Merge branch 'master' into TimePath/csqc_viewmodels
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
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 "../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 #define IMPLEMENTATION
51 #include "all.inc"
52 #undef IMPLEMENTATION
53
54 // WEAPON PLUGIN SYSTEM
55
56 WepSet _WepSet_FromWeapon(int a)
57 {
58         a -= WEP_FIRST;
59         if (Weapons_MAX > 24)
60                 if (a >= 24)
61                 {
62                         a -= 24;
63                         if (Weapons_MAX > 48)
64                                 if (a >= 24)
65                                 {
66                                         a -= 24;
67                                         return '0 0 1' * power2of(a);
68                                 }
69                         return '0 1 0' * power2of(a);
70                 }
71         return '1 0 0' * power2of(a);
72 }
73 #ifdef SVQC
74         void WriteWepSet(float dst, WepSet w)
75         {
76                 if (Weapons_MAX > 48) WriteInt72_t(dst, w);
77                 else if (Weapons_MAX > 24) WriteInt48_t(dst, w);
78                 else WriteInt24_t(dst, w.x);
79         }
80 #endif
81 #ifdef CSQC
82         WepSet WepSet_GetFromStat()
83         {
84                 return STAT(WEAPONS);
85         }
86         WepSet WepSet_GetFromStat_InMap()
87         {
88                 return STAT(WEAPONSINMAP);
89         }
90         WepSet ReadWepSet()
91         {
92                 if (Weapons_MAX > 48) return ReadInt72_t();
93                 if (Weapons_MAX > 24) return ReadInt48_t();
94                 return ReadInt24_t() * '1 0 0';
95         }
96 #endif
97
98 string W_FixWeaponOrder(string order, float complete)
99 {
100         return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
101 }
102 string W_NameWeaponOrder_MapFunc(string s)
103 {
104         entity wi;
105         if (s == "0" || stof(s))
106         {
107                 wi = get_weaponinfo(stof(s));
108                 if (wi != WEP_Null) return wi.netname;
109         }
110         return s;
111 }
112
113 string W_UndeprecateName(string s)
114 {
115         switch (s)
116         {
117                 case "nex": return "vortex";
118                 case "rocketlauncher": return "devastator";
119                 case "laser": return "blaster";
120                 case "minstanex": return "vaporizer";
121                 case "grenadelauncher": return "mortar";
122                 case "uzi": return "machinegun";
123                 default: return s;
124         }
125 }
126 string W_NameWeaponOrder(string order)
127 {
128         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
129 }
130 string W_NumberWeaponOrder_MapFunc(string s)
131 {
132         int i;
133         if (s == "0" || stof(s)) return s;
134         s = W_UndeprecateName(s);
135         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
136                 if (s == get_weaponinfo(i).netname) return ftos(i);
137         return s;
138 }
139 string W_NumberWeaponOrder(string order)
140 {
141         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
142 }
143
144 float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX];
145 string W_FixWeaponOrder_BuildImpulseList_order;
146 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
147 {
148         float h;
149         h = W_FixWeaponOrder_BuildImpulseList_buf[i];
150         W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
151         W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
152 }
153 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
154 {
155         entity e1, e2;
156         float d;
157         e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
158         e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
159         d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
160         if (d != 0) return -d;  // high impulse first!
161         return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
162                 sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
163                -
164                strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
165                 sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
166         ;  // low char index first!
167 }
168 string W_FixWeaponOrder_BuildImpulseList(string o)
169 {
170         int i;
171         W_FixWeaponOrder_BuildImpulseList_order = o;
172         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
173                 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
174         heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
175                 world);
176         o = "";
177         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
178                 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
179         W_FixWeaponOrder_BuildImpulseList_order = string_null;
180         return substring(o, 1, -1);
181 }
182
183 string W_FixWeaponOrder_AllowIncomplete(string order)
184 {
185         return W_FixWeaponOrder(order, 0);
186 }
187
188 string W_FixWeaponOrder_ForceComplete(string order)
189 {
190         if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
191         return W_FixWeaponOrder(order, 1);
192 }
193
194 void W_RandomWeapons(entity e, float n)
195 {
196         int i, j;
197         WepSet remaining;
198         WepSet result;
199         remaining = e.weapons;
200         result = '0 0 0';
201         for (i = 0; i < n; ++i)
202         {
203                 RandomSelection_Init();
204                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
205                         if (remaining & WepSet_FromWeapon(j)) RandomSelection_Add(world, j, string_null, 1, 1);
206                 result |= WepSet_FromWeapon(RandomSelection_chosen_float);
207                 remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float);
208         }
209         e.weapons = result;
210 }
211
212 string GetAmmoPicture(.int ammotype)
213 {
214         switch (ammotype)
215         {
216                 case ammo_shells:  return ITEM_Shells.m_icon;
217                 case ammo_nails:   return ITEM_Bullets.m_icon;
218                 case ammo_rockets: return ITEM_Rockets.m_icon;
219                 case ammo_cells:   return ITEM_Cells.m_icon;
220                 case ammo_plasma:  return ITEM_Plasma.m_icon;
221                 case ammo_fuel:    return ITEM_JetpackFuel.m_icon;
222                 default: return "";  // wtf, no ammo type?
223         }
224 }
225
226 #ifdef CSQC
227         .int GetAmmoFieldFromNum(int i)
228         {
229                 switch (i)
230                 {
231                         case 0: return ammo_shells;
232                         case 1: return ammo_nails;
233                         case 2: return ammo_rockets;
234                         case 3: return ammo_cells;
235                         case 4: return ammo_plasma;
236                         case 5: return ammo_fuel;
237                         default: return ammo_none;
238                 }
239         }
240
241         int GetAmmoStat(.int ammotype)
242         {
243                 switch (ammotype)
244                 {
245                         case ammo_shells: return STAT_SHELLS;
246                         case ammo_nails: return STAT_NAILS;
247                         case ammo_rockets: return STAT_ROCKETS;
248                         case ammo_cells: return STAT_CELLS;
249                         case ammo_plasma: return STAT_PLASMA.m_id;
250                         case ammo_fuel: return STAT_FUEL.m_id;
251                         default: return -1;
252                 }
253         }
254 #endif
255
256 string W_Sound(string w_snd)
257 {
258         string output = strcat("weapons/", w_snd);
259 #ifdef SVQC
260                 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
261                 return weapon_sound_output;
262 #else
263                 return output;
264 #endif
265 }
266
267 string W_Model(string w_mdl)
268 {
269         string output = strcat("models/weapons/", w_mdl);
270 #ifdef SVQC
271                 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
272                 return weapon_model_output;
273 #else
274                 return output;
275 #endif
276 }
277
278 #ifndef MENUQC
279 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
280 {
281         switch (algn)
282         {
283                 default:
284                 case 3:
285                         // right alignment
286                         break;
287                 case 4:
288                         // left
289                         vecs.y = -vecs.y;
290                         break;
291                 case 1:
292                 case 2:
293                         // center
294                         vecs.y = 0;
295                         vecs.z -= 2;
296                         break;
297         }
298         return vecs;
299 }
300
301 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
302 {
303 #ifdef SVQC
304         string s;
305 #endif
306         if (visual)
307         {
308                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
309         }
310 #ifdef SVQC
311         else if (autocvar_g_shootfromeye)
312         {
313                 vecs.y = vecs.z = 0;
314         }
315         else if (autocvar_g_shootfromcenter)
316         {
317                 vecs.y = 0;
318                 vecs.z -= 2;
319         }
320         else if ((s = autocvar_g_shootfromfixedorigin) != "")
321         {
322                 vector v = stov(s);
323                 if (y_is_right) v.y = -v.y;
324                 if (v.x != 0) vecs.x = v.x;
325                 vecs.y = v.y;
326                 vecs.z = v.z;
327         }
328 #endif
329         else  // just do the same as top
330         {
331                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
332         }
333
334         return vecs;
335 }
336
337 #define shotorg_adjust shotorg_adjust_values
338
339 /**
340  * supported formats:
341  *
342  * 1. simple animated model, muzzle flash handling on h_ model:
343  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
344  *      tags:
345  *        shot = muzzle end (shot origin, also used for muzzle flashes)
346  *        shell = casings ejection point (must be on the right hand side of the gun)
347  *        weapon = attachment for v_tuba.md3
348  *    v_tuba.md3 - first and third person model
349  *    g_tuba.md3 - pickup model
350  *
351  * 2. simple animated model, muzzle flash handling on v_ model:
352  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
353  *      tags:
354  *        weapon = attachment for v_tuba.md3
355  *    v_tuba.md3 - first and third person model
356  *      tags:
357  *        shot = muzzle end (shot origin, also used for muzzle flashes)
358  *        shell = casings ejection point (must be on the right hand side of the gun)
359  *    g_tuba.md3 - pickup model
360  *
361  * 3. fully animated model, muzzle flash handling on h_ model:
362  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
363  *      tags:
364  *        shot = muzzle end (shot origin, also used for muzzle flashes)
365  *        shell = casings ejection point (must be on the right hand side of the gun)
366  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
367  *    v_tuba.md3 - third person model
368  *    g_tuba.md3 - pickup model
369  *
370  * 4. fully animated model, muzzle flash handling on v_ model:
371  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
372  *      tags:
373  *        shot = muzzle end (shot origin)
374  *        shell = casings ejection point (must be on the right hand side of the gun)
375  *    v_tuba.md3 - third person model
376  *      tags:
377  *        shot = muzzle end (for muzzle flashes)
378  *    g_tuba.md3 - pickup model
379  *
380  * writes:
381  *   this.origin, this.angles
382  *   this.weaponchild
383  *   this.movedir, this.view_ofs
384  *   attachment stuff
385  *   anim stuff
386  * to free:
387  *   call again with ""
388  *   remove the ent
389  */
390 void CL_WeaponEntity_SetModel(entity this, string name)
391 {
392         if (name == "")
393         {
394                 this.model = "";
395                 if (this.weaponchild) remove(this.weaponchild);
396                 this.weaponchild = NULL;
397                 this.movedir = '0 0 0';
398                 this.spawnorigin = '0 0 0';
399                 this.oldorigin = '0 0 0';
400                 this.anim_fire1  = '0 1 0.01';
401                 this.anim_fire2  = '0 1 0.01';
402                 this.anim_idle   = '0 1 0.01';
403                 this.anim_reload = '0 1 0.01';
404         }
405         else
406         {
407                 // if there is a child entity, hide it until we're sure we use it
408                 if (this.weaponchild) this.weaponchild.model = "";
409                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
410                 int v_shot_idx;  // used later
411                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
412
413                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
414                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
415                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
416                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
417                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
418                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
419
420                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
421                 // if we don't, this is a "real" animated model
422                 string t;
423                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
424                 {
425                         if (!this.weaponchild)
426                         {
427                                 this.weaponchild = new(weaponchild);
428 #ifdef CSQC
429                                 this.weaponchild.drawmask = MASK_NORMAL;
430                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
431 #endif
432                         }
433                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
434                         setattachment(this.weaponchild, this, t);
435                 }
436                 else
437                 {
438                         if (this.weaponchild) remove(this.weaponchild);
439                         this.weaponchild = NULL;
440                 }
441
442                 setorigin(this, '0 0 0');
443                 this.angles = '0 0 0';
444                 this.frame = 0;
445 #ifdef SVQC
446                 this.viewmodelforclient = NULL;
447 #else
448                 this.renderflags &= ~RF_VIEWMODEL;
449 #endif
450                 if (v_shot_idx)  // v_ model attached to invisible h_ model
451                 {
452                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
453                 }
454                 else
455                 {
456                         int idx;
457                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
458                         {
459                                 this.movedir = gettaginfo(this, idx);
460                         }
461                         else
462                         {
463                                 LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
464                                         this.model);
465                                 this.movedir = '0 0 0';
466                         }
467                 }
468                 {
469                         int idx = 0;
470                         // v_ model attached to invisible h_ model
471                         if (this.weaponchild
472                             && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
473                         {
474                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
475                         }
476                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
477                         {
478                                 this.spawnorigin = gettaginfo(this, idx);
479                         }
480                         else
481                         {
482                                 LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
483                                         this.model);
484                                 this.spawnorigin = this.movedir;
485                         }
486                 }
487                 if (v_shot_idx)
488                 {
489                         this.oldorigin = '0 0 0';  // use regular attachment
490                 }
491                 else
492                 {
493                         int idx;
494                         if (this.weaponchild)
495                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
496                         else
497                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
498                         if (idx)
499                         {
500                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
501                         }
502                         else
503                         {
504                                 LOG_WARNINGF(
505                                         "weapon model %s does not support the 'handle' tag "
506                                         "and neither does the v_ model support the 'shot' tag, "
507                                         "will display muzzle flashes TOTALLY wrong\n",
508                                         this.model);
509                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
510                         }
511                 }
512
513 #ifdef SVQC
514                 this.viewmodelforclient = this.owner;
515 #else
516                 this.renderflags |= RF_VIEWMODEL;
517 #endif
518         }
519
520         this.view_ofs = '0 0 0';
521
522         if (this.movedir.x >= 0)
523         {
524 #ifdef SVQC
525                 int algn = this.owner.cvar_cl_gunalign;
526 #else
527                 int algn = autocvar_cl_gunalign;
528 #endif
529                 vector v = this.movedir;
530                 this.movedir = shotorg_adjust(v, false, false, algn);
531                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
532         }
533         int compressed_shotorg = compressShotOrigin(this.movedir);
534         // make them match perfectly
535 #ifdef SVQC
536         this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
537 #else
538         this.movedir = decompressShotOrigin(compressed_shotorg);
539 #endif
540
541         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
542
543         // check if an instant weapon switch occurred
544         setorigin(this, this.view_ofs);
545         // reset animstate now
546         this.wframe = WFRAME_IDLE;
547         setanim(this, this.anim_idle, true, false, true);
548 }
549 #endif
550
551 #ifndef MENUQC
552
553 REGISTER_NET_TEMP(wframe)
554 #ifdef CSQC
555 NET_HANDLE(wframe, bool isNew)
556 {
557         vector a;
558         a.x = ReadCoord();
559     a.y = ReadCoord();
560     a.z = ReadCoord();
561         bool restartanim = ReadByte();
562         anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
563         viewmodel.state = ReadByte();
564         viewmodel.alpha = ReadByte() / 255;
565         return true;
566 }
567 #endif
568
569 #ifdef SVQC
570 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
571 {
572         if (!IS_REAL_CLIENT(actor)) return;
573         int channel = MSG_ONE;
574         msg_entity = actor;
575         WriteHeader(channel, wframe);
576         WriteCoord(channel, a.x);
577         WriteCoord(channel, a.y);
578         WriteCoord(channel, a.z);
579         WriteByte(channel, restartanim);
580         WriteByte(channel, weaponentity.state);
581         WriteByte(channel, weaponentity.alpha * 255);
582 }
583 #endif
584
585 REGISTER_NET_TEMP(wglow)
586 #ifdef CSQC
587 NET_HANDLE(wglow, bool isNew)
588 {
589         vector g = '0 0 0';
590         g.x = ReadCoord();
591         g.y = ReadCoord();
592         g.z = ReadCoord();
593         viewmodel.glowmod = g;
594         return true;
595 }
596 #endif
597
598 #ifdef SVQC
599 void wglow_send(entity actor, vector g)
600 {
601         if (!IS_REAL_CLIENT(actor)) return;
602         int channel = MSG_ONE;
603         msg_entity = actor;
604         WriteHeader(channel, wglow);
605         WriteCoord(channel, g.x);
606         WriteCoord(channel, g.y);
607         WriteCoord(channel, g.z);
608 }
609 #endif
610
611 #endif
612
613 #endif