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