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, self, attacker, targ, f))
110 attacker.totalfrags += f;
113 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 != world)
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 .int buffs = _STAT(BUFFS); // TODO: remove
268 entity buff_FirstFromFlags(int _buffs);
269 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
272 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
275 float notif_firstblood = false;
276 float kill_count_to_attacker, kill_count_to_target;
278 // Set final information for the death
279 targ.death_origin = targ.origin;
280 if(targ != attacker) { targ.killer_origin = attacker.origin; }
281 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
283 #ifdef NOTIFICATIONS_DEBUG
286 "Obituary(%s, %s, %s, %s = %d);\n",
290 Deathtype_Name(deathtype),
301 if(DEATH_ISSPECIAL(deathtype))
303 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
305 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
309 switch(DEATH_ENT(deathtype))
311 case DEATH_MIRRORDAMAGE:
313 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
319 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
325 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
327 backtrace("SUICIDE: what the hell happened here?\n");
330 LogDeath("suicide", deathtype, targ, targ);
331 if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
332 GiveFrags(attacker, targ, -1, deathtype);
338 else if(IS_PLAYER(attacker))
340 if(SAME_TEAM(attacker, targ))
342 LogDeath("tk", deathtype, attacker, targ);
343 GiveFrags(attacker, targ, -1, deathtype);
345 attacker.killcount = 0;
347 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
348 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
349 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, targ.killcount);
351 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
352 // No need for specific death/weapon messages...
356 LogDeath("frag", deathtype, attacker, targ);
357 GiveFrags(attacker, targ, 1, deathtype);
359 attacker.taunt_soundtime = time + 1;
360 attacker.killcount = attacker.killcount + 1;
362 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
365 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
366 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
369 switch(attacker.killcount)
376 if(!checkrules_firstblood)
378 checkrules_firstblood = true;
379 notif_firstblood = true; // modify the current messages so that they too show firstblood information
380 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
381 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
383 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
384 kill_count_to_attacker = -1;
385 kill_count_to_target = -2;
389 kill_count_to_attacker = attacker.killcount;
390 kill_count_to_target = 0;
401 kill_count_to_attacker,
402 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
410 kill_count_to_target,
413 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
424 kill_count_to_attacker,
425 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
433 kill_count_to_target,
436 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
441 if(deathtype == DEATH_BUFF.m_id)
442 f3 = buff_FirstFromFlags(attacker.buffs).m_id;
444 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
445 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
454 switch(DEATH_ENT(deathtype))
456 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
457 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
458 // and there will be a REAL DEATH_VOID implementation which mappers will use.
459 case DEATH_HURTTRIGGER:
461 Obituary_SpecialDeath(targ, false, deathtype,
473 Obituary_SpecialDeath(targ, false, deathtype,
475 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
485 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
490 LogDeath("accident", deathtype, targ, targ);
491 GiveFrags(targ, targ, -1, deathtype);
493 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
495 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
496 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
500 // reset target kill count
501 if(targ.killcount) { targ.killcount = 0; }
506 if(!STAT(FROZEN, self.owner) || self.owner.iceblock != self)
511 setorigin(self, self.owner.origin - '0 0 16');
512 self.nextthink = time;
515 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
517 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
520 if(STAT(FROZEN, targ))
523 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
525 STAT(FROZEN, targ) = frozen_type;
526 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
527 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
528 targ.revive_speed = freeze_time;
529 self.bot_attack = false;
531 entity ice = new(ice);
533 ice.scale = targ.scale;
534 ice.think = Ice_Think;
535 ice.nextthink = time;
536 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
537 setmodel(ice, MDL_ICE);
539 ice.colormod = Team_ColorRGB(targ.team);
540 ice.glowmod = ice.colormod;
542 targ.revival_time = 0;
544 WITHSELF(ice, Ice_Think());
546 RemoveGrapplingHook(targ);
548 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == targ, LAMBDA(RemoveGrapplingHook(it)));
552 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
555 void Unfreeze (entity targ)
558 if(!STAT(FROZEN, targ))
561 if(STAT(FROZEN, targ) && STAT(FROZEN, targ) != 3) // only reset health if target was frozen
562 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
564 STAT(FROZEN, targ) = 0;
565 targ.revive_progress = 0;
566 targ.revival_time = time;
567 self.bot_attack = true;
569 WaypointSprite_Kill(targ.waypointsprite_attached);
571 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == targ, LAMBDA(RemoveGrapplingHook(it)));
573 // remove the ice block
575 remove(targ.iceblock);
576 targ.iceblock = world;
579 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
583 float complainteamdamage = 0;
584 entity attacker_save;
588 if (gameover || targ.killcount == FRAGS_SPECTATOR)
593 damage_inflictor = inflictor;
594 damage_attacker = attacker;
595 attacker_save = attacker;
600 if(targ.hook.aiment == attacker)
601 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
603 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
604 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
607 if(SAME_TEAM(targ, attacker))
614 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
616 // exit the vehicle before killing (fixes a crash)
617 if(IS_PLAYER(targ) && targ.vehicle)
618 vehicles_exit(VHEF_RELEASE);
620 // These are ALWAYS lethal
621 // No damage modification here
622 // Instead, prepare the victim for his death...
624 targ.spawnshieldtime = 0;
625 targ.health = 0.9; // this is < 1
626 targ.flags -= targ.flags & FL_GODMODE;
629 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
635 // nullify damage if teamplay is on
636 if(deathtype != DEATH_TELEFRAG.m_id)
637 if(IS_PLAYER(attacker))
639 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
644 else if(SAME_TEAM(attacker, targ))
646 if(autocvar_teamplay_mode == 1)
648 else if(attacker != targ)
650 if(autocvar_teamplay_mode == 3)
652 else if(autocvar_teamplay_mode == 4)
654 if(IS_PLAYER(targ) && !IS_DEAD(targ))
656 attacker.dmg_team = attacker.dmg_team + damage;
657 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
658 if(complainteamdamage > 0)
659 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
660 mirrorforce = autocvar_g_mirrordamage * vlen(force);
661 damage = autocvar_g_friendlyfire * damage;
662 // mirrordamage will be used LATER
664 if(autocvar_g_mirrordamage_virtual)
666 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
667 attacker.dmg_take += v.x;
668 attacker.dmg_save += v.y;
669 attacker.dmg_inflictor = inflictor;
674 if(autocvar_g_friendlyfire_virtual)
676 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
677 targ.dmg_take += v.x;
678 targ.dmg_save += v.y;
679 targ.dmg_inflictor = inflictor;
681 if(!autocvar_g_friendlyfire_virtual_force)
692 if (!DEATH_ISSPECIAL(deathtype))
694 damage *= g_weapondamagefactor;
695 mirrordamage *= g_weapondamagefactor;
696 complainteamdamage *= g_weapondamagefactor;
697 force = force * g_weaponforcefactor;
698 mirrorforce *= g_weaponforcefactor;
701 // should this be changed at all? If so, in what way?
702 MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
703 damage = frag_damage;
704 mirrordamage = frag_mirrordamage;
707 if(STAT(FROZEN, targ))
708 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
710 if(autocvar_g_frozen_revive_falldamage > 0)
711 if(deathtype == DEATH_FALL.m_id)
712 if(damage >= autocvar_g_frozen_revive_falldamage)
715 targ.health = autocvar_g_frozen_revive_falldamage_health;
716 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
717 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
718 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
722 force *= autocvar_g_frozen_force;
725 if(STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
727 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
730 entity spot = SelectSpawnPoint (false);
735 self.deadflag = DEAD_NO;
737 self.angles = spot.angles;
740 self.effects |= EF_TELEPORT_BIT;
742 self.angles_z = 0; // never spawn tilted even if the spot says to
743 self.fixangle = true; // turn this way immediately
744 self.velocity = '0 0 0';
745 self.avelocity = '0 0 0';
746 self.punchangle = '0 0 0';
747 self.punchvector = '0 0 0';
748 self.oldvelocity = self.velocity;
750 self.spawnorigin = spot.origin;
751 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
752 // don't reset back to last position, even if new position is stuck in solid
753 self.oldorigin = self.origin;
754 self.prevorigin = self.origin;
756 Send_Effect(EFFECT_TELEPORT, self.origin, '0 0 0', 1);
764 // apply strength multiplier
765 if (attacker.items & ITEM_Strength.m_itemid)
769 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
770 force = force * autocvar_g_balance_powerup_strength_selfforce;
774 damage = damage * autocvar_g_balance_powerup_strength_damage;
775 force = force * autocvar_g_balance_powerup_strength_force;
779 // apply invincibility multiplier
780 if (targ.items & ITEM_Shield.m_itemid)
781 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
784 if (targ == attacker)
785 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
790 if(deathtype != DEATH_BUFF.m_id)
791 if(targ.takedamage == DAMAGE_AIM)
795 if(IS_VEHICLE(targ) && targ.owner)
800 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim))
802 if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
806 if(deathtype != DEATH_FIRE.m_id)
808 if(PHYS_INPUT_BUTTON_CHAT(victim))
809 attacker.typehitsound += 1;
811 attacker.damage_dealt += damage;
814 damage_goodhits += 1;
815 damage_gooddamage += damage;
817 if (!DEATH_ISSPECIAL(deathtype))
819 if(IS_PLAYER(targ)) // don't do this for vehicles
827 if(deathtype != DEATH_FIRE.m_id)
829 attacker.typehitsound += 1;
831 if(complainteamdamage > 0)
832 if(time > attacker.teamkill_complain)
834 attacker.teamkill_complain = time + 5;
835 attacker.teamkill_soundtime = time + 0.4;
836 attacker.teamkill_soundsource = targ;
844 if (self.damageforcescale)
846 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
848 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
849 if(self.movetype == MOVETYPE_PHYSICS)
851 entity farcent = new(farce);
852 farcent.enemy = self;
853 farcent.movedir = farce * 10;
855 farcent.movedir = farcent.movedir * self.mass;
856 farcent.origin = hitloc;
857 farcent.forcetype = FORCETYPE_FORCEATPOS;
858 farcent.nextthink = time + 0.1;
859 farcent.think = SUB_Remove_self;
863 self.velocity = self.velocity + farce;
864 self.move_velocity = self.velocity;
866 UNSET_ONGROUND(self);
867 self.move_flags &= ~FL_ONGROUND;
868 UpdateCSQCProjectile(self);
871 if (damage != 0 || (self.damageforcescale && vlen(force)))
872 if (self.event_damage)
873 self.event_damage (self, inflictor, attacker, damage, deathtype, hitloc, force);
876 // apply mirror damage if any
877 if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
878 if(mirrordamage > 0 || mirrorforce > 0)
880 attacker = attacker_save;
882 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
883 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
887 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)
888 // Returns total damage applies to creatures
892 float total_damage_to_creatures;
897 float stat_damagedone;
899 if(RadiusDamage_running)
901 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
905 RadiusDamage_running = 1;
907 tfloordmg = autocvar_g_throughfloor_damage;
908 tfloorforce = autocvar_g_throughfloor_force;
910 total_damage_to_creatures = 0;
912 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
913 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
915 force = inflictorvelocity;
919 force = normalize(force);
920 if(forceintensity >= 0)
921 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
923 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
928 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
932 if ((targ != inflictor) || inflictorselfdamage)
933 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
940 // LordHavoc: measure distance to nearest point on target (not origin)
941 // (this guarentees 100% damage on a touch impact)
942 nearest = targ.WarpZone_findradius_nearest;
943 diff = targ.WarpZone_findradius_dist;
944 // round up a little on the damage to ensure full damage on impacts
945 // and turn the distance into a fraction of the radius
946 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
948 //bprint(ftos(power));
949 //if (targ == attacker)
950 // print(ftos(power), "\n");
956 finaldmg = coredamage * power + edgedamage * (1 - power);
962 vector myblastorigin;
965 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
967 // if it's a player, use the view origin as reference
968 center = CENTER_OR_VIEWOFS(targ);
970 force = normalize(center - myblastorigin);
971 force = force * (finaldmg / coredamage) * forceintensity;
974 if(deathtype & WEP_BLASTER.m_id)
975 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
977 if(targ != directhitentity)
982 float mininv_f, mininv_d;
984 // test line of sight to multiple positions on box,
985 // and do damage if any of them hit
988 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
989 // so for a given max stddev:
990 // n = (1 / (2 * max stddev of hitratio))^2
992 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
993 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
995 if(autocvar_g_throughfloor_debug)
996 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
999 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1001 if(autocvar_g_throughfloor_debug)
1002 LOG_INFOF(" steps=%f", total);
1005 if (IS_PLAYER(targ))
1006 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1008 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1010 if(autocvar_g_throughfloor_debug)
1011 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1013 for(c = 0; c < total; ++c)
1015 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1016 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1017 if (trace_fraction == 1 || trace_ent == targ)
1021 hitloc = hitloc + nearest;
1025 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1026 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1027 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1030 nearest = hitloc * (1 / max(1, hits));
1031 hitratio = (hits / total);
1032 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1033 finaldmg = finaldmg * a;
1034 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1037 if(autocvar_g_throughfloor_debug)
1038 LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
1041 //if (targ == attacker)
1043 // print("hits ", ftos(hits), " / ", ftos(total));
1044 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1045 // print(" (", ftos(a), ")\n");
1047 if(finaldmg || vlen(force))
1051 total_damage_to_creatures += finaldmg;
1053 if(accuracy_isgooddamage(attacker, targ))
1054 stat_damagedone += finaldmg;
1057 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1058 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1060 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1068 RadiusDamage_running = 0;
1070 if(!DEATH_ISSPECIAL(deathtype))
1071 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1073 return total_damage_to_creatures;
1076 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1078 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1081 float Fire_IsBurning(entity e)
1083 return (time < e.fire_endtime);
1086 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1089 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1100 // print("adding a fire burner to ", e.classname, "\n");
1101 e.fire_burner = new(fireburner);
1102 e.fire_burner.think = fireburner_think;
1103 e.fire_burner.nextthink = time;
1104 e.fire_burner.owner = e;
1110 if(Fire_IsBurning(e))
1112 mintime = e.fire_endtime - time;
1113 maxtime = max(mintime, t);
1115 mindps = e.fire_damagepersec;
1116 maxdps = max(mindps, dps);
1118 if(maxtime > mintime || maxdps > mindps)
1122 // damage we have right now
1123 mindamage = mindps * mintime;
1125 // damage we want to get
1126 maxdamage = mindamage + d;
1128 // but we can't exceed maxtime * maxdps!
1129 totaldamage = min(maxdamage, maxtime * maxdps);
1133 // totaldamage = min(mindamage + d, maxtime * maxdps)
1135 // totaldamage <= maxtime * maxdps
1136 // ==> totaldamage / maxdps <= maxtime.
1138 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1139 // >= min(mintime, maxtime)
1140 // ==> totaldamage / maxdps >= mintime.
1143 // how long do we damage then?
1144 // at least as long as before
1145 // but, never exceed maxdps
1146 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1150 // at most as long as maximum allowed
1151 // but, never below mindps
1152 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1154 // assuming t > mintime, dps > mindps:
1155 // we get d = t * dps = maxtime * maxdps
1156 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1157 // totaldamage / maxdps = maxtime
1158 // totaldamage / mindps > totaldamage / maxdps = maxtime
1160 // a) totaltime = max(mintime, maxtime) = maxtime
1161 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1163 // assuming t <= mintime:
1164 // we get maxtime = mintime
1165 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1166 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1168 // assuming dps <= mindps:
1169 // we get mindps = maxdps.
1170 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1171 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1172 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1174 e.fire_damagepersec = totaldamage / totaltime;
1175 e.fire_endtime = time + totaltime;
1176 if(totaldamage > 1.2 * mindamage)
1178 e.fire_deathtype = dt;
1179 if(e.fire_owner != o)
1182 e.fire_hitsound = false;
1185 if(accuracy_isgooddamage(o, e))
1186 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1187 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1194 e.fire_damagepersec = dps;
1195 e.fire_endtime = time + t;
1196 e.fire_deathtype = dt;
1198 e.fire_hitsound = false;
1199 if(accuracy_isgooddamage(o, e))
1200 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1205 void Fire_ApplyDamage(entity e)
1210 if (!Fire_IsBurning(e))
1213 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1214 if(IS_NOT_A_CLIENT(o))
1217 // water and slime stop fire
1219 if(e.watertype != CONTENT_LAVA)
1226 t = min(frametime, e.fire_endtime - time);
1227 d = e.fire_damagepersec * t;
1229 hi = e.fire_owner.damage_dealt;
1230 ty = e.fire_owner.typehitsound;
1231 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1232 if(e.fire_hitsound && e.fire_owner)
1234 e.fire_owner.damage_dealt = hi;
1235 e.fire_owner.typehitsound = ty;
1237 e.fire_hitsound = true;
1239 if(!IS_INDEPENDENT_PLAYER(e))
1240 if(!STAT(FROZEN, e))
1241 FOREACH_CLIENT(IS_PLAYER(it) && it != e, LAMBDA(
1243 if(!IS_INDEPENDENT_PLAYER(it))
1244 if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1246 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1247 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1248 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1253 void Fire_ApplyEffect(entity e)
1255 if(Fire_IsBurning(e))
1256 e.effects |= EF_FLAME;
1258 e.effects &= ~EF_FLAME;
1261 void fireburner_think()
1263 // for players, this is done in the regular loop
1264 if(wasfreed(self.owner))
1269 Fire_ApplyEffect(self.owner);
1270 if(!Fire_IsBurning(self.owner))
1272 self.owner.fire_burner = world;
1276 Fire_ApplyDamage(self.owner);
1277 self.nextthink = time;