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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/wepent.qh>
20 #include <common/state.qh>
21
22 #include <lib/warpzone/common.qh>
23
24 // this function calculates w_shotorg and w_shotdir based on the weapon model
25 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
26 // make sure you call makevectors first (FIXME?)
27 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, int deathtype)
28 {
29         TC(Sound, snd);
30         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?
31         float oldsolid = ent.dphitcontentsmask;
32         Weapon wep = DEATH_WEAPONOF(deathtype);
33         if(!IS_CLIENT(ent))
34                 antilag = false; // no antilag for non-clients!
35         if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
36                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
37         else
38                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
39         if(antilag)
40                 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
41                 // passing NULL, because we do NOT want it to touch dphitcontentsmask
42         else
43                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
44         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
45
46         vector vf, vr, vu;
47         vf = v_forward;
48         vr = v_right;
49         vu = v_up;
50         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
51         v_forward = vf;
52         v_right = vr;
53         v_up = vu;
54
55         // un-adjust trueaim if shotend is too close
56         if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
57                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
58
59         // track max damage
60         if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
61                 accuracy_add(ent, wep.m_id, maxdamage, 0);
62
63         if(IS_PLAYER(ent))
64                 W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
65
66         vector md = ent.(weaponentity).movedir;
67         vector vecs = ((md.x > 0) ? md : '0 0 0');
68
69         vector dv = v_right * -vecs.y + v_up * vecs.z;
70         w_shotorg = ent.origin + ent.view_ofs + dv;
71
72         // now move the shotorg forward as much as requested if possible
73         if(antilag)
74         {
75                 if(CS(ent).antilag_debug)
76                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
77                 else
78                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
79         }
80         else
81                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
82         w_shotorg = trace_endpos - v_forward * nudge;
83         // calculate the shotdir from the chosen shotorg
84         w_shotdir = normalize(w_shotend - w_shotorg);
85
86         //vector prevdir = w_shotdir;
87         //vector prevorg = w_shotorg;
88         //vector prevend = w_shotend;
89
90         if (antilag)
91         if (!CS(ent).cvar_cl_noantilag)
92         {
93                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
94                 {
95                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
96                         if (!trace_ent.takedamage)
97                         {
98                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
99                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
100                                 {
101                                         entity e;
102                                         e = trace_ent;
103                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
104                                         if(trace_ent == e)
105                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
106                                 }
107                         }
108                 }
109                 else if(autocvar_g_antilag == 3) // client side hitscan
110                 {
111                         // this part MUST use prydon cursor
112                         if (CS(ent).cursor_trace_ent)                 // client was aiming at someone
113                         if (CS(ent).cursor_trace_ent != ent)         // just to make sure
114                         if (CS(ent).cursor_trace_ent.takedamage)      // and that person is killable
115                         if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
116                         {
117                                 // verify that the shot would miss without antilag
118                                 // (avoids an issue where guns would always shoot at their origin)
119                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
120                                 if (!trace_ent.takedamage)
121                                 {
122                                         // verify that the shot would hit if altered
123                                         traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
124                                         if (trace_ent == CS(ent).cursor_trace_ent)
125                                                 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
126                                         else
127                                                 LOG_INFO("antilag fail");
128                                 }
129                         }
130                 }
131         }
132
133         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
134
135         if (!autocvar_g_norecoil)
136                 ent.punchangle_x = recoil * -1;
137
138         if (snd != SND_Null) {
139                 sound (ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
140                 W_PlayStrengthSound(ent);
141         }
142
143         // nudge w_shotend so a trace to w_shotend hits
144         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
145         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
146         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
147         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
148 }
149
150 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
151 {
152         vector mdirection;
153         float mspeed;
154         vector outvelocity;
155
156         mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
157
158         mdirection = normalize(mvelocity);
159         mspeed = vlen(mvelocity);
160
161         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);
162
163         return outvelocity;
164 }
165
166 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
167 {
168         if(proj.owner == NULL)
169                 error("Unowned missile");
170
171         dir = dir + upDir * (pUpSpeed / pSpeed);
172         dir.z += pZSpeed / pSpeed;
173         pSpeed *= vlen(dir);
174         dir = normalize(dir);
175
176         #if 0
177         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
178         {
179                 mspercallsum = mspercallcount = 0;
180                 mspercallsstyle = autocvar_g_projectiles_spread_style;
181         }
182         mspercallsum -= gettime(GETTIME_HIRES);
183         #endif
184
185         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
186
187         #if 0
188         mspercallsum += gettime(GETTIME_HIRES);
189         mspercallcount += 1;
190         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
191         #endif
192
193         proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
194 }
195
196
197 // ====================
198 //  Ballistics Tracing
199 // ====================
200
201 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
202 {
203         entity pseudoprojectile = NULL;
204
205         vector dir = normalize(end - start);
206         float length = vlen(end - start);
207         vector force = dir * bforce;
208
209         // go a little bit into the wall because we need to hit this wall later
210         end = end + dir;
211
212         float totaldmg = 0;
213
214         // trace multiple times until we hit a wall, each obstacle will be made
215         // non-solid so we can hit the next, while doing this we spawn effects and
216         // note down which entities were hit so we can damage them later
217         entity o = this;
218         while (1)
219         {
220                 if(CS(this).antilag_debug)
221                         WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
222                 else
223                         WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
224                 if(o && WarpZone_trace_firstzone)
225                 {
226                         o = NULL;
227                         continue;
228                 }
229
230                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
231                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
232
233                 // if it is NULL we can't hurt it so stop now
234                 if (trace_ent == NULL || trace_fraction == 1)
235                         break;
236
237                 // make the entity non-solid so we can hit the next one
238                 IL_PUSH(g_railgunhit, trace_ent);
239                 trace_ent.railgunhit = true;
240                 trace_ent.railgunhitloc = end;
241                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
242                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
243                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
244
245                 // stop if this is a wall
246                 if (trace_ent.solid == SOLID_BSP)
247                         break;
248
249                 // make the entity non-solid
250                 trace_ent.solid = SOLID_NOT;
251         }
252
253         vector endpoint = trace_endpos;
254         entity endent = trace_ent;
255         float endq3surfaceflags = trace_dphitq3surfaceflags;
256
257         // find all the entities the railgun hit and restore their solid state
258         IL_EACH(g_railgunhit, it.railgunhit,
259         {
260                 it.solid = it.railgunhitsolidbackup;
261         });
262
263         // spawn a temporary explosion entity for RadiusDamage calls
264         //explosion = spawn();
265
266         // Find all non-hit players the beam passed close by
267         if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
268         {
269                 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
270                         if(!it.railgunhit)
271                         if(!(IS_SPEC(it) && it.enemy == this))
272                         {
273                                 msg_entity = it;
274                                 // nearest point on the beam
275                                 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
276
277                                 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
278                                 if(f <= 0)
279                                         continue;
280
281                                 if(!pseudoprojectile)
282                                         pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
283                                 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
284                         }
285                 });
286
287                 if(pseudoprojectile)
288                         delete(pseudoprojectile);
289         }
290
291         // find all the entities the railgun hit and hurt them
292         IL_EACH(g_railgunhit, it.railgunhit,
293         {
294                 // removal from the list is handled below
295
296                 // get the details we need to call the damage function
297                 vector hitloc = it.railgunhitloc;
298
299                 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
300                 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
301
302                 if(accuracy_isgooddamage(this, it))
303                         totaldmg += bdamage * foff;
304
305                 // apply the damage
306                 if (it.takedamage)
307                         Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
308
309                 // create a small explosion to throw gibs around (if applicable)
310                 //setorigin(explosion, hitloc);
311                 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
312
313                 it.railgunhitloc = '0 0 0';
314                 it.railgunhitsolidbackup = SOLID_NOT;
315                 it.railgunhit = false;
316                 it.railgundistance = 0;
317         });
318
319         IL_CLEAR(g_railgunhit);
320
321         // calculate hits and fired shots for hitscan
322         accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
323
324         trace_endpos = endpoint;
325         trace_ent = endent;
326         trace_dphitq3surfaceflags = endq3surfaceflags;
327 }
328
329 void fireBullet_trace_callback(vector start, vector hit, vector end)
330 {
331         if(vdist(hit - start, >, 16))
332                 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
333         WarpZone_trace_forent = NULL;
334         fireBullet_last_hit = NULL;
335 }
336
337 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
338 {
339         vector  end;
340
341         dir = normalize(dir + randomvec() * spread);
342         end = start + dir * max_shot_distance;
343
344         fireBullet_last_hit = NULL;
345         float solid_penetration_left = 1;
346         float total_damage = 0;
347
348         if(tracereffects & EF_RED)
349                 fireBullet_trace_callback_eff = EFFECT_RIFLE;
350         else if(tracereffects & EF_BLUE)
351                 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
352         else
353                 fireBullet_trace_callback_eff = EFFECT_BULLET;
354
355         float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
356         if(lag < 0.001)
357                 lag = 0;
358         bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
359         if(autocvar_g_antilag == 0 || noantilag)
360                 lag = 0; // only do hitscan, but no antilag
361         if(lag)
362                 antilag_takeback_all(this, lag);
363
364         // change shooter to SOLID_BBOX so the shot can hit corpses
365         int oldsolid = this.dphitcontentsmask;
366         if(this)
367                 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
368
369         WarpZone_trace_forent = this;
370
371         for (;;)
372         {
373                 // TODO also show effect while tracing
374                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
375                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
376                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
377                 start = trace_endpos;
378                 entity hit = trace_ent;
379
380                 // traced up to max_shot_distance and didn't hit anything at all
381                 if (trace_fraction == 1.0)
382                         break;
383
384                 // When hitting sky, stop.
385                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
386                         break;
387
388                 // can't use noimpact, as we need to pass through walls
389                 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
390                         //break;
391
392                 // if we hit "weapclip", bail out
393                 //
394                 // rationale of this check:
395                 //
396                 // any shader that is solid, nodraw AND trans is meant to clip weapon
397                 // shots and players, but has no other effect!
398                 //
399                 // if it is not trans, it is caulk and should not have this side effect
400                 //
401                 // matching shaders:
402                 //   common/weapclip (intended)
403                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
404                 bool is_weapclip = false;
405                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
406                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
407                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
408                         is_weapclip = true;
409
410                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
411                         Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
412
413                 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).
414                 {
415                         fireBullet_last_hit = hit;
416                         yoda = 0;
417                         MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
418                         damage = M_ARGV(4, float);
419                         bool gooddamage = accuracy_isgooddamage(this, hit);
420                         Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
421                         // calculate hits for ballistic weapons
422                         if(gooddamage)
423                         {
424                                 // do not exceed 100%
425                                 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
426                                 total_damage += damage * solid_penetration_left;
427                                 accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
428                         }
429                 }
430
431                 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
432                         break;
433
434                 // go through solid!
435                 // outside the world? forget it
436                 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)
437                         break;
438
439                 float maxdist;
440                 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
441                 if(max_solid_penetration < 0)
442                         break;
443                 else if(hitstore.ballistics_density < -1)
444                         break; // -2: no solid penetration, ever
445                 else if(hitstore.ballistics_density < 0)
446                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
447                 else if(hitstore.ballistics_density == 0)
448                         maxdist = max_solid_penetration * solid_penetration_left;
449                 else
450                         maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
451
452                 if(maxdist <= autocvar_g_ballistics_mindistance)
453                         break;
454
455                 // move the entity along its velocity until it's out of solid, then let it resume
456                 // The previously hit entity is ignored here!
457                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
458                 if(trace_fraction == 1) // 1: we never got out of solid
459                         break;
460
461                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
462                 // fraction_used_of_what_is_left = dist_taken / maxdist
463                 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
464                 solid_penetration_left *= 1 - dist_taken / maxdist;
465                 solid_penetration_left = max(solid_penetration_left, 0);
466
467                 // Only show effect when going through a player (invisible otherwise)
468                 if (hit && (hit.solid != SOLID_BSP))
469                         if(vdist(trace_endpos - start, >, 4))
470                                 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
471
472                 start = trace_endpos;
473
474                 if(hit.solid == SOLID_BSP)
475                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
476         }
477
478         if(lag)
479                 antilag_restore_all(this);
480
481         // restore shooter solid type
482         if(this)
483                 this.dphitcontentsmask = oldsolid;
484 }