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Merge branch 'TimePath/independent_offhand' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
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         int slot = 0; // TODO: unhardcode
59         if(ent.weaponentity[slot].movedir.x > 0)
60                 vecs = ent.weaponentity[slot].movedir;
61         else
62                 vecs = '0 0 0';
63
64         dv = v_right * -vecs.y + v_up * vecs.z;
65         w_shotorg = ent.origin + ent.view_ofs + dv;
66
67         // now move the shotorg forward as much as requested if possible
68         if(antilag)
69         {
70                 if(ent.antilag_debug)
71                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
72                 else
73                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
74         }
75         else
76                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
77         w_shotorg = trace_endpos - v_forward * nudge;
78         // calculate the shotdir from the chosen shotorg
79         w_shotdir = normalize(w_shotend - w_shotorg);
80
81         //vector prevdir = w_shotdir;
82         //vector prevorg = w_shotorg;
83         //vector prevend = w_shotend;
84
85         if (antilag)
86         if (!ent.cvar_cl_noantilag)
87         {
88                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
89                 {
90                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
91                         if (!trace_ent.takedamage)
92                         {
93                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
94                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
95                                 {
96                                         entity e;
97                                         e = trace_ent;
98                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
99                                         if(trace_ent == e)
100                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
101                                 }
102                         }
103                 }
104                 else if(autocvar_g_antilag == 3) // client side hitscan
105                 {
106                         // this part MUST use prydon cursor
107                         if (ent.cursor_trace_ent)                 // client was aiming at someone
108                         if (ent.cursor_trace_ent != ent)         // just to make sure
109                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
110                         if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
111                         {
112                                 // verify that the shot would miss without antilag
113                                 // (avoids an issue where guns would always shoot at their origin)
114                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
115                                 if (!trace_ent.takedamage)
116                                 {
117                                         // verify that the shot would hit if altered
118                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
119                                         if (trace_ent == ent.cursor_trace_ent)
120                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
121                                         else
122                                                 LOG_INFO("antilag fail\n");
123                                 }
124                         }
125                 }
126         }
127
128         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
129
130         if (!autocvar_g_norecoil)
131                 ent.punchangle_x = recoil * -1;
132
133         if (snd != "")
134         {
135                 _sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
136                 W_PlayStrengthSound(ent);
137         }
138
139         // nudge w_shotend so a trace to w_shotend hits
140         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
141         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
142         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
143         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
144 }
145
146 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
147 {
148         vector mdirection;
149         float mspeed;
150         vector outvelocity;
151
152         mvelocity = mvelocity * W_WeaponSpeedFactor();
153
154         mdirection = normalize(mvelocity);
155         mspeed = vlen(mvelocity);
156
157         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);
158
159         return outvelocity;
160 }
161
162 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
163 {
164         if(proj.owner == world)
165                 error("Unowned missile");
166
167         dir = dir + upDir * (pUpSpeed / pSpeed);
168         dir.z += pZSpeed / pSpeed;
169         pSpeed *= vlen(dir);
170         dir = normalize(dir);
171
172         #if 0
173         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
174         {
175                 mspercallsum = mspercallcount = 0;
176                 mspercallsstyle = autocvar_g_projectiles_spread_style;
177         }
178         mspercallsum -= gettime(GETTIME_HIRES);
179         #endif
180
181         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
182
183         #if 0
184         mspercallsum += gettime(GETTIME_HIRES);
185         mspercallcount += 1;
186         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
187         #endif
188
189         proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute);
190 }
191
192
193 // ====================
194 //  Ballistics Tracing
195 // ====================
196
197 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
198 {SELFPARAM();
199         vector hitloc, force, endpoint, dir;
200         entity ent, endent;
201         float endq3surfaceflags;
202         float totaldmg;
203         entity o;
204
205         float length;
206         vector beampos;
207         string snd;
208         entity pseudoprojectile;
209         float f, ffs;
210
211         pseudoprojectile = world;
212
213         dir = normalize(end - start);
214         length = vlen(end - start);
215         force = dir * bforce;
216
217         // go a little bit into the wall because we need to hit this wall later
218         end = end + dir;
219
220         totaldmg = 0;
221
222         // trace multiple times until we hit a wall, each obstacle will be made
223         // non-solid so we can hit the next, while doing this we spawn effects and
224         // note down which entities were hit so we can damage them later
225         o = self;
226         while (1)
227         {
228                 if(self.antilag_debug)
229                         WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug);
230                 else
231                         WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self));
232                 if(o && WarpZone_trace_firstzone)
233                 {
234                         o = world;
235                         continue;
236                 }
237
238                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
239                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
240
241                 // if it is world we can't hurt it so stop now
242                 if (trace_ent == world || trace_fraction == 1)
243                         break;
244
245                 // make the entity non-solid so we can hit the next one
246                 trace_ent.railgunhit = true;
247                 trace_ent.railgunhitloc = end;
248                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
249                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
250                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
251
252                 // stop if this is a wall
253                 if (trace_ent.solid == SOLID_BSP)
254                         break;
255
256                 // make the entity non-solid
257                 trace_ent.solid = SOLID_NOT;
258         }
259
260         endpoint = trace_endpos;
261         endent = trace_ent;
262         endq3surfaceflags = trace_dphitq3surfaceflags;
263
264         // find all the entities the railgun hit and restore their solid state
265         ent = findfloat(world, railgunhit, true);
266         while (ent)
267         {
268                 // restore their solid type
269                 ent.solid = ent.railgunhitsolidbackup;
270                 ent = findfloat(ent, railgunhit, true);
271         }
272
273         // spawn a temporary explosion entity for RadiusDamage calls
274         //explosion = spawn();
275
276         // Find all non-hit players the beam passed close by
277         if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
278         {
279                 FOR_EACH_REALCLIENT(msg_entity)
280                 if(msg_entity != self)
281                 if(!msg_entity.railgunhit)
282                 if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
283                 {
284                         // nearest point on the beam
285                         beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
286
287                         f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
288                         if(f <= 0)
289                                 continue;
290
291                         snd = SND(NEXWHOOSH_RANDOM());
292
293                         if(!pseudoprojectile)
294                                 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
295                         soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
296                 }
297
298                 if(pseudoprojectile)
299                         remove(pseudoprojectile);
300         }
301
302         // find all the entities the railgun hit and hurt them
303         ent = findfloat(world, railgunhit, true);
304         while (ent)
305         {
306                 // get the details we need to call the damage function
307                 hitloc = ent.railgunhitloc;
308
309                 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
310                 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
311
312                 if(accuracy_isgooddamage(self, ent))
313                         totaldmg += bdamage * f;
314
315                 // apply the damage
316                 if (ent.takedamage)
317                         Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
318
319                 // create a small explosion to throw gibs around (if applicable)
320                 //setorigin (explosion, hitloc);
321                 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
322
323                 ent.railgunhitloc = '0 0 0';
324                 ent.railgunhitsolidbackup = SOLID_NOT;
325                 ent.railgunhit = false;
326                 ent.railgundistance = 0;
327
328                 // advance to the next entity
329                 ent = findfloat(ent, railgunhit, true);
330         }
331
332         // calculate hits and fired shots for hitscan
333         accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
334
335         trace_endpos = endpoint;
336         trace_ent = endent;
337         trace_dphitq3surfaceflags = endq3surfaceflags;
338 }
339
340 void fireBullet_trace_callback(vector start, vector hit, vector end)
341 {
342         if(vlen(hit - start) > 16)
343                 trailparticles(world, fireBullet_trace_callback_eff, start, hit);
344         WarpZone_trace_forent = world;
345         fireBullet_last_hit = world;
346 }
347
348 void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
349 {SELFPARAM();
350         vector  end;
351
352         dir = normalize(dir + randomvec() * spread);
353         end = start + dir * MAX_SHOT_DISTANCE;
354
355         entity pl;
356         fireBullet_last_hit = world;
357         float solid_penetration_left = 1;
358         float total_damage = 0;
359
360         if(tracereffects & EF_RED)
361                 fireBullet_trace_callback_eff = particleeffectnum(EFFECT_RIFLE);
362         else if(tracereffects & EF_BLUE)
363                 fireBullet_trace_callback_eff = particleeffectnum(EFFECT_RIFLE_WEAK);
364         else
365                 fireBullet_trace_callback_eff = particleeffectnum(EFFECT_BULLET);
366
367         float lag = ANTILAG_LATENCY(self);
368         if(lag < 0.001)
369                 lag = 0;
370         if (!IS_REAL_CLIENT(self))
371                 lag = 0;
372         if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
373                 lag = 0; // only do hitscan, but no antilag
374         if(lag)
375         {
376                 FOR_EACH_PLAYER(pl)
377                         if(pl != self)
378                                 antilag_takeback(pl, time - lag);
379                 FOR_EACH_MONSTER(pl)
380                         antilag_takeback(pl, time - lag);
381         }
382
383         WarpZone_trace_forent = self;
384
385         for (;;)
386         {
387                 // TODO also show effect while tracing
388                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback);
389                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
390                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
391                 start = trace_endpos;
392                 entity hit = trace_ent;
393
394                 // When hitting sky, stop.
395                 if (pointcontents(start) == CONTENT_SKY)
396                         break;
397
398                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
399                         break;
400
401                 // if we hit "weapclip", bail out
402                 //
403                 // rationale of this check:
404                 //
405                 // any shader that is solid, nodraw AND trans is meant to clip weapon
406                 // shots and players, but has no other effect!
407                 //
408                 // if it is not trans, it is caulk and should not have this side effect
409                 //
410                 // matching shaders:
411                 //   common/weapclip (intended)
412                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
413                 float is_weapclip = 0;
414                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
415                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
416                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
417                         is_weapclip = 1;
418
419                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
420                         Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
421
422                 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).
423                 {
424                         fireBullet_last_hit = hit;
425                         yoda = 0;
426                         MUTATOR_CALLHOOK(FireBullet_Hit, self, hit, start, end, damage);
427                         damage = frag_damage;
428                         float g = accuracy_isgooddamage(self, hit);
429                         Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
430                         // calculate hits for ballistic weapons
431                         if(g)
432                         {
433                                 // do not exceed 100%
434                                 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
435                                 total_damage += damage * solid_penetration_left;
436                                 accuracy_add(self, self.weapon, 0, added_damage);
437                         }
438                 }
439
440                 if (is_weapclip)
441                         break;
442
443                 // go through solid!
444                 // outside the world? forget it
445                 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)
446                         break;
447
448                 float maxdist;
449                 if(max_solid_penetration < 0)
450                         break;
451                 else if(hit.ballistics_density < -1)
452                         break; // -2: no solid penetration, ever
453                 else if(hit.ballistics_density < 0)
454                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
455                 else if(hit.ballistics_density == 0)
456                         maxdist = max_solid_penetration * solid_penetration_left;
457                 else
458                         maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
459
460                 if(maxdist <= autocvar_g_ballistics_mindistance)
461                         break;
462
463                 // move the entity along its velocity until it's out of solid, then let it resume
464                 // The previously hit entity is ignored here!
465                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
466                 if(trace_fraction == 1) // 1: we never got out of solid
467                         break;
468
469                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
470                 solid_penetration_left *= (dist_taken / maxdist);
471
472                 // Only show effect when going through a player (invisible otherwise)
473                 if (hit && (hit.solid != SOLID_BSP))
474                         if(vlen(trace_endpos - start) > 4)
475                                 trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
476
477                 start = trace_endpos;
478
479                 if(hit.solid == SOLID_BSP)
480                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);
481         }
482
483         if(lag)
484         {
485                 FOR_EACH_PLAYER(pl)
486                         if(pl != self)
487                                 antilag_restore(pl);
488                 FOR_EACH_MONSTER(pl)
489                         antilag_restore(pl);
490         }
491 }