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)
105 if (s == "0" || stof(s))
107 wi = get_weaponinfo(stof(s));
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)
133 if (s == "0" || stof(s)) return s;
134 s = W_UndeprecateName(s);
135 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
136 if (s == get_weaponinfo(i).netname) return ftos(i);
139 string W_NumberWeaponOrder(string order)
141 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
144 float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX];
145 string W_FixWeaponOrder_BuildImpulseList_order;
146 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
149 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
150 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
151 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
153 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
157 e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
158 e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
159 d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
160 if (d != 0) return -d; // high impulse first!
161 return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
162 sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
164 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
165 sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
166 ; // low char index first!
168 string W_FixWeaponOrder_BuildImpulseList(string o)
171 W_FixWeaponOrder_BuildImpulseList_order = o;
172 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
173 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
174 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
177 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
178 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
179 W_FixWeaponOrder_BuildImpulseList_order = string_null;
180 return substring(o, 1, -1);
183 string W_FixWeaponOrder_AllowIncomplete(string order)
185 return W_FixWeaponOrder(order, 0);
188 string W_FixWeaponOrder_ForceComplete(string order)
190 if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
191 return W_FixWeaponOrder(order, 1);
194 void W_RandomWeapons(entity e, float n)
199 remaining = e.weapons;
201 for (i = 0; i < n; ++i)
203 RandomSelection_Init();
204 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
205 if (remaining & WepSet_FromWeapon(j)) RandomSelection_Add(world, j, string_null, 1, 1);
206 result |= WepSet_FromWeapon(RandomSelection_chosen_float);
207 remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float);
212 string GetAmmoPicture(.int ammotype)
216 case ammo_shells: return ITEM_Shells.m_icon;
217 case ammo_nails: return ITEM_Bullets.m_icon;
218 case ammo_rockets: return ITEM_Rockets.m_icon;
219 case ammo_cells: return ITEM_Cells.m_icon;
220 case ammo_plasma: return ITEM_Plasma.m_icon;
221 case ammo_fuel: return ITEM_JetpackFuel.m_icon;
222 default: return ""; // wtf, no ammo type?
227 .int GetAmmoFieldFromNum(int i)
231 case 0: return ammo_shells;
232 case 1: return ammo_nails;
233 case 2: return ammo_rockets;
234 case 3: return ammo_cells;
235 case 4: return ammo_plasma;
236 case 5: return ammo_fuel;
237 default: return ammo_none;
241 int GetAmmoStat(.int ammotype)
245 case ammo_shells: return STAT_SHELLS;
246 case ammo_nails: return STAT_NAILS;
247 case ammo_rockets: return STAT_ROCKETS;
248 case ammo_cells: return STAT_CELLS;
249 case ammo_plasma: return STAT_PLASMA.m_id;
250 case ammo_fuel: return STAT_FUEL.m_id;
256 string W_Sound(string w_snd)
258 string output = strcat("weapons/", w_snd);
260 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
261 return weapon_sound_output;
267 string W_Model(string w_mdl)
269 string output = strcat("models/weapons/", w_mdl);
270 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
271 return weapon_model_output;
275 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
297 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
304 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
307 else if (autocvar_g_shootfromeye)
311 else if (autocvar_g_shootfromcenter)
316 else if ((s = autocvar_g_shootfromfixedorigin) != "")
319 if (y_is_right) v.y = -v.y;
320 if (v.x != 0) vecs.x = v.x;
325 else // just do the same as top
327 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
333 #define shotorg_adjust shotorg_adjust_values
338 * 1. simple animated model, muzzle flash handling on h_ model:
339 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
341 * shot = muzzle end (shot origin, also used for muzzle flashes)
342 * shell = casings ejection point (must be on the right hand side of the gun)
343 * weapon = attachment for v_tuba.md3
344 * v_tuba.md3 - first and third person model
345 * g_tuba.md3 - pickup model
347 * 2. simple animated model, muzzle flash handling on v_ model:
348 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
350 * weapon = attachment for v_tuba.md3
351 * v_tuba.md3 - first and third person model
353 * shot = muzzle end (shot origin, also used for muzzle flashes)
354 * shell = casings ejection point (must be on the right hand side of the gun)
355 * g_tuba.md3 - pickup model
357 * 3. fully animated model, muzzle flash handling on h_ model:
358 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
360 * shot = muzzle end (shot origin, also used for muzzle flashes)
361 * shell = casings ejection point (must be on the right hand side of the gun)
362 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
363 * v_tuba.md3 - third person model
364 * g_tuba.md3 - pickup model
366 * 4. fully animated model, muzzle flash handling on v_ model:
367 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
369 * shot = muzzle end (shot origin)
370 * shell = casings ejection point (must be on the right hand side of the gun)
371 * v_tuba.md3 - third person model
373 * shot = muzzle end (for muzzle flashes)
374 * g_tuba.md3 - pickup model
377 * this.origin, this.angles
379 * this.movedir, this.view_ofs
386 void CL_WeaponEntity_SetModel(entity this, string name)
391 if (this.weaponchild) remove(this.weaponchild);
392 this.weaponchild = NULL;
393 this.movedir = '0 0 0';
394 this.spawnorigin = '0 0 0';
395 this.oldorigin = '0 0 0';
396 this.anim_fire1 = '0 1 0.01';
397 this.anim_fire2 = '0 1 0.01';
398 this.anim_idle = '0 1 0.01';
399 this.anim_reload = '0 1 0.01';
403 // if there is a child entity, hide it until we're sure we use it
404 if (this.weaponchild) this.weaponchild.model = "";
405 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
406 int v_shot_idx; // used later
407 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
409 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
410 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
411 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
412 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
413 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
414 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
416 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
417 // if we don't, this is a "real" animated model
419 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
421 if (!this.weaponchild)
423 this.weaponchild = new(weaponchild);
424 make_pure(this.weaponchild);
426 this.weaponchild.drawmask = MASK_NORMAL;
427 this.weaponchild.renderflags |= RF_VIEWMODEL;
430 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
431 setattachment(this.weaponchild, this, t);
435 if (this.weaponchild) remove(this.weaponchild);
436 this.weaponchild = NULL;
439 setorigin(this, '0 0 0');
440 this.angles = '0 0 0';
443 this.viewmodelforclient = NULL;
445 this.renderflags &= ~RF_VIEWMODEL;
447 if (v_shot_idx) // v_ model attached to invisible h_ model
449 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
454 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
456 this.movedir = gettaginfo(this, idx);
460 LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
462 this.movedir = '0 0 0';
467 // v_ model attached to invisible h_ model
469 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
471 this.spawnorigin = gettaginfo(this.weaponchild, idx);
473 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
475 this.spawnorigin = gettaginfo(this, idx);
479 LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
481 this.spawnorigin = this.movedir;
486 this.oldorigin = '0 0 0'; // use regular attachment
491 if (this.weaponchild)
492 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
494 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
497 this.oldorigin = this.movedir - gettaginfo(this, idx);
502 "weapon model %s does not support the 'handle' tag "
503 "and neither does the v_ model support the 'shot' tag, "
504 "will display muzzle flashes TOTALLY wrong\n",
506 this.oldorigin = '0 0 0'; // there is no way to recover from this
511 this.viewmodelforclient = this.owner;
513 this.renderflags |= RF_VIEWMODEL;
517 this.view_ofs = '0 0 0';
519 if (this.movedir.x >= 0)
522 int algn = this.owner.cvar_cl_gunalign;
524 int algn = autocvar_cl_gunalign;
526 vector v = this.movedir;
527 this.movedir = shotorg_adjust(v, false, false, algn);
528 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
530 int compressed_shotorg = compressShotOrigin(this.movedir);
531 // make them match perfectly
533 this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
535 this.movedir = decompressShotOrigin(compressed_shotorg);
538 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
540 // check if an instant weapon switch occurred
541 setorigin(this, this.view_ofs);
542 // reset animstate now
543 this.wframe = WFRAME_IDLE;
544 setanim(this, this.anim_idle, true, false, true);
550 REGISTER_NET_TEMP(wframe)
552 NET_HANDLE(wframe, bool isNew)
558 bool restartanim = ReadByte();
559 anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
560 viewmodel.state = ReadByte();
561 viewmodel.weapon_nextthink = ReadFloat();
562 viewmodel.alpha = ReadByte() / 255;
563 switch (viewmodel.state)
567 viewmodel.weapon_switchdelay = ReadFloat();
570 viewmodel.weapon_switchdelay = 0;
578 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
580 if (!IS_REAL_CLIENT(actor)) return;
581 int channel = MSG_ONE;
583 WriteHeader(channel, wframe);
584 WriteCoord(channel, a.x);
585 WriteCoord(channel, a.y);
586 WriteCoord(channel, a.z);
587 WriteByte(channel, restartanim);
588 WriteByte(channel, weaponentity.state);
589 WriteFloat(channel, weaponentity.weapon_nextthink);
590 WriteByte(channel, weaponentity.m_alpha * 255);
591 Weapon w = Weapons_from(actor.weapon);
592 switch (weaponentity.state)
595 WriteFloat(channel, w.switchdelay_raise);
598 WriteFloat(channel, w.switchdelay_drop);