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Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
1 #include "tracing.qh"
2
3 #include "accuracy.qh"
4 #include "common.qh"
5 #include "hitplot.qh"
6 #include "weaponsystem.qh"
7
8 #include "../g_damage.qh"
9 #include "../g_subs.qh"
10 #include "../antilag.qh"
11
12 #include <common/constants.qh>
13 #include <common/net_linked.qh>
14 #include <common/util.qh>
15
16 #include <common/weapons/_all.qh>
17 #include <common/state.qh>
18
19 #include <lib/warpzone/common.qh>
20
21 // this function calculates w_shotorg and w_shotdir based on the weapon model
22 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
23 // make sure you call makevectors first (FIXME?)
24 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)
25 {
26         TC(Sound, snd);
27         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?
28         float oldsolid;
29         vector vecs, dv;
30         oldsolid = ent.dphitcontentsmask;
31         if (IS_PLAYER(ent) && ent.(weaponentity).m_weapon == WEP_RIFLE)
32                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
33         else
34                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
35         if(antilag)
36                 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
37                 // passing NULL, because we do NOT want it to touch dphitcontentsmask
38         else
39                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
40         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
41
42         vector vf, vr, vu;
43         vf = v_forward;
44         vr = v_right;
45         vu = v_up;
46         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
47         v_forward = vf;
48         v_right = vr;
49         v_up = vu;
50
51         // un-adjust trueaim if shotend is too close
52         if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
53                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
54
55         // track max damage
56         if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
57                 accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0);
58
59         if(IS_PLAYER(ent))
60                 W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up);
61
62         vector md = ent.(weaponentity).movedir;
63         if(md.x > 0)
64                 vecs = md;
65         else
66                 vecs = '0 0 0';
67
68         dv = v_right * -vecs.y + v_up * vecs.z;
69         w_shotorg = ent.origin + ent.view_ofs + dv;
70
71         // now move the shotorg forward as much as requested if possible
72         if(antilag)
73         {
74                 if(CS(ent).antilag_debug)
75                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
76                 else
77                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
78         }
79         else
80                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
81         w_shotorg = trace_endpos - v_forward * nudge;
82         // calculate the shotdir from the chosen shotorg
83         w_shotdir = normalize(w_shotend - w_shotorg);
84
85         //vector prevdir = w_shotdir;
86         //vector prevorg = w_shotorg;
87         //vector prevend = w_shotend;
88
89         if (antilag)
90         if (!ent.cvar_cl_noantilag)
91         {
92                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
93                 {
94                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
95                         if (!trace_ent.takedamage)
96                         {
97                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
98                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
99                                 {
100                                         entity e;
101                                         e = trace_ent;
102                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
103                                         if(trace_ent == e)
104                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
105                                 }
106                         }
107                 }
108                 else if(autocvar_g_antilag == 3) // client side hitscan
109                 {
110                         // this part MUST use prydon cursor
111                         if (ent.cursor_trace_ent)                 // client was aiming at someone
112                         if (ent.cursor_trace_ent != ent)         // just to make sure
113                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
114                         if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
115                         {
116                                 // verify that the shot would miss without antilag
117                                 // (avoids an issue where guns would always shoot at their origin)
118                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
119                                 if (!trace_ent.takedamage)
120                                 {
121                                         // verify that the shot would hit if altered
122                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
123                                         if (trace_ent == ent.cursor_trace_ent)
124                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
125                                         else
126                                                 LOG_INFO("antilag fail\n");
127                                 }
128                         }
129                 }
130         }
131
132         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
133
134         if (!autocvar_g_norecoil)
135                 ent.punchangle_x = recoil * -1;
136
137         if (snd != SND_Null) {
138                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
139                 W_PlayStrengthSound(ent);
140         }
141
142         // nudge w_shotend so a trace to w_shotend hits
143         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
144         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
145         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
146         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
147 }
148
149 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
150 {
151         vector mdirection;
152         float mspeed;
153         vector outvelocity;
154
155         mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
156
157         mdirection = normalize(mvelocity);
158         mspeed = vlen(mvelocity);
159
160         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);
161
162         return outvelocity;
163 }
164
165 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
166 {
167         if(proj.owner == NULL)
168                 error("Unowned missile");
169
170         dir = dir + upDir * (pUpSpeed / pSpeed);
171         dir.z += pZSpeed / pSpeed;
172         pSpeed *= vlen(dir);
173         dir = normalize(dir);
174
175         #if 0
176         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
177         {
178                 mspercallsum = mspercallcount = 0;
179                 mspercallsstyle = autocvar_g_projectiles_spread_style;
180         }
181         mspercallsum -= gettime(GETTIME_HIRES);
182         #endif
183
184         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
185
186         #if 0
187         mspercallsum += gettime(GETTIME_HIRES);
188         mspercallcount += 1;
189         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
190         #endif
191
192         proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
193 }
194
195
196 // ====================
197 //  Ballistics Tracing
198 // ====================
199
200 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
201 {
202         entity pseudoprojectile = NULL;
203
204         vector dir = normalize(end - start);
205         float length = vlen(end - start);
206         vector force = dir * bforce;
207
208         // go a little bit into the wall because we need to hit this wall later
209         end = end + dir;
210
211         float totaldmg = 0;
212
213         // trace multiple times until we hit a wall, each obstacle will be made
214         // non-solid so we can hit the next, while doing this we spawn effects and
215         // note down which entities were hit so we can damage them later
216         entity o = this;
217         while (1)
218         {
219                 if(CS(this).antilag_debug)
220                         WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
221                 else
222                         WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
223                 if(o && WarpZone_trace_firstzone)
224                 {
225                         o = NULL;
226                         continue;
227                 }
228
229                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
230                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
231
232                 // if it is NULL we can't hurt it so stop now
233                 if (trace_ent == NULL || trace_fraction == 1)
234                         break;
235
236                 // make the entity non-solid so we can hit the next one
237                 trace_ent.railgunhit = true;
238                 trace_ent.railgunhitloc = end;
239                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
240                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
241                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
242
243                 // stop if this is a wall
244                 if (trace_ent.solid == SOLID_BSP)
245                         break;
246
247                 // make the entity non-solid
248                 trace_ent.solid = SOLID_NOT;
249         }
250
251         vector endpoint = trace_endpos;
252         entity endent = trace_ent;
253         float endq3surfaceflags = trace_dphitq3surfaceflags;
254
255         // find all the entities the railgun hit and restore their solid state
256         FOREACH_ENTITY_FLOAT(railgunhit, true,
257         {
258                 it.solid = it.railgunhitsolidbackup;
259         });
260
261         // spawn a temporary explosion entity for RadiusDamage calls
262         //explosion = spawn();
263
264         // Find all non-hit players the beam passed close by
265         if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
266         {
267                 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA(
268                         if(!it.railgunhit)
269                         if(!(IS_SPEC(it) && it.enemy == this))
270                         {
271                                 msg_entity = it;
272                                 // nearest point on the beam
273                                 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
274
275                                 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
276                                 if(f <= 0)
277                                         continue;
278
279                                 if(!pseudoprojectile)
280                                         pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
281                                 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
282                         }
283                 ));
284
285                 if(pseudoprojectile)
286                         delete(pseudoprojectile);
287         }
288
289         // find all the entities the railgun hit and hurt them
290         FOREACH_ENTITY_FLOAT(railgunhit, true,
291         {
292                 // get the details we need to call the damage function
293                 vector hitloc = it.railgunhitloc;
294
295                 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
296                 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
297
298                 if(accuracy_isgooddamage(this, it))
299                         totaldmg += bdamage * foff;
300
301                 // apply the damage
302                 if (it.takedamage)
303                         Damage (it, this, this, bdamage * foff, deathtype, hitloc, it.railgunforce * ffs);
304
305                 // create a small explosion to throw gibs around (if applicable)
306                 //setorigin(explosion, hitloc);
307                 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
308
309                 it.railgunhitloc = '0 0 0';
310                 it.railgunhitsolidbackup = SOLID_NOT;
311                 it.railgunhit = false;
312                 it.railgundistance = 0;
313         });
314
315         // calculate hits and fired shots for hitscan
316         accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
317
318         trace_endpos = endpoint;
319         trace_ent = endent;
320         trace_dphitq3surfaceflags = endq3surfaceflags;
321 }
322
323 void fireBullet_trace_callback(vector start, vector hit, vector end)
324 {
325         if(vdist(hit - start, >, 16))
326                 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
327         WarpZone_trace_forent = NULL;
328         fireBullet_last_hit = NULL;
329 }
330
331 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
332 {
333         vector  end;
334
335         dir = normalize(dir + randomvec() * spread);
336         end = start + dir * max_shot_distance;
337
338         fireBullet_last_hit = NULL;
339         float solid_penetration_left = 1;
340         float total_damage = 0;
341
342         if(tracereffects & EF_RED)
343                 fireBullet_trace_callback_eff = EFFECT_RIFLE;
344         else if(tracereffects & EF_BLUE)
345                 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
346         else
347                 fireBullet_trace_callback_eff = EFFECT_BULLET;
348
349         float lag = ANTILAG_LATENCY(this);
350         if(lag < 0.001)
351                 lag = 0;
352         if (!IS_REAL_CLIENT(this))
353                 lag = 0;
354         if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag)
355                 lag = 0; // only do hitscan, but no antilag
356         if(lag)
357         {
358                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
359                 IL_EACH(g_monsters, it != this,
360                 {
361                         antilag_takeback(it, it, time - lag);
362                 });
363         }
364
365         // change shooter to SOLID_BBOX so the shot can hit corpses
366         int oldsolid = this.dphitcontentsmask;
367         if(this)
368                 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
369
370         WarpZone_trace_forent = this;
371
372         for (;;)
373         {
374                 // TODO also show effect while tracing
375                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
376                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
377                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
378                 start = trace_endpos;
379                 entity hit = trace_ent;
380
381                 // traced up to max_shot_distance and didn't hit anything at all
382                 if (trace_fraction == 1.0)
383                         break;
384
385                 // When hitting sky, stop.
386                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
387                         break;
388
389                 // can't use noimpact, as we need to pass through walls
390                 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
391                         //break;
392
393                 // if we hit "weapclip", bail out
394                 //
395                 // rationale of this check:
396                 //
397                 // any shader that is solid, nodraw AND trans is meant to clip weapon
398                 // shots and players, but has no other effect!
399                 //
400                 // if it is not trans, it is caulk and should not have this side effect
401                 //
402                 // matching shaders:
403                 //   common/weapclip (intended)
404                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
405                 bool is_weapclip = false;
406                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
407                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
408                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
409                         is_weapclip = true;
410
411                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
412                         Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
413
414                 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).
415                 {
416                         fireBullet_last_hit = hit;
417                         yoda = 0;
418                         MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
419                         damage = M_ARGV(4, float);
420                         float g = accuracy_isgooddamage(this, hit);
421                         Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
422                         // calculate hits for ballistic weapons
423                         if(g)
424                         {
425                                 // do not exceed 100%
426                                 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
427                                 total_damage += damage * solid_penetration_left;
428                                 accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
429                         }
430                 }
431
432                 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
433                         break;
434
435                 // go through solid!
436                 // outside the world? forget it
437                 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)
438                         break;
439
440                 float maxdist;
441                 if(max_solid_penetration < 0)
442                         break;
443                 else if(hit.ballistics_density < -1)
444                         break; // -2: no solid penetration, ever
445                 else if(hit.ballistics_density < 0)
446                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
447                 else if(hit.ballistics_density == 0)
448                         maxdist = max_solid_penetration * solid_penetration_left;
449                 else
450                         maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
451
452                 if(maxdist <= autocvar_g_ballistics_mindistance)
453                         break;
454
455                 // move the entity along its velocity until it's out of solid, then let it resume
456                 // The previously hit entity is ignored here!
457                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
458                 if(trace_fraction == 1) // 1: we never got out of solid
459                         break;
460
461                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
462                 // fraction_used_of_what_is_left = dist_taken / maxdist
463                 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
464                 solid_penetration_left *= 1 - dist_taken / maxdist;
465                 solid_penetration_left = max(solid_penetration_left, 0);
466
467                 // Only show effect when going through a player (invisible otherwise)
468                 if (hit && (hit.solid != SOLID_BSP))
469                         if(vdist(trace_endpos - start, >, 4))
470                                 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
471
472                 start = trace_endpos;
473
474                 if(hit.solid == SOLID_BSP)
475                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
476         }
477
478         if(lag)
479         {
480                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
481                 IL_EACH(g_monsters, it != this,
482                 {
483                         antilag_restore(it, it);
484                 });
485         }
486
487         // restore shooter solid type
488         if(this)
489                 this.dphitcontentsmask = oldsolid;
490 }