Merge branch 'Mario/monsters' into 'develop'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / weapons / projectile.qc
1 #include "projectile.qh"
2
3 #include <client/mutators/_mod.qh>
4 #include <common/constants.qh>
5 #include <common/effects/all.qh>
6 #include <common/effects/effect.qh>
7 #include <common/mutators/mutator/nades/nades.qh>
8 #include <common/net_linked.qh>
9 #include <common/physics/movetypes/movetypes.qh>
10 #include <lib/csqcmodel/interpolate.qh>
11 #include <lib/warpzone/anglestransform.qh>
12
13 .float alpha;
14 .float scale;
15 .vector colormod;
16
17 void SUB_Stop(entity this, entity toucher)
18 {
19         this.velocity = this.avelocity = '0 0 0';
20         set_movetype(this, MOVETYPE_NONE);
21 }
22
23 void Projectile_ResetTrail(entity this, vector to)
24 {
25         this.trail_oldorigin = to;
26         this.trail_oldtime = time;
27 }
28
29 void Projectile_DrawTrail(entity this, vector to)
30 {
31         vector from = this.trail_oldorigin;
32         // float t0 = this.trail_oldtime;
33         this.trail_oldorigin = to;
34         this.trail_oldtime = time;
35
36         // force the effect even for stationary firemine
37         if (this.cnt == PROJECTILE_FIREMINE)
38                 if (from == to)
39                         from.z += 1;
40
41         if (this.traileffect)
42         {
43                 particles_alphamin = particles_alphamax = particles_fade = sqrt(this.alpha);
44                 entity eff = REGISTRY_GET(Effects, this.traileffect);
45                 boxparticles(particleeffectnum(eff), this, from, to, this.velocity, this.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
46         }
47 }
48
49 void Projectile_Draw(entity this)
50 {
51         vector rot;
52         vector trailorigin;
53         int f;
54         bool drawn;
55         float t;
56         float a;
57
58         f = this.flags;
59
60         if (this.count & 0x80)
61         {
62                 // UNSET_ONGROUND(this);
63                 if (this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FLY)
64                         Movetype_Physics_NoMatchServer(this);
65                 // the trivial movetypes do not have to match the
66                 // server's ticrate as they are ticrate independent
67                 // NOTE: this assumption is only true if MOVETYPE_FLY
68                 // projectiles detonate on impact. If they continue
69                 // moving, we might still be ticrate dependent.
70                 else
71                         Movetype_Physics_MatchServer(this, autocvar_cl_projectiles_sloppy);
72                 if (!IS_ONGROUND(this))
73                         if (this.velocity != '0 0 0')
74                                 this.angles = vectoangles(this.velocity);
75         }
76         else
77         {
78                 InterpolateOrigin_Do(this);
79         }
80
81         if (this.count & 0x80)
82         {
83                 drawn = (time >= this.spawntime - 0.02);
84                 t = max(time, this.spawntime);
85         }
86         else
87         {
88                 drawn = (this.iflags & IFLAG_VALID);
89                 t = time;
90         }
91         bool is_nade = Projectile_isnade(this.cnt);
92
93         if (!(f & FL_ONGROUND))
94         {
95                 rot = '0 0 0';
96                 if (is_nade) rot = this.avelocity;
97                 else switch (this.cnt)
98                 {
99                         case PROJECTILE_GRENADE_BOUNCING:
100                                 rot = '0 -1000 0'; // sideways
101                                 break;
102                         case PROJECTILE_HOOKBOMB:
103                                 rot = '1000 0 0';  // forward
104                                 break;
105                         case PROJECTILE_ROCKET:
106                                 rot = '0 0 720'; // spinning
107                                 break;
108                 }
109
110                 if (rot)
111                 {
112                         if (!rot.x && !rot.y)
113                         {
114                                 // cheaper z-only rotation formula
115                                 this.angles.z = (rot.z * (t - this.spawntime)) % 360;
116                                 if (this.angles.z < 0)
117                                         this.angles.z += 360;
118                         }
119                         else
120                                 this.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(this.angles), rot * (t - this.spawntime)));
121                 }
122         }
123
124         a = 1 - (time - this.fade_time) * this.fade_rate;
125         this.alpha = bound(0, this.alphamod * a, 1);
126         if (this.alpha <= 0)
127                 drawn = 0;
128         this.renderflags = 0;
129
130         vector ang = this.angles;
131         ang.x = -ang.x;
132         trailorigin = this.origin;
133         if (is_nade)
134         {
135                 makevectors(ang);
136                 trailorigin += v_up * 4;
137         }
138         else switch (this.cnt)
139         {
140                 case PROJECTILE_GRENADE:
141                 case PROJECTILE_GRENADE_BOUNCING:
142                         makevectors(ang);
143                         trailorigin += v_right * 1 + v_forward * -10;
144                         break;
145         }
146
147         if (drawn)
148                 Projectile_DrawTrail(this, trailorigin);
149         else
150                 Projectile_ResetTrail(this, trailorigin);
151
152         this.drawmask = 0;
153
154         if (!drawn)
155                 return;
156
157         switch (this.cnt)
158         {
159                 // Possibly add dlights here.
160                 default:
161                         break;
162         }
163
164         this.drawmask = MASK_NORMAL;
165 }
166
167 void loopsound(entity e, int ch, Sound samp, float vol, float attn)
168 {
169         TC(int, ch);
170         if (e.silent)
171                 return;
172
173         sound(e, ch, samp, vol, attn);
174         e.snd_looping = ch;
175 }
176
177 void Ent_RemoveProjectile(entity this)
178 {
179         if (this.count & 0x80)
180         {
181                 tracebox(this.origin, this.mins, this.maxs, this.origin + this.velocity * 0.05, MOVE_NORMAL, this);
182                 Projectile_DrawTrail(this, trace_endpos);
183         }
184 }
185
186 NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
187 {
188         // projectile properties:
189         //   kind (interpolated, or clientside)
190         //
191         //   modelindex
192         //   origin
193         //   scale
194         //   if clientside:
195         //     velocity
196         //     gravity
197         //   soundindex (hardcoded list)
198         //   effects
199         //
200         // projectiles don't send angles, because they always follow the velocity
201
202         int f = ReadByte();
203         this.count = (f & 0x80);
204         this.flags |= FL_PROJECTILE;
205         this.iflags = (this.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
206         this.solid = SOLID_TRIGGER;
207         // this.effects = EF_NOMODELFLAGS;
208
209         // this should make collisions with bmodels more exact, but it leads to
210         // projectiles no longer being able to lie on a bmodel
211         this.move_nomonsters = MOVE_WORLDONLY;
212         if (f & 0x40)
213                 SET_ONGROUND(this);
214         else
215                 UNSET_ONGROUND(this);
216
217         if (!this.move_time)
218         {
219                 // for some unknown reason, we don't need to care for
220                 // sv_gameplayfix_delayprojectiles here.
221                 this.move_time = time;
222                 this.spawntime = time;
223         }
224         else
225         {
226                 this.move_time = max(this.move_time, time);
227         }
228
229         if (!(this.count & 0x80))
230                 InterpolateOrigin_Undo(this);
231
232         if (f & 1)
233         {
234                 this.origin = ReadVector();
235                 setorigin(this, this.origin);
236                 if (this.count & 0x80)
237                 {
238                         this.velocity = ReadVector();
239                         if (f & 0x10)
240                                 this.gravity = ReadCoord();
241                         else
242                                 this.gravity = 0;  // none
243                 }
244
245                 if (time == this.spawntime || (this.count & 0x80) || (f & 0x08))
246                 {
247                         this.trail_oldorigin = this.origin;
248                         if (!(this.count & 0x80))
249                                 InterpolateOrigin_Reset(this);
250                 }
251
252                 if (f & 0x20)
253                 {
254                         this.fade_time = time + ReadByte() * ticrate;
255                         this.fade_rate = 1 / (ReadByte() * ticrate);
256                 }
257                 else
258                 {
259                         this.fade_time = 0;
260                         this.fade_rate = 0;
261                 }
262
263                 int proj_team = ReadByte();
264                 this.team = proj_team - 1;
265
266                 if(teamplay)
267                 {
268                         if(proj_team)
269                                 this.colormap = (this.team) * 0x11; // note: team - 1 on server (client uses different numbers)
270                         else
271                                 this.colormap = 0x00;
272                         this.colormap |= BIT(10); // RENDER_COLORMAPPED
273                 }
274                 else
275                         this.colormap = proj_team;
276                 // TODO: projectiles use glowmaps for their color, not teams
277                 #if 0
278                 if(this.colormap > 0)
279                         this.glowmod = colormapPaletteColor(this.colormap & 0x0F, true);
280                 else
281                         this.glowmod = '1 1 1';
282                 #endif
283         }
284
285         if (f & 2)
286         {
287                 this.cnt = ReadByte();
288
289                 this.silent = (this.cnt & 0x80);
290                 this.cnt = (this.cnt & 0x7F);
291
292                 this.scale = 1;
293                 this.traileffect = 0;
294                 switch (this.cnt)
295                 {
296 #define HANDLE(id) case PROJECTILE_##id: setmodel(this, MDL_PROJECTILE_##id);
297                         HANDLE(ELECTRO)            this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
298                         HANDLE(ROCKET)             this.traileffect = EFFECT_TR_ROCKET.m_id; this.scale = 2; break;
299                         HANDLE(CRYLINK)            this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
300                         HANDLE(CRYLINK_BOUNCING)   this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
301                         HANDLE(ELECTRO_BEAM)       this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
302                         HANDLE(GRENADE)            this.traileffect = EFFECT_TR_GRENADE.m_id; break;
303                         HANDLE(GRENADE_BOUNCING)   this.traileffect = EFFECT_TR_GRENADE.m_id; break;
304                         HANDLE(MINE)               this.traileffect = EFFECT_TR_GRENADE.m_id; break;
305                         HANDLE(BLASTER)            this.traileffect = EFFECT_Null.m_id; break;
306                         HANDLE(ARC_BOLT)           this.traileffect = EFFECT_TR_WIZSPIKE.m_id; break;
307                         HANDLE(HLAC)               this.traileffect = EFFECT_Null.m_id; break;
308                         HANDLE(PORTO_RED)          this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
309                         HANDLE(PORTO_BLUE)         this.traileffect = EFFECT_TR_WIZSPIKE.m_id; this.scale = 4; break;
310                         HANDLE(HOOKBOMB)           this.traileffect = EFFECT_TR_KNIGHTSPIKE.m_id; break;
311                         HANDLE(HAGAR)              this.traileffect = EFFECT_HAGAR_ROCKET.m_id; this.scale = 0.75; break;
312                         HANDLE(HAGAR_BOUNCING)     this.traileffect = EFFECT_HAGAR_ROCKET.m_id; this.scale = 0.75; break;
313                         HANDLE(FIREBALL)           this.modelindex = 0; this.traileffect = EFFECT_FIREBALL.m_id; break; // particle effect is good enough
314                         HANDLE(FIREMINE)           this.modelindex = 0; this.traileffect = EFFECT_FIREMINE.m_id; break; // particle effect is good enough
315                         HANDLE(TAG)                this.traileffect = EFFECT_TR_ROCKET.m_id; break;
316                         HANDLE(FLAC)               this.scale = 0.4; this.traileffect = EFFECT_FLAC_TRAIL.m_id; break;
317                         HANDLE(SEEKER)             this.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
318
319                         HANDLE(MAGE_SPIKE)         this.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
320                         HANDLE(GOLEM_LIGHTNING)    this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
321
322                         HANDLE(RAPTORBOMB)         this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
323                         HANDLE(RAPTORBOMBLET)      this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
324                         HANDLE(RAPTORCANNON)       this.traileffect = EFFECT_TR_CRYLINKPLASMA.m_id; break;
325
326                         HANDLE(SPIDERROCKET)       this.traileffect = EFFECT_SPIDERBOT_ROCKET_TRAIL.m_id; break;
327                         HANDLE(WAKIROCKET)         this.traileffect = EFFECT_RACER_ROCKET_TRAIL.m_id; break;
328                         HANDLE(WAKICANNON)         this.traileffect = EFFECT_Null.m_id; break;
329
330                         HANDLE(BUMBLE_GUN)         this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
331                         HANDLE(BUMBLE_BEAM)        this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
332
333                         HANDLE(RPC)                this.traileffect = EFFECT_TR_ROCKET.m_id; break;
334
335                         HANDLE(ROCKETMINSTA_LASER) this.traileffect = EFFECT_ROCKETMINSTA_LASER(this.team).m_id; break;
336 #undef HANDLE
337                         default:
338                                 if (MUTATOR_CALLHOOK(Ent_Projectile, this))
339                                         break;
340
341                                 error("Received invalid CSQC projectile, can't work with this!");
342                                 break;
343                 }
344
345                 this.mins = '0 0 0';
346                 this.maxs = '0 0 0';
347                 this.colormod = '0 0 0';
348                 settouch(this, SUB_Stop);
349                 set_movetype(this, MOVETYPE_TOSS);
350                 this.alphamod = 1;
351
352                 switch (this.cnt)
353                 {
354                         case PROJECTILE_ELECTRO:
355                                 // only new engines support sound moving with object
356                                 loopsound(this, CH_SHOTS_SINGLE, SND_ELECTRO_FLY, VOL_BASE, ATTEN_NORM);
357                                 this.mins = '-4 -4 -4';
358                                 this.maxs = '4 4 4';
359                                 set_movetype(this, MOVETYPE_BOUNCE);
360                                 settouch(this, func_null);
361                                 this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
362                                 this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
363                                 break;
364                         case PROJECTILE_RPC:
365                         case PROJECTILE_ROCKET:
366                                 loopsound(this, CH_SHOTS_SINGLE, SND_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
367                                 this.mins = '-3 -3 -3';
368                                 this.maxs = '3 3 3';
369                                 break;
370                         case PROJECTILE_GRENADE:
371                                 this.mins = '-3 -3 -3';
372                                 this.maxs = '3 3 3';
373                                 break;
374                         case PROJECTILE_GRENADE_BOUNCING:
375                                 this.mins = '-3 -3 -3';
376                                 this.maxs = '3 3 3';
377                                 set_movetype(this, MOVETYPE_BOUNCE);
378                                 settouch(this, func_null);
379                                 this.bouncefactor = WEP_CVAR(mortar, bouncefactor);
380                                 this.bouncestop = WEP_CVAR(mortar, bouncestop);
381                                 break;
382                         case PROJECTILE_GOLEM_LIGHTNING:
383                                 this.mins = '-8 -8 -8';
384                                 this.maxs = '8 8 8';
385                                 this.scale = 2.5;
386                                 this.avelocity = randomvec() * 720;
387                                 break;
388                         case PROJECTILE_MINE:
389                                 this.mins = '-4 -4 -4';
390                                 this.maxs = '4 4 4';
391                                 break;
392                         case PROJECTILE_PORTO_RED:
393                                 this.colormod = '2 1 1';
394                                 this.alphamod = 0.5;
395                                 set_movetype(this, MOVETYPE_BOUNCE);
396                                 settouch(this, func_null);
397                                 break;
398                         case PROJECTILE_PORTO_BLUE:
399                                 this.colormod = '1 1 2';
400                                 this.alphamod = 0.5;
401                                 set_movetype(this, MOVETYPE_BOUNCE);
402                                 settouch(this, func_null);
403                                 break;
404                         case PROJECTILE_HAGAR_BOUNCING:
405                                 set_movetype(this, MOVETYPE_BOUNCE);
406                                 settouch(this, func_null);
407                                 break;
408                         case PROJECTILE_CRYLINK_BOUNCING:
409                                 set_movetype(this, MOVETYPE_BOUNCE);
410                                 settouch(this, func_null);
411                                 break;
412                         case PROJECTILE_FIREBALL:
413                                 loopsound(this, CH_SHOTS_SINGLE, SND_FIREBALL_FLY2, VOL_BASE, ATTEN_NORM);
414                                 this.mins = '-16 -16 -16';
415                                 this.maxs = '16 16 16';
416                                 break;
417                         case PROJECTILE_FIREMINE:
418                                 loopsound(this, CH_SHOTS_SINGLE, SND_FIREBALL_FLY, VOL_BASE, ATTEN_NORM);
419                                 set_movetype(this, MOVETYPE_BOUNCE);
420                                 settouch(this, func_null);
421                                 this.mins = '-4 -4 -4';
422                                 this.maxs = '4 4 4';
423                                 break;
424                         case PROJECTILE_TAG:
425                                 this.mins = '-2 -2 -2';
426                                 this.maxs = '2 2 2';
427                                 break;
428                         case PROJECTILE_FLAC:
429                                 this.mins = '-2 -2 -2';
430                                 this.maxs = '2 2 2';
431                                 break;
432                         case PROJECTILE_SEEKER:
433                                 loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
434                                 this.mins = '-4 -4 -4';
435                                 this.maxs = '4 4 4';
436                                 break;
437                         case PROJECTILE_ARC_BOLT:
438                                 set_movetype(this, MOVETYPE_BOUNCE);
439                                 settouch(this, func_null);
440                                 break;
441                         case PROJECTILE_RAPTORBOMB:
442                                 this.mins = '-3 -3 -3';
443                                 this.maxs = '3 3 3';
444                                 break;
445                         case PROJECTILE_RAPTORBOMBLET:
446                                 break;
447                         case PROJECTILE_RAPTORCANNON:
448                                 break;
449                         case PROJECTILE_SPIDERROCKET:
450                                 loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
451                                 break;
452                         case PROJECTILE_WAKIROCKET:
453                                 loopsound(this, CH_SHOTS_SINGLE, SND_TAG_ROCKET_FLY, VOL_BASE, ATTEN_NORM);
454                                 break;
455                         /*
456                         case PROJECTILE_WAKICANNON:
457                             break;
458                         case PROJECTILE_BUMBLE_GUN:
459                             // only new engines support sound moving with object
460                             loopsound(this, CH_SHOTS_SINGLE, SND_ELECTRO_FLY, VOL_BASE, ATTEN_NORM);
461                             this.mins = '0 0 -4';
462                             this.maxs = '0 0 -4';
463                             this.move_movetype = MOVETYPE_BOUNCE;
464                             settouch(this, func_null);
465                             this.bouncefactor = WEP_CVAR_SEC(electro, bouncefactor);
466                             this.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
467                             break;
468                         */
469                         default:
470                                 break;
471                 }
472
473                 MUTATOR_CALLHOOK(EditProjectile, this);
474
475                 setsize(this, this.mins, this.maxs);
476         }
477
478         return = true;
479
480         if (this.gravity)
481         {
482                 if (this.move_movetype == MOVETYPE_FLY)
483                         set_movetype(this, MOVETYPE_TOSS);
484                 if (this.move_movetype == MOVETYPE_BOUNCEMISSILE)
485                         set_movetype(this, MOVETYPE_BOUNCE);
486         }
487         else
488         {
489                 if (this.move_movetype == MOVETYPE_TOSS)
490                         set_movetype(this, MOVETYPE_FLY);
491                 if (this.move_movetype == MOVETYPE_BOUNCE)
492                         set_movetype(this, MOVETYPE_BOUNCEMISSILE);
493         }
494
495         if (!(this.count & 0x80))
496                 InterpolateOrigin_Note(this);
497
498         this.draw = Projectile_Draw;
499         if (isnew) IL_PUSH(g_drawables, this);
500         this.entremove = Ent_RemoveProjectile;
501 }
502
503 PRECACHE(Projectiles)
504 {
505         MUTATOR_CALLHOOK(PrecacheProjectiles);
506 }