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