5 #include "mutators/_mod.qh"
7 #include "spawnpoints.qh"
8 #include "../common/state.qh"
9 #include "../common/physics/player.qh"
10 #include "../common/t_items.qh"
11 #include "../common/vehicles/all.qh"
12 #include "../common/items/_mod.qh"
13 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
14 #include "weapons/accuracy.qh"
15 #include "weapons/csqcprojectile.qh"
16 #include "weapons/selection.qh"
17 #include "../common/constants.qh"
18 #include "../common/deathtypes/all.qh"
19 #include "../common/notifications/all.qh"
20 #include "../common/physics/movetypes/movetypes.qh"
21 #include "../common/playerstats.qh"
22 #include "../common/teams.qh"
23 #include "../common/util.qh"
24 #include <common/weapons/_all.qh>
25 #include "../lib/csqcmodel/sv_model.qh"
26 #include "../lib/warpzone/common.qh"
28 void UpdateFrags(entity player, int f)
30 PlayerTeamScore_AddScore(player, f);
33 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
35 // TODO route through PlayerScores instead
43 PlayerScore_Add(attacker, SP_SUICIDES, 1);
48 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
54 PlayerScore_Add(attacker, SP_KILLS, 1);
56 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
59 PlayerScore_Add(targ, SP_DEATHS, 1);
61 if(targ != attacker) // not for suicides
62 if(g_weaponarena_random)
64 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
65 Weapon culprit = DEATH_WEAPONOF(deathtype);
66 if(!culprit) culprit = PS(attacker).m_weapon;
67 else if(!(attacker.weapons & (culprit.m_wepset))) culprit = PS(attacker).m_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 &= ~(culprit.m_wepset);
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 &= ~(culprit.m_wepset);
99 // after a frag, choose another random weapon set
100 if (!(attacker.weapons & WepSet_FromWeapon(PS(attacker).m_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, attacker, targ, f))
106 f = M_ARGV(2, float);
108 attacker.totalfrags += f;
111 UpdateFrags(attacker, f);
116 string AppendItemcodes(string s, entity player)
118 int w = PS(player).m_weapon.m_id;
120 // w = player.switchweapon;
122 w = player.cnt; // previous weapon!
123 s = strcat(s, ftos(w));
124 if(time < player.strength_finished)
126 if(time < player.invincible_finished)
128 if(player.flagcarried != NULL)
130 if(PHYS_INPUT_BUTTON_CHAT(player))
137 void LogDeath(string mode, int deathtype, entity killer, entity killed)
140 if(!autocvar_sv_eventlog)
142 s = strcat(":kill:", mode);
143 s = strcat(s, ":", ftos(killer.playerid));
144 s = strcat(s, ":", ftos(killed.playerid));
145 s = strcat(s, ":type=", Deathtype_Name(deathtype));
146 s = strcat(s, ":items=");
147 s = AppendItemcodes(s, killer);
150 s = strcat(s, ":victimitems=");
151 s = AppendItemcodes(s, killed);
156 void Obituary_SpecialDeath(
160 string s1, string s2, string s3,
161 float f1, float f2, float f3)
163 if(DEATH_ISSPECIAL(deathtype))
165 entity deathent = Deathtypes_from(deathtype - DT_FIRST);
166 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
168 if(g_cts && deathtype == DEATH_KILL.m_id)
169 return; // TODO: somehow put this in CTS gamemode file!
173 if(deathent.death_msgmurder)
175 Send_Notification_WOCOVA(
179 deathent.death_msgmurder,
183 Send_Notification_WOCOVA(
187 deathent.death_msgmurder.nent_msginfo,
195 if(deathent.death_msgself)
197 Send_Notification_WOCOVA(
201 deathent.death_msgself,
205 Send_Notification_WOCOVA(
209 deathent.death_msgself.nent_msginfo,
216 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
219 float Obituary_WeaponDeath(
223 string s1, string s2, string s3,
226 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
227 if (death_weapon != WEP_Null)
229 w_deathtype = deathtype;
230 Notification death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
235 Send_Notification_WOCOVA(
243 // send the info part to everyone
244 Send_Notification_WOCOVA(
248 death_message.nent_msginfo,
256 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
267 bool frag_centermessage_override(entity attacker, entity targ, int deathtype, int kill_count_to_attacker, int kill_count_to_target)
269 if(deathtype == DEATH_FIRE.m_id)
271 Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : targ.ping));
272 Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, attacker.health, attacker.armorvalue, (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping));
276 return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target);
279 .int buffs = _STAT(BUFFS); // TODO: remove
280 entity buff_FirstFromFlags(int _buffs);
281 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
284 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
287 float notif_firstblood = false;
288 float kill_count_to_attacker, kill_count_to_target;
290 // Set final information for the death
291 targ.death_origin = targ.origin;
292 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
294 #ifdef NOTIFICATIONS_DEBUG
297 "Obituary(%s, %s, %s, %s = %d);\n",
301 Deathtype_Name(deathtype),
312 if(DEATH_ISSPECIAL(deathtype))
314 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
316 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
320 switch(DEATH_ENT(deathtype))
322 case DEATH_MIRRORDAMAGE:
324 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
330 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
336 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
338 backtrace("SUICIDE: what the hell happened here?\n");
341 LogDeath("suicide", deathtype, targ, targ);
342 if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
343 GiveFrags(attacker, targ, -1, deathtype);
349 else if(IS_PLAYER(attacker))
351 if(SAME_TEAM(attacker, targ))
353 LogDeath("tk", deathtype, attacker, targ);
354 GiveFrags(attacker, targ, -1, deathtype);
356 attacker.killcount = 0;
358 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
359 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
360 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, targ.killcount);
362 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
363 // No need for specific death/weapon messages...
367 LogDeath("frag", deathtype, attacker, targ);
368 GiveFrags(attacker, targ, 1, deathtype);
370 attacker.taunt_soundtime = time + 1;
371 attacker.killcount = attacker.killcount + 1;
373 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
376 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
377 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
380 switch(attacker.killcount)
387 if(!checkrules_firstblood)
389 checkrules_firstblood = true;
390 notif_firstblood = true; // modify the current messages so that they too show firstblood information
391 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
392 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
394 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
395 kill_count_to_attacker = -1;
396 kill_count_to_target = -2;
400 kill_count_to_attacker = attacker.killcount;
401 kill_count_to_target = 0;
412 kill_count_to_attacker,
413 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
421 kill_count_to_target,
424 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
427 else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target))
435 kill_count_to_attacker,
436 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
444 kill_count_to_target,
447 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
452 if(deathtype == DEATH_BUFF.m_id)
453 f3 = buff_FirstFromFlags(attacker.buffs).m_id;
455 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
456 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
465 switch(DEATH_ENT(deathtype))
467 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
468 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
469 // and there will be a REAL DEATH_VOID implementation which mappers will use.
470 case DEATH_HURTTRIGGER:
472 Obituary_SpecialDeath(targ, false, deathtype,
484 Obituary_SpecialDeath(targ, false, deathtype,
486 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
496 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
501 LogDeath("accident", deathtype, targ, targ);
502 GiveFrags(targ, targ, -1, deathtype);
504 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
506 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
507 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
511 // reset target kill count
512 if(targ.killcount) { targ.killcount = 0; }
515 void Ice_Think(entity this)
517 if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
522 setorigin(this, this.owner.origin - '0 0 16');
523 this.nextthink = time;
526 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
528 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
531 if(STAT(FROZEN, targ))
534 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
536 STAT(FROZEN, targ) = frozen_type;
537 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
538 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
539 targ.revive_speed = freeze_time;
541 IL_REMOVE(g_bot_targets, targ);
542 targ.bot_attack = false;
544 entity ice = new(ice);
546 ice.scale = targ.scale;
547 setthink(ice, Ice_Think);
548 ice.nextthink = time;
549 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
550 setmodel(ice, MDL_ICE);
552 ice.colormod = Team_ColorRGB(targ.team);
553 ice.glowmod = ice.colormod;
555 targ.revival_time = 0;
559 RemoveGrapplingHook(targ);
561 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == targ, LAMBDA(RemoveGrapplingHook(it)));
565 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
568 void Unfreeze (entity targ)
570 if(!STAT(FROZEN, targ))
573 if(STAT(FROZEN, targ) && STAT(FROZEN, targ) != 3) // only reset health if target was frozen
575 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
576 targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
579 STAT(FROZEN, targ) = 0;
580 targ.revive_progress = 0;
581 targ.revival_time = time;
583 IL_PUSH(g_bot_targets, targ);
584 targ.bot_attack = true;
586 WaypointSprite_Kill(targ.waypointsprite_attached);
588 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == targ, LAMBDA(RemoveGrapplingHook(it)));
590 // remove the ice block
592 delete(targ.iceblock);
593 targ.iceblock = NULL;
596 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
600 float complainteamdamage = 0;
601 entity attacker_save;
605 if (gameover || targ.killcount == FRAGS_SPECTATOR)
609 damage_inflictor = inflictor;
610 damage_attacker = attacker;
611 attacker_save = attacker;
616 if(targ.hook.aiment == attacker)
617 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
619 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
620 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
622 if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
628 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
630 // exit the vehicle before killing (fixes a crash)
631 if(IS_PLAYER(targ) && targ.vehicle)
632 vehicles_exit(targ.vehicle, VHEF_RELEASE);
634 // These are ALWAYS lethal
635 // No damage modification here
636 // Instead, prepare the victim for his death...
638 targ.spawnshieldtime = 0;
639 targ.health = 0.9; // this is < 1
640 targ.flags -= targ.flags & FL_GODMODE;
643 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
649 // nullify damage if teamplay is on
650 if(deathtype != DEATH_TELEFRAG.m_id)
651 if(IS_PLAYER(attacker))
653 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
658 else if(SAME_TEAM(attacker, targ))
660 if(autocvar_teamplay_mode == 1)
662 else if(attacker != targ)
664 if(autocvar_teamplay_mode == 3)
666 else if(autocvar_teamplay_mode == 4)
668 if(IS_PLAYER(targ) && !IS_DEAD(targ))
670 attacker.dmg_team = attacker.dmg_team + damage;
671 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
672 if(complainteamdamage > 0)
673 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
674 mirrorforce = autocvar_g_mirrordamage * vlen(force);
675 damage = autocvar_g_friendlyfire * damage;
676 // mirrordamage will be used LATER
678 if(autocvar_g_mirrordamage_virtual)
680 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
681 attacker.dmg_take += v.x;
682 attacker.dmg_save += v.y;
683 attacker.dmg_inflictor = inflictor;
688 if(autocvar_g_friendlyfire_virtual)
690 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
691 targ.dmg_take += v.x;
692 targ.dmg_save += v.y;
693 targ.dmg_inflictor = inflictor;
695 if(!autocvar_g_friendlyfire_virtual_force)
706 if (!DEATH_ISSPECIAL(deathtype))
708 damage *= g_weapondamagefactor;
709 mirrordamage *= g_weapondamagefactor;
710 complainteamdamage *= g_weapondamagefactor;
711 force = force * g_weaponforcefactor;
712 mirrorforce *= g_weaponforcefactor;
715 // should this be changed at all? If so, in what way?
716 MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
717 damage = M_ARGV(4, float);
718 mirrordamage = M_ARGV(5, float);
719 force = M_ARGV(6, vector);
721 if(STAT(FROZEN, targ))
722 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
724 if(autocvar_g_frozen_revive_falldamage > 0)
725 if(deathtype == DEATH_FALL.m_id)
726 if(damage >= autocvar_g_frozen_revive_falldamage)
729 targ.health = autocvar_g_frozen_revive_falldamage_health;
730 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
731 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
732 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
736 force *= autocvar_g_frozen_force;
739 if(STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
741 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
743 entity spot = SelectSpawnPoint (targ, false);
748 targ.deadflag = DEAD_NO;
750 targ.angles = spot.angles;
753 targ.effects |= EF_TELEPORT_BIT;
755 targ.angles_z = 0; // never spawn tilted even if the spot says to
756 targ.fixangle = true; // turn this way immediately
757 targ.velocity = '0 0 0';
758 targ.avelocity = '0 0 0';
759 targ.punchangle = '0 0 0';
760 targ.punchvector = '0 0 0';
761 targ.oldvelocity = targ.velocity;
763 targ.spawnorigin = spot.origin;
764 setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
765 // don't reset back to last position, even if new position is stuck in solid
766 targ.oldorigin = targ.origin;
767 targ.prevorigin = targ.origin;
769 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
775 // apply strength multiplier
776 if (attacker.items & ITEM_Strength.m_itemid)
780 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
781 force = force * autocvar_g_balance_powerup_strength_selfforce;
785 damage = damage * autocvar_g_balance_powerup_strength_damage;
786 force = force * autocvar_g_balance_powerup_strength_force;
790 // apply invincibility multiplier
791 if (targ.items & ITEM_Shield.m_itemid)
792 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
795 if (targ == attacker)
796 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
801 if(deathtype != DEATH_BUFF.m_id)
802 if(targ.takedamage == DAMAGE_AIM)
806 if(IS_VEHICLE(targ) && targ.owner)
811 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker))
813 if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
817 if(deathtype != DEATH_FIRE.m_id)
819 if(PHYS_INPUT_BUTTON_CHAT(victim))
820 attacker.typehitsound += 1;
822 attacker.damage_dealt += damage;
825 damage_goodhits += 1;
826 damage_gooddamage += damage;
828 if (!DEATH_ISSPECIAL(deathtype))
830 if(IS_PLAYER(targ)) // don't do this for vehicles
838 if(deathtype != DEATH_FIRE.m_id)
840 attacker.typehitsound += 1;
842 if(complainteamdamage > 0)
843 if(time > attacker.teamkill_complain)
845 attacker.teamkill_complain = time + 5;
846 attacker.teamkill_soundtime = time + 0.4;
847 attacker.teamkill_soundsource = targ;
855 if (targ.damageforcescale)
857 if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
859 vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
860 if(targ.move_movetype == MOVETYPE_PHYSICS)
862 entity farcent = new(farce);
863 farcent.enemy = targ;
864 farcent.movedir = farce * 10;
866 farcent.movedir = farcent.movedir * targ.mass;
867 farcent.origin = hitloc;
868 farcent.forcetype = FORCETYPE_FORCEATPOS;
869 farcent.nextthink = time + 0.1;
870 setthink(farcent, SUB_Remove);
874 targ.velocity = targ.velocity + farce;
876 UNSET_ONGROUND(targ);
877 UpdateCSQCProjectile(targ);
880 if (damage != 0 || (targ.damageforcescale && force))
881 if (targ.event_damage)
882 targ.event_damage (targ, inflictor, attacker, damage, deathtype, hitloc, force);
884 // apply mirror damage if any
885 if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
886 if(mirrordamage > 0 || mirrorforce > 0)
888 attacker = attacker_save;
890 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
891 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
895 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)
896 // Returns total damage applies to creatures
900 float total_damage_to_creatures;
905 float stat_damagedone;
907 if(RadiusDamage_running)
909 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
913 RadiusDamage_running = 1;
915 tfloordmg = autocvar_g_throughfloor_damage;
916 tfloorforce = autocvar_g_throughfloor_force;
918 total_damage_to_creatures = 0;
920 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
921 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
923 force = inflictorvelocity;
927 force = normalize(force);
928 if(forceintensity >= 0)
929 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
931 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
936 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
940 if ((targ != inflictor) || inflictorselfdamage)
941 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
948 // LordHavoc: measure distance to nearest point on target (not origin)
949 // (this guarentees 100% damage on a touch impact)
950 nearest = targ.WarpZone_findradius_nearest;
951 diff = targ.WarpZone_findradius_dist;
952 // round up a little on the damage to ensure full damage on impacts
953 // and turn the distance into a fraction of the radius
954 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
956 //bprint(ftos(power));
957 //if (targ == attacker)
958 // print(ftos(power), "\n");
964 finaldmg = coredamage * power + edgedamage * (1 - power);
970 vector myblastorigin;
973 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
975 // if it's a player, use the view origin as reference
976 center = CENTER_OR_VIEWOFS(targ);
978 force = normalize(center - myblastorigin);
979 force = force * (finaldmg / coredamage) * forceintensity;
982 if(deathtype & WEP_BLASTER.m_id)
983 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
985 if(targ != directhitentity)
990 float mininv_f, mininv_d;
992 // test line of sight to multiple positions on box,
993 // and do damage if any of them hit
996 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
997 // so for a given max stddev:
998 // n = (1 / (2 * max stddev of hitratio))^2
1000 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1001 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1003 if(autocvar_g_throughfloor_debug)
1004 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1007 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1009 if(autocvar_g_throughfloor_debug)
1010 LOG_INFOF(" steps=%f", total);
1013 if (IS_PLAYER(targ))
1014 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1016 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1018 if(autocvar_g_throughfloor_debug)
1019 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1021 for(c = 0; c < total; ++c)
1023 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1024 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1025 if (trace_fraction == 1 || trace_ent == targ)
1029 hitloc = hitloc + nearest;
1033 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1034 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1035 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1038 nearest = hitloc * (1 / max(1, hits));
1039 hitratio = (hits / total);
1040 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1041 finaldmg = finaldmg * a;
1042 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1045 if(autocvar_g_throughfloor_debug)
1046 LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
1049 //if (targ == attacker)
1051 // print("hits ", ftos(hits), " / ", ftos(total));
1052 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1053 // print(" (", ftos(a), ")\n");
1055 if(finaldmg || force)
1059 total_damage_to_creatures += finaldmg;
1061 if(accuracy_isgooddamage(attacker, targ))
1062 stat_damagedone += finaldmg;
1065 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1066 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1068 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1076 RadiusDamage_running = 0;
1078 if(!DEATH_ISSPECIAL(deathtype))
1079 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1081 return total_damage_to_creatures;
1084 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1086 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1089 float Fire_IsBurning(entity e)
1091 return (time < e.fire_endtime);
1094 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1097 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1108 // print("adding a fire burner to ", e.classname, "\n");
1109 e.fire_burner = new(fireburner);
1110 setthink(e.fire_burner, fireburner_think);
1111 e.fire_burner.nextthink = time;
1112 e.fire_burner.owner = e;
1118 if(Fire_IsBurning(e))
1120 mintime = e.fire_endtime - time;
1121 maxtime = max(mintime, t);
1123 mindps = e.fire_damagepersec;
1124 maxdps = max(mindps, dps);
1126 if(maxtime > mintime || maxdps > mindps)
1130 // damage we have right now
1131 mindamage = mindps * mintime;
1133 // damage we want to get
1134 maxdamage = mindamage + d;
1136 // but we can't exceed maxtime * maxdps!
1137 totaldamage = min(maxdamage, maxtime * maxdps);
1141 // totaldamage = min(mindamage + d, maxtime * maxdps)
1143 // totaldamage <= maxtime * maxdps
1144 // ==> totaldamage / maxdps <= maxtime.
1146 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1147 // >= min(mintime, maxtime)
1148 // ==> totaldamage / maxdps >= mintime.
1151 // how long do we damage then?
1152 // at least as long as before
1153 // but, never exceed maxdps
1154 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1158 // at most as long as maximum allowed
1159 // but, never below mindps
1160 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1162 // assuming t > mintime, dps > mindps:
1163 // we get d = t * dps = maxtime * maxdps
1164 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1165 // totaldamage / maxdps = maxtime
1166 // totaldamage / mindps > totaldamage / maxdps = maxtime
1168 // a) totaltime = max(mintime, maxtime) = maxtime
1169 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1171 // assuming t <= mintime:
1172 // we get maxtime = mintime
1173 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1174 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1176 // assuming dps <= mindps:
1177 // we get mindps = maxdps.
1178 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1179 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1180 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1182 e.fire_damagepersec = totaldamage / totaltime;
1183 e.fire_endtime = time + totaltime;
1184 if(totaldamage > 1.2 * mindamage)
1186 e.fire_deathtype = dt;
1187 if(e.fire_owner != o)
1190 e.fire_hitsound = false;
1193 if(accuracy_isgooddamage(o, e))
1194 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1195 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1202 e.fire_damagepersec = dps;
1203 e.fire_endtime = time + t;
1204 e.fire_deathtype = dt;
1206 e.fire_hitsound = false;
1207 if(accuracy_isgooddamage(o, e))
1208 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1213 void Fire_ApplyDamage(entity e)
1218 if (!Fire_IsBurning(e))
1221 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1222 if(IS_NOT_A_CLIENT(o))
1225 // water and slime stop fire
1227 if(e.watertype != CONTENT_LAVA)
1234 t = min(frametime, e.fire_endtime - time);
1235 d = e.fire_damagepersec * t;
1237 hi = e.fire_owner.damage_dealt;
1238 ty = e.fire_owner.typehitsound;
1239 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1240 if(e.fire_hitsound && e.fire_owner)
1242 e.fire_owner.damage_dealt = hi;
1243 e.fire_owner.typehitsound = ty;
1245 e.fire_hitsound = true;
1247 if(!IS_INDEPENDENT_PLAYER(e))
1248 if(!STAT(FROZEN, e))
1249 FOREACH_CLIENT(IS_PLAYER(it) && it != e, LAMBDA(
1251 if(!IS_INDEPENDENT_PLAYER(it))
1252 if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1254 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1255 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1256 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1261 void Fire_ApplyEffect(entity e)
1263 if(Fire_IsBurning(e))
1264 e.effects |= EF_FLAME;
1266 e.effects &= ~EF_FLAME;
1269 void fireburner_think(entity this)
1271 // for players, this is done in the regular loop
1272 if(wasfreed(this.owner))
1277 Fire_ApplyEffect(this.owner);
1278 if(!Fire_IsBurning(this.owner))
1280 this.owner.fire_burner = NULL;
1284 Fire_ApplyDamage(this.owner);
1285 this.nextthink = time;