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Add an option to allow bullets to penetrate weapon clips (disabled by default)
[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/util.qh>
14
15 #include <common/weapons/_all.qh>
16 #include <common/state.qh>
17
18 #include <lib/warpzone/common.qh>
19
20 // this function calculates w_shotorg and w_shotdir based on the weapon model
21 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
22 // make sure you call makevectors first (FIXME?)
23 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)
24 {
25         TC(Sound, snd);
26         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?
27         float oldsolid;
28         vector vecs, dv;
29         oldsolid = ent.dphitcontentsmask;
30         if (IS_PLAYER(ent) && PS(ent).m_weapon == WEP_RIFLE)
31                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
32         else
33                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
34         if(antilag)
35                 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
36                 // passing NULL, because we do NOT want it to touch dphitcontentsmask
37         else
38                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
39         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
40
41         vector vf, vr, vu;
42         vf = v_forward;
43         vr = v_right;
44         vu = v_up;
45         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
46         v_forward = vf;
47         v_right = vr;
48         v_up = vu;
49
50         // un-adjust trueaim if shotend is too close
51         if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
52                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
53
54         // track max damage
55         if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
56                 accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0);
57
58         if(IS_PLAYER(ent))
59                 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
60
61         vector md = ent.(weaponentity).movedir;
62         if(md.x > 0)
63                 vecs = md;
64         else
65                 vecs = '0 0 0';
66
67         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 (!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 (ent.cursor_trace_ent)                 // client was aiming at someone
111                         if (ent.cursor_trace_ent != ent)         // just to make sure
112                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
113                         if (IS_PLAYER(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, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
122                                         if (trace_ent == ent.cursor_trace_ent)
123                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
124                                         else
125                                                 LOG_INFO("antilag fail\n");
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\n");
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, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
200 {
201         vector hitloc, force, endpoint, dir;
202         entity ent, endent;
203         float endq3surfaceflags;
204         float totaldmg;
205         entity o;
206
207         float length;
208         vector beampos;
209         string snd;
210         entity pseudoprojectile;
211         float f, ffs;
212
213         pseudoprojectile = NULL;
214
215         dir = normalize(end - start);
216         length = vlen(end - start);
217         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         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         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                 trace_ent.railgunhit = true;
249                 trace_ent.railgunhitloc = end;
250                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
251                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
252                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
253
254                 // stop if this is a wall
255                 if (trace_ent.solid == SOLID_BSP)
256                         break;
257
258                 // make the entity non-solid
259                 trace_ent.solid = SOLID_NOT;
260         }
261
262         endpoint = trace_endpos;
263         endent = trace_ent;
264         endq3surfaceflags = trace_dphitq3surfaceflags;
265
266         // find all the entities the railgun hit and restore their solid state
267         ent = findfloat(NULL, railgunhit, true);
268         while (ent)
269         {
270                 // restore their solid type
271                 ent.solid = ent.railgunhitsolidbackup;
272                 ent = findfloat(ent, railgunhit, true);
273         }
274
275         // spawn a temporary explosion entity for RadiusDamage calls
276         //explosion = spawn();
277
278         // Find all non-hit players the beam passed close by
279         if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
280         {
281                 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA(
282                         if(!it.railgunhit)
283                         if(!(IS_SPEC(it) && it.enemy == this))
284                         {
285                                 msg_entity = it;
286                                 // nearest point on the beam
287                                 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
288
289                                 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
290                                 if(f <= 0)
291                                         continue;
292
293                                 snd = SND(NEXWHOOSH_RANDOM());
294
295                                 if(!pseudoprojectile)
296                                         pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
297                                 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
298                         }
299                 ));
300
301                 if(pseudoprojectile)
302                         delete(pseudoprojectile);
303         }
304
305         // find all the entities the railgun hit and hurt them
306         ent = findfloat(NULL, railgunhit, true);
307         while (ent)
308         {
309                 // get the details we need to call the damage function
310                 hitloc = ent.railgunhitloc;
311
312                 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
313                 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
314
315                 if(accuracy_isgooddamage(this, ent))
316                         totaldmg += bdamage * f;
317
318                 // apply the damage
319                 if (ent.takedamage)
320                         Damage (ent, this, this, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
321
322                 // create a small explosion to throw gibs around (if applicable)
323                 //setorigin(explosion, hitloc);
324                 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
325
326                 ent.railgunhitloc = '0 0 0';
327                 ent.railgunhitsolidbackup = SOLID_NOT;
328                 ent.railgunhit = false;
329                 ent.railgundistance = 0;
330
331                 // advance to the next entity
332                 ent = findfloat(ent, railgunhit, true);
333         }
334
335         // calculate hits and fired shots for hitscan
336         accuracy_add(this, PS(this).m_weapon.m_id, 0, min(bdamage, totaldmg));
337
338         trace_endpos = endpoint;
339         trace_ent = endent;
340         trace_dphitq3surfaceflags = endq3surfaceflags;
341 }
342
343 void fireBullet_trace_callback(vector start, vector hit, vector end)
344 {
345         if(vdist(hit - start, >, 16))
346                 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
347         WarpZone_trace_forent = NULL;
348         fireBullet_last_hit = NULL;
349 }
350
351 void fireBullet(entity this, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
352 {
353         vector  end;
354
355         dir = normalize(dir + randomvec() * spread);
356         end = start + dir * MAX_SHOT_DISTANCE;
357
358         fireBullet_last_hit = NULL;
359         float solid_penetration_left = 1;
360         float total_damage = 0;
361
362         if(tracereffects & EF_RED)
363                 fireBullet_trace_callback_eff = EFFECT_RIFLE;
364         else if(tracereffects & EF_BLUE)
365                 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
366         else
367                 fireBullet_trace_callback_eff = EFFECT_BULLET;
368
369         float lag = ANTILAG_LATENCY(this);
370         if(lag < 0.001)
371                 lag = 0;
372         if (!IS_REAL_CLIENT(this))
373                 lag = 0;
374         if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag)
375                 lag = 0; // only do hitscan, but no antilag
376         if(lag)
377         {
378                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag));
379                 IL_EACH(g_monsters, it != this,
380                 {
381                         antilag_takeback(it, it, time - lag);
382                 });
383         }
384
385         // change shooter to SOLID_BBOX so the shot can hit corpses
386         int oldsolid = this.dphitcontentsmask;
387         if(this)
388                 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
389
390         WarpZone_trace_forent = this;
391
392         for (;;)
393         {
394                 // TODO also show effect while tracing
395                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
396                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
397                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
398                 start = trace_endpos;
399                 entity hit = trace_ent;
400
401                 // When hitting sky, stop.
402                 if (pointcontents(start) == CONTENT_SKY)
403                         break;
404
405                 // can't use noimpact, as we need to pass through walls
406                 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
407                         //break;
408
409                 // if we hit "weapclip", bail out
410                 //
411                 // rationale of this check:
412                 //
413                 // any shader that is solid, nodraw AND trans is meant to clip weapon
414                 // shots and players, but has no other effect!
415                 //
416                 // if it is not trans, it is caulk and should not have this side effect
417                 //
418                 // matching shaders:
419                 //   common/weapclip (intended)
420                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
421                 bool is_weapclip = false;
422                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
423                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
424                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
425                         is_weapclip = true;
426
427                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
428                         Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
429
430                 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).
431                 {
432                         fireBullet_last_hit = hit;
433                         yoda = 0;
434                         MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage);
435                         damage = M_ARGV(4, float);
436                         float g = accuracy_isgooddamage(this, hit);
437                         Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
438                         // calculate hits for ballistic weapons
439                         if(g)
440                         {
441                                 // do not exceed 100%
442                                 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
443                                 total_damage += damage * solid_penetration_left;
444                                 accuracy_add(this, PS(this).m_weapon.m_id, 0, added_damage);
445                         }
446                 }
447
448                 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
449                         break;
450
451                 // go through solid!
452                 // outside the world? forget it
453                 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)
454                         break;
455
456                 float maxdist;
457                 if(max_solid_penetration < 0)
458                         break;
459                 else if(hit.ballistics_density < -1)
460                         break; // -2: no solid penetration, ever
461                 else if(hit.ballistics_density < 0)
462                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
463                 else if(hit.ballistics_density == 0)
464                         maxdist = max_solid_penetration * solid_penetration_left;
465                 else
466                         maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
467
468                 if(maxdist <= autocvar_g_ballistics_mindistance)
469                         break;
470
471                 // move the entity along its velocity until it's out of solid, then let it resume
472                 // The previously hit entity is ignored here!
473                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
474                 if(trace_fraction == 1) // 1: we never got out of solid
475                         break;
476
477                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
478                 // fraction_used_of_what_is_left = dist_taken / maxdist
479                 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
480                 solid_penetration_left *= 1 - dist_taken / maxdist;
481                 solid_penetration_left = max(solid_penetration_left, 0);
482
483                 // Only show effect when going through a player (invisible otherwise)
484                 if (hit && (hit.solid != SOLID_BSP))
485                         if(vdist(trace_endpos - start, >, 4))
486                                 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
487
488                 start = trace_endpos;
489
490                 if(hit.solid == SOLID_BSP)
491                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
492         }
493
494         if(lag)
495         {
496                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
497                 IL_EACH(g_monsters, it != this,
498                 {
499                         antilag_restore(it, it);
500                 });
501         }
502
503         // restore shooter solid type
504         if(this)
505                 this.dphitcontentsmask = oldsolid;
506 }