/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2009 Darklegion Development This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Tremulous is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ /* =========================================================================== TREMULOUS EDGE MOD SRC FILE =========================================================================== */ #include "g_local.h" damageRegion_t g_damageRegions[ PCL_NUM_CLASSES ][ MAX_DAMAGE_REGIONS ]; int g_numDamageRegions[ PCL_NUM_CLASSES ]; damageRegion_t g_armourRegions[ UP_NUM_UPGRADES ][ MAX_DAMAGE_REGIONS ]; int g_numArmourRegions[ UP_NUM_UPGRADES ]; /* ============ AddScore Adds score to the client ============ */ void AddScore( gentity_t *ent, int score ) { if( !ent->client ) return; // scale values down to fit the scoreboard better score = rint( ((float)score) / 50.0f ); switch( ent->client->pers.teamSelection ) { case TEAM_ALIENS: // make alien and human scores equivalent score = rint( ((float)score) / 2.0f ); level.alienRewardScore += score; break; case TEAM_HUMANS: level.humanRewardScore += score; break; default: break; } ent->client->ps.persistant[ PERS_SCORE ] += score; G_admin_add_score( ent, score ); CalculateRanks( ); } /* ================== LookAtKiller ================== */ void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) { if ( attacker && attacker != self ) self->client->ps.stats[ STAT_VIEWLOCK ] = attacker - g_entities; else if( inflictor && inflictor != self ) self->client->ps.stats[ STAT_VIEWLOCK ] = inflictor - g_entities; else self->client->ps.stats[ STAT_VIEWLOCK ] = self - g_entities; } // these are just for logging, the client prints its own messages char *modNames[ ] = { #define MOD(a,b) #a #include "bg_mod.h" #undef MOD }; /* ================== G_CamperRewardBonus Function to compute additional reward bonus for the attacker if this killed entity was a player near one of his/her defensive structures. Returns a factor for multiplying the reward. ================== */ float G_CamperRewardBonus( gentity_t *self ) { int maxCounted = 10; float bonusMax = 2.0f; // Must positive! float bonus1 = 1.0f; // Must positive! int maxDistance = 0; float multiplier = 0.0; float mod = 1.0; vec3_t temp_v; gentity_t *ent; int i; int team = self->client->ps.stats[ STAT_TEAM ]; int defences = 0; int distance = 0; float value = 0.0f; // exclude builders: switch( BG_GetPlayerWeapon( &self->client->ps ) ) { case WP_ABUILD: case WP_HBUILD: return 1.0f; default: ; } if( team == TEAM_ALIENS ) { bonusMax = g_alienAnticampBonusMax.value; bonus1 = g_alienAnticampBonus1.value; maxDistance = g_alienAnticampRange.integer; } else if( team == TEAM_HUMANS ) { bonusMax = g_humanAnticampBonusMax.value; bonus1 = g_humanAnticampBonus1.value; maxDistance = g_humanAnticampRange.integer; } if( bonusMax <= 0.01f ) return 1.0f; // Ensures that the denominator is positive: bonus1 = MAX(bonus1, bonusMax / (maxCounted - 1)); // Ensures that the numerator is non-negative: bonus1 = MIN(bonus1, bonusMax); mod = (bonusMax - bonus1) / (bonus1 - bonusMax / maxCounted); multiplier = bonus1 * (1 + mod); // Look for buildables, for( i = MAX_CLIENTS, ent = g_entities + i; i < level.num_entities; i++, ent++ ) { if( ( ent->s.eType != ET_BUILDABLE ) || ( !ent->spawned ) || ( ent->health <= 0 ) ) continue; // and filter the defensive ones in the victim's team: switch (ent->s.modelindex) { case BA_A_SPITEFUL_ABCESS: case BA_A_INFESTATION_SLIME: case BA_A_HIVE: case BA_A_ACIDTUBE: if (team == TEAM_ALIENS) break; else continue; case BA_H_MGTURRET2: case BA_H_SHIELD: case BA_H_TESLAGEN: case BA_H_MGTURRET: if (team == TEAM_HUMANS) break; else continue; default: continue; } VectorSubtract( self->client->ps.origin, ent->s.origin, temp_v ); distance = VectorLength( temp_v ); if( distance < maxDistance ) if (++defences >= maxCounted) break; } if (defences > 0) { value = 1.0f + multiplier * (defences / (defences + mod)); value = MAX(value, 0.0f); // G_LogPrintf( "Anti-camper bonus for killing %s near %d defences: %d%%\n", // self->client->pers.netname, defences, (int)(value * 100.0f) ); return value; } else return 1.0f; } float G_RewardScaleFactor( gentity_t *self, gentity_t *target ) { float targetScore; if( level.humanRewardScore <= 0.0f || level.alienRewardScore <= 0.0f ) return 1.0f; switch( self->client->ps.stats[ STAT_TEAM ] ) { case TEAM_ALIENS: targetScore = level.humanRewardScore/level.alienRewardScore; break; case TEAM_HUMANS: targetScore = level.alienRewardScore/level.humanRewardScore; break; default: return 0.0f; } if ( target->client != NULL ) { if( self->client->ps.persistant[ PERS_SCORE ] > 0 && target->client->ps.persistant[ PERS_SCORE ] > 0) targetScore *= pow(target->client->ps.persistant[ PERS_SCORE ],g_RewardFactorPower.value)/pow(self->client->ps.persistant[ PERS_SCORE ],g_RewardFactorPower.value); } targetScore *= 1.0f-g_ConstantRewardFactor.value; targetScore += g_ConstantRewardFactor.value; if (targetScore < g_MinRewardFactor.value) targetScore = g_MinRewardFactor.value; else if (targetScore > g_MaxRewardFactor.value) targetScore = g_MaxRewardFactor.value; return targetScore; } /* Instantly reward the current attacker */ float G_InstantRewardAttacker( gentity_t *self, gentity_t *target, float damage ) { float value; int maxHealth,targetTeam; if( damage <= 0.f ) return 0.0f; if( !self->client ) return 0.0f; if( target->client != NULL ) { maxHealth = target->client->ps.stats[ STAT_MAX_HEALTH ]; targetTeam = target->client->ps.stats[ STAT_TEAM ]; } else { maxHealth = BG_Buildable( target->s.modelindex )->health; targetTeam = target->buildableTeam; } if( targetTeam == self->client->ps.stats[ STAT_TEAM ] ) return 0.0f; value = damage / maxHealth; if (value > 1.0f) value = 1.0f; if( target->client != NULL ) { value *= G_CamperRewardBonus( target ); value *= BG_GetValueOfPlayer( &target->client->ps ); } else { value *= BG_Buildable( target->s.modelindex )->value; value *= g_BuildingCreditsFactor.value; } if( targetTeam == TEAM_ALIENS) { value *= g_InstantRewardMultiplierA.value; } else if( targetTeam == TEAM_HUMANS ) { value *= g_InstantRewardMultiplierH.value; } else value = 0.f; value *= G_RewardScaleFactor( self, target ); if( value > 0.f ) { G_AddCreditToClient( self->client, value, qtrue ); if( self->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) { trap_Cvar_Set( "g_alienCredits", va( "%d", (int) (g_alienCredits.integer + value) ) ); trap_Cvar_Update( &g_alienCredits ); } else { trap_Cvar_Set( "g_humanCredits", va( "%d", (int) (g_humanCredits.integer + value) ) ); trap_Cvar_Update( &g_humanCredits ); } } return value; } /* ================== G_RewardAttackers Function to distribute rewards to entities that killed this one. Returns the total damage dealt. ================== */ float G_RewardAttackers( gentity_t *self ) { float value, totalDamage = 0; int team, i, maxHealth = 0; int alienCredits = 0, humanCredits = 0; float teamFactor; gentity_t *player; // Total up all the damage done by non-teammates for( i = 0; i < level.maxclients; i++ ) { player = g_entities + i; if( !OnSameTeam( self, player ) || self->buildableTeam != player->client->ps.stats[ STAT_TEAM ] ) totalDamage += (float)self->credits[ i ]; } if( totalDamage <= 0.0f ) return 0.0f; // Only give credits for killing players and buildables if( self->client ) { value = BG_GetValueOfPlayer( &self->client->ps ); value *= G_CamperRewardBonus( self ); team = self->client->pers.teamSelection; maxHealth = self->client->ps.stats[ STAT_MAX_HEALTH ]; // trap_SendServerCommand( -1, va( "print \"^5You recieved%3i extra evos/credits.\n\"", value ) ); } else if( self->s.eType == ET_BUILDABLE ) { value = BG_Buildable( self->s.modelindex )->value; // only give partial credits for a buildable not yet completed if( !self->spawned ) { value *= (float)( level.time - self->buildTime ) / BG_Buildable( self->s.modelindex )->buildTime; } team = self->buildableTeam; maxHealth = BG_Buildable( self->s.modelindex )->health; } else return totalDamage; // Give credits and empty the array for( i = 0; i < level.maxclients; i++ ) { int stageValue = value * self->credits[ i ] / totalDamage; float killValue = self->credits[ i ] / maxHealth; player = g_entities + i; if( player->client->pers.teamSelection != team ) { if( totalDamage < maxHealth ) stageValue *= totalDamage / maxHealth; if( !self->credits[ i ] || player->client->ps.stats[ STAT_TEAM ] == team ) continue; AddScore( player, stageValue ); // killing buildables earns score, but not credits unless g_BuildingCreditsFactor > 0 if( self->s.eType == ET_BUILDABLE ) stageValue *= g_BuildingCreditsFactor.value; if( stageValue > 0 ) { // Com_Printf(S_COLOR_YELLOW "Killer: kills = %f deaths = %f percent_of_damage = %f -> factor = %f\n",player->client->pers.kills,player->client->pers.deaths,killValue,G_RewardScaleFactor( player, self, teamFactor) ); stageValue *= G_RewardScaleFactor( player, self ); player->client->pers.kills += killValue; // NOTE: Building kills will increase this too if g_BuildingCreditsFactor > 0 // add to stage counters if( player->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) { G_AddCreditToClient( player->client, g_KillRewardMultiplierH.value*stageValue, qtrue ); alienCredits += g_KillRewardMultiplierH.value*stageValue; } else if( player->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) { G_AddCreditToClient( player->client, g_KillRewardMultiplierA.value*stageValue, qtrue ); humanCredits += g_KillRewardMultiplierA.value*stageValue; } } } self->credits[ i ] = 0; } // ++self->client->pers.deaths; // Com_Printf(S_COLOR_YELLOW "Killed: kills = %f deaths = %d\n",self->client->pers.kills,self->client->pers.deaths); // Com_Printf(S_COLOR_YELLOW "Team: kills = %f deaths = %f\n",level.alienRewardScore,level.humanRewardScore); if( alienCredits ) { trap_Cvar_Set( "g_alienCredits", va( "%d", g_alienCredits.integer + alienCredits ) ); trap_Cvar_Update( &g_alienCredits ); } if( humanCredits ) { trap_Cvar_Set( "g_humanCredits", va( "%d", g_humanCredits.integer + humanCredits ) ); trap_Cvar_Update( &g_humanCredits ); } return totalDamage; } /* ================== accidental_kill Kills that are considered "accidental" and do not result in credit penalty. ================== */ qboolean accidental_kill( gentity_t *self, int meansOfDeath ) { // Trampling/crushing is only possible when the victim is a granger, // and that's considered an accident. return meansOfDeath == MOD_LEVEL4_TRAMPLE || meansOfDeath == MOD_LEVEL4_CRUSH; } /* ================== player_die ================== */ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) { gentity_t *ent; int anim; int killer; int i; char *killerName, *obit; int killerhealth = attacker->health; if( self->client->ps.pm_type == PM_DEAD ) return; if( level.intermissiontime ) return; self->client->ps.pm_type = PM_DEAD; self->suicideTime = 0; if( attacker ) { killer = attacker->s.number; if( attacker->client ) killerName = attacker->client->pers.netname; else killerName = ""; } else { killer = ENTITYNUM_WORLD; killerName = ""; } if( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) // fall back on the number obit = va( "%d", meansOfDeath ); else obit = modNames[ meansOfDeath ]; G_LogPrintf( "Die: %d %d %s: %s" S_COLOR_WHITE " killed %s\n", killer, self - g_entities, obit, killerName, self->client->pers.netname ); // deactivate all upgrades for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) BG_DeactivateUpgrade( i, self->client->ps.stats ); if( meansOfDeath == MOD_SLAP ) { trap_SendServerCommand( -1, va( "print \"%s^7 felt %s^7's authority\n\"", self->client->pers.netname, killerName ) ); goto finish_dying; } // Parent node on player used for tracking the shield projectile if( self->parentNode ) { G_FreeEntity(self->parentNode); } // broadcast the death event to everyone ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY ); ent->s.eventParm = meansOfDeath; ent->s.otherEntityNum = self->s.number; ent->s.otherEntityNum2 = killer; ent->r.svFlags = SVF_BROADCAST; // send to everyone self->enemy = attacker; self->client->ps.persistant[ PERS_KILLED ]++; if( attacker && attacker->client ) { attacker->client->lastkilled_client = self->s.number; if( killerhealth <= 0) { killerhealth = 0; } if( g_devmapKillerHP.integer ) { trap_SendServerCommand( self-g_entities, va( "print \"^5Your killer, %s,^5 had %3i HP.\n\"", killerName, killerhealth ) ); } if( ( attacker == self || OnSameTeam( self, attacker ) ) && meansOfDeath != MOD_HSPAWN && !accidental_kill( self, meansOfDeath ) ) { //punish team kills and suicides if( attacker->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) { G_AddCreditToClient( attacker->client, -ALIEN_TK_SUICIDE_PENALTY, qtrue ); AddScore( attacker, -ALIEN_TK_SUICIDE_PENALTY ); } else if( attacker->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) { G_AddCreditToClient( attacker->client, -HUMAN_TK_SUICIDE_PENALTY, qtrue ); AddScore( attacker, -HUMAN_TK_SUICIDE_PENALTY ); } } } else if( attacker->s.eType != ET_BUILDABLE ) { if( self->client->ps.stats[ STAT_TEAM ] == TEAM_ALIENS ) AddScore( self, -ALIEN_TK_SUICIDE_PENALTY ); else if( self->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) AddScore( self, -HUMAN_TK_SUICIDE_PENALTY ); } // give credits for killing this player G_RewardAttackers( self ); //Show info about reward // valueb *= G_CamperRewardBonus( self ); // valueb = G_CamperRewardBonus( self ); // trap_SendServerCommand( attacker-g_entities, va( "print \"^5You recieved +%d%% extra evos/credits for attacking.\n\"", (int)((valueb)) )); // trap_SendServerCommand( attacker-g_entities, va( "print \"^5You recieved extra %3i evos/credits for attacking.\n\"" ,valueb ) ); // if( valueb > 1300000000 ) //{ // trap_SendServerCommand( attacker-g_entities, va( "print \"^5You recieved extra evos/credits for attacking.\n\"" ) ); //} ScoreboardMessage( self ); // show scores // send updated scores to any clients that are following this one, // or they would get stale scoreboards for( i = 0 ; i < level.maxclients ; i++ ) { gclient_t *client; client = &level.clients[ i ]; if( client->pers.connected != CON_CONNECTED ) continue; if( client->sess.spectatorState == SPECTATOR_NOT ) continue; if( client->sess.spectatorClient == self->s.number ) ScoreboardMessage( g_entities + i ); } finish_dying: // from MOD_SLAP VectorCopy( self->s.origin, self->client->pers.lastDeathLocation ); self->takedamage = qfalse; // can still be gibbed self->s.weapon = WP_NONE; self->r.contents = CONTENTS_CORPSE; self->s.angles[ PITCH ] = 0; self->s.angles[ ROLL ] = 0; self->s.angles[ YAW ] = self->s.apos.trBase[ YAW ]; LookAtKiller( self, inflictor, attacker ); VectorCopy( self->s.angles, self->client->ps.viewangles ); self->s.loopSound = 0; self->r.maxs[ 2 ] = -8; // don't allow respawn until the death anim is done // g_forcerespawn may force spawning at some later time self->client->respawnTime = level.time + 1700; // clear misc memset( self->client->ps.misc, 0, sizeof( self->client->ps.misc ) ); { // normal death static int i; if( !( self->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) { switch( i ) { case 0: anim = BOTH_DEATH1; break; case 1: anim = BOTH_DEATH2; break; case 2: default: anim = BOTH_DEATH3; break; } } else { switch( i ) { case 0: anim = NSPA_DEATH1; break; case 1: anim = NSPA_DEATH2; break; case 2: default: anim = NSPA_DEATH3; break; } } self->client->ps.legsAnim = ( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; if( !( self->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL ) ) { self->client->ps.torsoAnim = ( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim; } // use own entityid if killed by non-client to prevent uint8_t overflow { int param = ( killer < MAX_CLIENTS ) ? killer : self - g_entities; if( self->client->damage_headshot ) param |= EVENT_HEADSHOT_BIT; G_AddEvent( self, EV_DEATH1 + i, param ); } // globally cycle through the different death animations i = ( i + 1 ) % 3; } trap_LinkEntity( self ); } /* =============== G_ParseDmgScript =============== */ static int G_ParseDmgScript( damageRegion_t *regions, char *buf ) { char *token; float angleSpan, heightSpan; int count; for( count = 0; ; count++ ) { token = COM_Parse( &buf ); if( !token[ 0 ] ) break; if( strcmp( token, "{" ) ) { COM_ParseError( "Missing {" ); break; } if( count >= MAX_DAMAGE_REGIONS ) { COM_ParseError( "Max damage regions exceeded" ); break; } // defaults regions[ count ].name[ 0 ] = '\0'; regions[ count ].minHeight = 0.0f; regions[ count ].maxHeight = 1.0f; regions[ count ].minAngle = 0.0f; regions[ count ].maxAngle = 360.0f; regions[ count ].modifier = 1.0f; regions[ count ].crouch = qfalse; while( 1 ) { token = COM_ParseExt( &buf, qtrue ); if( !token[ 0 ] ) { COM_ParseError( "Unexpected end of file" ); break; } if( !Q_stricmp( token, "}" ) ) { break; } else if( !strcmp( token, "name" ) ) { token = COM_ParseExt( &buf, qfalse ); if( token[ 0 ] ) Q_strncpyz( regions[ count ].name, token, sizeof( regions[ count ].name ) ); } else if( !strcmp( token, "minHeight" ) ) { token = COM_ParseExt( &buf, qfalse ); if( !token[ 0 ] ) strcpy( token, "0" ); regions[ count ].minHeight = atof( token ); } else if( !strcmp( token, "maxHeight" ) ) { token = COM_ParseExt( &buf, qfalse ); if( !token[ 0 ] ) strcpy( token, "100" ); regions[ count ].maxHeight = atof( token ); } else if( !strcmp( token, "minAngle" ) ) { token = COM_ParseExt( &buf, qfalse ); if( !token[ 0 ] ) strcpy( token, "0" ); regions[ count ].minAngle = atoi( token ); } else if( !strcmp( token, "maxAngle" ) ) { token = COM_ParseExt( &buf, qfalse ); if( !token[ 0 ] ) strcpy( token, "360" ); regions[ count ].maxAngle = atoi( token ); } else if( !strcmp( token, "modifier" ) ) { token = COM_ParseExt( &buf, qfalse ); if( !token[ 0 ] ) strcpy( token, "1.0" ); regions[ count ].modifier = atof( token ); } else if( !strcmp( token, "crouch" ) ) { regions[ count ].crouch = qtrue; } else { COM_ParseWarning("Unknown token \"%s\"", token); } } // Angle portion covered angleSpan = regions[ count ].maxAngle - regions[ count ].minAngle; if( angleSpan < 0.0f ) angleSpan += 360.0f; angleSpan /= 360.0f; // Height portion covered heightSpan = regions[ count ].maxHeight - regions[ count ].minHeight; if( heightSpan < 0.0f ) heightSpan = -heightSpan; if( heightSpan > 1.0f ) heightSpan = 1.0f; regions[ count ].area = angleSpan * heightSpan; if( !regions[ count ].area ) regions[ count ].area = 0.00001f; } return count; } /* ============ GetRegionDamageModifier ============ */ static float GetRegionDamageModifier( gentity_t *targ, int class, int piece ) { damageRegion_t *regions, *overlap; float modifier = 0.0f, areaSum = 0.0f; int j, i; qboolean crouch; crouch = targ->client->ps.pm_flags & PMF_DUCKED; overlap = &g_damageRegions[ class ][ piece ]; if( g_debugDamage.integer > 2 ) G_Printf( "GetRegionDamageModifier():\n" ". bodyRegion = [%d %d %f %f] (%s)\n" ". modifier = %f\n", overlap->minAngle, overlap->maxAngle, overlap->minHeight, overlap->maxHeight, overlap->name, overlap->modifier ); // Find the armour layer modifier, assuming that none of the armour regions // overlap and that any areas that are not covered have a modifier of 1.0 for( j = UP_NONE + 1; j < UP_NUM_UPGRADES; j++ ) { if( !BG_InventoryContainsUpgrade( j, targ->client->ps.stats ) || !g_numArmourRegions[ j ] ) continue; regions = g_armourRegions[ j ]; for( i = 0; i < g_numArmourRegions[ j ]; i++ ) { float overlapMaxA, regionMinA, regionMaxA, angleSpan, heightSpan, area; if( regions[ i ].crouch != crouch ) continue; // Convert overlap angle to 0 to max overlapMaxA = overlap->maxAngle - overlap->minAngle; if( overlapMaxA < 0.0f ) overlapMaxA += 360.0f; // Convert region angles to match overlap regionMinA = regions[ i ].minAngle - overlap->minAngle; if( regionMinA < 0.0f ) regionMinA += 360.0f; regionMaxA = regions[ i ].maxAngle - overlap->minAngle; if( regionMaxA < 0.0f ) regionMaxA += 360.0f; // Overlapping Angle portion if( regionMinA <= regionMaxA ) { angleSpan = 0.0f; if( regionMinA < overlapMaxA ) { if( regionMaxA > overlapMaxA ) regionMaxA = overlapMaxA; angleSpan = regionMaxA - regionMinA; } } else { if( regionMaxA > overlapMaxA ) regionMaxA = overlapMaxA; angleSpan = regionMaxA; if( regionMinA < overlapMaxA ) angleSpan += overlapMaxA - regionMinA; } angleSpan /= 360.0f; // Overlapping height portion heightSpan = MIN( overlap->maxHeight, regions[ i ].maxHeight ) - MAX( overlap->minHeight, regions[ i ].minHeight ); if( heightSpan < 0.0f ) heightSpan = 0.0f; if( heightSpan > 1.0f ) heightSpan = 1.0f; if( g_debugDamage.integer > 2 ) G_Printf( ". armourRegion = [%d %d %f %f] (%s)\n" ". . modifier = %f\n" ". . angleSpan = %f\n" ". . heightSpan = %f\n", regions[ i ].minAngle, regions[ i ].maxAngle, regions[ i ].minHeight, regions[ i ].maxHeight, regions[ i ].name, regions[ i ].modifier, angleSpan, heightSpan ); areaSum += area = angleSpan * heightSpan; modifier += regions[ i ].modifier * area; } } if( g_debugDamage.integer > 2 ) G_Printf( ". areaSum = %f\n" ". armourModifier = %f\n", areaSum, modifier ); return overlap->modifier * ( overlap->area + modifier - areaSum ); } /* ============ GetNonLocDamageModifier ============ */ static float GetNonLocDamageModifier( gentity_t *targ, int class ) { float modifier = 0.0f, area = 0.0f, scale = 0.0f; int i; qboolean crouch; // For every body region, use stretch-armor formula to apply armour modifier // for any overlapping area that armour shares with the body region crouch = targ->client->ps.pm_flags & PMF_DUCKED; for( i = 0; i < g_numDamageRegions[ class ]; i++ ) { damageRegion_t *region; region = &g_damageRegions[ class ][ i ]; if( region->crouch != crouch ) continue; modifier += GetRegionDamageModifier( targ, class, i ); scale += region->modifier * region->area; area += region->area; } modifier = !scale ? 1.0f : 1.0f + ( modifier / scale - 1.0f ) * area; if( g_debugDamage.integer > 1 ) G_Printf( "GetNonLocDamageModifier() modifier:%f, area:%f, scale:%f\n", modifier, area, scale ); return modifier; } /* ============ GetPointDamageModifier Returns the damage region given an angle and a height proportion ============ */ static float GetPointDamageModifier( gentity_t *targ, damageRegion_t *regions, int len, float angle, float height ) { float modifier = 1.0f; int i; for( i = 0; i < len; i++ ) { if( regions[ i ].crouch != ( targ->client->ps.pm_flags & PMF_DUCKED ) ) continue; // Angle must be within range if( ( regions[ i ].minAngle <= regions[ i ].maxAngle && ( angle < regions[ i ].minAngle || angle > regions[ i ].maxAngle ) ) || ( regions[ i ].minAngle > regions[ i ].maxAngle && angle > regions[ i ].maxAngle && angle < regions[ i ].minAngle ) ) continue; // Height must be within range if( height < regions[ i ].minHeight || height > regions[ i ].maxHeight ) continue; modifier *= regions[ i ].modifier; } // if( g_debugDamage.integer ) if( g_debugDamage.integer ) G_Printf( "GetDamageRegionModifier(angle = %f, height = %f): %f\n", angle, height, modifier ); return modifier; } /* ============ G_CalcDamageModifier ============ */ static float G_CalcDamageModifier( vec3_t point, gentity_t *targ, gentity_t *attacker, int class, int dflags ) { vec3_t targOrigin, bulletPath, bulletAngle, pMINUSfloor, floor, normal; float clientHeight, hitRelative, hitRatio, modifier; int hitRotation, i; if( point == NULL ) return 1.0f; // Don't need to calculate angles and height for non-locational damage if( dflags & DAMAGE_NO_LOCDAMAGE ) { const int mod = targ->client->lasthurt_mod; return GetNonLocDamageModifier( targ, class ); } // Get the point location relative to the floor under the target if( g_unlagged.integer && targ->client && targ->client->unlaggedCalc.used ) VectorCopy( targ->client->unlaggedCalc.origin, targOrigin ); else VectorCopy( targ->r.currentOrigin, targOrigin ); BG_GetClientNormal( &targ->client->ps, normal ); VectorMA( targOrigin, targ->r.mins[ 2 ], normal, floor ); VectorSubtract( point, floor, pMINUSfloor ); // Get the proportion of the target height where the hit landed clientHeight = targ->r.maxs[ 2 ] - targ->r.mins[ 2 ]; if( !clientHeight ) clientHeight = 1.0f; hitRelative = DotProduct( normal, pMINUSfloor ) / VectorLength( normal ); if( hitRelative < 0.0f ) hitRelative = 0.0f; if( hitRelative > clientHeight ) hitRelative = clientHeight; hitRatio = hitRelative / clientHeight; // Get the yaw of the attack relative to the target's view yaw VectorSubtract( point, targOrigin, bulletPath ); vectoangles( bulletPath, bulletAngle ); hitRotation = AngleNormalize360( targ->client->ps.viewangles[ YAW ] - bulletAngle[ YAW ] ); // Get modifiers from the target's damage regions modifier = GetPointDamageModifier( targ, g_damageRegions[ class ], g_numDamageRegions[ class ], hitRotation, hitRatio ); // For headshots done by an enemy, make a client event if( ( modifier >= 1.2f ) && !OnSameTeam( targ, attacker ) ) targ->client->damage_headshot ++; for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) { if( BG_InventoryContainsUpgrade( i, targ->client->ps.stats ) ) { modifier *= GetPointDamageModifier( targ, g_armourRegions[ i ], g_numArmourRegions[ i ], hitRotation, hitRatio ); } } return modifier; } /* ============ G_InitDamageLocations ============ */ void G_InitDamageLocations( void ) { char *modelName; char filename[ MAX_QPATH ]; int i; int len; fileHandle_t fileHandle; char buffer[ MAX_DAMAGE_REGION_TEXT ]; for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ ) { modelName = BG_ClassConfig( i )->modelName; Com_sprintf( filename, sizeof( filename ), "models/players/%s/locdamage.cfg", modelName ); len = trap_FS_FOpenFile( filename, &fileHandle, FS_READ ); if ( !fileHandle ) { G_Printf( S_COLOR_RED "file not found: %s\n", filename ); continue; } if( len >= MAX_DAMAGE_REGION_TEXT ) { G_Printf( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_DAMAGE_REGION_TEXT ); trap_FS_FCloseFile( fileHandle ); continue; } COM_BeginParseSession( filename ); trap_FS_Read( buffer, len, fileHandle ); buffer[len] = 0; trap_FS_FCloseFile( fileHandle ); g_numDamageRegions[ i ] = G_ParseDmgScript( g_damageRegions[ i ], buffer ); } for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) { modelName = BG_Upgrade( i )->name; Com_sprintf( filename, sizeof( filename ), "armour/%s.armour", modelName ); len = trap_FS_FOpenFile( filename, &fileHandle, FS_READ ); //no file - no parsage if ( !fileHandle ) continue; if( len >= MAX_DAMAGE_REGION_TEXT ) { G_Printf( S_COLOR_RED "file too large: %s is %i, max allowed is %i", filename, len, MAX_DAMAGE_REGION_TEXT ); trap_FS_FCloseFile( fileHandle ); continue; } COM_BeginParseSession( filename ); trap_FS_Read( buffer, len, fileHandle ); buffer[len] = 0; trap_FS_FCloseFile( fileHandle ); g_numArmourRegions[ i ] = G_ParseDmgScript( g_armourRegions[ i ], buffer ); } } /* ============ G_SpawnDamageIndicator Computes a damage indicator for a given hit and stores it in the player's damage indicator buffer. ============ */ void G_SpawnDamageIndicator( gentity_t *ent, gentity_t *inflictor, gentity_t *targ, const vec3_t point, int mod, int take, int dflags ) { g_damageIndicator_t *di; if( !ent || !ent->client ) return; if( ent == targ ) return; if( !take ) return; if( ent->client->diBufferCounter >= MAX_BUFFERED_DAMAGE_INDICATORS ) return; di = ent->client->diBuffer + ent->client->diBufferCounter++; di->value = take; di->flags = 0; if( targ->s.eType == ET_BUILDABLE ) di->flags |= DIF_BUILDABLE; if( OnSameTeam( ent, targ ) || ( targ->s.eType == ET_BUILDABLE && ent->client->pers.teamSelection == targ->buildableTeam ) ) di->flags |= DIF_FRIENDLY; if( dflags & DAMAGE_RADIUS ) di->flags |= DIF_INDIRECT; switch( mod ) { case MOD_POISON: di->flags |= DIF_INDIRECT | DIF_PERSISTENT; break; case MOD_NOCREEP: di->flags |= DIF_INDIRECT; break; case MOD_DECONSTRUCT: return; } if( di->flags & DIF_INDIRECT ) { VectorAdd( targ->r.absmin, targ->r.absmax, di->origin ); VectorScale( di->origin, 0.5f, di->origin ); } else if( inflictor->s.eType == ET_MISSILE ) VectorCopy( inflictor->r.currentOrigin, di->origin ); else VectorCopy( point, di->origin ); } /* ============ T_Damage targ entity that is being damaged inflictor entity that is causing the damage attacker entity that caused the inflictor to damage targ example: targ=monster, inflictor=rocket, attacker=player dir direction of the attack for knockback point point at which the damage is being inflicted, used for headshots damage amount of damage being inflicted knockback force to be applied against targ as a result of the damage inflictor, attacker, dir, and point can be NULL for environmental effects dflags these flags are used to control how T_Damage works DAMAGE_RADIUS damage was indirect (from a nearby explosion) DAMAGE_NO_ARMOR armor does not protect from this damage DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles DAMAGE_NO_PROTECTION kills godmode, armor, everything ============ */ // team is the team that is immune to this damage void G_SelectiveDamage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod, int team ) { if( targ->client && ( team != targ->client->ps.stats[ STAT_TEAM ] ) ) G_Damage( targ, inflictor, attacker, dir, point, damage, dflags, mod ); } void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod ) { gclient_t *client; // int damage_orig = damage; int take; int asave = 0; int knockback; int poisonTime = 0; // int client_z, min_z; // Can't deal damage sometimes if( !targ->takedamage || targ->health <= 0 || level.intermissionQueued ) return; if( !inflictor ) inflictor = &g_entities[ ENTITYNUM_WORLD ]; if( !attacker ) attacker = &g_entities[ ENTITYNUM_WORLD ]; // shootable doors / buttons don't actually have any health if( targ->s.eType == ET_MOVER ) { if( targ->use && ( targ->moverState == MOVER_POS1 || targ->moverState == ROTATOR_POS1 ) ) targ->use( targ, inflictor, attacker ); return; } client = targ->client; if( client && client->noclip ) return; if( !dir ) dflags |= DAMAGE_NO_KNOCKBACK; else VectorNormalize( dir ); knockback = damage; if( inflictor->s.weapon != WP_NONE ) { knockback = (int)( (float)knockback * BG_Weapon( inflictor->s.weapon )->knockbackScale ); } if( targ->client ) { knockback = (int)( (float)knockback * BG_Class( targ->client->ps.stats[ STAT_CLASS ] )->knockbackScale ); } // Too much knockback from falling really far makes you "bounce" and // looks silly. However, none at all also looks bad. Cap it. if( mod == MOD_FALLING && knockback > 50 ) knockback = 50; if( knockback > 200 ) knockback = 200; if( targ->flags & FL_NO_KNOCKBACK ) knockback = 0; if( dflags & DAMAGE_NO_KNOCKBACK ) knockback = 0; // figure momentum add, even if the damage won't be taken if( knockback && targ->client ) { vec3_t kvel; float mass; mass = 200; VectorScale( dir, g_knockback.value * (float)knockback / mass, kvel ); VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity ); // set the timer so that the other client can't cancel // out the movement immediately if( !targ->client->ps.pm_time ) { int t; t = knockback * 2; if( t < 50 ) t = 50; if( t > 200 ) t = 200; targ->client->ps.pm_time = t; targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; } } // don't do friendly fire on movement attacks if( ( mod == MOD_LEVEL4_TRAMPLE || mod == MOD_LEVEL3_POUNCE || mod == MOD_LEVEL5_POUNCE || mod == MOD_LEVEL4_CRUSH ) && targ->s.eType == ET_BUILDABLE && targ->buildableTeam == TEAM_ALIENS ) { return; } // check for completely getting out of the damage if( !( dflags & DAMAGE_NO_PROTECTION ) ) { // if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target // if the attacker was on the same team if( targ != attacker && OnSameTeam( targ, attacker ) ) { // // don't do friendly fire on movement attacks // if( mod == MOD_LEVEL4_TRAMPLE || mod == MOD_LEVEL3_POUNCE || // mod == MOD_LEVEL4_CRUSH ) // return; // if dretchpunt is enabled and this is a dretch, do dretchpunt instead of damage if( g_dretchPunt.integer && targ->client->ps.stats[ STAT_CLASS ] == PCL_ALIEN_LEVEL0 ) { vec3_t dir, push; VectorSubtract( targ->r.currentOrigin, attacker->r.currentOrigin, dir ); VectorNormalizeFast( dir ); VectorScale( dir, ( damage * 10.0f ), push ); push[2] = 64.0f; VectorAdd( targ->client->ps.velocity, push, targ->client->ps.velocity ); return; } // check if friendly fire has been disabled if( !g_friendlyFire.integer ) { return; } // kill grangers instantly when hit by a rant's movement attack if( ( mod == MOD_LEVEL4_TRAMPLE || mod == MOD_LEVEL4_CRUSH ) && ( targ->client->ps.stats[ STAT_CLASS ] == PCL_ALIEN_BUILDER0 || targ->client->ps.stats[ STAT_CLASS ] == PCL_ALIEN_BUILDER0_UPG ) ) damage = 5; // don't do friendly fire on movement attacks else if( mod == MOD_LEVEL4_TRAMPLE || mod == MOD_LEVEL3_POUNCE || mod == MOD_LEVEL5_POUNCE || mod == MOD_LEVEL4_CRUSH ) return; } if( targ->s.eType == ET_BUILDABLE && attacker->client && mod != MOD_DECONSTRUCT && mod != MOD_SUICIDE && mod != MOD_REPLACE && mod != MOD_NOCREEP && mod != MOD_NOBP ) { if( targ->buildableTeam == attacker->client->pers.teamSelection && !g_friendlyBuildableFire.integer ) { return; } // base is under attack warning if DCC'd if( targ->buildableTeam == TEAM_HUMANS && ( targ->dcc ) && level.time > level.humanBaseAttackTimer ) { level.humanBaseAttackTimer = level.time + DC_ATTACK_PERIOD; G_BroadcastEvent( EV_DCC_ATTACK, 0 ); } } // check for godmode if ( targ->flags & FL_GODMODE ) return; } // add to the attacker's hit counter if( attacker->client && targ != attacker && targ->health > 0 && targ->s.eType != ET_MISSILE && targ->s.eType != ET_GENERAL ) { if( OnSameTeam( targ, attacker ) ) attacker->client->ps.persistant[ PERS_HITS ]--; else attacker->client->ps.persistant[ PERS_HITS ]++; } take = damage; // add to the damage inflicted on a player this frame // the total will be turned into screen blends and view angle kicks // at the end of the frame if( client ) { if( attacker ) client->ps.persistant[ PERS_ATTACKER ] = attacker->s.number; else client->ps.persistant[ PERS_ATTACKER ] = ENTITYNUM_WORLD; client->damage_armor += asave; client->damage_blood += take; client->damage_knockback += knockback; if( dir ) { VectorCopy ( dir, client->damage_from ); client->damage_fromWorld = qfalse; } else { VectorCopy ( targ->r.currentOrigin, client->damage_from ); client->damage_fromWorld = qtrue; } // set the last client who damaged the target targ->client->lasthurt_client = attacker->s.number; targ->client->lasthurt_mod = mod; take = (int)( take * G_CalcDamageModifier( point, targ, attacker, client->ps.stats[ STAT_CLASS ], dflags ) + 0.5f ); // check possible poisoning if( ( attacker->client ) && ( targ->client->poisonImmunityTime < level.time ) && ( targ->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) ) { //if boosted poison every attack if( ( attacker->client->ps.stats[ STAT_STATE ] & SS_BOOSTED ) && mod != MOD_POISON && mod != MOD_LEVEL2_ZAP && mod != MOD_LEVEL5_ZAP && mod != MOD_HSPAWN && mod != MOD_ASPAWN && mod != MOD_LEVEL5_PRICKLES && mod != MOD_FLAMER_SPLASH) poisonTime = level.time + ALIEN_POISON_TIME; // no more zap poisen else if( mod != MOD_LEVEL2_ZAP || mod != MOD_LEVEL5_ZAP || mod != MOD_FLAMES ) { poisonTime = level.time + g_basiUpgPoisonTime.integer * 1000; } if( poisonTime > 0 ) { targ->client->ps.stats[ STAT_STATE ] |= SS_POISONED; if( poisonTime > targ->client->poisonExpiryTime ) { targ->client->poisonExpiryTime = poisonTime; targ->client->lastPoisonClient = attacker; } } } } if( take < 1 ) take = 1; if( g_debugDamage.integer ) { G_Printf( "%i: client:%i health:%i damage:%i armor:%i\n", level.time, targ->s.number, targ->health, take, asave ); } // do the damage if( take ) { targ->health = targ->health - take; if( targ->client ) { targ->client->ps.stats[ STAT_HEALTH ] = targ->health; //turn off cloak if it is already activated and if the target is damaged if( targ->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS && targ->client->cloakActivated && !targ->client->cloakReady ) targ->client->ps.eFlags &= ~EF_MOVER_STOP; } } targ->lastDamageTime = level.time; targ->nextRegenTime = level.time + ALIEN_REGEN_DAMAGE_TIME; // add to the attackers "account" on the target if( attacker->client && attacker != targ ) { G_InstantRewardAttacker(attacker,targ,take); targ->credits[ attacker->client->ps.clientNum ] += take; } G_CombatStats_HitMOD( attacker, targ, mod, take ); G_SpawnDamageIndicator( attacker, inflictor, targ, point, mod, take, dflags ); if( targ->health <= 0 ) { if( client ) targ->flags |= FL_NO_KNOCKBACK; if( targ->health < -999 ) targ->health = -999; targ->enemy = attacker; targ->die( targ, inflictor, attacker, take, mod ); return; } else if( targ->pain ) targ->pain( targ, attacker, take ); } /* ============ CanDamage Returns qtrue if the inflictor can directly damage the target. Used for explosions and melee attacks. ============ */ qboolean CanDamage( gentity_t *targ, vec3_t origin ) { vec3_t dest; trace_t tr; vec3_t midpoint; // use the midpoint of the bounds instead of the origin, because // bmodels may have their origin is 0,0,0 VectorAdd( targ->r.absmin, targ->r.absmax, midpoint ); VectorScale( midpoint, 0.5, midpoint ); VectorCopy( midpoint, dest ); trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID ); if( tr.fraction == 1.0 || tr.entityNum == targ->s.number ) return qtrue; // this should probably check in the plane of projection, // rather than in world coordinate, and also include Z VectorCopy( midpoint, dest ); dest[ 0 ] += 15.0; dest[ 1 ] += 15.0; trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID ); if( tr.fraction == 1.0 ) return qtrue; VectorCopy( midpoint, dest ); dest[ 0 ] += 15.0; dest[ 1 ] -= 15.0; trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID ); if( tr.fraction == 1.0 ) return qtrue; VectorCopy( midpoint, dest ); dest[ 0 ] -= 15.0; dest[ 1 ] += 15.0; trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID ); if( tr.fraction == 1.0 ) return qtrue; VectorCopy( midpoint, dest ); dest[ 0 ] -= 15.0; dest[ 1 ] -= 15.0; trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID ); if( tr.fraction == 1.0 ) return qtrue; return qfalse; } /* ============ G_SelectiveRadiusDamage ============ */ qboolean G_SelectiveRadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod, int team ) { float points, dist; gentity_t *ent; int entityList[ MAX_GENTITIES ]; int numListedEntities; vec3_t mins, maxs; vec3_t v; vec3_t dir; int i, e; qboolean hitClient = qfalse; if( radius < 1 ) radius = 1; for( i = 0; i < 3; i++ ) { mins[ i ] = origin[ i ] - radius; maxs[ i ] = origin[ i ] + radius; } numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( e = 0; e < numListedEntities; e++ ) { ent = &g_entities[ entityList[ e ] ]; if( ent == ignore ) continue; if( !ent->takedamage ) continue; if( ent->flags & FL_NOTARGET ) continue; // find the distance from the edge of the bounding box for( i = 0 ; i < 3 ; i++ ) { if( origin[ i ] < ent->r.absmin[ i ] ) v[ i ] = ent->r.absmin[ i ] - origin[ i ]; else if( origin[ i ] > ent->r.absmax[ i ] ) v[ i ] = origin[ i ] - ent->r.absmax[ i ]; else v[ i ] = 0; } dist = VectorLength( v ); if( dist >= radius ) continue; points = damage * ( 1.0 - dist / radius ); if( CanDamage( ent, origin ) && ( ( ent->client && ent->client->ps.stats[ STAT_TEAM ] != team ) || ( ent->s.eType == ET_BUILDABLE && BG_Buildable( ent->s.modelindex )->team != team ) ) ) { VectorSubtract( ent->r.currentOrigin, origin, dir ); // push the center of mass higher than the origin so players // get knocked into the air more dir[ 2 ] += 24; hitClient = qtrue; G_Damage( ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS|DAMAGE_NO_LOCDAMAGE, mod ); } } return hitClient; } /* ============ G_Knockback ============ */ void G_Knockback( gentity_t *targ, vec3_t dir, int knockback ) { if( knockback && targ->client ) { vec3_t kvel; float mass; mass = 200; // Halve knockback for bsuits if( targ->client && targ->client->ps.stats[ STAT_TEAM ] == TEAM_HUMANS && BG_InventoryContainsUpgrade( UP_BATTLESUIT, targ->client->ps.stats ) ) mass += 400; // Halve knockback for crouching players if(targ->client->ps.pm_flags&PMF_DUCKED) knockback /= 2; VectorScale( dir, g_knockback.value * (float)knockback / mass, kvel ); VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity ); // set the timer so that the other client can't cancel // out the movement immediately if( !targ->client->ps.pm_time ) { int t; t = knockback * 2; if( t < 50 ) t = 50; if( t > 200 ) t = 200; targ->client->ps.pm_time = t; targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK; } } } /* ============ G_RadiusDamage ============ */ qboolean G_RadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod ) { float points, dist; gentity_t *ent; int entityList[ MAX_GENTITIES ]; int numListedEntities; vec3_t mins, maxs; vec3_t v; vec3_t dir; int i, e; qboolean hitClient = qfalse; if( radius < 1 ) radius = 1; for( i = 0; i < 3; i++ ) { mins[ i ] = origin[ i ] - radius; maxs[ i ] = origin[ i ] + radius; } numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES ); for( e = 0; e < numListedEntities; e++ ) { ent = &g_entities[ entityList[ e ] ]; if( ent == ignore ) continue; if( !ent->takedamage ) continue; // find the distance from the edge of the bounding box for( i = 0; i < 3; i++ ) { if( origin[ i ] < ent->r.absmin[ i ] ) v[ i ] = ent->r.absmin[ i ] - origin[ i ]; else if( origin[ i ] > ent->r.absmax[ i ] ) v[ i ] = origin[ i ] - ent->r.absmax[ i ]; else v[ i ] = 0; } dist = VectorLength( v ); if( dist >= radius ) continue; points = damage * ( 1.0 - dist / radius ); if( CanDamage( ent, origin ) ) { VectorSubtract( ent->r.currentOrigin, origin, dir ); // push the center of mass higher than the origin so players // get knocked into the air more dir[ 2 ] += 24; hitClient = qtrue; G_Damage( ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS|DAMAGE_NO_LOCDAMAGE, mod ); } } return hitClient; } /* ================ G_LogDestruction Log deconstruct/destroy events ================ */ void G_LogDestruction( gentity_t *self, gentity_t *actor, int mod ) { buildFate_t fate; switch( mod ) { case MOD_DECONSTRUCT: fate = BF_DECONSTRUCT; break; case MOD_REPLACE: fate = BF_REPLACE; break; case MOD_NOCREEP: fate = ( actor->client ) ? BF_UNPOWER : BF_AUTO; break; case MOD_NOBP: fate = BF_UNPOWER; break; default: if( actor->client ) { if( actor->client->pers.teamSelection == BG_Buildable( self->s.modelindex )->team ) { fate = BF_TEAMKILL; } else fate = BF_DESTROY; } else fate = BF_AUTO; break; } G_BuildLogAuto( actor, self, fate ); // don't log when marked structures are removed if( mod == MOD_REPLACE ) return; G_LogPrintf( S_COLOR_YELLOW "Deconstruct: %d %d %s %s: %s %s by %s\n", actor - g_entities, self - g_entities, BG_Buildable( self->s.modelindex )->name, modNames[ mod ], BG_Buildable( self->s.modelindex )->humanName, mod == MOD_DECONSTRUCT ? "deconstructed" : "destroyed", actor->client ? actor->client->pers.netname : "" ); // No-power deaths for humans come after some minutes and it's confusing // when the messages appear attributed to the deconner. Just don't print them. if( ( mod == MOD_NOCREEP && mod == MOD_NOBP ) && actor->client && actor->client->pers.teamSelection == TEAM_HUMANS ) return; if( actor->client && actor->client->pers.teamSelection == BG_Buildable( self->s.modelindex )->team ) { G_TeamCommand( actor->client->ps.stats[ STAT_TEAM ], va( "print \"^3[%s] ^5%s ^5%s ^5by ^7%s\n\"", mod == MOD_DECONSTRUCT ? "BASE DECONSTRUCT" : "BASE DESTROY", BG_Buildable( self->s.modelindex )->humanName, mod == MOD_DECONSTRUCT ? "deconstructed" : "destroyed", actor->client->pers.netname ) ); } } const static combatStatsWeapon_t modToCsw[ ] = { #define MOD(a,b) b #include "bg_mod.h" #undef MOD }; const static char *cswStrings[ ] = { #define CSW(a,b,c,d) #a #include "g_csw.h" #undef CSW }; const static int cswToMod[ ] = { #define CSW(a,b,c,d) b #include "g_csw.h" #undef CSW }; /* ================ G_CombatStats_Fire G_CombatStats_FireMOD Register a weapon shot ================ */ void G_CombatStats_Fire( gentity_t *ent, combatStatsWeapon_t weapon, int damage ) { // combatStats_t *cs; if( !ent || !ent->client ) return; ent->client->pers.combatStats[ weapon ].fired += damage; if( g_debugDamage.integer > 3 ) Com_Printf( "player %i fired %s, damage: %i\n", (int)(ent - g_entities), cswStrings[ weapon ], damage ); } void G_CombatStats_FireMOD( gentity_t *ent, meansOfDeath_t mod, int damage ) { G_CombatStats_Fire( ent, modToCsw[ mod ], damage ); } /* ================ G_CombatStats_Hit G_CombatStats_HitMOD Register a weapon hit ================ */ void G_CombatStats_Hit( gentity_t *ent, gentity_t *hit, combatStatsWeapon_t weapon, int damage ) { combatStatsDmgType_t type; if( !ent || !ent->client || !hit ) return; if( hit == ent ) type = CSD_SELF; else if( hit->s.eType == ET_BUILDABLE ) { if( ent->client->pers.teamSelection == hit->buildableTeam ) type = CSD_FRIENDLY_BUILDABLE; else type = CSD_ENEMY_BUILDABLE; } else if( hit->client ) { if( ent->client->pers.teamSelection == hit->client->pers.teamSelection ) type = CSD_FRIENDLY; else type = CSD_ENEMY; } else return; if( g_debugDamage.integer > 3 ) Com_Printf( "player %i hit %s %i with %s, damage: %i\n", (int)(ent - g_entities), ( type == CSD_FRIENDLY_BUILDABLE ) ? "a friendly buildable" : ( type == CSD_ENEMY_BUILDABLE ) ? "an enemy buildable" : ( type == CSD_FRIENDLY ) ? "a friendly player" : ( type == CSD_ENEMY ) ? "an enemy player" : "themselves", (int)(hit - g_entities), cswStrings[ weapon ], damage ); ent->client->pers.combatStats[ weapon ].dealt[ type ] += damage; } void G_CombatStats_HitMOD( gentity_t *ent, gentity_t *hit, meansOfDeath_t mod, int damage ) { G_CombatStats_Hit( ent, hit, modToCsw[ mod ], damage ); } /* ================ G_CalculateCombatRanks ================ */ typedef struct { gentity_t *ent; float value; } csrSample_t; int csrSampleCmp( const csrSample_t *a, const csrSample_t *b ) { return ( a->value < b->value ) ? 1 : -1; } void G_CalculateCombatRanks( void ) { gentity_t *ent; combatStatsWeapon_t weapon; combatStats_t *stats; combatRanks_t *ranks; int i, sample_count, rank; csrSample_t samples[ MAX_CLIENTS ]; float last; // reset all ranks for( ent = g_entities; ent < g_entities + MAX_CLIENTS; ent++ ) if( ent->client ) memset( &ent->client->pers.combatRanks, 0, sizeof( combatRanks_t ) ); for( weapon = CSW_UNKNOWN + 1; weapon < CSW_MAX; weapon++ ) { for( sample_count = 0, ent = g_entities; ent < g_entities + MAX_CLIENTS; ent++ ) { if( !ent->inuse || !ent->client || ent->client->pers.connected == CON_CONNECTING ) continue; stats = ent->client->pers.combatStats + weapon; ranks = ent->client->pers.combatRanks + weapon; if( !stats->fired ) continue; ranks->inuse = qtrue; ranks->skill = ( stats->dealt[ CSD_ENEMY ] + stats->dealt[ CSD_ENEMY_BUILDABLE ] - stats->dealt[ CSD_FRIENDLY ] - stats->dealt[ CSD_FRIENDLY_BUILDABLE ] - stats->dealt[ CSD_SELF ] ) / (float)stats->fired; samples[ sample_count ].ent = ent; samples[ sample_count++ ].value = ranks->skill; } if( sample_count < 2 ) continue; qsort( samples, sample_count, sizeof( csrSample_t ), (int(*)(const void*,const void*))csrSampleCmp ); for( i = 0, rank = 0; i < sample_count; i++ ) { combatRanks_t *ranks = samples[ i ].ent->client->pers.combatRanks + weapon; if( i > 0 && fabs( last - samples[ i ].value ) > 1.0e-5 ) rank++; ranks->ranked = qtrue; ranks->skill_pc = rank; last = samples[ i ].value; } for( i = 0; i < sample_count; i++ ) { float *skill = &samples[ i ].ent->client->pers.combatRanks[ weapon ].skill_pc; (*skill) = 1.0f - (*skill) / ( (float)rank + 1 ); } } level.combatRanksTime = level.time; } /* ================ G_LogCombatSettings Log settings of all combat stats weapons ================ */ void G_LogCombatSettings( void ) { int i; char buffer[ 4096 ], *p = buffer; static const int cswDamages[ ] = { #define CSW(a,b,c,d) (d) #include "g_csw.h" #undef CSW }; for( i = CSW_UNKNOWN + 1; i < CSW_MAX; i++ ) { Com_sprintf( p, 4096 - ( p - buffer ), " %s %i", modNames[ cswToMod[ i ] ], cswDamages[ i ] ); while( *p ) p++; } G_LogPrintf( "CombatSettings:%s\n", buffer ); } /* ================ G_LogCombatStats Write combat stats of a player to the game log ================ */ void G_LogCombatStats( gentity_t *ent ) { int i; char buffer[ 4096 ], *p = buffer; for( i = 0; i < CSW_MAX; i++ ) { combatStats_t *cs = ent->client->pers.combatStats + i; // skip unused weapons if( !cs->fired ) continue; Com_sprintf( p, 4096 - ( p - buffer ), " %s %i,%i,%i,%i,%i,%i", modNames[ cswToMod[ i ] ], cs->fired, cs->dealt[ CSD_ENEMY ], cs->dealt[ CSD_FRIENDLY ], cs->dealt[ CSD_ENEMY_BUILDABLE ], cs->dealt[ CSD_FRIENDLY_BUILDABLE ], cs->dealt[ CSD_SELF ] ); while( *p ) p++; } if( p != buffer ) G_LogPrintf( "CombatStats: %i%s\n", ent - g_entities, buffer ); }