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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 "../mutators/events.qh"
7
8 #include <common/constants.qh>
9 #include <common/net_linked.qh>
10 #include <common/physics/movetypes/movetypes.qh>
11
12 #include <lib/csqcmodel/interpolate.qh>
13
14 #include <lib/warpzone/anglestransform.qh>
15
16 .float alpha;
17 .float scale;
18 .vector colormod;
19
20 void SUB_Stop(entity this, entity toucher)
21 {
22         this.velocity = this.avelocity = '0 0 0';
23         set_movetype(this, MOVETYPE_NONE);
24 }
25
26 void Projectile_ResetTrail(entity this, vector to)
27 {
28         this.trail_oldorigin = to;
29         this.trail_oldtime = time;
30 }
31
32 void Projectile_DrawTrail(entity this, vector to)
33 {
34         vector from = this.trail_oldorigin;
35         // float t0 = this.trail_oldtime;
36         this.trail_oldorigin = to;
37         this.trail_oldtime = time;
38
39         // force the effect even for stationary firemine
40         if (this.cnt == PROJECTILE_FIREMINE)
41                 if (from == to)
42                         from.z += 1;
43
44         if (this.traileffect)
45         {
46                 particles_alphamin = particles_alphamax = particles_fade = sqrt(this.alpha);
47                 boxparticles(particleeffectnum(Effects_from(this.traileffect)), this, from, to, this.velocity, this.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
48         }
49 }
50
51 bool Projectile_isnade(int proj); // TODO: remove
52
53 void Projectile_Draw(entity this)
54 {
55         vector rot;
56         vector trailorigin;
57         int f;
58         bool drawn;
59         float t;
60         float a;
61
62         f = this.flags;
63
64         if (this.count & 0x80)
65         {
66                 // UNSET_ONGROUND(this);
67                 if (this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FLY)
68                         Movetype_Physics_NoMatchServer(this);
69                 // the trivial movetypes do not have to match the
70                 // server's ticrate as they are ticrate independent
71                 // NOTE: this assumption is only true if MOVETYPE_FLY
72                 // projectiles detonate on impact. If they continue
73                 // moving, we might still be ticrate dependent.
74                 else
75                         Movetype_Physics_MatchServer(this, autocvar_cl_projectiles_sloppy);
76                 if (!IS_ONGROUND(this))
77                         if (this.velocity != '0 0 0')
78                                 this.angles = vectoangles(this.velocity);
79         }
80         else
81         {
82                 InterpolateOrigin_Do(this);
83         }
84
85         if (this.count & 0x80)
86         {
87                 drawn = (time >= this.spawntime - 0.02);
88                 t = max(time, this.spawntime);
89         }
90         else
91         {
92                 drawn = (this.iflags & IFLAG_VALID);
93                 t = time;
94         }
95
96         if (!(f & FL_ONGROUND))
97         {
98                 rot = '0 0 0';
99                 switch (this.cnt)
100                 {
101                         /*
102                         case PROJECTILE_GRENADE:
103                             rot = '-2000 0 0'; // forward
104                             break;
105                         */
106                         case PROJECTILE_GRENADE_BOUNCING:
107                                 rot = '0 -1000 0'; // sideways
108                                 break;
109                         case PROJECTILE_HOOKBOMB:
110                                 rot = '1000 0 0';  // forward
111                                 break;
112                         default:
113                                 break;
114                 }
115
116                 if (Projectile_isnade(this.cnt))
117                         rot = this.avelocity;
118
119                 this.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(this.angles), rot * (t - this.spawntime)));
120         }
121
122         vector ang;
123         ang = this.angles;
124         ang.x = -ang.x;
125         makevectors(ang);
126
127         a = 1 - (time - this.fade_time) * this.fade_rate;
128         this.alpha = bound(0, this.alphamod * a, 1);
129         if (this.alpha <= 0)
130                 drawn = 0;
131         this.renderflags = 0;
132
133         trailorigin = this.origin;
134         switch (this.cnt)
135         {
136                 case PROJECTILE_GRENADE:
137                 case PROJECTILE_GRENADE_BOUNCING:
138                         trailorigin += v_right * 1 + v_forward * -10;
139                         break;
140                 default:
141                         break;
142         }
143
144         if (Projectile_isnade(this.cnt))
145                 trailorigin += v_up * 4;
146
147         if (drawn)
148                 Projectile_DrawTrail(this, trailorigin);
149         else
150                 Projectile_ResetTrail(this, trailorigin);
151
152         this.drawmask = 0;
153
154         if (!drawn)
155                 return;
156
157         switch (this.cnt)
158         {
159                 // Possibly add dlights here.
160                 default:
161                         break;
162         }
163
164         this.drawmask = MASK_NORMAL;
165 }
166
167 void loopsound(entity e, int ch, Sound samp, float vol, float attn)
168 {
169     TC(int, ch);
170         if (e.silent)
171                 return;
172
173         sound(e, ch, samp, vol, attn);
174         e.snd_looping = ch;
175 }
176
177 void Ent_RemoveProjectile(entity this)
178 {
179         if (this.count & 0x80)
180         {
181                 tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.05, MOVE_NORMAL, this);
182                 Projectile_DrawTrail(this, trace_endpos);
183         }
184 }
185
186 NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
187 {
188         // projectile properties:
189         //   kind (interpolated, or clientside)
190         //
191         //   modelindex
192         //   origin
193         //   scale
194         //   if clientside:
195         //     velocity
196         //     gravity
197         //   soundindex (hardcoded list)
198         //   effects
199         //
200         // projectiles don't send angles, because they always follow the velocity
201
202         int f = ReadByte();
203         this.count = (f & 0x80);
204         this.flags |= FL_PROJECTILE;
205         this.iflags = (this.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
206         this.solid = SOLID_TRIGGER;
207         // this.effects = EF_NOMODELFLAGS;
208
209         // this should make collisions with bmodels more exact, but it leads to
210         // projectiles no longer being able to lie on a bmodel
211         this.move_nomonsters = MOVE_WORLDONLY;
212         if (f & 0x40)
213                 SET_ONGROUND(this);
214         else
215                 UNSET_ONGROUND(this);
216
217         if (!this.move_time)
218         {
219                 // for some unknown reason, we don't need to care for
220                 // sv_gameplayfix_delayprojectiles here.
221                 this.move_time = time;
222                 this.spawntime = time;
223         }
224         else
225         {
226                 this.move_time = max(this.move_time, time);
227         }
228
229         if (!(this.count & 0x80))
230                 InterpolateOrigin_Undo(this);
231
232         if (f & 1)
233         {
234                 this.origin_x = ReadCoord();
235                 this.origin_y = ReadCoord();
236                 this.origin_z = ReadCoord();
237                 setorigin(this, this.origin);
238                 if (this.count & 0x80)
239                 {
240                         this.velocity_x = ReadCoord();
241                         this.velocity_y = ReadCoord();
242                         this.velocity_z = ReadCoord();
243                         if (f & 0x10)
244                                 this.gravity = ReadCoord();
245                         else
246                                 this.gravity = 0;  // none
247                 }
248
249                 if (time == this.spawntime || (this.count & 0x80) || (f & 0x08))
250                 {
251                         this.trail_oldorigin = this.origin;
252                         if (!(this.count & 0x80))
253                                 InterpolateOrigin_Reset(this);
254                 }
255
256                 if (f & 0x20)
257                 {
258                         this.fade_time = time + ReadByte() * ticrate;
259                         this.fade_rate = 1 / (ReadByte() * ticrate);
260                 }
261                 else
262                 {
263                         this.fade_time = 0;
264                         this.fade_rate = 0;
265                 }
266
267                 int myteam = ReadByte();
268                 this.team = myteam - 1;
269
270                 if(teamplay)
271                 {
272                         if(myteam)
273                                 this.colormap = (this.team) * 0x11; // note: team - 1 on server (client uses different numbers)
274                         else
275                                 this.colormap = 0x00;
276                         this.colormap |= BIT(10); // RENDER_COLORMAPPED
277                 }
278                 else
279                         this.colormap = myteam;
280                 // TODO: projectiles use glowmaps for their color, not teams
281                 #if 0
282                 if(this.colormap > 0)
283                         this.glowmod = colormapPaletteColor(this.colormap & 0x0F, true) * 2;
284                 else
285                         this.glowmod = '1 1 1';
286                 #endif
287         }
288
289         if (f & 2)
290         {
291                 this.cnt = ReadByte();
292
293                 this.silent = (this.cnt & 0x80);
294                 this.cnt = (this.cnt & 0x7F);
295
296                 this.scale = 1;
297                 this.traileffect = 0;
298                 switch (this.cnt)
299                 {
300 #define HANDLE(id) case PROJECTILE_##id: setmodel(this, MDL_PROJECTILE_##id);
301                         HANDLE(ELECTRO)            this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
302                         HANDLE(ROCKET)             this.traileffect = EFFECT_TR_ROCKET.m_id; this.scale = 2; break;
303                         HANDLE(CRYLINK)            this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
304                         HANDLE(CRYLINK_BOUNCING)   this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
305                         HANDLE(ELECTRO_BEAM)       this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
306                         HANDLE(GRENADE)            this.traileffect = EFFECT_TR_GRENADE.m_id; break;
307                         HANDLE(GRENADE_BOUNCING)   this.traileffect = EFFECT_TR_GRENADE.m_id; break;
308                         HANDLE(MINE)               this.traileffect = EFFECT_TR_GRENADE.m_id; break;
309                         HANDLE(BLASTER)            this.traileffect = EFFECT_Null.m_id; break;
310                         HANDLE(ARC_BOLT)           this.traileffect = EFFECT_Null.m_id; break;
311                         HANDLE(HLAC)               this.traileffect = EFFECT_Null.m_id; break;
312                         HANDLE(PORTO_RED)          this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
313                         HANDLE(PORTO_BLUE)         this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
314                         HANDLE(HOOKBOMB)           this.traileffect = EFFECT_TR_KNIGHTSPIKE.m_id; break;
315                         HANDLE(HAGAR)              this.traileffect = EFFECT_HAGAR_ROCKET.m_id; this.scale = 0.75; break;
316                         HANDLE(HAGAR_BOUNCING)     this.traileffect = EFFECT_HAGAR_ROCKET.m_id; this.scale = 0.75; break;
317                         HANDLE(FIREBALL)           this.modelindex = 0; this.traileffect = EFFECT_FIREBALL.m_id; break; // particle effect is good enough
318                         HANDLE(FIREMINE)           this.modelindex = 0; this.traileffect = EFFECT_FIREMINE.m_id; break; // particle effect is good enough
319                         HANDLE(TAG)                this.traileffect = EFFECT_TR_ROCKET.m_id; break;
320                         HANDLE(FLAC)               this.scale = 0.4; this.traileffect = EFFECT_FLAC_TRAIL.m_id; break;
321                         HANDLE(SEEKER)             this.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
322
323                         HANDLE(MAGE_SPIKE)         this.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
324                         HANDLE(SHAMBLER_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
325
326                         HANDLE(RAPTORBOMB)         this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
327                         HANDLE(RAPTORBOMBLET)      this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
328                         HANDLE(RAPTORCANNON)       this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
329
330                         HANDLE(SPIDERROCKET)       this.traileffect = EFFECT_SPIDERBOT_ROCKET_TRAIL.m_id; break;
331                         HANDLE(WAKIROCKET)         this.traileffect = EFFECT_RACER_ROCKET_TRAIL.m_id; break;
332                         HANDLE(WAKICANNON)         this.traileffect = EFFECT_Null.m_id; break;
333
334                         HANDLE(BUMBLE_GUN)         this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
335                         HANDLE(BUMBLE_BEAM)        this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
336
337                         HANDLE(RPC)                this.traileffect = EFFECT_TR_ROCKET.m_id; break;
338
339                         HANDLE(ROCKETMINSTA_LASER) this.traileffect = EFFECT_ROCKETMINSTA_LASER(this.team).m_id; break;
340 #undef HANDLE
341                         default:
342                                 if (MUTATOR_CALLHOOK(Ent_Projectile, this))
343                                         break;
344
345                                 error("Received invalid CSQC projectile, can't work with this!");
346                                 break;
347                 }
348
349                 this.mins = '0 0 0';
350                 this.maxs = '0 0 0';
351                 this.colormod = '0 0 0';
352                 settouch(this, SUB_Stop);
353                 set_movetype(this, MOVETYPE_TOSS);
354                 this.alphamod = 1;
355
356                 switch (this.cnt)
357                 {
358                         case PROJECTILE_ELECTRO:
359                                 // only new engines support sound moving with object
360                                 loopsound(this, CH_SHOTS_SINGLE, SND_ELECTRO_FLY, VOL_BASE, ATTEN_NORM);
361                                 this.mins = '-4 -4 -4';
362                                 this.maxs = '4 4 4';
363                                 set_movetype(this, MOVETYPE_BOUNCE);
364                                 settouch(this, func_null);
365                                 this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
366                                 this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
367                                 break;
368                         case PROJECTILE_RPC:
369                         case PROJECTILE_ROCKET:
370                                 loopsound(this, CH_SHOTS_SINGLE, SND_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
371                                 this.mins = '-3 -3 -3';
372                                 this.maxs = '3 3 3';
373                                 break;
374                         case PROJECTILE_GRENADE:
375                                 this.mins = '-3 -3 -3';
376                                 this.maxs = '3 3 3';
377                                 break;
378                         case PROJECTILE_GRENADE_BOUNCING:
379                                 this.mins = '-3 -3 -3';
380                                 this.maxs = '3 3 3';
381                                 set_movetype(this, MOVETYPE_BOUNCE);
382                                 settouch(this, func_null);
383                                 this.bouncefactor = WEP_CVAR(mortar, bouncefactor);
384                                 this.bouncestop = WEP_CVAR(mortar, bouncestop);
385                                 break;
386                         case PROJECTILE_SHAMBLER_LIGHTNING:
387                                 this.mins = '-8 -8 -8';
388                                 this.maxs = '8 8 8';
389                                 this.scale = 2.5;
390                                 this.avelocity = randomvec() * 720;
391                                 break;
392                         case PROJECTILE_MINE:
393                                 this.mins = '-4 -4 -4';
394                                 this.maxs = '4 4 4';
395                                 break;
396                         case PROJECTILE_PORTO_RED:
397                                 this.colormod = '2 1 1';
398                                 this.alphamod = 0.5;
399                                 set_movetype(this, MOVETYPE_BOUNCE);
400                                 settouch(this, func_null);
401                                 break;
402                         case PROJECTILE_PORTO_BLUE:
403                                 this.colormod = '1 1 2';
404                                 this.alphamod = 0.5;
405                                 set_movetype(this, MOVETYPE_BOUNCE);
406                                 settouch(this, func_null);
407                                 break;
408                         case PROJECTILE_HAGAR_BOUNCING:
409                                 set_movetype(this, MOVETYPE_BOUNCE);
410                                 settouch(this, func_null);
411                                 break;
412                         case PROJECTILE_CRYLINK_BOUNCING:
413                                 set_movetype(this, MOVETYPE_BOUNCE);
414                                 settouch(this, func_null);
415                                 break;
416                         case PROJECTILE_FIREBALL:
417                                 loopsound(this, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
418                                 this.mins = '-16 -16 -16';
419                                 this.maxs = '16 16 16';
420                                 break;
421                         case PROJECTILE_FIREMINE:
422                                 loopsound(this, CH_SHOTS_SINGLE, SND_FIREBALL_FLY, VOL_BASE, ATTEN_NORM);
423                                 set_movetype(this, MOVETYPE_BOUNCE);
424                                 settouch(this, func_null);
425                                 this.mins = '-4 -4 -4';
426                                 this.maxs = '4 4 4';
427                                 break;
428                         case PROJECTILE_TAG:
429                                 this.mins = '-2 -2 -2';
430                                 this.maxs = '2 2 2';
431                                 break;
432                         case PROJECTILE_FLAC:
433                                 this.mins = '-2 -2 -2';
434                                 this.maxs = '2 2 2';
435                                 break;
436                         case PROJECTILE_SEEKER:
437                                 loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
438                                 this.mins = '-4 -4 -4';
439                                 this.maxs = '4 4 4';
440                                 break;
441                         case PROJECTILE_RAPTORBOMB:
442                                 this.mins = '-3 -3 -3';
443                                 this.maxs = '3 3 3';
444                                 break;
445                         case PROJECTILE_RAPTORBOMBLET:
446                                 break;
447                         case PROJECTILE_RAPTORCANNON:
448                                 break;
449                         case PROJECTILE_SPIDERROCKET:
450                                 loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
451                                 break;
452                         case PROJECTILE_WAKIROCKET:
453                                 loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
454                                 break;
455                         /*
456                         case PROJECTILE_WAKICANNON:
457                             break;
458                         case PROJECTILE_BUMBLE_GUN:
459                             // only new engines support sound moving with object
460                             loopsound(this, CH_SHOTS_SINGLE, SND_ELECTRO_FLY, VOL_BASE, ATTEN_NORM);
461                             this.mins = '0 0 -4';
462                             this.maxs = '0 0 -4';
463                             this.move_movetype = MOVETYPE_BOUNCE;
464                             settouch(this, func_null);
465                             this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
466                             this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
467                             break;
468                         */
469                         default:
470                                 break;
471                 }
472
473                 MUTATOR_CALLHOOK(EditProjectile, this);
474
475                 setsize(this, this.mins, this.maxs);
476         }
477
478         return = true;
479
480         if (this.gravity)
481         {
482                 if (this.move_movetype == MOVETYPE_FLY)
483                         set_movetype(this, MOVETYPE_TOSS);
484                 if (this.move_movetype == MOVETYPE_BOUNCEMISSILE)
485                         set_movetype(this, MOVETYPE_BOUNCE);
486         }
487         else
488         {
489                 if (this.move_movetype == MOVETYPE_TOSS)
490                         set_movetype(this, MOVETYPE_FLY);
491                 if (this.move_movetype == MOVETYPE_BOUNCE)
492                         set_movetype(this, MOVETYPE_BOUNCEMISSILE);
493         }
494
495         if (!(this.count & 0x80))
496                 InterpolateOrigin_Note(this);
497
498         this.classname = "csqcprojectile";
499         this.draw = Projectile_Draw;
500         if (isnew) IL_PUSH(g_drawables, this);
501         this.entremove = Ent_RemoveProjectile;
502 }
503
504 PRECACHE(Projectiles)
505 {
506         MUTATOR_CALLHOOK(PrecacheProjectiles);
507 }