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1 #include "damageeffects.qh"
2
3 REGISTER_NET_LINKED(ENT_CLIENT_DAMAGEINFO)
4
5 #ifdef SVQC
6
7 bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
8 {
9         vector org = vec3(floor(this.origin.x), floor(this.origin.y), floor(this.origin.z));
10         WriteHeader(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
11         WriteShort(MSG_ENTITY, this.projectiledeathtype);
12         WriteVector(MSG_ENTITY, org);
13         WriteByte(MSG_ENTITY, bound(1, this.dmg, 255));
14         WriteByte(MSG_ENTITY, bound(0, this.dmg_radius, 255));
15         WriteByte(MSG_ENTITY, bound(1, this.dmg_edge, 255));
16         WriteVector(MSG_ENTITY, this.velocity);
17         WriteByte(MSG_ENTITY, this.species);
18         return true;
19 }
20
21 void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
22 {
23         // TODO maybe call this from non-edgedamage too?
24         // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
25
26         entity e;
27
28         if(!sound_allowed(MSG_BROADCAST, dmgowner))
29                 deathtype |= 0x8000;
30
31         e = new_pure(damageinfo);
32         // origin is just data to be sent
33         //setorigin(e, org);
34         e.origin = org;
35         e.projectiledeathtype = deathtype;
36         e.dmg = coredamage;
37         e.dmg_edge = edgedamage;
38         e.dmg_radius = rad;
39         e.dmg_force = vlen(force);
40         e.velocity = force;
41         e.species = bloodtype;
42
43         Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
44 }
45
46 #endif
47
48 #ifdef CSQC
49
50 /** number of effects which currently are attached to a player */
51 .int total_damages;
52
53 .entity tag_entity;
54
55 .float cnt;
56 .int state;
57
58 .bool silent;
59
60 void DamageEffect_Think(entity this)
61 {
62         // if particle distribution is enabled, slow ticrate by total number of damages
63         if(autocvar_cl_damageeffect_distribute)
64                 this.nextthink = time + autocvar_cl_damageeffect_ticrate * this.owner.total_damages;
65         else
66                 this.nextthink = time + autocvar_cl_damageeffect_ticrate;
67
68         if(time >= this.cnt || !this.owner || !this.owner.modelindex || !this.owner.drawmask)
69         {
70                 // time is up or the player got gibbed / disconnected
71                 this.owner.total_damages = max(0, this.owner.total_damages - 1);
72                 delete(this);
73                 return;
74         }
75         if(this.state && !this.owner.csqcmodel_isdead)
76         {
77                 // if the player was dead but is now alive, it means he respawned
78                 // if so, clear his damage effects, or damages from his dead body will be copied back
79                 this.owner.total_damages = max(0, this.owner.total_damages - 1);
80                 delete(this);
81                 return;
82         }
83         this.state = this.owner.csqcmodel_isdead;
84         if((this.owner.isplayermodel & ISPLAYER_LOCAL) && !autocvar_chase_active)
85                 return; // if we aren't using a third person camera, hide our own effects
86
87         // now generate the particles
88         vector org = gettaginfo(this, 0); // origin at attached location
89         __pointparticles(this.team, org, '0 0 0', 1);
90 }
91
92 string species_prefix(int specnum)
93 {
94         switch(specnum)
95         {
96                 case SPECIES_HUMAN:       return "";
97                 case SPECIES_ALIEN:       return "alien_";
98                 case SPECIES_ROBOT_SHINY: return "robot_";
99                 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
100                 case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
101                 case SPECIES_ANIMAL:      return "animal_";
102                 case SPECIES_RESERVED:    return "reserved_";
103                 default:         return "";
104         }
105 }
106
107 void DamageEffect(entity this, vector hitorg, float thedamage, int type, int specnum)
108 {
109         // particle effects for players and objects damaged by weapons (eg: flames coming out of victims shot with rockets)
110
111         int nearestbone = 0;
112         float life;
113         string effectname;
114         entity e, wep;
115
116         if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
117                 return;
118         if(!this || !this.modelindex || !this.drawmask)
119                 return;
120
121         // if this is a rigged mesh, the effect will show on the bone where damage was dealt
122         // we do this by choosing the skeletal bone closest to the impact, and attaching our entity to it
123         // if there's no skeleton, object origin will automatically be selected
124         FOR_EACH_TAG(this)
125         {
126                 if(!tagnum)
127                         continue; // skip empty bones
128                 // blacklist bones positioned outside the mesh, or the effect will be floating
129                 // TODO: Do we have to do it this way? Why do these bones exist at all?
130                 if(gettaginfo_name == "master" || gettaginfo_name == "knee_L" || gettaginfo_name == "knee_R" || gettaginfo_name == "leg_L" || gettaginfo_name == "leg_R")
131                         continue; // player model bone blacklist
132
133                 // now choose the bone closest to impact origin
134                 if(nearestbone == 0 || vlen2(hitorg - gettaginfo(this, tagnum)) <= vlen2(hitorg - gettaginfo(this, nearestbone)))
135                         nearestbone = tagnum;
136         }
137         gettaginfo(this, nearestbone); // set gettaginfo_name
138
139         // return if we reached our damage effect limit or damages are disabled
140         // TODO: When the limit is reached, it would be better if the oldest damage was removed instead of not adding a new one
141         if(nearestbone)
142         {
143                 if(this.total_damages >= autocvar_cl_damageeffect_bones)
144                         return; // allow multiple damages on skeletal models
145         }
146         else
147         {
148                 if(autocvar_cl_damageeffect < 2 || this.total_damages)
149                         return; // allow a single damage on non-skeletal models
150         }
151
152         life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
153
154         wep = DEATH_WEAPONOF(type);
155         effectname = strcat("damage_", wep.netname);
156         if((wep.spawnflags & WEP_FLAG_BLEED))
157         {
158                 // if this weapon induces bleeding, use the effect name with the proper species prefix (blood type)
159                 if((this.isplayermodel & ISPLAYER_MODEL))
160                 {
161                         string specstr = species_prefix(specnum);
162                         effectname = strcat(specstr, effectname);
163                 }
164                 else { return; } // objects don't bleed
165         }
166
167         e = new(damage);
168         setmodel(e, MDL_Null); // necessary to attach and read origin
169         setattachment(e, this, gettaginfo_name); // attach to the given bone
170         e.owner = this;
171         e.cnt = time + life;
172         e.team = _particleeffectnum(effectname);
173         setthink(e, DamageEffect_Think);
174         e.nextthink = time;
175         this.total_damages += 1;
176 }
177
178 NET_HANDLE(ENT_CLIENT_DAMAGEINFO, bool isNew)
179 {
180         float thedamage, rad, edge, thisdmg;
181         bool hitplayer = false;
182         int species, forcemul;
183         vector force, thisforce;
184
185         w_deathtype = ReadShort();
186         w_issilent = (w_deathtype & 0x8000);
187         w_deathtype = (w_deathtype & 0x7FFF);
188
189         w_org = ReadVector();
190
191         thedamage = ReadByte();
192         rad = ReadByte();
193         edge = ReadByte();
194         force = ReadVector();
195         species = ReadByte();
196
197         return = true;
198
199         if (!isNew)
200                 return;
201
202         if(rad < 0)
203         {
204                 rad = -rad;
205                 forcemul = -1;
206         }
207         else
208                 forcemul = 1;
209
210         FOREACH_ENTITY_RADIUS(w_org, rad + MAX_DAMAGEEXTRARADIUS, !it.tag_entity, {
211                 vector nearest = NearestPointOnBox(it, w_org);
212                 if (rad)
213                 {
214                         thisdmg = ((vlen(nearest - w_org) - bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)) / rad);
215                         if(thisdmg >= 1)
216                                 continue;
217                         if(thisdmg < 0)
218                                 thisdmg = 0;
219                         if(thedamage)
220                         {
221                                 thisdmg = thedamage + (edge - thedamage) * thisdmg;
222                                 thisforce = forcemul * vlen(force) * (thisdmg / thedamage) * normalize(it.origin - w_org);
223                         }
224                         else
225                         {
226                                 thisdmg = 0;
227                                 thisforce = forcemul * vlen(force) * normalize(it.origin - w_org);
228                         }
229                 }
230                 else
231                 {
232                         if(vdist((nearest - w_org), >, bound(MIN_DAMAGEEXTRARADIUS, it.damageextraradius, MAX_DAMAGEEXTRARADIUS)))
233                                 continue;
234
235                         thisdmg = thedamage;
236                         thisforce = forcemul * force;
237                 }
238
239                 if(it.damageforcescale)
240                         if(vdist(thisforce, !=, 0))
241                         {
242                                 it.velocity = it.velocity + damage_explosion_calcpush(it.damageforcescale * thisforce, it.velocity, damagepush_speedfactor);
243                                 UNSET_ONGROUND(it);
244                         }
245
246                 if(w_issilent)
247                         it.silent = 1;
248
249                 if(it.event_damage)
250                         it.event_damage(it, thisdmg, w_deathtype, w_org, thisforce);
251
252                 DamageEffect(it, w_org, thisdmg, w_deathtype, species);
253
254                 if((it.isplayermodel & ISPLAYER_MODEL))
255                         hitplayer = true; // this impact damaged a player
256         });
257
258         if(DEATH_ISVEHICLE(w_deathtype))
259         {
260                 vector force_dir = normalize(force);
261                 traceline(w_org - force_dir * 16, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
262                 if(trace_plane_normal != '0 0 0')
263                         w_backoff = trace_plane_normal;
264                 else
265                         w_backoff = -1 * normalize(w_org - (w_org + force_dir * 16));
266
267                 setorigin(this, w_org + w_backoff * 2); // for sound() calls
268
269                 switch(DEATH_ENT(w_deathtype))
270                 {
271                         case DEATH_VH_CRUSH:
272                                 break;
273
274                         // spiderbot
275                         case DEATH_VH_SPID_MINIGUN:
276                                 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
277                                 pointparticles(EFFECT_SPIDERBOT_MINIGUN_IMPACT, this.origin, w_backoff * 1000, 1);
278                                 break;
279                         case DEATH_VH_SPID_ROCKET:
280                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
281                                 pointparticles(EFFECT_SPIDERBOT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
282                                 break;
283                         case DEATH_VH_SPID_DEATH:
284                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
285                                 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
286                                 break;
287
288                         case DEATH_VH_WAKI_GUN:
289                                 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
290                                 pointparticles(EFFECT_RACER_IMPACT, this.origin, w_backoff * 1000, 1);
291                                 break;
292                         case DEATH_VH_WAKI_ROCKET:
293                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
294                                 pointparticles(EFFECT_RACER_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
295                                 break;
296                         case DEATH_VH_WAKI_DEATH:
297                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
298                                 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
299                                 break;
300
301                         case DEATH_VH_RAPT_CANNON:
302                                 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_NORM);
303                                 pointparticles(EFFECT_RAPTOR_CANNON_IMPACT, this.origin, w_backoff * 1000, 1);
304                                 break;
305                         case DEATH_VH_RAPT_FRAGMENT:
306                                 float i;
307                                 vector ang, vel;
308                                 for(i = 1; i < 4; ++i)
309                                 {
310                                         vel = normalize(w_org - (w_org + force_dir * 16)) + randomvec() * 128;
311                                         ang = vectoangles(vel);
312                                         RaptorCBShellfragToss(w_org, vel, ang + '0 0 1' * (120 * i));
313                                 }
314                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
315                                 pointparticles(EFFECT_RAPTOR_BOMB_SPREAD, this.origin, w_backoff * 1000, 1);
316                                 break;
317                         case DEATH_VH_RAPT_BOMB:
318                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
319                                 pointparticles(EFFECT_RAPTOR_BOMB_IMPACT, this.origin, w_backoff * 1000, 1);
320                                 break;
321                         case DEATH_VH_RAPT_DEATH:
322                                 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
323                                 pointparticles(EFFECT_EXPLOSION_BIG, this.origin, w_backoff * 1000, 1);
324                                 break;
325                         case DEATH_VH_BUMB_GUN:
326                                 sound(this, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM);
327                                 pointparticles(EFFECT_BIGPLASMA_IMPACT, this.origin, w_backoff * 1000, 1);
328                                 break;
329                 }
330         }
331
332
333         if(DEATH_ISTURRET(w_deathtype))
334         {
335                 vector force_dir = normalize(force);
336                 traceline(w_org - force_dir * 16, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
337                 if(trace_plane_normal != '0 0 0')
338                         w_backoff = trace_plane_normal;
339                 else
340                         w_backoff = -1 * normalize(w_org - (w_org + force_dir * 16));
341
342                 setorigin(this, w_org + w_backoff * 2); // for sound() calls
343
344                 switch(DEATH_ENT(w_deathtype))
345                 {
346                         case DEATH_TURRET_EWHEEL:
347                                 sound(this, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTEN_LOW);
348                                 pointparticles(EFFECT_BLASTER_IMPACT, this.origin, w_backoff * 1000, 1);
349                                 break;
350
351                         case DEATH_TURRET_FLAC:
352                                 pointparticles(EFFECT_HAGAR_EXPLODE, w_org, '0 0 0', 1);
353                                 sound(this, CH_SHOTS, SND_HAGEXP_RANDOM(), VOL_BASE, ATTEN_NORM);
354                                 break;
355
356                         case DEATH_TURRET_MLRS:
357                         case DEATH_TURRET_HK:
358                         case DEATH_TURRET_WALK_ROCKET:
359                         case DEATH_TURRET_HELLION:
360                                 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_LOW);
361                                 pointparticles(EFFECT_ROCKET_EXPLODE, this.origin, w_backoff * 1000, 1);
362                                 break;
363
364                         case DEATH_TURRET_MACHINEGUN:
365                         case DEATH_TURRET_WALK_GUN:
366                                 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
367                                 pointparticles(EFFECT_MACHINEGUN_IMPACT, this.origin, w_backoff * 1000, 1);
368                                 break;
369
370                         case DEATH_TURRET_PLASMA:
371                                 sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_LOW);
372                                 pointparticles(EFFECT_ELECTRO_IMPACT, this.origin, w_backoff * 1000, 1);
373                                 break;
374
375                         case DEATH_TURRET_WALK_MELEE:
376                                 sound(this, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_LOW);
377                                 pointparticles(EFFECT_TE_SPARK, this.origin, w_backoff * 1000, 1);
378                                 break;
379
380                         case DEATH_TURRET_PHASER:
381                                 break;
382
383                         case DEATH_TURRET_TESLA:
384                                 te_smallflash(this.origin);
385                                 break;
386                 }
387         }
388
389         MUTATOR_CALLHOOK(DamageInfo, this, w_deathtype, w_org);
390
391         // TODO spawn particle effects and sounds based on w_deathtype
392         if(!DEATH_ISSPECIAL(w_deathtype))
393         if(!hitplayer || rad) // don't show ground impacts for hitscan weapons if a player was hit
394         {
395                 Weapon hitwep = DEATH_WEAPONOF(w_deathtype);
396                 w_random = prandom();
397
398                 vector force_dir = normalize(force);
399                 // this traceline usually starts in solid when a hitscan shot hits a surface with a very small angle
400                 // if so, try another traceline starting further back (may still start in solid but only with extremely small angles)
401                 traceline(w_org - force_dir * 16, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
402                 if(trace_startsolid)
403                         traceline(w_org - force_dir * 40, w_org + force_dir * 16, MOVE_NOMONSTERS, NULL);
404                 if(trace_fraction < 1)
405                         w_backoff = trace_plane_normal;
406                 else
407                         w_backoff = -force_dir;
408                 setorigin(this, w_org + w_backoff * 2); // for sound() calls
409
410                 if(!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY))
411                 {
412                         if(!MUTATOR_CALLHOOK(Weapon_ImpactEffect, hitwep, this))
413                                 hitwep.wr_impacteffect(hitwep, this);
414                 }
415         }
416 }
417
418 #endif