]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/weapons/tracing.qc
Rename the macros so that they're a little easier to understand
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / tracing.qc
1 // this function calculates w_shotorg and w_shotdir based on the weapon model
2 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
3 // make sure you call makevectors first (FIXME?)
4 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)
5 {
6         float nudge = 1; // added to traceline target and subtracted from result
7         float oldsolid;
8         vector vecs, dv;
9         oldsolid = ent.dphitcontentsmask;
10         if(ent.weapon == WEP_RIFLE)
11                 ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
12         else
13                 ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
14         if(antilag)
15                 WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
16                 // passing world, because we do NOT want it to touch dphitcontentsmask
17         else
18                 WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent);
19         ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
20
21         vector vf, vr, vu;
22         vf = v_forward;
23         vr = v_right;
24         vu = v_up;
25         w_shotend = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
26         v_forward = vf;
27         v_right = vr;
28         v_up = vu;
29
30         // un-adjust trueaim if shotend is too close
31         if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange)
32                 w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange;
33
34         // track max damage
35         if(accuracy_canbegooddamage(ent))
36                 accuracy_add(ent, ent.weapon, maxdamage, 0);
37
38         W_HitPlotAnalysis(ent, v_forward, v_right, v_up);
39
40         if(ent.weaponentity.movedir_x > 0)
41                 vecs = ent.weaponentity.movedir;
42         else
43                 vecs = '0 0 0';
44
45         dv = v_right * -vecs_y + v_up * vecs_z;
46         w_shotorg = ent.origin + ent.view_ofs + dv;
47
48         // now move the shotorg forward as much as requested if possible
49         if(antilag)
50         {
51                 if(ent.antilag_debug)
52                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ent.antilag_debug);
53                 else
54                         tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
55         }
56         else
57                 tracebox(w_shotorg, mi, ma, w_shotorg + v_forward * (vecs_x + nudge), MOVE_NORMAL, ent);
58         w_shotorg = trace_endpos - v_forward * nudge;
59         // calculate the shotdir from the chosen shotorg
60         w_shotdir = normalize(w_shotend - w_shotorg);
61
62         if (antilag)
63         if (!ent.cvar_cl_noantilag)
64         {
65                 if (autocvar_g_antilag == 1) // switch to "ghost" if not hitting original
66                 {
67                         traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
68                         if (!trace_ent.takedamage)
69                         {
70                                 traceline_antilag_force (ent, w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent));
71                                 if (trace_ent.takedamage && IS_PLAYER(trace_ent))
72                                 {
73                                         entity e;
74                                         e = trace_ent;
75                                         traceline(w_shotorg, e.origin, MOVE_NORMAL, ent);
76                                         if(trace_ent == e)
77                                                 w_shotdir = normalize(trace_ent.origin - w_shotorg);
78                                 }
79                         }
80                 }
81                 else if(autocvar_g_antilag == 3) // client side hitscan
82                 {
83                         // this part MUST use prydon cursor
84                         if (ent.cursor_trace_ent)                 // client was aiming at someone
85                         if (ent.cursor_trace_ent != ent)         // just to make sure
86                         if (ent.cursor_trace_ent.takedamage)      // and that person is killable
87                         if (IS_PLAYER(ent.cursor_trace_ent)) // and actually a player
88                         {
89                                 // verify that the shot would miss without antilag
90                                 // (avoids an issue where guns would always shoot at their origin)
91                                 traceline(w_shotorg, w_shotorg + w_shotdir * range, MOVE_NORMAL, ent);
92                                 if (!trace_ent.takedamage)
93                                 {
94                                         // verify that the shot would hit if altered
95                                         traceline(w_shotorg, ent.cursor_trace_ent.origin, MOVE_NORMAL, ent);
96                                         if (trace_ent == ent.cursor_trace_ent)
97                                                 w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg);
98                                         else
99                                                 print("antilag fail\n");
100                                 }
101                         }
102                 }
103         }
104
105         ent.dphitcontentsmask = oldsolid; // restore solid type (generally SOLID_SLIDEBOX)
106
107         if (!autocvar_g_norecoil)
108                 ent.punchangle_x = recoil * -1;
109
110         if (snd != "")
111         {
112                 sound (ent, chan, snd, VOL_BASE, ATTN_NORM);
113                 W_PlayStrengthSound(ent);
114         }
115
116         // nudge w_shotend so a trace to w_shotend hits
117         w_shotend = w_shotend + normalize(w_shotend - w_shotorg) * nudge;
118 }
119
120 vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute)
121 {
122         vector mdirection;
123         float mspeed;
124         vector outvelocity;
125
126         mvelocity = mvelocity * g_weaponspeedfactor;
127
128         mdirection = normalize(mvelocity);
129         mspeed = vlen(mvelocity);
130
131         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);
132
133         return outvelocity;
134 }
135
136 void W_SetupProjectileVelocityEx(entity missile, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute)
137 {
138         if(missile.owner == world)
139                 error("Unowned missile");
140
141         dir = dir + upDir * (pUpSpeed / pSpeed);
142         dir_z += pZSpeed / pSpeed;
143         pSpeed *= vlen(dir);
144         dir = normalize(dir);
145
146 #if 0
147         if(autocvar_g_projectiles_spread_style != mspercallsstyle)
148         {
149                 mspercallsum = mspercallcount = 0;
150                 mspercallsstyle = autocvar_g_projectiles_spread_style;
151         }
152         mspercallsum -= gettime(GETTIME_HIRES);
153 #endif
154         dir = W_CalculateSpread(dir, spread, g_weaponspreadfactor, autocvar_g_projectiles_spread_style);
155 #if 0
156         mspercallsum += gettime(GETTIME_HIRES);
157         mspercallcount += 1;
158         print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n");
159 #endif
160
161         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, pSpeed * dir, forceAbsolute);
162 }
163
164
165 // ====================
166 //  Ballistics Tracing
167 // ====================
168
169 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype)
170 {
171         vector hitloc, force, endpoint, dir;
172         entity ent, endent;
173         float endq3surfaceflags;
174         float totaldmg;
175         entity o;
176
177         float length;
178         vector beampos;
179         string snd;
180         entity pseudoprojectile;
181         float f, ffs;
182
183         pseudoprojectile = world;
184
185         dir = normalize(end - start);
186         length = vlen(end - start);
187         force = dir * bforce;
188
189         // go a little bit into the wall because we need to hit this wall later
190         end = end + dir;
191
192         totaldmg = 0;
193
194         // trace multiple times until we hit a wall, each obstacle will be made
195         // non-solid so we can hit the next, while doing this we spawn effects and
196         // note down which entities were hit so we can damage them later
197         o = self;
198         while (1)
199         {
200                 if(self.antilag_debug)
201                         WarpZone_traceline_antilag (self, start, end, FALSE, o, self.antilag_debug);
202                 else
203                         WarpZone_traceline_antilag (self, start, end, FALSE, o, ANTILAG_LATENCY(self));
204                 if(o && WarpZone_trace_firstzone)
205                 {
206                         o = world;
207                         continue;
208                 }
209
210                 if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX)
211                         Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self);
212
213                 // if it is world we can't hurt it so stop now
214                 if (trace_ent == world || trace_fraction == 1)
215                         break;
216
217                 // make the entity non-solid so we can hit the next one
218                 trace_ent.railgunhit = TRUE;
219                 trace_ent.railgunhitloc = end;
220                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
221                 trace_ent.railgundistance = vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos) - start);
222                 trace_ent.railgunforce = WarpZone_TransformVelocity(WarpZone_trace_transform, force);
223
224                 // stop if this is a wall
225                 if (trace_ent.solid == SOLID_BSP)
226                         break;
227
228                 // make the entity non-solid
229                 trace_ent.solid = SOLID_NOT;
230         }
231
232         endpoint = trace_endpos;
233         endent = trace_ent;
234         endq3surfaceflags = trace_dphitq3surfaceflags;
235
236         // find all the entities the railgun hit and restore their solid state
237         ent = findfloat(world, railgunhit, TRUE);
238         while (ent)
239         {
240                 // restore their solid type
241                 ent.solid = ent.railgunhitsolidbackup;
242                 ent = findfloat(ent, railgunhit, TRUE);
243         }
244
245         // spawn a temporary explosion entity for RadiusDamage calls
246         //explosion = spawn();
247
248         // Find all non-hit players the beam passed close by
249         if(deathtype == WEP_VAPORIZER || deathtype == WEP_VORTEX)
250         {
251                 FOR_EACH_REALCLIENT(msg_entity)
252                 if(msg_entity != self)
253                 if(!msg_entity.railgunhit)
254                 if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too
255                 {
256                         // nearest point on the beam
257                         beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
258
259                         f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
260                         if(f <= 0)
261                                 continue;
262
263                         snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
264
265                         if(!pseudoprojectile)
266                                 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
267                         soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE);
268                 }
269
270                 if(pseudoprojectile)
271                         remove(pseudoprojectile);
272         }
273
274         // find all the entities the railgun hit and hurt them
275         ent = findfloat(world, railgunhit, TRUE);
276         while (ent)
277         {
278                 // get the details we need to call the damage function
279                 hitloc = ent.railgunhitloc;
280
281                 f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance);
282                 ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance);
283
284                 if(accuracy_isgooddamage(self.realowner, ent))
285                         totaldmg += bdamage * f;
286
287                 // apply the damage
288                 if (ent.takedamage)
289                         Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs);
290
291                 // create a small explosion to throw gibs around (if applicable)
292                 //setorigin (explosion, hitloc);
293                 //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype);
294
295                 ent.railgunhitloc = '0 0 0';
296                 ent.railgunhitsolidbackup = SOLID_NOT;
297                 ent.railgunhit = FALSE;
298                 ent.railgundistance = 0;
299
300                 // advance to the next entity
301                 ent = findfloat(ent, railgunhit, TRUE);
302         }
303
304         // calculate hits and fired shots for hitscan
305         accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg));
306
307         trace_endpos = endpoint;
308         trace_ent = endent;
309         trace_dphitq3surfaceflags = endq3surfaceflags;
310 }
311
312 void fireBullet_trace_callback(vector start, vector hit, vector end)
313 {
314         if(vlen(hit - start) > 16)
315                 trailparticles(world, fireBullet_trace_callback_eff, start, hit);
316         WarpZone_trace_forent = world;
317         fireBullet_last_hit = world;
318 }
319
320 void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, float tracereffects)
321 {
322         vector  end;
323
324         dir = normalize(dir + randomvec() * spread);
325         end = start + dir * MAX_SHOT_DISTANCE;
326
327         entity pl;
328         fireBullet_last_hit = world;
329         float solid_penetration_left = 1;
330         float total_damage = 0;
331
332         if(tracereffects & EF_RED)
333                 fireBullet_trace_callback_eff = particleeffectnum("tr_rifle");
334         else if(tracereffects & EF_BLUE)
335                 fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak");
336         else
337                 fireBullet_trace_callback_eff = particleeffectnum("tr_bullet");
338
339         float lag = ANTILAG_LATENCY(self);
340         if(lag < 0.001)
341                 lag = 0;
342         if (!IS_REAL_CLIENT(self))
343                 lag = 0;
344         if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag)
345                 lag = 0; // only do hitscan, but no antilag
346         if(lag)
347                 FOR_EACH_PLAYER(pl)
348                         if(pl != self)
349                                 antilag_takeback(pl, time - lag);
350
351         WarpZone_trace_forent = self;
352
353         for (;;)
354         {
355                 // TODO also show effect while tracing
356                 WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, FALSE, WarpZone_trace_forent, world, fireBullet_trace_callback);
357                 dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir);
358                 end = WarpZone_TransformOrigin(WarpZone_trace_transform, end);
359                 start = trace_endpos;
360                 entity hit = trace_ent;
361
362                 // When hitting sky, stop.
363                 if (pointcontents(start) == CONTENT_SKY)
364                         break;
365
366                 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
367                         break;
368
369                 // if we hit "weapclip", bail out
370                 //
371                 // rationale of this check:
372                 //
373                 // any shader that is solid, nodraw AND trans is meant to clip weapon
374                 // shots and players, but has no other effect!
375                 //
376                 // if it is not trans, it is caulk and should not have this side effect
377                 //
378                 // matching shaders:
379                 //   common/weapclip (intended)
380                 //   common/noimpact (is supposed to eat projectiles, but is erased anyway)
381                 float is_weapclip = 0;
382                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW)
383                 if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID))
384                 if (!(trace_dphitcontents & DPCONTENTS_OPAQUE))
385                         is_weapclip = 1;
386
387                 if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX)
388                         Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self);
389
390                 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).
391                 {
392                         fireBullet_last_hit = hit;
393                         yoda = 0;
394                         float g = accuracy_isgooddamage(self, hit);
395                         Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left);
396                         // calculate hits for ballistic weapons
397                         if(g)
398                         {
399                                 // do not exceed 100%
400                                 float added_damage = min(damage - total_damage, damage * solid_penetration_left);
401                                 total_damage += damage * solid_penetration_left;
402                                 accuracy_add(self, self.weapon, 0, added_damage);
403                         }
404                 }
405
406                 if (is_weapclip)
407                         break;
408
409                 // go through solid!
410                 // outside the world? forget it
411                 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)
412                         break;
413
414                 float maxdist;
415                 if(max_solid_penetration < 0)
416                         break;
417                 else if(hit.ballistics_density < -1)
418                         break; // -2: no solid penetration, ever
419                 else if(hit.ballistics_density < 0)
420                         maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance
421                 else if(hit.ballistics_density == 0)
422                         maxdist = max_solid_penetration * solid_penetration_left;
423                 else
424                         maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density;
425
426                 if(maxdist <= autocvar_g_ballistics_mindistance)
427                         break;
428
429                 // move the entity along its velocity until it's out of solid, then let it resume
430                 // The previously hit entity is ignored here!
431                 traceline_inverted (start, start + dir * maxdist, MOVE_NORMAL, WarpZone_trace_forent, TRUE, hit);
432                 if(trace_fraction == 1) // 1: we never got out of solid
433                         break;
434
435                 float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start));
436                 solid_penetration_left *= (dist_taken / maxdist);
437
438                 // Only show effect when going through a player (invisible otherwise)
439                 if (hit && (hit.solid != SOLID_BSP))
440                         if(vlen(trace_endpos - start) > 4)
441                                 trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos);
442
443                 start = trace_endpos;
444
445                 if(hit.solid == SOLID_BSP)
446                         Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self);
447         }
448
449         if(lag)
450                 FOR_EACH_PLAYER(pl)
451                         if(pl != self)
452                                 antilag_restore(pl);
453 }