Fix removal of the locked waypoint
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
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 oldsolid = ent.dphitcontentsmask;
30         Weapon wep = DEATH_WEAPONOF(deathtype);
31         if(!IS_CLIENT(ent))
32                 antilag = false; // no antilag for non-clients!
33         if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
34         {
35                 // This is the reason rifle, MG, OKMG and other fireBullet weapons don't hit the crosshair when shooting at walls.
36                 // This is intentional, otherwise if you stand too close to a (glass) wall and attempt to shoot an enemy through it,
37                 // trueaim will cause the shot to hit the wall exactly but then miss the enemy (unless shooting from eye/center).
38                 // TODO for fireBullet, find how far the shot will penetrate and aim at that
39                 //      for fireRailgunbullet, find the farthest target and aim at that
40                 //      this will avoid issues when another player is passing in front of you when you shoot
41                 //      (currently such a shot will hit him but then miss the original target)
42                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
43         }
44         else
45                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
46         if(antilag)
47                 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
48                 // passing NULL, because we do NOT want it to touch dphitcontentsmask
49         else
50                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
51         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
52
53         vector vf, vr, vu;
54         vf = v_forward;
55         vr = v_right;
56         vu = v_up;
57         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
58         v_forward = vf;
59         v_right = vr;
60         v_up = vu;
61
62         // un-adjust trueaim if shotend is too close
63         if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
64                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
65
66         // track max damage
67         if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
68                 accuracy_add(ent, wep, maxdamage, 0);
69
70         if(IS_PLAYER(ent))
71                 W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
72
73         vector md = ent.(weaponentity).movedir;
74         vector vecs = ((md.x > 0) ? md : '0 0 0');
75
76         vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
77         w_shotorg = ent.origin + ent.view_ofs;
78
79         // now move the shotorg forward as much as requested if possible
80         if(antilag)
81         {
82                 if(CS(ent).antilag_debug)
83                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, CS(ent).antilag_debug);
84                 else
85                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
86         }
87         else
88                 tracebox(w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent);
89         w_shotorg = trace_endpos;
90         // calculate the shotdir from the chosen shotorg
91         if(W_DualWielding(ent))
92                 w_shotdir = s_forward;
93         else
94                 w_shotdir = normalize(w_shotend - w_shotorg);
95
96         //vector prevdir = w_shotdir;
97         //vector prevorg = w_shotorg;
98         //vector prevend = w_shotend;
99
100         if (antilag)
101         if (!CS(ent).cvar_cl_noantilag)
102         {
103                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
104                 {
105                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
106                         if (!trace_ent.takedamage)
107                         {
108                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
109                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
110                                 {
111                                         entity e;
112                                         e = trace_ent;
113                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
114                                         if(trace_ent == e)
115                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
116                                 }
117                         }
118                 }
119                 else if(autocvar_g_antilag == 3) // client side hitscan
120                 {
121                         // this part MUST use prydon cursor
122                         if (CS(ent).cursor_trace_ent)                 // client was aiming at someone
123                         if (CS(ent).cursor_trace_ent != ent)         // just to make sure
124                         if (CS(ent).cursor_trace_ent.takedamage)      // and that person is killable
125                         if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
126                         {
127                                 // verify that the shot would miss without antilag
128                                 // (avoids an issue where guns would always shoot at their origin)
129                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
130                                 if (!trace_ent.takedamage)
131                                 {
132                                         // verify that the shot would hit if altered
133                                         traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
134                                         if (trace_ent == CS(ent).cursor_trace_ent)
135                                                 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
136                                         else
137                                                 LOG_INFO("antilag fail");
138                                 }
139                         }
140                 }
141         }
142
143         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
144
145         if (!autocvar_g_norecoil)
146                 ent.punchangle_x = recoil * -1;
147
148         if (snd != SND_Null) {
149                 sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
150                 W_PlayStrengthSound(ent);
151         }
152
153         // nudge w_shotend so a trace to w_shotend hits
154         w_shotend = w_shotend + normalize(w_shotend - w_shotorg);
155         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
156         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
157         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
158 }
159
160 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
161 {
162         vector mdirection;
163         float mspeed;
164         vector outvelocity;
165
166         mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
167
168         mdirection = normalize(mvelocity);
169         mspeed = vlen(mvelocity);
170
171         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);
172
173         return outvelocity;
174 }
175
176 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
177 {
178         if(proj.owner == NULL)
179                 error("Unowned missile");
180
181         dir = dir + upDir * (pUpSpeed / pSpeed);
182         dir.z += pZSpeed / pSpeed;
183         pSpeed *= vlen(dir);
184         dir = normalize(dir);
185
186         #if 0
187         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
188         {
189                 mspercallsum = mspercallcount = 0;
190                 mspercallsstyle = autocvar_g_projectiles_spread_style;
191         }
192         mspercallsum -= gettime(GETTIME_HIRES);
193         #endif
194
195         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
196
197         #if 0
198         mspercallsum += gettime(GETTIME_HIRES);
199         mspercallcount += 1;
200         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
201         #endif
202
203         proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
204 }
205
206
207 // ====================
208 //  Ballistics Tracing
209 // ====================
210
211 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
212 {
213         entity pseudoprojectile = NULL;
214
215         vector dir = normalize(end - start);
216         float length = vlen(end - start);
217         vector force = dir * bforce;
218
219         // go a little bit into the wall because we need to hit this wall later
220         end = end + dir;
221
222         float totaldmg = 0;
223
224         // trace multiple times until we hit a wall, each obstacle will be made
225         // non-solid so we can hit the next, while doing this we spawn effects and
226         // note down which entities were hit so we can damage them later
227         entity o = this;
228         while (1)
229         {
230                 if(CS(this).antilag_debug)
231                         WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
232                 else
233                         WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
234                 if(o && WarpZone_trace_firstzone)
235                 {
236                         o = NULL;
237                         continue;
238                 }
239
240                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
241                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
242
243                 // if it is NULL we can't hurt it so stop now
244                 if (trace_ent == NULL || trace_fraction == 1)
245                         break;
246
247                 // make the entity non-solid so we can hit the next one
248                 IL_PUSH(g_railgunhit, trace_ent);
249                 trace_ent.railgunhit = true;
250                 trace_ent.railgunhitloc = end;
251                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
252                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
253                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
254
255                 // stop if this is a wall
256                 if (trace_ent.solid == SOLID_BSP)
257                         break;
258
259                 // make the entity non-solid
260                 trace_ent.solid = SOLID_NOT;
261         }
262
263         vector endpoint = trace_endpos;
264         entity endent = trace_ent;
265         float endq3surfaceflags = trace_dphitq3surfaceflags;
266
267         // find all the entities the railgun hit and restore their solid state
268         IL_EACH(g_railgunhit, it.railgunhit,
269         {
270                 it.solid = it.railgunhitsolidbackup;
271         });
272
273         // spawn a temporary explosion entity for RadiusDamage calls
274         //explosion = spawn();
275
276         // Find all non-hit players the beam passed close by
277         if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
278         {
279                 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
280                         if(!it.railgunhit)
281                         if(!(IS_SPEC(it) && it.enemy == this))
282                         {
283                                 msg_entity = it;
284                                 // nearest point on the beam
285                                 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
286
287                                 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
288                                 if(f <= 0)
289                                         continue;
290
291                                 if(!pseudoprojectile)
292                                         pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
293                                 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
294                         }
295                 });
296
297                 if(pseudoprojectile)
298                         delete(pseudoprojectile);
299         }
300
301         // find all the entities the railgun hit and hurt them
302         IL_EACH(g_railgunhit, it.railgunhit,
303         {
304                 // removal from the list is handled below
305
306                 // get the details we need to call the damage function
307                 vector hitloc = it.railgunhitloc;
308
309                 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
310                 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
311
312                 if(accuracy_isgooddamage(this, it))
313                         totaldmg += bdamage * foff;
314
315                 // apply the damage
316                 if (it.takedamage)
317                         Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
318
319                 // create a small explosion to throw gibs around (if applicable)
320                 //setorigin(explosion, hitloc);
321                 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
322
323                 it.railgunhitloc = '0 0 0';
324                 it.railgunhitsolidbackup = SOLID_NOT;
325                 it.railgunhit = false;
326                 it.railgundistance = 0;
327         });
328
329         IL_CLEAR(g_railgunhit);
330
331         // calculate hits and fired shots for hitscan
332         if(this.(weaponentity))
333                 accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
334
335         trace_endpos = endpoint;
336         trace_ent = endent;
337         trace_dphitq3surfaceflags = endq3surfaceflags;
338 }
339
340 void fireBullet_trace_callback(vector start, vector hit, vector end)
341 {
342         if(vdist(hit - start, >, 16))
343                 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
344         WarpZone_trace_forent = NULL;
345         fireBullet_last_hit = NULL;
346 }
347
348 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)
349 {
350         vector  end;
351
352         dir = normalize(dir + randomvec() * spread);
353         end = start + dir * max_shot_distance;
354
355         fireBullet_last_hit = NULL;
356         fireBullet_trace_callback_eff = tracer_effect;
357
358         float solid_penetration_left = 1;
359         float total_damage = 0;
360
361         float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
362         if(lag < 0.001)
363                 lag = 0;
364         bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
365         if(autocvar_g_antilag == 0 || noantilag)
366                 lag = 0; // only do hitscan, but no antilag
367         if(lag)
368                 antilag_takeback_all(this, lag);
369
370         // change shooter to SOLID_BBOX so the shot can hit corpses
371         int oldsolid = this.dphitcontentsmask;
372         if(this)
373                 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
374
375         WarpZone_trace_forent = this;
376
377         for (;;)
378         {
379                 // TODO also show effect while tracing
380                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
381                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
382                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
383                 start = trace_endpos;
384                 entity hit = trace_ent;
385
386                 // traced up to max_shot_distance and didn't hit anything at all
387                 if (trace_fraction == 1.0)
388                         break;
389
390                 // When hitting sky, stop.
391                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
392                         break;
393
394                 // can't use noimpact, as we need to pass through walls
395                 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
396                         //break;
397
398                 // if we hit "weapclip", bail out
399                 //
400                 // rationale of this check:
401                 //
402                 // any shader that is solid, nodraw AND trans is meant to clip weapon
403                 // shots and players, but has no other effect!
404                 //
405                 // if it is not trans, it is caulk and should not have this side effect
406                 //
407                 // matching shaders:
408                 //   common/weapclip (intended)
409                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
410                 bool is_weapclip = false;
411                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
412                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
413                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
414                         is_weapclip = true;
415
416                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
417                         Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
418
419                 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).
420                 {
421                         fireBullet_last_hit = hit;
422                         yoda = 0;
423                         MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
424                         damage = M_ARGV(4, float);
425                         bool gooddamage = accuracy_isgooddamage(this, hit);
426                         Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
427                         // calculate hits for ballistic weapons
428                         if(gooddamage)
429                         {
430                                 // do not exceed 100%
431                                 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
432                                 total_damage += damage * solid_penetration_left;
433                                 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
434                         }
435                 }
436
437                 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
438                         break;
439
440                 // go through solid!
441                 // outside the world? forget it
442                 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)
443                         break;
444
445                 float maxdist;
446                 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
447                 if(max_solid_penetration < 0)
448                         break;
449                 else if(hitstore.ballistics_density < -1)
450                         break; // -2: no solid penetration, ever
451                 else if(hitstore.ballistics_density < 0)
452                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
453                 else if(hitstore.ballistics_density == 0)
454                         maxdist = max_solid_penetration * solid_penetration_left;
455                 else
456                         maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
457
458                 if(maxdist <= autocvar_g_ballistics_mindistance)
459                         break;
460
461                 // move the entity along its velocity until it's out of solid, then let it resume
462                 // The previously hit entity is ignored here!
463                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
464                 if(trace_fraction == 1) // 1: we never got out of solid
465                         break;
466
467                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
468                 // fraction_used_of_what_is_left = dist_taken / maxdist
469                 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
470                 solid_penetration_left *= 1 - dist_taken / maxdist;
471                 solid_penetration_left = max(solid_penetration_left, 0);
472
473                 // Only show effect when going through a player (invisible otherwise)
474                 if (hit && (hit.solid != SOLID_BSP))
475                         if(vdist(trace_endpos - start, >, 4))
476                                 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
477
478                 start = trace_endpos;
479
480                 if(hit.solid == SOLID_BSP)
481                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
482         }
483
484         if(lag)
485                 antilag_restore_all(this);
486
487         // restore shooter solid type
488         if(this)
489                 this.dphitcontentsmask = oldsolid;
490 }