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[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / weapons / projectile.qc
1 #include "projectile.qh"
2
3 #include "../autocvars.qh"
4 #include "../defs.qh"
5 #include "../main.qh"
6 #include "../movetypes.qh"
7 #include "../../common/constants.qh"
8 #include "../../common/nades.qh"
9 #include "../../common/util.qh"
10 #include "../../csqcmodellib/interpolate.qh"
11 #include "../../warpzonelib/anglestransform.qh"
12
13 .float alpha;
14 .float scale;
15 .vector colormod;
16
17 void SUB_Stop()
18 {
19         self.move_velocity = self.move_avelocity = '0 0 0';
20         self.move_movetype = MOVETYPE_NONE;
21 }
22
23 void Projectile_ResetTrail(vector to)
24 {
25         self.trail_oldorigin = to;
26         self.trail_oldtime = time;
27 }
28
29 void Projectile_DrawTrail(vector to)
30 {
31         vector from;
32         float t0;
33
34         from = self.trail_oldorigin;
35         t0 = self.trail_oldtime;
36         self.trail_oldorigin = to;
37         self.trail_oldtime = time;
38
39         // force the effect even for stationary firemine
40         if(self.cnt == PROJECTILE_FIREMINE)
41                 if(from == to)
42                         from.z += 1;
43
44         if (self.traileffect)
45         {
46                 particles_alphamin = particles_alphamax = particles_fade = sqrt(self.alpha);
47                 boxparticles(self.traileffect, self, from, to, self.velocity, self.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
48         }
49 }
50
51 void Projectile_Draw()
52 {
53         vector rot;
54         vector trailorigin;
55         int f;
56         bool drawn;
57         float t;
58         float a;
59
60         f = self.move_flags;
61
62         if(self.count & 0x80)
63         {
64                 //self.move_flags &= ~FL_ONGROUND;
65                 if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
66                         Movetype_Physics_NoMatchServer();
67                         // the trivial movetypes do not have to match the
68                         // server's ticrate as they are ticrate independent
69                         // NOTE: this assumption is only true if MOVETYPE_FLY
70                         // projectiles detonate on impact. If they continue
71                         // moving, we might still be ticrate dependent.
72                 else
73                         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
74                 if(!(self.move_flags & FL_ONGROUND))
75                         if(self.velocity != '0 0 0')
76                                 self.move_angles = self.angles = vectoangles(self.velocity);
77         }
78         else
79         {
80                 InterpolateOrigin_Do();
81         }
82
83         if(self.count & 0x80)
84         {
85                 drawn = (time >= self.spawntime - 0.02);
86                 t = max(time, self.spawntime);
87         }
88         else
89         {
90                 drawn = (self.iflags & IFLAG_VALID);
91                 t = time;
92         }
93
94         if(!(f & FL_ONGROUND))
95         {
96                 rot = '0 0 0';
97                 switch(self.cnt)
98                 {
99                         /*
100                         case PROJECTILE_GRENADE:
101                                 rot = '-2000 0 0'; // forward
102                                 break;
103                         */
104                         case PROJECTILE_GRENADE_BOUNCING:
105                                 rot = '0 -1000 0'; // sideways
106                                 break;
107                         case PROJECTILE_HOOKBOMB:
108                                 rot = '1000 0 0'; // forward
109                                 break;
110                         default:
111                                 break;
112                 }
113
114                 if(Nade_IDFromProjectile(self.cnt) != 0)
115                         rot = self.avelocity;
116
117                 self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
118         }
119
120         vector ang;
121         ang = self.angles;
122         ang.x = -ang.x;
123         makevectors(ang);
124
125         a = 1 - (time - self.fade_time) * self.fade_rate;
126         self.alpha = bound(0, self.alphamod * a, 1);
127         if(self.alpha <= 0)
128                 drawn = 0;
129         self.renderflags = 0;
130
131         trailorigin = self.origin;
132         switch(self.cnt)
133         {
134                 case PROJECTILE_GRENADE:
135                 case PROJECTILE_GRENADE_BOUNCING:
136                         trailorigin += v_right * 1 + v_forward * -10;
137                         break;
138                 default:
139                         break;
140         }
141
142         if(Nade_IDFromProjectile(self.cnt) != 0)
143                 trailorigin += v_up * 4;
144
145         if(drawn)
146                 Projectile_DrawTrail(trailorigin);
147         else
148                 Projectile_ResetTrail(trailorigin);
149
150         self.drawmask = 0;
151
152         if(!drawn)
153                 return;
154
155         switch(self.cnt)
156         {
157                 // Possibly add dlights here.
158                 default:
159                         break;
160         }
161
162         self.drawmask = MASK_NORMAL;
163 }
164
165 void loopsound(entity e, int ch, string samp, float vol, float attn)
166 {
167         if(self.silent)
168                 return;
169
170         sound(e, ch, samp, vol, attn);
171         e.snd_looping = ch;
172 }
173
174 void Ent_RemoveProjectile()
175 {
176         if(self.count & 0x80)
177         {
178                 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
179                 Projectile_DrawTrail(trace_endpos);
180         }
181 }
182
183 void Ent_Projectile()
184 {
185         int f;
186
187         // projectile properties:
188         //   kind (interpolated, or clientside)
189         //
190         //   modelindex
191         //   origin
192         //   scale
193         //   if clientside:
194         //     velocity
195         //     gravity
196         //   soundindex (hardcoded list)
197         //   effects
198         //
199         // projectiles don't send angles, because they always follow the velocity
200
201         f = ReadByte();
202         self.count = (f & 0x80);
203         self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
204         self.solid = SOLID_TRIGGER;
205         //self.effects = EF_NOMODELFLAGS;
206
207         // this should make collisions with bmodels more exact, but it leads to
208         // projectiles no longer being able to lie on a bmodel
209         self.move_nomonsters = MOVE_WORLDONLY;
210         if(f & 0x40)
211                 self.move_flags |= FL_ONGROUND;
212         else
213                 self.move_flags &= ~FL_ONGROUND;
214
215         if(!self.move_time)
216         {
217                 // for some unknown reason, we don't need to care for
218                 // sv_gameplayfix_delayprojectiles here.
219                 self.move_time = time;
220                 self.spawntime = time;
221         }
222         else
223                 self.move_time = max(self.move_time, time);
224
225         if(!(self.count & 0x80))
226                 InterpolateOrigin_Undo();
227
228         if(f & 1)
229         {
230                 self.origin_x = ReadCoord();
231                 self.origin_y = ReadCoord();
232                 self.origin_z = ReadCoord();
233                 setorigin(self, self.origin);
234                 if(self.count & 0x80)
235                 {
236                         self.velocity_x = ReadCoord();
237                         self.velocity_y = ReadCoord();
238                         self.velocity_z = ReadCoord();
239                         if(f & 0x10)
240                                 self.gravity = ReadCoord();
241                         else
242                                 self.gravity = 0; // none
243                         self.move_origin = self.origin;
244                         self.move_velocity = self.velocity;
245                 }
246
247                 if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
248                 {
249                         self.trail_oldorigin = self.origin;
250                         if(!(self.count & 0x80))
251                                 InterpolateOrigin_Reset();
252                 }
253
254                 if(f & 0x20)
255                 {
256                         self.fade_time = time + ReadByte() * ticrate;
257                         self.fade_rate = 1 / (ReadByte() * ticrate);
258                 }
259                 else
260                 {
261                         self.fade_time = 0;
262                         self.fade_rate = 0;
263                 }
264
265                 self.team = ReadByte() - 1;
266         }
267
268         if(f & 2)
269         {
270                 self.cnt = ReadByte();
271
272                 self.silent = (self.cnt & 0x80);
273                 self.cnt = (self.cnt & 0x7F);
274
275                 self.scale = 1;
276                 self.traileffect = 0;
277                 switch(self.cnt)
278                 {
279                         case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
280                         case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
281                         case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
282                         case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
283                         case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
284                         case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
285                         case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
286                         case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
287                         case PROJECTILE_BLASTER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
288                         case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
289                         case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
290                         case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
291                         case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
292                         case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
293                         case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
294                         case PROJECTILE_NAPALM_FOUNTAIN: //self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("torch_small"); break;
295                         case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
296                         case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
297                         case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
298                         case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_SEEKER"); break;
299                         case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.traileffect = particleeffectnum("TR_SEEKER"); break;
300
301                         case PROJECTILE_MAGE_SPIKE: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_VORESPIKE"); break;
302                         case PROJECTILE_SHAMBLER_LIGHTNING: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
303
304                         case PROJECTILE_RAPTORBOMB:    setmodel(self, "models/vehicles/clusterbomb.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
305                         case PROJECTILE_RAPTORBOMBLET: setmodel(self, "models/vehicles/bomblet.md3");     self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
306                         case PROJECTILE_RAPTORCANNON:  setmodel(self, "models/plasmatrail.mdl"); self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
307
308                         case PROJECTILE_SPIDERROCKET: setmodel(self, "models/vehicles/rocket02.md3"); self.traileffect = particleeffectnum("spiderbot_rocket_thrust"); break;
309                         case PROJECTILE_WAKIROCKET:   setmodel(self, "models/vehicles/rocket01.md3");  self.traileffect = particleeffectnum("wakizashi_rocket_thrust"); break;
310                         case PROJECTILE_WAKICANNON:   setmodel(self, "models/laser.mdl");  self.traileffect = particleeffectnum(""); break;
311
312                         case PROJECTILE_BUMBLE_GUN: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
313                         case PROJECTILE_BUMBLE_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
314
315                         case PROJECTILE_RPC: setmodel(self, "models/weapons/ok_rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); break;
316
317                         default:
318                                 if(Nade_IDFromProjectile(self.cnt) != 0) { setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum(Nade_TrailEffect(self.cnt, self.team)); break; }
319                                 error("Received invalid CSQC projectile, can't work with this!");
320                                 break;
321                 }
322
323                 self.mins = '0 0 0';
324                 self.maxs = '0 0 0';
325                 self.colormod = '0 0 0';
326                 self.move_touch = SUB_Stop;
327                 self.move_movetype = MOVETYPE_TOSS;
328                 self.alphamod = 1;
329
330                 switch(self.cnt)
331                 {
332                         case PROJECTILE_ELECTRO:
333                                 // only new engines support sound moving with object
334                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
335                                 self.mins = '0 0 -4';
336                                 self.maxs = '0 0 -4';
337                                 self.move_movetype = MOVETYPE_BOUNCE;
338                                 self.move_touch = func_null;
339                                 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
340                                 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
341                                 break;
342                         case PROJECTILE_RPC:
343                         case PROJECTILE_ROCKET:
344                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTEN_NORM);
345                                 self.mins = '-3 -3 -3';
346                                 self.maxs = '3 3 3';
347                                 break;
348                         case PROJECTILE_GRENADE:
349                                 self.mins = '-3 -3 -3';
350                                 self.maxs = '3 3 3';
351                                 break;
352                         case PROJECTILE_GRENADE_BOUNCING:
353                                 self.mins = '-3 -3 -3';
354                                 self.maxs = '3 3 3';
355                                 self.move_movetype = MOVETYPE_BOUNCE;
356                                 self.move_touch = func_null;
357                                 self.move_bounce_factor = g_balance_mortar_bouncefactor;
358                                 self.move_bounce_stopspeed = g_balance_mortar_bouncestop;
359                                 break;
360                         case PROJECTILE_SHAMBLER_LIGHTNING:
361                                 self.mins = '-8 -8 -8';
362                                 self.maxs = '8 8 8';
363                                 self.scale = 2.5;
364                                 self.avelocity = randomvec() * 720;
365                                 break;
366                         case PROJECTILE_MINE:
367                                 self.mins = '-4 -4 -4';
368                                 self.maxs = '4 4 4';
369                                 break;
370                         case PROJECTILE_PORTO_RED:
371                                 self.colormod = '2 1 1';
372                                 self.alphamod = 0.5;
373                                 self.move_movetype = MOVETYPE_BOUNCE;
374                                 self.move_touch = func_null;
375                                 break;
376                         case PROJECTILE_PORTO_BLUE:
377                                 self.colormod = '1 1 2';
378                                 self.alphamod = 0.5;
379                                 self.move_movetype = MOVETYPE_BOUNCE;
380                                 self.move_touch = func_null;
381                                 break;
382                         case PROJECTILE_HAGAR_BOUNCING:
383                                 self.move_movetype = MOVETYPE_BOUNCE;
384                                 self.move_touch = func_null;
385                                 break;
386                         case PROJECTILE_CRYLINK_BOUNCING:
387                                 self.move_movetype = MOVETYPE_BOUNCE;
388                                 self.move_touch = func_null;
389                                 break;
390                         case PROJECTILE_NAPALM_FOUNTAIN:
391                         case PROJECTILE_FIREBALL:
392                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly2.wav", VOL_BASE, ATTEN_NORM);
393                                 self.mins = '-16 -16 -16';
394                                 self.maxs = '16 16 16';
395                                 break;
396                         case PROJECTILE_FIREMINE:
397                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTEN_NORM);
398                                 self.move_movetype = MOVETYPE_BOUNCE;
399                                 self.move_touch = func_null;
400                                 self.mins = '-4 -4 -4';
401                                 self.maxs = '4 4 4';
402                                 break;
403                         case PROJECTILE_TAG:
404                                 self.mins = '-2 -2 -2';
405                                 self.maxs = '2 2 2';
406                                 break;
407                         case PROJECTILE_FLAC:
408                                 self.mins = '-2 -2 -2';
409                                 self.maxs = '2 2 2';
410                                 break;
411                         case PROJECTILE_SEEKER:
412                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
413                                 self.mins = '-4 -4 -4';
414                                 self.maxs = '4 4 4';
415                                 break;
416             case PROJECTILE_RAPTORBOMB:
417                                 self.mins = '-3 -3 -3';
418                                 self.maxs = '3 3 3';
419                                 break;
420             case PROJECTILE_RAPTORBOMBLET:
421                                 break;
422             case PROJECTILE_RAPTORCANNON:
423                                 break;
424             case PROJECTILE_SPIDERROCKET:
425                 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
426                                 break;
427             case PROJECTILE_WAKIROCKET:
428                 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
429                                 break;
430             /*
431             case PROJECTILE_WAKICANNON:
432                                 break;
433                         case PROJECTILE_BUMBLE_GUN:
434                                 // only new engines support sound moving with object
435                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
436                                 self.mins = '0 0 -4';
437                                 self.maxs = '0 0 -4';
438                                 self.move_movetype = MOVETYPE_BOUNCE;
439                                 self.move_touch = func_null;
440                                 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
441                                 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
442                                 break;
443                         */
444                         default:
445                                 break;
446                 }
447
448                 if(Nade_IDFromProjectile(self.cnt) != 0)
449                 {
450                         int nade_type = Nade_IDFromProjectile(self.cnt);
451                         self.mins = '-16 -16 -16';
452                         self.maxs = '16 16 16';
453                         self.colormod = Nade_Color(nade_type);
454                         self.move_movetype = MOVETYPE_BOUNCE;
455                         self.move_touch = func_null;
456                         self.scale = 1.5;
457                         self.avelocity = randomvec() * 720;
458
459                         if(nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
460                                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
461                         else
462                                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
463                 }
464
465                 setsize(self, self.mins, self.maxs);
466         }
467
468         if(self.gravity)
469         {
470                 if(self.move_movetype == MOVETYPE_FLY)
471                         self.move_movetype = MOVETYPE_TOSS;
472                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
473                         self.move_movetype = MOVETYPE_BOUNCE;
474         }
475         else
476         {
477                 if(self.move_movetype == MOVETYPE_TOSS)
478                         self.move_movetype = MOVETYPE_FLY;
479                 if(self.move_movetype == MOVETYPE_BOUNCE)
480                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
481         }
482
483         if(!(self.count & 0x80))
484                 InterpolateOrigin_Note();
485
486         self.draw = Projectile_Draw;
487         self.entremove = Ent_RemoveProjectile;
488 }
489
490 void Projectile_Precache()
491 {
492         precache_model("models/ebomb.mdl");
493         precache_model("models/elaser.mdl");
494         precache_model("models/grenademodel.md3");
495         precache_model("models/mine.md3");
496         precache_model("models/hagarmissile.mdl");
497         precache_model("models/hlac_bullet.md3");
498         precache_model("models/laser.mdl");
499         precache_model("models/plasmatrail.mdl");
500         precache_model("models/rocket.md3");
501         precache_model("models/tagrocket.md3");
502         precache_model("models/tracer.mdl");
503         precache_model("models/sphere/sphere.md3");
504
505         precache_model("models/weapons/v_ok_grenade.md3");
506         precache_model("models/weapons/ok_rocket.md3");
507
508         precache_sound("weapons/electro_fly.wav");
509         precache_sound("weapons/rocket_fly.wav");
510         precache_sound("weapons/fireball_fly.wav");
511         precache_sound("weapons/fireball_fly2.wav");
512         precache_sound("weapons/tag_rocket_fly.wav");
513
514 }