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