X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon%2Fhook.qc;h=5af5a9ad1f95a84b0dd7414fc4250a8e5becd2f4;hb=9f70bdba9a6fb2c06324be13504341da967f7028;hp=a8a76cfd6e5783056a0760bb401a3586bcb95ff0;hpb=678a61b45f332fcd560083b01e6b0bf5a5ae268c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon/hook.qc b/qcsrc/common/weapons/weapon/hook.qc index a8a76cfd6..5af5a9ad1 100644 --- a/qcsrc/common/weapons/weapon/hook.qc +++ b/qcsrc/common/weapons/weapon/hook.qc @@ -118,18 +118,18 @@ void W_Hook_Explode2() self.movetype = MOVETYPE_NONE; } -void W_Hook_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); - if(self.health <= 0) +void W_Hook_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + if(this.health <= 0) return; - if(!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions + if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt - self.health = self.health - damage; + this.health = this.health - damage; - if(self.health <= 0) - W_PrepareExplosionByDamage(self.realowner, W_Hook_Explode2); + if(this.health <= 0) + WITH(entity, self, this, W_PrepareExplosionByDamage(this.realowner, W_Hook_Explode2)); } void W_Hook_Touch2() @@ -180,141 +180,374 @@ void W_Hook_Attack2(Weapon thiswep, entity actor) MUTATOR_CALLHOOK(EditProjectile, actor, gren); } - METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +METHOD(Hook, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire)) +{ + if (fire & 1) { + if(!actor.hook) + if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE)) + if(time > actor.hook_refire) + if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1)) + { + W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo)); + actor.hook_state |= HOOK_FIRING; + actor.hook_state |= HOOK_WAITING_FOR_RELEASE; + weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready); + } + } else { + actor.hook_state |= HOOK_REMOVING; + actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; + } + + if(fire & 2) + { + if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire))) + { + W_Hook_Attack2(thiswep, actor); + weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); + } + } + + if(actor.hook) + { + // if hooked, no bombs, and increase the timer + actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor()); + + // hook also inhibits health regeneration, but only for 1 second + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); + } + + if(actor.hook && actor.hook.state == 1) + { + float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max); + if(hooked_time_max > 0) + { + if( time > actor.hook_time_hooked + hooked_time_max ) + actor.hook_state |= HOOK_REMOVING; + } + + float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo); + if(hooked_fuel > 0) + { + if( time > actor.hook_time_fueldecrease ) + { + if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) + { + if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel ) + { + W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel); + actor.hook_time_fueldecrease = time; + // decrease next frame again + } + else + { + actor.ammo_fuel = 0; + actor.hook_state |= HOOK_REMOVING; + W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); + } + } + } + } + } + else + { + actor.hook_time_hooked = time; + actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); + } + + actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!PHYS_INPUT_BUTTON_CROUCH(actor) || !autocvar_g_balance_grapplehook_crouchslide)); + + if (actor.hook_state & HOOK_FIRING) + { + if (actor.hook) + RemoveGrapplingHook(actor); + WITH(entity, self, actor, FireGrapplingHook()); + actor.hook_state &= ~HOOK_FIRING; + actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor()); + } + else if (actor.hook_state & HOOK_REMOVING) + { + if (actor.hook) + RemoveGrapplingHook(actor); + actor.hook_state &= ~HOOK_REMOVING; + } +} +METHOD(Hook, wr_setup, void(entity thiswep)) +{ + self.hook_state &= ~HOOK_WAITING_FOR_RELEASE; +} +METHOD(Hook, wr_checkammo1, bool(Hook thiswep)) +{ + if (!thiswep.ammo_factor) return true; + if(self.hook) + return self.ammo_fuel > 0; + else + return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); +} +METHOD(Hook, wr_checkammo2, bool(Hook thiswep)) +{ + // infinite ammo for now + return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above +} +METHOD(Hook, wr_resetplayer, void(entity thiswep)) +{ + RemoveGrapplingHook(self); + self.hook_time = 0; + self.hook_refire = time; +} +METHOD(Hook, wr_killmessage, Notification(entity thiswep)) +{ + return WEAPON_HOOK_MURDER; +} + +#endif +#ifdef CSQC + +METHOD(Hook, wr_impacteffect, void(entity thiswep)) +{ + vector org2; + org2 = w_org + w_backoff * 2; + pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1); + if(!w_issilent) + sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM); +} + +#endif + +#ifdef CSQC +#include +#include + +float autocvar_cl_grapplehook_alpha = 1; + +void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float theAlpha, float drawflag, vector vieworg); + +entityclass(Hook); +class(Hook) .entity HookType; // ENT_CLIENT_* +class(Hook) .vector origin; +class(Hook) .vector velocity; +class(Hook) .float HookSilent; +class(Hook) .float HookRange; + +string Draw_GrapplingHook_trace_callback_tex; +float Draw_GrapplingHook_trace_callback_rnd; +vector Draw_GrapplingHook_trace_callback_rgb; +float Draw_GrapplingHook_trace_callback_a; +void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end) +{ + float i; + vector vorg; + vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin); + for(i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i) + Draw_CylindricLine(hit, start, 8, Draw_GrapplingHook_trace_callback_tex, 0.25, Draw_GrapplingHook_trace_callback_rnd, Draw_GrapplingHook_trace_callback_rgb, min(1, Draw_GrapplingHook_trace_callback_a - i), DRAWFLAG_NORMAL, vorg); + Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8; +} + +class(Hook) .float teleport_time; +void Draw_GrapplingHook(entity this) +{ + vector a, b, atrans; + string tex; + vector rgb; + float t; + vector vs; + float intensity, offset; + + if(this.teleport_time) + if(time > this.teleport_time) + { + sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); // safeguard + this.teleport_time = 0; + } + + InterpolateOrigin_Do(this); + + int s = W_GetGunAlignment(world); + + switch(this.HookType) + { + default: + case NET_ENT_CLIENT_HOOK: + vs = hook_shotorigin[s]; + break; + case NET_ENT_CLIENT_ARC_BEAM: + vs = lightning_shotorigin[s]; + break; + } + + if((this.owner.sv_entnum == player_localentnum - 1) && autocvar_chase_active <= 0) + { + switch(this.HookType) { - if (fire & 1) { - if(!actor.hook) - if(!(actor.hook_state & HOOK_WAITING_FOR_RELEASE)) - if(time > actor.hook_refire) - if(weapon_prepareattack(thiswep, actor, weaponentity, false, -1)) - { - W_DecreaseAmmo(thiswep, actor, thiswep.ammo_factor * WEP_CVAR_PRI(hook, ammo)); - actor.hook_state |= HOOK_FIRING; - actor.hook_state |= HOOK_WAITING_FOR_RELEASE; - weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(hook, animtime), w_ready); - } - } else { - actor.hook_state |= HOOK_REMOVING; - actor.hook_state &= ~HOOK_WAITING_FOR_RELEASE; - } + default: + case NET_ENT_CLIENT_HOOK: + a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z; + b = this.origin; + break; + case NET_ENT_CLIENT_ARC_BEAM: + if(this.HookRange) + b = view_origin + view_forward * this.HookRange; + else + b = view_origin + view_forward * vlen(this.velocity - this.origin); // honor original length of beam! + WarpZone_TraceLine(view_origin, b, MOVE_NORMAL, world); + b = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); + a = view_origin + view_forward * vs.x + view_right * -vs.y + view_up * vs.z; + break; + } + } + else + { + switch(this.HookType) + { + default: + case NET_ENT_CLIENT_HOOK: + a = this.velocity; + b = this.origin; + break; + case NET_ENT_CLIENT_ARC_BEAM: + a = this.origin; + b = this.velocity; + break; + } + } - if(fire & 2) - { - if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(hook, refire))) - { - W_Hook_Attack2(thiswep, actor); - weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hook, animtime), w_ready); - } - } + t = entcs_GetTeamColor(this.owner.sv_entnum); - if(actor.hook) + switch(this.HookType) + { + default: + case NET_ENT_CLIENT_HOOK: + intensity = autocvar_cl_grapplehook_alpha; + offset = 0; + switch(t) { - // if hooked, no bombs, and increase the timer - actor.hook_refire = max(actor.hook_refire, time + WEP_CVAR_PRI(hook, refire) * W_WeaponRateFactor()); - - // hook also inhibits health regeneration, but only for 1 second - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - actor.pauseregen_finished = max(actor.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen); + case NUM_TEAM_1: tex = "particles/hook_red"; rgb = '1 0.3 0.3'; break; + case NUM_TEAM_2: tex = "particles/hook_blue"; rgb = '0.3 0.3 1'; break; + case NUM_TEAM_3: tex = "particles/hook_yellow"; rgb = '1 1 0.3'; break; + case NUM_TEAM_4: tex = "particles/hook_pink"; rgb = '1 0.3 1'; break; + default: tex = "particles/hook_white"; rgb = entcs_GetColor(this.sv_entnum - 1); break; } - - if(actor.hook && actor.hook.state == 1) + break; + case NET_ENT_CLIENT_ARC_BEAM: // todo + intensity = bound(0.2, 1 + Noise_Pink(this, frametime) * 1 + Noise_Burst(this, frametime, 0.03) * 0.3, 2); + offset = Noise_Brown(this, frametime) * 10; + tex = "particles/lgbeam"; + rgb = '1 1 1'; + break; + } + + Draw_GrapplingHook_trace_callback_tex = tex; + Draw_GrapplingHook_trace_callback_rnd = offset; + Draw_GrapplingHook_trace_callback_rgb = rgb; + Draw_GrapplingHook_trace_callback_a = intensity; + WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((this.HookType == NET_ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), world, world, Draw_GrapplingHook_trace_callback); + Draw_GrapplingHook_trace_callback_tex = string_null; + + atrans = WarpZone_TransformOrigin(WarpZone_trace_transform, a); + + switch(this.HookType) + { + default: + case NET_ENT_CLIENT_HOOK: + if(vdist(trace_endpos - atrans, >, 0.5)) { - float hooked_time_max = WEP_CVAR_PRI(hook, hooked_time_max); - if(hooked_time_max > 0) - { - if( time > actor.hook_time_hooked + hooked_time_max ) - actor.hook_state |= HOOK_REMOVING; - } - - float hooked_fuel = thiswep.ammo_factor * WEP_CVAR_PRI(hook, hooked_ammo); - if(hooked_fuel > 0) - { - if( time > actor.hook_time_fueldecrease ) - { - if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO)) - { - if( actor.ammo_fuel >= (time - actor.hook_time_fueldecrease) * hooked_fuel ) - { - W_DecreaseAmmo(thiswep, actor, (time - actor.hook_time_fueldecrease) * hooked_fuel); - actor.hook_time_fueldecrease = time; - // decrease next frame again - } - else - { - actor.ammo_fuel = 0; - actor.hook_state |= HOOK_REMOVING; - W_SwitchWeapon_Force(actor, w_getbestweapon(actor)); - } - } - } - } + setorigin(this, trace_endpos); // hook endpoint! + this.angles = vectoangles(trace_endpos - atrans); + this.drawmask = MASK_NORMAL; } else { - actor.hook_time_hooked = time; - actor.hook_time_fueldecrease = time + WEP_CVAR_PRI(hook, hooked_time_free); + this.drawmask = 0; } + break; + case NET_ENT_CLIENT_ARC_BEAM: + setorigin(this, a); // beam origin! + break; + } + + switch(this.HookType) + { + default: + case NET_ENT_CLIENT_HOOK: + break; + case NET_ENT_CLIENT_ARC_BEAM: + pointparticles(EFFECT_ARC_LIGHTNING2, trace_endpos, normalize(atrans - trace_endpos), frametime * intensity); // todo: new effect + break; + } +} - actor.hook_state = BITSET(actor.hook_state, HOOK_PULLING, (!actor.BUTTON_CROUCH || !autocvar_g_balance_grapplehook_crouchslide)); +void Remove_GrapplingHook(entity this) +{ + sound (this, CH_SHOTS_SINGLE, SND_Null, VOL_BASE, ATTEN_NORM); +} - if (actor.hook_state & HOOK_FIRING) - { - if (actor.hook) - RemoveGrapplingHook(actor); - WITH(entity, self, actor, FireGrapplingHook()); - actor.hook_state &= ~HOOK_FIRING; - actor.hook_refire = max(actor.hook_refire, time + autocvar_g_balance_grapplehook_refire * W_WeaponRateFactor()); - } - else if (actor.hook_state & HOOK_REMOVING) - { - if (actor.hook) - RemoveGrapplingHook(actor); - actor.hook_state &= ~HOOK_REMOVING; - } - } - METHOD(Hook, wr_setup, void(entity thiswep)) - { - self.hook_state &= ~HOOK_WAITING_FOR_RELEASE; - } - METHOD(Hook, wr_checkammo1, bool(Hook thiswep)) - { - if (!thiswep.ammo_factor) return true; - if(self.hook) - return self.ammo_fuel > 0; - else - return self.ammo_fuel >= WEP_CVAR_PRI(hook, ammo); - } - METHOD(Hook, wr_checkammo2, bool(Hook thiswep)) - { - // infinite ammo for now - return true; // self.ammo_cells >= WEP_CVAR_SEC(hook, ammo); // WEAPONTODO: see above - } - METHOD(Hook, wr_resetplayer, void(entity thiswep)) - { - RemoveGrapplingHook(self); - self.hook_time = 0; - self.hook_refire = time; - } - METHOD(Hook, wr_suicidemessage, int(entity thiswep)) +NET_HANDLE(ENT_CLIENT_HOOK, bool bIsNew) +{ + self.HookType = NET_ENT_CLIENT_HOOK; + + int sf = ReadByte(); + + self.HookSilent = (sf & 0x80); + self.iflags = IFLAG_VELOCITY | IFLAG_ORIGIN; + + InterpolateOrigin_Undo(self); + + if(sf & 1) + { + int myowner = ReadByte(); + self.owner = playerslots[myowner - 1]; + self.sv_entnum = myowner; + switch(self.HookType) { - return false; + default: + case NET_ENT_CLIENT_HOOK: + self.HookRange = 0; + break; + case NET_ENT_CLIENT_ARC_BEAM: + self.HookRange = ReadCoord(); + break; } - METHOD(Hook, wr_killmessage, int(entity thiswep)) + } + if(sf & 2) + { + self.origin_x = ReadCoord(); + self.origin_y = ReadCoord(); + self.origin_z = ReadCoord(); + setorigin(self, self.origin); + } + if(sf & 4) + { + self.velocity_x = ReadCoord(); + self.velocity_y = ReadCoord(); + self.velocity_z = ReadCoord(); + } + + InterpolateOrigin_Note(this); + + if(bIsNew || !self.teleport_time) + { + self.draw = Draw_GrapplingHook; + self.entremove = Remove_GrapplingHook; + + switch(self.HookType) { - return WEAPON_HOOK_MURDER; + default: + case NET_ENT_CLIENT_HOOK: + // for the model + setmodel(self, MDL_HOOK); + self.drawmask = MASK_NORMAL; + break; + case NET_ENT_CLIENT_ARC_BEAM: + sound (self, CH_SHOTS_SINGLE, SND_LGBEAM_FLY, VOL_BASE, ATTEN_NORM); + break; } + } -#endif -#ifdef CSQC - - METHOD(Hook, wr_impacteffect, void(entity thiswep)) - { - vector org2; - org2 = w_org + w_backoff * 2; - pointparticles(EFFECT_HOOK_EXPLODE, org2, '0 0 0', 1); - if(!w_issilent) - sound(self, CH_SHOTS, SND_HOOKBOMB_IMPACT, VOL_BASE, ATTN_NORM); - } + self.teleport_time = time + 10; + return true; +} +// TODO: hook: temporarily transform self.origin for drawing the model along warpzones! #endif + #endif