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 "../physics/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"
53 #define IMPLEMENTATION
57 // WEAPON PLUGIN SYSTEM
59 WepSet _WepSet_FromWeapon(int a)
70 return '0 0 1' * power2of(a);
72 return '0 1 0' * power2of(a);
74 return '1 0 0' * power2of(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, LAMBDA(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(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 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
206 if (remaining & WepSet_FromWeapon(Weapons_from(j))) RandomSelection_Add(NULL, j, string_null, 1, 1);
207 Weapon w = Weapons_from(RandomSelection_chosen_float);
208 result |= WepSet_FromWeapon(w);
209 remaining &= ~WepSet_FromWeapon(w);
214 string GetAmmoPicture(.int ammotype)
218 case ammo_shells: return ITEM_Shells.m_icon;
219 case ammo_nails: return ITEM_Bullets.m_icon;
220 case ammo_rockets: return ITEM_Rockets.m_icon;
221 case ammo_cells: return ITEM_Cells.m_icon;
222 case ammo_plasma: return ITEM_Plasma.m_icon;
223 case ammo_fuel: return ITEM_JetpackFuel.m_icon;
224 default: return ""; // wtf, no ammo type?
229 .int GetAmmoFieldFromNum(int i)
233 case 0: return ammo_shells;
234 case 1: return ammo_nails;
235 case 2: return ammo_rockets;
236 case 3: return ammo_cells;
237 case 4: return ammo_plasma;
238 case 5: return ammo_fuel;
239 default: return ammo_none;
243 int GetAmmoStat(.int ammotype)
247 case ammo_shells: return STAT_SHELLS;
248 case ammo_nails: return STAT_NAILS;
249 case ammo_rockets: return STAT_ROCKETS;
250 case ammo_cells: return STAT_CELLS;
251 case ammo_plasma: return STAT_PLASMA.m_id;
252 case ammo_fuel: return STAT_FUEL.m_id;
258 string W_Sound(string w_snd)
260 string output = strcat("weapons/", w_snd);
262 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
263 return weapon_sound_output;
269 string W_Model(string w_mdl)
271 string output = strcat("models/weapons/", w_mdl);
272 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
273 return weapon_model_output;
277 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
299 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
306 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
309 else if (autocvar_g_shootfromeye)
313 else if (autocvar_g_shootfromcenter)
318 else if ((s = autocvar_g_shootfromfixedorigin) != "")
321 if (y_is_right) v.y = -v.y;
322 if (v.x != 0) vecs.x = v.x;
327 else // just do the same as top
329 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
335 #define shotorg_adjust shotorg_adjust_values
340 * 1. simple animated model, muzzle flash handling on h_ model:
341 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
343 * shot = muzzle end (shot origin, also used for muzzle flashes)
344 * shell = casings ejection point (must be on the right hand side of the gun)
345 * weapon = attachment for v_tuba.md3
346 * v_tuba.md3 - first and third person model
347 * g_tuba.md3 - pickup model
349 * 2. simple animated model, muzzle flash handling on v_ model:
350 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
352 * weapon = attachment for v_tuba.md3
353 * v_tuba.md3 - first and third person model
355 * shot = muzzle end (shot origin, also used for muzzle flashes)
356 * shell = casings ejection point (must be on the right hand side of the gun)
357 * g_tuba.md3 - pickup model
359 * 3. fully animated model, muzzle flash handling on h_ model:
360 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
362 * shot = muzzle end (shot origin, also used for muzzle flashes)
363 * shell = casings ejection point (must be on the right hand side of the gun)
364 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
365 * v_tuba.md3 - third person model
366 * g_tuba.md3 - pickup model
368 * 4. fully animated model, muzzle flash handling on v_ model:
369 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
371 * shot = muzzle end (shot origin)
372 * shell = casings ejection point (must be on the right hand side of the gun)
373 * v_tuba.md3 - third person model
375 * shot = muzzle end (for muzzle flashes)
376 * g_tuba.md3 - pickup model
379 * this.origin, this.angles
381 * this.movedir, this.view_ofs
388 void CL_WeaponEntity_SetModel(entity this, string name)
393 if (this.weaponchild) remove(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);
426 make_pure(this.weaponchild);
428 this.weaponchild.drawmask = MASK_NORMAL;
429 this.weaponchild.renderflags |= RF_VIEWMODEL;
432 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
433 setattachment(this.weaponchild, this, t);
437 if (this.weaponchild) remove(this.weaponchild);
438 this.weaponchild = NULL;
441 setorigin(this, '0 0 0');
442 this.angles = '0 0 0';
445 this.viewmodelforclient = NULL;
447 this.renderflags &= ~RF_VIEWMODEL;
449 if (v_shot_idx) // v_ model attached to invisible h_ model
451 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
456 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
458 this.movedir = gettaginfo(this, idx);
462 LOG_WARNINGF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong\n",
464 this.movedir = '0 0 0';
469 // v_ model attached to invisible h_ model
471 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
473 this.spawnorigin = gettaginfo(this.weaponchild, idx);
475 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
477 this.spawnorigin = gettaginfo(this, idx);
481 LOG_WARNINGF("weapon model %s does not support the 'shell' tag, will display casings wrong\n",
483 this.spawnorigin = this.movedir;
488 this.oldorigin = '0 0 0'; // use regular attachment
493 if (this.weaponchild)
494 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
496 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
499 this.oldorigin = this.movedir - gettaginfo(this, idx);
504 "weapon model %s does not support the 'handle' tag "
505 "and neither does the v_ model support the 'shot' tag, "
506 "will display muzzle flashes TOTALLY wrong\n",
508 this.oldorigin = '0 0 0'; // there is no way to recover from this
513 this.viewmodelforclient = this.owner;
515 this.renderflags |= RF_VIEWMODEL;
519 this.view_ofs = '0 0 0';
521 if (this.movedir.x >= 0)
523 int algn = STAT(GUNALIGN, this.owner);
524 vector v = this.movedir;
525 this.movedir = shotorg_adjust(v, false, false, algn);
526 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
528 int compressed_shotorg = compressShotOrigin(this.movedir);
529 // make them match perfectly
531 this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
533 this.movedir = decompressShotOrigin(compressed_shotorg);
536 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
538 // check if an instant weapon switch occurred
539 setorigin(this, this.view_ofs);
540 // reset animstate now
541 this.wframe = WFRAME_IDLE;
542 setanim(this, this.anim_idle, true, false, true);
548 REGISTER_NET_TEMP(wframe)
550 NET_HANDLE(wframe, bool isNew)
556 bool restartanim = ReadByte();
557 anim_set(viewmodel, a, !restartanim, restartanim, restartanim);
558 viewmodel.state = ReadByte();
559 viewmodel.weapon_nextthink = ReadFloat();
560 viewmodel.alpha = ReadByte() / 255;
561 switch (viewmodel.state)
564 viewmodel.weapon_switchdelay = activeweapon.switchdelay_raise;
567 viewmodel.weapon_switchdelay = activeweapon.switchdelay_drop;
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);
594 REGISTER_NET_C2S(w_whereis)
596 void Weapon_whereis(Weapon this, entity cl);
597 NET_HANDLE(w_whereis, bool)
599 Weapon wpn = ReadRegistered(Weapons);
600 if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
604 void w_whereis(Weapon this)
606 int channel = MSG_C2S;
607 WriteHeader(channel, w_whereis);
608 WriteRegistered(Weapons, channel, this);
610 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
614 case CMD_REQUEST_COMMAND:
619 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
624 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
627 FOREACH(Weapons, it != WEP_Null && it.netname == s,
635 LOG_INFOF("Incorrect parameters for ^2%s^7\n", "weapon_find");
637 case CMD_REQUEST_USAGE:
639 LOG_INFO("\nUsage:^3 cl_cmd weapon_find weapon\n");
640 LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.\n");