]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/t_items.qc
Merge remote branch 'origin/master' into tzork/csqc-items
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
index 76a7838f2f20f09066194f07dece515c1ea06275..11ed12129c3f6560d39c1e46ceb4445e03050661 100644 (file)
@@ -1,3 +1,237 @@
+#define ISF_LOCATION 2
+#define ISF_MODEL    4
+#define ISF_STATUS   8
+    #define ITS_STAYWEP   1
+    #define ITS_ANIMATE1  2
+    #define ITS_ANIMATE2  4
+    #define ITS_AVAILABLE 8
+    #define ITS_ALLOWFB   16
+    #define ITS_ALLOWSI   32
+    #define ITS_POWERUP   64
+#define ISF_COLORMAP 16
+#define ISF_DROP 32
+
+.float ItemStatus;
+
+#ifdef CSQC
+
+float autocvar_cl_ghost_items;
+vector autocvar_cl_ghost_items_color;
+float autocvar_cl_simple_items;
+float autocvar_cl_fullbright_items;
+vector autocvar_cl_staywep_color;
+float autocvar_cl_staywep_alpha;
+
+.float spawntime;
+.float gravity;
+.vector colormod;
+void ItemDraw()
+{    
+    if(self.ItemStatus & ITS_ANIMATE1)
+    {
+        self.angles += '0 180 0' * frametime;
+        setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));        
+    }    
+    
+    if(self.ItemStatus & ITS_ANIMATE2)
+    {
+        self.angles += '0 -90 0' * frametime;
+        setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));        
+    }
+    
+    if(self.gravity)
+        Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
+}
+
+void ItemDrawSimple()
+{
+    if(self.gravity)
+        Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);    
+}
+
+float csqcitems_started; // remove this after a release or two
+void csqcitems_start()
+{
+    autocvar_cl_ghost_items =  bound(0, autocvar_cl_ghost_items, 1);
+    if(autocvar_cl_ghost_items == 1)
+        autocvar_cl_ghost_items = 0.55;
+    
+    string _tmp = cvar_string("cl_ghost_items_color");
+    if(_tmp == "")
+        autocvar_cl_ghost_items_color = '-1 -1 -1';
+
+    
+    csqcitems_started = TRUE;
+}
+
+void ItemRead(float _IsNew)
+{
+    if(!csqcitems_started)
+        csqcitems_start();
+    
+    float sf = ReadByte();
+
+    if(sf & ISF_LOCATION)
+    {
+        self.origin_x = ReadCoord();
+        self.origin_y = ReadCoord();
+        self.origin_z = ReadCoord();
+        setorigin(self, self.origin);
+        self.oldorigin = self.origin;
+    }
+    
+    if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
+    {
+        self.ItemStatus = ReadByte();    
+        
+        if(self.ItemStatus & ITS_AVAILABLE)
+        {
+            self.alpha = 1;
+            self.colormod = self.glowmod = '1 1 1';
+        }
+        else
+        {
+            if (autocvar_cl_ghost_items)
+            {
+                self.alpha = autocvar_cl_ghost_items;
+                self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
+            }
+            else
+                self.alpha = -1;
+        }    
+        
+        if(autocvar_cl_fullbright_items)
+            if(self.ItemStatus & ITS_ALLOWFB)
+                self.effects |= EF_FULLBRIGHT;
+            
+        if(self.ItemStatus & ITS_STAYWEP)
+        {
+            self.colormod = self.glowmod = autocvar_cl_staywep_color;
+            self.alpha = autocvar_cl_staywep_alpha;
+            
+        }
+            
+        
+        if(self.ItemStatus & ITS_POWERUP)
+        {
+            if(self.ItemStatus & ITS_AVAILABLE)
+                self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
+            else
+                 self.effects &~= (EF_ADDITIVE | EF_FULLBRIGHT);
+        }
+            
+    }
+    
+    if(sf & ISF_MODEL) // handle simple items, fullbright and so on here
+    {
+        self.drawmask  = MASK_NORMAL;
+        self.movetype  = MOVETYPE_NOCLIP;
+        
+        if(self.mdl)
+            strunzone(self.mdl);
+        
+        self.mdl = "";
+        string _fn = ReadString();
+        
+        if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
+        {
+            
+            string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
+                        
+            if(fexists(strcat(_fn2, "_simple.md3")))
+                self.mdl = strzone(strcat(_fn2, "_simple.md3"));
+            else if(fexists(strcat(_fn2, "_simple.dpm")))
+                self.mdl = strzone(strcat(_fn2, "_simple.dpm"));
+            else if(fexists(strcat(_fn2, "_simple.iqm")))
+                self.mdl = strzone(strcat(_fn2, "_simple.iqm"));
+            else if(fexists(strcat(_fn2, "_simple.obj")))
+                self.mdl = strzone(strcat(_fn2, "_simple.obj"));
+            else
+            {
+                self.mdl = "";
+                dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
+            }
+        }
+        
+        if(self.mdl == "")
+        {
+            self.mdl       = strzone(_fn);
+            self.draw      = ItemDraw;
+        }
+        else
+            self.draw      = ItemDrawSimple;
+        
+        precache_model(self.mdl);
+        setmodel(self, self.mdl);
+    }
+    
+    if(sf & ISF_COLORMAP)
+        self.colormap = ReadShort();
+    
+    if(sf & ISF_DROP)
+    {
+        self.effects |= EF_FLAME;
+        self.gravity = 1;
+        self.move_movetype = MOVETYPE_TOSS;
+        self.move_velocity_x = ReadCoord();
+        self.move_velocity_y = ReadCoord();
+        self.move_velocity_z = ReadCoord();
+        self.velocity = self.move_velocity;
+        self.move_origin = self.oldorigin;
+        
+        if(!self.move_time)
+        {
+            self.move_time = time;
+            self.spawntime = time;
+        }
+        else
+            self.move_time = max(self.move_time, time);
+    }
+    
+}
+#endif
+
+#ifdef SVQC
+float autocvar_sv_simple_items;
+float ItemSend(entity to, float sf)
+{
+    if(self.gravity)
+        sf |= ISF_DROP;
+    else
+        sf &~= ISF_DROP;
+       
+       WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM); 
+       WriteByte(MSG_ENTITY, sf);
+
+        
+       //WriteByte(MSG_ENTITY, self.cnt);
+    if(sf & ISF_LOCATION)
+    {
+        WriteCoord(MSG_ENTITY, self.origin_x);
+        WriteCoord(MSG_ENTITY, self.origin_y);
+        WriteCoord(MSG_ENTITY, self.origin_z);
+    }
+
+    if(sf & ISF_STATUS)
+        WriteByte(MSG_ENTITY, self.ItemStatus);
+
+    if(sf & ISF_MODEL)
+        WriteString(MSG_ENTITY, self.mdl);
+        
+    if(sf & ISF_COLORMAP)
+        WriteShort(MSG_ENTITY, self.colormap);
+
+    if(sf & ISF_DROP)
+    {
+        WriteCoord(MSG_ENTITY, self.velocity_x);
+        WriteCoord(MSG_ENTITY, self.velocity_y);
+        WriteCoord(MSG_ENTITY, self.velocity_z);
+    }
+        
+    return TRUE;
+}
+
+
 float have_pickup_item(void)
 {
        // minstagib: only allow filtered items
@@ -78,7 +312,7 @@ string Item_CounterFieldName(float it)
 
 .float max_armorvalue;
 .float pickup_anyway;
-
+/*
 float Item_Customize()
 {
        if(self.spawnshieldtime)
@@ -103,80 +337,63 @@ float Item_Customize()
                        return FALSE;
        }
 }
+*/
 
 void Item_Show (entity e, float mode)
-{
+{    
        e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
+       e.ItemStatus &~= ITS_STAYWEP;
        if (mode > 0)
        {
                // make the item look normal, and be touchable
                e.model = e.mdl;
                e.solid = SOLID_TRIGGER;
-               e.colormod = '0 0 0';
-               self.glowmod = self.colormod;
-               e.alpha = 0;
-               e.customizeentityforclient = func_null;
-
                e.spawnshieldtime = 1;
+               e.ItemStatus |= ITS_AVAILABLE;
        }
        else if (mode < 0)
        {
                // hide the item completely
                e.model = string_null;
                e.solid = SOLID_NOT;
-               e.colormod = '0 0 0';
-               self.glowmod = self.colormod;
-               e.alpha = 0;
-               e.customizeentityforclient = func_null;
-
                e.spawnshieldtime = 1;
+               e.ItemStatus &~= ITS_AVAILABLE;
        }
        else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
        {
                // make the item translucent and not touchable
                e.model = e.mdl;
                e.solid = SOLID_TRIGGER; // can STILL be picked up!
-               e.colormod = '0 0 0';
-               self.glowmod = self.colormod;
                e.effects |= EF_STARDUST;
-               e.customizeentityforclient = Item_Customize;
-
                e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
-       }
-       else if(g_ghost_items)
-       {
-               // make the item translucent and not touchable
-               e.model = e.mdl;
-               e.solid = SOLID_NOT;
-               e.colormod = stov(autocvar_g_ghost_items_color);
-               e.glowmod = e.colormod;
-               e.alpha = g_ghost_items;
-               e.customizeentityforclient = func_null;
-
-               e.spawnshieldtime = 1;
+               e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
        }
        else
        {
-               // hide the item completely
-               e.model = string_null;
+               setmodel(e, "null");
                e.solid = SOLID_NOT;
                e.colormod = '0 0 0';
                e.glowmod = e.colormod;
-               e.alpha = 0;
-               e.customizeentityforclient = func_null;
-
                e.spawnshieldtime = 1;
+               e.ItemStatus &~= ITS_AVAILABLE;
        }
-
-       if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
-               e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
+       
+       if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
+           e.ItemStatus |= ITS_POWERUP;                
+       
        if (autocvar_g_nodepthtestitems)
                e.effects |= EF_NODEPTHTEST;
-       if (autocvar_g_fullbrightitems)
-               e.effects |= EF_FULLBRIGHT;
+               
+    
+    if (autocvar_g_fullbrightitems)
+               e.ItemStatus |= ITS_ALLOWFB;
+       
+       if (autocvar_sv_simple_items)
+        e.ItemStatus |= ITS_ALLOWSI;
 
        // relink entity (because solid may have changed)
        setorigin(e, e.origin);
+    e.SendFlags |= ISF_STATUS;
 }
 
 void Item_Respawn (void)
@@ -555,6 +772,7 @@ void Item_Touch (void)
                                }
                        }
                        e = RandomSelection_chosen_ent;
+
                }
                else
                        e = self;
@@ -892,18 +1110,25 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        self.touch = Item_Touch;
        setmodel (self, self.mdl); // precision set below
        self.effects |= EF_LOWPRECISION;
+       
        if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
-               setsize (self, '-16 -16 0', '16 16 48');
+           setsize (self, '-16 -16 0', '16 16 48');
        else
                setsize (self, '-16 -16 0', '16 16 32');
+    
+    if(itemflags & FL_POWERUP) 
+        self.ItemStatus |= ITS_ANIMATE1;
+       
+       if(self.armorvalue || self.health)
+        self.ItemStatus |= ITS_ANIMATE2;
+       
        if(itemflags & FL_WEAPON)
-               self.modelflags |= MF_ROTATE;
-
-       if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
-       if (itemflags & FL_WEAPON)
        {
-               // neutral team color for pickup weapons
-               self.colormap = 1024; // color shirt=0 pants=0 grey
+               if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
+            self.colormap = 1024; // color shirt=0 pants=0 grey
+
+               self.ItemStatus |= ITS_ANIMATE1;
+               self.ItemStatus |= ISF_COLORMAP;
        }
 
        self.state = 0;
@@ -916,6 +1141,13 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime,
        }
        else
                Item_Reset();
+        
+    Net_LinkEntity(self, FALSE, 0, ItemSend);
+
+    if(self.classname == "droppedweapon")
+        self.gravity = 1;
+        //self.SendFlags &~= ISF_DROP;
+
 }
 
 /* replace items in minstagib
@@ -1868,3 +2100,4 @@ float GiveItems(entity e, float beginarg, float endarg)
 
        return got;
 }
+#endif