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1 #include "gibs.qh"
2
3 #include "autocvars.qh"
4 #include "defs.qh"
5 #include "main.qh"
6 #include "movetypes.qh"
7 #include "prandom.qh"
8 #include "rubble.qh"
9
10 #include "../common/constants.qh"
11 #include "../common/util.qh"
12
13 .float scale;
14 .float alpha;
15 .float cnt;
16 .float gravity;
17
18 void Gib_Delete()
19 {
20         remove(self);
21 }
22
23 string species_prefix(int specnum)
24 {
25         switch(specnum)
26         {
27                 case SPECIES_HUMAN:       return "";
28                 case SPECIES_ALIEN:       return "alien_";
29                 case SPECIES_ROBOT_SHINY: return "robot_";
30                 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
31                 case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
32                 case SPECIES_ANIMAL:      return "animal_";
33                 case SPECIES_RESERVED:    return "reserved_";
34                 default:         return "";
35         }
36 }
37
38 void Gib_setmodel(entity gib, string mdlname, int specnum)
39 {
40         switch(specnum)
41         {
42                 case SPECIES_ROBOT_RUSTY:
43                 case SPECIES_ROBOT_SHINY:
44                 case SPECIES_ROBOT_SOLID:
45                         if(specnum != SPECIES_ROBOT_SOLID || mdlname == "models/gibs/chunk.mdl")
46                         {
47                                 if(mdlname == "models/gibs/bloodyskull.md3")
48                                         setmodel(gib, "models/gibs/robo.md3");
49                                 else
50                                         setmodel(gib, strcat("models/gibs/robo", ftos(floor(random() * 8) + 1), ".md3"));
51                                 if(specnum == SPECIES_ROBOT_SHINY)
52                                 {
53                                         gib.skin = 1;
54                                         gib.colormod = '2 2 2';
55                                 }
56                                 gib.scale = 1;
57                                 break;
58                         }
59                 default:
60                         setmodel(gib, mdlname);
61                         gib.skin = specnum;
62                         break;
63         }
64 }
65
66 void new_te_bloodshower (int ef, vector org, float explosionspeed, int howmany)
67 {
68         float i, pmod;
69         pmod = autocvar_cl_particles_quality;
70         for (i = 0; i < 50 * pmod; ++i)
71                 pointparticles(ef, org, randomvec() * explosionspeed, howmany / 50);
72 }
73
74 void SUB_RemoveOnNoImpact()
75 {
76         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
77                 Gib_Delete();
78 }
79
80 void Gib_Touch()
81 {
82         // TODO maybe bounce of walls, make more gibs, etc.
83
84         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
85         {
86                 Gib_Delete();
87                 return;
88         }
89
90         if(!self.silent)
91                 sound(self, CH_PAIN, strcat("misc/gib_splat0", ftos(floor(prandom() * 4 + 1)), ".wav"), VOL_BASE, ATTEN_NORM);
92         pointparticles(particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);
93
94         Gib_Delete();
95 }
96
97 void Gib_Draw()
98 {
99         vector oldorg;
100         oldorg = self.origin;
101
102         Movetype_Physics_MatchTicrate(autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
103         if(wasfreed(self))
104                 return;
105
106         if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
107                 // TODO somehow make it spray in a direction dependent on self.angles
108                 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin);
109         else
110                 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin);
111
112         self.renderflags = 0;
113
114         // make gibs die faster at low view quality
115         // if view_quality is 0.5, we want to have them die twice as fast
116         self.nextthink -= frametime * (1 / bound(0.01, view_quality, 1.00) - 1);
117
118         self.alpha = bound(0, self.nextthink - time, 1);
119
120         if(self.alpha < ALPHA_MIN_VISIBLE)
121         {
122                 self.drawmask = 0;
123                 Gib_Delete();
124         }
125 }
126
127 void TossGib (string mdlname, vector safeorg, vector org, vector vconst, vector vrand, int specnum, bool destroyontouch, bool issilent)
128 {
129         entity gib;
130
131         // TODO remove some gibs according to cl_nogibs
132         gib = RubbleNew("gib");
133         gib.classname = "gib";
134         gib.move_movetype = MOVETYPE_BOUNCE;
135         gib.gravity = 1;
136         gib.solid = SOLID_CORPSE;
137         gib.cnt = specnum;
138         gib.silent = issilent;
139         Gib_setmodel(gib, mdlname, specnum);
140
141         setsize (gib, '-8 -8 -8', '8 8 8');
142
143         gib.draw = Gib_Draw;
144         if(destroyontouch)
145                 gib.move_touch = Gib_Touch;
146         else
147                 gib.move_touch = SUB_RemoveOnNoImpact;
148
149         // don't spawn gibs inside solid - just don't
150         if(org != safeorg)
151         {
152                 tracebox(safeorg, gib.mins, gib.maxs, org, MOVE_NOMONSTERS, gib);
153                 org = trace_endpos;
154         }
155
156         gib.move_origin = org;
157         setorigin(gib, org);
158         gib.move_velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
159         gib.move_avelocity = prandomvec() * vlen(gib.move_velocity) * autocvar_cl_gibs_avelocity_scale;
160         gib.move_time = time;
161         gib.damageforcescale = autocvar_cl_gibs_damageforcescale;
162
163         gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
164         gib.drawmask = MASK_NORMAL;
165
166         RubbleLimit("gib", autocvar_cl_gibs_maxcount, Gib_Delete);
167 }
168
169 void Ent_GibSplash(bool isNew)
170 {
171         int amount, type, specnum;
172         vector org, vel;
173         string specstr;
174         bool issilent;
175         string gentle_prefix = "morphed_";
176
177         float randomvalue;
178         int c;
179
180         type = ReadByte(); // gibbage type
181         amount = ReadByte() / 16.0; // gibbage amount
182         org.x = ReadShort() * 4 + 2;
183         org.y = ReadShort() * 4 + 2;
184         org.z = ReadShort() * 4 + 2;
185         vel = decompressShortVector(ReadShort());
186
187         float cl_gentle_gibs = autocvar_cl_gentle_gibs;
188         if(cl_gentle_gibs || autocvar_cl_gentle)
189                 type |= 0x80; // set gentle bit
190
191         if(type & 0x80)
192         {
193                 if(cl_gentle_gibs == 2)
194                         gentle_prefix = "";
195                 else if(cl_gentle_gibs == 3)
196                         gentle_prefix = "happy_";
197         }
198         else if(autocvar_cl_particlegibs)
199         {
200                 type |= 0x80;
201                 gentle_prefix = "particlegibs_";
202         }
203
204         if (!(cl_gentle_gibs || autocvar_cl_gentle))
205                 amount *= 1 - autocvar_cl_nogibs;
206
207         if(autocvar_ekg)
208                 amount *= 5;
209
210         if(amount <= 0 || !isNew)
211                 return;
212
213         setorigin(self, org); // for the sounds
214
215         specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..7, bit indexes 3,4,5)
216         issilent = (type & 0x40);
217         type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib
218         specstr = species_prefix(specnum);
219
220         switch(type)
221         {
222                 case 0x01:
223                         if(!issilent)
224                                 sound (self, CH_PAIN, "misc/gib.wav", VOL_BASE, ATTEN_NORM);
225
226                         if(prandom() < amount)
227                                 TossGib ("models/gibs/eye.md3", org, org, vel, prandomvec() * 150, specnum, 0, issilent);
228                         new_te_bloodshower(particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);
229                         if(prandom() < amount)
230                                 TossGib ("models/gibs/bloodyskull.md3", org, org + 16 * prandomvec(), vel, prandomvec() * 100, specnum, 0, issilent);
231
232                         for(c = 0; c < amount; ++c)
233                         {
234                                 randomvalue = amount - c;
235
236                                 if(prandom() < randomvalue)
237                                         TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
238                                 if(prandom() < randomvalue)
239                                         TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
240                                 if(prandom() < randomvalue)
241                                         TossGib ("models/gibs/chest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
242                                 if(prandom() < randomvalue)
243                                         TossGib ("models/gibs/smallchest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
244                                 if(prandom() < randomvalue)
245                                         TossGib ("models/gibs/leg1.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
246                                 if(prandom() < randomvalue)
247                                         TossGib ("models/gibs/leg2.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
248
249                                 // these splat on impact
250                                 if(prandom() < randomvalue)
251                                         TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
252                                 if(prandom() < randomvalue)
253                                         TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
254                                 if(prandom() < randomvalue)
255                                         TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
256                                 if(prandom() < randomvalue)
257                                         TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
258                         }
259                         break;
260                 case 0x02:
261                         pointparticles(particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16);
262                         break;
263                 case 0x03:
264                         if(prandom() < amount)
265                                 TossGib ("models/gibs/chunk.mdl", org, org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent); // TODO maybe adjust to more randomization?
266                         break;
267                 case 0x81:
268                         pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_dissolve")), org, vel, amount);
269                         break;
270                 case 0x82:
271                         pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_hit")), org, vel, amount * 16);
272                         break;
273                 case 0x83:
274                         // no gibs in gentle mode, sorry
275                         break;
276         }
277 }
278
279 void GibSplash_Precache()
280 {
281         precache_model("models/gibs/chunk.mdl");
282         precache_model("models/gibs/leg1.md3");
283         precache_model("models/gibs/leg2.md3");
284         precache_model("models/gibs/chest.md3");
285         precache_model("models/gibs/smallchest.md3");
286         precache_model("models/gibs/arm.md3");
287         precache_model("models/gibs/bloodyskull.md3");
288         precache_model("models/gibs/eye.md3");
289
290         precache_model("models/gibs/robo.md3");
291         precache_model("models/gibs/robo1.md3");
292         precache_model("models/gibs/robo2.md3");
293         precache_model("models/gibs/robo3.md3");
294         precache_model("models/gibs/robo4.md3");
295         precache_model("models/gibs/robo5.md3");
296         precache_model("models/gibs/robo6.md3");
297         precache_model("models/gibs/robo7.md3");
298         precache_model("models/gibs/robo8.md3");
299
300         precache_sound ("misc/gib.wav");
301     precache_sound ("misc/gib_splat01.wav");
302     precache_sound ("misc/gib_splat02.wav");
303     precache_sound ("misc/gib_splat03.wav");
304     precache_sound ("misc/gib_splat04.wav");
305 }