5 #include "mutators/mutators_include.qh"
7 #include "waypointsprites.qh"
8 #include "spawnpoints.qh"
10 #include "../common/vehicles/all.qh"
11 #include "weapons/accuracy.qh"
12 #include "weapons/csqcprojectile.qh"
13 #include "weapons/selection.qh"
14 #include "../common/buffs.qh"
15 #include "../common/constants.qh"
16 #include "../common/deathtypes.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 "../csqcmodellib/sv_model.qh"
24 #include "../warpzonelib/common.qh"
26 float Damage_DamageInfo_SendEntity(entity to, int sf)
28 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
29 WriteShort(MSG_ENTITY, self.projectiledeathtype);
30 WriteCoord(MSG_ENTITY, floor(self.origin.x));
31 WriteCoord(MSG_ENTITY, floor(self.origin.y));
32 WriteCoord(MSG_ENTITY, floor(self.origin.z));
33 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
34 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
35 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
36 WriteShort(MSG_ENTITY, self.oldorigin.x);
37 WriteByte(MSG_ENTITY, self.species);
41 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
43 // TODO maybe call this from non-edgedamage too?
44 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
48 if(!sound_allowed(MSG_BROADCAST, dmgowner))
53 e.projectiledeathtype = deathtype;
55 e.dmg_edge = edgedamage;
57 e.dmg_force = vlen(force);
59 e.oldorigin_x = compressShortVector(e.velocity);
60 e.species = bloodtype;
62 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
65 void UpdateFrags(entity player, float f)
67 PlayerTeamScore_AddScore(player, f);
70 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
72 // TODO route through PlayerScores instead
80 PlayerScore_Add(attacker, SP_SUICIDES, 1);
85 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
91 PlayerScore_Add(attacker, SP_KILLS, 1);
93 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
96 PlayerScore_Add(targ, SP_DEATHS, 1);
98 if(targ != attacker) // not for suicides
99 if(g_weaponarena_random)
101 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
103 culprit = DEATH_WEAPONOF(deathtype);
105 culprit = attacker.weapon;
106 else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
107 culprit = attacker.weapon;
109 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER.m_id) // 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);
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);
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!)
149 if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
159 attacker.totalfrags += f;
162 UpdateFrags(attacker, f);
165 string AppendItemcodes(string s, entity player)
170 // w = player.switchweapon;
172 w = player.cnt; // previous weapon!
173 s = strcat(s, ftos(w));
174 if(time < player.strength_finished)
176 if(time < player.invincible_finished)
178 if(player.flagcarried != world)
180 if(player.BUTTON_CHAT)
187 void LogDeath(string mode, int deathtype, entity killer, entity killed)
190 if(!autocvar_sv_eventlog)
192 s = strcat(":kill:", mode);
193 s = strcat(s, ":", ftos(killer.playerid));
194 s = strcat(s, ":", ftos(killed.playerid));
195 s = strcat(s, ":type=", Deathtype_Name(deathtype));
196 s = strcat(s, ":items=");
197 s = AppendItemcodes(s, killer);
200 s = strcat(s, ":victimitems=");
201 s = AppendItemcodes(s, killed);
206 void Obituary_SpecialDeath(
210 string s1, string s2, string s3,
211 float f1, float f2, float f3)
213 if(DEATH_ISSPECIAL(deathtype))
215 entity deathent = deathtypes[(deathtype - DT_FIRST)];
216 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
220 if(deathent.death_msgmurder)
222 Send_Notification_WOCOVA(
226 deathent.death_msgmurder.nent_id,
230 Send_Notification_WOCOVA(
234 deathent.death_msgmurder.nent_msginfo.nent_id,
242 if(deathent.death_msgself)
244 Send_Notification_WOCOVA(
248 deathent.death_msgself.nent_id,
252 Send_Notification_WOCOVA(
256 deathent.death_msgself.nent_msginfo.nent_id,
263 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
266 float Obituary_WeaponDeath(
270 string s1, string s2, string s3,
273 float death_weapon = DEATH_WEAPONOF(deathtype);
276 w_deathtype = deathtype;
277 int death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
282 Send_Notification_WOCOVA(
290 Send_Notification_WOCOVA(
294 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
302 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
313 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
316 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
319 float notif_firstblood = false;
320 float kill_count_to_attacker, kill_count_to_target;
322 // Set final information for the death
323 targ.death_origin = targ.origin;
324 if(targ != attacker) { targ.killer_origin = attacker.origin; }
325 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
327 #ifdef NOTIFICATIONS_DEBUG
330 "Obituary(%s, %s, %s, %s = %d);\n",
334 Deathtype_Name(deathtype),
345 if(DEATH_ISSPECIAL(deathtype))
347 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
349 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
355 case DEATH_MIRRORDAMAGE:
357 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
363 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
369 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
371 backtrace("SUICIDE: what the hell happened here?\n");
374 LogDeath("suicide", deathtype, targ, targ);
375 GiveFrags(attacker, targ, -1, deathtype);
381 else if(IS_PLAYER(attacker))
383 if(SAME_TEAM(attacker, targ))
385 LogDeath("tk", deathtype, attacker, targ);
386 GiveFrags(attacker, targ, -1, deathtype);
388 attacker.killcount = 0;
390 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
391 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
392 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
394 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
395 // No need for specific death/weapon messages...
399 LogDeath("frag", deathtype, attacker, targ);
400 GiveFrags(attacker, targ, 1, deathtype);
402 attacker.taunt_soundtime = time + 1;
403 attacker.killcount = attacker.killcount + 1;
405 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
408 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
409 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
412 switch(attacker.killcount)
419 if(!checkrules_firstblood)
421 checkrules_firstblood = true;
422 notif_firstblood = true; // modify the current messages so that they too show firstblood information
423 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
424 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
426 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
427 kill_count_to_attacker = -1;
428 kill_count_to_target = -2;
432 kill_count_to_attacker = attacker.killcount;
433 kill_count_to_target = 0;
444 kill_count_to_attacker,
445 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
453 kill_count_to_target,
456 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
467 kill_count_to_attacker,
468 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
476 kill_count_to_target,
479 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
484 if(deathtype == DEATH_BUFF)
487 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
488 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
499 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
500 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
501 // and there will be a REAL DEATH_VOID implementation which mappers will use.
502 /*case DEATH_HURTTRIGGER:
505 s2 = inflictor.message;
506 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
512 Obituary_SpecialDeath(targ, false, deathtype,
514 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
524 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
529 LogDeath("accident", deathtype, targ, targ);
530 GiveFrags(targ, targ, -1, deathtype);
532 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
534 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
535 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
539 // reset target kill count
540 if(targ.killcount) { targ.killcount = 0; }
545 if(!self.owner.frozen || self.owner.iceblock != self)
550 setorigin(self, self.owner.origin - '0 0 16');
551 self.nextthink = time;
554 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
556 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
562 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
564 targ.frozen = frozen_type;
565 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
566 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
567 targ.revive_speed = freeze_time;
572 ice.classname = "ice";
573 ice.scale = targ.scale;
574 ice.think = Ice_Think;
575 ice.nextthink = time;
576 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
577 setmodel(ice, "models/ice/ice.md3");
579 ice.colormod = Team_ColorRGB(targ.team);
580 ice.glowmod = ice.colormod;
582 targ.revival_time = 0;
590 RemoveGrapplingHook(targ);
592 FOR_EACH_PLAYER(head)
593 if(head.hook.aiment == targ)
594 RemoveGrapplingHook(head);
598 WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT, '0.25 0.90 1');
601 void Unfreeze (entity targ)
603 if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
604 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
608 targ.revive_progress = 0;
609 targ.revival_time = time;
611 WaypointSprite_Kill(targ.waypointsprite_attached);
613 FOR_EACH_PLAYER(head)
614 if(head.hook.aiment == targ)
615 RemoveGrapplingHook(head);
617 // remove the ice block
619 remove(targ.iceblock);
620 targ.iceblock = world;
623 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
627 float complainteamdamage = 0;
628 entity attacker_save;
632 if (gameover || targ.killcount == -666)
639 damage_inflictor = inflictor;
640 damage_attacker = attacker;
641 attacker_save = attacker;
646 if(targ.hook.aiment == attacker)
647 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
649 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
650 if(DEATH_ISWEAPON(deathtype, WEP_HOOK.m_id) || DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
653 if(SAME_TEAM(targ, attacker))
660 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
662 // exit the vehicle before killing (fixes a crash)
663 if(IS_PLAYER(targ) && targ.vehicle)
664 vehicles_exit(VHEF_RELEASE);
666 // These are ALWAYS lethal
667 // No damage modification here
668 // Instead, prepare the victim for his death...
670 targ.spawnshieldtime = 0;
671 targ.health = 0.9; // this is < 1
672 targ.flags -= targ.flags & FL_GODMODE;
675 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
681 // nullify damage if teamplay is on
682 if(deathtype != DEATH_TELEFRAG)
683 if(IS_PLAYER(attacker))
685 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
690 else if(SAME_TEAM(attacker, targ))
692 if(autocvar_teamplay_mode == 1)
694 else if(attacker != targ)
696 if(autocvar_teamplay_mode == 3)
698 else if(autocvar_teamplay_mode == 4)
700 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
702 attacker.dmg_team = attacker.dmg_team + damage;
703 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
704 if(complainteamdamage > 0)
705 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
706 mirrorforce = autocvar_g_mirrordamage * vlen(force);
707 damage = autocvar_g_friendlyfire * damage;
708 // mirrordamage will be used LATER
710 if(autocvar_g_mirrordamage_virtual)
712 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
713 attacker.dmg_take += v.x;
714 attacker.dmg_save += v.y;
715 attacker.dmg_inflictor = inflictor;
720 if(autocvar_g_friendlyfire_virtual)
722 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
723 targ.dmg_take += v.x;
724 targ.dmg_save += v.y;
725 targ.dmg_inflictor = inflictor;
727 if(!autocvar_g_friendlyfire_virtual_force)
738 if (!DEATH_ISSPECIAL(deathtype))
740 damage *= g_weapondamagefactor;
741 mirrordamage *= g_weapondamagefactor;
742 complainteamdamage *= g_weapondamagefactor;
743 force = force * g_weaponforcefactor;
744 mirrorforce *= g_weaponforcefactor;
747 // should this be changed at all? If so, in what way?
748 MUTATOR_CALLHOOK(PlayerDamage_Calculate, attacker, targ, deathtype, damage, mirrordamage, force);
749 damage = frag_damage;
750 mirrordamage = frag_mirrordamage;
754 if(deathtype != DEATH_HURTTRIGGER && deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_AUTOTEAMCHANGE)
756 if(autocvar_g_freezetag_revive_falldamage > 0)
757 if(deathtype == DEATH_FALL)
758 if(damage >= autocvar_g_freezetag_revive_falldamage)
761 targ.health = autocvar_g_freezetag_revive_falldamage_health;
762 Send_Effect("iceorglass", targ.origin, '0 0 0', 3);
763 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
764 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
768 force *= autocvar_g_freezetag_frozen_force;
771 if(targ.frozen && deathtype == DEATH_HURTTRIGGER && !autocvar_g_freezetag_frozen_damage_trigger)
773 Send_Effect("teleport", targ.origin, '0 0 0', 1);
775 entity oldself = self;
777 entity spot = SelectSpawnPoint (false);
782 self.deadflag = DEAD_NO;
784 self.angles = spot.angles;
787 self.effects |= EF_TELEPORT_BIT;
789 self.angles_z = 0; // never spawn tilted even if the spot says to
790 self.fixangle = true; // turn this way immediately
791 self.velocity = '0 0 0';
792 self.avelocity = '0 0 0';
793 self.punchangle = '0 0 0';
794 self.punchvector = '0 0 0';
795 self.oldvelocity = self.velocity;
797 self.spawnorigin = spot.origin;
798 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
799 // don't reset back to last position, even if new position is stuck in solid
800 self.oldorigin = self.origin;
801 self.prevorigin = self.origin;
803 Send_Effect("teleport", self.origin, '0 0 0', 1);
811 // apply strength multiplier
812 if (attacker.items & ITEM_Strength.m_itemid)
816 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
817 force = force * autocvar_g_balance_powerup_strength_selfforce;
821 damage = damage * autocvar_g_balance_powerup_strength_damage;
822 force = force * autocvar_g_balance_powerup_strength_force;
826 // apply invincibility multiplier
827 if (targ.items & ITEM_Shield.m_itemid)
828 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
831 if (targ == attacker)
832 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
837 if(deathtype != DEATH_BUFF)
838 if(targ.takedamage == DAMAGE_AIM)
842 if(IS_VEHICLE(targ) && targ.owner)
847 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim))
849 if(DIFF_TEAM(victim, attacker) && !victim.frozen)
853 if(deathtype != DEATH_FIRE)
855 if(victim.BUTTON_CHAT)
856 attacker.typehitsound += 1;
858 attacker.damage_dealt += damage;
861 damage_goodhits += 1;
862 damage_gooddamage += damage;
864 if (!DEATH_ISSPECIAL(deathtype))
866 if(IS_PLAYER(targ)) // don't do this for vehicles
874 if(deathtype != DEATH_FIRE)
876 attacker.typehitsound += 1;
878 if(complainteamdamage > 0)
879 if(time > attacker.teamkill_complain)
881 attacker.teamkill_complain = time + 5;
882 attacker.teamkill_soundtime = time + 0.4;
883 attacker.teamkill_soundsource = targ;
891 if (self.damageforcescale)
893 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
895 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
896 if(self.movetype == MOVETYPE_PHYSICS)
900 farcent.classname = "farce";
901 farcent.enemy = self;
902 farcent.movedir = farce * 10;
904 farcent.movedir = farcent.movedir * self.mass;
905 farcent.origin = hitloc;
906 farcent.forcetype = FORCETYPE_FORCEATPOS;
907 farcent.nextthink = time + 0.1;
908 farcent.think = SUB_Remove;
912 self.velocity = self.velocity + farce;
913 self.move_velocity = self.velocity;
915 self.flags &= ~FL_ONGROUND;
916 self.move_flags &= ~FL_ONGROUND;
917 UpdateCSQCProjectile(self);
920 if (damage != 0 || (self.damageforcescale && vlen(force)))
921 if (self.event_damage)
922 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
925 // apply mirror damage if any
926 if(mirrordamage > 0 || mirrorforce > 0)
928 attacker = attacker_save;
930 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
931 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
935 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)
936 // Returns total damage applies to creatures
940 float total_damage_to_creatures;
945 float stat_damagedone;
947 if(RadiusDamage_running)
949 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
953 RadiusDamage_running = 1;
955 tfloordmg = autocvar_g_throughfloor_damage;
956 tfloorforce = autocvar_g_throughfloor_force;
958 total_damage_to_creatures = 0;
960 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
961 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA.m_id) // do not send tuba damage (bandwidth hog)
963 force = inflictorvelocity;
967 force = normalize(force);
968 if(forceintensity >= 0)
969 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
971 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
976 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
980 if ((targ != inflictor) || inflictorselfdamage)
981 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
988 // LordHavoc: measure distance to nearest point on target (not origin)
989 // (this guarentees 100% damage on a touch impact)
990 nearest = targ.WarpZone_findradius_nearest;
991 diff = targ.WarpZone_findradius_dist;
992 // round up a little on the damage to ensure full damage on impacts
993 // and turn the distance into a fraction of the radius
994 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
996 //bprint(ftos(power));
997 //if (targ == attacker)
998 // print(ftos(power), "\n");
1004 finaldmg = coredamage * power + edgedamage * (1 - power);
1010 vector myblastorigin;
1013 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
1015 // if it's a player, use the view origin as reference
1016 center = CENTER_OR_VIEWOFS(targ);
1018 force = normalize(center - myblastorigin);
1019 force = force * (finaldmg / coredamage) * forceintensity;
1022 if(deathtype & WEP_BLASTER.m_id)
1023 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1025 if(targ != directhitentity)
1030 float mininv_f, mininv_d;
1032 // test line of sight to multiple positions on box,
1033 // and do damage if any of them hit
1036 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1037 // so for a given max stddev:
1038 // n = (1 / (2 * max stddev of hitratio))^2
1040 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1041 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1043 if(autocvar_g_throughfloor_debug)
1044 printf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1047 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1049 if(autocvar_g_throughfloor_debug)
1050 printf(" steps=%f", total);
1053 if (IS_PLAYER(targ))
1054 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1056 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1058 if(autocvar_g_throughfloor_debug)
1059 printf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1061 for(c = 0; c < total; ++c)
1063 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1064 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1065 if (trace_fraction == 1 || trace_ent == targ)
1069 hitloc = hitloc + nearest;
1073 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1074 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1075 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1078 nearest = hitloc * (1 / max(1, hits));
1079 hitratio = (hits / total);
1080 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1081 finaldmg = finaldmg * a;
1082 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1085 if(autocvar_g_throughfloor_debug)
1086 printf(" D=%f F=%f\n", finaldmg, vlen(force));
1089 //if (targ == attacker)
1091 // print("hits ", ftos(hits), " / ", ftos(total));
1092 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1093 // print(" (", ftos(a), ")\n");
1095 if(finaldmg || vlen(force))
1099 total_damage_to_creatures += finaldmg;
1101 if(accuracy_isgooddamage(attacker, targ))
1102 stat_damagedone += finaldmg;
1105 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1106 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1108 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1116 RadiusDamage_running = 0;
1118 if(!DEATH_ISSPECIAL(deathtype))
1119 accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
1121 return total_damage_to_creatures;
1124 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1126 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1129 float Fire_IsBurning(entity e)
1131 return (time < e.fire_endtime);
1134 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1137 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1148 // print("adding a fire burner to ", e.classname, "\n");
1149 e.fire_burner = spawn();
1150 e.fire_burner.classname = "fireburner";
1151 e.fire_burner.think = fireburner_think;
1152 e.fire_burner.nextthink = time;
1153 e.fire_burner.owner = e;
1159 if(Fire_IsBurning(e))
1161 mintime = e.fire_endtime - time;
1162 maxtime = max(mintime, t);
1164 mindps = e.fire_damagepersec;
1165 maxdps = max(mindps, dps);
1167 if(maxtime > mintime || maxdps > mindps)
1171 // damage we have right now
1172 mindamage = mindps * mintime;
1174 // damage we want to get
1175 maxdamage = mindamage + d;
1177 // but we can't exceed maxtime * maxdps!
1178 totaldamage = min(maxdamage, maxtime * maxdps);
1182 // totaldamage = min(mindamage + d, maxtime * maxdps)
1184 // totaldamage <= maxtime * maxdps
1185 // ==> totaldamage / maxdps <= maxtime.
1187 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1188 // >= min(mintime, maxtime)
1189 // ==> totaldamage / maxdps >= mintime.
1192 // how long do we damage then?
1193 // at least as long as before
1194 // but, never exceed maxdps
1195 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1199 // at most as long as maximum allowed
1200 // but, never below mindps
1201 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1203 // assuming t > mintime, dps > mindps:
1204 // we get d = t * dps = maxtime * maxdps
1205 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1206 // totaldamage / maxdps = maxtime
1207 // totaldamage / mindps > totaldamage / maxdps = maxtime
1209 // a) totaltime = max(mintime, maxtime) = maxtime
1210 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1212 // assuming t <= mintime:
1213 // we get maxtime = mintime
1214 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1215 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1217 // assuming dps <= mindps:
1218 // we get mindps = maxdps.
1219 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1220 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1221 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1223 e.fire_damagepersec = totaldamage / totaltime;
1224 e.fire_endtime = time + totaltime;
1225 if(totaldamage > 1.2 * mindamage)
1227 e.fire_deathtype = dt;
1228 if(e.fire_owner != o)
1231 e.fire_hitsound = false;
1234 if(accuracy_isgooddamage(o, e))
1235 accuracy_add(o, DEATH_WEAPONOF(dt), 0, max(0, totaldamage - mindamage));
1236 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1243 e.fire_damagepersec = dps;
1244 e.fire_endtime = time + t;
1245 e.fire_deathtype = dt;
1247 e.fire_hitsound = false;
1248 if(accuracy_isgooddamage(o, e))
1249 accuracy_add(o, DEATH_WEAPONOF(dt), 0, d);
1254 void Fire_ApplyDamage(entity e)
1259 if (!Fire_IsBurning(e))
1262 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1263 if(IS_NOT_A_CLIENT(o))
1266 // water and slime stop fire
1268 if(e.watertype != CONTENT_LAVA)
1275 t = min(frametime, e.fire_endtime - time);
1276 d = e.fire_damagepersec * t;
1278 hi = e.fire_owner.damage_dealt;
1279 ty = e.fire_owner.typehitsound;
1280 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1281 if(e.fire_hitsound && e.fire_owner)
1283 e.fire_owner.damage_dealt = hi;
1284 e.fire_owner.typehitsound = ty;
1286 e.fire_hitsound = true;
1288 if (!IS_INDEPENDENT_PLAYER(e))
1290 FOR_EACH_PLAYER(other) if(e != other)
1292 if(IS_PLAYER(other))
1293 if(other.deadflag == DEAD_NO)
1294 if (!IS_INDEPENDENT_PLAYER(other))
1295 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1297 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1298 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1299 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1304 void Fire_ApplyEffect(entity e)
1306 if(Fire_IsBurning(e))
1307 e.effects |= EF_FLAME;
1309 e.effects &= ~EF_FLAME;
1312 void fireburner_think()
1314 // for players, this is done in the regular loop
1315 if(wasfreed(self.owner))
1320 Fire_ApplyEffect(self.owner);
1321 if(!Fire_IsBurning(self.owner))
1323 self.owner.fire_burner = world;
1327 Fire_ApplyDamage(self.owner);
1328 self.nextthink = time;