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https://git.code.sf.net/p/quake/game-source
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f994c0c98a
/tried/ to pass the code through qfcc yet.
430 lines
13 KiB
C++
430 lines
13 KiB
C++
/*
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#FILENAME#
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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/*
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===========================================================================
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grapple.qc 12/29/96
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Quakeworld-friendly grapple hook code by Wedge (Steve Bond)
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visit Quake Command http://www.nuc.net/quake
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Original 'Morning Star' (Grapple Hook) by "Mike" <amichael@asu.alasu.edu>
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I took care to preserve the speed and damage values of the original
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Morning Star. Depending on latency, performance should be near exact.
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===========================================================================
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*/
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// prototypes for WEAPONS.QC functions
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float() crandom;
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void(vector org, float damage) SpawnBlood;
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//
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// Reset_Grapple - Removes the hook and resets its owner's state.
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// expects a pointer to the hook
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//
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void (entity rhook) Reset_Grapple =
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{
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if (rhook.owner == world)
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return;
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sound (rhook.owner, CHAN_NO_PHS_ADD+CHAN_WEAPON, "weapons/bounce2.wav", 1, ATTN_NORM);
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rhook.owner.on_hook = FALSE;
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rhook.owner.hook_out = FALSE;
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rhook.owner.weaponframe = 0;
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rhook.owner.attack_finished = time + 0.25;
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rhook.think = SUB_Remove;
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rhook.nextthink = time;
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};
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//
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// Grapple_Track - Constantly updates the hook's position relative to
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// what it's hooked to. Inflicts damage if attached to
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// a player that is not on the same team as the hook's
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// owner.
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//
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void () Grapple_Track =
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{
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// Release dead targets
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if (self.enemy.classname == "player" && self.enemy.health <= 0)
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{
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self.owner.on_hook = FALSE;
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self.owner.attack_finished = time +0.75;
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}
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// drop the hook if owner is dead or has released the button
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if (!self.owner.on_hook || self.owner.health <= 0)
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{
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Reset_Grapple (self);
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return;
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}
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// bring the pAiN!
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if (self.enemy.classname == "player")
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{
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// 4.1, if we can't see our enemy, unlock
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if (!CanDamage(self.enemy, self.owner)) {
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Reset_Grapple(self);
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return;
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}
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// move the hook along with the player. It's invisible, but
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// we need this to make the sound come from the right spot
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setorigin(self, self.enemy.origin);
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sound (self, CHAN_WEAPON, "blob/land1.wav", 1, ATTN_NORM);
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T_Damage (self.enemy, self, self.owner, 1);
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makevectors (self.v_angle);
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SpawnBlood(self.enemy.origin, 1);
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}
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// If the hook is not attached to the player, constantly copy
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// copy the target's velocity. Velocity copying DOES NOT work properly
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// for a hooked client.
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if (self.enemy.classname != "player")
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self.velocity = self.enemy.velocity;
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self.nextthink = time + 0.1;
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};
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//
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// MakeLink - spawns the chain link entities
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//
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entity (float head) MakeLink =
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{
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newmis = spawn ();
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newmis.movetype = MOVETYPE_FLYMISSILE;
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newmis.solid = SOLID_NOT;
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newmis.owner = self;// SELF is the hook!
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newmis.avelocity = '200 200 200';
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setmodel (newmis, "progs/bit.mdl");
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setorigin (newmis, self.origin);
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setsize (newmis, '0 0 0' , '0 0 0');
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return newmis;
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};
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//
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// Remove_Chain - Removes all chain link entities; this is a separate
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// function because CLIENT also needs to be able
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// to remove the chain. Only one function required to
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// remove all links.
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//
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void () Remove_Chain =
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{
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self.think = SUB_Remove;
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self.nextthink = time;
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if (self.goalentity)
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{
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self.goalentity.think = SUB_Remove;
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self.goalentity.nextthink = time;
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if (self.goalentity.goalentity)
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{
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self.goalentity.goalentity.think = SUB_Remove;
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self.goalentity.goalentity.nextthink = time;
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}
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}
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};
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//
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// Update_Chain - Repositions the chain links each frame. This single function
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// maintains the positions of all of the links. Only one link
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// is thinking every frame.
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//
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void () Update_Chain =
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{
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local vector temp;
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if (!self.owner.hook_out)
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{
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self.think = Remove_Chain;
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self.nextthink = time;
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return;
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}
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temp = (self.owner.hook.origin - self.owner.origin);
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// These numbers are correct assuming 3 links.
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// 4 links would be *20 *40 *60 and *80
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setorigin (self, self.owner.origin + temp * 0.25);
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setorigin (self.goalentity, self.owner.origin + temp * 0.5);
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setorigin (self.goalentity.goalentity, self.owner.origin + temp * 0.75);
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self.nextthink = time + 0.1;
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};
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//
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// Build_Chain - Builds the chain (linked list)
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//
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void () Build_Chain =
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{
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self.goalentity = MakeLink();
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self.goalentity.think = Update_Chain;
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self.goalentity.nextthink = time + 0.1;
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self.goalentity.owner = self.owner;
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self.goalentity.goalentity = MakeLink();
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self.goalentity.goalentity.goalentity = MakeLink();
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};
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//
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// Check_Overhead - Makes sure there is sufficient headroom above the player
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// so that setorigin doesn't stick them into a wall. I tried
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// to compare pointcontents, but that was too flaky.
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//
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float () Check_Overhead =
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{
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local vector src;
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local vector end;
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makevectors (self.owner.angles);
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// The following comparisons could be optimized by doing away with
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// SRC and END, and plugging the values directly into the traceline
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// function calls. Using SRC and END made debugging easier. You
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// decide if it's worth it.
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// quick check right above head
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src = self.owner.origin - '0 0 24';
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end = self.owner.origin - '0 0 24';
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traceline (src, end, FALSE, self.owner);
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if (trace_fraction != 1.0)
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return FALSE;
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src = self.owner.origin - '0 0 24' - v_forward * 16;
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end = self.owner.origin - '0 0 24' - v_forward * 16 + '0 0 58';
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traceline (src, end, FALSE, self.owner);
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if (trace_fraction != 1.0)
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return FALSE;
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src = self.owner.origin - '0 0 24' + v_forward * 16;
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end = self.owner.origin - '0 0 24' + v_forward * 16 + '0 0 58';
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traceline (src, end, FALSE, self.owner);
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if (trace_fraction != 1.0)
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return FALSE;
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src = self.owner.origin - '0 0 24' - v_right * 16;
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end = self.owner.origin - '0 0 24' - v_right * 16 + '0 0 58';
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traceline (src, end, FALSE, self.owner);
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if (trace_fraction != 1.0)
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return FALSE;
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src = self.owner.origin - '0 0 24' + v_right * 16;
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end = self.owner.origin - '0 0 24' + v_right * 16 + '0 0 58';
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traceline (src, end, FALSE, self.owner);
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if (trace_fraction != 1.0)
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return FALSE;
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return TRUE;
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};
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//
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// Anchor_Grapple - Tries to anchor the grapple to whatever it touches
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//
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void () Anchor_Grapple =
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{
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local float test;
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if (other == self.owner)
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return;
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// DO NOT allow the grapple to hook to any projectiles, no matter WHAT!
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// if you create new types of projectiles, make sure you use one of the
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// classnames below or write code to exclude your new classname so
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// grapples will not stick to them.
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if (other.classname == "missile" || other.classname == "grenade" ||
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other.classname == "spike" || other.classname == "hook")
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return;
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// Don't stick the the sky.
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if (pointcontents(self.origin) == CONTENT_SKY)
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{
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Reset_Grapple (self);
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return;
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}
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if (other.classname == "player")
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{
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// glance off of teammates
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if (other.steam == self.owner.steam)
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return;
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sound (self, CHAN_WEAPON, "player/axhit1.wav", 1, ATTN_NORM);
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T_Damage (other, self, self.owner, 10);
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// make hook invisible since we will be pulling directly
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// towards the player the hook hit. Quakeworld makes it
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// too quirky to try to match hook's velocity with that of
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// the client that it hit.
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setmodel (self, "");
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}
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else if (other.classname != "player")
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{
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sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
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// One point of damage inflicted upon impact. Subsequent
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// damage will only be done to PLAYERS... this way secret
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// doors and triggers will only be damaged once.
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if (other.takedamage)
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T_Damage (other, self, self.owner, 1);
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self.velocity = '0 0 0';
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self.avelocity = '0 0 0';
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}
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// conveniently clears the sound channel of the CHAIN1 sound,
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// which is a looping sample and would continue to play. Tink1 is
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// the least offensive choice, ass NULL.WAV loops and clogs the
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// channel with silence
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sound (self.owner, CHAN_NO_PHS_ADD+CHAN_WEAPON, "weapons/tink1.wav", 1, ATTN_NORM);
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if (!self.owner.button0)
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{
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Reset_Grapple (self);
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return;
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}
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/*
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// our last chance to avoid being picked up off of the ground.
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// check over the client's head to make sure there is one unit
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// clearance so we can lift him off of the ground.
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test = Check_Overhead ();
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if (!test)
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{
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Reset_Grapple (self);
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return;
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}
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*/
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if (self.owner.flags & FL_ONGROUND)
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{
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self.owner.flags = self.owner.flags - FL_ONGROUND;
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// setorigin(self.owner,self.owner.origin + '0 0 1');
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}
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self.owner.on_hook = TRUE;
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sound (self.owner, CHAN_WEAPON, "weapons/chain2.wav", 1, ATTN_NORM);
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// CHAIN2 is a looping sample. Use LEFTY as a flag so that client.qc
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// will know to only play the tink sound ONCE to clear the weapons
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// sound channel. (Lefty is a leftover from AI.QC, so I reused it to
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// avoid adding a field)
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self.owner.lefty = TRUE;
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self.enemy = other;// remember this guy!
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self.think = Grapple_Track;
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self.nextthink = time;
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self.solid = SOLID_NOT;
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self.touch = SUB_Null;
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};
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//
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// Throw_Grapple - called from WEAPONS.QC, 'fires' the grapple
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//
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void () Throw_Grapple =
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{
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if (self.hook_out)// reject subsequent calls from player.qc
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return;
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msg_entity = self;
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WriteByte (MSG_ONE, SVC_SMALLKICK);
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// chain out sound (loops)
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sound (self, CHAN_WEAPON, "weapons/chain1.wav", 1, ATTN_NORM);
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newmis = spawn();
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newmis.movetype = MOVETYPE_FLYMISSILE;
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newmis.solid = SOLID_BBOX;
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newmis.owner = self;// newmis belongs to me
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self.hook = newmis;// This is my newmis
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newmis.classname = "hook";
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makevectors (self.v_angle);
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newmis.velocity = v_forward * 800;
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newmis.avelocity = '0 0 -500';
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newmis.touch = Anchor_Grapple;
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newmis.think = Build_Chain;
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newmis.nextthink = time + 0.1;// don't jam newmis and links into same packet
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setmodel (newmis,"progs/star.mdl");
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setorigin (newmis, self.origin + v_forward * 16 + '0 0 16');
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setsize(newmis, '0 0 0' , '0 0 0 ');
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self.hook_out = TRUE;
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};
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//
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// Service_Grapple - called each frame by CLIENT.QC if client is ON_HOOK
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//
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void () Service_Grapple =
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{
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local vector hook_dir;
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// drop the hook if player lets go of button
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if (!self.button0)
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{
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if (self.weapon == IT_GRAPPLE) {
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Reset_Grapple (self.hook);
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return;
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}
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}
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// If hooked to a player, track them directly!
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if (self.hook.enemy.classname == "player")
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hook_dir = (self.hook.enemy.origin - self.origin);
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// else, track to hook
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else if (self.hook.enemy.classname != "player")
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hook_dir = (self.hook.origin - self.origin);
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self.velocity = normalize(hook_dir) * 750;
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if ( vlen(hook_dir) <= 100 && self.lefty)// cancel chain sound
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{
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// If there is a chain, ditch it now. We're
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// close enough. Having extra entities lying around
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// is never a good idea.
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if (self.hook.goalentity)
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{
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self.hook.goalentity.think = Remove_Chain;
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self.hook.goalentity.nextthink = time;
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}
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sound(self, CHAN_NO_PHS_ADD+CHAN_WEAPON, "weapons/chain3.wav", 1, ATTN_NORM);
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self.lefty = FALSE;// we've reset the sound channel.
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}
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};
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