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hopefulyl fix decals of ballistic bullets
[divverent/nexuiz.git] / data / qcsrc / server / w_common.qc
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         vector tracevel, org, skiporg, endorg, t;
190         float dt, dst, velfactor, v0, vs;
191         float maxdist;
192         float E0_m, Es_m;
193
194         // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
195         v0 = vlen(vel);
196
197         E0_m = 0.5 * v0 * v0;
198         maxdist = E0_m / constant;
199         // maxdist = 0.5 * v0 * v0 / constant
200         // dprint("max dist = ", ftos(maxdist), "\n");
201
202         if(maxdist <= 0.5)
203                 return 0;
204
205         tracevel = normalize(vel);
206
207         org = self.origin;
208         skiporg = org + tracevel;
209         endorg = org + tracevel * maxdist;
210
211         for(;;)
212         {
213                 traceline(skiporg, endorg, MOVE_NORMAL, self);
214                 t = trace_endpos;
215
216                 if(trace_startsolid)
217                 {
218                         // good: skiporg is actually in solid
219                         traceline(t, skiporg, MOVE_NORMAL, self);
220                         t = trace_endpos;
221
222                         if(trace_startsolid)
223                         {
224                                 // we're stuck inside solid :(
225                                 // force advance by 1 unit, and retry
226                                 // CAN we go by 1 unit?
227                                 if(vlen(skiporg + tracevel - org) < maxdist)
228                                         skiporg = skiporg + tracevel;
229                                 else
230                                         return 0;
231                         }
232                         else
233                         {
234                                 // we managed to leave solid
235                                 // so trace_endpos is good
236                                 self.W_BallisticBullet_LeaveSolid_origin = t;
237                                 break;
238                         }
239                 }
240                 else
241                 {
242                         // bad: skiporg is outside solid. Then imagine it's alright.
243                         self.W_BallisticBullet_LeaveSolid_origin = skiporg;
244                         break;
245                 }
246         }
247
248         dst = vlen(self.W_BallisticBullet_LeaveSolid_origin - org);
249         // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass
250         Es_m = E0_m - constant * dst;
251         if(Es_m <= 0)
252         {
253                 // roundoff errors got us
254                 return 0;
255         }
256         vs = sqrt(2 * Es_m);
257         velfactor = vs / v0;
258
259         dt = dst / (0.5 * (v0 + vs));
260         // this is not correct, but the differential equations have no analytic
261         // solution - and these times are very small anyway
262         //print("dt = ", ftos(dt), "\n");
263
264         self.W_BallisticBullet_LeaveSolid_think_save = self.think;
265         self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink;
266         self.think = W_BallisticBullet_LeaveSolid_think;
267         self.nextthink = time + dt;
268
269         vel = vel * velfactor;
270
271         self.velocity = '0 0 0';
272         self.flags |= FL_ONGROUND; // prevent moving
273         self.effects |= EF_NODRAW;
274         self.W_BallisticBullet_LeaveSolid_velocity = vel;
275
276         return 1;
277 }
278
279 void W_BallisticBullet_Touch (void)
280 {
281         if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this!
282                 return;
283
284         PROJECTILE_TOUCH;
285         W_BallisticBullet_Hit ();
286
287         // go through solid!
288         if(!W_BallisticBullet_LeaveSolid(self, self.velocity, self.dmg_radius))
289         {
290                 remove(self);
291                 return;
292         }
293
294         self.projectiledeathtype |= HITTYPE_BOUNCE;
295 }
296
297 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)
298 {
299         entity proj;
300         proj = spawn();
301         proj.owner = self;
302         proj.solid = SOLID_BBOX;
303         if(gravityfactor > 0)
304         {
305                 proj.movetype = MOVETYPE_TOSS;
306                 proj.gravity = gravityfactor;
307         }
308         else
309                 proj.movetype = MOVETYPE_FLY;
310         proj.think = SUB_Remove;
311         proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed);
312         proj.velocity = (dir + randomvec() * spread) * pSpeed;
313         W_SetupProjectileVelocity(proj);
314         proj.angles = vectoangles(proj.velocity);
315         proj.dmg_radius = cvar("g_ballistics_materialconstant") / bulletconstant;
316         // so: bulletconstant = bullet mass / area of bullet circle
317         setmodel(proj, "models/tracer.mdl");
318         setsize(proj, '0 0 0', '0 0 0');
319         setorigin(proj, start);
320         proj.effects = EF_LOWPRECISION | tracereffects;
321         proj.flags = FL_PROJECTILE;
322
323         proj.touch = W_BallisticBullet_Touch;
324         proj.dmg = damage;
325         proj.dmg_edge = headshotbonus;
326         proj.dmg_force = force;
327         proj.projectiledeathtype = dtype;
328
329         proj.oldvelocity = proj.velocity;
330 }
331
332 void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer)
333 {
334         vector  end;
335         local entity e;
336
337         if(cvar("g_ballistics_force"))
338         {
339                 if (DEATH_ISWEAPON(dtype, WEP_SHOTGUN))
340                         fireBallisticBullet(start, dir, spread, cvar("g_ballistics_force_shotgun_speed"), 5, damage, 0, force, dtype, 0, 1, cvar("g_ballistics_force_shotgun_bulletconstant"));
341                 else
342                         fireBallisticBullet(start, dir, spread, cvar("g_ballistics_force_uzi_speed"), 5, damage, 0, force, dtype, 0, 1, cvar("g_ballistics_force_shotgun_bulletconstant"));
343                 return;
344         }
345
346         dir = dir + randomvec() * spread;
347         end = start + dir * MAX_SHOT_DISTANCE;
348         if(self.antilag_debug)
349                 traceline_antilag (self, start, end, FALSE, self, self.antilag_debug);
350         else
351                 traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self));
352
353         if (tracer)
354         {
355                 e = spawn();
356                 e.owner = self;
357                 e.movetype = MOVETYPE_FLY;
358                 e.solid = SOLID_NOT;
359                 e.think = SUB_Remove;
360                 e.nextthink = time + vlen(trace_endpos - start) / 6000;
361                 e.velocity = dir * 6000;
362                 e.angles = vectoangles(e.velocity);
363                 setmodel (e, "models/tracer.mdl"); // precision set below
364                 setsize (e, '0 0 0', '0 0 0');
365                 setorigin (e, start);
366                 e.effects = EF_LOWPRECISION;
367                 e.flags = FL_PROJECTILE;
368         }
369
370         if ((trace_fraction != 1.0) && (pointcontents (trace_endpos) != CONTENT_SKY))
371         {
372                 if (trace_ent.solid == SOLID_BSP && !(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
373                 {
374                         if (DEATH_ISWEAPON(dtype, WEP_SHOTGUN))
375                                 pointparticles(particleeffectnum("shotgun_impact"), trace_endpos, trace_plane_normal * 1000, 1);
376                         else
377                                 pointparticles(particleeffectnum("machinegun_impact"), trace_endpos, trace_plane_normal * 1000, 1);
378                 }
379                 Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force);
380         }
381 }
382
383 void W_PrepareExplosionByDamage(entity attacker, void() explode)
384 {
385         self.takedamage = DAMAGE_NO;
386         self.event_damage = SUB_Null;
387         self.owner = attacker;
388
389         // do not explode NOW but in the NEXT FRAME!
390         // because recursive calls to RadiusDamage are not allowed
391         self.nextthink = time;
392         self.think = explode;
393 }