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factor out noimpact checks, make ALL projectiles use the anti-skygrapple workaround...
[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 /*
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
88 void RemoveGrapplingHook(entity pl)
89 {
90         if(pl.hook == world)
91                 return;
92         remove(pl.hook);
93         pl.hook = world;
94         if(pl.movetype == MOVETYPE_FLY)
95                 pl.movetype = MOVETYPE_WALK;
96
97         //pl.disableclientprediction = FALSE;
98 }
99
100 void GrapplingHookThink();
101 void GrapplingHook_Stop()
102 {
103         pointparticles(particleeffectnum("grapple_impact"), self.origin, '0 0 0', 1);
104         sound (self, CHAN_PROJECTILE, "weapons/hook_impact.wav", VOL_BASE, ATTN_NORM);
105
106         self.state = 1;
107         self.think = GrapplingHookThink;
108         self.nextthink = time;
109         self.touch = SUB_Null;
110         self.velocity = '0 0 0';
111         self.movetype = MOVETYPE_NONE;
112         self.hook_length = -1;
113 }
114
115 void GrapplingHookThink()
116 {
117         float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
118         vector dir, org, end, v0, dv;
119         if(self.owner.health <= 0 || self.owner.hook != self)   // how did that happen?
120         {                                                                                                               // well, better fix it anyway
121                 remove(self);
122                 return;
123         }
124         if(LostMovetypeFollow(self))
125         {
126                 RemoveGrapplingHook(self.owner);
127                 return;
128         }
129
130         self.nextthink = time;
131
132         makevectors(self.owner.v_angle);
133         org = self.owner.origin + self.owner.view_ofs + v_forward * hook_shotorigin_x + v_right * hook_shotorigin_y + v_up * hook_shotorigin_z;
134
135 #if 0
136         tracebox(org, self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self.owner);
137         // do not hit players with this, as they tend to get in the way just too often
138         // NOTE: this assumes sky brushes cannot get in the way
139         // if they can, assume the map is broken! :P
140         if(trace_fraction < 1 && (!self.aiment || trace_ent != self.aiment))
141         {
142                 // 0. stop it
143                 if(self.state != 1)
144                         GrapplingHook_Stop();
145
146                 // 1. detach the hook
147                 if(self.aiment)
148                         UnsetMovetypeFollow(self);
149
150                 // 2. cut it off
151                 self.origin = trace_endpos;
152
153                 // 3. reattach the hook
154                 if(trace_ent)
155                         if(trace_ent.movetype != MOVETYPE_NONE)
156                                 SetMovetypeFollow(self, trace_ent);
157         }
158 #endif
159
160         if(self.hook_length < 0)
161                 self.hook_length = vlen(org - self.origin);
162
163         if(self.state == 1)
164         {
165                 pullspeed = cvar("g_balance_grapplehook_speed_pull");//2000;
166                 // speed the rope is pulled with
167
168                 rubberforce = cvar("g_balance_grapplehook_force_rubber");//2000;
169                 // force the rope will use if it is stretched
170
171                 rubberforce_overstretch = cvar("g_balance_grapplehook_force_rubber_overstretch");//1000;
172                 // force the rope will use if it is stretched
173
174                 minlength = cvar("g_balance_grapplehook_length_min");//100;
175                 // minimal rope length
176                 // if the rope goes below this length, it isn't pulled any more
177
178                 ropestretch = cvar("g_balance_grapplehook_stretch");//400;
179                 // if the rope is stretched by more than this amount, more rope is
180                 // given to you again
181
182                 ropeairfriction = cvar("g_balance_grapplehook_airfriction");//0.2
183                 // while hanging on the rope, this friction component will help you a
184                 // bit to control the rope
185
186                 dir = self.origin - org;
187                 dist = vlen(dir);
188                 dir = normalize(dir);
189
190                 if(cvar("g_grappling_hook_tarzan"))
191                 {
192                         v0 = self.owner.velocity;
193
194                         // first pull the rope...
195                         if(self.owner.hook_state & HOOK_PULLING)
196                         {
197                                 newlength = self.hook_length;
198                                 newlength = max(newlength - pullspeed * frametime, minlength);
199
200                                 if(newlength < dist - ropestretch) // overstretched?
201                                 {
202                                         newlength = dist - ropestretch;
203                                         if(self.owner.velocity * dir < 0) // only if not already moving in hook direction
204                                                 self.owner.velocity = self.owner.velocity + frametime * dir * rubberforce_overstretch;
205                                 }
206
207                                 self.hook_length = newlength;
208                         }
209
210                         if(self.owner.hook_state & HOOK_RELEASING)
211                         {
212                                 newlength = dist;
213                                 self.hook_length = newlength;
214                         }
215                         else
216                         {
217                                 // then pull the player
218                                 spd = bound(0, (dist - self.hook_length) / ropestretch, 1);
219                                 self.owner.velocity = self.owner.velocity * (1 - frametime * ropeairfriction);
220                                 self.owner.velocity = self.owner.velocity + frametime * dir * spd * rubberforce;
221
222                                 dv = ((self.owner.velocity - v0) * dir) * dir;
223                                 if(cvar("g_grappling_hook_tarzan") >= 2)
224                                 {
225                                         if(self.aiment.movetype == MOVETYPE_WALK)
226                                         {
227                                                 self.owner.velocity = self.owner.velocity - dv * 0.5;
228                                                 self.aiment.velocity = self.aiment.velocity - dv * 0.5;
229                                                 self.aiment.flags = self.aiment.flags - (self.aiment.flags & FL_ONGROUND);
230                                                 self.aiment.pusher = self.owner;
231                                                 self.aiment.pushltime = time + cvar("g_maxpushtime");
232                                         }
233                                 }
234
235                                 self.owner.flags (-) FL_ONGROUND;
236                         }
237                 }
238                 else
239                 {
240                         end = self.origin - dir*50;
241                         dist = vlen(end - org);
242                         if(dist < 200)
243                                 spd = dist * (pullspeed / 200);
244                         else
245                                 spd = pullspeed;
246                         if(spd < 50)
247                                 spd = 0;
248                         self.owner.velocity = dir*spd;
249                         self.owner.movetype = MOVETYPE_FLY;
250
251                         self.owner.flags (-) FL_ONGROUND;
252                 }
253         }
254
255         makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
256         te_beam(self.owner, self.origin + v_forward * (-9), org);
257 }
258
259 void GrapplingHookTouch (void)
260 {
261         if(SUB_OwnerCheck())
262                 return;
263         if(SUB_NoImpactCheck())
264         {
265                 RemoveGrapplingHook(self.owner);
266                 return;
267         }
268
269         if(other == world)
270         {
271                 vector tic;
272                 tic = self.velocity * sys_ticrate;
273                 tic = tic + normalize(tic) * vlen(self.maxs - self.mins);
274                 traceline(self.origin - tic, self.origin + tic, MOVE_NORMAL, self);
275                 if(trace_fraction >= 1)
276                 {
277                         dprint("Odd... did not hit...?\n");
278                 }
279                 else if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
280                 {
281                         dprint("Detected and prevented the sky-grapple bug.\n");
282                         RemoveGrapplingHook(self.owner);
283                         return;
284                 }
285         }
286
287         GrapplingHook_Stop();
288
289         if(other)
290                 if(other.movetype != MOVETYPE_NONE)
291                         SetMovetypeFollow(self, other);
292
293         //self.owner.disableclientprediction = TRUE;
294 }
295
296 void GrapplingHook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
297 {
298         if(self.health > 0)
299         {
300                 self.health = self.health - damage;
301                 if (self.health <= 0)
302                 {
303                         if(attacker != self.owner)
304                         {
305                                 self.owner.pusher = attacker;
306                                 self.owner.pushltime = time + cvar("g_maxpushtime");
307                         }
308                         RemoveGrapplingHook(self.owner);
309                 }
310         }
311 }
312
313 void FireGrapplingHook (void)
314 {
315         local entity missile;
316         local vector org;
317
318         if((arena_roundbased && time < warmup) || (time < game_starttime))
319                 return;
320
321         makevectors(self.v_angle);
322
323         // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
324         sound (self, CHAN_WEAPON2, "weapons/hook_fire.wav", VOL_BASE, ATTN_NORM);
325         org = self.origin + self.view_ofs + v_forward * hook_shotorigin_x + v_right * hook_shotorigin_y + v_up * hook_shotorigin_z;
326         pointparticles(particleeffectnum("grapple_muzzleflash"), org, '0 0 0', 1);
327
328         missile = spawn ();
329         missile.owner = self;
330         self.hook = missile;
331         missile.classname = "grapplinghook";
332
333         missile.movetype = MOVETYPE_FLY;
334         missile.solid = SOLID_BBOX;
335
336         setmodel (missile, "models/hook.md3"); // precision set below
337         setsize (missile, '-3 -3 -3', '3 3 3');
338         setorigin (missile, org);
339
340         missile.state = 0; // not latched onto anything
341
342         missile.velocity = v_forward * cvar("g_balance_grapplehook_speed_fly");
343         W_SetupProjectileVelocity(missile);
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
411         if(!g_grappling_hook && self.weapon != WEP_HOOK)
412         {
413                 self.hook_state (-) HOOK_FIRING;
414                 self.hook_state |= HOOK_REMOVING;
415         }
416
417         if (self.hook_state & HOOK_FIRING)
418         {
419                 if (self.hook)
420                         RemoveGrapplingHook(self);
421                 FireGrapplingHook();
422                 self.hook_state (-) HOOK_FIRING;
423         }
424         else if(self.hook_state & HOOK_REMOVING)
425         {
426                 if (self.hook)
427                         RemoveGrapplingHook(self);
428                 self.hook_state (-) HOOK_REMOVING;
429         }
430         /*
431         // if I have no hook or it's not pulling yet, make sure I'm not flying!
432         if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
433         {
434                 self.movetype = MOVETYPE_WALK;
435         }
436         if(self.impulse == GRAPHOOK_FIRE && self.hook_time <= time && g_grappling_hook)
437         {
438                 // fire hook
439                 FireGrapplingHook();
440                 return;
441         }
442         else if(self.hookimpulse == GRAPHOOK_RELEASE)
443         {
444                 // remove hook, reset movement type
445                 RemoveGrapplingHook(self);
446                 return;
447         }
448         */
449         /*else // make sure the player's movetype is correct
450         {
451                 //if(self.hook == world && self.movetype == MOVETYPE_FLY)
452                 if((self.hook == world || !self.hook.state) && self.movetype == MOVETYPE_FLY)
453                 {
454                         self.movetype = MOVETYPE_WALK;
455                 }
456         }*/
457         // note: The hook entity does the actual pulling
458 }
459
460 void GrappleHookInit()
461 {
462         if(g_grappling_hook)
463                 hook_shotorigin = '8 -8 -12';
464         else
465                 hook_shotorigin = '25 8 -8';
466 }
467
468 void SetGrappleHookBindings()
469 {
470         // this function has been modified for Nexuiz
471         // don't remove these lines! old server or demos coud overwrite the new aliases
472         stuffcmd(self, "alias +hook +button6\n");
473         stuffcmd(self, "alias -hook -button6\n");
474 }