5 #include "mutators/all.qh"
7 #include "spawnpoints.qh"
8 #include "../common/t_items.qh"
9 #include "../common/vehicles/all.qh"
10 #include "../common/items/all.qc"
11 #include "../common/mutators/mutator/waypoints/waypointsprites.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/all.qh"
17 #include "../common/notifications/all.qh"
18 #include "../common/physics/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 "../lib/csqcmodel/sv_model.qh"
24 #include "../lib/warpzone/common.qh"
26 void UpdateFrags(entity player, float f)
28 PlayerTeamScore_AddScore(player, f);
31 void GiveFrags (entity attacker, entity targ, float f, int deathtype)
33 // TODO route through PlayerScores instead
41 PlayerScore_Add(attacker, SP_SUICIDES, 1);
46 PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
52 PlayerScore_Add(attacker, SP_KILLS, 1);
54 PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
57 PlayerScore_Add(targ, SP_DEATHS, 1);
59 if(targ != attacker) // not for suicides
60 if(g_weaponarena_random)
62 // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
63 Weapon culprit = DEATH_WEAPONOF(deathtype);
64 if(!culprit) culprit = PS(attacker).m_weapon;
65 else if(!(attacker.weapons & (culprit.m_wepset))) culprit = PS(attacker).m_weapon;
67 if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
73 if(!GiveFrags_randomweapons)
75 GiveFrags_randomweapons = new(GiveFrags_randomweapons);
79 GiveFrags_randomweapons.weapons = WARMUP_START_WEAPONS;
81 GiveFrags_randomweapons.weapons = start_weapons;
83 // all others (including the culprit): remove
84 GiveFrags_randomweapons.weapons &= ~attacker.weapons;
85 GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset);
87 // among the remaining ones, choose one by random
88 W_RandomWeapons(GiveFrags_randomweapons, 1);
90 if(GiveFrags_randomweapons.weapons)
92 attacker.weapons |= GiveFrags_randomweapons.weapons;
93 attacker.weapons &= ~(culprit.m_wepset);
97 // after a frag, choose another random weapon set
98 if (!(attacker.weapons & WepSet_FromWeapon(PS(attacker).m_weapon)))
99 W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
102 // FIXME fix the mess this is (we have REAL points now!)
103 if(MUTATOR_CALLHOOK(GiveFragsForKill, self, attacker, targ, f))
108 attacker.totalfrags += f;
111 UpdateFrags(attacker, f);
114 string AppendItemcodes(string s, entity player)
116 int w = PS(player).m_weapon.m_id;
118 // w = player.switchweapon;
120 w = player.cnt; // previous weapon!
121 s = strcat(s, ftos(w));
122 if(time < player.strength_finished)
124 if(time < player.invincible_finished)
126 if(player.flagcarried != world)
128 if(PHYS_INPUT_BUTTON_CHAT(player))
135 void LogDeath(string mode, int deathtype, entity killer, entity killed)
138 if(!autocvar_sv_eventlog)
140 s = strcat(":kill:", mode);
141 s = strcat(s, ":", ftos(killer.playerid));
142 s = strcat(s, ":", ftos(killed.playerid));
143 s = strcat(s, ":type=", Deathtype_Name(deathtype));
144 s = strcat(s, ":items=");
145 s = AppendItemcodes(s, killer);
148 s = strcat(s, ":victimitems=");
149 s = AppendItemcodes(s, killed);
154 void Obituary_SpecialDeath(
158 string s1, string s2, string s3,
159 float f1, float f2, float f3)
161 if(DEATH_ISSPECIAL(deathtype))
163 entity deathent = Deathtypes_from(deathtype - DT_FIRST);
164 if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
166 if(g_cts && deathtype == DEATH_KILL.m_id)
167 return; // TODO: somehow put this in CTS gamemode file!
171 if(deathent.death_msgmurder)
173 Send_Notification_WOCOVA(
177 deathent.death_msgmurder,
181 Send_Notification_WOCOVA(
185 deathent.death_msgmurder.nent_msginfo,
193 if(deathent.death_msgself)
195 Send_Notification_WOCOVA(
199 deathent.death_msgself,
203 Send_Notification_WOCOVA(
207 deathent.death_msgself.nent_msginfo,
214 else { backtrace("Obituary_SpecialDeath called without a special deathtype?\n"); return; }
217 float Obituary_WeaponDeath(
221 string s1, string s2, string s3,
224 Weapon death_weapon = DEATH_WEAPONOF(deathtype);
225 if (death_weapon != WEP_Null)
227 w_deathtype = deathtype;
228 Notification death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
233 Send_Notification_WOCOVA(
241 // send the info part to everyone
242 Send_Notification_WOCOVA(
246 death_message.nent_msginfo,
254 "Obituary_WeaponDeath(): ^1Deathtype ^7(%d)^1 has no notification for weapon %d!\n",
265 .int buffs = _STAT(BUFFS); // TODO: remove
266 entity buff_FirstFromFlags(int _buffs);
267 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
270 if (!IS_PLAYER(targ)) { backtrace("Obituary called on non-player?!\n"); return; }
273 float notif_firstblood = false;
274 float kill_count_to_attacker, kill_count_to_target;
276 // Set final information for the death
277 targ.death_origin = targ.origin;
278 if(targ != attacker) { targ.killer_origin = attacker.origin; }
279 string deathlocation = (autocvar_notification_server_allows_location ? NearestLocation(targ.death_origin) : "");
281 #ifdef NOTIFICATIONS_DEBUG
284 "Obituary(%s, %s, %s, %s = %d);\n",
288 Deathtype_Name(deathtype),
299 if(DEATH_ISSPECIAL(deathtype))
301 if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
303 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
307 switch(DEATH_ENT(deathtype))
309 case DEATH_MIRRORDAMAGE:
311 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
317 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
323 else if (!Obituary_WeaponDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0))
325 backtrace("SUICIDE: what the hell happened here?\n");
328 LogDeath("suicide", deathtype, targ, targ);
329 GiveFrags(attacker, targ, -1, deathtype);
335 else if(IS_PLAYER(attacker))
337 if(SAME_TEAM(attacker, targ))
339 LogDeath("tk", deathtype, attacker, targ);
340 GiveFrags(attacker, targ, -1, deathtype);
342 attacker.killcount = 0;
344 Send_Notification(NOTIF_ONE, attacker, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAG, targ.netname);
345 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_DEATH_TEAMKILL_FRAGGED, attacker.netname);
346 Send_Notification(NOTIF_ALL, world, MSG_INFO, APP_TEAM_NUM(targ.team, INFO_DEATH_TEAMKILL), targ.netname, attacker.netname, deathlocation, targ.killcount);
348 // In this case, the death message will ALWAYS be "foo was betrayed by bar"
349 // No need for specific death/weapon messages...
353 LogDeath("frag", deathtype, attacker, targ);
354 GiveFrags(attacker, targ, 1, deathtype);
356 attacker.taunt_soundtime = time + 1;
357 attacker.killcount = attacker.killcount + 1;
359 #define SPREE_ITEM(counta,countb,center,normal,gentle) \
362 Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
363 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
366 switch(attacker.killcount)
373 if(!checkrules_firstblood)
375 checkrules_firstblood = true;
376 notif_firstblood = true; // modify the current messages so that they too show firstblood information
377 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
378 PS_GR_P_ADDVAL(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
380 // tell spree_inf and spree_cen that this is a first-blood and first-victim event
381 kill_count_to_attacker = -1;
382 kill_count_to_target = -2;
386 kill_count_to_attacker = attacker.killcount;
387 kill_count_to_target = 0;
398 kill_count_to_attacker,
399 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
407 kill_count_to_target,
410 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
421 kill_count_to_attacker,
422 (IS_BOT_CLIENT(targ) ? -1 : targ.ping)
430 kill_count_to_target,
433 (IS_BOT_CLIENT(attacker) ? -1 : attacker.ping)
438 if(deathtype == DEATH_BUFF.m_id)
439 f3 = buff_FirstFromFlags(attacker.buffs).m_id;
441 if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
442 Obituary_SpecialDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker, f3);
451 switch(DEATH_ENT(deathtype))
453 // For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
454 // Later on you will only be able to make custom messages using DEATH_CUSTOM,
455 // and there will be a REAL DEATH_VOID implementation which mappers will use.
456 case DEATH_HURTTRIGGER:
458 Obituary_SpecialDeath(targ, false, deathtype,
470 Obituary_SpecialDeath(targ, false, deathtype,
472 ((strstrofs(deathmessage, "%", 0) < 0) ? strcat("%s ", deathmessage) : deathmessage),
482 Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.killcount, 0, 0);
487 LogDeath("accident", deathtype, targ, targ);
488 GiveFrags(targ, targ, -1, deathtype);
490 if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
492 Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
493 PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
497 // reset target kill count
498 if(targ.killcount) { targ.killcount = 0; }
503 if(!STAT(FROZEN, self.owner) || self.owner.iceblock != self)
508 setorigin(self, self.owner.origin - '0 0 16');
509 self.nextthink = time;
512 void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
514 if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
517 if(STAT(FROZEN, targ))
520 float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
522 STAT(FROZEN, targ) = frozen_type;
523 targ.revive_progress = ((frozen_type == 3) ? 1 : 0);
524 targ.health = ((frozen_type == 3) ? targ_maxhealth : 1);
525 targ.revive_speed = freeze_time;
526 self.bot_attack = false;
528 entity ice = new(ice);
530 ice.scale = targ.scale;
531 ice.think = Ice_Think;
532 ice.nextthink = time;
533 ice.frame = floor(random() * 21); // ice model has 20 different looking frames
534 setmodel(ice, MDL_ICE);
536 ice.colormod = Team_ColorRGB(targ.team);
537 ice.glowmod = ice.colormod;
539 targ.revival_time = 0;
541 WITH(entity, self, ice, Ice_Think());
543 RemoveGrapplingHook(targ);
545 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == targ, LAMBDA(RemoveGrapplingHook(it)));
549 WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', world, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
552 void Unfreeze (entity targ)
554 if(!STAT(FROZEN, targ))
557 if(STAT(FROZEN, targ) && STAT(FROZEN, targ) != 3) // only reset health if target was frozen
558 targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
560 STAT(FROZEN, targ) = 0;
561 targ.revive_progress = 0;
562 targ.revival_time = time;
563 self.bot_attack = true;
565 WaypointSprite_Kill(targ.waypointsprite_attached);
567 FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == targ, LAMBDA(RemoveGrapplingHook(it)));
569 // remove the ice block
571 remove(targ.iceblock);
572 targ.iceblock = world;
575 void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
579 float complainteamdamage = 0;
580 entity attacker_save;
584 if (gameover || targ.killcount == FRAGS_SPECTATOR)
589 damage_inflictor = inflictor;
590 damage_attacker = attacker;
591 attacker_save = attacker;
596 if(targ.hook.aiment == attacker)
597 RemoveGrapplingHook(targ); // STOP THAT, you parasite!
599 // special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
600 if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
603 if(SAME_TEAM(targ, attacker))
610 if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
612 // exit the vehicle before killing (fixes a crash)
613 if(IS_PLAYER(targ) && targ.vehicle)
614 vehicles_exit(VHEF_RELEASE);
616 // These are ALWAYS lethal
617 // No damage modification here
618 // Instead, prepare the victim for his death...
620 targ.spawnshieldtime = 0;
621 targ.health = 0.9; // this is < 1
622 targ.flags -= targ.flags & FL_GODMODE;
625 else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
631 // nullify damage if teamplay is on
632 if(deathtype != DEATH_TELEFRAG.m_id)
633 if(IS_PLAYER(attacker))
635 if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
640 else if(SAME_TEAM(attacker, targ))
642 if(autocvar_teamplay_mode == 1)
644 else if(attacker != targ)
646 if(autocvar_teamplay_mode == 3)
648 else if(autocvar_teamplay_mode == 4)
650 if(IS_PLAYER(targ) && !IS_DEAD(targ))
652 attacker.dmg_team = attacker.dmg_team + damage;
653 complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
654 if(complainteamdamage > 0)
655 mirrordamage = autocvar_g_mirrordamage * complainteamdamage;
656 mirrorforce = autocvar_g_mirrordamage * vlen(force);
657 damage = autocvar_g_friendlyfire * damage;
658 // mirrordamage will be used LATER
660 if(autocvar_g_mirrordamage_virtual)
662 vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
663 attacker.dmg_take += v.x;
664 attacker.dmg_save += v.y;
665 attacker.dmg_inflictor = inflictor;
670 if(autocvar_g_friendlyfire_virtual)
672 vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
673 targ.dmg_take += v.x;
674 targ.dmg_save += v.y;
675 targ.dmg_inflictor = inflictor;
677 if(!autocvar_g_friendlyfire_virtual_force)
688 if (!DEATH_ISSPECIAL(deathtype))
690 damage *= g_weapondamagefactor;
691 mirrordamage *= g_weapondamagefactor;
692 complainteamdamage *= g_weapondamagefactor;
693 force = force * g_weaponforcefactor;
694 mirrorforce *= g_weaponforcefactor;
697 // should this be changed at all? If so, in what way?
698 MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
699 damage = frag_damage;
700 mirrordamage = frag_mirrordamage;
703 if(STAT(FROZEN, targ))
704 if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
706 if(autocvar_g_frozen_revive_falldamage > 0)
707 if(deathtype == DEATH_FALL.m_id)
708 if(damage >= autocvar_g_frozen_revive_falldamage)
711 targ.health = autocvar_g_frozen_revive_falldamage_health;
712 Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
713 Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
714 Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
718 force *= autocvar_g_frozen_force;
721 if(STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
723 Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
726 entity spot = SelectSpawnPoint (false);
731 self.deadflag = DEAD_NO;
733 self.angles = spot.angles;
736 self.effects |= EF_TELEPORT_BIT;
738 self.angles_z = 0; // never spawn tilted even if the spot says to
739 self.fixangle = true; // turn this way immediately
740 self.velocity = '0 0 0';
741 self.avelocity = '0 0 0';
742 self.punchangle = '0 0 0';
743 self.punchvector = '0 0 0';
744 self.oldvelocity = self.velocity;
746 self.spawnorigin = spot.origin;
747 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins.z - 24));
748 // don't reset back to last position, even if new position is stuck in solid
749 self.oldorigin = self.origin;
750 self.prevorigin = self.origin;
752 Send_Effect(EFFECT_TELEPORT, self.origin, '0 0 0', 1);
760 // apply strength multiplier
761 if (attacker.items & ITEM_Strength.m_itemid)
765 damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
766 force = force * autocvar_g_balance_powerup_strength_selfforce;
770 damage = damage * autocvar_g_balance_powerup_strength_damage;
771 force = force * autocvar_g_balance_powerup_strength_force;
775 // apply invincibility multiplier
776 if (targ.items & ITEM_Shield.m_itemid)
777 damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
780 if (targ == attacker)
781 damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
786 if(deathtype != DEATH_BUFF.m_id)
787 if(targ.takedamage == DAMAGE_AIM)
791 if(IS_VEHICLE(targ) && targ.owner)
796 if(IS_PLAYER(victim) || (IS_TURRET(victim) && victim.active == ACTIVE_ACTIVE) || IS_MONSTER(victim) || MUTATOR_CALLHOOK(PlayHitsound, victim))
798 if(DIFF_TEAM(victim, attacker) && !STAT(FROZEN, victim))
802 if(deathtype != DEATH_FIRE.m_id)
804 if(PHYS_INPUT_BUTTON_CHAT(victim))
805 attacker.typehitsound += 1;
807 attacker.damage_dealt += damage;
810 damage_goodhits += 1;
811 damage_gooddamage += damage;
813 if (!DEATH_ISSPECIAL(deathtype))
815 if(IS_PLAYER(targ)) // don't do this for vehicles
823 if(deathtype != DEATH_FIRE.m_id)
825 attacker.typehitsound += 1;
827 if(complainteamdamage > 0)
828 if(time > attacker.teamkill_complain)
830 attacker.teamkill_complain = time + 5;
831 attacker.teamkill_soundtime = time + 0.4;
832 attacker.teamkill_soundsource = targ;
840 if (self.damageforcescale)
842 if (!IS_PLAYER(self) || time >= self.spawnshieldtime || self == attacker)
844 vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
845 if(self.movetype == MOVETYPE_PHYSICS)
847 entity farcent = new(farce);
848 farcent.enemy = self;
849 farcent.movedir = farce * 10;
851 farcent.movedir = farcent.movedir * self.mass;
852 farcent.origin = hitloc;
853 farcent.forcetype = FORCETYPE_FORCEATPOS;
854 farcent.nextthink = time + 0.1;
855 farcent.think = SUB_Remove_self;
859 self.velocity = self.velocity + farce;
860 self.move_velocity = self.velocity;
862 UNSET_ONGROUND(self);
863 self.move_flags &= ~FL_ONGROUND;
864 UpdateCSQCProjectile(self);
867 if (damage != 0 || (self.damageforcescale && vlen(force)))
868 if (self.event_damage)
869 self.event_damage (self, inflictor, attacker, damage, deathtype, hitloc, force);
872 // apply mirror damage if any
873 if(mirrordamage > 0 || mirrorforce > 0)
875 attacker = attacker_save;
877 force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
878 Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
882 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)
883 // Returns total damage applies to creatures
887 float total_damage_to_creatures;
892 float stat_damagedone;
894 if(RadiusDamage_running)
896 backtrace("RadiusDamage called recursively! Expect stuff to go HORRIBLY wrong.");
900 RadiusDamage_running = 1;
902 tfloordmg = autocvar_g_throughfloor_damage;
903 tfloorforce = autocvar_g_throughfloor_force;
905 total_damage_to_creatures = 0;
907 if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
908 if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
910 force = inflictorvelocity;
914 force = normalize(force);
915 if(forceintensity >= 0)
916 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
918 Damage_DamageInfo(inflictororigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
923 targ = WarpZone_FindRadius (inflictororigin, rad + MAX_DAMAGEEXTRARADIUS, false);
927 if ((targ != inflictor) || inflictorselfdamage)
928 if (((cantbe != targ) && !mustbe) || (mustbe == targ))
935 // LordHavoc: measure distance to nearest point on target (not origin)
936 // (this guarentees 100% damage on a touch impact)
937 nearest = targ.WarpZone_findradius_nearest;
938 diff = targ.WarpZone_findradius_dist;
939 // round up a little on the damage to ensure full damage on impacts
940 // and turn the distance into a fraction of the radius
941 power = 1 - ((vlen (diff) - bound(MIN_DAMAGEEXTRARADIUS, targ.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
943 //bprint(ftos(power));
944 //if (targ == attacker)
945 // print(ftos(power), "\n");
951 finaldmg = coredamage * power + edgedamage * (1 - power);
957 vector myblastorigin;
960 myblastorigin = WarpZone_TransformOrigin(targ, inflictororigin);
962 // if it's a player, use the view origin as reference
963 center = CENTER_OR_VIEWOFS(targ);
965 force = normalize(center - myblastorigin);
966 force = force * (finaldmg / coredamage) * forceintensity;
969 if(deathtype & WEP_BLASTER.m_id)
970 force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
972 if(targ != directhitentity)
977 float mininv_f, mininv_d;
979 // test line of sight to multiple positions on box,
980 // and do damage if any of them hit
983 // we know: max stddev of hitratio = 1 / (2 * sqrt(n))
984 // so for a given max stddev:
985 // n = (1 / (2 * max stddev of hitratio))^2
987 mininv_d = (finaldmg * (1-tfloordmg)) / autocvar_g_throughfloor_damage_max_stddev;
988 mininv_f = (vlen(force) * (1-tfloorforce)) / autocvar_g_throughfloor_force_max_stddev;
990 if(autocvar_g_throughfloor_debug)
991 LOG_INFOF("THROUGHFLOOR: D=%f F=%f max(dD)=1/%f max(dF)=1/%f", finaldmg, vlen(force), mininv_d, mininv_f);
994 total = 0.25 * pow(max(mininv_f, mininv_d), 2);
996 if(autocvar_g_throughfloor_debug)
997 LOG_INFOF(" steps=%f", total);
1000 if (IS_PLAYER(targ))
1001 total = ceil(bound(autocvar_g_throughfloor_min_steps_player, total, autocvar_g_throughfloor_max_steps_player));
1003 total = ceil(bound(autocvar_g_throughfloor_min_steps_other, total, autocvar_g_throughfloor_max_steps_other));
1005 if(autocvar_g_throughfloor_debug)
1006 LOG_INFOF(" steps=%f dD=%f dF=%f", total, finaldmg * (1-tfloordmg) / (2 * sqrt(total)), vlen(force) * (1-tfloorforce) / (2 * sqrt(total)));
1008 for(c = 0; c < total; ++c)
1010 //traceline(targ.WarpZone_findradius_findorigin, nearest, MOVE_NOMONSTERS, inflictor);
1011 WarpZone_TraceLine(inflictororigin, WarpZone_UnTransformOrigin(targ, nearest), MOVE_NOMONSTERS, inflictor);
1012 if (trace_fraction == 1 || trace_ent == targ)
1016 hitloc = hitloc + nearest;
1020 nearest.x = targ.origin.x + targ.mins.x + random() * targ.size.x;
1021 nearest.y = targ.origin.y + targ.mins.y + random() * targ.size.y;
1022 nearest.z = targ.origin.z + targ.mins.z + random() * targ.size.z;
1025 nearest = hitloc * (1 / max(1, hits));
1026 hitratio = (hits / total);
1027 a = bound(0, tfloordmg + (1-tfloordmg) * hitratio, 1);
1028 finaldmg = finaldmg * a;
1029 a = bound(0, tfloorforce + (1-tfloorforce) * hitratio, 1);
1032 if(autocvar_g_throughfloor_debug)
1033 LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
1036 //if (targ == attacker)
1038 // print("hits ", ftos(hits), " / ", ftos(total));
1039 // print(" finaldmg ", ftos(finaldmg), " force ", vtos(force));
1040 // print(" (", ftos(a), ")\n");
1042 if(finaldmg || vlen(force))
1046 total_damage_to_creatures += finaldmg;
1048 if(accuracy_isgooddamage(attacker, targ))
1049 stat_damagedone += finaldmg;
1052 if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
1053 Damage (targ, inflictor, attacker, finaldmg, deathtype, nearest, force);
1055 Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, nearest, force);
1063 RadiusDamage_running = 0;
1065 if(!DEATH_ISSPECIAL(deathtype))
1066 accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
1068 return total_damage_to_creatures;
1071 float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, entity directhitentity)
1073 return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, directhitentity);
1076 float Fire_IsBurning(entity e)
1078 return (time < e.fire_endtime);
1081 float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
1084 float maxtime, mintime, maxdamage, mindamage, maxdps, mindps, totaldamage, totaltime;
1095 // print("adding a fire burner to ", e.classname, "\n");
1096 e.fire_burner = new(fireburner);
1097 e.fire_burner.think = fireburner_think;
1098 e.fire_burner.nextthink = time;
1099 e.fire_burner.owner = e;
1105 if(Fire_IsBurning(e))
1107 mintime = e.fire_endtime - time;
1108 maxtime = max(mintime, t);
1110 mindps = e.fire_damagepersec;
1111 maxdps = max(mindps, dps);
1113 if(maxtime > mintime || maxdps > mindps)
1117 // damage we have right now
1118 mindamage = mindps * mintime;
1120 // damage we want to get
1121 maxdamage = mindamage + d;
1123 // but we can't exceed maxtime * maxdps!
1124 totaldamage = min(maxdamage, maxtime * maxdps);
1128 // totaldamage = min(mindamage + d, maxtime * maxdps)
1130 // totaldamage <= maxtime * maxdps
1131 // ==> totaldamage / maxdps <= maxtime.
1133 // totaldamage / mindps = min(mindamage / mindps + d, maxtime * maxdps / mindps)
1134 // >= min(mintime, maxtime)
1135 // ==> totaldamage / maxdps >= mintime.
1138 // how long do we damage then?
1139 // at least as long as before
1140 // but, never exceed maxdps
1141 totaltime = max(mintime, totaldamage / maxdps); // always <= maxtime due to lemma
1145 // at most as long as maximum allowed
1146 // but, never below mindps
1147 totaltime = min(maxtime, totaldamage / mindps); // always >= mintime due to lemma
1149 // assuming t > mintime, dps > mindps:
1150 // we get d = t * dps = maxtime * maxdps
1151 // totaldamage = min(maxdamage, maxtime * maxdps) = min(... + d, maxtime * maxdps) = maxtime * maxdps
1152 // totaldamage / maxdps = maxtime
1153 // totaldamage / mindps > totaldamage / maxdps = maxtime
1155 // a) totaltime = max(mintime, maxtime) = maxtime
1156 // b) totaltime = min(maxtime, totaldamage / maxdps) = maxtime
1158 // assuming t <= mintime:
1159 // we get maxtime = mintime
1160 // a) totaltime = max(mintime, ...) >= mintime, also totaltime <= maxtime by the lemma, therefore totaltime = mintime = maxtime
1161 // b) totaltime = min(maxtime, ...) <= maxtime, also totaltime >= mintime by the lemma, therefore totaltime = mintime = maxtime
1163 // assuming dps <= mindps:
1164 // we get mindps = maxdps.
1165 // With this, the lemma says that mintime <= totaldamage / mindps = totaldamage / maxdps <= maxtime.
1166 // a) totaltime = max(mintime, totaldamage / maxdps) = totaldamage / maxdps
1167 // b) totaltime = min(maxtime, totaldamage / mindps) = totaldamage / maxdps
1169 e.fire_damagepersec = totaldamage / totaltime;
1170 e.fire_endtime = time + totaltime;
1171 if(totaldamage > 1.2 * mindamage)
1173 e.fire_deathtype = dt;
1174 if(e.fire_owner != o)
1177 e.fire_hitsound = false;
1180 if(accuracy_isgooddamage(o, e))
1181 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
1182 return max(0, totaldamage - mindamage); // can never be negative, but to make sure
1189 e.fire_damagepersec = dps;
1190 e.fire_endtime = time + t;
1191 e.fire_deathtype = dt;
1193 e.fire_hitsound = false;
1194 if(accuracy_isgooddamage(o, e))
1195 accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
1200 void Fire_ApplyDamage(entity e)
1205 if (!Fire_IsBurning(e))
1208 for(t = 0, o = e.owner; o.owner && t < 16; o = o.owner, ++t);
1209 if(IS_NOT_A_CLIENT(o))
1212 // water and slime stop fire
1214 if(e.watertype != CONTENT_LAVA)
1221 t = min(frametime, e.fire_endtime - time);
1222 d = e.fire_damagepersec * t;
1224 hi = e.fire_owner.damage_dealt;
1225 ty = e.fire_owner.typehitsound;
1226 Damage(e, e, e.fire_owner, d, e.fire_deathtype, e.origin, '0 0 0');
1227 if(e.fire_hitsound && e.fire_owner)
1229 e.fire_owner.damage_dealt = hi;
1230 e.fire_owner.typehitsound = ty;
1232 e.fire_hitsound = true;
1234 if(!IS_INDEPENDENT_PLAYER(e))
1235 if(!STAT(FROZEN, e))
1236 FOREACH_CLIENT(IS_PLAYER(it) && it != e, LAMBDA(
1238 if(!IS_INDEPENDENT_PLAYER(it))
1239 if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
1241 t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
1242 d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
1243 Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
1248 void Fire_ApplyEffect(entity e)
1250 if(Fire_IsBurning(e))
1251 e.effects |= EF_FLAME;
1253 e.effects &= ~EF_FLAME;
1256 void fireburner_think()
1258 // for players, this is done in the regular loop
1259 if(wasfreed(self.owner))
1264 Fire_ApplyEffect(self.owner);
1265 if(!Fire_IsBurning(self.owner))
1267 self.owner.fire_burner = world;
1271 Fire_ApplyDamage(self.owner);
1272 self.nextthink = time;