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Merge branch 'master' into Mario/qc_physics_prehax
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_hook.qc
1 #if defined(CSQC)
2 #elif defined(MENUQC)
3 #elif defined(SVQC)
4         #include "../dpdefs/progsdefs.qh"
5     #include "../dpdefs/dpextensions.qh"
6     #include "../warpzonelib/common.qh"
7     #include "../warpzonelib/server.qh"
8     #include "../common/constants.qh"
9     #include "../common/util.qh"
10     #include "../common/weapons/weapons.qh"
11     #include "autocvars.qh"
12     #include "constants.qh"
13     #include "defs.qh"
14     #include "vehicles/vehicles_def.qh"
15     #include "command/common.qh"
16     #include "g_hook.qh"
17     #include "round_handler.qh"
18         #include "weapons/common.qh"
19 #endif
20
21 /*============================================
22
23       Wazat's Xonotic Grappling Hook
24
25         Contact: Wazat1@gmail.com
26
27
28 Installation instructions:
29 --------------------------
30
31 1. Place hook.c in your gamec source directory with the other source files.
32
33 2. Add this line to the bottom of progs.src:
34
35 gamec/hook.c
36
37 3. Open defs.h and add these lines to the very bottom:
38
39 // Wazat's grappling hook
40 .entity         hook;
41 void GrapplingHookFrame();
42 void RemoveGrapplingHook(entity pl);
43 void SetGrappleHookBindings();
44 // hook impulses
45 const float GRAPHOOK_FIRE               = 20;
46 const float GRAPHOOK_RELEASE            = 21;
47 // (note: you can change the hook impulse #'s to whatever you please)
48
49 4. Open client.c and add this to the top of PutClientInServer():
50
51         RemoveGrapplingHook(self); // Wazat's Grappling Hook
52
53 5. Find ClientConnect() (in client.c) and add these lines to the bottom:
54
55         // Wazat's grappling hook
56         SetGrappleHookBindings();
57
58 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:
59
60         GrapplingHookFrame();
61
62 7. Build and test the mod.  You'll want to bind a key to "+hook" like this:
63 bind ctrl "+hook"
64
65 And you should be done!
66
67
68 ============================================*/
69
70 .float hook_length;
71 .float hook_switchweapon;
72
73 void RemoveGrapplingHook(entity pl)
74 {
75         if(pl.hook == world)
76                 return;
77         remove(pl.hook);
78         pl.hook = world;
79         if(pl.movetype == MOVETYPE_FLY)
80                 pl.movetype = MOVETYPE_WALK;
81
82         //pl.disableclientprediction = false;
83 }
84
85 void GrapplingHookReset(void)
86 {
87         if(self.realowner.hook == self)
88                 RemoveGrapplingHook(self.owner);
89         else // in any case:
90                 remove(self);
91 }
92
93 void GrapplingHookThink();
94 void GrapplingHook_Stop()
95 {
96         pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
97         sound (self, CH_SHOTS, "weapons/hook_impact.wav", VOL_BASE, ATTEN_NORM);
98
99         self.state = 1;
100         self.think = GrapplingHookThink;
101         self.nextthink = time;
102         self.touch = func_null;
103         self.velocity = '0 0 0';
104         self.movetype = MOVETYPE_NONE;
105         self.hook_length = -1;
106 }
107
108 .vector hook_start, hook_end;
109 float GrapplingHookSend(entity to, float sf)
110 {
111         WriteByte(MSG_ENTITY, ENT_CLIENT_HOOK);
112         sf = sf & 0x7F;
113         if(sound_allowed(MSG_BROADCAST, self.realowner))
114                 sf |= 0x80;
115         WriteByte(MSG_ENTITY, sf);
116         if(sf & 1)
117         {
118                 WriteByte(MSG_ENTITY, num_for_edict(self.realowner));
119         }
120         if(sf & 2)
121         {
122                 WriteCoord(MSG_ENTITY, self.hook_start.x);
123                 WriteCoord(MSG_ENTITY, self.hook_start.y);
124                 WriteCoord(MSG_ENTITY, self.hook_start.z);
125         }
126         if(sf & 4)
127         {
128                 WriteCoord(MSG_ENTITY, self.hook_end.x);
129                 WriteCoord(MSG_ENTITY, self.hook_end.y);
130                 WriteCoord(MSG_ENTITY, self.hook_end.z);
131         }
132         return true;
133 }
134
135 void GrapplingHookThink()
136 {
137         float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch, s;
138         vector dir, org, end, v0, dv, v, myorg, vs;
139         if(self.realowner.hook != self) // how did that happen?
140         {
141                 error("Owner lost the hook!\n");
142                 return;
143         }
144         if(LostMovetypeFollow(self) || intermission_running || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
145         {
146                 RemoveGrapplingHook(self.realowner);
147                 return;
148         }
149         if(self.aiment)
150                 WarpZone_RefSys_AddIncrementally(self, self.aiment);
151
152         self.nextthink = time;
153
154         s = self.realowner.cvar_cl_gunalign;
155         if(s != 1 && s != 2 && s != 4)
156                 s = 3; // default value
157         --s;
158         vs = hook_shotorigin[s];
159
160         makevectors(self.realowner.v_angle);
161         org = self.realowner.origin + self.realowner.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
162         myorg = WarpZone_RefSys_TransformOrigin(self.realowner, self, org);
163
164         if(self.hook_length < 0)
165                 self.hook_length = vlen(myorg - self.origin);
166
167         if(self.state == 1)
168         {
169                 pullspeed = autocvar_g_balance_grapplehook_speed_pull;//2000;
170                 // speed the rope is pulled with
171
172                 rubberforce = autocvar_g_balance_grapplehook_force_rubber;//2000;
173                 // force the rope will use if it is stretched
174
175                 rubberforce_overstretch = autocvar_g_balance_grapplehook_force_rubber_overstretch;//1000;
176                 // force the rope will use if it is stretched
177
178                 minlength = autocvar_g_balance_grapplehook_length_min;//100;
179                 // minimal rope length
180                 // if the rope goes below this length, it isn't pulled any more
181
182                 ropestretch = autocvar_g_balance_grapplehook_stretch;//400;
183                 // if the rope is stretched by more than this amount, more rope is
184                 // given to you again
185
186                 ropeairfriction = autocvar_g_balance_grapplehook_airfriction;//0.2
187                 // while hanging on the rope, this friction component will help you a
188                 // bit to control the rope
189
190                 dir = self.origin - myorg;
191                 dist = vlen(dir);
192                 dir = normalize(dir);
193
194                 if(autocvar_g_grappling_hook_tarzan)
195                 {
196                         v = v0 = WarpZone_RefSys_TransformVelocity(self.realowner, self, self.realowner.velocity);
197
198                         // first pull the rope...
199                         if(self.realowner.hook_state & HOOK_PULLING)
200                         {
201                                 newlength = self.hook_length;
202                                 newlength = max(newlength - pullspeed * frametime, minlength);
203
204                                 if(newlength < dist - ropestretch) // overstretched?
205                                 {
206                                         newlength = dist - ropestretch;
207                                         if(v * dir < 0) // only if not already moving in hook direction
208                                                 v = v + frametime * dir * rubberforce_overstretch;
209                                 }
210
211                                 self.hook_length = newlength;
212                         }
213
214                         if(self.realowner.hook_state & HOOK_RELEASING)
215                         {
216                                 newlength = dist;
217                                 self.hook_length = newlength;
218                         }
219                         else
220                         {
221                                 // then pull the player
222                                 spd = bound(0, (dist - self.hook_length) / ropestretch, 1);
223                                 v = v * (1 - frametime * ropeairfriction);
224                                 v = v + frametime * dir * spd * rubberforce;
225
226                                 dv = ((v - v0) * dir) * dir;
227                                 if(autocvar_g_grappling_hook_tarzan >= 2)
228                                 {
229                                         if(self.aiment.movetype == MOVETYPE_WALK)
230                                         {
231                                                 v = v - dv * 0.5;
232                                                 self.aiment.velocity = self.aiment.velocity - dv * 0.5;
233                                                 self.aiment.flags &= ~FL_ONGROUND;
234                                                 self.aiment.pusher = self.realowner;
235                                                 self.aiment.pushltime = time + autocvar_g_maxpushtime;
236                                                 self.aiment.istypefrag = self.aiment.BUTTON_CHAT;
237                                         }
238                                 }
239
240                                 self.realowner.flags &= ~FL_ONGROUND;
241                         }
242
243                         self.realowner.velocity = WarpZone_RefSys_TransformVelocity(self, self.realowner, v);
244                 }
245                 else
246                 {
247                         end = self.origin - dir*50;
248                         dist = vlen(end - myorg);
249                         if(dist < 200)
250                                 spd = dist * (pullspeed / 200);
251                         else
252                                 spd = pullspeed;
253                         if(spd < 50)
254                                 spd = 0;
255                         self.realowner.velocity = dir*spd;
256                         self.realowner.movetype = MOVETYPE_FLY;
257
258                         self.realowner.flags &= ~FL_ONGROUND;
259                 }
260         }
261
262         makevectors(self.angles.x * '-1 0 0' + self.angles.y * '0 1 0');
263         myorg = WarpZone_RefSys_TransformOrigin(self, self.realowner, self.origin); // + v_forward * (-9);
264
265         if(myorg != self.hook_start)
266         {
267                 self.SendFlags |= 2;
268                 self.hook_start = myorg;
269         }
270         if(org != self.hook_end)
271         {
272                 self.SendFlags |= 4;
273                 self.hook_end = org;
274         }
275 }
276
277 void GrapplingHookTouch (void)
278 {
279         PROJECTILE_TOUCH;
280
281         GrapplingHook_Stop();
282
283         if(other)
284                 if(other.movetype != MOVETYPE_NONE)
285                 {
286                         SetMovetypeFollow(self, other);
287                         WarpZone_RefSys_BeginAddingIncrementally(self, self.aiment);
288                 }
289
290         //self.realowner.disableclientprediction = true;
291 }
292
293 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
294 {
295         if(self.health <= 0)
296                 return;
297
298         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
299                 return; // g_balance_projectiledamage says to halt
300
301         self.health = self.health - damage;
302
303         if (self.health <= 0)
304         {
305                 if(attacker != self.realowner)
306                 {
307                         self.realowner.pusher = attacker;
308                         self.realowner.pushltime = time + autocvar_g_maxpushtime;
309                         self.realowner.istypefrag = self.realowner.BUTTON_CHAT;
310                 }
311                 RemoveGrapplingHook(self.realowner);
312         }
313 }
314
315 void FireGrapplingHook (void)
316 {
317         entity missile;
318         vector org;
319         float s;
320         vector vs;
321
322         if(forbidWeaponUse()) return;
323         if(self.vehicle) return;
324
325         makevectors(self.v_angle);
326
327         s = self.cvar_cl_gunalign;
328         if(s != 1 && s != 2 && s != 4)
329                 s = 3; // default value
330         --s;
331         vs = hook_shotorigin[s];
332
333         // UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
334         sound (self, CH_WEAPON_B, "weapons/hook_fire.wav", VOL_BASE, ATTEN_NORM);
335         org = self.origin + self.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
336
337         tracebox(self.origin + self.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, self);
338         org = trace_endpos;
339
340         pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
341
342         missile = WarpZone_RefSys_SpawnSameRefSys(self);
343         missile.owner = missile.realowner = self;
344         self.hook = missile;
345         missile.reset = GrapplingHookReset;
346         missile.classname = "grapplinghook";
347         missile.flags = FL_PROJECTILE;
348
349         missile.movetype = MOVETYPE_FLY;
350         PROJECTILE_MAKETRIGGER(missile);
351
352         //setmodel (missile, "models/hook.md3"); // precision set below
353         setsize (missile, '-3 -3 -3', '3 3 3');
354         setorigin (missile, org);
355
356         missile.state = 0; // not latched onto anything
357
358         W_SetupProjVelocity_Explicit(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, false);
359
360         missile.angles = vectoangles (missile.velocity);
361         //missile.glow_color = 250; // 244, 250
362         //missile.glow_size = 120;
363         missile.touch = GrapplingHookTouch;
364         missile.think = GrapplingHookThink;
365         missile.nextthink = time;
366
367         missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
368
369         missile.health = autocvar_g_balance_grapplehook_health;//120
370         missile.event_damage = GrapplingHook_Damage;
371         missile.takedamage = DAMAGE_AIM;
372         missile.damageforcescale = 0;
373         missile.damagedbycontents = (autocvar_g_balance_grapplehook_damagedbycontents);
374
375         missile.hook_start = missile.hook_end = missile.origin;
376
377         Net_LinkEntity(missile, false, 0, GrapplingHookSend);
378 }
379
380 //  void GrapplingHookFrame()
381 //  {
382 //         // this function has been modified for Xonotic
383 // -       if (self.BUTTON_HOOK && g_grappling_hook)
384 //         {
385 // -               if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
386 // -                       if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout)
387 // -                               FireGrapplingHook();
388 //         }
389 // -       else
390 //         {
391 //                 if (self.hook)
392 //                         RemoveGrapplingHook(self);
393 //         }
394 // -       self.button6_pressed_before = self.BUTTON_HOOK;
395 //         /*
396 //         // if I have no hook or it's not pulling yet, make sure I'm not flying!
397 //         if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
398
399 void GrapplingHookFrame()
400 {
401         if(g_grappling_hook && timeout_status != TIMEOUT_ACTIVE && self.weapon != WEP_HOOK)
402         {
403                 // offhand hook controls
404                 if(self.BUTTON_HOOK)
405                 {
406                         if (!(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE)) && (time > self.hook_refire))
407                         {
408                                 self.hook_state |= HOOK_FIRING;
409                                 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
410                         }
411                 }
412                 else
413                 {
414                         self.hook_state |= HOOK_REMOVING;
415                         self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
416                 }
417
418                 self.hook_state &= ~HOOK_RELEASING;
419                 if(self.BUTTON_CROUCH)
420                 {
421                         self.hook_state &= ~HOOK_PULLING;
422                         //self.hook_state |= HOOK_RELEASING;
423                 }
424                 else
425                 {
426                         self.hook_state |= HOOK_PULLING;
427                         //self.hook_state &= ~HOOK_RELEASING;
428                 }
429         }
430         else if(!g_grappling_hook && self.switchweapon != WEP_HOOK)
431         {
432                 if(self.BUTTON_HOOK && !self.hook_switchweapon)
433                         W_SwitchWeapon(WEP_HOOK);
434         }
435         self.hook_switchweapon = self.BUTTON_HOOK;
436
437         if(!g_grappling_hook && self.weapon != WEP_HOOK)
438         {
439                 self.hook_state &= ~HOOK_FIRING;
440                 self.hook_state |= HOOK_REMOVING;
441         }
442
443         if (self.hook_state & HOOK_FIRING)
444         {
445                 if (self.hook)
446                         RemoveGrapplingHook(self);
447                 FireGrapplingHook();
448                 self.hook_state &= ~HOOK_FIRING;
449                 self.hook_refire = max(self.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor());
450         }
451         else if(self.hook_state & HOOK_REMOVING)
452         {
453                 if (self.hook)
454                         RemoveGrapplingHook(self);
455                 self.hook_state &= ~HOOK_REMOVING;
456         }
457
458         /*
459         // if I have no hook or it's not pulling yet, make sure I'm not flying!
460         if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
461         {
462                 self.movetype = MOVETYPE_WALK;
463         }
464         if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
465         {
466                 // fire hook
467                 FireGrapplingHook();
468                 return;
469         }
470         else if(self.hookimpulse == GRAPHOOK_RELEASE)
471         {
472                 // remove hook, reset movement type
473                 RemoveGrapplingHook(self);
474                 return;
475         }
476         */
477         /*else // make sure the player's movetype is correct
478         {
479                 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
480                 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
481                 {
482                         self.movetype = MOVETYPE_WALK;
483                 }
484         }*/
485         // note: The hook entity does the actual pulling
486 }
487
488 void GrappleHookInit()
489 {
490         if(g_grappling_hook)
491         {
492                 hook_shotorigin[0] = '8 8 -12';
493                 hook_shotorigin[1] = '8 8 -12';
494                 hook_shotorigin[2] = '8 8 -12';
495                 hook_shotorigin[3] = '8 8 -12';
496         }
497         else
498         {
499                 WEP_ACTION(WEP_HOOK, WR_INIT);
500                 hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), false, false, 1);
501                 hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), false, false, 2);
502                 hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), false, false, 3);
503                 hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK), false, false, 4);
504         }
505 }
506
507 void SetGrappleHookBindings()
508 {
509         // this function has been modified for Xonotic
510         // don't remove these lines! old server or demos coud overwrite the new aliases
511         stuffcmd(self, "alias +hook +button6\n");
512         stuffcmd(self, "alias -hook -button6\n");
513 }