- rename sys_ticrate global to sys_frametime, and premultiply it with slowmo (fixes...
[divverent/nexuiz.git] / data / qcsrc / server / g_hook.qc
1 /*============================================
2
3       Wazat's Nexuiz 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 .string aiment_classname;
51 .float aiment_deadflag;
52 void SetMovetypeFollow(entity ent, entity e)
53 {
54         ent.movetype = MOVETYPE_FOLLOW; // make the hole follow
55         ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid
56         ent.aiment = e; // make the hole follow bmodel
57         ent.punchangle = e.angles; // the original angles of bmodel
58         ent.view_ofs = ent.origin - e.origin; // relative origin
59         ent.v_angle = ent.angles - e.angles; // relative angles
60         ent.aiment_classname = strzone(e.classname);
61         ent.aiment_deadflag = e.deadflag;
62 }
63 void UnsetMovetypeFollow(entity ent)
64 {
65         ent.movetype = MOVETYPE_FLY;
66         PROJECTILE_MAKETRIGGER(ent);
67         ent.aiment = world;
68 }
69 float LostMovetypeFollow(entity ent)
70 {
71 /*
72         if(ent.movetype != MOVETYPE_FOLLOW)
73                 if(ent.aiment)
74                         error("???");
75 */
76         if(ent.aiment)
77         {
78                 if(ent.aiment.classname != ent.aiment_classname)
79                         return 1;
80                 if(ent.aiment.deadflag != ent.aiment_deadflag)
81                         return 1;
82         }
83         return 0;
84 }
85
86 .float hook_length;
87 .float hook_switchweapon;
88
89 void RemoveGrapplingHook(entity pl)
90 {
91         if(pl.hook == world)
92                 return;
93         remove(pl.hook);
94         pl.hook = world;
95         if(pl.movetype == MOVETYPE_FLY)
96                 pl.movetype = MOVETYPE_WALK;
97
98         //pl.disableclientprediction = FALSE;
99 }
100
101 void GrapplingHookThink();
102 void GrapplingHook_Stop()
103 {
104         pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
105         sound (self, CHAN_PROJECTILE, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
106
107         self.state = 1;
108         self.think = GrapplingHookThink;
109         self.nextthink = time;
110         self.touch = SUB_Null;
111         self.velocity = '0 0 0';
112         self.movetype = MOVETYPE_NONE;
113         self.hook_length = -1;
114 }
115
116 void GrapplingHookThink()
117 {
118         float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
119         vector dir, org, end, v0, dv;
120         if(self.owner.health <= 0 || self.owner.hook != self)   // how did that happen?
121         {                                                                                                               // well, better fix it anyway
122                 remove(self);
123                 return;
124         }
125         if(LostMovetypeFollow(self))
126         {
127                 RemoveGrapplingHook(self.owner);
128                 return;
129         }
130
131         self.nextthink = time;
132
133         makevectors(self.owner.v_angle);
134         org = self.owner.origin + self.owner.view_ofs + v_forward * hook_shotorigin_x + v_right * hook_shotorigin_y + v_up * hook_shotorigin_z;
135
136 #if 0
137         tracebox(org, self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self.owner);
138         // do not hit players with this, as they tend to get in the way just too often
139         // NOTE: this assumes sky brushes cannot get in the way
140         // if they can, assume the map is broken! :P
141         if(trace_fraction < 1 && (!self.aiment || trace_ent != self.aiment))
142         {
143                 // 0. stop it
144                 if(self.state != 1)
145                         GrapplingHook_Stop();
146
147                 // 1. detach the hook
148                 if(self.aiment)
149                         UnsetMovetypeFollow(self);
150
151                 // 2. cut it off
152                 setorigin(self, trace_endpos);
153
154                 // 3. reattach the hook
155                 if(trace_ent)
156                         if(trace_ent.movetype != MOVETYPE_NONE)
157                                 SetMovetypeFollow(self, trace_ent);
158         }
159 #endif
160
161         if(self.hook_length < 0)
162                 self.hook_length = vlen(org - self.origin);
163
164         if(self.state == 1)
165         {
166                 pullspeed = cvar("g_balance_grapplehook_speed_pull");//2000;
167                 // speed the rope is pulled with
168
169                 rubberforce = cvar("g_balance_grapplehook_force_rubber");//2000;
170                 // force the rope will use if it is stretched
171
172                 rubberforce_overstretch = cvar("g_balance_grapplehook_force_rubber_overstretch");//1000;
173                 // force the rope will use if it is stretched
174
175                 minlength = cvar("g_balance_grapplehook_length_min");//100;
176                 // minimal rope length
177                 // if the rope goes below this length, it isn't pulled any more
178
179                 ropestretch = cvar("g_balance_grapplehook_stretch");//400;
180                 // if the rope is stretched by more than this amount, more rope is
181                 // given to you again
182
183                 ropeairfriction = cvar("g_balance_grapplehook_airfriction");//0.2
184                 // while hanging on the rope, this friction component will help you a
185                 // bit to control the rope
186
187                 dir = self.origin - org;
188                 dist = vlen(dir);
189                 dir = normalize(dir);
190
191                 if(cvar("g_grappling_hook_tarzan"))
192                 {
193                         v0 = self.owner.velocity;
194
195                         // first pull the rope...
196                         if(self.owner.hook_state & HOOK_PULLING)
197                         {
198                                 newlength = self.hook_length;
199                                 newlength = max(newlength - pullspeed * frametime, minlength);
200
201                                 if(newlength < dist - ropestretch) // overstretched?
202                                 {
203                                         newlength = dist - ropestretch;
204                                         if(self.owner.velocity * dir < 0) // only if not already moving in hook direction
205                                                 self.owner.velocity = self.owner.velocity + frametime * dir * rubberforce_overstretch;
206                                 }
207
208                                 self.hook_length = newlength;
209                         }
210
211                         if(self.owner.hook_state & HOOK_RELEASING)
212                         {
213                                 newlength = dist;
214                                 self.hook_length = newlength;
215                         }
216                         else
217                         {
218                                 // then pull the player
219                                 spd = bound(0, (dist - self.hook_length) / ropestretch, 1);
220                                 self.owner.velocity = self.owner.velocity * (1 - frametime * ropeairfriction);
221                                 self.owner.velocity = self.owner.velocity + frametime * dir * spd * rubberforce;
222
223                                 dv = ((self.owner.velocity - v0) * dir) * dir;
224                                 if(cvar("g_grappling_hook_tarzan") >= 2)
225                                 {
226                                         if(self.aiment.movetype == MOVETYPE_WALK)
227                                         {
228                                                 self.owner.velocity = self.owner.velocity - dv * 0.5;
229                                                 self.aiment.velocity = self.aiment.velocity - dv * 0.5;
230                                                 self.aiment.flags &~= FL_ONGROUND;
231                                                 self.aiment.pusher = self.owner;
232                                                 self.aiment.pushltime = time + cvar("g_maxpushtime");
233                                         }
234                                 }
235
236                                 self.owner.flags &~= FL_ONGROUND;
237                         }
238                 }
239                 else
240                 {
241                         end = self.origin - dir*50;
242                         dist = vlen(end - org);
243                         if(dist < 200)
244                                 spd = dist * (pullspeed / 200);
245                         else
246                                 spd = pullspeed;
247                         if(spd < 50)
248                                 spd = 0;
249                         self.owner.velocity = dir*spd;
250                         self.owner.movetype = MOVETYPE_FLY;
251
252                         self.owner.flags &~= FL_ONGROUND;
253                 }
254         }
255
256         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
257         te_beam(self.owner, self.origin + v_forward * (-9), org);
258 }
259
260 void GrapplingHookTouch (void)
261 {
262         if(SUB_OwnerCheck())
263                 return;
264         if(SUB_NoImpactCheck())
265         {
266                 RemoveGrapplingHook(self.owner);
267                 return;
268         }
269
270         if(other == world)
271         {
272                 vector tic;
273                 tic = self.velocity * sys_frametime;
274                 tic = tic + normalize(tic) * vlen(self.maxs - self.mins);
275                 traceline(self.origin - tic, self.origin + tic, MOVE_NORMAL, self);
276                 if(trace_fraction >= 1)
277                 {
278                         dprint("Odd... did not hit...?\n");
279                 }
280                 else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
281                 {
282                         dprint("Detected and prevented the sky-grapple bug.\n");
283                         RemoveGrapplingHook(self.owner);
284                         return;
285                 }
286         }
287
288         GrapplingHook_Stop();
289
290         if(other)
291                 if(other.movetype != MOVETYPE_NONE)
292                         SetMovetypeFollow(self, other);
293
294         //self.owner.disableclientprediction = TRUE;
295 }
296
297 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
298 {
299         if(self.health > 0)
300         {
301                 self.health = self.health - damage;
302                 if (self.health <= 0)
303                 {
304                         if(attacker != self.owner)
305                         {
306                                 self.owner.pusher = attacker;
307                                 self.owner.pushltime = time + cvar("g_maxpushtime");
308                         }
309                         RemoveGrapplingHook(self.owner);
310                 }
311         }
312 }
313
314 void FireGrapplingHook (void)
315 {
316         local entity missile;
317         local vector org;
318
319         if((arena_roundbased && time < warmup) || (time < game_starttime))
320                 return;
321
322         makevectors(self.v_angle);
323
324         // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
325         sound (self, CHAN_WEAPON2, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
326         org = self.origin + self.view_ofs + v_forward * hook_shotorigin_x + v_right * hook_shotorigin_y + v_up * hook_shotorigin_z;
327         pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
328
329         missile = spawn ();
330         missile.owner = self;
331         self.hook = missile;
332         missile.classname = "grapplinghook";
333
334         missile.movetype = MOVETYPE_FLY;
335         PROJECTILE_MAKETRIGGER(missile);
336
337         setmodel (missile, "models/hook.md3"); // precision set below
338         setsize (missile, '-3 -3 -3', '3 3 3');
339         setorigin (missile, org);
340
341         missile.state = 0; // not latched onto anything
342
343         W_SetupProjectileVelocityEx(missile, v_forward, v_up, cvar("g_balance_grapplehook_speed_fly"), 0, 0);
344
345         missile.angles = vectoangles (missile.velocity);
346         //missile.glow_color = 250; // 244, 250
347         //missile.glow_size = 120;
348         missile.touch = GrapplingHookTouch;
349         missile.think = GrapplingHookThink;
350         missile.nextthink = time + 0.1;
351
352         missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
353
354         missile.health = cvar("g_balance_grapplehook_health");//120
355         missile.event_damage = GrapplingHook_Damage;
356         missile.takedamage = DAMAGE_AIM;
357         missile.damageforcescale = 0;
358 }
359
360 //  void GrapplingHookFrame()
361 //  {
362 //         // this function has been modified for Nexuiz
363 // -       if (self.BUTTON_HOOK && g_grappling_hook)
364 //         {
365 // -               if (!self.hook && self.hook_time <= time && !self.button6_pressed_before)
366 // -                       if (timeoutStatus != 2) //only allow the player to fire the grappling hook if the game is not paused (timeout)
367 // -                               FireGrapplingHook();
368 //         }
369 // -       else
370 //         {
371 //                 if (self.hook)
372 //                         RemoveGrapplingHook(self);
373 //         }
374 // -       self.button6_pressed_before = self.BUTTON_HOOK;
375 //         /*
376 //         // if I have no hook or it's not pulling yet, make sure I'm not flying!
377 //         if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
378
379 void GrapplingHookFrame()
380 {
381         if(g_grappling_hook && timeoutStatus != 2 && self.weapon != WEP_HOOK)
382         {
383                 // offhand hook controls
384                 if(self.BUTTON_HOOK)
385                 {
386                         if not(self.hook || (self.hook_state & HOOK_WAITING_FOR_RELEASE))
387                         {
388                                 self.hook_state |= HOOK_FIRING;
389                                 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
390                         }
391                 }
392                 else
393                 {
394                         self.hook_state |= HOOK_REMOVING;
395                         self.hook_state &~= HOOK_WAITING_FOR_RELEASE;
396                 }
397
398                 self.hook_state &~= HOOK_RELEASING;
399                 if(self.BUTTON_CROUCH)
400                 {
401                         self.hook_state &~= HOOK_PULLING;
402                         //self.hook_state |= HOOK_RELEASING;
403                 }
404                 else
405                 {
406                         self.hook_state |= HOOK_PULLING;
407                         //self.hook_state &~= HOOK_RELEASING;
408                 }
409         }
410         else if(!(self.items & IT_JETPACK) && !g_grappling_hook && self.switchweapon != WEP_HOOK)
411         {
412                 if(self.BUTTON_HOOK && !self.hook_switchweapon)
413                         W_SwitchWeapon(WEP_HOOK);
414         }
415         self.hook_switchweapon = self.BUTTON_HOOK;
416
417         if(!g_grappling_hook && self.weapon != WEP_HOOK)
418         {
419                 self.hook_state &~= HOOK_FIRING;
420                 self.hook_state |= HOOK_REMOVING;
421         }
422
423         if (self.hook_state & HOOK_FIRING)
424         {
425                 if (self.hook)
426                         RemoveGrapplingHook(self);
427                 FireGrapplingHook();
428                 self.hook_state &~= HOOK_FIRING;
429         }
430         else if(self.hook_state & HOOK_REMOVING)
431         {
432                 if (self.hook)
433                         RemoveGrapplingHook(self);
434                 self.hook_state &~= HOOK_REMOVING;
435         }
436
437         /*
438         // if I have no hook or it's not pulling yet, make sure I'm not flying!
439         if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
440         {
441                 self.movetype = MOVETYPE_WALK;
442         }
443         if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
444         {
445                 // fire hook
446                 FireGrapplingHook();
447                 return;
448         }
449         else if(self.hookimpulse == GRAPHOOK_RELEASE)
450         {
451                 // remove hook, reset movement type
452                 RemoveGrapplingHook(self);
453                 return;
454         }
455         */
456         /*else // make sure the player's movetype is correct
457         {
458                 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
459                 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
460                 {
461                         self.movetype = MOVETYPE_WALK;
462                 }
463         }*/
464         // note: The hook entity does the actual pulling
465 }
466
467 void GrappleHookInit()
468 {
469         if(g_grappling_hook)
470                 hook_shotorigin = '8 -8 -12';
471         else
472                 hook_shotorigin = shotorg_adjust('26.2148 9.2059 -15.9772', TRUE, FALSE);
473 }
474
475 void SetGrappleHookBindings()
476 {
477         // this function has been modified for Nexuiz
478         // don't remove these lines! old server or demos coud overwrite the new aliases
479         stuffcmd(self, "alias +hook +button6\n");
480         stuffcmd(self, "alias -hook -button6\n");
481 }