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Merge branch 'master' into martin-t/effects
[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 "../antilag.qh"
12
13 #include <common/constants.qh>
14 #include <common/net_linked.qh>
15 #include <common/util.qh>
16
17 #include <common/weapons/_all.qh>
18 #include <common/wepent.qh>
19 #include <common/state.qh>
20
21 #include <lib/warpzone/common.qh>
22
23 // this function calculates w_shotorg and w_shotdir based on the weapon model
24 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
25 // make sure you call makevectors first (FIXME?)
26 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, int deathtype)
27 {
28         TC(Sound, snd);
29         float oldsolid = ent.dphitcontentsmask;
30         Weapon wep = DEATH_WEAPONOF(deathtype);
31         if(!IS_CLIENT(ent))
32                 antilag = false; // no antilag for non-clients!
33         if (IS_PLAYER(ent) && (wep.spawnflags & WEP_FLAG_PENETRATEWALLS))
34                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
35         else
36                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
37         if(antilag)
38                 WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
39                 // passing NULL, because we do NOT want it to touch dphitcontentsmask
40         else
41                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
42         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
43
44         vector vf, vr, vu;
45         vf = v_forward;
46         vr = v_right;
47         vu = v_up;
48         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
49         v_forward = vf;
50         v_right = vr;
51         v_up = vu;
52
53         // un-adjust trueaim if shotend is too close
54         if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange))
55                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
56
57         // track max damage
58         if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
59                 accuracy_add(ent, wep, maxdamage, 0);
60
61         if(IS_PLAYER(ent))
62                 W_HitPlotAnalysis(ent, wep, v_forward, v_right, v_up);
63
64         vector md = ent.(weaponentity).movedir;
65         vector vecs = ((md.x > 0) ? md : '0 0 0');
66
67         vector dv = v_forward * vecs.x + v_right * -vecs.y + v_up * vecs.z;
68         w_shotorg = ent.origin + ent.view_ofs;
69
70         // now move the shotorg forward as much as requested if possible
71         if(antilag)
72         {
73                 if(CS(ent).antilag_debug)
74                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, CS(ent).antilag_debug);
75                 else
76                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
77         }
78         else
79                 tracebox(w_shotorg, mi, ma, w_shotorg + dv, MOVE_NORMAL, ent);
80         w_shotorg = trace_endpos;
81         // calculate the shotdir from the chosen shotorg
82         if(W_DualWielding(ent))
83                 w_shotdir = s_forward;
84         else
85                 w_shotdir = normalize(w_shotend - w_shotorg);
86
87         //vector prevdir = w_shotdir;
88         //vector prevorg = w_shotorg;
89         //vector prevend = w_shotend;
90
91         if (antilag)
92         if (!CS(ent).cvar_cl_noantilag)
93         {
94                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
95                 {
96                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
97                         if (!trace_ent.takedamage)
98                         {
99                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
100                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
101                                 {
102                                         entity e;
103                                         e = trace_ent;
104                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
105                                         if(trace_ent == e)
106                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
107                                 }
108                         }
109                 }
110                 else if(autocvar_g_antilag == 3) // client side hitscan
111                 {
112                         // this part MUST use prydon cursor
113                         if (CS(ent).cursor_trace_ent)                 // client was aiming at someone
114                         if (CS(ent).cursor_trace_ent != ent)         // just to make sure
115                         if (CS(ent).cursor_trace_ent.takedamage)      // and that person is killable
116                         if (IS_PLAYER(CS(ent).cursor_trace_ent)) // and actually a player
117                         {
118                                 // verify that the shot would miss without antilag
119                                 // (avoids an issue where guns would always shoot at their origin)
120                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
121                                 if (!trace_ent.takedamage)
122                                 {
123                                         // verify that the shot would hit if altered
124                                         traceline(w_shotorg, CS(ent).cursor_trace_ent.origin, MOVE_NORMAL, ent);
125                                         if (trace_ent == CS(ent).cursor_trace_ent)
126                                                 w_shotdir = normalize(CS(ent).cursor_trace_ent.origin - w_shotorg);
127                                         else
128                                                 LOG_INFO("antilag fail");
129                                 }
130                         }
131                 }
132         }
133
134         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
135
136         if (!autocvar_g_norecoil)
137                 ent.punchangle_x = recoil * -1;
138
139         if (snd != SND_Null) {
140                 sound(ent, chan, snd, (W_DualWielding(ent) ? VOL_BASE * 0.7 : VOL_BASE), ATTN_NORM);
141                 W_PlayStrengthSound(ent);
142         }
143
144         // nudge w_shotend so a trace to w_shotend hits
145         w_shotend = w_shotend + normalize(w_shotend - w_shotorg);
146         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
147         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
148         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
149 }
150
151 vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute)
152 {
153         vector mdirection;
154         float mspeed;
155         vector outvelocity;
156
157         mvelocity = mvelocity * W_WeaponSpeedFactor(actor);
158
159         mdirection = normalize(mvelocity);
160         mspeed = vlen(mvelocity);
161
162         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);
163
164         return outvelocity;
165 }
166
167 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
168 {
169         if(proj.owner == NULL)
170                 error("Unowned missile");
171
172         dir = dir + upDir * (pUpSpeed / pSpeed);
173         dir.z += pZSpeed / pSpeed;
174         pSpeed *= vlen(dir);
175         dir = normalize(dir);
176
177         #if 0
178         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
179         {
180                 mspercallsum = mspercallcount = 0;
181                 mspercallsstyle = autocvar_g_projectiles_spread_style;
182         }
183         mspercallsum -= gettime(GETTIME_HIRES);
184         #endif
185
186         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
187
188         #if 0
189         mspercallsum += gettime(GETTIME_HIRES);
190         mspercallcount += 1;
191         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec");
192         #endif
193
194         proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute);
195 }
196
197
198 // ====================
199 //  Ballistics Tracing
200 // ====================
201
202 void FireRailgunBullet (entity this, .entity weaponentity, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
203 {
204         entity pseudoprojectile = NULL;
205
206         vector dir = normalize(end - start);
207         float length = vlen(end - start);
208         vector force = dir * bforce;
209
210         // go a little bit into the wall because we need to hit this wall later
211         end = end + dir;
212
213         float totaldmg = 0;
214
215         // trace multiple times until we hit a wall, each obstacle will be made
216         // non-solid so we can hit the next, while doing this we spawn effects and
217         // note down which entities were hit so we can damage them later
218         entity o = this;
219         while (1)
220         {
221                 if(CS(this).antilag_debug)
222                         WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug);
223                 else
224                         WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this));
225                 if(o && WarpZone_trace_firstzone)
226                 {
227                         o = NULL;
228                         continue;
229                 }
230
231                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
232                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this);
233
234                 // if it is NULL we can't hurt it so stop now
235                 if (trace_ent == NULL || trace_fraction == 1)
236                         break;
237
238                 // make the entity non-solid so we can hit the next one
239                 IL_PUSH(g_railgunhit, trace_ent);
240                 trace_ent.railgunhit = true;
241                 trace_ent.railgunhitloc = end;
242                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
243                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
244                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
245
246                 // stop if this is a wall
247                 if (trace_ent.solid == SOLID_BSP)
248                         break;
249
250                 // make the entity non-solid
251                 trace_ent.solid = SOLID_NOT;
252         }
253
254         vector endpoint = trace_endpos;
255         entity endent = trace_ent;
256         float endq3surfaceflags = trace_dphitq3surfaceflags;
257
258         // find all the entities the railgun hit and restore their solid state
259         IL_EACH(g_railgunhit, it.railgunhit,
260         {
261                 it.solid = it.railgunhitsolidbackup;
262         });
263
264         // spawn a temporary explosion entity for RadiusDamage calls
265         //explosion = spawn();
266
267         // Find all non-hit players the beam passed close by
268         if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) // WEAPONTODO
269         {
270                 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, {
271                         if(!it.railgunhit)
272                         if(!(IS_SPEC(it) && it.enemy == this))
273                         {
274                                 msg_entity = it;
275                                 // nearest point on the beam
276                                 vector beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
277
278                                 float f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
279                                 if(f <= 0)
280                                         continue;
281
282                                 if(!pseudoprojectile)
283                                         pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
284                                 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, SND(NEXWHOOSH_RANDOM()), VOL_BASE * f, ATTEN_NONE);
285                         }
286                 });
287
288                 if(pseudoprojectile)
289                         delete(pseudoprojectile);
290         }
291
292         // find all the entities the railgun hit and hurt them
293         IL_EACH(g_railgunhit, it.railgunhit,
294         {
295                 // removal from the list is handled below
296
297                 // get the details we need to call the damage function
298                 vector hitloc = it.railgunhitloc;
299
300                 float foff = ExponentialFalloff(mindist, maxdist, halflifedist, it.railgundistance);
301                 float ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, it.railgundistance);
302
303                 if(accuracy_isgooddamage(this, it))
304                         totaldmg += bdamage * foff;
305
306                 // apply the damage
307                 if (it.takedamage)
308                         Damage (it, this, this, bdamage * foff, deathtype, weaponentity, hitloc, it.railgunforce * ffs);
309
310                 // create a small explosion to throw gibs around (if applicable)
311                 //setorigin(explosion, hitloc);
312                 //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype);
313
314                 it.railgunhitloc = '0 0 0';
315                 it.railgunhitsolidbackup = SOLID_NOT;
316                 it.railgunhit = false;
317                 it.railgundistance = 0;
318         });
319
320         IL_CLEAR(g_railgunhit);
321
322         // calculate hits and fired shots for hitscan
323         if(this.(weaponentity))
324                 accuracy_add(this, this.(weaponentity).m_weapon, 0, min(bdamage, totaldmg));
325
326         trace_endpos = endpoint;
327         trace_ent = endent;
328         trace_dphitq3surfaceflags = endq3surfaceflags;
329 }
330
331 void fireBullet_trace_callback(vector start, vector hit, vector end)
332 {
333         if(vdist(hit - start, >, 16))
334                 trailparticles(NULL, fireBullet_trace_callback_eff, start, hit);
335         WarpZone_trace_forent = NULL;
336         fireBullet_last_hit = NULL;
337 }
338
339 void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect)
340 {
341         vector  end;
342
343         dir = normalize(dir + randomvec() * spread);
344         end = start + dir * max_shot_distance;
345
346         fireBullet_last_hit = NULL;
347         fireBullet_trace_callback_eff = tracer_effect;
348
349         float solid_penetration_left = 1;
350         float total_damage = 0;
351
352         float lag = ((IS_REAL_CLIENT(this)) ? ANTILAG_LATENCY(this) : 0);
353         if(lag < 0.001)
354                 lag = 0;
355         bool noantilag = ((IS_CLIENT(this)) ? CS(this).cvar_cl_noantilag : false);
356         if(autocvar_g_antilag == 0 || noantilag)
357                 lag = 0; // only do hitscan, but no antilag
358         if(lag)
359                 antilag_takeback_all(this, lag);
360
361         // change shooter to SOLID_BBOX so the shot can hit corpses
362         int oldsolid = this.dphitcontentsmask;
363         if(this)
364                 this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
365
366         WarpZone_trace_forent = this;
367
368         for (;;)
369         {
370                 // TODO also show effect while tracing
371                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback);
372                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
373                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
374                 start = trace_endpos;
375                 entity hit = trace_ent;
376
377                 // traced up to max_shot_distance and didn't hit anything at all
378                 if (trace_fraction == 1.0)
379                         break;
380
381                 // When hitting sky, stop.
382                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
383                         break;
384
385                 // can't use noimpact, as we need to pass through walls
386                 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
387                         //break;
388
389                 // if we hit "weapclip", bail out
390                 //
391                 // rationale of this check:
392                 //
393                 // any shader that is solid, nodraw AND trans is meant to clip weapon
394                 // shots and players, but has no other effect!
395                 //
396                 // if it is not trans, it is caulk and should not have this side effect
397                 //
398                 // matching shaders:
399                 //   common/weapclip (intended)
400                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
401                 bool is_weapclip = false;
402                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
403                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
404                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
405                         is_weapclip = true;
406
407                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
408                         Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this);
409
410                 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).
411                 {
412                         fireBullet_last_hit = hit;
413                         yoda = 0;
414                         MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
415                         damage = M_ARGV(4, float);
416                         bool gooddamage = accuracy_isgooddamage(this, hit);
417                         Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
418                         // calculate hits for ballistic weapons
419                         if(gooddamage)
420                         {
421                                 // do not exceed 100%
422                                 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
423                                 total_damage += damage * solid_penetration_left;
424                                 accuracy_add(this, this.(weaponentity).m_weapon, 0, added_damage);
425                         }
426                 }
427
428                 if (is_weapclip && !autocvar_g_ballistics_penetrate_clips)
429                         break;
430
431                 // go through solid!
432                 // outside the world? forget it
433                 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)
434                         break;
435
436                 float maxdist;
437                 entity hitstore = IS_PLAYER(hit) ? PS(hit) : hit;
438                 if(max_solid_penetration < 0)
439                         break;
440                 else if(hitstore.ballistics_density < -1)
441                         break; // -2: no solid penetration, ever
442                 else if(hitstore.ballistics_density < 0)
443                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
444                 else if(hitstore.ballistics_density == 0)
445                         maxdist = max_solid_penetration * solid_penetration_left;
446                 else
447                         maxdist = max_solid_penetration * solid_penetration_left * hitstore.ballistics_density;
448
449                 if(maxdist <= autocvar_g_ballistics_mindistance)
450                         break;
451
452                 // move the entity along its velocity until it's out of solid, then let it resume
453                 // The previously hit entity is ignored here!
454                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
455                 if(trace_fraction == 1) // 1: we never got out of solid
456                         break;
457
458                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
459                 // fraction_used_of_what_is_left = dist_taken / maxdist
460                 // solid_penetration_left = solid_penetration_left - solid_penetration_left * fraction_used_of_what_is_left
461                 solid_penetration_left *= 1 - dist_taken / maxdist;
462                 solid_penetration_left = max(solid_penetration_left, 0);
463
464                 // Only show effect when going through a player (invisible otherwise)
465                 if (hit && (hit.solid != SOLID_BSP))
466                         if(vdist(trace_endpos - start, >, 4))
467                                 trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos);
468
469                 start = trace_endpos;
470
471                 if(hit.solid == SOLID_BSP)
472                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this);
473         }
474
475         if(lag)
476                 antilag_restore_all(this);
477
478         // restore shooter solid type
479         if(this)
480                 this.dphitcontentsmask = oldsolid;
481 }