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Get damage effects working again
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / effects / qc / damageeffects.qc
1 #include "damageeffects.qh"
2
3 REGISTER_NET_LINKED(ENT_CLIENT_DAMAGEINFO)
4
5 #ifdef SVQC
6
7 bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
8 {
9         vector org = vec3(floor(this.origin.x), floor(this.origin.y), floor(this.origin.z));
10         WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
11         WriteShort(MSG_ENTITY, this.projectiledeathtype);
12         WriteVector(MSG_ENTITY, org);
13         WriteByte(MSG_ENTITY, bound(1, this.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, this.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, this.dmg_edge, 255));
16         WriteShort(MSG_ENTITY, this.oldorigin.x);
17         WriteByte(MSG_ENTITY, this.species);
18         return true;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = new(damageinfo);
32         setorigin(e, org);
33         e.projectiledeathtype = deathtype;
34         e.dmg = coredamage;
35         e.dmg_edge = edgedamage;
36         e.dmg_radius = rad;
37         e.dmg_force = vlen(force);
38         e.velocity = force;
39         e.oldorigin_x = compressShortVector(e.velocity);
40         e.species = bloodtype;
41
42         Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
43 }
44
45 #endif
46
47 #ifdef CSQC
48
49 /** number of effects which currently are attached to a player */
50 .int total_damages;
51
52 .entity tag_entity;
53
54 .float cnt;
55 .int state;
56
57 void DamageEffect_Think(entity this)
58 {
59         // if particle distribution is enabled, slow ticrate by total number of damages
60         if(autocvar_cl_damageeffect_distribute)
61                 this.nextthink = time + autocvar_cl_damageeffect_ticrate * this.owner.total_damages;
62         else
63                 this.nextthink = time + autocvar_cl_damageeffect_ticrate;
64
65         if(time >= this.cnt || !this.owner || !this.owner.modelindex || !this.owner.drawmask)
66         {
67                 // time is up or the player got gibbed / disconnected
68                 this.owner.total_damages = max(0, this.owner.total_damages - 1);
69                 delete(this);
70                 return;
71         }
72         if(this.state && !this.owner.csqcmodel_isdead)
73         {
74                 // if the player was dead but is now alive, it means he respawned
75                 // if so, clear his damage effects, or damages from his dead body will be copied back
76                 this.owner.total_damages = max(0, this.owner.total_damages - 1);
77                 delete(this);
78                 return;
79         }
80         this.state = this.owner.csqcmodel_isdead;
81         if((this.owner.isplayermodel & ISPLAYER_LOCAL) && !autocvar_chase_active)
82                 return; // if we aren't using a third person camera, hide our own effects
83
84         // now generate the particles
85         vector org = gettaginfo(this, 0); // origin at attached location
86         __pointparticles(this.team, org, '0 0 0', 1);
87 }
88
89 string species_prefix(int specnum)
90 {
91         switch(specnum)
92         {
93                 case SPECIES_HUMAN:       return "";
94                 case SPECIES_ALIEN:       return "alien_";
95                 case SPECIES_ROBOT_SHINY: return "robot_";
96                 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
97                 case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
98                 case SPECIES_ANIMAL:      return "animal_";
99                 case SPECIES_RESERVED:    return "reserved_";
100                 default:         return "";
101         }
102 }
103
104 void DamageEffect(entity this, vector hitorg, float thedamage, int type, int specnum)
105 {
106         // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
107
108         int nearestbone = 0;
109         float life;
110         string effectname;
111         entity e;
112
113         if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
114                 return;
115         if(!this || !this.modelindex || !this.drawmask)
116                 return;
117
118         // if this is a rigged mesh, the effect will show on the bone where damage was dealt
119         // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
120         // if there's no skeleton, object origin will automatically be selected
121         FOR_EACH_TAG(this)
122         {
123                 if(!tagnum)
124                         continue; // skip empty bones
125                 // blacklist bones positioned outside the mesh, or the effect will be floating
126                 // TODO: Do we have to do it this way? Why do these bones exist at all?
127                 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
128                         continue; // player model bone blacklist
129
130                 // now choose the bone closest to impact origin
131                 if(nearestbone == 0 || vlen2(hitorg - gettaginfo(this, tagnum)) <= vlen2(hitorg - gettaginfo(this, nearestbone)))
132                         nearestbone = tagnum;
133         }
134         gettaginfo(this, nearestbone); // set gettaginfo_name
135
136         // return if we reached our damage effect limit or damages are disabled
137         // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
138         if(nearestbone)
139         {
140                 if(this.total_damages >= autocvar_cl_damageeffect_bones)
141                         return; // allow multiple damages on skeletal models
142         }
143         else
144         {
145                 if(autocvar_cl_damageeffect < 2 || this.total_damages)
146                         return; // allow a single damage on non-skeletal models
147         }
148
149         life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
150
151         effectname = strcat("damage_", DEATH_WEAPONOF(type).netname);
152         if(DEATH_WEAPONOF(type) == WEP_SHOTGUN || DEATH_WEAPONOF(type) == WEP_MACHINEGUN)
153         {
154                 if((this.isplayermodel & ISPLAYER_MODEL))
155                 {
156                         string specstr = species_prefix(specnum);
157                         effectname = strcat(specstr, effectname);
158                 }
159                 else { return; } // objects don't bleed
160         }
161
162         e = new(damage);
163         setmodel(e, MDL_Null); // necessary to attach and read origin
164         setattachment(e, this, gettaginfo_name); // attach to the given bone
165         e.owner = this;
166         e.cnt = time + life;
167         e.team = _particleeffectnum(effectname);
168         setthink(e, DamageEffect_Think);
169         e.nextthink = time;
170         this.total_damages += 1;
171 }
172
173 NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
174 {
175         const float ATTEN_LOW = 0.2;
176         float thedamage, rad, edge, thisdmg;
177         bool hitplayer = false;
178         int species, forcemul;
179         vector force, thisforce;
180
181         w_deathtype = ReadShort();
182         w_issilent = (w_deathtype & 0x8000);
183         w_deathtype = (w_deathtype & 0x7FFF);
184
185         w_org = ReadVector();
186
187         thedamage = ReadByte();
188         rad = ReadByte();
189         edge = ReadByte();
190         force = decompressShortVector(ReadShort());
191         species = ReadByte();
192
193         return = true;
194
195         if (!isNew)
196                 return;
197
198         if(rad < 0)
199         {
200                 rad = -rad;
201                 forcemul = -1;
202         }
203         else
204                 forcemul = 1;
205
206     FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, {
207                 vector nearest = NearestPointOnBox(it, w_org);
208                 if (rad)
209                 {
210                         thisdmg = ((vlen (nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
211                         if(thisdmg >= 1)
212                                 continue;
213                         if(thisdmg < 0)
214                                 thisdmg = 0;
215                         if(thedamage)
216                         {
217                                 thisdmg = thedamage + (edge - thedamage) * thisdmg;
218                                 thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(it.origin - w_org);
219                         }
220                         else
221                         {
222                                 thisdmg = 0;
223                                 thisforce = forcemul * vlen(force) * normalize(it.origin - w_org);
224                         }
225                 }
226                 else
227                 {
228                         if(vdist((nearest - w_org), >, bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)))
229                                 continue;
230
231                         thisdmg = thedamage;
232                         thisforce = forcemul * force;
233                 }
234
235                 if(it.damageforcescale)
236                         if(vdist(thisforce, !=, 0))
237                         {
238                                 it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, damagepush_speedfactor);
239                                 UNSET_ONGROUND(it);
240                         }
241
242                 if(w_issilent)
243                         it.silent = 1;
244
245                 if(it.event_damage)
246                         it.event_damage(it, thisdmg, w_deathtype, w_org, thisforce);
247
248                 DamageEffect(it, w_org, thisdmg, w_deathtype, species);
249
250                 if((it.isplayermodel & ISPLAYER_MODEL))
251                         hitplayer = true; // this impact damaged a player
252         });
253
254         if(DEATH_ISVEHICLE(w_deathtype))
255         {
256                 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
257                 if(trace_plane_normal != '0 0 0')
258                         w_backoff = trace_plane_normal;
259                 else
260                         w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
261
262                 setorigin(this, w_org + w_backoff * 2); // for sound() calls
263
264                 switch(DEATH_ENT(w_deathtype))
265                 {
266                         case DEATH_VH_CRUSH:
267                                 break;
268
269                         // spiderbot
270                         case DEATH_VH_SPID_MINIGUN:
271                                 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
272                                 pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, this.origin, w_backoff * 1000, 1);
273                                 break;
274                         case DEATH_VH_SPID_ROCKET:
275                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
276                                 pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
277                                 break;
278                         case DEATH_VH_SPID_DEATH:
279                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
280                                 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
281                                 break;
282
283                         case DEATH_VH_WAKI_GUN:
284                                 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
285                                 pointparticles(EFFECT_RACER_IMPACT, this.origin, w_backoff * 1000, 1);
286                                 break;
287                         case DEATH_VH_WAKI_ROCKET:
288                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
289                                 pointparticles(EFFECT_RACER_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
290                                 break;
291                         case DEATH_VH_WAKI_DEATH:
292                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
293                                 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
294                                 break;
295
296                         case DEATH_VH_RAPT_CANNON:
297                                 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
298                                 pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, this.origin, w_backoff * 1000, 1);
299                                 break;
300                         case DEATH_VH_RAPT_FRAGMENT:
301                                 float i;
302                                 vector ang, vel;
303                                 for(i = 1; i < 4; ++i)
304                                 {
305                                         vel = normalize(w_org - (w_org + normalize(force) * 16)) + randomvec() * 128;
306                                         ang = vectoangles(vel);
307                                         RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
308                                 }
309                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
310                                 pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, this.origin, w_backoff * 1000, 1);
311                                 break;
312                         case DEATH_VH_RAPT_BOMB:
313                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
314                                 pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, this.origin, w_backoff * 1000, 1);
315                                 break;
316                         case DEATH_VH_RAPT_DEATH:
317                                 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
318                                 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
319                                 break;
320                         case DEATH_VH_BUMB_GUN:
321                                 sound(this, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
322                                 pointparticles(EFFECT_BIGPLASMA_IMPACT, this.origin, w_backoff * 1000, 1);
323                                 break;
324                 }
325         }
326
327
328         if(DEATH_ISTURRET(w_deathtype))
329         {
330                 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
331                 if(trace_plane_normal != '0 0 0')
332                         w_backoff = trace_plane_normal;
333                 else
334                         w_backoff = -1 * normalize(w_org - (w_org + normalize(force) * 16));
335
336                 setorigin(this, w_org + w_backoff * 2); // for sound() calls
337
338                 switch(DEATH_ENT(w_deathtype))
339                 {
340                          case DEATH_TURRET_EWHEEL:
341                                 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
342                                 pointparticles(EFFECT_BLASTER_IMPACT, this.origin, w_backoff * 1000, 1);
343                                 break;
344
345                          case DEATH_TURRET_FLAC:
346                                 pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
347                                 sound(this, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
348                                 break;
349
350                          case DEATH_TURRET_MLRS:
351                          case DEATH_TURRET_HK:
352                          case DEATH_TURRET_WALK_ROCKET:
353                          case DEATH_TURRET_HELLION:
354                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
355                                 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
356                                 break;
357
358                          case DEATH_TURRET_MACHINEGUN:
359                          case DEATH_TURRET_WALK_GUN:
360                                 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
361                                 pointparticles(EFFECT_MACHINEGUN_IMPACT, this.origin, w_backoff * 1000, 1);
362                                 break;
363
364                          case DEATH_TURRET_PLASMA:
365                                 sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_LOW);
366                                 pointparticles(EFFECT_ELECTRO_IMPACT, this.origin, w_backoff * 1000, 1);
367                                 break;
368
369                          case DEATH_TURRET_WALK_MELEE:
370                                 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_LOW);
371                                 pointparticles(EFFECT_TE_SPARK, this.origin, w_backoff * 1000, 1);
372                                 break;
373
374                          case DEATH_TURRET_PHASER:
375                                 break;
376
377                          case DEATH_TURRET_TESLA:
378                                 te_smallflash(this.origin);
379                                 break;
380
381                 }
382         }
383
384         MUTATOR_CALLHOOK(DamageInfo, this, w_deathtype, w_org);
385
386         // TODO spawn particle effects and sounds based on w_deathtype
387         if(!DEATH_ISSPECIAL(w_deathtype))
388         if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
389         {
390                 Weapon hitwep = DEATH_WEAPONOF(w_deathtype);
391                 w_random = prandom();
392
393                 traceline(w_org - normalize(force) * 16, w_org + normalize(force) * 16, MOVE_NOMONSTERS, NULL);
394                 if(trace_fraction < 1 && hitwep != WEP_VORTEX && hitwep != WEP_VAPORIZER)
395                         w_backoff = trace_plane_normal;
396                 else
397                         w_backoff = -1 * normalize(force);
398                 setorigin(this, w_org + w_backoff * 2); // for sound() calls
399
400                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
401                 {
402                         if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep, this))
403                                 hitwep.wr_impacteffect(hitwep, this);
404                 }
405         }
406 }
407
408 #endif