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add a new cheat "impulse 404"; some CSQC refactorings; distribute prandom seed as...
[divverent/nexuiz.git] / data / qcsrc / client / projectile.qc
1 void SUB_Null()
2 {
3 }
4
5 void SUB_Stop()
6 {
7         self.move_velocity = self.move_avelocity = '0 0 0';
8         self.move_movetype = MOVETYPE_NONE;
9 }
10
11 .float count; // set if clientside projectile
12 .float cnt; // sound index
13 .float gravity;
14 .float snd_looping;
15
16 void Projectile_DrawTrail(vector from, vector to)
17 {
18         switch(self.cnt)
19         {
20                 case PROJECTILE_ROCKET:
21                         trailparticles(self, particleeffectnum("TR_ROCKET"), from, to);
22                         break;
23                 case PROJECTILE_TAG:
24                         trailparticles(self, particleeffectnum("TR_VORESPIKE"), from, to);
25                         break;
26                 case PROJECTILE_ELECTRO_BEAM:
27                         trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), from, to);
28                         break;
29                 case PROJECTILE_GRENADE:
30                         trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
31                         break;
32                 case PROJECTILE_GRENADE_BOUNCING:
33                         trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
34                         break;
35                 case PROJECTILE_PORTO_RED:
36                         trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
37                         break;
38                 case PROJECTILE_PORTO_BLUE:
39                         trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
40                         break;
41                 case PROJECTILE_FLAC:
42                         trailparticles(self, particleeffectnum("TR_VORESPIKE"), from, to);
43                         break;
44                 case PROJECTILE_SEEKER:
45                         trailparticles(self, particleeffectnum("TR_ROCKET"), from, to);
46                         break;
47                 case PROJECTILE_HOOKBOMB:
48                         trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
49                         break;
50                 case PROJECTILE_HAGAR:
51                         trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
52                         break;
53                 case PROJECTILE_HAGAR_BOUNCING:
54                         trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
55                         break;
56                 default:
57                         break;
58         }
59
60 }
61
62 void Projectile_Draw()
63 {
64         vector oldorg;
65
66         oldorg = self.origin;
67
68         if(self.count & 0x80)
69         {
70                 //self.move_flags &~= FL_ONGROUND;
71                 Movetype_Physics(TRUE);
72                 self.angles = vectoangles(self.velocity);
73         }
74         else
75         {
76                 InterpolateOrigin_Do();
77         }
78
79         Projectile_DrawTrail(oldorg, self.origin);
80
81         switch(self.cnt)
82         {
83                 case PROJECTILE_GRENADE:
84                         self.angles -= '750 0 0' * time;
85                         break;
86                 case PROJECTILE_GRENADE_BOUNCING:
87                         if(!(self.move_flags & FL_ONGROUND))
88                                 self.angles += '100 150 100' * time;
89                         break;
90                 case PROJECTILE_HOOKBOMB:
91                         self.angles = '0 500 0' * time;
92                         break;
93                 case PROJECTILE_BULLET_GLOWING:
94                         R_AddDynamicLight(self.origin, 50, '1 1 0');
95                         break;
96                 default:
97                         break;
98         }
99
100         self.renderflags = 0;
101
102         if((self.count & 0x80) || (self.iflags & IFLAG_VALID))
103                 R_AddEntity(self);
104 }
105
106 void loopsound(entity e, float ch, string samp, float vol, float attn)
107 {
108         if(csqc_flags & CSQC_FLAG_COLORCODES)
109         {
110                 sound(e, ch, samp, vol, attn);
111                 e.snd_looping = 1;
112         }
113 }
114
115 void Ent_RemoveProjectile()
116 {
117         if(self.snd_looping)
118                 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
119
120         if(self.count & 0x80)
121         {
122                 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
123                 Projectile_DrawTrail(self.origin, trace_endpos);
124         }
125 }
126
127 void Ent_Projectile()
128 {
129         float f;
130
131         InterpolateOrigin_Undo();
132
133         // projectile properties:
134         //   kind (interpolated, or clientside)
135         //
136         //   modelindex
137         //   origin
138         //   scale
139         //   if clientside:
140         //     velocity
141         //     gravity
142         //   soundindex (hardcoded list)
143         //   effects
144         //
145         // projectiles don't send angles, because they always follow the velocity
146         
147         f = ReadByte();
148         self.count = (f & 0x80);
149         self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
150         self.move_flags &~= FL_ONGROUND;
151         self.solid = SOLID_TRIGGER;
152         //self.effects = EF_NOMODELFLAGS;
153
154         // sv_gameplayfix_delayprojectiles
155         if(!self.move_time)
156                 self.move_time = time + ticrate;
157         else
158                 self.move_time = max(self.move_time, time);
159
160         if(!(self.count & 0x80))
161                 InterpolateOrigin_Undo();
162
163         if(f & 1)
164         {
165                 self.origin_x = ReadCoord();
166                 self.origin_y = ReadCoord();
167                 self.origin_z = ReadCoord();
168                 if(self.count & 0x80)
169                 {
170                         self.velocity_x = ReadCoord();
171                         self.velocity_y = ReadCoord();
172                         self.velocity_z = ReadCoord();
173                         self.gravity = ReadCoord();
174
175                         self.move_origin = self.origin;
176                         self.move_velocity = self.velocity;
177                 }
178         }
179
180         if(f & 2)
181         {
182                 self.cnt = ReadByte();
183
184                 self.scale = 1;
185                 switch(self.cnt)
186                 {
187                         case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
188                         case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); break;
189                         case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); break;
190                         case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
191                         case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl"); break;
192                         case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
193                         case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
194                         case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
195                         case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
196                         case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
197                         case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
198                         case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.scale = 2; break;
199                         case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
200                         case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
201                         case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
202                         case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break;
203                         case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
204                         case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
205                         default:
206                                 error("Received invalid CSQC projectile, can't work with this!");
207                                 break;
208                 }
209
210                 self.mins = '0 0 0';
211                 self.maxs = '0 0 0';
212                 self.colormod = '0 0 0';
213                 self.move_touch = SUB_Stop;
214                 self.move_movetype = MOVETYPE_TOSS;
215
216                 switch(self.cnt)
217                 {
218                         case PROJECTILE_ELECTRO:
219                                 // only new engines support sound moving with object
220                                 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
221                                 self.mins = '0 0 -3';
222                                 self.maxs = '0 0 -3';
223                                 self.move_movetype = MOVETYPE_BOUNCE;
224                                 self.move_touch = SUB_Null;
225                                 break;
226                         case PROJECTILE_ROCKET:
227                                 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
228                                 self.mins = '-3 -3 -3';
229                                 self.maxs = '3 3 3';
230                                 break;
231                         case PROJECTILE_TAG:
232                                 loopsound(self, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
233                                 self.mins = '-2 -2 -2';
234                                 self.maxs = '2 2 2';
235                                 break;
236                         case PROJECTILE_GRENADE_BOUNCING:
237                                 self.mins = '0 0 -3';
238                                 self.maxs = '0 0 -3';
239                                 self.move_movetype = MOVETYPE_BOUNCE;
240                                 self.move_touch = SUB_Null;
241                                 break;
242                         case PROJECTILE_SEEKER:
243                                 self.mins = '-2 -2 -2';
244                                 self.maxs = '2 2 2';
245                                 break;
246                         case PROJECTILE_PORTO_RED:
247                                 self.colormod = '2 1 1';
248                                 self.alpha = 0.5;
249                                 self.move_movetype = MOVETYPE_BOUNCE;
250                                 self.move_touch = SUB_Null;
251                                 break;
252                         case PROJECTILE_PORTO_BLUE:
253                                 self.colormod = '1 1 2';
254                                 self.alpha = 0.5;
255                                 self.move_movetype = MOVETYPE_BOUNCE;
256                                 self.move_touch = SUB_Null;
257                                 break;
258                         case PROJECTILE_HAGAR_BOUNCING:
259                                 self.move_movetype = MOVETYPE_BOUNCE;
260                                 self.move_touch = SUB_Null;
261                                 break;
262                         default:
263                                 break;
264                 }
265         }
266
267         if(self.gravity)
268         {
269                 if(self.move_movetype == MOVETYPE_FLY)
270                         self.move_movetype = MOVETYPE_TOSS;
271                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
272                         self.move_movetype = MOVETYPE_BOUNCE;
273         }
274         else
275         {
276                 if(self.move_movetype == MOVETYPE_TOSS)
277                         self.move_movetype = MOVETYPE_FLY;
278                 if(self.move_movetype == MOVETYPE_BOUNCE)
279                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
280         }
281
282         if(!(self.count & 0x80))
283                 InterpolateOrigin_Note();
284         
285         self.draw = Projectile_Draw;
286         self.entremove = Ent_RemoveProjectile;
287 }
288
289 void Projectile_Precache()
290 {
291         precache_model("models/ebomb.mdl");
292         precache_model("models/elaser.mdl");
293         precache_model("models/grenademodel.md3");
294         precache_model("models/hagarmissile.mdl");
295         precache_model("models/hlac_bullet.md3");
296         precache_model("models/laser.mdl");
297         precache_model("models/plasmatrail.mdl");
298         precache_model("models/rocket.md3");
299         precache_model("models/tagrocket.md3");
300         precache_model("models/tracer.mdl");
301         precache_sound("weapons/electro_fly.wav");
302         precache_sound("weapons/rocket_fly.wav");
303         precache_sound("weapons/tag_rocket_fly.wav");
304 }