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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 .float hook_length;
51 .float hook_switchweapon;
52
53 void RemoveGrapplingHook(entity pl)
54 {
55         if(pl.hook == world)
56                 return;
57         remove(pl.hook);
58         pl.hook = world;
59         if(pl.movetype == MOVETYPE_FLY)
60                 pl.movetype = MOVETYPE_WALK;
61
62         //pl.disableclientprediction = FALSE;
63 }
64
65 void GrapplingHookThink();
66 void GrapplingHook_Stop()
67 {
68         pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
69         sound (self, CH_SHOTS, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
70
71         self.state = 1;
72         self.think = GrapplingHookThink;
73         self.nextthink = time;
74         self.touch = SUB_Null;
75         self.velocity = '0 0 0';
76         self.movetype = MOVETYPE_NONE;
77         self.hook_length = -1;
78 }
79
80 .vector hook_start, hook_end;
81 float GrapplingHookSend(entity to, float sf)
82 {
83         WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK);
84         sf = sf & 0x7F;
85         if(sound_allowed(MSG_BROADCAST, self.realowner))
86                 sf |= 0x80;
87         WriteByte(MSG_ENTITY, sf);
88         if(sf & 1)
89         {
90                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
91         }
92         if(sf & 2)
93         {
94                 WriteCoord(MSG_ENTITY, self.hook_start_x);
95                 WriteCoord(MSG_ENTITY, self.hook_start_y);
96                 WriteCoord(MSG_ENTITY, self.hook_start_z);
97         }
98         if(sf & 4)
99         {
100                 WriteCoord(MSG_ENTITY, self.hook_end_x);
101                 WriteCoord(MSG_ENTITY, self.hook_end_y);
102                 WriteCoord(MSG_ENTITY, self.hook_end_z);
103         }
104         return TRUE;
105 }
106
107 void GrapplingHookThink()
108 {
109         float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch, s;
110         vector dir, org, end, v0, dv, v, myorg, vs;
111         if(self.realowner.health <= 0 || self.realowner.hook != self)   // how did that happen?
112         {                                                                                                               // well, better fix it anyway
113                 remove(self);
114                 return;
115         }
116         if(LostMovetypeFollow(self))
117         {
118                 RemoveGrapplingHook(self.realowner);
119                 return;
120         }
121         if(self.aiment)
122                 WarpZone_RefSys_AddIncrementally(self, self.aiment);
123
124         self.nextthink = time;
125
126         s = self.realowner.cvar_cl_gunalign;
127         if(s != 1 && s != 2 && s != 4)
128                 s = 3; // default value
129         --s;
130         vs = hook_shotorigin[s];
131
132         makevectors(self.realowner.v_angle);
133         org = self.realowner.origin + self.realowner.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z;
134         myorg = WarpZone_RefSys_TransformOrigin(self.realowner, self, org);
135
136         if(self.hook_length < 0)
137                 self.hook_length = vlen(myorg - self.origin);
138
139         if(self.state == 1)
140         {
141                 pullspeed = autocvar_g_balance_grapplehook_speed_pull;//2000;
142                 // speed the rope is pulled with
143
144                 rubberforce = autocvar_g_balance_grapplehook_force_rubber;//2000;
145                 // force the rope will use if it is stretched
146
147                 rubberforce_overstretch = autocvar_g_balance_grapplehook_force_rubber_overstretch;//1000;
148                 // force the rope will use if it is stretched
149
150                 minlength = autocvar_g_balance_grapplehook_length_min;//100;
151                 // minimal rope length
152                 // if the rope goes below this length, it isn't pulled any more
153
154                 ropestretch = autocvar_g_balance_grapplehook_stretch;//400;
155                 // if the rope is stretched by more than this amount, more rope is
156                 // given to you again
157
158                 ropeairfriction = autocvar_g_balance_grapplehook_airfriction;//0.2
159                 // while hanging on the rope, this friction component will help you a
160                 // bit to control the rope
161
162                 dir = self.origin - myorg;
163                 dist = vlen(dir);
164                 dir = normalize(dir);
165
166                 if(autocvar_g_grappling_hook_tarzan)
167                 {
168                         v = v0 = WarpZone_RefSys_TransformVelocity(self.realowner, self, self.realowner.velocity);
169
170                         // first pull the rope...
171                         if(self.realowner.hook_state & HOOK_PULLING)
172                         {
173                                 newlength = self.hook_length;
174                                 newlength = max(newlength - pullspeed * frametime, minlength);
175
176                                 if(newlength < dist - ropestretch) // overstretched?
177                                 {
178                                         newlength = dist - ropestretch;
179                                         if(v * dir < 0) // only if not already moving in hook direction
180                                                 v = v + frametime * dir * rubberforce_overstretch;
181                                 }
182
183                                 self.hook_length = newlength;
184                         }
185
186                         if(self.realowner.hook_state & HOOK_RELEASING)
187                         {
188                                 newlength = dist;
189                                 self.hook_length = newlength;
190                         }
191                         else
192                         {
193                                 // then pull the player
194                                 spd = bound(0, (dist - self.hook_length) / ropestretch, 1);
195                                 v = v * (1 - frametime * ropeairfriction);
196                                 v = v + frametime * dir * spd * rubberforce;
197
198                                 dv = ((v - v0) * dir) * dir;
199                                 if(autocvar_g_grappling_hook_tarzan >= 2)
200                                 {
201                                         if(self.aiment.movetype == MOVETYPE_WALK)
202                                         {
203                                                 v = v - dv * 0.5;
204                                                 self.aiment.velocity = self.aiment.velocity - dv * 0.5;
205                                                 self.aiment.flags &~= FL_ONGROUND;
206                                                 self.aiment.pusher = self.realowner;
207                                                 self.aiment.pushltime = time + autocvar_g_maxpushtime;
208                                         }
209                                 }
210
211                                 self.realowner.flags &~= FL_ONGROUND;
212                         }
213
214                         self.realowner.velocity = WarpZone_RefSys_TransformVelocity(self, self.realowner, v);
215                 }
216                 else
217                 {
218                         end = self.origin - dir*50;
219                         dist = vlen(end - myorg);
220                         if(dist < 200)
221                                 spd = dist * (pullspeed / 200);
222                         else
223                                 spd = pullspeed;
224                         if(spd < 50)
225                                 spd = 0;
226                         self.realowner.velocity = dir*spd;
227                         self.realowner.movetype = MOVETYPE_FLY;
228
229                         self.realowner.flags &~= FL_ONGROUND;
230                 }
231         }
232
233         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
234         myorg = WarpZone_RefSys_TransformOrigin(self, self.realowner, self.origin); // + v_forward * (-9);
235
236         if(myorg != self.hook_start)
237         {
238                 self.SendFlags |= 2;
239                 self.hook_start = myorg;
240         }
241         if(org != self.hook_end)
242         {
243                 self.SendFlags |= 4;
244                 self.hook_end = org;
245         }
246 }
247
248 void GrapplingHookTouch (void)
249 {
250         PROJECTILE_TOUCH;
251
252         GrapplingHook_Stop();
253
254         if(other)
255                 if(other.movetype != MOVETYPE_NONE)
256                 {
257                         SetMovetypeFollow(self, other);
258                         WarpZone_RefSys_BeginAddingIncrementally(self, self.aiment);
259                 }
260
261         //self.realowner.disableclientprediction = TRUE;
262 }
263
264 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
265 {
266         if(self.health > 0)
267         {
268                 self.health = self.health - damage;
269                 if (self.health <= 0)
270                 {
271                         if(attacker != self.realowner)
272                         {
273                                 self.realowner.pusher = attacker;
274                                 self.realowner.pushltime = time + autocvar_g_maxpushtime;
275                         }
276                         RemoveGrapplingHook(self.realowner);
277                 }
278         }
279 }
280
281 void FireGrapplingHook (void)
282 {
283         local entity missile;
284         local vector org;
285         float s;
286         vector vs;
287
288         if((arena_roundbased && time < warmup) || (time < game_starttime))
289                 return;
290
291     if(self.freezetag_frozen)
292         return;
293
294         makevectors(self.v_angle);
295
296         s = self.cvar_cl_gunalign;
297         if(s != 1 && s != 2 && s != 4)
298                 s = 3; // default value
299         --s;
300         vs = hook_shotorigin[s];
301
302         // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
303         sound (self, CH_WEAPON_B, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
304         org = self.origin + self.view_ofs + v_forward * vs_x + v_right * -vs_y + v_up * vs_z;
305
306         tracebox(self.origin + self.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, self);
307         org = trace_endpos;
308
309         pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
310
311         missile = WarpZone_RefSys_SpawnSameRefSys(self);
312         missile.owner = missile.realowner = self;
313         self.hook = missile;
314         missile.classname = "grapplinghook";
315
316         missile.movetype = MOVETYPE_FLY;
317         PROJECTILE_MAKETRIGGER(missile);
318
319         //setmodel (missile, "models/hook.md3"); // precision set below
320         setsize (missile, '-3 -3 -3', '3 3 3');
321         setorigin (missile, org);
322
323         missile.state = 0; // not latched onto anything
324
325         W_SetupProjectileVelocityEx(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, FALSE);
326
327         missile.angles = vectoangles (missile.velocity);
328         //missile.glow_color = 250; // 244, 250
329         //missile.glow_size = 120;
330         missile.touch = GrapplingHookTouch;
331         missile.think = GrapplingHookThink;
332         missile.nextthink = time;
333
334         missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
335
336         missile.health = autocvar_g_balance_grapplehook_health;//120
337         missile.event_damage = GrapplingHook_Damage;
338         missile.takedamage = DAMAGE_AIM;
339         missile.damageforcescale = 0;
340
341         missile.hook_start = missile.hook_end = missile.origin;
342
343         Net_LinkEntity(missile, FALSE, 0, GrapplingHookSend);
344 }
345
346 //  void GrapplingHookFrame()
347 //  {
348 //         // this function has been modified for Xonotic
349 // -       if (self.BUTTON_HOOK && g_grappling_hook)
350 //         {
351 // -               if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
352 // -                       if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout)
353 // -                               FireGrapplingHook();
354 //         }
355 // -       else
356 //         {
357 //                 if (self.hook)
358 //                         RemoveGrapplingHook(self);
359 //         }
360 // -       self.button6_pressed_before = self.BUTTON_HOOK;
361 //         /*
362 //         // if I have no hook or it's not pulling yet, make sure I'm not flying!
363 //         if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
364
365 void GrapplingHookFrame()
366 {
367         if(g_grappling_hook && timeoutStatus != 2 && self.weapon != WEP_HOOK)
368         {
369                 // offhand hook controls
370                 if(self.BUTTON_HOOK)
371                 {
372                         if not(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE))
373                         {
374                                 self.hook_state |= HOOK_FIRING;
375                                 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
376                         }
377                 }
378                 else
379                 {
380                         self.hook_state |= HOOK_REMOVING;
381                         self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
382                 }
383
384                 self.hook_state &~= HOOK_RELEASING;
385                 if(self.BUTTON_CROUCH)
386                 {
387                         self.hook_state &~= HOOK_PULLING;
388                         //self.hook_state |= HOOK_RELEASING;
389                 }
390                 else
391                 {
392                         self.hook_state |= HOOK_PULLING;
393                         //self.hook_state &~= HOOK_RELEASING;
394                 }
395         }
396         else if(!(self.items & IT_JETPACK) && !g_grappling_hook && self.switchweapon != WEP_HOOK)
397         {
398                 if(self.BUTTON_HOOK && !self.hook_switchweapon)
399                         W_SwitchWeapon(WEP_HOOK);
400         }
401         self.hook_switchweapon = self.BUTTON_HOOK;
402
403         if(!g_grappling_hook && self.weapon != WEP_HOOK)
404         {
405                 self.hook_state &~= HOOK_FIRING;
406                 self.hook_state |= HOOK_REMOVING;
407         }
408
409         if (self.hook_state & HOOK_FIRING)
410         {
411                 if (self.hook)
412                         RemoveGrapplingHook(self);
413                 FireGrapplingHook();
414                 self.hook_state &~= HOOK_FIRING;
415         }
416         else if(self.hook_state & HOOK_REMOVING)
417         {
418                 if (self.hook)
419                         RemoveGrapplingHook(self);
420                 self.hook_state &~= HOOK_REMOVING;
421         }
422
423         /*
424         // if I have no hook or it's not pulling yet, make sure I'm not flying!
425         if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
426         {
427                 self.movetype = MOVETYPE_WALK;
428         }
429         if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
430         {
431                 // fire hook
432                 FireGrapplingHook();
433                 return;
434         }
435         else if(self.hookimpulse == GRAPHOOK_RELEASE)
436         {
437                 // remove hook, reset movement type
438                 RemoveGrapplingHook(self);
439                 return;
440         }
441         */
442         /*else // make sure the player's movetype is correct
443         {
444                 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
445                 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
446                 {
447                         self.movetype = MOVETYPE_WALK;
448                 }
449         }*/
450         // note: The hook entity does the actual pulling
451 }
452
453 void GrappleHookInit()
454 {
455         if(g_grappling_hook)
456         {
457                 hook_shotorigin[0] = '8 8 -12';
458                 hook_shotorigin[1] = '8 8 -12';
459                 hook_shotorigin[2] = '8 8 -12';
460                 hook_shotorigin[3] = '8 8 -12';
461         }
462         else
463         {
464                 weapon_action(WEP_HOOK, WR_PRECACHE);
465                 hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 1);
466                 hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 2);
467                 hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 3);
468                 hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), FALSE, FALSE, 4);
469         }
470 }
471
472 void SetGrappleHookBindings()
473 {
474         // this function has been modified for Xonotic
475         // don't remove these lines! old server or demos coud overwrite the new aliases
476         stuffcmd(self, "alias +hook +button6\n");
477         stuffcmd(self, "alias -hook -button6\n");
478 }