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