6 #include "../warpzonelib/common.qh"
7 #include "../common/constants.qh"
8 #include "../common/teams.qh"
9 #include "../common/util.qh"
10 #include "../common/weapons/weapons.qh"
11 #include "weapons/accuracy.qh"
12 #include "weapons/csqcprojectile.qh"
13 #include "weapons/selection.qh"
15 #include "autocvars.qh"
16 #include "constants.qh"
18 #include "../common/notifications.qh"
19 #include "../common/deathtypes.qh"
20 #include "mutators/mutators_include.qh"
21 #include "tturrets/include/turrets_early.qh"
22 #include "vehicles/vehicles_def.qh"
23 #include "../csqcmodellib/sv_model.qh"
24 #include "../common/playerstats.qh"
27 #include "spawnpoints.qh"
30 float Damage_DamageInfo_SendEntity(entity to, float sf)
32 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
33 WriteShort(MSG_ENTITY, self.projectiledeathtype);
34 WriteCoord(MSG_ENTITY, floor(self.origin.x));
35 WriteCoord(MSG_ENTITY, floor(self.origin.y));
36 WriteCoord(MSG_ENTITY, floor(self.origin.z));
37 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
38 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
39 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
40 WriteShort(MSG_ENTITY, self.oldorigin.x);
41 WriteByte(MSG_ENTITY, self.species);
45 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
47 // TODO maybe call this from non-edgedamage too?
48 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
52 if(!sound_allowed(MSG_BROADCAST, dmgowner))
57 e.projectiledeathtype = deathtype;
59 e.dmg_edge = edgedamage;
61 e.dmg_force = vlen(force);
63 e.oldorigin_x = compressShortVector(e.velocity);
64 e.species = bloodtype;
66 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
69 float IsFlying(entity a)
71 if(a.flags & FL_ONGROUND)
73 if(a.waterlevel >= WATERLEVEL_SWIMMING)
75 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
76 if(trace_fraction < 1)
81 void UpdateFrags(entity player, float f)
83 PlayerTeamScore_AddScore(player, f);
86 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
88 // TODO route through PlayerScores instead
96 PlayerScore_Add(attacker, SP_SUICIDES, 1);
101 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
107 PlayerScore_Add(attacker, SP_KILLS, 1);
109 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
112 PlayerScore_Add(targ, SP_DEATHS, 1);
114 if(targ != attacker) // not for suicides
115 if(g_weaponarena_random)
117 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
119 culprit = DEATH_WEAPONOF(deathtype);
121 culprit = attacker.weapon;
122 else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
123 culprit = attacker.weapon;
125 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
131 if(!GiveFrags_randomweapons)
133 GiveFrags_randomweapons = spawn();
134 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
138 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
140 GiveFrags_randomweapons.weapons = start_weapons;
142 // all others (including the culprit): remove
143 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
144 GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit);
146 // among the remaining ones, choose one by random
147 W_RandomWeapons(GiveFrags_randomweapons, 1);
149 if(GiveFrags_randomweapons.weapons)
151 attacker.weapons |= GiveFrags_randomweapons.weapons;
152 attacker.weapons &= ~WepSet_FromWeapon(culprit);
156 // after a frag, choose another random weapon set
157 if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
158 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
161 // FIXME fix the mess this is (we have REAL points now!)
165 frag_attacker = attacker;
168 if(MUTATOR_CALLHOOK(GiveFragsForKill))
178 attacker.totalfrags += f;
181 UpdateFrags(attacker, f);
184 string AppendItemcodes(string s, entity player)
189 // w = player.switchweapon;
191 w = player.cnt; // previous weapon!
192 s = strcat(s, ftos(w));
193 if(time < player.strength_finished)
195 if(time < player.invincible_finished)
197 if(player.flagcarried != world)
199 if(player.BUTTON_CHAT)
206 void LogDeath(string mode, float deathtype, entity killer, entity killed)
209 if(!autocvar_sv_eventlog)
211 s = strcat(":kill:", mode);
212 s = strcat(s, ":", ftos(killer.playerid));
213 s = strcat(s, ":", ftos(killed.playerid));
214 s = strcat(s, ":type=", Deathtype_Name(deathtype));
215 s = strcat(s, ":items=");
216 s = AppendItemcodes(s, killer);
219 s = strcat(s, ":victimitems=");
220 s = AppendItemcodes(s, killed);
225 void Obituary_SpecialDeath(
229 string s1, string s2, string s3,
230 float f1, float f2, float f3)
232 if(DEATH_ISSPECIAL(deathtype))
234 entity deathent = deathtypes[(deathtype - DT_FIRST)];
235 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
239 if(deathent.death_msgmurder)
241 Send_Notification_WOCOVA(
245 deathent.death_msgmurder.nent_id,
249 Send_Notification_WOCOVA(
253 deathent.death_msgmurder.nent_msginfo.nent_id,
261 if(deathent.death_msgself)
263 Send_Notification_WOCOVA(
267 deathent.death_msgself.nent_id,
271 Send_Notification_WOCOVA(
275 deathent.death_msgself.nent_msginfo.nent_id,
282 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
285 float Obituary_WeaponDeath(
289 string s1, string s2, string s3,
292 float death_weapon = DEATH_WEAPONOF(deathtype);
295 w_deathtype = deathtype;
296 float death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
301 Send_Notification_WOCOVA(
309 Send_Notification_WOCOVA(
313 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
321 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
332 void Obituary(entity attacker, entity inflictor, entity targ, float deathtype)
335 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
338 float notif_firstblood = false;
339 float kill_count_to_attacker, kill_count_to_target;
341 // Set final information for the death
342 targ.death_origin = targ.origin;
343 if(targ != attacker) { targ.killer_origin = attacker.origin; }
344 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
346 #ifdef NOTIFICATIONS_DEBUG
349 "Obituary(%s, %s, %s, %s = %d);\n",
353 Deathtype_Name(deathtype),
364 if(DEATH_ISSPECIAL(deathtype))
366 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
368 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
374 case DEATH_MIRRORDAMAGE:
376 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
382 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
388 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
390 backtrace("SUICIDE: what the hell happened here?\n");
393 LogDeath("suicide", deathtype, targ, targ);
394 GiveFrags(attacker, targ, -1, deathtype);
400 else if(IS_PLAYER(attacker))
402 if(SAME_TEAM(attacker, targ))
404 LogDeath("tk", deathtype, attacker, targ);
405 GiveFrags(attacker, targ, -1, deathtype);
407 attacker.killcount = 0;
409 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
410 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
411 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
413 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
414 // No need for specific death/weapon messages...
418 LogDeath("frag", deathtype, attacker, targ);
419 GiveFrags(attacker, targ, 1, deathtype);
421 attacker.taunt_soundtime = time + 1;
422 attacker.killcount = attacker.killcount + 1;
424 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
427 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
428 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
431 switch(attacker.killcount)
438 if(!checkrules_firstblood)
440 checkrules_firstblood = true;
441 notif_firstblood = true; // modify the current messages so that they too show firstblood information
442 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
443 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
445 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
446 kill_count_to_attacker = -1;
447 kill_count_to_target = -2;
451 kill_count_to_attacker = attacker.killcount;
452 kill_count_to_target = 0;
463 kill_count_to_attacker,
464 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
472 kill_count_to_target,
475 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
486 kill_count_to_attacker,
487 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
495 kill_count_to_target,
498 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
502 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
503 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
514 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
515 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
516 // and there will be a REAL DEATH_VOID implementation which mappers will use.
517 /*case DEATH_HURTTRIGGER:
520 s2 = inflictor.message;
521 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
527 Obituary_SpecialDeath(targ, false, deathtype,
529 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
539 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
544 LogDeath("accident", deathtype, targ, targ);
545 GiveFrags(targ, targ, -1, deathtype);
547 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
549 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
550 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
554 // reset target kill count
555 if(targ.killcount) { targ.killcount = 0; }
560 if(!self.owner.frozen || self.owner.iceblock != self)
565 setorigin(self, self.owner.origin - '0 0 16');
566 self.nextthink = time;
569 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
571 if(!IS_PLAYER(targ) && !(targ.flags & FL_MONSTER)) // only specified entities can be freezed
577 float targ_maxhealth = ((targ.flags & FL_MONSTER) ? targ.max_health : start_health);
579 targ.frozen = frozen_type;
580 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
581 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
582 targ.revive_speed = freeze_time;
587 ice.classname = "ice";
588 ice.scale = targ.scale;
589 ice.think = Ice_Think;
590 ice.nextthink = time;
591 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
592 setmodel(ice, "models/ice/ice.md3");
594 ice.colormod = Team_ColorRGB(targ.team);
595 ice.glowmod = ice.colormod;
597 targ.revival_time = 0;
605 RemoveGrapplingHook(targ);
607 FOR_EACH_PLAYER(head)
608 if(head.hook.aiment == targ)
609 RemoveGrapplingHook(head);
613 WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT, '0.25 0.90 1');
616 void Unfreeze (entity targ)
618 if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
619 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
623 targ.revive_progress = 0;
624 targ.revival_time = time;
626 WaypointSprite_Kill(targ.waypointsprite_attached);
628 FOR_EACH_PLAYER(head)
629 if(head.hook.aiment == targ)
630 RemoveGrapplingHook(head);
632 // remove the ice block
634 remove(targ.iceblock);
635 targ.iceblock = world;
638 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
642 float complainteamdamage = 0;
643 entity attacker_save;
647 if (gameover || targ.killcount == -666)
654 damage_inflictor = inflictor;
655 damage_attacker = attacker;
656 attacker_save = attacker;
661 if(targ.hook.aiment == attacker)
662 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
664 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
665 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
668 if(SAME_TEAM(targ, attacker))
675 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
677 // exit the vehicle before killing (fixes a crash)
678 if(IS_PLAYER(targ) && targ.vehicle)
679 vehicles_exit(VHEF_RELESE);
681 // These are ALWAYS lethal
682 // No damage modification here
683 // Instead, prepare the victim for his death...
685 targ.spawnshieldtime = 0;
686 targ.health = 0.9; // this is < 1
687 targ.flags -= targ.flags & FL_GODMODE;
690 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
696 // nullify damage if teamplay is on
697 if(deathtype != DEATH_TELEFRAG)
698 if(IS_PLAYER(attacker))
700 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
705 else if(SAME_TEAM(attacker, targ))
707 if(autocvar_teamplay_mode == 1)
709 else if(attacker != targ)
711 if(autocvar_teamplay_mode == 3)
713 else if(autocvar_teamplay_mode == 4)
715 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
717 attacker.dmg_team = attacker.dmg_team + damage;
718 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
719 if(complainteamdamage > 0)
720 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
721 mirrorforce = autocvar_g_mirrordamage * vlen(force);
722 damage = autocvar_g_friendlyfire * damage;
723 // mirrordamage will be used LATER
725 if(autocvar_g_mirrordamage_virtual)
727 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
728 attacker.dmg_take += v.x;
729 attacker.dmg_save += v.y;
730 attacker.dmg_inflictor = inflictor;
735 if(autocvar_g_friendlyfire_virtual)
737 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
738 targ.dmg_take += v.x;
739 targ.dmg_save += v.y;
740 targ.dmg_inflictor = inflictor;
742 if(!autocvar_g_friendlyfire_virtual_force)
753 if (!DEATH_ISSPECIAL(deathtype))
755 damage *= g_weapondamagefactor;
756 mirrordamage *= g_weapondamagefactor;
757 complainteamdamage *= g_weapondamagefactor;
758 force = force * g_weaponforcefactor;
759 mirrorforce *= g_weaponforcefactor;
762 // should this be changed at all? If so, in what way?
763 frag_attacker = attacker;
765 frag_damage = damage;
767 frag_deathtype = deathtype;
768 frag_mirrordamage = mirrordamage;
769 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
770 damage = frag_damage;
771 mirrordamage = frag_mirrordamage;
775 if(deathtype != DEATH_HURTTRIGGER && deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_AUTOTEAMCHANGE)
777 if(autocvar_g_freezetag_revive_falldamage > 0)
778 if(deathtype == DEATH_FALL)
779 if(damage >= autocvar_g_freezetag_revive_falldamage)
782 targ.health = autocvar_g_freezetag_revive_falldamage_health;
783 pointparticles(particleeffectnum("iceorglass"), targ.origin, '0 0 0', 3);
784 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
785 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
789 force *= autocvar_g_freezetag_frozen_force;
792 if(targ.frozen && deathtype == DEATH_HURTTRIGGER && !autocvar_g_freezetag_frozen_damage_trigger)
794 pointparticles(particleeffectnum("teleport"), targ.origin, '0 0 0', 1);
796 entity oldself = self;
798 entity spot = SelectSpawnPoint (false);
803 self.deadflag = DEAD_NO;
805 self.angles = spot.angles;
808 self.effects |= EF_TELEPORT_BIT;
810 self.angles_z = 0; // never spawn tilted even if the spot says to
811 self.fixangle = true; // turn this way immediately
812 self.velocity = '0 0 0';
813 self.avelocity = '0 0 0';
814 self.punchangle = '0 0 0';
815 self.punchvector = '0 0 0';
816 self.oldvelocity = self.velocity;
818 self.spawnorigin = spot.origin;
819 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
820 // don't reset back to last position, even if new position is stuck in solid
821 self.oldorigin = self.origin;
822 self.prevorigin = self.origin;
824 pointparticles(particleeffectnum("teleport"), self.origin, '0 0 0', 1);
832 // apply strength multiplier
833 if (attacker.items & IT_STRENGTH)
837 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
838 force = force * autocvar_g_balance_powerup_strength_selfforce;
842 damage = damage * autocvar_g_balance_powerup_strength_damage;
843 force = force * autocvar_g_balance_powerup_strength_force;
847 // apply invincibility multiplier
848 if (targ.items & IT_INVINCIBLE)
849 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
852 if (targ == attacker)
853 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
858 if(deathtype != DEATH_BUFF_VENGEANCE)
859 if(targ.takedamage == DAMAGE_AIM)
863 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
868 if(IS_PLAYER(victim) || (victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET) || (victim.flags & FL_MONSTER) || victim.classname == "func_assault_destructible" || (victim.classname == "onslaught_generator" && !victim.isshielded) || (victim.classname == "onslaught_controlpoint_icon" && !victim.owner.isshielded))
870 if(DIFF_TEAM(victim, attacker) && !victim.frozen)
874 if(deathtype != DEATH_FIRE)
876 if(victim.BUTTON_CHAT)
877 attacker.typehitsound += 1;
879 attacker.damage_dealt += damage;
882 damage_goodhits += 1;
883 damage_gooddamage += damage;
885 if (!DEATH_ISSPECIAL(deathtype))
887 if(IS_PLAYER(targ)) // don't do this for vehicles
895 if(deathtype != DEATH_FIRE)
897 attacker.typehitsound += 1;
899 if(complainteamdamage > 0)
900 if(time > attacker.teamkill_complain)
902 attacker.teamkill_complain = time + 5;
903 attacker.teamkill_soundtime = time + 0.4;
904 attacker.teamkill_soundsource = targ;
912 if (self.damageforcescale)
914 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
916 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
917 if(self.movetype == MOVETYPE_PHYSICS)
921 farcent.classname = "farce";
922 farcent.enemy = self;
923 farcent.movedir = farce * 10;
925 farcent.movedir = farcent.movedir * self.mass;
926 farcent.origin = hitloc;
927 farcent.forcetype = FORCETYPE_FORCEATPOS;
928 farcent.nextthink = time + 0.1;
929 farcent.think = SUB_Remove;
932 self.velocity = self.velocity + farce;
933 self.flags &= ~FL_ONGROUND;
934 UpdateCSQCProjectile(self);
937 if (damage != 0 || (self.damageforcescale && vlen(force)))
938 if (self.event_damage)
939 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
942 // apply mirror damage if any
943 if(mirrordamage > 0 || mirrorforce > 0)
945 attacker = attacker_save;
947 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
948 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
952 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)
953 // Returns total damage applies to creatures
957 float total_damage_to_creatures;
962 float stat_damagedone;
964 if(RadiusDamage_running)
966 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
970 RadiusDamage_running = 1;
972 tfloordmg = autocvar_g_throughfloor_damage;
973 tfloorforce = autocvar_g_throughfloor_force;
975 total_damage_to_creatures = 0;
977 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
978 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
980 force = inflictorvelocity;
984 force = normalize(force);
985 if(forceintensity >= 0)
986 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
988 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
993 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
997 if ((targ != inflictor) || inflictorselfdamage)
998 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
1005 // LordHavoc: measure distance to nearest point on target (not origin)
1006 // (this guarentees 100% damage on a touch impact)
1007 nearest = targ.WarpZone_findradius_nearest;
1008 diff = targ.WarpZone_findradius_dist;
1009 // round up a little on the damage to ensure full damage on impacts
1010 // and turn the distance into a fraction of the radius
1011 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1013 //bprint(ftos(power));
1014 //if (targ == attacker)
1015 // print(ftos(power), "\n");
1021 finaldmg = coredamage * power + edgedamage * (1 - power);
1027 vector myblastorigin;
1030 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
1032 // if it's a player, use the view origin as reference
1033 center = CENTER_OR_VIEWOFS(targ);
1035 force = normalize(center - myblastorigin);
1036 force = force * (finaldmg / coredamage) * forceintensity;
1039 if(deathtype & WEP_BLASTER)
1040 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1042 if(targ != directhitentity)
1047 float mininv_f, mininv_d;
1049 // test line of sight to multiple positions on box,
1050 // and do damage if any of them hit
1053 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1054 // so for a given max stddev:
1055 // n = (1 / (2 * max stddev of hitratio))^2
1057 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1058 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1060 if(autocvar_g_throughfloor_debug)
1061 printf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1064 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1066 if(autocvar_g_throughfloor_debug)
1067 printf(" steps=%f", total);
1070 if (IS_PLAYER(targ))
1071 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1073 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1075 if(autocvar_g_throughfloor_debug)
1076 printf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1078 for(c = 0; c < total; ++c)
1080 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1081 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1082 if (trace_fraction == 1 || trace_ent == targ)
1086 hitloc = hitloc + nearest;
1090 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1091 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1092 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1095 nearest = hitloc * (1 / max(1, hits));
1096 hitratio = (hits / total);
1097 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1098 finaldmg = finaldmg * a;
1099 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1102 if(autocvar_g_throughfloor_debug)
1103 printf(" D=%f F=%f\n", finaldmg, vlen(force));
1106 //if (targ == attacker)
1108 // print("hits ", ftos(hits), " / ", ftos(total));
1109 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1110 // print(" (", ftos(a), ")\n");
1112 if(finaldmg || vlen(force))
1116 total_damage_to_creatures += finaldmg;
1118 if(accuracy_isgooddamage(attacker, targ))
1119 stat_damagedone += finaldmg;
1122 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1123 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1125 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1133 RadiusDamage_running = 0;
1135 if(!DEATH_ISSPECIAL(deathtype))
1136 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1138 return total_damage_to_creatures;
1141 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, float deathtype, entity directhitentity)
1143 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1146 float Fire_IsBurning(entity e)
1148 return (time < e.fire_endtime);
1151 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1154 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1165 // print("adding a fire burner to ", e.classname, "\n");
1166 e.fire_burner = spawn();
1167 e.fire_burner.classname = "fireburner";
1168 e.fire_burner.think = fireburner_think;
1169 e.fire_burner.nextthink = time;
1170 e.fire_burner.owner = e;
1176 if(Fire_IsBurning(e))
1178 mintime = e.fire_endtime - time;
1179 maxtime = max(mintime, t);
1181 mindps = e.fire_damagepersec;
1182 maxdps = max(mindps, dps);
1184 if(maxtime > mintime || maxdps > mindps)
1188 // damage we have right now
1189 mindamage = mindps * mintime;
1191 // damage we want to get
1192 maxdamage = mindamage + d;
1194 // but we can't exceed maxtime * maxdps!
1195 totaldamage = min(maxdamage, maxtime * maxdps);
1199 // totaldamage = min(mindamage + d, maxtime * maxdps)
1201 // totaldamage <= maxtime * maxdps
1202 // ==> totaldamage / maxdps <= maxtime.
1204 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1205 // >= min(mintime, maxtime)
1206 // ==> totaldamage / maxdps >= mintime.
1209 // how long do we damage then?
1210 // at least as long as before
1211 // but, never exceed maxdps
1212 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1216 // at most as long as maximum allowed
1217 // but, never below mindps
1218 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1220 // assuming t > mintime, dps > mindps:
1221 // we get d = t * dps = maxtime * maxdps
1222 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1223 // totaldamage / maxdps = maxtime
1224 // totaldamage / mindps > totaldamage / maxdps = maxtime
1226 // a) totaltime = max(mintime, maxtime) = maxtime
1227 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1229 // assuming t <= mintime:
1230 // we get maxtime = mintime
1231 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1232 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1234 // assuming dps <= mindps:
1235 // we get mindps = maxdps.
1236 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1237 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1238 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1240 e.fire_damagepersec = totaldamage / totaltime;
1241 e.fire_endtime = time + totaltime;
1242 if(totaldamage > 1.2 * mindamage)
1244 e.fire_deathtype = dt;
1245 if(e.fire_owner != o)
1248 e.fire_hitsound = false;
1251 if(accuracy_isgooddamage(o, e))
1252 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1253 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1260 e.fire_damagepersec = dps;
1261 e.fire_endtime = time + t;
1262 e.fire_deathtype = dt;
1264 e.fire_hitsound = false;
1265 if(accuracy_isgooddamage(o, e))
1266 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1271 void Fire_ApplyDamage(entity e)
1276 if (!Fire_IsBurning(e))
1279 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1280 if(IS_NOT_A_CLIENT(o))
1283 // water and slime stop fire
1285 if(e.watertype != CONTENT_LAVA)
1292 t = min(frametime, e.fire_endtime - time);
1293 d = e.fire_damagepersec * t;
1295 hi = e.fire_owner.damage_dealt;
1296 ty = e.fire_owner.typehitsound;
1297 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1298 if(e.fire_hitsound && e.fire_owner)
1300 e.fire_owner.damage_dealt = hi;
1301 e.fire_owner.typehitsound = ty;
1303 e.fire_hitsound = true;
1305 if (!IS_INDEPENDENT_PLAYER(e))
1307 FOR_EACH_PLAYER(other) if(e != other)
1309 if(IS_PLAYER(other))
1310 if(other.deadflag == DEAD_NO)
1311 if (!IS_INDEPENDENT_PLAYER(other))
1312 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1314 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1315 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1316 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1321 void Fire_ApplyEffect(entity e)
1323 if(Fire_IsBurning(e))
1324 e.effects |= EF_FLAME;
1326 e.effects &= ~EF_FLAME;
1329 void fireburner_think()
1331 // for players, this is done in the regular loop
1332 if(wasfreed(self.owner))
1337 Fire_ApplyEffect(self.owner);
1338 if(!Fire_IsBurning(self.owner))
1340 self.owner.fire_burner = world;
1344 Fire_ApplyDamage(self.owner);
1345 self.nextthink = time;