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Initial checkout of Vore Tournament 0.1.alpha.
[voretournament/voretournament.git] / data / qcsrc / server / g_grabber.qc
1 /*============================================\r
2 \r
3       Wazat's Voretournament Grabber\r
4 \r
5         Contact: Wazat1@gmail.com\r
6 \r
7 \r
8 Installation instructions:\r
9 --------------------------\r
10 \r
11 1. Place grabber.c in your gamec source directory with the other source files.\r
12 \r
13 2. Add this line to the bottom of progs.src:\r
14 \r
15 gamec/grabber.c\r
16 \r
17 3. Open defs.h and add these lines to the very bottom:\r
18 \r
19 // Wazat's grabber\r
20 .entity         grabber;\r
21 voidGrabberFrame();\r
22 void RemoveGrabber(entity pl);\r
23 void SetGrabberBindings();\r
24 // grabber impulses\r
25 float GRABBER_FIRE              = 20;\r
26 float GRABBER_RELEASE           = 21;\r
27 // (note: you can change the grabber impulse #'s to whatever you please)\r
28 \r
29 4. Open client.c and add this to the top of PutClientInServer():\r
30 \r
31         RemoveGrabber(self); // Wazat's Grabber\r
32 \r
33 5. Find ClientConnect() (in client.c) and add these lines to the bottom:\r
34 \r
35         // Wazat's grabber\r
36         SetGrabberBindings();\r
37 \r
38 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:\r
39 \r
40         GrabberFrame();\r
41 \r
42 7. Build and test the mod.  You'll want to bind a key to "+grabber" like this:\r
43 bind ctrl "+grabber"\r
44 \r
45 And you should be done!\r
46 \r
47 \r
48 ============================================*/\r
49 \r
50 .string aiment_classname;\r
51 .float aiment_deadflag;\r
52 void SetMovetypeFollow(entity ent, entity e)\r
53 {\r
54         // FIXME this may not be warpzone aware\r
55         ent.movetype = MOVETYPE_FOLLOW; // make the hole follow\r
56         ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid - this means this cannot be teleported by warpzones any more! Instead, we must notice when our owner gets teleported.\r
57         ent.aiment = e; // make the hole follow bmodel\r
58         ent.punchangle = e.angles; // the original angles of bmodel\r
59         ent.view_ofs = ent.origin - e.origin; // relative origin\r
60         ent.v_angle = ent.angles - e.angles; // relative angles\r
61         ent.aiment_classname = strzone(e.classname);\r
62         ent.aiment_deadflag = e.deadflag;\r
63 }\r
64 void UnsetMovetypeFollow(entity ent)\r
65 {\r
66         ent.movetype = MOVETYPE_FLY;\r
67         PROJECTILE_MAKETRIGGER(ent);\r
68         ent.aiment = world;\r
69 }\r
70 float LostMovetypeFollow(entity ent)\r
71 {\r
72 /*\r
73         if(ent.movetype != MOVETYPE_FOLLOW)\r
74                 if(ent.aiment)\r
75                         error("???");\r
76 */\r
77         if(ent.aiment)\r
78         {\r
79                 if(ent.aiment.classname != ent.aiment_classname)\r
80                         return 1;\r
81                 if(ent.aiment.deadflag != ent.aiment_deadflag)\r
82                         return 1;\r
83         }\r
84         return 0;\r
85 }\r
86 \r
87 .float grabber_length;\r
88 .float grabber_switchweapon;\r
89 \r
90 void RemoveGrabber(entity pl)\r
91 {\r
92         if(pl.grabber == world)\r
93                 return;\r
94         remove(pl.grabber);\r
95         pl.grabber = world;\r
96         if(pl.movetype == MOVETYPE_FLY)\r
97                 pl.movetype = MOVETYPE_WALK;\r
98 \r
99         //pl.disableclientprediction = FALSE;\r
100 }\r
101 \r
102 void GrabberThink();\r
103 void Grabber_Stop()\r
104 {\r
105         pointparticles(particleeffectnum("grabber_impact"), self.origin, '0 0 0', 1);\r
106         sound (self, CHAN_PROJECTILE, "weapons/grabber_impact.wav", VOL_BASE, ATTN_NORM);\r
107 \r
108         self.state = 1;\r
109         self.think =GrabberThink;\r
110         self.nextthink = time;\r
111         self.touch = SUB_Null;\r
112         self.velocity = '0 0 0';\r
113         self.movetype = MOVETYPE_NONE;\r
114         self.grabber_length = -1;\r
115 }\r
116 \r
117 void GrabberThink()\r
118 {\r
119         float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;\r
120         vector dir, org, end, v0, dv, v, myorg;\r
121         if(self.owner.health <= 0 || self.owner.grabber != self)        // how did that happen?\r
122         {                                                                                                               // well, better fix it anyway\r
123                 remove(self);\r
124                 return;\r
125         }\r
126         if(LostMovetypeFollow(self))\r
127         {\r
128                 RemoveGrabber(self.owner);\r
129                 return;\r
130         }\r
131         if(self.aiment)\r
132                 WarpZone_RefSys_AddIncrementally(self, self.aiment);\r
133 \r
134         self.nextthink = time;\r
135 \r
136         makevectors(self.owner.v_angle);\r
137         org = self.owner.origin + self.owner.view_ofs + v_forward * grabber_shotorigin_x + v_right * grabber_shotorigin_y + v_up * grabber_shotorigin_z;\r
138         myorg = WarpZone_RefSys_TransformOrigin(self.owner, self, org);\r
139 \r
140         if(self.grabber_length < 0)\r
141                 self.grabber_length = vlen(myorg - self.origin);\r
142 \r
143         if(self.state == 1)\r
144         {\r
145                 pullspeed = cvar("g_balance_grabber_speed_pull");//2000;\r
146                 // speed the rope is pulled with\r
147 \r
148                 rubberforce = cvar("g_balance_grabber_force_rubber");//2000;\r
149                 // force the rope will use if it is stretched\r
150 \r
151                 rubberforce_overstretch = cvar("g_balance_grabber_force_rubber_overstretch");//1000;\r
152                 // force the rope will use if it is stretched\r
153 \r
154                 minlength = cvar("g_balance_grabber_length_min");//100;\r
155                 // minimal rope length\r
156                 // if the rope goes below this length, it isn't pulled any more\r
157 \r
158                 ropestretch = cvar("g_balance_grabber_stretch");//400;\r
159                 // if the rope is stretched by more than this amount, more rope is\r
160                 // given to you again\r
161 \r
162                 ropeairfriction = cvar("g_balance_grabber_airfriction");//0.2\r
163                 // while hanging on the rope, this friction component will help you a\r
164                 // bit to control the rope\r
165 \r
166                 dir = self.origin - myorg;\r
167                 dist = vlen(dir);\r
168                 dir = normalize(dir);\r
169 \r
170                 if(cvar("g_grabber_tarzan"))\r
171                 {\r
172                         v = v0 = WarpZone_RefSys_TransformVelocity(self.owner, self, self.owner.velocity);\r
173 \r
174                         // first pull the rope...\r
175                         if(self.owner.grabber_state & GRABBER_PULLING)\r
176                         {\r
177                                 newlength = self.grabber_length;\r
178                                 newlength = max(newlength - pullspeed * frametime, minlength);\r
179 \r
180                                 if(newlength < dist - ropestretch) // overstretched?\r
181                                 {\r
182                                         newlength = dist - ropestretch;\r
183                                         if(v * dir < 0) // only if not already moving in grabber direction\r
184                                                 v = v + frametime * dir * rubberforce_overstretch;\r
185                                 }\r
186 \r
187                                 self.grabber_length = newlength;\r
188                         }\r
189 \r
190                         if(self.owner.grabber_state & GRABBER_RELEASING)\r
191                         {\r
192                                 newlength = dist;\r
193                                 self.grabber_length = newlength;\r
194                         }\r
195                         else\r
196                         {\r
197                                 // then pull the player\r
198                                 spd = bound(0, (dist - self.grabber_length) / ropestretch, 1);\r
199                                 v = v * (1 - frametime * ropeairfriction);\r
200                                 v = v + frametime * dir * spd * rubberforce;\r
201 \r
202                                 dv = ((v - v0) * dir) * dir;\r
203                                 if(cvar("g_grabber_tarzan") >= 2)\r
204                                 {\r
205                                         if(self.aiment.movetype == MOVETYPE_WALK)\r
206                                         {\r
207                                                 v = v - dv * 0.5;\r
208                                                 self.aiment.velocity = self.aiment.velocity - dv * 0.5;\r
209                                                 self.aiment.flags &~= FL_ONGROUND;\r
210                                                 self.aiment.pusher = self.owner;\r
211                                                 self.aiment.pushltime = time + cvar("g_maxpushtime");\r
212                                         }\r
213                                 }\r
214 \r
215                                 self.owner.flags &~= FL_ONGROUND;\r
216                         }\r
217 \r
218                         self.owner.velocity = WarpZone_RefSys_TransformVelocity(self, self.owner, v);\r
219                 }\r
220                 else\r
221                 {\r
222                         end = self.origin - dir*50;\r
223                         dist = vlen(end - myorg);\r
224                         if(dist < 200)\r
225                                 spd = dist * (pullspeed / 200);\r
226                         else\r
227                                 spd = pullspeed;\r
228                         if(spd < 50)\r
229                                 spd = 0;\r
230                         self.owner.velocity = dir*spd;\r
231                         self.owner.movetype = MOVETYPE_FLY;\r
232 \r
233                         self.owner.flags &~= FL_ONGROUND;\r
234                 }\r
235         }\r
236 \r
237         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');\r
238         te_beam(self.owner, WarpZone_RefSys_TransformOrigin(self, self.owner, self.origin) + v_forward * (-9), org);\r
239 }\r
240 \r
241 void GrabberTouch (void)\r
242 {\r
243         if(SUB_OwnerCheck())\r
244                 return;\r
245         if(SUB_NoImpactCheck())\r
246         {\r
247                 RemoveGrabber(self.owner);\r
248                 return;\r
249         }\r
250         PROJECTILE_TOUCH;\r
251 \r
252         Grabber_Stop();\r
253 \r
254         if(other)\r
255                 if(other.movetype != MOVETYPE_NONE)\r
256                 {\r
257                         SetMovetypeFollow(self, other);\r
258                         WarpZone_RefSys_BeginAddingIncrementally(self, self.aiment);\r
259                 }\r
260 \r
261         //self.owner.disableclientprediction = TRUE;\r
262 }\r
263 \r
264 void Grabber_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
265 {\r
266         if(self.health > 0)\r
267         {\r
268                 self.health = self.health - damage;\r
269                 if (self.health <= 0)\r
270                 {\r
271                         if(attacker != self.owner)\r
272                         {\r
273                                 self.owner.pusher = attacker;\r
274                                 self.owner.pushltime = time + cvar("g_maxpushtime");\r
275                         }\r
276                         RemoveGrabber(self.owner);\r
277                 }\r
278         }\r
279 }\r
280 \r
281 void FireGrabber (void)\r
282 {\r
283         local entity missile;\r
284         local vector org;\r
285 \r
286         if((arena_roundbased && time < warmup) || (time < game_starttime))\r
287                 return;\r
288 \r
289         makevectors(self.v_angle);\r
290 \r
291         // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds\r
292         sound (self, CHAN_WEAPON2, "weapons/grabber_fire.wav", VOL_BASE, ATTN_NORM);\r
293         org = self.origin + self.view_ofs + v_forward * grabber_shotorigin_x + v_right * grabber_shotorigin_y + v_up * grabber_shotorigin_z;\r
294         pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);\r
295 \r
296         missile = WarpZone_RefSys_SpawnSameRefSys(self);\r
297         missile.owner = self;\r
298         self.grabber = missile;\r
299         missile.classname = "grabber";\r
300 \r
301         missile.movetype = MOVETYPE_FLY;\r
302         PROJECTILE_MAKETRIGGER(missile);\r
303 \r
304         setmodel (missile, "models/grabber.md3"); // precision set below\r
305         setsize (missile, '-3 -3 -3', '3 3 3');\r
306         setorigin (missile, org);\r
307 \r
308         missile.state = 0; // not latched onto anything\r
309 \r
310         W_SetupProjectileVelocityEx(missile, v_forward, v_up, cvar("g_balance_grabber_speed_fly"), 0, 0, 0);\r
311 \r
312         missile.angles = vectoangles (missile.velocity);\r
313         //missile.glow_color = 250; // 244, 250\r
314         //missile.glow_size = 120;\r
315         missile.touch =GrabberTouch;\r
316         missile.think =GrabberThink;\r
317         missile.nextthink = time + 0.1;\r
318 \r
319         missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;\r
320 \r
321         missile.health = cvar("g_balance_grabber_health");//120\r
322         missile.event_damage =Grabber_Damage;\r
323         missile.takedamage = DAMAGE_AIM;\r
324         missile.damageforcescale = 0;\r
325 }\r
326 \r
327 //  voidGrabberFrame()\r
328 //  {\r
329 //         // this function has been modified for Voretournament\r
330 // -       if (self.BUTTON_GRABBER && g_grabber)\r
331 //         {\r
332 // -               if (!self.grabber && self.grabber_time <= time && !self.button6_pressed_before)\r
333 // -                       if (timeoutStatus != 2) //only allow the player to fire the grabber if the game is not paused (timeout)\r
334 // -                               FireGrabber();\r
335 //         }\r
336 // -       else\r
337 //         {\r
338 //                 if (self.grabber)\r
339 //                         RemoveGrabber(self);\r
340 //         }\r
341 // -       self.button6_pressed_before = self.BUTTON_GRABBER;\r
342 //         /*\r
343 //         // if I have no grabber or it's not pulling yet, make sure I'm not flying!\r
344 //         if((self.grabber == world || !self.grabber.state) && self.movetype == MOVETYPE_FLY)\r
345 \r
346 void GrabberFrame()\r
347 {\r
348         if(timeoutStatus != 2 && self.weapon != WEP_GRABBER)\r
349         {\r
350                 // offhand grabber controls\r
351                 if(self.BUTTON_GRABBER)\r
352                 {\r
353                         if not(self.grabber || (self.grabber_state & GRABBER_WAITING_FOR_RELEASE))\r
354                         {\r
355                                 self.grabber_state |= GRABBER_FIRING;\r
356                                 self.grabber_state |= GRABBER_WAITING_FOR_RELEASE;\r
357                         }\r
358                 }\r
359                 else\r
360                 {\r
361                         self.grabber_state |= GRABBER_REMOVING;\r
362                         self.grabber_state &~= GRABBER_WAITING_FOR_RELEASE;\r
363                 }\r
364 \r
365                 self.grabber_state &~= GRABBER_RELEASING;\r
366                 if(self.BUTTON_CROUCH)\r
367                 {\r
368                         self.grabber_state &~= GRABBER_PULLING;\r
369                         //self.grabber_state |= GRABBER_RELEASING;\r
370                 }\r
371                 else\r
372                 {\r
373                         self.grabber_state |= GRABBER_PULLING;\r
374                         //self.grabber_state &~= GRABBER_RELEASING;\r
375                 }\r
376         }\r
377         else if(!(self.items & IT_JETPACK) && self.switchweapon != WEP_GRABBER)\r
378         {\r
379                 if(self.BUTTON_GRABBER && !self.grabber_switchweapon)\r
380                         W_SwitchWeapon(WEP_GRABBER);\r
381         }\r
382         self.grabber_switchweapon = self.BUTTON_GRABBER;\r
383 \r
384         if(self.weapon != WEP_GRABBER)\r
385         {\r
386                 self.grabber_state &~= GRABBER_FIRING;\r
387                 self.grabber_state |= GRABBER_REMOVING;\r
388         }\r
389 \r
390         if (self.grabber_state & GRABBER_FIRING)\r
391         {\r
392                 if (self.grabber)\r
393                         RemoveGrabber(self);\r
394                 FireGrabber();\r
395                 self.grabber_state &~= GRABBER_FIRING;\r
396         }\r
397         else if(self.grabber_state & GRABBER_REMOVING)\r
398         {\r
399                 if (self.grabber)\r
400                         RemoveGrabber(self);\r
401                 self.grabber_state &~= GRABBER_REMOVING;\r
402         }\r
403 \r
404         /*\r
405         // if I have no grabber or it's not pulling yet, make sure I'm not flying!\r
406         if((self.grabber == world || !self.grabber.state) && self.movetype == MOVETYPE_FLY)\r
407         {\r
408                 self.movetype = MOVETYPE_WALK;\r
409         }\r
410         if(self.impulse == GRABBER_FIRE && self.grabber_time <= time)\r
411         {\r
412                 // fire grabber\r
413                 FireGrabber();\r
414                 return;\r
415         }\r
416         else if(self.grabberimpulse == GRABBER_RELEASE)\r
417         {\r
418                 // remove grabber, reset movement type\r
419                 RemoveGrabber(self);\r
420                 return;\r
421         }\r
422         */\r
423         /*else // make sure the player's movetype is correct\r
424         {\r
425                 //if(self.grabber == world && self.movetype == MOVETYPE_FLY)\r
426                 if((self.grabber == world || !self.grabber.state) && self.movetype == MOVETYPE_FLY)\r
427                 {\r
428                         self.movetype = MOVETYPE_WALK;\r
429                 }\r
430         }*/\r
431         // note: The grabber entity does the actual pulling\r
432 }\r
433 \r
434 void GrabberInit()\r
435 {\r
436         grabber_shotorigin = shotorg_adjust('26.2148 9.2059 -15.9772', TRUE, FALSE);\r
437 }\r
438 \r
439 void SetGrabberBindings()\r
440 {\r
441         // this function has been modified for Voretournament\r
442         // don't remove these lines! old server or demos coud overwrite the new aliases\r
443         stuffcmd(self, "alias +grabber +button6\n");\r
444         stuffcmd(self, "alias -grabber -button6\n");\r
445 }\r