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Merge branch 'TimePath/cleanup'
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1 #include "tracing.qh"
2
3 #include "accuracy.qh"
4 #include "common.qh"
5 #include "hitplot.qh"
6 #include "weaponsystem.qh"
7
8 #include "../g_damage.qh"
9 #include "../g_subs.qh"
10 #include "../antilag.qh"
11
12 #include "../../common/constants.qh"
13 #include "../../common/util.qh"
14
15 #include "../../common/weapons/all.qh"
16
17 #include "../../lib/warpzone/common.qh"
18
19 // this function calculates w_shotorg and w_shotdir based on the weapon model
20 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
21 // make sure you call makevectors first (FIXME?)
22 void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, string snd, float chan, float maxdamage, float range)
23 {
24         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?
25         float oldsolid;
26         vector vecs, dv;
27         oldsolid = ent.dphitcontentsmask;
28         if(ent.weapon == WEP_RIFLE.m_id)
29                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
30         else
31                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
32         if(antilag)
33                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
34                 // passing world, because we do NOT want it to touch dphitcontentsmask
35         else
36                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
37         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
38
39         vector vf, vr, vu;
40         vf = v_forward;
41         vr = v_right;
42         vu = v_up;
43         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
44         v_forward = vf;
45         v_right = vr;
46         v_up = vu;
47
48         // un-adjust trueaim if shotend is too close
49         if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
50                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
51
52         // track max damage
53         if(accuracy_canbegooddamage(ent))
54                 accuracy_add(ent, ent.weapon, maxdamage, 0);
55
56         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
57
58         if(ent.weaponentity.movedir.x > 0)
59                 vecs = ent.weaponentity.movedir;
60         else
61                 vecs = '0 0 0';
62
63         dv = v_right * -vecs.y + v_up * vecs.z;
64         w_shotorg = ent.origin + ent.view_ofs + dv;
65
66         // now move the shotorg forward as much as requested if possible
67         if(antilag)
68         {
69                 if(ent.antilag_debug)
70                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
71                 else
72                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
73         }
74         else
75                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
76         w_shotorg = trace_endpos - v_forward * nudge;
77         // calculate the shotdir from the chosen shotorg
78         w_shotdir = normalize(w_shotend - w_shotorg);
79
80         //vector prevdir = w_shotdir;
81         //vector prevorg = w_shotorg;
82         //vector prevend = w_shotend;
83
84         if (antilag)
85         if (!ent.cvar_cl_noantilag)
86         {
87                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
88                 {
89                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
90                         if (!trace_ent.takedamage)
91                         {
92                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
93                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
94                                 {
95                                         entity e;
96                                         e = trace_ent;
97                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
98                                         if(trace_ent == e)
99                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
100                                 }
101                         }
102                 }
103                 else if(autocvar_g_antilag == 3) // client side hitscan
104                 {
105                         // this part MUST use prydon cursor
106                         if (ent.cursor_trace_ent)                 // client was aiming at someone
107                         if (ent.cursor_trace_ent != ent)         // just to make sure
108                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
109                         if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
110                         {
111                                 // verify that the shot would miss without antilag
112                                 // (avoids an issue where guns would always shoot at their origin)
113                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
114                                 if (!trace_ent.takedamage)
115                                 {
116                                         // verify that the shot would hit if altered
117                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
118                                         if (trace_ent == ent.cursor_trace_ent)
119                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
120                                         else
121                                                 LOG_INFO("antilag fail\n");
122                                 }
123                         }
124                 }
125         }
126
127         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
128
129         if (!autocvar_g_norecoil)
130                 ent.punchangle_x = recoil * -1;
131
132         if (snd != "")
133         {
134                 _sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
135                 W_PlayStrengthSound(ent);
136         }
137
138         // nudge w_shotend so a trace to w_shotend hits
139         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
140         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
141         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
142         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
143 }
144
145 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
146 {
147         vector mdirection;
148         float mspeed;
149         vector outvelocity;
150
151         mvelocity = mvelocity * W_WeaponSpeedFactor();
152
153         mdirection = normalize(mvelocity);
154         mspeed = vlen(mvelocity);
155
156         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);
157
158         return outvelocity;
159 }
160
161 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
162 {
163         if(proj.owner == world)
164                 error("Unowned missile");
165
166         dir = dir + upDir * (pUpSpeed / pSpeed);
167         dir.z += pZSpeed / pSpeed;
168         pSpeed *= vlen(dir);
169         dir = normalize(dir);
170
171         #if 0
172         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
173         {
174                 mspercallsum = mspercallcount = 0;
175                 mspercallsstyle = autocvar_g_projectiles_spread_style;
176         }
177         mspercallsum -= gettime(GETTIME_HIRES);
178         #endif
179
180         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
181
182         #if 0
183         mspercallsum += gettime(GETTIME_HIRES);
184         mspercallcount += 1;
185         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
186         #endif
187
188         proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute);
189 }
190
191
192 // ====================
193 //  Ballistics Tracing
194 // ====================
195
196 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
197 {SELFPARAM();
198         vector hitloc, force, endpoint, dir;
199         entity ent, endent;
200         float endq3surfaceflags;
201         float totaldmg;
202         entity o;
203
204         float length;
205         vector beampos;
206         string snd;
207         entity pseudoprojectile;
208         float f, ffs;
209
210         pseudoprojectile = world;
211
212         dir = normalize(end - start);
213         length = vlen(end - start);
214         force = dir * bforce;
215
216         // go a little bit into the wall because we need to hit this wall later
217         end = end + dir;
218
219         totaldmg = 0;
220
221         // trace multiple times until we hit a wall, each obstacle will be made
222         // non-solid so we can hit the next, while doing this we spawn effects and
223         // note down which entities were hit so we can damage them later
224         o = self;
225         while (1)
226         {
227                 if(self.antilag_debug)
228                         WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug);
229                 else
230                         WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self));
231                 if(o && WarpZone_trace_firstzone)
232                 {
233                         o = world;
234                         continue;
235                 }
236
237                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
238                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
239
240                 // if it is world we can't hurt it so stop now
241                 if (trace_ent == world || trace_fraction == 1)
242                         break;
243
244                 // make the entity non-solid so we can hit the next one
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         endpoint = trace_endpos;
260         endent = trace_ent;
261         endq3surfaceflags = trace_dphitq3surfaceflags;
262
263         // find all the entities the railgun hit and restore their solid state
264         ent = findfloat(world, railgunhit, true);
265         while (ent)
266         {
267                 // restore their solid type
268                 ent.solid = ent.railgunhitsolidbackup;
269                 ent = findfloat(ent, railgunhit, true);
270         }
271
272         // spawn a temporary explosion entity for RadiusDamage calls
273         //explosion = spawn();
274
275         // Find all non-hit players the beam passed close by
276         if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
277         {
278                 FOR_EACH_REALCLIENT(msg_entity)
279                 if(msg_entity != self)
280                 if(!msg_entity.railgunhit)
281                 if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
282                 {
283                         // nearest point on the beam
284                         beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
285
286                         f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
287                         if(f <= 0)
288                                 continue;
289
290                         snd = SND(NEXWHOOSH_RANDOM());
291
292                         if(!pseudoprojectile)
293                                 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
294                         soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
295                 }
296
297                 if(pseudoprojectile)
298                         remove(pseudoprojectile);
299         }
300
301         // find all the entities the railgun hit and hurt them
302         ent = findfloat(world, railgunhit, true);
303         while (ent)
304         {
305                 // get the details we need to call the damage function
306                 hitloc = ent.railgunhitloc;
307
308                 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
309                 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
310
311                 if(accuracy_isgooddamage(self, ent))
312                         totaldmg += bdamage * f;
313
314                 // apply the damage
315                 if (ent.takedamage)
316                         Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
317
318                 // create a small explosion to throw gibs around (if applicable)
319                 //setorigin (explosion, hitloc);
320                 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
321
322                 ent.railgunhitloc = '0 0 0';
323                 ent.railgunhitsolidbackup = SOLID_NOT;
324                 ent.railgunhit = false;
325                 ent.railgundistance = 0;
326
327                 // advance to the next entity
328                 ent = findfloat(ent, railgunhit, true);
329         }
330
331         // calculate hits and fired shots for hitscan
332         accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
333
334         trace_endpos = endpoint;
335         trace_ent = endent;
336         trace_dphitq3surfaceflags = endq3surfaceflags;
337 }
338
339 void fireBullet_trace_callback(vector start, vector hit, vector end)
340 {
341         if(vlen(hit - start) > 16)
342                 trailparticles(world, fireBullet_trace_callback_eff, start, hit);
343         WarpZone_trace_forent = world;
344         fireBullet_last_hit = world;
345 }
346
347 void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
348 {SELFPARAM();
349         vector  end;
350
351         dir = normalize(dir + randomvec() * spread);
352         end = start + dir * MAX_SHOT_DISTANCE;
353
354         entity pl;
355         fireBullet_last_hit = world;
356         float solid_penetration_left = 1;
357         float total_damage = 0;
358
359         if(tracereffects & EF_RED)
360                 fireBullet_trace_callback_eff = particleeffectnum(EFFECT_RIFLE);
361         else if(tracereffects & EF_BLUE)
362                 fireBullet_trace_callback_eff = particleeffectnum(EFFECT_RIFLE_WEAK);
363         else
364                 fireBullet_trace_callback_eff = particleeffectnum(EFFECT_BULLET);
365
366         float lag = ANTILAG_LATENCY(self);
367         if(lag < 0.001)
368                 lag = 0;
369         if (!IS_REAL_CLIENT(self))
370                 lag = 0;
371         if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
372                 lag = 0; // only do hitscan, but no antilag
373         if(lag)
374         {
375                 FOR_EACH_PLAYER(pl)
376                         if(pl != self)
377                                 antilag_takeback(pl, time - lag);
378                 FOR_EACH_MONSTER(pl)
379                         antilag_takeback(pl, time - lag);
380         }
381
382         WarpZone_trace_forent = self;
383
384         for (;;)
385         {
386                 // TODO also show effect while tracing
387                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback);
388                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
389                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
390                 start = trace_endpos;
391                 entity hit = trace_ent;
392
393                 // When hitting sky, stop.
394                 if (pointcontents(start) == CONTENT_SKY)
395                         break;
396
397                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
398                         break;
399
400                 // if we hit "weapclip", bail out
401                 //
402                 // rationale of this check:
403                 //
404                 // any shader that is solid, nodraw AND trans is meant to clip weapon
405                 // shots and players, but has no other effect!
406                 //
407                 // if it is not trans, it is caulk and should not have this side effect
408                 //
409                 // matching shaders:
410                 //   common/weapclip (intended)
411                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
412                 float is_weapclip = 0;
413                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
414                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
415                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
416                         is_weapclip = 1;
417
418                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
419                         Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
420
421                 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).
422                 {
423                         fireBullet_last_hit = hit;
424                         yoda = 0;
425                         MUTATOR_CALLHOOK(FireBullet_Hit, self, hit, start, end, damage);
426                         damage = frag_damage;
427                         float g = accuracy_isgooddamage(self, hit);
428                         Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
429                         // calculate hits for ballistic weapons
430                         if(g)
431                         {
432                                 // do not exceed 100%
433                                 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
434                                 total_damage += damage * solid_penetration_left;
435                                 accuracy_add(self, self.weapon, 0, added_damage);
436                         }
437                 }
438
439                 if (is_weapclip)
440                         break;
441
442                 // go through solid!
443                 // outside the world? forget it
444                 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)
445                         break;
446
447                 float maxdist;
448                 if(max_solid_penetration < 0)
449                         break;
450                 else if(hit.ballistics_density < -1)
451                         break; // -2: no solid penetration, ever
452                 else if(hit.ballistics_density < 0)
453                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
454                 else if(hit.ballistics_density == 0)
455                         maxdist = max_solid_penetration * solid_penetration_left;
456                 else
457                         maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
458
459                 if(maxdist <= autocvar_g_ballistics_mindistance)
460                         break;
461
462                 // move the entity along its velocity until it's out of solid, then let it resume
463                 // The previously hit entity is ignored here!
464                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
465                 if(trace_fraction == 1) // 1: we never got out of solid
466                         break;
467
468                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
469                 solid_penetration_left *= (dist_taken / maxdist);
470
471                 // Only show effect when going through a player (invisible otherwise)
472                 if (hit && (hit.solid != SOLID_BSP))
473                         if(vlen(trace_endpos - start) > 4)
474                                 trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
475
476                 start = trace_endpos;
477
478                 if(hit.solid == SOLID_BSP)
479                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);
480         }
481
482         if(lag)
483         {
484                 FOR_EACH_PLAYER(pl)
485                         if(pl != self)
486                                 antilag_restore(pl);
487                 FOR_EACH_MONSTER(pl)
488                         antilag_restore(pl);
489         }
490 }