]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/w_common.qc
fix a bunch of uninitialized stuff
[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         WEPSET_OR_EW(e, 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         pseudoprojectile = world;
42
43         railgun_start = start;
44         railgun_end = end;
45
46         dir = normalize(end - start);
47         length = vlen(end - start);
48         force = dir * bforce;
49
50         // go a little bit into the wall because we need to hit this wall later
51         end = end + dir;
52
53         totaldmg = 0;
54
55         // trace multiple times until we hit a wall, each obstacle will be made
56         // non-solid so we can hit the next, while doing this we spawn effects and
57         // note down which entities were hit so we can damage them later
58         o = self;
59         while (1)
60         {
61                 if(self.antilag_debug)
62                         WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
63                 else
64                         WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
65                 if(o && WarpZone_trace_firstzone)
66                 {
67                         o = world;
68                         continue;
69                 }
70
71                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
72                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
73
74                 // if it is world we can't hurt it so stop now
75                 if (trace_ent == world || trace_fraction == 1)
76                         break;
77
78                 // make the entity non-solid so we can hit the next one
79                 trace_ent.railgunhit = TRUE;
80                 trace_ent.railgunhitloc = end;
81                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
82                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
83                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
84
85                 // stop if this is a wall
86                 if (trace_ent.solid == SOLID_BSP)
87                         break;
88
89                 // make the entity non-solid
90                 trace_ent.solid = SOLID_NOT;
91         }
92
93         endpoint = trace_endpos;
94         endent = trace_ent;
95         endq3surfaceflags = trace_dphitq3surfaceflags;
96
97         // find all the entities the railgun hit and restore their solid state
98         ent = findfloat(world, railgunhit, TRUE);
99         while (ent)
100         {
101                 // restore their solid type
102                 ent.solid = ent.railgunhitsolidbackup;
103                 ent = findfloat(ent, railgunhit, TRUE);
104         }
105
106         // spawn a temporary explosion entity for RadiusDamage calls
107         //explosion = spawn();
108
109         // Find all non-hit players the beam passed close by
110         if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
111         {
112                 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
113                 {
114                         // nearest point on the beam
115                         beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
116
117                         f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
118                         if(f <= 0)
119                                 continue;
120
121                         snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
122
123                         if(!pseudoprojectile)
124                                 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
125                         soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTN_NONE);
126                 }
127
128                 if(pseudoprojectile)
129                         remove(pseudoprojectile);
130         }
131
132         // find all the entities the railgun hit and hurt them
133         ent = findfloat(world, railgunhit, TRUE);
134         while (ent)
135         {
136                 // get the details we need to call the damage function
137                 hitloc = ent.railgunhitloc;
138
139                 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
140                 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
141
142                 if(accuracy_isgooddamage(self.realowner, ent))
143                         totaldmg += bdamage * f;
144
145                 // apply the damage
146                 if (ent.takedamage)
147                         Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
148
149                 // create a small explosion to throw gibs around (if applicable)
150                 //setorigin (explosion, hitloc);
151                 //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype);
152
153                 ent.railgunhitloc = '0 0 0';
154                 ent.railgunhitsolidbackup = SOLID_NOT;
155                 ent.railgunhit = FALSE;
156                 ent.railgundistance = 0;
157
158                 // advance to the next entity
159                 ent = findfloat(ent, railgunhit, TRUE);
160         }
161
162         // calculate hits and fired shots for hitscan
163         accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
164
165         trace_endpos = endpoint;
166         trace_ent = endent;
167         trace_dphitq3surfaceflags = endq3surfaceflags;
168 }
169
170 .float dmg_edge;
171 .float dmg_force;
172 .float dmg_radius;
173 .float dmg_total;
174 void W_BallisticBullet_Hit (void)
175 {
176         float f, q, g;
177
178         f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
179         q = 1 + self.dmg_edge / self.dmg;
180
181         if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX)
182                 Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self);
183
184         if(other && other != self.enemy)
185         {
186                 endzcurveparticles();
187
188                 headshot = 0;
189                 yoda = 0;
190                 damage_headshotbonus = self.dmg_edge * f;
191                 railgun_start = self.origin - 2 * frametime * self.velocity;
192                 railgun_end = self.origin + 2 * frametime * self.velocity;
193                 g = accuracy_isgooddamage(self.realowner, other);
194                 Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
195                 damage_headshotbonus = 0;
196
197                 if(headshot)
198                         f *= q;
199                 if(self.dmg_edge > 0)
200                 {
201                         if(headshot)
202                                 AnnounceTo(self.realowner, "headshot");
203                         if(yoda)
204                                 AnnounceTo(self.realowner, "awesome");
205                 }
206
207                 // calculate hits for ballistic weapons
208                 if(g)
209                 {
210                         // do not exceed 100%
211                         q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total;
212                         self.dmg_total += f * self.dmg;
213                         accuracy_add(self.realowner, self.realowner.weapon, 0, q);
214                 }
215         }
216
217         self.enemy = other; // don't hit the same player twice with the same bullet
218 }
219
220 .void(void) W_BallisticBullet_LeaveSolid_think_save;
221 .float W_BallisticBullet_LeaveSolid_nextthink_save;
222 .vector W_BallisticBullet_LeaveSolid_origin;
223 .vector W_BallisticBullet_LeaveSolid_velocity;
224
225 void W_BallisticBullet_LeaveSolid_think()
226 {
227         setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
228         self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
229
230         self.think = self.W_BallisticBullet_LeaveSolid_think_save;
231         self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
232         self.W_BallisticBullet_LeaveSolid_think_save = SUB_Null;
233
234         self.flags &~= FL_ONGROUND;
235
236         if(self.enemy.solid == SOLID_BSP)
237         {
238                 float f;
239                 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
240                 Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self);
241         }
242
243         UpdateCSQCProjectile(self);
244 }
245
246 float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant)
247 {
248         // move the entity along its velocity until it's out of solid, then let it resume
249
250         float dt, dst, velfactor, v0, vs;
251         float maxdist;
252         float E0_m, Es_m;
253
254         // outside the world? forget it
255         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)
256                 return 0;
257
258         // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
259         v0 = vlen(vel);
260
261         E0_m = 0.5 * v0 * v0;
262         maxdist = E0_m / constant;
263         // maxdist = 0.5 * v0 * v0 / constant
264         // dprint("max dist = ", ftos(maxdist), "\n");
265
266         if(maxdist <= autocvar_g_ballistics_mindistance)
267                 return 0;
268
269         traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self);
270
271         if(trace_fraction == 1) // 1: we never got out of solid
272                 return 0;
273
274         self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
275
276         dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin));
277         // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
278         Es_m = E0_m - constant * dst;
279         if(Es_m <= 0)
280         {
281                 // roundoff errors got us
282                 return 0;
283         }
284         vs = sqrt(2 * Es_m);
285         velfactor = vs / v0;
286
287         dt = dst / (0.5 * (v0 + vs));
288         // this is not correct, but the differential equations have no analytic
289         // solution - and these times are very small anyway
290         //print("dt = ", ftos(dt), "\n");
291
292         self.W_BallisticBullet_LeaveSolid_think_save = self.think;
293         self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
294         self.think = W_BallisticBullet_LeaveSolid_think;
295         self.nextthink = time + dt;
296
297         vel = vel * velfactor;
298
299         self.velocity = '0 0 0';
300         self.flags |= FL_ONGROUND; // prevent moving
301         self.W_BallisticBullet_LeaveSolid_velocity = vel;
302
303         return 1;
304 }
305
306 void W_BallisticBullet_Touch (void)
307 {
308         float density;
309
310         if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
311                 return;
312
313         PROJECTILE_TOUCH;
314         W_BallisticBullet_Hit ();
315
316         // if we hit "weapclip", bail out
317         //
318         // rationale of this check:
319         //
320         // any shader that is solid, nodraw AND trans is meant to clip weapon
321         // shots and players, but has no other effect!
322         //
323         // if it is not trans, it is caulk and should not have this side effect
324         //
325         // matching shaders:
326         //   common/weapclip (intended)
327         //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
328         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
329         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
330         if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
331         {
332                 remove(self);
333                 return;
334         }
335
336         density = other.ballistics_density;
337         if(density == 0)
338                 density = 1;
339
340         // go through solid!
341         if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius * density))
342         {
343                 remove(self);
344                 return;
345         }
346
347         self.projectiledeathtype |= HITTYPE_BOUNCE;
348 }
349
350 void endFireBallisticBullet()
351 {
352         endzcurveparticles();
353 }
354
355 entity fireBallisticBullet_trace_callback_ent;
356 float fireBallisticBullet_trace_callback_eff;
357 void fireBallisticBullet_trace_callback(vector start, vector hit, vector end)
358 {
359         if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16)
360                 zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity);
361         WarpZone_trace_forent = world;
362         self.owner = world;
363 }
364
365 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)
366 {
367         float lag, dt, savetime, density;
368         entity pl, oldself;
369         float antilagging;
370
371         antilagging = (autocvar_g_antilag_bullets && (pSpeed >= autocvar_g_antilag_bullets));
372
373         entity proj;
374         proj = spawn();
375         proj.classname = "bullet";
376         proj.owner = proj.realowner = self;
377         PROJECTILE_MAKETRIGGER(proj);
378         if(gravityfactor > 0)
379         {
380                 proj.movetype = MOVETYPE_TOSS;
381                 proj.gravity = gravityfactor;
382         }
383         else
384                 proj.movetype = MOVETYPE_FLY;
385         proj.think = SUB_Remove;
386         proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
387         W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, antilagging);
388         proj.angles = vectoangles(proj.velocity);
389         proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant;
390         // so: bulletconstant = bullet mass / area of bullet circle
391         setorigin(proj, start);
392         proj.flags = FL_PROJECTILE;
393
394         proj.touch = W_BallisticBullet_Touch;
395         proj.dmg = damage;
396         proj.dmg_edge = headshotbonus;
397         proj.dmg_force = force;
398         proj.projectiledeathtype = dtype;
399
400         proj.oldvelocity = proj.velocity;
401
402         other = proj; MUTATOR_CALLHOOK(EditProjectile);
403
404         if(antilagging)
405         {
406                 float eff;
407
408                 if(tracereffects & EF_RED)
409                         eff = particleeffectnum("tr_rifle");
410                 else if(tracereffects & EF_BLUE)
411                         eff = particleeffectnum("tr_rifle_weak");
412                 else
413                         eff = particleeffectnum("tr_bullet");
414
415                 // NOTE: this may severely throw off weapon balance
416                 lag = ANTILAG_LATENCY(self);
417                 if(lag < 0.001)
418                         lag = 0;
419                 if(clienttype(self) != CLIENTTYPE_REAL)
420                         lag = 0;
421                 if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
422                         lag = 0; // only do hitscan, but no antilag
423
424                 if(lag)
425                         FOR_EACH_PLAYER(pl)
426                                 if(pl != self)
427                                         antilag_takeback(pl, time - lag);
428
429                 oldself = self;
430                 self = proj;
431
432                 savetime = frametime;
433                 frametime = 0.05;
434
435                 for(;;)
436                 {
437                         // DP tracetoss is stupid and always traces in 0.05s
438                         // ticks. This makes it trace in 0.05*0.125s ticks
439                         // instead.
440                         vector v0;
441                         float g0;
442                         v0 = self.velocity;
443                         g0 = self.gravity;
444                         self.velocity = self.velocity * 0.125;
445                         self.gravity *= 0.125 * 0.125;
446                         trace_fraction = 0;
447                         fireBallisticBullet_trace_callback_ent = self;
448                         fireBallisticBullet_trace_callback_eff = eff;
449                         WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback);
450                         self.velocity = v0;
451                         self.gravity = g0;
452
453                         if(trace_fraction == 1)
454                                 break;
455                                 // won't hit anything anytime soon (DP's
456                                 // tracetoss does 200 tics of, here,
457                                 // 0.05*0.125s, that is, 1.25 seconds
458
459                         other = trace_ent;
460                         dt = WarpZone_tracetoss_time * 0.125; // this is only approximate!
461                         setorigin(self, trace_endpos);
462                         self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125);
463
464                         if(!SUB_OwnerCheck())
465                         {
466                                 if(SUB_NoImpactCheck())
467                                         break;
468
469                                 // hit the player
470                                 W_BallisticBullet_Hit();
471                         }
472
473                         // if we hit "weapclip", bail out
474                         //
475                         // rationale of this check:
476                         //
477                         // any shader that is solid, nodraw AND trans is meant to clip weapon
478                         // shots and players, but has no other effect!
479                         //
480                         // if it is not trans, it is caulk and should not have this side effect
481                         //
482                         // matching shaders:
483                         //   common/weapclip (intended)
484                         //   common/noimpact (is supposed to eat projectiles, but is erased farther above)
485                         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
486                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)
487                         if not(trace_dphitcontents & DPCONTENTS_OPAQUE)
488                                 break;
489
490                         density = other.ballistics_density;
491                         if(density == 0)
492                                 density = 1;
493
494                         // go through solid!
495                         if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius * density))
496                                 break;
497
498                         W_BallisticBullet_LeaveSolid_think();
499                 }
500                 frametime = savetime;
501                 self = oldself;
502
503                 if(lag)
504                         FOR_EACH_PLAYER(pl)
505                                 if(pl != self)
506                                         antilag_restore(pl);
507
508                 remove(proj);
509
510                 return;
511         }
512
513         if(tracereffects & EF_RED)
514                 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING_TRACER, TRUE);
515         else if(tracereffects & EF_BLUE)
516                 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
517         else
518                 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
519 }
520
521 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
522 {
523         vector  end;
524
525         dir = normalize(dir + randomvec() * spread);
526         end = start + dir * MAX_SHOT_DISTANCE;
527         if(self.antilag_debug)
528                 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
529         else
530                 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
531
532         end = trace_endpos;
533
534         if (pointcontents (trace_endpos) != CONTENT_SKY)
535         {
536                 if not (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
537                         Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self);                    
538
539                 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
540         }
541         trace_endpos = end;
542 }
543
544 float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)
545 {
546         float is_from_contents = (deathtype == DEATH_SLIME || deathtype == DEATH_LAVA);
547         float is_from_owner = (inflictor == projowner);
548         float is_from_exception = (exception != -1);
549         
550         //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")));
551
552         if(autocvar_g_projectiles_damage <= -2)
553         {
554                 return FALSE; // no damage to projectiles at all, not even with the exceptions
555         }
556         else if(autocvar_g_projectiles_damage == -1)
557         {
558                 if(is_from_exception)
559                         return (exception); // if exception is detected, allow it to override
560                 else
561                         return FALSE; // otherwise, no other damage is allowed
562         }
563         else if(autocvar_g_projectiles_damage == 0)
564         {
565                 if(is_from_exception)
566                         return (exception); // if exception is detected, allow it to override
567                 else if not(is_from_contents)
568                         return FALSE; // otherwise, only allow damage from contents
569         }       
570         else if(autocvar_g_projectiles_damage == 1)
571         {
572                 if(is_from_exception)
573                         return (exception); // if exception is detected, allow it to override
574                 else if not(is_from_contents || is_from_owner)
575                         return FALSE; // otherwise, only allow self damage and damage from contents
576         }
577         else if(autocvar_g_projectiles_damage == 2) // allow any damage, but override for exceptions
578         {
579                 if(is_from_exception)
580                         return (exception); // if exception is detected, allow it to override
581         }
582
583         return TRUE; // if none of these return, then allow damage anyway.
584 }
585
586 void W_PrepareExplosionByDamage(entity attacker, void() explode)
587 {
588         self.takedamage = DAMAGE_NO;
589         self.event_damage = SUB_Null;
590         
591         if not(g_ca)
592         {
593                 self.owner = attacker;
594                 self.realowner = attacker;
595         }
596         
597         // do not explode NOW but in the NEXT FRAME!
598         // because recursive calls to RadiusDamage are not allowed
599         self.nextthink = time;
600         self.think = explode;
601 }