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