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Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
1 #include "all.qh"
2 #ifndef WEAPONS_ALL_C
3 #define WEAPONS_ALL_C
4
5 #if defined(CSQC)
6         #include <client/defs.qh>
7         #include "../constants.qh"
8         #include "../stats.qh"
9         #include <lib/warpzone/anglestransform.qh>
10         #include <lib/warpzone/common.qh>
11         #include <lib/warpzone/client.qh>
12         #include "../util.qh"
13         #include <client/autocvars.qh>
14         #include "../deathtypes/all.qh"
15         #include <lib/csqcmodel/interpolate.qh>
16         #include "../physics/movetypes/movetypes.qh"
17         #include <client/main.qh>
18         #include <lib/csqcmodel/cl_model.qh>
19 #elif defined(MENUQC)
20 #elif defined(SVQC)
21         #include <common/items/_mod.qh>
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/_mod.qh"
31     #include "config.qh"
32     #include <server/weapons/csqcprojectile.qh>
33     #include <server/weapons/tracing.qh>
34     #include "../t_items.qh"
35     #include <server/autocvars.qh>
36     #include <server/constants.qh>
37     #include <server/defs.qh>
38     #include "../notifications/all.qh"
39     #include "../deathtypes/all.qh"
40     #include <server/mutators/_mod.qh>
41     #include "../mapinfo.qh"
42     #include <server/command/_mod.qh>
43     #include <lib/csqcmodel/sv_model.qh>
44     #include <server/portals.qh>
45     #include <server/g_hook.qh>
46 #endif
47 #ifdef GAMEQC
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, 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                 NULL);
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(entity this, 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;
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                 FOREACH(Weapons, it != WEP_Null, {
206                         if (remaining & (it.m_wepset))
207                                 RandomSelection_AddEnt(it, 1, 1);
208                 });
209                 Weapon w = RandomSelection_chosen_ent;
210                 result |= WepSet_FromWeapon(w);
211                 remaining &= ~WepSet_FromWeapon(w);
212         }
213         e.weapons = result;
214 }
215
216 string GetAmmoPicture(.int ammotype)
217 {
218         switch (ammotype)
219         {
220                 case ammo_shells:  return ITEM_Shells.m_icon;
221                 case ammo_nails:   return ITEM_Bullets.m_icon;
222                 case ammo_rockets: return ITEM_Rockets.m_icon;
223                 case ammo_cells:   return ITEM_Cells.m_icon;
224                 case ammo_plasma:  return ITEM_Plasma.m_icon;
225                 case ammo_fuel:    return ITEM_JetpackFuel.m_icon;
226                 default: return "";  // wtf, no ammo type?
227         }
228 }
229
230 #ifdef CSQC
231         .int GetAmmoFieldFromNum(int i)
232         {
233                 switch (i)
234                 {
235                         case 0: return ammo_shells;
236                         case 1: return ammo_nails;
237                         case 2: return ammo_rockets;
238                         case 3: return ammo_cells;
239                         case 4: return ammo_plasma;
240                         case 5: return ammo_fuel;
241                         default: return ammo_none;
242                 }
243         }
244
245         int GetAmmoStat(.int ammotype)
246         {
247                 switch (ammotype)
248                 {
249                         case ammo_shells: return STAT_SHELLS;
250                         case ammo_nails: return STAT_NAILS;
251                         case ammo_rockets: return STAT_ROCKETS;
252                         case ammo_cells: return STAT_CELLS;
253                         case ammo_plasma: return STAT_PLASMA.m_id;
254                         case ammo_fuel: return STAT_FUEL.m_id;
255                         default: return -1;
256                 }
257         }
258 #endif
259
260 string W_Sound(string w_snd)
261 {
262         string output = strcat("weapons/", w_snd);
263 #ifdef SVQC
264                 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
265                 return M_ARGV(1, string);
266 #else
267                 return output;
268 #endif
269 }
270
271 string W_Model(string w_mdl)
272 {
273         string output = strcat("models/weapons/", w_mdl);
274         MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
275         return M_ARGV(1, string);
276 }
277
278 #ifdef GAMEQC
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, bool _anim)
391 {
392         if (name == "")
393         {
394                 vector oldmin = this.mins, oldmax = this.maxs;
395                 setmodel(this, MDL_Null);
396                 setsize(this, oldmin, oldmax);
397                 if (this.weaponchild) delete(this.weaponchild);
398                 this.weaponchild = NULL;
399                 this.movedir = '0 0 0';
400                 this.spawnorigin = '0 0 0';
401                 this.oldorigin = '0 0 0';
402                 this.anim_fire1  = '0 1 0.01';
403                 this.anim_fire2  = '0 1 0.01';
404                 this.anim_idle   = '0 1 0.01';
405                 this.anim_reload = '0 1 0.01';
406         }
407         else
408         {
409                 // if there is a child entity, hide it until we're sure we use it
410                 if (this.weaponchild) this.weaponchild.model = "";
411                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
412                 int v_shot_idx;  // used later
413                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
414
415                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
416                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
417                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
418                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
419                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
420                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
421
422                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
423                 // if we don't, this is a "real" animated model
424                 string t;
425                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
426                 {
427                         if (!this.weaponchild)
428                         {
429                                 this.weaponchild = new(weaponchild);
430 #ifdef CSQC
431                                 this.weaponchild.drawmask = MASK_NORMAL;
432                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
433 #endif
434                         }
435                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
436                         setsize(this.weaponchild, '0 0 0', '0 0 0');
437                         setattachment(this.weaponchild, this, t);
438                 }
439                 else
440                 {
441                         if (this.weaponchild) delete(this.weaponchild);
442                         this.weaponchild = NULL;
443                 }
444
445                 setsize(this, '0 0 0', '0 0 0');
446                 setorigin(this, '0 0 0');
447                 this.angles = '0 0 0';
448                 this.frame = 0;
449 #ifdef SVQC
450                 this.viewmodelforclient = NULL;
451 #else
452                 this.renderflags &= ~RF_VIEWMODEL;
453 #endif
454                 if (v_shot_idx)  // v_ model attached to invisible h_ model
455                 {
456                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
457                 }
458                 else
459                 {
460                         int idx;
461                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
462                         {
463                                 this.movedir = gettaginfo(this, idx);
464                         }
465                         else
466                         {
467                                 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
468                                         this.model);
469                                 this.movedir = '0 0 0';
470                         }
471                 }
472                 {
473                         int idx = 0;
474                         // v_ model attached to invisible h_ model
475                         if (this.weaponchild
476                             && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
477                         {
478                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
479                         }
480                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
481                         {
482                                 this.spawnorigin = gettaginfo(this, idx);
483                         }
484                         else
485                         {
486                                 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
487                                         this.model);
488                                 this.spawnorigin = this.movedir;
489                         }
490                 }
491                 if (v_shot_idx)
492                 {
493                         this.oldorigin = '0 0 0';  // use regular attachment
494                 }
495                 else
496                 {
497                         int idx;
498                         if (this.weaponchild)
499                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
500                         else
501                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
502                         if (idx)
503                         {
504                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
505                         }
506                         else
507                         {
508                                 LOG_WARNF(
509                                         "weapon model %s does not support the 'handle' tag "
510                                         "and neither does the v_ model support the 'shot' tag, "
511                                         "will display muzzle flashes TOTALLY wrong\n",
512                                         this.model);
513                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
514                         }
515                 }
516
517 #ifdef SVQC
518                 this.viewmodelforclient = this.owner;
519 #else
520                 this.renderflags |= RF_VIEWMODEL;
521 #endif
522         }
523
524         this.view_ofs = '0 0 0';
525
526         if (this.movedir.x >= 0)
527         {
528                 //int algn = STAT(GUNALIGN, this.owner);
529                 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
530         #ifdef SVQC
531                 this.m_gunalign = algn;
532         #endif
533                 vector v = this.movedir;
534                 this.movedir = shotorg_adjust(v, false, false, algn);
535                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
536         }
537         int compressed_shotorg = compressShotOrigin(this.movedir);
538         // make them match perfectly
539 #ifdef SVQC
540         this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
541 #else
542         this.movedir = decompressShotOrigin(compressed_shotorg);
543 #endif
544
545         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
546
547         // check if an instant weapon switch occurred
548         setorigin(this, this.view_ofs);
549         if (!_anim) return;
550         // reset animstate now
551         this.wframe = WFRAME_IDLE;
552         setanim(this, this.anim_idle, true, false, true);
553 }
554 #endif
555
556 #ifdef GAMEQC
557
558 REGISTER_NET_TEMP(wframe)
559 #ifdef CSQC
560 NET_HANDLE(wframe, bool isNew)
561 {
562         vector a;
563         a.x = ReadCoord();
564     a.y = ReadCoord();
565     a.z = ReadCoord();
566     int slot = ReadByte();
567         bool restartanim = ReadByte();
568         entity wepent = viewmodels[slot];
569         anim_set(wepent, a, !restartanim, restartanim, restartanim);
570         wepent.state = ReadByte();
571         wepent.weapon_nextthink = ReadFloat();
572         switch (wepent.state)
573         {
574                 case WS_RAISE:
575                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
576                         break;
577                 case WS_DROP:
578                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
579                         break;
580         default:
581             wepent.weapon_switchdelay = 0;
582             break;
583         }
584         return true;
585 }
586 #endif
587
588 #ifdef SVQC
589 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
590 {
591         if (!IS_REAL_CLIENT(actor)) return;
592         int channel = MSG_ONE;
593         msg_entity = actor;
594         WriteHeader(channel, wframe);
595         WriteCoord(channel, a.x);
596         WriteCoord(channel, a.y);
597         WriteCoord(channel, a.z);
598         WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
599         WriteByte(channel, restartanim);
600         WriteByte(channel, weaponentity.state);
601         WriteFloat(channel, weaponentity.weapon_nextthink);
602 }
603 #endif
604
605 REGISTER_NET_C2S(w_whereis)
606 #ifdef SVQC
607 void Weapon_whereis(Weapon this, entity cl);
608 NET_HANDLE(w_whereis, bool)
609 {
610         Weapon wpn = ReadRegistered(Weapons);
611         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
612         return true;
613 }
614 #else
615 void w_whereis(Weapon this)
616 {
617         int channel = MSG_C2S;
618         WriteHeader(channel, w_whereis);
619         WriteRegistered(Weapons, channel, this);
620 }
621 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
622 {
623         switch (request)
624         {
625                 case CMD_REQUEST_COMMAND:
626                 {
627                         string s = argv(1);
628                         if (s == "all")
629                         {
630                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
631                                 return;
632                         }
633                         if (s == "unowned")
634                         {
635                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
636                                 return;
637                         }
638                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
639                         {
640                                 w_whereis(it);
641                                 return;
642                         });
643                 }
644                 default:
645                 {
646                         LOG_INFOF("Incorrect parameters for ^2%s^7\n", "weapon_find");
647                 }
648                 case CMD_REQUEST_USAGE:
649                 {
650                         LOG_INFO("\nUsage:^3 cl_cmd weapon_find weapon\n");
651                         LOG_INFO("  Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.\n");
652                         return;
653                 }
654         }
655 }
656 #endif
657
658
659 #endif
660
661 #endif