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 attacker.killsound += 1;
375 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
378 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
379 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
382 switch(attacker.killcount)
389 if(!checkrules_firstblood)
391 checkrules_firstblood = true;
392 notif_firstblood = true; // modify the current messages so that they too show firstblood information
393 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
394 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
396 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
397 kill_count_to_attacker = -1;
398 kill_count_to_target = -2;
402 kill_count_to_attacker = attacker.killcount;
403 kill_count_to_target = 0;
414 kill_count_to_attacker,
415 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
423 kill_count_to_target,
426 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
429 else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target))
437 kill_count_to_attacker,
438 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
446 kill_count_to_target,
449 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
454 if(deathtype == DEATH_BUFF.m_id)
455 f3 = buff_FirstFromFlags(attacker.buffs).m_id;
457 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
458 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
467 switch(DEATH_ENT(deathtype))
469 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
470 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
471 // and there will be a REAL DEATH_VOID implementation which mappers will use.
472 case DEATH_HURTTRIGGER:
474 Obituary_SpecialDeath(targ, false, deathtype,
486 Obituary_SpecialDeath(targ, false, deathtype,
488 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
498 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
503 LogDeath("accident", deathtype, targ, targ);
504 GiveFrags(targ, targ, -1, deathtype);
506 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
508 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
509 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
513 // reset target kill count
514 if(targ.killcount) { targ.killcount = 0; }
517 void Ice_Think(entity this)
519 if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
524 setorigin(this, this.owner.origin - '0 0 16');
525 this.nextthink = time;
528 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
530 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
533 if(STAT(FROZEN, targ))
536 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
538 STAT(FROZEN, targ) = frozen_type;
539 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
540 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
541 targ.revive_speed = freeze_time;
543 IL_REMOVE(g_bot_targets, targ);
544 targ.bot_attack = false;
546 entity ice = new(ice);
548 ice.scale = targ.scale;
549 setthink(ice, Ice_Think);
550 ice.nextthink = time;
551 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
552 setmodel(ice, MDL_ICE);
554 ice.colormod = Team_ColorRGB(targ.team);
555 ice.glowmod = ice.colormod;
557 targ.revival_time = 0;
561 RemoveGrapplingHook(targ);
563 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == targ, LAMBDA(RemoveGrapplingHook(it)));
567 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
570 void Unfreeze (entity targ)
572 if(!STAT(FROZEN, targ))
575 if(STAT(FROZEN, targ) && STAT(FROZEN, targ) != 3) // only reset health if target was frozen
577 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
578 targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
581 STAT(FROZEN, targ) = 0;
582 targ.revive_progress = 0;
583 targ.revival_time = time;
585 IL_PUSH(g_bot_targets, targ);
586 targ.bot_attack = true;
588 WaypointSprite_Kill(targ.waypointsprite_attached);
590 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == targ, LAMBDA(RemoveGrapplingHook(it)));
592 // remove the ice block
594 delete(targ.iceblock);
595 targ.iceblock = NULL;
598 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
602 float complainteamdamage = 0;
603 entity attacker_save;
607 if (gameover || targ.killcount == FRAGS_SPECTATOR)
611 damage_inflictor = inflictor;
612 damage_attacker = attacker;
613 attacker_save = attacker;
618 if(targ.hook.aiment == attacker)
619 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
621 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
622 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
624 if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
630 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
632 // exit the vehicle before killing (fixes a crash)
633 if(IS_PLAYER(targ) && targ.vehicle)
634 vehicles_exit(targ.vehicle, VHEF_RELEASE);
636 // These are ALWAYS lethal
637 // No damage modification here
638 // Instead, prepare the victim for his death...
640 targ.spawnshieldtime = 0;
641 targ.health = 0.9; // this is < 1
642 targ.flags -= targ.flags & FL_GODMODE;
645 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
651 // nullify damage if teamplay is on
652 if(deathtype != DEATH_TELEFRAG.m_id)
653 if(IS_PLAYER(attacker))
655 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
660 else if(SAME_TEAM(attacker, targ))
662 if(autocvar_teamplay_mode == 1)
664 else if(attacker != targ)
666 if(autocvar_teamplay_mode == 3)
668 else if(autocvar_teamplay_mode == 4)
670 if(IS_PLAYER(targ) && !IS_DEAD(targ))
672 attacker.dmg_team = attacker.dmg_team + damage;
673 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
674 if(complainteamdamage > 0)
675 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
676 mirrorforce = autocvar_g_mirrordamage * vlen(force);
677 damage = autocvar_g_friendlyfire * damage;
678 // mirrordamage will be used LATER
680 if(autocvar_g_mirrordamage_virtual)
682 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
683 attacker.dmg_take += v.x;
684 attacker.dmg_save += v.y;
685 attacker.dmg_inflictor = inflictor;
690 if(autocvar_g_friendlyfire_virtual)
692 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
693 targ.dmg_take += v.x;
694 targ.dmg_save += v.y;
695 targ.dmg_inflictor = inflictor;
697 if(!autocvar_g_friendlyfire_virtual_force)
708 if (!DEATH_ISSPECIAL(deathtype))
710 damage *= g_weapondamagefactor;
711 mirrordamage *= g_weapondamagefactor;
712 complainteamdamage *= g_weapondamagefactor;
713 force = force * g_weaponforcefactor;
714 mirrorforce *= g_weaponforcefactor;
717 // should this be changed at all? If so, in what way?
718 MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
719 damage = M_ARGV(4, float);
720 mirrordamage = M_ARGV(5, float);
721 force = M_ARGV(6, vector);
723 if(STAT(FROZEN, targ))
724 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
726 if(autocvar_g_frozen_revive_falldamage > 0)
727 if(deathtype == DEATH_FALL.m_id)
728 if(damage >= autocvar_g_frozen_revive_falldamage)
731 targ.health = autocvar_g_frozen_revive_falldamage_health;
732 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
733 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
734 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
738 force *= autocvar_g_frozen_force;
741 if(STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
743 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
745 entity spot = SelectSpawnPoint (targ, false);
750 targ.deadflag = DEAD_NO;
752 targ.angles = spot.angles;
755 targ.effects |= EF_TELEPORT_BIT;
757 targ.angles_z = 0; // never spawn tilted even if the spot says to
758 targ.fixangle = true; // turn this way immediately
759 targ.velocity = '0 0 0';
760 targ.avelocity = '0 0 0';
761 targ.punchangle = '0 0 0';
762 targ.punchvector = '0 0 0';
763 targ.oldvelocity = targ.velocity;
765 targ.spawnorigin = spot.origin;
766 setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
767 // don't reset back to last position, even if new position is stuck in solid
768 targ.oldorigin = targ.origin;
769 targ.prevorigin = targ.origin;
771 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
777 // apply strength multiplier
778 if (attacker.items & ITEM_Strength.m_itemid)
782 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
783 force = force * autocvar_g_balance_powerup_strength_selfforce;
787 damage = damage * autocvar_g_balance_powerup_strength_damage;
788 force = force * autocvar_g_balance_powerup_strength_force;
792 // apply invincibility multiplier
793 if (targ.items & ITEM_Shield.m_itemid)
794 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
797 if (targ == attacker)
798 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
803 if(deathtype != DEATH_BUFF.m_id)
804 if(targ.takedamage == DAMAGE_AIM)
808 if(IS_VEHICLE(targ) && targ.owner)
813 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker))
815 if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
819 if(deathtype != DEATH_FIRE.m_id)
821 if(PHYS_INPUT_BUTTON_CHAT(victim))
822 attacker.typehitsound += 1;
824 attacker.damage_dealt += damage;
827 damage_goodhits += 1;
828 damage_gooddamage += damage;
830 if (!DEATH_ISSPECIAL(deathtype))
832 if(IS_PLAYER(targ)) // don't do this for vehicles
840 if(deathtype != DEATH_FIRE.m_id)
842 attacker.typehitsound += 1;
844 if(complainteamdamage > 0)
845 if(time > attacker.teamkill_complain)
847 attacker.teamkill_complain = time + 5;
848 attacker.teamkill_soundtime = time + 0.4;
849 attacker.teamkill_soundsource = targ;
857 if (targ.damageforcescale)
859 if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
861 vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
862 if(targ.move_movetype == MOVETYPE_PHYSICS)
864 entity farcent = new(farce);
865 farcent.enemy = targ;
866 farcent.movedir = farce * 10;
868 farcent.movedir = farcent.movedir * targ.mass;
869 farcent.origin = hitloc;
870 farcent.forcetype = FORCETYPE_FORCEATPOS;
871 farcent.nextthink = time + 0.1;
872 setthink(farcent, SUB_Remove);
876 targ.velocity = targ.velocity + farce;
878 UNSET_ONGROUND(targ);
879 UpdateCSQCProjectile(targ);
882 if (damage != 0 || (targ.damageforcescale && force))
883 if (targ.event_damage)
884 targ.event_damage (targ, inflictor, attacker, damage, deathtype, hitloc, force);
886 // apply mirror damage if any
887 if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
888 if(mirrordamage > 0 || mirrorforce > 0)
890 attacker = attacker_save;
892 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
893 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
897 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)
898 // Returns total damage applies to creatures
902 float total_damage_to_creatures;
907 float stat_damagedone;
909 if(RadiusDamage_running)
911 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
915 RadiusDamage_running = 1;
917 tfloordmg = autocvar_g_throughfloor_damage;
918 tfloorforce = autocvar_g_throughfloor_force;
920 total_damage_to_creatures = 0;
922 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
923 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
925 force = inflictorvelocity;
929 force = normalize(force);
930 if(forceintensity >= 0)
931 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
933 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
938 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
942 if ((targ != inflictor) || inflictorselfdamage)
943 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
950 // LordHavoc: measure distance to nearest point on target (not origin)
951 // (this guarentees 100% damage on a touch impact)
952 nearest = targ.WarpZone_findradius_nearest;
953 diff = targ.WarpZone_findradius_dist;
954 // round up a little on the damage to ensure full damage on impacts
955 // and turn the distance into a fraction of the radius
956 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
958 //bprint(ftos(power));
959 //if (targ == attacker)
960 // print(ftos(power), "\n");
966 finaldmg = coredamage * power + edgedamage * (1 - power);
972 vector myblastorigin;
975 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
977 // if it's a player, use the view origin as reference
978 center = CENTER_OR_VIEWOFS(targ);
980 force = normalize(center - myblastorigin);
981 force = force * (finaldmg / coredamage) * forceintensity;
984 if(deathtype & WEP_BLASTER.m_id)
985 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
987 if(targ != directhitentity)
992 float mininv_f, mininv_d;
994 // test line of sight to multiple positions on box,
995 // and do damage if any of them hit
998 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
999 // so for a given max stddev:
1000 // n = (1 / (2 * max stddev of hitratio))^2
1002 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1003 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1005 if(autocvar_g_throughfloor_debug)
1006 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1009 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1011 if(autocvar_g_throughfloor_debug)
1012 LOG_INFOF(" steps=%f", total);
1015 if (IS_PLAYER(targ))
1016 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1018 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1020 if(autocvar_g_throughfloor_debug)
1021 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1023 for(c = 0; c < total; ++c)
1025 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1026 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1027 if (trace_fraction == 1 || trace_ent == targ)
1031 hitloc = hitloc + nearest;
1035 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1036 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1037 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1040 nearest = hitloc * (1 / max(1, hits));
1041 hitratio = (hits / total);
1042 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1043 finaldmg = finaldmg * a;
1044 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1047 if(autocvar_g_throughfloor_debug)
1048 LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
1051 //if (targ == attacker)
1053 // print("hits ", ftos(hits), " / ", ftos(total));
1054 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1055 // print(" (", ftos(a), ")\n");
1057 if(finaldmg || force)
1061 total_damage_to_creatures += finaldmg;
1063 if(accuracy_isgooddamage(attacker, targ))
1064 stat_damagedone += finaldmg;
1067 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1068 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1070 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1078 RadiusDamage_running = 0;
1080 if(!DEATH_ISSPECIAL(deathtype))
1081 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1083 return total_damage_to_creatures;
1086 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1088 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1091 float Fire_IsBurning(entity e)
1093 return (time < e.fire_endtime);
1096 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1099 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1110 // print("adding a fire burner to ", e.classname, "\n");
1111 e.fire_burner = new(fireburner);
1112 setthink(e.fire_burner, fireburner_think);
1113 e.fire_burner.nextthink = time;
1114 e.fire_burner.owner = e;
1120 if(Fire_IsBurning(e))
1122 mintime = e.fire_endtime - time;
1123 maxtime = max(mintime, t);
1125 mindps = e.fire_damagepersec;
1126 maxdps = max(mindps, dps);
1128 if(maxtime > mintime || maxdps > mindps)
1132 // damage we have right now
1133 mindamage = mindps * mintime;
1135 // damage we want to get
1136 maxdamage = mindamage + d;
1138 // but we can't exceed maxtime * maxdps!
1139 totaldamage = min(maxdamage, maxtime * maxdps);
1143 // totaldamage = min(mindamage + d, maxtime * maxdps)
1145 // totaldamage <= maxtime * maxdps
1146 // ==> totaldamage / maxdps <= maxtime.
1148 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1149 // >= min(mintime, maxtime)
1150 // ==> totaldamage / maxdps >= mintime.
1153 // how long do we damage then?
1154 // at least as long as before
1155 // but, never exceed maxdps
1156 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1160 // at most as long as maximum allowed
1161 // but, never below mindps
1162 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1164 // assuming t > mintime, dps > mindps:
1165 // we get d = t * dps = maxtime * maxdps
1166 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1167 // totaldamage / maxdps = maxtime
1168 // totaldamage / mindps > totaldamage / maxdps = maxtime
1170 // a) totaltime = max(mintime, maxtime) = maxtime
1171 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1173 // assuming t <= mintime:
1174 // we get maxtime = mintime
1175 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1176 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1178 // assuming dps <= mindps:
1179 // we get mindps = maxdps.
1180 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1181 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1182 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1184 e.fire_damagepersec = totaldamage / totaltime;
1185 e.fire_endtime = time + totaltime;
1186 if(totaldamage > 1.2 * mindamage)
1188 e.fire_deathtype = dt;
1189 if(e.fire_owner != o)
1192 e.fire_hitsound = false;
1195 if(accuracy_isgooddamage(o, e))
1196 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1197 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1204 e.fire_damagepersec = dps;
1205 e.fire_endtime = time + t;
1206 e.fire_deathtype = dt;
1208 e.fire_hitsound = false;
1209 if(accuracy_isgooddamage(o, e))
1210 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1215 void Fire_ApplyDamage(entity e)
1220 if (!Fire_IsBurning(e))
1223 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1224 if(IS_NOT_A_CLIENT(o))
1227 // water and slime stop fire
1229 if(e.watertype != CONTENT_LAVA)
1236 t = min(frametime, e.fire_endtime - time);
1237 d = e.fire_damagepersec * t;
1239 hi = e.fire_owner.damage_dealt;
1240 ty = e.fire_owner.typehitsound;
1241 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1242 if(e.fire_hitsound && e.fire_owner)
1244 e.fire_owner.damage_dealt = hi;
1245 e.fire_owner.typehitsound = ty;
1247 e.fire_hitsound = true;
1249 if(!IS_INDEPENDENT_PLAYER(e))
1250 if(!STAT(FROZEN, e))
1251 FOREACH_CLIENT(IS_PLAYER(it) && it != e, LAMBDA(
1253 if(!IS_INDEPENDENT_PLAYER(it))
1254 if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1256 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1257 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1258 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1263 void Fire_ApplyEffect(entity e)
1265 if(Fire_IsBurning(e))
1266 e.effects |= EF_FLAME;
1268 e.effects &= ~EF_FLAME;
1271 void fireburner_think(entity this)
1273 // for players, this is done in the regular loop
1274 if(wasfreed(this.owner))
1279 Fire_ApplyEffect(this.owner);
1280 if(!Fire_IsBurning(this.owner))
1282 this.owner.fire_burner = NULL;
1286 Fire_ApplyDamage(this.owner);
1287 this.nextthink = time;