X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;fp=qcsrc%2Fserver%2Fweapons%2Ftracing.qc;h=5c64a0ec64d3ff6e89f5d7f2efbf8d0ac7383355;hp=c3532d3d67a4cf29bde6541827acb005189ca8f0;hb=b9a9e2388087db58cb5b81d882d711f4ac3e2ded;hpb=4f8ca9cd9fa138061ca5112ca66c3d5fbddf1a03 diff --git a/qcsrc/server/weapons/tracing.qc b/qcsrc/server/weapons/tracing.qc index c3532d3d6..5c64a0ec6 100644 --- a/qcsrc/server/weapons/tracing.qc +++ b/qcsrc/server/weapons/tracing.qc @@ -1,34 +1,39 @@ -#if defined(CSQC) -#elif defined(MENUQC) -#elif defined(SVQC) - #include "../../dpdefs/progsdefs.qh" - #include "../../dpdefs/dpextensions.qh" - #include "../../warpzonelib/common.qh" - #include "../../common/constants.qh" - #include "../../common/util.qh" - #include "../../common/weapons/weapons.qh" - #include "tracing.qh" - #include "../autocvars.qh" - #include "../defs.qh" - #include "../antilag.qh" -#endif +#include "tracing.qh" + +#include "accuracy.qh" +#include "common.qh" +#include "hitplot.qh" +#include "weaponsystem.qh" + +#include "../g_damage.qh" +#include "../g_subs.qh" +#include "../antilag.qh" + +#include +#include + +#include +#include + +#include // this function calculates w_shotorg and w_shotdir based on the weapon model // offset, trueaim and antilag, and won't put w_shotorg inside a wall. // make sure you call makevectors first (FIXME?) -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) +void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector mi, vector ma, float antilag, float recoil, Sound snd, float chan, float maxdamage, float range) { + TC(Sound, snd); 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? float oldsolid; vector vecs, dv; oldsolid = ent.dphitcontentsmask; - if(ent.weapon == WEP_RIFLE) + if (IS_PLAYER(ent) && PS(ent).m_weapon == WEP_RIFLE) ent.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; else ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; if(antilag) - WarpZone_traceline_antilag(world, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); - // passing world, because we do NOT want it to touch dphitcontentsmask + WarpZone_traceline_antilag(NULL, ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); + // passing NULL, because we do NOT want it to touch dphitcontentsmask else WarpZone_TraceLine(ent.origin + ent.view_ofs, ent.origin + ent.view_ofs + s_forward * range, MOVE_NOMONSTERS, ent); ent.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; @@ -43,17 +48,20 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m v_up = vu; // un-adjust trueaim if shotend is too close - if(vlen(w_shotend - (ent.origin + ent.view_ofs)) < autocvar_g_trueaim_minrange) + if(vdist(w_shotend - (ent.origin + ent.view_ofs), <, autocvar_g_trueaim_minrange)) w_shotend = ent.origin + ent.view_ofs + s_forward * autocvar_g_trueaim_minrange; // track max damage - if(accuracy_canbegooddamage(ent)) - accuracy_add(ent, ent.weapon, maxdamage, 0); + if (IS_PLAYER(ent) && accuracy_canbegooddamage(ent)) + accuracy_add(ent, PS(ent).m_weapon.m_id, maxdamage, 0); - W_HitPlotAnalysis(ent, v_forward, v_right, v_up); + if(IS_PLAYER(ent)) + W_HitPlotAnalysis(ent, v_forward, v_right, v_up); - if(ent.weaponentity.movedir.x > 0) - vecs = ent.weaponentity.movedir; + .entity weaponentity = weaponentities[0]; // TODO: unhardcode + vector md = ent.(weaponentity).movedir; + if(md.x > 0) + vecs = md; else vecs = '0 0 0'; @@ -63,8 +71,8 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m // now move the shotorg forward as much as requested if possible if(antilag) { - if(ent.antilag_debug) - tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ent.antilag_debug); + if(CS(ent).antilag_debug) + tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, CS(ent).antilag_debug); else tracebox_antilag(ent, w_shotorg, mi, ma, w_shotorg + v_forward * (vecs.x + nudge), MOVE_NORMAL, ent, ANTILAG_LATENCY(ent)); } @@ -115,7 +123,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m if (trace_ent == ent.cursor_trace_ent) w_shotdir = normalize(ent.cursor_trace_ent.origin - w_shotorg); else - print("antilag fail\n"); + LOG_INFO("antilag fail\n"); } } } @@ -126,8 +134,7 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m if (!autocvar_g_norecoil) ent.punchangle_x = recoil * -1; - if (snd != "") - { + if (snd != SND_Null) { sound (ent, chan, snd, VOL_BASE, ATTN_NORM); W_PlayStrengthSound(ent); } @@ -139,13 +146,13 @@ void W_SetupShot_Dir_ProjectileSize_Range(entity ent, vector s_forward, vector m //if(w_shotdir != prevdir) { printf("SERVER: shotDIR differs: %s - %s\n", vtos(w_shotdir), vtos(prevdir)); } } -vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float forceAbsolute) +vector W_CalculateProjectileVelocity(entity actor, vector pvelocity, vector mvelocity, float forceAbsolute) { vector mdirection; float mspeed; vector outvelocity; - mvelocity = mvelocity * g_weaponspeedfactor; + mvelocity = mvelocity * W_WeaponSpeedFactor(actor); mdirection = normalize(mvelocity); mspeed = vlen(mvelocity); @@ -157,7 +164,7 @@ vector W_CalculateProjectileVelocity(vector pvelocity, vector mvelocity, float f void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float pSpeed, float pUpSpeed, float pZSpeed, float spread, float forceAbsolute) { - if(proj.owner == world) + if(proj.owner == NULL) error("Unowned missile"); dir = dir + upDir * (pUpSpeed / pSpeed); @@ -179,10 +186,10 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p #if 0 mspercallsum += gettime(GETTIME_HIRES); mspercallcount += 1; - print("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n"); + LOG_INFO("avg: ", ftos(mspercallcount / mspercallsum), " per sec\n"); #endif - proj.velocity = W_CalculateProjectileVelocity(proj.owner.velocity, pSpeed * dir, forceAbsolute); + proj.velocity = W_CalculateProjectileVelocity(proj.owner, proj.owner.velocity, pSpeed * dir, forceAbsolute); } @@ -190,7 +197,7 @@ void W_SetupProjVelocity_Explicit(entity proj, vector dir, vector upDir, float p // Ballistics Tracing // ==================== -void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, float deathtype) +void FireRailgunBullet (entity this, vector start, vector end, float bdamage, float bforce, float mindist, float maxdist, float halflifedist, float forcehalflifedist, int deathtype) { vector hitloc, force, endpoint, dir; entity ent, endent; @@ -204,7 +211,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f entity pseudoprojectile; float f, ffs; - pseudoprojectile = world; + pseudoprojectile = NULL; dir = normalize(end - start); length = vlen(end - start); @@ -218,24 +225,24 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f // trace multiple times until we hit a wall, each obstacle will be made // non-solid so we can hit the next, while doing this we spawn effects and // note down which entities were hit so we can damage them later - o = self; + o = this; while (1) { - if(self.antilag_debug) - WarpZone_traceline_antilag (self, start, end, false, o, self.antilag_debug); + if(CS(this).antilag_debug) + WarpZone_traceline_antilag (this, start, end, false, o, CS(this).antilag_debug); else - WarpZone_traceline_antilag (self, start, end, false, o, ANTILAG_LATENCY(self)); + WarpZone_traceline_antilag (this, start, end, false, o, ANTILAG_LATENCY(this)); if(o && WarpZone_trace_firstzone) { - o = world; + o = NULL; continue; } if(trace_ent.solid == SOLID_BSP || trace_ent.solid == SOLID_SLIDEBOX) - Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, self); + Damage_DamageInfo(trace_endpos, bdamage, 0, 0, force, deathtype, trace_ent.species, this); - // if it is world we can't hurt it so stop now - if (trace_ent == world || trace_fraction == 1) + // if it is NULL we can't hurt it so stop now + if (trace_ent == NULL || trace_fraction == 1) break; // make the entity non-solid so we can hit the next one @@ -258,7 +265,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f endq3surfaceflags = trace_dphitq3surfaceflags; // find all the entities the railgun hit and restore their solid state - ent = findfloat(world, railgunhit, true); + ent = findfloat(NULL, railgunhit, true); while (ent) { // restore their solid type @@ -270,33 +277,34 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f //explosion = spawn(); // Find all non-hit players the beam passed close by - if(deathtype == WEP_VAPORIZER || deathtype == WEP_VORTEX) + if(deathtype == WEP_VAPORIZER.m_id || deathtype == WEP_VORTEX.m_id) { - FOR_EACH_REALCLIENT(msg_entity) - if(msg_entity != self) - if(!msg_entity.railgunhit) - if(!(IS_SPEC(msg_entity) && msg_entity.enemy == self)) // we use realclient, so spectators can hear the whoosh too - { - // nearest point on the beam - beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length); + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != this, LAMBDA( + if(!it.railgunhit) + if(!(IS_SPEC(it) && it.enemy == this)) + { + msg_entity = it; + // nearest point on the beam + beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length); - f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1); - if(f <= 0) - continue; + f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1); + if(f <= 0) + continue; - snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav"); + snd = SND(NEXWHOOSH_RANDOM()); - if(!pseudoprojectile) - pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume - soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE); - } + if(!pseudoprojectile) + pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume + soundtoat(MSG_ONE, pseudoprojectile, beampos, CH_SHOTS, snd, VOL_BASE * f, ATTEN_NONE); + } + )); if(pseudoprojectile) remove(pseudoprojectile); } // find all the entities the railgun hit and hurt them - ent = findfloat(world, railgunhit, true); + ent = findfloat(NULL, railgunhit, true); while (ent) { // get the details we need to call the damage function @@ -305,16 +313,16 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f f = ExponentialFalloff(mindist, maxdist, halflifedist, ent.railgundistance); ffs = ExponentialFalloff(mindist, maxdist, forcehalflifedist, ent.railgundistance); - if(accuracy_isgooddamage(self, ent)) + if(accuracy_isgooddamage(this, ent)) totaldmg += bdamage * f; // apply the damage if (ent.takedamage) - Damage (ent, self, self, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs); + Damage (ent, this, this, bdamage * f, deathtype, hitloc, ent.railgunforce * ffs); // create a small explosion to throw gibs around (if applicable) - //setorigin (explosion, hitloc); - //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype); + //setorigin(explosion, hitloc); + //RadiusDamage (explosion, this, 10, 0, 50, NULL, NULL, 300, deathtype); ent.railgunhitloc = '0 0 0'; ent.railgunhitsolidbackup = SOLID_NOT; @@ -326,7 +334,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f } // calculate hits and fired shots for hitscan - accuracy_add(self, self.weapon, 0, min(bdamage, totaldmg)); + accuracy_add(this, PS(this).m_weapon.m_id, 0, min(bdamage, totaldmg)); trace_endpos = endpoint; trace_ent = endent; @@ -335,53 +343,57 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f void fireBullet_trace_callback(vector start, vector hit, vector end) { - if(vlen(hit - start) > 16) - trailparticles(world, fireBullet_trace_callback_eff, start, hit); - WarpZone_trace_forent = world; - fireBullet_last_hit = world; + if(vdist(hit - start, >, 16)) + trailparticles(NULL, fireBullet_trace_callback_eff, start, hit); + WarpZone_trace_forent = NULL; + fireBullet_last_hit = NULL; } -void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects) +void fireBullet(entity this, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, int tracereffects) { vector end; dir = normalize(dir + randomvec() * spread); end = start + dir * MAX_SHOT_DISTANCE; - entity pl; - fireBullet_last_hit = world; + fireBullet_last_hit = NULL; float solid_penetration_left = 1; float total_damage = 0; if(tracereffects & EF_RED) - fireBullet_trace_callback_eff = particleeffectnum("tr_rifle"); + fireBullet_trace_callback_eff = EFFECT_RIFLE; else if(tracereffects & EF_BLUE) - fireBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak"); + fireBullet_trace_callback_eff = EFFECT_RIFLE_WEAK; else - fireBullet_trace_callback_eff = particleeffectnum("tr_bullet"); + fireBullet_trace_callback_eff = EFFECT_BULLET; - float lag = ANTILAG_LATENCY(self); + float lag = ANTILAG_LATENCY(this); if(lag < 0.001) lag = 0; - if (!IS_REAL_CLIENT(self)) + if (!IS_REAL_CLIENT(this)) lag = 0; - if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag) + if(autocvar_g_antilag == 0 || this.cvar_cl_noantilag) lag = 0; // only do hitscan, but no antilag if(lag) { - FOR_EACH_PLAYER(pl) - if(pl != self) - antilag_takeback(pl, time - lag); - FOR_EACH_MONSTER(pl) - antilag_takeback(pl, time - lag); + FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_takeback(it, CS(it), time - lag)); + FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, { + if (it != this) + antilag_takeback(it, it, time - lag); + }); } - WarpZone_trace_forent = self; + // change shooter to SOLID_BBOX so the shot can hit corpses + int oldsolid = this.dphitcontentsmask; + if(this) + this.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; + + WarpZone_trace_forent = this; for (;;) { // TODO also show effect while tracing - WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, world, fireBullet_trace_callback); + WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, false, WarpZone_trace_forent, NULL, fireBullet_trace_callback); dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir); end = WarpZone_TransformOrigin(WarpZone_trace_transform, end); start = trace_endpos; @@ -391,8 +403,9 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat if (pointcontents(start) == CONTENT_SKY) break; - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) - break; + // can't use noimpact, as we need to pass through walls + //if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) + //break; // if we hit "weapclip", bail out // @@ -406,28 +419,30 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat // matching shaders: // common/weapclip (intended) // common/noimpact (is supposed to eat projectiles, but is erased anyway) - float is_weapclip = 0; + bool is_weapclip = false; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)) if (!(trace_dphitcontents & DPCONTENTS_OPAQUE)) - is_weapclip = 1; + is_weapclip = true; if(!hit || hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX) - Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self); + Damage_DamageInfo(start, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, this); 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). { fireBullet_last_hit = hit; yoda = 0; - float g = accuracy_isgooddamage(self, hit); - Damage(hit, self, self, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left); + MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage); + damage = M_ARGV(4, float); + float g = accuracy_isgooddamage(this, hit); + Damage(hit, this, this, damage * solid_penetration_left, dtype, start, force * dir * solid_penetration_left); // calculate hits for ballistic weapons if(g) { // do not exceed 100% float added_damage = min(damage - total_damage, damage * solid_penetration_left); total_damage += damage * solid_penetration_left; - accuracy_add(self, self.weapon, 0, added_damage); + accuracy_add(this, PS(this).m_weapon.m_id, 0, added_damage); } } @@ -465,21 +480,25 @@ void fireBullet(vector start, vector dir, float spread, float max_solid_penetrat // Only show effect when going through a player (invisible otherwise) if (hit && (hit.solid != SOLID_BSP)) - if(vlen(trace_endpos - start) > 4) - trailparticles(self, fireBullet_trace_callback_eff, start, trace_endpos); + if(vdist(trace_endpos - start, >, 4)) + trailparticles(this, fireBullet_trace_callback_eff, start, trace_endpos); start = trace_endpos; if(hit.solid == SOLID_BSP) - Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self); + Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, this); } if(lag) { - FOR_EACH_PLAYER(pl) - if(pl != self) - antilag_restore(pl); - FOR_EACH_MONSTER(pl) - antilag_restore(pl); + FOREACH_CLIENT(IS_PLAYER(it) && it != this, antilag_restore(it, CS(it))); + FOREACH_ENTITY_FLAGS(flags, FL_MONSTER, { + if (it != this) + antilag_restore(it, it); + }); } + + // restore shooter solid type + if(this) + this.dphitcontentsmask = oldsolid; }