quake-rerelease-qc/quakec_rogue/grapple.qc

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/* Copyright (C) 1996-2022 id Software LLC
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file, 'COPYING', for details.
*/
// Rogue Grapple Implementation
// Jan'97 by ZOID <zoid@threewave.com>
// Under contract to id software for Rogue Entertainment
// New entity fields
.entity hook; // this is my hook
.float on_hook; // we're on it
.float hook_out; // it's out
// prototypes for WEAPONS.QC functions
float() crandom;
void(vector org, vector vel, float damage) SpawnBlood;
void(entity h, entity player) GrappleTrail =
{
// draw a line to the hook
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_BEAM);
WriteEntity (MSG_BROADCAST, h);
WriteCoord (MSG_BROADCAST, h.origin_x);
WriteCoord (MSG_BROADCAST, h.origin_y);
WriteCoord (MSG_BROADCAST, h.origin_z);
WriteCoord (MSG_BROADCAST, player.origin_x);
WriteCoord (MSG_BROADCAST, player.origin_y);
WriteCoord (MSG_BROADCAST, player.origin_z + 16);
};
void() GrappleReset =
{
self.owner.on_hook = FALSE;
self.owner.hook_out = FALSE;
self.owner.weaponframe = 0;
self.owner.attack_finished = time +0.25;
remove(self);
};
void() GrappleTrack =
{
local vector spray;
// Release dead targets
if (self.enemy.classname == "player" && self.enemy.health <= 0)
self.owner.on_hook = FALSE;
// drop the hook if owner is dead or has released the button
if (!self.owner.on_hook || self.owner.health <= 0) {
GrappleReset();
return;
}
if (self.enemy.classname == "player")
{
if (self.enemy.teleport_time > time)
{
GrappleReset();
return;
}
// move the hook along with the player. It's invisible, but
// we need this to make the sound come from the right spot
setorigin(self, self.enemy.origin);
// sound (self, CHAN_WEAPON, "blob/land1.wav", 1, ATTN_NORM);
sound (self, CHAN_WEAPON, "pendulum/hit.wav", 1, ATTN_NORM);
T_Damage (self.enemy, self, self.owner, 1);
makevectors (self.v_angle);
spray_x = 100 * crandom();
spray_y = 100 * crandom();
spray_z = 100 * crandom() + 50;
SpawnBlood(self.origin, spray, 20);
}
if (self.enemy.solid == SOLID_SLIDEBOX) {
self.velocity = '0 0 0';
setorigin(self, self.enemy.origin + self.enemy.mins +
self.enemy.size * 0.5);
} else
self.velocity = self.enemy.velocity;
self.nextthink = time + 0.1;
};
/*
entity(float head) GrappleMakeLink =
{
newmis = spawn ();
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_NOT;
newmis.owner = self;// SELF is the hook!
newmis.avelocity = '200 200 200';
setmodel (newmis, "progs/bit.mdl");
setorigin (newmis, self.origin);
setsize (newmis, '0 0 0' , '0 0 0');
return newmis;
};
*/
// Removes all chain link entities; this is a separate function because CLIENT
// also needs to be able to remove the chain. Only one function required to
// remove all links.
/*
void () GrappleRemoveChain =
{
self.think = SUB_Remove;
self.nextthink = time;
if (self.goalentity) {
self.goalentity.think = SUB_Remove;
self.goalentity.nextthink = time;
if (self.goalentity.goalentity) {
self.goalentity.goalentity.think = SUB_Remove;
self.goalentity.goalentity.nextthink = time;
}
}
};
*/
// Repositions the chain links each frame. This single function maintains the
// positions of all of the links. Only one link is thinking every frame.
/*
void() GrappleUpdateChain =
{
local vector temp;
if (!self.owner.hook_out) {
GrappleRemoveChain();
return;
}
temp = (self.owner.hook.origin - self.owner.origin);
// These numbers are correct assuming 3 links.
// 4 links would be *20 *40 *60 and *80
setorigin (self, self.owner.origin + temp * 0.25);
setorigin (self.goalentity, self.owner.origin + temp * 0.5);
setorigin (self.goalentity.goalentity, self.owner.origin + temp * 0.75);
self.nextthink = time + 0.1;
};
*/
//
// Build_Chain - Builds the chain (linked list)
//
/*
void() GrappleBuildChain =
{
self.goalentity = GrappleMakeLink();
self.goalentity.think = GrappleUpdateChain;
self.goalentity.nextthink = time + 0.1;
self.goalentity.owner = self.owner;
self.goalentity.goalentity = GrappleMakeLink();
self.goalentity.goalentity.goalentity = GrappleMakeLink();
};
*/
// Tries to anchor the grapple to whatever it touches
void () GrappleAnchor =
{
if (other == self.owner) // don't hook the guy that fired it
return;
if (pointcontents(self.origin) == CONTENT_SKY) {
GrappleReset();
return;
}
if (other.classname == "player")
{
// glance off of teammates
if (other.steam == self.owner.steam)
{
GrappleReset(); // PGM - fix drift after teammate hit 01/20/97
return;
}
sound (self, CHAN_WEAPON, "player/axhit1.wav", 1, ATTN_NORM);
T_Damage (other, self, self.owner, 10);
} else {
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
// One point of damage inflicted upon impact. Subsequent
// damage will only be done to PLAYERS... this way secret
// doors and triggers will only be damaged once.
if (other.takedamage)
T_Damage (other, self, self.owner, 1);
self.velocity = '0 0 0';
self.avelocity = '0 0 0';
}
self.frame = 2; // anchored
sound (self.owner, CHAN_WEAPON, "weapons/tink1.wav", 1, ATTN_NORM);
if (!self.owner.button0) {
GrappleReset();
return;
}
self.owner.on_hook = TRUE;
if (self.owner.flags & FL_ONGROUND)
self.owner.flags = self.owner.flags - FL_ONGROUND;
// CHAIN2 is a looping sample. Use LEFTY as a flag so that client.qc
// will know to only play the tink sound ONCE to clear the weapons
// sound channel. (Lefty is a leftover from AI.QC, so I reused it to
// avoid adding a field)
self.owner.lefty = TRUE;
self.enemy = other;// remember this guy!
self.think = GrappleTrack;
self.nextthink = time;
self.solid = SOLID_NOT;
self.touch = SUB_Null;
};
void () W_FireGrapple =
{
if (self.hook_out)// reject subsequent calls from player.qc
return;
self.punchangle_x = -2; // bump him
// chain out sound (loops)
sound (self, CHAN_WEAPON, "weapons/chain1.wav", 1, ATTN_NORM);
newmis = spawn();
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.owner = self; // newmis belongs to me
self.hook = newmis; // This is my newmis
newmis.classname = "hook";
makevectors (self.v_angle);
newmis.velocity = v_forward * 800;
// newmis.avelocity = '0 0 -500';
newmis.angles = vectoangles(v_forward);
newmis.touch = GrappleAnchor;
newmis.think = GrappleReset;
// grapple only lives for two seconds, this gives max range on it
newmis.nextthink = time + 2;
newmis.frame = 1; // hook spread
setmodel (newmis,"progs/hook.mdl");
setorigin (newmis, self.origin + v_forward * 16 + '0 0 16');
setsize(newmis, '0 0 0' , '0 0 0 ');
self.hook_out = TRUE;
};
// called each frame by CLIENT.QC if client has hook_out
void() GrappleService =
{
local vector o, dist, vel;
local float v;
if (!self.on_hook) {
// just draw a line to the hook
if (vlen(self.hook.origin - self.origin) > 50)
GrappleTrail(self.hook, self);
return;
}
// drop the hook if player lets go of button
if ((!self.button0 && self.weapon == IT_GRAPPLE) ||
self.teleport_time > time)
{ // release when we get 'ported
self = self.hook;
GrappleReset();
return;
}
makevectors (self.angles);
dist = self.hook.origin - self.origin;
vel = self.hook.origin - ( self.origin + (v_up * 16 *
(!self.button2)) + (v_forward * 16));
v = vlen (vel);
if (v <= 100)
vel = normalize(vel) * v * 10;
else
vel = normalize(vel) * 1000;
self.velocity = vel;
if ( vlen(dist) <= 50) {
if (self.lefty) { // cancel chain sound
// If there is a chain, ditch it now. We're
// close enough. Having extra entities lying around
// is never a good idea.
// if (self.hook.goalentity) {
// self.hook.goalentity.think = GrappleRemoveChain;
// self.hook.goalentity.nextthink = time;
// }
self.lefty = FALSE;// we've reset the sound channel.
}
} else
GrappleTrail(self.hook, self);
};