]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hook.qc
Add a networked entity to hold weapon state
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hook.qc
index c335e8c5bc8b00fd182d8dc61fbff8d2a697fcb4..38a416383320c8b71c2fe8b39a321df5c83adbd4 100644 (file)
@@ -1,12 +1,13 @@
+#include "hook.qh"
 #ifndef IMPLEMENTATION
 CLASS(Hook, Weapon)
-/* ammotype  */ ATTRIB(Hook, ammo_field, .int, ammo_fuel)
-/* impulse   */ ATTRIB(Hook, impulse, int, 0)
+/* ammotype  */ ATTRIB(Hook, ammo_field, .int, ammo_fuel);
+/* impulse   */ ATTRIB(Hook, impulse, int, 0);
 /* flags     */ ATTRIB(Hook, spawnflags, int, WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH);
 /* rating    */ ATTRIB(Hook, bot_pickupbasevalue, float, 0);
 /* color     */ ATTRIB(Hook, wpcolor, vector, '0 0.5 0');
 /* modelname */ ATTRIB(Hook, mdl, string, "hookgun");
-#ifndef MENUQC
+#ifdef GAMEQC
 /* model     */ ATTRIB(Hook, m_model, Model, MDL_HOOK_ITEM);
 #endif
 /* crosshair */ ATTRIB(Hook, w_crosshair, string, "gfx/crosshairhook");
@@ -14,7 +15,7 @@ CLASS(Hook, Weapon)
 /* wepimg    */ ATTRIB(Hook, model2, string, "weaponhook");
 /* refname   */ ATTRIB(Hook, netname, string, "hook");
 /* wepname   */ ATTRIB(Hook, m_name, string, _("Grappling Hook"));
-       ATTRIB(Hook, ammo_factor, float, 1)
+       ATTRIB(Hook, ammo_factor, float, 1);
 
 #define X(BEGIN, P, END, class, prefix) \
        BEGIN(class) \
@@ -79,43 +80,48 @@ OffhandHook OFFHAND_HOOK; STATIC_INIT(OFFHAND_HOOK) { OFFHAND_HOOK = NEW(Offhand
 
 spawnfunc(weapon_hook) { weapon_defaultspawnfunc(this, WEP_HOOK); }
 
-void W_Hook_ExplodeThink()
-{SELFPARAM();
+void W_Hook_ExplodeThink(entity this)
+{
        float dt, dmg_remaining_next, f;
 
-       dt = time - self.teleport_time;
-       dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
+       dt = time - this.teleport_time;
+       dmg_remaining_next = pow(bound(0, 1 - dt / this.dmg_duration, 1), this.dmg_power);
 
-       f = self.dmg_last - dmg_remaining_next;
-       self.dmg_last = dmg_remaining_next;
+       f = this.dmg_last - dmg_remaining_next;
+       this.dmg_last = dmg_remaining_next;
 
-       RadiusDamage(self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
-       self.projectiledeathtype |= HITTYPE_BOUNCE;
-       //RadiusDamage(self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
+       RadiusDamage(this, this.realowner, this.dmg * f, this.dmg_edge * f, this.dmg_radius, this.realowner, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
+       this.projectiledeathtype |= HITTYPE_BOUNCE;
+       //RadiusDamage(this, NULL, this.dmg * f, this.dmg_edge * f, this.dmg_radius, NULL, NULL, this.dmg_force * f, this.projectiledeathtype, NULL);
 
-       if(dt < self.dmg_duration)
-               self.nextthink = time + 0.05; // soon
+       if(dt < this.dmg_duration)
+               this.nextthink = time + 0.05; // soon
        else
-               remove(self);
+               delete(this);
+}
+
+void W_Hook_Explode2(entity this)
+{
+       this.event_damage = func_null;
+       settouch(this, func_null);
+       this.effects |= EF_NODRAW;
+
+       setthink(this, W_Hook_ExplodeThink);
+       this.nextthink = time;
+       this.dmg = WEP_CVAR_SEC(hook, damage);
+       this.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
+       this.dmg_radius = WEP_CVAR_SEC(hook, radius);
+       this.dmg_force = WEP_CVAR_SEC(hook, force);
+       this.dmg_power = WEP_CVAR_SEC(hook, power);
+       this.dmg_duration = WEP_CVAR_SEC(hook, duration);
+       this.teleport_time = time;
+       this.dmg_last = 1;
+       set_movetype(this, MOVETYPE_NONE);
 }
 
-void W_Hook_Explode2()
-{SELFPARAM();
-       self.event_damage = func_null;
-       self.touch = func_null;
-       self.effects |= EF_NODRAW;
-
-       self.think = W_Hook_ExplodeThink;
-       self.nextthink = time;
-       self.dmg = WEP_CVAR_SEC(hook, damage);
-       self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
-       self.dmg_radius = WEP_CVAR_SEC(hook, radius);
-       self.dmg_force = WEP_CVAR_SEC(hook, force);
-       self.dmg_power = WEP_CVAR_SEC(hook, power);
-       self.dmg_duration = WEP_CVAR_SEC(hook, duration);
-       self.teleport_time = time;
-       self.dmg_last = 1;
-       self.movetype = MOVETYPE_NONE;
+void W_Hook_Explode2_use(entity this, entity actor, entity trigger)
+{
+       W_Hook_Explode2(this);
 }
 
 void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
@@ -129,34 +135,34 @@ void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage,
        this.health = this.health - damage;
 
        if(this.health <= 0)
-               WITH(entity, self, this, W_PrepareExplosionByDamage(this.realowner, W_Hook_Explode2));
+               W_PrepareExplosionByDamage(this, this.realowner, W_Hook_Explode2);
 }
 
-void W_Hook_Touch2()
-{SELFPARAM();
-       PROJECTILE_TOUCH;
-       self.use();
+void W_Hook_Touch2(entity this, entity toucher)
+{
+       PROJECTILE_TOUCH(this, toucher);
+       this.use(this, NULL, NULL);
 }
 
-void W_Hook_Attack2(Weapon thiswep, entity actor)
+void W_Hook_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 {
        //W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
-       W_SetupShot(actor, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
+       W_SetupShot(actor, weaponentity, false, 4, SND_HOOKBOMB_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
 
        entity gren = new(hookbomb);
        gren.owner = gren.realowner = actor;
        gren.bot_dodge = true;
        gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
-       gren.movetype = MOVETYPE_TOSS;
+       set_movetype(gren, MOVETYPE_TOSS);
        PROJECTILE_MAKETRIGGER(gren);
        gren.projectiledeathtype = WEP_HOOK.m_id | HITTYPE_SECONDARY;
        setorigin(gren, w_shotorg);
        setsize(gren, '0 0 0', '0 0 0');
 
        gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
-       gren.think = adaptor_think2use_hittype_splash;
-       gren.use = W_Hook_Explode2;
-       gren.touch = W_Hook_Touch2;
+       setthink(gren, adaptor_think2use_hittype_splash);
+       gren.use = W_Hook_Explode2_use;
+       settouch(gren, W_Hook_Touch2);
 
        gren.takedamage = DAMAGE_YES;
        gren.health = WEP_CVAR_SEC(hook, health);
@@ -174,6 +180,8 @@ void W_Hook_Attack2(Weapon thiswep, entity actor)
 
        gren.angles = '0 0 0';
        gren.flags = FL_PROJECTILE;
+       IL_PUSH(g_projectiles, gren);
+       IL_PUSH(g_bot_dodge, gren);
 
        CSQCProjectile(gren, true, PROJECTILE_HOOKBOMB, true);
 
@@ -182,14 +190,13 @@ void W_Hook_Attack2(Weapon thiswep, entity actor)
 
 METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    SELFPARAM();
     if (fire & 1) {
         if(!actor.hook)
         if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE))
         if(time > actor.hook_refire)
         if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1))
         {
-            W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo));
+            W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo), weaponentity);
             actor.hook_state |= HOOK_FIRING;
             actor.hook_state |= HOOK_WAITING_FOR_RELEASE;
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);
@@ -203,7 +210,7 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     {
         if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire)))
         {
-            W_Hook_Attack2(thiswep, actor);
+            W_Hook_Attack2(thiswep, actor, weaponentity);
             weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
         }
     }
@@ -211,7 +218,7 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     if(actor.hook)
     {
         // if hooked, no bombs, and increase the timer
-        actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
+        actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor(actor));
 
         // hook also inhibits health regeneration, but only for 1 second
         if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
@@ -236,7 +243,7 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
                 {
                     if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel )
                     {
-                        W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel);
+                        W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel, weaponentity);
                         actor.hook_time_fueldecrease = time;
                         // decrease next frame again
                     }
@@ -244,7 +251,7 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
                     {
                         actor.ammo_fuel = 0;
                         actor.hook_state |= HOOK_REMOVING;
-                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                        W_SwitchWeapon_Force(actor, w_getbestweapon(actor), weaponentity);
                     }
                 }
             }
@@ -262,9 +269,9 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
     {
         if (actor.hook)
             RemoveGrapplingHook(actor);
-        WITH(entity, self, actor, FireGrapplingHook());
+        FireGrapplingHook(actor);
         actor.hook_state &= ~HOOK_FIRING;
-        actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor());
+        actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor(actor));
     }
     else if (actor.hook_state & HOOK_REMOVING)
     {
@@ -273,31 +280,28 @@ METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
         actor.hook_state &= ~HOOK_REMOVING;
     }
 }
-METHOD(Hook, wr_setup, void(entity thiswep))
+METHOD(Hook, wr_setup, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
+    actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
 }
-METHOD(Hook, wr_checkammo1, bool(Hook thiswep))
+METHOD(Hook, wr_checkammo1, bool(Hook thiswep, entity actor))
 {
-    SELFPARAM();
     if (!thiswep.ammo_factor) return true;
-    if(self.hook)
-        return self.ammo_fuel > 0;
+    if(actor.hook)
+        return actor.ammo_fuel > 0;
     else
-        return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
+        return actor.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
 }
-METHOD(Hook, wr_checkammo2, bool(Hook thiswep))
+METHOD(Hook, wr_checkammo2, bool(Hook thiswep, entity actor))
 {
     // infinite ammo for now
-    return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
+    return true; // actor.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
 }
-METHOD(Hook, wr_resetplayer, void(entity thiswep))
+METHOD(Hook, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
-    RemoveGrapplingHook(self);
-    self.hook_time = 0;
-    self.hook_refire = time;
+    RemoveGrapplingHook(actor);
+    actor.hook_time = 0;
+    actor.hook_refire = time;
 }
 METHOD(Hook, wr_killmessage, Notification(entity thiswep))
 {
@@ -307,14 +311,13 @@ METHOD(Hook, wr_killmessage, Notification(entity thiswep))
 #endif
 #ifdef CSQC
 
-METHOD(Hook, wr_impacteffect, void(entity thiswep))
+METHOD(Hook, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    SELFPARAM();
     vector org2;
     org2 = w_org + w_backoff * 2;
     pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1);
     if(!w_issilent)
-        sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
+        sound(actor, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM);
 }
 
 #endif
@@ -367,7 +370,7 @@ void Draw_GrapplingHook(entity this)
 
        InterpolateOrigin_Do(this);
 
-       int s = W_GetGunAlignment(world);
+       int s = W_GetGunAlignment(NULL);
 
        switch(this.HookType)
        {
@@ -394,7 +397,7 @@ void Draw_GrapplingHook(entity this)
                                        b = view_origin + view_forward * this.HookRange;
                                else
                                        b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam!
-                               WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, world);
+                               WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, NULL);
                                b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
                                a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z;
                                break;
@@ -441,11 +444,15 @@ void Draw_GrapplingHook(entity this)
                        break;
        }
 
+       MUTATOR_CALLHOOK(DrawGrapplingHook, this, tex, rgb, t);
+       tex = M_ARGV(1, string);
+       rgb = M_ARGV(2, vector);
+
        Draw_GrapplingHook_trace_callback_tex = tex;
        Draw_GrapplingHook_trace_callback_rnd = offset;
        Draw_GrapplingHook_trace_callback_rgb = rgb;
        Draw_GrapplingHook_trace_callback_a = intensity;
-       WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), world, world, Draw_GrapplingHook_trace_callback);
+       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);
        Draw_GrapplingHook_trace_callback_tex = string_null;
 
        atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a);
@@ -484,75 +491,81 @@ void Draw_GrapplingHook(entity this)
 void Remove_GrapplingHook(entity this)
 {
        sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM);
+
+       if(csqcplayer && csqcplayer.hook == this)
+               csqcplayer.hook = NULL;
 }
 
 NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew)
 {
-       self.HookType = NET_ENT_CLIENT_HOOK;
+       this.HookType = NET_ENT_CLIENT_HOOK;
 
        int sf = ReadByte();
 
-       self.HookSilent = (sf & 0x80);
-       self.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
+       this.HookSilent = (sf & 0x80);
+       this.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN;
 
-       InterpolateOrigin_Undo(self);
+       InterpolateOrigin_Undo(this);
 
        if(sf & 1)
        {
                int myowner = ReadByte();
-               self.owner = playerslots[myowner - 1];
-               self.sv_entnum = myowner;
-               switch(self.HookType)
+               this.owner = playerslots[myowner - 1];
+               this.sv_entnum = myowner;
+               if(csqcplayer && myowner == player_localentnum)
+                       csqcplayer.hook = this;
+               switch(this.HookType)
                {
                        default:
                        case NET_ENT_CLIENT_HOOK:
-                               self.HookRange = 0;
+                               this.HookRange = 0;
                                break;
                        case NET_ENT_CLIENT_ARC_BEAM:
-                               self.HookRange = ReadCoord();
+                               this.HookRange = ReadCoord();
                                break;
                }
        }
        if(sf & 2)
        {
-               self.origin_x = ReadCoord();
-               self.origin_y = ReadCoord();
-               self.origin_z = ReadCoord();
-               setorigin(self, self.origin);
+               this.origin_x = ReadCoord();
+               this.origin_y = ReadCoord();
+               this.origin_z = ReadCoord();
+               setorigin(this, this.origin);
        }
        if(sf & 4)
        {
-               self.velocity_x = ReadCoord();
-               self.velocity_y = ReadCoord();
-               self.velocity_z = ReadCoord();
+               this.velocity_x = ReadCoord();
+               this.velocity_y = ReadCoord();
+               this.velocity_z = ReadCoord();
        }
 
        InterpolateOrigin_Note(this);
 
-       if(bIsNew || !self.teleport_time)
+       if(bIsNew || !this.teleport_time)
        {
-               self.draw = Draw_GrapplingHook;
-               self.entremove = Remove_GrapplingHook;
+               this.draw = Draw_GrapplingHook;
+               IL_PUSH(g_drawables, this);
+               this.entremove = Remove_GrapplingHook;
 
-               switch(self.HookType)
+               switch(this.HookType)
                {
                        default:
                        case NET_ENT_CLIENT_HOOK:
                                // for the model
-                               setmodel(self, MDL_HOOK);
-                               self.drawmask = MASK_NORMAL;
+                               setmodel(this, MDL_HOOK);
+                               this.drawmask = MASK_NORMAL;
                                break;
                        case NET_ENT_CLIENT_ARC_BEAM:
-                               sound (self, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
+                               sound (this, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM);
                                break;
                }
        }
 
-       self.teleport_time = time + 10;
+       this.teleport_time = time + 10;
        return true;
 }
 
-// TODO: hook: temporarily transform self.origin for drawing the model along warpzones!
+// TODO: hook: temporarily transform this.origin for drawing the model along warpzones!
 #endif
 
 #endif