]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'TimePath/experiments/csqc_prediction' into Mario/qc_physics
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 548649db322690db9cbef27c842ad1f55e029728..ab85389c5c9dc675e84f4917e21a6c08cf47eb03 100644 (file)
@@ -1,3 +1,24 @@
+#if defined(CSQC)
+#elif defined(MENUQC)
+#elif defined(SVQC)
+       #include "../../dpdefs/progsdefs.qh"
+    #include "../../dpdefs/dpextensions.qh"
+    #include "../../common/constants.qh"
+    #include "../../common/util.qh"
+    #include "../../common/animdecide.qh"
+    #include "../../common/monsters/monsters.qh"
+    #include "../../common/weapons/weapons.qh"
+    #include "weaponsystem.qh"
+    #include "../t_items.qh"
+    #include "../autocvars.qh"
+    #include "../defs.qh"
+    #include "../../common/notifications.qh"
+    #include "../mutators/mutators_include.qh"
+    #include "../command/common.qh"
+    #include "../../csqcmodellib/sv_model.qh"
+    #include "../round_handler.qh"
+#endif
+
 /*
 ===========================================================================
 
@@ -6,7 +27,7 @@
 
 ===========================================================================
 */
-// WEAPONTODO: move to the .qh file
+
 .float weapon_frametime;
 
 float W_WeaponRateFactor()
@@ -14,16 +35,13 @@ float W_WeaponRateFactor()
        float t;
        t = 1.0 / g_weaponratefactor;
 
+       weapon_rate = t;
+       MUTATOR_CALLHOOK(WeaponRateFactor);
+       t = weapon_rate;
+
        return t;
 }
 
-// VorteX: static frame globals
-const float WFRAME_DONTCHANGE = -1;
-const float WFRAME_FIRE1 = 0;
-const float WFRAME_FIRE2 = 1;
-const float WFRAME_IDLE = 2;
-const float WFRAME_RELOAD = 3;
-.float wframe;
 
 void(float fr, float t, void() func) weapon_thinkf;
 
@@ -33,7 +51,7 @@ float CL_Weaponentity_CustomizeEntityForClient()
        if(IS_SPEC(other))
                if(other.enemy == self.owner)
                        self.viewmodelforclient = other;
-       return TRUE;
+       return true;
 }
 
 /*
@@ -87,25 +105,20 @@ float CL_Weaponentity_CustomizeEntityForClient()
 // to free:
 //   call again with ""
 //   remove the ent
-
-//#define WEP_MODEL_FIRSTPERSON model // h_ // wep.WEP_MODEL_FIRSTPERSON
-//#define WEP_MODEL_THIRDPERSON model2 // v_ // wep.WEP_MODEL_THIRDPERSON
-//#define WEP_MODEL_PICKUP model3 // g_ // wep.WEP_MODEL_PICKUP
-//#define WEP_MODEL_SIMPLE mdl
-void CL_WeaponEntity_SetModel(entity wep)
+void CL_WeaponEntity_SetModel(string name)
 {
        float v_shot_idx;
-       if(wep)
+       if (name != "")
        {
                // if there is a child entity, hide it until we're sure we use it
                if (self.weaponentity)
                        self.weaponentity.model = "";
-               setmodel(self, wep.WEP_MODEL_THIRDPERSON); // precision set below
+               setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
                v_shot_idx = gettagindex(self, "shot"); // used later
                if(!v_shot_idx)
                        v_shot_idx = gettagindex(self, "tag_shot");
 
-               setmodel(self, wep.WEP_MODEL_FIRSTPERSON); // precision set below
+               setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
                // preset some defaults that work great for renamed zym files (which don't need an animinfo)
                self.anim_fire1  = animfixfps(self, '0 1 0.01', '0 0 0');
                self.anim_fire2  = animfixfps(self, '1 1 0.01', '0 0 0');
@@ -118,14 +131,14 @@ void CL_WeaponEntity_SetModel(entity wep)
                {
                        if (!self.weaponentity)
                                self.weaponentity = spawn();
-                       setmodel(self.weaponentity, wep.WEP_MODEL_THIRDPERSON); // precision does not matter
+                       setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
                        setattachment(self.weaponentity, self, "weapon");
                }
                else if(gettagindex(self, "tag_weapon"))
                {
                        if (!self.weaponentity)
                                self.weaponentity = spawn();
-                       setmodel(self.weaponentity, wep.WEP_MODEL_THIRDPERSON); // precision does not matter
+                       setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
                        setattachment(self.weaponentity, self, "tag_weapon");
                }
                else
@@ -232,12 +245,12 @@ void CL_WeaponEntity_SetModel(entity wep)
 
        self.view_ofs = '0 0 0';
 
-       if(self.movedir_x >= 0)
+       if(self.movedir.x >= 0)
        {
                vector v0;
                v0 = self.movedir;
-               self.movedir = shotorg_adjust(v0, FALSE, FALSE);
-               self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
+               self.movedir = shotorg_adjust(v0, false, false);
+               self.view_ofs = shotorg_adjust(v0, false, true) - v0;
        }
        self.owner.stat_shotorg = compressShotOrigin(self.movedir);
        self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
@@ -248,18 +261,19 @@ void CL_WeaponEntity_SetModel(entity wep)
        setorigin(self, self.view_ofs);
        // reset animstate now
        self.wframe = WFRAME_IDLE;
-       setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
+       setanim(self, self.anim_idle, true, false, true);
 }
 
 vector CL_Weapon_GetShotOrg(float wpn)
 {
-       entity oldself;
+       entity wi, oldself;
        vector ret;
+       wi = get_weaponinfo(wpn);
        oldself = self;
        self = spawn();
-       CL_WeaponEntity_SetModel(get_weaponinfo(wpn));
+       CL_WeaponEntity_SetModel(wi.mdl);
        ret = self.movedir;
-       CL_WeaponEntity_SetModel(world);
+       CL_WeaponEntity_SetModel("");
        remove(self);
        self = oldself;
        return ret;
@@ -267,10 +281,10 @@ vector CL_Weapon_GetShotOrg(float wpn)
 
 void CL_Weaponentity_Think()
 {
-       float tb;
+       int tb;
        self.nextthink = time;
        if (intermission_running)
-               self.frame = self.anim_idle_x;
+               self.frame = self.anim_idle.x;
        if (self.owner.weaponentity != self)
        {
                if (self.weaponentity)
@@ -285,14 +299,13 @@ void CL_Weaponentity_Think()
                        self.weaponentity.model = "";
                return;
        }
-       if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag) // WEAPONTODO: get rid of .weaponname, handle model directly
+       if (self.weaponname != self.owner.weaponname || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
        {
                self.weaponname = self.owner.weaponname;
                self.dmg = self.owner.modelindex;
                self.deadflag = self.owner.deadflag;
 
-               // WEAPONTODO: get weapon entity from here!
-               //CL_WeaponEntity_SetModel(self.owner.weaponname);
+               CL_WeaponEntity_SetModel(self.owner.weaponname);
        }
 
        tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
@@ -457,7 +470,11 @@ float weapon_prepareattack_checkammo(float secondary)
                entity mine;
                if(self.weapon == WEP_MINE_LAYER)
                for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
-                       return FALSE;
+                       return false;
+
+               if(self.weapon == WEP_SHOTGUN)
+               if(!secondary && WEP_CVAR(shotgun, secondary) == 1)
+                       return false; // no clicking, just allow
 
                if(self.weapon == self.switchweapon && time - self.prevdryfire > 1) // only play once BEFORE starting to switch weapons
                {
@@ -486,40 +503,40 @@ float weapon_prepareattack_checkammo(float secondary)
                        W_SwitchToOtherWeapon(self);
                }
 
-               return FALSE;
+               return false;
        }
-       return TRUE;
+       return true;
 }
 .float race_penalty;
 float weapon_prepareattack_check(float secondary, float attacktime)
 {
        if(!weapon_prepareattack_checkammo(secondary))
-               return FALSE;
+               return false;
 
        //if sv_ready_restart_after_countdown is set, don't allow the player to shoot
        //if all players readied up and the countdown is running
        if(time < game_starttime || time < self.race_penalty) {
-               return FALSE;
+               return false;
        }
 
        if (timeout_status == TIMEOUT_ACTIVE) //don't allow the player to shoot while game is paused
-               return FALSE;
+               return false;
 
        // do not even think about shooting if switching
        if(self.switchweapon != self.weapon)
-               return FALSE;
+               return false;
 
        if(attacktime >= 0)
        {
                // don't fire if previous attack is not finished
                if (ATTACK_FINISHED(self) > time + self.weapon_frametime * 0.5)
-                       return FALSE;
+                       return false;
                // don't fire while changing weapon
                if (self.weaponentity.state != WS_READY)
-                       return FALSE;
+                       return false;
        }
 
-       return TRUE;
+       return true;
 }
 float weapon_prepareattack_do(float secondary, float attacktime)
 {
@@ -539,17 +556,17 @@ float weapon_prepareattack_do(float secondary, float attacktime)
        }
        self.bulletcounter += 1;
        //dprint("attack finished ", ftos(ATTACK_FINISHED(self)), "\n");
-       return TRUE;
+       return true;
 }
 float weapon_prepareattack(float secondary, float attacktime)
 {
        if(weapon_prepareattack_check(secondary, attacktime))
        {
                weapon_prepareattack_do(secondary, attacktime);
-               return TRUE;
+               return true;
        }
        else
-               return FALSE;
+               return false;
 }
 
 void weapon_thinkf(float fr, float t, void() func)
@@ -561,12 +578,12 @@ void weapon_thinkf(float fr, float t, void() func)
        if(fr == WFRAME_DONTCHANGE)
        {
                fr = self.weaponentity.wframe;
-               restartanim = FALSE;
+               restartanim = false;
        }
        else if (fr == WFRAME_IDLE)
-               restartanim = FALSE;
+               restartanim = false;
        else
-               restartanim = TRUE;
+               restartanim = true;
 
        of = v_forward;
        or = v_right;
@@ -584,8 +601,8 @@ void weapon_thinkf(float fr, float t, void() func)
                        a = self.weaponentity.anim_fire2;
                else // if (fr == WFRAME_RELOAD)
                        a = self.weaponentity.anim_reload;
-               a_z *= g_weaponratefactor;
-               setanim(self.weaponentity, a, restartanim == FALSE, restartanim, restartanim);
+               a.z *= g_weaponratefactor;
+               setanim(self.weaponentity, a, restartanim == false, restartanim, restartanim);
        }
 
        v_forward = of;
@@ -636,7 +653,9 @@ float forbidWeaponUse()
                return 1;
        if(self.player_blocked)
                return 1;
-       if(self.freezetag_frozen)
+       if(self.frozen)
+               return 1;
+       if(self.weapon_blocked)
                return 1;
        return 0;
 }
@@ -682,14 +701,11 @@ void W_WeaponFrame()
                        self.switchingweapon = self.switchweapon;
                        entity newwep = get_weaponinfo(self.switchweapon);
 
-                       //self.items &= ~IT_AMMO;
-                       //self.items = self.items | (newwep.items & IT_AMMO);
-
                        // the two weapon entities will notice this has changed and update their models
                        self.weapon = self.switchweapon;
                        self.weaponname = newwep.mdl;
-                       self.bulletcounter = 0; // WEAPONTODO
-                       //self.ammo_field = newwep.ammo_field;
+                       self.bulletcounter = 0;
+                       self.ammo_field = newwep.ammo_field;
                        WEP_ACTION(self.switchweapon, WR_SETUP);
                        self.weaponentity.state = WS_RAISE;
 
@@ -702,10 +718,7 @@ void W_WeaponFrame()
                        else
                                self.clip_load = self.clip_size = 0;
 
-                       // VorteX: add player model weapon select frame here
-                       // setcustomframe(PlayerWeaponRaise);
                        weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
-                       //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname))));
                }
                else if (self.weaponentity.state == WS_DROP)
                {
@@ -716,21 +729,19 @@ void W_WeaponFrame()
                {
                        // start switching!
                        self.switchingweapon = self.switchweapon;
-
                        entity oldwep = get_weaponinfo(self.weapon);
-                       
-#ifndef INDEPENDENT_ATTACK_FINISHED
+
+                       // set up weapon switch think in the future, and start drop anim
+                       #ifndef INDEPENDENT_ATTACK_FINISHED
                        if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
                        {
-#endif
-                       sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
-                       self.weaponentity.state = WS_DROP;
-                       // set up weapon switch think in the future, and start drop anim
-                       weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
-                       //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname))));
-#ifndef INDEPENDENT_ATTACK_FINISHED
+                       #endif
+                               sound(self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
+                               self.weaponentity.state = WS_DROP;
+                               weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+                       #ifndef INDEPENDENT_ATTACK_FINISHED
                        }
-#endif
+                       #endif
                }
        }
 
@@ -797,7 +808,7 @@ void W_AttachToShotorg(entity flash, vector offset)
 
        flash.viewmodelforclient = self;
 
-       if(self.weaponentity.oldorigin_x > 0)
+       if(self.weaponentity.oldorigin.x > 0)
        {
                setattachment(xflash, self.exteriorweaponentity, "");
                setorigin(xflash, self.weaponentity.oldorigin + offset);
@@ -816,6 +827,13 @@ void W_DecreaseAmmo(float ammo_use)
 {
        entity wep = get_weaponinfo(self.weapon);
 
+       if(cvar("g_overkill"))
+       if(self.ok_use_ammocharge)
+       {
+               ok_DecreaseCharge(self, self.weapon);
+               return; // TODO
+       }
+
        if((self.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo)
                return;
 
@@ -825,8 +843,22 @@ void W_DecreaseAmmo(float ammo_use)
                self.clip_load -= ammo_use;
                self.(weapon_load[self.weapon]) = self.clip_load;
        }
-       else
+       else if(wep.ammo_field != ammo_none)
+       {
                self.(wep.ammo_field) -= ammo_use;
+               if(self.(wep.ammo_field) < 0)
+               {
+                       backtrace(sprintf(
+                               "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
+                               "Please notify Samual immediately with a copy of this backtrace!\n",
+                               ammo_use,
+                               wep.netname,
+                               GetAmmoPicture(wep.ammo_field),
+                               self.netname,
+                               self.(wep.ammo_field)
+                       ));
+               }
+       }
 }
 
 // weapon reloading code
@@ -846,11 +878,10 @@ void W_ReloadedAndReady()
                self.clip_load = self.reload_ammo_amount;
        else
        {
-               while(self.clip_load < self.reload_ammo_amount && self.(self.ammo_field)) // make sure we don't add more ammo than we have
-               {
-                       self.clip_load += 1;
-                       self.(self.ammo_field) -= 1;
-               }
+               // make sure we don't add more ammo than we have
+               float load = min(self.reload_ammo_amount - self.clip_load, self.(self.ammo_field));
+        self.clip_load += load;
+        self.(self.ammo_field) -= load;
        }
        self.(weapon_load[self.weapon]) = self.clip_load;
 
@@ -869,8 +900,12 @@ void W_Reload(float sent_ammo_min, string sent_sound)
        entity e;
        e = get_weaponinfo(self.weapon);
 
+       if(cvar("g_overkill"))
+       if(self.ok_use_ammocharge)
+               return; // TODO
+
        self.reload_ammo_min = sent_ammo_min;
-       self.reload_ammo_amount = e.reloading_ammo;;
+       self.reload_ammo_amount = e.reloading_ammo;
        self.reload_time = e.reloading_time;
        self.reload_sound = sent_sound;
 
@@ -935,3 +970,12 @@ void W_Reload(float sent_ammo_min, string sent_sound)
        self.old_clip_load = self.clip_load;
        self.clip_load = self.(weapon_load[self.weapon]) = -1;
 }
+
+void W_DropEvent(float event, entity player, float weapon_type, entity weapon_item)
+{
+       entity oldself = self;
+       self = player;
+       weapon_dropevent_item = weapon_item;
+       WEP_ACTION(weapon_type, event);
+       self = oldself;
+}