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