5 #include "mutators/all.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/all.qc"
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, float 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);
114 string AppendItemcodes(string s, entity player)
116 int w = PS(player).m_weapon.m_id;
118 // w = player.switchweapon;
120 w = player.cnt; // previous weapon!
121 s = strcat(s, ftos(w));
122 if(time < player.strength_finished)
124 if(time < player.invincible_finished)
126 if(player.flagcarried != NULL)
128 if(PHYS_INPUT_BUTTON_CHAT(player))
135 void LogDeath(string mode, int deathtype, entity killer, entity killed)
138 if(!autocvar_sv_eventlog)
140 s = strcat(":kill:", mode);
141 s = strcat(s, ":", ftos(killer.playerid));
142 s = strcat(s, ":", ftos(killed.playerid));
143 s = strcat(s, ":type=", Deathtype_Name(deathtype));
144 s = strcat(s, ":items=");
145 s = AppendItemcodes(s, killer);
148 s = strcat(s, ":victimitems=");
149 s = AppendItemcodes(s, killed);
154 void Obituary_SpecialDeath(
158 string s1, string s2, string s3,
159 float f1, float f2, float f3)
161 if(DEATH_ISSPECIAL(deathtype))
163 entity deathent = Deathtypes_from(deathtype - DT_FIRST);
164 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
166 if(g_cts && deathtype == DEATH_KILL.m_id)
167 return; // TODO: somehow put this in CTS gamemode file!
171 if(deathent.death_msgmurder)
173 Send_Notification_WOCOVA(
177 deathent.death_msgmurder,
181 Send_Notification_WOCOVA(
185 deathent.death_msgmurder.nent_msginfo,
193 if(deathent.death_msgself)
195 Send_Notification_WOCOVA(
199 deathent.death_msgself,
203 Send_Notification_WOCOVA(
207 deathent.death_msgself.nent_msginfo,
214 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
217 float Obituary_WeaponDeath(
221 string s1, string s2, string s3,
224 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
225 if (death_weapon != WEP_Null)
227 w_deathtype = deathtype;
228 Notification death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
233 Send_Notification_WOCOVA(
241 // send the info part to everyone
242 Send_Notification_WOCOVA(
246 death_message.nent_msginfo,
254 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
265 .int buffs = _STAT(BUFFS); // TODO: remove
266 entity buff_FirstFromFlags(int _buffs);
267 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
270 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
273 float notif_firstblood = false;
274 float kill_count_to_attacker, kill_count_to_target;
276 // Set final information for the death
277 targ.death_origin = targ.origin;
278 if(targ != attacker) { targ.killer_origin = attacker.origin; }
279 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
281 #ifdef NOTIFICATIONS_DEBUG
284 "Obituary(%s, %s, %s, %s = %d);\n",
288 Deathtype_Name(deathtype),
299 if(DEATH_ISSPECIAL(deathtype))
301 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
303 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
307 switch(DEATH_ENT(deathtype))
309 case DEATH_MIRRORDAMAGE:
311 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
317 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
323 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
325 backtrace("SUICIDE: what the hell happened here?\n");
328 LogDeath("suicide", deathtype, targ, targ);
329 if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
330 GiveFrags(attacker, targ, -1, deathtype);
336 else if(IS_PLAYER(attacker))
338 if(SAME_TEAM(attacker, targ))
340 LogDeath("tk", deathtype, attacker, targ);
341 GiveFrags(attacker, targ, -1, deathtype);
343 attacker.killcount = 0;
345 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
346 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
347 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, targ.killcount);
349 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
350 // No need for specific death/weapon messages...
354 LogDeath("frag", deathtype, attacker, targ);
355 GiveFrags(attacker, targ, 1, deathtype);
357 attacker.taunt_soundtime = time + 1;
358 attacker.killcount = attacker.killcount + 1;
360 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
363 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
364 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
367 switch(attacker.killcount)
374 if(!checkrules_firstblood)
376 checkrules_firstblood = true;
377 notif_firstblood = true; // modify the current messages so that they too show firstblood information
378 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
379 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
381 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
382 kill_count_to_attacker = -1;
383 kill_count_to_target = -2;
387 kill_count_to_attacker = attacker.killcount;
388 kill_count_to_target = 0;
399 kill_count_to_attacker,
400 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
408 kill_count_to_target,
411 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
422 kill_count_to_attacker,
423 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
431 kill_count_to_target,
434 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
439 if(deathtype == DEATH_BUFF.m_id)
440 f3 = buff_FirstFromFlags(attacker.buffs).m_id;
442 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
443 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
452 switch(DEATH_ENT(deathtype))
454 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
455 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
456 // and there will be a REAL DEATH_VOID implementation which mappers will use.
457 case DEATH_HURTTRIGGER:
459 Obituary_SpecialDeath(targ, false, deathtype,
471 Obituary_SpecialDeath(targ, false, deathtype,
473 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
483 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
488 LogDeath("accident", deathtype, targ, targ);
489 GiveFrags(targ, targ, -1, deathtype);
491 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
493 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
494 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
498 // reset target kill count
499 if(targ.killcount) { targ.killcount = 0; }
502 void Ice_Think(entity this)
504 if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
509 setorigin(this, this.owner.origin - '0 0 16');
510 this.nextthink = time;
513 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
515 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
518 if(STAT(FROZEN, targ))
521 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
523 STAT(FROZEN, targ) = frozen_type;
524 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
525 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
526 targ.revive_speed = freeze_time;
527 targ.bot_attack = false;
529 entity ice = new(ice);
531 ice.scale = targ.scale;
532 setthink(ice, Ice_Think);
533 ice.nextthink = time;
534 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
535 setmodel(ice, MDL_ICE);
537 ice.colormod = Team_ColorRGB(targ.team);
538 ice.glowmod = ice.colormod;
540 targ.revival_time = 0;
544 RemoveGrapplingHook(targ);
546 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == targ, LAMBDA(RemoveGrapplingHook(it)));
550 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
553 void Unfreeze (entity targ)
555 if(!STAT(FROZEN, targ))
558 if(STAT(FROZEN, targ) && STAT(FROZEN, targ) != 3) // only reset health if target was frozen
559 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
561 STAT(FROZEN, targ) = 0;
562 targ.revive_progress = 0;
563 targ.revival_time = time;
564 targ.bot_attack = true;
566 WaypointSprite_Kill(targ.waypointsprite_attached);
568 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == targ, LAMBDA(RemoveGrapplingHook(it)));
570 // remove the ice block
572 remove(targ.iceblock);
573 targ.iceblock = NULL;
576 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
580 float complainteamdamage = 0;
581 entity attacker_save;
585 if (gameover || targ.killcount == FRAGS_SPECTATOR)
589 damage_inflictor = inflictor;
590 damage_attacker = attacker;
591 attacker_save = attacker;
596 if(targ.hook.aiment == attacker)
597 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
599 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
600 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
602 if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
608 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
610 // exit the vehicle before killing (fixes a crash)
611 if(IS_PLAYER(targ) && targ.vehicle)
612 vehicles_exit(targ.vehicle, VHEF_RELEASE);
614 // These are ALWAYS lethal
615 // No damage modification here
616 // Instead, prepare the victim for his death...
618 targ.spawnshieldtime = 0;
619 targ.health = 0.9; // this is < 1
620 targ.flags -= targ.flags & FL_GODMODE;
623 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
629 // nullify damage if teamplay is on
630 if(deathtype != DEATH_TELEFRAG.m_id)
631 if(IS_PLAYER(attacker))
633 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
638 else if(SAME_TEAM(attacker, targ))
640 if(autocvar_teamplay_mode == 1)
642 else if(attacker != targ)
644 if(autocvar_teamplay_mode == 3)
646 else if(autocvar_teamplay_mode == 4)
648 if(IS_PLAYER(targ) && !IS_DEAD(targ))
650 attacker.dmg_team = attacker.dmg_team + damage;
651 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
652 if(complainteamdamage > 0)
653 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
654 mirrorforce = autocvar_g_mirrordamage * vlen(force);
655 damage = autocvar_g_friendlyfire * damage;
656 // mirrordamage will be used LATER
658 if(autocvar_g_mirrordamage_virtual)
660 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
661 attacker.dmg_take += v.x;
662 attacker.dmg_save += v.y;
663 attacker.dmg_inflictor = inflictor;
668 if(autocvar_g_friendlyfire_virtual)
670 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
671 targ.dmg_take += v.x;
672 targ.dmg_save += v.y;
673 targ.dmg_inflictor = inflictor;
675 if(!autocvar_g_friendlyfire_virtual_force)
686 if (!DEATH_ISSPECIAL(deathtype))
688 damage *= g_weapondamagefactor;
689 mirrordamage *= g_weapondamagefactor;
690 complainteamdamage *= g_weapondamagefactor;
691 force = force * g_weaponforcefactor;
692 mirrorforce *= g_weaponforcefactor;
695 // should this be changed at all? If so, in what way?
696 MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
697 damage = M_ARGV(4, float);
698 mirrordamage = M_ARGV(5, float);
699 force = M_ARGV(6, vector);
701 if(STAT(FROZEN, targ))
702 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
704 if(autocvar_g_frozen_revive_falldamage > 0)
705 if(deathtype == DEATH_FALL.m_id)
706 if(damage >= autocvar_g_frozen_revive_falldamage)
709 targ.health = autocvar_g_frozen_revive_falldamage_health;
710 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
711 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
712 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
716 force *= autocvar_g_frozen_force;
719 if(STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
721 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
723 entity spot = SelectSpawnPoint (targ, false);
728 targ.deadflag = DEAD_NO;
730 targ.angles = spot.angles;
733 targ.effects |= EF_TELEPORT_BIT;
735 targ.angles_z = 0; // never spawn tilted even if the spot says to
736 targ.fixangle = true; // turn this way immediately
737 targ.velocity = '0 0 0';
738 targ.avelocity = '0 0 0';
739 targ.punchangle = '0 0 0';
740 targ.punchvector = '0 0 0';
741 targ.oldvelocity = targ.velocity;
743 targ.spawnorigin = spot.origin;
744 setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
745 // don't reset back to last position, even if new position is stuck in solid
746 targ.oldorigin = targ.origin;
747 targ.prevorigin = targ.origin;
749 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
755 // apply strength multiplier
756 if (attacker.items & ITEM_Strength.m_itemid)
760 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
761 force = force * autocvar_g_balance_powerup_strength_selfforce;
765 damage = damage * autocvar_g_balance_powerup_strength_damage;
766 force = force * autocvar_g_balance_powerup_strength_force;
770 // apply invincibility multiplier
771 if (targ.items & ITEM_Shield.m_itemid)
772 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
775 if (targ == attacker)
776 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
781 if(deathtype != DEATH_BUFF.m_id)
782 if(targ.takedamage == DAMAGE_AIM)
786 if(IS_VEHICLE(targ) && targ.owner)
791 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim))
793 if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
797 if(deathtype != DEATH_FIRE.m_id)
799 if(PHYS_INPUT_BUTTON_CHAT(victim))
800 attacker.typehitsound += 1;
802 attacker.damage_dealt += damage;
805 damage_goodhits += 1;
806 damage_gooddamage += damage;
808 if (!DEATH_ISSPECIAL(deathtype))
810 if(IS_PLAYER(targ)) // don't do this for vehicles
818 if(deathtype != DEATH_FIRE.m_id)
820 attacker.typehitsound += 1;
822 if(complainteamdamage > 0)
823 if(time > attacker.teamkill_complain)
825 attacker.teamkill_complain = time + 5;
826 attacker.teamkill_soundtime = time + 0.4;
827 attacker.teamkill_soundsource = targ;
835 if (targ.damageforcescale)
837 if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
839 vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
840 if(targ.movetype == MOVETYPE_PHYSICS)
842 entity farcent = new(farce);
843 farcent.enemy = targ;
844 farcent.movedir = farce * 10;
846 farcent.movedir = farcent.movedir * targ.mass;
847 farcent.origin = hitloc;
848 farcent.forcetype = FORCETYPE_FORCEATPOS;
849 farcent.nextthink = time + 0.1;
850 setthink(farcent, SUB_Remove);
854 targ.velocity = targ.velocity + farce;
855 targ.move_velocity = targ.velocity;
857 UNSET_ONGROUND(targ);
858 targ.move_flags &= ~FL_ONGROUND;
859 UpdateCSQCProjectile(targ);
862 if (damage != 0 || (targ.damageforcescale && vlen(force)))
863 if (targ.event_damage)
864 targ.event_damage (targ, inflictor, attacker, damage, deathtype, hitloc, force);
866 // apply mirror damage if any
867 if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
868 if(mirrordamage > 0 || mirrorforce > 0)
870 attacker = attacker_save;
872 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
873 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
877 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)
878 // Returns total damage applies to creatures
882 float total_damage_to_creatures;
887 float stat_damagedone;
889 if(RadiusDamage_running)
891 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
895 RadiusDamage_running = 1;
897 tfloordmg = autocvar_g_throughfloor_damage;
898 tfloorforce = autocvar_g_throughfloor_force;
900 total_damage_to_creatures = 0;
902 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
903 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
905 force = inflictorvelocity;
909 force = normalize(force);
910 if(forceintensity >= 0)
911 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
913 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
918 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
922 if ((targ != inflictor) || inflictorselfdamage)
923 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
930 // LordHavoc: measure distance to nearest point on target (not origin)
931 // (this guarentees 100% damage on a touch impact)
932 nearest = targ.WarpZone_findradius_nearest;
933 diff = targ.WarpZone_findradius_dist;
934 // round up a little on the damage to ensure full damage on impacts
935 // and turn the distance into a fraction of the radius
936 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
938 //bprint(ftos(power));
939 //if (targ == attacker)
940 // print(ftos(power), "\n");
946 finaldmg = coredamage * power + edgedamage * (1 - power);
952 vector myblastorigin;
955 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
957 // if it's a player, use the view origin as reference
958 center = CENTER_OR_VIEWOFS(targ);
960 force = normalize(center - myblastorigin);
961 force = force * (finaldmg / coredamage) * forceintensity;
964 if(deathtype & WEP_BLASTER.m_id)
965 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
967 if(targ != directhitentity)
972 float mininv_f, mininv_d;
974 // test line of sight to multiple positions on box,
975 // and do damage if any of them hit
978 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
979 // so for a given max stddev:
980 // n = (1 / (2 * max stddev of hitratio))^2
982 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
983 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
985 if(autocvar_g_throughfloor_debug)
986 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
989 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
991 if(autocvar_g_throughfloor_debug)
992 LOG_INFOF(" steps=%f", total);
996 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
998 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1000 if(autocvar_g_throughfloor_debug)
1001 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1003 for(c = 0; c < total; ++c)
1005 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1006 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1007 if (trace_fraction == 1 || trace_ent == targ)
1011 hitloc = hitloc + nearest;
1015 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1016 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1017 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1020 nearest = hitloc * (1 / max(1, hits));
1021 hitratio = (hits / total);
1022 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1023 finaldmg = finaldmg * a;
1024 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1027 if(autocvar_g_throughfloor_debug)
1028 LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
1031 //if (targ == attacker)
1033 // print("hits ", ftos(hits), " / ", ftos(total));
1034 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1035 // print(" (", ftos(a), ")\n");
1037 if(finaldmg || vlen(force))
1041 total_damage_to_creatures += finaldmg;
1043 if(accuracy_isgooddamage(attacker, targ))
1044 stat_damagedone += finaldmg;
1047 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1048 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1050 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1058 RadiusDamage_running = 0;
1060 if(!DEATH_ISSPECIAL(deathtype))
1061 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1063 return total_damage_to_creatures;
1066 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1068 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1071 float Fire_IsBurning(entity e)
1073 return (time < e.fire_endtime);
1076 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1079 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1090 // print("adding a fire burner to ", e.classname, "\n");
1091 e.fire_burner = new(fireburner);
1092 setthink(e.fire_burner, fireburner_think);
1093 e.fire_burner.nextthink = time;
1094 e.fire_burner.owner = e;
1100 if(Fire_IsBurning(e))
1102 mintime = e.fire_endtime - time;
1103 maxtime = max(mintime, t);
1105 mindps = e.fire_damagepersec;
1106 maxdps = max(mindps, dps);
1108 if(maxtime > mintime || maxdps > mindps)
1112 // damage we have right now
1113 mindamage = mindps * mintime;
1115 // damage we want to get
1116 maxdamage = mindamage + d;
1118 // but we can't exceed maxtime * maxdps!
1119 totaldamage = min(maxdamage, maxtime * maxdps);
1123 // totaldamage = min(mindamage + d, maxtime * maxdps)
1125 // totaldamage <= maxtime * maxdps
1126 // ==> totaldamage / maxdps <= maxtime.
1128 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1129 // >= min(mintime, maxtime)
1130 // ==> totaldamage / maxdps >= mintime.
1133 // how long do we damage then?
1134 // at least as long as before
1135 // but, never exceed maxdps
1136 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1140 // at most as long as maximum allowed
1141 // but, never below mindps
1142 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1144 // assuming t > mintime, dps > mindps:
1145 // we get d = t * dps = maxtime * maxdps
1146 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1147 // totaldamage / maxdps = maxtime
1148 // totaldamage / mindps > totaldamage / maxdps = maxtime
1150 // a) totaltime = max(mintime, maxtime) = maxtime
1151 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1153 // assuming t <= mintime:
1154 // we get maxtime = mintime
1155 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1156 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1158 // assuming dps <= mindps:
1159 // we get mindps = maxdps.
1160 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1161 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1162 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1164 e.fire_damagepersec = totaldamage / totaltime;
1165 e.fire_endtime = time + totaltime;
1166 if(totaldamage > 1.2 * mindamage)
1168 e.fire_deathtype = dt;
1169 if(e.fire_owner != o)
1172 e.fire_hitsound = false;
1175 if(accuracy_isgooddamage(o, e))
1176 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1177 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1184 e.fire_damagepersec = dps;
1185 e.fire_endtime = time + t;
1186 e.fire_deathtype = dt;
1188 e.fire_hitsound = false;
1189 if(accuracy_isgooddamage(o, e))
1190 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1195 void Fire_ApplyDamage(entity e)
1200 if (!Fire_IsBurning(e))
1203 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1204 if(IS_NOT_A_CLIENT(o))
1207 // water and slime stop fire
1209 if(e.watertype != CONTENT_LAVA)
1216 t = min(frametime, e.fire_endtime - time);
1217 d = e.fire_damagepersec * t;
1219 hi = e.fire_owner.damage_dealt;
1220 ty = e.fire_owner.typehitsound;
1221 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1222 if(e.fire_hitsound && e.fire_owner)
1224 e.fire_owner.damage_dealt = hi;
1225 e.fire_owner.typehitsound = ty;
1227 e.fire_hitsound = true;
1229 if(!IS_INDEPENDENT_PLAYER(e))
1230 if(!STAT(FROZEN, e))
1231 FOREACH_CLIENT(IS_PLAYER(it) && it != e, LAMBDA(
1233 if(!IS_INDEPENDENT_PLAYER(it))
1234 if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1236 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1237 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1238 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1243 void Fire_ApplyEffect(entity e)
1245 if(Fire_IsBurning(e))
1246 e.effects |= EF_FLAME;
1248 e.effects &= ~EF_FLAME;
1251 void fireburner_think(entity this)
1253 // for players, this is done in the regular loop
1254 if(wasfreed(this.owner))
1259 Fire_ApplyEffect(this.owner);
1260 if(!Fire_IsBurning(this.owner))
1262 this.owner.fire_burner = NULL;
1266 Fire_ApplyDamage(this.owner);
1267 this.nextthink = time;