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also support "tag_weapon" for attaching the exterior weapon model
[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 (!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 (!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 && 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         self.effects = self.effects - (self.effects & (EF_FULLBRIGHT)); // can mask team color, so get rid of it
172
173         if (self.flags & FL_FLY)
174                 // owner is currently being teleported, so don't apply EF_NODRAW otherwise the viewmodel would "blink"
175                 self.effects = self.effects - (self.effects & EF_NODRAW);
176
177         if(self.owner.alpha >= 0)
178                 self.alpha = self.owner.alpha;
179         else
180                 self.alpha = 1;
181         self.colormap = self.owner.colormap;
182
183         self.angles = '0 0 0';
184         local float f;
185         f = 0;
186         if (self.state == WS_RAISE)
187                 f = (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
188         else if (self.state == WS_DROP)
189                 f = 1 - (self.owner.weapon_nextthink - time) / cvar("g_balance_weaponswitchdelay");
190         else if (self.state == WS_CLEAR)
191                 f = 1;
192         self.angles_x = -90 * f * f;
193
194         // create or update the lasertarget entity
195         LaserTarget_Think();
196 };
197
198 void() CL_ExteriorWeaponentity_Think =
199 {
200         float tag_found;
201         self.nextthink = time;
202         if (self.owner.exteriorweaponentity != self)
203         {
204                 remove(self);
205                 return;
206         }
207         if (self.owner.deadflag != DEAD_NO)
208         {
209                 self.model = "";
210                 return;
211         }
212         if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
213         {
214                 self.cnt = self.owner.weapon;
215                 self.dmg = self.owner.modelindex;
216                 self.deadflag = self.owner.deadflag;
217                 if (self.owner.weaponname != "")
218                         setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
219                 else
220                         self.model = "";
221
222                 if((tag_found = gettagindex(self.owner, "tag_weapon")))
223                 {
224                         self.tag_index = tag_found;
225                         self.tag_entity = self.owner;
226                 }
227                 else
228                         setattachment(self, self.owner, "bip01 r hand");
229
230                 // if that didn't find a tag, hide the exterior weapon model
231                 if (!self.tag_index)
232                         self.model = "";
233         }
234         self.effects = self.owner.effects | EF_LOWPRECISION;
235         self.effects = self.effects - (self.effects & (EF_BLUE | EF_RED)); // eat performance
236         if(self.owner.alpha >= 0)
237                 self.alpha = self.owner.alpha;
238         else
239                 self.alpha = 1;
240         self.colormap = self.owner.colormap;
241 };
242
243 // spawning weaponentity for client
244 void() CL_SpawnWeaponentity =
245 {
246         self.weaponentity = spawn();
247         self.weaponentity.solid = SOLID_NOT;
248         self.weaponentity.owner = self;
249         self.weaponentity.weaponentity = self.weaponentity;
250         setmodel(self.weaponentity, ""); // precision set when changed
251         self.weaponentity.origin = '0 0 0';
252         self.weaponentity.angles = '0 0 0';
253         self.weaponentity.viewmodelforclient = self;
254         self.weaponentity.flags = 0;
255         self.weaponentity.think = CL_Weaponentity_Think;
256         self.weaponentity.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
257         self.weaponentity.nextthink = time;
258         self.weaponentity.scale = 0.61;
259
260         self.exteriorweaponentity = spawn();
261         self.exteriorweaponentity.solid = SOLID_NOT;
262         self.exteriorweaponentity.exteriorweaponentity = self.exteriorweaponentity;
263         self.exteriorweaponentity.owner = self;
264         self.exteriorweaponentity.origin = '0 0 0';
265         self.exteriorweaponentity.angles = '0 0 0';
266         self.exteriorweaponentity.think = CL_ExteriorWeaponentity_Think;
267         self.exteriorweaponentity.nextthink = time;
268 };
269
270 float(entity cl, float wpn, float andammo, float complain) client_hasweapon =
271 {
272         local float itemcode, f;
273         local entity oldself;
274
275         if (wpn < WEP_FIRST || wpn > WEP_LAST)
276         {
277                 if (complain)
278                         sprint(self, "Invalid weapon\n");
279                 return FALSE;
280         }
281         itemcode = W_ItemCode(wpn);
282         if (cl.items & itemcode)
283         {
284                 if (andammo)
285                 {
286                         oldself = self;
287                         self = cl;
288                         f = weapon_action(wpn, WR_CHECKAMMO1);
289                         f = f + weapon_action(wpn, WR_CHECKAMMO2);
290                         self = oldself;
291                         if (!f)
292                         {
293                                 if (complain)
294                                         sprint(self, "You don't have any ammo for that weapon\n");
295                                 return FALSE;
296                         }
297                 }
298                 return TRUE;
299         }
300         if (complain)
301         {
302                 // DRESK - 3/16/07
303                 // Report Proper Weapon Status / Modified Weapon Ownership Message
304                 if(itemsInMap & itemcode)
305                         sprint(self, strcat("You do not have the ^2", W_Name(wpn), "\n") );
306                 else
307                         sprint(self, strcat("The ^2", W_Name(wpn), "^7 is ^1NOT AVAILABLE^7 in this map\n") );
308         }
309         return FALSE;
310 };
311
312 // Weapon subs
313 void() w_clear =
314 {
315         if (self.weapon != -1)
316                 self.weapon = 0;
317         if (self.weaponentity)
318         {
319                 self.weaponentity.state = WS_CLEAR;
320                 // self.weaponname = ""; // next frame will setmodel it to "" when needed anyway
321                 self.weaponentity.effects = 0;
322         }
323 };
324
325 void() w_ready =
326 {
327         if (self.weaponentity)
328         {
329                 self.weaponentity.state = WS_READY;
330                 weapon_thinkf(WFRAME_IDLE, 0.1, w_ready);
331         }
332 };
333
334 // FIXME: add qw-style client-custom weaponrating (cl_weaponrating)?
335 float(entity e) w_getbestweapon
336 {// add new weapons here
337         if (client_hasweapon(e, WEP_ROCKET_LAUNCHER, TRUE, FALSE))
338                 return WEP_ROCKET_LAUNCHER;
339         else if (client_hasweapon(e, WEP_NEX, TRUE, FALSE))
340                 return WEP_NEX;
341         else if (client_hasweapon(e, WEP_HAGAR, TRUE, FALSE))
342                 return WEP_HAGAR;
343         else if (client_hasweapon(e, WEP_GRENADE_LAUNCHER, TRUE, FALSE))
344                 return WEP_GRENADE_LAUNCHER;
345         else if (client_hasweapon(e, WEP_ELECTRO, TRUE, FALSE))
346                 return WEP_ELECTRO;
347         else if (client_hasweapon(e, WEP_CRYLINK, TRUE, FALSE))
348                 return WEP_CRYLINK;
349         else if (client_hasweapon(e, WEP_UZI, TRUE, FALSE))
350                 return WEP_UZI;
351         else if (client_hasweapon(e, WEP_SHOTGUN, TRUE, FALSE))
352                 return WEP_SHOTGUN;
353         else if (client_hasweapon(e, WEP_LASER, FALSE, FALSE))
354                 return WEP_LASER;
355         else
356                 return 0;
357 };
358
359 // Setup weapon for client (after this raise frame will be launched)
360 void(float windex, string wname, float hudammo) weapon_setup =
361 {
362         self.items = self.items - (self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS));
363         self.items = self.items | hudammo;
364
365         // the two weapon entities will notice this has changed and update their models
366         self.weapon = windex;
367         self.weaponname = wname;
368 };
369
370 // perform weapon to attack (weaponstate and attack_finished check is here)
371 float(float secondary, float attacktime) weapon_prepareattack =
372 {
373         if (!weapon_action(self.weapon, WR_CHECKAMMO1 + secondary))
374         {
375                 self.switchweapon = w_getbestweapon(self);
376                 if (self.switchweapon != self.weapon)
377                         self.cnt = self.weapon;
378                 return FALSE;
379         }
380         // don't fire if previous attack is not finished
381         if (ATTACK_FINISHED(self) > time)
382                 return FALSE;
383         // don't fire while changing weapon
384         if (self.weaponentity.state != WS_READY)
385                 return FALSE;
386         self.weaponentity.state = WS_INUSE;
387         ATTACK_FINISHED(self) = max(time, ATTACK_FINISHED(self) + attacktime);
388         return TRUE;
389 };
390
391 void(float fr, float t, void() func) weapon_thinkf =
392 {
393         if (fr >= 0)
394         {
395                 if (self.weaponentity != world)
396                         self.weaponentity.frame = fr;
397         }
398
399         if(self.weapon_think == w_ready && func != w_ready && self.weaponentity.state == WS_RAISE)
400         {
401                 backtrace("Tried to override initial weapon think function - should this really happen?");
402         }
403
404         if(g_runematch)
405         {
406                 if(self.runes & RUNE_SPEED)
407                 {
408                         if(self.runes & CURSE_SLOW)
409                                 t = t * cvar("g_balance_rune_speed_combo_atkrate");
410                         else
411                                 t = t * cvar("g_balance_rune_speed_atkrate");
412                 }
413                 else if(self.runes & CURSE_SLOW)
414                 {
415                         t = t * cvar("g_balance_curse_slow_atkrate");
416                 }
417         }
418
419         // VorteX: haste can be added here
420         self.weapon_nextthink = max(time, self.weapon_nextthink_lastframe + t);
421         self.weapon_think = func;
422
423         if (fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2)
424         if (t)
425         {
426                 local vector anim;
427                 anim = self.anim_shoot;
428                 anim_z = anim_y / t;
429                 player_setanim(anim, FALSE, TRUE, TRUE);
430         }
431 };
432
433 void(float spd, vector org) weapon_boblayer1 =
434 {
435         // VorteX: haste can be added here
436 };
437
438 vector(vector pvelocity, vector mvelocity) W_CalculateProjectileVelocity =
439 {
440         vector mdirection;
441         float mspeed;
442         float outspeed;
443         float nstyle;
444         vector outvelocity;
445
446         mdirection = normalize(mvelocity);
447         mspeed = vlen(mvelocity);
448
449         nstyle = cvar("g_projectiles_newton_style");
450         if(nstyle == 0)
451         {
452                 // absolute velocity
453                 outvelocity = mvelocity;
454         }
455         else if(nstyle == 1)
456         {
457                 // true Newtonian projectiles
458                 outvelocity = pvelocity + mvelocity;
459         }
460         else if(nstyle == 2)
461         {
462                 // true Newtonian projectiles with automatic aim adjustment
463                 //
464                 // solve: |outspeed * mdirection - pvelocity| = mspeed
465                 // outspeed^2 - 2 * outspeed * (mdirection * pvelocity) + pvelocity^2 - mspeed^2 = 0
466                 // outspeed = (mdirection * pvelocity) +- sqrt((mdirection * pvelocity)^2 - pvelocity^2 + mspeed^2)
467                 // PLUS SIGN!
468                 // not defined?
469                 // then...
470                 // pvelocity^2 - (mdirection * pvelocity)^2 > mspeed^2
471                 // velocity without mdirection component > mspeed
472                 // fire at smallest possible mspeed that works?
473                 // |(mdirection * pvelocity) * pvelocity - pvelocity| = mspeed
474
475                 float D;
476                 float p;
477                 float q;
478                 p = mdirection * pvelocity;
479                 q = pvelocity * pvelocity - mspeed * mspeed;
480                 D = p * p - q;
481                 if(D < 0)
482                 {
483                         //dprint("impossible shot, adjusting\n");
484                         D = 0;
485                 }
486                 outspeed = p + sqrt(D);
487                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
488                 outvelocity = mdirection * outspeed;
489         }
490         else if(nstyle == 3)
491         {
492                 // pseudo-Newtonian:
493                 outspeed = mspeed + mdirection * pvelocity;
494                 outspeed = bound(mspeed * 0.7, outspeed, mspeed * 5.0);
495                 outvelocity = mdirection * outspeed;
496         }
497         else if(nstyle == 4)
498         {
499                 // tZorkian:
500                 outspeed = mspeed + vlen(pvelocity);
501                 outvelocity = mdirection * outspeed;
502         }
503         else
504                 error("g_projectiles_newton_style must be 0 (absolute), 1 (Newtonian), 2 (Newtonian + aimfix), 3 (pseudo Newtonian) or 4 (tZorkian)!");
505
506         return outvelocity;
507 }
508
509 void(entity missile) W_SetupProjectileVelocity =
510 {
511         if(missile.owner == world)
512                 error("Unowned missile");
513
514         missile.velocity = W_CalculateProjectileVelocity(missile.owner.velocity, missile.velocity);
515
516
517 void(float wepcode, float minammo) weapon_register =
518 {
519         string s;
520         float itemcode;
521         s = strcat("register_bestweapon ", ftos(wepcode), " "); // char for bestweapon
522         s = strcat(s, ftos(wepcode), " "); // impulse
523         s = strcat(s, ftos(W_ItemCode(wepcode)), " "); // item code
524         s = strcat(s, ftos(wepcode), " "); // self.weapon code
525
526         // ammo stat
527         itemcode = W_AmmoItemCode(wepcode);
528         if(itemcode == IT_SHELLS)
529                 s = strcat(s, "6 ");
530         else if(itemcode == IT_NAILS)
531                 s = strcat(s, "7 ");
532         else if(itemcode == IT_ROCKETS)
533                 s = strcat(s, "8 ");
534         else // if(itemcode == IT_CELLS)
535                 s = strcat(s, "9 ");
536
537         s = strcat(s, ftos(minammo), "\n");
538         //dprint(s);
539         stuffcmd(self, s);
540 }