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";
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, int n)
197 WepSet remaining = e.weapons;
198 WepSet result = '0 0 0';
199 for (int j = 0; j < n; ++j)
201 RandomSelection_Init();
202 FOREACH(Weapons, it != WEP_Null, {
203 if (remaining & (it.m_wepset))
204 RandomSelection_AddEnt(it, 1, 1);
206 Weapon w = RandomSelection_chosen_ent;
207 result |= WepSet_FromWeapon(w);
208 remaining &= ~WepSet_FromWeapon(w);
213 string GetAmmoPicture(int ammotype)
217 case RESOURCE_SHELLS: return ITEM_Shells.m_icon;
218 case RESOURCE_BULLETS: return ITEM_Bullets.m_icon;
219 case RESOURCE_ROCKETS: return ITEM_Rockets.m_icon;
220 case RESOURCE_CELLS: return ITEM_Cells.m_icon;
221 case RESOURCE_PLASMA: return ITEM_Plasma.m_icon;
222 case RESOURCE_FUEL: return ITEM_JetpackFuel.m_icon;
223 default: return ""; // wtf, no ammo type?
228 int GetAmmoTypeFromNum(int i)
232 case 0: return RESOURCE_SHELLS;
233 case 1: return RESOURCE_BULLETS;
234 case 2: return RESOURCE_ROCKETS;
235 case 3: return RESOURCE_CELLS;
236 case 4: return RESOURCE_PLASMA;
237 case 5: return RESOURCE_FUEL;
238 default: return RESOURCE_NONE;
242 int GetAmmoStat(int ammotype)
246 case RESOURCE_SHELLS: return STAT_SHELLS;
247 case RESOURCE_BULLETS: return STAT_NAILS;
248 case RESOURCE_ROCKETS: return STAT_ROCKETS;
249 case RESOURCE_CELLS: return STAT_CELLS;
250 case RESOURCE_PLASMA: return STAT_PLASMA.m_id;
251 case RESOURCE_FUEL: return STAT_FUEL.m_id;
257 string W_Sound(string w_snd)
259 string output = strcat("weapons/", w_snd);
260 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
261 return M_ARGV(1, string);
264 string W_Model(string w_mdl)
266 string output = strcat("models/weapons/", w_mdl);
267 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
268 return M_ARGV(1, string);
272 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
294 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
301 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
304 else if (autocvar_g_shootfromeye)
308 else if (autocvar_g_shootfromcenter)
313 else if ((s = autocvar_g_shootfromfixedorigin) != "")
316 if (y_is_right) v.y = -v.y;
317 if (v.x != 0) vecs.x = v.x;
322 else // just do the same as top
324 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
330 #define shotorg_adjust shotorg_adjust_values
335 * 1. simple animated model, muzzle flash handling on h_ model:
336 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
338 * shot = muzzle end (shot origin, also used for muzzle flashes)
339 * shell = casings ejection point (must be on the right hand side of the gun)
340 * weapon = attachment for v_tuba.md3
341 * v_tuba.md3 - first and third person model
342 * g_tuba.md3 - pickup model
344 * 2. simple animated model, muzzle flash handling on v_ model:
345 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
347 * weapon = attachment for v_tuba.md3
348 * v_tuba.md3 - first and third person model
350 * shot = muzzle end (shot origin, also used for muzzle flashes)
351 * shell = casings ejection point (must be on the right hand side of the gun)
352 * g_tuba.md3 - pickup model
354 * 3. fully animated model, muzzle flash handling on h_ model:
355 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
357 * shot = muzzle end (shot origin, also used for muzzle flashes)
358 * shell = casings ejection point (must be on the right hand side of the gun)
359 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
360 * v_tuba.md3 - third person model
361 * g_tuba.md3 - pickup model
363 * 4. fully animated model, muzzle flash handling on v_ model:
364 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
366 * shot = muzzle end (shot origin)
367 * shell = casings ejection point (must be on the right hand side of the gun)
368 * v_tuba.md3 - third person model
370 * shot = muzzle end (for muzzle flashes)
371 * g_tuba.md3 - pickup model
374 * this.origin, this.angles
376 * this.movedir, this.view_ofs
383 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
387 vector oldmin = this.mins, oldmax = this.maxs;
388 setmodel(this, MDL_Null);
389 setsize(this, oldmin, oldmax);
390 if (this.weaponchild) delete(this.weaponchild);
391 this.weaponchild = NULL;
392 this.movedir = '0 0 0';
393 this.spawnorigin = '0 0 0';
394 this.oldorigin = '0 0 0';
395 this.anim_fire1 = '0 1 0.01';
396 this.anim_fire2 = '0 1 0.01';
397 this.anim_idle = '0 1 0.01';
398 this.anim_reload = '0 1 0.01';
402 // if there is a child entity, hide it until we're sure we use it
403 if (this.weaponchild) this.weaponchild.model = "";
404 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
405 int v_shot_idx; // used later
406 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
408 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
409 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
410 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
411 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
412 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
413 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
415 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
416 // if we don't, this is a "real" animated model
418 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
420 if (!this.weaponchild)
422 this.weaponchild = new(weaponchild);
424 this.weaponchild.drawmask = MASK_NORMAL;
425 this.weaponchild.renderflags |= RF_VIEWMODEL;
428 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
429 setsize(this.weaponchild, '0 0 0', '0 0 0');
430 setattachment(this.weaponchild, this, t);
434 if (this.weaponchild) delete(this.weaponchild);
435 this.weaponchild = NULL;
438 setsize(this, '0 0 0', '0 0 0');
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_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
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_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
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)
521 //int algn = STAT(GUNALIGN, this.owner);
522 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
524 this.m_gunalign = algn;
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
534 if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
535 this.movedir = decompressShotOrigin(compressed_shotorg);
537 this.movedir = decompressShotOrigin(compressed_shotorg);
540 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
542 // check if an instant weapon switch occurred
543 setorigin(this, this.view_ofs);
545 // reset animstate now
546 this.wframe = WFRAME_IDLE;
547 setanim(this, this.anim_idle, true, false, true);
553 REGISTER_NET_TEMP(wframe)
555 NET_HANDLE(wframe, bool isNew)
557 vector a = ReadVector();
558 int slot = ReadByte();
559 bool restartanim = ReadByte();
560 entity wepent = viewmodels[slot];
561 if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
562 wepent.animstate_looping = false;
564 anim_set(wepent, a, !restartanim, restartanim, restartanim);
565 wepent.state = ReadByte();
566 wepent.weapon_nextthink = ReadFloat();
567 switch (wepent.state)
570 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
573 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
576 wepent.weapon_switchdelay = 0;
584 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
586 if (!IS_REAL_CLIENT(actor)) return;
587 int channel = MSG_ONE;
589 WriteHeader(channel, wframe);
590 WriteVector(channel, a);
591 WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
592 WriteByte(channel, restartanim);
593 WriteByte(channel, weaponentity.state);
594 WriteFloat(channel, weaponentity.weapon_nextthink);
598 REGISTER_NET_C2S(w_whereis)
600 void Weapon_whereis(Weapon this, entity cl);
601 NET_HANDLE(w_whereis, bool)
603 Weapon wpn = ReadRegistered(Weapons);
604 if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
608 void w_whereis(Weapon this)
610 int channel = MSG_C2S;
611 WriteHeader(channel, w_whereis);
612 WriteRegistered(Weapons, channel, this);
614 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
618 case CMD_REQUEST_COMMAND:
623 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
628 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
631 FOREACH(Weapons, it != WEP_Null && it.netname == s,
639 LOG_INFOF("Incorrect parameters for ^2%s^7", "weapon_find");
641 case CMD_REQUEST_USAGE:
643 LOG_INFO("Usage:^3 cl_cmd weapon_find weapon");
644 LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");