)
103 PlayerTeamScore_AddScore(player, f);
106 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
107 void W_SwitchWeapon_Force(entity e, float w);
108 entity GiveFrags_randomweapons;
109 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
111 // TODO route through PlayerScores instead
119 PlayerScore_Add(attacker, SP_SUICIDES, 1);
124 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
130 PlayerScore_Add(attacker, SP_KILLS, 1);
132 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
135 PlayerScore_Add(targ, SP_DEATHS, 1);
137 if(targ != attacker) // not for suicides
138 if(g_weaponarena_random)
140 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
142 culprit = DEATH_WEAPONOF(deathtype);
144 culprit = attacker.weapon;
145 else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
146 culprit = attacker.weapon;
148 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
154 if(!GiveFrags_randomweapons)
156 GiveFrags_randomweapons = spawn();
157 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
161 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
163 GiveFrags_randomweapons.weapons = start_weapons;
165 // all others (including the culprit): remove
166 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
167 GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit);
169 // among the remaining ones, choose one by random
170 W_RandomWeapons(GiveFrags_randomweapons, 1);
172 if(GiveFrags_randomweapons.weapons)
174 attacker.weapons |= GiveFrags_randomweapons.weapons;
175 attacker.weapons &= ~WepSet_FromWeapon(culprit);
179 // after a frag, choose another random weapon set
180 if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
181 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
184 // FIXME fix the mess this is (we have REAL points now!)
188 frag_attacker = attacker;
191 if(MUTATOR_CALLHOOK(GiveFragsForKill))
201 attacker.totalfrags += f;
204 UpdateFrags(attacker, f);
207 string AppendItemcodes(string s, entity player)
212 // w = player.switchweapon;
214 w = player.cnt; // previous weapon!
215 s = strcat(s, ftos(w));
216 if(time < player.strength_finished)
218 if(time < player.invincible_finished)
220 if(player.flagcarried != world)
222 if(player.BUTTON_CHAT)
229 void LogDeath(string mode, float deathtype, entity killer, entity killed)
232 if(!autocvar_sv_eventlog)
234 s = strcat(":kill:", mode);
235 s = strcat(s, ":", ftos(killer.playerid));
236 s = strcat(s, ":", ftos(killed.playerid));
237 s = strcat(s, ":type=", Deathtype_Name(deathtype));
238 s = strcat(s, ":items=");
239 s = AppendItemcodes(s, killer);
242 s = strcat(s, ":victimitems=");
243 s = AppendItemcodes(s, killed);
248 void Obituary_SpecialDeath(
252 string s1, string s2, string s3,
253 float f1, float f2, float f3)
255 if(DEATH_ISSPECIAL(deathtype))
257 entity deathent = deathtypes[(deathtype - DT_FIRST)];
258 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
262 if(deathent.death_msgmurder)
264 Send_Notification_WOCOVA(
268 deathent.death_msgmurder.nent_id,
272 Send_Notification_WOCOVA(
276 deathent.death_msgmurder.nent_msginfo.nent_id,
284 if(deathent.death_msgself)
286 Send_Notification_WOCOVA(
290 deathent.death_msgself.nent_id,
294 Send_Notification_WOCOVA(
298 deathent.death_msgself.nent_msginfo.nent_id,
305 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
309 float Obituary_WeaponDeath(
313 string s1, string s2, string s3,
316 float death_weapon = DEATH_WEAPONOF(deathtype);
319 w_deathtype = deathtype;
320 float death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
325 Send_Notification_WOCOVA(
333 Send_Notification_WOCOVA(
337 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
345 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
356 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
359 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
362 float notif_firstblood = false;
363 float kill_count_to_attacker, kill_count_to_target;
365 // Set final information for the death
366 targ.death_origin = targ.origin;
367 if(targ != attacker) { targ.killer_origin = attacker.origin; }
368 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
370 #ifdef NOTIFICATIONS_DEBUG
373 "Obituary(%s, %s, %s, %s = %d);\n",
377 Deathtype_Name(deathtype),
388 if(DEATH_ISSPECIAL(deathtype))
390 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
392 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
398 case DEATH_MIRRORDAMAGE:
400 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
406 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
412 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
414 backtrace("SUICIDE: what the hell happened here?\n");
417 LogDeath("suicide", deathtype, targ, targ);
418 GiveFrags(attacker, targ, -1, deathtype);
424 else if(IS_PLAYER(attacker))
426 if(SAME_TEAM(attacker, targ))
428 LogDeath("tk", deathtype, attacker, targ);
429 GiveFrags(attacker, targ, -1, deathtype);
431 attacker.killcount = 0;
433 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
434 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
435 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
437 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
438 // No need for specific death/weapon messages...
442 LogDeath("frag", deathtype, attacker, targ);
443 GiveFrags(attacker, targ, 1, deathtype);
445 attacker.taunt_soundtime = time + 1;
446 attacker.killcount = attacker.killcount + 1;
448 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
451 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
452 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
455 switch(attacker.killcount)
462 if(!checkrules_firstblood)
464 checkrules_firstblood = true;
465 notif_firstblood = true; // modify the current messages so that they too show firstblood information
466 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
467 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
469 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
470 kill_count_to_attacker = -1;
471 kill_count_to_target = -2;
475 kill_count_to_attacker = attacker.killcount;
476 kill_count_to_target = 0;
487 kill_count_to_attacker,
488 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
496 kill_count_to_target,
499 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
510 kill_count_to_attacker,
511 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
519 kill_count_to_target,
522 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
526 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
527 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
538 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
539 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
540 // and there will be a REAL DEATH_VOID implementation which mappers will use.
541 /*case DEATH_HURTTRIGGER:
544 s2 = inflictor.message;
545 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
551 Obituary_SpecialDeath(targ, false, deathtype,
553 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
563 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
568 LogDeath("accident", deathtype, targ, targ);
569 GiveFrags(targ, targ, -1, deathtype);
571 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
573 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
574 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
578 // reset target kill count
579 if(targ.killcount) { targ.killcount = 0; }
584 if(!self.owner.frozen || self.owner.iceblock != self)
589 setorigin(self, self.owner.origin - '0 0 16');
590 self.nextthink = time;
593 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
595 if(!IS_PLAYER(targ) && !(targ.flags & FL_MONSTER)) // only specified entities can be freezed
601 float targ_maxhealth = ((targ.flags & FL_MONSTER) ? targ.max_health : start_health);
603 targ.frozen = frozen_type;
604 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
605 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
606 targ.revive_speed = freeze_time;
611 ice.classname = "ice";
612 ice.scale = targ.scale;
613 ice.think = Ice_Think;
614 ice.nextthink = time;
615 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
616 setmodel(ice, "models/ice/ice.md3");
618 ice.colormod = Team_ColorRGB(targ.team);
619 ice.glowmod = ice.colormod;
621 targ.revival_time = 0;
629 RemoveGrapplingHook(targ);
631 FOR_EACH_PLAYER(head)
632 if(head.hook.aiment == targ)
633 RemoveGrapplingHook(head);
637 WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT, '0.25 0.90 1');
640 void Unfreeze (entity targ)
642 if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
643 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
647 targ.revive_progress = 0;
648 targ.revival_time = time;
650 WaypointSprite_Kill(targ.waypointsprite_attached);
652 FOR_EACH_PLAYER(head)
653 if(head.hook.aiment == targ)
654 RemoveGrapplingHook(head);
656 // remove the ice block
658 remove(targ.iceblock);
659 targ.iceblock = world;
662 // these are updated by each Damage call for use in button triggering and such
664 entity damage_inflictor;
665 entity damage_attacker;
667 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
671 float complainteamdamage = 0;
672 entity attacker_save;
676 if (gameover || targ.killcount == -666)
683 damage_inflictor = inflictor;
684 damage_attacker = attacker;
685 attacker_save = attacker;
690 if(targ.hook.aiment == attacker)
691 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
693 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
694 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
697 if(SAME_TEAM(targ, attacker))
704 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
706 // exit the vehicle before killing (fixes a crash)
707 if(IS_PLAYER(targ) && targ.vehicle)
708 vehicles_exit(VHEF_RELESE);
710 // These are ALWAYS lethal
711 // No damage modification here
712 // Instead, prepare the victim for his death...
714 targ.spawnshieldtime = 0;
715 targ.health = 0.9; // this is < 1
716 targ.flags -= targ.flags & FL_GODMODE;
719 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
725 // nullify damage if teamplay is on
726 if(deathtype != DEATH_TELEFRAG)
727 if(IS_PLAYER(attacker))
729 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
734 else if(SAME_TEAM(attacker, targ))
736 if(autocvar_teamplay_mode == 1)
738 else if(attacker != targ)
740 if(autocvar_teamplay_mode == 3)
742 else if(autocvar_teamplay_mode == 4)
744 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
746 attacker.dmg_team = attacker.dmg_team + damage;
747 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
748 if(complainteamdamage > 0)
749 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
750 mirrorforce = autocvar_g_mirrordamage * vlen(force);
751 damage = autocvar_g_friendlyfire * damage;
752 // mirrordamage will be used LATER
754 if(autocvar_g_mirrordamage_virtual)
756 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
757 attacker.dmg_take += v.x;
758 attacker.dmg_save += v.y;
759 attacker.dmg_inflictor = inflictor;
764 if(autocvar_g_friendlyfire_virtual)
766 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
767 targ.dmg_take += v.x;
768 targ.dmg_save += v.y;
769 targ.dmg_inflictor = inflictor;
771 if(!autocvar_g_friendlyfire_virtual_force)
782 if (!DEATH_ISSPECIAL(deathtype))
784 damage *= g_weapondamagefactor;
785 mirrordamage *= g_weapondamagefactor;
786 complainteamdamage *= g_weapondamagefactor;
787 force = force * g_weaponforcefactor;
788 mirrorforce *= g_weaponforcefactor;
791 // should this be changed at all? If so, in what way?
792 frag_attacker = attacker;
794 frag_damage = damage;
796 frag_deathtype = deathtype;
797 frag_mirrordamage = mirrordamage;
798 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
799 damage = frag_damage;
800 mirrordamage = frag_mirrordamage;
804 if(deathtype != DEATH_HURTTRIGGER && deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_AUTOTEAMCHANGE)
806 if(autocvar_g_freezetag_revive_falldamage > 0)
807 if(deathtype == DEATH_FALL)
808 if(damage >= autocvar_g_freezetag_revive_falldamage)
811 targ.health = autocvar_g_freezetag_revive_falldamage_health;
812 pointparticles(particleeffectnum("iceorglass"), targ.origin, '0 0 0', 3);
813 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
814 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
818 force *= autocvar_g_freezetag_frozen_force;
821 if(targ.frozen && deathtype == DEATH_HURTTRIGGER && !autocvar_g_freezetag_frozen_damage_trigger)
823 pointparticles(particleeffectnum("teleport"), targ.origin, '0 0 0', 1);
825 entity oldself = self;
827 entity spot = SelectSpawnPoint (false);
832 self.deadflag = DEAD_NO;
834 self.angles = spot.angles;
837 self.effects |= EF_TELEPORT_BIT;
839 self.angles_z = 0; // never spawn tilted even if the spot says to
840 self.fixangle = true; // turn this way immediately
841 self.velocity = '0 0 0';
842 self.avelocity = '0 0 0';
843 self.punchangle = '0 0 0';
844 self.punchvector = '0 0 0';
845 self.oldvelocity = self.velocity;
847 self.spawnorigin = spot.origin;
848 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
849 // don't reset back to last position, even if new position is stuck in solid
850 self.oldorigin = self.origin;
851 self.prevorigin = self.origin;
853 pointparticles(particleeffectnum("teleport"), self.origin, '0 0 0', 1);
861 // apply strength multiplier
862 if (attacker.items & IT_STRENGTH)
866 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
867 force = force * autocvar_g_balance_powerup_strength_selfforce;
871 damage = damage * autocvar_g_balance_powerup_strength_damage;
872 force = force * autocvar_g_balance_powerup_strength_force;
876 // apply invincibility multiplier
877 if (targ.items & IT_INVINCIBLE)
878 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
881 if (targ == attacker)
882 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
887 if(deathtype != DEATH_BUFF_VENGEANCE)
888 if(targ.takedamage == DAMAGE_AIM)
892 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
897 if(IS_PLAYER(victim) || (victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET) || (victim.flags & FL_MONSTER))
899 if(DIFF_TEAM(victim, attacker) && !victim.frozen)
903 if(deathtype != DEATH_FIRE)
905 if(victim.BUTTON_CHAT)
906 attacker.typehitsound += 1;
908 attacker.damage_dealt += damage;
911 damage_goodhits += 1;
912 damage_gooddamage += damage;
914 if (!DEATH_ISSPECIAL(deathtype))
916 if(IS_PLAYER(targ)) // don't do this for vehicles
924 if(deathtype != DEATH_FIRE)
926 attacker.typehitsound += 1;
928 if(complainteamdamage > 0)
929 if(time > attacker.teamkill_complain)
931 attacker.teamkill_complain = time + 5;
932 attacker.teamkill_soundtime = time + 0.4;
933 attacker.teamkill_soundsource = targ;
941 if (self.damageforcescale)
943 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
945 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
946 if(self.movetype == MOVETYPE_PHYSICS)
950 farcent.classname = "farce";
951 farcent.enemy = self;
952 farcent.movedir = farce * 10;
954 farcent.movedir = farcent.movedir * self.mass;
955 farcent.origin = hitloc;
956 farcent.forcetype = FORCETYPE_FORCEATPOS;
957 farcent.nextthink = time + 0.1;
958 farcent.think = SUB_Remove;
961 self.velocity = self.velocity + farce;
962 self.flags &= ~FL_ONGROUND;
963 UpdateCSQCProjectile(self);
966 if (damage != 0 || (self.damageforcescale && vlen(force)))
967 if (self.event_damage)
968 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
971 // apply mirror damage if any
972 if(mirrordamage > 0 || mirrorforce > 0)
974 attacker = attacker_save;
976 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
977 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
981 float RadiusDamage_running;
982 float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, float deathtype, entity directhitentity)
983 // Returns total damage applies to creatures
987 float total_damage_to_creatures;
992 float stat_damagedone;
994 if(RadiusDamage_running)
996 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
1000 RadiusDamage_running = 1;
1002 tfloordmg = autocvar_g_throughfloor_damage;
1003 tfloorforce = autocvar_g_throughfloor_force;
1005 total_damage_to_creatures = 0;
1007 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
1008 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
1010 force = inflictorvelocity;
1011 if(vlen(force) == 0)
1014 force = normalize(force);
1015 if(forceintensity >= 0)
1016 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
1018 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
1021 stat_damagedone = 0;
1023 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
1027 if ((targ != inflictor) || inflictorselfdamage)
1028 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
1029 if (targ.takedamage)
1035 // LordHavoc: measure distance to nearest point on target (not origin)
1036 // (this guarentees 100% damage on a touch impact)
1037 nearest = targ.WarpZone_findradius_nearest;
1038 diff = targ.WarpZone_findradius_dist;
1039 // round up a little on the damage to ensure full damage on impacts
1040 // and turn the distance into a fraction of the radius
1041 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1043 //bprint(ftos(power));
1044 //if (targ == attacker)
1045 // print(ftos(power), "\n");
1051 finaldmg = coredamage * power + edgedamage * (1 - power);
1057 vector myblastorigin;
1060 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
1062 // if it's a player, use the view origin as reference
1063 center = CENTER_OR_VIEWOFS(targ);
1065 force = normalize(center - myblastorigin);
1066 force = force * (finaldmg / coredamage) * forceintensity;
1069 if(deathtype & WEP_BLASTER)
1070 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1072 if(targ != directhitentity)
1077 float mininv_f, mininv_d;
1079 // test line of sight to multiple positions on box,
1080 // and do damage if any of them hit
1083 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1084 // so for a given max stddev:
1085 // n = (1 / (2 * max stddev of hitratio))^2
1087 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1088 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1090 if(autocvar_g_throughfloor_debug)
1091 printf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1094 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1096 if(autocvar_g_throughfloor_debug)
1097 printf(" steps=%f", total);
1100 if (IS_PLAYER(targ))
1101 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1103 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1105 if(autocvar_g_throughfloor_debug)
1106 printf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1108 for(c = 0; c < total; ++c)
1110 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1111 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1112 if (trace_fraction == 1 || trace_ent == targ)
1116 hitloc = hitloc + nearest;
1120 nearest_x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1121 nearest_y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1122 nearest_z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1125 nearest = hitloc * (1 / max(1, hits));
1126 hitratio = (hits / total);
1127 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1128 finaldmg = finaldmg * a;
1129 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1132 if(autocvar_g_throughfloor_debug)
1133 printf(" D=%f F=%f\n", finaldmg, vlen(force));
1136 //if (targ == attacker)
1138 // print("hits ", ftos(hits), " / ", ftos(total));
1139 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1140 // print(" (", ftos(a), ")\n");
1142 if(finaldmg || vlen(force))
1146 total_damage_to_creatures += finaldmg;
1148 if(accuracy_isgooddamage(attacker, targ))
1149 stat_damagedone += finaldmg;
1152 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1153 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1155 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1163 RadiusDamage_running = 0;
1165 if(!DEATH_ISSPECIAL(deathtype))
1166 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1168 return total_damage_to_creatures;
1171 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, float deathtype, entity directhitentity)
1173 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1176 .float fire_damagepersec;
1177 .float fire_endtime;
1178 .float fire_deathtype;
1180 .float fire_hitsound;
1181 .entity fire_burner;
1183 void fireburner_think();
1185 float Fire_IsBurning(entity e)
1187 return (time < e.fire_endtime);
1190 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1193 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1204 // print("adding a fire burner to ", e.classname, "\n");
1205 e.fire_burner = spawn();
1206 e.fire_burner.classname = "fireburner";
1207 e.fire_burner.think = fireburner_think;
1208 e.fire_burner.nextthink = time;
1209 e.fire_burner.owner = e;
1215 if(Fire_IsBurning(e))
1217 mintime = e.fire_endtime - time;
1218 maxtime = max(mintime, t);
1220 mindps = e.fire_damagepersec;
1221 maxdps = max(mindps, dps);
1223 if(maxtime > mintime || maxdps > mindps)
1227 // damage we have right now
1228 mindamage = mindps * mintime;
1230 // damage we want to get
1231 maxdamage = mindamage + d;
1233 // but we can't exceed maxtime * maxdps!
1234 totaldamage = min(maxdamage, maxtime * maxdps);
1238 // totaldamage = min(mindamage + d, maxtime * maxdps)
1240 // totaldamage <= maxtime * maxdps
1241 // ==> totaldamage / maxdps <= maxtime.
1243 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1244 // >= min(mintime, maxtime)
1245 // ==> totaldamage / maxdps >= mintime.
1248 // how long do we damage then?
1249 // at least as long as before
1250 // but, never exceed maxdps
1251 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1255 // at most as long as maximum allowed
1256 // but, never below mindps
1257 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1259 // assuming t > mintime, dps > mindps:
1260 // we get d = t * dps = maxtime * maxdps
1261 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1262 // totaldamage / maxdps = maxtime
1263 // totaldamage / mindps > totaldamage / maxdps = maxtime
1265 // a) totaltime = max(mintime, maxtime) = maxtime
1266 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1268 // assuming t <= mintime:
1269 // we get maxtime = mintime
1270 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1271 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1273 // assuming dps <= mindps:
1274 // we get mindps = maxdps.
1275 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1276 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1277 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1279 e.fire_damagepersec = totaldamage / totaltime;
1280 e.fire_endtime = time + totaltime;
1281 if(totaldamage > 1.2 * mindamage)
1283 e.fire_deathtype = dt;
1284 if(e.fire_owner != o)
1287 e.fire_hitsound = false;
1290 if(accuracy_isgooddamage(o, e))
1291 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1292 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1299 e.fire_damagepersec = dps;
1300 e.fire_endtime = time + t;
1301 e.fire_deathtype = dt;
1303 e.fire_hitsound = false;
1304 if(accuracy_isgooddamage(o, e))
1305 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1310 void Fire_ApplyDamage(entity e)
1315 if (!Fire_IsBurning(e))
1318 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1319 if(IS_NOT_A_CLIENT(o))
1322 // water and slime stop fire
1324 if(e.watertype != CONTENT_LAVA)
1331 t = min(frametime, e.fire_endtime - time);
1332 d = e.fire_damagepersec * t;
1334 hi = e.fire_owner.damage_dealt;
1335 ty = e.fire_owner.typehitsound;
1336 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1337 if(e.fire_hitsound && e.fire_owner)
1339 e.fire_owner.damage_dealt = hi;
1340 e.fire_owner.typehitsound = ty;
1342 e.fire_hitsound = true;
1344 if (!IS_INDEPENDENT_PLAYER(e))
1346 FOR_EACH_PLAYER(other) if(e != other)
1348 if(IS_PLAYER(other))
1349 if(other.deadflag == DEAD_NO)
1350 if (!IS_INDEPENDENT_PLAYER(other))
1351 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1353 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1354 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1355 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1360 void Fire_ApplyEffect(entity e)
1362 if(Fire_IsBurning(e))
1363 e.effects |= EF_FLAME;
1365 e.effects &= ~EF_FLAME;
1368 void fireburner_think()
1370 // for players, this is done in the regular loop
1371 if(wasfreed(self.owner))
1376 Fire_ApplyEffect(self.owner);
1377 if(!Fire_IsBurning(self.owner))
1379 self.owner.fire_burner = world;
1383 Fire_ApplyDamage(self.owner);
1384 self.nextthink = time;