]> icculus.org git repositories - divverent/nexuiz.git/blob - qcsrc/gamec/g_damage.c
better documented voting system
[divverent/nexuiz.git] / qcsrc / gamec / g_damage.c
1
2 float checkrules_firstblood;
3
4 void GiveFrags (entity attacker, entity targ, float f)
5 {
6         if(f > 0 && cvar("g_domination") && cvar("g_domination_disable_frags"))
7                 return;
8         else if(f > 0 && cvar("g_runematch"))
9                 f = RunematchHandleFrags(attacker, targ, f);
10
11         if(f)
12                 attacker.frags = attacker.frags + f;
13 }
14
15 void Obituary (entity attacker, entity targ, float deathtype)
16 {
17         string  s;
18
19         if (targ.classname == "player" || targ.classname == "corpse")
20         {
21                 if (targ.classname == "corpse")
22                         s = "A corpse";
23                 else
24                         s = targ.netname;
25
26                 if (targ == attacker)
27                 {
28                         if (deathtype == IT_GRENADE_LAUNCHER)
29                                 bprint ("^1",s, " detonated\n");
30                         else if (deathtype == IT_ELECTRO)
31                                 bprint ("^1",s, " played with plasma\n");
32                         else if (deathtype == IT_ROCKET_LAUNCHER)
33                                 bprint ("^1",s, " exploded\n");
34                         else if (deathtype == DEATH_KILL)
35                                 bprint ("^1",s, " couldn't take it anymore\n");
36                         else
37                                 bprint ("^1",s, " couldn't resist the urge to self-destruct\n");
38                         GiveFrags(attacker, targ, -1);
39                         //targ.frags = targ.frags - 1;
40                         if (targ.killcount > 2)
41                                 bprint ("^1",s," ended it all with a ",ftos(targ.killcount)," kill spree\n");
42                 }
43                 else if (teamplay && attacker.team == targ.team)
44                 {
45                         bprint ("^1", attacker.netname, " mows down a teammate\n");
46                         GiveFrags(attacker, targ, -1);
47                         //attacker.frags = attacker.frags - 1;
48                         if (targ.killcount > 2)
49                                 bprint ("^1",s,"'s ",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");
50                         if (attacker.killcount > 2)
51                                 bprint ("^1",attacker.netname," ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
52                         attacker.killcount = 0;
53                 }
54                 else if (attacker.classname == "player" || attacker.classname == "gib")
55                 {
56                         if (!checkrules_firstblood)
57                         {
58                                 checkrules_firstblood = TRUE;
59                                 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);
60                                 bprint("^1",attacker.netname, " drew first blood", "\n");
61                         }
62
63                         if (deathtype == IT_LASER)
64                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
65                         else if (deathtype == IT_UZI)
66                                 bprint ("^1",s, " was riddled full of holes by ", attacker.netname, "\n");
67                         else if (deathtype == IT_SHOTGUN)
68                                 bprint ("^1",s, " was gunned by ", attacker.netname, "\n");
69                         else if (deathtype == IT_GRENADE_LAUNCHER)
70                                 bprint ("^1", s, " was blasted by ", attacker.netname, "\n");
71                         else if (deathtype == IT_ELECTRO)
72                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
73                         else if (deathtype == IT_CRYLINK)
74                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
75                         else if (deathtype == IT_NEX)
76                                 bprint ("^1",s, " has been vaporized by ", attacker.netname, "\n");
77                         else if (deathtype == IT_HAGAR)
78                                 bprint ("^1",s, " was pummeled by ", attacker.netname, "\n");
79                         else if (deathtype == IT_ROCKET_LAUNCHER)
80                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
81                         else if (deathtype == DEATH_TELEFRAG)
82                                 bprint ("^1",s, " was telefragged by ", attacker.netname, "\n");
83                         else if (deathtype == DEATH_DROWN)
84                                 bprint ("^1",s, " was drowned by ", attacker.netname, "\n");
85                         else if (deathtype == DEATH_SLIME)
86                                 bprint ("^1",s, " was slimed by ", attacker.netname, "\n");
87                         else if (deathtype == DEATH_LAVA)
88                                 bprint ("^1",s, " was cooked by ", attacker.netname, "\n");
89                         else if (deathtype == DEATH_FALL)
90                                 bprint ("^1",s, " was grounded by ", attacker.netname, "\n");
91                         else if (deathtype == DEATH_HURTTRIGGER)
92                                 bprint ("^1",s, " was thrown into a world of hurt by ", attacker.netname, "\n");
93                         else
94                                 bprint ("^1",s, " was killed by ", attacker.netname, "\n");
95
96                         GiveFrags(attacker, targ, 1);
97                         //attacker.frags = attacker.frags + 1;
98                         if (targ.killcount > 2)
99                                 bprint ("^1",s,"'s ", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");
100                         attacker.killcount = attacker.killcount + 1;
101                         if (attacker.killcount > 2)
102                                 bprint ("^1",attacker.netname," has ",ftos(attacker.killcount)," kills in a row\n");
103                 }
104                 else
105                 {
106                         if (deathtype == DEATH_HURTTRIGGER && attacker.message != "")
107                                 bprint ("^1",s, " ", attacker.message, "\n");
108                         else if (deathtype == DEATH_DROWN)
109                                 bprint ("^1",s, " drowned\n");
110                         else if (deathtype == DEATH_SLIME)
111                                 bprint ("^1",s, " was slimed\n");
112                         else if (deathtype == DEATH_LAVA)
113                                 bprint ("^1",s, " turned into hot slag\n");
114                         else if (deathtype == DEATH_FALL)
115                                 bprint ("^1",s, " hit the ground with a crunch\n");
116                         else
117                                 bprint ("^1",s, " died\n");
118                         GiveFrags(targ, targ, -1);
119                         //targ.frags = targ.frags - 1;
120                         if (targ.killcount > 2)
121                                 bprint ("^1",s," died with a ",ftos(targ.killcount)," kill spree\n");
122                 }
123                 // FIXME: this should go in PutClientInServer
124                 if (targ.killcount)
125                         targ.killcount = 0;
126         }
127 }
128
129 // these are updated by each Damage call for use in button triggering and such
130 entity damage_targ;
131 entity damage_inflictor;
132 entity damage_attacker;
133
134 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
135 {
136         local entity oldself;
137         oldself = self;
138         self = targ;
139         damage_targ = targ;
140         damage_inflictor = inflictor;
141         damage_attacker = attacker;     
142         // nullify damage if teamplay is on
143         if (teamplay)
144         if (attacker.team)
145         if (attacker.team == targ.team)
146         if (teamplay == 1 || (teamplay == 3 && attacker != targ))
147                 damage = 0;
148         // apply strength multiplier
149         if (attacker.items & IT_STRENGTH)
150         {
151                 damage = damage * cvar("g_balance_powerup_strength_damage");
152                 force = force * cvar("g_balance_powerup_strength_force");
153         }
154         // apply invincibility multiplier
155         if (targ.items & IT_INVINCIBLE)
156                 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
157
158
159         if(cvar("g_runematch"))
160         {
161                 // apply strength rune
162                 if (attacker.runes & RUNE_STRENGTH)
163                 {
164                         if(attacker.runes & CURSE_WEAK) // have both curse & rune
165                         {
166                                 damage = damage * cvar("g_balance_rune_strength_combo_damage");
167                                 force = force * cvar("g_balance_rune_strength_combo_force");
168                         }
169                         else
170                         {
171                                 damage = damage * cvar("g_balance_rune_strength_damage");
172                                 force = force * cvar("g_balance_rune_strength_force");
173                         }
174                 }
175                 else if (attacker.runes & CURSE_WEAK)
176                 {
177                         damage = damage * cvar("g_balance_curse_weak_damage");
178                         force = force * cvar("g_balance_curse_weak_force");
179                 }
180
181                 // apply defense rune
182                 if (targ.runes & RUNE_DEFENSE)
183                 {
184                         if (targ.runes & CURSE_VULNER) // have both curse & rune
185                                 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
186                         else
187                                 damage = damage * cvar("g_balance_rune_defense_takedamage");
188                 }
189                 else if (targ.runes & CURSE_VULNER)
190                         damage = damage * cvar("g_balance_curse_vulner_takedamage");
191         }
192
193         // apply push
194         if (self.damageforcescale)
195         {
196                 self.velocity = self.velocity + self.damageforcescale * force;
197                 self.flags = self.flags - (self.flags & FL_ONGROUND);
198         }
199         // apply damage
200         if (self.event_damage)
201                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
202         self = oldself;
203
204         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
205         {
206                 // Savage: vampire mode
207                 if(cvar("g_vampire"))
208                 {
209                         attacker.health += damage;
210                 }
211                 if(cvar("g_runematch"))
212                 {
213                         if (attacker.runes & RUNE_VAMPIRE)
214                         {
215                         // apply vampire rune
216                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
217                                 {
218                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
219                                         attacker.health = bound(
220                                                 3, 
221                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"), 
222                                                 1000);
223                                 }
224                                 else
225                                 {
226                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
227                                         attacker.health = bound(
228                                                 3, 
229                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"), 
230                                                 1000);
231                                 }
232                         }
233                         // apply empathy curse
234                         else if (attacker.runes & CURSE_EMPATHY)
235                         {
236                                 attacker.health = bound(
237                                         3, 
238                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"), 
239                                         attacker.health);
240                         }
241                 }
242         }
243 }
244
245 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
246 {
247         entity  targ;
248         float   finaldmg;
249         float   power;
250         vector  blastorigin;
251         vector  force;
252         vector  m1;
253         vector  m2;
254         vector  nearest;
255         vector  diff;
256
257         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
258
259         targ = findradius (blastorigin, rad);
260         while (targ)
261         {
262                 if (targ != inflictor)
263                         if (ignore != targ)
264                         {
265                                 // LordHavoc: measure distance to nearest point on target (not origin)
266                                 // (this guarentees 100% damage on a touch impact)
267                                 nearest = blastorigin;
268                                 m1 = targ.origin + targ.mins;
269                                 m2 = targ.origin + targ.maxs;
270                                 if (nearest_x < m1_x) nearest_x = m1_x;
271                                 if (nearest_y < m1_y) nearest_y = m1_y;
272                                 if (nearest_z < m1_z) nearest_z = m1_z;
273                                 if (nearest_x > m2_x) nearest_x = m2_x;
274                                 if (nearest_y > m2_y) nearest_y = m2_y;
275                                 if (nearest_z > m2_z) nearest_z = m2_z;
276                                 diff = nearest - blastorigin;
277                                 // round up a little on the damage to ensure full damage on impacts
278                                 // and turn the distance into a fraction of the radius
279                                 power = 1 - ((vlen (diff) - 2) / rad);
280                                 //bprint(" ");
281                                 //bprint(ftos(power));
282                                 if (power > 0)
283                                 {
284                                         if (power > 1)
285                                                 power = 1;
286                                         finaldmg = coredamage * power + edgedamage * (1 - power);
287                                         if (finaldmg > 0)
288                                         {
289                                                 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
290                                                 if (targ == attacker)
291                                                         finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself
292                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);
293                                         }
294                                 }
295                         }
296                 targ = targ.chain;
297         }
298 }
299
300 /*
301 entity  multi_ent;
302 float   multi_damage;
303 vector  multi_force;
304
305 void ClearMultiDamage (void)
306 {
307         multi_ent = world;
308         multi_damage = 0;
309         multi_force = '0 0 0';
310 }
311
312 void ApplyMultiDamage (void)
313 {
314         if (!multi_ent)
315                 return;
316
317         Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
318 }
319
320 void AddMultiDamage (entity hit, float damage, vector force)
321 {
322         if (!hit)
323                 return;
324
325         if (hit != multi_ent)
326         {
327                 ApplyMultiDamage ();
328                 ClearMultiDamage ();
329                 multi_ent = hit;
330         }
331         multi_damage = multi_damage + damage;
332         multi_force = multi_force + force;
333 }
334
335 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
336 {
337         vector  direction;
338         vector  source;
339         vector  vel;
340         vector  org;
341
342         makevectors (self.v_angle);
343
344         source = self.origin + v_forward * 10;  // FIXME
345         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs
346
347         // LordHavoc: better to use normal damage
348         //ClearMultiDamage ();
349         while (shotcount > 0)
350         {
351                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
352
353                 traceline (source, source + direction * 2048, FALSE, self);
354                 if (trace_fraction != 1.0)
355                 {
356                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());
357                         vel = vel + 2 * trace_plane_normal;
358                         vel = vel * 200;
359
360                         org = trace_endpos - direction * 4;
361
362                         if (!trace_ent.takedamage)
363                                 te_gunshot (org);
364                         // LordHavoc: better to use normal damage
365                         //AddMultiDamage (trace_ent, 4, direction * 4);
366                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
367                 }
368
369                 shotcount = shotcount + 1;
370         }
371
372         // LordHavoc: better to use normal damage
373         //ApplyMultiDamage ();
374 }
375 */