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Merge branch 'master' into martin-t/defaults
[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 = ent.dphitcontentsmask;
29         if(!IS_CLIENT(ent))
30                 antilag = false; // no antilag for non-clients!
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         vector vecs = ((md.x > 0) ? md : '0 0 0');
64
65         vector dv = v_right * -vecs.y + v_up * vecs.z;
66         w_shotorg = ent.origin + ent.view_ofs + dv;
67
68         // now move the shotorg forward as much as requested if possible
69         if(antilag)
70         {
71                 if(CS(ent).antilag_debug)
72                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
73                 else
74                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
75         }
76         else
77                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
78         w_shotorg = trace_endpos - v_forward * nudge;
79         // calculate the shotdir from the chosen shotorg
80         w_shotdir = normalize(w_shotend - w_shotorg);
81
82         //vector prevdir = w_shotdir;
83         //vector prevorg = w_shotorg;
84         //vector prevend = w_shotend;
85
86         if (antilag)
87         if (!ent.cvar_cl_noantilag)
88         {
89                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
90                 {
91                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
92                         if (!trace_ent.takedamage)
93                         {
94                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
95                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
96                                 {
97                                         entity e;
98                                         e = trace_ent;
99                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
100                                         if(trace_ent == e)
101                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
102                                 }
103                         }
104                 }
105                 else if(autocvar_g_antilag == 3) // client side hitscan
106                 {
107                         // this part MUST use prydon cursor
108                         if (CS(ent).cursor_trace_ent)                 // client was aiming at someone
109                         if (CS(ent).cursor_trace_ent != ent)         // just to make sure
110                         if (CS(ent).cursor_trace_ent.takedamage)      // and that person is killable
111                         if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
112                         {
113                                 // verify that the shot would miss without antilag
114                                 // (avoids an issue where guns would always shoot at their origin)
115                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
116                                 if (!trace_ent.takedamage)
117                                 {
118                                         // verify that the shot would hit if altered
119                                         traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
120                                         if (trace_ent == CS(ent).cursor_trace_ent)
121                                                 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
122                                         else
123                                                 LOG_INFO("antilag fail\n");
124                                 }
125                         }
126                 }
127         }
128
129         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
130
131         if (!autocvar_g_norecoil)
132                 ent.punchangle_x = recoil * -1;
133
134         if (snd != SND_Null) {
135                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
136                 W_PlayStrengthSound(ent);
137         }
138
139         // nudge w_shotend so a trace to w_shotend hits
140         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
141         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
142         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
143         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
144 }
145
146 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
147 {
148         vector mdirection;
149         float mspeed;
150         vector outvelocity;
151
152         mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
153
154         mdirection = normalize(mvelocity);
155         mspeed = vlen(mvelocity);
156
157         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);
158
159         return outvelocity;
160 }
161
162 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
163 {
164         if(proj.owner == NULL)
165                 error("Unowned missile");
166
167         dir = dir + upDir * (pUpSpeed / pSpeed);
168         dir.z += pZSpeed / pSpeed;
169         pSpeed *= vlen(dir);
170         dir = normalize(dir);
171
172         #if 0
173         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
174         {
175                 mspercallsum = mspercallcount = 0;
176                 mspercallsstyle = autocvar_g_projectiles_spread_style;
177         }
178         mspercallsum -= gettime(GETTIME_HIRES);
179         #endif
180
181         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
182
183         #if 0
184         mspercallsum += gettime(GETTIME_HIRES);
185         mspercallcount += 1;
186         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
187         #endif
188
189         proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
190 }
191
192
193 // ====================
194 //  Ballistics Tracing
195 // ====================
196
197 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
198 {
199         entity pseudoprojectile = NULL;
200
201         vector dir = normalize(end - start);
202         float length = vlen(end - start);
203         vector force = dir * bforce;
204
205         // go a little bit into the wall because we need to hit this wall later
206         end = end + dir;
207
208         float totaldmg = 0;
209
210         // trace multiple times until we hit a wall, each obstacle will be made
211         // non-solid so we can hit the next, while doing this we spawn effects and
212         // note down which entities were hit so we can damage them later
213         entity o = this;
214         while (1)
215         {
216                 if(CS(this).antilag_debug)
217                         WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
218                 else
219                         WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
220                 if(o && WarpZone_trace_firstzone)
221                 {
222                         o = NULL;
223                         continue;
224                 }
225
226                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
227                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
228
229                 // if it is NULL we can't hurt it so stop now
230                 if (trace_ent == NULL || trace_fraction == 1)
231                         break;
232
233                 // make the entity non-solid so we can hit the next one
234                 IL_PUSH(g_railgunhit, trace_ent);
235                 trace_ent.railgunhit = true;
236                 trace_ent.railgunhitloc = end;
237                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
238                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
239                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
240
241                 // stop if this is a wall
242                 if (trace_ent.solid == SOLID_BSP)
243                         break;
244
245                 // make the entity non-solid
246                 trace_ent.solid = SOLID_NOT;
247         }
248
249         vector endpoint = trace_endpos;
250         entity endent = trace_ent;
251         float endq3surfaceflags = trace_dphitq3surfaceflags;
252
253         // find all the entities the railgun hit and restore their solid state
254         IL_EACH(g_railgunhit, it.railgunhit,
255         {
256                 it.solid = it.railgunhitsolidbackup;
257         });
258
259         // spawn a temporary explosion entity for RadiusDamage calls
260         //explosion = spawn();
261
262         // Find all non-hit players the beam passed close by
263         if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
264         {
265                 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA(
266                         if(!it.railgunhit)
267                         if(!(IS_SPEC(it) && it.enemy == this))
268                         {
269                                 msg_entity = it;
270                                 // nearest point on the beam
271                                 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
272
273                                 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
274                                 if(f <= 0)
275                                         continue;
276
277                                 if(!pseudoprojectile)
278                                         pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
279                                 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
280                         }
281                 ));
282
283                 if(pseudoprojectile)
284                         delete(pseudoprojectile);
285         }
286
287         // find all the entities the railgun hit and hurt them
288         IL_EACH(g_railgunhit, it.railgunhit,
289         {
290                 // removal from the list is handled below
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         IL_CLEAR(g_railgunhit);
316
317         // calculate hits and fired shots for hitscan
318         accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
319
320         trace_endpos = endpoint;
321         trace_ent = endent;
322         trace_dphitq3surfaceflags = endq3surfaceflags;
323 }
324
325 void fireBullet_trace_callback(vector start, vector hit, vector end)
326 {
327         if(vdist(hit - start, >, 16))
328                 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
329         WarpZone_trace_forent = NULL;
330         fireBullet_last_hit = NULL;
331 }
332
333 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
334 {
335         vector  end;
336
337         dir = normalize(dir + randomvec() * spread);
338         end = start + dir * max_shot_distance;
339
340         fireBullet_last_hit = NULL;
341         float solid_penetration_left = 1;
342         float total_damage = 0;
343
344         if(tracereffects & EF_RED)
345                 fireBullet_trace_callback_eff = EFFECT_RIFLE;
346         else if(tracereffects & EF_BLUE)
347                 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
348         else
349                 fireBullet_trace_callback_eff = EFFECT_BULLET;
350
351         float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
352         if(lag < 0.001)
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                 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
442                 if(max_solid_penetration < 0)
443                         break;
444                 else if(hitstore.ballistics_density < -1)
445                         break; // -2: no solid penetration, ever
446                 else if(hitstore.ballistics_density < 0)
447                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
448                 else if(hitstore.ballistics_density == 0)
449                         maxdist = max_solid_penetration * solid_penetration_left;
450                 else
451                         maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
452
453                 if(maxdist <= autocvar_g_ballistics_mindistance)
454                         break;
455
456                 // move the entity along its velocity until it's out of solid, then let it resume
457                 // The previously hit entity is ignored here!
458                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
459                 if(trace_fraction == 1) // 1: we never got out of solid
460                         break;
461
462                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
463                 // fraction_used_of_what_is_left = dist_taken / maxdist
464                 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
465                 solid_penetration_left *= 1 - dist_taken / maxdist;
466                 solid_penetration_left = max(solid_penetration_left, 0);
467
468                 // Only show effect when going through a player (invisible otherwise)
469                 if (hit && (hit.solid != SOLID_BSP))
470                         if(vdist(trace_endpos - start, >, 4))
471                                 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
472
473                 start = trace_endpos;
474
475                 if(hit.solid == SOLID_BSP)
476                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
477         }
478
479         if(lag)
480         {
481                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it)));
482                 IL_EACH(g_monsters, it != this,
483                 {
484                         antilag_restore(it, it);
485                 });
486         }
487
488         // restore shooter solid type
489         if(this)
490                 this.dphitcontentsmask = oldsolid;
491 }