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Patches #434 from terencehill
[divverent/nexuiz.git] / data / qcsrc / client / gibs.qc
1 float  gibcount;
2 entity giblist;
3 .float silent;
4
5 void Gib_Delete()
6 {
7     --gibcount;
8     remove(self);
9 }
10
11 string species_prefix(float specnum)
12 {
13         switch(specnum)
14         {
15                 case SPECIES_HUMAN:       return "";
16                 case SPECIES_ALIEN:       return "alien_";
17                 case SPECIES_ROBOT_SHINY: return "robot_";
18                 case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
19                 case SPECIES_ANIMAL:      return "animal_";
20                 case SPECIES_RESERVED:    return "reserved_";
21                 default:         return "";
22         }
23 }
24
25 void new_te_bloodshower (float ef, vector org, float explosionspeed, float howmany)
26 {
27         float i, pmod;
28         pmod = cvar("cl_particles_quality");
29         for (i = 0; i < 250 * pmod; ++i)
30                 pointparticles(ef, org, randomvec() * explosionspeed, howmany / 250);
31 }
32
33 void SUB_RemoveOnNoImpact()
34 {
35         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
36                 Gib_Delete();
37 }
38
39 void Gib_Touch()
40 {
41         // TODO maybe bounce of walls, make more gibs, etc.
42
43         if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
44         {
45                 Gib_Delete();
46                 return;
47         }
48
49         if(!self.silent)
50                 sound(self, CHAN_PAIN, strcat("misc/gib_splat0", ftos(floor(prandom() * 4 + 1)), ".wav"), VOL_BASE, ATTN_NORM);
51         pointparticles(particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);
52
53         Gib_Delete();
54 }
55
56 void Gib_Draw()
57 {
58         vector oldorg;
59         oldorg = self.origin;
60
61         Movetype_Physics_NoMatchServer();
62         if(wasfreed(self))
63                 return;
64
65         if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
66                 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin);
67         else
68                 trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin);
69
70         self.renderflags = 0;
71         self.alpha = bound(0, self.nextthink - time, 1);
72
73         if(self.alpha < ALPHA_MIN_VISIBLE)
74                 Gib_Delete();
75         else
76                 R_AddEntity(self);
77 }
78
79 void TossGib (string mdlname, vector org, vector vconst, vector vrand, float specnum, float destroyontouch, float issilent)
80 {
81         entity gib;
82
83         if not(giblist)
84         giblist = spawn();
85
86         // TODO remove some gibs according to cl_nogibs
87         gib = RubbleNew(giblist);
88         ++gibcount;
89         if(gibcount >= cvar_or("cl_gibs_maxcount",100))
90         RubbleDrop(giblist,Gib_Delete);
91
92         //gib = spawn();
93
94         gib.classname = "gib";
95         gib.move_movetype = MOVETYPE_BOUNCE;
96         gib.gravity = 1;
97         gib.solid = SOLID_CORPSE;
98         gib.cnt = specnum;
99         gib.silent = issilent;
100
101         setmodel (gib, mdlname); // precision set above
102         gib.skin = specnum;
103
104         setsize (gib, '-8 -8 -8', '8 8 8');
105
106         gib.draw = Gib_Draw;
107         if(destroyontouch)
108                 gib.move_touch = Gib_Touch;
109         else
110                 gib.move_touch = SUB_RemoveOnNoImpact;
111
112         gib.move_origin = gib.origin = org;
113         gib.move_velocity = vconst * cvar_or("cl_gibs_velocity_scale", 1) + vrand * cvar_or("cl_gibs_velocity_random", 1) + '0 0 1' * cvar("cl_gibs_velocity_up");
114         gib.move_avelocity = prandomvec() * vlen(gib.move_velocity);
115         gib.move_time = time;
116         gib.damageforcescale = cvar_or("cl_gibs_damageforcescale", 3.5);
117
118         gib.nextthink = time + cvar_or("cl_gibs_lifetime", 14) * (1 + prandom() * 0.15);
119 }
120
121 void Ent_GibSplash()
122 {
123         float amount, type, specnum;
124         vector org, vel;
125         string specstr;
126         float issilent;
127         string gentle_prefix;
128
129         float c, randomvalue;
130
131         type = ReadByte(); // gibbage type
132         amount = ReadByte() / 16.0; // gibbage amount
133         org_x = ReadShort() * 4 + 2;
134         org_y = ReadShort() * 4 + 2;
135         org_z = ReadShort() * 4 + 2;
136         vel = decompressShortVector(ReadShort());
137
138         if(cvar("cl_gentle"))
139                 type |= 0x80; // set gentle bit
140
141         if(type & 0x80)
142         {
143                 if(cvar("cl_gentle") > 1)
144                         gentle_prefix = "";
145                 else
146                         gentle_prefix = "morphed_";
147         }
148
149         if(cvar("cl_gentle"))
150                 amount *= 1 - cvar("cl_nogibs");
151
152         if(cvar("ekg"))
153                 amount *= 5;
154
155         if(amount <= 0)
156                 return;
157
158         self.origin = org; // for the sounds
159
160         specnum = (type & 0x78) / 8; // blood/gibmodel type: using four bits (0..7, bit indexes 3,4,5)
161         issilent = (type & 0x40);
162         type = type & 0x87; // remove the species bits: bit 7 = gentle, bit 0,1,2 = kind of gib
163         specstr = species_prefix(specnum);
164
165         switch(type)
166         {
167                 case 0x01:
168                         if(!issilent)
169                                 sound (self, CHAN_PAIN, "misc/gib.wav", VOL_BASE, ATTN_NORM);
170
171                         if(prandom() < amount)
172                                 TossGib ("models/gibs/eye.md3", org, vel, prandomvec() * 150, specnum, 0, issilent);
173                         new_te_bloodshower(particleeffectnum(strcat(specstr, "bloodshower")), org, 1200, amount);
174                         if(prandom() < amount)
175                                 TossGib ("models/gibs/bloodyskull.md3", org, vel, prandomvec() * 100, specnum, 0, issilent);
176
177                         for(c = 0; c < amount; ++c)
178                         {
179                                 randomvalue = amount - c;
180
181                                 if(prandom() < randomvalue)
182                                         TossGib ("models/gibs/arm.md3", org, vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
183                                 if(prandom() < randomvalue)
184                                         TossGib ("models/gibs/arm.md3", org, vel, prandomvec() * (prandom() * 120 + 90), specnum,0, issilent);
185                                 if(prandom() < randomvalue)
186                                         TossGib ("models/gibs/chest.md3", org + '0 0 -12', vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
187                                 if(prandom() < randomvalue)
188                                         TossGib ("models/gibs/smallchest.md3", org, vel, prandomvec() * (prandom() * 120 + 80), specnum,0, issilent);
189                                 if(prandom() < randomvalue)
190                                         TossGib ("models/gibs/leg1.md3", org + '0 0 -5', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
191                                 if(prandom() < randomvalue)
192                                         TossGib ("models/gibs/leg2.md3", org + '0 0 -9', vel, prandomvec() * (prandom() * 120 + 85), specnum,0, issilent);
193
194                                 // these splat on impact
195                                 if(prandom() < randomvalue)
196                                         TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1, issilent);
197                                 if(prandom() < randomvalue)
198                                         TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1, issilent);
199                                 if(prandom() < randomvalue)
200                                         TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1, issilent);
201                                 if(prandom() < randomvalue)
202                                         TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * 450, specnum,1, issilent);
203                         }
204                         break;
205                 case 0x02:
206                         pointparticles(particleeffectnum(strcat(specstr, "blood")), org, vel, amount * 16);
207                         break;
208                 case 0x03:
209                         if(prandom() < amount)
210                                 TossGib ("models/gibs/chunk.mdl", org, vel, prandomvec() * (prandom() * 30 + 20), specnum, 1, issilent); // TODO maybe adjust to more randomization?
211                         break;
212                 case 0x81:
213                         pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_dissolve")), org, vel, amount);
214                         break;
215                 case 0x82:
216                         pointparticles(particleeffectnum(strcat(gentle_prefix, "damage_hit")), org, vel, amount * 16);
217                         break;
218                 case 0x83:
219                         // no gibs in gentle mode, sorry
220                         break;
221         }
222 }
223
224 void GibSplash_Precache()
225 {
226         precache_model("models/gibs/chunk.mdl");
227         precache_model("models/gibs/leg1.md3");
228         precache_model("models/gibs/leg2.md3");
229         precache_model("models/gibs/chest.md3");
230         precache_model("models/gibs/smallchest.md3");
231         precache_model("models/gibs/arm.md3");
232         precache_model("models/gibs/bloodyskull.md3");
233         precache_model("models/gibs/eye.md3");
234
235         precache_sound ("misc/gib.wav");
236     precache_sound ("misc/gib_splat01.wav");
237     precache_sound ("misc/gib_splat02.wav");
238     precache_sound ("misc/gib_splat03.wav");
239     precache_sound ("misc/gib_splat04.wav");
240 }