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[divverent/nexuiz.git] / TeamNexuiz / game / gamec / g_damage.c
1 \r
2 float checkrules_firstblood;\r
3 \r
4 void Obituary (entity attacker, entity targ, float deathtypeN)  // Renamed "deathtype" to "deathtypeN"\r
5 {                                                                                                                               // b/c of conflict with item_tfgoal\r
6         string  s;\r
7 \r
8         if (targ.classname == "player" || targ.classname == "corpse")\r
9         {\r
10                 if (targ.classname == "corpse")\r
11                         s = "A corpse";\r
12                 else\r
13                         s = targ.netname;\r
14 \r
15                 if (((attacker.classname == "info_tfgoal") || (attacker.classname == "item_tfgoal")))\r
16                 {\r
17                         if ((attacker.deathtype != ""))\r
18                         {\r
19                                 bprint (targ.netname);\r
20                                 bprint (attacker.deathtype);\r
21                         }\r
22                         return;\r
23                 }\r
24 \r
25                 if (targ == attacker)\r
26                 {\r
27                         if (deathtypeN == IT_GRENADE_LAUNCHER)\r
28                                 bprint ("^1",s, " detonated\n");\r
29                         else if (deathtypeN == IT_ELECTRO)\r
30                                 bprint ("^1",s, " played with plasma\n");\r
31                         else if (deathtypeN == IT_ROCKET_LAUNCHER)\r
32                                 bprint ("^1",s, " exploded\n");\r
33                         else if (deathtypeN == DEATH_KILL)\r
34                                 bprint ("^1",s, " couldn't take it anymore\n");\r
35                         else if (deathtypeN == 88)\r
36                                 bprint ("^1",s, " blew his own sorry ass up\n");\r
37                         else if (deathtypeN == 35)\r
38                                 bprint ("^1",s, " is still seeing stars from his flash grenade.\n");\r
39                         else if (deathtypeN == 9)\r
40                                 bprint ("^1",s, " nails himself to death.\n");\r
41                         else\r
42                                 bprint ("^1",s, " couldn't resist the urge to self immolate\n");\r
43                         targ.frags = targ.frags - 1;\r
44                         if (targ.killcount > 2)\r
45                                 bprint ("^1",s," ended it all with a ",ftos(targ.killcount)," kill spree\n");\r
46                 }\r
47                 else if (teamplay && attacker.team == targ.team)\r
48                 {\r
49                         bprint ("^1", attacker.netname, " mows down a teammate\n");\r
50                         attacker.frags = attacker.frags - 1;\r
51                         if (targ.killcount > 2)\r
52                                 bprint ("^1",s,"'s ",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");\r
53                         if (attacker.killcount > 2)\r
54                                 bprint ("^1",attacker.netname," ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");\r
55                         attacker.killcount = 0;\r
56                 }\r
57                 else if (attacker.classname == "player")\r
58                 {\r
59                         if (!checkrules_firstblood)\r
60                         {\r
61                                 checkrules_firstblood = TRUE;\r
62                                 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);\r
63                                 bprint("^1",attacker.netname, " drew first blood", "\n");\r
64                         }\r
65 \r
66                         if (deathtypeN == WEP_LASER)\r
67                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");\r
68                         else if (deathtypeN == WEP_UZI)\r
69                                 bprint ("^1",s, " was riddled full of holes by ", attacker.netname, "\n");\r
70                         else if (deathtypeN == WEP_SHOTGUN)\r
71                                 bprint ("^1",s, " was gunned by ", attacker.netname, "\n");\r
72                         else if (deathtypeN == WEP_GRENADE_LAUNCHER)\r
73                                 bprint ("^1", s, " was blasted by ", attacker.netname, "\n");\r
74                         else if (deathtypeN == WEP_ELECTRO)\r
75                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");\r
76                         else if (deathtypeN == WEP_CRYLINK)\r
77                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");\r
78                         else if (deathtypeN == WEP_NEX)\r
79                                 bprint ("^1",s, " has been vaporized by ", attacker.netname, "\n");\r
80                         else if (deathtypeN == WEP_HAGAR)\r
81                                 bprint ("^1",s, " was pummeled by ", attacker.netname, "\n");\r
82                         else if (deathtypeN == WEP_ROCKET_LAUNCHER)\r
83                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");\r
84                         else if (deathtypeN == WEP_GRENADE_MIRV)\r
85                                 bprint ("^1",s, " was blasted by ", attacker.netname, "'s mirv\n");\r
86                         else if (deathtypeN == WEP_GRENADE_FRAG)\r
87                                 bprint ("^1",s, " was fragged by ", attacker.netname, "'s grenade\n");\r
88                         else if (deathtypeN == DEATH_BURNING)\r
89                                 bprint ("^1",s, " was fried toasty by ", attacker.netname, "\n");\r
90                         else if (deathtypeN == DEATH_TELEFRAG)\r
91                                 bprint ("^1",s, " was telefragged by ", attacker.netname, "\n");\r
92                         else if (deathtypeN == 88)\r
93                                 bprint ("^1",s, " exploded from ", attacker.netname, "'s grenade\n");\r
94                         else if (deathtypeN == 35)\r
95                                 bprint ("^1",s, " sees the light of ", attacker.netname, "'s flash grenade\n");\r
96                         else if (deathtypeN == 9)\r
97                                 bprint ("^1",s, " gets nailed to the wall from ", attacker.netname, "'s nail grenade\n");\r
98                         else\r
99                                 bprint ("^1",s, " was killed by ", attacker.netname, "\n");\r
100 \r
101                         attacker.frags = attacker.frags + 1;\r
102                         if (targ.killcount > 2)\r
103                                 bprint ("^1",s,"'s ", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");\r
104                         attacker.killcount = attacker.killcount + 1;\r
105                         if (attacker.killcount > 2)\r
106                                 bprint ("^1",attacker.netname," has ",ftos(attacker.killcount)," kills in a row\n");\r
107                 }\r
108                 else\r
109                 {\r
110                         if (deathtypeN == DEATH_CLASSCHANGE)\r
111                         {\r
112                                 if (targ.killcount > 2)\r
113                                         bprint ("^1",s," changed with a ",ftos(targ.killcount)," kill spree\n");\r
114                                 if (targ.killcount)\r
115                                         targ.killcount = 0;\r
116                                 return; // don't print anything more or lose frags\r
117                         }\r
118                         else if (deathtypeN == DEATH_HURTTRIGGER)\r
119                                 bprint ("^1",s, " ", attacker.message, "\n");\r
120                         else if (deathtypeN == DEATH_DROWN)\r
121                                 bprint ("^1",s, " drowned\n");\r
122                         else if (deathtypeN == DEATH_SLIME)\r
123                                 bprint ("^1",s, " was slimed\n");\r
124                         else if (deathtypeN == DEATH_LAVA)\r
125                                 bprint ("^1",s, " turned into hot slag\n");\r
126                         else if (deathtypeN == DEATH_FALL)\r
127                                 bprint ("^1",s, " hit the ground with a crunch\n");\r
128                         else if (deathtypeN == DEATH_LASERGATE)\r
129                                 bprint ("^1",s, " ", attacker.message, "\n");\r
130                         targ.frags = targ.frags - 1;\r
131                         if (targ.killcount > 2)\r
132                                 bprint ("^1",s," died with a ",ftos(targ.killcount)," kill spree\n");\r
133                 }\r
134                 // FIXME: this should go in PutClientInServer\r
135                 if (targ.killcount)\r
136                         targ.killcount = 0;\r
137         }\r
138 }\r
139 \r
140 void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;\r
141 \r
142 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
143 {\r
144         deathmsg = deathtype;\r
145         T_Damage (targ, inflictor, attacker, damage);\r
146         return;\r
147 \r
148         local entity oldself;\r
149         oldself = self;\r
150         self = targ;\r
151         // nullify damage if teamplay is on\r
152         if (teamplay)\r
153         if (attacker.team)\r
154         if (attacker.team == targ.team)\r
155         if (teamplay == 1 || (teamplay == 3 && attacker != targ))\r
156                 damage = 0;\r
157         // apply strength multiplier\r
158         if (attacker.items & IT_STRENGTH)\r
159         {\r
160                 damage = damage * cvar("g_balance_powerup_strength_damage");\r
161                 force = force * cvar("g_balance_powerup_strength_force");\r
162         }\r
163         // apply invincibility multiplier\r
164         if (targ.items & IT_INVINCIBLE)\r
165                 damage = damage * cvar("g_balance_powerup_invincible_takedamage");\r
166         // apply push\r
167         if (self.damageforcescale)\r
168         {\r
169                 self.velocity = self.velocity + self.damageforcescale * force;\r
170                 self.flags = self.flags - (self.flags & FL_ONGROUND);\r
171         }\r
172 /*\r
173         // apply damage\r
174         if (self.event_damage)\r
175                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);\r
176         self = oldself; */\r
177 }\r
178 \r
179 void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;\r
180 void (entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage;\r
181 \r
182 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)\r
183 {\r
184 //      deathmsg = deathtype;\r
185 //      T_RadiusDamage (inflictor, attacker, coredamage, ignore);\r
186 //      return;\r
187 \r
188         entity  targ;\r
189         float   finaldmg;\r
190         float   power;\r
191         vector  blastorigin;\r
192         vector  force;\r
193         vector  m1;\r
194         vector  m2;\r
195         vector  nearest;\r
196         vector  diff;\r
197 \r
198         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);\r
199 \r
200         targ = findradius (blastorigin, rad);\r
201         while (targ)\r
202         {\r
203                 if (targ != inflictor)\r
204                         if (ignore != targ)\r
205                         {\r
206                                 // LordHavoc: measure distance to nearest point on target (not origin)\r
207                                 // (this guarentees 100% damage on a touch impact)\r
208                                 nearest = blastorigin;\r
209                                 m1 = targ.origin + targ.mins;\r
210                                 m2 = targ.origin + targ.maxs;\r
211                                 if (nearest_x < m1_x) nearest_x = m1_x;\r
212                                 if (nearest_y < m1_y) nearest_y = m1_y;\r
213                                 if (nearest_z < m1_z) nearest_z = m1_z;\r
214                                 if (nearest_x > m2_x) nearest_x = m2_x;\r
215                                 if (nearest_y > m2_y) nearest_y = m2_y;\r
216                                 if (nearest_z > m2_z) nearest_z = m2_z;\r
217                                 diff = nearest - blastorigin;\r
218                                 // round up a little on the damage to ensure full damage on impacts\r
219                                 // and turn the distance into a fraction of the radius\r
220                                 power = 1 - ((vlen (diff) - 2) / rad);\r
221                                 //bprint(" ");\r
222                                 //bprint(ftos(power));\r
223                                 if (power > 0)\r
224                                 {\r
225                                         if (power > 1)\r
226                                                 power = 1;\r
227                                         finaldmg = coredamage * power + edgedamage * (1 - power);\r
228                                         if (finaldmg > 0)\r
229                                         {\r
230                                                 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;\r
231                                                 if (targ == attacker)\r
232                                                         finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself\r
233                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);\r
234                                         }\r
235                                 }\r
236                         }\r
237                 targ = targ.chain;\r
238         }\r
239 }\r
240 \r
241 \r
242 entity  multi_ent;\r
243 float   multi_damage;\r
244 vector  multi_force;\r
245 \r
246 void ClearMultiDamage (void)\r
247 {\r
248         multi_ent = world;\r
249         multi_damage = 0;\r
250         multi_force = '0 0 0';\r
251 }\r
252 \r
253 void ApplyMultiDamage (void)\r
254 {\r
255         if (!multi_ent)\r
256                 return;\r
257 \r
258 //      Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);\r
259         TF_T_Damage (multi_ent, self, self, multi_damage, 2, 1);\r
260 }\r
261 \r
262 void AddMultiDamage (entity hit, float damage, vector force)\r
263 {\r
264         if (!hit)\r
265                 return;\r
266 \r
267         if (hit != multi_ent)\r
268         {\r
269                 ApplyMultiDamage ();\r
270                 ClearMultiDamage ();\r
271                 multi_ent = hit;\r
272         }\r
273         multi_damage = multi_damage + damage;\r
274         multi_force = multi_force + force;\r
275 }\r
276 \r
277 /*void FireBullets (float shotcount, vector dir, vector spread, float deathtype)\r
278 {\r
279         vector  direction;\r
280         vector  source;\r
281         vector  vel;\r
282         vector  org;\r
283 \r
284         makevectors (self.v_angle);\r
285 \r
286         source = self.origin + v_forward * 10;  // FIXME\r
287         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs\r
288 \r
289         // LordHavoc: better to use normal damage\r
290         //ClearMultiDamage ();\r
291         while (shotcount > 0)\r
292         {\r
293                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;\r
294 \r
295                 traceline (source, source + direction * 2048, FALSE, self);\r
296                 if (trace_fraction != 1.0)\r
297                 {\r
298                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());\r
299                         vel = vel + 2 * trace_plane_normal;\r
300                         vel = vel * 200;\r
301 \r
302                         org = trace_endpos - direction * 4;\r
303 \r
304                         if (!trace_ent.takedamage)\r
305                                 te_gunshot (org);\r
306                         // LordHavoc: better to use normal damage\r
307                         //AddMultiDamage (trace_ent, 4, direction * 4);\r
308                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);\r
309                 }\r
310 \r
311                 shotcount = shotcount + 1;\r
312         }\r
313 \r
314         // LordHavoc: better to use normal damage\r
315         //ApplyMultiDamage ();\r
316 }*/\r
317 \r
318 float puff_count;\r
319 vector puff_org;\r
320 float blood_count;\r
321 vector blood_org;\r
322 float (entity ent) tfvisible;\r
323 \r
324 void (float damage,vector dir) TraceAttack =\r
325 {\r
326         local vector vel;\r
327         local vector org;\r
328 \r
329         vel = normalize (((dir + (v_up * crandom ())) + (v_right * crandom ())));\r
330         vel = (vel + (2 * trace_plane_normal));\r
331         vel = (vel * 200);\r
332         org = (trace_endpos - (dir * 4));\r
333 \r
334         if (tfvisible(trace_ent))\r
335                 trace_ent.takedamage = 1;\r
336 \r
337         if (trace_ent.takedamage)\r
338         {\r
339                 blood_count = (blood_count + 1);\r
340                 blood_org = org;\r
341                 AddMultiDamage (trace_ent, damage);\r
342         }\r
343         else\r
344         {\r
345                 puff_count = (puff_count + 1);\r
346         }\r
347 };\r
348 \r
349 void (float shotcount,vector dir,vector spread) FireBullets =\r
350 {\r
351         local vector direction;\r
352         local vector src;\r
353 \r
354         makevectors (self.v_angle);\r
355         src = (self.origin + (v_forward * 10));\r
356         src_z = (self.absmin_z + (self.size_z * 0.7));\r
357         ClearMultiDamage ();\r
358         traceline (src, (src + (dir * 2048)), 0.000000, self);\r
359         puff_org = (trace_endpos - (dir * 4));\r
360         while ((shotcount > 0.000000))\r
361         {\r
362                 direction = ((dir + ((crandom () * spread_x) * v_right)) + ((crandom () * spread_y) * v_up));\r
363                 traceline (src, (src + (direction * 2048)), 0.000000, self);\r
364                 if ((trace_fraction != 1))\r
365                 {\r
366                         if ((self.weapon != 32768))\r
367                         {\r
368                                 TraceAttack (4, direction);\r
369                         }\r
370                         else\r
371                         {\r
372                                 TraceAttack (9, direction);\r
373                         }\r
374                 }\r
375                 shotcount = (shotcount - 1);\r
376         }\r
377         ApplyMultiDamage ();\r
378 };\r