7 #include "../../client/defs.qh"
8 #include "../constants.qh"
10 #include "../../lib/warpzone/anglestransform.qh"
11 #include "../../lib/warpzone/common.qh"
12 #include "../../lib/warpzone/client.qh"
14 #include "../../client/autocvars.qh"
15 #include "../deathtypes/all.qh"
16 #include "../../lib/csqcmodel/interpolate.qh"
17 #include "../movetypes/movetypes.qh"
18 #include "../../client/main.qh"
19 #include "../../lib/csqcmodel/cl_model.qh"
22 #include "../../lib/warpzone/anglestransform.qh"
23 #include "../../lib/warpzone/common.qh"
24 #include "../../lib/warpzone/util_server.qh"
25 #include "../../lib/warpzone/server.qh"
26 #include "../constants.qh"
27 #include "../stats.qh"
28 #include "../teams.qh"
30 #include "../monsters/all.qh"
32 #include "../../server/weapons/csqcprojectile.qh"
33 #include "../../server/weapons/tracing.qh"
34 #include "../../server/t_items.qh"
35 #include "../../server/autocvars.qh"
36 #include "../../server/constants.qh"
37 #include "../../server/defs.qh"
38 #include "../notifications.qh"
39 #include "../deathtypes/all.qh"
40 #include "../../server/mutators/all.qh"
41 #include "../mapinfo.qh"
42 #include "../../server/command/common.qh"
43 #include "../../lib/csqcmodel/sv_model.qh"
44 #include "../../server/portals.qh"
45 #include "../../server/g_hook.qh"
48 #include "calculations.qc"
50 #define IMPLEMENTATION
54 // WEAPON PLUGIN SYSTEM
56 WepSet _WepSet_FromWeapon(int a)
67 return '0 0 1' * power2of(a);
69 return '0 1 0' * power2of(a);
71 return '1 0 0' * power2of(a);
74 void WriteWepSet(float dst, WepSet w)
76 if (Weapons_MAX > 48) WriteInt72_t(dst, w);
77 else if (Weapons_MAX > 24) WriteInt48_t(dst, w);
78 else WriteInt24_t(dst, w.x);
82 WepSet WepSet_GetFromStat()
86 WepSet WepSet_GetFromStat_InMap()
88 return STAT(WEAPONSINMAP);
92 if (Weapons_MAX > 48) return ReadInt72_t();
93 if (Weapons_MAX > 24) return ReadInt48_t();
94 return ReadInt24_t() * '1 0 0';
98 string W_FixWeaponOrder(string order, float complete)
100 return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
102 string W_NameWeaponOrder_MapFunc(string s)
107 entity wi = Weapons_from(i);
108 if (wi != WEP_Null) return wi.netname;
113 string W_UndeprecateName(string s)
117 case "nex": return "vortex";
118 case "rocketlauncher": return "devastator";
119 case "laser": return "blaster";
120 case "minstanex": return "vaporizer";
121 case "grenadelauncher": return "mortar";
122 case "uzi": return "machinegun";
126 string W_NameWeaponOrder(string order)
128 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
130 string W_NumberWeaponOrder_MapFunc(string s)
132 if (s == "0" || stof(s)) return s;
133 s = W_UndeprecateName(s);
134 FOREACH(Weapons, it != WEP_Null && it.netname == s, LAMBDA(return ftos(i)));
137 string W_NumberWeaponOrder(string order)
139 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
142 float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX];
143 string W_FixWeaponOrder_BuildImpulseList_order;
144 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
147 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
148 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
149 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
151 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
153 int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
154 Weapon e1 = Weapons_from(si);
155 int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
156 Weapon e2 = Weapons_from(sj);
157 int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
158 if (d != 0) return -d; // high impulse first!
159 return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
160 sprintf(" %d ", si), 0)
162 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
163 sprintf(" %d ", sj), 0)
164 ; // low char index first!
166 string W_FixWeaponOrder_BuildImpulseList(string o)
169 W_FixWeaponOrder_BuildImpulseList_order = o;
170 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
171 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
172 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
175 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
176 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
177 W_FixWeaponOrder_BuildImpulseList_order = string_null;
178 return substring(o, 1, -1);
181 string W_FixWeaponOrder_AllowIncomplete(string order)
183 return W_FixWeaponOrder(order, 0);
186 string W_FixWeaponOrder_ForceComplete(string order)
188 if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
189 return W_FixWeaponOrder(order, 1);
192 void W_RandomWeapons(entity e, float n)
197 remaining = e.weapons;
199 for (i = 0; i < n; ++i)
201 RandomSelection_Init();
202 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
203 if (remaining & WepSet_FromWeapon(Weapons_from(j))) RandomSelection_Add(NULL, j, string_null, 1, 1);
204 Weapon w = Weapons_from(RandomSelection_chosen_float);
205 result |= WepSet_FromWeapon(w);
206 remaining &= ~WepSet_FromWeapon(w);
211 string GetAmmoPicture(.int ammotype)
215 case ammo_shells: return ITEM_Shells.m_icon;
216 case ammo_nails: return ITEM_Bullets.m_icon;
217 case ammo_rockets: return ITEM_Rockets.m_icon;
218 case ammo_cells: return ITEM_Cells.m_icon;
219 case ammo_plasma: return ITEM_Plasma.m_icon;
220 case ammo_fuel: return ITEM_JetpackFuel.m_icon;
221 default: return ""; // wtf, no ammo type?
226 .int GetAmmoFieldFromNum(int i)
230 case 0: return ammo_shells;
231 case 1: return ammo_nails;
232 case 2: return ammo_rockets;
233 case 3: return ammo_cells;
234 case 4: return ammo_plasma;
235 case 5: return ammo_fuel;
236 default: return ammo_none;
240 int GetAmmoStat(.int ammotype)
244 case ammo_shells: return STAT_SHELLS;
245 case ammo_nails: return STAT_NAILS;
246 case ammo_rockets: return STAT_ROCKETS;
247 case ammo_cells: return STAT_CELLS;
248 case ammo_plasma: return STAT_PLASMA.m_id;
249 case ammo_fuel: return STAT_FUEL.m_id;
255 string W_Sound(string w_snd)
257 string output = strcat("weapons/", w_snd);
259 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
260 return weapon_sound_output;
266 string W_Model(string w_mdl)
268 string output = strcat("models/weapons/", w_mdl);
269 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
270 return weapon_model_output;
274 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
296 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
303 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
306 else if (autocvar_g_shootfromeye)
310 else if (autocvar_g_shootfromcenter)
315 else if ((s = autocvar_g_shootfromfixedorigin) != "")
318 if (y_is_right) v.y = -v.y;
319 if (v.x != 0) vecs.x = v.x;
324 else // just do the same as top
326 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
332 #define shotorg_adjust shotorg_adjust_values
337 * 1. simple animated model, muzzle flash handling on h_ model:
338 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
340 * shot = muzzle end (shot origin, also used for muzzle flashes)
341 * shell = casings ejection point (must be on the right hand side of the gun)
342 * weapon = attachment for v_tuba.md3
343 * v_tuba.md3 - first and third person model
344 * g_tuba.md3 - pickup model
346 * 2. simple animated model, muzzle flash handling on v_ model:
347 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
349 * weapon = attachment for v_tuba.md3
350 * v_tuba.md3 - first and third person model
352 * shot = muzzle end (shot origin, also used for muzzle flashes)
353 * shell = casings ejection point (must be on the right hand side of the gun)
354 * g_tuba.md3 - pickup model
356 * 3. fully animated model, muzzle flash handling on h_ model:
357 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
359 * shot = muzzle end (shot origin, also used for muzzle flashes)
360 * shell = casings ejection point (must be on the right hand side of the gun)
361 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
362 * v_tuba.md3 - third person model
363 * g_tuba.md3 - pickup model
365 * 4. fully animated model, muzzle flash handling on v_ model:
366 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
368 * shot = muzzle end (shot origin)
369 * shell = casings ejection point (must be on the right hand side of the gun)
370 * v_tuba.md3 - third person model
372 * shot = muzzle end (for muzzle flashes)
373 * g_tuba.md3 - pickup model
376 * this.origin, this.angles
378 * this.movedir, this.view_ofs
385 void CL_WeaponEntity_SetModel(entity this, string name)
390 if (this.weaponchild) remove(this.weaponchild);
391 this.weaponchild = NULL;
392 this.movedir = '0 0 0';
393 this.spawnorigin = '0 0 0';
394 this.oldorigin = '0 0 0';
395 this.anim_fire1 = '0 1 0.01';
396 this.anim_fire2 = '0 1 0.01';
397 this.anim_idle = '0 1 0.01';
398 this.anim_reload = '0 1 0.01';
402 // if there is a child entity, hide it until we're sure we use it
403 if (this.weaponchild) this.weaponchild.model = "";
404 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
405 int v_shot_idx; // used later
406 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
408 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
409 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
410 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
411 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
412 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
413 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
415 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
416 // if we don't, this is a "real" animated model
418 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
420 if (!this.weaponchild)
422 this.weaponchild = new(weaponchild);
423 make_pure(this.weaponchild);
425 this.weaponchild.drawmask = MASK_NORMAL;
426 this.weaponchild.renderflags |= RF_VIEWMODEL;
429 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
430 setattachment(this.weaponchild, this, t);
434 if (this.weaponchild) remove(this.weaponchild);
435 this.weaponchild = NULL;
438 setorigin(this, '0 0 0');
439 this.angles = '0 0 0';
442 this.viewmodelforclient = NULL;
444 this.renderflags &= ~RF_VIEWMODEL;
446 if (v_shot_idx) // v_ model attached to invisible h_ model
448 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
453 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
455 this.movedir = gettaginfo(this, idx);
459 LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
461 this.movedir = '0 0 0';
466 // v_ model attached to invisible h_ model
468 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
470 this.spawnorigin = gettaginfo(this.weaponchild, idx);
472 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
474 this.spawnorigin = gettaginfo(this, idx);
478 LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
480 this.spawnorigin = this.movedir;
485 this.oldorigin = '0 0 0'; // use regular attachment
490 if (this.weaponchild)
491 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
493 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
496 this.oldorigin = this.movedir - gettaginfo(this, idx);
501 "weapon model %s does not support the 'handle' tag "
502 "and neither does the v_ model support the 'shot' tag, "
503 "will display muzzle flashes TOTALLY wrong\n",
505 this.oldorigin = '0 0 0'; // there is no way to recover from this
510 this.viewmodelforclient = this.owner;
512 this.renderflags |= RF_VIEWMODEL;
516 this.view_ofs = '0 0 0';
518 if (this.movedir.x >= 0)
520 int algn = STAT(GUNALIGN, this.owner);
521 vector v = this.movedir;
522 this.movedir = shotorg_adjust(v, false, false, algn);
523 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
525 int compressed_shotorg = compressShotOrigin(this.movedir);
526 // make them match perfectly
528 this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
530 this.movedir = decompressShotOrigin(compressed_shotorg);
533 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
535 // check if an instant weapon switch occurred
536 setorigin(this, this.view_ofs);
537 // reset animstate now
538 this.wframe = WFRAME_IDLE;
539 setanim(this, this.anim_idle, true, false, true);
545 REGISTER_NET_TEMP(wframe)
547 NET_HANDLE(wframe, bool isNew)
553 bool restartanim = ReadByte();
554 anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
555 viewmodel.state = ReadByte();
556 viewmodel.weapon_nextthink = ReadFloat();
557 viewmodel.alpha = ReadByte() / 255;
558 switch (viewmodel.state)
561 viewmodel.weapon_switchdelay = activeweapon.switchdelay_raise;
564 viewmodel.weapon_switchdelay = activeweapon.switchdelay_drop;
567 viewmodel.weapon_switchdelay = 0;
575 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
577 if (!IS_REAL_CLIENT(actor)) return;
578 int channel = MSG_ONE;
580 WriteHeader(channel, wframe);
581 WriteCoord(channel, a.x);
582 WriteCoord(channel, a.y);
583 WriteCoord(channel, a.z);
584 WriteByte(channel, restartanim);
585 WriteByte(channel, weaponentity.state);
586 WriteFloat(channel, weaponentity.weapon_nextthink);
587 WriteByte(channel, weaponentity.m_alpha * 255);
591 REGISTER_NET_C2S(w_whereis)
593 void Weapon_whereis(Weapon this, entity cl);
594 NET_HANDLE(w_whereis, bool)
596 Weapon wpn = ReadRegistered(Weapons);
597 if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
601 void w_whereis(Weapon this)
603 int channel = MSG_C2S;
604 WriteHeader(channel, w_whereis);
605 WriteRegistered(Weapons, channel, this);
607 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
611 case CMD_REQUEST_COMMAND:
616 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
621 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
624 FOREACH(Weapons, it != WEP_Null && it.netname == s,
632 LOG_INFOF("Incorrect parameters for ^2%s^7\n", "weapon_find");
634 case CMD_REQUEST_USAGE:
636 LOG_INFO("\nUsage:^3 cl_cmd weapon_find weapon\n");
637 LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.\n");