]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/w_common.qc
Revert "Merge branch 'Mario/despawn_effects'"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_common.qc
diff --git a/qcsrc/server/w_common.qc b/qcsrc/server/w_common.qc
new file mode 100644 (file)
index 0000000..a7ae4d3
--- /dev/null
@@ -0,0 +1,376 @@
+
+void W_GiveWeapon (entity e, float wep)
+{
+       entity oldself;
+
+       if (!wep)
+               return;
+
+       e.weapons |= WepSet_FromWeapon(wep);
+
+       oldself = self;
+       self = e;
+
+       if(IS_PLAYER(other))
+               { Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_WEAPON_GOT, wep); }
+
+       self = oldself;
+}
+
+.float railgundistance;
+.vector railgunforce;
+void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
+{
+       vector hitloc, force, endpoint, dir;
+       entity ent, endent;
+       float endq3surfaceflags;
+       float totaldmg;
+       entity o;
+
+       float length;
+       vector beampos;
+       string snd;
+       entity pseudoprojectile;
+       float f, ffs;
+
+       pseudoprojectile = world;
+
+       dir = normalize(end - start);
+       length = vlen(end - start);
+       force = dir * bforce;
+
+       // go a little bit into the wall because we need to hit this wall later
+       end = end + dir;
+
+       totaldmg = 0;
+
+       // trace multiple times until we hit a wall, each obstacle will be made
+       // non-solid so we can hit the next, while doing this we spawn effects and
+       // note down which entities were hit so we can damage them later
+       o = self;
+       while (1)
+       {
+               if(self.antilag_debug)
+                       WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
+               else
+                       WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
+               if(o && WarpZone_trace_firstzone)
+               {
+                       o = world;
+                       continue;
+               }
+
+               if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
+                       Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
+
+               // if it is world we can't hurt it so stop now
+               if (trace_ent == world || trace_fraction == 1)
+                       break;
+
+               // make the entity non-solid so we can hit the next one
+               trace_ent.railgunhit = TRUE;
+               trace_ent.railgunhitloc = end;
+               trace_ent.railgunhitsolidbackup = trace_ent.solid;
+               trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
+               trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
+
+               // stop if this is a wall
+               if (trace_ent.solid == SOLID_BSP)
+                       break;
+
+               // make the entity non-solid
+               trace_ent.solid = SOLID_NOT;
+       }
+
+       endpoint = trace_endpos;
+       endent = trace_ent;
+       endq3surfaceflags = trace_dphitq3surfaceflags;
+
+       // find all the entities the railgun hit and restore their solid state
+       ent = findfloat(world, railgunhit, TRUE);
+       while (ent)
+       {
+               // restore their solid type
+               ent.solid = ent.railgunhitsolidbackup;
+               ent = findfloat(ent, railgunhit, TRUE);
+       }
+
+       // spawn a temporary explosion entity for RadiusDamage calls
+       //explosion = spawn();
+
+       // 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(!(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);
+
+                       f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
+                       if(f <= 0)
+                               continue;
+
+                       snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
+
+                       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, ATTEN_NONE);
+               }
+
+               if(pseudoprojectile)
+                       remove(pseudoprojectile);
+       }
+
+       // find all the entities the railgun hit and hurt them
+       ent = findfloat(world, railgunhit, TRUE);
+       while (ent)
+       {
+               // get the details we need to call the damage function
+               hitloc = ent.railgunhitloc;
+
+               f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
+               ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
+
+               if(accuracy_isgooddamage(self.realowner, ent))
+                       totaldmg += bdamage * f;
+
+               // apply the damage
+               if (ent.takedamage)
+                       Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
+
+               // create a small explosion to throw gibs around (if applicable)
+               //setorigin (explosion, hitloc);
+               //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype);
+
+               ent.railgunhitloc = '0 0 0';
+               ent.railgunhitsolidbackup = SOLID_NOT;
+               ent.railgunhit = FALSE;
+               ent.railgundistance = 0;
+
+               // advance to the next entity
+               ent = findfloat(ent, railgunhit, TRUE);
+       }
+
+       // calculate hits and fired shots for hitscan
+       accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
+
+       trace_endpos = endpoint;
+       trace_ent = endent;
+       trace_dphitq3surfaceflags = endq3surfaceflags;
+}
+
+float fireBullet_trace_callback_eff;
+entity fireBullet_last_hit;
+void fireBullet_trace_callback(vector start, vector hit, vector end)
+{
+       if(vlen(hit - start) > 16)
+               trailparticles(world, fireBullet_trace_callback_eff, start, hit);
+       WarpZone_trace_forent = world;
+       fireBullet_last_hit = world;
+}
+
+void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, float tracereffects)
+{
+       // TODO antilag takeback
+       vector  end;
+
+       dir = normalize(dir + randomvec() * spread);
+       end = start + dir * MAX_SHOT_DISTANCE;
+
+       entity pl;
+       fireBullet_last_hit = world;
+       float solid_penetration_left = 1;
+       float total_damage = 0;
+
+       if(tracereffects & EF_RED)
+               fireBullet_trace_callback_eff = particleeffectnum("tr_rifle");
+       else if(tracereffects & EF_BLUE)
+               fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak");
+       else
+               fireBullet_trace_callback_eff = particleeffectnum("tr_bullet");
+
+       float 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);
+               FOR_EACH_MONSTER(pl)
+                       antilag_takeback(pl, time - lag);
+       }
+
+       WarpZone_trace_forent = self;
+
+       for (;;)
+       {
+               // TODO also show effect while tracing
+               WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, FALSE, WarpZone_trace_forent, world, fireBullet_trace_callback);
+               dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
+               end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
+               start = trace_endpos;
+               entity hit = trace_ent;
+
+               // When hitting sky, stop.
+               if (pointcontents(start) == CONTENT_SKY)
+                       break;
+
+               if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+                       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 anyway)
+               float is_weapclip = 0;
+               if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
+               if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
+               if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
+                       is_weapclip = 1;
+
+               if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
+                       Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
+
+               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).
+               {
+                       fireBullet_last_hit = hit;
+                       yoda = 0;
+                       float g = accuracy_isgooddamage(self, hit);
+                       Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
+                       // calculate hits for ballistic weapons
+                       if(g)
+                       {
+                               // do not exceed 100%
+                               float added_damage = min(damage - total_damage, damage * solid_penetration_left);
+                               total_damage += damage * solid_penetration_left;
+                               accuracy_add(self, self.weapon, 0, added_damage);
+                       }
+               }
+
+               if (is_weapclip)
+                       break;
+
+               // go through solid!
+               // outside the world? forget it
+               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)
+                       break;
+
+               float maxdist;
+               if(max_solid_penetration < 0)
+                       break;
+               else if(hit.ballistics_density < -1)
+                       break; // -2: no solid penetration, ever
+               else if(hit.ballistics_density < 0)
+                       maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
+               else if(hit.ballistics_density == 0)
+                       maxdist = max_solid_penetration * solid_penetration_left;
+               else
+                       maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
+
+               if(maxdist <= autocvar_g_ballistics_mindistance)
+                       break;
+
+               // move the entity along its velocity until it's out of solid, then let it resume
+               // The previously hit entity is ignored here!
+               traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, TRUE, hit);
+               if(trace_fraction == 1) // 1: we never got out of solid
+                       break;
+
+               float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
+               solid_penetration_left *= (dist_taken / maxdist);
+
+               // Only show effect when going through a player (invisible otherwise)
+               if (hit && (hit.solid != SOLID_BSP))
+                       if(vlen(trace_endpos - start) > 4)
+                               trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
+
+               start = trace_endpos;
+
+               if(hit.solid == SOLID_BSP)
+                       Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);
+       }
+
+       if(lag)
+       {
+               FOR_EACH_PLAYER(pl)
+                       if(pl != self)
+                               antilag_restore(pl);
+               FOR_EACH_MONSTER(pl)
+                       antilag_restore(pl);
+       }
+}
+
+float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
+{
+       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)
+       {
+               return FALSE; // no damage to projectiles at all, not even with the exceptions
+       }
+       else if(autocvar_g_projectiles_damage == -1)
+       {
+               if(is_from_exception)
+                       return (exception); // if exception is detected, allow it to override
+               else
+                       return FALSE; // otherwise, no other damage is allowed
+       }
+       else if(autocvar_g_projectiles_damage == 0)
+       {
+               if(is_from_exception)
+                       return (exception); // if exception is detected, allow it to override
+               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 (!(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
+       {
+               if(is_from_exception)
+                       return (exception); // if exception is detected, allow it to override
+       }
+
+       return TRUE; // if none of these return, then allow damage anyway.
+}
+
+void W_PrepareExplosionByDamage(entity attacker, void() explode)
+{
+       self.takedamage = DAMAGE_NO;
+       self.event_damage = func_null;
+
+       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;
+       self.think = explode;
+}