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Merge branch 'master' into terencehill/translate_colors_2
[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 (IS_PLAYER(ent) && PS(ent).m_weapon == WEP_RIFLE)
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(vdist(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 (IS_PLAYER(ent) && accuracy_canbegooddamage(ent))
54                 accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0);
55
56         if(IS_PLAYER(ent))
57                 W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
58
59         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
60         vector md = ent.(weaponentity).movedir;
61         if(md.x > 0)
62                 vecs = md;
63         else
64                 vecs = '0 0 0';
65
66         dv = v_right * -vecs.y + v_up * vecs.z;
67         w_shotorg = ent.origin + ent.view_ofs + dv;
68
69         // now move the shotorg forward as much as requested if possible
70         if(antilag)
71         {
72                 if(CS(ent).antilag_debug)
73                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug);
74                 else
75                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
76         }
77         else
78                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent);
79         w_shotorg = trace_endpos - v_forward * nudge;
80         // calculate the shotdir from the chosen shotorg
81         w_shotdir = normalize(w_shotend - w_shotorg);
82
83         //vector prevdir = w_shotdir;
84         //vector prevorg = w_shotorg;
85         //vector prevend = w_shotend;
86
87         if (antilag)
88         if (!ent.cvar_cl_noantilag)
89         {
90                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
91                 {
92                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
93                         if (!trace_ent.takedamage)
94                         {
95                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
96                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
97                                 {
98                                         entity e;
99                                         e = trace_ent;
100                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
101                                         if(trace_ent == e)
102                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
103                                 }
104                         }
105                 }
106                 else if(autocvar_g_antilag == 3) // client side hitscan
107                 {
108                         // this part MUST use prydon cursor
109                         if (ent.cursor_trace_ent)                 // client was aiming at someone
110                         if (ent.cursor_trace_ent != ent)         // just to make sure
111                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
112                         if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
113                         {
114                                 // verify that the shot would miss without antilag
115                                 // (avoids an issue where guns would always shoot at their origin)
116                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
117                                 if (!trace_ent.takedamage)
118                                 {
119                                         // verify that the shot would hit if altered
120                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
121                                         if (trace_ent == ent.cursor_trace_ent)
122                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
123                                         else
124                                                 LOG_INFO("antilag fail\n");
125                                 }
126                         }
127                 }
128         }
129
130         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
131
132         if (!autocvar_g_norecoil)
133                 ent.punchangle_x = recoil * -1;
134
135         if (snd != "")
136         {
137                 _sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
138                 W_PlayStrengthSound(ent);
139         }
140
141         // nudge w_shotend so a trace to w_shotend hits
142         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
143         //if(w_shotend != prevend) { printf("SERVER: shotEND differs: %s - %s\n", vtos(w_shotend), vtos(prevend)); }
144         //if(w_shotorg != prevorg) { printf("SERVER: shotORG differs: %s - %s\n", vtos(w_shotorg), vtos(prevorg)); }
145         //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); }
146 }
147
148 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
149 {
150         vector mdirection;
151         float mspeed;
152         vector outvelocity;
153
154         mvelocity = mvelocity * W_WeaponSpeedFactor();
155
156         mdirection = normalize(mvelocity);
157         mspeed = vlen(mvelocity);
158
159         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);
160
161         return outvelocity;
162 }
163
164 void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
165 {
166         if(proj.owner == world)
167                 error("Unowned missile");
168
169         dir = dir + upDir * (pUpSpeed / pSpeed);
170         dir.z += pZSpeed / pSpeed;
171         pSpeed *= vlen(dir);
172         dir = normalize(dir);
173
174         #if 0
175         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
176         {
177                 mspercallsum = mspercallcount = 0;
178                 mspercallsstyle = autocvar_g_projectiles_spread_style;
179         }
180         mspercallsum -= gettime(GETTIME_HIRES);
181         #endif
182
183         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
184
185         #if 0
186         mspercallsum += gettime(GETTIME_HIRES);
187         mspercallcount += 1;
188         LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
189         #endif
190
191         proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute);
192 }
193
194
195 // ====================
196 //  Ballistics Tracing
197 // ====================
198
199 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype)
200 {SELFPARAM();
201         vector hitloc, force, endpoint, dir;
202         entity ent, endent;
203         float endq3surfaceflags;
204         float totaldmg;
205         entity o;
206
207         float length;
208         vector beampos;
209         string snd;
210         entity pseudoprojectile;
211         float f, ffs;
212
213         pseudoprojectile = world;
214
215         dir = normalize(end - start);
216         length = vlen(end - start);
217         force = dir * bforce;
218
219         // go a little bit into the wall because we need to hit this wall later
220         end = end + dir;
221
222         totaldmg = 0;
223
224         // trace multiple times until we hit a wall, each obstacle will be made
225         // non-solid so we can hit the next, while doing this we spawn effects and
226         // note down which entities were hit so we can damage them later
227         o = self;
228         while (1)
229         {
230                 if(CS(self).antilag_debug)
231                         WarpZone_traceline_antilag (self, start, end, false, o, CS(self).antilag_debug);
232                 else
233                         WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self));
234                 if(o && WarpZone_trace_firstzone)
235                 {
236                         o = world;
237                         continue;
238                 }
239
240                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
241                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
242
243                 // if it is world we can't hurt it so stop now
244                 if (trace_ent == world || trace_fraction == 1)
245                         break;
246
247                 // make the entity non-solid so we can hit the next one
248                 trace_ent.railgunhit = true;
249                 trace_ent.railgunhitloc = end;
250                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
251                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
252                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
253
254                 // stop if this is a wall
255                 if (trace_ent.solid == SOLID_BSP)
256                         break;
257
258                 // make the entity non-solid
259                 trace_ent.solid = SOLID_NOT;
260         }
261
262         endpoint = trace_endpos;
263         endent = trace_ent;
264         endq3surfaceflags = trace_dphitq3surfaceflags;
265
266         // find all the entities the railgun hit and restore their solid state
267         ent = findfloat(world, railgunhit, true);
268         while (ent)
269         {
270                 // restore their solid type
271                 ent.solid = ent.railgunhitsolidbackup;
272                 ent = findfloat(ent, railgunhit, true);
273         }
274
275         // spawn a temporary explosion entity for RadiusDamage calls
276         //explosion = spawn();
277
278         // Find all non-hit players the beam passed close by
279         if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id)
280         {
281                 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != self, LAMBDA(
282                         if(!it.railgunhit)
283                         if(!(IS_SPEC(it) && it.enemy == self))
284                         {
285                                 msg_entity = it;
286                                 // nearest point on the beam
287                                 beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
288
289                                 f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
290                                 if(f <= 0)
291                                         continue;
292
293                                 snd = SND(NEXWHOOSH_RANDOM());
294
295                                 if(!pseudoprojectile)
296                                         pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
297                                 soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
298                         }
299                 ));
300
301                 if(pseudoprojectile)
302                         remove(pseudoprojectile);
303         }
304
305         // find all the entities the railgun hit and hurt them
306         ent = findfloat(world, railgunhit, true);
307         while (ent)
308         {
309                 // get the details we need to call the damage function
310                 hitloc = ent.railgunhitloc;
311
312                 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
313                 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
314
315                 if(accuracy_isgooddamage(self, ent))
316                         totaldmg += bdamage * f;
317
318                 // apply the damage
319                 if (ent.takedamage)
320                         Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
321
322                 // create a small explosion to throw gibs around (if applicable)
323                 //setorigin (explosion, hitloc);
324                 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
325
326                 ent.railgunhitloc = '0 0 0';
327                 ent.railgunhitsolidbackup = SOLID_NOT;
328                 ent.railgunhit = false;
329                 ent.railgundistance = 0;
330
331                 // advance to the next entity
332                 ent = findfloat(ent, railgunhit, true);
333         }
334
335         // calculate hits and fired shots for hitscan
336         accuracy_add(self, PS(self).m_weapon.m_id, 0, min(bdamage, totaldmg));
337
338         trace_endpos = endpoint;
339         trace_ent = endent;
340         trace_dphitq3surfaceflags = endq3surfaceflags;
341 }
342
343 void fireBullet_trace_callback(vector start, vector hit, vector end)
344 {
345         if(vdist(hit - start, >, 16))
346                 trailparticles(world, fireBullet_trace_callback_eff, start, hit);
347         WarpZone_trace_forent = world;
348         fireBullet_last_hit = world;
349 }
350
351 void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects)
352 {SELFPARAM();
353         vector  end;
354
355         dir = normalize(dir + randomvec() * spread);
356         end = start + dir * MAX_SHOT_DISTANCE;
357
358         fireBullet_last_hit = world;
359         float solid_penetration_left = 1;
360         float total_damage = 0;
361
362         if(tracereffects & EF_RED)
363                 fireBullet_trace_callback_eff = EFFECT_RIFLE;
364         else if(tracereffects & EF_BLUE)
365                 fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK;
366         else
367                 fireBullet_trace_callback_eff = EFFECT_BULLET;
368
369         float lag = ANTILAG_LATENCY(self);
370         if(lag < 0.001)
371                 lag = 0;
372         if (!IS_REAL_CLIENT(self))
373                 lag = 0;
374         if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
375                 lag = 0; // only do hitscan, but no antilag
376         if(lag)
377         {
378                 FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(antilag_takeback(it, time - lag)));
379                 FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA(
380                         if(it != self)
381                                 antilag_takeback(it, time - lag);
382                 ));
383         }
384
385         // change shooter to SOLID_BBOX so the shot can hit corpses
386         int oldsolid = self.dphitcontentsmask;
387         if(self)
388                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
389
390         WarpZone_trace_forent = self;
391
392         for (;;)
393         {
394                 // TODO also show effect while tracing
395                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback);
396                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
397                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
398                 start = trace_endpos;
399                 entity hit = trace_ent;
400
401                 // When hitting sky, stop.
402                 if (pointcontents(start) == CONTENT_SKY)
403                         break;
404
405                 // can't use noimpact, as we need to pass through walls
406                 //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
407                         //break;
408
409                 // if we hit "weapclip", bail out
410                 //
411                 // rationale of this check:
412                 //
413                 // any shader that is solid, nodraw AND trans is meant to clip weapon
414                 // shots and players, but has no other effect!
415                 //
416                 // if it is not trans, it is caulk and should not have this side effect
417                 //
418                 // matching shaders:
419                 //   common/weapclip (intended)
420                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
421                 bool is_weapclip = false;
422                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
423                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
424                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
425                         is_weapclip = true;
426
427                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
428                         Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
429
430                 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).
431                 {
432                         fireBullet_last_hit = hit;
433                         yoda = 0;
434                         MUTATOR_CALLHOOK(FireBullet_Hit, self, hit, start, end, damage);
435                         damage = frag_damage;
436                         float g = accuracy_isgooddamage(self, hit);
437                         Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
438                         // calculate hits for ballistic weapons
439                         if(g)
440                         {
441                                 // do not exceed 100%
442                                 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
443                                 total_damage += damage * solid_penetration_left;
444                                 accuracy_add(self, PS(self).m_weapon.m_id, 0, added_damage);
445                         }
446                 }
447
448                 if (is_weapclip)
449                         break;
450
451                 // go through solid!
452                 // outside the world? forget it
453                 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)
454                         break;
455
456                 float maxdist;
457                 if(max_solid_penetration < 0)
458                         break;
459                 else if(hit.ballistics_density < -1)
460                         break; // -2: no solid penetration, ever
461                 else if(hit.ballistics_density < 0)
462                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
463                 else if(hit.ballistics_density == 0)
464                         maxdist = max_solid_penetration * solid_penetration_left;
465                 else
466                         maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
467
468                 if(maxdist <= autocvar_g_ballistics_mindistance)
469                         break;
470
471                 // move the entity along its velocity until it's out of solid, then let it resume
472                 // The previously hit entity is ignored here!
473                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, true, hit);
474                 if(trace_fraction == 1) // 1: we never got out of solid
475                         break;
476
477                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
478                 solid_penetration_left *= (dist_taken / maxdist);
479
480                 // Only show effect when going through a player (invisible otherwise)
481                 if (hit && (hit.solid != SOLID_BSP))
482                         if(vdist(trace_endpos - start, >, 4))
483                                 trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
484
485                 start = trace_endpos;
486
487                 if(hit.solid == SOLID_BSP)
488                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);
489         }
490
491         if(lag)
492         {
493                 FOREACH_CLIENT(IS_PLAYER(it) && it != self, LAMBDA(antilag_restore(it)));
494                 FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, LAMBDA(
495                         if(it != self)
496                                 antilag_restore(it);
497                 ));
498         }
499
500         // restore shooter solid type
501         if(self)
502                 self.dphitcontentsmask = oldsolid;
503 }