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Merge branch 'terencehill/strzone_fixes' into 'master'
[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         MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
271         return weapon_model_output;
272 }
273
274 #ifndef MENUQC
275 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
276 {
277         switch (algn)
278         {
279                 default:
280                 case 3:
281                         // right alignment
282                         break;
283                 case 4:
284                         // left
285                         vecs.y = -vecs.y;
286                         break;
287                 case 1:
288                 case 2:
289                         // center
290                         vecs.y = 0;
291                         vecs.z -= 2;
292                         break;
293         }
294         return vecs;
295 }
296
297 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
298 {
299 #ifdef SVQC
300         string s;
301 #endif
302         if (visual)
303         {
304                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
305         }
306 #ifdef SVQC
307         else if (autocvar_g_shootfromeye)
308         {
309                 vecs.y = vecs.z = 0;
310         }
311         else if (autocvar_g_shootfromcenter)
312         {
313                 vecs.y = 0;
314                 vecs.z -= 2;
315         }
316         else if ((s = autocvar_g_shootfromfixedorigin) != "")
317         {
318                 vector v = stov(s);
319                 if (y_is_right) v.y = -v.y;
320                 if (v.x != 0) vecs.x = v.x;
321                 vecs.y = v.y;
322                 vecs.z = v.z;
323         }
324 #endif
325         else  // just do the same as top
326         {
327                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
328         }
329
330         return vecs;
331 }
332
333 #define shotorg_adjust shotorg_adjust_values
334
335 /**
336  * supported formats:
337  *
338  * 1. simple animated model, muzzle flash handling on h_ model:
339  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
340  *      tags:
341  *        shot = muzzle end (shot origin, also used for muzzle flashes)
342  *        shell = casings ejection point (must be on the right hand side of the gun)
343  *        weapon = attachment for v_tuba.md3
344  *    v_tuba.md3 - first and third person model
345  *    g_tuba.md3 - pickup model
346  *
347  * 2. simple animated model, muzzle flash handling on v_ model:
348  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
349  *      tags:
350  *        weapon = attachment for v_tuba.md3
351  *    v_tuba.md3 - first and third person model
352  *      tags:
353  *        shot = muzzle end (shot origin, also used for muzzle flashes)
354  *        shell = casings ejection point (must be on the right hand side of the gun)
355  *    g_tuba.md3 - pickup model
356  *
357  * 3. fully animated model, muzzle flash handling on h_ model:
358  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
359  *      tags:
360  *        shot = muzzle end (shot origin, also used for muzzle flashes)
361  *        shell = casings ejection point (must be on the right hand side of the gun)
362  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
363  *    v_tuba.md3 - third person model
364  *    g_tuba.md3 - pickup model
365  *
366  * 4. fully animated model, muzzle flash handling on v_ model:
367  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
368  *      tags:
369  *        shot = muzzle end (shot origin)
370  *        shell = casings ejection point (must be on the right hand side of the gun)
371  *    v_tuba.md3 - third person model
372  *      tags:
373  *        shot = muzzle end (for muzzle flashes)
374  *    g_tuba.md3 - pickup model
375  *
376  * writes:
377  *   this.origin, this.angles
378  *   this.weaponchild
379  *   this.movedir, this.view_ofs
380  *   attachment stuff
381  *   anim stuff
382  * to free:
383  *   call again with ""
384  *   remove the ent
385  */
386 void CL_WeaponEntity_SetModel(entity this, string name)
387 {
388         if (name == "")
389         {
390                 this.model = "";
391                 if (this.weaponchild) remove(this.weaponchild);
392                 this.weaponchild = NULL;
393                 this.movedir = '0 0 0';
394                 this.spawnorigin = '0 0 0';
395                 this.oldorigin = '0 0 0';
396                 this.anim_fire1  = '0 1 0.01';
397                 this.anim_fire2  = '0 1 0.01';
398                 this.anim_idle   = '0 1 0.01';
399                 this.anim_reload = '0 1 0.01';
400         }
401         else
402         {
403                 // if there is a child entity, hide it until we're sure we use it
404                 if (this.weaponchild) this.weaponchild.model = "";
405                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
406                 int v_shot_idx;  // used later
407                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
408
409                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
410                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
411                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
412                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
413                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
414                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
415
416                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
417                 // if we don't, this is a "real" animated model
418                 string t;
419                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
420                 {
421                         if (!this.weaponchild)
422                         {
423                                 this.weaponchild = new(weaponchild);
424                                 make_pure(this.weaponchild);
425 #ifdef CSQC
426                                 this.weaponchild.drawmask = MASK_NORMAL;
427                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
428 #endif
429                         }
430                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
431                         setattachment(this.weaponchild, this, t);
432                 }
433                 else
434                 {
435                         if (this.weaponchild) remove(this.weaponchild);
436                         this.weaponchild = NULL;
437                 }
438
439                 setorigin(this, '0 0 0');
440                 this.angles = '0 0 0';
441                 this.frame = 0;
442 #ifdef SVQC
443                 this.viewmodelforclient = NULL;
444 #else
445                 this.renderflags &= ~RF_VIEWMODEL;
446 #endif
447                 if (v_shot_idx)  // v_ model attached to invisible h_ model
448                 {
449                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
450                 }
451                 else
452                 {
453                         int idx;
454                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
455                         {
456                                 this.movedir = gettaginfo(this, idx);
457                         }
458                         else
459                         {
460                                 LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
461                                         this.model);
462                                 this.movedir = '0 0 0';
463                         }
464                 }
465                 {
466                         int idx = 0;
467                         // v_ model attached to invisible h_ model
468                         if (this.weaponchild
469                             && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
470                         {
471                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
472                         }
473                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
474                         {
475                                 this.spawnorigin = gettaginfo(this, idx);
476                         }
477                         else
478                         {
479                                 LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
480                                         this.model);
481                                 this.spawnorigin = this.movedir;
482                         }
483                 }
484                 if (v_shot_idx)
485                 {
486                         this.oldorigin = '0 0 0';  // use regular attachment
487                 }
488                 else
489                 {
490                         int idx;
491                         if (this.weaponchild)
492                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
493                         else
494                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
495                         if (idx)
496                         {
497                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
498                         }
499                         else
500                         {
501                                 LOG_WARNINGF(
502                                         "weapon model %s does not support the 'handle' tag "
503                                         "and neither does the v_ model support the 'shot' tag, "
504                                         "will display muzzle flashes TOTALLY wrong\n",
505                                         this.model);
506                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
507                         }
508                 }
509
510 #ifdef SVQC
511                 this.viewmodelforclient = this.owner;
512 #else
513                 this.renderflags |= RF_VIEWMODEL;
514 #endif
515         }
516
517         this.view_ofs = '0 0 0';
518
519         if (this.movedir.x >= 0)
520         {
521 #ifdef SVQC
522                 int algn = this.owner.cvar_cl_gunalign;
523 #else
524                 int algn = autocvar_cl_gunalign;
525 #endif
526                 vector v = this.movedir;
527                 this.movedir = shotorg_adjust(v, false, false, algn);
528                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
529         }
530         int compressed_shotorg = compressShotOrigin(this.movedir);
531         // make them match perfectly
532 #ifdef SVQC
533         this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
534 #else
535         this.movedir = decompressShotOrigin(compressed_shotorg);
536 #endif
537
538         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
539
540         // check if an instant weapon switch occurred
541         setorigin(this, this.view_ofs);
542         // reset animstate now
543         this.wframe = WFRAME_IDLE;
544         setanim(this, this.anim_idle, true, false, true);
545 }
546 #endif
547
548 #ifndef MENUQC
549
550 REGISTER_NET_TEMP(wframe)
551 #ifdef CSQC
552 NET_HANDLE(wframe, bool isNew)
553 {
554         vector a;
555         a.x = ReadCoord();
556     a.y = ReadCoord();
557     a.z = ReadCoord();
558         bool restartanim = ReadByte();
559         anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
560         viewmodel.state = ReadByte();
561         viewmodel.weapon_nextthink = ReadFloat();
562         viewmodel.alpha = ReadByte() / 255;
563         switch (viewmodel.state)
564         {
565                 case WS_RAISE:
566                 case WS_DROP:
567                         viewmodel.weapon_switchdelay = ReadFloat();
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         Weapon w = Weapons_from(actor.weapon);
592         switch (weaponentity.state)
593         {
594                 case WS_RAISE:
595                         WriteFloat(channel, w.switchdelay_raise);
596                         break;
597                 case WS_DROP:
598                         WriteFloat(channel, w.switchdelay_drop);
599                         break;
600         }
601 }
602 #endif
603
604 #endif
605
606 #endif