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On second thought, undo all that shit... this system is WAYYY too hacky to
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_hook.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id  */ HOOK,
4 /* function  */ W_Hook,
5 /* ammotype  */ ammo_fuel,
6 /* impulse   */ 0,
7 /* flags     */ WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH,
8 /* rating    */ 0,
9 /* color     */ '0 0.5 0',
10 /* modelname */ "hookgun",
11 /* simplemdl */ "foobar",
12 /* crosshair */ "gfx/crosshairhook 0.5",
13 /* refname   */ "hook",
14 /* wepname   */ _("Grappling Hook")
15 );
16
17 #define HOOK_SETTINGS(w_cvar,w_prop) HOOK_SETTINGS_LIST(w_cvar, w_prop, HOOK, hook)
18 #define HOOK_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
19         w_cvar(id, sn, BOTH, animtime) \
20         w_cvar(id, sn, BOTH, refire) \
21         w_cvar(id, sn, PRI,  ammo) \
22         w_cvar(id, sn, PRI,  hooked_ammo) \
23         w_cvar(id, sn, PRI,  hooked_time_free) \
24         w_cvar(id, sn, PRI,  hooked_time_max) \
25         w_cvar(id, sn, SEC,  damage) \
26         w_cvar(id, sn, SEC,  duration) \
27         w_cvar(id, sn, SEC,  edgedamage) \
28         w_cvar(id, sn, SEC,  force) \
29         w_cvar(id, sn, SEC,  gravity) \
30         w_cvar(id, sn, SEC,  lifetime) \
31         w_cvar(id, sn, SEC,  power) \
32         w_cvar(id, sn, SEC,  radius) \
33         w_cvar(id, sn, SEC,  speed) \
34         w_cvar(id, sn, SEC,  health) \
35         w_cvar(id, sn, SEC,  damageforcescale) \
36         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
37         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
38         w_prop(id, sn, string, weaponreplace, weaponreplace) \
39         w_prop(id, sn, float,  weaponstart, weaponstart) \
40         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
41
42 #ifdef SVQC
43 HOOK_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
44
45 .float dmg;
46 .float dmg_edge;
47 .float dmg_radius;
48 .float dmg_force;
49 .float dmg_power;
50 .float dmg_duration;
51 .float dmg_last;
52 .float hook_refire;
53 .float hook_time_hooked;
54 .float hook_time_fueldecrease;
55 #endif
56 #else
57 #ifdef SVQC
58
59 void spawnfunc_weapon_hook()
60 {
61         if(g_grappling_hook) // offhand hook
62         {
63                 startitem_failed = TRUE;
64                 remove(self);
65                 return;
66         }
67         weapon_defaultspawnfunc(WEP_HOOK);
68 }
69
70 void W_Hook_ExplodeThink (void)
71 {
72         float dt, dmg_remaining_next, f;
73
74         dt = time - self.teleport_time;
75         dmg_remaining_next = pow(bound(0, 1 - dt / self.dmg_duration, 1), self.dmg_power);
76
77         f = self.dmg_last - dmg_remaining_next;
78         self.dmg_last = dmg_remaining_next;
79
80         RadiusDamage (self, self.realowner, self.dmg * f, self.dmg_edge * f, self.dmg_radius, self.realowner, world, self.dmg_force * f, self.projectiledeathtype, world);
81         self.projectiledeathtype |= HITTYPE_BOUNCE;
82         //RadiusDamage (self, world, self.dmg * f, self.dmg_edge * f, self.dmg_radius, world, world, self.dmg_force * f, self.projectiledeathtype, world);
83
84         if(dt < self.dmg_duration)
85                 self.nextthink = time + 0.05; // soon
86         else
87                 remove(self);
88 }
89
90 void W_Hook_Explode2 (void)
91 {
92         self.event_damage = func_null;
93         self.touch = func_null;
94         self.effects |= EF_NODRAW;
95
96         self.think = W_Hook_ExplodeThink;
97         self.nextthink = time;
98         self.dmg = WEP_CVAR_SEC(hook, damage);
99         self.dmg_edge = WEP_CVAR_SEC(hook, edgedamage);
100         self.dmg_radius = WEP_CVAR_SEC(hook, radius);
101         self.dmg_force = WEP_CVAR_SEC(hook, force);
102         self.dmg_power = WEP_CVAR_SEC(hook, power);
103         self.dmg_duration = WEP_CVAR_SEC(hook, duration);
104         self.teleport_time = time;
105         self.dmg_last = 1;
106         self.movetype = MOVETYPE_NONE;
107 }
108
109 void W_Hook_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
110 {
111         if (self.health <= 0)
112                 return;
113                 
114         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
115                 return; // g_projectiles_damage says to halt    
116         
117         self.health = self.health - damage;
118         
119         if (self.health <= 0)
120                 W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2);
121 }
122
123 void W_Hook_Touch2 (void)
124 {
125         PROJECTILE_TOUCH;
126         self.use();
127 }
128
129 void W_Hook_Attack2()
130 {
131         entity gren;
132
133         //W_DecreaseAmmo(WEP_CVAR_SEC(hook, ammo)); // WEAPONTODO: Figure out how to handle ammo with hook secondary (gravitybomb)
134         W_SetupShot (self, FALSE, 4, "weapons/hookbomb_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hook, damage));
135
136         gren = spawn ();
137         gren.owner = gren.realowner = self;
138         gren.classname = "hookbomb";
139         gren.bot_dodge = TRUE;
140         gren.bot_dodgerating = WEP_CVAR_SEC(hook, damage);
141         gren.movetype = MOVETYPE_TOSS;
142         PROJECTILE_MAKETRIGGER(gren);
143         gren.projectiledeathtype = WEP_HOOK | HITTYPE_SECONDARY;
144         setorigin(gren, w_shotorg);
145         setsize(gren, '0 0 0', '0 0 0');
146
147         gren.nextthink = time + WEP_CVAR_SEC(hook, lifetime);
148         gren.think = adaptor_think2use_hittype_splash;
149         gren.use = W_Hook_Explode2;
150         gren.touch = W_Hook_Touch2;
151         
152         gren.takedamage = DAMAGE_YES;
153         gren.health = WEP_CVAR_SEC(hook, health);
154         gren.damageforcescale = WEP_CVAR_SEC(hook, damageforcescale);
155         gren.event_damage = W_Hook_Damage;
156         gren.damagedbycontents = TRUE;
157         gren.missile_flags = MIF_SPLASH | MIF_ARC;
158
159         gren.velocity = '0 0 1' * WEP_CVAR_SEC(hook, speed);
160         if(autocvar_g_projectiles_newton_style)
161                 gren.velocity = gren.velocity + self.velocity;
162
163         gren.gravity = WEP_CVAR_SEC(hook, gravity);
164         //W_SetupProjVelocity_Basic(gren); // just falling down!
165
166         gren.angles = '0 0 0';
167         gren.flags = FL_PROJECTILE;
168
169         CSQCProjectile(gren, TRUE, PROJECTILE_HOOKBOMB, TRUE);
170
171         other = gren; MUTATOR_CALLHOOK(EditProjectile);
172 }
173
174 float W_Hook(float req)
175 {
176         float hooked_time_max, hooked_fuel;
177                 
178         switch(req)
179         {
180                 case WR_AIM:
181                 {
182                         // no bot AI for hook (yet?)
183                         return TRUE;
184                 }
185                 case WR_THINK:
186                 {
187                         if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
188                         {
189                                 if(!self.hook)
190                                 if(!(self.hook_state & HOOK_WAITING_FOR_RELEASE))
191                                 if(!(self.hook_state & HOOK_FIRING))
192                                 if (time > self.hook_refire)
193                                 if (weapon_prepareattack(0, -1))
194                                 {
195                                         W_DecreaseAmmo(WEP_CVAR_PRI(hook, ammo));
196                                         self.hook_state |= HOOK_FIRING;
197                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready);                             
198                                 }
199                         }
200
201                         if (self.BUTTON_ATCK2)
202                         {
203                                 if (weapon_prepareattack(1, WEP_CVAR_SEC(hook, refire)))
204                                 {
205                                         W_Hook_Attack2();
206                                         weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready);
207                                 }
208                         }
209
210                         if(self.hook)
211                         {
212                                 // if hooked, no bombs, and increase the timer
213                                 self.hook_refire = max(self.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor());
214
215                                 // hook also inhibits health regeneration, but only for 1 second
216                                 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
217                                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
218                         }
219
220                         if(self.hook && self.hook.state == 1)
221                         {
222                                 hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max);                  
223                                 if (hooked_time_max > 0)
224                                 {
225                                         if ( time > self.hook_time_hooked + hooked_time_max )
226                                                 self.hook_state |= HOOK_REMOVING;
227                                 }
228                                 
229                                 hooked_fuel = WEP_CVAR_PRI(hook, hooked_ammo);
230                                 if (hooked_fuel > 0)
231                                 {
232                                         if ( time > self.hook_time_fueldecrease )
233                                         {
234                                                 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO))
235                                                 {
236                                                         if ( self.ammo_fuel >= (time - self.hook_time_fueldecrease) * hooked_fuel )
237                                                         {
238                                                                 W_DecreaseAmmo((time - self.hook_time_fueldecrease) * hooked_fuel);
239                                                                 self.hook_time_fueldecrease = time;
240                                                                 // decrease next frame again
241                                                         }
242                                                         else
243                                                         {
244                                                                 self.ammo_fuel = 0;
245                                                                 self.hook_state |= HOOK_REMOVING;
246                                                                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
247                                                         }
248                                                 }
249                                         }
250                                 }
251                         }
252                         else
253                         {
254                                 self.hook_time_hooked = time;                           
255                                 self.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free);
256                         }
257
258                         if (self.BUTTON_CROUCH)
259                         {
260                                 self.hook_state &= ~HOOK_PULLING;
261                                 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
262                                         self.hook_state &= ~HOOK_RELEASING;
263                                 else
264                                         self.hook_state |= HOOK_RELEASING;
265                         }
266                         else
267                         {
268                                 self.hook_state |= HOOK_PULLING;
269                                 self.hook_state &= ~HOOK_RELEASING;
270
271                                 if (self.BUTTON_ATCK || (!(self.items & IT_JETPACK) && self.BUTTON_HOOK))
272                                 {
273                                         // already fired
274                                         if(self.hook)
275                                                 self.hook_state |= HOOK_WAITING_FOR_RELEASE;
276                                 }
277                                 else
278                                 {
279                                         self.hook_state |= HOOK_REMOVING;
280                                         self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
281                                 }
282                         }
283                         
284                         return TRUE;
285                 }
286                 case WR_INIT:
287                 {
288                         precache_model ("models/weapons/g_hookgun.md3");
289                         precache_model ("models/weapons/v_hookgun.md3");
290                         precache_model ("models/weapons/h_hookgun.iqm");
291                         precache_sound ("weapons/hook_impact.wav"); // done by g_hook.qc
292                         precache_sound ("weapons/hook_fire.wav");
293                         precache_sound ("weapons/hookbomb_fire.wav");
294                         HOOK_SETTINGS(WEP_SKIP_CVAR, WEP_SET_PROP)
295                         return TRUE;
296                 }
297                 case WR_SETUP:
298                 {
299                         self.hook_state &= ~HOOK_WAITING_FOR_RELEASE;
300                         return TRUE;
301                 }
302                 case WR_CHECKAMMO1:
303                 {
304                         if(self.hook)
305                                 return self.ammo_fuel > 0;
306                         else
307                                 return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo);
308                 }
309                 case WR_CHECKAMMO2:
310                 {
311                         // infinite ammo for now
312                         return TRUE; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above
313                 }
314                 case WR_CONFIG:
315                 {
316                         HOOK_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
317                         return TRUE;
318                 }
319                 case WR_RESETPLAYER:
320                 {
321                         self.hook_refire = time;
322                         return TRUE;
323                 }
324                 case WR_SUICIDEMESSAGE:
325                 {
326                         return FALSE;
327                 }
328                 case WR_KILLMESSAGE:
329                 {
330                         return WEAPON_HOOK_MURDER;
331                 }
332         }
333         return TRUE;
334 }
335 #endif
336 #ifdef CSQC
337 float W_Hook(float req)
338 {
339         switch(req)
340         {
341                 case WR_IMPACTEFFECT:
342                 {
343                         vector org2;
344                         org2 = w_org + w_backoff * 2;
345                         pointparticles(particleeffectnum("hookbomb_explode"), org2, '0 0 0', 1);
346                         if(!w_issilent)
347                                 sound(self, CH_SHOTS, "weapons/hookbomb_impact.wav", VOL_BASE, ATTN_NORM);
348                                 
349                         return TRUE;
350                 }
351                 case WR_INIT:
352                 {
353                         precache_sound("weapons/hookbomb_impact.wav");
354                         return TRUE;
355                 }
356                 case WR_ZOOMRETICLE:
357                 {
358                         // no weapon specific image for this weapon
359                         return FALSE;
360                 }
361         }
362         return TRUE;
363 }
364 #endif
365 #endif