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1 #include "gibs.qh"
2
3 REGISTER_NET_TEMP(net_gibsplash)
4
5 #ifdef SVQC
6
7 .int state;
8
9 bool Violence_GibSplash_SendEntity(entity this, entity to, int sf)
10 {
11         int channel = MSG_ONE;
12         msg_entity = to;
13         WriteHeader(channel, net_gibsplash);
14         WriteByte(channel, this.state); // actually type
15         WriteByte(channel, bound(1, this.cnt * 16, 255)); // gibbage amount multiplier
16         WriteShort(channel, floor(this.origin.x / 4)); // not using a coord here, as gibs don't need this accuracy
17         WriteShort(channel, floor(this.origin.y / 4)); // not using a coord here, as gibs don't need this accuracy
18         WriteShort(channel, floor(this.origin.z / 4)); // not using a coord here, as gibs don't need this accuracy
19         WriteShort(channel, this.oldorigin.x); // actually compressed velocity
20         return true;
21 }
22
23 void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)
24 {
25         if(g_cts) // no gibs in CTS
26                 return;
27
28         entity e = new(gibsplash);
29         e.cnt = amount;
30         e.state = type; // should stay smaller than 15
31         if(!sound_allowed(MSG_BROADCAST, gibowner) || !sound_allowed(MSG_BROADCAST, attacker))
32                 e.state |= 0x40; // "silence" bit
33         e.state |= 8 * gibowner.species; // gib type, ranges from 0 to 15
34
35         // if this is a copied dead body, send the num of its player instead
36         // TODO: remove this field, read from model txt files
37         if(gibowner.classname == "body")
38                 e.team = etof(gibowner.enemy);
39         else
40                 e.team = etof(gibowner);
41
42         setorigin(e, org);
43         e.velocity = dir;
44
45         e.oldorigin_x = compressShortVector(e.velocity);
46
47         FOREACH_CLIENT(IS_REAL_CLIENT(it), Violence_GibSplash_SendEntity(e, it, 0));
48         delete(e);
49 }
50
51 void Violence_GibSplash(entity source, float type, float amount, entity attacker)
52 {
53         Violence_GibSplash_At(source.origin + source.view_ofs, source.velocity, type, amount, source, attacker);
54 }
55 #endif
56
57 #ifdef CSQC
58
59 .vector colormod;
60 .bool silent;
61
62 #include "rubble.qh"
63 #include <common/physics/movetypes/movetypes.qh>
64
65 .float scale;
66 .float alpha;
67 .float cnt;
68 .float gravity;
69
70 void Gib_Delete(entity this)
71 {
72         delete(this);
73 }
74
75 string species_prefix(int specnum);
76
77 void Gib_setmodel(entity gib, string mdlname, int specnum)
78 {
79         switch(specnum)
80         {
81                 case SPECIES_ROBOT_RUSTY:
82                 case SPECIES_ROBOT_SHINY:
83                 case SPECIES_ROBOT_SOLID:
84                         if(specnum != SPECIES_ROBOT_SOLID || mdlname == "models/gibs/chunk.mdl")
85                         {
86                                 if(mdlname == "models/gibs/bloodyskull.md3")
87                                         setmodel(gib, MDL_GIB_ROBO);
88                                 else
89                                         setmodel(gib, MDL_GIB_ROBO_RANDOM());
90                                 if(specnum == SPECIES_ROBOT_SHINY)
91                                 {
92                                         gib.skin = 1;
93                                         gib.colormod = '2 2 2';
94                                 }
95                                 gib.scale = 1;
96                                 break;
97                         }
98                 default:
99                         _setmodel(gib, mdlname);
100                         gib.skin = specnum;
101                         break;
102         }
103 }
104
105 void new_te_bloodshower (int ef, vector org, float explosionspeed, int howmany)
106 {
107         float i, pmod;
108         pmod = autocvar_cl_particles_quality;
109         for (i = 0; i < 50 * pmod; ++i)
110                 __pointparticles(ef, org, randomvec() * explosionspeed, howmany / 50);
111 }
112
113 void SUB_RemoveOnNoImpact(entity this, entity toucher)
114 {
115         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
116                 Gib_Delete(this);
117 }
118
119 void Gib_Touch(entity this, entity toucher)
120 {
121         // TODO maybe bounce of walls, make more gibs, etc.
122
123         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
124         {
125                 Gib_Delete(this);
126                 return;
127         }
128
129         if(!this.silent)
130                 sound(this, CH_PAIN, SND_GIB_SPLAT_RANDOM(), VOL_BASE, ATTEN_NORM);
131         __pointparticles(_particleeffectnum(strcat(species_prefix(this.cnt), "blood")), this.origin + '0 0 1', '0 0 30', 10);
132
133         Gib_Delete(this);
134 }
135
136 void Gib_Draw(entity this)
137 {
138         vector oldorg;
139         oldorg = this.origin;
140
141         Movetype_Physics_MatchTicrate(this, autocvar_cl_gibs_ticrate, autocvar_cl_gibs_sloppy);
142         if(wasfreed(this))
143                 return;
144
145         if(gettouch(this) == Gib_Touch) // don't do this for the "chunk" thingie...
146                 // TODO somehow make it spray in a direction dependent on this.angles
147                 __trailparticles(this, _particleeffectnum(strcat(species_prefix(this.cnt), EFFECT_TR_SLIGHTBLOOD.eent_eff_name)), oldorg, this.origin);
148         else
149                 __trailparticles(this, _particleeffectnum(strcat(species_prefix(this.cnt), EFFECT_TR_BLOOD.eent_eff_name)), oldorg, this.origin);
150
151         this.renderflags = 0;
152
153         // make gibs die faster at low view quality
154         // if view_quality is 0.5, we want to have them die twice as fast
155         this.nextthink -= frametime * (1 / bound(0.01, view_quality, 1.00) - 1);
156
157         this.alpha = bound(0, this.nextthink - time, 1);
158
159         if(this.alpha < ALPHA_MIN_VISIBLE)
160         {
161                 this.drawmask = 0;
162                 Gib_Delete(this);
163         }
164 }
165
166 void TossGib (string mdlname, vector safeorg, vector org, vector vconst, vector vrand, int specnum, bool destroyontouch, bool issilent)
167 {
168         entity gib;
169
170         // TODO remove some gibs according to cl_nogibs
171         gib = RubbleNew(new(gib));
172         set_movetype(gib, MOVETYPE_BOUNCE);
173         gib.gravity = 1;
174         gib.solid = SOLID_CORPSE;
175         gib.cnt = specnum;
176         gib.silent = issilent;
177         gib.colormap = 4; // red
178         gib.colormap |= BIT(10); // RENDER_COLORMAPPED
179         Gib_setmodel(gib, mdlname, specnum);
180
181         setsize (gib, '-8 -8 -8', '8 8 8');
182
183         gib.draw = Gib_Draw;
184         IL_PUSH(g_drawables, gib);
185         if(destroyontouch)
186                 settouch(gib, Gib_Touch);
187         else
188                 settouch(gib, SUB_RemoveOnNoImpact);
189
190         // don't spawn gibs inside solid - just don't
191         if(org != safeorg)
192         {
193                 tracebox(safeorg, gib.mins, gib.maxs, org, MOVE_NOMONSTERS, gib);
194                 org = trace_endpos;
195         }
196
197         setorigin(gib, org);
198         gib.velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
199         gib.avelocity = prandomvec() * vlen(gib.velocity) * autocvar_cl_gibs_avelocity_scale;
200         gib.move_time = time;
201         gib.damageforcescale = autocvar_cl_gibs_damageforcescale;
202
203         gib.nextthink = time + autocvar_cl_gibs_lifetime * (1 + prandom() * 0.15);
204         gib.drawmask = MASK_NORMAL;
205
206         RubbleLimit("gib", autocvar_cl_gibs_maxcount, Gib_Delete);
207 }
208
209 NET_HANDLE(net_gibsplash, bool isNew)
210 {
211         Net_Accept(net_gibsplash);
212
213         string gentle_prefix = "morphed_";
214
215         int type = ReadByte(); // gibbage type
216         int amount = ReadByte() / 16.0; // gibbage amount
217         vector org;
218         org.x = ReadShort() * 4 + 2;
219         org.y = ReadShort() * 4 + 2;
220         org.z = ReadShort() * 4 + 2;
221         vector vel = decompressShortVector(ReadShort());
222
223         return = true;
224
225         float cl_gentle_gibs = autocvar_cl_gentle_gibs;
226         if(cl_gentle_gibs || autocvar_cl_gentle)
227                 type |= 0x80; // set gentle bit
228
229         if(type & 0x80)
230         {
231                 if(cl_gentle_gibs == 2)
232                         gentle_prefix = "";
233                 else if(cl_gentle_gibs == 3)
234                         gentle_prefix = "happy_";
235         }
236         else if(autocvar_cl_particlegibs)
237         {
238                 type |= 0x80;
239                 gentle_prefix = "particlegibs_";
240         }
241
242         if (!(cl_gentle_gibs || autocvar_cl_gentle))
243                 amount *= 1 - autocvar_cl_nogibs;
244
245         if(autocvar_ekg)
246                 amount *= 5;
247
248         if(amount <= 0 || !isNew)
249                 return;
250
251         setorigin(this, org); // for the sounds
252
253         int specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..7, bit indexes 3,4,5)
254         bool issilent = (type & 0x40);
255         type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib
256         string specstr = species_prefix(specnum);
257
258         switch(type)
259         {
260                 case 0x01:
261                         if(!issilent)
262                                 sound (this, CH_PAIN, SND_GIB, VOL_BASE, ATTEN_NORM);
263
264                         if(prandom() < amount)
265                                 TossGib ("models/gibs/eye.md3", org, org, vel, prandomvec() * 150, specnum, 0, issilent);
266                         new_te_bloodshower(_particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);
267                         if(prandom() < amount)
268                                 TossGib ("models/gibs/bloodyskull.md3", org, org + 16 * prandomvec(), vel, prandomvec() * 100, specnum, 0, issilent);
269
270                         for(int c = 0; c < amount; ++c)
271                         {
272                                 int randomvalue = amount - c;
273
274                                 if(prandom() < randomvalue)
275                                         TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
276                                 if(prandom() < randomvalue)
277                                         TossGib ("models/gibs/arm.md3", org, org + 16 * prandomvec() + '0 0 8', vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
278                                 if(prandom() < randomvalue)
279                                         TossGib ("models/gibs/chest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
280                                 if(prandom() < randomvalue)
281                                         TossGib ("models/gibs/smallchest.md3", org, org + 16 * prandomvec(), vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
282                                 if(prandom() < randomvalue)
283                                         TossGib ("models/gibs/leg1.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
284                                 if(prandom() < randomvalue)
285                                         TossGib ("models/gibs/leg2.md3", org, org + 16 * prandomvec() + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
286
287                                 // these splat on impact
288                                 if(prandom() < randomvalue)
289                                         TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
290                                 if(prandom() < randomvalue)
291                                         TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
292                                 if(prandom() < randomvalue)
293                                         TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
294                                 if(prandom() < randomvalue)
295                                         TossGib ("models/gibs/chunk.mdl", org, org + 16 * prandomvec(), vel, prandomvec() * 450, specnum,1, issilent);
296                         }
297                         break;
298                 case 0x02:
299                         __pointparticles(_particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16);
300                         break;
301                 case 0x03:
302                         if(prandom() < amount)
303                                 TossGib ("models/gibs/chunk.mdl", org, org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent); // TODO maybe adjust to more randomization?
304                         break;
305                 case 0x81:
306                         __pointparticles(_particleeffectnum(strcat(gentle_prefix, "damage_dissolve")), org, vel, amount);
307                         break;
308                 case 0x82:
309                         __pointparticles(_particleeffectnum(strcat(gentle_prefix, "damage_hit")), org, vel, amount * 16);
310                         break;
311                 case 0x83:
312                         // no gibs in gentle mode, sorry
313                         break;
314         }
315         delete(this);
316 }
317 #endif