6 #include <client/defs.qh>
7 #include "../constants.qh"
9 #include <lib/warpzone/anglestransform.qh>
10 #include <lib/warpzone/common.qh>
11 #include <lib/warpzone/client.qh>
13 #include <client/autocvars.qh>
14 #include "../deathtypes/all.qh"
15 #include <lib/csqcmodel/interpolate.qh>
16 #include "../physics/movetypes/movetypes.qh"
17 #include <client/main.qh>
18 #include <lib/csqcmodel/cl_model.qh>
21 #include <common/items/_mod.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/_mod.qh"
32 #include <server/weapons/csqcprojectile.qh>
33 #include <server/weapons/tracing.qh>
34 #include "../t_items.qh"
35 #include <server/autocvars.qh>
36 #include <server/constants.qh>
37 #include <server/defs.qh>
38 #include "../notifications/all.qh"
39 #include "../deathtypes/all.qh"
40 #include <server/mutators/_mod.qh>
41 #include "../mapinfo.qh"
42 #include <server/command/_mod.qh>
43 #include <lib/csqcmodel/sv_model.qh>
44 #include <server/portals.qh>
45 #include <server/g_hook.qh>
48 #include "calculations.qc"
53 #define IMPLEMENTATION
57 // WEAPON PLUGIN SYSTEM
59 WepSet _WepSet_FromWeapon(int a)
70 return '0 0 1' * (2 ** a);
72 return '0 1 0' * (2 ** a);
74 return '1 0 0' * (2 ** a);
77 void WriteWepSet(float dst, WepSet w)
79 if (Weapons_MAX > 48) WriteInt72_t(dst, w);
80 else if (Weapons_MAX > 24) WriteInt48_t(dst, w);
81 else WriteInt24_t(dst, w.x);
85 WepSet WepSet_GetFromStat()
89 WepSet WepSet_GetFromStat_InMap()
91 return STAT(WEAPONSINMAP);
95 if (Weapons_MAX > 48) return ReadInt72_t();
96 if (Weapons_MAX > 24) return ReadInt48_t();
97 return ReadInt24_t() * '1 0 0';
101 string W_FixWeaponOrder(string order, float complete)
103 return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
105 string W_NameWeaponOrder_MapFunc(string s)
110 entity wi = Weapons_from(i);
111 if (wi != WEP_Null) return wi.netname;
116 string W_UndeprecateName(string s)
120 case "nex": return "vortex";
121 case "rocketlauncher": return "devastator";
122 case "laser": return "blaster";
123 case "minstanex": return "vaporizer";
124 case "grenadelauncher": return "mortar";
125 case "uzi": return "machinegun";
129 string W_NameWeaponOrder(string order)
131 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
133 string W_NumberWeaponOrder_MapFunc(string s)
135 if (s == "0" || stof(s)) return s;
136 s = W_UndeprecateName(s);
137 FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
140 string W_NumberWeaponOrder(string order)
142 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
145 float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX];
146 string W_FixWeaponOrder_BuildImpulseList_order;
147 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
150 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
151 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
152 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
154 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
156 int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
157 Weapon e1 = Weapons_from(si);
158 int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
159 Weapon e2 = Weapons_from(sj);
160 int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
161 if (d != 0) return -d; // high impulse first!
162 return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
163 sprintf(" %d ", si), 0)
165 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
166 sprintf(" %d ", sj), 0)
167 ; // low char index first!
169 string W_FixWeaponOrder_BuildImpulseList(string o)
172 W_FixWeaponOrder_BuildImpulseList_order = o;
173 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
174 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
175 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
178 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
179 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
180 W_FixWeaponOrder_BuildImpulseList_order = string_null;
181 return substring(o, 1, -1);
184 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
186 return W_FixWeaponOrder(order, 0);
189 string W_FixWeaponOrder_ForceComplete(string order)
191 if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
192 return W_FixWeaponOrder(order, 1);
195 void W_RandomWeapons(entity e, float n)
200 remaining = e.weapons;
202 for (i = 0; i < n; ++i)
204 RandomSelection_Init();
205 FOREACH(Weapons, it != WEP_Null, {
206 if (remaining & (it.m_wepset))
207 RandomSelection_AddEnt(it, 1, 1);
209 Weapon w = RandomSelection_chosen_ent;
210 result |= WepSet_FromWeapon(w);
211 remaining &= ~WepSet_FromWeapon(w);
216 string GetAmmoPicture(.int ammotype)
220 case ammo_shells: return ITEM_Shells.m_icon;
221 case ammo_nails: return ITEM_Bullets.m_icon;
222 case ammo_rockets: return ITEM_Rockets.m_icon;
223 case ammo_cells: return ITEM_Cells.m_icon;
224 case ammo_plasma: return ITEM_Plasma.m_icon;
225 case ammo_fuel: return ITEM_JetpackFuel.m_icon;
226 default: return ""; // wtf, no ammo type?
231 .int GetAmmoFieldFromNum(int i)
235 case 0: return ammo_shells;
236 case 1: return ammo_nails;
237 case 2: return ammo_rockets;
238 case 3: return ammo_cells;
239 case 4: return ammo_plasma;
240 case 5: return ammo_fuel;
241 default: return ammo_none;
245 int GetAmmoStat(.int ammotype)
249 case ammo_shells: return STAT_SHELLS;
250 case ammo_nails: return STAT_NAILS;
251 case ammo_rockets: return STAT_ROCKETS;
252 case ammo_cells: return STAT_CELLS;
253 case ammo_plasma: return STAT_PLASMA.m_id;
254 case ammo_fuel: return STAT_FUEL.m_id;
260 string W_Sound(string w_snd)
262 string output = strcat("weapons/", w_snd);
263 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
264 return M_ARGV(1, string);
267 string W_Model(string w_mdl)
269 string output = strcat("models/weapons/", w_mdl);
270 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
271 return M_ARGV(1, string);
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, bool _anim)
390 vector oldmin = this.mins, oldmax = this.maxs;
391 setmodel(this, MDL_Null);
392 setsize(this, oldmin, oldmax);
393 if (this.weaponchild) delete(this.weaponchild);
394 this.weaponchild = NULL;
395 this.movedir = '0 0 0';
396 this.spawnorigin = '0 0 0';
397 this.oldorigin = '0 0 0';
398 this.anim_fire1 = '0 1 0.01';
399 this.anim_fire2 = '0 1 0.01';
400 this.anim_idle = '0 1 0.01';
401 this.anim_reload = '0 1 0.01';
405 // if there is a child entity, hide it until we're sure we use it
406 if (this.weaponchild) this.weaponchild.model = "";
407 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
408 int v_shot_idx; // used later
409 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
411 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
412 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
413 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
414 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
415 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
416 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
418 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
419 // if we don't, this is a "real" animated model
421 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
423 if (!this.weaponchild)
425 this.weaponchild = new(weaponchild);
427 this.weaponchild.drawmask = MASK_NORMAL;
428 this.weaponchild.renderflags |= RF_VIEWMODEL;
431 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
432 setsize(this.weaponchild, '0 0 0', '0 0 0');
433 setattachment(this.weaponchild, this, t);
437 if (this.weaponchild) delete(this.weaponchild);
438 this.weaponchild = NULL;
441 setsize(this, '0 0 0', '0 0 0');
442 setorigin(this, '0 0 0');
443 this.angles = '0 0 0';
446 this.viewmodelforclient = NULL;
448 this.renderflags &= ~RF_VIEWMODEL;
450 if (v_shot_idx) // v_ model attached to invisible h_ model
452 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
457 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
459 this.movedir = gettaginfo(this, idx);
463 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
465 this.movedir = '0 0 0';
470 // v_ model attached to invisible h_ model
472 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
474 this.spawnorigin = gettaginfo(this.weaponchild, idx);
476 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
478 this.spawnorigin = gettaginfo(this, idx);
482 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
484 this.spawnorigin = this.movedir;
489 this.oldorigin = '0 0 0'; // use regular attachment
494 if (this.weaponchild)
495 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
497 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
500 this.oldorigin = this.movedir - gettaginfo(this, idx);
505 "weapon model %s does not support the 'handle' tag "
506 "and neither does the v_ model support the 'shot' tag, "
507 "will display muzzle flashes TOTALLY wrong\n",
509 this.oldorigin = '0 0 0'; // there is no way to recover from this
514 this.viewmodelforclient = this.owner;
516 this.renderflags |= RF_VIEWMODEL;
520 this.view_ofs = '0 0 0';
522 if (this.movedir.x >= 0)
524 //int algn = STAT(GUNALIGN, this.owner);
525 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
527 this.m_gunalign = algn;
529 vector v = this.movedir;
530 this.movedir = shotorg_adjust(v, false, false, algn);
531 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
533 int compressed_shotorg = compressShotOrigin(this.movedir);
534 // make them match perfectly
536 this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
538 this.movedir = decompressShotOrigin(compressed_shotorg);
541 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
543 // check if an instant weapon switch occurred
544 setorigin(this, this.view_ofs);
546 // reset animstate now
547 this.wframe = WFRAME_IDLE;
548 setanim(this, this.anim_idle, true, false, true);
554 REGISTER_NET_TEMP(wframe)
556 NET_HANDLE(wframe, bool isNew)
562 int slot = ReadByte();
563 bool restartanim = ReadByte();
564 entity wepent = viewmodels[slot];
565 if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
566 wepent.animstate_looping = false;
568 anim_set(wepent, a, !restartanim, restartanim, restartanim);
569 wepent.state = ReadByte();
570 wepent.weapon_nextthink = ReadFloat();
571 switch (wepent.state)
574 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
577 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
580 wepent.weapon_switchdelay = 0;
588 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
590 if (!IS_REAL_CLIENT(actor)) return;
591 int channel = MSG_ONE;
593 WriteHeader(channel, wframe);
594 WriteCoord(channel, a.x);
595 WriteCoord(channel, a.y);
596 WriteCoord(channel, a.z);
597 WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
598 WriteByte(channel, restartanim);
599 WriteByte(channel, weaponentity.state);
600 WriteFloat(channel, weaponentity.weapon_nextthink);
604 REGISTER_NET_C2S(w_whereis)
606 void Weapon_whereis(Weapon this, entity cl);
607 NET_HANDLE(w_whereis, bool)
609 Weapon wpn = ReadRegistered(Weapons);
610 if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
614 void w_whereis(Weapon this)
616 int channel = MSG_C2S;
617 WriteHeader(channel, w_whereis);
618 WriteRegistered(Weapons, channel, this);
620 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
624 case CMD_REQUEST_COMMAND:
629 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
634 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
637 FOREACH(Weapons, it != WEP_Null && it.netname == s,
645 LOG_INFOF("Incorrect parameters for ^2%s^7\n", "weapon_find");
647 case CMD_REQUEST_USAGE:
649 LOG_INFO("\nUsage:^3 cl_cmd weapon_find weapon\n");
650 LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.\n");