1#include "g_hook.qh"
2
3#include "weapons/common.qh"
4#include "weapons/csqcprojectile.qh"
5#include "weapons/weaponsystem.qh"
6#include "weapons/selection.qh"
7#include "weapons/tracing.qh"
8#include "player.qh"
9#include "command/common.qh"
10#include "round_handler.qh"
11#include "../common/state.qh"
12#include "../common/physics/player.qh"
13#include "../common/vehicles/all.qh"
14#include "../common/constants.qh"
15#include "../common/util.qh"
16#include <common/net_linked.qh>
17#include <common/weapons/_all.qh>
18#include "../lib/warpzone/common.qh"
19#include "../lib/warpzone/server.qh"
20
21.int state;
22
23/*============================================
24
25      Wazat's Xonotic Grappling Hook
26
27        Contact: Wazat1@gmail.com
28
29
30Installation instructions:
31--------------------------
32
331. Place hook.c in your gamec source directory with the other source files.
34
352. Add this line to the bottom of progs.src:
36
37gamec/hook.c
38
393. Open defs.h and add these lines to the very bottom:
40
41// Wazat's grappling hook
42.entity		hook;
43void GrapplingHookFrame();
44void RemoveGrapplingHook(entity pl);
45void SetGrappleHookBindings();
46// hook impulses
47const float GRAPHOOK_FIRE		= 20;
48const float GRAPHOOK_RELEASE		= 21;
49// (note: you can change the hook impulse #'s to whatever you please)
50
514. Open client.c and add this to the top of PutClientInServer():
52
53	RemoveGrapplingHook(this); // Wazat's Grappling Hook
54
555. Find ClientConnect() (in client.c) and add these lines to the bottom:
56
57	// Wazat's grappling hook
58	SetGrappleHookBindings();
59
606. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:
61
62 	GrapplingHookFrame();
63
647. Build and test the mod.  You'll want to bind a key to "+hook" like this:
65bind ctrl "+hook"
66
67And you should be done!
68
69
70============================================*/
71
72.float hook_length;
73
74void RemoveGrapplingHooks(entity pl)
75{
76	if(pl.move_movetype == MOVETYPE_FLY)
77		set_movetype(pl, MOVETYPE_WALK);
78
79	for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
80    {
81    	.entity weaponentity = weaponentities[slot];
82    	if(!pl.(weaponentity))
83    		continue; // continue incase other slots exist?
84    	if(pl.(weaponentity).hook)
85    		delete(pl.(weaponentity).hook);
86    	pl.(weaponentity).hook = NULL;
87    }
88
89	//pl.disableclientprediction = false;
90}
91
92void RemoveHook(entity this)
93{
94	entity player = this.realowner;
95    .entity weaponentity = this.weaponentity_fld;
96
97    if(player.(weaponentity).hook == this)
98    	player.(weaponentity).hook = NULL;
99
100    if(player.move_movetype == MOVETYPE_FLY)
101    	set_movetype(player, MOVETYPE_WALK);
102    delete(this);
103}
104
105void GrapplingHookReset(entity this)
106{
107	RemoveHook(this);
108}
109
110void GrapplingHookThink(entity this);
111void GrapplingHook_Stop(entity this)
112{
113	Send_Effect(EFFECT_HOOK_IMPACT, this.origin, '0 0 0', 1);
114	sound (this, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM);
115
116	this.state = 1;
117	setthink(this, GrapplingHookThink);
118	this.nextthink = time;
119	settouch(this, func_null);
120	this.velocity = '0 0 0';
121	set_movetype(this, MOVETYPE_NONE);
122	this.hook_length = -1;
123}
124
125.vector hook_start, hook_end;
126bool GrapplingHookSend(entity this, entity to, int sf)
127{
128	WriteHeader(MSG_ENTITY, ENT_CLIENT_HOOK);
129	sf = sf & 0x7F;
130	if(sound_allowed(MSG_BROADCAST, this.realowner))
131		sf |= 0x80;
132	WriteByte(MSG_ENTITY, sf);
133	if(sf & 1)
134	{
135		WriteByte(MSG_ENTITY, etof(this.realowner));
136		WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
137	}
138	if(sf & 2)
139	{
140		WriteCoord(MSG_ENTITY, this.hook_start.x);
141		WriteCoord(MSG_ENTITY, this.hook_start.y);
142		WriteCoord(MSG_ENTITY, this.hook_start.z);
143	}
144	if(sf & 4)
145	{
146		WriteCoord(MSG_ENTITY, this.hook_end.x);
147		WriteCoord(MSG_ENTITY, this.hook_end.y);
148		WriteCoord(MSG_ENTITY, this.hook_end.z);
149	}
150	return true;
151}
152
153int autocvar_g_grappling_hook_tarzan;
154
155void GrapplingHookThink(entity this)
156{
157	float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
158	vector dir, org, end, v0, dv, v, myorg, vs;
159	.entity weaponentity = this.weaponentity_fld;
160	if(this.realowner.(weaponentity).hook != this)	// how did that happen?
161	{
162		error("Owner lost the hook!\n");
163		return;
164	}
165	if(LostMovetypeFollow(this) || game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted()) || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade"))
166	{
167		RemoveHook(this);
168		return;
169	}
170	if(this.aiment)
171		WarpZone_RefSys_AddIncrementally(this, this.aiment);
172
173	this.nextthink = time;
174
175	int s = W_GunAlign(this.realowner.(weaponentity), STAT(GUNALIGN, this.realowner)) - 1;
176	vs = hook_shotorigin[s];
177
178	makevectors(this.realowner.v_angle);
179	org = this.realowner.origin + this.realowner.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
180	myorg = WarpZone_RefSys_TransformOrigin(this.realowner, this, org);
181
182	if(this.hook_length < 0)
183		this.hook_length = vlen(myorg - this.origin);
184
185	int tarzan = autocvar_g_grappling_hook_tarzan;
186	entity pull_entity = this.realowner;
187	float velocity_multiplier = 1;
188	MUTATOR_CALLHOOK(GrappleHookThink, this, tarzan, pull_entity, velocity_multiplier);
189	tarzan = M_ARGV(1, int);
190	pull_entity = M_ARGV(2, entity);
191	velocity_multiplier = M_ARGV(3, float);
192
193	if(this.state == 1)
194	{
195		pullspeed = autocvar_g_balance_grapplehook_speed_pull;//2000;
196		// speed the rope is pulled with
197
198		rubberforce = autocvar_g_balance_grapplehook_force_rubber;//2000;
199		// force the rope will use if it is stretched
200
201		rubberforce_overstretch = autocvar_g_balance_grapplehook_force_rubber_overstretch;//1000;
202		// force the rope will use if it is stretched
203
204		minlength = autocvar_g_balance_grapplehook_length_min;//100;
205		// minimal rope length
206		// if the rope goes below this length, it isn't pulled any more
207
208		ropestretch = autocvar_g_balance_grapplehook_stretch;//400;
209		// if the rope is stretched by more than this amount, more rope is
210		// given to you again
211
212		ropeairfriction = autocvar_g_balance_grapplehook_airfriction;//0.2
213		// while hanging on the rope, this friction component will help you a
214		// bit to control the rope
215
216		bool frozen_pulling = (autocvar_g_grappling_hook_tarzan >= 2 && autocvar_g_balance_grapplehook_pull_frozen);
217
218		dir = this.origin - myorg;
219		dist = vlen(dir);
220		dir = normalize(dir);
221
222		if(tarzan)
223		{
224			v = v0 = WarpZone_RefSys_TransformVelocity(pull_entity, this, pull_entity.velocity);
225
226			// first pull the rope...
227			if(this.realowner.(weaponentity).hook_state & HOOK_PULLING)
228			{
229				newlength = this.hook_length;
230				newlength = max(newlength - pullspeed * frametime, minlength);
231
232				if(newlength < dist - ropestretch) // overstretched?
233				{
234					newlength = dist - ropestretch;
235					if(v * dir < 0) // only if not already moving in hook direction
236						v = v + frametime * dir * rubberforce_overstretch;
237				}
238
239				this.hook_length = newlength;
240			}
241
242			if(pull_entity.move_movetype == MOVETYPE_FLY)
243				set_movetype(pull_entity, MOVETYPE_WALK);
244
245			if(this.realowner.(weaponentity).hook_state & HOOK_RELEASING)
246			{
247				newlength = dist;
248				this.hook_length = newlength;
249			}
250			else
251			{
252				// then pull the player
253				spd = bound(0, (dist - this.hook_length) / ropestretch, 1);
254				v = v * (1 - frametime * ropeairfriction);
255				v = v + frametime * dir * spd * rubberforce;
256
257				dv = ((v - v0) * dir) * dir;
258				if(tarzan >= 2)
259				{
260					if(this.aiment.move_movetype == MOVETYPE_WALK || this.aiment.classname == "nade")
261					{
262						entity aim_ent = ((IS_VEHICLE(this.aiment) && this.aiment.owner) ? this.aiment.owner : this.aiment);
263						v = v - dv * 0.5;
264						if((frozen_pulling && STAT(FROZEN, this.aiment)) || !frozen_pulling)
265						{
266							this.aiment.velocity = this.aiment.velocity - dv * 0.5;
267							UNSET_ONGROUND(this.aiment);
268							if(this.aiment.flags & FL_PROJECTILE)
269								UpdateCSQCProjectile(this.aiment);
270						}
271						if(this.aiment.classname == "nade")
272							this.aiment.nextthink = time + autocvar_g_balance_grapplehook_nade_time; // set time after letting go?
273						aim_ent.pusher = this.realowner;
274						aim_ent.pushltime = time + autocvar_g_maxpushtime;
275						aim_ent.istypefrag = PHYS_INPUT_BUTTON_CHAT(aim_ent);
276					}
277				}
278
279				UNSET_ONGROUND(pull_entity);
280			}
281
282			if(!frozen_pulling && !(this.aiment.flags & FL_PROJECTILE))
283				pull_entity.velocity = WarpZone_RefSys_TransformVelocity(this, pull_entity, v * velocity_multiplier);
284
285			if(frozen_pulling && autocvar_g_balance_grapplehook_pull_frozen == 2 && !STAT(FROZEN, this.aiment))
286			{
287				RemoveHook(this);
288				return;
289			}
290		}
291		else
292		{
293			end = this.origin - dir*50;
294			dist = vlen(end - myorg);
295			if(dist < 200)
296				spd = dist * (pullspeed / 200);
297			else
298				spd = pullspeed;
299			if(spd < 50)
300				spd = 0;
301			this.realowner.velocity = dir*spd;
302			set_movetype(this.realowner, MOVETYPE_FLY);
303
304			UNSET_ONGROUND(this.realowner);
305		}
306	}
307
308	makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
309	myorg = WarpZone_RefSys_TransformOrigin(this, this.realowner, this.origin); // + v_forward * (-9);
310
311	if(myorg != this.hook_start)
312	{
313		this.SendFlags |= 2;
314		this.hook_start = myorg;
315	}
316	if(org != this.hook_end)
317	{
318		this.SendFlags |= 4;
319		this.hook_end = org;
320	}
321}
322
323void GrapplingHookTouch(entity this, entity toucher)
324{
325	if(toucher.move_movetype == MOVETYPE_FOLLOW)
326		return;
327	PROJECTILE_TOUCH(this, toucher);
328
329	GrapplingHook_Stop(this);
330
331	if(toucher)
332		if(toucher.move_movetype != MOVETYPE_NONE)
333		{
334			SetMovetypeFollow(this, toucher);
335			WarpZone_RefSys_BeginAddingIncrementally(this, this.aiment);
336		}
337
338	//this.realowner.disableclientprediction = true;
339}
340
341void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
342{
343	if(this.health <= 0)
344		return;
345
346	if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
347		return; // g_balance_projectiledamage says to halt
348
349	this.health = this.health - damage;
350
351	if (this.health <= 0)
352	{
353		if(attacker != this.realowner)
354		{
355			this.realowner.pusher = attacker;
356			this.realowner.pushltime = time + autocvar_g_maxpushtime;
357			this.realowner.istypefrag = PHYS_INPUT_BUTTON_CHAT(this.realowner);
358		}
359		RemoveHook(this);
360	}
361}
362
363void FireGrapplingHook(entity actor, .entity weaponentity)
364{
365	if(forbidWeaponUse(actor)) return;
366	if(actor.vehicle) return;
367
368	makevectors(actor.v_angle);
369
370	int s = W_GunAlign(actor.(weaponentity), STAT(GUNALIGN, actor)) - 1;
371	vector vs = hook_shotorigin[s];
372
373	// UGLY WORKAROUND: play this on CH_WEAPON_B so it can't cut off fire sounds
374	sound (actor, CH_WEAPON_B, SND_HOOK_FIRE, VOL_BASE, ATTEN_NORM);
375	vector org = actor.origin + actor.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
376
377	tracebox(actor.origin + actor.view_ofs, '-3 -3 -3', '3 3 3', org, MOVE_NORMAL, actor);
378	org = trace_endpos;
379
380	Send_Effect(EFFECT_HOOK_MUZZLEFLASH, org, '0 0 0', 1);
381
382	entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
383	missile.owner = missile.realowner = actor;
384	actor.(weaponentity).hook = missile;
385	missile.weaponentity_fld = weaponentity;
386	missile.reset = GrapplingHookReset;
387	missile.classname = "grapplinghook";
388	missile.flags = FL_PROJECTILE;
389	IL_PUSH(g_projectiles, missile);
390	IL_PUSH(g_bot_dodge, missile);
391
392	set_movetype(missile, ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY));
393	PROJECTILE_MAKETRIGGER(missile);
394
395	//setmodel (missile, MDL_HOOK); // precision set below
396	setsize (missile, '-3 -3 -3', '3 3 3');
397	setorigin(missile, org);
398
399	missile.state = 0; // not latched onto anything
400
401	W_SetupProjVelocity_Explicit(missile, v_forward, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, false);
402
403	missile.angles = vectoangles (missile.velocity);
404	//missile.glow_color = 250; // 244, 250
405	//missile.glow_size = 120;
406	settouch(missile, GrapplingHookTouch);
407	setthink(missile, GrapplingHookThink);
408	missile.nextthink = time;
409
410	missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
411
412	missile.health = autocvar_g_balance_grapplehook_health;//120
413	missile.event_damage = GrapplingHook_Damage;
414	missile.takedamage = DAMAGE_AIM;
415	missile.damageforcescale = 0;
416	missile.damagedbycontents = (autocvar_g_balance_grapplehook_damagedbycontents);
417	if(missile.damagedbycontents)
418		IL_PUSH(g_damagedbycontents, missile);
419
420	missile.hook_start = missile.hook_end = missile.origin;
421
422	Net_LinkEntity(missile, false, 0, GrapplingHookSend);
423}
424
425void GrappleHookInit()
426{
427	if(g_grappling_hook)
428	{
429		hook_shotorigin[0] = '8 8 -12';
430		hook_shotorigin[1] = '8 8 -12';
431		hook_shotorigin[2] = '8 8 -12';
432		hook_shotorigin[3] = '8 8 -12';
433	}
434	else
435	{
436		Weapon w = WEP_HOOK;
437		w.wr_init(w);
438		hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 1);
439		hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 2);
440		hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 3);
441		hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 4);
442	}
443}
444