3 #include <common/effects/all.qh>
6 #include "mutators/_mod.qh"
8 #include "spawnpoints.qh"
9 #include "../common/state.qh"
10 #include "../common/physics/player.qh"
11 #include "../common/t_items.qh"
12 #include "resources.qh"
13 #include "../common/vehicles/all.qh"
14 #include "../common/items/_mod.qh"
15 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
16 #include "weapons/accuracy.qh"
17 #include "weapons/csqcprojectile.qh"
18 #include "weapons/selection.qh"
19 #include "../common/constants.qh"
20 #include "../common/deathtypes/all.qh"
21 #include "../common/notifications/all.qh"
22 #include "../common/physics/movetypes/movetypes.qh"
23 #include "../common/playerstats.qh"
24 #include "../common/teams.qh"
25 #include "../common/util.qh"
26 #include <common/weapons/_all.qh>
27 #include "../lib/csqcmodel/sv_model.qh"
28 #include "../lib/warpzone/common.qh"
30 void UpdateFrags(entity player, int f)
32 GameRules_scoring_add_team(player, SCORE, f);
35 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
37 // TODO route through PlayerScores instead
38 if(game_stopped) return;
45 GameRules_scoring_add(attacker, SUICIDES, 1);
50 GameRules_scoring_add(attacker, KILLS, -1); // or maybe add a teamkills field?
56 GameRules_scoring_add(attacker, KILLS, 1);
57 if(!warmup_stage && targ.playerid)
58 PlayerStats_GameReport_Event_Player(attacker, sprintf("kills-%d", targ.playerid), 1);
61 GameRules_scoring_add(targ, DEATHS, 1);
63 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
65 if(targ != attacker) // not for suicides
66 if(g_weaponarena_random)
68 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
69 Weapon culprit = DEATH_WEAPONOF(deathtype);
70 if(!culprit) culprit = attacker.(weaponentity).m_weapon;
71 else if(!(attacker.weapons & (culprit.m_wepset))) culprit = attacker.(weaponentity).m_weapon;
73 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
79 if(!GiveFrags_randomweapons)
81 GiveFrags_randomweapons = new(GiveFrags_randomweapons);
85 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
87 GiveFrags_randomweapons.weapons = start_weapons;
89 // all others (including the culprit): remove
90 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
91 GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset);
93 // among the remaining ones, choose one by random
94 W_RandomWeapons(GiveFrags_randomweapons, 1);
96 if(GiveFrags_randomweapons.weapons)
98 attacker.weapons |= GiveFrags_randomweapons.weapons;
99 attacker.weapons &= ~(culprit.m_wepset);
103 // after a frag, choose another random weapon set
104 if (!(attacker.weapons & WepSet_FromWeapon(attacker.(weaponentity).m_weapon)))
105 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker, weaponentity), weaponentity);
108 // FIXME fix the mess this is (we have REAL points now!)
109 if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f))
110 f = M_ARGV(2, float);
112 attacker.totalfrags += f;
115 UpdateFrags(attacker, f);
120 string AppendItemcodes(string s, entity player)
122 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
124 .entity weaponentity = weaponentities[slot];
125 int w = player.(weaponentity).m_weapon.m_id;
127 w = player.(weaponentity).cnt; // previous weapon
128 if(w != 0 || slot == 0)
129 s = strcat(s, ftos(w));
131 if(time < player.strength_finished)
133 if(time < player.invincible_finished)
135 if(player.flagcarried != NULL)
137 if(PHYS_INPUT_BUTTON_CHAT(player))
144 void LogDeath(string mode, int deathtype, entity killer, entity killed)
147 if(!autocvar_sv_eventlog)
149 s = strcat(":kill:", mode);
150 s = strcat(s, ":", ftos(killer.playerid));
151 s = strcat(s, ":", ftos(killed.playerid));
152 s = strcat(s, ":type=", Deathtype_Name(deathtype));
153 s = strcat(s, ":items=");
154 s = AppendItemcodes(s, killer);
157 s = strcat(s, ":victimitems=");
158 s = AppendItemcodes(s, killed);
163 void Obituary_SpecialDeath(
167 string s1, string s2, string s3,
168 float f1, float f2, float f3)
170 if(!DEATH_ISSPECIAL(deathtype))
172 backtrace("Obituary_SpecialDeath called without a special deathtype?\n");
176 entity deathent = Deathtypes_from(deathtype - DT_FIRST);
179 backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n");
183 if(g_cts && deathtype == DEATH_KILL.m_id)
184 return; // TODO: somehow put this in CTS gamemode file!
186 Notification death_message = (murder) ? deathent.death_msgmurder : deathent.death_msgself;
189 Send_Notification_WOCOVA(
197 Send_Notification_WOCOVA(
201 death_message.nent_msginfo,
208 float Obituary_WeaponDeath(
212 string s1, string s2, string s3,
215 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
216 if (death_weapon == WEP_Null)
219 w_deathtype = deathtype;
220 Notification death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
225 Send_Notification_WOCOVA(
233 // send the info part to everyone
234 Send_Notification_WOCOVA(
238 death_message.nent_msginfo,
246 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
255 bool frag_centermessage_override(entity attacker, entity targ, int deathtype, int kill_count_to_attacker, int kill_count_to_target)
257 if(deathtype == DEATH_FIRE.m_id)
259 Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping));
260 Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, GetResourceAmount(attacker, RESOURCE_HEALTH), GetResourceAmount(attacker, RESOURCE_ARMOR), (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
264 return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target);
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 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
282 #ifdef NOTIFICATIONS_DEBUG
285 "Obituary(%s, %s, %s, %s = %d);\n",
289 Deathtype_Name(deathtype),
300 if(DEATH_ISSPECIAL(deathtype))
302 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
304 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
308 switch(DEATH_ENT(deathtype))
310 case DEATH_MIRRORDAMAGE:
312 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
318 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
324 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0))
326 backtrace("SUICIDE: what the hell happened here?\n");
329 LogDeath("suicide", deathtype, targ, targ);
330 if(deathtype != DEATH_AUTOTEAMCHANGE.m_id) // special case: don't negate frags if auto switched
331 GiveFrags(attacker, targ, -1, deathtype);
337 else if(IS_PLAYER(attacker))
339 if(SAME_TEAM(attacker, targ))
341 LogDeath("tk", deathtype, attacker, targ);
342 GiveFrags(attacker, targ, -1, deathtype);
344 CS(attacker).killcount = 0;
346 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
347 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
348 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, CS(targ).killcount);
350 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
351 // No need for specific death/weapon messages...
355 LogDeath("frag", deathtype, attacker, targ);
356 GiveFrags(attacker, targ, 1, deathtype);
358 CS(attacker).taunt_soundtime = time + 1;
359 CS(attacker).killcount = CS(attacker).killcount + 1;
361 attacker.killsound += 1;
363 // TODO: improve SPREE_ITEM and KILL_SPREE_LIST
364 // these 2 macros are spread over multiple files
365 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
368 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
371 PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
375 switch(CS(attacker).killcount)
382 if(!checkrules_firstblood)
384 checkrules_firstblood = true;
385 notif_firstblood = true; // modify the current messages so that they too show firstblood information
388 PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
389 PlayerStats_GameReport_Event_Player(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
392 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
393 kill_count_to_attacker = -1;
394 kill_count_to_target = -2;
398 kill_count_to_attacker = CS(attacker).killcount;
399 kill_count_to_target = 0;
410 kill_count_to_attacker,
411 (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
419 kill_count_to_target,
420 GetResourceAmount(attacker, RESOURCE_HEALTH),
421 GetResourceAmount(attacker, RESOURCE_ARMOR),
422 (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
425 else if(!frag_centermessage_override(attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target))
433 kill_count_to_attacker,
434 (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping)
442 kill_count_to_target,
443 GetResourceAmount(attacker, RESOURCE_HEALTH),
444 GetResourceAmount(attacker, RESOURCE_ARMOR),
445 (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
450 if(deathtype == DEATH_BUFF.m_id)
451 f3 = buff_FirstFromFlags(attacker.buffs).m_id;
453 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, CS(targ).killcount, kill_count_to_attacker))
454 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, CS(targ).killcount, kill_count_to_attacker, f3);
463 switch(DEATH_ENT(deathtype))
465 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
466 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
467 // and there will be a REAL DEATH_VOID implementation which mappers will use.
468 case DEATH_HURTTRIGGER:
470 Obituary_SpecialDeath(targ, false, deathtype,
482 Obituary_SpecialDeath(targ, false, deathtype,
484 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
494 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", CS(targ).killcount, 0, 0);
499 LogDeath("accident", deathtype, targ, targ);
500 GiveFrags(targ, targ, -1, deathtype);
502 if(GameRules_scoring_add(targ, SCORE, 0) == -5)
504 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
507 PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
512 // reset target kill count
513 CS(targ).killcount = 0;
516 void Ice_Think(entity this)
518 if(!STAT(FROZEN, this.owner) || this.owner.iceblock != this)
523 setorigin(this, this.owner.origin - '0 0 16');
524 this.nextthink = time;
527 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
529 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
532 if(STAT(FROZEN, targ))
535 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
537 STAT(FROZEN, targ) = frozen_type;
538 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
539 SetResourceAmount(targ, RESOURCE_HEALTH, ((frozen_type == 3) ? targ_maxhealth : 1));
540 targ.revive_speed = freeze_time;
542 IL_REMOVE(g_bot_targets, targ);
543 targ.bot_attack = false;
545 entity ice = new(ice);
547 ice.scale = targ.scale;
548 setthink(ice, Ice_Think);
549 ice.nextthink = time;
550 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
551 setmodel(ice, MDL_ICE);
553 ice.colormod = Team_ColorRGB(targ.team);
554 ice.glowmod = ice.colormod;
556 targ.revival_time = 0;
560 RemoveGrapplingHooks(targ);
562 FOREACH_CLIENT(IS_PLAYER(it),
564 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
566 .entity weaponentity = weaponentities[slot];
567 if(it.(weaponentity).hook.aiment == targ)
568 RemoveHook(it.(weaponentity).hook);
574 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
577 void Unfreeze (entity targ)
579 if(!STAT(FROZEN, targ))
582 if(STAT(FROZEN, targ) && STAT(FROZEN, targ) != 3) // only reset health if target was frozen
584 SetResourceAmount(targ, RESOURCE_HEALTH, ((IS_PLAYER(targ)) ? start_health : targ.max_health));
585 targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
588 STAT(FROZEN, targ) = 0;
589 targ.revive_progress = 0;
590 targ.revival_time = time;
592 IL_PUSH(g_bot_targets, targ);
593 targ.bot_attack = true;
595 WaypointSprite_Kill(targ.waypointsprite_attached);
597 FOREACH_CLIENT(IS_PLAYER(it),
599 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
601 .entity weaponentity = weaponentities[slot];
602 if(it.(weaponentity).hook.aiment == targ)
603 RemoveHook(it.(weaponentity).hook);
607 // remove the ice block
609 delete(targ.iceblock);
610 targ.iceblock = NULL;
613 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
615 float complainteamdamage = 0;
616 float mirrordamage = 0;
617 float mirrorforce = 0;
619 if (game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR))
622 entity attacker_save = attacker;
624 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
625 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
627 if(IS_PLAYER(targ) && SAME_TEAM(targ, attacker))
633 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
635 // exit the vehicle before killing (fixes a crash)
636 if(IS_PLAYER(targ) && targ.vehicle)
637 vehicles_exit(targ.vehicle, VHEF_RELEASE);
639 // These are ALWAYS lethal
640 // No damage modification here
641 // Instead, prepare the victim for his death...
642 SetResourceAmount(targ, RESOURCE_ARMOR, 0);
643 targ.spawnshieldtime = 0;
644 SetResourceAmount(targ, RESOURCE_HEALTH, 0.9); // this is < 1
645 targ.flags -= targ.flags & FL_GODMODE;
648 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
654 // nullify damage if teamplay is on
655 if(deathtype != DEATH_TELEFRAG.m_id)
656 if(IS_PLAYER(attacker))
658 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
663 else if(SAME_TEAM(attacker, targ))
665 if(autocvar_teamplay_mode == 1)
667 else if(attacker != targ)
669 if(autocvar_teamplay_mode == 3)
671 else if(autocvar_teamplay_mode == 4)
673 if(IS_PLAYER(targ) && !IS_DEAD(targ))
675 attacker.dmg_team = attacker.dmg_team + damage;
676 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
677 if(complainteamdamage > 0)
678 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
679 mirrorforce = autocvar_g_mirrordamage * vlen(force);
680 damage = autocvar_g_friendlyfire * damage;
681 // mirrordamage will be used LATER
683 if(autocvar_g_mirrordamage_virtual)
685 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
686 attacker.dmg_take += v.x;
687 attacker.dmg_save += v.y;
688 attacker.dmg_inflictor = inflictor;
693 if(autocvar_g_friendlyfire_virtual)
695 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
696 targ.dmg_take += v.x;
697 targ.dmg_save += v.y;
698 targ.dmg_inflictor = inflictor;
700 if(!autocvar_g_friendlyfire_virtual_force)
711 if (!DEATH_ISSPECIAL(deathtype))
713 damage *= g_weapondamagefactor;
714 mirrordamage *= g_weapondamagefactor;
715 complainteamdamage *= g_weapondamagefactor;
716 force = force * g_weaponforcefactor;
717 mirrorforce *= g_weaponforcefactor;
720 // should this be changed at all? If so, in what way?
721 MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
722 damage = M_ARGV(4, float);
723 mirrordamage = M_ARGV(5, float);
724 force = M_ARGV(6, vector);
726 if(IS_PLAYER(targ) && damage > 0 && attacker)
728 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
730 .entity weaponentity = weaponentities[slot];
731 if(targ.(weaponentity).hook && targ.(weaponentity).hook.aiment == attacker)
732 RemoveHook(targ.(weaponentity).hook);
736 if(STAT(FROZEN, targ))
737 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
739 if(autocvar_g_frozen_revive_falldamage > 0)
740 if(deathtype == DEATH_FALL.m_id)
741 if(damage >= autocvar_g_frozen_revive_falldamage)
744 SetResourceAmount(targ, RESOURCE_HEALTH, autocvar_g_frozen_revive_falldamage_health);
745 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
746 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
747 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
751 force *= autocvar_g_frozen_force;
754 if(STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
756 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
758 entity spot = SelectSpawnPoint (targ, false);
763 targ.deadflag = DEAD_NO;
765 targ.angles = spot.angles;
768 targ.effects |= EF_TELEPORT_BIT;
770 targ.angles_z = 0; // never spawn tilted even if the spot says to
771 targ.fixangle = true; // turn this way immediately
772 targ.velocity = '0 0 0';
773 targ.avelocity = '0 0 0';
774 targ.punchangle = '0 0 0';
775 targ.punchvector = '0 0 0';
776 targ.oldvelocity = targ.velocity;
778 targ.spawnorigin = spot.origin;
779 setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
780 // don't reset back to last position, even if new position is stuck in solid
781 targ.oldorigin = targ.origin;
783 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
789 // apply strength multiplier
790 if (attacker.items & ITEM_Strength.m_itemid)
794 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
795 force = force * autocvar_g_balance_powerup_strength_selfforce;
799 damage = damage * autocvar_g_balance_powerup_strength_damage;
800 force = force * autocvar_g_balance_powerup_strength_force;
804 // apply invincibility multiplier
805 if (targ.items & ITEM_Shield.m_itemid)
806 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
809 if (targ == attacker)
810 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
815 if(deathtype != DEATH_BUFF.m_id)
816 if(targ.takedamage == DAMAGE_AIM)
820 if(IS_VEHICLE(targ) && targ.owner)
825 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim, attacker))
827 if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
831 if(deathtype != DEATH_FIRE.m_id)
833 if(PHYS_INPUT_BUTTON_CHAT(victim))
834 attacker.typehitsound += 1;
836 attacker.damage_dealt += damage;
839 damage_goodhits += 1;
840 damage_gooddamage += damage;
842 if (!DEATH_ISSPECIAL(deathtype))
844 if(IS_PLAYER(targ)) // don't do this for vehicles
850 else if(IS_PLAYER(attacker))
852 if(deathtype != DEATH_FIRE.m_id)
854 attacker.typehitsound += 1;
856 if(complainteamdamage > 0)
857 if(time > CS(attacker).teamkill_complain)
859 CS(attacker).teamkill_complain = time + 5;
860 CS(attacker).teamkill_soundtime = time + 0.4;
861 CS(attacker).teamkill_soundsource = targ;
869 if (targ.damageforcescale)
871 if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
873 vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
874 if(targ.move_movetype == MOVETYPE_PHYSICS)
876 entity farcent = new(farce);
877 farcent.enemy = targ;
878 farcent.movedir = farce * 10;
880 farcent.movedir = farcent.movedir * targ.mass;
881 farcent.origin = hitloc;
882 farcent.forcetype = FORCETYPE_FORCEATPOS;
883 farcent.nextthink = time + 0.1;
884 setthink(farcent, SUB_Remove);
888 targ.velocity = targ.velocity + farce;
890 UNSET_ONGROUND(targ);
891 UpdateCSQCProjectile(targ);
894 if (damage != 0 || (targ.damageforcescale && force))
895 if (targ.event_damage)
896 targ.event_damage (targ, inflictor, attacker, damage, deathtype, hitloc, force);
898 // apply mirror damage if any
899 if(!autocvar_g_mirrordamage_onlyweapons || DEATH_WEAPONOF(deathtype) != WEP_Null)
900 if(mirrordamage > 0 || mirrorforce > 0)
902 attacker = attacker_save;
904 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
905 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
909 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)
910 // Returns total damage applies to creatures
914 float total_damage_to_creatures;
919 float stat_damagedone;
921 if(RadiusDamage_running)
923 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
927 RadiusDamage_running = 1;
929 tfloordmg = autocvar_g_throughfloor_damage;
930 tfloorforce = autocvar_g_throughfloor_force;
932 total_damage_to_creatures = 0;
934 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
935 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
937 force = inflictorvelocity;
941 force = normalize(force);
942 if(forceintensity >= 0)
943 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
945 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
950 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
954 if ((targ != inflictor) || inflictorselfdamage)
955 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
962 // LordHavoc: measure distance to nearest point on target (not origin)
963 // (this guarentees 100% damage on a touch impact)
964 nearest = targ.WarpZone_findradius_nearest;
965 diff = targ.WarpZone_findradius_dist;
966 // round up a little on the damage to ensure full damage on impacts
967 // and turn the distance into a fraction of the radius
968 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
970 //bprint(ftos(power));
971 //if (targ == attacker)
972 // print(ftos(power), "\n");
978 finaldmg = coredamage * power + edgedamage * (1 - power);
984 vector myblastorigin;
987 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
989 // if it's a player, use the view origin as reference
990 center = CENTER_OR_VIEWOFS(targ);
992 force = normalize(center - myblastorigin);
993 force = force * (finaldmg / coredamage) * forceintensity;
996 if(deathtype & WEP_BLASTER.m_id)
997 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
999 if(targ != directhitentity)
1004 float mininv_f, mininv_d;
1006 // test line of sight to multiple positions on box,
1007 // and do damage if any of them hit
1010 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1011 // so for a given max stddev:
1012 // n = (1 / (2 * max stddev of hitratio))^2
1014 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1015 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1017 if(autocvar_g_throughfloor_debug)
1018 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1021 total = 0.25 * (max(mininv_f, mininv_d) ** 2);
1023 if(autocvar_g_throughfloor_debug)
1024 LOG_INFOF(" steps=%f", total);
1027 if (IS_PLAYER(targ))
1028 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1030 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1032 if(autocvar_g_throughfloor_debug)
1033 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1035 for(c = 0; c < total; ++c)
1037 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1038 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1039 if (trace_fraction == 1 || trace_ent == targ)
1043 hitloc = hitloc + nearest;
1047 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1048 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1049 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1052 nearest = hitloc * (1 / max(1, hits));
1053 hitratio = (hits / total);
1054 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1055 finaldmg = finaldmg * a;
1056 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1059 if(autocvar_g_throughfloor_debug)
1060 LOG_INFOF(" D=%f F=%f", finaldmg, vlen(force));
1063 //if (targ == attacker)
1065 // print("hits ", ftos(hits), " / ", ftos(total));
1066 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1067 // print(" (", ftos(a), ")\n");
1069 if(finaldmg || force)
1073 total_damage_to_creatures += finaldmg;
1075 if(accuracy_isgooddamage(attacker, targ))
1076 stat_damagedone += finaldmg;
1079 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1080 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1082 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1090 RadiusDamage_running = 0;
1092 if(!DEATH_ISSPECIAL(deathtype))
1093 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1095 return total_damage_to_creatures;
1098 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1100 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1103 float Fire_IsBurning(entity e)
1105 return (time < e.fire_endtime);
1108 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1111 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1122 // print("adding a fire burner to ", e.classname, "\n");
1123 e.fire_burner = new(fireburner);
1124 setthink(e.fire_burner, fireburner_think);
1125 e.fire_burner.nextthink = time;
1126 e.fire_burner.owner = e;
1132 if(Fire_IsBurning(e))
1134 mintime = e.fire_endtime - time;
1135 maxtime = max(mintime, t);
1137 mindps = e.fire_damagepersec;
1138 maxdps = max(mindps, dps);
1140 if(maxtime > mintime || maxdps > mindps)
1144 // damage we have right now
1145 mindamage = mindps * mintime;
1147 // damage we want to get
1148 maxdamage = mindamage + d;
1150 // but we can't exceed maxtime * maxdps!
1151 totaldamage = min(maxdamage, maxtime * maxdps);
1155 // totaldamage = min(mindamage + d, maxtime * maxdps)
1157 // totaldamage <= maxtime * maxdps
1158 // ==> totaldamage / maxdps <= maxtime.
1160 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1161 // >= min(mintime, maxtime)
1162 // ==> totaldamage / maxdps >= mintime.
1165 // how long do we damage then?
1166 // at least as long as before
1167 // but, never exceed maxdps
1168 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1172 // at most as long as maximum allowed
1173 // but, never below mindps
1174 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1176 // assuming t > mintime, dps > mindps:
1177 // we get d = t * dps = maxtime * maxdps
1178 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1179 // totaldamage / maxdps = maxtime
1180 // totaldamage / mindps > totaldamage / maxdps = maxtime
1182 // a) totaltime = max(mintime, maxtime) = maxtime
1183 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1185 // assuming t <= mintime:
1186 // we get maxtime = mintime
1187 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1188 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1190 // assuming dps <= mindps:
1191 // we get mindps = maxdps.
1192 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1193 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1194 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1196 e.fire_damagepersec = totaldamage / totaltime;
1197 e.fire_endtime = time + totaltime;
1198 if(totaldamage > 1.2 * mindamage)
1200 e.fire_deathtype = dt;
1201 if(e.fire_owner != o)
1204 e.fire_hitsound = false;
1207 if(accuracy_isgooddamage(o, e))
1208 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1209 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1216 e.fire_damagepersec = dps;
1217 e.fire_endtime = time + t;
1218 e.fire_deathtype = dt;
1220 e.fire_hitsound = false;
1221 if(accuracy_isgooddamage(o, e))
1222 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1227 void Fire_ApplyDamage(entity e)
1232 if (!Fire_IsBurning(e))
1235 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1236 if(IS_NOT_A_CLIENT(o))
1239 // water and slime stop fire
1241 if(e.watertype != CONTENT_LAVA)
1248 t = min(frametime, e.fire_endtime - time);
1249 d = e.fire_damagepersec * t;
1251 hi = e.fire_owner.damage_dealt;
1252 ty = e.fire_owner.typehitsound;
1253 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1254 if(e.fire_hitsound && e.fire_owner)
1256 e.fire_owner.damage_dealt = hi;
1257 e.fire_owner.typehitsound = ty;
1259 e.fire_hitsound = true;
1261 if(!IS_INDEPENDENT_PLAYER(e))
1262 if(!STAT(FROZEN, e))
1263 FOREACH_CLIENT(IS_PLAYER(it) && it != e, {
1265 if(!IS_INDEPENDENT_PLAYER(it))
1266 if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1268 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1269 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1270 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1275 void Fire_ApplyEffect(entity e)
1277 if(Fire_IsBurning(e))
1278 e.effects |= EF_FLAME;
1280 e.effects &= ~EF_FLAME;
1283 void fireburner_think(entity this)
1285 // for players, this is done in the regular loop
1286 if(wasfreed(this.owner))
1291 Fire_ApplyEffect(this.owner);
1292 if(!Fire_IsBurning(this.owner))
1294 this.owner.fire_burner = NULL;
1298 Fire_ApplyDamage(this.owner);
1299 this.nextthink = time;