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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 "../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' * (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                 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         MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
264         return M_ARGV(1, string);
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 M_ARGV(1, string);
272 }
273
274 #ifdef GAMEQC
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, bool _anim)
387 {
388         if (name == "")
389         {
390                 vector oldmin = this.mins, oldmax = this.maxs;
391                 setmodel(this, MDL_Null);
392                 setsize(this, oldmin, oldmax);
393                 if (this.weaponchild) delete(this.weaponchild);
394                 this.weaponchild = NULL;
395                 this.movedir = '0 0 0';
396                 this.spawnorigin = '0 0 0';
397                 this.oldorigin = '0 0 0';
398                 this.anim_fire1  = '0 1 0.01';
399                 this.anim_fire2  = '0 1 0.01';
400                 this.anim_idle   = '0 1 0.01';
401                 this.anim_reload = '0 1 0.01';
402         }
403         else
404         {
405                 // if there is a child entity, hide it until we're sure we use it
406                 if (this.weaponchild) this.weaponchild.model = "";
407                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
408                 int v_shot_idx;  // used later
409                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
410
411                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
412                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
413                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
414                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
415                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
416                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
417
418                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
419                 // if we don't, this is a "real" animated model
420                 string t;
421                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
422                 {
423                         if (!this.weaponchild)
424                         {
425                                 this.weaponchild = new(weaponchild);
426 #ifdef CSQC
427                                 this.weaponchild.drawmask = MASK_NORMAL;
428                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
429 #endif
430                         }
431                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
432                         setsize(this.weaponchild, '0 0 0', '0 0 0');
433                         setattachment(this.weaponchild, this, t);
434                 }
435                 else
436                 {
437                         if (this.weaponchild) delete(this.weaponchild);
438                         this.weaponchild = NULL;
439                 }
440
441                 setsize(this, '0 0 0', '0 0 0');
442                 setorigin(this, '0 0 0');
443                 this.angles = '0 0 0';
444                 this.frame = 0;
445 #ifdef SVQC
446                 this.viewmodelforclient = NULL;
447 #else
448                 this.renderflags &= ~RF_VIEWMODEL;
449 #endif
450                 if (v_shot_idx)  // v_ model attached to invisible h_ model
451                 {
452                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
453                 }
454                 else
455                 {
456                         int idx;
457                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
458                         {
459                                 this.movedir = gettaginfo(this, idx);
460                         }
461                         else
462                         {
463                                 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
464                                         this.model);
465                                 this.movedir = '0 0 0';
466                         }
467                 }
468                 {
469                         int idx = 0;
470                         // v_ model attached to invisible h_ model
471                         if (this.weaponchild
472                             && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
473                         {
474                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
475                         }
476                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
477                         {
478                                 this.spawnorigin = gettaginfo(this, idx);
479                         }
480                         else
481                         {
482                                 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
483                                         this.model);
484                                 this.spawnorigin = this.movedir;
485                         }
486                 }
487                 if (v_shot_idx)
488                 {
489                         this.oldorigin = '0 0 0';  // use regular attachment
490                 }
491                 else
492                 {
493                         int idx;
494                         if (this.weaponchild)
495                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
496                         else
497                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
498                         if (idx)
499                         {
500                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
501                         }
502                         else
503                         {
504                                 LOG_WARNF(
505                                         "weapon model %s does not support the 'handle' tag "
506                                         "and neither does the v_ model support the 'shot' tag, "
507                                         "will display muzzle flashes TOTALLY wrong\n",
508                                         this.model);
509                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
510                         }
511                 }
512
513 #ifdef SVQC
514                 this.viewmodelforclient = this.owner;
515 #else
516                 this.renderflags |= RF_VIEWMODEL;
517 #endif
518         }
519
520         this.view_ofs = '0 0 0';
521
522         if (this.movedir.x >= 0)
523         {
524                 //int algn = STAT(GUNALIGN, this.owner);
525                 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
526         #ifdef SVQC
527                 this.m_gunalign = algn;
528         #endif
529                 vector v = this.movedir;
530                 this.movedir = shotorg_adjust(v, false, false, algn);
531                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
532         }
533         int compressed_shotorg = compressShotOrigin(this.movedir);
534         // make them match perfectly
535 #ifdef SVQC
536         this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
537 #else
538         this.movedir = decompressShotOrigin(compressed_shotorg);
539 #endif
540
541         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
542
543         // check if an instant weapon switch occurred
544         setorigin(this, this.view_ofs);
545         if (!_anim) return;
546         // reset animstate now
547         this.wframe = WFRAME_IDLE;
548         setanim(this, this.anim_idle, true, false, true);
549 }
550 #endif
551
552 #ifdef GAMEQC
553
554 REGISTER_NET_TEMP(wframe)
555 #ifdef CSQC
556 NET_HANDLE(wframe, bool isNew)
557 {
558         vector a;
559         a.x = ReadCoord();
560     a.y = ReadCoord();
561     a.z = ReadCoord();
562     int slot = ReadByte();
563         bool restartanim = ReadByte();
564         entity wepent = viewmodels[slot];
565         if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
566                 wepent.animstate_looping = false;
567         else
568                 anim_set(wepent, a, !restartanim, restartanim, restartanim);
569         wepent.state = ReadByte();
570         wepent.weapon_nextthink = ReadFloat();
571         switch (wepent.state)
572         {
573                 case WS_RAISE:
574                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
575                         break;
576                 case WS_DROP:
577                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
578                         break;
579         default:
580             wepent.weapon_switchdelay = 0;
581             break;
582         }
583         return true;
584 }
585 #endif
586
587 #ifdef SVQC
588 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
589 {
590         if (!IS_REAL_CLIENT(actor)) return;
591         int channel = MSG_ONE;
592         msg_entity = actor;
593         WriteHeader(channel, wframe);
594         WriteCoord(channel, a.x);
595         WriteCoord(channel, a.y);
596         WriteCoord(channel, a.z);
597         WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
598         WriteByte(channel, restartanim);
599         WriteByte(channel, weaponentity.state);
600         WriteFloat(channel, weaponentity.weapon_nextthink);
601 }
602 #endif
603
604 REGISTER_NET_C2S(w_whereis)
605 #ifdef SVQC
606 void Weapon_whereis(Weapon this, entity cl);
607 NET_HANDLE(w_whereis, bool)
608 {
609         Weapon wpn = ReadRegistered(Weapons);
610         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
611         return true;
612 }
613 #else
614 void w_whereis(Weapon this)
615 {
616         int channel = MSG_C2S;
617         WriteHeader(channel, w_whereis);
618         WriteRegistered(Weapons, channel, this);
619 }
620 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
621 {
622         switch (request)
623         {
624                 case CMD_REQUEST_COMMAND:
625                 {
626                         string s = argv(1);
627                         if (s == "all")
628                         {
629                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
630                                 return;
631                         }
632                         if (s == "unowned")
633                         {
634                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
635                                 return;
636                         }
637                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
638                         {
639                                 w_whereis(it);
640                                 return;
641                         });
642                 }
643                 default:
644                 {
645                         LOG_INFOF("Incorrect parameters for ^2%s^7\n", "weapon_find");
646                 }
647                 case CMD_REQUEST_USAGE:
648                 {
649                         LOG_INFO("\nUsage:^3 cl_cmd weapon_find weapon\n");
650                         LOG_INFO("  Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.\n");
651                         return;
652                 }
653         }
654 }
655 #endif
656
657
658 #endif
659
660 #endif