]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/weapons/projectile.qc
#include this
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / weapons / projectile.qc
1 #if defined(CSQC)
2         #include "../../dpdefs/csprogsdefs.qc"
3     #include "../Defs.qc"
4     #include "../../common/constants.qh"
5     #include "../../warpzonelib/anglestransform.qh"
6     #include "../../common/util.qh"
7     #include "../../common/nades.qh"
8     #include "../../common/buffs.qh"
9     #include "../autocvars.qh"
10     #include "../../csqcmodellib/interpolate.qh"
11     #include "../movetypes.qh"
12     #include "../main.qh"
13     #include "../../csqcmodellib/cl_model.qh"
14     #include "projectile.qh"
15     #include "../../server/t_items.qh"
16 #elif defined(MENUQC)
17 #elif defined(SVQC)
18 #endif
19
20 .vector iorigin1, iorigin2;
21 .float spawntime;
22 .vector trail_oldorigin;
23 .float trail_oldtime;
24 .float fade_time, fade_rate;
25
26 void SUB_Stop()
27 {
28         self.move_velocity = self.move_avelocity = '0 0 0';
29         self.move_movetype = MOVETYPE_NONE;
30 }
31
32 .float alphamod;
33 .int count; // set if clientside projectile
34 .int cnt; // sound index
35 .float gravity;
36 .int snd_looping;
37 .bool silent;
38
39 void Projectile_ResetTrail(vector to)
40 {
41         self.trail_oldorigin = to;
42         self.trail_oldtime = time;
43 }
44
45 void Projectile_DrawTrail(vector to)
46 {
47         vector from;
48         float t0;
49
50         from = self.trail_oldorigin;
51         t0 = self.trail_oldtime;
52         self.trail_oldorigin = to;
53         self.trail_oldtime = time;
54
55         // force the effect even for stationary firemine
56         if(self.cnt == PROJECTILE_FIREMINE)
57                 if(from == to)
58                         from.z += 1;
59
60         if (self.traileffect)
61         {
62                 particles_alphamin = particles_alphamax = particles_fade = sqrt(self.alpha);
63                 boxparticles(self.traileffect, self, from, to, self.velocity, self.velocity, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE | PARTICLES_DRAWASTRAIL);
64         }
65 }
66
67 void Projectile_Draw()
68 {
69         vector rot;
70         vector trailorigin;
71         int f;
72         bool drawn;
73         float t;
74         float a;
75
76         f = self.move_flags;
77
78         if(self.count & 0x80)
79         {
80                 //self.move_flags &= ~FL_ONGROUND;
81                 if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
82                         Movetype_Physics_NoMatchServer();
83                         // the trivial movetypes do not have to match the
84                         // server's ticrate as they are ticrate independent
85                         // NOTE: this assumption is only true if MOVETYPE_FLY
86                         // projectiles detonate on impact. If they continue
87                         // moving, we might still be ticrate dependent.
88                 else
89                         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
90                 if(!(self.move_flags & FL_ONGROUND))
91                         if(self.velocity != '0 0 0')
92                                 self.move_angles = self.angles = vectoangles(self.velocity);
93         }
94         else
95         {
96                 InterpolateOrigin_Do();
97         }
98
99         if(self.count & 0x80)
100         {
101                 drawn = (time >= self.spawntime - 0.02);
102                 t = max(time, self.spawntime);
103         }
104         else
105         {
106                 drawn = (self.iflags & IFLAG_VALID);
107                 t = time;
108         }
109
110         if(!(f & FL_ONGROUND))
111         {
112                 rot = '0 0 0';
113                 switch(self.cnt)
114                 {
115                         /*
116                         case PROJECTILE_GRENADE:
117                                 rot = '-2000 0 0'; // forward
118                                 break;
119                         */
120                         case PROJECTILE_GRENADE_BOUNCING:
121                                 rot = '0 -1000 0'; // sideways
122                                 break;
123                         case PROJECTILE_HOOKBOMB:
124                                 rot = '1000 0 0'; // forward
125                                 break;
126                         default:
127                                 break;
128                 }
129
130                 if(Nade_IDFromProjectile(self.cnt) != 0)
131                         rot = self.avelocity;
132
133                 self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
134         }
135
136         vector ang;
137         ang = self.angles;
138         ang_x = -ang.x;
139         makevectors(ang);
140
141         a = 1 - (time - self.fade_time) * self.fade_rate;
142         self.alpha = bound(0, self.alphamod * a, 1);
143         if(self.alpha <= 0)
144                 drawn = 0;
145         self.renderflags = 0;
146
147         trailorigin = self.origin;
148         switch(self.cnt)
149         {
150                 case PROJECTILE_GRENADE:
151                 case PROJECTILE_GRENADE_BOUNCING:
152                         trailorigin += v_right * 1 + v_forward * -10;
153                         break;
154                 default:
155                         break;
156         }
157
158         if(Nade_IDFromProjectile(self.cnt) != 0)
159                 trailorigin += v_up * 4;
160
161         if(drawn)
162                 Projectile_DrawTrail(trailorigin);
163         else
164                 Projectile_ResetTrail(trailorigin);
165
166         self.drawmask = 0;
167
168         if(!drawn)
169                 return;
170
171         switch(self.cnt)
172         {
173                 // Possibly add dlights here.
174                 default:
175                         break;
176         }
177
178         self.drawmask = MASK_NORMAL;
179 }
180
181 void loopsound(entity e, int ch, string samp, float vol, float attn)
182 {
183         if(self.silent)
184                 return;
185
186         sound(e, ch, samp, vol, attn);
187         e.snd_looping = ch;
188 }
189
190 void Ent_RemoveProjectile()
191 {
192         if(self.count & 0x80)
193         {
194                 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
195                 Projectile_DrawTrail(trace_endpos);
196         }
197 }
198
199 void Ent_Projectile()
200 {
201         int f;
202
203         // projectile properties:
204         //   kind (interpolated, or clientside)
205         //
206         //   modelindex
207         //   origin
208         //   scale
209         //   if clientside:
210         //     velocity
211         //     gravity
212         //   soundindex (hardcoded list)
213         //   effects
214         //
215         // projectiles don't send angles, because they always follow the velocity
216
217         f = ReadByte();
218         self.count = (f & 0x80);
219         self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES | IFLAG_ORIGIN;
220         self.solid = SOLID_TRIGGER;
221         //self.effects = EF_NOMODELFLAGS;
222
223         // this should make collisions with bmodels more exact, but it leads to
224         // projectiles no longer being able to lie on a bmodel
225         self.move_nomonsters = MOVE_WORLDONLY;
226         if(f & 0x40)
227                 self.move_flags |= FL_ONGROUND;
228         else
229                 self.move_flags &= ~FL_ONGROUND;
230
231         if(!self.move_time)
232         {
233                 // for some unknown reason, we don't need to care for
234                 // sv_gameplayfix_delayprojectiles here.
235                 self.move_time = time;
236                 self.spawntime = time;
237         }
238         else
239                 self.move_time = max(self.move_time, time);
240
241         if(!(self.count & 0x80))
242                 InterpolateOrigin_Undo();
243
244         if(f & 1)
245         {
246                 self.origin_x = ReadCoord();
247                 self.origin_y = ReadCoord();
248                 self.origin_z = ReadCoord();
249                 setorigin(self, self.origin);
250                 if(self.count & 0x80)
251                 {
252                         self.velocity_x = ReadCoord();
253                         self.velocity_y = ReadCoord();
254                         self.velocity_z = ReadCoord();
255                         if(f & 0x10)
256                                 self.gravity = ReadCoord();
257                         else
258                                 self.gravity = 0; // none
259                         self.move_origin = self.origin;
260                         self.move_velocity = self.velocity;
261                 }
262
263                 if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
264                 {
265                         self.trail_oldorigin = self.origin;
266                         if(!(self.count & 0x80))
267                                 InterpolateOrigin_Reset();
268                 }
269
270                 if(f & 0x20)
271                 {
272                         self.fade_time = time + ReadByte() * ticrate;
273                         self.fade_rate = 1 / (ReadByte() * ticrate);
274                 }
275                 else
276                 {
277                         self.fade_time = 0;
278                         self.fade_rate = 0;
279                 }
280
281                 self.team = ReadByte() - 1;
282         }
283
284         if(f & 2)
285         {
286                 self.cnt = ReadByte();
287
288                 self.silent = (self.cnt & 0x80);
289                 self.cnt = (self.cnt & 0x7F);
290
291                 self.scale = 1;
292                 self.traileffect = 0;
293                 switch(self.cnt)
294                 {
295                         case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
296                         case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
297                         case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
298                         case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
299                         case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
300                         case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
301                         case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
302                         case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
303                         case PROJECTILE_BLASTER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
304                         case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
305                         case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
306                         case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
307                         case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
308                         case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
309                         case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("tr_hagar"); self.scale = 0.75; break;
310                         case PROJECTILE_NAPALM_FOUNTAIN: //self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("torch_small"); break;
311                         case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
312                         case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
313                         case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
314                         case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_SEEKER"); break;
315                         case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.traileffect = particleeffectnum("TR_SEEKER"); break;
316
317                         case PROJECTILE_MAGE_SPIKE: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_VORESPIKE"); break;
318                         case PROJECTILE_SHAMBLER_LIGHTNING: setmodel(self, "models/ebomb.mdl"); self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
319
320                         case PROJECTILE_RAPTORBOMB:    setmodel(self, "models/vehicles/clusterbomb.md3"); self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
321                         case PROJECTILE_RAPTORBOMBLET: setmodel(self, "models/vehicles/bomblet.md3");     self.gravity = 1; self.avelocity = '0 0 180'; self.traileffect = particleeffectnum(""); break;
322                         case PROJECTILE_RAPTORCANNON:  setmodel(self, "models/plasmatrail.mdl"); self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
323
324                         case PROJECTILE_SPIDERROCKET: setmodel(self, "models/vehicles/rocket02.md3"); self.traileffect = particleeffectnum("spiderbot_rocket_thrust"); break;
325                         case PROJECTILE_WAKIROCKET:   setmodel(self, "models/vehicles/rocket01.md3");  self.traileffect = particleeffectnum("wakizashi_rocket_thrust"); break;
326                         case PROJECTILE_WAKICANNON:   setmodel(self, "models/laser.mdl");  self.traileffect = particleeffectnum(""); break;
327
328                         case PROJECTILE_BUMBLE_GUN: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
329                         case PROJECTILE_BUMBLE_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
330
331                         case PROJECTILE_RPC: setmodel(self, "models/weapons/ok_rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); break;
332
333                         default:
334                                 if(Nade_IDFromProjectile(self.cnt) != 0) { setmodel(self, "models/weapons/v_ok_grenade.md3");self.traileffect = particleeffectnum(Nade_TrailEffect(self.cnt, self.team)); break; }
335                                 error("Received invalid CSQC projectile, can't work with this!");
336                                 break;
337                 }
338
339                 self.mins = '0 0 0';
340                 self.maxs = '0 0 0';
341                 self.colormod = '0 0 0';
342                 self.move_touch = SUB_Stop;
343                 self.move_movetype = MOVETYPE_TOSS;
344                 self.alphamod = 1;
345
346                 switch(self.cnt)
347                 {
348                         case PROJECTILE_ELECTRO:
349                                 // only new engines support sound moving with object
350                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
351                                 self.mins = '0 0 -4';
352                                 self.maxs = '0 0 -4';
353                                 self.move_movetype = MOVETYPE_BOUNCE;
354                                 self.move_touch = func_null;
355                                 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
356                                 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
357                                 break;
358                         case PROJECTILE_RPC:
359                         case PROJECTILE_ROCKET:
360                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/rocket_fly.wav", VOL_BASE, ATTEN_NORM);
361                                 self.mins = '-3 -3 -3';
362                                 self.maxs = '3 3 3';
363                                 break;
364                         case PROJECTILE_GRENADE:
365                                 self.mins = '-3 -3 -3';
366                                 self.maxs = '3 3 3';
367                                 break;
368                         case PROJECTILE_GRENADE_BOUNCING:
369                                 self.mins = '-3 -3 -3';
370                                 self.maxs = '3 3 3';
371                                 self.move_movetype = MOVETYPE_BOUNCE;
372                                 self.move_touch = func_null;
373                                 self.move_bounce_factor = g_balance_mortar_bouncefactor;
374                                 self.move_bounce_stopspeed = g_balance_mortar_bouncestop;
375                                 break;
376                         case PROJECTILE_SHAMBLER_LIGHTNING:
377                                 self.mins = '-8 -8 -8';
378                                 self.maxs = '8 8 8';
379                                 self.scale = 2.5;
380                                 self.avelocity = randomvec() * 720;
381                                 break;
382                         case PROJECTILE_MINE:
383                                 self.mins = '-4 -4 -4';
384                                 self.maxs = '4 4 4';
385                                 break;
386                         case PROJECTILE_PORTO_RED:
387                                 self.colormod = '2 1 1';
388                                 self.alphamod = 0.5;
389                                 self.move_movetype = MOVETYPE_BOUNCE;
390                                 self.move_touch = func_null;
391                                 break;
392                         case PROJECTILE_PORTO_BLUE:
393                                 self.colormod = '1 1 2';
394                                 self.alphamod = 0.5;
395                                 self.move_movetype = MOVETYPE_BOUNCE;
396                                 self.move_touch = func_null;
397                                 break;
398                         case PROJECTILE_HAGAR_BOUNCING:
399                                 self.move_movetype = MOVETYPE_BOUNCE;
400                                 self.move_touch = func_null;
401                                 break;
402                         case PROJECTILE_CRYLINK_BOUNCING:
403                                 self.move_movetype = MOVETYPE_BOUNCE;
404                                 self.move_touch = func_null;
405                                 break;
406                         case PROJECTILE_NAPALM_FOUNTAIN:
407                         case PROJECTILE_FIREBALL:
408                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly2.wav", VOL_BASE, ATTEN_NORM);
409                                 self.mins = '-16 -16 -16';
410                                 self.maxs = '16 16 16';
411                                 break;
412                         case PROJECTILE_FIREMINE:
413                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/fireball_fly.wav", VOL_BASE, ATTEN_NORM);
414                                 self.move_movetype = MOVETYPE_BOUNCE;
415                                 self.move_touch = func_null;
416                                 self.mins = '-4 -4 -4';
417                                 self.maxs = '4 4 4';
418                                 break;
419                         case PROJECTILE_TAG:
420                                 self.mins = '-2 -2 -2';
421                                 self.maxs = '2 2 2';
422                                 break;
423                         case PROJECTILE_FLAC:
424                                 self.mins = '-2 -2 -2';
425                                 self.maxs = '2 2 2';
426                                 break;
427                         case PROJECTILE_SEEKER:
428                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
429                                 self.mins = '-4 -4 -4';
430                                 self.maxs = '4 4 4';
431                                 break;
432             case PROJECTILE_RAPTORBOMB:
433                                 self.mins = '-3 -3 -3';
434                                 self.maxs = '3 3 3';
435                                 break;
436             case PROJECTILE_RAPTORBOMBLET:
437                                 break;
438             case PROJECTILE_RAPTORCANNON:
439                                 break;
440             case PROJECTILE_SPIDERROCKET:
441                 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
442                                 break;
443             case PROJECTILE_WAKIROCKET:
444                 loopsound(self, CH_SHOTS_SINGLE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTEN_NORM);
445                                 break;
446             /*
447             case PROJECTILE_WAKICANNON:
448                                 break;
449                         case PROJECTILE_BUMBLE_GUN:
450                                 // only new engines support sound moving with object
451                                 loopsound(self, CH_SHOTS_SINGLE, "weapons/electro_fly.wav", VOL_BASE, ATTEN_NORM);
452                                 self.mins = '0 0 -4';
453                                 self.maxs = '0 0 -4';
454                                 self.move_movetype = MOVETYPE_BOUNCE;
455                                 self.move_touch = func_null;
456                                 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
457                                 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
458                                 break;
459                         */
460                         default:
461                                 break;
462                 }
463
464                 if(Nade_IDFromProjectile(self.cnt) != 0)
465                 {
466                         int nade_type = Nade_IDFromProjectile(self.cnt);
467                         self.mins = '-16 -16 -16';
468                         self.maxs = '16 16 16';
469                         self.colormod = Nade_Color(nade_type);
470                         self.move_movetype = MOVETYPE_BOUNCE;
471                         self.move_touch = func_null;
472                         self.scale = 1.5;
473                         self.avelocity = randomvec() * 720;
474
475                         if(nade_type == NADE_TYPE_TRANSLOCATE || nade_type == NADE_TYPE_SPAWN)
476                                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
477                         else
478                                 self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;
479                 }
480
481                 setsize(self, self.mins, self.maxs);
482         }
483
484         if(self.gravity)
485         {
486                 if(self.move_movetype == MOVETYPE_FLY)
487                         self.move_movetype = MOVETYPE_TOSS;
488                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
489                         self.move_movetype = MOVETYPE_BOUNCE;
490         }
491         else
492         {
493                 if(self.move_movetype == MOVETYPE_TOSS)
494                         self.move_movetype = MOVETYPE_FLY;
495                 if(self.move_movetype == MOVETYPE_BOUNCE)
496                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
497         }
498
499         if(!(self.count & 0x80))
500                 InterpolateOrigin_Note();
501
502         self.draw = Projectile_Draw;
503         self.entremove = Ent_RemoveProjectile;
504 }
505
506 void Projectile_Precache()
507 {
508         precache_model("models/ebomb.mdl");
509         precache_model("models/elaser.mdl");
510         precache_model("models/grenademodel.md3");
511         precache_model("models/mine.md3");
512         precache_model("models/hagarmissile.mdl");
513         precache_model("models/hlac_bullet.md3");
514         precache_model("models/laser.mdl");
515         precache_model("models/plasmatrail.mdl");
516         precache_model("models/rocket.md3");
517         precache_model("models/tagrocket.md3");
518         precache_model("models/tracer.mdl");
519         precache_model("models/sphere/sphere.md3");
520
521         precache_model("models/weapons/v_ok_grenade.md3");
522         precache_model("models/weapons/ok_rocket.md3");
523
524         precache_sound("weapons/electro_fly.wav");
525         precache_sound("weapons/rocket_fly.wav");
526         precache_sound("weapons/fireball_fly.wav");
527         precache_sound("weapons/fireball_fly2.wav");
528         precache_sound("weapons/tag_rocket_fly.wav");
529
530 }