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turn off nex whoosh for spectators who spectate the shooter
[divverent/nexuiz.git] / data / qcsrc / server / w_common.qc
1 .float bullets_hit[WEP_COUNT];          //for hitscan bullets hit
2 .float bullets_fired[WEP_COUNT];        //for hitscan bullets fired
3
4 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(bullets_hit);
5 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(bullets_fired);
6
7 void W_GiveWeapon (entity e, float wep, string name)
8 {
9         entity oldself;
10
11         if (!wep)
12                 return;
13
14         e.weapons = e.weapons | W_WeaponBit(wep);
15
16         oldself = self;
17         self = e;
18
19         if not(g_minstagib)
20         if (other.classname == "player")
21         {
22                 sprint (other, "You got the ^2");
23                 sprint (other, name);
24                 sprint (other, "\n");
25         }
26
27
28         self = oldself;
29 }
30
31 void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, float deathtype)
32 {
33         local vector hitloc, force, endpoint, dir;
34         local entity ent, endent;
35         local float endq3surfaceflags;
36         //local entity explosion;
37         float did_hit;
38         float length;
39         vector beampos;
40         string snd;
41         entity pseudoprojectile;
42         float f;
43
44         did_hit = 0;
45
46         railgun_start = start;
47         railgun_end = end;
48
49         dir = normalize(end - start);
50         length = vlen(end - start);
51         force = dir * bforce;
52
53         // go a little bit into the wall because we need to hit this wall later
54         end = end + dir;
55
56         // trace multiple times until we hit a wall, each obstacle will be made
57         // non-solid so we can hit the next, while doing this we spawn effects and
58         // note down which entities were hit so we can damage them later
59         while (1)
60         {
61                 if(self.antilag_debug)
62                         traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
63                 else
64                         traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
65
66                 // if it is world we can't hurt it so stop now
67                 if (trace_ent == world || trace_fraction == 1)
68                         break;
69
70                 // make the entity non-solid so we can hit the next one
71                 trace_ent.railgunhit = TRUE;
72                 trace_ent.railgunhitloc = end;
73                 trace_ent.railgunhitsolidbackup = trace_ent.solid;
74
75                 // stop if this is a wall
76                 if (trace_ent.solid == SOLID_BSP)
77                         break;
78
79                 // make the entity non-solid
80                 trace_ent.solid = SOLID_NOT;
81         }
82
83         endpoint = trace_endpos;
84         endent = trace_ent;
85         endq3surfaceflags = trace_dphitq3surfaceflags;
86
87         // find all the entities the railgun hit and restore their solid state
88         ent = findfloat(world, railgunhit, TRUE);
89         while (ent)
90         {
91                 // restore their solid type
92                 ent.solid = ent.railgunhitsolidbackup;
93                 ent = findfloat(ent, railgunhit, TRUE);
94         }
95
96         // spawn a temporary explosion entity for RadiusDamage calls
97         //explosion = spawn();
98
99         // Find all non-hit players the beam passed close by
100         if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX)
101         {
102                 FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(msg_entity.classname == "spectator" && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too
103                 {
104                         // nearest point on the beam
105                         beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length);
106
107                         f = bound(0, 1 - vlen(beampos - msg_entity.origin) / 512, 1);
108                         if(f <= 0)
109                                 continue;
110
111                         snd = strcat("weapons/nexwhoosh", ftos(floor(random() * 3) + 1), ".wav");
112
113                         if(!pseudoprojectile)
114                                 pseudoprojectile = spawn(); // we need this so the sound uses the "entchannel4" volume
115                         soundtoat(MSG_ONE, pseudoprojectile, beampos, CHAN_PROJECTILE, snd, VOL_BASE * f, ATTN_NONE);
116                 }
117
118                 if(pseudoprojectile)
119                         remove(pseudoprojectile);
120         }
121
122         // find all the entities the railgun hit and hurt them
123         ent = findfloat(world, railgunhit, TRUE);
124         while (ent)
125         {
126                 // get the details we need to call the damage function
127                 hitloc = ent.railgunhitloc;
128                 ent.railgunhitloc = '0 0 0';
129                 ent.railgunhitsolidbackup = SOLID_NOT;
130                 ent.railgunhit = FALSE;
131
132                 //for stats so that team hit will count as a miss
133                 if(ent.flags & FL_CLIENT)
134                 if(ent.deadflag == DEAD_NO)
135                         did_hit = 1;
136
137                 if(teams_matter)
138                 if(ent.team == self.team)
139                         did_hit = 0;
140
141                 // apply the damage
142                 if (ent.takedamage || ent.classname == "case")
143                         Damage (ent, self, self, bdamage, deathtype, hitloc, force);
144
145                 // create a small explosion to throw gibs around (if applicable)
146                 //setorigin (explosion, hitloc);
147                 //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype);
148
149                 // advance to the next entity
150                 ent = findfloat(ent, railgunhit, TRUE);
151         }
152
153         //calculate hits and fired shots for hitscan
154         if not(inWarmupStage)
155         if not(self.isbot)
156         {
157                 self.bullets_fired[self.weapon] += 1;
158
159                 if(did_hit)
160                         self.bullets_hit[self.weapon] += 1;
161
162                 // update the client and store in addstat() in g_world
163                 self.damage_hits = self.weapon + 64 * rint(self.bullets_hit[self.weapon]);
164                 self.maxdamage_fired = self.weapon + 64 * rint(self.bullets_fired[self.weapon]);
165         }
166
167         // we're done with the explosion entity, remove it
168         //remove(explosion);
169
170         trace_endpos = endpoint;
171         trace_ent = endent;
172         trace_dphitq3surfaceflags = endq3surfaceflags;
173 }
174
175 .float dmg_edge;
176 .float dmg_force;
177 .float dmg_radius;
178 void W_BallisticBullet_Hit (void)
179 {
180         float f;
181
182         float hit;
183         hit = 0;
184
185         f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
186
187         if(other.solid == SOLID_BSP)
188                 Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, self.dmg_force * normalize(self.velocity) * f, self.projectiledeathtype, self);
189
190         if(other && other != self.enemy)
191         {
192                 endzcurveparticles();
193
194                 headshot = 0;
195                 yoda = 0;
196                 damage_headshotbonus = self.dmg_edge;
197                 railgun_start = self.origin - 2 * frametime * self.velocity;
198                 railgun_end = self.origin + 2 * frametime * self.velocity;
199
200                 if(other.flags & FL_CLIENT)
201                 if(other.deadflag == DEAD_NO)
202                         hit = 1;
203
204                 if(teamplay)
205                 if(other.team == self.owner.team)
206                         hit = 0;
207
208                 Damage(other, self, self.owner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f);
209                 damage_headshotbonus = 0;
210
211                 if(self.dmg_edge != 0)
212                 {
213                         if(headshot)
214                                 announce(self.owner, "announcer/male/headshot.wav");
215                         if(yoda)
216                                 announce(self.owner, "announcer/male/awesome.wav");
217                 }
218
219                 //calculate hits for ballistic weapons
220                 if not(inWarmupStage)
221                 if not(self.owner.isbot)
222                 {
223                         if(hit)
224                                 self.owner.bullets_hit[self.owner.weapon] += 1;
225                         // update the client
226                         self.owner.damage_hits = self.owner.weapon + 64 * rint(self.owner.bullets_hit[self.owner.weapon]);
227                 }
228
229                 //sound (self, CHAN_PROJECTILE, "weapons/electro_impact.wav", VOL_BASE, ATTN_NORM);
230         }
231
232         self.enemy = other; // don't hit the same player twice with the same bullet
233 }
234
235 .void(void) W_BallisticBullet_LeaveSolid_think_save;
236 .float W_BallisticBullet_LeaveSolid_nextthink_save;
237 .vector W_BallisticBullet_LeaveSolid_origin;
238 .vector W_BallisticBullet_LeaveSolid_velocity;
239
240 void W_BallisticBullet_LeaveSolid_think()
241 {
242         setorigin(self, self.W_BallisticBullet_LeaveSolid_origin);
243         self.velocity = self.W_BallisticBullet_LeaveSolid_velocity;
244
245         self.think = self.W_BallisticBullet_LeaveSolid_think_save;
246         self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save);
247         self.W_BallisticBullet_LeaveSolid_think_save = SUB_Null;
248
249         self.flags &~= FL_ONGROUND;
250
251         if(self.enemy.solid == SOLID_BSP)
252         {
253                 float f;
254                 f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier
255                 Damage_DamageInfo(self.origin, 0, 0, 0, self.dmg_force * normalize(self.velocity) * -f, self.projectiledeathtype, self);
256         }
257
258         UpdateCSQCProjectile(self);
259 }
260
261 // a fake logarithm function
262 float log(float x)
263 {
264         if(x < 0.0001)
265                 return 0;
266         if(x > 0.9 && x < 1.1)
267                 return x - 1;
268         return 2 * log(sqrt(x));
269 }
270
271 float W_BallisticBullet_LeaveSolid(entity e, vector vel, float constant)
272 {
273         // move the entity along its velocity until it's out of solid, then let it resume
274
275         float dt, dst, velfactor, v0, vs;
276         float maxdist;
277         float E0_m, Es_m;
278
279         // outside the world? forget it
280         if(self.origin_x > world.maxs_x || self.origin_y > world.maxs_y || self.origin_z > world.maxs_z || self.origin_x < world.mins_x || self.origin_y < world.mins_y || self.origin_z < world.mins_z)
281                 return 0;
282
283         // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
284         v0 = vlen(vel);
285
286         E0_m = 0.5 * v0 * v0;
287         maxdist = E0_m / constant;
288         // maxdist = 0.5 * v0 * v0 / constant
289         // dprint("max dist = ", ftos(maxdist), "\n");
290
291         if(maxdist <= cvar("g_ballistics_mindistance"))
292                 return 0;
293
294         traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self);
295
296         if(trace_fraction == 1) // 1: we never got out of solid
297                 return 0;
298
299         self.W_BallisticBullet_LeaveSolid_origin = trace_endpos;
300
301         dst = vlen(trace_endpos - self.origin);
302         // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
303         Es_m = E0_m - constant * dst;
304         if(Es_m <= 0)
305         {
306                 // roundoff errors got us
307                 return 0;
308         }
309         vs = sqrt(2 * Es_m);
310         velfactor = vs / v0;
311
312         dt = dst / (0.5 * (v0 + vs));
313         // this is not correct, but the differential equations have no analytic
314         // solution - and these times are very small anyway
315         //print("dt = ", ftos(dt), "\n");
316
317         self.W_BallisticBullet_LeaveSolid_think_save = self.think;
318         self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
319         self.think = W_BallisticBullet_LeaveSolid_think;
320         self.nextthink = time + dt;
321
322         vel = vel * velfactor;
323
324         self.velocity = '0 0 0';
325         self.flags |= FL_ONGROUND; // prevent moving
326         self.W_BallisticBullet_LeaveSolid_velocity = vel;
327
328         return 1;
329 }
330
331 void W_BallisticBullet_Touch (void)
332 {
333         if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
334                 return;
335
336         PROJECTILE_TOUCH;
337         W_BallisticBullet_Hit ();
338
339         // go through solid!
340         if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius))
341         {
342                 remove(self);
343                 return;
344         }
345
346         self.projectiledeathtype |= HITTYPE_BOUNCE;
347 }
348
349 void endFireBallisticBullet()
350 {
351         endzcurveparticles();
352 }
353 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)
354 {
355         float lag, dt, savetime;
356         entity pl, oldself;
357
358         entity proj;
359         proj = spawn();
360         proj.classname = "bullet";
361         proj.owner = self;
362         PROJECTILE_MAKETRIGGER(proj);
363         if(gravityfactor > 0)
364         {
365                 proj.movetype = MOVETYPE_TOSS;
366                 proj.gravity = gravityfactor;
367         }
368         else
369                 proj.movetype = MOVETYPE_FLY;
370         proj.think = SUB_Remove;
371         proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
372         proj.velocity = (dir + randomvec() * spread) * pSpeed;
373         W_SetupProjectileVelocity(proj);
374         proj.angles = vectoangles(proj.velocity);
375         proj.dmg_radius = cvar("g_ballistics_materialconstant") / bulletconstant;
376         // so: bulletconstant = bullet mass / area of bullet circle
377         setorigin(proj, start);
378         proj.flags = FL_PROJECTILE;
379
380         proj.touch = W_BallisticBullet_Touch;
381         proj.dmg = damage;
382         proj.dmg_edge = headshotbonus;
383         proj.dmg_force = force;
384         proj.projectiledeathtype = dtype;
385
386         proj.oldvelocity = proj.velocity;
387
388         //calculate fired bullets for ballistics
389         if not(inWarmupStage)
390         if not(self.isbot)
391         {
392                 self.bullets_fired[self.weapon] += 1;
393                 self.maxdamage_fired = self.weapon + 64 * rint(self.bullets_fired[self.weapon]);
394         }
395
396         if(cvar("g_antilag_bullets"))
397         if(pSpeed >= cvar("g_antilag_bullets"))
398         {
399                 float eff;
400
401                 if(tracereffects & EF_RED)
402                         eff = particleeffectnum("tr_rifle");
403                 else
404                         eff = particleeffectnum("tr_bullet");
405
406                 // NOTE: this may severely throw off weapon balance
407                 lag = ANTILAG_LATENCY(self);
408                 if(lag < 0.001)
409                         lag = 0;
410                 if(clienttype(self) != CLIENTTYPE_REAL)
411                         lag = 0;
412                 if(cvar("g_antilag") == 0)
413                         lag = 0; // only do hitscan, but no antilag
414
415                 if(lag)
416                         FOR_EACH_PLAYER(pl)
417                                 antilag_takeback(pl, time - lag);
418
419                 oldself = self;
420                 self = proj;
421
422                 savetime = frametime;
423                 frametime = 0.05;
424
425                 for(;;)
426                 {
427                         // DP tracetoss is stupid and always traces in 0.05s
428                         // ticks. This makes it trace in 0.05*0.125s ticks
429                         // instead.
430                         vector v0;
431                         float g0;
432                         v0 = self.velocity;
433                         g0 = self.gravity;
434                         self.velocity = self.velocity * 0.125;
435                         self.gravity *= 0.125 * 0.125;
436                         trace_fraction = 0;
437                         tracetoss(self, oldself);
438                         self.velocity = v0;
439                         self.gravity = g0;
440
441                         if not(inWarmupStage)
442                         if not(self.isbot)
443                         {
444                                 self.bullets_fired[self.weapon] += 1;
445                                 self.maxdamage_fired = self.weapon + 64 * rint(self.bullets_fired[self.weapon]);
446                         }
447
448                         if(vlen(trace_endpos - self.origin) > 16)
449                                 zcurveparticles_from_tracetoss(eff, self.origin, trace_endpos, self.velocity);
450                         if(trace_fraction == 1)
451                                 break;
452                                 // won't hit anything anytime soon (DP's
453                                 // tracetoss does 200 tics of, here,
454                                 // 0.05*0.125s, that is, 1.25 seconds
455
456                         other = trace_ent;
457                         dt = vlen(trace_endpos - self.origin) / vlen(self.velocity); // this is only approximate!
458                         setorigin(self, trace_endpos);
459                         self.velocity_z -= sv_gravity * dt;
460
461                         if(!SUB_OwnerCheck())
462                         {
463                                 if(SUB_NoImpactCheck())
464                                         break;
465
466                                 // hit the player
467                                 W_BallisticBullet_Hit ();
468                         }
469
470                         // go through solid!
471                         if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius))
472                                 break;
473
474                         W_BallisticBullet_LeaveSolid_think();
475                 }
476                 frametime = savetime;
477                 self = oldself;
478
479                 if(lag)
480                         FOR_EACH_PLAYER(pl)
481                                 antilag_restore(pl);
482
483                 remove(proj);
484
485                 return;
486         }
487
488         if(tracereffects & EF_RED)
489                 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET_GLOWING, TRUE);
490         else
491                 CSQCProjectile(proj, TRUE, PROJECTILE_BULLET, TRUE);
492 }
493
494
495 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
496 {
497         vector  end;
498         //local entity e;
499
500         dir = normalize(dir + randomvec() * spread);
501         end = start + dir * MAX_SHOT_DISTANCE;
502         if(self.antilag_debug)
503                 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
504         else
505                 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
506
507     end = trace_endpos;
508
509         if ((trace_fraction != 1.0) && (pointcontents (trace_endpos) != CONTENT_SKY))
510         {
511                 pointparticles(particleeffectnum("TE_KNIGHTSPIKE"),end,trace_plane_normal * 2500,1);
512                 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
513                         Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * force, dtype, self);
514                 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
515                 //void(float effectnum, vector org, vector vel, float howmany) pointparticles = #337; // same as in CSQC
516         }
517         trace_endpos = end;
518 }
519
520
521 void W_PrepareExplosionByDamage(entity attacker, void() explode)
522 {
523         self.takedamage = DAMAGE_NO;
524         self.event_damage = SUB_Null;
525         self.owner = attacker;
526
527         // do not explode NOW but in the NEXT FRAME!
528         // because recursive calls to RadiusDamage are not allowed
529         self.nextthink = time;
530         self.think = explode;
531 }