5 #include "mutators/mutators_include.qh"
7 #include "spawnpoints.qh"
9 #include "../common/vehicles/all.qh"
10 #include "../common/items/all.qc"
11 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
12 #include "weapons/accuracy.qh"
13 #include "weapons/csqcprojectile.qh"
14 #include "weapons/selection.qh"
15 #include "../common/buffs/all.qh"
16 #include "../common/constants.qh"
17 #include "../common/deathtypes/all.qh"
18 #include "../common/notifications.qh"
19 #include "../common/movetypes/movetypes.qh"
20 #include "../common/playerstats.qh"
21 #include "../common/teams.qh"
22 #include "../common/util.qh"
23 #include "../common/weapons/all.qh"
24 #include "../lib/csqcmodel/sv_model.qh"
25 #include "../lib/warpzone/common.qh"
27 bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
29 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
30 WriteShort(MSG_ENTITY, self.projectiledeathtype);
31 WriteCoord(MSG_ENTITY, floor(self.origin.x));
32 WriteCoord(MSG_ENTITY, floor(self.origin.y));
33 WriteCoord(MSG_ENTITY, floor(self.origin.z));
34 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
35 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
36 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
37 WriteShort(MSG_ENTITY, self.oldorigin.x);
38 WriteByte(MSG_ENTITY, self.species);
42 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
44 // TODO maybe call this from non-edgedamage too?
45 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
49 if(!sound_allowed(MSG_BROADCAST, dmgowner))
54 e.projectiledeathtype = deathtype;
56 e.dmg_edge = edgedamage;
58 e.dmg_force = vlen(force);
60 e.oldorigin_x = compressShortVector(e.velocity);
61 e.species = bloodtype;
63 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
66 void UpdateFrags(entity player, float f)
68 PlayerTeamScore_AddScore(player, f);
71 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
73 // TODO route through PlayerScores instead
81 PlayerScore_Add(attacker, SP_SUICIDES, 1);
86 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
92 PlayerScore_Add(attacker, SP_KILLS, 1);
94 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
97 PlayerScore_Add(targ, SP_DEATHS, 1);
99 if(targ != attacker) // not for suicides
100 if(g_weaponarena_random)
102 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
103 Weapon culprit = DEATH_WEAPONOF(deathtype);
105 culprit = get_weaponinfo(attacker.weapon);
106 else if(!(attacker.weapons & WepSet_FromWeapon(culprit.m_id)))
107 culprit = get_weaponinfo(attacker.weapon);
109 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
115 if(!GiveFrags_randomweapons)
117 GiveFrags_randomweapons = spawn();
118 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
122 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
124 GiveFrags_randomweapons.weapons = start_weapons;
126 // all others (including the culprit): remove
127 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
128 GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit.m_id);
130 // among the remaining ones, choose one by random
131 W_RandomWeapons(GiveFrags_randomweapons, 1);
133 if(GiveFrags_randomweapons.weapons)
135 attacker.weapons |= GiveFrags_randomweapons.weapons;
136 attacker.weapons &= ~WepSet_FromWeapon(culprit.m_id);
140 // after a frag, choose another random weapon set
141 if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
142 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
145 // FIXME fix the mess this is (we have REAL points now!)
146 if(MUTATOR_CALLHOOK(GiveFragsForKill, self, attacker, targ, f))
151 attacker.totalfrags += f;
154 UpdateFrags(attacker, f);
157 string AppendItemcodes(string s, entity player)
162 // w = player.switchweapon;
164 w = player.cnt; // previous weapon!
165 s = strcat(s, ftos(w));
166 if(time < player.strength_finished)
168 if(time < player.invincible_finished)
170 if(player.flagcarried != world)
172 if(player.BUTTON_CHAT)
179 void LogDeath(string mode, int deathtype, entity killer, entity killed)
182 if(!autocvar_sv_eventlog)
184 s = strcat(":kill:", mode);
185 s = strcat(s, ":", ftos(killer.playerid));
186 s = strcat(s, ":", ftos(killed.playerid));
187 s = strcat(s, ":type=", Deathtype_Name(deathtype));
188 s = strcat(s, ":items=");
189 s = AppendItemcodes(s, killer);
192 s = strcat(s, ":victimitems=");
193 s = AppendItemcodes(s, killed);
198 void Obituary_SpecialDeath(
202 string s1, string s2, string s3,
203 float f1, float f2, float f3)
205 if(DEATH_ISSPECIAL(deathtype))
207 entity deathent = Deathtypes[deathtype - DT_FIRST];
208 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
212 if(deathent.death_msgmurder)
214 Send_Notification_WOCOVA(
218 deathent.death_msgmurder.nent_id,
222 Send_Notification_WOCOVA(
226 deathent.death_msgmurder.nent_msginfo.nent_id,
234 if(deathent.death_msgself)
236 Send_Notification_WOCOVA(
240 deathent.death_msgself.nent_id,
244 Send_Notification_WOCOVA(
248 deathent.death_msgself.nent_msginfo.nent_id,
255 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
258 float Obituary_WeaponDeath(
262 string s1, string s2, string s3,
265 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
266 if (death_weapon != WEP_Null)
268 w_deathtype = deathtype;
269 int death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
274 Send_Notification_WOCOVA(
282 Send_Notification_WOCOVA(
286 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
294 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
305 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
308 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
311 float notif_firstblood = false;
312 float kill_count_to_attacker, kill_count_to_target;
314 // Set final information for the death
315 targ.death_origin = targ.origin;
316 if(targ != attacker) { targ.killer_origin = attacker.origin; }
317 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
319 #ifdef NOTIFICATIONS_DEBUG
322 "Obituary(%s, %s, %s, %s = %d);\n",
326 Deathtype_Name(deathtype),
337 if(DEATH_ISSPECIAL(deathtype))
339 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
341 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
345 switch(DEATH_ENT(deathtype))
347 case DEATH_MIRRORDAMAGE:
349 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
355 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
361 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
363 backtrace("SUICIDE: what the hell happened here?\n");
366 LogDeath("suicide", deathtype, targ, targ);
367 GiveFrags(attacker, targ, -1, deathtype);
373 else if(IS_PLAYER(attacker))
375 if(SAME_TEAM(attacker, targ))
377 LogDeath("tk", deathtype, attacker, targ);
378 GiveFrags(attacker, targ, -1, deathtype);
380 attacker.killcount = 0;
382 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
383 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
384 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
386 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
387 // No need for specific death/weapon messages...
391 LogDeath("frag", deathtype, attacker, targ);
392 GiveFrags(attacker, targ, 1, deathtype);
394 attacker.taunt_soundtime = time + 1;
395 attacker.killcount = attacker.killcount + 1;
397 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
400 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
401 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
404 switch(attacker.killcount)
411 if(!checkrules_firstblood)
413 checkrules_firstblood = true;
414 notif_firstblood = true; // modify the current messages so that they too show firstblood information
415 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
416 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
418 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
419 kill_count_to_attacker = -1;
420 kill_count_to_target = -2;
424 kill_count_to_attacker = attacker.killcount;
425 kill_count_to_target = 0;
436 kill_count_to_attacker,
437 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
445 kill_count_to_target,
448 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
459 kill_count_to_attacker,
460 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
468 kill_count_to_target,
471 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
476 if(deathtype == DEATH_BUFF.m_id)
479 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
480 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
489 switch(DEATH_ENT(deathtype))
491 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
492 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
493 // and there will be a REAL DEATH_VOID implementation which mappers will use.
494 case DEATH_HURTTRIGGER:
496 Obituary_SpecialDeath(targ, false, deathtype,
508 Obituary_SpecialDeath(targ, false, deathtype,
510 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
520 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
525 LogDeath("accident", deathtype, targ, targ);
526 GiveFrags(targ, targ, -1, deathtype);
528 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
530 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
531 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
535 // reset target kill count
536 if(targ.killcount) { targ.killcount = 0; }
541 if(!self.owner.frozen || self.owner.iceblock != self)
546 setorigin(self, self.owner.origin - '0 0 16');
547 self.nextthink = time;
550 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
552 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
558 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
560 targ.frozen = frozen_type;
561 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
562 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
563 targ.revive_speed = freeze_time;
564 self.bot_attack = false;
569 ice.classname = "ice";
570 ice.scale = targ.scale;
571 ice.think = Ice_Think;
572 ice.nextthink = time;
573 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
574 setmodel(ice, MDL_ICE);
576 ice.colormod = Team_ColorRGB(targ.team);
577 ice.glowmod = ice.colormod;
579 targ.revival_time = 0;
581 WITH(entity, self, ice, Ice_Think());
583 RemoveGrapplingHook(targ);
585 FOR_EACH_PLAYER(head)
586 if(head.hook.aiment == targ)
587 RemoveGrapplingHook(head);
591 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
594 void Unfreeze (entity targ)
599 if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
600 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
604 targ.revive_progress = 0;
605 targ.revival_time = time;
606 self.bot_attack = true;
608 WaypointSprite_Kill(targ.waypointsprite_attached);
610 FOR_EACH_PLAYER(head)
611 if(head.hook.aiment == targ)
612 RemoveGrapplingHook(head);
614 // remove the ice block
616 remove(targ.iceblock);
617 targ.iceblock = world;
620 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
624 float complainteamdamage = 0;
625 entity attacker_save;
629 if (gameover || targ.killcount == -666)
634 damage_inflictor = inflictor;
635 damage_attacker = attacker;
636 attacker_save = attacker;
641 if(targ.hook.aiment == attacker)
642 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
644 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
645 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
648 if(SAME_TEAM(targ, attacker))
655 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
657 // exit the vehicle before killing (fixes a crash)
658 if(IS_PLAYER(targ) && targ.vehicle)
659 vehicles_exit(VHEF_RELEASE);
661 // These are ALWAYS lethal
662 // No damage modification here
663 // Instead, prepare the victim for his death...
665 targ.spawnshieldtime = 0;
666 targ.health = 0.9; // this is < 1
667 targ.flags -= targ.flags & FL_GODMODE;
670 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
676 // nullify damage if teamplay is on
677 if(deathtype != DEATH_TELEFRAG.m_id)
678 if(IS_PLAYER(attacker))
680 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
685 else if(SAME_TEAM(attacker, targ))
687 if(autocvar_teamplay_mode == 1)
689 else if(attacker != targ)
691 if(autocvar_teamplay_mode == 3)
693 else if(autocvar_teamplay_mode == 4)
695 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
697 attacker.dmg_team = attacker.dmg_team + damage;
698 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
699 if(complainteamdamage > 0)
700 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
701 mirrorforce = autocvar_g_mirrordamage * vlen(force);
702 damage = autocvar_g_friendlyfire * damage;
703 // mirrordamage will be used LATER
705 if(autocvar_g_mirrordamage_virtual)
707 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
708 attacker.dmg_take += v.x;
709 attacker.dmg_save += v.y;
710 attacker.dmg_inflictor = inflictor;
715 if(autocvar_g_friendlyfire_virtual)
717 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
718 targ.dmg_take += v.x;
719 targ.dmg_save += v.y;
720 targ.dmg_inflictor = inflictor;
722 if(!autocvar_g_friendlyfire_virtual_force)
733 if (!DEATH_ISSPECIAL(deathtype))
735 damage *= g_weapondamagefactor;
736 mirrordamage *= g_weapondamagefactor;
737 complainteamdamage *= g_weapondamagefactor;
738 force = force * g_weaponforcefactor;
739 mirrorforce *= g_weaponforcefactor;
742 // should this be changed at all? If so, in what way?
743 MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
744 damage = frag_damage;
745 mirrordamage = frag_mirrordamage;
749 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
751 if(autocvar_g_frozen_revive_falldamage > 0)
752 if(deathtype == DEATH_FALL.m_id)
753 if(damage >= autocvar_g_frozen_revive_falldamage)
756 targ.health = autocvar_g_frozen_revive_falldamage_health;
757 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
758 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
759 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
763 force *= autocvar_g_frozen_force;
766 if(targ.frozen && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
768 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
771 entity spot = SelectSpawnPoint (false);
776 self.deadflag = DEAD_NO;
778 self.angles = spot.angles;
781 self.effects |= EF_TELEPORT_BIT;
783 self.angles_z = 0; // never spawn tilted even if the spot says to
784 self.fixangle = true; // turn this way immediately
785 self.velocity = '0 0 0';
786 self.avelocity = '0 0 0';
787 self.punchangle = '0 0 0';
788 self.punchvector = '0 0 0';
789 self.oldvelocity = self.velocity;
791 self.spawnorigin = spot.origin;
792 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
793 // don't reset back to last position, even if new position is stuck in solid
794 self.oldorigin = self.origin;
795 self.prevorigin = self.origin;
797 Send_Effect(EFFECT_TELEPORT, self.origin, '0 0 0', 1);
805 // apply strength multiplier
806 if (attacker.items & ITEM_Strength.m_itemid)
810 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
811 force = force * autocvar_g_balance_powerup_strength_selfforce;
815 damage = damage * autocvar_g_balance_powerup_strength_damage;
816 force = force * autocvar_g_balance_powerup_strength_force;
820 // apply invincibility multiplier
821 if (targ.items & ITEM_Shield.m_itemid)
822 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
825 if (targ == attacker)
826 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
831 if(deathtype != DEATH_BUFF.m_id)
832 if(targ.takedamage == DAMAGE_AIM)
836 if(IS_VEHICLE(targ) && targ.owner)
841 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim))
843 if(DIFF_TEAM(victim, attacker) && !victim.frozen)
847 if(deathtype != DEATH_FIRE.m_id)
849 if(victim.BUTTON_CHAT)
850 attacker.typehitsound += 1;
852 attacker.damage_dealt += damage;
855 damage_goodhits += 1;
856 damage_gooddamage += damage;
858 if (!DEATH_ISSPECIAL(deathtype))
860 if(IS_PLAYER(targ)) // don't do this for vehicles
868 if(deathtype != DEATH_FIRE.m_id)
870 attacker.typehitsound += 1;
872 if(complainteamdamage > 0)
873 if(time > attacker.teamkill_complain)
875 attacker.teamkill_complain = time + 5;
876 attacker.teamkill_soundtime = time + 0.4;
877 attacker.teamkill_soundsource = targ;
885 if (self.damageforcescale)
887 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
889 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
890 if(self.movetype == MOVETYPE_PHYSICS)
894 farcent.classname = "farce";
895 farcent.enemy = self;
896 farcent.movedir = farce * 10;
898 farcent.movedir = farcent.movedir * self.mass;
899 farcent.origin = hitloc;
900 farcent.forcetype = FORCETYPE_FORCEATPOS;
901 farcent.nextthink = time + 0.1;
902 farcent.think = SUB_Remove;
906 self.velocity = self.velocity + farce;
907 self.move_velocity = self.velocity;
909 self.flags &= ~FL_ONGROUND;
910 self.move_flags &= ~FL_ONGROUND;
911 UpdateCSQCProjectile(self);
914 if (damage != 0 || (self.damageforcescale && vlen(force)))
915 if (self.event_damage)
916 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
919 // apply mirror damage if any
920 if(mirrordamage > 0 || mirrorforce > 0)
922 attacker = attacker_save;
924 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
925 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
929 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)
930 // Returns total damage applies to creatures
934 float total_damage_to_creatures;
939 float stat_damagedone;
941 if(RadiusDamage_running)
943 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
947 RadiusDamage_running = 1;
949 tfloordmg = autocvar_g_throughfloor_damage;
950 tfloorforce = autocvar_g_throughfloor_force;
952 total_damage_to_creatures = 0;
954 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
955 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
957 force = inflictorvelocity;
961 force = normalize(force);
962 if(forceintensity >= 0)
963 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
965 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
970 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
974 if ((targ != inflictor) || inflictorselfdamage)
975 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
982 // LordHavoc: measure distance to nearest point on target (not origin)
983 // (this guarentees 100% damage on a touch impact)
984 nearest = targ.WarpZone_findradius_nearest;
985 diff = targ.WarpZone_findradius_dist;
986 // round up a little on the damage to ensure full damage on impacts
987 // and turn the distance into a fraction of the radius
988 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
990 //bprint(ftos(power));
991 //if (targ == attacker)
992 // print(ftos(power), "\n");
998 finaldmg = coredamage * power + edgedamage * (1 - power);
1004 vector myblastorigin;
1007 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
1009 // if it's a player, use the view origin as reference
1010 center = CENTER_OR_VIEWOFS(targ);
1012 force = normalize(center - myblastorigin);
1013 force = force * (finaldmg / coredamage) * forceintensity;
1016 if(deathtype & WEP_BLASTER.m_id)
1017 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1019 if(targ != directhitentity)
1024 float mininv_f, mininv_d;
1026 // test line of sight to multiple positions on box,
1027 // and do damage if any of them hit
1030 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1031 // so for a given max stddev:
1032 // n = (1 / (2 * max stddev of hitratio))^2
1034 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1035 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1037 if(autocvar_g_throughfloor_debug)
1038 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1041 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1043 if(autocvar_g_throughfloor_debug)
1044 LOG_INFOF(" steps=%f", total);
1047 if (IS_PLAYER(targ))
1048 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1050 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1052 if(autocvar_g_throughfloor_debug)
1053 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1055 for(c = 0; c < total; ++c)
1057 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1058 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1059 if (trace_fraction == 1 || trace_ent == targ)
1063 hitloc = hitloc + nearest;
1067 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1068 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1069 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1072 nearest = hitloc * (1 / max(1, hits));
1073 hitratio = (hits / total);
1074 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1075 finaldmg = finaldmg * a;
1076 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1079 if(autocvar_g_throughfloor_debug)
1080 LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
1083 //if (targ == attacker)
1085 // print("hits ", ftos(hits), " / ", ftos(total));
1086 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1087 // print(" (", ftos(a), ")\n");
1089 if(finaldmg || vlen(force))
1093 total_damage_to_creatures += finaldmg;
1095 if(accuracy_isgooddamage(attacker, targ))
1096 stat_damagedone += finaldmg;
1099 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1100 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1102 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1110 RadiusDamage_running = 0;
1112 if(!DEATH_ISSPECIAL(deathtype))
1113 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1115 return total_damage_to_creatures;
1118 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1120 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1123 float Fire_IsBurning(entity e)
1125 return (time < e.fire_endtime);
1128 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1131 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1142 // print("adding a fire burner to ", e.classname, "\n");
1143 e.fire_burner = spawn();
1144 e.fire_burner.classname = "fireburner";
1145 e.fire_burner.think = fireburner_think;
1146 e.fire_burner.nextthink = time;
1147 e.fire_burner.owner = e;
1153 if(Fire_IsBurning(e))
1155 mintime = e.fire_endtime - time;
1156 maxtime = max(mintime, t);
1158 mindps = e.fire_damagepersec;
1159 maxdps = max(mindps, dps);
1161 if(maxtime > mintime || maxdps > mindps)
1165 // damage we have right now
1166 mindamage = mindps * mintime;
1168 // damage we want to get
1169 maxdamage = mindamage + d;
1171 // but we can't exceed maxtime * maxdps!
1172 totaldamage = min(maxdamage, maxtime * maxdps);
1176 // totaldamage = min(mindamage + d, maxtime * maxdps)
1178 // totaldamage <= maxtime * maxdps
1179 // ==> totaldamage / maxdps <= maxtime.
1181 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1182 // >= min(mintime, maxtime)
1183 // ==> totaldamage / maxdps >= mintime.
1186 // how long do we damage then?
1187 // at least as long as before
1188 // but, never exceed maxdps
1189 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1193 // at most as long as maximum allowed
1194 // but, never below mindps
1195 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1197 // assuming t > mintime, dps > mindps:
1198 // we get d = t * dps = maxtime * maxdps
1199 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1200 // totaldamage / maxdps = maxtime
1201 // totaldamage / mindps > totaldamage / maxdps = maxtime
1203 // a) totaltime = max(mintime, maxtime) = maxtime
1204 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1206 // assuming t <= mintime:
1207 // we get maxtime = mintime
1208 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1209 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1211 // assuming dps <= mindps:
1212 // we get mindps = maxdps.
1213 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1214 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1215 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1217 e.fire_damagepersec = totaldamage / totaltime;
1218 e.fire_endtime = time + totaltime;
1219 if(totaldamage > 1.2 * mindamage)
1221 e.fire_deathtype = dt;
1222 if(e.fire_owner != o)
1225 e.fire_hitsound = false;
1228 if(accuracy_isgooddamage(o, e))
1229 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1230 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1237 e.fire_damagepersec = dps;
1238 e.fire_endtime = time + t;
1239 e.fire_deathtype = dt;
1241 e.fire_hitsound = false;
1242 if(accuracy_isgooddamage(o, e))
1243 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1248 void Fire_ApplyDamage(entity e)
1253 if (!Fire_IsBurning(e))
1256 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1257 if(IS_NOT_A_CLIENT(o))
1260 // water and slime stop fire
1262 if(e.watertype != CONTENT_LAVA)
1269 t = min(frametime, e.fire_endtime - time);
1270 d = e.fire_damagepersec * t;
1272 hi = e.fire_owner.damage_dealt;
1273 ty = e.fire_owner.typehitsound;
1274 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1275 if(e.fire_hitsound && e.fire_owner)
1277 e.fire_owner.damage_dealt = hi;
1278 e.fire_owner.typehitsound = ty;
1280 e.fire_hitsound = true;
1282 if (!IS_INDEPENDENT_PLAYER(e))
1284 FOR_EACH_PLAYER(other) if(e != other)
1286 if(IS_PLAYER(other))
1287 if(other.deadflag == DEAD_NO)
1288 if (!IS_INDEPENDENT_PLAYER(other))
1289 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1291 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1292 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1293 Fire_AddDamage(other, o, d, t, DEATH_FIRE.m_id);
1298 void Fire_ApplyEffect(entity e)
1300 if(Fire_IsBurning(e))
1301 e.effects |= EF_FLAME;
1303 e.effects &= ~EF_FLAME;
1306 void fireburner_think()
1308 // for players, this is done in the regular loop
1309 if(wasfreed(self.owner))
1314 Fire_ApplyEffect(self.owner);
1315 if(!Fire_IsBurning(self.owner))
1317 self.owner.fire_burner = world;
1321 Fire_ApplyDamage(self.owner);
1322 self.nextthink = time;