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1 #include "tracing.qh"
2
3 #include <common/effects/all.qh>
4
5 #include "accuracy.qh"
6 #include "common.qh"
7 #include "hitplot.qh"
8 #include "weaponsystem.qh"
9
10 #include "../g_damage.qh"
11 #include "../antilag.qh"
12
13 #include <common/constants.qh>
14 #include <common/net_linked.qh>
15 #include <common/util.qh>
16
17 #include <common/weapons/_all.qh>
18 #include <common/wepent.qh>
19 #include <common/state.qh>
20
21 #include <lib/warpzone/common.qh>
22
23 // this function calculates w_shotorg and w_shotdir based on the weapon model
24 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
25 // make sure you call makevectors first (FIXME?)
26 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, .entity weaponentity, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range, int deathtype)
27 {
28         TC(Sound, snd);
29         float nudge = 1; // added to traceline target and subtracted from result  TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
30         float oldsolid = ent.dphitcontentsmask;
31         Weapon wep = DEATH_WEAPONOF(deathtype);
32         if(!IS_CLIENT(ent))
33                 antilag = false; // no antilag for non-clients!
34         if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
35         {
36                 // This is the reason rifle, MG, OKMG and other fireBullet weapons don't hit the crosshair when shooting at walls.
37                 // This is intentional, otherwise if you stand too close to a (glass) wall and attempt to shoot an enemy through it,
38                 // trueaim will cause the shot to hit the wall exactly but then miss the enemy (unless shooting from eye/center).
39                 // TODO for fireBullet, find how far the shot will penetrate and aim at that
40                 //      for fireRailgunbullet, find the farthest target and aim at that
41                 //      this will avoid issues when another player is passing in front of you when you shoot
42                 //      (currently such a shot will hit him but then miss the original target)
43                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
44         }
45         else
46                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
47         if(antilag)
48                 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
49                 // passing NULL, because we do NOT want it to touch dphitcontentsmask
50         else
51                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
52         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
53
54         vector vf, vr, vu;
55         vf = v_forward;
56         vr = v_right;
57         vu = v_up;
58         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
59         v_forward = vf;
60         v_right = vr;
61         v_up = vu;
62
63         // un-adjust trueaim if shotend is too close
64         if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
65                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
66
67         // track max damage
68         if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
69                 accuracy_add(ent, wep, maxdamage, 0);
70
71         if(IS_PLAYER(ent))
72                 W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
73
74         vector md = ent.(weaponentity).movedir;
75         vector vecs = ((md.x > 0) ? md : '0 0 0');
76
77         vector dv = v_right * -vecs.y + v_up * vecs.z;
78         w_shotorg = ent.origin + ent.view_ofs + dv;
79
80         // now move the shotorg forward as much as requested if possible
81         if(antilag)
82         {
83                 if(CS(ent).antilag_debug)
84                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
85                 else
86                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
87         }
88         else
89                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
90         w_shotorg = trace_endpos - v_forward * nudge;
91         // calculate the shotdir from the chosen shotorg
92         if(W_DualWielding(ent))
93                 w_shotdir = s_forward;
94         else
95                 w_shotdir = normalize(w_shotend - w_shotorg);
96
97         //vector prevdir = w_shotdir;
98         //vector prevorg = w_shotorg;
99         //vector prevend = w_shotend;
100
101         if (antilag)
102         if (!CS(ent).cvar_cl_noantilag)
103         {
104                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
105                 {
106                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
107                         if (!trace_ent.takedamage)
108                         {
109                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
110                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
111                                 {
112                                         entity e;
113                                         e = trace_ent;
114                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
115                                         if(trace_ent == e)
116                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
117                                 }
118                         }
119                 }
120                 else if(autocvar_g_antilag == 3) // client side hitscan
121                 {
122                         // this part MUST use prydon cursor
123                         if (CS(ent).cursor_trace_ent)                 // client was aiming at someone
124                         if (CS(ent).cursor_trace_ent != ent)         // just to make sure
125                         if (CS(ent).cursor_trace_ent.takedamage)      // and that person is killable
126                         if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
127                         {
128                                 // verify that the shot would miss without antilag
129                                 // (avoids an issue where guns would always shoot at their origin)
130                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
131                                 if (!trace_ent.takedamage)
132                                 {
133                                         // verify that the shot would hit if altered
134                                         traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
135                                         if (trace_ent == CS(ent).cursor_trace_ent)
136                                                 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
137                                         else
138                                                 LOG_INFO("antilag fail");
139                                 }
140                         }
141                 }
142         }
143
144         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
145
146         if (!autocvar_g_norecoil)
147                 ent.punchangle_x = recoil * -1;
148
149         if (snd != SND_Null) {
150                 sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
151                 W_PlayStrengthSound(ent);
152         }
153
154         // nudge w_shotend so a trace to w_shotend hits
155         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
156         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
157         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
158         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
159 }
160
161 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
162 {
163         vector mdirection;
164         float mspeed;
165         vector outvelocity;
166
167         mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
168
169         mdirection = normalize(mvelocity);
170         mspeed = vlen(mvelocity);
171
172         outvelocity = get_shotvelocity(pvelocity, mdirection, mspeed, (forceAbsolute ? 0 : autocvar_g_projectiles_newton_style), autocvar_g_projectiles_newton_style_2_minfactor, autocvar_g_projectiles_newton_style_2_maxfactor);
173
174         return outvelocity;
175 }
176
177 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
178 {
179         if(proj.owner == NULL)
180                 error("Unowned missile");
181
182         dir = dir + upDir * (pUpSpeed / pSpeed);
183         dir.z += pZSpeed / pSpeed;
184         pSpeed *= vlen(dir);
185         dir = normalize(dir);
186
187         #if 0
188         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
189         {
190                 mspercallsum = mspercallcount = 0;
191                 mspercallsstyle = autocvar_g_projectiles_spread_style;
192         }
193         mspercallsum -= gettime(GETTIME_HIRES);
194         #endif
195
196         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
197
198         #if 0
199         mspercallsum += gettime(GETTIME_HIRES);
200         mspercallcount += 1;
201         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
202         #endif
203
204         proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
205 }
206
207
208 // ====================
209 //  Ballistics Tracing
210 // ====================
211
212 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
213 {
214         entity pseudoprojectile = NULL;
215
216         vector dir = normalize(end - start);
217         float length = vlen(end - start);
218         vector force = dir * bforce;
219
220         // go a little bit into the wall because we need to hit this wall later
221         end = end + dir;
222
223         float totaldmg = 0;
224
225         // trace multiple times until we hit a wall, each obstacle will be made
226         // non-solid so we can hit the next, while doing this we spawn effects and
227         // note down which entities were hit so we can damage them later
228         entity o = this;
229         while (1)
230         {
231                 if(CS(this).antilag_debug)
232                         WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
233                 else
234                         WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
235                 if(o && WarpZone_trace_firstzone)
236                 {
237                         o = NULL;
238                         continue;
239                 }
240
241                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
242                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
243
244                 // if it is NULL we can't hurt it so stop now
245                 if (trace_ent == NULL || trace_fraction == 1)
246                         break;
247
248                 // make the entity non-solid so we can hit the next one
249                 IL_PUSH(g_railgunhit, trace_ent);
250                 trace_ent.railgunhit = true;
251                 trace_ent.railgunhitloc = end;
252                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
253                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
254                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
255
256                 // stop if this is a wall
257                 if (trace_ent.solid == SOLID_BSP)
258                         break;
259
260                 // make the entity non-solid
261                 trace_ent.solid = SOLID_NOT;
262         }
263
264         vector endpoint = trace_endpos;
265         entity endent = trace_ent;
266         float endq3surfaceflags = trace_dphitq3surfaceflags;
267
268         // find all the entities the railgun hit and restore their solid state
269         IL_EACH(g_railgunhit, it.railgunhit,
270         {
271                 it.solid = it.railgunhitsolidbackup;
272         });
273
274         // spawn a temporary explosion entity for RadiusDamage calls
275         //explosion = spawn();
276
277         // Find all non-hit players the beam passed close by
278         if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
279         {
280                 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
281                         if(!it.railgunhit)
282                         if(!(IS_SPEC(it) && it.enemy == this))
283                         {
284                                 msg_entity = it;
285                                 // nearest point on the beam
286                                 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
287
288                                 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
289                                 if(f <= 0)
290                                         continue;
291
292                                 if(!pseudoprojectile)
293                                         pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
294                                 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
295                         }
296                 });
297
298                 if(pseudoprojectile)
299                         delete(pseudoprojectile);
300         }
301
302         // find all the entities the railgun hit and hurt them
303         IL_EACH(g_railgunhit, it.railgunhit,
304         {
305                 // removal from the list is handled below
306
307                 // get the details we need to call the damage function
308                 vector hitloc = it.railgunhitloc;
309
310                 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
311                 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
312
313                 if(accuracy_isgooddamage(this, it))
314                         totaldmg += bdamage * foff;
315
316                 // apply the damage
317                 if (it.takedamage)
318                         Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
319
320                 // create a small explosion to throw gibs around (if applicable)
321                 //setorigin(explosion, hitloc);
322                 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
323
324                 it.railgunhitloc = '0 0 0';
325                 it.railgunhitsolidbackup = SOLID_NOT;
326                 it.railgunhit = false;
327                 it.railgundistance = 0;
328         });
329
330         IL_CLEAR(g_railgunhit);
331
332         // calculate hits and fired shots for hitscan
333         if(this.(weaponentity))
334                 accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
335
336         trace_endpos = endpoint;
337         trace_ent = endent;
338         trace_dphitq3surfaceflags = endq3surfaceflags;
339 }
340
341 void fireBullet_trace_callback(vector start, vector hit, vector end)
342 {
343         if(vdist(hit - start, >, 16))
344                 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
345         WarpZone_trace_forent = NULL;
346         fireBullet_last_hit = NULL;
347 }
348
349 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect)
350 {
351         vector  end;
352
353         dir = normalize(dir + randomvec() * spread);
354         end = start + dir * max_shot_distance;
355
356         fireBullet_last_hit = NULL;
357         fireBullet_trace_callback_eff = tracer_effect;
358
359         float solid_penetration_left = 1;
360         float total_damage = 0;
361
362         float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
363         if(lag < 0.001)
364                 lag = 0;
365         bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
366         if(autocvar_g_antilag == 0 || noantilag)
367                 lag = 0; // only do hitscan, but no antilag
368         if(lag)
369                 antilag_takeback_all(this, lag);
370
371         // change shooter to SOLID_BBOX so the shot can hit corpses
372         int oldsolid = this.dphitcontentsmask;
373         if(this)
374                 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
375
376         WarpZone_trace_forent = this;
377
378         for (;;)
379         {
380                 // TODO also show effect while tracing
381                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
382                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
383                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
384                 start = trace_endpos;
385                 entity hit = trace_ent;
386
387                 // traced up to max_shot_distance and didn't hit anything at all
388                 if (trace_fraction == 1.0)
389                         break;
390
391                 // When hitting sky, stop.
392                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
393                         break;
394
395                 // can't use noimpact, as we need to pass through walls
396                 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
397                         //break;
398
399                 // if we hit "weapclip", bail out
400                 //
401                 // rationale of this check:
402                 //
403                 // any shader that is solid, nodraw AND trans is meant to clip weapon
404                 // shots and players, but has no other effect!
405                 //
406                 // if it is not trans, it is caulk and should not have this side effect
407                 //
408                 // matching shaders:
409                 //   common/weapclip (intended)
410                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
411                 bool is_weapclip = false;
412                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
413                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
414                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
415                         is_weapclip = true;
416
417                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
418                         Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
419
420                 if (hit && hit != WarpZone_trace_forent && hit != fireBullet_last_hit)  // Avoid self-damage (except after going through a warp); avoid hitting the same entity twice (engine bug).
421                 {
422                         fireBullet_last_hit = hit;
423                         yoda = 0;
424                         MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
425                         damage = M_ARGV(4, float);
426                         bool gooddamage = accuracy_isgooddamage(this, hit);
427                         Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
428                         // calculate hits for ballistic weapons
429                         if(gooddamage)
430                         {
431                                 // do not exceed 100%
432                                 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
433                                 total_damage += damage * solid_penetration_left;
434                                 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
435                         }
436                 }
437
438                 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
439                         break;
440
441                 // go through solid!
442                 // outside the world? forget it
443                 if(start.x > world.maxs.x || start.y > world.maxs.y || start.z > world.maxs.z || start.x < world.mins.x || start.y < world.mins.y || start.z < world.mins.z)
444                         break;
445
446                 float maxdist;
447                 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
448                 if(max_solid_penetration < 0)
449                         break;
450                 else if(hitstore.ballistics_density < -1)
451                         break; // -2: no solid penetration, ever
452                 else if(hitstore.ballistics_density < 0)
453                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
454                 else if(hitstore.ballistics_density == 0)
455                         maxdist = max_solid_penetration * solid_penetration_left;
456                 else
457                         maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
458
459                 if(maxdist <= autocvar_g_ballistics_mindistance)
460                         break;
461
462                 // move the entity along its velocity until it's out of solid, then let it resume
463                 // The previously hit entity is ignored here!
464                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
465                 if(trace_fraction == 1) // 1: we never got out of solid
466                         break;
467
468                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
469                 // fraction_used_of_what_is_left = dist_taken / maxdist
470                 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
471                 solid_penetration_left *= 1 - dist_taken / maxdist;
472                 solid_penetration_left = max(solid_penetration_left, 0);
473
474                 // Only show effect when going through a player (invisible otherwise)
475                 if (hit && (hit.solid != SOLID_BSP))
476                         if(vdist(trace_endpos - start, >, 4))
477                                 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
478
479                 start = trace_endpos;
480
481                 if(hit.solid == SOLID_BSP)
482                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
483         }
484
485         if(lag)
486                 antilag_restore_all(this);
487
488         // restore shooter solid type
489         if(this)
490                 this.dphitcontentsmask = oldsolid;
491 }