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"
29 #include <common/util.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"
54 #include "weapon/_mod.inc"
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";
126 case "hmg": return "okhmg";
127 case "rpc": return "okrpc";
131 string W_NameWeaponOrder(string order)
133 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
135 string W_NumberWeaponOrder_MapFunc(string s)
137 if (s == "0" || stof(s)) return s;
138 s = W_UndeprecateName(s);
139 FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
142 string W_NumberWeaponOrder(string order)
144 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
147 float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX];
148 string W_FixWeaponOrder_BuildImpulseList_order;
149 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
152 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
153 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
154 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
156 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
158 int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
159 Weapon e1 = Weapons_from(si);
160 int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
161 Weapon e2 = Weapons_from(sj);
162 int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
163 if (d != 0) return -d; // high impulse first!
164 return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
165 sprintf(" %d ", si), 0)
167 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
168 sprintf(" %d ", sj), 0)
169 ; // low char index first!
171 string W_FixWeaponOrder_BuildImpulseList(string o)
174 W_FixWeaponOrder_BuildImpulseList_order = o;
175 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
176 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
177 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
180 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
181 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
182 W_FixWeaponOrder_BuildImpulseList_order = string_null;
183 return substring(o, 1, -1);
186 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
188 return W_FixWeaponOrder(order, 0);
191 string W_FixWeaponOrder_ForceComplete(string order)
193 if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
194 return W_FixWeaponOrder(order, 1);
197 void W_RandomWeapons(entity e, int n)
200 WepSet remaining = STAT(WEAPONS, e);
202 WepSet remaining = e.weapons;
204 WepSet result = '0 0 0';
205 for (int j = 0; j < n; ++j)
207 RandomSelection_Init();
208 FOREACH(Weapons, it != WEP_Null, {
209 if (remaining & (it.m_wepset))
210 RandomSelection_AddEnt(it, 1, 1);
212 Weapon w = RandomSelection_chosen_ent;
213 result |= WepSet_FromWeapon(w);
214 remaining &= ~WepSet_FromWeapon(w);
217 STAT(WEAPONS, e) = result;
223 string GetAmmoPicture(int ammotype)
227 case RESOURCE_SHELLS: return ITEM_Shells.m_icon;
228 case RESOURCE_BULLETS: return ITEM_Bullets.m_icon;
229 case RESOURCE_ROCKETS: return ITEM_Rockets.m_icon;
230 case RESOURCE_CELLS: return ITEM_Cells.m_icon;
231 case RESOURCE_PLASMA: return ITEM_Plasma.m_icon;
232 case RESOURCE_FUEL: return ITEM_JetpackFuel.m_icon;
233 default: return ""; // wtf, no ammo type?
238 int GetAmmoTypeFromNum(int i)
242 case 0: return RESOURCE_SHELLS;
243 case 1: return RESOURCE_BULLETS;
244 case 2: return RESOURCE_ROCKETS;
245 case 3: return RESOURCE_CELLS;
246 case 4: return RESOURCE_PLASMA;
247 case 5: return RESOURCE_FUEL;
248 default: return RESOURCE_NONE;
252 int GetAmmoStat(int ammotype)
256 case RESOURCE_SHELLS: return STAT_SHELLS;
257 case RESOURCE_BULLETS: return STAT_NAILS;
258 case RESOURCE_ROCKETS: return STAT_ROCKETS;
259 case RESOURCE_CELLS: return STAT_CELLS;
260 case RESOURCE_PLASMA: return STAT_PLASMA.m_id;
261 case RESOURCE_FUEL: return STAT_FUEL.m_id;
267 string W_Sound(string w_snd)
269 string output = strcat("weapons/", w_snd);
270 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
271 return M_ARGV(1, string);
274 string W_Model(string w_mdl)
276 string output = strcat("models/weapons/", w_mdl);
277 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
278 return M_ARGV(1, string);
282 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
304 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
309 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
311 else if (STAT(SHOOTFROMEYE))
315 else if (STAT(SHOOTFROMCENTER))
320 else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
323 if (y_is_right) v.y = -v.y;
324 if (v.x != 0) vecs.x = v.x;
328 else // just do the same as top
330 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
336 #define shotorg_adjust shotorg_adjust_values
341 * 1. simple animated model, muzzle flash handling on h_ model:
342 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
344 * shot = muzzle end (shot origin, also used for muzzle flashes)
345 * shell = casings ejection point (must be on the right hand side of the gun)
346 * weapon = attachment for v_tuba.md3
347 * v_tuba.md3 - first and third person model
348 * g_tuba.md3 - pickup model
350 * 2. simple animated model, muzzle flash handling on v_ model:
351 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
353 * weapon = attachment for v_tuba.md3
354 * v_tuba.md3 - first and third person model
356 * shot = muzzle end (shot origin, also used for muzzle flashes)
357 * shell = casings ejection point (must be on the right hand side of the gun)
358 * g_tuba.md3 - pickup model
360 * 3. fully animated model, muzzle flash handling on h_ model:
361 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
363 * shot = muzzle end (shot origin, also used for muzzle flashes)
364 * shell = casings ejection point (must be on the right hand side of the gun)
365 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
366 * v_tuba.md3 - third person model
367 * g_tuba.md3 - pickup model
369 * 4. fully animated model, muzzle flash handling on v_ model:
370 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
372 * shot = muzzle end (shot origin)
373 * shell = casings ejection point (must be on the right hand side of the gun)
374 * v_tuba.md3 - third person model
376 * shot = muzzle end (for muzzle flashes)
377 * g_tuba.md3 - pickup model
380 * this.origin, this.angles
382 * this.movedir, this.view_ofs
389 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
393 vector oldmin = this.mins, oldmax = this.maxs;
394 setmodel(this, MDL_Null);
395 setsize(this, oldmin, oldmax);
396 if (this.weaponchild) delete(this.weaponchild);
397 this.weaponchild = NULL;
398 this.movedir = '0 0 0';
399 this.spawnorigin = '0 0 0';
400 this.oldorigin = '0 0 0';
401 this.anim_fire1 = '0 1 0.01';
402 this.anim_fire2 = '0 1 0.01';
403 this.anim_idle = '0 1 0.01';
404 this.anim_reload = '0 1 0.01';
408 // if there is a child entity, hide it until we're sure we use it
409 if (this.weaponchild) this.weaponchild.model = "";
410 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
411 int v_shot_idx; // used later
412 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
414 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
415 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
416 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
417 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
418 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
419 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
421 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
422 // if we don't, this is a "real" animated model
424 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
426 if (!this.weaponchild)
428 this.weaponchild = new(weaponchild);
430 this.weaponchild.drawmask = MASK_NORMAL;
431 this.weaponchild.renderflags |= RF_VIEWMODEL;
434 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
435 setsize(this.weaponchild, '0 0 0', '0 0 0');
436 setattachment(this.weaponchild, this, t);
440 if (this.weaponchild) delete(this.weaponchild);
441 this.weaponchild = NULL;
444 setsize(this, '0 0 0', '0 0 0');
445 setorigin(this, '0 0 0');
446 this.angles = '0 0 0';
449 this.viewmodelforclient = NULL;
451 this.renderflags &= ~RF_VIEWMODEL;
453 if (v_shot_idx) // v_ model attached to invisible h_ model
455 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
460 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
462 this.movedir = gettaginfo(this, idx);
466 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
468 this.movedir = '0 0 0';
473 // v_ model attached to invisible h_ model
475 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
477 this.spawnorigin = gettaginfo(this.weaponchild, idx);
479 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
481 this.spawnorigin = gettaginfo(this, idx);
485 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
487 this.spawnorigin = this.movedir;
492 this.oldorigin = '0 0 0'; // use regular attachment
497 if (this.weaponchild)
498 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
500 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
503 this.oldorigin = this.movedir - gettaginfo(this, idx);
508 "weapon model %s does not support the 'handle' tag "
509 "and neither does the v_ model support the 'shot' tag, "
510 "will display muzzle flashes TOTALLY wrong\n",
512 this.oldorigin = '0 0 0'; // there is no way to recover from this
517 this.viewmodelforclient = this.owner;
519 this.renderflags |= RF_VIEWMODEL;
523 this.view_ofs = '0 0 0';
525 if (this.movedir.x >= 0)
527 //int algn = STAT(GUNALIGN, this.owner);
528 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
530 this.m_gunalign = algn;
532 vector v = this.movedir;
533 this.movedir = shotorg_adjust(v, false, false, algn);
534 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
536 int compressed_shotorg = compressShotOrigin(this.movedir);
537 // make them match perfectly
540 if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
541 this.movedir = decompressShotOrigin(compressed_shotorg);
543 this.movedir = decompressShotOrigin(compressed_shotorg);
546 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
548 // check if an instant weapon switch occurred
549 setorigin(this, this.view_ofs);
551 // reset animstate now
552 this.wframe = WFRAME_IDLE;
553 setanim(this, this.anim_idle, true, false, true);
559 REGISTER_NET_TEMP(wframe)
561 NET_HANDLE(wframe, bool isNew)
563 vector a = ReadVector();
564 int slot = ReadByte();
565 bool restartanim = ReadByte();
566 entity wepent = viewmodels[slot];
567 if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
568 wepent.animstate_looping = false;
570 anim_set(wepent, a, !restartanim, restartanim, restartanim);
571 wepent.state = ReadByte();
572 wepent.weapon_nextthink = ReadFloat();
573 switch (wepent.state)
576 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
579 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
582 wepent.weapon_switchdelay = 0;
590 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
592 if (!IS_REAL_CLIENT(actor)) return;
593 int channel = MSG_ONE;
595 WriteHeader(channel, wframe);
596 WriteVector(channel, a);
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", "weapon_find");
647 case CMD_REQUEST_USAGE:
649 LOG_INFO("Usage:^3 cl_cmd weapon_find weapon");
650 LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");