From: Rudolf Polzer Date: Tue, 19 Nov 2013 10:16:41 +0000 (+0100) Subject: Simplify a LOT. X-Git-Tag: xonotic-v0.8.0~190^2~4^2~10 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=024bd27f76712a53fb4c053e9944f3988bbefdd2;p=xonotic%2Fxonotic-data.pk3dir.git Simplify a LOT. --- diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index cb5825011..736226fc0 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -458,7 +458,6 @@ void W_Porto_Remove (entity p); .string message2; -vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot .float stat_allow_oldnexbeam; // reset to 0 on weapon switch diff --git a/qcsrc/server/w_common.qc b/qcsrc/server/w_common.qc index c1a1093fd..dad205517 100644 --- a/qcsrc/server/w_common.qc +++ b/qcsrc/server/w_common.qc @@ -35,9 +35,6 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f pseudoprojectile = world; - railgun_start = start; - railgun_end = end; - dir = normalize(end - start); length = vlen(end - start); force = dir * bforce; @@ -165,328 +162,60 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f trace_dphitq3surfaceflags = endq3surfaceflags; } -.float dmg_force; -.float dmg_radius; -.float dmg_total; -//.float last_yoda; -void W_BallisticBullet_Hit (void) -{ - float f, q, g; - - f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier - q = 1 + self.dmg_edge / self.dmg; - - if(other.solid == SOLID_BSP || other.solid == SOLID_SLIDEBOX) - Damage_DamageInfo(self.origin, self.dmg * f, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * f, self.projectiledeathtype, other.species, self); - - if(other && other != self.enemy) - { - endzcurveparticles(); - - yoda = 0; - railgun_start = self.origin - 2 * frametime * self.velocity; - railgun_end = self.origin + 2 * frametime * self.velocity; - g = accuracy_isgooddamage(self.realowner, other); - Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f); - - /*if(yoda && (time > (self.last_yoda + 5))) - { - Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); - self.last_yoda = time; - }*/ - - // calculate hits for ballistic weapons - if(g) - { - // do not exceed 100% - q = min(self.dmg * q, self.dmg_total + f * self.dmg) - self.dmg_total; - self.dmg_total += f * self.dmg; - accuracy_add(self.realowner, self.realowner.weapon, 0, q); - } - } - - self.enemy = other; // don't hit the same player twice with the same bullet -} - -.void(void) W_BallisticBullet_LeaveSolid_think_save; -.float W_BallisticBullet_LeaveSolid_nextthink_save; -.vector W_BallisticBullet_LeaveSolid_origin; -.vector W_BallisticBullet_LeaveSolid_velocity; - -void W_BallisticBullet_LeaveSolid_think() -{ - setorigin(self, self.W_BallisticBullet_LeaveSolid_origin); - self.velocity = self.W_BallisticBullet_LeaveSolid_velocity; - - self.think = self.W_BallisticBullet_LeaveSolid_think_save; - self.nextthink = max(time, self.W_BallisticBullet_LeaveSolid_nextthink_save); - self.W_BallisticBullet_LeaveSolid_think_save = func_null; - - self.flags &= ~FL_ONGROUND; - - if(self.enemy.solid == SOLID_BSP) - { - float f; - f = pow(bound(0, vlen(self.velocity) / vlen(self.oldvelocity), 1), 2); // energy multiplier - Damage_DamageInfo(self.origin, 0, 0, 0, max(1, self.dmg_force) * normalize(self.velocity) * -f, self.projectiledeathtype, 0, self); - } - - UpdateCSQCProjectile(self); -} - -float W_BallisticBullet_LeaveSolid(float eff) -{ - // move the entity along its velocity until it's out of solid, then let it resume - vector vel = self.velocity; - float dt, dst, velfactor, v0, vs; - float maxdist; - float E0_m, Es_m; - float constant = self.dmg_radius * (other.ballistics_density ? other.ballistics_density : 1); - - // outside the world? forget it - 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) - return 0; - - // special case for zero density and zero bullet constant: - - if(self.dmg_radius == 0) - { - if(other.ballistics_density < 0) - constant = 0; // infinite travel distance - else - return 0; // no penetration - } - else - { - if(other.ballistics_density < 0) - constant = 0; // infinite travel distance - else if(other.ballistics_density == 0) - constant = self.dmg_radius; - else - constant = self.dmg_radius * other.ballistics_density; - } - - // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass - v0 = vlen(vel); - - E0_m = 0.5 * v0 * v0; - - if(constant) - { - maxdist = E0_m / constant; - // maxdist = 0.5 * v0 * v0 / constant - // dprint("max dist = ", ftos(maxdist), "\n"); - - if(maxdist <= autocvar_g_ballistics_mindistance) - return 0; - } - else - { - maxdist = vlen(other.maxs - other.mins) + 1; // any distance, as long as we leave the entity - } - - traceline_inverted (self.origin, self.origin + normalize(vel) * maxdist, MOVE_NORMAL, self, TRUE); - if(trace_fraction == 1) // 1: we never got out of solid - return 0; - - self.W_BallisticBullet_LeaveSolid_origin = trace_endpos; - - dst = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - self.origin)); - // E(s) = E0 - constant * s, constant = area of bullet circle * material constant / mass - Es_m = E0_m - constant * dst; - if(Es_m <= 0) - { - // roundoff errors got us - return 0; - } - vs = sqrt(2 * Es_m); - velfactor = vs / v0; - - dt = dst / (0.5 * (v0 + vs)); - // this is not correct, but the differential equations have no analytic - // solution - and these times are very small anyway - //print("dt = ", ftos(dt), "\n"); - - self.W_BallisticBullet_LeaveSolid_think_save = self.think; - self.W_BallisticBullet_LeaveSolid_nextthink_save = self.nextthink; - self.think = W_BallisticBullet_LeaveSolid_think; - self.nextthink = time + dt; - - vel = vel * velfactor; - - self.velocity = '0 0 0'; - self.flags |= FL_ONGROUND; // prevent moving - self.W_BallisticBullet_LeaveSolid_velocity = vel; - - if(eff >= 0) - if(vlen(trace_endpos - self.origin) > 4) - { - endzcurveparticles(); - trailparticles(self, eff, self.origin, trace_endpos); - } - - return 1; -} - -void W_BallisticBullet_Touch (void) -{ - //float density; - - if(self.think == W_BallisticBullet_LeaveSolid_think) // skip this! - return; - - PROJECTILE_TOUCH; - W_BallisticBullet_Hit (); - - if(self.dmg_radius < 0) // these NEVER penetrate solid - { - remove(self); - return; - } - - // if we hit "weapclip", bail out - // - // rationale of this check: - // - // any shader that is solid, nodraw AND trans is meant to clip weapon - // shots and players, but has no other effect! - // - // if it is not trans, it is caulk and should not have this side effect - // - // matching shaders: - // common/weapclip (intended) - // common/noimpact (is supposed to eat projectiles, but is erased farther above) - if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) - if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)) - if (!(trace_dphitcontents & DPCONTENTS_OPAQUE)) - { - remove(self); - return; - } - - // go through solid! - if(!W_BallisticBullet_LeaveSolid(-1)) - { - remove(self); - return; - } - - self.projectiledeathtype |= HITTYPE_BOUNCE; -} - -void endFireBallisticBullet() -{ - endzcurveparticles(); -} - -entity fireBallisticBullet_trace_callback_ent; float fireBallisticBullet_trace_callback_eff; void fireBallisticBullet_trace_callback(vector start, vector hit, vector end) { - if(vlen(trace_endpos - fireBallisticBullet_trace_callback_ent.origin) > 16) - zcurveparticles_from_tracetoss(fireBallisticBullet_trace_callback_eff, fireBallisticBullet_trace_callback_ent.origin, trace_endpos, fireBallisticBullet_trace_callback_ent.velocity); + if(vlen(hit - start) > 16) + trailparticles(world, fireBallisticBullet_trace_callback_eff, start, hit); WarpZone_trace_forent = world; - self.owner = world; } -void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant) +void fireBullet(vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, float tracereffects) { - float lag, dt, savetime; //, density; - entity pl, oldself; - - entity proj; - proj = spawn(); - proj.classname = "bullet"; - proj.owner = proj.realowner = self; - PROJECTILE_MAKETRIGGER(proj); - proj.movetype = MOVETYPE_FLY; - proj.think = SUB_Remove; - proj.nextthink = time + lifetime; // min(pLifetime, vlen(world.maxs - world.mins) / pSpeed); - W_SetupProjectileVelocityEx(proj, dir, v_up, pSpeed, 0, 0, spread, TRUE); - proj.angles = vectoangles(proj.velocity); - if(bulletconstant > 0) - proj.dmg_radius = autocvar_g_ballistics_materialconstant / bulletconstant; - else if(bulletconstant == 0) - proj.dmg_radius = 0; - else - proj.dmg_radius = -1; - // so: bulletconstant = bullet mass / area of bullet circle - setorigin(proj, start); - proj.flags = FL_PROJECTILE; - - proj.touch = W_BallisticBullet_Touch; - proj.dmg = damage; - proj.dmg_force = force; - proj.projectiledeathtype = dtype; - - proj.oldvelocity = proj.velocity; + // TODO antilag takeback + vector end; - other = proj; MUTATOR_CALLHOOK(EditProjectile); + dir = normalize(dir + randomvec() * spread); + end = start + dir * MAX_SHOT_DISTANCE; - float eff; + entity pl; + entity last_hit = world; + float solid_penetration_left = 1; + float total_damage = 0; if(tracereffects & EF_RED) - eff = particleeffectnum("tr_rifle"); + fireBallisticBullet_trace_callback_eff = particleeffectnum("tr_rifle"); else if(tracereffects & EF_BLUE) - eff = particleeffectnum("tr_rifle_weak"); + fireBallisticBullet_trace_callback_eff = particleeffectnum("tr_rifle_weak"); else - eff = particleeffectnum("tr_bullet"); + fireBallisticBullet_trace_callback_eff = particleeffectnum("tr_bullet"); - // NOTE: this may severely throw off weapon balance - lag = ANTILAG_LATENCY(self); + float lag = ANTILAG_LATENCY(self); if(lag < 0.001) lag = 0; if (!IS_REAL_CLIENT(self)) lag = 0; if(autocvar_g_antilag == 0 || self.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); - oldself = self; - self = proj; - - savetime = frametime; - frametime = 0.05; - - for(;;) + for (;;) { - // DP tracetoss is stupid and always traces in 0.05s - // ticks. This makes it trace in 0.05*0.125s ticks - // instead. - vector v0; - v0 = self.velocity; - self.velocity = self.velocity * 0.125; - trace_fraction = 0; - fireBallisticBullet_trace_callback_ent = self; - fireBallisticBullet_trace_callback_eff = eff; - WarpZone_TraceToss_ThroughZone(self, self.owner, world, fireBallisticBullet_trace_callback); - self.velocity = v0; - - if(trace_fraction == 1) + // TODO also show effect while tracing + WarpZone_TraceBox_ThroughZone(start, '0 0 0', '0 0 0', end, FALSE, self, world, fireBallisticBullet_trace_callback); + dir = WarpZone_TransformVelocity(WarpZone_trace_transform, dir); + end = WarpZone_TransformOrigin(WarpZone_trace_transform, end); + start = trace_endpos; + entity hit = trace_ent; + + // When hitting sky, stop. + if (pointcontents(start) == CONTENT_SKY) break; - // won't hit anything anytime soon (DP's - // tracetoss does 200 tics of, here, - // 0.05*0.125s, that is, 1.25 seconds - - other = trace_ent; - dt = WarpZone_tracetoss_time * 0.125; // this is only approximate! - setorigin(self, trace_endpos); - self.velocity = WarpZone_tracetoss_velocity * (1 / 0.125); - - if(!SUB_OwnerCheck()) - { - if(SUB_NoImpactCheck()) - break; - // hit the player - W_BallisticBullet_Hit(); - } - - if(proj.dmg_radius < 0) // these NEVER penetrate solid + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) break; // if we hit "weapclip", bail out @@ -500,109 +229,93 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f // // matching shaders: // common/weapclip (intended) - // common/noimpact (is supposed to eat projectiles, but is erased farther above) + // common/noimpact (is supposed to eat projectiles, but is erased anyway) + float is_weapclip = 0; if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)) if (!(trace_dphitcontents & DPCONTENTS_OPAQUE)) + is_weapclip = 1; + + // Avoid self-damage // FIXME can this happen? + if (hit != self) + { + if(hit.solid == SOLID_BSP || hit.solid == SOLID_SLIDEBOX) + Damage_DamageInfo(self.origin, damage * solid_penetration_left, 0, 0, max(1, force) * dir * solid_penetration_left, dtype, hit.species, self); + + if(hit && hit != last_hit) + { + yoda = 0; + float g = accuracy_isgooddamage(self, hit); + // FIXME preserve trace stuff + Damage(hit, self, self, damage * solid_penetration_left, dtype, self.origin, 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); + } + } + + last_hit = hit; // don't hit the same player twice with the same bullet + } + + if (is_weapclip) break; // go through solid! - if(!W_BallisticBullet_LeaveSolid((other && (other.solid != SOLID_BSP)) ? eff : -1)) + // outside the world? forget it + if(end_x > world.maxs_x || end_y > world.maxs_y || end_z > world.maxs_z || end_x < world.mins_x || end_y < world.mins_y || end_z < world.mins_z) + break; + + float maxdist; + if(max_solid_penetration < 0) break; + else if(hit.ballistics_density < -1) + break; // -2: no solid penetration, ever + else if(hit.ballistics_density < 0) + maxdist = vlen(hit.maxs - hit.mins) + 1; // -1: infinite travel distance + else if(hit.ballistics_density == 0) + maxdist = max_solid_penetration * solid_penetration_left; + else + maxdist = max_solid_penetration * solid_penetration_left * hit.ballistics_density; + + if(maxdist <= autocvar_g_ballistics_mindistance) + break; + + // move the entity along its velocity until it's out of solid, then let it resume + traceline_inverted (start, self.origin + dir * maxdist, MOVE_NORMAL, self, TRUE); + if(trace_fraction == 1) // 1: we never got out of solid + break; + + float dist_taken = max(autocvar_g_ballistics_mindistance, vlen(trace_endpos - start)); + solid_penetration_left *= (dist_taken / maxdist); + + // Only show effect when going through a player (invisible otherwise) + if (hit && (hit.solid != SOLID_BSP)) + if(vlen(trace_endpos - start) > 4) + trailparticles(self, fireBallisticBullet_trace_callback_eff, start, trace_endpos); - W_BallisticBullet_LeaveSolid_think(); + start = trace_endpos; - self.projectiledeathtype |= HITTYPE_BOUNCE; + if(hit.solid == SOLID_BSP) + Damage_DamageInfo(start, 0, 0, 0, max(1, force) * normalize(dir) * -solid_penetration_left, dtype, 0, self); } - frametime = savetime; - self = oldself; if(lag) FOR_EACH_PLAYER(pl) if(pl != self) antilag_restore(pl); - - remove(proj); - - return; } -void fireBallisticBullet_simple(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant) +// DEPRECATED kill this adaptor once we can +void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, float lifetime, float damage, float force, float dtype, float tracereffects, float bulletconstant) { - vector end; - - dir = normalize(dir + randomvec() * spread); - end = start + dir * MAX_SHOT_DISTANCE; - - for (;;) - { - // TODO also show effect - if(self.antilag_debug) - WarpZone_traceline_antilag (self, start, end, FALSE, self, self.antilag_debug); - else - WarpZone_traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self)); - - if (pointcontents (trace_endpos) != CONTENT_SKY) - { - trace_endpos = end; - return; - } - - // Avoid self-damage - if (!trace_ent || (trace_ent == self)) - { - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) - return; - - W_BallisticBullet_Hit(); // FIXME - } - - // if we hit "weapclip", bail out - // - // rationale of this check: - // - // any shader that is solid, nodraw AND trans is meant to clip weapon - // shots and players, but has no other effect! - // - // if it is not trans, it is caulk and should not have this side effect - // - // matching shaders: - // common/weapclip (intended) - // common/noimpact (is supposed to eat projectiles, but is erased farther above) - if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NODRAW) - if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NONSOLID)) - if (!(trace_dphitcontents & DPCONTENTS_OPAQUE)) - return; - - // go through solid! - if(!W_BallisticBullet_LeaveSolid((trace_ent && (trace_ent.solid != SOLID_BSP)) ? eff : -1)) // FIXME - return; - - W_BallisticBullet_LeaveSolid_think(); // FIXME - } + fireBullet(start, dir, spread, (0.5 * pSpeed * pSpeed * bulletconstant) / autocvar_g_ballistics_materialconstant, damage, force, dtype, tracereffects); } - -void fireBullet (vector start, vector dir, float spread, float damage, float force, float dtype, float tracer) +void endFireBallisticBullet() { - vector end; - - dir = normalize(dir + randomvec() * spread); - end = start + dir * MAX_SHOT_DISTANCE; - if(self.antilag_debug) - traceline_antilag (self, start, end, FALSE, self, self.antilag_debug); - else - traceline_antilag (self, start, end, FALSE, self, ANTILAG_LATENCY(self)); - - end = trace_endpos; - - if (pointcontents (trace_endpos) != CONTENT_SKY) - { - if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)) - Damage_DamageInfo(trace_endpos, damage, 0, 0, dir * max(1, force), dtype, trace_ent.species, self); - - Damage (trace_ent, self, self, damage, dtype, trace_endpos, dir * force); - } - trace_endpos = end; } float W_CheckProjectileDamage(entity inflictor, entity projowner, float deathtype, float exception)