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1 /*
2 ===========================================================================
3
4   CLIENT WEAPONSYSTEM CODE
5   Bring back W_Weaponframe
6
7 ===========================================================================
8 */
9
10 // VorteX: static frame globals
11 float WFRAME_FIRE1 = 0;
12 float WFRAME_FIRE2 = 1;
13 float WFRAME_IDLE = 2;
14
15 void(float fr, float t, void() func) weapon_thinkf;
16
17 vector w_shotorg;
18 vector w_shotdir;
19
20 // this function calculates w_shotorg and w_shotdir based on the weapon model
21 // offset, trueaim and antilag, and won't put w_shotorg inside a wall.
22 // make sure you call makevectors first (FIXME?)
23 void(entity ent, vector vecs, float antilag, float recoil, string snd) W_SetupShot =
24 {
25         local vector trueaimpoint;
26
27         traceline_hitcorpse(self, self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
28         trueaimpoint = trace_endpos;
29
30         // if aiming at a player and the original trace won't hit that player
31         // anymore, try aiming at the player's new position
32         if (antilag)
33         if (!trace_ent.takedamage)                 // shot would miss without antilag
34         if (self.cursor_trace_ent)                 // but it HAD hit on the client
35         if (self.cursor_trace_ent.takedamage)      //   and even something evil
36         // if (trace_ent != self.cursor_trace_ent) // and it is different (redundant check, see takedamage)
37         if (cvar("g_antilag"))
38                 trueaimpoint = self.cursor_trace_ent.origin;
39
40         /*
41         // don't allow the shot to start inside a wall
42         local vector startorg;
43         local vector idealorg;
44         startorg = ent.origin + ent.view_ofs;// - '0 0 8';
45         idealorg = ent.origin + ent.view_ofs + v_forward * vecs_x + v_right * vecs_y + v_up * vecs_z;
46         traceline_hitcorpse (ent, startorg, idealorg, MOVE_NOMONSTERS, ent);
47         w_shotorg = trace_endpos;
48         */
49         // all positions in the code are now required to be inside the player box
50         w_shotorg = ent.origin + ent.view_ofs + v_forward * vecs_x + v_right * vecs_y + v_up * vecs_z;
51
52         w_shotdir = normalize(trueaimpoint - w_shotorg);
53
54         if (!cvar("g_norecoil"))
55                 self.punchangle_x = recoil * -1;
56
57         if (snd != "")
58                 sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
59
60         if (self.items & IT_STRENGTH)
61         if (!cvar("g_minstagib"))
62                 sound (self, CHAN_AUTO, "weapons/strength_fire.ogg", 1, ATTN_NORM);
63 };
64
65 void LaserTarget_Think()
66 {
67         entity e;
68         vector offset;
69         float uselaser;
70         uselaser = 0;
71
72         // list of weapons that will use the laser, and the options that enable it
73         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && cvar("g_laserguided_missile"))
74                 uselaser = 1;
75         // example
76         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
77         //      uselaser = 1;
78
79
80
81         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
82         if(!uselaser)
83         {
84                 // rocket launcher isn't selected, so no laser target.
85                 if(self.lasertarget != world)
86                 {
87                         remove(self.lasertarget);
88                         self.lasertarget = world;
89                 }
90                 return;
91         }
92
93         if(!self.lasertarget)
94         {
95                 // we don't have a lasertarget entity, so spawn one
96                 //bprint("create laser target\n");
97                 e = self.lasertarget = spawn();
98                 e.owner = self.owner;                   // Its owner is my owner
99                 e.classname = "laser_target";
100                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
101                 setmodel(e, "models/laser_dot.mdl");    // what it looks like
102                 e.scale = 1.25;                         // make it larger
103                 e.alpha = 0.25;                         // transparency
104                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
105                 e.effects = EF_FULLBRIGHT;
106                 // make it dynamically glow
107                 // you should avoid over-using this, as it can slow down the player's computer.
108                 e.glow_color = 251; // red color
109                 e.glow_size = 12;
110         }
111         else
112                 e = self.lasertarget;
113
114         // move the laser dot to where the player is looking
115
116         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
117         offset = '0 0 26' + v_right*3;
118         traceline(self.owner.origin + offset, self.owner.origin + offset + v_forward * MAX_SHOT_DISTANCE, FALSE, self); // trace forward until you hit something, like a player or wall
119         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
120         if(trace_plane_normal != '0 0 0')
121                 e.angles = vectoangles(trace_plane_normal);
122         else
123                 e.angles = vectoangles(v_forward);
124 }
125
126 .string weaponname;
127 void() CL_Weaponentity_Think =
128 {
129         self.nextthink = time;
130         if (intermission_running)
131                 self.frame = WFRAME_IDLE;
132         if (self.owner.weaponentity != self)
133         {
134                 remove(self);
135                 return;
136         }
137         if (self.owner.deadflag != DEAD_NO)
138         {
139                 self.model = "";
140                 return;
141         }
142         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
143         {
144                 self.cnt = self.owner.weapon;
145                 self.dmg = self.owner.modelindex;
146                 self.deadflag = self.owner.deadflag;
147                 if (self.owner.weaponname != "")
148                         setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym"));
149                 else
150                         self.model = "";
151         }
152         self.effects = self.owner.effects;
153
154         if (self.flags & FL_FLY)
155                 // owner is currently being teleported, so don't apply EF_NODRAW otherwise the viewmodel would "blink"
156                 self.effects = self.effects - (self.effects & EF_NODRAW);
157
158         if(self.owner.alpha >= 0)
159                 self.alpha = self.owner.alpha;
160         else
161                 self.alpha = 1;
162         self.colormap = self.owner.colormap;
163
164         self.angles = '0 0 0';
165         local float f;
166         f = 0;
167         if (self.state == WS_RAISE)
168                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
169         else if (self.state == WS_DROP)
170                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
171         else if (self.state == WS_CLEAR)
172                 f = 1;
173         self.angles_x = -90 * f * f;
174
175         // create or update the lasertarget entity
176         LaserTarget_Think();
177 };
178
179 void() CL_ExteriorWeaponentity_Think =
180 {
181         self.nextthink = time;
182         if (self.owner.exteriorweaponentity != self)
183         {
184                 remove(self);
185                 return;
186         }
187         if (self.owner.deadflag != DEAD_NO)
188         {
189                 self.model = "";
190                 return;
191         }
192         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
193         {
194                 self.cnt = self.owner.weapon;
195                 self.dmg = self.owner.modelindex;
196                 self.deadflag = self.owner.deadflag;
197                 if (self.owner.weaponname != "")
198                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));
199                 else
200                         self.model = "";
201                 setattachment(self, self.owner, "bip01 r hand");
202                 // if that didn't find a tag, hide the exterior weapon model
203                 if (!self.tag_index)
204                         self.model = "";
205         }
206         self.effects = self.owner.effects;
207         self.colormap = self.owner.colormap;
208 };
209
210 // spawning weaponentity for client
211 void() CL_SpawnWeaponentity =
212 {
213         self.weaponentity = spawn();
214         self.weaponentity.solid = SOLID_NOT;
215         self.weaponentity.owner = self;
216         self.weaponentity.weaponentity = self.weaponentity;
217         setmodel(self.weaponentity, "");
218         self.weaponentity.origin = '0 0 0';
219         self.weaponentity.angles = '0 0 0';
220         self.weaponentity.viewmodelforclient = self;
221         self.weaponentity.flags = 0;
222         self.weaponentity.think = CL_Weaponentity_Think;
223         self.weaponentity.nextthink = time;
224         self.weaponentity.scale = 0.61;
225
226         self.exteriorweaponentity = spawn();
227         self.exteriorweaponentity.solid = SOLID_NOT;
228         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
229         self.exteriorweaponentity.owner = self;
230         self.exteriorweaponentity.origin = '0 0 0';
231         self.exteriorweaponentity.angles = '0 0 0';
232         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
233         self.exteriorweaponentity.nextthink = time;
234 };
235
236 float(entity cl, float wpn, float andammo, float complain) client_hasweapon =
237 {
238         local float itemcode, f;
239         local entity oldself;
240
241         if (wpn < WEP_FIRST || wpn > WEP_LAST)
242         {
243                 if (complain)
244                         sprint(self, "Invalid weapon\n");
245                 return FALSE;
246         }
247         itemcode = W_ItemCode(wpn);
248         if (cl.items & itemcode)
249         {
250                 if (andammo)
251                 {
252                         oldself = self;
253                         self = cl;
254                         f = weapon_action(wpn, WR_CHECKAMMO1);
255                         f = f + weapon_action(wpn, WR_CHECKAMMO2);
256                         self = oldself;
257                         if (!f)
258                         {
259                                 if (complain)
260                                         sprint(self, "You don't have any ammo for that weapon\n");
261                                 return FALSE;
262                         }
263                 }
264                 return TRUE;
265         }
266         if (complain)
267                 sprint(self, "You don't own that weapon\n");
268         return FALSE;
269 };
270
271 // Weapon subs
272 void() w_clear =
273 {
274         if (self.weapon != -1)
275                 self.weapon = 0;
276         if (self.weaponentity)
277         {
278                 self.weaponentity.state = WS_CLEAR;
279                 setmodel(self.weaponentity, "");
280                 self.weaponentity.effects = 0;
281         }
282 };
283
284 void() w_ready =
285 {
286         if (self.weaponentity)
287         {
288                 self.weaponentity.state = WS_READY;
289                 weapon_thinkf(WFRAME_IDLE, 0.1, w_ready);
290         }
291 };
292
293 // FIXME: add qw-style client-custom weaponrating (cl_weaponrating)?
294 float(entity e) w_getbestweapon
295 {// add new weapons here
296         if (client_hasweapon(e, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
297                 return WEP_ROCKET_LAUNCHER;
298         else if (client_hasweapon(e, WEP_NEX, TRUE, FALSE))
299                 return WEP_NEX;
300         else if (client_hasweapon(e, WEP_HAGAR, TRUE, FALSE))
301                 return WEP_HAGAR;
302         else if (client_hasweapon(e, WEP_GRENADE_LAUNCHER, TRUE, FALSE))
303                 return WEP_GRENADE_LAUNCHER;
304         else if (client_hasweapon(e, WEP_ELECTRO, TRUE, FALSE))
305                 return WEP_ELECTRO;
306         else if (client_hasweapon(e, WEP_CRYLINK, TRUE, FALSE))
307                 return WEP_CRYLINK;
308         else if (client_hasweapon(e, WEP_UZI, TRUE, FALSE))
309                 return WEP_UZI;
310         else if (client_hasweapon(e, WEP_SHOTGUN, TRUE, FALSE))
311                 return WEP_SHOTGUN;
312         else if (client_hasweapon(e, WEP_LASER, FALSE, FALSE))
313                 return WEP_LASER;
314         else
315                 return 0;
316 };
317
318 // Setup weapon for client (after this raise frame will be launched)
319 void(float windex, string wname, float hudammo) weapon_setup =
320 {
321         self.items = self.items - (self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS));
322         self.items = self.items | hudammo;
323
324         // the two weapon entities will notice this has changed and update their models
325         self.weapon = windex;
326         self.weaponname = wname;
327
328         // might fire faster after switch
329         self.attack_finished = min(max(time, self.attack_finished_old + 1), self.attack_finished);
330 };
331
332 // perform weapon to attack (weaponstate and attack_finished check is here)
333 float(float secondary, float attacktime) weapon_prepareattack =
334 {
335         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
336         {
337                 self.switchweapon = w_getbestweapon(self);
338                 if (self.switchweapon != self.weapon)
339                         self.cnt = self.weapon;
340                 return FALSE;
341         }
342         // don't fire if previous attack is not finished
343         if (self.attack_finished > time)
344                 return FALSE;
345         // don't fire while changing weapon
346         if (self.weaponentity.state != WS_READY)
347                 return FALSE;
348         self.weaponentity.state = WS_INUSE;
349         self.attack_finished_old = self.attack_finished;
350         self.attack_finished = max(time, self.attack_finished + attacktime);
351         return TRUE;
352 };
353
354 void(float fr, float t, void() func) weapon_thinkf =
355 {
356         if (fr >= 0)
357         {
358                 if (self.weaponentity != world)
359                         self.weaponentity.frame = fr;
360         }
361
362         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
363         {
364                 backtrace("Tried to override initial weapon think function - should this really happen?");
365         }
366
367         if(cvar("g_runematch"))
368         {
369                 if(self.runes & RUNE_SPEED)
370                 {
371                         if(self.runes & CURSE_SLOW)
372                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
373                         else
374                                 t = t * cvar("g_balance_rune_speed_atkrate");
375                 }
376                 else if(self.runes & CURSE_SLOW)
377                 {
378                         t = t * cvar("g_balance_curse_slow_atkrate");
379                 }
380         }
381
382         // VorteX: haste can be added here
383         self.weapon_nextthink = max(time, self.weapon_nextthink_lastframe + t);
384         self.weapon_think = func;
385 };
386
387 void(float spd, vector org) weapon_boblayer1 =
388 {
389         // VorteX: haste can be added here
390 };
391