]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/gamec/g_damage.c
restructure
[divverent/nexuiz.git] / data / 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
149         // midair gamemode: damage only while in the air
150         if (cvar("g_midair")
151             && self.classname == "player" // e.g. grenades take damage
152             && self.flags & FL_ONGROUND) {
153                 damage = 0;
154         }
155
156         // apply strength multiplier
157         if (attacker.items & IT_STRENGTH)
158         {
159                 damage = damage * cvar("g_balance_powerup_strength_damage");
160                 force = force * cvar("g_balance_powerup_strength_force");
161         }
162         // apply invincibility multiplier
163         if (targ.items & IT_INVINCIBLE)
164                 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
165
166
167         if(cvar("g_runematch"))
168         {
169                 // apply strength rune
170                 if (attacker.runes & RUNE_STRENGTH)
171                 {
172                         if(attacker.runes & CURSE_WEAK) // have both curse & rune
173                         {
174                                 damage = damage * cvar("g_balance_rune_strength_combo_damage");
175                                 force = force * cvar("g_balance_rune_strength_combo_force");
176                         }
177                         else
178                         {
179                                 damage = damage * cvar("g_balance_rune_strength_damage");
180                                 force = force * cvar("g_balance_rune_strength_force");
181                         }
182                 }
183                 else if (attacker.runes & CURSE_WEAK)
184                 {
185                         damage = damage * cvar("g_balance_curse_weak_damage");
186                         force = force * cvar("g_balance_curse_weak_force");
187                 }
188
189                 // apply defense rune
190                 if (targ.runes & RUNE_DEFENSE)
191                 {
192                         if (targ.runes & CURSE_VULNER) // have both curse & rune
193                                 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
194                         else
195                                 damage = damage * cvar("g_balance_rune_defense_takedamage");
196                 }
197                 else if (targ.runes & CURSE_VULNER)
198                         damage = damage * cvar("g_balance_curse_vulner_takedamage");
199         }
200
201         // apply push
202         if (self.damageforcescale)
203         {
204                 self.velocity = self.velocity + self.damageforcescale * force;
205                 self.flags = self.flags - (self.flags & FL_ONGROUND);
206         }
207         // apply damage
208         if (self.event_damage)
209                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
210         self = oldself;
211
212         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
213         {
214                 // Savage: vampire mode
215                 if(cvar("g_vampire"))
216                 {
217                         attacker.health += damage;
218                 }
219                 if(cvar("g_runematch"))
220                 {
221                         if (attacker.runes & RUNE_VAMPIRE)
222                         {
223                         // apply vampire rune
224                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
225                                 {
226                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
227                                         attacker.health = bound(
228                                                 3, 
229                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"), 
230                                                 1000);
231                                 }
232                                 else
233                                 {
234                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
235                                         attacker.health = bound(
236                                                 3, 
237                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"), 
238                                                 1000);
239                                 }
240                         }
241                         // apply empathy curse
242                         else if (attacker.runes & CURSE_EMPATHY)
243                         {
244                                 attacker.health = bound(
245                                         3, 
246                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"), 
247                                         attacker.health);
248                         }
249                 }
250         }
251 }
252
253 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
254 {
255         entity  targ;
256         float   finaldmg;
257         float   power;
258         vector  blastorigin;
259         vector  force;
260         vector  m1;
261         vector  m2;
262         vector  nearest;
263         vector  diff;
264
265         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
266
267         targ = findradius (blastorigin, rad);
268         while (targ)
269         {
270                 if (targ != inflictor)
271                         if (ignore != targ)
272                         {
273                                 // LordHavoc: measure distance to nearest point on target (not origin)
274                                 // (this guarentees 100% damage on a touch impact)
275                                 nearest = blastorigin;
276                                 m1 = targ.origin + targ.mins;
277                                 m2 = targ.origin + targ.maxs;
278                                 if (nearest_x < m1_x) nearest_x = m1_x;
279                                 if (nearest_y < m1_y) nearest_y = m1_y;
280                                 if (nearest_z < m1_z) nearest_z = m1_z;
281                                 if (nearest_x > m2_x) nearest_x = m2_x;
282                                 if (nearest_y > m2_y) nearest_y = m2_y;
283                                 if (nearest_z > m2_z) nearest_z = m2_z;
284                                 diff = nearest - blastorigin;
285                                 // round up a little on the damage to ensure full damage on impacts
286                                 // and turn the distance into a fraction of the radius
287                                 power = 1 - ((vlen (diff) - 2) / rad);
288                                 //bprint(" ");
289                                 //bprint(ftos(power));
290                                 if (power > 0)
291                                 {
292                                         if (power > 1)
293                                                 power = 1;
294                                         finaldmg = coredamage * power + edgedamage * (1 - power);
295                                         if (finaldmg > 0)
296                                         {
297                                                 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
298                                                 if (targ == attacker)
299                                                         finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself
300                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);
301                                         }
302                                 }
303                         }
304                 targ = targ.chain;
305         }
306 }
307
308 /*
309 entity  multi_ent;
310 float   multi_damage;
311 vector  multi_force;
312
313 void ClearMultiDamage (void)
314 {
315         multi_ent = world;
316         multi_damage = 0;
317         multi_force = '0 0 0';
318 }
319
320 void ApplyMultiDamage (void)
321 {
322         if (!multi_ent)
323                 return;
324
325         Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
326 }
327
328 void AddMultiDamage (entity hit, float damage, vector force)
329 {
330         if (!hit)
331                 return;
332
333         if (hit != multi_ent)
334         {
335                 ApplyMultiDamage ();
336                 ClearMultiDamage ();
337                 multi_ent = hit;
338         }
339         multi_damage = multi_damage + damage;
340         multi_force = multi_force + force;
341 }
342
343 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
344 {
345         vector  direction;
346         vector  source;
347         vector  vel;
348         vector  org;
349
350         makevectors (self.v_angle);
351
352         source = self.origin + v_forward * 10;  // FIXME
353         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs
354
355         // LordHavoc: better to use normal damage
356         //ClearMultiDamage ();
357         while (shotcount > 0)
358         {
359                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
360
361                 traceline (source, source + direction * 2048, FALSE, self);
362                 if (trace_fraction != 1.0)
363                 {
364                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());
365                         vel = vel + 2 * trace_plane_normal;
366                         vel = vel * 200;
367
368                         org = trace_endpos - direction * 4;
369
370                         if (!trace_ent.takedamage)
371                                 te_gunshot (org);
372                         // LordHavoc: better to use normal damage
373                         //AddMultiDamage (trace_ent, 4, direction * 4);
374                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
375                 }
376
377                 shotcount = shotcount + 1;
378         }
379
380         // LordHavoc: better to use normal damage
381         //ApplyMultiDamage ();
382 }
383 */