Merge branch 'master' into terencehill/accuracy_shotgun
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
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)
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         if(!IS_CLIENT(ent))
33                 antilag = false; // no antilag for non-clients!
34         if (IS_PLAYER(ent) && (ent.(weaponentity).m_weapon.spawnflags & WEP_FLAG_PENETRATEWALLS))
35                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
36         else
37                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
38         if(antilag)
39                 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
40                 // passing NULL, because we do NOT want it to touch dphitcontentsmask
41         else
42                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
43         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
44
45         vector vf, vr, vu;
46         vf = v_forward;
47         vr = v_right;
48         vu = v_up;
49         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
50         v_forward = vf;
51         v_right = vr;
52         v_up = vu;
53
54         // un-adjust trueaim if shotend is too close
55         if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
56                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
57
58         // track max damage
59         if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
60                 accuracy_add(ent, ent.(weaponentity).m_weapon.m_id, maxdamage, 0);
61
62         if(IS_PLAYER(ent))
63                 W_HitPlotAnalysis(ent, weaponentity, v_forward, v_right, v_up);
64
65         vector md = ent.(weaponentity).movedir;
66         vector vecs = ((md.x > 0) ? md : '0 0 0');
67
68         vector dv = v_right * -vecs.y + v_up * vecs.z;
69         w_shotorg = ent.origin + ent.view_ofs + dv;
70
71         // now move the shotorg forward as much as requested if possible
72         if(antilag)
73         {
74                 if(CS(ent).antilag_debug)
75                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
76                 else
77                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
78         }
79         else
80                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
81         w_shotorg = trace_endpos - v_forward * nudge;
82         // calculate the shotdir from the chosen shotorg
83         w_shotdir = normalize(w_shotend - w_shotorg);
84
85         //vector prevdir = w_shotdir;
86         //vector prevorg = w_shotorg;
87         //vector prevend = w_shotend;
88
89         if (antilag)
90         if (!CS(ent).cvar_cl_noantilag)
91         {
92                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
93                 {
94                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
95                         if (!trace_ent.takedamage)
96                         {
97                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
98                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
99                                 {
100                                         entity e;
101                                         e = trace_ent;
102                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
103                                         if(trace_ent == e)
104                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
105                                 }
106                         }
107                 }
108                 else if(autocvar_g_antilag == 3) // client side hitscan
109                 {
110                         // this part MUST use prydon cursor
111                         if (CS(ent).cursor_trace_ent)                 // client was aiming at someone
112                         if (CS(ent).cursor_trace_ent != ent)         // just to make sure
113                         if (CS(ent).cursor_trace_ent.takedamage)      // and that person is killable
114                         if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
115                         {
116                                 // verify that the shot would miss without antilag
117                                 // (avoids an issue where guns would always shoot at their origin)
118                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
119                                 if (!trace_ent.takedamage)
120                                 {
121                                         // verify that the shot would hit if altered
122                                         traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
123                                         if (trace_ent == CS(ent).cursor_trace_ent)
124                                                 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
125                                         else
126                                                 LOG_INFO("antilag fail");
127                                 }
128                         }
129                 }
130         }
131
132         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
133
134         if (!autocvar_g_norecoil)
135                 ent.punchangle_x = recoil * -1;
136
137         if (snd != SND_Null) {
138                 int held_weapons = 0; // HACK: muffle weapon sounds slightly while dual wielding!
139                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
140                 {
141                         .entity wep_ent = weaponentities[slot];
142                         if(ent.(wep_ent) && ent.(wep_ent).m_switchweapon != WEP_Null)
143                                 ++held_weapons;
144                 }
145                 sound (ent, chan, snd, ((held_weapons > 1) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
146                 W_PlayStrengthSound(ent);
147         }
148
149         // nudge w_shotend so a trace to w_shotend hits
150         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
151         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
152         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
153         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
154 }
155
156 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
157 {
158         vector mdirection;
159         float mspeed;
160         vector outvelocity;
161
162         mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
163
164         mdirection = normalize(mvelocity);
165         mspeed = vlen(mvelocity);
166
167         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);
168
169         return outvelocity;
170 }
171
172 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
173 {
174         if(proj.owner == NULL)
175                 error("Unowned missile");
176
177         dir = dir + upDir * (pUpSpeed / pSpeed);
178         dir.z += pZSpeed / pSpeed;
179         pSpeed *= vlen(dir);
180         dir = normalize(dir);
181
182         #if 0
183         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
184         {
185                 mspercallsum = mspercallcount = 0;
186                 mspercallsstyle = autocvar_g_projectiles_spread_style;
187         }
188         mspercallsum -= gettime(GETTIME_HIRES);
189         #endif
190
191         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
192
193         #if 0
194         mspercallsum += gettime(GETTIME_HIRES);
195         mspercallcount += 1;
196         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
197         #endif
198
199         proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
200 }
201
202
203 // ====================
204 //  Ballistics Tracing
205 // ====================
206
207 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
208 {
209         entity pseudoprojectile = NULL;
210
211         vector dir = normalize(end - start);
212         float length = vlen(end - start);
213         vector force = dir * bforce;
214
215         // go a little bit into the wall because we need to hit this wall later
216         end = end + dir;
217
218         float totaldmg = 0;
219
220         // trace multiple times until we hit a wall, each obstacle will be made
221         // non-solid so we can hit the next, while doing this we spawn effects and
222         // note down which entities were hit so we can damage them later
223         entity o = this;
224         while (1)
225         {
226                 if(CS(this).antilag_debug)
227                         WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
228                 else
229                         WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
230                 if(o && WarpZone_trace_firstzone)
231                 {
232                         o = NULL;
233                         continue;
234                 }
235
236                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
237                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
238
239                 // if it is NULL we can't hurt it so stop now
240                 if (trace_ent == NULL || trace_fraction == 1)
241                         break;
242
243                 // make the entity non-solid so we can hit the next one
244                 IL_PUSH(g_railgunhit, trace_ent);
245                 trace_ent.railgunhit = true;
246                 trace_ent.railgunhitloc = end;
247                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
248                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
249                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
250
251                 // stop if this is a wall
252                 if (trace_ent.solid == SOLID_BSP)
253                         break;
254
255                 // make the entity non-solid
256                 trace_ent.solid = SOLID_NOT;
257         }
258
259         vector endpoint = trace_endpos;
260         entity endent = trace_ent;
261         float endq3surfaceflags = trace_dphitq3surfaceflags;
262
263         // find all the entities the railgun hit and restore their solid state
264         IL_EACH(g_railgunhit, it.railgunhit,
265         {
266                 it.solid = it.railgunhitsolidbackup;
267         });
268
269         // spawn a temporary explosion entity for RadiusDamage calls
270         //explosion = spawn();
271
272         // Find all non-hit players the beam passed close by
273         if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
274         {
275                 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
276                         if(!it.railgunhit)
277                         if(!(IS_SPEC(it) && it.enemy == this))
278                         {
279                                 msg_entity = it;
280                                 // nearest point on the beam
281                                 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
282
283                                 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
284                                 if(f <= 0)
285                                         continue;
286
287                                 if(!pseudoprojectile)
288                                         pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
289                                 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
290                         }
291                 });
292
293                 if(pseudoprojectile)
294                         delete(pseudoprojectile);
295         }
296
297         // find all the entities the railgun hit and hurt them
298         IL_EACH(g_railgunhit, it.railgunhit,
299         {
300                 // removal from the list is handled below
301
302                 // get the details we need to call the damage function
303                 vector hitloc = it.railgunhitloc;
304
305                 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
306                 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
307
308                 if(accuracy_isgooddamage(this, it))
309                         totaldmg += bdamage * foff;
310
311                 // apply the damage
312                 if (it.takedamage)
313                         Damage (it, this, this, bdamage * foff, deathtype, hitloc, it.railgunforce * ffs);
314
315                 // create a small explosion to throw gibs around (if applicable)
316                 //setorigin(explosion, hitloc);
317                 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
318
319                 it.railgunhitloc = '0 0 0';
320                 it.railgunhitsolidbackup = SOLID_NOT;
321                 it.railgunhit = false;
322                 it.railgundistance = 0;
323         });
324
325         IL_CLEAR(g_railgunhit);
326
327         // calculate hits and fired shots for hitscan
328         accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, min(bdamage, totaldmg));
329
330         trace_endpos = endpoint;
331         trace_ent = endent;
332         trace_dphitq3surfaceflags = endq3surfaceflags;
333 }
334
335 void fireBullet_trace_callback(vector start, vector hit, vector end)
336 {
337         if(vdist(hit - start, >, 16))
338                 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
339         WarpZone_trace_forent = NULL;
340         fireBullet_last_hit = NULL;
341 }
342
343 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
344 {
345         vector  end;
346
347         dir = normalize(dir + randomvec() * spread);
348         end = start + dir * max_shot_distance;
349
350         fireBullet_last_hit = NULL;
351         float solid_penetration_left = 1;
352         float total_damage = 0;
353
354         if(tracereffects & EF_RED)
355                 fireBullet_trace_callback_eff = EFFECT_RIFLE;
356         else if(tracereffects & EF_BLUE)
357                 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
358         else
359                 fireBullet_trace_callback_eff = EFFECT_BULLET;
360
361         float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
362         if(lag < 0.001)
363                 lag = 0;
364         bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
365         if(autocvar_g_antilag == 0 || noantilag)
366                 lag = 0; // only do hitscan, but no antilag
367         if(lag)
368                 antilag_takeback_all(this, lag);
369
370         // change shooter to SOLID_BBOX so the shot can hit corpses
371         int oldsolid = this.dphitcontentsmask;
372         if(this)
373                 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
374
375         WarpZone_trace_forent = this;
376
377         for (;;)
378         {
379                 // TODO also show effect while tracing
380                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
381                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
382                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
383                 start = trace_endpos;
384                 entity hit = trace_ent;
385
386                 // traced up to max_shot_distance and didn't hit anything at all
387                 if (trace_fraction == 1.0)
388                         break;
389
390                 // When hitting sky, stop.
391                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
392                         break;
393
394                 // can't use noimpact, as we need to pass through walls
395                 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
396                         //break;
397
398                 // if we hit "weapclip", bail out
399                 //
400                 // rationale of this check:
401                 //
402                 // any shader that is solid, nodraw AND trans is meant to clip weapon
403                 // shots and players, but has no other effect!
404                 //
405                 // if it is not trans, it is caulk and should not have this side effect
406                 //
407                 // matching shaders:
408                 //   common/weapclip (intended)
409                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
410                 bool is_weapclip = false;
411                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
412                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
413                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
414                         is_weapclip = true;
415
416                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
417                         Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
418
419                 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).
420                 {
421                         fireBullet_last_hit = hit;
422                         yoda = 0;
423                         MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
424                         damage = M_ARGV(4, float);
425                         bool gooddamage = accuracy_isgooddamage(this, hit);
426                         Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
427                         // calculate hits for ballistic weapons
428                         if(gooddamage)
429                         {
430                                 // do not exceed 100%
431                                 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
432                                 total_damage += damage * solid_penetration_left;
433                                 accuracy_add(this, this.(weaponentity).m_weapon.m_id, 0, added_damage);
434                         }
435                 }
436
437                 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
438                         break;
439
440                 // go through solid!
441                 // outside the world? forget it
442                 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)
443                         break;
444
445                 float maxdist;
446                 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
447                 if(max_solid_penetration < 0)
448                         break;
449                 else if(hitstore.ballistics_density < -1)
450                         break; // -2: no solid penetration, ever
451                 else if(hitstore.ballistics_density < 0)
452                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
453                 else if(hitstore.ballistics_density == 0)
454                         maxdist = max_solid_penetration * solid_penetration_left;
455                 else
456                         maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
457
458                 if(maxdist <= autocvar_g_ballistics_mindistance)
459                         break;
460
461                 // move the entity along its velocity until it's out of solid, then let it resume
462                 // The previously hit entity is ignored here!
463                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
464                 if(trace_fraction == 1) // 1: we never got out of solid
465                         break;
466
467                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
468                 // fraction_used_of_what_is_left = dist_taken / maxdist
469                 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
470                 solid_penetration_left *= 1 - dist_taken / maxdist;
471                 solid_penetration_left = max(solid_penetration_left, 0);
472
473                 // Only show effect when going through a player (invisible otherwise)
474                 if (hit && (hit.solid != SOLID_BSP))
475                         if(vdist(trace_endpos - start, >, 4))
476                                 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
477
478                 start = trace_endpos;
479
480                 if(hit.solid == SOLID_BSP)
481                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
482         }
483
484         if(lag)
485                 antilag_restore_all(this);
486
487         // restore shooter solid type
488         if(this)
489                 this.dphitcontentsmask = oldsolid;
490 }