]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_weaponsystem.qc
very major cleanup of precache code, this patch reduced memory usage
[divverent/nexuiz.git] / data / qcsrc / server / cl_weaponsystem.qc
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         traceline_hitcorpse(self, self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, self);
27         trueaimpoint = trace_endpos;
28
29         if (cvar("g_shootfromeye"))
30                 w_shotorg = ent.origin + ent.view_ofs + v_forward * vecs_x;
31         else if (cvar("g_shootfromcenter"))
32                 w_shotorg = ent.origin + ent.view_ofs + v_forward * vecs_x + '0 0 1' * vecs_z;
33         else
34                 w_shotorg = ent.origin + ent.view_ofs + v_forward * vecs_x + v_right * vecs_y + v_up * vecs_z;
35         w_shotdir = normalize(trueaimpoint - w_shotorg);
36
37         // explanation of g_antilag:
38         // if client reports it was aiming at a player, and the serverside trace
39         // says it would miss, change the aim point to the player's new origin,
40         // but only if the shot at the player's new origin would hit of course
41         //
42         // FIXME: a much better method for bullet weapons would be to leave a
43         // trail of lagged 'ghosts' behind players, and see if the bullet hits the
44         // ghost corresponding to this player's ping time, and if so it would do
45         // damage to the real player
46         if (antilag)
47         if (self.cursor_trace_ent)                 // client was aiming at someone
48         if (self.cursor_trace_ent.takedamage)      // and that person is killable
49         if (cvar("g_antilag"))
50         {
51                 // verify that the shot would miss without antilag
52                 // (avoids an issue where guns would always shoot at their origin)
53                 traceline_hitcorpse(self, w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, self);
54                 if (!trace_ent.takedamage)
55                 {
56                         // verify that the shot would hit if altered
57                         traceline_hitcorpse(self, w_shotorg, self.cursor_trace_ent.origin, MOVE_NORMAL, self);
58                         if (trace_ent == self.cursor_trace_ent)
59                                 w_shotdir = normalize(self.cursor_trace_ent.origin - w_shotorg);
60                 }
61         }
62
63         if (!cvar("g_norecoil"))
64                 self.punchangle_x = recoil * -1;
65
66         if (snd != "")
67                 sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
68
69         if (self.items & IT_STRENGTH)
70         if (!cvar("g_minstagib"))
71                 sound (self, CHAN_AUTO, "weapons/strength_fire.wav", 1, ATTN_NORM);
72 };
73
74 void LaserTarget_Think()
75 {
76         entity e;
77         vector offset;
78         float uselaser;
79         uselaser = 0;
80
81         // list of weapons that will use the laser, and the options that enable it
82         if(self.owner.laser_on && self.owner.weapon == WEP_ROCKET_LAUNCHER && cvar("g_laserguided_missile"))
83                 uselaser = 1;
84         // example
85         //if(self.owner.weapon == WEP_ELECTRO && cvar("g_laserguided_electro"))
86         //      uselaser = 1;
87
88
89
90         // if a laser-enabled weapon isn't selected, delete any existing laser and quit
91         if(!uselaser)
92         {
93                 // rocket launcher isn't selected, so no laser target.
94                 if(self.lasertarget != world)
95                 {
96                         remove(self.lasertarget);
97                         self.lasertarget = world;
98                 }
99                 return;
100         }
101
102         if(!self.lasertarget)
103         {
104                 // we don't have a lasertarget entity, so spawn one
105                 //bprint("create laser target\n");
106                 e = self.lasertarget = spawn();
107                 e.owner = self.owner;                   // Its owner is my owner
108                 e.classname = "laser_target";
109                 e.movetype = MOVETYPE_NOCLIP;   // don't touch things
110                 setmodel(e, "models/laser_dot.mdl");    // what it looks like, precision set below
111                 e.scale = 1.25;                         // make it larger
112                 e.alpha = 0.25;                         // transparency
113                 e.colormod = '255 0 0' * (1/255) * 8;   // change colors
114                 e.effects = EF_FULLBRIGHT | EF_LOWPRECISION;
115                 // make it dynamically glow
116                 // you should avoid over-using this, as it can slow down the player's computer.
117                 e.glow_color = 251; // red color
118                 e.glow_size = 12;
119         }
120         else
121                 e = self.lasertarget;
122
123         // move the laser dot to where the player is looking
124
125         makevectors(self.owner.v_angle); // set v_forward etc to the direction the player is looking
126         offset = '0 0 26' + v_right*3;
127         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
128         setorigin(e, trace_endpos + v_forward*8); // move me to where the traceline ended
129         if(trace_plane_normal != '0 0 0')
130                 e.angles = vectoangles(trace_plane_normal);
131         else
132                 e.angles = vectoangles(v_forward);
133 }
134
135 float CL_Weaponentity_CustomizeEntityForClient()
136 {
137         self.viewmodelforclient = self.owner;
138         if(other.classname == "spectator")
139                 if(other.enemy == self.owner)
140                         self.viewmodelforclient = other;
141         return TRUE;
142 }
143
144 .string weaponname;
145 void() CL_Weaponentity_Think =
146 {
147         self.nextthink = time;
148         if (intermission_running)
149                 self.frame = WFRAME_IDLE;
150         if (self.owner.weaponentity != self)
151         {
152                 remove(self);
153                 return;
154         }
155         if (self.owner.deadflag != DEAD_NO)
156         {
157                 self.model = "";
158                 return;
159         }
160         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
161         {
162                 self.cnt = self.owner.weapon;
163                 self.dmg = self.owner.modelindex;
164                 self.deadflag = self.owner.deadflag;
165                 if (self.owner.weaponname != "")
166                         setmodel(self, strcat("models/weapons/w_", self.owner.weaponname, ".zym")); // precision set below
167                 else
168                         self.model = "";
169         }
170         self.effects = self.owner.effects | EF_LOWPRECISION;
171
172         if (self.flags & FL_FLY)
173                 // owner is currently being teleported, so don't apply EF_NODRAW otherwise the viewmodel would "blink"
174                 self.effects = self.effects - (self.effects & EF_NODRAW);
175
176         if(self.owner.alpha >= 0)
177                 self.alpha = self.owner.alpha;
178         else
179                 self.alpha = 1;
180         self.colormap = self.owner.colormap;
181
182         self.angles = '0 0 0';
183         local float f;
184         f = 0;
185         if (self.state == WS_RAISE)
186                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
187         else if (self.state == WS_DROP)
188                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
189         else if (self.state == WS_CLEAR)
190                 f = 1;
191         self.angles_x = -90 * f * f;
192
193         // create or update the lasertarget entity
194         LaserTarget_Think();
195 };
196
197 void() CL_ExteriorWeaponentity_Think =
198 {
199         self.nextthink = time;
200         if (self.owner.exteriorweaponentity != self)
201         {
202                 remove(self);
203                 return;
204         }
205         if (self.owner.deadflag != DEAD_NO)
206         {
207                 self.model = "";
208                 return;
209         }
210         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
211         {
212                 self.cnt = self.owner.weapon;
213                 self.dmg = self.owner.modelindex;
214                 self.deadflag = self.owner.deadflag;
215                 if (self.owner.weaponname != "")
216                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
217                 else
218                         self.model = "";
219                 setattachment(self, self.owner, "bip01 r hand");
220                 // if that didn't find a tag, hide the exterior weapon model
221                 if (!self.tag_index)
222                         self.model = "";
223         }
224         self.effects = self.owner.effects | EF_LOWPRECISION;
225         self.effects = self.effects - (self.effects & (EF_BLUE | EF_RED)); // eat performance
226         if(self.owner.alpha >= 0)
227                 self.alpha = self.owner.alpha;
228         else
229                 self.alpha = 1;
230         self.colormap = self.owner.colormap;
231 };
232
233 // spawning weaponentity for client
234 void() CL_SpawnWeaponentity =
235 {
236         self.weaponentity = spawn();
237         self.weaponentity.solid = SOLID_NOT;
238         self.weaponentity.owner = self;
239         self.weaponentity.weaponentity = self.weaponentity;
240         setmodel(self.weaponentity, ""); // precision set when changed
241         self.weaponentity.origin = '0 0 0';
242         self.weaponentity.angles = '0 0 0';
243         self.weaponentity.viewmodelforclient = self;
244         self.weaponentity.flags = 0;
245         self.weaponentity.think = CL_Weaponentity_Think;
246         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
247         self.weaponentity.nextthink = time;
248         self.weaponentity.scale = 0.61;
249
250         self.exteriorweaponentity = spawn();
251         self.exteriorweaponentity.solid = SOLID_NOT;
252         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
253         self.exteriorweaponentity.owner = self;
254         self.exteriorweaponentity.origin = '0 0 0';
255         self.exteriorweaponentity.angles = '0 0 0';
256         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
257         self.exteriorweaponentity.nextthink = time;
258 };
259
260 float(entity cl, float wpn, float andammo, float complain) client_hasweapon =
261 {
262         local float itemcode, f;
263         local entity oldself;
264
265         if (wpn < WEP_FIRST || wpn > WEP_LAST)
266         {
267                 if (complain)
268                         sprint(self, "Invalid weapon\n");
269                 return FALSE;
270         }
271         itemcode = W_ItemCode(wpn);
272         if (cl.items & itemcode)
273         {
274                 if (andammo)
275                 {
276                         oldself = self;
277                         self = cl;
278                         f = weapon_action(wpn, WR_CHECKAMMO1);
279                         f = f + weapon_action(wpn, WR_CHECKAMMO2);
280                         self = oldself;
281                         if (!f)
282                         {
283                                 if (complain)
284                                         sprint(self, "You don't have any ammo for that weapon\n");
285                                 return FALSE;
286                         }
287                 }
288                 return TRUE;
289         }
290         if (complain)
291         {
292                 // DRESK - 3/16/07
293                 // Report Proper Weapon Status / Modified Weapon Ownership Message
294                 if(itemsInMap & itemcode)
295                         sprint(self, strcat("You do not have the ^2", W_Name(wpn), "\n") );
296                 else
297                         sprint(self, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
298         }
299         return FALSE;
300 };
301
302 // Weapon subs
303 void() w_clear =
304 {
305         if (self.weapon != -1)
306                 self.weapon = 0;
307         if (self.weaponentity)
308         {
309                 self.weaponentity.state = WS_CLEAR;
310                 // self.weaponname = ""; // next frame will setmodel it to "" when needed anyway
311                 self.weaponentity.effects = 0;
312         }
313 };
314
315 void() w_ready =
316 {
317         if (self.weaponentity)
318         {
319                 self.weaponentity.state = WS_READY;
320                 weapon_thinkf(WFRAME_IDLE, 0.1, w_ready);
321         }
322 };
323
324 // FIXME: add qw-style client-custom weaponrating (cl_weaponrating)?
325 float(entity e) w_getbestweapon
326 {// add new weapons here
327         if (client_hasweapon(e, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
328                 return WEP_ROCKET_LAUNCHER;
329         else if (client_hasweapon(e, WEP_NEX, TRUE, FALSE))
330                 return WEP_NEX;
331         else if (client_hasweapon(e, WEP_HAGAR, TRUE, FALSE))
332                 return WEP_HAGAR;
333         else if (client_hasweapon(e, WEP_GRENADE_LAUNCHER, TRUE, FALSE))
334                 return WEP_GRENADE_LAUNCHER;
335         else if (client_hasweapon(e, WEP_ELECTRO, TRUE, FALSE))
336                 return WEP_ELECTRO;
337         else if (client_hasweapon(e, WEP_CRYLINK, TRUE, FALSE))
338                 return WEP_CRYLINK;
339         else if (client_hasweapon(e, WEP_UZI, TRUE, FALSE))
340                 return WEP_UZI;
341         else if (client_hasweapon(e, WEP_SHOTGUN, TRUE, FALSE))
342                 return WEP_SHOTGUN;
343         else if (client_hasweapon(e, WEP_LASER, FALSE, FALSE))
344                 return WEP_LASER;
345         else
346                 return 0;
347 };
348
349 // Setup weapon for client (after this raise frame will be launched)
350 void(float windex, string wname, float hudammo) weapon_setup =
351 {
352         self.items = self.items - (self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS));
353         self.items = self.items | hudammo;
354
355         // the two weapon entities will notice this has changed and update their models
356         self.weapon = windex;
357         self.weaponname = wname;
358
359         // might fire faster after switch
360         self.attack_finished = min(max(time, self.attack_finished_old + 1), self.attack_finished);
361 };
362
363 // perform weapon to attack (weaponstate and attack_finished check is here)
364 float(float secondary, float attacktime) weapon_prepareattack =
365 {
366         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
367         {
368                 self.switchweapon = w_getbestweapon(self);
369                 if (self.switchweapon != self.weapon)
370                         self.cnt = self.weapon;
371                 return FALSE;
372         }
373         // don't fire if previous attack is not finished
374         if (self.attack_finished > time)
375                 return FALSE;
376         // don't fire while changing weapon
377         if (self.weaponentity.state != WS_READY)
378                 return FALSE;
379         self.weaponentity.state = WS_INUSE;
380         self.attack_finished_old = self.attack_finished;
381         self.attack_finished = max(time, self.attack_finished + attacktime);
382         return TRUE;
383 };
384
385 void(float fr, float t, void() func) weapon_thinkf =
386 {
387         if (fr >= 0)
388         {
389                 if (self.weaponentity != world)
390                         self.weaponentity.frame = fr;
391         }
392
393         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
394         {
395                 backtrace("Tried to override initial weapon think function - should this really happen?");
396         }
397
398         if(cvar("g_runematch"))
399         {
400                 if(self.runes & RUNE_SPEED)
401                 {
402                         if(self.runes & CURSE_SLOW)
403                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
404                         else
405                                 t = t * cvar("g_balance_rune_speed_atkrate");
406                 }
407                 else if(self.runes & CURSE_SLOW)
408                 {
409                         t = t * cvar("g_balance_curse_slow_atkrate");
410                 }
411         }
412
413         // VorteX: haste can be added here
414         self.weapon_nextthink = max(time, self.weapon_nextthink_lastframe + t);
415         self.weapon_think = func;
416 };
417
418 void(float spd, vector org) weapon_boblayer1 =
419 {
420         // VorteX: haste can be added here
421 };
422
423 vector(vector pvelocity, vector mvelocity) W_CalculateProjectileVelocity =
424 {
425         vector mdirection;
426         float mspeed;
427         float outspeed;
428         float nstyle;
429         vector outvelocity;
430
431         mdirection = normalize(mvelocity);
432         mspeed = vlen(mvelocity);
433
434         nstyle = cvar("g_projectiles_newton_style");
435         if(nstyle == 0)
436         {
437                 // absolute velocity
438                 outvelocity = mvelocity;
439         }
440         else if(nstyle == 1)
441         {
442                 // true Newtonian projectiles
443                 outvelocity = pvelocity + mvelocity;
444         }
445         else if(nstyle == 2)
446         {
447                 // true Newtonian projectiles with automatic aim adjustment
448                 //
449                 // solve: |outspeed * mdirection - pvelocity| = mspeed
450                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
451                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
452                 // PLUS SIGN!
453                 // not defined?
454                 // then...
455                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
456                 // velocity without mdirection component > mspeed
457                 // fire at smallest possible mspeed that works?
458                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
459
460                 float D;
461                 float p;
462                 float q;
463                 p = mdirection * pvelocity;
464                 q = pvelocity * pvelocity - mspeed * mspeed;
465                 D = p * p - q;
466                 if(D < 0)
467                 {
468                         //dprint("impossible shot, adjusting\n");
469                         D = 0;
470                 }
471                 outspeed = p + sqrt(D);
472                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
473                 outvelocity = mdirection * outspeed;
474         }
475         else if(nstyle == 3)
476         {
477                 // pseudo-Newtonian:
478                 outspeed = mspeed + mdirection * pvelocity;
479                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
480                 outvelocity = mdirection * outspeed;
481         }
482         else if(nstyle == 4)
483         {
484                 // tZorkian:
485                 outspeed = mspeed + vlen(pvelocity);
486                 outvelocity = mdirection * outspeed;
487         }
488         else
489                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
490
491         return outvelocity;
492 }
493
494 void(entity missile) W_SetupProjectileVelocity =
495 {
496         if(missile.owner == world)
497                 error("Unowned missile");
498
499         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
500 }