]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/weapons/projectile.qc
Merge branch 'terencehill/slider_drag_fix' into 'master'
[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/nades/all.qh"
10 #include "../../common/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()
21 {SELFPARAM();
22         self.move_velocity = self.move_avelocity = '0 0 0';
23         self.move_movetype = 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[this.traileffect]), this, from, to, this.velocity, this.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
48         }
49 }
50
51 void Projectile_Draw(entity this)
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_FromProjectile(self.cnt) != NADE_TYPE_Null)
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_FromProjectile(self.cnt) != NADE_TYPE_Null)
143                 trailorigin += v_up * 4;
144
145         if(drawn)
146                 Projectile_DrawTrail(self, trailorigin);
147         else
148                 Projectile_ResetTrail(self, 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 {SELFPARAM();
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 {SELFPARAM();
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(self, trace_endpos);
180         }
181 }
182
183 void Ent_Projectile()
184 {SELFPARAM();
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 #define CASE(id) case PROJECTILE_##id: setmodel(self, MDL_PROJECTILE_##id);
279                         CASE(ELECTRO)            self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
280                         CASE(ROCKET)             self.traileffect = EFFECT_TR_ROCKET.m_id; self.scale = 2; break;
281                         CASE(CRYLINK)            self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
282                         CASE(CRYLINK_BOUNCING)   self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
283                         CASE(ELECTRO_BEAM)       self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
284                         CASE(GRENADE)            self.traileffect = EFFECT_TR_GRENADE.m_id; break;
285                         CASE(GRENADE_BOUNCING)   self.traileffect = EFFECT_TR_GRENADE.m_id; break;
286                         CASE(MINE)               self.traileffect = EFFECT_TR_GRENADE.m_id; break;
287                         CASE(BLASTER)            self.traileffect = EFFECT_Null.m_id; break;
288                         CASE(HLAC)               self.traileffect = EFFECT_Null.m_id; break;
289                         CASE(PORTO_RED)          self.traileffect = EFFECT_TR_WIZSPIKE.m_id; self.scale = 4; break;
290                         CASE(PORTO_BLUE)         self.traileffect = EFFECT_TR_WIZSPIKE.m_id; self.scale = 4; break;
291                         CASE(HOOKBOMB)           self.traileffect = EFFECT_TR_KNIGHTSPIKE.m_id; break;
292                         CASE(HAGAR)              self.traileffect = EFFECT_HAGAR_ROCKET.m_id; self.scale = 0.75; break;
293                         CASE(HAGAR_BOUNCING)     self.traileffect = EFFECT_HAGAR_ROCKET.m_id; self.scale = 0.75; break;
294                         CASE(NAPALM_FOUNTAIN)    // fallthrough // sself.modelindex = 0; self.traileffect = _particleeffectnum("torch_small"); break;
295                         CASE(FIREBALL)           self.modelindex = 0; self.traileffect = EFFECT_FIREBALL.m_id; break; // particle effect is good enough
296                         CASE(FIREMINE)           self.modelindex = 0; self.traileffect = EFFECT_FIREMINE.m_id; break; // particle effect is good enough
297                         CASE(TAG)                self.traileffect = EFFECT_TR_ROCKET.m_id; break;
298                         CASE(FLAC)               self.scale = 0.4; self.traileffect = EFFECT_FLAC_TRAIL.m_id; break;
299                         CASE(SEEKER)             self.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
300
301                         CASE(MAGE_SPIKE)         self.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
302                         CASE(SHAMBLER_LIGHTNING) self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
303
304                         CASE(RAPTORBOMB)         self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = EFFECT_Null.m_id; break;
305                         CASE(RAPTORBOMBLET)      self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = EFFECT_Null.m_id; break;
306                         CASE(RAPTORCANNON)       self.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
307
308                         CASE(SPIDERROCKET)       self.traileffect = EFFECT_SPIDERBOT_ROCKET_TRAIL.m_id; break;
309                         CASE(WAKIROCKET)         self.traileffect = EFFECT_RACER_ROCKET_TRAIL.m_id; break;
310                         CASE(WAKICANNON)         self.traileffect = EFFECT_Null.m_id; break;
311
312                         CASE(BUMBLE_GUN)         self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
313                         CASE(BUMBLE_BEAM)        self.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
314
315                         CASE(RPC)                self.traileffect = EFFECT_TR_ROCKET.m_id; break;
316
317                         CASE(ROCKETMINSTA_LASER) self.traileffect = EFFECT_ROCKETMINSTA_LASER(self.team).m_id; break;
318 #undef CASE
319                         default:
320                                 if(MUTATOR_CALLHOOK(Ent_Projectile, self))
321                                         break;
322
323                                 if (Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
324                                 {
325                                         setmodel(self, MDL_PROJECTILE_NADE);
326                                         entity trail = Nade_TrailEffect(self.cnt, self.team);
327                                         if (trail.eent_eff_name) self.traileffect = trail.m_id;
328                                         break;
329                                 }
330                                 error("Received invalid CSQC projectile, can't work with this!");
331                                 break;
332                 }
333
334                 self.mins = '0 0 0';
335                 self.maxs = '0 0 0';
336                 self.colormod = '0 0 0';
337                 self.move_touch = SUB_Stop;
338                 self.move_movetype = MOVETYPE_TOSS;
339                 self.alphamod = 1;
340
341                 switch(self.cnt)
342                 {
343                         case PROJECTILE_ELECTRO:
344                                 // only new engines support sound moving with object
345                                 loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
346                                 self.mins = '0 0 -4';
347                                 self.maxs = '0 0 -4';
348                                 self.move_movetype = MOVETYPE_BOUNCE;
349                                 self.move_touch = func_null;
350                                 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
351                                 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
352                                 break;
353                         case PROJECTILE_RPC:
354                         case PROJECTILE_ROCKET:
355                                 loopsound(self, CH_SHOTS_SINGLE, SND(ROCKET_FLY), VOL_BASE, ATTEN_NORM);
356                                 self.mins = '-3 -3 -3';
357                                 self.maxs = '3 3 3';
358                                 break;
359                         case PROJECTILE_GRENADE:
360                                 self.mins = '-3 -3 -3';
361                                 self.maxs = '3 3 3';
362                                 break;
363                         case PROJECTILE_GRENADE_BOUNCING:
364                                 self.mins = '-3 -3 -3';
365                                 self.maxs = '3 3 3';
366                                 self.move_movetype = MOVETYPE_BOUNCE;
367                                 self.move_touch = func_null;
368                                 self.move_bounce_factor = g_balance_mortar_bouncefactor;
369                                 self.move_bounce_stopspeed = g_balance_mortar_bouncestop;
370                                 break;
371                         case PROJECTILE_SHAMBLER_LIGHTNING:
372                                 self.mins = '-8 -8 -8';
373                                 self.maxs = '8 8 8';
374                                 self.scale = 2.5;
375                                 self.avelocity = randomvec() * 720;
376                                 break;
377                         case PROJECTILE_MINE:
378                                 self.mins = '-4 -4 -4';
379                                 self.maxs = '4 4 4';
380                                 break;
381                         case PROJECTILE_PORTO_RED:
382                                 self.colormod = '2 1 1';
383                                 self.alphamod = 0.5;
384                                 self.move_movetype = MOVETYPE_BOUNCE;
385                                 self.move_touch = func_null;
386                                 break;
387                         case PROJECTILE_PORTO_BLUE:
388                                 self.colormod = '1 1 2';
389                                 self.alphamod = 0.5;
390                                 self.move_movetype = MOVETYPE_BOUNCE;
391                                 self.move_touch = func_null;
392                                 break;
393                         case PROJECTILE_HAGAR_BOUNCING:
394                                 self.move_movetype = MOVETYPE_BOUNCE;
395                                 self.move_touch = func_null;
396                                 break;
397                         case PROJECTILE_CRYLINK_BOUNCING:
398                                 self.move_movetype = MOVETYPE_BOUNCE;
399                                 self.move_touch = func_null;
400                                 break;
401                         case PROJECTILE_NAPALM_FOUNTAIN:
402                         case PROJECTILE_FIREBALL:
403                                 loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY2), VOL_BASE, ATTEN_NORM);
404                                 self.mins = '-16 -16 -16';
405                                 self.maxs = '16 16 16';
406                                 break;
407                         case PROJECTILE_FIREMINE:
408                                 loopsound(self, CH_SHOTS_SINGLE, SND(FIREBALL_FLY), VOL_BASE, ATTEN_NORM);
409                                 self.move_movetype = MOVETYPE_BOUNCE;
410                                 self.move_touch = func_null;
411                                 self.mins = '-4 -4 -4';
412                                 self.maxs = '4 4 4';
413                                 break;
414                         case PROJECTILE_TAG:
415                                 self.mins = '-2 -2 -2';
416                                 self.maxs = '2 2 2';
417                                 break;
418                         case PROJECTILE_FLAC:
419                                 self.mins = '-2 -2 -2';
420                                 self.maxs = '2 2 2';
421                                 break;
422                         case PROJECTILE_SEEKER:
423                                 loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
424                                 self.mins = '-4 -4 -4';
425                                 self.maxs = '4 4 4';
426                                 break;
427             case PROJECTILE_RAPTORBOMB:
428                                 self.mins = '-3 -3 -3';
429                                 self.maxs = '3 3 3';
430                                 break;
431             case PROJECTILE_RAPTORBOMBLET:
432                                 break;
433             case PROJECTILE_RAPTORCANNON:
434                                 break;
435             case PROJECTILE_SPIDERROCKET:
436                 loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
437                                 break;
438             case PROJECTILE_WAKIROCKET:
439                 loopsound(self, CH_SHOTS_SINGLE, SND(TAG_ROCKET_FLY), VOL_BASE, ATTEN_NORM);
440                                 break;
441             /*
442             case PROJECTILE_WAKICANNON:
443                                 break;
444                         case PROJECTILE_BUMBLE_GUN:
445                                 // only new engines support sound moving with object
446                                 loopsound(self, CH_SHOTS_SINGLE, SND(ELECTRO_FLY), VOL_BASE, ATTEN_NORM);
447                                 self.mins = '0 0 -4';
448                                 self.maxs = '0 0 -4';
449                                 self.move_movetype = MOVETYPE_BOUNCE;
450                                 self.move_touch = func_null;
451                                 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
452                                 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
453                                 break;
454                         */
455                         default:
456                                 break;
457                 }
458
459                 if(Nade_FromProjectile(self.cnt) != NADE_TYPE_Null)
460                 {
461                         entity nade_type = Nade_FromProjectile(self.cnt);
462                         self.mins = '-16 -16 -16';
463                         self.maxs = '16 16 16';
464                         self.colormod = nade_type.m_color;
465                         self.move_movetype = MOVETYPE_BOUNCE;
466                         self.move_touch = func_null;
467                         self.scale = 1.5;
468                         self.avelocity = randomvec() * 720;
469
470                         if(nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
471                                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
472                         else
473                                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
474                 }
475
476                 MUTATOR_CALLHOOK(EditProjectile, self);
477
478                 setsize(self, self.mins, self.maxs);
479         }
480
481         if(self.gravity)
482         {
483                 if(self.move_movetype == MOVETYPE_FLY)
484                         self.move_movetype = MOVETYPE_TOSS;
485                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
486                         self.move_movetype = MOVETYPE_BOUNCE;
487         }
488         else
489         {
490                 if(self.move_movetype == MOVETYPE_TOSS)
491                         self.move_movetype = MOVETYPE_FLY;
492                 if(self.move_movetype == MOVETYPE_BOUNCE)
493                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
494         }
495
496         if(!(self.count & 0x80))
497                 InterpolateOrigin_Note();
498
499         self.classname = "csqcprojectile";
500         self.draw = Projectile_Draw;
501         self.entremove = Ent_RemoveProjectile;
502 }
503
504 void Projectile_Precache()
505 {
506         MUTATOR_CALLHOOK(PrecacheProjectiles);
507 }