]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/g_hook.qc
oops, that last commit is wrong. I now see why it was that way.
[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         ent.solid = SOLID_BBOX;
67         ent.aiment = world;
68 }
69 float LostMovetypeFollow(entity ent)
70 {
71         if(ent.aiment)
72         {
73                 if(ent.aiment.classname != ent.aiment_classname)
74                         return 1;
75                 if(ent.aiment.deadflag != ent.aiment_deadflag)
76                         return 1;
77         }
78         return 0;
79 }
80
81 .float rope_length;
82 .float button6_pressed_before;
83
84 void RemoveGrapplingHook(entity pl)
85 {
86         if(pl.hook == world)
87                 return;
88         remove(pl.hook);
89         pl.hook = world;
90         if(pl.movetype == MOVETYPE_FLY)
91                 pl.movetype = MOVETYPE_WALK;
92
93         pl.hook_time = time + 0.0;
94
95         //pl.disableclientprediction = FALSE;
96 }
97
98 void GrapplingHookThink();
99 void GrapplingHook_Stop()
100 {
101         pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
102         sound (self, CHAN_PROJECTILE, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
103
104         self.state = 1;
105         self.think = GrapplingHookThink;
106         self.nextthink = time;
107         self.touch = SUB_Null;
108         self.velocity = '0 0 0';
109         self.movetype = MOVETYPE_NONE;
110         self.rope_length = -1;
111 }
112
113 void GrapplingHookThink()
114 {
115         float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
116         vector dir, org, end, v0, dv;
117         if(self.owner.health <= 0 || self.owner.hook != self)   // how did that happen?
118         {                                                                                                               // well, better fix it anyway
119                 remove(self);
120                 return;
121         }
122         if(LostMovetypeFollow(self))
123         {
124                 RemoveGrapplingHook(self.owner);
125                 return;
126         }
127
128         self.nextthink = time;
129
130         makevectors(self.owner.v_angle);
131         org = self.owner.origin + self.owner.view_ofs + v_forward * 8 - v_right * 8 + v_up * -12;
132
133         tracebox(org, self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self.owner);
134         // do not hit players with this, as they tend to get in the way just too often
135         // NOTE: this assumes sky brushes cannot get in the way
136         // if they can, assume the map is broken! :P
137         if(trace_fraction < 1 && (!self.aiment || trace_ent != self.aiment))
138         {
139                 // 0. stop it
140                 if(self.state != 1)
141                         GrapplingHook_Stop();
142
143                 // 1. detach the hook
144                 if(self.aiment)
145                         UnsetMovetypeFollow(self);
146
147                 // 2. cut it off
148                 self.origin = trace_endpos;
149
150                 // 3. reattach the hook
151                 if(trace_ent)
152                         if(trace_ent.movetype != MOVETYPE_NONE)
153                                 SetMovetypeFollow(self, trace_ent);
154         }
155
156         if(self.rope_length < 0)
157                 self.rope_length = vlen(org - self.origin);
158
159         if(self.state == 1)
160         {
161                 pullspeed = cvar("g_balance_grapplehook_speed_pull");//2000;
162                 // speed the rope is pulled with
163
164                 rubberforce = cvar("g_balance_grapplehook_force_rubber");//2000;
165                 // force the rope will use if it is stretched
166
167                 rubberforce_overstretch = cvar("g_balance_grapplehook_force_rubber_overstretch");//1000;
168                 // force the rope will use if it is stretched
169
170                 minlength = cvar("g_balance_grapplehook_length_min");//100;
171                 // minimal rope length
172                 // if the rope goes below this length, it isn't pulled any more
173
174                 ropestretch = cvar("g_balance_grapplehook_stretch");//400;
175                 // if the rope is stretched by more than this amount, more rope is
176                 // given to you again
177
178                 ropeairfriction = cvar("g_balance_grapplehook_airfriction");//0.2
179                 // while hanging on the rope, this friction component will help you a
180                 // bit to control the rope
181
182                 dir = self.origin - org;
183                 dist = vlen(dir);
184                 dir = normalize(dir);
185
186                 if(cvar("g_grappling_hook_tarzan"))
187                 {
188                         newlength = self.rope_length;
189                         v0 = self.owner.velocity;
190
191                         // first pull the rope...
192                         newlength = max(newlength - pullspeed * frametime, minlength);
193
194                         if(newlength < dist - ropestretch) // overstretched?
195                         {
196                                 newlength = dist - ropestretch;
197                                 if(self.owner.velocity * dir < 0) // only if not already moving in hook direction
198                                         self.owner.velocity = self.owner.velocity + frametime * dir * rubberforce_overstretch;
199                         }
200
201                         if(!self.owner.BUTTON_CROUCH) // crouch key = don't pull
202                                 self.rope_length = newlength;
203
204                         // then pull the player
205                         spd = bound(0, (dist - self.rope_length) / ropestretch, 1);
206                         self.owner.velocity = self.owner.velocity * (1 - frametime * ropeairfriction);
207                         self.owner.velocity = self.owner.velocity + frametime * dir * spd * rubberforce;
208
209                         dv = ((self.owner.velocity - v0) * dir) * dir;
210                         if(cvar("g_grappling_hook_tarzan") >= 2)
211                         {
212                                 if(self.aiment.movetype == MOVETYPE_WALK || self.aiment.movetype == MOVETYPE_TOSS)
213                                 {
214                                         self.owner.velocity = self.owner.velocity - dv * 0.5;
215                                         self.aiment.velocity = self.aiment.velocity - dv * 0.5;
216                                         self.aiment.flags = self.aiment.flags - (self.aiment.flags & FL_ONGROUND);
217                                         self.aiment.pusher = self.owner;
218                                         self.aiment.pushltime = time + cvar("g_maxpushtime");
219                                 }
220                         }
221                 }
222                 else
223                 {
224                         end = self.origin - dir*50;
225                         dist = vlen(end - org);
226                         if(dist < 200)
227                                 spd = dist * (pullspeed / 200);
228                         else
229                                 spd = pullspeed;
230                         if(spd < 50)
231                                 spd = 0;
232                         self.owner.velocity = dir*spd;
233                         self.owner.movetype = MOVETYPE_FLY;
234                 }
235
236                 self.owner.flags = self.owner.flags - (self.owner.flags & FL_ONGROUND);
237
238                 org = org + dir*50; // get the beam out of the player's eyes
239         }
240
241         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
242         te_beam(self.owner, self.origin + v_forward * (-9), org);
243 }
244
245 void GrapplingHookTouch (void)
246 {
247         if (other == self.owner)
248                 return;
249         // altered for Nexuiz
250         //else if (pointcontents (self.origin) == CONTENT_SKY)
251         else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
252         {
253                 RemoveGrapplingHook(self.owner);
254                 return;
255         }
256
257         if(other == world)
258         {
259                 vector tic;
260                 tic = self.velocity * sys_ticrate;
261                 tic = tic + normalize(tic) * vlen(self.maxs - self.mins);
262                 traceline(self.origin - tic, self.origin + tic, MOVE_NORMAL, self);
263                 if(trace_fraction >= 1)
264                 {
265                         dprint("Odd... did not hit...?\n");
266                 }
267                 else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
268                 {
269                         dprint("Detected and prevented the sky-grapple bug.\n");
270                         RemoveGrapplingHook(self.owner);
271                         return;
272                 }
273         }
274
275         if(other)
276                 if(other.movetype != MOVETYPE_NONE)
277                         SetMovetypeFollow(self, other);
278
279         GrapplingHook_Stop();
280         //self.owner.disableclientprediction = TRUE;
281 }
282
283 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
284 {
285         if(self.health > 0)
286         {
287                 self.health = self.health - damage;
288                 if (self.health <= 0)
289                 {
290                         if(attacker != self.owner)
291                         {
292                                 self.owner.pusher = attacker;
293                                 self.owner.pushltime = time + cvar("g_maxpushtime");
294                         }
295                         RemoveGrapplingHook(self.owner);
296                 }
297         }
298 }
299
300 void FireGrapplingHook (void)
301 {
302         local entity missile;
303         local vector org;
304
305         if((arena_roundbased && time < warmup) || (time < restart_countdown))
306                 return;
307
308         makevectors(self.v_angle);
309
310         sound (self, CHAN_WEAPON, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
311         org = self.origin + self.view_ofs + v_forward * 8 - v_right * 8 + '0 0 -12';
312         pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
313
314         missile = spawn ();
315         missile.owner = self;
316         self.hook = missile;
317         missile.classname = "grapplinghook";
318
319         missile.movetype = MOVETYPE_FLY;
320         missile.solid = SOLID_BBOX;
321
322         setmodel (missile, "models/hook.md3"); // precision set below
323         setsize (missile, '-3 -3 -3', '3 3 3');
324         setorigin (missile, org);
325
326         missile.state = 0; // not latched onto anything
327
328         missile.velocity = v_forward * cvar("g_balance_grapplehook_speed_fly");
329         W_SetupProjectileVelocity(missile);
330
331         missile.angles = vectoangles (missile.velocity);
332         //missile.glow_color = 250; // 244, 250
333         //missile.glow_size = 120;
334         missile.touch = GrapplingHookTouch;
335         missile.think = GrapplingHookThink;
336         missile.nextthink = time + 0.1;
337
338         missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
339
340         missile.health = cvar("g_balance_grapplehook_health");//120
341         missile.event_damage = GrapplingHook_Damage;
342         missile.takedamage = DAMAGE_AIM;
343         missile.damageforcescale = 0;
344 }
345
346 void GrapplingHookFrame()
347 {
348         // this function has been modified for Nexuiz
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                 self.movetype = MOVETYPE_WALK;
366         }
367         if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
368         {
369                 // fire hook
370                 FireGrapplingHook();
371                 return;
372         }
373         else if(self.hookimpulse == GRAPHOOK_RELEASE)
374         {
375                 // remove hook, reset movement type
376                 RemoveGrapplingHook(self);
377                 return;
378         }
379         */
380         /*else // make sure the player's movetype is correct
381         {
382                 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
383                 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
384                 {
385                         self.movetype = MOVETYPE_WALK;
386                 }
387         }*/
388         // note: The hook entity does the actual pulling
389 }
390
391 void SetGrappleHookBindings()
392 {
393         // this function has been modified for Nexuiz
394         // don't remove these lines! old server or demos coud overwrite the new aliases
395         stuffcmd(self, "alias +hook +button6\n");
396         stuffcmd(self, "alias -hook -button6\n");
397 }