]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/projectile.qc
Move rankings code (score panel) into its own function as preparation for showing...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / projectile.qc
1 .vector iorigin1, iorigin2;
2 .float spawntime;
3 .vector trail_oldorigin;
4 .float trail_oldtime;
5 .float fade_time, fade_rate;
6
7 void SUB_Null()
8 {
9 }
10
11 void SUB_Stop()
12 {
13         self.move_velocity = self.move_avelocity = '0 0 0';
14         self.move_movetype = MOVETYPE_NONE;
15 }
16
17 .float alphamod;
18 .float count; // set if clientside projectile
19 .float cnt; // sound index
20 .float gravity;
21 .float snd_looping;
22 .float silent;
23 .float traileffect;
24
25 void Projectile_ResetTrail(vector to)
26 {
27         self.trail_oldorigin = to;
28         self.trail_oldtime = time;
29 }
30 void Projectile_DrawTrail(vector to)
31 {
32         vector from;
33         float t0;
34         from = self.trail_oldorigin;
35         t0 = self.trail_oldtime;
36         self.trail_oldorigin = to;
37         self.trail_oldtime = time;
38
39         // force the effect even for stationary firemine
40         if(self.cnt == PROJECTILE_FIREMINE)
41                 if(from == to)
42                         from_z += 1;
43
44         if (self.traileffect)
45         {
46                 particles_alphamin = particles_alphamax = sqrt(self.alpha);
47                 boxparticles(self.traileffect, self, from, to, self.velocity, self.velocity, sqrt(self.alpha), PARTICLES_USEALPHA);
48         }
49 }
50
51 void Projectile_Draw()
52 {
53         vector rot;
54         vector trailorigin;
55         float f;
56         float drawn;
57         float t;
58         float a;
59
60         f = self.move_flags;
61
62         if(self.count & 0x80)
63         {
64                 //self.move_flags &~= FL_ONGROUND;
65                 if(self.move_movetype == MOVETYPE_NONE || self.move_movetype == MOVETYPE_FLY)
66                         Movetype_Physics_NoMatchServer();
67                         // the trivial movetypes do not have to match the
68                         // server's ticrate as they are ticrate independent
69                         // NOTE: this assumption is only true if MOVETYPE_FLY
70                         // projectiles detonate on impact. If they continue
71                         // moving, we might still be ticrate dependent.
72                 else
73                         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
74                 if(!(self.move_flags & FL_ONGROUND))
75                         if(self.velocity != '0 0 0')
76                                 self.angles = vectoangles(self.velocity);
77         }
78         else
79         {
80                 InterpolateOrigin_Do();
81         }
82
83         if(self.count & 0x80)
84         {
85                 drawn = (time >= self.spawntime - 0.02);
86                 t = max(time, self.spawntime);
87         }
88         else
89         {
90                 drawn = (self.iflags & IFLAG_VALID);
91                 t = time;
92         }
93
94         if(!(f & FL_ONGROUND))
95         {
96                 rot = '0 0 0';
97                 switch(self.cnt)
98                 {
99                         /*
100                         case PROJECTILE_GRENADE:
101                                 rot = '-2000 0 0'; // forward
102                                 break;
103                         */
104                         case PROJECTILE_GRENADE_BOUNCING:
105                                 rot = '0 -1000 0'; // sideways
106                                 break;
107                         case PROJECTILE_HOOKBOMB:
108                                 rot = '1000 0 0'; // forward
109                                 break;
110                         default:
111                                 break;
112                 }
113                 self.angles = AnglesTransform_ToAngles(AnglesTransform_Multiply(AnglesTransform_FromAngles(self.angles), rot * (t - self.spawntime)));
114         }
115
116         vector ang;
117         ang = self.angles;
118         ang_x = -ang_x;
119         makevectors(ang);
120
121         a = 1 - (time - self.fade_time) * self.fade_rate;
122         self.alpha = bound(0, self.alphamod * a, 1);
123         if(self.alpha <= 0)
124                 drawn = 0;
125         self.renderflags = 0;
126
127         trailorigin = self.origin;
128         switch(self.cnt)
129         {
130                 case PROJECTILE_GRENADE:
131                 case PROJECTILE_GRENADE_BOUNCING:
132                         trailorigin += v_right * 1 + v_forward * -10;
133                         break;
134                 default:
135                         break;
136         }
137         if(drawn)
138                 Projectile_DrawTrail(trailorigin);
139         else
140                 Projectile_ResetTrail(trailorigin);
141
142         self.drawmask = 0;
143
144         if(!drawn)
145                 return;
146
147         switch(self.cnt)
148         {
149                 case PROJECTILE_BULLET_GLOWING:
150                 case PROJECTILE_BULLET_GLOWING_TRACER:
151                         R_AddDynamicLight(self.origin, 50 * a, '1 1 0');
152                         break;
153                 default:
154                         break;
155         }
156
157         self.drawmask = MASK_NORMAL;
158 }
159
160 void loopsound(entity e, float ch, string samp, float vol, float attn)
161 {
162         if(self.silent)
163                 return;
164
165         sound(e, ch, samp, vol, attn);
166         e.snd_looping = 1;
167 }
168
169 void Ent_RemoveProjectile()
170 {
171         if(self.snd_looping)
172                 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
173
174         if(self.count & 0x80)
175         {
176                 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
177                 Projectile_DrawTrail(trace_endpos);
178         }
179 }
180
181 void Ent_Projectile()
182 {
183         float f;
184
185         // projectile properties:
186         //   kind (interpolated, or clientside)
187         //
188         //   modelindex
189         //   origin
190         //   scale
191         //   if clientside:
192         //     velocity
193         //     gravity
194         //   soundindex (hardcoded list)
195         //   effects
196         //
197         // projectiles don't send angles, because they always follow the velocity
198         
199         f = ReadByte();
200         self.count = (f & 0x80);
201         self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
202         self.solid = SOLID_TRIGGER;
203         //self.effects = EF_NOMODELFLAGS;
204
205         // this should make collisions with bmodels more exact, but it leads to
206         // projectiles no longer being able to lie on a bmodel
207         self.move_nomonsters = MOVE_WORLDONLY;
208         if(f & 0x40)
209                 self.move_flags |= FL_ONGROUND;
210         else
211                 self.move_flags &~= FL_ONGROUND;
212
213         if(!self.move_time)
214         {
215                 // for some unknown reason, we don't need to care for
216                 // sv_gameplayfix_delayprojectiles here.
217                 self.move_time = time;
218                 self.spawntime = time;
219         }
220         else
221                 self.move_time = max(self.move_time, time);
222
223         if(!(self.count & 0x80))
224                 InterpolateOrigin_Undo();
225
226         if(f & 1)
227         {
228                 self.origin_x = ReadCoord();
229                 self.origin_y = ReadCoord();
230                 self.origin_z = ReadCoord();
231                 if(self.count & 0x80)
232                 {
233                         self.velocity_x = ReadCoord();
234                         self.velocity_y = ReadCoord();
235                         self.velocity_z = ReadCoord();
236                         if(f & 0x10)
237                                 self.gravity = ReadCoord();
238                         else
239                                 self.gravity = 0; // none
240                         self.move_origin = self.origin;
241                         self.move_velocity = self.velocity;
242                 }
243
244                 if(time == self.spawntime || (self.count & 0x80) || (f & 0x08))
245                 {
246                         self.trail_oldorigin = self.origin;
247                         if(!(self.count & 0x80))
248                                 InterpolateOrigin_Reset();
249                 }
250
251                 if(f & 0x20)
252                 {
253                         self.fade_time = time + ReadByte() * ticrate;
254                         self.fade_rate = 1 / (ReadByte() * ticrate);
255                 }
256                 else
257                 {
258                         self.fade_time = 0;
259                         self.fade_rate = 0;
260                 }
261         }
262
263         if(f & 2)
264         {
265                 self.cnt = ReadByte();
266
267                 self.silent = (self.cnt & 0x80);
268                 self.cnt = (self.cnt & 0x7F);
269
270                 self.scale = 1;
271                 self.traileffect = 0;
272                 switch(self.cnt)
273                 {
274                         case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
275                         case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3");self.traileffect = particleeffectnum("TR_ROCKET"); self.scale = 2; break;
276                         case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_bullet"); break;
277                         case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_rifle_weak"); break;
278                         case PROJECTILE_BULLET_GLOWING_TRACER: setmodel(self, "models/tracer.mdl");self.traileffect = particleeffectnum("tr_rifle"); break;
279                         case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
280                         case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl");self.traileffect = particleeffectnum("TR_CRYLINKPLASMA"); break;
281                         case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl");self.traileffect = particleeffectnum("TR_NEXUIZPLASMA"); break;
282                         case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
283                         case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_GRENADE"); break;
284                         case PROJECTILE_MINE: setmodel(self, "models/mine.md3");self.traileffect = particleeffectnum(""); break;
285                         case PROJECTILE_LASER: setmodel(self, "models/laser.mdl");self.traileffect = particleeffectnum(""); break;
286                         case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3");self.traileffect = particleeffectnum(""); break;
287                         case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
288                         case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_WIZSPIKE"); self.scale = 4; break;
289                         case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3");self.traileffect = particleeffectnum("TR_KNIGHTSPIKE"); break;
290                         case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("TR_GRENADE"); self.scale = 0.4; break;
291                         case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl");self.traileffect = particleeffectnum("TR_GRENADE"); self.scale = 0.4; break;
292                         case PROJECTILE_FIREBALL: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("fireball"); break; // particle effect is good enough
293                         case PROJECTILE_FIREMINE: self.model = ""; self.modelindex = 0; self.traileffect = particleeffectnum("firemine"); break; // particle effect is good enough
294                         case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); self.traileffect = particleeffectnum("TR_ROCKET"); break;
295                         case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; self.traileffect = particleeffectnum("TR_SEEKER"); break;
296                         case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.traileffect = particleeffectnum("TR_SEEKER"); break;
297                         default:
298                                 error("Received invalid CSQC projectile, can't work with this!");
299                                 break;
300                 }
301
302                 self.mins = '0 0 0';
303                 self.maxs = '0 0 0';
304                 self.colormod = '0 0 0';
305                 self.move_touch = SUB_Stop;
306                 self.move_movetype = MOVETYPE_TOSS;
307                 self.alphamod = 1;
308
309                 switch(self.cnt)
310                 {
311                         case PROJECTILE_ELECTRO:
312                                 // only new engines support sound moving with object
313                                 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
314                                 self.mins = '0 0 -4';
315                                 self.maxs = '0 0 -4';
316                                 self.move_movetype = MOVETYPE_BOUNCE;
317                                 self.move_touch = SUB_Null;
318                                 self.move_bounce_factor = g_balance_electro_secondary_bouncefactor;
319                                 self.move_bounce_stopspeed = g_balance_electro_secondary_bouncestop;
320                                 break;
321                         case PROJECTILE_ROCKET:
322                                 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
323                                 self.mins = '-3 -3 -3';
324                                 self.maxs = '3 3 3';
325                                 break;
326                         case PROJECTILE_GRENADE:
327                                 self.mins = '-3 -3 -3';
328                                 self.maxs = '3 3 3';
329                                 break;
330                         case PROJECTILE_GRENADE_BOUNCING:
331                                 self.mins = '-3 -3 -3';
332                                 self.maxs = '3 3 3';
333                                 self.move_movetype = MOVETYPE_BOUNCE;
334                                 self.move_touch = SUB_Null;
335                                 self.move_bounce_factor = g_balance_grenadelauncher_bouncefactor;
336                                 self.move_bounce_stopspeed = g_balance_grenadelauncher_bouncestop;
337                                 break;
338                         case PROJECTILE_MINE:
339                                 self.mins = '-4 -4 -4';
340                                 self.maxs = '4 4 4';
341                                 break;
342                         case PROJECTILE_PORTO_RED:
343                                 self.colormod = '2 1 1';
344                                 self.alphamod = 0.5;
345                                 self.move_movetype = MOVETYPE_BOUNCE;
346                                 self.move_touch = SUB_Null;
347                                 break;
348                         case PROJECTILE_PORTO_BLUE:
349                                 self.colormod = '1 1 2';
350                                 self.alphamod = 0.5;
351                                 self.move_movetype = MOVETYPE_BOUNCE;
352                                 self.move_touch = SUB_Null;
353                                 break;
354                         case PROJECTILE_HAGAR_BOUNCING:
355                                 self.move_movetype = MOVETYPE_BOUNCE;
356                                 self.move_touch = SUB_Null;
357                                 break;
358                         case PROJECTILE_CRYLINK_BOUNCING:
359                                 self.move_movetype = MOVETYPE_BOUNCE;
360                                 self.move_touch = SUB_Null;
361                                 break;
362                         case PROJECTILE_FIREBALL:
363                                 loopsound(self, CHAN_PROJECTILE, "weapons/fireball_fly2.wav", VOL_BASE, ATTN_NORM);
364                                 self.mins = '-16 -16 -16';
365                                 self.maxs = '16 16 16';
366                                 break;
367                         case PROJECTILE_FIREMINE:
368                                 loopsound(self, CHAN_PROJECTILE, "weapons/fireball_fly.wav", VOL_BASE, ATTN_NORM);
369                                 self.move_movetype = MOVETYPE_BOUNCE;
370                                 self.move_touch = SUB_Null;
371                                 self.mins = '-4 -4 -4';
372                                 self.maxs = '4 4 4';
373                                 break;
374                         case PROJECTILE_TAG:
375                                 self.mins = '-2 -2 -2';
376                                 self.maxs = '2 2 2';
377                                 break;
378                         case PROJECTILE_FLAC:
379                                 self.mins = '-2 -2 -2';
380                                 self.maxs = '2 2 2';
381                                 break;
382                         case PROJECTILE_SEEKER:
383                                 loopsound(self, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
384                                 self.mins = '-4 -4 -4';
385                                 self.maxs = '4 4 4';
386                                 break;
387                         default:
388                                 break;
389                 }
390         }
391
392         if(self.gravity)
393         {
394                 if(self.move_movetype == MOVETYPE_FLY)
395                         self.move_movetype = MOVETYPE_TOSS;
396                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
397                         self.move_movetype = MOVETYPE_BOUNCE;
398         }
399         else
400         {
401                 if(self.move_movetype == MOVETYPE_TOSS)
402                         self.move_movetype = MOVETYPE_FLY;
403                 if(self.move_movetype == MOVETYPE_BOUNCE)
404                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
405         }
406
407         if(!(self.count & 0x80))
408                 InterpolateOrigin_Note();
409         
410         self.draw = Projectile_Draw;
411         self.entremove = Ent_RemoveProjectile;
412 }
413
414 void Projectile_Precache()
415 {
416         precache_model("models/ebomb.mdl");
417         precache_model("models/elaser.mdl");
418         precache_model("models/grenademodel.md3");
419         precache_model("models/mine.md3");
420         precache_model("models/hagarmissile.mdl");
421         precache_model("models/hlac_bullet.md3");
422         precache_model("models/laser.mdl");
423         precache_model("models/plasmatrail.mdl");
424         precache_model("models/rocket.md3");
425         precache_model("models/tagrocket.md3");
426         precache_model("models/tracer.mdl");
427         precache_sound("weapons/electro_fly.wav");
428         precache_sound("weapons/rocket_fly.wav");
429         precache_sound("weapons/fireball_fly.wav");
430         precache_sound("weapons/fireball_fly2.wav");
431         precache_sound("weapons/tag_rocket_fly.wav");
432 }