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