X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_damage.qc;h=710c7d4e2a88e7e7fa5ca4fdeb019c5e84ab5d96;hp=f80e3e133c9924b49843c499ec227ef99ec4e58c;hb=6018d119b3c9f4e54d6d21f6339948708c83d83f;hpb=7a08734e7432c0803b3c98f0964cbb3529f3bd07 diff --git a/qcsrc/server/g_damage.qc b/qcsrc/server/g_damage.qc index f80e3e133..710c7d4e2 100644 --- a/qcsrc/server/g_damage.qc +++ b/qcsrc/server/g_damage.qc @@ -101,10 +101,9 @@ void UpdateFrags(entity player, float f) // NOTE: f=0 means still count as a (positive) kill, but count no frags for it void W_SwitchWeapon_Force(entity e, float w); +entity GiveFrags_randomweapons; void GiveFrags (entity attacker, entity targ, float f, float deathtype) { - float w; - // TODO route through PlayerScores instead if(gameover) return; @@ -141,34 +140,44 @@ void GiveFrags (entity attacker, entity targ, float f, float deathtype) // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon float culprit; culprit = DEATH_WEAPONOF(deathtype); - if(!culprit || !(attacker.weapons & W_WeaponBit(culprit))) + if(!culprit) + culprit = attacker.weapon; + else if(!WEPSET_CONTAINS_EW(attacker, culprit)) culprit = attacker.weapon; - if(g_weaponarena_random_with_laser && culprit == WEPBIT_LASER) + if(g_weaponarena_random_with_laser && culprit == WEP_LASER) { // no exchange } else { + if(!GiveFrags_randomweapons) + { + GiveFrags_randomweapons = spawn(); + GiveFrags_randomweapons.classname = "GiveFrags_randomweapons"; + } + if(inWarmupStage) - w = warmup_start_weapons; + WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons); else - w = start_weapons; + WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons); // all others (including the culprit): remove - w &~= attacker.weapons; + WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker); + WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit); // among the remaining ones, choose one by random - w = randombits(w, 1, FALSE); - if(w) + W_RandomWeapons(GiveFrags_randomweapons, 1); + + if(!WEPSET_EMPTY_E(GiveFrags_randomweapons)) { - attacker.weapons |= w; - attacker.weapons &~= W_WeaponBit(culprit); + WEPSET_OR_EE(attacker, GiveFrags_randomweapons); + WEPSET_ANDNOT_EW(attacker, culprit); } } // after a frag, choose another random weapon set - if not(attacker.weapons & W_WeaponBit(attacker.weapon)) + if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon)) W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker)); } @@ -224,10 +233,10 @@ void GiveFrags (entity attacker, entity targ, float f, float deathtype) string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information { - string health_output; - string ping_output; - string handicap_output; - string output; + string health_output = string_null; + string ping_output = string_null; + string handicap_output = string_null; + string output = string_null; if(autocvar_sv_fraginfo && ((autocvar_sv_fraginfo == 2) || inWarmupStage)) { @@ -345,6 +354,8 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) { if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE) msg = ColoredTeamName(targ.team); // TODO: check if needed? + else + msg = ""; if(!g_cts) // no "killed your own dumb self" message in CTS Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE); @@ -356,6 +367,8 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) if (targ.killcount > 2) msg = ftos(targ.killcount); + else + msg = ""; if(teamplay && deathtype == DEATH_MIRRORDAMAGE) { if(attacker.team == COLOR_TEAM1) @@ -379,9 +392,10 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL); - if (targ.killcount > 2) { + if (targ.killcount > 2) msg = ftos(targ.killcount); - } + else + msg = ""; if (attacker.killcount > 2) { msg = ftos(attacker.killcount); @@ -416,11 +430,12 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) attacker.taunt_soundtime = time + 1; - // TODO: fix this? - if (deathtype == DEATH_CUSTOM) + if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "") + msg = inflictor.message2; + else if (deathtype == DEATH_CUSTOM) msg = deathmessage; else - msg = inflictor.message2; + msg = ""; if(strstrofs(msg, "%", 0) < 0) msg = strcat("%s ", msg, " by %s"); @@ -497,6 +512,8 @@ void Obituary (entity attacker, entity inflictor, entity targ, float deathtype) msg = inflictor.message; else if (deathtype == DEATH_CUSTOM) msg = deathmessage; + else + msg = ""; if(strstrofs(msg, "%", 0) < 0) msg = strcat("%s ", msg); @@ -630,9 +647,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float if(autocvar_g_mirrordamage_virtual) { - vector v; - v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage); - v_z = 0; // fteqcc sucks + vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage); attacker.dmg_take += v_x; attacker.dmg_save += v_y; attacker.dmg_inflictor = inflictor; @@ -642,9 +657,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float if(autocvar_g_friendlyfire_virtual) { - vector v; - v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage); - v_z = 0; // fteqcc sucks + vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage); targ.dmg_take += v_x; targ.dmg_save += v_y; targ.dmg_inflictor = inflictor; @@ -799,7 +812,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float if(targ.takedamage == DAMAGE_AIM) if(targ != attacker) { - if(damage_headshotbonus > 0) + if(damage_headshotbonus) { if(targ.classname == "player") { @@ -820,7 +833,8 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype |= HITTYPE_HEADSHOT; } if(deathtype & HITTYPE_HEADSHOT) - damage *= 1 + damage_headshotbonus; + if(damage_headshotbonus > 0) + damage *= 1 + damage_headshotbonus; } entity victim; @@ -972,17 +986,11 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, float } float RadiusDamage_running; -float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype, entity directhitentity) -// Returns total damage applies to creatures +float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float inflictorselfdamage, float forceintensity, float deathtype, entity directhitentity) + // Returns total damage applies to creatures { entity targ; - float finaldmg; - float power; - vector blastorigin; vector force; - vector diff; - vector center; - vector nearest; float total_damage_to_creatures; entity next; float tfloordmg; @@ -1001,80 +1009,114 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e tfloordmg = autocvar_g_throughfloor_damage; tfloorforce = autocvar_g_throughfloor_force; - blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5); total_damage_to_creatures = 0; if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once - if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog) - { - force = inflictor.velocity; - if(vlen(force) == 0) - force = '0 0 -1'; - else - force = normalize(force); - if(forceintensity >= 0) - Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker); - else - Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker); - } + if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog) + { + force = inflictorvelocity; + if(vlen(force) == 0) + force = '0 0 -1'; + else + force = normalize(force); + if(forceintensity >= 0) + Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker); + else + Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker); + } stat_damagedone = 0; - targ = WarpZone_FindRadius (blastorigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE); + targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, FALSE); while (targ) { next = targ.chain; - if (targ != inflictor) - if (ignore != targ) if(targ.takedamage) + if ((targ != inflictor) || inflictorselfdamage) + if (((cantbe != targ) && !mustbe) || (mustbe == targ)) + if (targ.takedamage) + { + vector nearest; + vector diff; + float power; + + // LordHavoc: measure distance to nearest point on target (not origin) + // (this guarentees 100% damage on a touch impact) + nearest = targ.WarpZone_findradius_nearest; + diff = targ.WarpZone_findradius_dist; + // round up a little on the damage to ensure full damage on impacts + // and turn the distance into a fraction of the radius + power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad); + //bprint(" "); + //bprint(ftos(power)); + //if (targ == attacker) + // print(ftos(power), "\n"); + if (power > 0) { - // LordHavoc: measure distance to nearest point on target (not origin) - // (this guarentees 100% damage on a touch impact) - nearest = targ.WarpZone_findradius_nearest; - diff = targ.WarpZone_findradius_dist; - // round up a little on the damage to ensure full damage on impacts - // and turn the distance into a fraction of the radius - power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad); - //bprint(" "); - //bprint(ftos(power)); - //if (targ == attacker) - // print(ftos(power), "\n"); - if (power > 0) + float finaldmg; + if (power > 1) + power = 1; + finaldmg = coredamage * power + edgedamage * (1 - power); + if (finaldmg > 0) { - if (power > 1) - power = 1; - finaldmg = coredamage * power + edgedamage * (1 - power); - if (finaldmg > 0) + float a; + float c; + vector hitloc; + vector myblastorigin; + vector center; + + myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin); + + // if it's a player, use the view origin as reference + if (targ.classname == "player") + center = targ.origin + targ.view_ofs; + else + center = targ.origin + (targ.mins + targ.maxs) * 0.5; + + force = normalize(center - myblastorigin); + force = force * (finaldmg / coredamage) * forceintensity; + hitloc = nearest; + + if(targ != directhitentity) { - float a; - float c; float hits; float total; float hitratio; - vector hitloc; - vector myblastorigin; - myblastorigin = WarpZone_TransformOrigin(targ, blastorigin); - center = targ.origin + (targ.mins + targ.maxs) * 0.5; - // if it's a player, use the view origin as reference - if (targ.classname == "player") - center = targ.origin + targ.view_ofs; - force = normalize(center - myblastorigin); - force = force * (finaldmg / coredamage) * forceintensity; + float mininv_f, mininv_d; + // test line of sight to multiple positions on box, // and do damage if any of them hit hits = 0; + + // we know: max stddev of hitratio = 1 / (2 * sqrt(n)) + // so for a given max stddev: + // n = (1 / (2 * max stddev of hitratio))^2 + + mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev; + mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev; + + if(autocvar_g_throughfloor_debug) + print(sprintf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f)); + + total = 0.25 * pow(max(mininv_f, mininv_d), 2); + + if(autocvar_g_throughfloor_debug) + print(sprintf(" steps=%f", total)); + if (targ.classname == "player") - total = ceil(bound(1, finaldmg, 50)); + total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player)); else - total = ceil(bound(1, finaldmg/10, 5)); - hitloc = nearest; - c = 0; - while (c < total) + total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other)); + + if(autocvar_g_throughfloor_debug) + print(sprintf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)))); + + for(c = 0; c < total; ++c) { //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor); - WarpZone_TraceLine(blastorigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor); + WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor); if (trace_fraction == 1 || trace_ent == targ) { - hits = hits + 1; + ++hits; if (hits > 1) hitloc = hitloc + nearest; else @@ -1083,8 +1125,8 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e nearest_x = targ.origin_x + targ.mins_x + random() * targ.size_x; nearest_y = targ.origin_y + targ.mins_y + random() * targ.size_y; nearest_z = targ.origin_z + targ.mins_z + random() * targ.size_z; - c = c + 1; } + nearest = hitloc * (1 / max(1, hits)); hitratio = (hits / total); a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1); @@ -1092,76 +1134,80 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1); force = force * a; - // laser force adjustments :P - if(DEATH_WEAPONOF(deathtype) == WEP_LASER) - { - if (targ == attacker) - { - vector vel; - - float force_zscale; - float force_velocitybiasramp; - float force_velocitybias; - - force_velocitybiasramp = autocvar_sv_maxspeed; - if(deathtype & HITTYPE_SECONDARY) - { - force_zscale = autocvar_g_balance_laser_secondary_force_zscale; - force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias; - } - else - { - force_zscale = autocvar_g_balance_laser_primary_force_zscale; - force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias; - } - - vel = targ.velocity; - vel_z = 0; - vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias; - force = - vlen(force) - * - normalize(normalize(force) + vel); - - force_z *= force_zscale; - } - else - { - if(deathtype & HITTYPE_SECONDARY) - { - force *= autocvar_g_balance_laser_secondary_force_other_scale; - } - else - { - force *= autocvar_g_balance_laser_primary_force_other_scale; - } - } - } + if(autocvar_g_throughfloor_debug) + print(sprintf(" D=%f F=%f\n", finaldmg, vlen(force))); + } - //if (targ == attacker) - //{ - // print("hits ", ftos(hits), " / ", ftos(total)); - // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force)); - // print(" (", ftos(a), ")\n"); - //} - if(hits || tfloordmg || tfloorforce) + // laser force adjustments :P + if(DEATH_WEAPONOF(deathtype) == WEP_LASER) + { + if (targ == attacker) { - if(targ.iscreature) - { - total_damage_to_creatures += finaldmg; + vector vel; + + float force_zscale; + float force_velocitybiasramp; + float force_velocitybias; - if(accuracy_isgooddamage(attacker, targ)) - stat_damagedone += finaldmg; + force_velocitybiasramp = autocvar_sv_maxspeed; + if(deathtype & HITTYPE_SECONDARY) + { + force_zscale = autocvar_g_balance_laser_secondary_force_zscale; + force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias; } + else + { + force_zscale = autocvar_g_balance_laser_primary_force_zscale; + force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias; + } + + vel = targ.velocity; + vel_z = 0; + vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias; + force = + vlen(force) + * + normalize(normalize(force) + vel); - if(targ == directhitentity || DEATH_ISSPECIAL(deathtype)) - Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force); + force_z *= force_zscale; + } + else + { + if(deathtype & HITTYPE_SECONDARY) + { + force *= autocvar_g_balance_laser_secondary_force_other_scale; + } else - Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force); + { + force *= autocvar_g_balance_laser_primary_force_other_scale; + } } } + + //if (targ == attacker) + //{ + // print("hits ", ftos(hits), " / ", ftos(total)); + // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force)); + // print(" (", ftos(a), ")\n"); + //} + if(finaldmg || vlen(force)) + { + if(targ.iscreature) + { + total_damage_to_creatures += finaldmg; + + if(accuracy_isgooddamage(attacker, targ)) + stat_damagedone += finaldmg; + } + + if(targ == directhitentity || DEATH_ISSPECIAL(deathtype)) + Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force); + else + Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force); + } } } + } targ = next; } @@ -1173,6 +1219,11 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e return total_damage_to_creatures; } +float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, float deathtype, entity directhitentity) +{ + return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, FALSE, forceintensity, deathtype, directhitentity); +} + .float fire_damagepersec; .float fire_endtime; .float fire_deathtype; @@ -1222,43 +1273,59 @@ float Fire_AddDamage(entity e, entity o, float d, float t, float dt) if(maxtime > mintime || maxdps > mindps) { + // Constraints: + + // damage we have right now mindamage = mindps * mintime; - maxdamage = mindamage + d; - - // interval [mintime, maxtime] * [mindps, maxdps] - // intersected with - // [mindamage, maxdamage] - // maximum of this! - if(maxdamage >= maxtime * maxdps) - { - totaltime = maxtime; - totaldamage = maxtime * maxdps; - - // this branch increases totaldamage if either t > mintime, or dps > mindps - } - else - { - // maxdamage is inside the interval! - // first, try to use mindps; only if this fails, increase dps as needed - totaltime = min(maxdamage / mindps, maxtime); // maxdamage / mindps >= mindamage / mindps = mintime - totaldamage = maxdamage; - // can totaldamage / totaltime be >= maxdps? - // max(mindps, maxdamage / maxtime) >= maxdps? - // we know maxdamage < maxtime * maxdps - // so it cannot be - - // this branch ALWAYS increases totaldamage, but requires maxdamage < maxtime * maxdps - } + // damage we want to get + maxdamage = mindamage + d; - // total conditions for increasing: - // maxtime > mintime OR maxdps > mindps OR maxtime * maxdps > maxdamage - // however: - // if maxtime = mintime, maxdps = mindps - // then: - // maxdamage = mindamage + d - // mindamage = mindps * mintime = maxdps * maxtime < maxdamage! - // so the last condition is not needed + // but we can't exceed maxtime * maxdps! + totaldamage = min(maxdamage, maxtime * maxdps); + + // LEMMA: + // Look at: + // totaldamage = min(mindamage + d, maxtime * maxdps) + // We see: + // totaldamage <= maxtime * maxdps + // ==> totaldamage / maxdps <= maxtime. + // We also see: + // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps) + // >= min(mintime, maxtime) + // ==> totaldamage / maxdps >= mintime. + + /* + // how long do we damage then? + // at least as long as before + // but, never exceed maxdps + totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma + */ + + // alternate: + // at most as long as maximum allowed + // but, never below mindps + totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma + + // assuming t > mintime, dps > mindps: + // we get d = t * dps = maxtime * maxdps + // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps + // totaldamage / maxdps = maxtime + // totaldamage / mindps > totaldamage / maxdps = maxtime + // FROM THIS: + // a) totaltime = max(mintime, maxtime) = maxtime + // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime + + // assuming t <= mintime: + // we get maxtime = mintime + // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime + // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime + + // assuming dps <= mindps: + // we get mindps = maxdps. + // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime. + // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps + // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps e.fire_damagepersec = totaldamage / totaltime; e.fire_endtime = time + totaltime;