]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/vehicles/vehicles.qc
No csqc vehicles enabled for now, make raptor aim-lock a bit better when strafing...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / vehicles / vehicles.qc
index b96a2e90004083219120e950ef9c8f5e3451b2d2..cef72363d08f45bb69a3bc167b46ec4a4137aa14 100644 (file)
@@ -10,7 +10,10 @@ void vehicles_clearrturn();
 void vehicles_setreturn();
 
 
-#define MAX_AXH 4
+/** AuxiliaryXhair*
+    Send addictional points of interest to be drawn, to vehicle owner
+**/
+float MAX_AXH = 4;
 .entity AuxiliaryXhair[MAX_AXH];
 
 float SendAuxiliaryXhair(entity to, float sf)
@@ -75,6 +78,7 @@ void SendAuxiliaryXhair2(entity own, vector loc, vector clr, float axh_id)
 
 }
 */
+// End AuxiliaryXhair
 
 void CSQCVehicleSetup(entity own, float vehicle_id)
 {
@@ -85,6 +89,19 @@ void CSQCVehicleSetup(entity own, float vehicle_id)
        WriteByte(MSG_ONE, vehicle_id);
 }
 
+/** vehicles_locktarget
+
+    Generic target locking.
+
+    Figure out if what target is "locked" (if any), for missile tracking as such.
+
+    after calling, "if(self.lock_target != world && self.lock_strength == 1)" mean
+    you have a locked in target.
+
+    Exspects a crosshair_trace() or equivalent to be
+    dont before calling.
+
+**/
 .entity lock_target;
 .float  lock_strength;
 .float  lock_time;
@@ -135,15 +152,15 @@ void vehicles_locktarget(float incr, float decr, float _lock_time)
     }
 }
 
-
 #define VEHICLE_UPDATE_PLAYER(fld,vhname) \
-self.owner.vehicle_##fld = self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld
+self.owner.vehicle_##fld = (self.vehicle_##fld / autocvar_g_vehicle_##vhname##_##fld) * 100
 
 #define vehicles_sweap_collision(orig,vel,dt,acm,mult) \
 traceline(orig, orig + vel * dt, MOVE_NORMAL, self); \
 if(trace_fraction != 1) \
     acm += normalize(self.origin - trace_endpos) * (vlen(vel) * mult)
 
+// Hover movement support
 float  force_fromtag_power;
 float  force_fromtag_normpower;
 vector force_fromtag_origin;
@@ -159,6 +176,8 @@ vector vehicles_force_fromtag_hover(string tag_name, float spring_length, float
     return v_forward  * force_fromtag_power;
 }
 
+// Experimental hovermode wich uses attraction/repulstion from surface insted of gravity/repulsion
+// Can possibly be use to move abt any surface (inclusing walls/celings)
 vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float max_power)
 {
 
@@ -166,6 +185,7 @@ vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float
     v_forward  = normalize(v_forward) * -1;
     traceline(force_fromtag_origin, force_fromtag_origin - (v_forward  * spring_length), MOVE_NORMAL, self);
 
+    // TODO - this may NOT be compatible with wall/celing movement, unhardcode 0.25 (engine count multiplier)
     if(trace_fraction == 1.0)
     {
         force_fromtag_normpower = -0.25;
@@ -178,14 +198,105 @@ vector vehicles_force_fromtag_maglev(string tag_name, float spring_length, float
     return v_forward  * force_fromtag_power;
 }
 
+// Generic vehile projectile system
+void vehicles_projectile_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+{
+    self.health -= damage;
+    self.velocity += force;
+    if(self.health < 1)
+    {
+        self.takedamage = DAMAGE_NO;
+        self.event_damage = SUB_Null;
+        self.think = self.use;
+        self.nextthink = time;
+    }
+
+}
+
+void vehicles_projectile_explode()
+{
+    if(self.owner && other != world)
+    {
+        if(other == self.owner.vehicle)
+            return;
+
+        if(other == self.owner.vehicle.tur_head)
+            return;
+    }
+
+       PROJECTILE_TOUCH;
+
+       self.event_damage = SUB_Null;
+    RadiusDamage (self, self.realowner, self.shot_dmg, 0, self.shot_radius, self, self.shot_force, self.totalfrags, other);
+
+    remove (self);
+}
+
+entity vehicles_projectile(string _mzlfx, string _mzlsound,
+                           vector _org, vector _vel,
+                           float _dmg, float _radi, float _force,  float _size,
+                           float _deahtype, float _projtype, float _health,
+                           float _cull, float _clianim)
+{
+    entity proj;
+
+    proj = spawn();
+
+    PROJECTILE_MAKETRIGGER(proj);
+    setorigin(proj, _org);
+
+    proj.shot_dmg         = _dmg;
+    proj.shot_radius      = _radi;
+    proj.shot_force       = _force;
+    proj.totalfrags       = _deahtype;
+    proj.solid            = SOLID_BBOX;
+    proj.movetype         = MOVETYPE_FLYMISSILE;
+    proj.flags            = FL_PROJECTILE;
+    proj.bot_dodge        = TRUE;
+    proj.bot_dodgerating  = _dmg;
+    proj.velocity         = _vel;
+    proj.touch            = vehicles_projectile_explode;
+    proj.use              = vehicles_projectile_explode;
+    proj.owner            = self;
+    proj.realowner        = self.owner;
+    proj.think            = SUB_Remove;
+    proj.nextthink        = time + 30;
+
+    if(_health)
+    {
+        proj.takedamage       = DAMAGE_AIM;
+        proj.event_damage     = vehicles_projectile_damage;
+        proj.health           = _health;
+    }
+    else
+        proj.flags           = FL_PROJECTILE | FL_NOTARGET;
+
+    if(_mzlsound)
+        sound (self, CHAN_WEAPON, _mzlsound, VOL_BASE, ATTN_NORM);
 
+    if(_mzlfx)
+        pointparticles(particleeffectnum(_mzlfx), proj.origin, proj.velocity, 1);
+
+
+    setsize (proj, '-1 -1 -1' * _size, '1 1 1' * _size);
+
+    CSQCProjectile(proj, _clianim, _projtype, _cull);
+
+    return proj;
+}
+// End generic vehile projectile system
 
+/** vehicles_spawn
+    Exetuted for all vehiles on (re)spawn.
+    Sets defaults for newly spawned units.
+**/
 void vehicles_spawn()
 {
     dprint("Spawning vehicle: ", self.netname, "\n");
 
     // De-own & reset
     self.vehicle_hudmodel.viewmodelforclient = self;
+
     self.owner              = world;
     self.touch              = vehicles_touch;
     self.event_damage       = vehicles_damage;
@@ -197,6 +308,7 @@ void vehicles_spawn()
     self.bot_attack         = TRUE;
     self.flags              = FL_NOTARGET;
     self.avelocity          = '0 0 0';
+    self.velocity           = '0 0 0';
 
     // Reset locking
     self.lock_strength      = 0;
@@ -244,7 +356,7 @@ void vehicles_touch()
             else if(vehicles_crushable(other))
             {
                 if(vlen(self.velocity) != 0)
-                    Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_SBCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
+                    Damage(other, self, self.owner, autocvar_g_vehicles_crush_dmg, DEATH_VHCRUSH, '0 0 0', normalize(other.origin - self.origin) * autocvar_g_vehicles_crush_force);
             }
         }
         return;
@@ -289,7 +401,13 @@ void vehicles_enter()
     self.owner          = other;
     self.switchweapon   = other.switchweapon;
 
-    self.vehicle_hudmodel.viewmodelforclient = self.owner;
+    // .viewmodelforclient works better.
+    //self.vehicle_hudmodel.drawonlytoclient = self.owner;
+
+#ifndef VEHICLES_CSQC
+        self.vehicle_hudmodel.viewmodelforclient = self.owner;
+#endif
+
     self.event_damage         = vehicles_damage;
     self.nextthink            = 0;
     self.owner.angles         = self.angles;
@@ -312,30 +430,37 @@ void vehicles_enter()
     self.owner.vehicle_reload1  = self.vehicle_reload1;
     self.owner.vehicle_reload2  = self.vehicle_reload2;
 
+    // Cant do this, hides attached objects too.
+    //self.exteriormodeltoclient = self.owner;
+    //self.tur_head.exteriormodeltoclient = self.owner;
+
     other.flags &~= FL_ONGROUND;
     self.flags  &~= FL_ONGROUND;
 
     self.team                 = self.owner.team;
     self.flags               -= FL_NOTARGET;
 
+#ifndef VEHICLES_CSQC
     msg_entity = other;
     WriteByte (MSG_ONE, SVC_SETVIEWPORT);
     WriteEntity(MSG_ONE, self.vehicle_viewport);
 
-    WriteByte (MSG_ONE, SVC_SETVIEWANGLES);  // 10 = SVC_SETVIEWANGLES
+    WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
     if(self.tur_head)
     {
-        WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x);    // tilt
-        WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y);    // yaw
-        WriteAngle(MSG_ONE, 0);    // roll
+        WriteAngle(MSG_ONE, self.tur_head.angles_x + self.angles_x); // tilt
+        WriteAngle(MSG_ONE, self.tur_head.angles_y + self.angles_y); // yaw
+        WriteAngle(MSG_ONE, 0);                                      // roll
     }
     else
     {
-        WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
-        WriteAngle(MSG_ONE,  self.angles_x * -1);    // tilt
-        WriteAngle(MSG_ONE,  self.angles_y);    // yaw
-        WriteAngle(MSG_ONE,  0);                // roll
+        WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+        WriteAngle(MSG_ONE,  self.angles_x * -1); // tilt
+        WriteAngle(MSG_ONE,  self.angles_y);      // yaw
+        WriteAngle(MSG_ONE,  0);                  // roll
     }
+#endif
+#endif
 
     vehicles_clearrturn();
 
@@ -354,8 +479,8 @@ void vehicles_exit(float eject)
         WriteByte (MSG_ONE, SVC_SETVIEWPORT);
         WriteEntity( MSG_ONE, self.owner);
 
-        WriteByte (MSG_ONE, SVC_SETVIEWANGLES); // 10 = SVC_SETVIEWANGLES
-        WriteAngle(MSG_ONE, 0);                 // tilt
+        WriteByte (MSG_ONE, SVC_SETVIEWANGLES);
+        WriteAngle(MSG_ONE, 0);                 // pich
         WriteAngle(MSG_ONE, self.angles_y);     // yaw
         WriteAngle(MSG_ONE, 0);                 // roll
 
@@ -372,13 +497,14 @@ void vehicles_exit(float eject)
         self.owner.event_damage   = PlayerDamage;
         self.owner.hud            = HUD_NORMAL;
         self.owner.switchweapon   = self.switchweapon;
+        self.owner.BUTTON_USE     = 0;
     }
 
     if(self.deadflag == DEAD_NO)
         self.avelocity          = '0 0 0';
 
     self.vehicle_hudmodel.viewmodelforclient = self;
-       self.tur_head.nodrawtoclient             = self;
+       self.tur_head.nodrawtoclient             = world;
     vehicles_setreturn();
 
     self.phase = time + 1;
@@ -399,7 +525,7 @@ void vehicles_regen(.float timer, .float regen_field, float field_max, float rpa
         self.regen_field = min(self.regen_field + regen * delta_time, field_max);
 
         if(self.owner)
-            self.owner.regen_field = self.regen_field / field_max;
+            self.owner.regen_field = (self.regen_field / field_max) * 100;
     }
 }
 
@@ -408,7 +534,7 @@ void shieldhit_think()
     self.alpha -= 0.1;
     if (self.alpha <= 0)
     {
-        setmodel(self, "");
+        //setmodel(self, "");
         self.alpha = -1;
     }
     else
@@ -419,36 +545,36 @@ void shieldhit_think()
 
 void vehicles_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
-    float ddmg_take;
-
     self.dmg_time = time;
 
     if((self.vehicle_flags & VHF_HASSHIELD) && (self.vehicle_shield > 0))
     {
-        if (wasfreed(self.tur_head.enemy) || self.tur_head.enemy == world)
+        if (wasfreed(self.vehicle_shieldent) || self.vehicle_shieldent == world)
         {
-            self.tur_head.enemy = spawn();
-            self.tur_head.enemy.effects = EF_LOWPRECISION;
+            self.vehicle_shieldent = spawn();
+            self.vehicle_shieldent.effects = EF_LOWPRECISION;
+
+            setmodel(self.vehicle_shieldent, "models/vhshield.md3");
+            setattachment(self.vehicle_shieldent, self, "");
+            setorigin(self.vehicle_shieldent, real_origin(self) - self.origin);
+            self.vehicle_shieldent.scale       = 256 / vlen(self.maxs - self.mins);
+            self.vehicle_shieldent.think       = shieldhit_think;
         }
 
-        setmodel(self.tur_head.enemy, "models/vhshield.md3");
-        setattachment(self.tur_head.enemy, self, "");
 
-        self.tur_head.enemy.colormod    = '1 1 1';
-        self.tur_head.enemy.alpha       = 0.45;
-        self.tur_head.enemy.scale       = 256 / vlen(self.maxs - self.mins);
-        self.tur_head.enemy.angles      = vectoangles(normalize(hitloc - self.origin)) - self.angles;
-        self.tur_head.enemy.think       = shieldhit_think;
-        self.tur_head.enemy.nextthink   = time;
+        self.vehicle_shieldent.colormod    = '1 1 1';
+        self.vehicle_shieldent.alpha       = 0.45;
+        self.vehicle_shieldent.angles      = vectoangles(normalize(hitloc - (self.origin + self.vehicle_shieldent.origin))) - self.angles;
+        self.vehicle_shieldent.nextthink   = time;
 
         self.vehicle_shield -= damage;
+
         if(self.vehicle_shield < 0)
         {
-            self.tur_head.enemy.colormod = '2 0 0';
-            ddmg_take = fabs(self.vehicle_shield);
-            self.vehicle_shield         = 0;
-            self.tur_head.enemy.alpha   = 0.75;
-            self.vehicle_health         -= ddmg_take;
+            self.vehicle_shieldent.colormod = '2 0 0';
+            self.vehicle_shield             = 0;
+            self.vehicle_shieldent.alpha    = 0.75;
+            self.vehicle_health            -= fabs(self.vehicle_shield);
         }
     }
     else
@@ -542,29 +668,32 @@ void vehicles_reset_colors()
     else
         _colormap = 1024;
 
-    _glowmod    = '0 0 0';
-    _colormod   = '0 0 0';
+    _glowmod  = '0 0 0';
+    _colormod = '0 0 0';
 
     // Find all ents attacked to main model and setup effects, colormod etc.
     e = findchainentity(tag_entity, self);
     while(e)
     {
-        e.effects   = _effects;
-        e.colormod  = _colormod;
-        e.colormap  = _colormap;
-        e.alpha     = 1;
-
+        if(e != self.vehicle_shieldent)
+        {
+            e.effects   = _effects  | EF_LOWPRECISION;
+            e.colormod  = _colormod;
+            e.colormap  = _colormap;
+            e.alpha     = 1;
+        }
         e = e.chain;
     }
 
-    self.effects  = _effects;
-    self.colormod = _colormod;
-    self.colormap = _colormap;
-
-    self.alpha          = 1;
-    self.avelocity      = '0 0 0';
-    self.velocity       = '0 0 0';
+    self.vehicle_hudmodel.effects  = self.effects  = _effects | EF_LOWPRECISION;
+    self.vehicle_hudmodel.colormod = self.colormod = _colormod;
+    self.vehicle_hudmodel.colormap = self.colormap = _colormap;
+    self.vehicle_viewport.effects = (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT);
 
+    self.alpha     = 1;
+    self.avelocity = '0 0 0';
+    self.velocity  = '0 0 0';
+    self.effects   = _effects;
 }
 
 float vehicle_initialize(string  net_name,
@@ -575,27 +704,28 @@ float vehicle_initialize(string  net_name,
                          string  hudtag,
                          string  viewtag,
                          float   vhud,
-                         vector min_s,
-                         vector max_s,
-                         float  nodrop,
+                         vector  min_s,
+                         vector  max_s,
+                         float   nodrop,
                          void()  spawnproc,
                          float   _respawntime,
                          float() physproc,
                          void()  enterproc,
                          void(float extflag) exitfunc,
                          void() dieproc,
-                         void() thinkproc )
+                         void() thinkproc,
+                         float  use_csqc)
 {
     addstat(STAT_HUD, AS_INT,  hud);
-       addstat(STAT_VEHICLESTAT_HEALTH,  AS_FLOAT, vehicle_health);
-       addstat(STAT_VEHICLESTAT_SHIELD,  AS_FLOAT, vehicle_shield);
-       addstat(STAT_VEHICLESTAT_ENERGY,  AS_FLOAT, vehicle_energy);
+       addstat(STAT_VEHICLESTAT_HEALTH,  AS_INT, vehicle_health);
+       addstat(STAT_VEHICLESTAT_SHIELD,  AS_INT, vehicle_shield);
+       addstat(STAT_VEHICLESTAT_ENERGY,  AS_INT, vehicle_energy);
 
        addstat(STAT_VEHICLESTAT_AMMO1,   AS_INT,   vehicle_ammo1);
-       addstat(STAT_VEHICLESTAT_RELOAD1, AS_FLOAT, vehicle_reload1);
+       addstat(STAT_VEHICLESTAT_RELOAD1, AS_INT, vehicle_reload1);
 
        addstat(STAT_VEHICLESTAT_AMMO2,   AS_INT,   vehicle_ammo2);
-       addstat(STAT_VEHICLESTAT_RELOAD2, AS_FLOAT, vehicle_reload2);
+       addstat(STAT_VEHICLESTAT_RELOAD2, AS_INT, vehicle_reload2);
 
     if(bodymodel == "")
         error("vehicles: missing bodymodel!");
@@ -624,7 +754,7 @@ float vehicle_initialize(string  net_name,
     self.iscreature         = TRUE;
     self.hud                = vhud;
 
-    self.customizeentityforclient = vehicles_customizeentityforclient;
+    //self.customizeentityforclient = vehicles_customizeentityforclient;
     self.vehicle_die         = dieproc;
     self.vehicle_exit        = exitfunc;
     self.vehicle_enter       = enterproc;
@@ -670,7 +800,10 @@ float vehicle_initialize(string  net_name,
 
     self.pos1 = self.origin;
     self.pos2 = self.angles;
-
+#ifdef VEHICLES_CSQC
+    if(use_csqc)
+        net_link_vehile();
+#endif
     return TRUE;
 }