5 #include "mutators/mutators_include.qh"
7 #include "spawnpoints.qh"
9 #include "../common/vehicles/all.qh"
10 #include "weapons/accuracy.qh"
11 #include "weapons/csqcprojectile.qh"
12 #include "weapons/selection.qh"
13 #include "../common/buffs/all.qh"
14 #include "../common/constants.qh"
15 #include "../common/deathtypes/all.qh"
16 #include "../common/notifications.qh"
17 #include "../common/movetypes/movetypes.qh"
18 #include "../common/playerstats.qh"
19 #include "../common/teams.qh"
20 #include "../common/util.qh"
21 #include "../common/weapons/all.qh"
22 #include "../csqcmodellib/sv_model.qh"
23 #include "../warpzonelib/common.qh"
25 bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
27 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
28 WriteShort(MSG_ENTITY, self.projectiledeathtype);
29 WriteCoord(MSG_ENTITY, floor(self.origin.x));
30 WriteCoord(MSG_ENTITY, floor(self.origin.y));
31 WriteCoord(MSG_ENTITY, floor(self.origin.z));
32 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
33 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
34 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
35 WriteShort(MSG_ENTITY, self.oldorigin.x);
36 WriteByte(MSG_ENTITY, self.species);
40 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
42 // TODO maybe call this from non-edgedamage too?
43 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
47 if(!sound_allowed(MSG_BROADCAST, dmgowner))
52 e.projectiledeathtype = deathtype;
54 e.dmg_edge = edgedamage;
56 e.dmg_force = vlen(force);
58 e.oldorigin_x = compressShortVector(e.velocity);
59 e.species = bloodtype;
61 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
64 void UpdateFrags(entity player, float f)
66 PlayerTeamScore_AddScore(player, f);
69 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
71 // TODO route through PlayerScores instead
79 PlayerScore_Add(attacker, SP_SUICIDES, 1);
84 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
90 PlayerScore_Add(attacker, SP_KILLS, 1);
92 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
95 PlayerScore_Add(targ, SP_DEATHS, 1);
97 if(targ != attacker) // not for suicides
98 if(g_weaponarena_random)
100 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
101 Weapon culprit = DEATH_WEAPONOF(deathtype);
103 culprit = get_weaponinfo(attacker.weapon);
104 else if(!(attacker.weapons & WepSet_FromWeapon(culprit.m_id)))
105 culprit = get_weaponinfo(attacker.weapon);
107 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
113 if(!GiveFrags_randomweapons)
115 GiveFrags_randomweapons = spawn();
116 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
120 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
122 GiveFrags_randomweapons.weapons = start_weapons;
124 // all others (including the culprit): remove
125 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
126 GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit.m_id);
128 // among the remaining ones, choose one by random
129 W_RandomWeapons(GiveFrags_randomweapons, 1);
131 if(GiveFrags_randomweapons.weapons)
133 attacker.weapons |= GiveFrags_randomweapons.weapons;
134 attacker.weapons &= ~WepSet_FromWeapon(culprit.m_id);
138 // after a frag, choose another random weapon set
139 if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
140 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
143 // FIXME fix the mess this is (we have REAL points now!)
144 if(MUTATOR_CALLHOOK(GiveFragsForKill, self, attacker, targ, f))
149 attacker.totalfrags += f;
152 UpdateFrags(attacker, f);
155 string AppendItemcodes(string s, entity player)
160 // w = player.switchweapon;
162 w = player.cnt; // previous weapon!
163 s = strcat(s, ftos(w));
164 if(time < player.strength_finished)
166 if(time < player.invincible_finished)
168 if(player.flagcarried != world)
170 if(player.BUTTON_CHAT)
177 void LogDeath(string mode, int deathtype, entity killer, entity killed)
180 if(!autocvar_sv_eventlog)
182 s = strcat(":kill:", mode);
183 s = strcat(s, ":", ftos(killer.playerid));
184 s = strcat(s, ":", ftos(killed.playerid));
185 s = strcat(s, ":type=", Deathtype_Name(deathtype));
186 s = strcat(s, ":items=");
187 s = AppendItemcodes(s, killer);
190 s = strcat(s, ":victimitems=");
191 s = AppendItemcodes(s, killed);
196 void Obituary_SpecialDeath(
200 string s1, string s2, string s3,
201 float f1, float f2, float f3)
203 if(DEATH_ISSPECIAL(deathtype))
205 entity deathent = Deathtypes[deathtype - DT_FIRST];
206 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
210 if(deathent.death_msgmurder)
212 Send_Notification_WOCOVA(
216 deathent.death_msgmurder.nent_id,
220 Send_Notification_WOCOVA(
224 deathent.death_msgmurder.nent_msginfo.nent_id,
232 if(deathent.death_msgself)
234 Send_Notification_WOCOVA(
238 deathent.death_msgself.nent_id,
242 Send_Notification_WOCOVA(
246 deathent.death_msgself.nent_msginfo.nent_id,
253 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
256 float Obituary_WeaponDeath(
260 string s1, string s2, string s3,
263 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
264 if (death_weapon != WEP_Null)
266 w_deathtype = deathtype;
267 int death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
272 Send_Notification_WOCOVA(
280 Send_Notification_WOCOVA(
284 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
292 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
303 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
306 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
309 float notif_firstblood = false;
310 float kill_count_to_attacker, kill_count_to_target;
312 // Set final information for the death
313 targ.death_origin = targ.origin;
314 if(targ != attacker) { targ.killer_origin = attacker.origin; }
315 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
317 #ifdef NOTIFICATIONS_DEBUG
320 "Obituary(%s, %s, %s, %s = %d);\n",
324 Deathtype_Name(deathtype),
335 if(DEATH_ISSPECIAL(deathtype))
337 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
339 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
343 switch(DEATH_ENT(deathtype))
345 case DEATH_MIRRORDAMAGE:
347 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
353 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
359 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
361 backtrace("SUICIDE: what the hell happened here?\n");
364 LogDeath("suicide", deathtype, targ, targ);
365 GiveFrags(attacker, targ, -1, deathtype);
371 else if(IS_PLAYER(attacker))
373 if(SAME_TEAM(attacker, targ))
375 LogDeath("tk", deathtype, attacker, targ);
376 GiveFrags(attacker, targ, -1, deathtype);
378 attacker.killcount = 0;
380 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
381 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
382 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
384 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
385 // No need for specific death/weapon messages...
389 LogDeath("frag", deathtype, attacker, targ);
390 GiveFrags(attacker, targ, 1, deathtype);
392 attacker.taunt_soundtime = time + 1;
393 attacker.killcount = attacker.killcount + 1;
395 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
398 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
399 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
402 switch(attacker.killcount)
409 if(!checkrules_firstblood)
411 checkrules_firstblood = true;
412 notif_firstblood = true; // modify the current messages so that they too show firstblood information
413 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
414 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
416 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
417 kill_count_to_attacker = -1;
418 kill_count_to_target = -2;
422 kill_count_to_attacker = attacker.killcount;
423 kill_count_to_target = 0;
434 kill_count_to_attacker,
435 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
443 kill_count_to_target,
446 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
457 kill_count_to_attacker,
458 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
466 kill_count_to_target,
469 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
474 if(deathtype == DEATH_BUFF.m_id)
477 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
478 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
487 switch(DEATH_ENT(deathtype))
489 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
490 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
491 // and there will be a REAL DEATH_VOID implementation which mappers will use.
492 case DEATH_HURTTRIGGER:
494 Obituary_SpecialDeath(targ, false, deathtype,
506 Obituary_SpecialDeath(targ, false, deathtype,
508 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
518 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
523 LogDeath("accident", deathtype, targ, targ);
524 GiveFrags(targ, targ, -1, deathtype);
526 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
528 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
529 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
533 // reset target kill count
534 if(targ.killcount) { targ.killcount = 0; }
539 if(!self.owner.frozen || self.owner.iceblock != self)
544 setorigin(self, self.owner.origin - '0 0 16');
545 self.nextthink = time;
548 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
550 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
556 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
558 targ.frozen = frozen_type;
559 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
560 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
561 targ.revive_speed = freeze_time;
562 self.bot_attack = false;
567 ice.classname = "ice";
568 ice.scale = targ.scale;
569 ice.think = Ice_Think;
570 ice.nextthink = time;
571 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
572 setmodel(ice, MDL_ICE);
574 ice.colormod = Team_ColorRGB(targ.team);
575 ice.glowmod = ice.colormod;
577 targ.revival_time = 0;
579 WITH(entity, self, ice, Ice_Think());
581 RemoveGrapplingHook(targ);
583 FOR_EACH_PLAYER(head)
584 if(head.hook.aiment == targ)
585 RemoveGrapplingHook(head);
589 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
592 void Unfreeze (entity targ)
597 if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
598 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
602 targ.revive_progress = 0;
603 targ.revival_time = time;
604 self.bot_attack = true;
606 WaypointSprite_Kill(targ.waypointsprite_attached);
608 FOR_EACH_PLAYER(head)
609 if(head.hook.aiment == targ)
610 RemoveGrapplingHook(head);
612 // remove the ice block
614 remove(targ.iceblock);
615 targ.iceblock = world;
618 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
622 float complainteamdamage = 0;
623 entity attacker_save;
627 if (gameover || targ.killcount == -666)
632 damage_inflictor = inflictor;
633 damage_attacker = attacker;
634 attacker_save = attacker;
639 if(targ.hook.aiment == attacker)
640 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
642 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
643 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
646 if(SAME_TEAM(targ, attacker))
653 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
655 // exit the vehicle before killing (fixes a crash)
656 if(IS_PLAYER(targ) && targ.vehicle)
657 vehicles_exit(VHEF_RELEASE);
659 // These are ALWAYS lethal
660 // No damage modification here
661 // Instead, prepare the victim for his death...
663 targ.spawnshieldtime = 0;
664 targ.health = 0.9; // this is < 1
665 targ.flags -= targ.flags & FL_GODMODE;
668 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
674 // nullify damage if teamplay is on
675 if(deathtype != DEATH_TELEFRAG.m_id)
676 if(IS_PLAYER(attacker))
678 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
683 else if(SAME_TEAM(attacker, targ))
685 if(autocvar_teamplay_mode == 1)
687 else if(attacker != targ)
689 if(autocvar_teamplay_mode == 3)
691 else if(autocvar_teamplay_mode == 4)
693 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
695 attacker.dmg_team = attacker.dmg_team + damage;
696 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
697 if(complainteamdamage > 0)
698 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
699 mirrorforce = autocvar_g_mirrordamage * vlen(force);
700 damage = autocvar_g_friendlyfire * damage;
701 // mirrordamage will be used LATER
703 if(autocvar_g_mirrordamage_virtual)
705 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
706 attacker.dmg_take += v.x;
707 attacker.dmg_save += v.y;
708 attacker.dmg_inflictor = inflictor;
713 if(autocvar_g_friendlyfire_virtual)
715 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
716 targ.dmg_take += v.x;
717 targ.dmg_save += v.y;
718 targ.dmg_inflictor = inflictor;
720 if(!autocvar_g_friendlyfire_virtual_force)
731 if (!DEATH_ISSPECIAL(deathtype))
733 damage *= g_weapondamagefactor;
734 mirrordamage *= g_weapondamagefactor;
735 complainteamdamage *= g_weapondamagefactor;
736 force = force * g_weaponforcefactor;
737 mirrorforce *= g_weaponforcefactor;
740 // should this be changed at all? If so, in what way?
741 MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
742 damage = frag_damage;
743 mirrordamage = frag_mirrordamage;
747 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
749 if(autocvar_g_freezetag_revive_falldamage > 0)
750 if(deathtype == DEATH_FALL.m_id)
751 if(damage >= autocvar_g_freezetag_revive_falldamage)
754 targ.health = autocvar_g_freezetag_revive_falldamage_health;
755 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
756 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
757 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
761 force *= autocvar_g_freezetag_frozen_force;
764 if(targ.frozen && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_freezetag_frozen_damage_trigger)
766 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
769 entity spot = SelectSpawnPoint (false);
774 self.deadflag = DEAD_NO;
776 self.angles = spot.angles;
779 self.effects |= EF_TELEPORT_BIT;
781 self.angles_z = 0; // never spawn tilted even if the spot says to
782 self.fixangle = true; // turn this way immediately
783 self.velocity = '0 0 0';
784 self.avelocity = '0 0 0';
785 self.punchangle = '0 0 0';
786 self.punchvector = '0 0 0';
787 self.oldvelocity = self.velocity;
789 self.spawnorigin = spot.origin;
790 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
791 // don't reset back to last position, even if new position is stuck in solid
792 self.oldorigin = self.origin;
793 self.prevorigin = self.origin;
795 Send_Effect(EFFECT_TELEPORT, self.origin, '0 0 0', 1);
803 // apply strength multiplier
804 if (attacker.items & ITEM_Strength.m_itemid)
808 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
809 force = force * autocvar_g_balance_powerup_strength_selfforce;
813 damage = damage * autocvar_g_balance_powerup_strength_damage;
814 force = force * autocvar_g_balance_powerup_strength_force;
818 // apply invincibility multiplier
819 if (targ.items & ITEM_Shield.m_itemid)
820 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
823 if (targ == attacker)
824 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
829 if(deathtype != DEATH_BUFF.m_id)
830 if(targ.takedamage == DAMAGE_AIM)
834 if(IS_VEHICLE(targ) && targ.owner)
839 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim))
841 if(DIFF_TEAM(victim, attacker) && !victim.frozen)
845 if(deathtype != DEATH_FIRE.m_id)
847 if(victim.BUTTON_CHAT)
848 attacker.typehitsound += 1;
850 attacker.damage_dealt += damage;
853 damage_goodhits += 1;
854 damage_gooddamage += damage;
856 if (!DEATH_ISSPECIAL(deathtype))
858 if(IS_PLAYER(targ)) // don't do this for vehicles
866 if(deathtype != DEATH_FIRE.m_id)
868 attacker.typehitsound += 1;
870 if(complainteamdamage > 0)
871 if(time > attacker.teamkill_complain)
873 attacker.teamkill_complain = time + 5;
874 attacker.teamkill_soundtime = time + 0.4;
875 attacker.teamkill_soundsource = targ;
883 if (self.damageforcescale)
885 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
887 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
888 if(self.movetype == MOVETYPE_PHYSICS)
892 farcent.classname = "farce";
893 farcent.enemy = self;
894 farcent.movedir = farce * 10;
896 farcent.movedir = farcent.movedir * self.mass;
897 farcent.origin = hitloc;
898 farcent.forcetype = FORCETYPE_FORCEATPOS;
899 farcent.nextthink = time + 0.1;
900 farcent.think = SUB_Remove;
904 self.velocity = self.velocity + farce;
905 self.move_velocity = self.velocity;
907 self.flags &= ~FL_ONGROUND;
908 self.move_flags &= ~FL_ONGROUND;
909 UpdateCSQCProjectile(self);
912 if (damage != 0 || (self.damageforcescale && vlen(force)))
913 if (self.event_damage)
914 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
917 // apply mirror damage if any
918 if(mirrordamage > 0 || mirrorforce > 0)
920 attacker = attacker_save;
922 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
923 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
927 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)
928 // Returns total damage applies to creatures
932 float total_damage_to_creatures;
937 float stat_damagedone;
939 if(RadiusDamage_running)
941 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
945 RadiusDamage_running = 1;
947 tfloordmg = autocvar_g_throughfloor_damage;
948 tfloorforce = autocvar_g_throughfloor_force;
950 total_damage_to_creatures = 0;
952 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
953 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
955 force = inflictorvelocity;
959 force = normalize(force);
960 if(forceintensity >= 0)
961 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
963 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
968 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
972 if ((targ != inflictor) || inflictorselfdamage)
973 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
980 // LordHavoc: measure distance to nearest point on target (not origin)
981 // (this guarentees 100% damage on a touch impact)
982 nearest = targ.WarpZone_findradius_nearest;
983 diff = targ.WarpZone_findradius_dist;
984 // round up a little on the damage to ensure full damage on impacts
985 // and turn the distance into a fraction of the radius
986 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
988 //bprint(ftos(power));
989 //if (targ == attacker)
990 // print(ftos(power), "\n");
996 finaldmg = coredamage * power + edgedamage * (1 - power);
1002 vector myblastorigin;
1005 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
1007 // if it's a player, use the view origin as reference
1008 center = CENTER_OR_VIEWOFS(targ);
1010 force = normalize(center - myblastorigin);
1011 force = force * (finaldmg / coredamage) * forceintensity;
1014 if(deathtype & WEP_BLASTER.m_id)
1015 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1017 if(targ != directhitentity)
1022 float mininv_f, mininv_d;
1024 // test line of sight to multiple positions on box,
1025 // and do damage if any of them hit
1028 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1029 // so for a given max stddev:
1030 // n = (1 / (2 * max stddev of hitratio))^2
1032 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1033 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1035 if(autocvar_g_throughfloor_debug)
1036 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1039 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1041 if(autocvar_g_throughfloor_debug)
1042 LOG_INFOF(" steps=%f", total);
1045 if (IS_PLAYER(targ))
1046 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1048 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1050 if(autocvar_g_throughfloor_debug)
1051 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1053 for(c = 0; c < total; ++c)
1055 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1056 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1057 if (trace_fraction == 1 || trace_ent == targ)
1061 hitloc = hitloc + nearest;
1065 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1066 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1067 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1070 nearest = hitloc * (1 / max(1, hits));
1071 hitratio = (hits / total);
1072 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1073 finaldmg = finaldmg * a;
1074 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1077 if(autocvar_g_throughfloor_debug)
1078 LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
1081 //if (targ == attacker)
1083 // print("hits ", ftos(hits), " / ", ftos(total));
1084 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1085 // print(" (", ftos(a), ")\n");
1087 if(finaldmg || vlen(force))
1091 total_damage_to_creatures += finaldmg;
1093 if(accuracy_isgooddamage(attacker, targ))
1094 stat_damagedone += finaldmg;
1097 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1098 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1100 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1108 RadiusDamage_running = 0;
1110 if(!DEATH_ISSPECIAL(deathtype))
1111 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1113 return total_damage_to_creatures;
1116 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1118 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1121 float Fire_IsBurning(entity e)
1123 return (time < e.fire_endtime);
1126 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1129 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1140 // print("adding a fire burner to ", e.classname, "\n");
1141 e.fire_burner = spawn();
1142 e.fire_burner.classname = "fireburner";
1143 e.fire_burner.think = fireburner_think;
1144 e.fire_burner.nextthink = time;
1145 e.fire_burner.owner = e;
1151 if(Fire_IsBurning(e))
1153 mintime = e.fire_endtime - time;
1154 maxtime = max(mintime, t);
1156 mindps = e.fire_damagepersec;
1157 maxdps = max(mindps, dps);
1159 if(maxtime > mintime || maxdps > mindps)
1163 // damage we have right now
1164 mindamage = mindps * mintime;
1166 // damage we want to get
1167 maxdamage = mindamage + d;
1169 // but we can't exceed maxtime * maxdps!
1170 totaldamage = min(maxdamage, maxtime * maxdps);
1174 // totaldamage = min(mindamage + d, maxtime * maxdps)
1176 // totaldamage <= maxtime * maxdps
1177 // ==> totaldamage / maxdps <= maxtime.
1179 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1180 // >= min(mintime, maxtime)
1181 // ==> totaldamage / maxdps >= mintime.
1184 // how long do we damage then?
1185 // at least as long as before
1186 // but, never exceed maxdps
1187 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1191 // at most as long as maximum allowed
1192 // but, never below mindps
1193 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1195 // assuming t > mintime, dps > mindps:
1196 // we get d = t * dps = maxtime * maxdps
1197 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1198 // totaldamage / maxdps = maxtime
1199 // totaldamage / mindps > totaldamage / maxdps = maxtime
1201 // a) totaltime = max(mintime, maxtime) = maxtime
1202 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1204 // assuming t <= mintime:
1205 // we get maxtime = mintime
1206 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1207 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1209 // assuming dps <= mindps:
1210 // we get mindps = maxdps.
1211 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1212 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1213 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1215 e.fire_damagepersec = totaldamage / totaltime;
1216 e.fire_endtime = time + totaltime;
1217 if(totaldamage > 1.2 * mindamage)
1219 e.fire_deathtype = dt;
1220 if(e.fire_owner != o)
1223 e.fire_hitsound = false;
1226 if(accuracy_isgooddamage(o, e))
1227 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1228 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1235 e.fire_damagepersec = dps;
1236 e.fire_endtime = time + t;
1237 e.fire_deathtype = dt;
1239 e.fire_hitsound = false;
1240 if(accuracy_isgooddamage(o, e))
1241 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1246 void Fire_ApplyDamage(entity e)
1251 if (!Fire_IsBurning(e))
1254 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1255 if(IS_NOT_A_CLIENT(o))
1258 // water and slime stop fire
1260 if(e.watertype != CONTENT_LAVA)
1267 t = min(frametime, e.fire_endtime - time);
1268 d = e.fire_damagepersec * t;
1270 hi = e.fire_owner.damage_dealt;
1271 ty = e.fire_owner.typehitsound;
1272 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1273 if(e.fire_hitsound && e.fire_owner)
1275 e.fire_owner.damage_dealt = hi;
1276 e.fire_owner.typehitsound = ty;
1278 e.fire_hitsound = true;
1280 if (!IS_INDEPENDENT_PLAYER(e))
1282 FOR_EACH_PLAYER(other) if(e != other)
1284 if(IS_PLAYER(other))
1285 if(other.deadflag == DEAD_NO)
1286 if (!IS_INDEPENDENT_PLAYER(other))
1287 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1289 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1290 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1291 Fire_AddDamage(other, o, d, t, DEATH_FIRE.m_id);
1296 void Fire_ApplyEffect(entity e)
1298 if(Fire_IsBurning(e))
1299 e.effects |= EF_FLAME;
1301 e.effects &= ~EF_FLAME;
1304 void fireburner_think()
1306 // for players, this is done in the regular loop
1307 if(wasfreed(self.owner))
1312 Fire_ApplyEffect(self.owner);
1313 if(!Fire_IsBurning(self.owner))
1315 self.owner.fire_burner = world;
1319 Fire_ApplyDamage(self.owner);
1320 self.nextthink = time;