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1 #ifndef WEAPONS_ALL_C
2 #define WEAPONS_ALL_C
3
4 #include "all.qh"
5
6 #if defined(CSQC)
7         #include "../../client/defs.qh"
8         #include "../constants.qh"
9         #include "../stats.qh"
10         #include "../../lib/warpzone/anglestransform.qh"
11         #include "../../lib/warpzone/common.qh"
12         #include "../../lib/warpzone/client.qh"
13         #include "../util.qh"
14         #include "../../client/autocvars.qh"
15         #include "../deathtypes/all.qh"
16         #include "../../lib/csqcmodel/interpolate.qh"
17         #include "../physics/movetypes/movetypes.qh"
18         #include "../../client/main.qh"
19         #include "../../lib/csqcmodel/cl_model.qh"
20 #elif defined(MENUQC)
21 #elif defined(SVQC)
22     #include "../../lib/warpzone/anglestransform.qh"
23     #include "../../lib/warpzone/common.qh"
24     #include "../../lib/warpzone/util_server.qh"
25     #include "../../lib/warpzone/server.qh"
26     #include "../constants.qh"
27     #include "../stats.qh"
28     #include "../teams.qh"
29     #include "../util.qh"
30     #include "../monsters/all.qh"
31     #include "config.qh"
32     #include "../../server/weapons/csqcprojectile.qh"
33     #include "../../server/weapons/tracing.qh"
34     #include "../../server/t_items.qh"
35     #include "../../server/autocvars.qh"
36     #include "../../server/constants.qh"
37     #include "../../server/defs.qh"
38     #include "../notifications.qh"
39     #include "../deathtypes/all.qh"
40     #include "../../server/mutators/all.qh"
41     #include "../mapinfo.qh"
42     #include "../../server/command/common.qh"
43     #include "../../lib/csqcmodel/sv_model.qh"
44     #include "../../server/portals.qh"
45     #include "../../server/g_hook.qh"
46 #endif
47 #ifndef MENUQC
48         #include "calculations.qc"
49 #endif
50 #ifdef SVQC
51         #include "config.qc"
52 #endif
53 #define IMPLEMENTATION
54 #include "all.inc"
55 #undef IMPLEMENTATION
56
57 // WEAPON PLUGIN SYSTEM
58
59 WepSet _WepSet_FromWeapon(int a)
60 {
61         a -= WEP_FIRST;
62         if (Weapons_MAX > 24)
63                 if (a >= 24)
64                 {
65                         a -= 24;
66                         if (Weapons_MAX > 48)
67                                 if (a >= 24)
68                                 {
69                                         a -= 24;
70                                         return '0 0 1' * power2of(a);
71                                 }
72                         return '0 1 0' * power2of(a);
73                 }
74         return '1 0 0' * power2of(a);
75 }
76 #ifdef SVQC
77         void WriteWepSet(float dst, WepSet w)
78         {
79                 if (Weapons_MAX > 48) WriteInt72_t(dst, w);
80                 else if (Weapons_MAX > 24) WriteInt48_t(dst, w);
81                 else WriteInt24_t(dst, w.x);
82         }
83 #endif
84 #ifdef CSQC
85         WepSet WepSet_GetFromStat()
86         {
87                 return STAT(WEAPONS);
88         }
89         WepSet WepSet_GetFromStat_InMap()
90         {
91                 return STAT(WEAPONSINMAP);
92         }
93         WepSet ReadWepSet()
94         {
95                 if (Weapons_MAX > 48) return ReadInt72_t();
96                 if (Weapons_MAX > 24) return ReadInt48_t();
97                 return ReadInt24_t() * '1 0 0';
98         }
99 #endif
100
101 string W_FixWeaponOrder(string order, float complete)
102 {
103         return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
104 }
105 string W_NameWeaponOrder_MapFunc(string s)
106 {
107         int i = stof(s);
108         if (s == "0" || i)
109         {
110                 entity wi = Weapons_from(i);
111                 if (wi != WEP_Null) return wi.netname;
112         }
113         return s;
114 }
115
116 string W_UndeprecateName(string s)
117 {
118         switch (s)
119         {
120                 case "nex": return "vortex";
121                 case "rocketlauncher": return "devastator";
122                 case "laser": return "blaster";
123                 case "minstanex": return "vaporizer";
124                 case "grenadelauncher": return "mortar";
125                 case "uzi": return "machinegun";
126                 default: return s;
127         }
128 }
129 string W_NameWeaponOrder(string order)
130 {
131         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
132 }
133 string W_NumberWeaponOrder_MapFunc(string s)
134 {
135         if (s == "0" || stof(s)) return s;
136         s = W_UndeprecateName(s);
137         FOREACH(Weapons, it != WEP_Null && it.netname == s, LAMBDA(return ftos(i)));
138         return s;
139 }
140 string W_NumberWeaponOrder(string order)
141 {
142         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
143 }
144
145 float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX];
146 string W_FixWeaponOrder_BuildImpulseList_order;
147 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
148 {
149         float h;
150         h = W_FixWeaponOrder_BuildImpulseList_buf[i];
151         W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
152         W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
153 }
154 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
155 {
156         int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
157         Weapon e1 = Weapons_from(si);
158         int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
159         Weapon e2 = Weapons_from(sj);
160         int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
161         if (d != 0) return -d;  // high impulse first!
162         return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
163                 sprintf(" %d ", si), 0)
164                -
165                strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
166                 sprintf(" %d ", sj), 0)
167         ;  // low char index first!
168 }
169 string W_FixWeaponOrder_BuildImpulseList(string o)
170 {
171         int i;
172         W_FixWeaponOrder_BuildImpulseList_order = o;
173         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
174                 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
175         heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
176                 world);
177         o = "";
178         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
179                 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
180         W_FixWeaponOrder_BuildImpulseList_order = string_null;
181         return substring(o, 1, -1);
182 }
183
184 string W_FixWeaponOrder_AllowIncomplete(string order)
185 {
186         return W_FixWeaponOrder(order, 0);
187 }
188
189 string W_FixWeaponOrder_ForceComplete(string order)
190 {
191         if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
192         return W_FixWeaponOrder(order, 1);
193 }
194
195 void W_RandomWeapons(entity e, float n)
196 {
197         int i, j;
198         WepSet remaining;
199         WepSet result;
200         remaining = e.weapons;
201         result = '0 0 0';
202         for (i = 0; i < n; ++i)
203         {
204                 RandomSelection_Init();
205                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
206                         if (remaining & WepSet_FromWeapon(Weapons_from(j))) RandomSelection_Add(NULL, j, string_null, 1, 1);
207                 Weapon w = Weapons_from(RandomSelection_chosen_float);
208                 result |= WepSet_FromWeapon(w);
209                 remaining &= ~WepSet_FromWeapon(w);
210         }
211         e.weapons = result;
212 }
213
214 string GetAmmoPicture(.int ammotype)
215 {
216         switch (ammotype)
217         {
218                 case ammo_shells:  return ITEM_Shells.m_icon;
219                 case ammo_nails:   return ITEM_Bullets.m_icon;
220                 case ammo_rockets: return ITEM_Rockets.m_icon;
221                 case ammo_cells:   return ITEM_Cells.m_icon;
222                 case ammo_plasma:  return ITEM_Plasma.m_icon;
223                 case ammo_fuel:    return ITEM_JetpackFuel.m_icon;
224                 default: return "";  // wtf, no ammo type?
225         }
226 }
227
228 #ifdef CSQC
229         .int GetAmmoFieldFromNum(int i)
230         {
231                 switch (i)
232                 {
233                         case 0: return ammo_shells;
234                         case 1: return ammo_nails;
235                         case 2: return ammo_rockets;
236                         case 3: return ammo_cells;
237                         case 4: return ammo_plasma;
238                         case 5: return ammo_fuel;
239                         default: return ammo_none;
240                 }
241         }
242
243         int GetAmmoStat(.int ammotype)
244         {
245                 switch (ammotype)
246                 {
247                         case ammo_shells: return STAT_SHELLS;
248                         case ammo_nails: return STAT_NAILS;
249                         case ammo_rockets: return STAT_ROCKETS;
250                         case ammo_cells: return STAT_CELLS;
251                         case ammo_plasma: return STAT_PLASMA.m_id;
252                         case ammo_fuel: return STAT_FUEL.m_id;
253                         default: return -1;
254                 }
255         }
256 #endif
257
258 string W_Sound(string w_snd)
259 {
260         string output = strcat("weapons/", w_snd);
261 #ifdef SVQC
262                 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
263                 return weapon_sound_output;
264 #else
265                 return output;
266 #endif
267 }
268
269 string W_Model(string w_mdl)
270 {
271         string output = strcat("models/weapons/", w_mdl);
272         MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
273         return weapon_model_output;
274 }
275
276 #ifndef MENUQC
277 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
278 {
279         switch (algn)
280         {
281                 default:
282                 case 3:
283                         // right alignment
284                         break;
285                 case 4:
286                         // left
287                         vecs.y = -vecs.y;
288                         break;
289                 case 1:
290                 case 2:
291                         // center
292                         vecs.y = 0;
293                         vecs.z -= 2;
294                         break;
295         }
296         return vecs;
297 }
298
299 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
300 {
301 #ifdef SVQC
302         string s;
303 #endif
304         if (visual)
305         {
306                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
307         }
308 #ifdef SVQC
309         else if (autocvar_g_shootfromeye)
310         {
311                 vecs.y = vecs.z = 0;
312         }
313         else if (autocvar_g_shootfromcenter)
314         {
315                 vecs.y = 0;
316                 vecs.z -= 2;
317         }
318         else if ((s = autocvar_g_shootfromfixedorigin) != "")
319         {
320                 vector v = stov(s);
321                 if (y_is_right) v.y = -v.y;
322                 if (v.x != 0) vecs.x = v.x;
323                 vecs.y = v.y;
324                 vecs.z = v.z;
325         }
326 #endif
327         else  // just do the same as top
328         {
329                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
330         }
331
332         return vecs;
333 }
334
335 #define shotorg_adjust shotorg_adjust_values
336
337 /**
338  * supported formats:
339  *
340  * 1. simple animated model, muzzle flash handling on h_ model:
341  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
342  *      tags:
343  *        shot = muzzle end (shot origin, also used for muzzle flashes)
344  *        shell = casings ejection point (must be on the right hand side of the gun)
345  *        weapon = attachment for v_tuba.md3
346  *    v_tuba.md3 - first and third person model
347  *    g_tuba.md3 - pickup model
348  *
349  * 2. simple animated model, muzzle flash handling on v_ model:
350  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
351  *      tags:
352  *        weapon = attachment for v_tuba.md3
353  *    v_tuba.md3 - first and third person model
354  *      tags:
355  *        shot = muzzle end (shot origin, also used for muzzle flashes)
356  *        shell = casings ejection point (must be on the right hand side of the gun)
357  *    g_tuba.md3 - pickup model
358  *
359  * 3. fully animated model, muzzle flash handling on h_ model:
360  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
361  *      tags:
362  *        shot = muzzle end (shot origin, also used for muzzle flashes)
363  *        shell = casings ejection point (must be on the right hand side of the gun)
364  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
365  *    v_tuba.md3 - third person model
366  *    g_tuba.md3 - pickup model
367  *
368  * 4. fully animated model, muzzle flash handling on v_ model:
369  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
370  *      tags:
371  *        shot = muzzle end (shot origin)
372  *        shell = casings ejection point (must be on the right hand side of the gun)
373  *    v_tuba.md3 - third person model
374  *      tags:
375  *        shot = muzzle end (for muzzle flashes)
376  *    g_tuba.md3 - pickup model
377  *
378  * writes:
379  *   this.origin, this.angles
380  *   this.weaponchild
381  *   this.movedir, this.view_ofs
382  *   attachment stuff
383  *   anim stuff
384  * to free:
385  *   call again with ""
386  *   remove the ent
387  */
388 void CL_WeaponEntity_SetModel(entity this, string name)
389 {
390         if (name == "")
391         {
392                 this.model = "";
393                 if (this.weaponchild) remove(this.weaponchild);
394                 this.weaponchild = NULL;
395                 this.movedir = '0 0 0';
396                 this.spawnorigin = '0 0 0';
397                 this.oldorigin = '0 0 0';
398                 this.anim_fire1  = '0 1 0.01';
399                 this.anim_fire2  = '0 1 0.01';
400                 this.anim_idle   = '0 1 0.01';
401                 this.anim_reload = '0 1 0.01';
402         }
403         else
404         {
405                 // if there is a child entity, hide it until we're sure we use it
406                 if (this.weaponchild) this.weaponchild.model = "";
407                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
408                 int v_shot_idx;  // used later
409                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
410
411                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
412                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
413                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
414                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
415                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
416                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
417
418                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
419                 // if we don't, this is a "real" animated model
420                 string t;
421                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
422                 {
423                         if (!this.weaponchild)
424                         {
425                                 this.weaponchild = new(weaponchild);
426                                 make_pure(this.weaponchild);
427 #ifdef CSQC
428                                 this.weaponchild.drawmask = MASK_NORMAL;
429                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
430 #endif
431                         }
432                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
433                         setattachment(this.weaponchild, this, t);
434                 }
435                 else
436                 {
437                         if (this.weaponchild) remove(this.weaponchild);
438                         this.weaponchild = NULL;
439                 }
440
441                 setorigin(this, '0 0 0');
442                 this.angles = '0 0 0';
443                 this.frame = 0;
444 #ifdef SVQC
445                 this.viewmodelforclient = NULL;
446 #else
447                 this.renderflags &= ~RF_VIEWMODEL;
448 #endif
449                 if (v_shot_idx)  // v_ model attached to invisible h_ model
450                 {
451                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
452                 }
453                 else
454                 {
455                         int idx;
456                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
457                         {
458                                 this.movedir = gettaginfo(this, idx);
459                         }
460                         else
461                         {
462                                 LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
463                                         this.model);
464                                 this.movedir = '0 0 0';
465                         }
466                 }
467                 {
468                         int idx = 0;
469                         // v_ model attached to invisible h_ model
470                         if (this.weaponchild
471                             && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
472                         {
473                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
474                         }
475                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
476                         {
477                                 this.spawnorigin = gettaginfo(this, idx);
478                         }
479                         else
480                         {
481                                 LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
482                                         this.model);
483                                 this.spawnorigin = this.movedir;
484                         }
485                 }
486                 if (v_shot_idx)
487                 {
488                         this.oldorigin = '0 0 0';  // use regular attachment
489                 }
490                 else
491                 {
492                         int idx;
493                         if (this.weaponchild)
494                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
495                         else
496                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
497                         if (idx)
498                         {
499                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
500                         }
501                         else
502                         {
503                                 LOG_WARNINGF(
504                                         "weapon model %s does not support the 'handle' tag "
505                                         "and neither does the v_ model support the 'shot' tag, "
506                                         "will display muzzle flashes TOTALLY wrong\n",
507                                         this.model);
508                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
509                         }
510                 }
511
512 #ifdef SVQC
513                 this.viewmodelforclient = this.owner;
514 #else
515                 this.renderflags |= RF_VIEWMODEL;
516 #endif
517         }
518
519         this.view_ofs = '0 0 0';
520
521         if (this.movedir.x >= 0)
522         {
523                 int algn = STAT(GUNALIGN, this.owner);
524                 vector v = this.movedir;
525                 this.movedir = shotorg_adjust(v, false, false, algn);
526                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
527         }
528         int compressed_shotorg = compressShotOrigin(this.movedir);
529         // make them match perfectly
530 #ifdef SVQC
531         this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
532 #else
533         this.movedir = decompressShotOrigin(compressed_shotorg);
534 #endif
535
536         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
537
538         // check if an instant weapon switch occurred
539         setorigin(this, this.view_ofs);
540         // reset animstate now
541         this.wframe = WFRAME_IDLE;
542         setanim(this, this.anim_idle, true, false, true);
543 }
544 #endif
545
546 #ifndef MENUQC
547
548 REGISTER_NET_TEMP(wframe)
549 #ifdef CSQC
550 NET_HANDLE(wframe, bool isNew)
551 {
552         vector a;
553         a.x = ReadCoord();
554     a.y = ReadCoord();
555     a.z = ReadCoord();
556         bool restartanim = ReadByte();
557         anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
558         viewmodel.state = ReadByte();
559         viewmodel.weapon_nextthink = ReadFloat();
560         viewmodel.alpha = ReadByte() / 255;
561         switch (viewmodel.state)
562         {
563                 case WS_RAISE:
564                         viewmodel.weapon_switchdelay = activeweapon.switchdelay_raise;
565                         break;
566                 case WS_DROP:
567                         viewmodel.weapon_switchdelay = activeweapon.switchdelay_drop;
568                         break;
569         default:
570             viewmodel.weapon_switchdelay = 0;
571             break;
572         }
573         return true;
574 }
575 #endif
576
577 #ifdef SVQC
578 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
579 {
580         if (!IS_REAL_CLIENT(actor)) return;
581         int channel = MSG_ONE;
582         msg_entity = actor;
583         WriteHeader(channel, wframe);
584         WriteCoord(channel, a.x);
585         WriteCoord(channel, a.y);
586         WriteCoord(channel, a.z);
587         WriteByte(channel, restartanim);
588         WriteByte(channel, weaponentity.state);
589         WriteFloat(channel, weaponentity.weapon_nextthink);
590         WriteByte(channel, weaponentity.m_alpha * 255);
591 }
592 #endif
593
594 REGISTER_NET_C2S(w_whereis)
595 #ifdef SVQC
596 void Weapon_whereis(Weapon this, entity cl);
597 NET_HANDLE(w_whereis, bool)
598 {
599         Weapon wpn = ReadRegistered(Weapons);
600         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
601         return true;
602 }
603 #else
604 void w_whereis(Weapon this)
605 {
606         int channel = MSG_C2S;
607         WriteHeader(channel, w_whereis);
608         WriteRegistered(Weapons, channel, this);
609 }
610 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
611 {
612         switch (request)
613         {
614                 case CMD_REQUEST_COMMAND:
615                 {
616                         string s = argv(1);
617                         if (s == "all")
618                         {
619                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
620                                 return;
621                         }
622                         if (s == "unowned")
623                         {
624                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
625                                 return;
626                         }
627                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
628                         {
629                                 w_whereis(it);
630                                 return;
631                         });
632                 }
633                 default:
634                 {
635                         LOG_INFOF("Incorrect parameters for ^2%s^7\n", "weapon_find");
636                 }
637                 case CMD_REQUEST_USAGE:
638                 {
639                         LOG_INFO("\nUsage:^3 cl_cmd weapon_find weapon\n");
640                         LOG_INFO("  Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.\n");
641                         return;
642                 }
643         }
644 }
645 #endif
646
647
648 #endif
649
650 #endif