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implemented teamplay damage blocking and team kill messages
[divverent/nexuiz.git] / qcsrc / gamec / g_damage.c
1
2 void Obituary (entity attacker, entity targ, float deathtype)
3 {
4         string  s;
5
6         if (targ.classname == "player" || targ.classname == "corpse")
7         {
8                 if (targ.classname == "corpse")
9                         s = "A corpse";
10                 else
11                         s = targ.netname;
12
13                 if (targ == attacker)
14                 {
15                         if (deathtype == IT_GRENADE_LAUNCHER)
16                                 bprint ("^1",s, " detonated\n");
17                         else if (deathtype == IT_ELECTRO)
18                                 bprint ("^1",s, " played with plasma\n");
19                         else if (deathtype == IT_ROCKET_LAUNCHER)
20                                 bprint ("^1",s, " exploded\n");
21                         else if (deathtype == DEATH_KILL)
22                                 bprint ("^1",s, " couldn't take it anymore\n");
23                         else
24                                 bprint ("^1",s, " couldn't resist the urge to targ immolate\n");
25                         targ.frags = targ.frags - 1;
26                         if (targ.killcount > 2)
27                                 bprint ("^1",s," ended it all with a ",ftos(targ.killcount)," kill spree\n");
28                 }
29                 else if (teamplay && attacker.team == targ.team)
30                 {
31                         bprint ("^1", attacker.netname, " mows down a teammate\n");
32                         attacker.frags = attacker.frags - 1;
33                         if (targ.killcount > 2)
34                                 bprint ("^1",s,"'s ",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");
35                         if (attacker.killcount > 2)
36                                 bprint ("^1",attacker.netname," ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
37                         attacker.killcount = 0;
38                 }
39                 else if (attacker.classname == "player")
40                 {
41                         if (deathtype == IT_LASER)
42                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
43                         else if (deathtype == IT_UZI)
44                                 bprint ("^1",s, " was riddled full of holes by ", attacker.netname, "\n");
45                         else if (deathtype == IT_SHOTGUN)
46                                 bprint ("^1",s, " was gunned by ", attacker.netname, "\n");
47                         else if (deathtype == IT_GRENADE_LAUNCHER)
48                                 bprint ("^1", s, " was blasted by ", attacker.netname, "\n");
49                         else if (deathtype == IT_ELECTRO)
50                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
51                         else if (deathtype == IT_CRYLINK)
52                                 bprint ("^1",s, " was blasted by ", attacker.netname, "\n");
53                         else if (deathtype == IT_NEX)
54                                 bprint ("^1",s, " has been vaporized by ", attacker.netname, "\n");
55                         else if (deathtype == IT_HAGAR)
56                                 bprint ("^1",s, " was pummeled by ", attacker.netname, "\n");
57                         else if (deathtype == IT_ROCKET_LAUNCHER)
58                                 bprint ("^1",s, " blasted by ", attacker.netname, "\n");
59                         else if (deathtype == DEATH_TELEFRAG)
60                                 bprint ("^1",s, " was telefragged by ", attacker.netname, "\n");
61                         else
62                                 bprint ("^1",s, " was killed by ", attacker.netname, "\n");
63
64                         attacker.frags = attacker.frags + 1;
65                         if (targ.killcount > 2)
66                                 bprint ("^1",s,"'s ", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");
67                         attacker.killcount = attacker.killcount + 1;
68                         if (attacker.killcount > 2)
69                                 bprint ("^1",attacker.netname," has ",ftos(attacker.killcount)," kills in a row\n");
70                 }
71                 else
72                 {
73                         if (deathtype == DEATH_HURTTRIGGER)
74                                 bprint ("^1",s, " ", attacker.message, "\n");
75                         else if (deathtype == DEATH_DROWN)
76                                 bprint ("^1",s, " drowned\n");
77                         else if (deathtype == DEATH_SLIME)
78                                 bprint ("^1",s, " was slimed\n");
79                         else if (deathtype == DEATH_LAVA)
80                                 bprint ("^1",s, " turned into hot slag\n");
81                         else if (deathtype == DEATH_FALL)
82                                 bprint ("^1",s, " hit the ground with a crunch\n");
83                         targ.frags = targ.frags - 1;
84                         if (targ.killcount > 2)
85                                 bprint ("^1",s," died with a ",ftos(targ.killcount)," kill spree\n");
86                 }
87                 // FIXME: this should go in PutClientInServer
88                 if (targ.killcount)
89                         targ.killcount = 0;
90         }
91 }
92
93 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
94 {
95         local entity oldself;
96         oldself = self;
97         self = targ;
98         // nullify damage if teamplay is on
99         if (teamplay)
100         if (attacker.team)
101         if (attacker.team == targ.team)
102         if (teamplay == 1 || (teamplay == 3 && attacker != targ))
103                 damage = 0;
104         // apply strength multiplier
105         if (attacker.items & IT_STRENGTH)
106         {
107                 damage = damage * POWERUP_STRENGTH_DAMAGE;
108                 force = force * POWERUP_STRENGTH_FORCE;
109         }
110         // apply invincibility multiplier
111         if (targ.items & IT_INVINCIBLE)
112                 damage = damage * POWERUP_INVINCIBLE_TAKEDAMAGE;
113         // apply push
114         if (self.damageforcescale)
115         {
116                 self.velocity = self.velocity + self.damageforcescale * force;
117                 self.flags = self.flags - (self.flags & FL_ONGROUND);
118         }
119         // apply damage
120         if (self.event_damage)
121                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
122         self = oldself;
123 }
124
125 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
126 {
127         entity  targ;
128         float   finaldmg;
129         float   power;
130         vector  blastorigin;
131         vector  force;
132         vector  m1;
133         vector  m2;
134         vector  nearest;
135         vector  diff;
136
137         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
138
139         targ = findradius (blastorigin, rad);
140         while (targ)
141         {
142                 if (targ != inflictor)
143                         if (ignore != targ)
144                         {
145                                 // LordHavoc: measure distance to nearest point on target (not origin)
146                                 // (this guarentees 100% damage on a touch impact)
147                                 nearest = blastorigin;
148                                 m1 = targ.origin + targ.mins;
149                                 m2 = targ.origin + targ.maxs;
150                                 if (nearest_x < m1_x) nearest_x = m1_x;
151                                 if (nearest_y < m1_y) nearest_y = m1_y;
152                                 if (nearest_z < m1_z) nearest_z = m1_z;
153                                 if (nearest_x > m2_x) nearest_x = m2_x;
154                                 if (nearest_y > m2_y) nearest_y = m2_y;
155                                 if (nearest_z > m2_z) nearest_z = m2_z;
156                                 diff = nearest - blastorigin;
157                                 // round up a little on the damage to ensure full damage on impacts
158                                 // and turn the distance into a fraction of the radius
159                                 power = 1 - ((vlen (diff) - 2) / rad);
160                                 //bprint(" ");
161                                 //bprint(ftos(power));
162                                 if (power > 0)
163                                 {
164                                         if (power > 1)
165                                                 power = 1;
166                                         finaldmg = coredamage * power + edgedamage * (1 - power);
167                                         force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
168                                         if (targ == attacker)
169                                                 finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself
170                                         if (finaldmg > 0)
171                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);
172                                 }
173                         }
174                 targ = targ.chain;
175         }
176 }
177
178 /*
179 entity  multi_ent;
180 float   multi_damage;
181 vector  multi_force;
182
183 void ClearMultiDamage (void)
184 {
185         multi_ent = world;
186         multi_damage = 0;
187         multi_force = '0 0 0';
188 }
189
190 void ApplyMultiDamage (void)
191 {
192         if (!multi_ent)
193                 return;
194
195         Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
196 }
197
198 void AddMultiDamage (entity hit, float damage, vector force)
199 {
200         if (!hit)
201                 return;
202
203         if (hit != multi_ent)
204         {
205                 ApplyMultiDamage ();
206                 ClearMultiDamage ();
207                 multi_ent = hit;
208         }
209         multi_damage = multi_damage + damage;
210         multi_force = multi_force + force;
211 }
212
213 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
214 {
215         vector  direction;
216         vector  source;
217         vector  vel;
218         vector  org;
219
220         makevectors (self.v_angle);
221
222         source = self.origin + v_forward * 10;  // FIXME
223         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs
224
225         // LordHavoc: better to use normal damage
226         //ClearMultiDamage ();
227         while (shotcount > 0)
228         {
229                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
230
231                 traceline (source, source + direction * 2048, FALSE, self);
232                 if (trace_fraction != 1.0)
233                 {
234                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());
235                         vel = vel + 2 * trace_plane_normal;
236                         vel = vel * 200;
237
238                         org = trace_endpos - direction * 4;
239
240                         if (!trace_ent.takedamage)
241                                 te_gunshot (org);
242                         // LordHavoc: better to use normal damage
243                         //AddMultiDamage (trace_ent, 4, direction * 4);
244                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
245                 }
246
247                 shotcount = shotcount + 1;
248         }
249
250         // LordHavoc: better to use normal damage
251         //ApplyMultiDamage ();
252 }
253 */