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/buffs.qh"
16 #include "../common/constants.qh"
17 #include "../common/deathtypes.qh"
18 #include "../common/notifications.qh"
19 #include "../common/movetypes/movetypes.qh"
20 #include "../common/playerstats.qh"
21 #include "../common/teams.qh"
22 #include "../common/util.qh"
23 #include "../common/weapons/all.qh"
24 #include "../csqcmodellib/sv_model.qh"
25 #include "../warpzonelib/common.qh"
27 float Damage_DamageInfo_SendEntity(entity to, int sf)
29 WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
30 WriteShort(MSG_ENTITY, self.projectiledeathtype);
31 WriteCoord(MSG_ENTITY, floor(self.origin.x));
32 WriteCoord(MSG_ENTITY, floor(self.origin.y));
33 WriteCoord(MSG_ENTITY, floor(self.origin.z));
34 WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
35 WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
36 WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
37 WriteShort(MSG_ENTITY, self.oldorigin.x);
38 WriteByte(MSG_ENTITY, self.species);
42 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
44 // TODO maybe call this from non-edgedamage too?
45 // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
49 if(!sound_allowed(MSG_BROADCAST, dmgowner))
54 e.projectiledeathtype = deathtype;
56 e.dmg_edge = edgedamage;
58 e.dmg_force = vlen(force);
60 e.oldorigin_x = compressShortVector(e.velocity);
61 e.species = bloodtype;
63 Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
66 void UpdateFrags(entity player, float f)
68 PlayerTeamScore_AddScore(player, f);
71 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
73 // TODO route through PlayerScores instead
81 PlayerScore_Add(attacker, SP_SUICIDES, 1);
86 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
92 PlayerScore_Add(attacker, SP_KILLS, 1);
94 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
97 PlayerScore_Add(targ, SP_DEATHS, 1);
99 if(targ != attacker) // not for suicides
100 if(g_weaponarena_random)
102 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
104 culprit = DEATH_WEAPONOF(deathtype);
106 culprit = attacker.weapon;
107 else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
108 culprit = attacker.weapon;
110 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER.m_id) // WEAPONTODO: Shouldn't this be in a mutator?
116 if(!GiveFrags_randomweapons)
118 GiveFrags_randomweapons = spawn();
119 GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
123 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
125 GiveFrags_randomweapons.weapons = start_weapons;
127 // all others (including the culprit): remove
128 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
129 GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit);
131 // among the remaining ones, choose one by random
132 W_RandomWeapons(GiveFrags_randomweapons, 1);
134 if(GiveFrags_randomweapons.weapons)
136 attacker.weapons |= GiveFrags_randomweapons.weapons;
137 attacker.weapons &= ~WepSet_FromWeapon(culprit);
141 // after a frag, choose another random weapon set
142 if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
143 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
146 // FIXME fix the mess this is (we have REAL points now!)
150 frag_attacker = attacker;
153 if(MUTATOR_CALLHOOK(GiveFragsForKill))
163 attacker.totalfrags += f;
166 UpdateFrags(attacker, f);
169 string AppendItemcodes(string s, entity player)
174 // w = player.switchweapon;
176 w = player.cnt; // previous weapon!
177 s = strcat(s, ftos(w));
178 if(time < player.strength_finished)
180 if(time < player.invincible_finished)
182 if(player.flagcarried != world)
184 if(player.BUTTON_CHAT)
191 void LogDeath(string mode, int deathtype, entity killer, entity killed)
194 if(!autocvar_sv_eventlog)
196 s = strcat(":kill:", mode);
197 s = strcat(s, ":", ftos(killer.playerid));
198 s = strcat(s, ":", ftos(killed.playerid));
199 s = strcat(s, ":type=", Deathtype_Name(deathtype));
200 s = strcat(s, ":items=");
201 s = AppendItemcodes(s, killer);
204 s = strcat(s, ":victimitems=");
205 s = AppendItemcodes(s, killed);
210 void Obituary_SpecialDeath(
214 string s1, string s2, string s3,
215 float f1, float f2, float f3)
217 if(DEATH_ISSPECIAL(deathtype))
219 entity deathent = deathtypes[(deathtype - DT_FIRST)];
220 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
224 if(deathent.death_msgmurder)
226 Send_Notification_WOCOVA(
230 deathent.death_msgmurder.nent_id,
234 Send_Notification_WOCOVA(
238 deathent.death_msgmurder.nent_msginfo.nent_id,
246 if(deathent.death_msgself)
248 Send_Notification_WOCOVA(
252 deathent.death_msgself.nent_id,
256 Send_Notification_WOCOVA(
260 deathent.death_msgself.nent_msginfo.nent_id,
267 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
270 float Obituary_WeaponDeath(
274 string s1, string s2, string s3,
277 float death_weapon = DEATH_WEAPONOF(deathtype);
280 w_deathtype = deathtype;
281 int death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
286 Send_Notification_WOCOVA(
294 Send_Notification_WOCOVA(
298 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
306 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
317 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
320 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
323 float notif_firstblood = false;
324 float kill_count_to_attacker, kill_count_to_target;
326 // Set final information for the death
327 targ.death_origin = targ.origin;
328 if(targ != attacker) { targ.killer_origin = attacker.origin; }
329 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
331 #ifdef NOTIFICATIONS_DEBUG
334 "Obituary(%s, %s, %s, %s = %d);\n",
338 Deathtype_Name(deathtype),
349 if(DEATH_ISSPECIAL(deathtype))
351 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
353 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
359 case DEATH_MIRRORDAMAGE:
361 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
367 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
373 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
375 backtrace("SUICIDE: what the hell happened here?\n");
378 LogDeath("suicide", deathtype, targ, targ);
379 GiveFrags(attacker, targ, -1, deathtype);
385 else if(IS_PLAYER(attacker))
387 if(SAME_TEAM(attacker, targ))
389 LogDeath("tk", deathtype, attacker, targ);
390 GiveFrags(attacker, targ, -1, deathtype);
392 attacker.killcount = 0;
394 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
395 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
396 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
398 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
399 // No need for specific death/weapon messages...
403 LogDeath("frag", deathtype, attacker, targ);
404 GiveFrags(attacker, targ, 1, deathtype);
406 attacker.taunt_soundtime = time + 1;
407 attacker.killcount = attacker.killcount + 1;
409 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
412 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
413 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
416 switch(attacker.killcount)
423 if(!checkrules_firstblood)
425 checkrules_firstblood = true;
426 notif_firstblood = true; // modify the current messages so that they too show firstblood information
427 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
428 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
430 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
431 kill_count_to_attacker = -1;
432 kill_count_to_target = -2;
436 kill_count_to_attacker = attacker.killcount;
437 kill_count_to_target = 0;
448 kill_count_to_attacker,
449 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
457 kill_count_to_target,
460 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
471 kill_count_to_attacker,
472 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
480 kill_count_to_target,
483 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
488 if(deathtype == DEATH_BUFF)
491 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
492 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
503 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
504 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
505 // and there will be a REAL DEATH_VOID implementation which mappers will use.
506 /*case DEATH_HURTTRIGGER:
509 s2 = inflictor.message;
510 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
516 Obituary_SpecialDeath(targ, false, deathtype,
518 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
528 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
533 LogDeath("accident", deathtype, targ, targ);
534 GiveFrags(targ, targ, -1, deathtype);
536 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
538 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
539 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
543 // reset target kill count
544 if(targ.killcount) { targ.killcount = 0; }
549 if(!self.owner.frozen || self.owner.iceblock != self)
554 setorigin(self, self.owner.origin - '0 0 16');
555 self.nextthink = time;
558 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
560 if(!IS_PLAYER(targ) && !(targ.flags & FL_MONSTER)) // only specified entities can be freezed
566 float targ_maxhealth = ((targ.flags & FL_MONSTER) ? targ.max_health : start_health);
568 targ.frozen = frozen_type;
569 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
570 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
571 targ.revive_speed = freeze_time;
576 ice.classname = "ice";
577 ice.scale = targ.scale;
578 ice.think = Ice_Think;
579 ice.nextthink = time;
580 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
581 setmodel(ice, "models/ice/ice.md3");
583 ice.colormod = Team_ColorRGB(targ.team);
584 ice.glowmod = ice.colormod;
586 targ.revival_time = 0;
594 RemoveGrapplingHook(targ);
596 FOR_EACH_PLAYER(head)
597 if(head.hook.aiment == targ)
598 RemoveGrapplingHook(head);
602 WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT, '0.25 0.90 1');
605 void Unfreeze (entity targ)
607 if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
608 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
612 targ.revive_progress = 0;
613 targ.revival_time = time;
615 WaypointSprite_Kill(targ.waypointsprite_attached);
617 FOR_EACH_PLAYER(head)
618 if(head.hook.aiment == targ)
619 RemoveGrapplingHook(head);
621 // remove the ice block
623 remove(targ.iceblock);
624 targ.iceblock = world;
627 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
631 float complainteamdamage = 0;
632 entity attacker_save;
636 if (gameover || targ.killcount == -666)
643 damage_inflictor = inflictor;
644 damage_attacker = attacker;
645 attacker_save = attacker;
650 if(targ.hook.aiment == attacker)
651 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
653 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
654 if(DEATH_ISWEAPON(deathtype, WEP_HOOK.m_id) || DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
657 if(SAME_TEAM(targ, attacker))
664 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
666 // exit the vehicle before killing (fixes a crash)
667 if(IS_PLAYER(targ) && targ.vehicle)
668 vehicles_exit(VHEF_RELESE);
670 // These are ALWAYS lethal
671 // No damage modification here
672 // Instead, prepare the victim for his death...
674 targ.spawnshieldtime = 0;
675 targ.health = 0.9; // this is < 1
676 targ.flags -= targ.flags & FL_GODMODE;
679 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
685 // nullify damage if teamplay is on
686 if(deathtype != DEATH_TELEFRAG)
687 if(IS_PLAYER(attacker))
689 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
694 else if(SAME_TEAM(attacker, targ))
696 if(autocvar_teamplay_mode == 1)
698 else if(attacker != targ)
700 if(autocvar_teamplay_mode == 3)
702 else if(autocvar_teamplay_mode == 4)
704 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
706 attacker.dmg_team = attacker.dmg_team + damage;
707 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
708 if(complainteamdamage > 0)
709 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
710 mirrorforce = autocvar_g_mirrordamage * vlen(force);
711 damage = autocvar_g_friendlyfire * damage;
712 // mirrordamage will be used LATER
714 if(autocvar_g_mirrordamage_virtual)
716 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
717 attacker.dmg_take += v.x;
718 attacker.dmg_save += v.y;
719 attacker.dmg_inflictor = inflictor;
724 if(autocvar_g_friendlyfire_virtual)
726 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
727 targ.dmg_take += v.x;
728 targ.dmg_save += v.y;
729 targ.dmg_inflictor = inflictor;
731 if(!autocvar_g_friendlyfire_virtual_force)
742 if (!DEATH_ISSPECIAL(deathtype))
744 damage *= g_weapondamagefactor;
745 mirrordamage *= g_weapondamagefactor;
746 complainteamdamage *= g_weapondamagefactor;
747 force = force * g_weaponforcefactor;
748 mirrorforce *= g_weaponforcefactor;
751 // should this be changed at all? If so, in what way?
752 frag_attacker = attacker;
754 frag_damage = damage;
756 frag_deathtype = deathtype;
757 frag_mirrordamage = mirrordamage;
758 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
759 damage = frag_damage;
760 mirrordamage = frag_mirrordamage;
764 if(deathtype != DEATH_HURTTRIGGER && deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_AUTOTEAMCHANGE)
766 if(autocvar_g_freezetag_revive_falldamage > 0)
767 if(deathtype == DEATH_FALL)
768 if(damage >= autocvar_g_freezetag_revive_falldamage)
771 targ.health = autocvar_g_freezetag_revive_falldamage_health;
772 pointparticles(particleeffectnum("iceorglass"), targ.origin, '0 0 0', 3);
773 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
774 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
778 force *= autocvar_g_freezetag_frozen_force;
781 if(targ.frozen && deathtype == DEATH_HURTTRIGGER && !autocvar_g_freezetag_frozen_damage_trigger)
783 pointparticles(particleeffectnum("teleport"), targ.origin, '0 0 0', 1);
785 entity oldself = self;
787 entity spot = SelectSpawnPoint (false);
792 self.deadflag = DEAD_NO;
794 self.angles = spot.angles;
797 self.effects |= EF_TELEPORT_BIT;
799 self.angles_z = 0; // never spawn tilted even if the spot says to
800 self.fixangle = true; // turn this way immediately
801 self.velocity = '0 0 0';
802 self.avelocity = '0 0 0';
803 self.punchangle = '0 0 0';
804 self.punchvector = '0 0 0';
805 self.oldvelocity = self.velocity;
807 self.spawnorigin = spot.origin;
808 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
809 // don't reset back to last position, even if new position is stuck in solid
810 self.oldorigin = self.origin;
811 self.prevorigin = self.origin;
813 pointparticles(particleeffectnum("teleport"), self.origin, '0 0 0', 1);
821 // apply strength multiplier
822 if (attacker.items & IT_STRENGTH)
826 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
827 force = force * autocvar_g_balance_powerup_strength_selfforce;
831 damage = damage * autocvar_g_balance_powerup_strength_damage;
832 force = force * autocvar_g_balance_powerup_strength_force;
836 // apply invincibility multiplier
837 if (targ.items & IT_INVINCIBLE)
838 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
841 if (targ == attacker)
842 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
847 if(deathtype != DEATH_BUFF)
848 if(targ.takedamage == DAMAGE_AIM)
852 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
857 if(IS_PLAYER(victim) || (victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET) || (victim.flags & FL_MONSTER))
859 if(DIFF_TEAM(victim, attacker) && !victim.frozen)
863 if(deathtype != DEATH_FIRE)
865 if(victim.BUTTON_CHAT)
866 attacker.typehitsound += 1;
868 attacker.damage_dealt += damage;
871 damage_goodhits += 1;
872 damage_gooddamage += damage;
874 if (!DEATH_ISSPECIAL(deathtype))
876 if(IS_PLAYER(targ)) // don't do this for vehicles
884 if(deathtype != DEATH_FIRE)
886 attacker.typehitsound += 1;
888 if(complainteamdamage > 0)
889 if(time > attacker.teamkill_complain)
891 attacker.teamkill_complain = time + 5;
892 attacker.teamkill_soundtime = time + 0.4;
893 attacker.teamkill_soundsource = targ;
901 if (self.damageforcescale)
903 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
905 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
906 if(self.movetype == MOVETYPE_PHYSICS)
910 farcent.classname = "farce";
911 farcent.enemy = self;
912 farcent.movedir = farce * 10;
914 farcent.movedir = farcent.movedir * self.mass;
915 farcent.origin = hitloc;
916 farcent.forcetype = FORCETYPE_FORCEATPOS;
917 farcent.nextthink = time + 0.1;
918 farcent.think = SUB_Remove;
922 self.velocity = self.velocity + farce;
923 self.move_velocity = self.velocity;
925 self.flags &= ~FL_ONGROUND;
926 self.move_flags &= ~FL_ONGROUND;
927 UpdateCSQCProjectile(self);
930 if (damage != 0 || (self.damageforcescale && vlen(force)))
931 if (self.event_damage)
932 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
935 // apply mirror damage if any
936 if(mirrordamage > 0 || mirrorforce > 0)
938 attacker = attacker_save;
940 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
941 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
945 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)
946 // Returns total damage applies to creatures
950 float total_damage_to_creatures;
955 float stat_damagedone;
957 if(RadiusDamage_running)
959 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
963 RadiusDamage_running = 1;
965 tfloordmg = autocvar_g_throughfloor_damage;
966 tfloorforce = autocvar_g_throughfloor_force;
968 total_damage_to_creatures = 0;
970 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
971 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA.m_id) // do not send tuba damage (bandwidth hog)
973 force = inflictorvelocity;
977 force = normalize(force);
978 if(forceintensity >= 0)
979 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
981 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
986 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
990 if ((targ != inflictor) || inflictorselfdamage)
991 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
998 // LordHavoc: measure distance to nearest point on target (not origin)
999 // (this guarentees 100% damage on a touch impact)
1000 nearest = targ.WarpZone_findradius_nearest;
1001 diff = targ.WarpZone_findradius_dist;
1002 // round up a little on the damage to ensure full damage on impacts
1003 // and turn the distance into a fraction of the radius
1004 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1006 //bprint(ftos(power));
1007 //if (targ == attacker)
1008 // print(ftos(power), "\n");
1014 finaldmg = coredamage * power + edgedamage * (1 - power);
1020 vector myblastorigin;
1023 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
1025 // if it's a player, use the view origin as reference
1026 center = CENTER_OR_VIEWOFS(targ);
1028 force = normalize(center - myblastorigin);
1029 force = force * (finaldmg / coredamage) * forceintensity;
1032 if(deathtype & WEP_BLASTER.m_id)
1033 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1035 if(targ != directhitentity)
1040 float mininv_f, mininv_d;
1042 // test line of sight to multiple positions on box,
1043 // and do damage if any of them hit
1046 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1047 // so for a given max stddev:
1048 // n = (1 / (2 * max stddev of hitratio))^2
1050 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1051 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1053 if(autocvar_g_throughfloor_debug)
1054 printf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1057 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1059 if(autocvar_g_throughfloor_debug)
1060 printf(" steps=%f", total);
1063 if (IS_PLAYER(targ))
1064 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1066 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1068 if(autocvar_g_throughfloor_debug)
1069 printf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1071 for(c = 0; c < total; ++c)
1073 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1074 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1075 if (trace_fraction == 1 || trace_ent == targ)
1079 hitloc = hitloc + nearest;
1083 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1084 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1085 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1088 nearest = hitloc * (1 / max(1, hits));
1089 hitratio = (hits / total);
1090 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1091 finaldmg = finaldmg * a;
1092 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1095 if(autocvar_g_throughfloor_debug)
1096 printf(" D=%f F=%f\n", finaldmg, vlen(force));
1099 //if (targ == attacker)
1101 // print("hits ", ftos(hits), " / ", ftos(total));
1102 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1103 // print(" (", ftos(a), ")\n");
1105 if(finaldmg || vlen(force))
1109 total_damage_to_creatures += finaldmg;
1111 if(accuracy_isgooddamage(attacker, targ))
1112 stat_damagedone += finaldmg;
1115 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1116 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1118 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1126 RadiusDamage_running = 0;
1128 if(!DEATH_ISSPECIAL(deathtype))
1129 accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
1131 return total_damage_to_creatures;
1134 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1136 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1139 float Fire_IsBurning(entity e)
1141 return (time < e.fire_endtime);
1144 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1147 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1158 // print("adding a fire burner to ", e.classname, "\n");
1159 e.fire_burner = spawn();
1160 e.fire_burner.classname = "fireburner";
1161 e.fire_burner.think = fireburner_think;
1162 e.fire_burner.nextthink = time;
1163 e.fire_burner.owner = e;
1169 if(Fire_IsBurning(e))
1171 mintime = e.fire_endtime - time;
1172 maxtime = max(mintime, t);
1174 mindps = e.fire_damagepersec;
1175 maxdps = max(mindps, dps);
1177 if(maxtime > mintime || maxdps > mindps)
1181 // damage we have right now
1182 mindamage = mindps * mintime;
1184 // damage we want to get
1185 maxdamage = mindamage + d;
1187 // but we can't exceed maxtime * maxdps!
1188 totaldamage = min(maxdamage, maxtime * maxdps);
1192 // totaldamage = min(mindamage + d, maxtime * maxdps)
1194 // totaldamage <= maxtime * maxdps
1195 // ==> totaldamage / maxdps <= maxtime.
1197 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1198 // >= min(mintime, maxtime)
1199 // ==> totaldamage / maxdps >= mintime.
1202 // how long do we damage then?
1203 // at least as long as before
1204 // but, never exceed maxdps
1205 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1209 // at most as long as maximum allowed
1210 // but, never below mindps
1211 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1213 // assuming t > mintime, dps > mindps:
1214 // we get d = t * dps = maxtime * maxdps
1215 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1216 // totaldamage / maxdps = maxtime
1217 // totaldamage / mindps > totaldamage / maxdps = maxtime
1219 // a) totaltime = max(mintime, maxtime) = maxtime
1220 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1222 // assuming t <= mintime:
1223 // we get maxtime = mintime
1224 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1225 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1227 // assuming dps <= mindps:
1228 // we get mindps = maxdps.
1229 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1230 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1231 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1233 e.fire_damagepersec = totaldamage / totaltime;
1234 e.fire_endtime = time + totaltime;
1235 if(totaldamage > 1.2 * mindamage)
1237 e.fire_deathtype = dt;
1238 if(e.fire_owner != o)
1241 e.fire_hitsound = false;
1244 if(accuracy_isgooddamage(o, e))
1245 accuracy_add(o, DEATH_WEAPONOF(dt), 0, max(0, totaldamage - mindamage));
1246 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1253 e.fire_damagepersec = dps;
1254 e.fire_endtime = time + t;
1255 e.fire_deathtype = dt;
1257 e.fire_hitsound = false;
1258 if(accuracy_isgooddamage(o, e))
1259 accuracy_add(o, DEATH_WEAPONOF(dt), 0, d);
1264 void Fire_ApplyDamage(entity e)
1269 if (!Fire_IsBurning(e))
1272 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1273 if(IS_NOT_A_CLIENT(o))
1276 // water and slime stop fire
1278 if(e.watertype != CONTENT_LAVA)
1285 t = min(frametime, e.fire_endtime - time);
1286 d = e.fire_damagepersec * t;
1288 hi = e.fire_owner.damage_dealt;
1289 ty = e.fire_owner.typehitsound;
1290 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1291 if(e.fire_hitsound && e.fire_owner)
1293 e.fire_owner.damage_dealt = hi;
1294 e.fire_owner.typehitsound = ty;
1296 e.fire_hitsound = true;
1298 if (!IS_INDEPENDENT_PLAYER(e))
1300 FOR_EACH_PLAYER(other) if(e != other)
1302 if(IS_PLAYER(other))
1303 if(other.deadflag == DEAD_NO)
1304 if (!IS_INDEPENDENT_PLAYER(other))
1305 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1307 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1308 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1309 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1314 void Fire_ApplyEffect(entity e)
1316 if(Fire_IsBurning(e))
1317 e.effects |= EF_FLAME;
1319 e.effects &= ~EF_FLAME;
1322 void fireburner_think()
1324 // for players, this is done in the regular loop
1325 if(wasfreed(self.owner))
1330 Fire_ApplyEffect(self.owner);
1331 if(!Fire_IsBurning(self.owner))
1333 self.owner.fire_burner = world;
1337 Fire_ApplyDamage(self.owner);
1338 self.nextthink = time;