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1
2 void W_GiveWeapon (entity e, float wep, string name)
3 {
4         entity oldself;
5
6         if (!wep)
7                 return;
8
9         e.weapons = e.weapons | W_WeaponBit(wep);
10
11         oldself = self;
12         self = e;
13
14         if (other.classname == "player")
15         {
16                 sprint (other, "You got the ^2");
17                 sprint (other, name);
18                 sprint (other, "\n");
19         }
20
21
22         self = oldself;
23 }
24
25 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype)
26 {
27         local vector hitloc, force, endpoint, dir;
28         local entity ent, endent;
29         local float endq3surfaceflags;
30         //local entity explosion;
31         
32         railgun_start = start;
33         railgun_end = end;
34
35         dir = normalize(end - start);
36         force = dir * bforce;
37
38         // go a little bit into the wall because we need to hit this wall later
39         end = end + dir;
40
41         // trace multiple times until we hit a wall, each obstacle will be made
42         // non-solid so we can hit the next, while doing this we spawn effects and
43         // note down which entities were hit so we can damage them later
44         while (1)
45         {
46                 if(self.antilag_debug)
47                         traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
48                 else
49                         traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
50
51                 // if it is world we can't hurt it so stop now
52                 if (trace_ent == world || trace_fraction == 1)
53                         break;
54
55                 // make the entity non-solid so we can hit the next one
56                 trace_ent.railgunhit = TRUE;
57                 trace_ent.railgunhitloc = end;
58                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
59
60                 // stop if this is a wall
61                 if (trace_ent.solid == SOLID_BSP)
62                         break;
63
64                 // make the entity non-solid
65                 trace_ent.solid = SOLID_NOT;
66         }
67
68         endpoint = trace_endpos;
69         endent = trace_ent;
70         endq3surfaceflags = trace_dphitq3surfaceflags;
71
72         // find all the entities the railgun hit and restore their solid state
73         ent = findfloat(world, railgunhit, TRUE);
74         while (ent)
75         {
76                 // restore their solid type
77                 ent.solid = ent.railgunhitsolidbackup;
78                 ent = findfloat(ent, railgunhit, TRUE);
79         }
80
81         // spawn a temporary explosion entity for RadiusDamage calls
82         //explosion = spawn();
83
84         // find all the entities the railgun hit and hurt them
85         ent = findfloat(world, railgunhit, TRUE);
86         while (ent)
87         {
88                 // get the details we need to call the damage function
89                 hitloc = ent.railgunhitloc;
90                 ent.railgunhitloc = '0 0 0';
91                 ent.railgunhitsolidbackup = SOLID_NOT;
92                 ent.railgunhit = FALSE;
93
94                 // apply the damage
95                 if (ent.takedamage || ent.classname == "case")
96                         Damage (ent, self, self, bdamage, deathtype, hitloc, force);
97
98                 // create a small explosion to throw gibs around (if applicable)
99                 //setorigin (explosion, hitloc);
100                 //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype);
101
102                 // advance to the next entity
103                 ent = findfloat(ent, railgunhit, TRUE);
104         }
105
106         // we're done with the explosion entity, remove it
107         //remove(explosion);
108
109         trace_endpos = endpoint;
110         trace_ent = endent;
111         trace_dphitq3surfaceflags = endq3surfaceflags;
112 }
113
114 .float dmg_edge;
115 .float dmg_force;
116 .float dmg_radius;
117 void W_BallisticBullet_Hit (void)
118 {
119         float f;
120
121         if (DEATH_ISWEAPON(self.projectiledeathtype, WEP_SHOTGUN))
122                 pointparticles(particleeffectnum("shotgun_impact"), self.origin, normalize(self.velocity) * 1000, 1);
123         else
124                 pointparticles(particleeffectnum("machinegun_impact"), self.origin, normalize(self.velocity) * 1000, 1);
125
126         if(other && other != self.enemy)
127         {
128                 self.enemy = other; // don't hit the same player twice with the same bullet
129
130                 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
131
132                 headshot = 0;
133                 yoda = 0;
134                 damage_headshotbonus = self.dmg_edge;
135                 railgun_start = self.origin - 2 * frametime * self.oldvelocity;
136                 railgun_end = self.origin + 2 * frametime * self.oldvelocity;
137                 Damage(other, self, self.owner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
138                 damage_headshotbonus = 0;
139
140                 if(self.dmg_edge != 0)
141                 {
142                         if(headshot)
143                                 announce(self.owner, "announcer/male/headshot.wav");
144                         if(yoda)
145                                 announce(self.owner, "announcer/male/yoda.wav");
146                 }
147
148                 //sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
149         }
150 }
151
152 .void(void) W_BallisticBullet_LeaveSolid_think_save;
153 .float W_BallisticBullet_LeaveSolid_nextthink_save;
154 .vector W_BallisticBullet_LeaveSolid_origin;
155 .vector W_BallisticBullet_LeaveSolid_velocity;
156
157 void W_BallisticBullet_LeaveSolid_think()
158 {
159         setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
160         self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
161
162         self.think = self.W_BallisticBullet_LeaveSolid_think_save;
163         self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save) + 1;
164         self.W_BallisticBullet_LeaveSolid_think_save = SUB_Null;
165
166         self.flags &~= FL_ONGROUND;
167         self.effects &~= EF_NODRAW;
168
169         if (DEATH_ISWEAPON(self.projectiledeathtype, WEP_SHOTGUN))
170                 pointparticles(particleeffectnum("shotgun_impact"), self.origin, normalize(self.velocity) * 1000, 1);
171         else
172                 pointparticles(particleeffectnum("machinegun_impact"), self.origin, normalize(self.velocity) * 1000, 1);
173 }
174
175 // a fake logarithm function
176 float log(float x)
177 {
178         if(x < 0.0001)
179                 return 0;
180         if(x > 0.9 && x < 1.1)
181                 return x - 1;
182         return 2 * log(sqrt(x));
183 }
184
185 float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant)
186 {
187         // move the entity along its velocity until it's out of solid, then let it resume
188         
189         float dt, dst, velfactor, v0, vs;
190         float maxdist;
191         float E0_m, Es_m;
192
193         // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
194         v0 = vlen(vel);
195
196         E0_m = 0.5 * v0 * v0;
197         maxdist = E0_m / constant;
198         // maxdist = 0.5 * v0 * v0 / constant
199         // dprint("max dist = ", ftos(maxdist), "\n");
200
201         if(maxdist <= 0.5)
202                 return 0;
203
204         traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self);
205
206         if(trace_fraction == 1) // 1: we never got out of solid
207                 return 0;
208
209         self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
210
211         dst = vlen(trace_endpos - self.origin);
212         // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
213         Es_m = E0_m - constant * dst;
214         if(Es_m <= 0)
215         {
216                 // roundoff errors got us
217                 return 0;
218         }
219         vs = sqrt(2 * Es_m);
220         velfactor = vs / v0;
221
222         dt = dst / (0.5 * (v0 + vs));
223         // this is not correct, but the differential equations have no analytic
224         // solution - and these times are very small anyway
225         //print("dt = ", ftos(dt), "\n");
226
227         self.W_BallisticBullet_LeaveSolid_think_save = self.think;
228         self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
229         self.think = W_BallisticBullet_LeaveSolid_think;
230         self.nextthink = time + dt;
231
232         vel = vel * velfactor;
233
234         self.velocity = '0 0 0';
235         self.flags |= FL_ONGROUND; // prevent moving
236         self.effects |= EF_NODRAW;
237         self.W_BallisticBullet_LeaveSolid_velocity = vel;
238
239         return 1;
240 }
241
242 void W_BallisticBullet_Touch (void)
243 {
244         if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
245                 return;
246
247         PROJECTILE_TOUCH;
248         W_BallisticBullet_Hit ();
249
250         // go through solid!
251         if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius))
252         {
253                 remove(self);
254                 return;
255         }
256
257         self.projectiledeathtype |= HITTYPE_BOUNCE;
258 }
259
260 void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float headshotbonus, float force, float dtype, float tracereffects, float gravityfactor, float bulletconstant)
261 {
262         entity proj;
263         proj = spawn();
264         proj.owner = self;
265         proj.solid = SOLID_BBOX;
266         if(gravityfactor > 0)
267         {
268                 proj.movetype = MOVETYPE_TOSS;
269                 proj.gravity = gravityfactor;
270         }
271         else
272                 proj.movetype = MOVETYPE_FLY;
273         proj.think = SUB_Remove;
274         proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
275         proj.velocity = (dir + randomvec() * spread) * pSpeed;
276         W_SetupProjectileVelocity(proj);
277         proj.angles = vectoangles(proj.velocity);
278         proj.dmg_radius = cvar("g_ballistics_materialconstant") / bulletconstant;
279         // so: bulletconstant = bullet mass / area of bullet circle
280         setmodel(proj, "models/tracer.mdl");
281         setsize(proj, '0 0 0', '0 0 0');
282         setorigin(proj, start);
283         proj.effects = EF_LOWPRECISION | tracereffects;
284         proj.flags = FL_PROJECTILE;
285
286         proj.touch = W_BallisticBullet_Touch;
287         proj.dmg = damage;
288         proj.dmg_edge = headshotbonus;
289         proj.dmg_force = force;
290         proj.projectiledeathtype = dtype;
291
292         proj.oldvelocity = proj.velocity;
293 }
294
295 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
296 {
297         vector  end;
298         local entity e;
299
300         if(cvar("g_ballistics_force"))
301         {
302                 if (DEATH_ISWEAPON(dtype, WEP_SHOTGUN))
303                         fireBallisticBullet(start, dir, spread, cvar("g_ballistics_force_shotgun_speed"), 5, damage, 0, force, dtype, 0, 1, cvar("g_ballistics_force_shotgun_bulletconstant"));
304                 else
305                         fireBallisticBullet(start, dir, spread, cvar("g_ballistics_force_uzi_speed"), 5, damage, 0, force, dtype, 0, 1, cvar("g_ballistics_force_shotgun_bulletconstant"));
306                 return;
307         }
308
309         dir = dir + randomvec() * spread;
310         end = start + dir * MAX_SHOT_DISTANCE;
311         if(self.antilag_debug)
312                 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
313         else
314                 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
315
316         if (tracer)
317         {
318                 e = spawn();
319                 e.owner = self;
320                 e.movetype = MOVETYPE_FLY;
321                 e.solid = SOLID_NOT;
322                 e.think = SUB_Remove;
323                 e.nextthink = time + vlen(trace_endpos - start) / 6000;
324                 e.velocity = dir * 6000;
325                 e.angles = vectoangles(e.velocity);
326                 setmodel (e, "models/tracer.mdl"); // precision set below
327                 setsize (e, '0 0 0', '0 0 0');
328                 setorigin (e, start);
329                 e.effects = EF_LOWPRECISION;
330                 e.flags = FL_PROJECTILE;
331         }
332
333         if ((trace_fraction != 1.0) && (pointcontents (trace_endpos) != CONTENT_SKY))
334         {
335                 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
336                 {
337                         if (DEATH_ISWEAPON(dtype, WEP_SHOTGUN))
338                                 pointparticles(particleeffectnum("shotgun_impact"), trace_endpos, trace_plane_normal * 1000, 1);
339                         else
340                                 pointparticles(particleeffectnum("machinegun_impact"), trace_endpos, trace_plane_normal * 1000, 1);
341                 }
342                 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
343         }
344 }
345
346 void W_PrepareExplosionByDamage(entity attacker, void() explode)
347 {
348         self.takedamage = DAMAGE_NO;
349         self.event_damage = SUB_Null;
350         self.owner = attacker;
351
352         // do not explode NOW but in the NEXT FRAME!
353         // because recursive calls to RadiusDamage are not allowed
354         self.nextthink = time;
355         self.think = explode;
356 }