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Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[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 <common/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
54 #include "weapon/_mod.inc"
55
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' * (2 ** a);
71                                 }
72                         return '0 1 0' * (2 ** a);
73                 }
74         return '1 0 0' * (2 ** 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                 case "hmg": return "okhmg";
127                 case "rpc": return "okrpc";
128                 default: return s;
129         }
130 }
131 string W_NameWeaponOrder(string order)
132 {
133         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
134 }
135 string W_NumberWeaponOrder_MapFunc(string s)
136 {
137         if (s == "0" || stof(s)) return s;
138         s = W_UndeprecateName(s);
139         FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
140         return s;
141 }
142 string W_NumberWeaponOrder(string order)
143 {
144         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
145 }
146
147 float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX];
148 string W_FixWeaponOrder_BuildImpulseList_order;
149 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
150 {
151         float h;
152         h = W_FixWeaponOrder_BuildImpulseList_buf[i];
153         W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
154         W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
155 }
156 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
157 {
158         int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
159         Weapon e1 = Weapons_from(si);
160         int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
161         Weapon e2 = Weapons_from(sj);
162         int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
163         if (d != 0) return -d;  // high impulse first!
164         return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
165                 sprintf(" %d ", si), 0)
166                -
167                strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
168                 sprintf(" %d ", sj), 0)
169         ;  // low char index first!
170 }
171 string W_FixWeaponOrder_BuildImpulseList(string o)
172 {
173         int i;
174         W_FixWeaponOrder_BuildImpulseList_order = o;
175         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
176                 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
177         heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
178                 NULL);
179         o = "";
180         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
181                 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
182         W_FixWeaponOrder_BuildImpulseList_order = string_null;
183         return substring(o, 1, -1);
184 }
185
186 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
187 {
188         return W_FixWeaponOrder(order, 0);
189 }
190
191 string W_FixWeaponOrder_ForceComplete(string order)
192 {
193         if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
194         return W_FixWeaponOrder(order, 1);
195 }
196
197 void W_RandomWeapons(entity e, int n)
198 {
199         WepSet remaining = e.weapons;
200         WepSet result = '0 0 0';
201         for (int j = 0; j < n; ++j)
202         {
203                 RandomSelection_Init();
204                 FOREACH(Weapons, it != WEP_Null, {
205                         if (remaining & (it.m_wepset))
206                                 RandomSelection_AddEnt(it, 1, 1);
207                 });
208                 Weapon w = RandomSelection_chosen_ent;
209                 result |= WepSet_FromWeapon(w);
210                 remaining &= ~WepSet_FromWeapon(w);
211         }
212         e.weapons = result;
213 }
214
215 string GetAmmoPicture(int ammotype)
216 {
217         switch (ammotype)
218         {
219                 case RESOURCE_SHELLS:  return ITEM_Shells.m_icon;
220                 case RESOURCE_BULLETS: return ITEM_Bullets.m_icon;
221                 case RESOURCE_ROCKETS: return ITEM_Rockets.m_icon;
222                 case RESOURCE_CELLS:   return ITEM_Cells.m_icon;
223                 case RESOURCE_PLASMA:  return ITEM_Plasma.m_icon;
224                 case RESOURCE_FUEL:    return ITEM_JetpackFuel.m_icon;
225                 default: return "";  // wtf, no ammo type?
226         }
227 }
228
229 #ifdef CSQC
230 int GetAmmoTypeFromNum(int i)
231 {
232         switch (i)
233         {
234                 case 0: return RESOURCE_SHELLS;
235                 case 1: return RESOURCE_BULLETS;
236                 case 2: return RESOURCE_ROCKETS;
237                 case 3: return RESOURCE_CELLS;
238                 case 4: return RESOURCE_PLASMA;
239                 case 5: return RESOURCE_FUEL;
240                 default: return RESOURCE_NONE;
241         }
242 }
243
244 int GetAmmoStat(int ammotype)
245 {
246         switch (ammotype)
247         {
248                 case RESOURCE_SHELLS: return STAT_SHELLS;
249                 case RESOURCE_BULLETS: return STAT_NAILS;
250                 case RESOURCE_ROCKETS: return STAT_ROCKETS;
251                 case RESOURCE_CELLS: return STAT_CELLS;
252                 case RESOURCE_PLASMA: return STAT_PLASMA.m_id;
253                 case RESOURCE_FUEL: return STAT_FUEL.m_id;
254                 default: return -1;
255         }
256 }
257 #endif
258
259 string W_Sound(string w_snd)
260 {
261         string output = strcat("weapons/", w_snd);
262         MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
263         return M_ARGV(1, string);
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 M_ARGV(1, string);
271 }
272
273 #ifdef GAMEQC
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         string s;
299         if (visual)
300         {
301                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
302         }
303         else if (STAT(SHOOTFROMEYE))
304         {
305                 vecs.y = vecs.z = 0;
306         }
307         else if (STAT(SHOOTFROMCENTER))
308         {
309                 vecs.y = 0;
310                 vecs.z -= 2;
311         }
312         else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
313         {
314                 vector v = stov(s);
315                 if (y_is_right) v.y = -v.y;
316                 if (v.x != 0) vecs.x = v.x;
317                 vecs.y = v.y;
318                 vecs.z = v.z;
319         }
320         else  // just do the same as top
321         {
322                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
323         }
324
325         return vecs;
326 }
327
328 #define shotorg_adjust shotorg_adjust_values
329
330 /**
331  * supported formats:
332  *
333  * 1. simple animated model, muzzle flash handling on h_ model:
334  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
335  *      tags:
336  *        shot = muzzle end (shot origin, also used for muzzle flashes)
337  *        shell = casings ejection point (must be on the right hand side of the gun)
338  *        weapon = attachment for v_tuba.md3
339  *    v_tuba.md3 - first and third person model
340  *    g_tuba.md3 - pickup model
341  *
342  * 2. simple animated model, muzzle flash handling on v_ model:
343  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
344  *      tags:
345  *        weapon = attachment for v_tuba.md3
346  *    v_tuba.md3 - first and third person model
347  *      tags:
348  *        shot = muzzle end (shot origin, also used for muzzle flashes)
349  *        shell = casings ejection point (must be on the right hand side of the gun)
350  *    g_tuba.md3 - pickup model
351  *
352  * 3. fully animated model, muzzle flash handling on h_ model:
353  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
354  *      tags:
355  *        shot = muzzle end (shot origin, also used for muzzle flashes)
356  *        shell = casings ejection point (must be on the right hand side of the gun)
357  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
358  *    v_tuba.md3 - third person model
359  *    g_tuba.md3 - pickup model
360  *
361  * 4. fully animated model, muzzle flash handling on v_ model:
362  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
363  *      tags:
364  *        shot = muzzle end (shot origin)
365  *        shell = casings ejection point (must be on the right hand side of the gun)
366  *    v_tuba.md3 - third person model
367  *      tags:
368  *        shot = muzzle end (for muzzle flashes)
369  *    g_tuba.md3 - pickup model
370  *
371  * writes:
372  *   this.origin, this.angles
373  *   this.weaponchild
374  *   this.movedir, this.view_ofs
375  *   attachment stuff
376  *   anim stuff
377  * to free:
378  *   call again with ""
379  *   remove the ent
380  */
381 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
382 {
383         if (name == "")
384         {
385                 vector oldmin = this.mins, oldmax = this.maxs;
386                 setmodel(this, MDL_Null);
387                 setsize(this, oldmin, oldmax);
388                 if (this.weaponchild) delete(this.weaponchild);
389                 this.weaponchild = NULL;
390                 this.movedir = '0 0 0';
391                 this.spawnorigin = '0 0 0';
392                 this.oldorigin = '0 0 0';
393                 this.anim_fire1  = '0 1 0.01';
394                 this.anim_fire2  = '0 1 0.01';
395                 this.anim_idle   = '0 1 0.01';
396                 this.anim_reload = '0 1 0.01';
397         }
398         else
399         {
400                 // if there is a child entity, hide it until we're sure we use it
401                 if (this.weaponchild) this.weaponchild.model = "";
402                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
403                 int v_shot_idx;  // used later
404                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
405
406                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
407                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
408                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
409                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
410                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
411                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
412
413                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
414                 // if we don't, this is a "real" animated model
415                 string t;
416                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
417                 {
418                         if (!this.weaponchild)
419                         {
420                                 this.weaponchild = new(weaponchild);
421 #ifdef CSQC
422                                 this.weaponchild.drawmask = MASK_NORMAL;
423                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
424 #endif
425                         }
426                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
427                         setsize(this.weaponchild, '0 0 0', '0 0 0');
428                         setattachment(this.weaponchild, this, t);
429                 }
430                 else
431                 {
432                         if (this.weaponchild) delete(this.weaponchild);
433                         this.weaponchild = NULL;
434                 }
435
436                 setsize(this, '0 0 0', '0 0 0');
437                 setorigin(this, '0 0 0');
438                 this.angles = '0 0 0';
439                 this.frame = 0;
440 #ifdef SVQC
441                 this.viewmodelforclient = NULL;
442 #else
443                 this.renderflags &= ~RF_VIEWMODEL;
444 #endif
445                 if (v_shot_idx)  // v_ model attached to invisible h_ model
446                 {
447                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
448                 }
449                 else
450                 {
451                         int idx;
452                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
453                         {
454                                 this.movedir = gettaginfo(this, idx);
455                         }
456                         else
457                         {
458                                 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
459                                         this.model);
460                                 this.movedir = '0 0 0';
461                         }
462                 }
463                 {
464                         int idx = 0;
465                         // v_ model attached to invisible h_ model
466                         if (this.weaponchild
467                             && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
468                         {
469                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
470                         }
471                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
472                         {
473                                 this.spawnorigin = gettaginfo(this, idx);
474                         }
475                         else
476                         {
477                                 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
478                                         this.model);
479                                 this.spawnorigin = this.movedir;
480                         }
481                 }
482                 if (v_shot_idx)
483                 {
484                         this.oldorigin = '0 0 0';  // use regular attachment
485                 }
486                 else
487                 {
488                         int idx;
489                         if (this.weaponchild)
490                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
491                         else
492                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
493                         if (idx)
494                         {
495                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
496                         }
497                         else
498                         {
499                                 LOG_WARNF(
500                                         "weapon model %s does not support the 'handle' tag "
501                                         "and neither does the v_ model support the 'shot' tag, "
502                                         "will display muzzle flashes TOTALLY wrong\n",
503                                         this.model);
504                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
505                         }
506                 }
507
508 #ifdef SVQC
509                 this.viewmodelforclient = this.owner;
510 #else
511                 this.renderflags |= RF_VIEWMODEL;
512 #endif
513         }
514
515         this.view_ofs = '0 0 0';
516
517         if (this.movedir.x >= 0)
518         {
519                 //int algn = STAT(GUNALIGN, this.owner);
520                 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
521         #ifdef SVQC
522                 this.m_gunalign = algn;
523         #endif
524                 vector v = this.movedir;
525                 this.movedir = shotorg_adjust(v, false, false, algn);
526                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
527         }
528         int compressed_shotorg = compressShotOrigin(this.movedir);
529         // make them match perfectly
530 #ifdef SVQC
531     // null during init
532     if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
533         this.movedir = decompressShotOrigin(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         if (!_anim) return;
543         // reset animstate now
544         this.wframe = WFRAME_IDLE;
545         setanim(this, this.anim_idle, true, false, true);
546 }
547 #endif
548
549 #ifdef GAMEQC
550
551 REGISTER_NET_TEMP(wframe)
552 #ifdef CSQC
553 NET_HANDLE(wframe, bool isNew)
554 {
555         vector a = ReadVector();
556     int slot = ReadByte();
557         bool restartanim = ReadByte();
558         entity wepent = viewmodels[slot];
559         if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
560                 wepent.animstate_looping = false;
561         else
562                 anim_set(wepent, a, !restartanim, restartanim, restartanim);
563         wepent.state = ReadByte();
564         wepent.weapon_nextthink = ReadFloat();
565         switch (wepent.state)
566         {
567                 case WS_RAISE:
568                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
569                         break;
570                 case WS_DROP:
571                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
572                         break;
573         default:
574             wepent.weapon_switchdelay = 0;
575             break;
576         }
577         return true;
578 }
579 #endif
580
581 #ifdef SVQC
582 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
583 {
584         if (!IS_REAL_CLIENT(actor)) return;
585         int channel = MSG_ONE;
586         msg_entity = actor;
587         WriteHeader(channel, wframe);
588         WriteVector(channel, a);
589         WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
590         WriteByte(channel, restartanim);
591         WriteByte(channel, weaponentity.state);
592         WriteFloat(channel, weaponentity.weapon_nextthink);
593 }
594 #endif
595
596 REGISTER_NET_C2S(w_whereis)
597 #ifdef SVQC
598 void Weapon_whereis(Weapon this, entity cl);
599 NET_HANDLE(w_whereis, bool)
600 {
601         Weapon wpn = ReadRegistered(Weapons);
602         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
603         return true;
604 }
605 #else
606 void w_whereis(Weapon this)
607 {
608         int channel = MSG_C2S;
609         WriteHeader(channel, w_whereis);
610         WriteRegistered(Weapons, channel, this);
611 }
612 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
613 {
614         switch (request)
615         {
616                 case CMD_REQUEST_COMMAND:
617                 {
618                         string s = argv(1);
619                         if (s == "all")
620                         {
621                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
622                                 return;
623                         }
624                         if (s == "unowned")
625                         {
626                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
627                                 return;
628                         }
629                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
630                         {
631                                 w_whereis(it);
632                                 return;
633                         });
634                 }
635                 default:
636                 {
637                         LOG_INFOF("Incorrect parameters for ^2%s^7", "weapon_find");
638                 }
639                 case CMD_REQUEST_USAGE:
640                 {
641                         LOG_INFO("Usage:^3 cl_cmd weapon_find weapon");
642                         LOG_INFO("  Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
643                         return;
644                 }
645         }
646 }
647 #endif
648
649
650 #endif
651
652 #endif