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don't do antilag if you would have hit without it (prevents misses when a player...
[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
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         self.alpha = self.owner.alpha;
159         self.colormap = self.owner.colormap;
160
161         self.angles = '0 0 0';
162         local float f;
163         f = 0;
164         if (self.state == WS_RAISE)
165                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
166         else if (self.state == WS_DROP)
167                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
168         else if (self.state == WS_CLEAR)
169                 f = 1;
170         self.angles_x = -90 * f * f;
171
172         // create or update the lasertarget entity
173         LaserTarget_Think();
174 };
175
176 void() CL_ExteriorWeaponentity_Think =
177 {
178         self.nextthink = time;
179         if (self.owner.exteriorweaponentity != self)
180         {
181                 remove(self);
182                 return;
183         }
184         if (self.owner.deadflag != DEAD_NO)
185         {
186                 self.model = "";
187                 return;
188         }
189         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
190         {
191                 self.cnt = self.owner.weapon;
192                 self.dmg = self.owner.modelindex;
193                 self.deadflag = self.owner.deadflag;
194                 if (self.owner.weaponname != "")
195                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3"));
196                 else
197                         self.model = "";
198                 setattachment(self, self.owner, "bip01 r hand");
199                 // if that didn't find a tag, hide the exterior weapon model
200                 if (!self.tag_index)
201                         self.model = "";
202         }
203         self.effects = self.owner.effects;
204         self.colormap = self.owner.colormap;
205 };
206
207 // spawning weaponentity for client
208 void() CL_SpawnWeaponentity =
209 {
210         self.weaponentity = spawn();
211         self.weaponentity.solid = SOLID_NOT;
212         self.weaponentity.owner = self;
213         self.weaponentity.weaponentity = self.weaponentity;
214         setmodel(self.weaponentity, "");
215         self.weaponentity.origin = '0 0 0';
216         self.weaponentity.angles = '0 0 0';
217         self.weaponentity.viewmodelforclient = self;
218         self.weaponentity.flags = 0;
219         self.weaponentity.think = CL_Weaponentity_Think;
220         self.weaponentity.nextthink = time;
221         self.weaponentity.scale = 0.61;
222
223         self.exteriorweaponentity = spawn();
224         self.exteriorweaponentity.solid = SOLID_NOT;
225         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
226         self.exteriorweaponentity.owner = self;
227         self.exteriorweaponentity.origin = '0 0 0';
228         self.exteriorweaponentity.angles = '0 0 0';
229         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
230         self.exteriorweaponentity.nextthink = time;
231 };
232
233 float(entity cl, float wpn, float andammo, float complain) client_hasweapon =
234 {
235         local float itemcode, f;
236         local entity oldself;
237
238         if (wpn < WEP_FIRST || wpn > WEP_LAST)
239         {
240                 if (complain)
241                         sprint(self, "Invalid weapon\n");
242                 return FALSE;
243         }
244         itemcode = W_ItemCode(wpn);
245         if (cl.items & itemcode)
246         {
247                 if (andammo)
248                 {
249                         oldself = self;
250                         self = cl;
251                         f = weapon_action(wpn, WR_CHECKAMMO1);
252                         f = f + weapon_action(wpn, WR_CHECKAMMO2);
253                         self = oldself;
254                         if (!f)
255                         {
256                                 if (complain)
257                                         sprint(self, "You don't have any ammo for that weapon\n");
258                                 return FALSE;
259                         }
260                 }
261                 return TRUE;
262         }
263         if (complain)
264                 sprint(self, "You don't own that weapon\n");
265         return FALSE;
266 };
267
268 // Weapon subs
269 void() w_clear =
270 {
271         if (self.weapon != -1)
272                 self.weapon = 0;
273         if (self.weaponentity)
274         {
275                 self.weaponentity.state = WS_CLEAR;
276                 setmodel(self.weaponentity, "");
277                 self.weaponentity.effects = 0;
278         }
279 };
280
281 void() w_ready =
282 {
283         if (self.weaponentity)
284         {
285                 self.weaponentity.state = WS_READY;
286                 weapon_thinkf(WFRAME_IDLE, 0.1, w_ready);
287         }
288 };
289
290 // FIXME: add qw-style client-custom weaponrating (cl_weaponrating)?
291 float(entity e) w_getbestweapon
292 {// add new weapons here
293         if (client_hasweapon(e, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
294                 return WEP_ROCKET_LAUNCHER;
295         else if (client_hasweapon(e, WEP_NEX, TRUE, FALSE))
296                 return WEP_NEX;
297         else if (client_hasweapon(e, WEP_HAGAR, TRUE, FALSE))
298                 return WEP_HAGAR;
299         else if (client_hasweapon(e, WEP_GRENADE_LAUNCHER, TRUE, FALSE))
300                 return WEP_GRENADE_LAUNCHER;
301         else if (client_hasweapon(e, WEP_ELECTRO, TRUE, FALSE))
302                 return WEP_ELECTRO;
303         else if (client_hasweapon(e, WEP_CRYLINK, TRUE, FALSE))
304                 return WEP_CRYLINK;
305         else if (client_hasweapon(e, WEP_UZI, TRUE, FALSE))
306                 return WEP_UZI;
307         else if (client_hasweapon(e, WEP_SHOTGUN, TRUE, FALSE))
308                 return WEP_SHOTGUN;
309         else if (client_hasweapon(e, WEP_LASER, FALSE, FALSE))
310                 return WEP_LASER;
311         else
312                 return 0;
313 };
314
315 // Setup weapon for client (after this raise frame will be launched)
316 void(float windex, string wname, float hudammo) weapon_setup =
317 {
318         self.items = self.items - (self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS));
319         self.items = self.items | hudammo;
320
321         // the two weapon entities will notice this has changed and update their models
322         self.weapon = windex;
323         self.weaponname = wname;
324 };
325
326 // perform weapon to attack (weaponstate and attack_finished check is here)
327 float(float secondary, float attacktime) weapon_prepareattack =
328 {
329         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
330         {
331                 self.switchweapon = w_getbestweapon(self);
332                 if (self.switchweapon != self.weapon)
333                         self.cnt = self.weapon;
334                 return FALSE;
335         }
336         // don't fire if previous attack is not finished
337         if (self.attack_finished > time)
338                 return FALSE;
339         // don't fire while changing weapon
340         if (self.weaponentity.state != WS_READY)
341                 return FALSE;
342         self.weaponentity.state = WS_INUSE;
343         self.attack_finished = max(time, self.attack_finished + attacktime);
344         return TRUE;
345 };
346
347 void(float fr, float t, void() func) weapon_thinkf =
348 {
349         if (fr >= 0)
350         {
351                 if (self.weaponentity != world)
352                         self.weaponentity.frame = fr;
353         }
354
355         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
356         {
357                 backtrace("Tried to override initial weapon think function - should this really happen?");
358         }
359
360         if(cvar("g_runematch"))
361         {
362                 if(self.runes & RUNE_SPEED)
363                 {
364                         if(self.runes & CURSE_SLOW)
365                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
366                         else
367                                 t = t * cvar("g_balance_rune_speed_atkrate");
368                 }
369                 else if(self.runes & CURSE_SLOW)
370                 {
371                         t = t * cvar("g_balance_curse_slow_atkrate");
372                 }
373         }
374
375         // VorteX: haste can be added here
376         self.weapon_nextthink = max(time, self.weapon_nextthink_lastframe + t);
377         self.weapon_think = func;
378 };
379
380 void(float spd, vector org) weapon_boblayer1 =
381 {
382         // VorteX: haste can be added here
383 };
384