X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_damage.qc;h=28a1c8e8ca23e760a6d5a966899747be9be04ceb;hp=b5a742e201806ffef138fec042a0dbb462eebc37;hb=dc25d591f448c6ed191fcf9452d65b87d7a26e90;hpb=3f6354bf7f3019a80e13ca7536b9300226dd86fb diff --git a/qcsrc/server/g_damage.qc b/qcsrc/server/g_damage.qc index b5a742e20..28a1c8e8c 100644 --- a/qcsrc/server/g_damage.qc +++ b/qcsrc/server/g_damage.qc @@ -115,7 +115,7 @@ void GiveFrags (entity attacker, entity targ, float f, float deathtype) else if(!(attacker.weapons & WepSet_FromWeapon(culprit))) culprit = attacker.weapon; - if(g_weaponarena_random_with_laser && culprit == WEP_LASER) + if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator? { // no exchange } @@ -287,7 +287,7 @@ float Obituary_WeaponDeath( if(death_weapon) { w_deathtype = deathtype; - float death_message = weapon_action(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE)); + float death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE)); w_deathtype = FALSE; if(death_message) @@ -549,6 +549,86 @@ void Obituary(entity attacker, entity inflictor, entity targ, float deathtype) if(targ.killcount) { targ.killcount = 0; } } +void Ice_Think() +{ + if(!self.owner.frozen || self.owner.iceblock != self) + { + remove(self); + return; + } + setorigin(self, self.owner.origin - '0 0 16'); + self.nextthink = time; +} + +void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint) +{ + if(!IS_PLAYER(targ) && !(targ.flags & FL_MONSTER)) // only specified entities can be freezed + return; + + if(targ.frozen) + return; + + float targ_maxhealth = ((targ.flags & FL_MONSTER) ? targ.max_health : start_health); + + targ.frozen = frozen_type; + targ.revive_progress = ((frozen_type == 3) ? 1 : 0); + targ.health = ((frozen_type == 3) ? targ_maxhealth : 1); + targ.revive_speed = freeze_time; + + entity ice, head; + ice = spawn(); + ice.owner = targ; + ice.classname = "ice"; + ice.scale = targ.scale; + ice.think = Ice_Think; + ice.nextthink = time; + ice.frame = floor(random() * 21); // ice model has 20 different looking frames + setmodel(ice, "models/ice/ice.md3"); + ice.alpha = 1; + ice.colormod = Team_ColorRGB(targ.team); + ice.glowmod = ice.colormod; + targ.iceblock = ice; + targ.revival_time = 0; + + entity oldself; + oldself = self; + self = ice; + Ice_Think(); + self = oldself; + + RemoveGrapplingHook(targ); + + FOR_EACH_PLAYER(head) + if(head.hook.aiment == targ) + RemoveGrapplingHook(head); + + // add waypoint + if(show_waypoint) + WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, TRUE, RADARICON_WAYPOINT, '0.25 0.90 1'); +} + +void Unfreeze (entity targ) +{ + if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen + targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health); + + entity head; + targ.frozen = 0; + targ.revive_progress = 0; + targ.revival_time = time; + + WaypointSprite_Kill(targ.waypointsprite_attached); + + FOR_EACH_PLAYER(head) + if(head.hook.aiment == targ) + RemoveGrapplingHook(head); + + // remove the ice block + if(targ.iceblock) + remove(targ.iceblock); + targ.iceblock = world; +} + // these are updated by each Damage call for use in button triggering and such entity damage_targ; entity damage_inflictor; @@ -647,7 +727,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float attacker.dmg_take += v_x; attacker.dmg_save += v_y; attacker.dmg_inflictor = inflictor; - mirrordamage = v_z; // = 0, to make fteqcc stfu + mirrordamage = v_z; mirrorforce = 0; } @@ -690,7 +770,63 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float mirrordamage = frag_mirrordamage; force = frag_force; - if (!g_minstagib) + if(targ.frozen) + if(deathtype != DEATH_HURTTRIGGER && deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_AUTOTEAMCHANGE) + { + if(autocvar_g_freezetag_revive_falldamage > 0) + if(deathtype == DEATH_FALL) + if(damage >= autocvar_g_freezetag_revive_falldamage) + { + Unfreeze(targ); + targ.health = autocvar_g_freezetag_revive_falldamage_health; + pointparticles(particleeffectnum("iceorglass"), targ.origin, '0 0 0', 3); + Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname); + Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF); + } + + damage = 0; + force *= autocvar_g_freezetag_frozen_force; + } + + if(targ.frozen && deathtype == DEATH_HURTTRIGGER && !autocvar_g_freezetag_frozen_damage_trigger) + { + pointparticles(particleeffectnum("teleport"), targ.origin, '0 0 0', 1); + + entity oldself = self; + self = targ; + entity spot = SelectSpawnPoint (FALSE); + + if(spot) + { + damage = 0; + self.deadflag = DEAD_NO; + + self.angles = spot.angles; + + self.effects = 0; + self.effects |= EF_TELEPORT_BIT; + + self.angles_z = 0; // never spawn tilted even if the spot says to + self.fixangle = TRUE; // turn this way immediately + self.velocity = '0 0 0'; + self.avelocity = '0 0 0'; + self.punchangle = '0 0 0'; + self.punchvector = '0 0 0'; + self.oldvelocity = self.velocity; + + self.spawnorigin = spot.origin; + setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24)); + // don't reset back to last position, even if new position is stuck in solid + self.oldorigin = self.origin; + self.prevorigin = self.origin; + + pointparticles(particleeffectnum("teleport"), self.origin, '0 0 0', 1); + } + + self = oldself; + } + + if(!g_instagib) { // apply strength multiplier if (attacker.items & IT_STRENGTH) @@ -713,16 +849,12 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float } if (targ == attacker) - { - if(g_cts && !autocvar_g_cts_selfdamage) - damage = 0; - else - damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself - } + damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself // count the damage if(attacker) if(!targ.deadflag) + if(deathtype != DEATH_BUFF_VENGEANCE) if(targ.takedamage == DAMAGE_AIM) if(targ != attacker) { @@ -732,9 +864,9 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float else victim = targ; - if(IS_PLAYER(victim) || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET || victim.flags & FL_MONSTER) + if(IS_PLAYER(victim) || (victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET) || (victim.flags & FL_MONSTER)) { - if(DIFF_TEAM(victim, attacker)) + if(DIFF_TEAM(victim, attacker) && !victim.frozen) { if(damage > 0) { @@ -743,7 +875,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float if(victim.BUTTON_CHAT) attacker.typehitsound += 1; else - attacker.hitsound += 1; + attacker.damage_dealt += damage; } damage_goodhits += 1; @@ -817,11 +949,10 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float } float RadiusDamage_running; -float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity) +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) // Returns total damage applies to creatures { entity targ; - vector blastorigin; vector force; float total_damage_to_creatures; entity next; @@ -841,202 +972,161 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e tfloordmg = autocvar_g_throughfloor_damage; tfloorforce = autocvar_g_throughfloor_force; - blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5); total_damage_to_creatures = 0; if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog) { - force = inflictor.velocity; + force = inflictorvelocity; if(vlen(force) == 0) force = '0 0 -1'; else force = normalize(force); if(forceintensity >= 0) - Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker); + Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker); else - Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker); + Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker); } stat_damagedone = 0; - targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE); + targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE); while (targ) { next = targ.chain; - if (targ != inflictor) - if (ignore != targ) if(targ.takedamage) + if ((targ != inflictor) || inflictorselfdamage) + if (((cantbe != targ) && !mustbe) || (mustbe == targ)) + if (targ.takedamage) + { + vector nearest; + vector diff; + float power; + + // LordHavoc: measure distance to nearest point on target (not origin) + // (this guarentees 100% damage on a touch impact) + nearest = targ.WarpZone_findradius_nearest; + diff = targ.WarpZone_findradius_dist; + // round up a little on the damage to ensure full damage on impacts + // and turn the distance into a fraction of the radius + power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad); + //bprint(" "); + //bprint(ftos(power)); + //if (targ == attacker) + // print(ftos(power), "\n"); + if (power > 0) { - vector nearest; - vector diff; - float power; - - // LordHavoc: measure distance to nearest point on target (not origin) - // (this guarentees 100% damage on a touch impact) - nearest = targ.WarpZone_findradius_nearest; - diff = targ.WarpZone_findradius_dist; - // round up a little on the damage to ensure full damage on impacts - // and turn the distance into a fraction of the radius - power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad); - //bprint(" "); - //bprint(ftos(power)); - //if (targ == attacker) - // print(ftos(power), "\n"); - if (power > 0) + float finaldmg; + if (power > 1) + power = 1; + finaldmg = coredamage * power + edgedamage * (1 - power); + if (finaldmg > 0) { - float finaldmg; - if (power > 1) - power = 1; - finaldmg = coredamage * power + edgedamage * (1 - power); - if (finaldmg > 0) - { - float a; - float c; - vector hitloc; - vector myblastorigin; - vector center; + float a; + float c; + vector hitloc; + vector myblastorigin; + vector center; - myblastorigin = WarpZone_TransformOrigin(targ, blastorigin); + myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin); - // if it's a player, use the view origin as reference - center = CENTER_OR_VIEWOFS(targ); + // if it's a player, use the view origin as reference + center = CENTER_OR_VIEWOFS(targ); - force = normalize(center - myblastorigin); - force = force * (finaldmg / coredamage) * forceintensity; - hitloc = nearest; + force = normalize(center - myblastorigin); + force = force * (finaldmg / coredamage) * forceintensity; + hitloc = nearest; - if(targ != directhitentity) - { - float hits; - float total; - float hitratio; - float mininv_f, mininv_d; + if(deathtype & WEP_BLASTER) + force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale); - // test line of sight to multiple positions on box, - // and do damage if any of them hit - hits = 0; + if(targ != directhitentity) + { + float hits; + float total; + float hitratio; + float mininv_f, mininv_d; - // we know: max stddev of hitratio = 1 / (2 * sqrt(n)) - // so for a given max stddev: - // n = (1 / (2 * max stddev of hitratio))^2 + // test line of sight to multiple positions on box, + // and do damage if any of them hit + hits = 0; - mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev; - mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev; + // we know: max stddev of hitratio = 1 / (2 * sqrt(n)) + // so for a given max stddev: + // n = (1 / (2 * max stddev of hitratio))^2 - if(autocvar_g_throughfloor_debug) - printf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f); + mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev; + mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev; - total = 0.25 * pow(max(mininv_f, mininv_d), 2); + if(autocvar_g_throughfloor_debug) + printf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f); - if(autocvar_g_throughfloor_debug) - printf(" steps=%f", total); - if (IS_PLAYER(targ)) - total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player)); - else - total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other)); + total = 0.25 * pow(max(mininv_f, mininv_d), 2); - if(autocvar_g_throughfloor_debug) - printf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))); + if(autocvar_g_throughfloor_debug) + printf(" steps=%f", total); - for(c = 0; c < total; ++c) - { - //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor); - WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor); - if (trace_fraction == 1 || trace_ent == targ) - { - ++hits; - if (hits > 1) - hitloc = hitloc + nearest; - else - hitloc = nearest; - } - nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x; - nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y; - nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z; - } - nearest = hitloc * (1 / max(1, hits)); - hitratio = (hits / total); - a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1); - finaldmg = finaldmg * a; - a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1); - force = force * a; + if (IS_PLAYER(targ)) + total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player)); + else + total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other)); - if(autocvar_g_throughfloor_debug) - printf(" D=%f F=%f\n", finaldmg, vlen(force)); - } + if(autocvar_g_throughfloor_debug) + printf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total))); - // laser force adjustments :P - if(DEATH_WEAPONOF(deathtype) == WEP_LASER) + for(c = 0; c < total; ++c) { - if (targ == attacker) + //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor); + WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor); + if (trace_fraction == 1 || trace_ent == targ) { - vector vel; - - float force_zscale; - float force_velocitybiasramp; - float force_velocitybias; - - force_velocitybiasramp = autocvar_sv_maxspeed; - if(deathtype & HITTYPE_SECONDARY) - { - force_zscale = autocvar_g_balance_laser_secondary_force_zscale; - force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias; - } + ++hits; + if (hits > 1) + hitloc = hitloc + nearest; else - { - force_zscale = autocvar_g_balance_laser_primary_force_zscale; - force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias; - } - - vel = targ.velocity; - vel_z = 0; - vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias; - force = - vlen(force) - * - normalize(normalize(force) + vel); - - force_z *= force_zscale; - } - else - { - if(deathtype & HITTYPE_SECONDARY) - { - force *= autocvar_g_balance_laser_secondary_force_other_scale; - } - else - { - force *= autocvar_g_balance_laser_primary_force_other_scale; - } + hitloc = nearest; } + nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x; + nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y; + nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z; } - //if (targ == attacker) - //{ - // print("hits ", ftos(hits), " / ", ftos(total)); - // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force)); - // print(" (", ftos(a), ")\n"); - //} - if(finaldmg || vlen(force)) - { - if(targ.iscreature) - { - total_damage_to_creatures += finaldmg; + nearest = hitloc * (1 / max(1, hits)); + hitratio = (hits / total); + a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1); + finaldmg = finaldmg * a; + a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1); + force = force * a; - if(accuracy_isgooddamage(attacker, targ)) - stat_damagedone += finaldmg; - } + if(autocvar_g_throughfloor_debug) + printf(" D=%f F=%f\n", finaldmg, vlen(force)); + } - if(targ == directhitentity || DEATH_ISSPECIAL(deathtype)) - Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force); - else - Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force); + //if (targ == attacker) + //{ + // print("hits ", ftos(hits), " / ", ftos(total)); + // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force)); + // print(" (", ftos(a), ")\n"); + //} + if(finaldmg || vlen(force)) + { + if(targ.iscreature) + { + total_damage_to_creatures += finaldmg; + + if(accuracy_isgooddamage(attacker, targ)) + stat_damagedone += finaldmg; } + + if(targ == directhitentity || DEATH_ISSPECIAL(deathtype)) + Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force); + else + Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force); } } } + } targ = next; } @@ -1048,6 +1138,11 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e return total_damage_to_creatures; } +float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, float deathtype, entity directhitentity) +{ + return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, FALSE, forceintensity, deathtype, directhitentity); +} + .float fire_damagepersec; .float fire_endtime; .float fire_deathtype; @@ -1200,23 +1295,24 @@ void Fire_ApplyDamage(entity e) e.fire_endtime = 0; // ice stops fire - if(e.freezetag_frozen) + if(e.frozen) e.fire_endtime = 0; t = min(frametime, e.fire_endtime - time); d = e.fire_damagepersec * t; - hi = e.fire_owner.hitsound; + hi = e.fire_owner.damage_dealt; ty = e.fire_owner.typehitsound; Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0'); if(e.fire_hitsound && e.fire_owner) { - e.fire_owner.hitsound = hi; + e.fire_owner.damage_dealt = hi; e.fire_owner.typehitsound = ty; } e.fire_hitsound = TRUE; if (!IS_INDEPENDENT_PLAYER(e)) + if(!e.frozen) FOR_EACH_PLAYER(other) if(e != other) { if(IS_PLAYER(other))