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https://github.com/nzp-team/fteqw.git
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c69d233c71
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1144 fc73d0e0-1445-4013-8a0c-d673dee63da5
220 lines
4.9 KiB
C++
220 lines
4.9 KiB
C++
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// Generic projectile spawning code (PRJ) ---
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// projectile effect enumerator
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enum {
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PE_NONE,
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PE_SPIKE,
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PE_SUPERSPIKE,
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PE_WIZSPIKE,
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PE_KNIGHTSPIKE,
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PE_GUNSHOT,
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PE_EXPLOSION,
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PE_EXPLOSIONGROUND,
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PE_LASER,
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PE_ZOMBIEGIB
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};
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// functions used only by this QC file
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float() _PRJ_Bounce =
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{
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if (other.takedamage == DAMAGE_AIM)
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return 0; // explode
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sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
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if (self.velocity == '0 0 0')
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self.avelocity = '0 0 0';
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return 1; // keep bouncing
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};
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float() _PRJ_Remove =
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{
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remove(self);
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return 1; // stop execution within touch function
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};
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float() _PRJ_Stop =
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{
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if (other.takedamage)
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return 0;
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sound (self, CHAN_WEAPON, "zombie/z_miss.wav", 1, ATTN_NORM); // bounce sound
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self.velocity = '0 0 0';
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self.avelocity = '0 0 0';
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self.proj_touch = _PRJ_Remove;
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return 1; // keep the entity alive
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};
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void() _PRJ_Touch =
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{
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local entity ignore;
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// check validity of projectile
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if (other == self.owner)
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return; // don't explode on owner
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if (self.voided) {
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return;
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}
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if (pointcontents(self.origin) == CONTENT_SKY)
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{
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remove(self);
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return;
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}
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// handle custom touch
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if (other != self) // didn't expire
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if (self.proj_touch) // is valid function
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if (self.proj_touch())
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return;
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// void projectile
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self.voided = 1;
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// do projectile damage
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ignore = self;
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if (other.health >= 1 && self.damage_direct)
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{
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T_Damage (other, self, self.owner, self.damage_direct, self.mod_direct);
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ignore = other;
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}
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if (self.radius_exp)
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T_RadiusDamage (self, self.owner, self.damage_exp, self.radius_exp, ignore, self.mod_exp);
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// run projectile effect
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switch (self.proj_effect)
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{
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case PE_SPIKE:
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if (ignore != self) // hit something
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spawn_touchblood (self.damage_direct);
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else if (other != self) // didn't expire
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TE_spike(self.origin);
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break;
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case PE_SUPERSPIKE:
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if (ignore != self) // hit something
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spawn_touchblood (self.damage_direct);
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else if (other != self) // didn't expire
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TE_superspike(self.origin);
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break;
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case PE_WIZSPIKE:
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if (ignore != self) // hit something
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spawn_touchblood (self.damage_direct);
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else if (other != self) // didn't expire
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TE_wizspike(self.origin);
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break;
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case PE_KNIGHTSPIKE:
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if (ignore != self) // hit something
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spawn_touchblood (self.damage_direct);
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else if (other != self) // didn't expire
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TE_knightspike(self.origin);
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break;
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case PE_LASER:
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if (other != self)
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sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
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self.origin = self.origin - 8 * normalize(self.velocity);
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case PE_GUNSHOT:
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if (ignore != self) // hit something
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spawn_touchblood (self.damage_direct);
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else if (other != self) // didn't expire
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TE_gunshot(self.origin);
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break;
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case PE_EXPLOSION:
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self.origin = self.origin - 8 * normalize(self.velocity);
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case PE_EXPLOSIONGROUND:
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TE_explosion(self.origin);
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break;
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case PE_ZOMBIEGIB:
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sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM);
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break;
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}
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remove(self);
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};
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void() _PRJ_Expire =
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{
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other = self;
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_PRJ_Touch();
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};
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void() _PRJ_Think =
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{
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if (self.expire_time > time)
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{
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_PRJ_Expire();
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return;
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}
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self.nextthink = time + self.proj_think_time;
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self.proj_think(); // projectile could remove itself here
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};
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// functions used by outside QC files
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// set bouncy projectile function
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void() PRJ_SetBouncyProjectile =
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{
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newmis.proj_touch = _PRJ_Bounce;
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.avelocity = '300 300 300';
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};
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// set tossed projectile (zombie gib) function
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void() PRJ_SetTossedProjectile =
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{
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newmis.proj_touch = _PRJ_Stop;
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.avelocity = '3000 1000 2000';
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};
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// set radius damage function
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void(INTEGER damg, INTEGER damgrad, INTEGER damgmod) PRJ_SetRadiusDamage =
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{
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newmis.damage_exp = damg;
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newmis.radius_exp = damgrad;
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newmis.mod_exp = damgmod;
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};
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// extra think function, should always be called ONCE after the main spawn function
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void(void() thinkfunc, float thinktimeinit, float thinkres) PRJ_SetThink =
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{
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newmis.think = _PRJ_Think;
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newmis.nextthink = time + thinktimeinit;
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newmis.proj_think = thinkfunc;
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newmis.proj_think_time = thinkres;
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};
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// extra touch function
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void(float() touchfunc) PRJ_SetTouch =
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{
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newmis.proj_touch = touchfunc;
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};
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// main spawning function
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void(entity parent, string modl, vector org, vector vel, INTEGER effect, INTEGER damg, INTEGER damgmod, float expiretime) PRJ_FireProjectile =
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{
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newmis = spawn ();
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newmis.owner = parent;
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newmis.movetype = MOVETYPE_FLYMISSILE;
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newmis.solid = SOLID_BBOX;
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// newmis.classname = class;
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newmis.velocity = vel;
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newmis.damage_direct = damg;
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newmis.mod_direct = damgmod;
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newmis.proj_effect = effect;
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newmis.touch = _PRJ_Touch;
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newmis.expire_time = time + expiretime;
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newmis.think = _PRJ_Expire;
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newmis.nextthink = time + expiretime;
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newmis.angles = vectoangles(newmis.velocity);
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setmodel (newmis, modl);
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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setorigin (newmis, org);
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};
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