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