fteqw/quakec/basemod/proj.qc

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// Generic projectile spawning code (PRJ) ---
// projectile effect enumerator
enum {
PE_NONE,
PE_SPIKE,
PE_SUPERSPIKE,
PE_WIZSPIKE,
PE_KNIGHTSPIKE,
PE_GUNSHOT,
PE_EXPLOSION,
PE_EXPLOSIONGROUND,
PE_LASER,
PE_ZOMBIEGIB
};
// functions used only by this QC file
float() _PRJ_Bounce =
{
if (other.takedamage == DAMAGE_AIM)
return 0; // explode
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
return 1; // keep bouncing
};
float() _PRJ_Remove =
{
remove(self);
return 1; // stop execution within touch function
};
float() _PRJ_Stop =
{
if (other.takedamage)
return 0;
sound (self, CHAN_WEAPON, "zombie/z_miss.wav", 1, ATTN_NORM); // bounce sound
self.velocity = '0 0 0';
self.avelocity = '0 0 0';
self.proj_touch = _PRJ_Remove;
return 1; // keep the entity alive
};
void() _PRJ_Touch =
{
local entity ignore;
// check validity of projectile
if (other == self.owner)
return; // don't explode on owner
if (self.voided) {
return;
}
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// handle custom touch
if (other != self) // didn't expire
if (self.proj_touch) // is valid function
if (self.proj_touch())
return;
// void projectile
self.voided = 1;
// do projectile damage
ignore = self;
if (other.health >= 1 && self.damage_direct)
{
T_Damage (other, self, self.owner, self.damage_direct, self.mod_direct);
ignore = other;
}
if (self.radius_exp)
T_RadiusDamage (self, self.owner, self.damage_exp, self.radius_exp, ignore, self.mod_exp);
// run projectile effect
switch (self.proj_effect)
{
case PE_SPIKE:
if (ignore != self) // hit something
spawn_touchblood (self.damage_direct);
else if (other != self) // didn't expire
TE_spike(self.origin);
break;
case PE_SUPERSPIKE:
if (ignore != self) // hit something
spawn_touchblood (self.damage_direct);
else if (other != self) // didn't expire
TE_superspike(self.origin);
break;
case PE_WIZSPIKE:
if (ignore != self) // hit something
spawn_touchblood (self.damage_direct);
else if (other != self) // didn't expire
TE_wizspike(self.origin);
break;
case PE_KNIGHTSPIKE:
if (ignore != self) // hit something
spawn_touchblood (self.damage_direct);
else if (other != self) // didn't expire
TE_knightspike(self.origin);
break;
case PE_LASER:
if (other != self)
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
self.origin = self.origin - 8 * normalize(self.velocity);
case PE_GUNSHOT:
if (ignore != self) // hit something
spawn_touchblood (self.damage_direct);
else if (other != self) // didn't expire
TE_gunshot(self.origin);
break;
case PE_EXPLOSION:
self.origin = self.origin - 8 * normalize(self.velocity);
case PE_EXPLOSIONGROUND:
TE_explosion(self.origin);
break;
case PE_ZOMBIEGIB:
sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM);
break;
}
remove(self);
};
void() _PRJ_Expire =
{
other = self;
_PRJ_Touch();
};
void() _PRJ_Think =
{
if (self.expire_time > time)
{
_PRJ_Expire();
return;
}
self.nextthink = time + self.proj_think_time;
self.proj_think(); // projectile could remove itself here
};
// functions used by outside QC files
// set bouncy projectile function
void() PRJ_SetBouncyProjectile =
{
newmis.proj_touch = _PRJ_Bounce;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.avelocity = '300 300 300';
};
// set tossed projectile (zombie gib) function
void() PRJ_SetTossedProjectile =
{
newmis.proj_touch = _PRJ_Stop;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.avelocity = '3000 1000 2000';
};
// set radius damage function
void(INTEGER damg, INTEGER damgrad, INTEGER damgmod) PRJ_SetRadiusDamage =
{
newmis.damage_exp = damg;
newmis.radius_exp = damgrad;
newmis.mod_exp = damgmod;
};
// extra think function, should always be called ONCE after the main spawn function
void(void() thinkfunc, float thinktimeinit, float thinkres) PRJ_SetThink =
{
newmis.think = _PRJ_Think;
newmis.nextthink = time + thinktimeinit;
newmis.proj_think = thinkfunc;
newmis.proj_think_time = thinkres;
};
// extra touch function
void(float() touchfunc) PRJ_SetTouch =
{
newmis.proj_touch = touchfunc;
};
// main spawning function
void(entity parent, string modl, vector org, vector vel, INTEGER effect, INTEGER damg, INTEGER damgmod, float expiretime) PRJ_FireProjectile =
{
newmis = spawn ();
newmis.owner = parent;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
// newmis.classname = class;
newmis.velocity = vel;
newmis.damage_direct = damg;
newmis.mod_direct = damgmod;
newmis.proj_effect = effect;
newmis.touch = _PRJ_Touch;
newmis.expire_time = time + expiretime;
newmis.think = _PRJ_Expire;
newmis.nextthink = time + expiretime;
newmis.angles = vectoangles(newmis.velocity);
setmodel (newmis, modl);
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
};