6a6587ec80f950ec55fe00e9b63cdfe473e2c907
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_force;
4 .float dmg_radius;
5
6 float Damage_DamageInfo_SendEntity(entity to, float sf)
7 {
8         WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
9         WriteShort(MSG_ENTITY, self.projectiledeathtype);
10         WriteCoord(MSG_ENTITY, floor(self.origin_x));
11         WriteCoord(MSG_ENTITY, floor(self.origin_y));
12         WriteCoord(MSG_ENTITY, floor(self.origin_z));
13         WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, self.oldorigin_x);
17         WriteByte(MSG_ENTITY, self.species);
18         return TRUE;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = spawn();
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 float checkrules_firstblood;
46
47 float yoda;
48 float damage_goodhits;
49 float damage_gooddamage;
50
51 .float dmg_team;
52 .float teamkill_complain;
53 .float teamkill_soundtime;
54 .entity teamkill_soundsource;
55 .entity pusher;
56 .float istypefrag;
57 .float taunt_soundtime;
58
59 float IsFlying(entity a)
60 {
61         if(a.flags & FL_ONGROUND)
62                 return 0;
63         if(a.waterlevel >= WATERLEVEL_SWIMMING)
64                 return 0;
65         traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
66         if(trace_fraction < 1)
67                 return 0;
68         return 1;
69 }
70
71 void UpdateFrags(entity player, float f)
72 {
73         PlayerTeamScore_AddScore(player, f);
74 }
75
76 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
77 void W_SwitchWeapon_Force(entity e, float w);
78 entity GiveFrags_randomweapons;
79 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
80 {
81         // TODO route through PlayerScores instead
82         if(gameover) return;
83
84         if(f < 0)
85         {
86                 if(targ == attacker)
87                 {
88                         // suicide
89                         PlayerScore_Add(attacker, SP_SUICIDES, 1);
90                 }
91                 else
92                 {
93                         // teamkill
94                         PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
95                 }
96         }
97         else
98         {
99                 // regular frag
100                 PlayerScore_Add(attacker, SP_KILLS, 1);
101                 if(targ.playerid)
102                         PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
103         }
104
105         PlayerScore_Add(targ, SP_DEATHS, 1);
106
107         if(targ != attacker) // not for suicides
108         if(g_weaponarena_random)
109         {
110                 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
111                 float culprit;
112                 culprit = DEATH_WEAPONOF(deathtype);
113                 if(!culprit)
114                         culprit = attacker.weapon;
115                 else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
116                         culprit = attacker.weapon;
117
118                 if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
119                 {
120                         // no exchange
121                 }
122                 else
123                 {
124                         if(!GiveFrags_randomweapons)
125                         {
126                                 GiveFrags_randomweapons = spawn();
127                                 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
128                         }
129
130                         if(warmup_stage)
131                                 GiveFrags_randomweapons.weapons = warmup_start_weapons;
132                         else
133                                 GiveFrags_randomweapons.weapons = start_weapons;
134
135                         // all others (including the culprit): remove
136                         GiveFrags_randomweapons.weapons &= ~attacker.weapons;
137                         GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit);
138
139                         // among the remaining ones, choose one by random
140                         W_RandomWeapons(GiveFrags_randomweapons, 1);
141
142                         if(GiveFrags_randomweapons.weapons)
143                         {
144                                 attacker.weapons |= GiveFrags_randomweapons.weapons;
145                                 attacker.weapons &= ~WepSet_FromWeapon(culprit);
146                         }
147                 }
148
149                 // after a frag, choose another random weapon set
150                 if not(attacker.weapons & WepSet_FromWeapon(attacker.weapon))
151                         W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
152         }
153
154         // FIXME fix the mess this is (we have REAL points now!)
155         entity oldself;
156         oldself = self;
157         self = attacker;
158         frag_attacker = attacker;
159         frag_target = targ;
160         frag_score = f;
161         if(MUTATOR_CALLHOOK(GiveFragsForKill))
162         {
163                 f = frag_score;
164                 self = oldself;
165         }
166         else
167         {
168                 self = oldself;
169         }
170
171         attacker.totalfrags += f;
172
173         if(f)
174                 UpdateFrags(attacker, f);
175 }
176
177 string AppendItemcodes(string s, entity player)
178 {
179         float w;
180         w = player.weapon;
181         //if(w == 0)
182         //      w = player.switchweapon;
183         if(w == 0)
184                 w = player.cnt; // previous weapon!
185         s = strcat(s, ftos(w));
186         if(time < player.strength_finished)
187                 s = strcat(s, "S");
188         if(time < player.invincible_finished)
189                 s = strcat(s, "I");
190         if(player.flagcarried != world)
191                 s = strcat(s, "F");
192         if(player.BUTTON_CHAT)
193                 s = strcat(s, "T");
194         if(player.kh_next)
195                 s = strcat(s, "K");
196         return s;
197 }
198
199 void LogDeath(string mode, float deathtype, entity killer, entity killed)
200 {
201         string s;
202         if(!autocvar_sv_eventlog)
203                 return;
204         s = strcat(":kill:", mode);
205         s = strcat(s, ":", ftos(killer.playerid));
206         s = strcat(s, ":", ftos(killed.playerid));
207         s = strcat(s, ":type=", Deathtype_Name(deathtype));
208         s = strcat(s, ":items=");
209         s = AppendItemcodes(s, killer);
210         if(killed != killer)
211         {
212                 s = strcat(s, ":victimitems=");
213                 s = AppendItemcodes(s, killed);
214         }
215         GameLogEcho(s);
216 }
217
218 void Obituary_SpecialDeath(
219         entity notif_target,
220         float murder,
221         float deathtype,
222         string s1, string s2, string s3,
223         float f1, float f2, float f3)
224 {
225         if(DEATH_ISSPECIAL(deathtype))
226         {
227                 entity deathent = deathtypes[(deathtype - DT_FIRST)];
228                 if not(deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
229
230                 if(murder)
231                 {
232                         if(deathent.death_msgmurder)
233                         {
234                                 Send_Notification_WOCOVA(
235                                         NOTIF_ONE,
236                                         notif_target,
237                                         MSG_MULTI,
238                                         deathent.death_msgmurder.nent_id,
239                                         s1, s2, s3, "",
240                                         f1, f2, f3, 0
241                                 );
242                                 Send_Notification_WOCOVA(
243                                         NOTIF_ALL_EXCEPT,
244                                         notif_target,
245                                         MSG_INFO,
246                                         deathent.death_msgmurder.nent_msginfo.nent_id,
247                                         s1, s2, s3, "",
248                                         f1, f2, f3, 0
249                                 );
250                         }
251                 }
252                 else
253                 {
254                         if(deathent.death_msgself)
255                         {
256                                 Send_Notification_WOCOVA(
257                                         NOTIF_ONE,
258                                         notif_target,
259                                         MSG_MULTI,
260                                         deathent.death_msgself.nent_id,
261                                         s1, s2, s3, "",
262                                         f1, f2, f3, 0
263                                 );
264                                 Send_Notification_WOCOVA(
265                                         NOTIF_ALL_EXCEPT,
266                                         notif_target,
267                                         MSG_INFO,
268                                         deathent.death_msgself.nent_msginfo.nent_id,
269                                         s1, s2, s3, "",
270                                         f1, f2, f3, 0
271                                 );
272                         }
273                 }
274         }
275         else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
276 }
277
278 float w_deathtype;
279 float Obituary_WeaponDeath(
280         entity notif_target,
281         float murder,
282         float deathtype,
283         string s1, string s2, string s3,
284         float f1, float f2)
285 {
286         float death_weapon = DEATH_WEAPONOF(deathtype);
287         if(death_weapon)
288         {
289                 w_deathtype = deathtype;
290                 float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
291                 w_deathtype = FALSE;
292
293                 if(death_message)
294                 {
295                         Send_Notification_WOCOVA(
296                                 NOTIF_ONE,
297                                 notif_target,
298                                 MSG_MULTI,
299                                 death_message,
300                                 s1, s2, s3, "",
301                                 f1, f2, 0, 0
302                         );
303                         Send_Notification_WOCOVA(
304                                 NOTIF_ALL_EXCEPT,
305                                 notif_target,
306                                 MSG_INFO,
307                                 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
308                                 s1, s2, s3, "",
309                                 f1, f2, 0, 0
310                         );
311                 }
312                 else
313                 {
314                         dprint(sprintf(
315                                 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
316                                 deathtype,
317                                 death_weapon
318                         ));
319                 }
320
321                 return TRUE;
322         }
323         return FALSE;
324 }
325
326 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
327 {
328         // Sanity check
329         if not(IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
330
331         // Declarations
332         float notif_firstblood = FALSE;
333         float kill_count_to_attacker, kill_count_to_target;
334
335         // Set final information for the death
336         targ.death_origin = targ.origin;
337         if(targ != attacker) { targ.killer_origin = attacker.origin; }
338         string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
339
340         #ifdef NOTIFICATIONS_DEBUG
341         Debug_Notification(
342                 sprintf(
343                         "Obituary(%s, %s, %s, %s = %d);\n",
344                         attacker.netname,
345                         inflictor.netname,
346                         targ.netname,
347                         Deathtype_Name(deathtype),
348                         deathtype
349                 )
350         );
351         #endif
352         
353         // =======
354         // SUICIDE
355         // =======
356         if(targ == attacker)
357         {
358                 if(DEATH_ISSPECIAL(deathtype))
359                 {
360                         if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
361                         {
362                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
363                         }
364                         else
365                         {
366                                 switch(deathtype)
367                                 {
368                                         case DEATH_MIRRORDAMAGE:
369                                         {
370                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
371                                                 break;
372                                         }
373                                         
374                                         default:
375                                         {
376                                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
377                                                 break;
378                                         }
379                                 }
380                         }
381                 }
382                 else if not(Obituary_WeaponDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
383                 {
384                         backtrace("SUICIDE: what the hell happened here?\n");
385                         return;
386                 }
387                 LogDeath("suicide", deathtype, targ, targ);
388                 GiveFrags(attacker, targ, -1, deathtype);
389         }
390
391         // ======
392         // MURDER
393         // ======
394         else if(IS_PLAYER(attacker))
395         {
396                 if(SAME_TEAM(attacker, targ))
397                 {
398                         LogDeath("tk", deathtype, attacker, targ);
399                         GiveFrags(attacker, targ, -1, deathtype);
400
401                         attacker.killcount = 0;
402                         
403                         Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
404                         Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
405                         Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
406
407                         // In this case, the death message will ALWAYS be "foo was betrayed by bar"
408                         // No need for specific death/weapon messages...
409                 }
410                 else
411                 {
412                         LogDeath("frag", deathtype, attacker, targ);
413                         GiveFrags(attacker, targ, 1, deathtype);
414
415                         attacker.taunt_soundtime = time + 1;
416                         attacker.killcount = attacker.killcount + 1;
417
418                         #define SPREE_ITEM(counta,countb,center,normal,gentle) \
419                                 case counta: \
420                                 { \
421                                         Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
422                                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
423                                         break; \
424                                 }
425                         switch(attacker.killcount)
426                         {
427                                 KILL_SPREE_LIST
428                                 default: break;
429                         }
430                         #undef SPREE_ITEM
431
432                         if(!checkrules_firstblood)
433                         {
434                                 checkrules_firstblood = TRUE;
435                                 notif_firstblood = TRUE; // modify the current messages so that they too show firstblood information
436                                 PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
437                                 PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
438
439                                 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
440                                 kill_count_to_attacker = -1;
441                                 kill_count_to_target = -2;
442                         }
443                         else
444                         {
445                                 kill_count_to_attacker = attacker.killcount;
446                                 kill_count_to_target = 0;
447                         }
448
449                         if(targ.istypefrag)
450                         {
451                                 Send_Notification(
452                                         NOTIF_ONE,
453                                         attacker,
454                                         MSG_CHOICE,
455                                         CHOICE_TYPEFRAG,
456                                         targ.netname,
457                                         kill_count_to_attacker,
458                                         (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
459                                 );
460                                 Send_Notification(
461                                         NOTIF_ONE,
462                                         targ,
463                                         MSG_CHOICE,
464                                         CHOICE_TYPEFRAGGED,
465                                         attacker.netname,
466                                         kill_count_to_target,
467                                         attacker.health,
468                                         attacker.armorvalue,
469                                         (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
470                                 );
471                         }
472                         else
473                         {
474                                 Send_Notification(
475                                         NOTIF_ONE,
476                                         attacker,
477                                         MSG_CHOICE,
478                                         CHOICE_FRAG,
479                                         targ.netname,
480                                         kill_count_to_attacker,
481                                         (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
482                                 );
483                                 Send_Notification(
484                                         NOTIF_ONE,
485                                         targ,
486                                         MSG_CHOICE,
487                                         CHOICE_FRAGGED,
488                                         attacker.netname,
489                                         kill_count_to_target,
490                                         attacker.health,
491                                         attacker.armorvalue,
492                                         (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
493                                 );
494                         }
495
496                         if not(Obituary_WeaponDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
497                                 Obituary_SpecialDeath(targ, TRUE, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
498                 }
499         }
500
501         // =============
502         // ACCIDENT/TRAP
503         // =============
504         else
505         {
506                 switch(deathtype)
507                 {
508                         // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
509                         // Later on you will only be able to make custom messages using DEATH_CUSTOM,
510                         // and there will be a REAL DEATH_VOID implementation which mappers will use.
511                         /*case DEATH_HURTTRIGGER:
512                         {
513                                 s1 = targ.netname;
514                                 s2 = inflictor.message;
515                                 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
516                                 break;
517                         }*/
518
519                         case DEATH_CUSTOM:
520                         {
521                                 Obituary_SpecialDeath(targ, FALSE, deathtype,
522                                         targ.netname,
523                                         ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
524                                         deathlocation,
525                                         targ.killcount,
526                                         0,
527                                         0);
528                                 break;
529                         }
530                         
531                         default:
532                         {
533                                 Obituary_SpecialDeath(targ, FALSE, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
534                                 break;
535                         }
536                 }
537
538                 LogDeath("accident", deathtype, targ, targ);
539                 GiveFrags(targ, targ, -1, deathtype);
540
541                 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
542                 {
543                         Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
544                         PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
545                 }
546         }
547
548         // reset target kill count
549         if(targ.killcount) { targ.killcount = 0; }
550 }
551
552 // these are updated by each Damage call for use in button triggering and such
553 entity damage_targ;
554 entity damage_inflictor;
555 entity damage_attacker;
556
557 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
558 {
559         float mirrordamage;
560         float mirrorforce;
561         float complainteamdamage = 0; 
562         entity attacker_save;
563         mirrordamage = 0;
564         mirrorforce = 0;
565
566         if (gameover || targ.killcount == -666)
567                 return;
568
569         entity oldself;
570         oldself = self;
571         self = targ;
572         damage_targ = targ;
573         damage_inflictor = inflictor;
574         damage_attacker = attacker;
575                 attacker_save = attacker;
576
577         if(IS_PLAYER(targ))
578                 if(targ.hook)
579                         if(targ.hook.aiment)
580                                 if(targ.hook.aiment == attacker)
581                                         RemoveGrapplingHook(targ); // STOP THAT, you parasite!
582
583         // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
584         if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
585         {
586                 if(IS_PLAYER(targ))
587                         if(SAME_TEAM(targ, attacker))
588                         {
589                                 self = oldself;
590                                 return;
591                         }
592         }
593
594         if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
595         {
596                 // exit the vehicle before killing (fixes a crash)
597                 if(IS_PLAYER(targ) && targ.vehicle)
598                         vehicles_exit(VHEF_RELESE);
599         
600                 // These are ALWAYS lethal
601                 // No damage modification here
602                 // Instead, prepare the victim for his death...
603                 targ.armorvalue = 0;
604                 targ.spawnshieldtime = 0;
605                 targ.health = 0.9; // this is < 1
606                 targ.flags -= targ.flags & FL_GODMODE;
607                 damage = 100000;
608         }
609         else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
610         {
611                 // no processing
612         }
613         else
614         {
615                 // nullify damage if teamplay is on
616                 if(deathtype != DEATH_TELEFRAG)
617                 if(IS_PLAYER(attacker))
618                 {
619                         if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
620                         {
621                                 damage = 0;
622                                 force = '0 0 0';
623                         }
624                         else if(SAME_TEAM(attacker, targ))
625                         {
626                                 if(autocvar_teamplay_mode == 1)
627                                         damage = 0;
628                                 else if(attacker != targ)
629                                 {
630                                         if(autocvar_teamplay_mode == 3)
631                                                 damage = 0;
632                                         else if(autocvar_teamplay_mode == 4)
633                                         {
634                                                 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
635                                                 {
636                                                         attacker.dmg_team = attacker.dmg_team + damage;
637                                                         complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
638                                                         if(complainteamdamage > 0)
639                                                                 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
640                                                         mirrorforce = autocvar_g_mirrordamage * vlen(force);
641                                                         damage = autocvar_g_friendlyfire * damage;
642                                                         // mirrordamage will be used LATER
643
644                                                         if(autocvar_g_mirrordamage_virtual)
645                                                         {
646                                                                 vector v  = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
647                                                                 attacker.dmg_take += v_x;
648                                                                 attacker.dmg_save += v_y;
649                                                                 attacker.dmg_inflictor = inflictor;
650                                                                 mirrordamage = v_z; // = 0, to make fteqcc stfu
651                                                                 mirrorforce = 0;
652                                                         }
653
654                                                         if(autocvar_g_friendlyfire_virtual)
655                                                         {
656                                                                 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
657                                                                 targ.dmg_take += v_x;
658                                                                 targ.dmg_save += v_y;
659                                                                 targ.dmg_inflictor = inflictor;
660                                                                 damage = 0;
661                                                                 if(!autocvar_g_friendlyfire_virtual_force)
662                                                                         force = '0 0 0';
663                                                         }
664                                                 }
665                                                 else
666                                                         damage = 0;
667                                         }
668                                 }
669                         }
670                 }
671
672                 if not(DEATH_ISSPECIAL(deathtype))
673                 {
674                         damage *= g_weapondamagefactor;
675                         mirrordamage *= g_weapondamagefactor;
676                         complainteamdamage *= g_weapondamagefactor;
677                         force = force * g_weaponforcefactor;
678                         mirrorforce *= g_weaponforcefactor;
679                 }
680                 
681                 // should this be changed at all? If so, in what way?
682                 frag_attacker = attacker;
683                 frag_target = targ;
684                 frag_damage = damage;
685                 frag_force = force;
686         frag_deathtype = deathtype;
687                 frag_mirrordamage = mirrordamage;
688                 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
689                 damage = frag_damage;
690                 mirrordamage = frag_mirrordamage;
691                 force = frag_force;
692                 
693                 if not(g_minstagib)
694                 {
695                         // apply strength multiplier
696                         if (attacker.items & IT_STRENGTH)
697                         {
698                                 if(targ == attacker)
699                                 {
700                                         damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
701                                         force = force * autocvar_g_balance_powerup_strength_selfforce;
702                                 }
703                                 else
704                                 {
705                                         damage = damage * autocvar_g_balance_powerup_strength_damage;
706                                         force = force * autocvar_g_balance_powerup_strength_force;
707                                 }
708                         }
709
710                         // apply invincibility multiplier
711                         if (targ.items & IT_INVINCIBLE)
712                                 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
713                 }
714
715                 if (targ == attacker)
716                 {
717                         if(g_cts && !autocvar_g_cts_selfdamage)
718                                 damage = 0;
719                         else
720                                 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
721                 }
722
723                 // count the damage
724                 if(attacker)
725                 if(!targ.deadflag)
726                 if(targ.takedamage == DAMAGE_AIM)
727                 if(targ != attacker)
728                 {
729                         entity victim;
730                         if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
731                                 victim = targ.owner;
732                         else
733                                 victim = targ;
734
735                         if(IS_PLAYER(victim) || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
736                         {
737                                 if(DIFF_TEAM(victim, attacker))
738                                 {
739                                         if(damage > 0)
740                                         {
741                                                 if(deathtype != DEATH_FIRE)
742                                                 {
743                                                         if(victim.BUTTON_CHAT)
744                                                                 attacker.typehitsound += 1;
745                                                         else
746                                                                 attacker.hitsound += 1;
747                                                 }
748
749                                                 damage_goodhits += 1;
750                                                 damage_gooddamage += damage;
751
752                                                 if not(DEATH_ISSPECIAL(deathtype))
753                                                 {
754                                                         if(IS_PLAYER(targ)) // don't do this for vehicles
755                                                         if(IsFlying(victim))
756                                                                 yoda = 1;
757                                                 }
758                                         }
759                                 }
760                                 else
761                                 {
762                                         if(deathtype != DEATH_FIRE)
763                                         {
764                                                 attacker.typehitsound += 1;
765                                         }
766                                         if(complainteamdamage > 0)
767                                                 if(time > attacker.teamkill_complain)
768                                                 {
769                                                         attacker.teamkill_complain = time + 5;
770                                                         attacker.teamkill_soundtime = time + 0.4;
771                                                         attacker.teamkill_soundsource = targ;
772                                                 }
773                                 }
774                         }
775                 }
776         }
777
778         // apply push
779         if (self.damageforcescale)
780         if (vlen(force))
781         if (!IS_PLAYER(self) || time >= self.spawnshieldtime)
782         {
783                 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
784                 if(self.movetype == MOVETYPE_PHYSICS)
785                 {
786                         entity farcent;
787                         farcent = spawn();
788                         farcent.classname = "farce";
789                         farcent.enemy = self;
790                         farcent.movedir = farce * 10;
791                         if(self.mass)
792                                 farcent.movedir = farcent.movedir * self.mass;
793                         farcent.origin = hitloc;
794                         farcent.forcetype = FORCETYPE_FORCEATPOS;
795                         farcent.nextthink = time + 0.1;
796                         farcent.think = SUB_Remove;
797                 }
798                 else
799                         self.velocity = self.velocity + farce;
800                 self.flags &= ~FL_ONGROUND;
801                 UpdateCSQCProjectile(self);
802         }
803         // apply damage
804         if (damage != 0 || (self.damageforcescale && vlen(force)))
805         if (self.event_damage)
806                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
807         self = oldself;
808
809         // apply mirror damage if any
810         if(mirrordamage > 0 || mirrorforce > 0)
811         {
812                 attacker = attacker_save;
813
814                 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
815                 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
816         }
817 }
818
819 float RadiusDamage_running;
820 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity)
821         // Returns total damage applies to creatures
822 {
823         entity  targ;
824         vector  blastorigin;
825         vector  force;
826         float   total_damage_to_creatures;
827         entity  next;
828         float   tfloordmg;
829         float   tfloorforce;
830
831         float stat_damagedone;
832
833         if(RadiusDamage_running)
834         {
835                 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
836                 return 0;
837         }
838
839         RadiusDamage_running = 1;
840
841         tfloordmg = autocvar_g_throughfloor_damage;
842         tfloorforce = autocvar_g_throughfloor_force;
843
844         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
845         total_damage_to_creatures = 0;
846
847         if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
848                 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
849                 {
850                         force = inflictor.velocity;
851                         if(vlen(force) == 0)
852                                 force = '0 0 -1';
853                         else
854                                 force = normalize(force);
855                         if(forceintensity >= 0)
856                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
857                         else
858                                 Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
859                 }
860
861         stat_damagedone = 0;
862
863         targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE);
864         while (targ)
865         {
866                 next = targ.chain;
867                 if (targ != inflictor)
868                         if (ignore != targ) if(targ.takedamage)
869                         {
870                                 vector nearest;
871                                 vector diff;
872                                 float power;
873
874                                 // LordHavoc: measure distance to nearest point on target (not origin)
875                                 // (this guarentees 100% damage on a touch impact)
876                                 nearest = targ.WarpZone_findradius_nearest;
877                                 diff = targ.WarpZone_findradius_dist;
878                                 // round up a little on the damage to ensure full damage on impacts
879                                 // and turn the distance into a fraction of the radius
880                                 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
881                                 //bprint(" ");
882                                 //bprint(ftos(power));
883                                 //if (targ == attacker)
884                                 //      print(ftos(power), "\n");
885                                 if (power > 0)
886                                 {
887                                         float finaldmg;
888                                         if (power > 1)
889                                                 power = 1;
890                                         finaldmg = coredamage * power + edgedamage * (1 - power);
891                                         if (finaldmg > 0)
892                                         {
893                                                 float a;
894                                                 float c;
895                                                 vector hitloc;
896                                                 vector myblastorigin;
897                                                 vector center;
898
899                                                 myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
900
901                                                 // if it's a player, use the view origin as reference
902                                                 center = CENTER_OR_VIEWOFS(targ);
903
904                                                 force = normalize(center - myblastorigin);
905                                                 force = force * (finaldmg / coredamage) * forceintensity;
906                                                 hitloc = nearest;
907
908                                                 if(targ != directhitentity)
909                                                 {
910                                                         float hits;
911                                                         float total;
912                                                         float hitratio;
913                                                         float mininv_f, mininv_d;
914
915                                                         // test line of sight to multiple positions on box,
916                                                         // and do damage if any of them hit
917                                                         hits = 0;
918
919                                                         // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
920                                                         // so for a given max stddev:
921                                                         // n = (1 / (2 * max stddev of hitratio))^2
922
923                                                         mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
924                                                         mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
925
926                                                         if(autocvar_g_throughfloor_debug)
927                                                                 print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f));
928
929                                                         total = 0.25 * pow(max(mininv_f, mininv_d), 2);
930
931                                                         if(autocvar_g_throughfloor_debug)
932                                                                 print(sprintf(" steps=%f", total));
933
934                                                         if (IS_PLAYER(targ))
935                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
936                                                         else
937                                                                 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
938
939                                                         if(autocvar_g_throughfloor_debug)
940                                                                 print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))));
941
942                                                         for(c = 0; c < total; ++c)
943                                                         {
944                                                                 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
945                                                                 WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
946                                                                 if (trace_fraction == 1 || trace_ent == targ)
947                                                                 {
948                                                                         ++hits;
949                                                                         if (hits > 1)
950                                                                                 hitloc = hitloc + nearest;
951                                                                         else
952                                                                                 hitloc = nearest;
953                                                                 }
954                                                                 nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x;
955                                                                 nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y;
956                                                                 nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z;
957                                                         }
958
959                                                         nearest = hitloc * (1 / max(1, hits));
960                                                         hitratio = (hits / total);
961                                                         a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
962                                                         finaldmg = finaldmg * a;
963                                                         a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
964                                                         force = force * a;
965
966                                                         if(autocvar_g_throughfloor_debug)
967                                                                 print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force)));
968                                                 }
969
970                                                 // laser force adjustments :P
971                                                 if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
972                                                 {
973                                                         if (targ == attacker)
974                                                         {
975                                                                 vector vel;
976
977                                                                 float force_zscale;
978                                                                 float force_velocitybiasramp;
979                                                                 float force_velocitybias;
980
981                                                                 force_velocitybiasramp = autocvar_sv_maxspeed;
982                                                                 if(deathtype & HITTYPE_SECONDARY)
983                                                                 {
984                                                                         force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
985                                                                         force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
986                                                                 }
987                                                                 else
988                                                                 {
989                                                                         force_zscale = autocvar_g_balance_laser_primary_force_zscale;
990                                                                         force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
991                                                                 }
992
993                                                                 vel = targ.velocity;
994                                                                 vel_z = 0;
995                                                                 vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
996                                                                 force =
997                                                                         vlen(force)
998                                                                         *
999                                                                         normalize(normalize(force) + vel);
1000
1001                                                                 force_z *= force_zscale;
1002                                                         }
1003                                                         else
1004                                                         {
1005                                                                 if(deathtype & HITTYPE_SECONDARY)
1006                                                                 {
1007                                                                         force *= autocvar_g_balance_laser_secondary_force_other_scale;
1008                                                                 }
1009                                                                 else
1010                                                                 {
1011                                                                         force *= autocvar_g_balance_laser_primary_force_other_scale;
1012                                                                 }
1013                                                         }
1014                                                 }
1015
1016                                                 //if (targ == attacker)
1017                                                 //{
1018                                                 //      print("hits ", ftos(hits), " / ", ftos(total));
1019                                                 //      print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1020                                                 //      print(" (", ftos(a), ")\n");
1021                                                 //}
1022                                                 if(finaldmg || vlen(force))
1023                                                 {
1024                                                         if(targ.iscreature)
1025                                                         {
1026                                                                 total_damage_to_creatures += finaldmg;
1027
1028                                                                 if(accuracy_isgooddamage(attacker, targ))
1029                                                                         stat_damagedone += finaldmg;
1030                                                         }
1031
1032                                                         if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1033                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1034                                                         else
1035                                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1036                                                 }
1037                                         }
1038                                 }
1039                         }
1040                 targ = next;
1041         }
1042
1043         RadiusDamage_running = 0;
1044
1045         if(!DEATH_ISSPECIAL(deathtype))
1046                 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1047
1048         return total_damage_to_creatures;
1049 }
1050
1051 .float fire_damagepersec;
1052 .float fire_endtime;
1053 .float fire_deathtype;
1054 .entity fire_owner;
1055 .float fire_hitsound;
1056 .entity fire_burner;
1057
1058 void fireburner_think();
1059
1060 float Fire_IsBurning(entity e)
1061 {
1062         return (time < e.fire_endtime);
1063 }
1064
1065 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1066 {
1067         float dps;
1068         float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1069
1070         if(IS_PLAYER(e))
1071         {
1072                 if(e.deadflag)
1073                         return -1;
1074         }
1075         else
1076         {
1077                 if(!e.fire_burner)
1078                 {
1079                         // print("adding a fire burner to ", e.classname, "\n");
1080                         e.fire_burner = spawn();
1081                         e.fire_burner.classname = "fireburner";
1082                         e.fire_burner.think = fireburner_think;
1083                         e.fire_burner.nextthink = time;
1084                         e.fire_burner.owner = e;
1085                 }
1086         }
1087
1088         t = max(t, 0.1);
1089         dps = d / t;
1090         if(Fire_IsBurning(e))
1091         {
1092                 mintime = e.fire_endtime - time;
1093                 maxtime = max(mintime, t);
1094
1095                 mindps = e.fire_damagepersec;
1096                 maxdps = max(mindps, dps);
1097
1098                 if(maxtime > mintime || maxdps > mindps)
1099                 {
1100                         // Constraints:
1101                         
1102                         // damage we have right now
1103                         mindamage = mindps * mintime;
1104
1105                         // damage we want to get
1106                         maxdamage = mindamage + d;
1107
1108                         // but we can't exceed maxtime * maxdps!
1109                         totaldamage = min(maxdamage, maxtime * maxdps);
1110
1111                         // LEMMA:
1112                         // Look at:
1113                         // totaldamage = min(mindamage + d, maxtime * maxdps)
1114                         // We see:
1115                         // totaldamage <= maxtime * maxdps
1116                         // ==> totaldamage / maxdps <= maxtime.
1117                         // We also see:
1118                         // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1119                         //                     >= min(mintime, maxtime)
1120                         // ==> totaldamage / maxdps >= mintime.
1121
1122                         /*
1123                         // how long do we damage then?
1124                         // at least as long as before
1125                         // but, never exceed maxdps
1126                         totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1127                         */
1128
1129                         // alternate:
1130                         // at most as long as maximum allowed
1131                         // but, never below mindps
1132                         totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1133
1134                         // assuming t > mintime, dps > mindps:
1135                         // we get d = t * dps = maxtime * maxdps
1136                         // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1137                         // totaldamage / maxdps = maxtime
1138                         // totaldamage / mindps > totaldamage / maxdps = maxtime
1139                         // FROM THIS:
1140                         // a) totaltime = max(mintime, maxtime) = maxtime
1141                         // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1142
1143                         // assuming t <= mintime:
1144                         // we get maxtime = mintime
1145                         // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1146                         // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1147
1148                         // assuming dps <= mindps:
1149                         // we get mindps = maxdps.
1150                         // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1151                         // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1152                         // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1153
1154                         e.fire_damagepersec = totaldamage / totaltime;
1155                         e.fire_endtime = time + totaltime;
1156                         if(totaldamage > 1.2 * mindamage)
1157                         {
1158                                 e.fire_deathtype = dt;
1159                                 if(e.fire_owner != o)
1160                                 {
1161                                         e.fire_owner = o;
1162                                         e.fire_hitsound = FALSE;
1163                                 }
1164                         }
1165                         if(accuracy_isgooddamage(o, e))
1166                                 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1167                         return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1168                 }
1169                 else
1170                         return 0;
1171         }
1172         else
1173         {
1174                 e.fire_damagepersec = dps;
1175                 e.fire_endtime = time + t;
1176                 e.fire_deathtype = dt;
1177                 e.fire_owner = o;
1178                 e.fire_hitsound = FALSE;
1179                 if(accuracy_isgooddamage(o, e))
1180                         accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1181                 return d;
1182         }
1183 }
1184
1185 void Fire_ApplyDamage(entity e)
1186 {
1187         float t, d, hi, ty;
1188         entity o;
1189
1190         if not(Fire_IsBurning(e))
1191                 return;
1192
1193         for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1194         if(IS_NOT_A_CLIENT(o))
1195                 o = e.fire_owner;
1196
1197         // water and slime stop fire
1198         if(e.waterlevel)
1199         if(e.watertype != CONTENT_LAVA)
1200                 e.fire_endtime = 0;
1201
1202         // ice stops fire
1203         if(e.freezetag_frozen)
1204                 e.fire_endtime = 0;
1205
1206         t = min(frametime, e.fire_endtime - time);
1207         d = e.fire_damagepersec * t;
1208
1209         hi = e.fire_owner.hitsound;
1210         ty = e.fire_owner.typehitsound;
1211         Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1212         if(e.fire_hitsound && e.fire_owner)
1213         {
1214                 e.fire_owner.hitsound = hi;
1215                 e.fire_owner.typehitsound = ty;
1216         }
1217         e.fire_hitsound = TRUE;
1218
1219         if not(IS_INDEPENDENT_PLAYER(e))
1220         FOR_EACH_PLAYER(other) if(e != other)
1221         {
1222                 if(IS_PLAYER(other))
1223                 if(other.deadflag == DEAD_NO)
1224                 if not(IS_INDEPENDENT_PLAYER(other))
1225                 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1226                 {
1227                         t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1228                         d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1229                         Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1230                 }
1231         }
1232 }
1233
1234 void Fire_ApplyEffect(entity e)
1235 {
1236         if(Fire_IsBurning(e))
1237                 e.effects |= EF_FLAME;
1238         else
1239                 e.effects &= ~EF_FLAME;
1240 }
1241
1242 void fireburner_think()
1243 {
1244         // for players, this is done in the regular loop
1245         if(wasfreed(self.owner))
1246         {
1247                 remove(self);
1248                 return;
1249         }
1250         Fire_ApplyEffect(self.owner);
1251         if(!Fire_IsBurning(self.owner))
1252         {
1253                 self.owner.fire_burner = world;
1254                 remove(self);
1255                 return;
1256         }
1257         Fire_ApplyDamage(self.owner);
1258         self.nextthink = time;
1259 }