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Merge branch 'master' into Lyberta/TeamplayOverhaul
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_hook.qc
1 #include "g_hook.qh"
2
3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <common/effects/all.qh>
6 #include "weapons/common.qh"
7 #include "weapons/csqcprojectile.qh"
8 #include "weapons/weaponsystem.qh"
9 #include "weapons/selection.qh"
10 #include "weapons/tracing.qh"
11 #include "player.qh"
12 #include "command/common.qh"
13 #include "round_handler.qh"
14 #include "../common/state.qh"
15 #include "../common/physics/player.qh"
16 #include "../common/vehicles/all.qh"
17 #include "../common/constants.qh"
18 #include "../common/util.qh"
19 #include <common/net_linked.qh>
20 #include <common/weapons/_all.qh>
21 #include "../lib/warpzone/common.qh"
22 #include "../lib/warpzone/server.qh"
23
24 .int state;
25
26 /*============================================
27
28       Wazat's Xonotic Grappling Hook
29
30         Contact: Wazat1@gmail.com
31
32
33 Installation instructions:
34 --------------------------
35
36 1. Place hook.c in your gamec source directory with the other source files.
37
38 2. Add this line to the bottom of progs.src:
39
40 gamec/hook.c
41
42 3. Open defs.h and add these lines to the very bottom:
43
44 // Wazat's grappling hook
45 .entity         hook;
46 void GrapplingHookFrame();
47 void RemoveGrapplingHook(entity pl);
48 void SetGrappleHookBindings();
49 // hook impulses
50 const float GRAPHOOK_FIRE               = 20;
51 const float GRAPHOOK_RELEASE            = 21;
52 // (note: you can change the hook impulse #'s to whatever you please)
53
54 4. Open client.c and add this to the top of PutClientInServer():
55
56         RemoveGrapplingHook(this); // Wazat's Grappling Hook
57
58 5. Find ClientConnect() (in client.c) and add these lines to the bottom:
59
60         // Wazat's grappling hook
61         SetGrappleHookBindings();
62
63 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:
64
65         GrapplingHookFrame();
66
67 7. Build and test the mod.  You'll want to bind a key to "+hook" like this:
68 bind ctrl "+hook"
69
70 And you should be done!
71
72
73 ============================================*/
74
75 .float hook_length;
76
77 void RemoveGrapplingHooks(entity pl)
78 {
79         if(pl.move_movetype == MOVETYPE_FLY)
80                 set_movetype(pl, MOVETYPE_WALK);
81
82         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
83     {
84         .entity weaponentity = weaponentities[slot];
85         if(!pl.(weaponentity))
86                 continue; // continue incase other slots exist?
87         if(pl.(weaponentity).hook)
88                 delete(pl.(weaponentity).hook);
89         pl.(weaponentity).hook = NULL;
90     }
91
92         //pl.disableclientprediction = false;
93 }
94
95 void RemoveHook(entity this)
96 {
97         entity player = this.realowner;
98     .entity weaponentity = this.weaponentity_fld;
99
100     if(player.(weaponentity).hook == this)
101         player.(weaponentity).hook = NULL;
102
103     if(player.move_movetype == MOVETYPE_FLY)
104         set_movetype(player, MOVETYPE_WALK);
105     delete(this);
106 }
107
108 void GrapplingHookReset(entity this)
109 {
110         RemoveHook(this);
111 }
112
113 void GrapplingHookThink(entity this);
114 void GrapplingHook_Stop(entity this)
115 {
116         Send_Effect(EFFECT_HOOK_IMPACT, this.origin, '0 0 0', 1);
117         sound (this, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM);
118
119         this.state = 1;
120         setthink(this, GrapplingHookThink);
121         this.nextthink = time;
122         settouch(this, func_null);
123         this.velocity = '0 0 0';
124         set_movetype(this, MOVETYPE_NONE);
125         this.hook_length = -1;
126 }
127
128 .vector hook_start, hook_end;
129 bool GrapplingHookSend(entity this, entity to, int sf)
130 {
131         WriteHeader(MSG_ENTITY, ENT_CLIENT_HOOK);
132         sf = sf & 0x7F;
133         if(sound_allowed(MSG_BROADCAST, this.realowner))
134                 sf |= 0x80;
135         WriteByte(MSG_ENTITY, sf);
136         if(sf & 1)
137         {
138                 WriteByte(MSG_ENTITY, etof(this.realowner));
139                 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
140         }
141         if(sf & 2)
142         {
143                 WriteVector(MSG_ENTITY, this.hook_start);
144         }
145         if(sf & 4)
146         {
147                 WriteVector(MSG_ENTITY, this.hook_end);
148         }
149         return true;
150 }
151
152 int autocvar_g_grappling_hook_tarzan;
153
154 void GrapplingHookThink(entity this)
155 {
156         float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
157         vector dir, org, end, v0, dv, v, myorg, vs;
158         .entity weaponentity = this.weaponentity_fld;
159         if(this.realowner.(weaponentity).hook != this)  // how did that happen?
160         {
161                 error("Owner lost the hook!\n");
162                 return;
163         }
164         if(LostMovetypeFollow(this) || game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade"))
165         {
166                 RemoveHook(this);
167                 return;
168         }
169         if(this.aiment)
170                 WarpZone_RefSys_AddIncrementally(this, this.aiment);
171
172         this.nextthink = time;
173
174         int s = W_GunAlign(this.realowner.(weaponentity), STAT(GUNALIGN, this.realowner)) - 1;
175         vs = hook_shotorigin[s];
176
177         makevectors(this.realowner.v_angle);
178         org = this.realowner.origin + this.realowner.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
179         myorg = WarpZone_RefSys_TransformOrigin(this.realowner, this, org);
180
181         if(this.hook_length < 0)
182                 this.hook_length = vlen(myorg - this.origin);
183
184         int tarzan = autocvar_g_grappling_hook_tarzan;
185         entity pull_entity = this.realowner;
186         float velocity_multiplier = 1;
187         MUTATOR_CALLHOOK(GrappleHookThink, this, tarzan, pull_entity, velocity_multiplier);
188         tarzan = M_ARGV(1, int);
189         pull_entity = M_ARGV(2, entity);
190         velocity_multiplier = M_ARGV(3, float);
191
192         if(this.state == 1)
193         {
194                 pullspeed = autocvar_g_balance_grapplehook_speed_pull;//2000;
195                 // speed the rope is pulled with
196
197                 rubberforce = autocvar_g_balance_grapplehook_force_rubber;//2000;
198                 // force the rope will use if it is stretched
199
200                 rubberforce_overstretch = autocvar_g_balance_grapplehook_force_rubber_overstretch;//1000;
201                 // force the rope will use if it is stretched
202
203                 minlength = autocvar_g_balance_grapplehook_length_min;//100;
204                 // minimal rope length
205                 // if the rope goes below this length, it isn't pulled any more
206
207                 ropestretch = autocvar_g_balance_grapplehook_stretch;//400;
208                 // if the rope is stretched by more than this amount, more rope is
209                 // given to you again
210
211                 ropeairfriction = autocvar_g_balance_grapplehook_airfriction;//0.2
212                 // while hanging on the rope, this friction component will help you a
213                 // bit to control the rope
214
215                 bool frozen_pulling = (autocvar_g_grappling_hook_tarzan >= 2 && autocvar_g_balance_grapplehook_pull_frozen);
216
217                 dir = this.origin - myorg;
218                 dist = vlen(dir);
219                 dir = normalize(dir);
220
221                 if(tarzan)
222                 {
223                         v = v0 = WarpZone_RefSys_TransformVelocity(pull_entity, this, pull_entity.velocity);
224
225                         // first pull the rope...
226                         if(this.realowner.(weaponentity).hook_state & HOOK_PULLING)
227                         {
228                                 newlength = this.hook_length;
229                                 newlength = max(newlength - pullspeed * frametime, minlength);
230
231                                 if(newlength < dist - ropestretch) // overstretched?
232                                 {
233                                         newlength = dist - ropestretch;
234                                         if(v * dir < 0) // only if not already moving in hook direction
235                                                 v = v + frametime * dir * rubberforce_overstretch;
236                                 }
237
238                                 this.hook_length = newlength;
239                         }
240
241                         if(pull_entity.move_movetype == MOVETYPE_FLY)
242                                 set_movetype(pull_entity, MOVETYPE_WALK);
243
244                         if(this.realowner.(weaponentity).hook_state & HOOK_RELEASING)
245                         {
246                                 newlength = dist;
247                                 this.hook_length = newlength;
248                         }
249                         else
250                         {
251                                 // then pull the player
252                                 spd = bound(0, (dist - this.hook_length) / ropestretch, 1);
253                                 v = v * (1 - frametime * ropeairfriction);
254                                 v = v + frametime * dir * spd * rubberforce;
255
256                                 dv = ((v - v0) * dir) * dir;
257                                 if(tarzan >= 2)
258                                 {
259                                         if(this.aiment.move_movetype == MOVETYPE_WALK || this.aiment.classname == "nade")
260                                         {
261                                                 entity aim_ent = ((IS_VEHICLE(this.aiment) && this.aiment.owner) ? this.aiment.owner : this.aiment);
262                                                 v = v - dv * 0.5;
263                                                 if((frozen_pulling && STAT(FROZEN, this.aiment)) || !frozen_pulling)
264                                                 {
265                                                         this.aiment.velocity = this.aiment.velocity - dv * 0.5;
266                                                         UNSET_ONGROUND(this.aiment);
267                                                         if(this.aiment.flags & FL_PROJECTILE)
268                                                                 UpdateCSQCProjectile(this.aiment);
269                                                 }
270                                                 if(this.aiment.classname == "nade")
271                                                         this.aiment.nextthink = time + autocvar_g_balance_grapplehook_nade_time; // set time after letting go?
272                                                 aim_ent.pusher = this.realowner;
273                                                 aim_ent.pushltime = time + autocvar_g_maxpushtime;
274                                                 aim_ent.istypefrag = PHYS_INPUT_BUTTON_CHAT(aim_ent);
275                                         }
276                                 }
277
278                                 UNSET_ONGROUND(pull_entity);
279                         }
280
281                         if(!frozen_pulling && !(this.aiment.flags & FL_PROJECTILE))
282                                 pull_entity.velocity = WarpZone_RefSys_TransformVelocity(this, pull_entity, v * velocity_multiplier);
283
284                         if(frozen_pulling && autocvar_g_balance_grapplehook_pull_frozen == 2 && !STAT(FROZEN, this.aiment))
285                         {
286                                 RemoveHook(this);
287                                 return;
288                         }
289                 }
290                 else
291                 {
292                         end = this.origin - dir*50;
293                         dist = vlen(end - myorg);
294                         if(dist < 200)
295                                 spd = dist * (pullspeed / 200);
296                         else
297                                 spd = pullspeed;
298                         if(spd < 50)
299                                 spd = 0;
300                         this.realowner.velocity = dir*spd;
301                         set_movetype(this.realowner, MOVETYPE_FLY);
302
303                         UNSET_ONGROUND(this.realowner);
304                 }
305         }
306
307         makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
308         myorg = WarpZone_RefSys_TransformOrigin(this, this.realowner, this.origin); // + v_forward * (-9);
309
310         if(myorg != this.hook_start)
311         {
312                 this.SendFlags |= 2;
313                 this.hook_start = myorg;
314         }
315         if(org != this.hook_end)
316         {
317                 this.SendFlags |= 4;
318                 this.hook_end = org;
319         }
320 }
321
322 void GrapplingHookTouch(entity this, entity toucher)
323 {
324         if(toucher.move_movetype == MOVETYPE_FOLLOW)
325                 return;
326         PROJECTILE_TOUCH(this, toucher);
327
328         GrapplingHook_Stop(this);
329
330         if(toucher)
331                 if(toucher.move_movetype != MOVETYPE_NONE)
332                 {
333                         SetMovetypeFollow(this, toucher);
334                         WarpZone_RefSys_BeginAddingIncrementally(this, this.aiment);
335                 }
336
337         //this.realowner.disableclientprediction = true;
338 }
339
340 void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
341 {
342         if(this.health <= 0)
343                 return;
344
345         if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
346                 return; // g_balance_projectiledamage says to halt
347
348         this.health = this.health - damage;
349
350         if (this.health <= 0)
351         {
352                 if(attacker != this.realowner)
353                 {
354                         this.realowner.pusher = attacker;
355                         this.realowner.pushltime = time + autocvar_g_maxpushtime;
356                         this.realowner.istypefrag = PHYS_INPUT_BUTTON_CHAT(this.realowner);
357                 }
358                 RemoveHook(this);
359         }
360 }
361
362 void FireGrapplingHook(entity actor, .entity weaponentity)
363 {
364         if(forbidWeaponUse(actor)) return;
365         if(actor.vehicle) return;
366
367         makevectors(actor.v_angle);
368
369         int s = W_GunAlign(actor.(weaponentity), STAT(GUNALIGN, actor)) - 1;
370         vector vs = hook_shotorigin[s];
371
372         // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
373         sound (actor, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM);
374         vector org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
375
376         tracebox(actor.origin + actor.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, actor);
377         org = trace_endpos;
378
379         Send_Effect(EFFECT_HOOK_MUZZLEFLASH, org, '0 0 0', 1);
380
381         entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
382         missile.owner = missile.realowner = actor;
383         actor.(weaponentity).hook = missile;
384         missile.weaponentity_fld = weaponentity;
385         missile.reset = GrapplingHookReset;
386         missile.classname = "grapplinghook";
387         missile.flags = FL_PROJECTILE;
388         IL_PUSH(g_projectiles, missile);
389         IL_PUSH(g_bot_dodge, missile);
390
391         set_movetype(missile, ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY));
392         PROJECTILE_MAKETRIGGER(missile);
393
394         //setmodel (missile, MDL_HOOK); // precision set below
395         setsize (missile, '-3 -3 -3', '3 3 3');
396         setorigin(missile, org);
397
398         missile.state = 0; // not latched onto anything
399
400         W_SetupProjVelocity_Explicit(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, false);
401
402         missile.angles = vectoangles (missile.velocity);
403         //missile.glow_color = 250; // 244, 250
404         //missile.glow_size = 120;
405         settouch(missile, GrapplingHookTouch);
406         setthink(missile, GrapplingHookThink);
407         missile.nextthink = time;
408
409         missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
410
411         missile.health = autocvar_g_balance_grapplehook_health;//120
412         missile.event_damage = GrapplingHook_Damage;
413         missile.takedamage = DAMAGE_AIM;
414         missile.damageforcescale = 0;
415         missile.damagedbycontents = (autocvar_g_balance_grapplehook_damagedbycontents);
416         if(missile.damagedbycontents)
417                 IL_PUSH(g_damagedbycontents, missile);
418
419         missile.hook_start = missile.hook_end = missile.origin;
420
421         Net_LinkEntity(missile, false, 0, GrapplingHookSend);
422 }
423
424 void GrappleHookInit()
425 {
426         if(g_grappling_hook)
427         {
428                 hook_shotorigin[0] = '8 8 -12';
429                 hook_shotorigin[1] = '8 8 -12';
430                 hook_shotorigin[2] = '8 8 -12';
431                 hook_shotorigin[3] = '8 8 -12';
432         }
433         else
434         {
435                 Weapon w = WEP_HOOK;
436                 w.wr_init(w);
437                 hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 1);
438                 hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 2);
439                 hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 3);
440                 hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 4);
441         }
442 }