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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 == 99)\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 if (deathtypeN == 51)      //tesla\r
99                                 bprint ("^1",s, " gets fried by ", attacker.netname, "'s tesla coil :D\n");\r
100                         else\r
101                                 bprint ("^1",s, " was killed by ", attacker.netname, "\n");\r
102 \r
103                         attacker.frags = attacker.frags + 1;\r
104                         if (targ.killcount > 2)\r
105                                 bprint ("^1",s,"'s ", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");\r
106                         attacker.killcount = attacker.killcount + 1;\r
107                         if (attacker.killcount > 2)\r
108                                 bprint ("^1",attacker.netname," has ",ftos(attacker.killcount)," kills in a row\n");\r
109                 }\r
110                 else\r
111                 {\r
112                         if (deathtypeN == DEATH_CLASSCHANGE)\r
113                         {\r
114                                 if (targ.killcount > 2)\r
115                                         bprint ("^1",s," changed with a ",ftos(targ.killcount)," kill spree\n");\r
116                                 if (targ.killcount)\r
117                                         targ.killcount = 0;\r
118                                 return; // don't print anything more or lose frags\r
119                         }\r
120                         else if (deathtypeN == DEATH_HURTTRIGGER)\r
121                                 bprint ("^1",s, " ", attacker.message, "\n");\r
122                         else if (deathtypeN == DEATH_DROWN)\r
123                                 bprint ("^1",s, " drowned\n");\r
124                         else if (deathtypeN == DEATH_SLIME)\r
125                                 bprint ("^1",s, " was slimed\n");\r
126                         else if (deathtypeN == DEATH_LAVA)\r
127                                 bprint ("^1",s, " turned into hot slag\n");\r
128                         else if (deathtypeN == DEATH_FALL)\r
129                                 bprint ("^1",s, " hit the ground with a crunch\n");\r
130                         else if (deathtypeN == DEATH_LASERGATE)\r
131                                 bprint ("^1",s, " ", attacker.message, "\n");\r
132                         targ.frags = targ.frags - 1;\r
133                         if (targ.killcount > 2)\r
134                                 bprint ("^1",s," died with a ",ftos(targ.killcount)," kill spree\n");\r
135                 }\r
136                 // FIXME: this should go in PutClientInServer\r
137                 if (targ.killcount)\r
138                         targ.killcount = 0;\r
139         }\r
140 }\r
141 \r
142 void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;\r
143 \r
144 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
145 {\r
146         deathmsg = deathtype;\r
147         T_Damage (targ, inflictor, attacker, damage);\r
148         return;\r
149 \r
150         local entity oldself;\r
151         oldself = self;\r
152         self = targ;\r
153         // nullify damage if teamplay is on\r
154         if (teamplay)\r
155         if (attacker.team)\r
156         if (attacker.team == targ.team)\r
157         if (teamplay == 1 || (teamplay == 3 && attacker != targ))\r
158                 damage = 0;\r
159         // apply strength multiplier\r
160         if (attacker.items & IT_STRENGTH)\r
161         {\r
162                 damage = damage * cvar("g_balance_powerup_strength_damage");\r
163                 force = force * cvar("g_balance_powerup_strength_force");\r
164         }\r
165         // apply invincibility multiplier\r
166         if (targ.items & IT_INVINCIBLE)\r
167                 damage = damage * cvar("g_balance_powerup_invincible_takedamage");\r
168         // apply push\r
169         if (self.damageforcescale)\r
170         {\r
171                 self.velocity = self.velocity + self.damageforcescale * force;\r
172                 self.flags = self.flags - (self.flags & FL_ONGROUND);\r
173         }\r
174 /*\r
175         // apply damage\r
176         if (self.event_damage)\r
177                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);\r
178         self = oldself; */\r
179 }\r
180 \r
181 void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;\r
182 void (entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage;\r
183 \r
184 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)\r
185 {\r
186 //      deathmsg = deathtype;\r
187 //      T_RadiusDamage (inflictor, attacker, coredamage, ignore);\r
188 //      return;\r
189 \r
190         entity  targ;\r
191         float   finaldmg;\r
192         float   power;\r
193         vector  blastorigin;\r
194         vector  force;\r
195         vector  m1;\r
196         vector  m2;\r
197         vector  nearest;\r
198         vector  diff;\r
199 \r
200         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);\r
201 \r
202         targ = findradius (blastorigin, rad);\r
203         while (targ)\r
204         {\r
205                 if (targ != inflictor)\r
206                         if (ignore != targ)\r
207                         {\r
208                                 // LordHavoc: measure distance to nearest point on target (not origin)\r
209                                 // (this guarentees 100% damage on a touch impact)\r
210                                 nearest = blastorigin;\r
211                                 m1 = targ.origin + targ.mins;\r
212                                 m2 = targ.origin + targ.maxs;\r
213                                 if (nearest_x < m1_x) nearest_x = m1_x;\r
214                                 if (nearest_y < m1_y) nearest_y = m1_y;\r
215                                 if (nearest_z < m1_z) nearest_z = m1_z;\r
216                                 if (nearest_x > m2_x) nearest_x = m2_x;\r
217                                 if (nearest_y > m2_y) nearest_y = m2_y;\r
218                                 if (nearest_z > m2_z) nearest_z = m2_z;\r
219                                 diff = nearest - blastorigin;\r
220                                 // round up a little on the damage to ensure full damage on impacts\r
221                                 // and turn the distance into a fraction of the radius\r
222                                 power = 1 - ((vlen (diff) - 2) / rad);\r
223                                 //bprint(" ");\r
224                                 //bprint(ftos(power));\r
225                                 if (power > 0)\r
226                                 {\r
227                                         if (power > 1)\r
228                                                 power = 1;\r
229                                         finaldmg = coredamage * power + edgedamage * (1 - power);\r
230                                         if (finaldmg > 0)\r
231                                         {\r
232                                                 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;\r
233                                                 if (targ == attacker)\r
234                                                         finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself\r
235                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);\r
236                                         }\r
237                                 }\r
238                         }\r
239                 targ = targ.chain;\r
240         }\r
241 }\r
242 \r
243 \r
244 entity  multi_ent;\r
245 float   multi_damage;\r
246 vector  multi_force;\r
247 \r
248 void ClearMultiDamage (void)\r
249 {\r
250         multi_ent = world;\r
251         multi_damage = 0;\r
252         multi_force = '0 0 0';\r
253 }\r
254 \r
255 void ApplyMultiDamage (void)\r
256 {\r
257         if (!multi_ent)\r
258                 return;\r
259 \r
260 //      Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);\r
261         TF_T_Damage (multi_ent, self, self, multi_damage, 2, 1);\r
262 }\r
263 \r
264 void AddMultiDamage (entity hit, float damage, vector force)\r
265 {\r
266         if (!hit)\r
267                 return;\r
268 \r
269         if (hit != multi_ent)\r
270         {\r
271                 ApplyMultiDamage ();\r
272                 ClearMultiDamage ();\r
273                 multi_ent = hit;\r
274         }\r
275         multi_damage = multi_damage + damage;\r
276         multi_force = multi_force + force;\r
277 }\r
278 \r
279 /*void FireBullets (float shotcount, vector dir, vector spread, float deathtype)\r
280 {\r
281         vector  direction;\r
282         vector  source;\r
283         vector  vel;\r
284         vector  org;\r
285 \r
286         makevectors (self.v_angle);\r
287 \r
288         source = self.origin + v_forward * 10;  // FIXME\r
289         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs\r
290 \r
291         // LordHavoc: better to use normal damage\r
292         //ClearMultiDamage ();\r
293         while (shotcount > 0)\r
294         {\r
295                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;\r
296 \r
297                 traceline (source, source + direction * 2048, FALSE, self);\r
298                 if (trace_fraction != 1.0)\r
299                 {\r
300                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());\r
301                         vel = vel + 2 * trace_plane_normal;\r
302                         vel = vel * 200;\r
303 \r
304                         org = trace_endpos - direction * 4;\r
305 \r
306                         if (!trace_ent.takedamage)\r
307                                 te_gunshot (org);\r
308                         // LordHavoc: better to use normal damage\r
309                         //AddMultiDamage (trace_ent, 4, direction * 4);\r
310                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);\r
311                 }\r
312 \r
313                 shotcount = shotcount + 1;\r
314         }\r
315 \r
316         // LordHavoc: better to use normal damage\r
317         //ApplyMultiDamage ();\r
318 }*/\r
319 \r
320 float puff_count;\r
321 vector puff_org;\r
322 float blood_count;\r
323 vector blood_org;\r
324 float (entity ent) tfvisible;\r
325 \r
326 void (float damage,vector dir) TraceAttack =\r
327 {\r
328         local vector vel;\r
329         local vector org;\r
330 \r
331         vel = normalize (((dir + (v_up * crandom ())) + (v_right * crandom ())));\r
332         vel = (vel + (2 * trace_plane_normal));\r
333         vel = (vel * 200);\r
334         org = (trace_endpos - (dir * 4));\r
335 \r
336         if (tfvisible(trace_ent))\r
337                 trace_ent.takedamage = 1;\r
338 \r
339         if (trace_ent.takedamage)\r
340         {\r
341                 blood_count = (blood_count + 1);\r
342                 blood_org = org;\r
343                 AddMultiDamage (trace_ent, damage);\r
344         }\r
345         else\r
346         {\r
347                 puff_count = (puff_count + 1);\r
348         }\r
349 };\r
350 \r
351 void (float shotcount,vector dir,vector spread) FireBullets =\r
352 {\r
353         local vector direction;\r
354         local vector src;\r
355 \r
356         makevectors (self.v_angle);\r
357         src = (self.origin + (v_forward * 10));\r
358         src_z = (self.absmin_z + (self.size_z * 0.7));\r
359         ClearMultiDamage ();\r
360         traceline (src, (src + (dir * 2048)), 0.000000, self);\r
361         puff_org = (trace_endpos - (dir * 4));\r
362         while ((shotcount > 0.000000))\r
363         {\r
364                 direction = ((dir + ((crandom () * spread_x) * v_right)) + ((crandom () * spread_y) * v_up));\r
365                 traceline (src, (src + (direction * 2048)), 0.000000, self);\r
366                 if ((trace_fraction != 1))\r
367                 {\r
368                         if ((self.weapon != 32768))\r
369                         {\r
370                                 TraceAttack (4, direction);\r
371                         }\r
372                         else\r
373                         {\r
374                                 TraceAttack (9, direction);\r
375                         }\r
376                 }\r
377                 shotcount = (shotcount - 1);\r
378         }\r
379         ApplyMultiDamage ();\r
380 };\r