]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_common.qc
work on restructuring fireBallisticBullet
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_common.qc
index 2e0c1e8f02bbcd466773894e43e3da4df52104f5..c1a1093fd52e5b12f98ae472f9164ff93e642567 100644 (file)
@@ -6,13 +6,12 @@ void W_GiveWeapon (entity e, float wep)
        if (!wep)
                return;
 
-       WEPSET_OR_EW(e, wep);
+       e.weapons |= WepSet_FromWeapon(wep);
 
        oldself = self;
        self = e;
 
-       if not(g_minstagib)
-       if(other.classname == "player")
+       if(IS_PLAYER(other))
                { Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_WEAPON_GOT, wep); }
 
        self = oldself;
@@ -105,7 +104,10 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
        // Find all non-hit players the beam passed close by
        if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
        {
-               FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(msg_entity.classname == "spectator" && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too
+               FOR_EACH_REALCLIENT(msg_entity)
+               if(msg_entity != self)
+               if(!msg_entity.railgunhit)
+               if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
                {
                        // nearest point on the beam
                        beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
@@ -118,7 +120,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f
 
                        if(!pseudoprojectile)
                                pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
-                       soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
+                       soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
                }
 
                if(pseudoprojectile)
@@ -190,7 +192,7 @@ void W_BallisticBullet_Hit (void)
                /*if(yoda && (time > (self.last_yoda + 5)))
                {
                        Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA);
-                       self.last_yoda = time; 
+                       self.last_yoda = time;
                }*/
 
                // calculate hits for ballistic weapons
@@ -220,7 +222,7 @@ void W_BallisticBullet_LeaveSolid_think()
        self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
        self.W_BallisticBullet_LeaveSolid_think_save = func_null;
 
-       self.flags &~= FL_ONGROUND;
+       self.flags &= ~FL_ONGROUND;
 
        if(self.enemy.solid == SOLID_BSP)
        {
@@ -245,7 +247,7 @@ float W_BallisticBullet_LeaveSolid(float eff)
        if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z)
                return 0;
 
-       // special case for zero density and zero bullet constant: 
+       // special case for zero density and zero bullet constant:
 
        if(self.dmg_radius == 0)
        {
@@ -355,8 +357,8 @@ void W_BallisticBullet_Touch (void)
        //   common/weapclip (intended)
        //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
        if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
-       if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
-       if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
+       if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
+       if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
        {
                remove(self);
                return;
@@ -387,29 +389,20 @@ void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
        self.owner = world;
 }
 
-void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
+void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant)
 {
        float lag, dt, savetime; //, density;
        entity pl, oldself;
-       float antilagging;
-
-       antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
 
        entity proj;
        proj = spawn();
        proj.classname = "bullet";
        proj.owner = proj.realowner = self;
        PROJECTILE_MAKETRIGGER(proj);
-       if(gravityfactor > 0)
-       {
-               proj.movetype = MOVETYPE_TOSS;
-               proj.gravity = gravityfactor;
-       }
-       else
-               proj.movetype = MOVETYPE_FLY;
+       proj.movetype = MOVETYPE_FLY;
        proj.think = SUB_Remove;
        proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
-       W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
+       W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, TRUE);
        proj.angles = vectoangles(proj.velocity);
        if(bulletconstant > 0)
                proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
@@ -430,122 +423,163 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f
 
        other = proj; MUTATOR_CALLHOOK(EditProjectile);
 
-       if(antilagging)
-       {
-               float eff;
+       float eff;
 
-               if(tracereffects & EF_RED)
-                       eff = particleeffectnum("tr_rifle");
-               else if(tracereffects & EF_BLUE)
-                       eff = particleeffectnum("tr_rifle_weak");
-               else
-                       eff = particleeffectnum("tr_bullet");
+       if(tracereffects & EF_RED)
+               eff = particleeffectnum("tr_rifle");
+       else if(tracereffects & EF_BLUE)
+               eff = particleeffectnum("tr_rifle_weak");
+       else
+               eff = particleeffectnum("tr_bullet");
+
+       // NOTE: this may severely throw off weapon balance
+       lag = ANTILAG_LATENCY(self);
+       if(lag < 0.001)
+               lag = 0;
+       if (!IS_REAL_CLIENT(self))
+               lag = 0;
+       if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
+               lag = 0; // only do hitscan, but no antilag
+
+       if(lag)
+               FOR_EACH_PLAYER(pl)
+                       if(pl != self)
+                               antilag_takeback(pl, time - lag);
 
-               // NOTE: this may severely throw off weapon balance
-               lag = ANTILAG_LATENCY(self);
-               if(lag < 0.001)
-                       lag = 0;
-               if(clienttype(self) != CLIENTTYPE_REAL)
-                       lag = 0;
-               if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
-                       lag = 0; // only do hitscan, but no antilag
+       oldself = self;
+       self = proj;
 
-               if(lag)
-                       FOR_EACH_PLAYER(pl)
-                               if(pl != self)
-                                       antilag_takeback(pl, time - lag);
+       savetime = frametime;
+       frametime = 0.05;
 
-               oldself = self;
-               self = proj;
+       for(;;)
+       {
+               // DP tracetoss is stupid and always traces in 0.05s
+               // ticks. This makes it trace in 0.05*0.125s ticks
+               // instead.
+               vector v0;
+               v0 = self.velocity;
+               self.velocity = self.velocity * 0.125;
+               trace_fraction = 0;
+               fireBallisticBullet_trace_callback_ent = self;
+               fireBallisticBullet_trace_callback_eff = eff;
+               WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
+               self.velocity = v0;
+
+               if(trace_fraction == 1)
+                       break;
+                       // won't hit anything anytime soon (DP's
+                       // tracetoss does 200 tics of, here,
+                       // 0.05*0.125s, that is, 1.25 seconds
 
-               savetime = frametime;
-               frametime = 0.05;
+               other = trace_ent;
+               dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
+               setorigin(self, trace_endpos);
+               self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
 
-               for(;;)
+               if(!SUB_OwnerCheck())
                {
-                       // DP tracetoss is stupid and always traces in 0.05s
-                       // ticks. This makes it trace in 0.05*0.125s ticks
-                       // instead.
-                       vector v0;
-                       float g0;
-                       v0 = self.velocity;
-                       g0 = self.gravity;
-                       self.velocity = self.velocity * 0.125;
-                       self.gravity *= 0.125 * 0.125;
-                       trace_fraction = 0;
-                       fireBallisticBullet_trace_callback_ent = self;
-                       fireBallisticBullet_trace_callback_eff = eff;
-                       WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
-                       self.velocity = v0;
-                       self.gravity = g0;
-
-                       if(trace_fraction == 1)
+                       if(SUB_NoImpactCheck())
                                break;
-                               // won't hit anything anytime soon (DP's
-                               // tracetoss does 200 tics of, here,
-                               // 0.05*0.125s, that is, 1.25 seconds
 
-                       other = trace_ent;
-                       dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
-                       setorigin(self, trace_endpos);
-                       self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
+                       // hit the player
+                       W_BallisticBullet_Hit();
+               }
 
-                       if(!SUB_OwnerCheck())
-                       {
-                               if(SUB_NoImpactCheck())
-                                       break;
+               if(proj.dmg_radius < 0) // these NEVER penetrate solid
+                       break;
 
-                               // hit the player
-                               W_BallisticBullet_Hit();
-                       }
+               // if we hit "weapclip", bail out
+               //
+               // rationale of this check:
+               //
+               // any shader that is solid, nodraw AND trans is meant to clip weapon
+               // shots and players, but has no other effect!
+               //
+               // if it is not trans, it is caulk and should not have this side effect
+               //
+               // matching shaders:
+               //   common/weapclip (intended)
+               //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
+               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+               if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
+               if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
+                       break;
 
-                       if(proj.dmg_radius < 0) // these NEVER penetrate solid
-                               break;
+               // go through solid!
+               if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
+                       break;
 
-                       // if we hit "weapclip", bail out
-                       //
-                       // rationale of this check:
-                       //
-                       // any shader that is solid, nodraw AND trans is meant to clip weapon
-                       // shots and players, but has no other effect!
-                       //
-                       // if it is not trans, it is caulk and should not have this side effect
-                       //
-                       // matching shaders:
-                       //   common/weapclip (intended)
-                       //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
-                       if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
-                       if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
-                       if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
-                               break;
+               W_BallisticBullet_LeaveSolid_think();
 
-                       // go through solid!
-                       if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1))
-                               break;
+               self.projectiledeathtype |= HITTYPE_BOUNCE;
+       }
+       frametime = savetime;
+       self = oldself;
+
+       if(lag)
+               FOR_EACH_PLAYER(pl)
+                       if(pl != self)
+                               antilag_restore(pl);
+
+       remove(proj);
 
-                       W_BallisticBullet_LeaveSolid_think();
+       return;
+}
+
+void fireBallisticBullet_simple(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant)
+{
+       vector  end;
+
+       dir = normalize(dir + randomvec() * spread);
+       end = start + dir * MAX_SHOT_DISTANCE;
+
+       for (;;)
+       {
+               // TODO also show effect
+               if(self.antilag_debug)
+                       WarpZone_traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
+               else
+                       WarpZone_traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
 
-                       self.projectiledeathtype |= HITTYPE_BOUNCE;
+               if (pointcontents (trace_endpos) != CONTENT_SKY)
+               {
+                       trace_endpos = end;
+                       return;
                }
-               frametime = savetime;
-               self = oldself;
 
-               if(lag)
-                       FOR_EACH_PLAYER(pl)
-                               if(pl != self)
-                                       antilag_restore(pl);
+               // Avoid self-damage
+               if (!trace_ent || (trace_ent == self))
+               {
+                       if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+                               return;
 
-               remove(proj);
+                       W_BallisticBullet_Hit();  // FIXME
+               }
 
-               return;
+               // if we hit "weapclip", bail out
+               //
+               // rationale of this check:
+               //
+               // any shader that is solid, nodraw AND trans is meant to clip weapon
+               // shots and players, but has no other effect!
+               //
+               // if it is not trans, it is caulk and should not have this side effect
+               //
+               // matching shaders:
+               //   common/weapclip (intended)
+               //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
+               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+               if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
+               if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
+                       return;
+
+               // go through solid!
+               if(!W_BallisticBullet_LeaveSolid((trace_ent && (trace_ent.solid != SOLID_BSP)) ? eff : -1))  // FIXME
+                       return;
+
+               W_BallisticBullet_LeaveSolid_think();  // FIXME
        }
-
-       if(tracereffects & EF_RED)
-               CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
-       else if(tracereffects & EF_BLUE)
-               CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
-       else
-               CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
 }
 
 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
@@ -563,8 +597,8 @@ void fireBullet (vector start, vector dir, float spread, float damage, float for
 
        if (pointcontents (trace_endpos) != CONTENT_SKY)
        {
-               if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
-                       Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);                    
+               if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
+                       Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);
 
                Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
        }
@@ -576,7 +610,7 @@ float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtyp
        float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
        float is_from_owner = (inflictor == projowner);
        float is_from_exception = (exception != -1);
-       
+
        //dprint(strcat("W_CheckProjectileDamage: from_contents ", ftos(is_from_contents), " : from_owner ", ftos(is_from_owner), " : exception ", strcat(ftos(is_from_exception), " (", ftos(exception), "). \n")));
 
        if(autocvar_g_projectiles_damage <= -2)
@@ -594,14 +628,14 @@ float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtyp
        {
                if(is_from_exception)
                        return (exception); // if exception is detected, allow it to override
-               else if not(is_from_contents)
+               else if (!is_from_contents)
                        return FALSE; // otherwise, only allow damage from contents
-       }       
+       }
        else if(autocvar_g_projectiles_damage == 1)
        {
                if(is_from_exception)
                        return (exception); // if exception is detected, allow it to override
-               else if not(is_from_contents || is_from_owner)
+               else if (!(is_from_contents || is_from_owner))
                        return FALSE; // otherwise, only allow self damage and damage from contents
        }
        else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions
@@ -617,13 +651,13 @@ void W_PrepareExplosionByDamage(entity attacker, void() explode)
 {
        self.takedamage = DAMAGE_NO;
        self.event_damage = func_null;
-       
-       if((attacker.flags & FL_CLIENT) && !autocvar_g_projectiles_keep_owner)
+
+       if(IS_CLIENT(attacker) && !autocvar_g_projectiles_keep_owner)
        {
                self.owner = attacker;
                self.realowner = attacker;
        }
-       
+
        // do not explode NOW but in the NEXT FRAME!
        // because recursive calls to RadiusDamage are not allowed
        self.nextthink = time;