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[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 "../g_subs.qh"
12 #include "../antilag.qh"
13
14 #include <common/constants.qh>
15 #include <common/net_linked.qh>
16 #include <common/util.qh>
17
18 #include <common/weapons/_all.qh>
19 #include <common/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)
27 {
28         TC(Sound, snd);
29         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?
30         float oldsolid = ent.dphitcontentsmask;
31         if(!IS_CLIENT(ent))
32                 antilag = false; // no antilag for non-clients!
33         if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS))
34                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
35         else
36                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
37         if(antilag)
38                 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
39                 // passing NULL, because we do NOT want it to touch dphitcontentsmask
40         else
41                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
42         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
43
44         vector vf, vr, vu;
45         vf = v_forward;
46         vr = v_right;
47         vu = v_up;
48         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
49         v_forward = vf;
50         v_right = vr;
51         v_up = vu;
52
53         // un-adjust trueaim if shotend is too close
54         if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
55                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
56
57         // track max damage
58         if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
59                 accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0);
60
61         if(IS_PLAYER(ent))
62                 W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up);
63
64         vector md = ent.(weaponentity).movedir;
65         vector vecs = ((md.x > 0) ? md : '0 0 0');
66
67         vector dv = v_right * -vecs.y + v_up * vecs.z;
68         w_shotorg = ent.origin + ent.view_ofs + dv;
69
70         // now move the shotorg forward as much as requested if possible
71         if(antilag)
72         {
73                 if(CS(ent).antilag_debug)
74                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
75                 else
76                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
77         }
78         else
79                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
80         w_shotorg = trace_endpos - v_forward * nudge;
81         // calculate the shotdir from the chosen shotorg
82         w_shotdir = normalize(w_shotend - w_shotorg);
83
84         //vector prevdir = w_shotdir;
85         //vector prevorg = w_shotorg;
86         //vector prevend = w_shotend;
87
88         if (antilag)
89         if (!CS(ent).cvar_cl_noantilag)
90         {
91                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
92                 {
93                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
94                         if (!trace_ent.takedamage)
95                         {
96                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
97                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
98                                 {
99                                         entity e;
100                                         e = trace_ent;
101                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
102                                         if(trace_ent == e)
103                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
104                                 }
105                         }
106                 }
107                 else if(autocvar_g_antilag == 3) // client side hitscan
108                 {
109                         // this part MUST use prydon cursor
110                         if (CS(ent).cursor_trace_ent)                 // client was aiming at someone
111                         if (CS(ent).cursor_trace_ent != ent)         // just to make sure
112                         if (CS(ent).cursor_trace_ent.takedamage)      // and that person is killable
113                         if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
114                         {
115                                 // verify that the shot would miss without antilag
116                                 // (avoids an issue where guns would always shoot at their origin)
117                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
118                                 if (!trace_ent.takedamage)
119                                 {
120                                         // verify that the shot would hit if altered
121                                         traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
122                                         if (trace_ent == CS(ent).cursor_trace_ent)
123                                                 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
124                                         else
125                                                 LOG_INFO("antilag fail");
126                                 }
127                         }
128                 }
129         }
130
131         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
132
133         if (!autocvar_g_norecoil)
134                 ent.punchangle_x = recoil * -1;
135
136         if (snd != SND_Null) {
137                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
138                 W_PlayStrengthSound(ent);
139         }
140
141         // nudge w_shotend so a trace to w_shotend hits
142         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
143         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
144         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
145         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
146 }
147
148 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
149 {
150         vector mdirection;
151         float mspeed;
152         vector outvelocity;
153
154         mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
155
156         mdirection = normalize(mvelocity);
157         mspeed = vlen(mvelocity);
158
159         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);
160
161         return outvelocity;
162 }
163
164 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
165 {
166         if(proj.owner == NULL)
167                 error("Unowned missile");
168
169         dir = dir + upDir * (pUpSpeed / pSpeed);
170         dir.z += pZSpeed / pSpeed;
171         pSpeed *= vlen(dir);
172         dir = normalize(dir);
173
174         #if 0
175         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
176         {
177                 mspercallsum = mspercallcount = 0;
178                 mspercallsstyle = autocvar_g_projectiles_spread_style;
179         }
180         mspercallsum -= gettime(GETTIME_HIRES);
181         #endif
182
183         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
184
185         #if 0
186         mspercallsum += gettime(GETTIME_HIRES);
187         mspercallcount += 1;
188         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
189         #endif
190
191         proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
192 }
193
194
195 // ====================
196 //  Ballistics Tracing
197 // ====================
198
199 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
200 {
201         entity pseudoprojectile = NULL;
202
203         vector dir = normalize(end - start);
204         float length = vlen(end - start);
205         vector force = dir * bforce;
206
207         // go a little bit into the wall because we need to hit this wall later
208         end = end + dir;
209
210         float totaldmg = 0;
211
212         // trace multiple times until we hit a wall, each obstacle will be made
213         // non-solid so we can hit the next, while doing this we spawn effects and
214         // note down which entities were hit so we can damage them later
215         entity o = this;
216         while (1)
217         {
218                 if(CS(this).antilag_debug)
219                         WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
220                 else
221                         WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
222                 if(o && WarpZone_trace_firstzone)
223                 {
224                         o = NULL;
225                         continue;
226                 }
227
228                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
229                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
230
231                 // if it is NULL we can't hurt it so stop now
232                 if (trace_ent == NULL || trace_fraction == 1)
233                         break;
234
235                 // make the entity non-solid so we can hit the next one
236                 IL_PUSH(g_railgunhit, trace_ent);
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         IL_EACH(g_railgunhit, it.railgunhit,
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, {
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         IL_EACH(g_railgunhit, it.railgunhit,
291         {
292                 // removal from the list is handled below
293
294                 // get the details we need to call the damage function
295                 vector hitloc = it.railgunhitloc;
296
297                 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
298                 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
299
300                 if(accuracy_isgooddamage(this, it))
301                         totaldmg += bdamage * foff;
302
303                 // apply the damage
304                 if (it.takedamage)
305                         Damage (it, this, this, bdamage * foff, deathtype, hitloc, it.railgunforce * ffs);
306
307                 // create a small explosion to throw gibs around (if applicable)
308                 //setorigin(explosion, hitloc);
309                 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
310
311                 it.railgunhitloc = '0 0 0';
312                 it.railgunhitsolidbackup = SOLID_NOT;
313                 it.railgunhit = false;
314                 it.railgundistance = 0;
315         });
316
317         IL_CLEAR(g_railgunhit);
318
319         // calculate hits and fired shots for hitscan
320         accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
321
322         trace_endpos = endpoint;
323         trace_ent = endent;
324         trace_dphitq3surfaceflags = endq3surfaceflags;
325 }
326
327 void fireBullet_trace_callback(vector start, vector hit, vector end)
328 {
329         if(vdist(hit - start, >, 16))
330                 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
331         WarpZone_trace_forent = NULL;
332         fireBullet_last_hit = NULL;
333 }
334
335 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
336 {
337         vector  end;
338
339         dir = normalize(dir + randomvec() * spread);
340         end = start + dir * max_shot_distance;
341
342         fireBullet_last_hit = NULL;
343         float solid_penetration_left = 1;
344         float total_damage = 0;
345
346         if(tracereffects & EF_RED)
347                 fireBullet_trace_callback_eff = EFFECT_RIFLE;
348         else if(tracereffects & EF_BLUE)
349                 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
350         else
351                 fireBullet_trace_callback_eff = EFFECT_BULLET;
352
353         float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
354         if(lag < 0.001)
355                 lag = 0;
356         bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
357         if(autocvar_g_antilag == 0 || noantilag)
358                 lag = 0; // only do hitscan, but no antilag
359         if(lag)
360         {
361                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
362                 IL_EACH(g_monsters, it != this,
363                 {
364                         antilag_takeback(it, it, time - lag);
365                 });
366         }
367
368         // change shooter to SOLID_BBOX so the shot can hit corpses
369         int oldsolid = this.dphitcontentsmask;
370         if(this)
371                 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
372
373         WarpZone_trace_forent = this;
374
375         for (;;)
376         {
377                 // TODO also show effect while tracing
378                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
379                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
380                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
381                 start = trace_endpos;
382                 entity hit = trace_ent;
383
384                 // traced up to max_shot_distance and didn't hit anything at all
385                 if (trace_fraction == 1.0)
386                         break;
387
388                 // When hitting sky, stop.
389                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
390                         break;
391
392                 // can't use noimpact, as we need to pass through walls
393                 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
394                         //break;
395
396                 // if we hit "weapclip", bail out
397                 //
398                 // rationale of this check:
399                 //
400                 // any shader that is solid, nodraw AND trans is meant to clip weapon
401                 // shots and players, but has no other effect!
402                 //
403                 // if it is not trans, it is caulk and should not have this side effect
404                 //
405                 // matching shaders:
406                 //   common/weapclip (intended)
407                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
408                 bool is_weapclip = false;
409                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
410                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
411                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
412                         is_weapclip = true;
413
414                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
415                         Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
416
417                 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).
418                 {
419                         fireBullet_last_hit = hit;
420                         yoda = 0;
421                         MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
422                         damage = M_ARGV(4, float);
423                         float g = accuracy_isgooddamage(this, hit);
424                         Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
425                         // calculate hits for ballistic weapons
426                         if(g)
427                         {
428                                 // do not exceed 100%
429                                 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
430                                 total_damage += damage * solid_penetration_left;
431                                 accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
432                         }
433                 }
434
435                 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
436                         break;
437
438                 // go through solid!
439                 // outside the world? forget it
440                 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)
441                         break;
442
443                 float maxdist;
444                 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
445                 if(max_solid_penetration < 0)
446                         break;
447                 else if(hitstore.ballistics_density < -1)
448                         break; // -2: no solid penetration, ever
449                 else if(hitstore.ballistics_density < 0)
450                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
451                 else if(hitstore.ballistics_density == 0)
452                         maxdist = max_solid_penetration * solid_penetration_left;
453                 else
454                         maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
455
456                 if(maxdist <= autocvar_g_ballistics_mindistance)
457                         break;
458
459                 // move the entity along its velocity until it's out of solid, then let it resume
460                 // The previously hit entity is ignored here!
461                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
462                 if(trace_fraction == 1) // 1: we never got out of solid
463                         break;
464
465                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
466                 // fraction_used_of_what_is_left = dist_taken / maxdist
467                 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
468                 solid_penetration_left *= 1 - dist_taken / maxdist;
469                 solid_penetration_left = max(solid_penetration_left, 0);
470
471                 // Only show effect when going through a player (invisible otherwise)
472                 if (hit && (hit.solid != SOLID_BSP))
473                         if(vdist(trace_endpos - start, >, 4))
474                                 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
475
476                 start = trace_endpos;
477
478                 if(hit.solid == SOLID_BSP)
479                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
480         }
481
482         if(lag)
483         {
484                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
485                 IL_EACH(g_monsters, it != this,
486                 {
487                         antilag_restore(it, it);
488                 });
489         }
490
491         // restore shooter solid type
492         if(this)
493                 this.dphitcontentsmask = oldsolid;
494 }