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try fixing issues with cl_gunalign
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1 /*============================================
2
3       Wazat's Xonotic Grappling Hook
4
5         Contact: Wazat1@gmail.com
6
7
8 Installation instructions:
9 --------------------------
10
11 1. Place hook.c in your gamec source directory with the other source files.
12
13 2. Add this line to the bottom of progs.src:
14
15 gamec/hook.c
16
17 3. Open defs.h and add these lines to the very bottom:
18
19 // Wazat's grappling hook
20 .entity         hook;
21 void GrapplingHookFrame();
22 void RemoveGrapplingHook(entity pl);
23 void SetGrappleHookBindings();
24 // hook impulses
25 float GRAPHOOK_FIRE             = 20;
26 float GRAPHOOK_RELEASE          = 21;
27 // (note: you can change the hook impulse #'s to whatever you please)
28
29 4. Open client.c and add this to the top of PutClientInServer():
30
31         RemoveGrapplingHook(self); // Wazat's Grappling Hook
32
33 5. Find ClientConnect() (in client.c) and add these lines to the bottom:
34
35         // Wazat's grappling hook
36         SetGrappleHookBindings();
37
38 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:
39
40         GrapplingHookFrame();
41
42 7. Build and test the mod.  You'll want to bind a key to "+hook" like this:
43 bind ctrl "+hook"
44
45 And you should be done!
46
47
48 ============================================*/
49
50 .string aiment_classname;
51 .float aiment_deadflag;
52 void SetMovetypeFollow(entity ent, entity e)
53 {
54         // FIXME this may not be warpzone aware
55         ent.movetype = MOVETYPE_FOLLOW; // make the hole follow
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.
57         ent.aiment = e; // make the hole follow bmodel
58         ent.punchangle = e.angles; // the original angles of bmodel
59         ent.view_ofs = ent.origin - e.origin; // relative origin
60         ent.v_angle = ent.angles - e.angles; // relative angles
61         ent.aiment_classname = strzone(e.classname);
62         ent.aiment_deadflag = e.deadflag;
63 }
64 void UnsetMovetypeFollow(entity ent)
65 {
66         ent.movetype = MOVETYPE_FLY;
67         PROJECTILE_MAKETRIGGER(ent);
68         ent.aiment = world;
69 }
70 float LostMovetypeFollow(entity ent)
71 {
72 /*
73         if(ent.movetype != MOVETYPE_FOLLOW)
74                 if(ent.aiment)
75                         error("???");
76 */
77         if(ent.aiment)
78         {
79                 if(ent.aiment.classname != ent.aiment_classname)
80                         return 1;
81                 if(ent.aiment.deadflag != ent.aiment_deadflag)
82                         return 1;
83         }
84         return 0;
85 }
86
87 .float hook_length;
88 .float hook_switchweapon;
89
90 void RemoveGrapplingHook(entity pl)
91 {
92         if(pl.hook == world)
93                 return;
94         remove(pl.hook);
95         pl.hook = world;
96         if(pl.movetype == MOVETYPE_FLY)
97                 pl.movetype = MOVETYPE_WALK;
98
99         //pl.disableclientprediction = FALSE;
100 }
101
102 void GrapplingHookThink();
103 void GrapplingHook_Stop()
104 {
105         pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
106         sound (self, CHAN_PROJECTILE, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
107
108         self.state = 1;
109         self.think = GrapplingHookThink;
110         self.nextthink = time;
111         self.touch = SUB_Null;
112         self.velocity = '0 0 0';
113         self.movetype = MOVETYPE_NONE;
114         self.hook_length = -1;
115 }
116
117 void GrapplingHookThink()
118 {
119         float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch, s;
120         vector dir, org, end, v0, dv, v, myorg, vs;
121         if(self.owner.health <= 0 || self.owner.hook != self)   // how did that happen?
122         {                                                                                                               // well, better fix it anyway
123                 remove(self);
124                 return;
125         }
126         if(LostMovetypeFollow(self))
127         {
128                 RemoveGrapplingHook(self.owner);
129                 return;
130         }
131         if(self.aiment)
132                 WarpZone_RefSys_AddIncrementally(self, self.aiment);
133
134         self.nextthink = time;
135
136         s = self.owner.cvar_cl_gunalign;
137         if(s != 1 && s != 2 && s != 4)
138                 s = 3; // default value
139         --s;
140         vs = hook_shotorigin[s];
141
142         makevectors(self.owner.v_angle);
143         org = self.owner.origin + self.owner.view_ofs + v_forward * vs_x + v_right * vs_y + v_up * vs_z;
144         myorg = WarpZone_RefSys_TransformOrigin(self.owner, self, org);
145
146         if(self.hook_length < 0)
147                 self.hook_length = vlen(myorg - self.origin);
148
149         if(self.state == 1)
150         {
151                 pullspeed = cvar("g_balance_grapplehook_speed_pull");//2000;
152                 // speed the rope is pulled with
153
154                 rubberforce = cvar("g_balance_grapplehook_force_rubber");//2000;
155                 // force the rope will use if it is stretched
156
157                 rubberforce_overstretch = cvar("g_balance_grapplehook_force_rubber_overstretch");//1000;
158                 // force the rope will use if it is stretched
159
160                 minlength = cvar("g_balance_grapplehook_length_min");//100;
161                 // minimal rope length
162                 // if the rope goes below this length, it isn't pulled any more
163
164                 ropestretch = cvar("g_balance_grapplehook_stretch");//400;
165                 // if the rope is stretched by more than this amount, more rope is
166                 // given to you again
167
168                 ropeairfriction = cvar("g_balance_grapplehook_airfriction");//0.2
169                 // while hanging on the rope, this friction component will help you a
170                 // bit to control the rope
171
172                 dir = self.origin - myorg;
173                 dist = vlen(dir);
174                 dir = normalize(dir);
175
176                 if(cvar("g_grappling_hook_tarzan"))
177                 {
178                         v = v0 = WarpZone_RefSys_TransformVelocity(self.owner, self, self.owner.velocity);
179
180                         // first pull the rope...
181                         if(self.owner.hook_state & HOOK_PULLING)
182                         {
183                                 newlength = self.hook_length;
184                                 newlength = max(newlength - pullspeed * frametime, minlength);
185
186                                 if(newlength < dist - ropestretch) // overstretched?
187                                 {
188                                         newlength = dist - ropestretch;
189                                         if(v * dir < 0) // only if not already moving in hook direction
190                                                 v = v + frametime * dir * rubberforce_overstretch;
191                                 }
192
193                                 self.hook_length = newlength;
194                         }
195
196                         if(self.owner.hook_state & HOOK_RELEASING)
197                         {
198                                 newlength = dist;
199                                 self.hook_length = newlength;
200                         }
201                         else
202                         {
203                                 // then pull the player
204                                 spd = bound(0, (dist - self.hook_length) / ropestretch, 1);
205                                 v = v * (1 - frametime * ropeairfriction);
206                                 v = v + frametime * dir * spd * rubberforce;
207
208                                 dv = ((v - v0) * dir) * dir;
209                                 if(cvar("g_grappling_hook_tarzan") >= 2)
210                                 {
211                                         if(self.aiment.movetype == MOVETYPE_WALK)
212                                         {
213                                                 v = v - dv * 0.5;
214                                                 self.aiment.velocity = self.aiment.velocity - dv * 0.5;
215                                                 self.aiment.flags &~= FL_ONGROUND;
216                                                 self.aiment.pusher = self.owner;
217                                                 self.aiment.pushltime = time + cvar("g_maxpushtime");
218                                         }
219                                 }
220
221                                 self.owner.flags &~= FL_ONGROUND;
222                         }
223
224                         self.owner.velocity = WarpZone_RefSys_TransformVelocity(self, self.owner, v);
225                 }
226                 else
227                 {
228                         end = self.origin - dir*50;
229                         dist = vlen(end - myorg);
230                         if(dist < 200)
231                                 spd = dist * (pullspeed / 200);
232                         else
233                                 spd = pullspeed;
234                         if(spd < 50)
235                                 spd = 0;
236                         self.owner.velocity = dir*spd;
237                         self.owner.movetype = MOVETYPE_FLY;
238
239                         self.owner.flags &~= FL_ONGROUND;
240                 }
241         }
242
243         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
244         myorg = WarpZone_RefSys_TransformOrigin(self, self.owner, self.origin) + v_forward * (-9);
245
246         // TODO turn into a csqc entity
247         WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
248         WriteByte(MSG_BROADCAST, TE_CSQC_BEAM);
249         WriteByte(MSG_BROADCAST, num_for_edict(self.owner));
250         WriteByte(MSG_BROADCAST, 0);
251         WriteCoord(MSG_BROADCAST, myorg_x);
252         WriteCoord(MSG_BROADCAST, myorg_y);
253         WriteCoord(MSG_BROADCAST, myorg_z);
254         WriteCoord(MSG_BROADCAST, org_x);
255         WriteCoord(MSG_BROADCAST, org_y);
256         WriteCoord(MSG_BROADCAST, org_z);
257 }
258
259 void GrapplingHookTouch (void)
260 {
261         if(SUB_OwnerCheck())
262                 return;
263         if(SUB_NoImpactCheck())
264         {
265                 RemoveGrapplingHook(self.owner);
266                 return;
267         }
268         PROJECTILE_TOUCH;
269
270         GrapplingHook_Stop();
271
272         if(other)
273                 if(other.movetype != MOVETYPE_NONE)
274                 {
275                         SetMovetypeFollow(self, other);
276                         WarpZone_RefSys_BeginAddingIncrementally(self, self.aiment);
277                 }
278
279         //self.owner.disableclientprediction = TRUE;
280 }
281
282 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
283 {
284         if(self.health > 0)
285         {
286                 self.health = self.health - damage;
287                 if (self.health <= 0)
288                 {
289                         if(attacker != self.owner)
290                         {
291                                 self.owner.pusher = attacker;
292                                 self.owner.pushltime = time + cvar("g_maxpushtime");
293                         }
294                         RemoveGrapplingHook(self.owner);
295                 }
296         }
297 }
298
299 void FireGrapplingHook (void)
300 {
301         local entity missile;
302         local vector org;
303         float s;
304         vector vs;
305
306         if((arena_roundbased && time < warmup) || (time < game_starttime))
307                 return;
308
309         makevectors(self.v_angle);
310
311         s = self.cvar_cl_gunalign;
312         if(s != 1 && s != 2 && s != 4)
313                 s = 3; // default value
314         --s;
315         vs = hook_shotorigin[s];
316
317         // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
318         sound (self, CHAN_WEAPON2, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
319         org = self.origin + self.view_ofs + v_forward * vs_x + v_right * vs_y + v_up * vs_z;
320         pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
321
322         missile = WarpZone_RefSys_SpawnSameRefSys(self);
323         missile.owner = self;
324         self.hook = missile;
325         missile.classname = "grapplinghook";
326
327         missile.movetype = MOVETYPE_FLY;
328         PROJECTILE_MAKETRIGGER(missile);
329
330         setmodel (missile, "models/hook.md3"); // precision set below
331         setsize (missile, '-3 -3 -3', '3 3 3');
332         setorigin (missile, org);
333
334         missile.state = 0; // not latched onto anything
335
336         W_SetupProjectileVelocityEx(missile, v_forward, v_up, cvar("g_balance_grapplehook_speed_fly"), 0, 0, 0);
337
338         missile.angles = vectoangles (missile.velocity);
339         //missile.glow_color = 250; // 244, 250
340         //missile.glow_size = 120;
341         missile.touch = GrapplingHookTouch;
342         missile.think = GrapplingHookThink;
343         missile.nextthink = time + 0.1;
344
345         missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
346
347         missile.health = cvar("g_balance_grapplehook_health");//120
348         missile.event_damage = GrapplingHook_Damage;
349         missile.takedamage = DAMAGE_AIM;
350         missile.damageforcescale = 0;
351 }
352
353 //  void GrapplingHookFrame()
354 //  {
355 //         // this function has been modified for Xonotic
356 // -       if (self.BUTTON_HOOK && g_grappling_hook)
357 //         {
358 // -               if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
359 // -                       if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout)
360 // -                               FireGrapplingHook();
361 //         }
362 // -       else
363 //         {
364 //                 if (self.hook)
365 //                         RemoveGrapplingHook(self);
366 //         }
367 // -       self.button6_pressed_before = self.BUTTON_HOOK;
368 //         /*
369 //         // if I have no hook or it's not pulling yet, make sure I'm not flying!
370 //         if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
371
372 void GrapplingHookFrame()
373 {
374         if(g_grappling_hook && timeoutStatus != 2 && self.weapon != WEP_HOOK)
375         {
376                 // offhand hook controls
377                 if(self.BUTTON_HOOK)
378                 {
379                         if not(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE))
380                         {
381                                 self.hook_state |= HOOK_FIRING;
382                                 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
383                         }
384                 }
385                 else
386                 {
387                         self.hook_state |= HOOK_REMOVING;
388                         self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
389                 }
390
391                 self.hook_state &~= HOOK_RELEASING;
392                 if(self.BUTTON_CROUCH)
393                 {
394                         self.hook_state &~= HOOK_PULLING;
395                         //self.hook_state |= HOOK_RELEASING;
396                 }
397                 else
398                 {
399                         self.hook_state |= HOOK_PULLING;
400                         //self.hook_state &~= HOOK_RELEASING;
401                 }
402         }
403         else if(!(self.items & IT_JETPACK) && !g_grappling_hook && self.switchweapon != WEP_HOOK)
404         {
405                 if(self.BUTTON_HOOK && !self.hook_switchweapon)
406                         W_SwitchWeapon(WEP_HOOK);
407         }
408         self.hook_switchweapon = self.BUTTON_HOOK;
409
410         if(!g_grappling_hook && self.weapon != WEP_HOOK)
411         {
412                 self.hook_state &~= HOOK_FIRING;
413                 self.hook_state |= HOOK_REMOVING;
414         }
415
416         if (self.hook_state & HOOK_FIRING)
417         {
418                 if (self.hook)
419                         RemoveGrapplingHook(self);
420                 FireGrapplingHook();
421                 self.hook_state &~= HOOK_FIRING;
422         }
423         else if(self.hook_state & HOOK_REMOVING)
424         {
425                 if (self.hook)
426                         RemoveGrapplingHook(self);
427                 self.hook_state &~= HOOK_REMOVING;
428         }
429
430         /*
431         // if I have no hook or it's not pulling yet, make sure I'm not flying!
432         if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
433         {
434                 self.movetype = MOVETYPE_WALK;
435         }
436         if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
437         {
438                 // fire hook
439                 FireGrapplingHook();
440                 return;
441         }
442         else if(self.hookimpulse == GRAPHOOK_RELEASE)
443         {
444                 // remove hook, reset movement type
445                 RemoveGrapplingHook(self);
446                 return;
447         }
448         */
449         /*else // make sure the player's movetype is correct
450         {
451                 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
452                 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
453                 {
454                         self.movetype = MOVETYPE_WALK;
455                 }
456         }*/
457         // note: The hook entity does the actual pulling
458 }
459
460 void GrappleHookInit()
461 {
462         if(g_grappling_hook)
463         {
464                 hook_shotorigin[0] = '8 -8 -12';
465                 hook_shotorigin[1] = '8 -8 -12';
466                 hook_shotorigin[2] = '8 -8 -12';
467                 hook_shotorigin[3] = '8 -8 -12';
468         }
469         else
470         {
471                 weapon_action(WEP_HOOK, WR_PRECACHE);
472                 hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), TRUE, FALSE, 1);
473                 hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), TRUE, FALSE, 2);
474                 hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), TRUE, FALSE, 3);
475                 hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), TRUE, FALSE, 4);
476         }
477 }
478
479 void SetGrappleHookBindings()
480 {
481         // this function has been modified for Xonotic
482         // don't remove these lines! old server or demos coud overwrite the new aliases
483         stuffcmd(self, "alias +hook +button6\n");
484         stuffcmd(self, "alias -hook -button6\n");
485 }