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/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) // 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 frag_attacker = attacker;
152 if(MUTATOR_CALLHOOK(GiveFragsForKill))
162 attacker.totalfrags += f;
165 UpdateFrags(attacker, f);
168 string AppendItemcodes(string s, entity player)
173 // w = player.switchweapon;
175 w = player.cnt; // previous weapon!
176 s = strcat(s, ftos(w));
177 if(time < player.strength_finished)
179 if(time < player.invincible_finished)
181 if(player.flagcarried != world)
183 if(player.BUTTON_CHAT)
190 void LogDeath(string mode, int deathtype, entity killer, entity killed)
193 if(!autocvar_sv_eventlog)
195 s = strcat(":kill:", mode);
196 s = strcat(s, ":", ftos(killer.playerid));
197 s = strcat(s, ":", ftos(killed.playerid));
198 s = strcat(s, ":type=", Deathtype_Name(deathtype));
199 s = strcat(s, ":items=");
200 s = AppendItemcodes(s, killer);
203 s = strcat(s, ":victimitems=");
204 s = AppendItemcodes(s, killed);
209 void Obituary_SpecialDeath(
213 string s1, string s2, string s3,
214 float f1, float f2, float f3)
216 if(DEATH_ISSPECIAL(deathtype))
218 entity deathent = deathtypes[(deathtype - DT_FIRST)];
219 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
223 if(deathent.death_msgmurder)
225 Send_Notification_WOCOVA(
229 deathent.death_msgmurder.nent_id,
233 Send_Notification_WOCOVA(
237 deathent.death_msgmurder.nent_msginfo.nent_id,
245 if(deathent.death_msgself)
247 Send_Notification_WOCOVA(
251 deathent.death_msgself.nent_id,
255 Send_Notification_WOCOVA(
259 deathent.death_msgself.nent_msginfo.nent_id,
266 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
269 float Obituary_WeaponDeath(
273 string s1, string s2, string s3,
276 float death_weapon = DEATH_WEAPONOF(deathtype);
279 w_deathtype = deathtype;
280 int death_message = WEP_ACTION(death_weapon, ((murder) ? WR_KILLMESSAGE : WR_SUICIDEMESSAGE));
285 Send_Notification_WOCOVA(
293 Send_Notification_WOCOVA(
297 msg_multi_notifs[death_message - 1].nent_msginfo.nent_id,
305 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
316 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
319 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
322 float notif_firstblood = false;
323 float kill_count_to_attacker, kill_count_to_target;
325 // Set final information for the death
326 targ.death_origin = targ.origin;
327 if(targ != attacker) { targ.killer_origin = attacker.origin; }
328 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
330 #ifdef NOTIFICATIONS_DEBUG
333 "Obituary(%s, %s, %s, %s = %d);\n",
337 Deathtype_Name(deathtype),
348 if(DEATH_ISSPECIAL(deathtype))
350 if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
352 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
358 case DEATH_MIRRORDAMAGE:
360 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
366 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
372 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
374 backtrace("SUICIDE: what the hell happened here?\n");
377 LogDeath("suicide", deathtype, targ, targ);
378 GiveFrags(attacker, targ, -1, deathtype);
384 else if(IS_PLAYER(attacker))
386 if(SAME_TEAM(attacker, targ))
388 LogDeath("tk", deathtype, attacker, targ);
389 GiveFrags(attacker, targ, -1, deathtype);
391 attacker.killcount = 0;
393 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
394 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
395 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM_4(targ.team, INFO_DEATH_TEAMKILL_), targ.netname, attacker.netname, deathlocation, targ.killcount);
397 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
398 // No need for specific death/weapon messages...
402 LogDeath("frag", deathtype, attacker, targ);
403 GiveFrags(attacker, targ, 1, deathtype);
405 attacker.taunt_soundtime = time + 1;
406 attacker.killcount = attacker.killcount + 1;
408 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
411 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
412 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
415 switch(attacker.killcount)
422 if(!checkrules_firstblood)
424 checkrules_firstblood = true;
425 notif_firstblood = true; // modify the current messages so that they too show firstblood information
426 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
427 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
429 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
430 kill_count_to_attacker = -1;
431 kill_count_to_target = -2;
435 kill_count_to_attacker = attacker.killcount;
436 kill_count_to_target = 0;
447 kill_count_to_attacker,
448 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
456 kill_count_to_target,
459 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
470 kill_count_to_attacker,
471 (IS_BOT_CLIENT(targ) ? NO_MSG : targ.ping)
479 kill_count_to_target,
482 (IS_BOT_CLIENT(attacker) ? NO_MSG : attacker.ping)
486 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
487 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, 0);
498 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
499 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
500 // and there will be a REAL DEATH_VOID implementation which mappers will use.
501 /*case DEATH_HURTTRIGGER:
504 s2 = inflictor.message;
505 if(strstrofs(s2, "%", 0) < 0) { s2 = strcat("%s ", s2); }
511 Obituary_SpecialDeath(targ, false, deathtype,
513 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
523 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
528 LogDeath("accident", deathtype, targ, targ);
529 GiveFrags(targ, targ, -1, deathtype);
531 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
533 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
534 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
538 // reset target kill count
539 if(targ.killcount) { targ.killcount = 0; }
544 if(!self.owner.frozen || self.owner.iceblock != self)
549 setorigin(self, self.owner.origin - '0 0 16');
550 self.nextthink = time;
553 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
555 if(!IS_PLAYER(targ) && !(targ.flags & FL_MONSTER)) // only specified entities can be freezed
561 float targ_maxhealth = ((targ.flags & FL_MONSTER) ? targ.max_health : start_health);
563 targ.frozen = frozen_type;
564 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
565 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
566 targ.revive_speed = freeze_time;
571 ice.classname = "ice";
572 ice.scale = targ.scale;
573 ice.think = Ice_Think;
574 ice.nextthink = time;
575 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
576 setmodel(ice, "models/ice/ice.md3");
578 ice.colormod = Team_ColorRGB(targ.team);
579 ice.glowmod = ice.colormod;
581 targ.revival_time = 0;
589 RemoveGrapplingHook(targ);
591 FOR_EACH_PLAYER(head)
592 if(head.hook.aiment == targ)
593 RemoveGrapplingHook(head);
597 WaypointSprite_Spawn("frozen", 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT, '0.25 0.90 1');
600 void Unfreeze (entity targ)
602 if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
603 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
607 targ.revive_progress = 0;
608 targ.revival_time = time;
610 WaypointSprite_Kill(targ.waypointsprite_attached);
612 FOR_EACH_PLAYER(head)
613 if(head.hook.aiment == targ)
614 RemoveGrapplingHook(head);
616 // remove the ice block
618 remove(targ.iceblock);
619 targ.iceblock = world;
622 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
626 float complainteamdamage = 0;
627 entity attacker_save;
631 if (gameover || targ.killcount == -666)
638 damage_inflictor = inflictor;
639 damage_attacker = attacker;
640 attacker_save = attacker;
645 if(targ.hook.aiment == attacker)
646 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
648 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
649 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
652 if(SAME_TEAM(targ, attacker))
659 if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
661 // exit the vehicle before killing (fixes a crash)
662 if(IS_PLAYER(targ) && targ.vehicle)
663 vehicles_exit(VHEF_RELESE);
665 // These are ALWAYS lethal
666 // No damage modification here
667 // Instead, prepare the victim for his death...
669 targ.spawnshieldtime = 0;
670 targ.health = 0.9; // this is < 1
671 targ.flags -= targ.flags & FL_GODMODE;
674 else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
680 // nullify damage if teamplay is on
681 if(deathtype != DEATH_TELEFRAG)
682 if(IS_PLAYER(attacker))
684 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
689 else if(SAME_TEAM(attacker, targ))
691 if(autocvar_teamplay_mode == 1)
693 else if(attacker != targ)
695 if(autocvar_teamplay_mode == 3)
697 else if(autocvar_teamplay_mode == 4)
699 if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
701 attacker.dmg_team = attacker.dmg_team + damage;
702 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
703 if(complainteamdamage > 0)
704 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
705 mirrorforce = autocvar_g_mirrordamage * vlen(force);
706 damage = autocvar_g_friendlyfire * damage;
707 // mirrordamage will be used LATER
709 if(autocvar_g_mirrordamage_virtual)
711 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
712 attacker.dmg_take += v.x;
713 attacker.dmg_save += v.y;
714 attacker.dmg_inflictor = inflictor;
719 if(autocvar_g_friendlyfire_virtual)
721 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
722 targ.dmg_take += v.x;
723 targ.dmg_save += v.y;
724 targ.dmg_inflictor = inflictor;
726 if(!autocvar_g_friendlyfire_virtual_force)
737 if (!DEATH_ISSPECIAL(deathtype))
739 damage *= g_weapondamagefactor;
740 mirrordamage *= g_weapondamagefactor;
741 complainteamdamage *= g_weapondamagefactor;
742 force = force * g_weaponforcefactor;
743 mirrorforce *= g_weaponforcefactor;
746 // should this be changed at all? If so, in what way?
747 frag_attacker = attacker;
749 frag_damage = damage;
751 frag_deathtype = deathtype;
752 frag_mirrordamage = mirrordamage;
753 MUTATOR_CALLHOOK(PlayerDamage_Calculate);
754 damage = frag_damage;
755 mirrordamage = frag_mirrordamage;
759 if(deathtype != DEATH_HURTTRIGGER && deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_AUTOTEAMCHANGE)
761 if(autocvar_g_freezetag_revive_falldamage > 0)
762 if(deathtype == DEATH_FALL)
763 if(damage >= autocvar_g_freezetag_revive_falldamage)
766 targ.health = autocvar_g_freezetag_revive_falldamage_health;
767 pointparticles(particleeffectnum("iceorglass"), targ.origin, '0 0 0', 3);
768 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
769 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
773 force *= autocvar_g_freezetag_frozen_force;
776 if(targ.frozen && deathtype == DEATH_HURTTRIGGER && !autocvar_g_freezetag_frozen_damage_trigger)
778 pointparticles(particleeffectnum("teleport"), targ.origin, '0 0 0', 1);
780 entity oldself = self;
782 entity spot = SelectSpawnPoint (false);
787 self.deadflag = DEAD_NO;
789 self.angles = spot.angles;
792 self.effects |= EF_TELEPORT_BIT;
794 self.angles_z = 0; // never spawn tilted even if the spot says to
795 self.fixangle = true; // turn this way immediately
796 self.velocity = '0 0 0';
797 self.avelocity = '0 0 0';
798 self.punchangle = '0 0 0';
799 self.punchvector = '0 0 0';
800 self.oldvelocity = self.velocity;
802 self.spawnorigin = spot.origin;
803 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
804 // don't reset back to last position, even if new position is stuck in solid
805 self.oldorigin = self.origin;
806 self.prevorigin = self.origin;
808 pointparticles(particleeffectnum("teleport"), self.origin, '0 0 0', 1);
816 // apply strength multiplier
817 if (attacker.items & IT_STRENGTH)
821 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
822 force = force * autocvar_g_balance_powerup_strength_selfforce;
826 damage = damage * autocvar_g_balance_powerup_strength_damage;
827 force = force * autocvar_g_balance_powerup_strength_force;
831 // apply invincibility multiplier
832 if (targ.items & IT_INVINCIBLE)
833 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
836 if (targ == attacker)
837 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
842 if(deathtype != DEATH_BUFF_VENGEANCE)
843 if(targ.takedamage == DAMAGE_AIM)
847 if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
852 if(IS_PLAYER(victim) || (victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET) || (victim.flags & FL_MONSTER))
854 if(DIFF_TEAM(victim, attacker) && !victim.frozen)
858 if(deathtype != DEATH_FIRE)
860 if(victim.BUTTON_CHAT)
861 attacker.typehitsound += 1;
863 attacker.damage_dealt += damage;
866 damage_goodhits += 1;
867 damage_gooddamage += damage;
869 if (!DEATH_ISSPECIAL(deathtype))
871 if(IS_PLAYER(targ)) // don't do this for vehicles
879 if(deathtype != DEATH_FIRE)
881 attacker.typehitsound += 1;
883 if(complainteamdamage > 0)
884 if(time > attacker.teamkill_complain)
886 attacker.teamkill_complain = time + 5;
887 attacker.teamkill_soundtime = time + 0.4;
888 attacker.teamkill_soundsource = targ;
896 if (self.damageforcescale)
898 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
900 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
901 if(self.movetype == MOVETYPE_PHYSICS)
905 farcent.classname = "farce";
906 farcent.enemy = self;
907 farcent.movedir = farce * 10;
909 farcent.movedir = farcent.movedir * self.mass;
910 farcent.origin = hitloc;
911 farcent.forcetype = FORCETYPE_FORCEATPOS;
912 farcent.nextthink = time + 0.1;
913 farcent.think = SUB_Remove;
917 self.velocity = self.velocity + farce;
918 self.move_velocity = self.velocity;
920 self.flags &= ~FL_ONGROUND;
921 self.move_flags &= ~FL_ONGROUND;
922 UpdateCSQCProjectile(self);
925 if (damage != 0 || (self.damageforcescale && vlen(force)))
926 if (self.event_damage)
927 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
930 // apply mirror damage if any
931 if(mirrordamage > 0 || mirrorforce > 0)
933 attacker = attacker_save;
935 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
936 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
940 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)
941 // Returns total damage applies to creatures
945 float total_damage_to_creatures;
950 float stat_damagedone;
952 if(RadiusDamage_running)
954 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
958 RadiusDamage_running = 1;
960 tfloordmg = autocvar_g_throughfloor_damage;
961 tfloorforce = autocvar_g_throughfloor_force;
963 total_damage_to_creatures = 0;
965 if(deathtype != (WEP_HOOK | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
966 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
968 force = inflictorvelocity;
972 force = normalize(force);
973 if(forceintensity >= 0)
974 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
976 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
981 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
985 if ((targ != inflictor) || inflictorselfdamage)
986 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
993 // LordHavoc: measure distance to nearest point on target (not origin)
994 // (this guarentees 100% damage on a touch impact)
995 nearest = targ.WarpZone_findradius_nearest;
996 diff = targ.WarpZone_findradius_dist;
997 // round up a little on the damage to ensure full damage on impacts
998 // and turn the distance into a fraction of the radius
999 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
1001 //bprint(ftos(power));
1002 //if (targ == attacker)
1003 // print(ftos(power), "\n");
1009 finaldmg = coredamage * power + edgedamage * (1 - power);
1015 vector myblastorigin;
1018 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
1020 // if it's a player, use the view origin as reference
1021 center = CENTER_OR_VIEWOFS(targ);
1023 force = normalize(center - myblastorigin);
1024 force = force * (finaldmg / coredamage) * forceintensity;
1027 if(deathtype & WEP_BLASTER)
1028 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
1030 if(targ != directhitentity)
1035 float mininv_f, mininv_d;
1037 // test line of sight to multiple positions on box,
1038 // and do damage if any of them hit
1041 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
1042 // so for a given max stddev:
1043 // n = (1 / (2 * max stddev of hitratio))^2
1045 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
1046 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
1048 if(autocvar_g_throughfloor_debug)
1049 printf("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
1052 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
1054 if(autocvar_g_throughfloor_debug)
1055 printf(" steps=%f", total);
1058 if (IS_PLAYER(targ))
1059 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1061 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1063 if(autocvar_g_throughfloor_debug)
1064 printf(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1066 for(c = 0; c < total; ++c)
1068 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1069 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1070 if (trace_fraction == 1 || trace_ent == targ)
1074 hitloc = hitloc + nearest;
1078 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1079 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1080 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1083 nearest = hitloc * (1 / max(1, hits));
1084 hitratio = (hits / total);
1085 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1086 finaldmg = finaldmg * a;
1087 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1090 if(autocvar_g_throughfloor_debug)
1091 printf(" D=%f F=%f\n", finaldmg, vlen(force));
1094 //if (targ == attacker)
1096 // print("hits ", ftos(hits), " / ", ftos(total));
1097 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1098 // print(" (", ftos(a), ")\n");
1100 if(finaldmg || vlen(force))
1104 total_damage_to_creatures += finaldmg;
1106 if(accuracy_isgooddamage(attacker, targ))
1107 stat_damagedone += finaldmg;
1110 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1111 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1113 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1121 RadiusDamage_running = 0;
1123 if(!DEATH_ISSPECIAL(deathtype))
1124 accuracy_add(attacker, DEATH_WEAPONOFWEAPONDEATH(deathtype), 0, min(coredamage, stat_damagedone));
1126 return total_damage_to_creatures;
1129 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1131 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1134 float Fire_IsBurning(entity e)
1136 return (time < e.fire_endtime);
1139 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1142 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1153 // print("adding a fire burner to ", e.classname, "\n");
1154 e.fire_burner = spawn();
1155 e.fire_burner.classname = "fireburner";
1156 e.fire_burner.think = fireburner_think;
1157 e.fire_burner.nextthink = time;
1158 e.fire_burner.owner = e;
1164 if(Fire_IsBurning(e))
1166 mintime = e.fire_endtime - time;
1167 maxtime = max(mintime, t);
1169 mindps = e.fire_damagepersec;
1170 maxdps = max(mindps, dps);
1172 if(maxtime > mintime || maxdps > mindps)
1176 // damage we have right now
1177 mindamage = mindps * mintime;
1179 // damage we want to get
1180 maxdamage = mindamage + d;
1182 // but we can't exceed maxtime * maxdps!
1183 totaldamage = min(maxdamage, maxtime * maxdps);
1187 // totaldamage = min(mindamage + d, maxtime * maxdps)
1189 // totaldamage <= maxtime * maxdps
1190 // ==> totaldamage / maxdps <= maxtime.
1192 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1193 // >= min(mintime, maxtime)
1194 // ==> totaldamage / maxdps >= mintime.
1197 // how long do we damage then?
1198 // at least as long as before
1199 // but, never exceed maxdps
1200 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1204 // at most as long as maximum allowed
1205 // but, never below mindps
1206 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1208 // assuming t > mintime, dps > mindps:
1209 // we get d = t * dps = maxtime * maxdps
1210 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1211 // totaldamage / maxdps = maxtime
1212 // totaldamage / mindps > totaldamage / maxdps = maxtime
1214 // a) totaltime = max(mintime, maxtime) = maxtime
1215 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1217 // assuming t <= mintime:
1218 // we get maxtime = mintime
1219 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1220 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1222 // assuming dps <= mindps:
1223 // we get mindps = maxdps.
1224 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1225 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1226 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1228 e.fire_damagepersec = totaldamage / totaltime;
1229 e.fire_endtime = time + totaltime;
1230 if(totaldamage > 1.2 * mindamage)
1232 e.fire_deathtype = dt;
1233 if(e.fire_owner != o)
1236 e.fire_hitsound = false;
1239 if(accuracy_isgooddamage(o, e))
1240 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, max(0, totaldamage - mindamage));
1241 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1248 e.fire_damagepersec = dps;
1249 e.fire_endtime = time + t;
1250 e.fire_deathtype = dt;
1252 e.fire_hitsound = false;
1253 if(accuracy_isgooddamage(o, e))
1254 accuracy_add(o, DEATH_WEAPONOFWEAPONDEATH(dt), 0, d);
1259 void Fire_ApplyDamage(entity e)
1264 if (!Fire_IsBurning(e))
1267 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1268 if(IS_NOT_A_CLIENT(o))
1271 // water and slime stop fire
1273 if(e.watertype != CONTENT_LAVA)
1280 t = min(frametime, e.fire_endtime - time);
1281 d = e.fire_damagepersec * t;
1283 hi = e.fire_owner.damage_dealt;
1284 ty = e.fire_owner.typehitsound;
1285 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1286 if(e.fire_hitsound && e.fire_owner)
1288 e.fire_owner.damage_dealt = hi;
1289 e.fire_owner.typehitsound = ty;
1291 e.fire_hitsound = true;
1293 if (!IS_INDEPENDENT_PLAYER(e))
1295 FOR_EACH_PLAYER(other) if(e != other)
1297 if(IS_PLAYER(other))
1298 if(other.deadflag == DEAD_NO)
1299 if (!IS_INDEPENDENT_PLAYER(other))
1300 if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
1302 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1303 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1304 Fire_AddDamage(other, o, d, t, DEATH_FIRE);
1309 void Fire_ApplyEffect(entity e)
1311 if(Fire_IsBurning(e))
1312 e.effects |= EF_FLAME;
1314 e.effects &= ~EF_FLAME;
1317 void fireburner_think()
1319 // for players, this is done in the regular loop
1320 if(wasfreed(self.owner))
1325 Fire_ApplyEffect(self.owner);
1326 if(!Fire_IsBurning(self.owner))
1328 self.owner.fire_burner = world;
1332 Fire_ApplyDamage(self.owner);
1333 self.nextthink = time;