Give W_SetupShot a deathtype parameter, fixes some ugly hacks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hook.qc
1 #include "hook.qh"
2
3 #ifdef SVQC
4
5 void W_Hook_ExplodeThink(entity this)
6 {
7         float dt, dmg_remaining_next, f;
8
9         dt = time - this.teleport_time;
10         dmg_remaining_next = (bound(0, 1 - dt / this.dmg_duration, 1) ** this.dmg_power);
11
12         f = this.dmg_last - dmg_remaining_next;
13         this.dmg_last = dmg_remaining_next;
14
15         RadiusDamage(this, this.realowner, this.dmg * f, this.dmg_edge * f, this.dmg_radius, this.realowner, NULL, this.dmg_force * f, this.projectiledeathtype, this.weaponentity_fld, NULL);
16         this.projectiledeathtype |= HITTYPE_BOUNCE;
17         //RadiusDamage(this, NULL, this.dmg * f, this.dmg_edge * f, this.dmg_radius, NULL, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
18
19         if(dt < this.dmg_duration)
20                 this.nextthink = time + 0.05; // soon
21         else
22                 delete(this);
23 }
24
25 void W_Hook_Explode2(entity this)
26 {
27         this.event_damage = func_null;
28         settouch(this, func_null);
29         this.effects |= EF_NODRAW;
30
31         setthink(this, W_Hook_ExplodeThink);
32         this.nextthink = time;
33         this.dmg = WEP_CVAR_SEC(hook, damage);
34         this.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
35         this.dmg_radius = WEP_CVAR_SEC(hook, radius);
36         this.dmg_force = WEP_CVAR_SEC(hook, force);
37         this.dmg_power = WEP_CVAR_SEC(hook, power);
38         this.dmg_duration = WEP_CVAR_SEC(hook, duration);
39         this.teleport_time = time;
40         this.dmg_last = 1;
41         set_movetype(this, MOVETYPE_NONE);
42 }
43
44 void W_Hook_Explode2_use(entity this, entity actor, entity trigger)
45 {
46         W_Hook_Explode2(this);
47 }
48
49 void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
50 {
51         if(this.health <= 0)
52                 return;
53
54         if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
55                 return; // g_projectiles_damage says to halt
56
57         this.health = this.health - damage;
58
59         if(this.health <= 0)
60                 W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2);
61 }
62
63 void W_Hook_Touch2(entity this, entity toucher)
64 {
65         PROJECTILE_TOUCH(this, toucher);
66         this.use(this, NULL, NULL);
67 }
68
69 void W_Hook_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
70 {
71         //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
72         W_SetupShot(actor, weaponentity, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage), WEP_HOOK.m_id | HITTYPE_SECONDARY);
73
74         entity gren = new(hookbomb);
75         gren.owner = gren.realowner = actor;
76         gren.bot_dodge = true;
77         gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
78         set_movetype(gren, MOVETYPE_TOSS);
79         PROJECTILE_MAKETRIGGER(gren);
80         gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY;
81         gren.weaponentity_fld = weaponentity;
82         setorigin(gren, w_shotorg);
83         setsize(gren, '0 0 0', '0 0 0');
84
85         gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
86         setthink(gren, adaptor_think2use_hittype_splash);
87         gren.use = W_Hook_Explode2_use;
88         settouch(gren, W_Hook_Touch2);
89
90         gren.takedamage = DAMAGE_YES;
91         gren.health = WEP_CVAR_SEC(hook, health);
92         gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
93         gren.event_damage = W_Hook_Damage;
94         gren.damagedbycontents = true;
95         IL_PUSH(g_damagedbycontents, gren);
96         gren.missile_flags = MIF_SPLASH | MIF_ARC;
97
98         gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
99         if (autocvar_g_projectiles_newton_style)
100                 gren.velocity = gren.velocity + actor.velocity;
101
102         gren.gravity = WEP_CVAR_SEC(hook, gravity);
103         //W_SetupProjVelocity_Basic(gren); // just falling down!
104
105         gren.angles = '0 0 0';
106         gren.flags = FL_PROJECTILE;
107         IL_PUSH(g_projectiles, gren);
108         IL_PUSH(g_bot_dodge, gren);
109
110         CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
111
112         MUTATOR_CALLHOOK(EditProjectile, actor, gren);
113 }
114
115 METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
116 {
117     if (fire & 1) {
118         if(!actor.(weaponentity).hook)
119         if(!(actor.(weaponentity).hook_state & HOOK_WAITING_FOR_RELEASE))
120         if(time > actor.(weaponentity).hook_refire)
121         if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1))
122         {
123             W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo), weaponentity);
124             actor.(weaponentity).hook_state |= HOOK_FIRING;
125             actor.(weaponentity).hook_state |= HOOK_WAITING_FOR_RELEASE;
126             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
127         }
128     } else {
129         actor.(weaponentity).hook_state |= HOOK_REMOVING;
130         actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE;
131     }
132
133     if(fire & 2)
134     {
135         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire)))
136         {
137             W_Hook_Attack2(thiswep, actor, weaponentity);
138             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
139         }
140     }
141
142     if(actor.(weaponentity).hook)
143     {
144         // if hooked, no bombs, and increase the timer
145         actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor));
146
147         // hook also inhibits health regeneration, but only for 1 second
148         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
149             actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
150     }
151
152     if(actor.(weaponentity).hook && actor.(weaponentity).hook.state == 1)
153     {
154         float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);
155         if(hooked_time_max > 0)
156         {
157             if( time > actor.(weaponentity).hook_time_hooked + hooked_time_max )
158                 actor.(weaponentity).hook_state |= HOOK_REMOVING;
159         }
160
161         float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo);
162         if(hooked_fuel > 0)
163         {
164             if( time > actor.(weaponentity).hook_time_fueldecrease )
165             {
166                 if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
167                 {
168                     if( actor.ammo_fuel >= (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel )
169                     {
170                         W_DecreaseAmmo(thiswep, actor, (time - actor.(weaponentity).hook_time_fueldecrease) * hooked_fuel, weaponentity);
171                         actor.(weaponentity).hook_time_fueldecrease = time;
172                         // decrease next frame again
173                     }
174                     else
175                     {
176                         actor.ammo_fuel = 0;
177                         actor.(weaponentity).hook_state |= HOOK_REMOVING;
178                         if(actor.(weaponentity).m_weapon != WEP_Null) // offhand
179                                 W_SwitchWeapon_Force(actor, w_getbestweapon(actor, weaponentity), weaponentity);
180                     }
181                 }
182             }
183         }
184     }
185     else
186     {
187         actor.(weaponentity).hook_time_hooked = time;
188         actor.(weaponentity).hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
189     }
190
191     actor.(weaponentity).hook_state = BITSET(actor.(weaponentity).hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide));
192
193     if (actor.(weaponentity).hook_state & HOOK_FIRING)
194     {
195         if (actor.(weaponentity).hook)
196             RemoveHook(actor.(weaponentity).hook);
197         FireGrapplingHook(actor, weaponentity);
198         actor.(weaponentity).hook_state &= ~HOOK_FIRING;
199         actor.(weaponentity).hook_refire = max(actor.(weaponentity).hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
200     }
201     else if (actor.(weaponentity).hook_state & HOOK_REMOVING)
202     {
203         if (actor.(weaponentity).hook)
204             RemoveHook(actor.(weaponentity).hook);
205         actor.(weaponentity).hook_state &= ~HOOK_REMOVING;
206     }
207 }
208 METHOD(Hook, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
209 {
210         actor.(weaponentity).hook_state &= ~HOOK_WAITING_FOR_RELEASE;
211 }
212 METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor, .entity weaponentity))
213 {
214     if (!thiswep.ammo_factor) return true;
215
216     if(actor.(weaponentity).hook)
217         return actor.ammo_fuel > 0;
218
219     return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
220 }
221 METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor, .entity weaponentity))
222 {
223     // infinite ammo for now
224     return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
225 }
226 METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor))
227 {
228     RemoveGrapplingHooks(actor);
229     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
230     {
231         .entity weaponentity = weaponentities[slot];
232         actor.(weaponentity).hook_time = 0;
233         actor.(weaponentity).hook_refire = time;
234     }
235 }
236 METHOD(Hook, wr_killmessage, Notification(entity thiswep))
237 {
238     return WEAPON_HOOK_MURDER;
239 }
240
241 #endif
242 #ifdef CSQC
243
244 METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
245 {
246     vector org2;
247     org2 = w_org + w_backoff * 2;
248     pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
249     if(!w_issilent)
250         sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
251 }
252
253 #endif
254
255 #ifdef CSQC
256 #include <lib/csqcmodel/interpolate.qh>
257 #include <lib/warpzone/common.qh>
258
259 float autocvar_cl_grapplehook_alpha = 1;
260
261 void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg);
262
263 entityclass(Hook);
264 class(Hook) .entity HookType; // ENT_CLIENT_*
265 class(Hook) .vector origin;
266 class(Hook) .vector velocity;
267 class(Hook) .float HookSilent;
268 class(Hook) .float HookRange;
269
270 string Draw_GrapplingHook_trace_callback_tex;
271 float Draw_GrapplingHook_trace_callback_rnd;
272 vector Draw_GrapplingHook_trace_callback_rgb;
273 float Draw_GrapplingHook_trace_callback_a;
274 void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end)
275 {
276         float i;
277         vector vorg;
278         vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
279         for(i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i)
280                 Draw_CylindricLine(hit, start, 8, Draw_GrapplingHook_trace_callback_tex, 0.25, Draw_GrapplingHook_trace_callback_rnd, Draw_GrapplingHook_trace_callback_rgb, min(1, Draw_GrapplingHook_trace_callback_a - i), DRAWFLAG_NORMAL, vorg);
281         Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
282 }
283
284 class(Hook) .float teleport_time;
285 void Draw_GrapplingHook(entity this)
286 {
287         vector a, b, atrans;
288         string tex;
289         vector rgb;
290         float t;
291         vector vs;
292         float intensity, offset;
293
294         if(this.teleport_time)
295         if(time > this.teleport_time)
296         {
297                 sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard
298                 this.teleport_time = 0;
299         }
300
301         InterpolateOrigin_Do(this);
302
303         int s = W_GunAlign(viewmodels[this.cnt], STAT(GUNALIGN)) - 1;
304
305         switch(this.HookType)
306         {
307                 default:
308                 case NET_ENT_CLIENT_HOOK:
309                         vs = hook_shotorigin[s];
310                         break;
311                 case NET_ENT_CLIENT_ARC_BEAM:
312                         vs = lightning_shotorigin[s];
313                         break;
314         }
315
316         if((this.owner.sv_entnum == player_localentnum - 1))
317         {
318                 switch(this.HookType)
319                 {
320                         default:
321                         case NET_ENT_CLIENT_HOOK:
322                                 if(autocvar_chase_active)
323                                         a = csqcplayer.origin + csqcplayer.view_ofs;
324                                 else
325                                         a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
326                                 b = this.origin;
327                                 break;
328                         case NET_ENT_CLIENT_ARC_BEAM:
329                                 if(this.HookRange)
330                                         b = view_origin + view_forward * this.HookRange;
331                                 else
332                                         b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam!
333                                 WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, NULL);
334                                 b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
335                                 a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
336                                 break;
337                 }
338         }
339         else
340         {
341                 switch(this.HookType)
342                 {
343                         default:
344                         case NET_ENT_CLIENT_HOOK:
345                                 a = this.velocity;
346                                 b = this.origin;
347                                 break;
348                         case NET_ENT_CLIENT_ARC_BEAM:
349                                 a = this.origin;
350                                 b = this.velocity;
351                                 break;
352                 }
353         }
354
355         t = entcs_GetTeamColor(this.owner.sv_entnum);
356
357         switch(this.HookType)
358         {
359                 default:
360                 case NET_ENT_CLIENT_HOOK:
361                         intensity = autocvar_cl_grapplehook_alpha;
362                         offset = 0;
363                         switch(t)
364                         {
365                                 case NUM_TEAM_1: tex = "particles/hook_red"; rgb = '1 0.3 0.3'; break;
366                                 case NUM_TEAM_2: tex = "particles/hook_blue"; rgb = '0.3 0.3 1'; break;
367                                 case NUM_TEAM_3: tex = "particles/hook_yellow"; rgb = '1 1 0.3'; break;
368                                 case NUM_TEAM_4: tex = "particles/hook_pink"; rgb = '1 0.3 1'; break;
369                                 default: tex = "particles/hook_white"; rgb = entcs_GetColor(this.sv_entnum - 1); break;
370                         }
371                         break;
372                 case NET_ENT_CLIENT_ARC_BEAM: // todo
373                         intensity = bound(0.2, 1 + Noise_Pink(this, frametime) * 1 + Noise_Burst(this, frametime, 0.03) * 0.3, 2);
374                         offset = Noise_Brown(this, frametime) * 10;
375                         tex = "particles/lgbeam";
376                         rgb = '1 1 1';
377                         break;
378         }
379
380         MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t);
381         tex = M_ARGV(1, string);
382         rgb = M_ARGV(2, vector);
383
384         Draw_GrapplingHook_trace_callback_tex = tex;
385         Draw_GrapplingHook_trace_callback_rnd = offset;
386         Draw_GrapplingHook_trace_callback_rgb = rgb;
387         Draw_GrapplingHook_trace_callback_a = intensity;
388         WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), NULL, NULL, Draw_GrapplingHook_trace_callback);
389         Draw_GrapplingHook_trace_callback_tex = string_null;
390
391         atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a);
392
393         switch(this.HookType)
394         {
395                 default:
396                 case NET_ENT_CLIENT_HOOK:
397                         if(vdist(trace_endpos - atrans, >, 0.5))
398                         {
399                                 setorigin(this, trace_endpos); // hook endpoint!
400                                 this.angles = vectoangles(trace_endpos - atrans);
401                                 this.drawmask = MASK_NORMAL;
402                         }
403                         else
404                         {
405                                 this.drawmask = 0;
406                         }
407                         break;
408                 case NET_ENT_CLIENT_ARC_BEAM:
409                         setorigin(this, a); // beam origin!
410                         break;
411         }
412
413         switch(this.HookType)
414         {
415                 default:
416                 case NET_ENT_CLIENT_HOOK:
417                         break;
418                 case NET_ENT_CLIENT_ARC_BEAM:
419                         pointparticles(EFFECT_ARC_LIGHTNING2, trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect
420                         break;
421         }
422 }
423
424 void Remove_GrapplingHook(entity this)
425 {
426         sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
427
428         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
429         {
430                 entity wep = viewmodels[slot];
431                 if(wep.hook == this)
432                         wep.hook = NULL;
433         }
434 }
435
436 NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
437 {
438         this.HookType = NET_ENT_CLIENT_HOOK;
439
440         int sf = ReadByte();
441
442         this.HookSilent = (sf & 0x80);
443         this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
444
445         InterpolateOrigin_Undo(this);
446
447         if(sf & 1)
448         {
449                 int myowner = ReadByte();
450                 int slot = ReadByte();
451                 this.owner = playerslots[myowner - 1];
452                 this.sv_entnum = myowner;
453                 if(myowner == player_localentnum)
454                         viewmodels[slot].hook = this;
455                 this.cnt = slot;
456                 switch(this.HookType)
457                 {
458                         default:
459                         case NET_ENT_CLIENT_HOOK:
460                                 this.HookRange = 0;
461                                 break;
462                         case NET_ENT_CLIENT_ARC_BEAM:
463                                 this.HookRange = ReadCoord();
464                                 break;
465                 }
466         }
467         if(sf & 2)
468         {
469                 this.origin_x = ReadCoord();
470                 this.origin_y = ReadCoord();
471                 this.origin_z = ReadCoord();
472                 setorigin(this, this.origin);
473         }
474         if(sf & 4)
475         {
476                 this.velocity_x = ReadCoord();
477                 this.velocity_y = ReadCoord();
478                 this.velocity_z = ReadCoord();
479         }
480
481         InterpolateOrigin_Note(this);
482
483         if(bIsNew || !this.teleport_time)
484         {
485                 this.draw = Draw_GrapplingHook;
486                 IL_PUSH(g_drawables, this);
487                 this.entremove = Remove_GrapplingHook;
488
489                 switch(this.HookType)
490                 {
491                         default:
492                         case NET_ENT_CLIENT_HOOK:
493                                 // for the model
494                                 setmodel(this, MDL_HOOK);
495                                 this.drawmask = MASK_NORMAL;
496                                 break;
497                         case NET_ENT_CLIENT_ARC_BEAM:
498                                 sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
499                                 break;
500                 }
501         }
502
503         this.teleport_time = time + 10;
504         return true;
505 }
506
507 // TODO: hook: temporarily transform this.origin for drawing the model along warpzones!
508 #endif