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no hitsounds for gibs
[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         
7         if(gameover) return;
8         
9         if(f > 0 && cvar("g_domination") && cvar("g_domination_disable_frags"))
10                 return;
11         else if(f > 0 && cvar("g_runematch"))
12                 f = RunematchHandleFrags(attacker, targ, f);
13         else if(cvar("g_lms"))
14         {
15                 // count remaining lives, not frags in lms
16                 targ.frags -= 1;
17                 // keep track of the worst players lives
18                 if(targ.frags < lms_lowest_lives)
19                         lms_lowest_lives = targ.frags;  
20                 // player has no more lives left
21                 if (!targ.frags)
22                         lms_dead_count += 1;
23                 return;
24         }
25
26         if(f)
27                 attacker.frags = attacker.frags + f;
28 }
29
30 void Obituary (entity attacker, entity targ, float deathtype)
31 {
32         string  s;
33
34         if (targ.classname == "player" || targ.classname == "corpse")
35         {
36                 if (targ.classname == "corpse")
37                         s = "A corpse";
38                 else
39                         s = targ.netname;
40
41                 if (targ == attacker)
42                 {
43                         if (deathtype == DEATH_NOAMMO)
44                                 centerprint(targ, strcat("^1You were killed for running out of ammo...\n\n\n"));
45                         else
46                                 centerprint(targ, strcat("^1You killed your own dumb self!\n\n\n"));
47                         
48                         if (deathtype == IT_GRENADE_LAUNCHER)
49                                 bprint ("^1",s, "^1 detonated\n");
50                         else if (deathtype == IT_ELECTRO)
51                                 bprint ("^1",s, "^1 played with plasma\n");
52                         else if (deathtype == IT_ROCKET_LAUNCHER)
53                                 bprint ("^1",s, "^1 exploded\n");
54                         else if (deathtype == DEATH_KILL)
55                                 bprint ("^1",s, "^1 couldn't take it anymore\n");
56                         else if (deathtype == DEATH_NOAMMO)
57                         {
58                                 bprint ("^7",s, " ^7committed suicide. What's the point of living without ammo?\n");
59                                 //sound (self, CHAN_BODY, "minstagib/mockery.ogg", 1, ATTN_NONE);
60                         }
61                         else
62                                 bprint ("^1",s, "^1 couldn't resist the urge to self-destruct\n");
63                         GiveFrags(attacker, targ, -1);
64                         //targ.frags = targ.frags - 1;
65                         if (targ.killcount > 2)
66                                 bprint ("^1",s,"^1 ended it all with a ",ftos(targ.killcount)," kill spree\n");
67                 }
68                 else if (teamplay && attacker.team == targ.team)
69                 {
70                         centerprint(attacker, strcat("^1Moron! You killed a teammate!\n\n\n"));
71                         bprint ("^1", attacker.netname, "^1 mows down a teammate\n");
72                         GiveFrags(attacker, targ, -1);
73                         //attacker.frags = attacker.frags - 1;
74                         if (targ.killcount > 2)
75                                 bprint ("^1",s,"'s ^1",ftos(targ.killcount)," kill spree was endeded by a teammate!\n");
76                         if (attacker.killcount > 2)
77                                 bprint ("^1",attacker.netname,"^1 ended a ",ftos(attacker.killcount)," kill spree by killing a teammate\n");
78                         attacker.killcount = 0;
79                 }
80                 else if (attacker.classname == "player" || attacker.classname == "gib")
81                 {
82                         if (!checkrules_firstblood)
83                         {
84                                 checkrules_firstblood = TRUE;
85                                 //sound(world, CHAN_AUTO, "announcer/firstblood.wav", 1, ATTN_NONE);
86                                 if (cvar("g_minstagib"))
87                                         //sound(world, CHAN_AUTO, "announce/male/mapkill1.ogg", 1, ATTN_NONE);
88                                 bprint("^1",attacker.netname, "^1 drew first blood", "\n");
89                         }
90
91                         centerprint(attacker, strcat("^4You killed ^7", s, "\n\n\n"));
92                         centerprint(targ, strcat("^1You were killed by ^7", attacker.netname, "\n\n\n"));
93                         
94                         if (deathtype == IT_LASER)
95                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
96                         else if (deathtype == IT_UZI)
97                                 bprint ("^1",s, "^1 was riddled full of holes by ", attacker.netname, "\n");
98                         else if (deathtype == IT_SHOTGUN)
99                                 bprint ("^1",s, "^1 was gunned by ", attacker.netname, "\n");
100                         else if (deathtype == IT_GRENADE_LAUNCHER)
101                                 bprint ("^1", s, "^1 was blasted by ", attacker.netname, "\n");
102                         else if (deathtype == IT_ELECTRO)
103                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
104                         else if (deathtype == IT_CRYLINK)
105                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
106                         else if (deathtype == IT_NEX)
107                                 bprint ("^1",s, "^1 has been vaporized by ", attacker.netname, "\n");
108                         else if (deathtype == IT_HAGAR)
109                                 bprint ("^1",s, "^1 was pummeled by ", attacker.netname, "\n");
110                         else if (deathtype == IT_ROCKET_LAUNCHER)
111                                 bprint ("^1",s, "^1 was blasted by ", attacker.netname, "\n");
112                         else if (deathtype == DEATH_TELEFRAG)
113                                 bprint ("^1",s, "^1 was telefragged by ", attacker.netname, "\n");
114                         else if (deathtype == DEATH_DROWN)
115                                 bprint ("^1",s, "^1 was drowned by ", attacker.netname, "\n");
116                         else if (deathtype == DEATH_SLIME)
117                                 bprint ("^1",s, "^1 was slimed by ", attacker.netname, "\n");
118                         else if (deathtype == DEATH_LAVA)
119                                 bprint ("^1",s, "^1 was cooked by ", attacker.netname, "\n");
120                         else if (deathtype == DEATH_FALL)
121                                 bprint ("^1",s, "^1 was grounded by ", attacker.netname, "\n");
122                         else if (deathtype == DEATH_SWAMP)
123                                 bprint ("^1",s, "^1 was conserved by ", attacker.netname, "\n");
124                         else if (deathtype == DEATH_HURTTRIGGER)
125                                 bprint ("^1",s, "^1 was thrown into a world of hurt by ", attacker.netname, "\n");
126                         else
127                                 bprint ("^1",s, "^1 was killed by ", attacker.netname, "\n");
128
129                         GiveFrags(attacker, targ, 1);
130                         //attacker.frags = attacker.frags + 1;
131                         if (targ.killcount > 2)
132                                 bprint ("^1",s,"'s ^1", ftos(targ.killcount), " kill spree was ended by ", attacker.netname, "\n");
133                         attacker.killcount = attacker.killcount + 1;
134                         if (attacker.killcount > 2)
135                                 bprint ("^1",attacker.netname,"^1 has ",ftos(attacker.killcount)," kills in a row\n");
136
137                         if (attacker.killcount == 3)
138                         {
139                                 bprint (attacker.netname,"^7 made a ^1TRIPLE FRAG\n");
140                                 stuffcmd(attacker, "play2 announcer/male/03kills.ogg\n");
141                         }
142                         else if (attacker.killcount == 5)
143                         {
144                                 bprint (attacker.netname,"^7 made a ^1FIVE FRAG COMBO\n");
145                                 stuffcmd(attacker, "play2 announcer/male/05kills.ogg\n");
146                         }
147                         else if (attacker.killcount == 10)
148                         {
149                                 bprint (attacker.netname,"^7 is on a ^1RAGE\n");
150                                 stuffcmd(attacker, "play2 announcer/male/10kills.ogg\n");
151                         }
152                         else if (attacker.killcount == 15)
153                         {
154                                 bprint (attacker.netname,"^7 has done a ^1MASSACRE!\n");
155                                 stuffcmd(attacker, "play2 announcer/male/15kills.ogg\n");
156                         }
157                         else if (attacker.killcount == 20)
158                         {
159                                 bprint (attacker.netname,"^7 is ^1UNHUMAN!\n");
160                                 stuffcmd(attacker, "play2 announcer/male/20kills.ogg\n");
161                         }
162                         else if (attacker.killcount == 25)
163                         {
164                                 bprint (attacker.netname,"^7 is a ^1DEATH INCARNATION!\n");
165                                 stuffcmd(attacker, "play2 announcer/male/25kills.ogg\n");
166                         }
167                         else if (attacker.killcount == 30)
168                         {
169                                 bprint (attacker.netname,"^7 is maybe a ^1AIMBOTTER?!\n");
170                                 stuffcmd(attacker, "play2 announcer/male/30kills.ogg\n");
171                         }
172                 }
173                 else
174                 {
175                         centerprint(targ, strcat("^1Watch your step!\n\n\n"));
176                         if (deathtype == DEATH_HURTTRIGGER && attacker.message != "")
177                                 bprint ("^1",s, "^1 ", attacker.message, "\n");
178                         else if (deathtype == DEATH_DROWN)
179                                 bprint ("^1",s, "^1 drowned\n");
180                         else if (deathtype == DEATH_SLIME)
181                                 bprint ("^1",s, "^1 was slimed\n");
182                         else if (deathtype == DEATH_LAVA)
183                                 bprint ("^1",s, "^1 turned into hot slag\n");
184                         else if (deathtype == DEATH_FALL)
185                                 bprint ("^1",s, "^1 hit the ground with a crunch\n");
186                         else if (deathtype == DEATH_SWAMP)
187                                 bprint ("^1",s, "^1 is now conserved for centuries to come\n");
188                         else
189                                 bprint ("^1",s, "^1 died\n");
190                         GiveFrags(targ, targ, -1);
191                         if(targ.frags == -5) {
192                                 stuffcmd(targ, "play2 announcer/male/botlike.ogg\n");
193                         } 
194                         
195                         //targ.frags = targ.frags - 1;
196                         if (targ.killcount > 2)
197                                 bprint ("^1",s,"^1 died with a ",ftos(targ.killcount)," kill spree\n");
198                 }
199                 // FIXME: this should go in PutClientInServer
200                 if (targ.killcount)
201                         targ.killcount = 0;
202         }
203 }
204
205 // these are updated by each Damage call for use in button triggering and such
206 entity damage_targ;
207 entity damage_inflictor;
208 entity damage_attacker;
209
210 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
211 {
212         if (gameover || targ.killcount == -666)
213                 return;
214
215         local float attackerIsAPlayer;
216         if(attacker.classname == "player") {
217                 attackerIsAPlayer = 1;
218         } else {
219                 attackerIsAPlayer = 0;
220         }
221         
222         local entity oldself;
223         oldself = self;
224         self = targ;
225         damage_targ = targ;
226         damage_inflictor = inflictor;
227         damage_attacker = attacker;     
228         // nullify damage if teamplay is on
229         if (teamplay)
230         if (attacker.team)
231         if (attacker.team == targ.team)
232         if (teamplay == 1 || (teamplay == 3 && attacker != targ))
233                 damage = 0;
234         
235         if(damage > 0 && attackerIsAPlayer && targ != attacker && clienttype(attacker) == CLIENTTYPE_REAL && targ.classname == "player")
236                 stuffcmd(attacker, "play2 misc/hit.wav\n");
237         
238         if (cvar("g_minstagib"))
239         {
240                 if ((deathtype == DEATH_FALL)  || 
241                     (deathtype == DEATH_DROWN) || 
242                     (deathtype == DEATH_SLIME) || 
243                     (deathtype == DEATH_LAVA))
244                         return;
245                 if (targ.extralives && (deathtype == IT_NEX))
246                 {
247                         targ.extralives = targ.extralives - 1;
248                         centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.extralives),"\n"));
249                         damage = 0;
250                         targ.armorvalue = targ.extralives;
251                         stuffcmd(targ, "play2 misc/hit.wav\n");
252                         //stuffcmd(attacker, "play2 misc/hit.wav\n");
253                 }
254                 else if (deathtype == IT_NEX && targ.items & IT_STRENGTH)
255                 {
256                         if(attackerIsAPlayer) stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
257                 }
258                 if (deathtype == IT_LASER)
259                 {
260                         damage = 0;
261                         if (targ != attacker)
262                         {
263                                 if (targ.classname == "player")
264                                         centerprint(attacker, "Secondary fire inflicts no damage!\n");
265                                 damage = 0;
266                                 force = '0 0 0';
267                                 attacker = targ;
268                         }
269                 }
270         } else {
271                 if (deathtype == IT_NEX && !(attacker.flags & FL_ONGROUND) && !(targ.flags & FL_ONGROUND) && attacker.killcount != 3 && attacker.killcount != 5 && attacker.killcount != 10 && attacker.killcount != 15 && attacker.killcount != 20 && attacker.killcount != 25 && attacker.killcount != 30)
272                 {
273                         if(attackerIsAPlayer)  stuffcmd(attacker, "play2 announcer/male/yoda.ogg\n");
274                 }
275         }
276         
277         // midair gamemode: damage only while in the air
278         if (cvar("g_midair")
279             && self.classname == "player" // e.g. grenades take damage
280             && self.flags & FL_ONGROUND) {
281                 damage = 0;
282         }
283
284         // apply strength multiplier
285         if (attacker.items & IT_STRENGTH && !cvar("g_minstagib"))
286         {
287                 damage = damage * cvar("g_balance_powerup_strength_damage");
288                 force = force * cvar("g_balance_powerup_strength_force");
289         }
290         // apply invincibility multiplier
291         if (targ.items & IT_INVINCIBLE && !cvar("g_minstagib"))
292                 damage = damage * cvar("g_balance_powerup_invincible_takedamage");
293
294
295         if(cvar("g_runematch"))
296         {
297                 // apply strength rune
298                 if (attacker.runes & RUNE_STRENGTH)
299                 {
300                         if(attacker.runes & CURSE_WEAK) // have both curse & rune
301                         {
302                                 damage = damage * cvar("g_balance_rune_strength_combo_damage");
303                                 force = force * cvar("g_balance_rune_strength_combo_force");
304                         }
305                         else
306                         {
307                                 damage = damage * cvar("g_balance_rune_strength_damage");
308                                 force = force * cvar("g_balance_rune_strength_force");
309                         }
310                 }
311                 else if (attacker.runes & CURSE_WEAK)
312                 {
313                         damage = damage * cvar("g_balance_curse_weak_damage");
314                         force = force * cvar("g_balance_curse_weak_force");
315                 }
316
317                 // apply defense rune
318                 if (targ.runes & RUNE_DEFENSE)
319                 {
320                         if (targ.runes & CURSE_VULNER) // have both curse & rune
321                                 damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
322                         else
323                                 damage = damage * cvar("g_balance_rune_defense_takedamage");
324                 }
325                 else if (targ.runes & CURSE_VULNER)
326                         damage = damage * cvar("g_balance_curse_vulner_takedamage");
327         }
328
329         // apply push
330         if (self.damageforcescale)
331         {
332                 self.velocity = self.velocity + self.damageforcescale * force;
333                 self.flags = self.flags - (self.flags & FL_ONGROUND);
334         }
335         // apply damage
336         if (self.event_damage)
337                 self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
338         self = oldself;
339
340         if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
341         {
342                 // Savage: vampire mode
343                 if(cvar("g_vampire") && !cvar("g_minstagib"))
344                 {
345                         attacker.health += damage;
346                 }
347                 if(cvar("g_runematch"))
348                 {
349                         if (attacker.runes & RUNE_VAMPIRE)
350                         {
351                         // apply vampire rune
352                                 if (attacker.runes & CURSE_EMPATHY) // have the curse too
353                                 {
354                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
355                                         attacker.health = bound(
356                                                 cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
357                                                 attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"), 
358                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
359                                 }
360                                 else
361                                 {
362                                         //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
363                                         attacker.health = bound(
364                                                 attacker.health,        // LA: was 3, but changed so that you can't lose health
365                                                                                         // empathy won't let you gain health in the same way...
366                                                 attacker.health + damage * cvar("g_balance_rune_vampire_absorb"), 
367                                                 cvar("g_balance_rune_vampire_maxhealth"));      // LA: was 1000, now 500
368                                         }
369                         }
370                         // apply empathy curse
371                         else if (attacker.runes & CURSE_EMPATHY)
372                         {
373                                 attacker.health = bound(
374                                         cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
375                                         attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"), 
376                                         attacker.health);
377                         }
378                 }
379         }
380 }
381
382 void RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity ignore, float forceintensity, float deathtype)
383 {
384         entity  targ;
385         float   finaldmg;
386         float   power;
387         vector  blastorigin;
388         vector  force;
389         vector  m1;
390         vector  m2;
391         vector  nearest;
392         vector  diff;
393
394         blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
395
396         targ = findradius (blastorigin, rad);
397         while (targ)
398         {
399                 if (targ != inflictor)
400                         if (ignore != targ)
401                         {
402                                 // LordHavoc: measure distance to nearest point on target (not origin)
403                                 // (this guarentees 100% damage on a touch impact)
404                                 nearest = blastorigin;
405                                 m1 = targ.origin + targ.mins;
406                                 m2 = targ.origin + targ.maxs;
407                                 if (nearest_x < m1_x) nearest_x = m1_x;
408                                 if (nearest_y < m1_y) nearest_y = m1_y;
409                                 if (nearest_z < m1_z) nearest_z = m1_z;
410                                 if (nearest_x > m2_x) nearest_x = m2_x;
411                                 if (nearest_y > m2_y) nearest_y = m2_y;
412                                 if (nearest_z > m2_z) nearest_z = m2_z;
413                                 diff = nearest - blastorigin;
414                                 // round up a little on the damage to ensure full damage on impacts
415                                 // and turn the distance into a fraction of the radius
416                                 power = 1 - ((vlen (diff) - 2) / rad);
417                                 //bprint(" ");
418                                 //bprint(ftos(power));
419                                 if (power > 0)
420                                 {
421                                         if (power > 1)
422                                                 power = 1;
423                                         finaldmg = coredamage * power + edgedamage * (1 - power);
424                                         if (finaldmg > 0)
425                                         {
426                                                 force = normalize((m1 + m2) * 0.5 - blastorigin) * (finaldmg / coredamage) * forceintensity;
427                                                 if (targ == attacker)
428                                                         finaldmg = finaldmg * cvar("g_balance_selfdamagepercent");      // Partial damage if the attacker hits himself
429                                                 Damage (targ, inflictor, attacker, finaldmg, deathtype, inflictor.origin, force);
430                                         }
431                                 }
432                         }
433                 targ = targ.chain;
434         }
435 }
436
437 /*
438 entity  multi_ent;
439 float   multi_damage;
440 vector  multi_force;
441
442 void ClearMultiDamage (void)
443 {
444         multi_ent = world;
445         multi_damage = 0;
446         multi_force = '0 0 0';
447 }
448
449 void ApplyMultiDamage (void)
450 {
451         if (!multi_ent)
452                 return;
453
454         Damage (self, multi_ent.origin, multi_ent, 0, multi_damage, multi_force);
455 }
456
457 void AddMultiDamage (entity hit, float damage, vector force)
458 {
459         if (!hit)
460                 return;
461
462         if (hit != multi_ent)
463         {
464                 ApplyMultiDamage ();
465                 ClearMultiDamage ();
466                 multi_ent = hit;
467         }
468         multi_damage = multi_damage + damage;
469         multi_force = multi_force + force;
470 }
471
472 void FireBullets (float shotcount, vector dir, vector spread, float deathtype)
473 {
474         vector  direction;
475         vector  source;
476         vector  vel;
477         vector  org;
478
479         makevectors (self.v_angle);
480
481         source = self.origin + v_forward * 10;  // FIXME
482         source_x = self.absmin_z + self.size_z * 0.7;   // ??? whaddabout view_ofs
483
484         // LordHavoc: better to use normal damage
485         //ClearMultiDamage ();
486         while (shotcount > 0)
487         {
488                 direction = dir + crandom () * spread_x * v_right + crandom () * spread_y * v_up;
489
490                 traceline (source, source + direction * 2048, FALSE, self);
491                 if (trace_fraction != 1.0)
492                 {
493                         vel = normalize (direction + v_up * crandom () + v_right * crandom ());
494                         vel = vel + 2 * trace_plane_normal;
495                         vel = vel * 200;
496
497                         org = trace_endpos - direction * 4;
498
499                         if (!trace_ent.takedamage)
500                                 te_gunshot (org);
501                         // LordHavoc: better to use normal damage
502                         //AddMultiDamage (trace_ent, 4, direction * 4);
503                         Damage (trace_ent, self, self, 4, deathtype, trace_endpos, direction * 4);
504                 }
505
506                 shotcount = shotcount + 1;
507         }
508
509         // LordHavoc: better to use normal damage
510         //ApplyMultiDamage ();
511 }
512 */
513
514
515