5 #include "mutators/all.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/constants.qh"
16 #include "../common/deathtypes/all.qh"
17 #include "../common/notifications.qh"
18 #include "../common/movetypes/movetypes.qh"
19 #include "../common/playerstats.qh"
20 #include "../common/teams.qh"
21 #include "../common/util.qh"
22 #include "../common/weapons/all.qh"
23 #include "../lib/csqcmodel/sv_model.qh"
24 #include "../lib/warpzone/common.qh"
26 void UpdateFrags(entity player, float f)
28 PlayerTeamScore_AddScore(player, f);
31 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
33 // TODO route through PlayerScores instead
41 PlayerScore_Add(attacker, SP_SUICIDES, 1);
46 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
52 PlayerScore_Add(attacker, SP_KILLS, 1);
54 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
57 PlayerScore_Add(targ, SP_DEATHS, 1);
59 if(targ != attacker) // not for suicides
60 if(g_weaponarena_random)
62 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
63 Weapon culprit = DEATH_WEAPONOF(deathtype);
64 if(!culprit) culprit = get_weaponinfo(attacker.weapon);
65 else if(!(attacker.weapons & (culprit.m_wepset))) culprit = get_weaponinfo(attacker.weapon);
67 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
73 if(!GiveFrags_randomweapons)
75 GiveFrags_randomweapons = new(GiveFrags_randomweapons);
79 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
81 GiveFrags_randomweapons.weapons = start_weapons;
83 // all others (including the culprit): remove
84 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
85 GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset);
87 // among the remaining ones, choose one by random
88 W_RandomWeapons(GiveFrags_randomweapons, 1);
90 if(GiveFrags_randomweapons.weapons)
92 attacker.weapons |= GiveFrags_randomweapons.weapons;
93 attacker.weapons &= ~(culprit.m_wepset);
97 // after a frag, choose another random weapon set
98 if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
99 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
102 // FIXME fix the mess this is (we have REAL points now!)
103 if(MUTATOR_CALLHOOK(GiveFragsForKill, self, attacker, targ, f))
108 attacker.totalfrags += f;
111 UpdateFrags(attacker, f);
114 string AppendItemcodes(string s, entity player)
119 // w = player.switchweapon;
121 w = player.cnt; // previous weapon!
122 s = strcat(s, ftos(w));
123 if(time < player.strength_finished)
125 if(time < player.invincible_finished)
127 if(player.flagcarried != world)
129 if(player.BUTTON_CHAT)
136 void LogDeath(string mode, int deathtype, entity killer, entity killed)
139 if(!autocvar_sv_eventlog)
141 s = strcat(":kill:", mode);
142 s = strcat(s, ":", ftos(killer.playerid));
143 s = strcat(s, ":", ftos(killed.playerid));
144 s = strcat(s, ":type=", Deathtype_Name(deathtype));
145 s = strcat(s, ":items=");
146 s = AppendItemcodes(s, killer);
149 s = strcat(s, ":victimitems=");
150 s = AppendItemcodes(s, killed);
155 void Obituary_SpecialDeath(
159 string s1, string s2, string s3,
160 float f1, float f2, float f3)
162 if(DEATH_ISSPECIAL(deathtype))
164 entity deathent = Deathtypes_from(deathtype - DT_FIRST);
165 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
169 if(deathent.death_msgmurder)
171 Send_Notification_WOCOVA(
175 deathent.death_msgmurder.nent_id,
179 Send_Notification_WOCOVA(
183 deathent.death_msgmurder.nent_msginfo.nent_id,
191 if(deathent.death_msgself)
193 Send_Notification_WOCOVA(
197 deathent.death_msgself.nent_id,
201 Send_Notification_WOCOVA(
205 deathent.death_msgself.nent_msginfo.nent_id,
212 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
215 float Obituary_WeaponDeath(
219 string s1, string s2, string s3,
222 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
223 if (death_weapon != WEP_Null)
225 w_deathtype = deathtype;
226 int death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
231 Send_Notification_WOCOVA(
239 Send_Notification_WOCOVA(
243 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
251 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
262 .int buffs = _STAT(BUFFS); // TODO: remove
264 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
267 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
270 float notif_firstblood = false;
271 float kill_count_to_attacker, kill_count_to_target;
273 // Set final information for the death
274 targ.death_origin = targ.origin;
275 if(targ != attacker) { targ.killer_origin = attacker.origin; }
276 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
278 #ifdef NOTIFICATIONS_DEBUG
281 "Obituary(%s, %s, %s, %s = %d);\n",
285 Deathtype_Name(deathtype),
296 if(DEATH_ISSPECIAL(deathtype))
298 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
300 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
304 switch(DEATH_ENT(deathtype))
306 case DEATH_MIRRORDAMAGE:
308 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
314 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
320 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
322 backtrace("SUICIDE: what the hell happened here?\n");
325 LogDeath("suicide", deathtype, targ, targ);
326 GiveFrags(attacker, targ, -1, deathtype);
332 else if(IS_PLAYER(attacker))
334 if(SAME_TEAM(attacker, targ))
336 LogDeath("tk", deathtype, attacker, targ);
337 GiveFrags(attacker, targ, -1, deathtype);
339 attacker.killcount = 0;
341 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
342 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
343 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
345 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
346 // No need for specific death/weapon messages...
350 LogDeath("frag", deathtype, attacker, targ);
351 GiveFrags(attacker, targ, 1, deathtype);
353 attacker.taunt_soundtime = time + 1;
354 attacker.killcount = attacker.killcount + 1;
356 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
359 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
360 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
363 switch(attacker.killcount)
370 if(!checkrules_firstblood)
372 checkrules_firstblood = true;
373 notif_firstblood = true; // modify the current messages so that they too show firstblood information
374 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
375 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
377 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
378 kill_count_to_attacker = -1;
379 kill_count_to_target = -2;
383 kill_count_to_attacker = attacker.killcount;
384 kill_count_to_target = 0;
395 kill_count_to_attacker,
396 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
404 kill_count_to_target,
407 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
418 kill_count_to_attacker,
419 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
427 kill_count_to_target,
430 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
435 if(deathtype == DEATH_BUFF.m_id)
438 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
439 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
448 switch(DEATH_ENT(deathtype))
450 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
451 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
452 // and there will be a REAL DEATH_VOID implementation which mappers will use.
453 case DEATH_HURTTRIGGER:
455 Obituary_SpecialDeath(targ, false, deathtype,
467 Obituary_SpecialDeath(targ, false, deathtype,
469 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
479 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
484 LogDeath("accident", deathtype, targ, targ);
485 GiveFrags(targ, targ, -1, deathtype);
487 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
489 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
490 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
494 // reset target kill count
495 if(targ.killcount) { targ.killcount = 0; }
500 if(!self.owner.frozen || self.owner.iceblock != self)
505 setorigin(self, self.owner.origin - '0 0 16');
506 self.nextthink = time;
509 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
511 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
517 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
519 targ.frozen = frozen_type;
520 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
521 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
522 targ.revive_speed = freeze_time;
523 self.bot_attack = false;
525 entity ice = new(ice);
527 ice.scale = targ.scale;
528 ice.think = Ice_Think;
529 ice.nextthink = time;
530 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
531 setmodel(ice, MDL_ICE);
533 ice.colormod = Team_ColorRGB(targ.team);
534 ice.glowmod = ice.colormod;
536 targ.revival_time = 0;
538 WITH(entity, self, ice, Ice_Think());
540 RemoveGrapplingHook(targ);
543 FOR_EACH_PLAYER(head)
544 if(head.hook.aiment == targ)
545 RemoveGrapplingHook(head);
549 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
552 void Unfreeze (entity targ)
557 if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
558 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
562 targ.revive_progress = 0;
563 targ.revival_time = time;
564 self.bot_attack = true;
566 WaypointSprite_Kill(targ.waypointsprite_attached);
568 FOR_EACH_PLAYER(head)
569 if(head.hook.aiment == targ)
570 RemoveGrapplingHook(head);
572 // remove the ice block
574 remove(targ.iceblock);
575 targ.iceblock = world;
578 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
582 float complainteamdamage = 0;
583 entity attacker_save;
587 if (gameover || targ.killcount == FRAGS_SPECTATOR)
592 damage_inflictor = inflictor;
593 damage_attacker = attacker;
594 attacker_save = attacker;
599 if(targ.hook.aiment == attacker)
600 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
602 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
603 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
606 if(SAME_TEAM(targ, attacker))
613 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
615 // exit the vehicle before killing (fixes a crash)
616 if(IS_PLAYER(targ) && targ.vehicle)
617 vehicles_exit(VHEF_RELEASE);
619 // These are ALWAYS lethal
620 // No damage modification here
621 // Instead, prepare the victim for his death...
623 targ.spawnshieldtime = 0;
624 targ.health = 0.9; // this is < 1
625 targ.flags -= targ.flags & FL_GODMODE;
628 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
634 // nullify damage if teamplay is on
635 if(deathtype != DEATH_TELEFRAG.m_id)
636 if(IS_PLAYER(attacker))
638 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
643 else if(SAME_TEAM(attacker, targ))
645 if(autocvar_teamplay_mode == 1)
647 else if(attacker != targ)
649 if(autocvar_teamplay_mode == 3)
651 else if(autocvar_teamplay_mode == 4)
653 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
655 attacker.dmg_team = attacker.dmg_team + damage;
656 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
657 if(complainteamdamage > 0)
658 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
659 mirrorforce = autocvar_g_mirrordamage * vlen(force);
660 damage = autocvar_g_friendlyfire * damage;
661 // mirrordamage will be used LATER
663 if(autocvar_g_mirrordamage_virtual)
665 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
666 attacker.dmg_take += v.x;
667 attacker.dmg_save += v.y;
668 attacker.dmg_inflictor = inflictor;
673 if(autocvar_g_friendlyfire_virtual)
675 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
676 targ.dmg_take += v.x;
677 targ.dmg_save += v.y;
678 targ.dmg_inflictor = inflictor;
680 if(!autocvar_g_friendlyfire_virtual_force)
691 if (!DEATH_ISSPECIAL(deathtype))
693 damage *= g_weapondamagefactor;
694 mirrordamage *= g_weapondamagefactor;
695 complainteamdamage *= g_weapondamagefactor;
696 force = force * g_weaponforcefactor;
697 mirrorforce *= g_weaponforcefactor;
700 // should this be changed at all? If so, in what way?
701 MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
702 damage = frag_damage;
703 mirrordamage = frag_mirrordamage;
707 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
709 if(autocvar_g_frozen_revive_falldamage > 0)
710 if(deathtype == DEATH_FALL.m_id)
711 if(damage >= autocvar_g_frozen_revive_falldamage)
714 targ.health = autocvar_g_frozen_revive_falldamage_health;
715 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
716 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
717 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
721 force *= autocvar_g_frozen_force;
724 if(targ.frozen && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
726 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
729 entity spot = SelectSpawnPoint (false);
734 self.deadflag = DEAD_NO;
736 self.angles = spot.angles;
739 self.effects |= EF_TELEPORT_BIT;
741 self.angles_z = 0; // never spawn tilted even if the spot says to
742 self.fixangle = true; // turn this way immediately
743 self.velocity = '0 0 0';
744 self.avelocity = '0 0 0';
745 self.punchangle = '0 0 0';
746 self.punchvector = '0 0 0';
747 self.oldvelocity = self.velocity;
749 self.spawnorigin = spot.origin;
750 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
751 // don't reset back to last position, even if new position is stuck in solid
752 self.oldorigin = self.origin;
753 self.prevorigin = self.origin;
755 Send_Effect(EFFECT_TELEPORT, self.origin, '0 0 0', 1);
763 // apply strength multiplier
764 if (attacker.items & ITEM_Strength.m_itemid)
768 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
769 force = force * autocvar_g_balance_powerup_strength_selfforce;
773 damage = damage * autocvar_g_balance_powerup_strength_damage;
774 force = force * autocvar_g_balance_powerup_strength_force;
778 // apply invincibility multiplier
779 if (targ.items & ITEM_Shield.m_itemid)
780 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
783 if (targ == attacker)
784 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
789 if(deathtype != DEATH_BUFF.m_id)
790 if(targ.takedamage == DAMAGE_AIM)
794 if(IS_VEHICLE(targ) && targ.owner)
799 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim))
801 if(DIFF_TEAM(victim, attacker) && !victim.frozen)
805 if(deathtype != DEATH_FIRE.m_id)
807 if(victim.BUTTON_CHAT)
808 attacker.typehitsound += 1;
810 attacker.damage_dealt += damage;
813 damage_goodhits += 1;
814 damage_gooddamage += damage;
816 if (!DEATH_ISSPECIAL(deathtype))
818 if(IS_PLAYER(targ)) // don't do this for vehicles
826 if(deathtype != DEATH_FIRE.m_id)
828 attacker.typehitsound += 1;
830 if(complainteamdamage > 0)
831 if(time > attacker.teamkill_complain)
833 attacker.teamkill_complain = time + 5;
834 attacker.teamkill_soundtime = time + 0.4;
835 attacker.teamkill_soundsource = targ;
843 if (self.damageforcescale)
845 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
847 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
848 if(self.movetype == MOVETYPE_PHYSICS)
850 entity farcent = new(farce);
851 farcent.enemy = self;
852 farcent.movedir = farce * 10;
854 farcent.movedir = farcent.movedir * self.mass;
855 farcent.origin = hitloc;
856 farcent.forcetype = FORCETYPE_FORCEATPOS;
857 farcent.nextthink = time + 0.1;
858 farcent.think = SUB_Remove_self;
862 self.velocity = self.velocity + farce;
863 self.move_velocity = self.velocity;
865 self.flags &= ~FL_ONGROUND;
866 self.move_flags &= ~FL_ONGROUND;
867 UpdateCSQCProjectile(self);
870 if (damage != 0 || (self.damageforcescale && vlen(force)))
871 if (self.event_damage)
872 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
875 // apply mirror damage if any
876 if(mirrordamage > 0 || mirrorforce > 0)
878 attacker = attacker_save;
880 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
881 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
885 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)
886 // Returns total damage applies to creatures
890 float total_damage_to_creatures;
895 float stat_damagedone;
897 if(RadiusDamage_running)
899 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
903 RadiusDamage_running = 1;
905 tfloordmg = autocvar_g_throughfloor_damage;
906 tfloorforce = autocvar_g_throughfloor_force;
908 total_damage_to_creatures = 0;
910 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
911 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
913 force = inflictorvelocity;
917 force = normalize(force);
918 if(forceintensity >= 0)
919 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
921 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
926 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
930 if ((targ != inflictor) || inflictorselfdamage)
931 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
938 // LordHavoc: measure distance to nearest point on target (not origin)
939 // (this guarentees 100% damage on a touch impact)
940 nearest = targ.WarpZone_findradius_nearest;
941 diff = targ.WarpZone_findradius_dist;
942 // round up a little on the damage to ensure full damage on impacts
943 // and turn the distance into a fraction of the radius
944 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
946 //bprint(ftos(power));
947 //if (targ == attacker)
948 // print(ftos(power), "\n");
954 finaldmg = coredamage * power + edgedamage * (1 - power);
960 vector myblastorigin;
963 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
965 // if it's a player, use the view origin as reference
966 center = CENTER_OR_VIEWOFS(targ);
968 force = normalize(center - myblastorigin);
969 force = force * (finaldmg / coredamage) * forceintensity;
972 if(deathtype & WEP_BLASTER.m_id)
973 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
975 if(targ != directhitentity)
980 float mininv_f, mininv_d;
982 // test line of sight to multiple positions on box,
983 // and do damage if any of them hit
986 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
987 // so for a given max stddev:
988 // n = (1 / (2 * max stddev of hitratio))^2
990 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
991 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
993 if(autocvar_g_throughfloor_debug)
994 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
997 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
999 if(autocvar_g_throughfloor_debug)
1000 LOG_INFOF(" steps=%f", total);
1003 if (IS_PLAYER(targ))
1004 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1006 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1008 if(autocvar_g_throughfloor_debug)
1009 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1011 for(c = 0; c < total; ++c)
1013 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1014 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1015 if (trace_fraction == 1 || trace_ent == targ)
1019 hitloc = hitloc + nearest;
1023 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1024 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1025 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1028 nearest = hitloc * (1 / max(1, hits));
1029 hitratio = (hits / total);
1030 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1031 finaldmg = finaldmg * a;
1032 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1035 if(autocvar_g_throughfloor_debug)
1036 LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
1039 //if (targ == attacker)
1041 // print("hits ", ftos(hits), " / ", ftos(total));
1042 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1043 // print(" (", ftos(a), ")\n");
1045 if(finaldmg || vlen(force))
1049 total_damage_to_creatures += finaldmg;
1051 if(accuracy_isgooddamage(attacker, targ))
1052 stat_damagedone += finaldmg;
1055 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1056 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1058 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1066 RadiusDamage_running = 0;
1068 if(!DEATH_ISSPECIAL(deathtype))
1069 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1071 return total_damage_to_creatures;
1074 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1076 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1079 float Fire_IsBurning(entity e)
1081 return (time < e.fire_endtime);
1084 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1087 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1098 // print("adding a fire burner to ", e.classname, "\n");
1099 e.fire_burner = new(fireburner);
1100 e.fire_burner.think = fireburner_think;
1101 e.fire_burner.nextthink = time;
1102 e.fire_burner.owner = e;
1108 if(Fire_IsBurning(e))
1110 mintime = e.fire_endtime - time;
1111 maxtime = max(mintime, t);
1113 mindps = e.fire_damagepersec;
1114 maxdps = max(mindps, dps);
1116 if(maxtime > mintime || maxdps > mindps)
1120 // damage we have right now
1121 mindamage = mindps * mintime;
1123 // damage we want to get
1124 maxdamage = mindamage + d;
1126 // but we can't exceed maxtime * maxdps!
1127 totaldamage = min(maxdamage, maxtime * maxdps);
1131 // totaldamage = min(mindamage + d, maxtime * maxdps)
1133 // totaldamage <= maxtime * maxdps
1134 // ==> totaldamage / maxdps <= maxtime.
1136 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1137 // >= min(mintime, maxtime)
1138 // ==> totaldamage / maxdps >= mintime.
1141 // how long do we damage then?
1142 // at least as long as before
1143 // but, never exceed maxdps
1144 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1148 // at most as long as maximum allowed
1149 // but, never below mindps
1150 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1152 // assuming t > mintime, dps > mindps:
1153 // we get d = t * dps = maxtime * maxdps
1154 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1155 // totaldamage / maxdps = maxtime
1156 // totaldamage / mindps > totaldamage / maxdps = maxtime
1158 // a) totaltime = max(mintime, maxtime) = maxtime
1159 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1161 // assuming t <= mintime:
1162 // we get maxtime = mintime
1163 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1164 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1166 // assuming dps <= mindps:
1167 // we get mindps = maxdps.
1168 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1169 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1170 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1172 e.fire_damagepersec = totaldamage / totaltime;
1173 e.fire_endtime = time + totaltime;
1174 if(totaldamage > 1.2 * mindamage)
1176 e.fire_deathtype = dt;
1177 if(e.fire_owner != o)
1180 e.fire_hitsound = false;
1183 if(accuracy_isgooddamage(o, e))
1184 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1185 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1192 e.fire_damagepersec = dps;
1193 e.fire_endtime = time + t;
1194 e.fire_deathtype = dt;
1196 e.fire_hitsound = false;
1197 if(accuracy_isgooddamage(o, e))
1198 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1203 void Fire_ApplyDamage(entity e)
1208 if (!Fire_IsBurning(e))
1211 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1212 if(IS_NOT_A_CLIENT(o))
1215 // water and slime stop fire
1217 if(e.watertype != CONTENT_LAVA)
1224 t = min(frametime, e.fire_endtime - time);
1225 d = e.fire_damagepersec * t;
1227 hi = e.fire_owner.damage_dealt;
1228 ty = e.fire_owner.typehitsound;
1229 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1230 if(e.fire_hitsound && e.fire_owner)
1232 e.fire_owner.damage_dealt = hi;
1233 e.fire_owner.typehitsound = ty;
1235 e.fire_hitsound = true;
1237 if (!IS_INDEPENDENT_PLAYER(e))
1239 FOR_EACH_PLAYER(other) if(e != other)
1241 if(IS_PLAYER(other))
1242 if(other.deadflag == DEAD_NO)
1243 if (!IS_INDEPENDENT_PLAYER(other))
1244 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.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(other, 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;