5 #include "mutators/mutators_include.qh"
7 #include "waypointsprites.qh"
8 #include "spawnpoints.qh"
9 #include "tturrets/include/turrets_early.qh"
11 #include "vehicles/vehicle.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.qh"
17 #include "../common/notifications.qh"
18 #include "../common/playerstats.qh"
19 #include "../common/teams.qh"
20 #include "../common/util.qh"
21 #include "../common/weapons/all.qh"
22 #include "../csqcmodellib/sv_model.qh"
23 #include "../warpzonelib/common.qh"
25 float Damage_DamageInfo_SendEntity(entity to, int sf)
27 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
28 WriteShort(MSG_ENTITY, self.projectiledeathtype);
29 WriteCoord(MSG_ENTITY, floor(self.origin.x));
30 WriteCoord(MSG_ENTITY, floor(self.origin.y));
31 WriteCoord(MSG_ENTITY, floor(self.origin.z));
32 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
33 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
34 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
35 WriteShort(MSG_ENTITY, self.oldorigin.x);
36 WriteByte(MSG_ENTITY, self.species);
40 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
42 // TODO maybe call this from non-edgedamage too?
43 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
47 if(!sound_allowed(MSG_BROADCAST, dmgowner))
52 e.projectiledeathtype = deathtype;
54 e.dmg_edge = edgedamage;
56 e.dmg_force = vlen(force);
58 e.oldorigin_x = compressShortVector(e.velocity);
59 e.species = bloodtype;
61 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
64 float IsFlying(entity a)
66 if(a.flags & FL_ONGROUND)
68 if(a.waterlevel >= WATERLEVEL_SWIMMING)
70 traceline(a.origin, a.origin - '0 0 48', MOVE_NORMAL, a);
71 if(trace_fraction < 1)
76 void UpdateFrags(entity player, float f)
78 PlayerTeamScore_AddScore(player, f);
81 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
83 // TODO route through PlayerScores instead
91 PlayerScore_Add(attacker, SP_SUICIDES, 1);
96 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
102 PlayerScore_Add(attacker, SP_KILLS, 1);
104 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
107 PlayerScore_Add(targ, SP_DEATHS, 1);
109 if(targ != attacker) // not for suicides
110 if(g_weaponarena_random)
112 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
114 culprit = DEATH_WEAPONOF(deathtype);
116 culprit = attacker.weapon;
117 else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
118 culprit = attacker.weapon;
120 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
126 if(!GiveFrags_randomweapons)
128 GiveFrags_randomweapons = spawn();
129 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
133 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
135 GiveFrags_randomweapons.weapons = start_weapons;
137 // all others (including the culprit): remove
138 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
139 GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit);
141 // among the remaining ones, choose one by random
142 W_RandomWeapons(GiveFrags_randomweapons, 1);
144 if(GiveFrags_randomweapons.weapons)
146 attacker.weapons |= GiveFrags_randomweapons.weapons;
147 attacker.weapons &= ~WepSet_FromWeapon(culprit);
151 // after a frag, choose another random weapon set
152 if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
153 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
156 // FIXME fix the mess this is (we have REAL points now!)
160 frag_attacker = attacker;
163 if(MUTATOR_CALLHOOK(GiveFragsForKill))
173 attacker.totalfrags += f;
176 UpdateFrags(attacker, f);
179 string AppendItemcodes(string s, entity player)
184 // w = player.switchweapon;
186 w = player.cnt; // previous weapon!
187 s = strcat(s, ftos(w));
188 if(time < player.strength_finished)
190 if(time < player.invincible_finished)
192 if(player.flagcarried != world)
194 if(player.BUTTON_CHAT)
201 void LogDeath(string mode, int deathtype, entity killer, entity killed)
204 if(!autocvar_sv_eventlog)
206 s = strcat(":kill:", mode);
207 s = strcat(s, ":", ftos(killer.playerid));
208 s = strcat(s, ":", ftos(killed.playerid));
209 s = strcat(s, ":type=", Deathtype_Name(deathtype));
210 s = strcat(s, ":items=");
211 s = AppendItemcodes(s, killer);
214 s = strcat(s, ":victimitems=");
215 s = AppendItemcodes(s, killed);
220 void Obituary_SpecialDeath(
224 string s1, string s2, string s3,
225 float f1, float f2, float f3)
227 if(DEATH_ISSPECIAL(deathtype))
229 entity deathent = deathtypes[(deathtype - DT_FIRST)];
230 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
234 if(deathent.death_msgmurder)
236 Send_Notification_WOCOVA(
240 deathent.death_msgmurder.nent_id,
244 Send_Notification_WOCOVA(
248 deathent.death_msgmurder.nent_msginfo.nent_id,
256 if(deathent.death_msgself)
258 Send_Notification_WOCOVA(
262 deathent.death_msgself.nent_id,
266 Send_Notification_WOCOVA(
270 deathent.death_msgself.nent_msginfo.nent_id,
277 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
280 float Obituary_WeaponDeath(
284 string s1, string s2, string s3,
287 float death_weapon = DEATH_WEAPONOF(deathtype);
290 w_deathtype = deathtype;
291 int death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
296 Send_Notification_WOCOVA(
304 Send_Notification_WOCOVA(
308 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
316 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
327 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
330 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
333 float notif_firstblood = false;
334 float kill_count_to_attacker, kill_count_to_target;
336 // Set final information for the death
337 targ.death_origin = targ.origin;
338 if(targ != attacker) { targ.killer_origin = attacker.origin; }
339 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
341 #ifdef NOTIFICATIONS_DEBUG
344 "Obituary(%s, %s, %s, %s = %d);\n",
348 Deathtype_Name(deathtype),
359 if(DEATH_ISSPECIAL(deathtype))
361 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
363 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
369 case DEATH_MIRRORDAMAGE:
371 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
377 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
383 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
385 backtrace("SUICIDE: what the hell happened here?\n");
388 LogDeath("suicide", deathtype, targ, targ);
389 GiveFrags(attacker, targ, -1, deathtype);
395 else if(IS_PLAYER(attacker))
397 if(SAME_TEAM(attacker, targ))
399 LogDeath("tk", deathtype, attacker, targ);
400 GiveFrags(attacker, targ, -1, deathtype);
402 attacker.killcount = 0;
404 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
405 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
406 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
408 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
409 // No need for specific death/weapon messages...
413 LogDeath("frag", deathtype, attacker, targ);
414 GiveFrags(attacker, targ, 1, deathtype);
416 attacker.taunt_soundtime = time + 1;
417 attacker.killcount = attacker.killcount + 1;
419 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
422 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
423 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
426 switch(attacker.killcount)
433 if(!checkrules_firstblood)
435 checkrules_firstblood = true;
436 notif_firstblood = true; // modify the current messages so that they too show firstblood information
437 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
438 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
440 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
441 kill_count_to_attacker = -1;
442 kill_count_to_target = -2;
446 kill_count_to_attacker = attacker.killcount;
447 kill_count_to_target = 0;
458 kill_count_to_attacker,
459 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
467 kill_count_to_target,
470 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
481 kill_count_to_attacker,
482 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
490 kill_count_to_target,
493 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
497 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
498 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
509 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
510 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
511 // and there will be a REAL DEATH_VOID implementation which mappers will use.
512 /*case DEATH_HURTTRIGGER:
515 s2 = inflictor.message;
516 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
522 Obituary_SpecialDeath(targ, false, deathtype,
524 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
534 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
539 LogDeath("accident", deathtype, targ, targ);
540 GiveFrags(targ, targ, -1, deathtype);
542 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
544 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
545 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
549 // reset target kill count
550 if(targ.killcount) { targ.killcount = 0; }
555 if(!self.owner.frozen || self.owner.iceblock != self)
560 setorigin(self, self.owner.origin - '0 0 16');
561 self.nextthink = time;
564 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
566 if(!IS_PLAYER(targ) && !(targ.flags & FL_MONSTER)) // only specified entities can be freezed
572 float targ_maxhealth = ((targ.flags & FL_MONSTER) ? targ.max_health : start_health);
574 targ.frozen = frozen_type;
575 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
576 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
577 targ.revive_speed = freeze_time;
582 ice.classname = "ice";
583 ice.scale = targ.scale;
584 ice.think = Ice_Think;
585 ice.nextthink = time;
586 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
587 setmodel(ice, "models/ice/ice.md3");
589 ice.colormod = Team_ColorRGB(targ.team);
590 ice.glowmod = ice.colormod;
592 targ.revival_time = 0;
600 RemoveGrapplingHook(targ);
602 FOR_EACH_PLAYER(head)
603 if(head.hook.aiment == targ)
604 RemoveGrapplingHook(head);
608 WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT, '0.25 0.90 1');
611 void Unfreeze (entity targ)
613 if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
614 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
618 targ.revive_progress = 0;
619 targ.revival_time = time;
621 WaypointSprite_Kill(targ.waypointsprite_attached);
623 FOR_EACH_PLAYER(head)
624 if(head.hook.aiment == targ)
625 RemoveGrapplingHook(head);
627 // remove the ice block
629 remove(targ.iceblock);
630 targ.iceblock = world;
633 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
637 float complainteamdamage = 0;
638 entity attacker_save;
642 if (gameover || targ.killcount == -666)
649 damage_inflictor = inflictor;
650 damage_attacker = attacker;
651 attacker_save = attacker;
656 if(targ.hook.aiment == attacker)
657 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
659 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
660 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
663 if(SAME_TEAM(targ, attacker))
670 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
672 // exit the vehicle before killing (fixes a crash)
673 if(IS_PLAYER(targ) && targ.vehicle)
674 vehicles_exit(VHEF_RELESE);
676 // These are ALWAYS lethal
677 // No damage modification here
678 // Instead, prepare the victim for his death...
680 targ.spawnshieldtime = 0;
681 targ.health = 0.9; // this is < 1
682 targ.flags -= targ.flags & FL_GODMODE;
685 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
691 // nullify damage if teamplay is on
692 if(deathtype != DEATH_TELEFRAG)
693 if(IS_PLAYER(attacker))
695 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
700 else if(SAME_TEAM(attacker, targ))
702 if(autocvar_teamplay_mode == 1)
704 else if(attacker != targ)
706 if(autocvar_teamplay_mode == 3)
708 else if(autocvar_teamplay_mode == 4)
710 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
712 attacker.dmg_team = attacker.dmg_team + damage;
713 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
714 if(complainteamdamage > 0)
715 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
716 mirrorforce = autocvar_g_mirrordamage * vlen(force);
717 damage = autocvar_g_friendlyfire * damage;
718 // mirrordamage will be used LATER
720 if(autocvar_g_mirrordamage_virtual)
722 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
723 attacker.dmg_take += v.x;
724 attacker.dmg_save += v.y;
725 attacker.dmg_inflictor = inflictor;
730 if(autocvar_g_friendlyfire_virtual)
732 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
733 targ.dmg_take += v.x;
734 targ.dmg_save += v.y;
735 targ.dmg_inflictor = inflictor;
737 if(!autocvar_g_friendlyfire_virtual_force)
748 if (!DEATH_ISSPECIAL(deathtype))
750 damage *= g_weapondamagefactor;
751 mirrordamage *= g_weapondamagefactor;
752 complainteamdamage *= g_weapondamagefactor;
753 force = force * g_weaponforcefactor;
754 mirrorforce *= g_weaponforcefactor;
757 // should this be changed at all? If so, in what way?
758 frag_attacker = attacker;
760 frag_damage = damage;
762 frag_deathtype = deathtype;
763 frag_mirrordamage = mirrordamage;
764 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
765 damage = frag_damage;
766 mirrordamage = frag_mirrordamage;
770 if(deathtype != DEATH_HURTTRIGGER && deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_AUTOTEAMCHANGE)
772 if(autocvar_g_freezetag_revive_falldamage > 0)
773 if(deathtype == DEATH_FALL)
774 if(damage >= autocvar_g_freezetag_revive_falldamage)
777 targ.health = autocvar_g_freezetag_revive_falldamage_health;
778 pointparticles(particleeffectnum("iceorglass"), targ.origin, '0 0 0', 3);
779 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
780 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
784 force *= autocvar_g_freezetag_frozen_force;
787 if(targ.frozen && deathtype == DEATH_HURTTRIGGER && !autocvar_g_freezetag_frozen_damage_trigger)
789 pointparticles(particleeffectnum("teleport"), targ.origin, '0 0 0', 1);
791 entity oldself = self;
793 entity spot = SelectSpawnPoint (false);
798 self.deadflag = DEAD_NO;
800 self.angles = spot.angles;
803 self.effects |= EF_TELEPORT_BIT;
805 self.angles_z = 0; // never spawn tilted even if the spot says to
806 self.fixangle = true; // turn this way immediately
807 self.velocity = '0 0 0';
808 self.avelocity = '0 0 0';
809 self.punchangle = '0 0 0';
810 self.punchvector = '0 0 0';
811 self.oldvelocity = self.velocity;
813 self.spawnorigin = spot.origin;
814 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
815 // don't reset back to last position, even if new position is stuck in solid
816 self.oldorigin = self.origin;
817 self.prevorigin = self.origin;
819 pointparticles(particleeffectnum("teleport"), self.origin, '0 0 0', 1);
827 // apply strength multiplier
828 if (attacker.items & IT_STRENGTH)
832 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
833 force = force * autocvar_g_balance_powerup_strength_selfforce;
837 damage = damage * autocvar_g_balance_powerup_strength_damage;
838 force = force * autocvar_g_balance_powerup_strength_force;
842 // apply invincibility multiplier
843 if (targ.items & IT_INVINCIBLE)
844 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
847 if (targ == attacker)
848 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
853 if(deathtype != DEATH_BUFF_VENGEANCE)
854 if(targ.takedamage == DAMAGE_AIM)
858 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
863 if(IS_PLAYER(victim) || (victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET) || (victim.flags & FL_MONSTER))
865 if(DIFF_TEAM(victim, attacker) && !victim.frozen)
869 if(deathtype != DEATH_FIRE)
871 if(victim.BUTTON_CHAT)
872 attacker.typehitsound += 1;
874 attacker.damage_dealt += damage;
877 damage_goodhits += 1;
878 damage_gooddamage += damage;
880 if (!DEATH_ISSPECIAL(deathtype))
882 if(IS_PLAYER(targ)) // don't do this for vehicles
890 if(deathtype != DEATH_FIRE)
892 attacker.typehitsound += 1;
894 if(complainteamdamage > 0)
895 if(time > attacker.teamkill_complain)
897 attacker.teamkill_complain = time + 5;
898 attacker.teamkill_soundtime = time + 0.4;
899 attacker.teamkill_soundsource = targ;
907 if (self.damageforcescale)
909 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
911 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
912 if(self.movetype == MOVETYPE_PHYSICS)
916 farcent.classname = "farce";
917 farcent.enemy = self;
918 farcent.movedir = farce * 10;
920 farcent.movedir = farcent.movedir * self.mass;
921 farcent.origin = hitloc;
922 farcent.forcetype = FORCETYPE_FORCEATPOS;
923 farcent.nextthink = time + 0.1;
924 farcent.think = SUB_Remove;
927 self.velocity = self.velocity + farce;
928 self.flags &= ~FL_ONGROUND;
929 UpdateCSQCProjectile(self);
932 if (damage != 0 || (self.damageforcescale && vlen(force)))
933 if (self.event_damage)
934 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
937 // apply mirror damage if any
938 if(mirrordamage > 0 || mirrorforce > 0)
940 attacker = attacker_save;
942 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
943 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
947 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)
948 // Returns total damage applies to creatures
952 float total_damage_to_creatures;
957 float stat_damagedone;
959 if(RadiusDamage_running)
961 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
965 RadiusDamage_running = 1;
967 tfloordmg = autocvar_g_throughfloor_damage;
968 tfloorforce = autocvar_g_throughfloor_force;
970 total_damage_to_creatures = 0;
972 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
973 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
975 force = inflictorvelocity;
979 force = normalize(force);
980 if(forceintensity >= 0)
981 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
983 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
988 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
992 if ((targ != inflictor) || inflictorselfdamage)
993 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
1000 // LordHavoc: measure distance to nearest point on target (not origin)
1001 // (this guarentees 100% damage on a touch impact)
1002 nearest = targ.WarpZone_findradius_nearest;
1003 diff = targ.WarpZone_findradius_dist;
1004 // round up a little on the damage to ensure full damage on impacts
1005 // and turn the distance into a fraction of the radius
1006 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1008 //bprint(ftos(power));
1009 //if (targ == attacker)
1010 // print(ftos(power), "\n");
1016 finaldmg = coredamage * power + edgedamage * (1 - power);
1022 vector myblastorigin;
1025 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
1027 // if it's a player, use the view origin as reference
1028 center = CENTER_OR_VIEWOFS(targ);
1030 force = normalize(center - myblastorigin);
1031 force = force * (finaldmg / coredamage) * forceintensity;
1034 if(deathtype & WEP_BLASTER)
1035 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1037 if(targ != directhitentity)
1042 float mininv_f, mininv_d;
1044 // test line of sight to multiple positions on box,
1045 // and do damage if any of them hit
1048 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1049 // so for a given max stddev:
1050 // n = (1 / (2 * max stddev of hitratio))^2
1052 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1053 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1055 if(autocvar_g_throughfloor_debug)
1056 printf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1059 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1061 if(autocvar_g_throughfloor_debug)
1062 printf(" steps=%f", total);
1065 if (IS_PLAYER(targ))
1066 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1068 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1070 if(autocvar_g_throughfloor_debug)
1071 printf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1073 for(c = 0; c < total; ++c)
1075 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1076 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1077 if (trace_fraction == 1 || trace_ent == targ)
1081 hitloc = hitloc + nearest;
1085 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1086 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1087 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1090 nearest = hitloc * (1 / max(1, hits));
1091 hitratio = (hits / total);
1092 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1093 finaldmg = finaldmg * a;
1094 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1097 if(autocvar_g_throughfloor_debug)
1098 printf(" D=%f F=%f\n", finaldmg, vlen(force));
1101 //if (targ == attacker)
1103 // print("hits ", ftos(hits), " / ", ftos(total));
1104 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1105 // print(" (", ftos(a), ")\n");
1107 if(finaldmg || vlen(force))
1111 total_damage_to_creatures += finaldmg;
1113 if(accuracy_isgooddamage(attacker, targ))
1114 stat_damagedone += finaldmg;
1117 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1118 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1120 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1128 RadiusDamage_running = 0;
1130 if(!DEATH_ISSPECIAL(deathtype))
1131 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1133 return total_damage_to_creatures;
1136 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1138 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1141 float Fire_IsBurning(entity e)
1143 return (time < e.fire_endtime);
1146 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1149 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1160 // print("adding a fire burner to ", e.classname, "\n");
1161 e.fire_burner = spawn();
1162 e.fire_burner.classname = "fireburner";
1163 e.fire_burner.think = fireburner_think;
1164 e.fire_burner.nextthink = time;
1165 e.fire_burner.owner = e;
1171 if(Fire_IsBurning(e))
1173 mintime = e.fire_endtime - time;
1174 maxtime = max(mintime, t);
1176 mindps = e.fire_damagepersec;
1177 maxdps = max(mindps, dps);
1179 if(maxtime > mintime || maxdps > mindps)
1183 // damage we have right now
1184 mindamage = mindps * mintime;
1186 // damage we want to get
1187 maxdamage = mindamage + d;
1189 // but we can't exceed maxtime * maxdps!
1190 totaldamage = min(maxdamage, maxtime * maxdps);
1194 // totaldamage = min(mindamage + d, maxtime * maxdps)
1196 // totaldamage <= maxtime * maxdps
1197 // ==> totaldamage / maxdps <= maxtime.
1199 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1200 // >= min(mintime, maxtime)
1201 // ==> totaldamage / maxdps >= mintime.
1204 // how long do we damage then?
1205 // at least as long as before
1206 // but, never exceed maxdps
1207 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1211 // at most as long as maximum allowed
1212 // but, never below mindps
1213 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1215 // assuming t > mintime, dps > mindps:
1216 // we get d = t * dps = maxtime * maxdps
1217 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1218 // totaldamage / maxdps = maxtime
1219 // totaldamage / mindps > totaldamage / maxdps = maxtime
1221 // a) totaltime = max(mintime, maxtime) = maxtime
1222 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1224 // assuming t <= mintime:
1225 // we get maxtime = mintime
1226 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1227 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1229 // assuming dps <= mindps:
1230 // we get mindps = maxdps.
1231 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1232 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1233 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1235 e.fire_damagepersec = totaldamage / totaltime;
1236 e.fire_endtime = time + totaltime;
1237 if(totaldamage > 1.2 * mindamage)
1239 e.fire_deathtype = dt;
1240 if(e.fire_owner != o)
1243 e.fire_hitsound = false;
1246 if(accuracy_isgooddamage(o, e))
1247 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1248 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1255 e.fire_damagepersec = dps;
1256 e.fire_endtime = time + t;
1257 e.fire_deathtype = dt;
1259 e.fire_hitsound = false;
1260 if(accuracy_isgooddamage(o, e))
1261 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1266 void Fire_ApplyDamage(entity e)
1271 if (!Fire_IsBurning(e))
1274 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1275 if(IS_NOT_A_CLIENT(o))
1278 // water and slime stop fire
1280 if(e.watertype != CONTENT_LAVA)
1287 t = min(frametime, e.fire_endtime - time);
1288 d = e.fire_damagepersec * t;
1290 hi = e.fire_owner.damage_dealt;
1291 ty = e.fire_owner.typehitsound;
1292 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1293 if(e.fire_hitsound && e.fire_owner)
1295 e.fire_owner.damage_dealt = hi;
1296 e.fire_owner.typehitsound = ty;
1298 e.fire_hitsound = true;
1300 if (!IS_INDEPENDENT_PLAYER(e))
1302 FOR_EACH_PLAYER(other) if(e != other)
1304 if(IS_PLAYER(other))
1305 if(other.deadflag == DEAD_NO)
1306 if (!IS_INDEPENDENT_PLAYER(other))
1307 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1309 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1310 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1311 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1316 void Fire_ApplyEffect(entity e)
1318 if(Fire_IsBurning(e))
1319 e.effects |= EF_FLAME;
1321 e.effects &= ~EF_FLAME;
1324 void fireburner_think()
1326 // for players, this is done in the regular loop
1327 if(wasfreed(self.owner))
1332 Fire_ApplyEffect(self.owner);
1333 if(!Fire_IsBurning(self.owner))
1335 self.owner.fire_burner = world;
1339 Fire_ApplyDamage(self.owner);
1340 self.nextthink = time;