5 #include "mutators/all.qh"
7 #include "spawnpoints.qh"
9 #include "../common/vehicles/all.qh"
10 #include "../common/items/all.qc"
11 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
12 #include "weapons/accuracy.qh"
13 #include "weapons/csqcprojectile.qh"
14 #include "weapons/selection.qh"
15 #include "../common/constants.qh"
16 #include "../common/deathtypes/all.qh"
17 #include "../common/notifications.qh"
18 #include "../common/movetypes/movetypes.qh"
19 #include "../common/playerstats.qh"
20 #include "../common/teams.qh"
21 #include "../common/util.qh"
22 #include "../common/weapons/all.qh"
23 #include "../lib/csqcmodel/sv_model.qh"
24 #include "../lib/warpzone/common.qh"
26 void UpdateFrags(entity player, float f)
28 PlayerTeamScore_AddScore(player, f);
31 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
33 // TODO route through PlayerScores instead
41 PlayerScore_Add(attacker, SP_SUICIDES, 1);
46 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
52 PlayerScore_Add(attacker, SP_KILLS, 1);
54 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
57 PlayerScore_Add(targ, SP_DEATHS, 1);
59 if(targ != attacker) // not for suicides
60 if(g_weaponarena_random)
62 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
63 Weapon culprit = DEATH_WEAPONOF(deathtype);
65 culprit = get_weaponinfo(attacker.weapon);
66 else if(!(attacker.weapons & WepSet_FromWeapon(culprit.m_id)))
67 culprit = get_weaponinfo(attacker.weapon);
69 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
75 if(!GiveFrags_randomweapons)
77 GiveFrags_randomweapons = new(GiveFrags_randomweapons);
81 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
83 GiveFrags_randomweapons.weapons = start_weapons;
85 // all others (including the culprit): remove
86 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
87 GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit.m_id);
89 // among the remaining ones, choose one by random
90 W_RandomWeapons(GiveFrags_randomweapons, 1);
92 if(GiveFrags_randomweapons.weapons)
94 attacker.weapons |= GiveFrags_randomweapons.weapons;
95 attacker.weapons &= ~WepSet_FromWeapon(culprit.m_id);
99 // after a frag, choose another random weapon set
100 if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
101 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
104 // FIXME fix the mess this is (we have REAL points now!)
105 if(MUTATOR_CALLHOOK(GiveFragsForKill, self, attacker, targ, f))
110 attacker.totalfrags += f;
113 UpdateFrags(attacker, f);
116 string AppendItemcodes(string s, entity player)
121 // w = player.switchweapon;
123 w = player.cnt; // previous weapon!
124 s = strcat(s, ftos(w));
125 if(time < player.strength_finished)
127 if(time < player.invincible_finished)
129 if(player.flagcarried != world)
131 if(player.BUTTON_CHAT)
138 void LogDeath(string mode, int deathtype, entity killer, entity killed)
141 if(!autocvar_sv_eventlog)
143 s = strcat(":kill:", mode);
144 s = strcat(s, ":", ftos(killer.playerid));
145 s = strcat(s, ":", ftos(killed.playerid));
146 s = strcat(s, ":type=", Deathtype_Name(deathtype));
147 s = strcat(s, ":items=");
148 s = AppendItemcodes(s, killer);
151 s = strcat(s, ":victimitems=");
152 s = AppendItemcodes(s, killed);
157 void Obituary_SpecialDeath(
161 string s1, string s2, string s3,
162 float f1, float f2, float f3)
164 if(DEATH_ISSPECIAL(deathtype))
166 entity deathent = Deathtypes_from(deathtype - DT_FIRST);
167 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
171 if(deathent.death_msgmurder)
173 Send_Notification_WOCOVA(
177 deathent.death_msgmurder.nent_id,
181 Send_Notification_WOCOVA(
185 deathent.death_msgmurder.nent_msginfo.nent_id,
193 if(deathent.death_msgself)
195 Send_Notification_WOCOVA(
199 deathent.death_msgself.nent_id,
203 Send_Notification_WOCOVA(
207 deathent.death_msgself.nent_msginfo.nent_id,
214 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
217 float Obituary_WeaponDeath(
221 string s1, string s2, string s3,
224 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
225 if (death_weapon != WEP_Null)
227 w_deathtype = deathtype;
228 int death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
233 Send_Notification_WOCOVA(
241 Send_Notification_WOCOVA(
245 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
253 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
264 .int buffs; // TODO: remove
266 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
269 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
272 float notif_firstblood = false;
273 float kill_count_to_attacker, kill_count_to_target;
275 // Set final information for the death
276 targ.death_origin = targ.origin;
277 if(targ != attacker) { targ.killer_origin = attacker.origin; }
278 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
280 #ifdef NOTIFICATIONS_DEBUG
283 "Obituary(%s, %s, %s, %s = %d);\n",
287 Deathtype_Name(deathtype),
298 if(DEATH_ISSPECIAL(deathtype))
300 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
302 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
306 switch(DEATH_ENT(deathtype))
308 case DEATH_MIRRORDAMAGE:
310 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
316 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
322 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
324 backtrace("SUICIDE: what the hell happened here?\n");
327 LogDeath("suicide", deathtype, targ, targ);
328 GiveFrags(attacker, targ, -1, deathtype);
334 else if(IS_PLAYER(attacker))
336 if(SAME_TEAM(attacker, targ))
338 LogDeath("tk", deathtype, attacker, targ);
339 GiveFrags(attacker, targ, -1, deathtype);
341 attacker.killcount = 0;
343 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
344 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
345 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
347 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
348 // No need for specific death/weapon messages...
352 LogDeath("frag", deathtype, attacker, targ);
353 GiveFrags(attacker, targ, 1, deathtype);
355 attacker.taunt_soundtime = time + 1;
356 attacker.killcount = attacker.killcount + 1;
358 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
361 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
362 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
365 switch(attacker.killcount)
372 if(!checkrules_firstblood)
374 checkrules_firstblood = true;
375 notif_firstblood = true; // modify the current messages so that they too show firstblood information
376 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
377 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
379 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
380 kill_count_to_attacker = -1;
381 kill_count_to_target = -2;
385 kill_count_to_attacker = attacker.killcount;
386 kill_count_to_target = 0;
397 kill_count_to_attacker,
398 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
406 kill_count_to_target,
409 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
420 kill_count_to_attacker,
421 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
429 kill_count_to_target,
432 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
437 if(deathtype == DEATH_BUFF.m_id)
440 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
441 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
450 switch(DEATH_ENT(deathtype))
452 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
453 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
454 // and there will be a REAL DEATH_VOID implementation which mappers will use.
455 case DEATH_HURTTRIGGER:
457 Obituary_SpecialDeath(targ, false, deathtype,
469 Obituary_SpecialDeath(targ, false, deathtype,
471 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
481 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
486 LogDeath("accident", deathtype, targ, targ);
487 GiveFrags(targ, targ, -1, deathtype);
489 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
491 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
492 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
496 // reset target kill count
497 if(targ.killcount) { targ.killcount = 0; }
502 if(!self.owner.frozen || self.owner.iceblock != self)
507 setorigin(self, self.owner.origin - '0 0 16');
508 self.nextthink = time;
511 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
513 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
519 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
521 targ.frozen = frozen_type;
522 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
523 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
524 targ.revive_speed = freeze_time;
525 self.bot_attack = false;
527 entity ice = new(ice);
529 ice.scale = targ.scale;
530 ice.think = Ice_Think;
531 ice.nextthink = time;
532 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
533 setmodel(ice, MDL_ICE);
535 ice.colormod = Team_ColorRGB(targ.team);
536 ice.glowmod = ice.colormod;
538 targ.revival_time = 0;
540 WITH(entity, self, ice, Ice_Think());
542 RemoveGrapplingHook(targ);
545 FOR_EACH_PLAYER(head)
546 if(head.hook.aiment == targ)
547 RemoveGrapplingHook(head);
551 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
554 void Unfreeze (entity targ)
559 if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
560 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
564 targ.revive_progress = 0;
565 targ.revival_time = time;
566 self.bot_attack = true;
568 WaypointSprite_Kill(targ.waypointsprite_attached);
570 FOR_EACH_PLAYER(head)
571 if(head.hook.aiment == targ)
572 RemoveGrapplingHook(head);
574 // remove the ice block
576 remove(targ.iceblock);
577 targ.iceblock = world;
580 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
584 float complainteamdamage = 0;
585 entity attacker_save;
589 if (gameover || targ.killcount == FRAGS_SPECTATOR)
594 damage_inflictor = inflictor;
595 damage_attacker = attacker;
596 attacker_save = attacker;
601 if(targ.hook.aiment == attacker)
602 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
604 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
605 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
608 if(SAME_TEAM(targ, attacker))
615 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
617 // exit the vehicle before killing (fixes a crash)
618 if(IS_PLAYER(targ) && targ.vehicle)
619 vehicles_exit(VHEF_RELEASE);
621 // These are ALWAYS lethal
622 // No damage modification here
623 // Instead, prepare the victim for his death...
625 targ.spawnshieldtime = 0;
626 targ.health = 0.9; // this is < 1
627 targ.flags -= targ.flags & FL_GODMODE;
630 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
636 // nullify damage if teamplay is on
637 if(deathtype != DEATH_TELEFRAG.m_id)
638 if(IS_PLAYER(attacker))
640 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
645 else if(SAME_TEAM(attacker, targ))
647 if(autocvar_teamplay_mode == 1)
649 else if(attacker != targ)
651 if(autocvar_teamplay_mode == 3)
653 else if(autocvar_teamplay_mode == 4)
655 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
657 attacker.dmg_team = attacker.dmg_team + damage;
658 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
659 if(complainteamdamage > 0)
660 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
661 mirrorforce = autocvar_g_mirrordamage * vlen(force);
662 damage = autocvar_g_friendlyfire * damage;
663 // mirrordamage will be used LATER
665 if(autocvar_g_mirrordamage_virtual)
667 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
668 attacker.dmg_take += v.x;
669 attacker.dmg_save += v.y;
670 attacker.dmg_inflictor = inflictor;
675 if(autocvar_g_friendlyfire_virtual)
677 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
678 targ.dmg_take += v.x;
679 targ.dmg_save += v.y;
680 targ.dmg_inflictor = inflictor;
682 if(!autocvar_g_friendlyfire_virtual_force)
693 if (!DEATH_ISSPECIAL(deathtype))
695 damage *= g_weapondamagefactor;
696 mirrordamage *= g_weapondamagefactor;
697 complainteamdamage *= g_weapondamagefactor;
698 force = force * g_weaponforcefactor;
699 mirrorforce *= g_weaponforcefactor;
702 // should this be changed at all? If so, in what way?
703 MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
704 damage = frag_damage;
705 mirrordamage = frag_mirrordamage;
709 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
711 if(autocvar_g_frozen_revive_falldamage > 0)
712 if(deathtype == DEATH_FALL.m_id)
713 if(damage >= autocvar_g_frozen_revive_falldamage)
716 targ.health = autocvar_g_frozen_revive_falldamage_health;
717 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
718 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
719 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
723 force *= autocvar_g_frozen_force;
726 if(targ.frozen && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
728 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
731 entity spot = SelectSpawnPoint (false);
736 self.deadflag = DEAD_NO;
738 self.angles = spot.angles;
741 self.effects |= EF_TELEPORT_BIT;
743 self.angles_z = 0; // never spawn tilted even if the spot says to
744 self.fixangle = true; // turn this way immediately
745 self.velocity = '0 0 0';
746 self.avelocity = '0 0 0';
747 self.punchangle = '0 0 0';
748 self.punchvector = '0 0 0';
749 self.oldvelocity = self.velocity;
751 self.spawnorigin = spot.origin;
752 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
753 // don't reset back to last position, even if new position is stuck in solid
754 self.oldorigin = self.origin;
755 self.prevorigin = self.origin;
757 Send_Effect(EFFECT_TELEPORT, self.origin, '0 0 0', 1);
765 // apply strength multiplier
766 if (attacker.items & ITEM_Strength.m_itemid)
770 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
771 force = force * autocvar_g_balance_powerup_strength_selfforce;
775 damage = damage * autocvar_g_balance_powerup_strength_damage;
776 force = force * autocvar_g_balance_powerup_strength_force;
780 // apply invincibility multiplier
781 if (targ.items & ITEM_Shield.m_itemid)
782 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
785 if (targ == attacker)
786 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
791 if(deathtype != DEATH_BUFF.m_id)
792 if(targ.takedamage == DAMAGE_AIM)
796 if(IS_VEHICLE(targ) && targ.owner)
801 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim))
803 if(DIFF_TEAM(victim, attacker) && !victim.frozen)
807 if(deathtype != DEATH_FIRE.m_id)
809 if(victim.BUTTON_CHAT)
810 attacker.typehitsound += 1;
812 attacker.damage_dealt += damage;
815 damage_goodhits += 1;
816 damage_gooddamage += damage;
818 if (!DEATH_ISSPECIAL(deathtype))
820 if(IS_PLAYER(targ)) // don't do this for vehicles
828 if(deathtype != DEATH_FIRE.m_id)
830 attacker.typehitsound += 1;
832 if(complainteamdamage > 0)
833 if(time > attacker.teamkill_complain)
835 attacker.teamkill_complain = time + 5;
836 attacker.teamkill_soundtime = time + 0.4;
837 attacker.teamkill_soundsource = targ;
845 if (self.damageforcescale)
847 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
849 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
850 if(self.movetype == MOVETYPE_PHYSICS)
852 entity farcent = new(farce);
853 farcent.enemy = self;
854 farcent.movedir = farce * 10;
856 farcent.movedir = farcent.movedir * self.mass;
857 farcent.origin = hitloc;
858 farcent.forcetype = FORCETYPE_FORCEATPOS;
859 farcent.nextthink = time + 0.1;
860 farcent.think = SUB_Remove;
864 self.velocity = self.velocity + farce;
865 self.move_velocity = self.velocity;
867 self.flags &= ~FL_ONGROUND;
868 self.move_flags &= ~FL_ONGROUND;
869 UpdateCSQCProjectile(self);
872 if (damage != 0 || (self.damageforcescale && vlen(force)))
873 if (self.event_damage)
874 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
877 // apply mirror damage if any
878 if(mirrordamage > 0 || mirrorforce > 0)
880 attacker = attacker_save;
882 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
883 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
887 float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, int deathtype, entity directhitentity)
888 // Returns total damage applies to creatures
892 float total_damage_to_creatures;
897 float stat_damagedone;
899 if(RadiusDamage_running)
901 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
905 RadiusDamage_running = 1;
907 tfloordmg = autocvar_g_throughfloor_damage;
908 tfloorforce = autocvar_g_throughfloor_force;
910 total_damage_to_creatures = 0;
912 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
913 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
915 force = inflictorvelocity;
919 force = normalize(force);
920 if(forceintensity >= 0)
921 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
923 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
928 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
932 if ((targ != inflictor) || inflictorselfdamage)
933 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
940 // LordHavoc: measure distance to nearest point on target (not origin)
941 // (this guarentees 100% damage on a touch impact)
942 nearest = targ.WarpZone_findradius_nearest;
943 diff = targ.WarpZone_findradius_dist;
944 // round up a little on the damage to ensure full damage on impacts
945 // and turn the distance into a fraction of the radius
946 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
948 //bprint(ftos(power));
949 //if (targ == attacker)
950 // print(ftos(power), "\n");
956 finaldmg = coredamage * power + edgedamage * (1 - power);
962 vector myblastorigin;
965 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
967 // if it's a player, use the view origin as reference
968 center = CENTER_OR_VIEWOFS(targ);
970 force = normalize(center - myblastorigin);
971 force = force * (finaldmg / coredamage) * forceintensity;
974 if(deathtype & WEP_BLASTER.m_id)
975 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
977 if(targ != directhitentity)
982 float mininv_f, mininv_d;
984 // test line of sight to multiple positions on box,
985 // and do damage if any of them hit
988 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
989 // so for a given max stddev:
990 // n = (1 / (2 * max stddev of hitratio))^2
992 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
993 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
995 if(autocvar_g_throughfloor_debug)
996 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
999 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1001 if(autocvar_g_throughfloor_debug)
1002 LOG_INFOF(" steps=%f", total);
1005 if (IS_PLAYER(targ))
1006 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1008 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1010 if(autocvar_g_throughfloor_debug)
1011 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1013 for(c = 0; c < total; ++c)
1015 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1016 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1017 if (trace_fraction == 1 || trace_ent == targ)
1021 hitloc = hitloc + nearest;
1025 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1026 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1027 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1030 nearest = hitloc * (1 / max(1, hits));
1031 hitratio = (hits / total);
1032 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1033 finaldmg = finaldmg * a;
1034 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1037 if(autocvar_g_throughfloor_debug)
1038 LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
1041 //if (targ == attacker)
1043 // print("hits ", ftos(hits), " / ", ftos(total));
1044 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1045 // print(" (", ftos(a), ")\n");
1047 if(finaldmg || vlen(force))
1051 total_damage_to_creatures += finaldmg;
1053 if(accuracy_isgooddamage(attacker, targ))
1054 stat_damagedone += finaldmg;
1057 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1058 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1060 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1068 RadiusDamage_running = 0;
1070 if(!DEATH_ISSPECIAL(deathtype))
1071 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1073 return total_damage_to_creatures;
1076 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1078 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1081 float Fire_IsBurning(entity e)
1083 return (time < e.fire_endtime);
1086 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1089 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1100 // print("adding a fire burner to ", e.classname, "\n");
1101 e.fire_burner = new(fireburner);
1102 e.fire_burner.think = fireburner_think;
1103 e.fire_burner.nextthink = time;
1104 e.fire_burner.owner = e;
1110 if(Fire_IsBurning(e))
1112 mintime = e.fire_endtime - time;
1113 maxtime = max(mintime, t);
1115 mindps = e.fire_damagepersec;
1116 maxdps = max(mindps, dps);
1118 if(maxtime > mintime || maxdps > mindps)
1122 // damage we have right now
1123 mindamage = mindps * mintime;
1125 // damage we want to get
1126 maxdamage = mindamage + d;
1128 // but we can't exceed maxtime * maxdps!
1129 totaldamage = min(maxdamage, maxtime * maxdps);
1133 // totaldamage = min(mindamage + d, maxtime * maxdps)
1135 // totaldamage <= maxtime * maxdps
1136 // ==> totaldamage / maxdps <= maxtime.
1138 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1139 // >= min(mintime, maxtime)
1140 // ==> totaldamage / maxdps >= mintime.
1143 // how long do we damage then?
1144 // at least as long as before
1145 // but, never exceed maxdps
1146 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1150 // at most as long as maximum allowed
1151 // but, never below mindps
1152 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1154 // assuming t > mintime, dps > mindps:
1155 // we get d = t * dps = maxtime * maxdps
1156 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1157 // totaldamage / maxdps = maxtime
1158 // totaldamage / mindps > totaldamage / maxdps = maxtime
1160 // a) totaltime = max(mintime, maxtime) = maxtime
1161 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1163 // assuming t <= mintime:
1164 // we get maxtime = mintime
1165 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1166 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1168 // assuming dps <= mindps:
1169 // we get mindps = maxdps.
1170 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1171 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1172 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1174 e.fire_damagepersec = totaldamage / totaltime;
1175 e.fire_endtime = time + totaltime;
1176 if(totaldamage > 1.2 * mindamage)
1178 e.fire_deathtype = dt;
1179 if(e.fire_owner != o)
1182 e.fire_hitsound = false;
1185 if(accuracy_isgooddamage(o, e))
1186 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1187 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1194 e.fire_damagepersec = dps;
1195 e.fire_endtime = time + t;
1196 e.fire_deathtype = dt;
1198 e.fire_hitsound = false;
1199 if(accuracy_isgooddamage(o, e))
1200 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1205 void Fire_ApplyDamage(entity e)
1210 if (!Fire_IsBurning(e))
1213 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1214 if(IS_NOT_A_CLIENT(o))
1217 // water and slime stop fire
1219 if(e.watertype != CONTENT_LAVA)
1226 t = min(frametime, e.fire_endtime - time);
1227 d = e.fire_damagepersec * t;
1229 hi = e.fire_owner.damage_dealt;
1230 ty = e.fire_owner.typehitsound;
1231 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1232 if(e.fire_hitsound && e.fire_owner)
1234 e.fire_owner.damage_dealt = hi;
1235 e.fire_owner.typehitsound = ty;
1237 e.fire_hitsound = true;
1239 if (!IS_INDEPENDENT_PLAYER(e))
1241 FOR_EACH_PLAYER(other) if(e != other)
1243 if(IS_PLAYER(other))
1244 if(other.deadflag == DEAD_NO)
1245 if (!IS_INDEPENDENT_PLAYER(other))
1246 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1248 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1249 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1250 Fire_AddDamage(other, o, d, t, DEATH_FIRE.m_id);
1255 void Fire_ApplyEffect(entity e)
1257 if(Fire_IsBurning(e))
1258 e.effects |= EF_FLAME;
1260 e.effects &= ~EF_FLAME;
1263 void fireburner_think()
1265 // for players, this is done in the regular loop
1266 if(wasfreed(self.owner))
1271 Fire_ApplyEffect(self.owner);
1272 if(!Fire_IsBurning(self.owner))
1274 self.owner.fire_burner = world;
1278 Fire_ApplyDamage(self.owner);
1279 self.nextthink = time;