3 #include <common/constants.qh>
4 #include <common/effects/all.qh>
5 #include <common/net_linked.qh>
6 #include <common/physics/player.qh>
7 #include <common/state.qh>
8 #include <common/stats.qh>
9 #include <common/util.qh>
10 #include <common/vehicles/all.qh>
11 #include <common/weapons/_all.qh>
12 #include <common/weapons/_all.qh>
13 #include <lib/warpzone/common.qh>
14 #include <lib/warpzone/server.qh>
15 #include <server/bot/api.qh>
16 #include <server/command/common.qh>
17 #include <server/command/vote.qh>
18 #include <server/damage.qh>
19 #include <server/mutators/_mod.qh>
20 #include <server/player.qh>
21 #include <server/round_handler.qh>
22 #include <server/weapons/common.qh>
23 #include <server/weapons/csqcprojectile.qh>
24 #include <server/weapons/selection.qh>
25 #include <server/weapons/tracing.qh>
26 #include <server/weapons/weaponsystem.qh>
27 #include <server/world.qh>
29 /*============================================
31 Wazat's Xonotic Grappling Hook
33 Contact: Wazat1@gmail.com
36 Installation instructions:
37 --------------------------
39 1. Place hook.c in your gamec source directory with the other source files.
41 2. Add this line to the bottom of progs.src:
45 3. Open defs.h and add these lines to the very bottom:
47 // Wazat's grappling hook
49 void GrapplingHookFrame();
50 void RemoveGrapplingHook(entity pl);
51 void SetGrappleHookBindings();
53 const float GRAPHOOK_FIRE = 20;
54 const float GRAPHOOK_RELEASE = 21;
55 // (note: you can change the hook impulse #'s to whatever you please)
57 4. Open client.c and add this to the top of PutClientInServer():
59 RemoveGrapplingHook(this); // Wazat's Grappling Hook
61 5. Find ClientConnect() (in client.c) and add these lines to the bottom:
63 // Wazat's grappling hook
64 SetGrappleHookBindings();
66 6. Still in client.c, find PlayerPreThink and add this line just above the call to W_WeaponFrame:
70 7. Build and test the mod. You'll want to bind a key to "+hook" like this:
73 And you should be done!
76 ============================================*/
78 void RemoveGrapplingHooks(entity pl)
80 if(pl.move_movetype == MOVETYPE_FLY)
81 set_movetype(pl, MOVETYPE_WALK);
83 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
85 .entity weaponentity = weaponentities[slot];
86 if(!pl.(weaponentity))
87 continue; // continue incase other slots exist?
88 if(pl.(weaponentity).hook)
89 delete(pl.(weaponentity).hook);
90 pl.(weaponentity).hook = NULL;
93 //pl.disableclientprediction = false;
96 void RemoveHook(entity this)
98 entity player = this.realowner;
99 .entity weaponentity = this.weaponentity_fld;
101 if(player.(weaponentity).hook == this)
102 player.(weaponentity).hook = NULL;
104 if(player.move_movetype == MOVETYPE_FLY)
105 set_movetype(player, MOVETYPE_WALK);
109 void GrapplingHookReset(entity this)
114 void GrapplingHook_Stop(entity this)
116 Send_Effect(EFFECT_HOOK_IMPACT, this.origin, '0 0 0', 1);
117 sound (this, CH_SHOTS, SND_HOOK_IMPACT, VOL_BASE, ATTEN_NORM);
120 setthink(this, GrapplingHookThink);
121 this.nextthink = time;
122 settouch(this, func_null);
123 this.velocity = '0 0 0';
124 set_movetype(this, MOVETYPE_NONE);
125 this.hook_length = -1;
128 .vector hook_start, hook_end;
129 bool GrapplingHookSend(entity this, entity to, int sf)
131 WriteHeader(MSG_ENTITY, ENT_CLIENT_HOOK);
133 if(sound_allowed(MSG_BROADCAST, this.realowner))
135 WriteByte(MSG_ENTITY, sf);
138 WriteByte(MSG_ENTITY, etof(this.realowner));
139 WriteByte(MSG_ENTITY, weaponslot(this.weaponentity_fld));
143 WriteVector(MSG_ENTITY, this.hook_start);
147 WriteVector(MSG_ENTITY, this.hook_end);
152 int autocvar_g_grappling_hook_tarzan;
154 void GrapplingHookThink(entity this)
156 float spd, dist, minlength, pullspeed, ropestretch, ropeairfriction, rubberforce, newlength, rubberforce_overstretch;
157 vector dir, org, end, v0, dv, v, myorg, vs;
158 .entity weaponentity = this.weaponentity_fld;
159 if(this.realowner.(weaponentity).hook != this) // how did that happen?
161 error("Owner lost the hook!\n");
164 if((this.move_movetype == MOVETYPE_FOLLOW && LostMovetypeFollow(this))
165 || game_stopped || (round_handler_IsActive() && !round_handler_IsRoundStarted())
166 || ((this.aiment.flags & FL_PROJECTILE) && this.aiment.classname != "nade"))
172 WarpZone_RefSys_AddIncrementally(this, this.aiment);
174 this.nextthink = time;
176 int s = W_GunAlign(this.realowner.(weaponentity), STAT(GUNALIGN, this.realowner)) - 1;
177 vs = hook_shotorigin[s];
179 makevectors(this.realowner.v_angle);
180 org = this.realowner.origin + this.realowner.view_ofs + v_forward * vs.x + v_right * -vs.y + v_up * vs.z;
181 myorg = WarpZone_RefSys_TransformOrigin(this.realowner, this, org);
183 if(this.hook_length < 0)
184 this.hook_length = vlen(myorg - this.origin);
186 int tarzan = autocvar_g_grappling_hook_tarzan;
187 entity pull_entity = this.realowner;
188 float velocity_multiplier = 1;
189 MUTATOR_CALLHOOK(GrappleHookThink, this, tarzan, pull_entity, velocity_multiplier);
190 tarzan = M_ARGV(1, int);
191 pull_entity = M_ARGV(2, entity);
192 velocity_multiplier = M_ARGV(3, float);
196 pullspeed = autocvar_g_balance_grapplehook_speed_pull;//2000;
197 // speed the rope is pulled with
199 rubberforce = autocvar_g_balance_grapplehook_force_rubber;//2000;
200 // force the rope will use if it is stretched
202 rubberforce_overstretch = autocvar_g_balance_grapplehook_force_rubber_overstretch;//1000;
203 // force the rope will use if it is stretched
205 minlength = autocvar_g_balance_grapplehook_length_min;//100;
206 // minimal rope length
207 // if the rope goes below this length, it isn't pulled any more
209 ropestretch = autocvar_g_balance_grapplehook_stretch;//400;
210 // if the rope is stretched by more than this amount, more rope is
211 // given to you again
213 ropeairfriction = autocvar_g_balance_grapplehook_airfriction;//0.2
214 // while hanging on the rope, this friction component will help you a
215 // bit to control the rope
217 bool frozen_pulling = (autocvar_g_grappling_hook_tarzan >= 2 && autocvar_g_balance_grapplehook_pull_frozen);
219 dir = this.origin - myorg;
221 dir = normalize(dir);
225 v = v0 = WarpZone_RefSys_TransformVelocity(pull_entity, this, pull_entity.velocity);
227 // first pull the rope...
228 if(this.realowner.(weaponentity).hook_state & HOOK_PULLING)
230 newlength = this.hook_length;
231 newlength = max(newlength - pullspeed * frametime, minlength);
233 if(newlength < dist - ropestretch) // overstretched?
235 newlength = dist - ropestretch;
236 if(v * dir < 0) // only if not already moving in hook direction
237 v = v + frametime * dir * rubberforce_overstretch;
240 this.hook_length = newlength;
243 if(pull_entity.move_movetype == MOVETYPE_FLY)
244 set_movetype(pull_entity, MOVETYPE_WALK);
246 if(this.realowner.(weaponentity).hook_state & HOOK_RELEASING)
249 this.hook_length = newlength;
253 // then pull the player
254 spd = bound(0, (dist - this.hook_length) / ropestretch, 1);
255 v = v * (1 - frametime * ropeairfriction);
256 v = v + frametime * dir * spd * rubberforce;
258 dv = ((v - v0) * dir) * dir;
261 if(this.aiment.move_movetype == MOVETYPE_WALK || this.aiment.classname == "nade")
263 entity aim_ent = ((IS_VEHICLE(this.aiment) && this.aiment.owner) ? this.aiment.owner : this.aiment);
265 if((frozen_pulling && STAT(FROZEN, this.aiment)) || !frozen_pulling)
267 this.aiment.velocity = this.aiment.velocity - dv * 0.5;
268 UNSET_ONGROUND(this.aiment);
269 if(this.aiment.flags & FL_PROJECTILE)
270 UpdateCSQCProjectile(this.aiment);
272 if(this.aiment.classname == "nade")
273 this.aiment.nextthink = time + autocvar_g_balance_grapplehook_nade_time; // set time after letting go?
274 aim_ent.pusher = this.realowner;
275 aim_ent.pushltime = time + autocvar_g_maxpushtime;
276 aim_ent.istypefrag = PHYS_INPUT_BUTTON_CHAT(aim_ent);
280 UNSET_ONGROUND(pull_entity);
283 if(!frozen_pulling && !(this.aiment.flags & FL_PROJECTILE))
284 pull_entity.velocity = WarpZone_RefSys_TransformVelocity(this, pull_entity, v * velocity_multiplier);
286 if(frozen_pulling && autocvar_g_balance_grapplehook_pull_frozen == 2 && !STAT(FROZEN, this.aiment))
294 end = this.origin - dir*50;
295 dist = vlen(end - myorg);
297 spd = dist * (pullspeed / 200);
302 this.realowner.velocity = dir*spd;
303 set_movetype(this.realowner, MOVETYPE_FLY);
305 UNSET_ONGROUND(this.realowner);
309 makevectors(this.angles.x * '-1 0 0' + this.angles.y * '0 1 0');
310 myorg = WarpZone_RefSys_TransformOrigin(this, this.realowner, this.origin); // + v_forward * (-9);
312 if(myorg != this.hook_start)
315 this.hook_start = myorg;
317 if(org != this.hook_end)
324 void GrapplingHookTouch(entity this, entity toucher)
326 if(toucher.move_movetype == MOVETYPE_FOLLOW)
328 PROJECTILE_TOUCH(this, toucher);
330 GrapplingHook_Stop(this);
333 //if(toucher.move_movetype != MOVETYPE_NONE)
335 SetMovetypeFollow(this, toucher);
336 WarpZone_RefSys_BeginAddingIncrementally(this, this.aiment);
339 //this.realowner.disableclientprediction = true;
342 void GrapplingHook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
344 if(GetResource(this, RES_HEALTH) <= 0)
347 if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
348 return; // g_balance_projectiledamage says to halt
350 TakeResource(this, RES_HEALTH, damage);
352 if (GetResource(this, RES_HEALTH) <= 0)
354 if(attacker != this.realowner)
356 this.realowner.pusher = attacker;
357 this.realowner.pushltime = time + autocvar_g_maxpushtime;
358 this.realowner.istypefrag = PHYS_INPUT_BUTTON_CHAT(this.realowner);
364 void FireGrapplingHook(entity actor, .entity weaponentity)
366 if(weaponLocked(actor)) return;
367 if(actor.vehicle) return;
369 int s = W_GunAlign(actor.(weaponentity), STAT(GUNALIGN, actor)) - 1;
370 vector vs = hook_shotorigin[s];
371 vector oldmovedir = actor.(weaponentity).movedir;
372 actor.(weaponentity).movedir = vs;
373 W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', true, 0, SND_HOOK_FIRE, CH_WEAPON_B, 0, WEP_HOOK.m_id);
374 W_MuzzleFlash(WEP_HOOK, actor, weaponentity, w_shotorg, '0 0 0');
375 actor.(weaponentity).movedir = oldmovedir;
377 entity missile = WarpZone_RefSys_SpawnSameRefSys(actor);
378 missile.owner = missile.realowner = actor;
379 actor.(weaponentity).hook = missile;
380 missile.weaponentity_fld = weaponentity;
381 missile.reset = GrapplingHookReset;
382 missile.classname = "grapplinghook";
383 missile.flags = FL_PROJECTILE;
384 IL_PUSH(g_projectiles, missile);
385 IL_PUSH(g_bot_dodge, missile);
387 set_movetype(missile, ((autocvar_g_balance_grapplehook_gravity) ? MOVETYPE_TOSS : MOVETYPE_FLY));
388 PROJECTILE_MAKETRIGGER(missile);
390 //setmodel (missile, MDL_HOOK); // precision set below
391 setsize (missile, '-3 -3 -3', '3 3 3');
392 setorigin(missile, w_shotorg);
394 missile.state = 0; // not latched onto anything
396 W_SetupProjVelocity_Explicit(missile, w_shotdir, v_up, autocvar_g_balance_grapplehook_speed_fly, 0, 0, 0, false);
398 missile.angles = vectoangles (missile.velocity);
399 //missile.glow_color = 250; // 244, 250
400 //missile.glow_size = 120;
401 settouch(missile, GrapplingHookTouch);
402 setthink(missile, GrapplingHookThink);
403 missile.nextthink = time;
405 missile.effects = /*EF_FULLBRIGHT | EF_ADDITIVE |*/ EF_LOWPRECISION;
407 SetResourceExplicit(missile, RES_HEALTH, autocvar_g_balance_grapplehook_health);
408 missile.event_damage = GrapplingHook_Damage;
409 missile.takedamage = DAMAGE_AIM;
410 missile.damageforcescale = 0;
411 missile.damagedbycontents = (autocvar_g_balance_grapplehook_damagedbycontents);
412 if(missile.damagedbycontents)
413 IL_PUSH(g_damagedbycontents, missile);
415 missile.hook_start = missile.hook_end = missile.origin;
417 Net_LinkEntity(missile, false, 0, GrapplingHookSend);
420 // NOTE: using PRECACHE here to make sure it's called after everything else
421 PRECACHE(GrappleHookInit)
425 hook_shotorigin[0] = '8 8 -12';
426 hook_shotorigin[1] = '8 8 -12';
427 hook_shotorigin[2] = '8 8 -12';
428 hook_shotorigin[3] = '8 8 -12';
434 hook_shotorigin[0] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 1);
435 hook_shotorigin[1] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 2);
436 hook_shotorigin[2] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 3);
437 hook_shotorigin[3] = shotorg_adjust_values(CL_Weapon_GetShotOrg(WEP_HOOK.m_id), false, false, 4);