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hook now takes fuel
[divverent/nexuiz.git] / data / qcsrc / server / w_hook.qc
1 .float dmg;
2 .float dmg_edge;
3 .float dmg_radius;
4 .float dmg_force;
5 .float dmg_power;
6 .float dmg_duration;
7 .float dmg_last;
8 .float hook_refire;
9 .float hook_time_hooked;
10 .float hook_time_fueldecrease;
11
12 void W_Hook_ExplodeThink (void)
13 {
14         float dt, dmg_remaining_next, f;
15
16         dt = time - self.teleport_time;
17         dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
18
19         f = self.dmg_last - dmg_remaining_next;
20         self.dmg_last = dmg_remaining_next;
21
22         RadiusDamage (self, self.owner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.owner, self.dmg_force * f, self.projectiledeathtype, world);
23         self.projectiledeathtype |= HITTYPE_BOUNCE;
24         //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, self.dmg_force * f, self.projectiledeathtype, world);
25
26         if(dt < self.dmg_duration)
27                 self.nextthink = time + 0.05; // soon
28         else
29                 remove(self);
30 }
31
32 void W_Hook_Explode2 (void)
33 {
34         self.event_damage = SUB_Null;
35         self.touch = SUB_Null;
36         self.effects |= EF_NODRAW;
37
38         self.think = W_Hook_ExplodeThink;
39         self.nextthink = time;
40         self.dmg = cvar("g_balance_hook_secondary_damage");
41         self.dmg_edge = cvar("g_balance_hook_secondary_edgedamage");
42         self.dmg_radius = cvar("g_balance_hook_secondary_radius");
43         self.dmg_force = cvar("g_balance_hook_secondary_force");
44         self.dmg_power = cvar("g_balance_hook_secondary_power");
45         self.dmg_duration = cvar("g_balance_hook_secondary_duration");
46         self.teleport_time = time;
47         self.dmg_last = 1;
48         self.movetype = MOVETYPE_NONE;
49 }
50
51 void W_Hook_Touch2 (void)
52 {
53         PROJECTILE_TOUCH;
54         self.use();
55 }
56
57 void W_Hook_Attack2()
58 {
59         local entity gren;
60
61         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
62                 self.ammo_cells = self.ammo_cells - cvar("g_balance_hook_secondary_ammo");
63         W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav");
64
65         gren = spawn ();
66         gren.owner = self;
67         gren.classname = "hookbomb";
68         gren.bot_dodge = TRUE;
69         gren.bot_dodgerating = cvar("g_balance_hook_secondary_damage");
70         gren.movetype = MOVETYPE_TOSS;
71         gren.solid = SOLID_BBOX;
72         gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
73         setorigin(gren, w_shotorg);
74
75         gren.nextthink = time + cvar("g_balance_hook_secondary_lifetime");
76         gren.think = adaptor_think2use;
77         gren.use = W_Hook_Explode2;
78         gren.touch = W_Hook_Touch2;
79
80         gren.velocity = '0 0 1' * cvar("g_balance_hook_secondary_speed");
81         if(cvar("g_projectiles_newton_style"))
82                 gren.velocity = gren.velocity + self.velocity;
83
84         gren.gravity = cvar("g_balance_hook_secondary_gravity");
85         //W_SetupProjectileVelocity(gren); // just falling down!
86
87         gren.angles = '0 0 0';
88         gren.flags = FL_PROJECTILE;
89
90         CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
91 }
92
93 void spawnfunc_weapon_hook (void)
94 {
95         if(g_grappling_hook) // offhand hook
96         {
97                 startitem_failed = TRUE;
98                 remove(self);
99                 return;
100         }
101         weapon_defaultspawnfunc(WEP_HOOK);
102 }
103
104 float w_hook(float req)
105 {
106         float hooked_time_max, hooked_fuel;
107                 
108         if (req == WR_AIM)
109         {
110                 // ... sorry ...
111         }
112         else if (req == WR_THINK)
113         {
114                 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
115                 {
116                         if(!self.hook)
117                         if not(self.hook_state & HOOK_WAITING_FOR_RELEASE)
118                         if not(self.hook_state & HOOK_FIRING)
119                         if (time > self.hook_refire)
120                         if (weapon_prepareattack(0, -1))
121                         {
122                                 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
123                                         self.ammo_fuel = self.ammo_fuel - cvar("g_balance_hook_primary_fuel");
124                                 self.hook_state |= HOOK_FIRING;
125                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_hook_primary_animtime"), w_ready);                          
126                         }
127                 }
128
129                 if (self.BUTTON_ATCK2)
130                 {
131                         if (weapon_prepareattack(1, cvar("g_balance_hook_secondary_refire")))
132                         {
133                                 W_Hook_Attack2();
134                                 weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_hook_secondary_animtime"), w_ready);
135                         }
136                 }
137
138                 if(self.hook)
139                 {
140                         // if hooked, no bombs, and increase the timer
141                         self.hook_refire = max(self.hook_refire, time + cvar("g_balance_hook_primary_refire"));
142
143                         // hook also inhibits health regeneration, but only for 1 second
144                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
145                                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
146                 }
147
148                 if(self.hook && self.hook.state == 1)
149                 {
150                         hooked_time_max = cvar("g_balance_hook_primary_hooked_time_max");                       
151                         if (hooked_time_max > 0)
152                         {
153                                 if ( time > self.hook_time_hooked + hooked_time_max )
154                                         self.hook_state |= HOOK_REMOVING;
155                         }
156                         
157                         hooked_fuel = cvar("g_balance_hook_primary_hooked_fuel");
158                         if (hooked_fuel > 0)
159                         {
160                                 if ( time > self.hook_time_fueldecrease )
161                                 {
162                                         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
163                                         {
164                                                 if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
165                                                 {
166                                                         self.ammo_fuel -= (time - self.hook_time_fueldecrease) * hooked_fuel;
167                                                         self.hook_time_fueldecrease = time;
168                                                         // decrease next frame again
169                                                 }
170                                                 else
171                                                 {
172                                                         self.ammo_fuel = 0;
173                                                         self.hook_state |= HOOK_REMOVING;
174                                                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
175                                                 }
176                                         }
177                                 }
178                         }
179                 }
180                 else
181                 {
182                         self.hook_time_hooked = time;                           
183                         self.hook_time_fueldecrease = time + cvar("g_balance_hook_primary_hooked_time_free");
184                 }
185
186                 if (self.BUTTON_CROUCH)
187                 {
188                         self.hook_state &~= HOOK_PULLING;
189                         if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
190                                 self.hook_state &~= HOOK_RELEASING;
191                         else
192                                 self.hook_state |= HOOK_RELEASING;
193                 }
194                 else
195                 {
196                         self.hook_state |= HOOK_PULLING;
197                         self.hook_state &~= HOOK_RELEASING;
198
199                         if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
200                         {
201                                 // already fired
202                                 if(self.hook)
203                                         self.hook_state |= HOOK_WAITING_FOR_RELEASE;
204                         }
205                         else
206                         {
207                                 self.hook_state |= HOOK_REMOVING;
208                                 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
209                         }
210                 }
211         }
212         else if (req == WR_PRECACHE)
213         {
214                 precache_model ("models/weapons/g_hookgun.md3");
215                 precache_model ("models/weapons/v_hookgun.md3");
216                 precache_model ("models/weapons/h_hookgun.dpm");
217                 precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
218                 precache_sound ("weapons/hook_fire.wav");
219                 precache_sound ("weapons/hookbomb_fire.wav");
220         }
221         else if (req == WR_SETUP)
222         {
223                 weapon_setup(WEP_HOOK);
224                 self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
225         }
226         else if (req == WR_CHECKAMMO1)
227         {
228                 if(self.hook)
229                         return self.ammo_fuel > 0;
230                 else
231                         return self.ammo_fuel >= cvar("g_balance_hook_primary_fuel");
232         }
233         else if (req == WR_CHECKAMMO2)
234         {
235                 return self.ammo_cells >= cvar("g_balance_hook_secondary_ammo");
236         }
237         else if (req == WR_SUICIDEMESSAGE)
238                 w_deathtypestring = "did the impossible";
239         else if (req == WR_KILLMESSAGE)
240                 w_deathtypestring = "has run into #'s gravity bomb";
241         return TRUE;
242 };