#ifndef WEAPONS_ALL_C #define WEAPONS_ALL_C #include "all.qh" #if defined(CSQC) #include "../../client/defs.qh" #include "../constants.qh" #include "../stats.qh" #include "../../lib/warpzone/anglestransform.qh" #include "../../lib/warpzone/common.qh" #include "../../lib/warpzone/client.qh" #include "../util.qh" #include "../../client/autocvars.qh" #include "../deathtypes/all.qh" #include "../../lib/csqcmodel/interpolate.qh" #include "../movetypes/movetypes.qh" #include "../../client/main.qh" #include "../../lib/csqcmodel/cl_model.qh" #elif defined(MENUQC) #elif defined(SVQC) #include "../../lib/warpzone/anglestransform.qh" #include "../../lib/warpzone/common.qh" #include "../../lib/warpzone/util_server.qh" #include "../../lib/warpzone/server.qh" #include "../constants.qh" #include "../stats.qh" #include "../teams.qh" #include "../util.qh" #include "../monsters/all.qh" #include "config.qh" #include "../../server/weapons/csqcprojectile.qh" #include "../../server/weapons/tracing.qh" #include "../../server/t_items.qh" #include "../../server/autocvars.qh" #include "../../server/constants.qh" #include "../../server/defs.qh" #include "../notifications.qh" #include "../deathtypes/all.qh" #include "../../server/mutators/all.qh" #include "../mapinfo.qh" #include "../../server/command/common.qh" #include "../../lib/csqcmodel/sv_model.qh" #include "../../server/portals.qh" #include "../../server/g_hook.qh" #endif #ifndef MENUQC #include "calculations.qc" #endif #define IMPLEMENTATION #include "all.inc" #undef IMPLEMENTATION // WEAPON PLUGIN SYSTEM WepSet _WepSet_FromWeapon(int a) { a -= WEP_FIRST; if (Weapons_MAX > 24) if (a >= 24) { a -= 24; if (Weapons_MAX > 48) if (a >= 24) { a -= 24; return '0 0 1' * power2of(a); } return '0 1 0' * power2of(a); } return '1 0 0' * power2of(a); } #ifdef SVQC void WriteWepSet(float dst, WepSet w) { if (Weapons_MAX > 48) WriteInt72_t(dst, w); else if (Weapons_MAX > 24) WriteInt48_t(dst, w); else WriteInt24_t(dst, w.x); } #endif #ifdef CSQC WepSet WepSet_GetFromStat() { return STAT(WEAPONS); } WepSet WepSet_GetFromStat_InMap() { return STAT(WEAPONSINMAP); } WepSet ReadWepSet() { if (Weapons_MAX > 48) return ReadInt72_t(); if (Weapons_MAX > 24) return ReadInt48_t(); return ReadInt24_t() * '1 0 0'; } #endif string W_FixWeaponOrder(string order, float complete) { return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete); } string W_NameWeaponOrder_MapFunc(string s) { entity wi; if (s == "0" || stof(s)) { wi = get_weaponinfo(stof(s)); if (wi != WEP_Null) return wi.netname; } return s; } string W_UndeprecateName(string s) { switch (s) { case "nex": return "vortex"; case "rocketlauncher": return "devastator"; case "laser": return "blaster"; case "minstanex": return "vaporizer"; case "grenadelauncher": return "mortar"; case "uzi": return "machinegun"; default: return s; } } string W_NameWeaponOrder(string order) { return mapPriorityList(order, W_NameWeaponOrder_MapFunc); } string W_NumberWeaponOrder_MapFunc(string s) { int i; if (s == "0" || stof(s)) return s; s = W_UndeprecateName(s); for (i = WEP_FIRST; i <= WEP_LAST; ++i) if (s == get_weaponinfo(i).netname) return ftos(i); return s; } string W_NumberWeaponOrder(string order) { return mapPriorityList(order, W_NumberWeaponOrder_MapFunc); } float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX]; string W_FixWeaponOrder_BuildImpulseList_order; void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass) { float h; h = W_FixWeaponOrder_BuildImpulseList_buf[i]; W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j]; W_FixWeaponOrder_BuildImpulseList_buf[j] = h; } float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass) { entity e1, e2; float d; e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]); e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]); d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10; if (d != 0) return -d; // high impulse first! return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0) - strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0) ; // low char index first! } string W_FixWeaponOrder_BuildImpulseList(string o) { int i; W_FixWeaponOrder_BuildImpulseList_order = o; for (i = WEP_FIRST; i <= WEP_LAST; ++i) W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i; heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world); o = ""; for (i = WEP_FIRST; i <= WEP_LAST; ++i) o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST])); W_FixWeaponOrder_BuildImpulseList_order = string_null; return substring(o, 1, -1); } string W_FixWeaponOrder_AllowIncomplete(string order) { return W_FixWeaponOrder(order, 0); } string W_FixWeaponOrder_ForceComplete(string order) { if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority")); return W_FixWeaponOrder(order, 1); } void W_RandomWeapons(entity e, float n) { int i, j; WepSet remaining; WepSet result; remaining = e.weapons; result = '0 0 0'; for (i = 0; i < n; ++i) { RandomSelection_Init(); for (j = WEP_FIRST; j <= WEP_LAST; ++j) if (remaining & WepSet_FromWeapon(j)) RandomSelection_Add(world, j, string_null, 1, 1); result |= WepSet_FromWeapon(RandomSelection_chosen_float); remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float); } e.weapons = result; } string GetAmmoPicture(.int ammotype) { switch (ammotype) { case ammo_shells: return ITEM_Shells.m_icon; case ammo_nails: return ITEM_Bullets.m_icon; case ammo_rockets: return ITEM_Rockets.m_icon; case ammo_cells: return ITEM_Cells.m_icon; case ammo_plasma: return ITEM_Plasma.m_icon; case ammo_fuel: return ITEM_JetpackFuel.m_icon; default: return ""; // wtf, no ammo type? } } #ifdef CSQC .int GetAmmoFieldFromNum(int i) { switch (i) { case 0: return ammo_shells; case 1: return ammo_nails; case 2: return ammo_rockets; case 3: return ammo_cells; case 4: return ammo_plasma; case 5: return ammo_fuel; default: return ammo_none; } } int GetAmmoStat(.int ammotype) { switch (ammotype) { case ammo_shells: return STAT_SHELLS; case ammo_nails: return STAT_NAILS; case ammo_rockets: return STAT_ROCKETS; case ammo_cells: return STAT_CELLS; case ammo_plasma: return STAT_PLASMA.m_id; case ammo_fuel: return STAT_FUEL.m_id; default: return -1; } } #endif string W_Sound(string w_snd) { string output = strcat("weapons/", w_snd); #ifdef SVQC MUTATOR_CALLHOOK(WeaponSound, w_snd, output); return weapon_sound_output; #else return output; #endif } string W_Model(string w_mdl) { string output = strcat("models/weapons/", w_mdl); #ifdef SVQC MUTATOR_CALLHOOK(WeaponModel, w_mdl, output); return weapon_model_output; #else return output; #endif } #ifndef MENUQC vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn) { switch (algn) { default: case 3: // right alignment break; case 4: // left vecs.y = -vecs.y; break; case 1: case 2: // center vecs.y = 0; vecs.z -= 2; break; } return vecs; } vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn) { #ifdef SVQC string s; #endif if (visual) { vecs = shotorg_adjustfromclient(vecs, y_is_right, algn); } #ifdef SVQC else if (autocvar_g_shootfromeye) { vecs.y = vecs.z = 0; } else if (autocvar_g_shootfromcenter) { vecs.y = 0; vecs.z -= 2; } else if ((s = autocvar_g_shootfromfixedorigin) != "") { vector v = stov(s); if (y_is_right) v.y = -v.y; if (v.x != 0) vecs.x = v.x; vecs.y = v.y; vecs.z = v.z; } #endif else // just do the same as top { vecs = shotorg_adjustfromclient(vecs, y_is_right, algn); } return vecs; } #define shotorg_adjust shotorg_adjust_values /** * supported formats: * * 1. simple animated model, muzzle flash handling on h_ model: * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation * tags: * shot = muzzle end (shot origin, also used for muzzle flashes) * shell = casings ejection point (must be on the right hand side of the gun) * weapon = attachment for v_tuba.md3 * v_tuba.md3 - first and third person model * g_tuba.md3 - pickup model * * 2. simple animated model, muzzle flash handling on v_ model: * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation * tags: * weapon = attachment for v_tuba.md3 * v_tuba.md3 - first and third person model * tags: * shot = muzzle end (shot origin, also used for muzzle flashes) * shell = casings ejection point (must be on the right hand side of the gun) * g_tuba.md3 - pickup model * * 3. fully animated model, muzzle flash handling on h_ model: * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model * tags: * shot = muzzle end (shot origin, also used for muzzle flashes) * shell = casings ejection point (must be on the right hand side of the gun) * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes) * v_tuba.md3 - third person model * g_tuba.md3 - pickup model * * 4. fully animated model, muzzle flash handling on v_ model: * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model * tags: * shot = muzzle end (shot origin) * shell = casings ejection point (must be on the right hand side of the gun) * v_tuba.md3 - third person model * tags: * shot = muzzle end (for muzzle flashes) * g_tuba.md3 - pickup model * * writes: * this.origin, this.angles * this.weaponchild * this.movedir, this.view_ofs * attachment stuff * anim stuff * to free: * call again with "" * remove the ent */ void CL_WeaponEntity_SetModel(entity this, string name) { if (name == "") { this.model = ""; if (this.weaponchild) remove(this.weaponchild); this.weaponchild = NULL; this.movedir = '0 0 0'; this.spawnorigin = '0 0 0'; this.oldorigin = '0 0 0'; this.anim_fire1 = '0 1 0.01'; this.anim_fire2 = '0 1 0.01'; this.anim_idle = '0 1 0.01'; this.anim_reload = '0 1 0.01'; } else { // if there is a child entity, hide it until we're sure we use it if (this.weaponchild) this.weaponchild.model = ""; _setmodel(this, W_Model(strcat("v_", name, ".md3"))); int v_shot_idx; // used later (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot")); _setmodel(this, W_Model(strcat("h_", name, ".iqm"))); // preset some defaults that work great for renamed zym files (which don't need an animinfo) this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0'); this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0'); this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0'); this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0'); // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model) // if we don't, this is a "real" animated model string t; if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t))) { if (!this.weaponchild) { this.weaponchild = new(weaponchild); #ifdef CSQC this.weaponchild.drawmask = MASK_NORMAL; this.weaponchild.renderflags |= RF_VIEWMODEL; #endif } _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3"))); setattachment(this.weaponchild, this, t); } else { if (this.weaponchild) remove(this.weaponchild); this.weaponchild = NULL; } setorigin(this, '0 0 0'); this.angles = '0 0 0'; this.frame = 0; #ifdef SVQC this.viewmodelforclient = NULL; #else this.renderflags &= ~RF_VIEWMODEL; #endif if (v_shot_idx) // v_ model attached to invisible h_ model { this.movedir = gettaginfo(this.weaponchild, v_shot_idx); } else { int idx; if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot"))) { this.movedir = gettaginfo(this, idx); } else { LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n", this.model); this.movedir = '0 0 0'; } } { int idx = 0; // v_ model attached to invisible h_ model if (this.weaponchild && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell")))) { this.spawnorigin = gettaginfo(this.weaponchild, idx); } else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell"))) { this.spawnorigin = gettaginfo(this, idx); } else { LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n", this.model); this.spawnorigin = this.movedir; } } if (v_shot_idx) { this.oldorigin = '0 0 0'; // use regular attachment } else { int idx; if (this.weaponchild) (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon")); else (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle")); if (idx) { this.oldorigin = this.movedir - gettaginfo(this, idx); } else { LOG_WARNINGF( "weapon model %s does not support the 'handle' tag " "and neither does the v_ model support the 'shot' tag, " "will display muzzle flashes TOTALLY wrong\n", this.model); this.oldorigin = '0 0 0'; // there is no way to recover from this } } #ifdef SVQC this.viewmodelforclient = this.owner; #else this.renderflags |= RF_VIEWMODEL; #endif } this.view_ofs = '0 0 0'; if (this.movedir.x >= 0) { #ifdef SVQC int algn = this.owner.cvar_cl_gunalign; #else int algn = autocvar_cl_gunalign; #endif vector v = this.movedir; this.movedir = shotorg_adjust(v, false, false, algn); this.view_ofs = shotorg_adjust(v, false, true, algn) - v; } int compressed_shotorg = compressShotOrigin(this.movedir); // make them match perfectly #ifdef SVQC this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg); #else this.movedir = decompressShotOrigin(compressed_shotorg); #endif this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount // check if an instant weapon switch occurred setorigin(this, this.view_ofs); // reset animstate now this.wframe = WFRAME_IDLE; setanim(this, this.anim_idle, true, false, true); } #endif #ifndef MENUQC REGISTER_NET_TEMP(wframe) #ifdef CSQC NET_HANDLE(wframe, bool isNew) { vector a; a.x = ReadCoord(); a.y = ReadCoord(); a.z = ReadCoord(); bool restartanim = ReadByte(); anim_set(viewmodel, a, !restartanim, restartanim, restartanim); viewmodel.state = ReadByte(); viewmodel.alpha = ReadByte() / 255; return true; } #endif #ifdef SVQC void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim) { if (!IS_REAL_CLIENT(actor)) return; int channel = MSG_ONE; msg_entity = actor; WriteHeader(channel, wframe); WriteCoord(channel, a.x); WriteCoord(channel, a.y); WriteCoord(channel, a.z); WriteByte(channel, restartanim); WriteByte(channel, weaponentity.state); WriteByte(channel, weaponentity.alpha * 255); } #endif REGISTER_NET_TEMP(wglow) #ifdef CSQC NET_HANDLE(wglow, bool isNew) { vector g = '0 0 0'; g.x = ReadCoord(); g.y = ReadCoord(); g.z = ReadCoord(); viewmodel.glowmod = g; return true; } #endif #ifdef SVQC void wglow_send(entity actor, vector g) { if (!IS_REAL_CLIENT(actor)) return; int channel = MSG_ONE; msg_entity = actor; WriteHeader(channel, wglow); WriteCoord(channel, g.x); WriteCoord(channel, g.y); WriteCoord(channel, g.z); } #endif #endif #endif