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