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simplify trace owner logic for ballistic bullets, make more consistent with projectiles
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_common.qc
1
2 void W_GiveWeapon (entity e, float wep, string name)
3 {
4         entity oldself;
5
6         if (!wep)
7                 return;
8
9         e.weapons = e.weapons | W_WeaponBit(wep);
10
11         oldself = self;
12         self = e;
13
14         if not(g_minstagib)
15         if (other.classname == "player")
16         {
17                 sprint (other, "You got the ^2");
18                 sprint (other, name);
19                 sprint (other, "\n");
20         }
21
22         self = oldself;
23 }
24
25 .float railgundistance;
26 .vector railgunforce;
27 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
28 {
29         vector hitloc, force, endpoint, dir;
30         entity ent, endent;
31         float endq3surfaceflags;
32         float totaldmg;
33         entity o;
34
35         float length;
36         vector beampos;
37         string snd;
38         entity pseudoprojectile;
39         float f, ffs;
40
41         railgun_start = start;
42         railgun_end = end;
43
44         dir = normalize(end - start);
45         length = vlen(end - start);
46         force = dir * bforce;
47
48         // go a little bit into the wall because we need to hit this wall later
49         end = end + dir;
50
51         totaldmg = 0;
52
53         // trace multiple times until we hit a wall, each obstacle will be made
54         // non-solid so we can hit the next, while doing this we spawn effects and
55         // note down which entities were hit so we can damage them later
56         o = self;
57         while (1)
58         {
59                 if(self.antilag_debug)
60                         WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
61                 else
62                         WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
63                 if(o && WarpZone_trace_firstzone)
64                 {
65                         o = world;
66                         continue;
67                 }
68
69                 // if it is world we can't hurt it so stop now
70                 if (trace_ent == world || trace_fraction == 1)
71                         break;
72
73                 // make the entity non-solid so we can hit the next one
74                 trace_ent.railgunhit = TRUE;
75                 trace_ent.railgunhitloc = end;
76                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
77                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
78                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
79
80                 // stop if this is a wall
81                 if (trace_ent.solid == SOLID_BSP)
82                         break;
83
84                 // make the entity non-solid
85                 trace_ent.solid = SOLID_NOT;
86         }
87
88         endpoint = trace_endpos;
89         endent = trace_ent;
90         endq3surfaceflags = trace_dphitq3surfaceflags;
91
92         // find all the entities the railgun hit and restore their solid state
93         ent = findfloat(world, railgunhit, TRUE);
94         while (ent)
95         {
96                 // restore their solid type
97                 ent.solid = ent.railgunhitsolidbackup;
98                 ent = findfloat(ent, railgunhit, TRUE);
99         }
100
101         // spawn a temporary explosion entity for RadiusDamage calls
102         //explosion = spawn();
103
104         // Find all non-hit players the beam passed close by
105         if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
106         {
107                 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
108                 {
109                         // nearest point on the beam
110                         beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
111
112                         f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
113                         if(f <= 0)
114                                 continue;
115
116                         snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
117
118                         if(!pseudoprojectile)
119                                 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
120                         soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
121                 }
122
123                 if(pseudoprojectile)
124                         remove(pseudoprojectile);
125         }
126
127         // find all the entities the railgun hit and hurt them
128         ent = findfloat(world, railgunhit, TRUE);
129         while (ent)
130         {
131                 // get the details we need to call the damage function
132                 hitloc = ent.railgunhitloc;
133
134                 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
135                 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
136
137                 if(accuracy_isgooddamage(self.realowner, ent))
138                         totaldmg += bdamage * f;
139
140                 // apply the damage
141                 if (ent.takedamage)
142                         Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
143
144                 // create a small explosion to throw gibs around (if applicable)
145                 //setorigin (explosion, hitloc);
146                 //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype);
147
148                 ent.railgunhitloc = '0 0 0';
149                 ent.railgunhitsolidbackup = SOLID_NOT;
150                 ent.railgunhit = FALSE;
151                 ent.railgundistance = 0;
152
153                 // advance to the next entity
154                 ent = findfloat(ent, railgunhit, TRUE);
155         }
156
157         // calculate hits and fired shots for hitscan
158         accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
159
160         trace_endpos = endpoint;
161         trace_ent = endent;
162         trace_dphitq3surfaceflags = endq3surfaceflags;
163 }
164
165 .float dmg_edge;
166 .float dmg_force;
167 .float dmg_radius;
168 .float dmg_total;
169 void W_BallisticBullet_Hit (void)
170 {
171         float f, q, g;
172
173         f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
174         q = 1 + self.dmg_edge / self.dmg;
175
176         if(other.solid == SOLID_BSP)
177                 Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, self);
178
179         if(other && other != self.enemy)
180         {
181                 endzcurveparticles();
182
183                 headshot = 0;
184                 yoda = 0;
185                 damage_headshotbonus = self.dmg_edge * f;
186                 railgun_start = self.origin - 2 * frametime * self.velocity;
187                 railgun_end = self.origin + 2 * frametime * self.velocity;
188                 g = accuracy_isgooddamage(self.realowner, other);
189                 Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
190                 damage_headshotbonus = 0;
191
192                 if(headshot)
193                         f *= q;
194                 if(self.dmg_edge > 0)
195                 {
196                         if(headshot)
197                                 AnnounceTo(self.realowner, "headshot");
198                         if(yoda)
199                                 AnnounceTo(self.realowner, "awesome");
200                 }
201
202                 // calculate hits for ballistic weapons
203                 if(g)
204                 {
205                         // do not exceed 100%
206                         q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
207                         self.dmg_total += f * self.dmg;
208                         accuracy_add(self.realowner, self.realowner.weapon, 0, q);
209                 }
210         }
211
212         self.enemy = other; // don't hit the same player twice with the same bullet
213 }
214
215 .void(void) W_BallisticBullet_LeaveSolid_think_save;
216 .float W_BallisticBullet_LeaveSolid_nextthink_save;
217 .vector W_BallisticBullet_LeaveSolid_origin;
218 .vector W_BallisticBullet_LeaveSolid_velocity;
219
220 void W_BallisticBullet_LeaveSolid_think()
221 {
222         setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
223         self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
224
225         self.think = self.W_BallisticBullet_LeaveSolid_think_save;
226         self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
227         self.W_BallisticBullet_LeaveSolid_think_save = SUB_Null;
228
229         self.flags &~= FL_ONGROUND;
230
231         if(self.enemy.solid == SOLID_BSP)
232         {
233                 float f;
234                 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
235                 Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, self);
236         }
237
238         UpdateCSQCProjectile(self);
239 }
240
241 float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant)
242 {
243         // move the entity along its velocity until it's out of solid, then let it resume
244
245         float dt, dst, velfactor, v0, vs;
246         float maxdist;
247         float E0_m, Es_m;
248
249         // outside the world? forget it
250         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)
251                 return 0;
252
253         // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
254         v0 = vlen(vel);
255
256         E0_m = 0.5 * v0 * v0;
257         maxdist = E0_m / constant;
258         // maxdist = 0.5 * v0 * v0 / constant
259         // dprint("max dist = ", ftos(maxdist), "\n");
260
261         if(maxdist <= autocvar_g_ballistics_mindistance)
262                 return 0;
263
264         traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self);
265
266         if(trace_fraction == 1) // 1: we never got out of solid
267                 return 0;
268
269         self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
270
271         dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
272         // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
273         Es_m = E0_m - constant * dst;
274         if(Es_m <= 0)
275         {
276                 // roundoff errors got us
277                 return 0;
278         }
279         vs = sqrt(2 * Es_m);
280         velfactor = vs / v0;
281
282         dt = dst / (0.5 * (v0 + vs));
283         // this is not correct, but the differential equations have no analytic
284         // solution - and these times are very small anyway
285         //print("dt = ", ftos(dt), "\n");
286
287         self.W_BallisticBullet_LeaveSolid_think_save = self.think;
288         self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
289         self.think = W_BallisticBullet_LeaveSolid_think;
290         self.nextthink = time + dt;
291
292         vel = vel * velfactor;
293
294         self.velocity = '0 0 0';
295         self.flags |= FL_ONGROUND; // prevent moving
296         self.W_BallisticBullet_LeaveSolid_velocity = vel;
297
298         return 1;
299 }
300
301 void W_BallisticBullet_Touch (void)
302 {
303         float density;
304
305         if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
306                 return;
307
308         PROJECTILE_TOUCH;
309         W_BallisticBullet_Hit ();
310
311         // if we hit "weapclip", bail out
312         //
313         // rationale of this check:
314         //
315         // any shader that is solid, nodraw AND trans is meant to clip weapon
316         // shots and players, but has no other effect!
317         //
318         // if it is not trans, it is caulk and should not have this side effect
319         //
320         // matching shaders:
321         //   common/weapclip (intended)
322         //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
323         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
324         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
325         if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
326         {
327                 remove(self);
328                 return;
329         }
330
331         density = other.ballistics_density;
332         if(density == 0)
333                 density = 1;
334
335         // go through solid!
336         if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius * density))
337         {
338                 remove(self);
339                 return;
340         }
341
342         self.projectiledeathtype |= HITTYPE_BOUNCE;
343 }
344
345 void endFireBallisticBullet()
346 {
347         endzcurveparticles();
348 }
349
350 entity fireBallisticBullet_trace_callback_ent;
351 float fireBallisticBullet_trace_callback_eff;
352 void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
353 {
354         if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
355                 zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
356         WarpZone_trace_forent = world;
357 }
358
359 void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float headshotbonus, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
360 {
361         float lag, dt, savetime, density;
362         entity pl, oldself;
363         float antilagging;
364
365         antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
366
367         entity proj;
368         proj = spawn();
369         proj.classname = "bullet";
370         proj.owner = proj.realowner = self;
371         PROJECTILE_MAKETRIGGER(proj);
372         if(gravityfactor > 0)
373         {
374                 proj.movetype = MOVETYPE_TOSS;
375                 proj.gravity = gravityfactor;
376         }
377         else
378                 proj.movetype = MOVETYPE_FLY;
379         proj.think = SUB_Remove;
380         proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
381         W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
382         proj.angles = vectoangles(proj.velocity);
383         proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
384         // so: bulletconstant = bullet mass / area of bullet circle
385         setorigin(proj, start);
386         proj.flags = FL_PROJECTILE;
387
388         proj.touch = W_BallisticBullet_Touch;
389         proj.dmg = damage;
390         proj.dmg_edge = headshotbonus;
391         proj.dmg_force = force;
392         proj.projectiledeathtype = dtype;
393
394         proj.oldvelocity = proj.velocity;
395
396         other = proj; MUTATOR_CALLHOOK(EditProjectile);
397
398         if(antilagging)
399         {
400                 float eff;
401
402                 if(tracereffects & EF_RED)
403                         eff = particleeffectnum("tr_rifle");
404                 else if(tracereffects & EF_BLUE)
405                         eff = particleeffectnum("tr_rifle_weak");
406                 else
407                         eff = particleeffectnum("tr_bullet");
408
409                 // NOTE: this may severely throw off weapon balance
410                 lag = ANTILAG_LATENCY(self);
411                 if(lag < 0.001)
412                         lag = 0;
413                 if(clienttype(self) != CLIENTTYPE_REAL)
414                         lag = 0;
415                 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
416                         lag = 0; // only do hitscan, but no antilag
417
418                 if(lag)
419                         FOR_EACH_PLAYER(pl)
420                                 antilag_takeback(pl, time - lag);
421
422                 oldself = self;
423                 self = proj;
424
425                 savetime = frametime;
426                 frametime = 0.05;
427
428                 for(;;)
429                 {
430                         // DP tracetoss is stupid and always traces in 0.05s
431                         // ticks. This makes it trace in 0.05*0.125s ticks
432                         // instead.
433                         vector v0;
434                         float g0;
435                         v0 = self.velocity;
436                         g0 = self.gravity;
437                         self.velocity = self.velocity * 0.125;
438                         self.gravity *= 0.125 * 0.125;
439                         trace_fraction = 0;
440                         fireBallisticBullet_trace_callback_ent = self;
441                         fireBallisticBullet_trace_callback_eff = eff;
442                         WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
443                         self.velocity = v0;
444                         self.gravity = g0;
445
446                         if(trace_fraction == 1)
447                                 break;
448                                 // won't hit anything anytime soon (DP's
449                                 // tracetoss does 200 tics of, here,
450                                 // 0.05*0.125s, that is, 1.25 seconds
451
452                         other = trace_ent;
453                         dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
454                         setorigin(self, trace_endpos);
455                         self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
456
457                         if(!SUB_OwnerCheck())
458                         {
459                                 if(SUB_NoImpactCheck())
460                                         break;
461
462                                 // hit the player
463                                 W_BallisticBullet_Hit();
464                         }
465
466                         // if we hit "weapclip", bail out
467                         //
468                         // rationale of this check:
469                         //
470                         // any shader that is solid, nodraw AND trans is meant to clip weapon
471                         // shots and players, but has no other effect!
472                         //
473                         // if it is not trans, it is caulk and should not have this side effect
474                         //
475                         // matching shaders:
476                         //   common/weapclip (intended)
477                         //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
478                         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
479                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
480                         if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
481                                 break;
482
483                         density = other.ballistics_density;
484                         if(density == 0)
485                                 density = 1;
486
487                         // go through solid!
488                         if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius * density))
489                                 break;
490
491                         W_BallisticBullet_LeaveSolid_think();
492                 }
493                 frametime = savetime;
494                 self = oldself;
495
496                 if(lag)
497                         FOR_EACH_PLAYER(pl)
498                                 antilag_restore(pl);
499
500                 remove(proj);
501
502                 return;
503         }
504
505         if(tracereffects & EF_RED)
506                 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
507         else if(tracereffects & EF_BLUE)
508                 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
509         else
510                 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
511 }
512
513 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
514 {
515         vector  end;
516
517         dir = normalize(dir + randomvec() * spread);
518         end = start + dir * MAX_SHOT_DISTANCE;
519         if(self.antilag_debug)
520                 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
521         else
522                 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
523
524         end = trace_endpos;
525
526         if ((trace_fraction != 1.0) && (pointcontents (trace_endpos) != CONTENT_SKY))
527         {
528                 if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
529                         Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, self);                    
530
531                 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
532         }
533         trace_endpos = end;
534 }
535
536 float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
537 {
538         float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
539         float is_from_owner = (inflictor == projowner);
540         float is_from_exception = (exception != -1);
541         
542         //print(strcat("from_contents ", ftos(is_from_contents), " : from_owner ", ftos(is_from_owner), " : exception ", strcat(ftos(is_from_exception), " (", ftos(exception), "). \n")));
543
544         if(autocvar_g_projectiles_damage <= -2)
545         {
546                 return FALSE; // no damage to projectiles at all, not even with the exceptions
547         }
548         else if(autocvar_g_projectiles_damage == -1)
549         {
550                 if(is_from_exception)
551                         return (exception); // if exception is detected, allow it to override
552                 else
553                         return FALSE; // otherwise, no other damage is allowed
554         }
555         else if(autocvar_g_projectiles_damage == 0)
556         {
557                 if(is_from_exception)
558                         return (exception); // if exception is detected, allow it to override
559                 else if not(is_from_contents)
560                         return FALSE; // otherwise, only allow damage from contents
561         }       
562         else if(autocvar_g_projectiles_damage == 1)
563         {
564                 if(is_from_exception)
565                         return (exception); // if exception is detected, allow it to override
566                 else if not(is_from_contents || is_from_owner)
567                         return FALSE; // otherwise, only allow self damage and damage from contents
568         }
569         else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions
570         {
571                 if(is_from_exception)
572                         return (exception); // if exception is detected, allow it to override
573         }
574
575         return TRUE; // if none of these return, then allow damage anyway.
576 }
577
578 void W_PrepareExplosionByDamage(entity attacker, void() explode)
579 {
580         self.takedamage = DAMAGE_NO;
581         self.event_damage = SUB_Null;
582         self.owner = attacker;
583         self.realowner = attacker;
584
585         // do not explode NOW but in the NEXT FRAME!
586         // because recursive calls to RadiusDamage are not allowed
587         self.nextthink = time;
588         self.think = explode;
589 }