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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 #ifdef SVQC
271                 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
272                 return weapon_model_output;
273 #else
274                 return output;
275 #endif
276 }
277
278 #ifndef MENUQC
279 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
280 {
281         switch (algn)
282         {
283                 default:
284                 case 3:
285                         // right alignment
286                         break;
287                 case 4:
288                         // left
289                         vecs.y = -vecs.y;
290                         break;
291                 case 1:
292                 case 2:
293                         // center
294                         vecs.y = 0;
295                         vecs.z -= 2;
296                         break;
297         }
298         return vecs;
299 }
300
301 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
302 {
303 #ifdef SVQC
304         string s;
305 #endif
306         if (visual)
307         {
308                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
309         }
310 #ifdef SVQC
311         else if (autocvar_g_shootfromeye)
312         {
313                 vecs.y = vecs.z = 0;
314         }
315         else if (autocvar_g_shootfromcenter)
316         {
317                 vecs.y = 0;
318                 vecs.z -= 2;
319         }
320         else if ((s = autocvar_g_shootfromfixedorigin) != "")
321         {
322                 vector v = stov(s);
323                 if (y_is_right) v.y = -v.y;
324                 if (v.x != 0) vecs.x = v.x;
325                 vecs.y = v.y;
326                 vecs.z = v.z;
327         }
328 #endif
329         else  // just do the same as top
330         {
331                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
332         }
333
334         return vecs;
335 }
336
337 #define shotorg_adjust shotorg_adjust_values
338
339 /**
340  * supported formats:
341  *
342  * 1. simple animated model, muzzle flash handling on h_ model:
343  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
344  *      tags:
345  *        shot = muzzle end (shot origin, also used for muzzle flashes)
346  *        shell = casings ejection point (must be on the right hand side of the gun)
347  *        weapon = attachment for v_tuba.md3
348  *    v_tuba.md3 - first and third person model
349  *    g_tuba.md3 - pickup model
350  *
351  * 2. simple animated model, muzzle flash handling on v_ model:
352  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
353  *      tags:
354  *        weapon = attachment for v_tuba.md3
355  *    v_tuba.md3 - first and third person model
356  *      tags:
357  *        shot = muzzle end (shot origin, also used for muzzle flashes)
358  *        shell = casings ejection point (must be on the right hand side of the gun)
359  *    g_tuba.md3 - pickup model
360  *
361  * 3. fully animated model, muzzle flash handling on h_ model:
362  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
363  *      tags:
364  *        shot = muzzle end (shot origin, also used for muzzle flashes)
365  *        shell = casings ejection point (must be on the right hand side of the gun)
366  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
367  *    v_tuba.md3 - third person model
368  *    g_tuba.md3 - pickup model
369  *
370  * 4. fully animated model, muzzle flash handling on v_ model:
371  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
372  *      tags:
373  *        shot = muzzle end (shot origin)
374  *        shell = casings ejection point (must be on the right hand side of the gun)
375  *    v_tuba.md3 - third person model
376  *      tags:
377  *        shot = muzzle end (for muzzle flashes)
378  *    g_tuba.md3 - pickup model
379  *
380  * writes:
381  *   this.origin, this.angles
382  *   this.weaponchild
383  *   this.movedir, this.view_ofs
384  *   attachment stuff
385  *   anim stuff
386  * to free:
387  *   call again with ""
388  *   remove the ent
389  */
390 void CL_WeaponEntity_SetModel(entity this, string name)
391 {
392         if (name == "")
393         {
394                 this.model = "";
395                 if (this.weaponchild) remove(this.weaponchild);
396                 this.weaponchild = NULL;
397                 this.movedir = '0 0 0';
398                 this.spawnorigin = '0 0 0';
399                 this.oldorigin = '0 0 0';
400                 this.anim_fire1  = '0 1 0.01';
401                 this.anim_fire2  = '0 1 0.01';
402                 this.anim_idle   = '0 1 0.01';
403                 this.anim_reload = '0 1 0.01';
404         }
405         else
406         {
407                 // if there is a child entity, hide it until we're sure we use it
408                 if (this.weaponchild) this.weaponchild.model = "";
409                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
410                 int v_shot_idx;  // used later
411                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
412
413                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
414                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
415                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
416                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
417                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
418                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
419
420                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
421                 // if we don't, this is a "real" animated model
422                 string t;
423                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
424                 {
425                         if (!this.weaponchild)
426                         {
427                                 this.weaponchild = new(weaponchild);
428                                 make_pure(this.weaponchild);
429 #ifdef CSQC
430                                 this.weaponchild.drawmask = MASK_NORMAL;
431                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
432 #endif
433                         }
434                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
435                         setattachment(this.weaponchild, this, t);
436                 }
437                 else
438                 {
439                         if (this.weaponchild) remove(this.weaponchild);
440                         this.weaponchild = NULL;
441                 }
442
443                 setorigin(this, '0 0 0');
444                 this.angles = '0 0 0';
445                 this.frame = 0;
446 #ifdef SVQC
447                 this.viewmodelforclient = NULL;
448 #else
449                 this.renderflags &= ~RF_VIEWMODEL;
450 #endif
451                 if (v_shot_idx)  // v_ model attached to invisible h_ model
452                 {
453                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
454                 }
455                 else
456                 {
457                         int idx;
458                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
459                         {
460                                 this.movedir = gettaginfo(this, idx);
461                         }
462                         else
463                         {
464                                 LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
465                                         this.model);
466                                 this.movedir = '0 0 0';
467                         }
468                 }
469                 {
470                         int idx = 0;
471                         // v_ model attached to invisible h_ model
472                         if (this.weaponchild
473                             && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
474                         {
475                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
476                         }
477                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
478                         {
479                                 this.spawnorigin = gettaginfo(this, idx);
480                         }
481                         else
482                         {
483                                 LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
484                                         this.model);
485                                 this.spawnorigin = this.movedir;
486                         }
487                 }
488                 if (v_shot_idx)
489                 {
490                         this.oldorigin = '0 0 0';  // use regular attachment
491                 }
492                 else
493                 {
494                         int idx;
495                         if (this.weaponchild)
496                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
497                         else
498                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
499                         if (idx)
500                         {
501                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
502                         }
503                         else
504                         {
505                                 LOG_WARNINGF(
506                                         "weapon model %s does not support the 'handle' tag "
507                                         "and neither does the v_ model support the 'shot' tag, "
508                                         "will display muzzle flashes TOTALLY wrong\n",
509                                         this.model);
510                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
511                         }
512                 }
513
514 #ifdef SVQC
515                 this.viewmodelforclient = this.owner;
516 #else
517                 this.renderflags |= RF_VIEWMODEL;
518 #endif
519         }
520
521         this.view_ofs = '0 0 0';
522
523         if (this.movedir.x >= 0)
524         {
525 #ifdef SVQC
526                 int algn = this.owner.cvar_cl_gunalign;
527 #else
528                 int algn = autocvar_cl_gunalign;
529 #endif
530                 vector v = this.movedir;
531                 this.movedir = shotorg_adjust(v, false, false, algn);
532                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
533         }
534         int compressed_shotorg = compressShotOrigin(this.movedir);
535         // make them match perfectly
536 #ifdef SVQC
537         this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
538 #else
539         this.movedir = decompressShotOrigin(compressed_shotorg);
540 #endif
541
542         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
543
544         // check if an instant weapon switch occurred
545         setorigin(this, this.view_ofs);
546         // reset animstate now
547         this.wframe = WFRAME_IDLE;
548         setanim(this, this.anim_idle, true, false, true);
549 }
550 #endif
551
552 #ifndef MENUQC
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         bool restartanim = ReadByte();
563         anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
564         viewmodel.state = ReadByte();
565         viewmodel.weapon_nextthink = ReadFloat();
566         viewmodel.alpha = ReadByte() / 255;
567         switch (viewmodel.state)
568         {
569                 case WS_RAISE:
570                 case WS_DROP:
571                         viewmodel.weapon_switchdelay = ReadFloat();
572                         break;
573         default:
574             viewmodel.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         WriteCoord(channel, a.x);
589         WriteCoord(channel, a.y);
590         WriteCoord(channel, a.z);
591         WriteByte(channel, restartanim);
592         WriteByte(channel, weaponentity.state);
593         WriteFloat(channel, weaponentity.weapon_nextthink);
594         WriteByte(channel, weaponentity.m_alpha * 255);
595         Weapon w = Weapons_from(actor.weapon);
596         switch (weaponentity.state)
597         {
598                 case WS_RAISE:
599                         WriteFloat(channel, w.switchdelay_raise);
600                         break;
601                 case WS_DROP:
602                         WriteFloat(channel, w.switchdelay_drop);
603                         break;
604         }
605 }
606 #endif
607
608 #endif
609
610 #endif