]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/client/projectile.qc
crylink trail
[divverent/nexuiz.git] / data / qcsrc / client / projectile.qc
1 .float spawntime;
2 .vector trail_oldorigin;
3
4 void SUB_Null()
5 {
6 }
7
8 void SUB_Stop()
9 {
10         self.move_velocity = self.move_avelocity = '0 0 0';
11         self.move_movetype = MOVETYPE_NONE;
12 }
13
14 .float count; // set if clientside projectile
15 .float cnt; // sound index
16 .float gravity;
17 .float snd_looping;
18
19 void Projectile_DrawTrail(vector to)
20 {
21         vector from;
22         from = self.trail_oldorigin;
23         self.trail_oldorigin = to;
24         switch(self.cnt)
25         {
26                 case PROJECTILE_ROCKET:
27                         trailparticles(self, particleeffectnum("TR_ROCKET"), from, to);
28                         break;
29                 case PROJECTILE_TAG:
30                         trailparticles(self, particleeffectnum("TR_VORESPIKE"), from, to);
31                         break;
32                 case PROJECTILE_CRYLINK:
33                         trailparticles(self, particleeffectnum("TR_CRYLINKPLASMA"), from, to);
34                         break;
35                 case PROJECTILE_CRYLINK_BOUNCING:
36                         trailparticles(self, particleeffectnum("TR_CRYLINKPLASMA"), from, to);
37                         break;
38                 case PROJECTILE_ELECTRO_BEAM:
39                         trailparticles(self, particleeffectnum("TR_NEXUIZPLASMA"), from, to);
40                         break;
41                 case PROJECTILE_GRENADE:
42                         trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
43                         break;
44                 case PROJECTILE_GRENADE_BOUNCING:
45                         trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
46                         break;
47                 case PROJECTILE_PORTO_RED:
48                         trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
49                         break;
50                 case PROJECTILE_PORTO_BLUE:
51                         trailparticles(self, particleeffectnum("TR_WIZSPIKE"), from, to);
52                         break;
53                 case PROJECTILE_FLAC:
54                         trailparticles(self, particleeffectnum("TR_VORESPIKE"), from, to);
55                         break;
56                 case PROJECTILE_SEEKER:
57                         trailparticles(self, particleeffectnum("TR_ROCKET"), from, to);
58                         break;
59                 case PROJECTILE_HOOKBOMB:
60                         trailparticles(self, particleeffectnum("TR_KNIGHTSPIKE"), from, to);
61                         break;
62                 case PROJECTILE_HAGAR:
63                         trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
64                         break;
65                 case PROJECTILE_HAGAR_BOUNCING:
66                         trailparticles(self, particleeffectnum("TR_GRENADE"), from, to);
67                         break;
68                 case PROJECTILE_BULLET:
69                 case PROJECTILE_BULLET_GLOWING:
70                         trailparticles(self, particleeffectnum("tr_bullet"), from, to);
71                         break;
72                 default:
73                         break;
74         }
75
76 }
77
78 void Projectile_Draw()
79 {
80         vector rot;
81         vector trailorigin;
82         float f;
83         float drawn;
84         float t;
85
86         f = self.move_flags;
87
88         if(self.count & 0x80)
89         {
90                 //self.move_flags &~= FL_ONGROUND;
91                 Movetype_Physics(TRUE);
92                 if(!(self.move_flags & FL_ONGROUND))
93                         self.angles = vectoangles(self.velocity);
94         }
95         else
96         {
97                 InterpolateOrigin_Do();
98         }
99
100         if(self.count & 0x80)
101         {
102                 drawn = (time >= self.spawntime - 0.02);
103                 t = max(time, self.spawntime);
104         }
105         else
106         {
107                 drawn = (self.iflags & IFLAG_VALID);
108                 t = time;
109         }
110
111         if(!(f & FL_ONGROUND))
112         {
113                 rot = '0 0 0';
114                 switch(self.cnt)
115                 {
116                         /*
117                         case PROJECTILE_GRENADE:
118                                 rot = '-2000 0 0'; // forward
119                                 break;
120                         */
121                         case PROJECTILE_GRENADE_BOUNCING:
122                                 rot = '0 -1000 0'; // sideways
123                                 break;
124                         case PROJECTILE_HOOKBOMB:
125                                 rot = '1000 0 0'; // forward
126                                 break;
127                         default:
128                                 break;
129                 }
130                 self.angles = AnglesTransform_Multiply(self.angles, rot * (t - self.spawntime));
131
132                 fixedmakevectors(self.angles);
133
134                 trailorigin = self.origin;
135                 switch(self.cnt)
136                 {
137                         case PROJECTILE_GRENADE:
138                         case PROJECTILE_GRENADE_BOUNCING:
139                                 trailorigin += v_right * 1 + v_forward * -10;
140                                 break;
141                         default:
142                                 break;
143                 }
144                 if(drawn)
145                         Projectile_DrawTrail(trailorigin);
146                 else
147                         self.trail_oldorigin = trailorigin;
148         }
149
150         if(!drawn)
151                 return;
152
153         switch(self.cnt)
154         {
155                 case PROJECTILE_BULLET_GLOWING:
156                         R_AddDynamicLight(self.origin, 50, '1 1 0');
157                         break;
158                 default:
159                         break;
160         }
161
162         self.renderflags = 0;
163
164         R_AddEntity(self);
165 }
166
167 void loopsound(entity e, float ch, string samp, float vol, float attn)
168 {
169         if(csqc_flags & CSQC_FLAG_COLORCODES)
170         {
171                 sound(e, ch, samp, vol, attn);
172                 e.snd_looping = 1;
173         }
174 }
175
176 void Ent_RemoveProjectile()
177 {
178         if(self.snd_looping)
179                 sound(self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
180
181         if(self.count & 0x80)
182         {
183                 tracebox(self.origin, self.mins, self.maxs, self.origin + self.velocity * 0.05, MOVE_NORMAL, self);
184                 Projectile_DrawTrail(trace_endpos);
185         }
186 }
187
188 void Ent_Projectile()
189 {
190         float f;
191
192         // projectile properties:
193         //   kind (interpolated, or clientside)
194         //
195         //   modelindex
196         //   origin
197         //   scale
198         //   if clientside:
199         //     velocity
200         //     gravity
201         //   soundindex (hardcoded list)
202         //   effects
203         //
204         // projectiles don't send angles, because they always follow the velocity
205         
206         f = ReadByte();
207         self.count = (f & 0x80);
208         self.iflags = (self.iflags & IFLAG_INTERNALMASK) | IFLAG_AUTOANGLES | IFLAG_ANGLES;
209         self.solid = SOLID_TRIGGER;
210         //self.effects = EF_NOMODELFLAGS;
211
212         // this should make collisions with bmodels more exact, but it leads to
213         // projectiles no longer being able to lie on a bmodel
214         self.move_nomonsters = MOVE_WORLDONLY;
215         if(f & 0x40)
216                 self.move_flags |= FL_ONGROUND;
217         else
218                 self.move_flags &~= FL_ONGROUND;
219
220         if(!self.move_time)
221         {
222                 // for some unknown reason, we don't need to care for
223                 // sv_gameplayfix_delayprojectiles here.
224                 self.move_time = time;
225                 self.spawntime = time;
226         }
227         else
228                 self.move_time = max(self.move_time, time);
229
230         if(!(self.count & 0x80))
231                 InterpolateOrigin_Undo();
232
233         if(f & 1)
234         {
235                 self.origin_x = ReadCoord();
236                 self.origin_y = ReadCoord();
237                 self.origin_z = ReadCoord();
238                 if(self.count & 0x80)
239                 {
240                         self.velocity_x = ReadCoord();
241                         self.velocity_y = ReadCoord();
242                         self.velocity_z = ReadCoord();
243                         self.gravity = ReadCoord();
244
245                         self.move_origin = self.origin;
246                         self.move_velocity = self.velocity;
247                 }
248
249                 self.trail_oldorigin = self.origin;
250         }
251
252         if(f & 2)
253         {
254                 self.cnt = ReadByte();
255
256                 self.scale = 1;
257                 switch(self.cnt)
258                 {
259                         case PROJECTILE_ELECTRO: setmodel(self, "models/ebomb.mdl"); break;
260                         case PROJECTILE_ROCKET: setmodel(self, "models/rocket.md3"); self.scale = 2; break;
261                         case PROJECTILE_TAG: setmodel(self, "models/laser.mdl"); break;
262                         case PROJECTILE_BULLET: setmodel(self, "models/tracer.mdl"); break;
263                         case PROJECTILE_BULLET_GLOWING: setmodel(self, "models/tracer.mdl"); break;
264                         case PROJECTILE_CRYLINK: setmodel(self, "models/plasmatrail.mdl"); break;
265                         case PROJECTILE_CRYLINK_BOUNCING: setmodel(self, "models/plasmatrail.mdl"); break;
266                         case PROJECTILE_ELECTRO_BEAM: setmodel(self, "models/elaser.mdl"); break;
267                         case PROJECTILE_GRENADE: setmodel(self, "models/grenademodel.md3"); break;
268                         case PROJECTILE_GRENADE_BOUNCING: setmodel(self, "models/grenademodel.md3"); break;
269                         case PROJECTILE_LASER: setmodel(self, "models/laser.mdl"); break;
270                         case PROJECTILE_HLAC: setmodel(self, "models/hlac_bullet.md3"); break;
271                         case PROJECTILE_SEEKER: setmodel(self, "models/tagrocket.md3"); self.scale = 2; break;
272                         case PROJECTILE_FLAC: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
273                         case PROJECTILE_PORTO_RED: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
274                         case PROJECTILE_PORTO_BLUE: setmodel(self, "models/grenademodel.md3"); self.scale = 4; break;
275                         case PROJECTILE_HOOKBOMB: setmodel(self, "models/grenademodel.md3"); break;
276                         case PROJECTILE_HAGAR: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
277                         case PROJECTILE_HAGAR_BOUNCING: setmodel(self, "models/hagarmissile.mdl"); self.scale = 0.4; break;
278                         default:
279                                 error("Received invalid CSQC projectile, can't work with this!");
280                                 break;
281                 }
282
283                 self.mins = '0 0 0';
284                 self.maxs = '0 0 0';
285                 self.colormod = '0 0 0';
286                 self.move_touch = SUB_Stop;
287                 self.move_movetype = MOVETYPE_TOSS;
288
289                 switch(self.cnt)
290                 {
291                         case PROJECTILE_ELECTRO:
292                                 // only new engines support sound moving with object
293                                 loopsound(self, CHAN_PROJECTILE, "weapons/electro_fly.wav", VOL_BASE, ATTN_NORM);
294                                 self.mins = '0 0 -3';
295                                 self.maxs = '0 0 -3';
296                                 self.move_movetype = MOVETYPE_BOUNCE;
297                                 self.move_touch = SUB_Null;
298                                 break;
299                         case PROJECTILE_ROCKET:
300                                 loopsound(self, CHAN_PROJECTILE, "weapons/rocket_fly.wav", VOL_BASE, ATTN_NORM);
301                                 self.mins = '-3 -3 -3';
302                                 self.maxs = '3 3 3';
303                                 break;
304                         case PROJECTILE_TAG:
305                                 loopsound(self, CHAN_PROJECTILE, "weapons/tag_rocket_fly.wav", VOL_BASE, ATTN_NORM);
306                                 self.mins = '-2 -2 -2';
307                                 self.maxs = '2 2 2';
308                                 break;
309                         case PROJECTILE_GRENADE_BOUNCING:
310                                 self.mins = '0 0 -3';
311                                 self.maxs = '0 0 -3';
312                                 self.move_movetype = MOVETYPE_BOUNCE;
313                                 self.move_touch = SUB_Null;
314                                 break;
315                         case PROJECTILE_SEEKER:
316                                 self.mins = '-2 -2 -2';
317                                 self.maxs = '2 2 2';
318                                 break;
319                         case PROJECTILE_PORTO_RED:
320                                 self.colormod = '2 1 1';
321                                 self.alpha = 0.5;
322                                 self.move_movetype = MOVETYPE_BOUNCE;
323                                 self.move_touch = SUB_Null;
324                                 break;
325                         case PROJECTILE_PORTO_BLUE:
326                                 self.colormod = '1 1 2';
327                                 self.alpha = 0.5;
328                                 self.move_movetype = MOVETYPE_BOUNCE;
329                                 self.move_touch = SUB_Null;
330                                 break;
331                         case PROJECTILE_HAGAR_BOUNCING:
332                                 self.move_movetype = MOVETYPE_BOUNCE;
333                                 self.move_touch = SUB_Null;
334                                 break;
335                         case PROJECTILE_CRYLINK_BOUNCING:
336                                 self.move_movetype = MOVETYPE_BOUNCE;
337                                 self.move_touch = SUB_Null;
338                                 break;
339                         default:
340                                 break;
341                 }
342         }
343
344         if(self.gravity)
345         {
346                 if(self.move_movetype == MOVETYPE_FLY)
347                         self.move_movetype = MOVETYPE_TOSS;
348                 if(self.move_movetype == MOVETYPE_BOUNCEMISSILE)
349                         self.move_movetype = MOVETYPE_BOUNCE;
350         }
351         else
352         {
353                 if(self.move_movetype == MOVETYPE_TOSS)
354                         self.move_movetype = MOVETYPE_FLY;
355                 if(self.move_movetype == MOVETYPE_BOUNCE)
356                         self.move_movetype = MOVETYPE_BOUNCEMISSILE;
357         }
358
359         if(!(self.count & 0x80))
360                 InterpolateOrigin_Note();
361         
362         self.draw = Projectile_Draw;
363         self.entremove = Ent_RemoveProjectile;
364 }
365
366 void Projectile_Precache()
367 {
368         precache_model("models/ebomb.mdl");
369         precache_model("models/elaser.mdl");
370         precache_model("models/grenademodel.md3");
371         precache_model("models/hagarmissile.mdl");
372         precache_model("models/hlac_bullet.md3");
373         precache_model("models/laser.mdl");
374         precache_model("models/plasmatrail.mdl");
375         precache_model("models/rocket.md3");
376         precache_model("models/tagrocket.md3");
377         precache_model("models/tracer.mdl");
378         precache_sound("weapons/electro_fly.wav");
379         precache_sound("weapons/rocket_fly.wav");
380         precache_sound("weapons/tag_rocket_fly.wav");
381 }