6 #include <client/autocvars.qh>
7 #include <client/main.qh>
8 #include <common/constants.qh>
9 #include <common/deathtypes/all.qh>
10 #include <common/physics/movetypes/movetypes.qh>
11 #include <common/stats.qh>
12 #include <common/util.qh>
13 #include <common/weapons/calculations.qc>
14 #include <common/weapons/weapon/_mod.inc>
15 #include <lib/csqcmodel/cl_model.qh>
16 #include <lib/csqcmodel/interpolate.qh>
17 #include <lib/warpzone/anglestransform.qh>
18 #include <lib/warpzone/client.qh>
19 #include <lib/warpzone/common.qh>
21 #include <common/weapons/weapon/_mod.inc>
23 #include <common/constants.qh>
24 #include <common/deathtypes/all.qh>
25 #include <common/items/_mod.qh>
26 #include <common/mapinfo.qh>
27 #include <common/monsters/_mod.qh>
28 #include <common/notifications/all.qh>
29 #include <common/stats.qh>
30 #include <common/teams.qh>
31 #include <common/util.qh>
32 #include <common/weapons/calculations.qc>
33 #include <common/weapons/config.qc>
34 #include <common/weapons/config.qh>
35 #include <common/weapons/weapon/_mod.inc>
36 #include <lib/csqcmodel/sv_model.qh>
37 #include <lib/warpzone/anglestransform.qh>
38 #include <lib/warpzone/common.qh>
39 #include <lib/warpzone/server.qh>
40 #include <lib/warpzone/util_server.qh>
41 #include <server/autocvars.qh>
42 #include <server/command/_mod.qh>
43 #include <server/hook.qh>
44 #include <server/items/spawning.qh>
45 #include <server/mutators/_mod.qh>
46 #include <server/portals.qh>
47 #include <server/weapons/common.qh>
48 #include <server/weapons/csqcprojectile.qh>
49 #include <server/weapons/tracing.qh>
53 // WEAPON PLUGIN SYSTEM
55 WepSet _WepSet_FromWeapon(int a)
58 if (REGISTRY_MAX(Weapons) > 24)
62 if (REGISTRY_MAX(Weapons) > 48)
66 return '0 0 1' * (2 ** a);
68 return '0 1 0' * (2 ** a);
70 return '1 0 0' * (2 ** a);
73 void WriteWepSet(float dst, WepSet w)
75 if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
76 else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
77 else WriteInt24_t(dst, w.x);
81 WepSet WepSet_GetFromStat()
85 WepSet WepSet_GetFromStat_InMap()
87 return STAT(WEAPONSINMAP);
91 if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
92 if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
93 return ReadInt24_t() * '1 0 0';
97 string W_FixWeaponOrder(string order, float complete)
99 return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
101 string W_NameWeaponOrder_MapFunc(string s)
106 entity wi = REGISTRY_GET(Weapons, i);
107 if (wi != WEP_Null) return wi.netname;
112 string W_UndeprecateName(string s)
116 case "nex": return "vortex";
117 case "rocketlauncher": return "devastator";
118 case "laser": return "blaster";
119 case "minstanex": return "vaporizer";
120 case "grenadelauncher": return "mortar";
121 case "uzi": return "machinegun";
122 case "hmg": return "okhmg";
123 case "rpc": return "okrpc";
127 string W_NameWeaponOrder(string order)
129 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
131 string W_NumberWeaponOrder_MapFunc(string s)
133 if (s == "0" || stof(s)) return s;
134 s = W_UndeprecateName(s);
135 FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
138 string W_NumberWeaponOrder(string order)
140 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
143 float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
144 string W_FixWeaponOrder_BuildImpulseList_order;
145 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
148 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
149 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
150 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
152 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
154 int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
155 Weapon e1 = REGISTRY_GET(Weapons, si);
156 int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
157 Weapon e2 = REGISTRY_GET(Weapons, sj);
158 int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
159 if (d != 0) return -d; // high impulse first!
160 string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " ");
161 return strstrofs(s, sprintf(" %d ", si), 0)
162 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
164 string W_FixWeaponOrder_BuildImpulseList(string o)
167 W_FixWeaponOrder_BuildImpulseList_order = o;
168 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
169 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
170 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
173 for (i = WEP_FIRST; i <= WEP_LAST; ++i)
174 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
175 W_FixWeaponOrder_BuildImpulseList_order = string_null;
176 return substring(o, 1, -1);
179 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
181 return W_FixWeaponOrder(order, 0);
184 string W_FixWeaponOrder_ForceComplete(string order)
186 if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
187 return W_FixWeaponOrder(order, 1);
190 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
192 WepSet result = '0 0 0';
193 for (int j = 0; j < n; ++j)
195 RandomSelection_Init();
196 FOREACH(Weapons, it != WEP_Null, {
197 if (remaining & (it.m_wepset))
198 RandomSelection_AddEnt(it, 1, 1);
200 Weapon w = RandomSelection_chosen_ent;
201 result |= WepSet_FromWeapon(w);
202 remaining &= ~WepSet_FromWeapon(w);
207 string GetAmmoPicture(int ammotype)
211 case RES_SHELLS: return ITEM_Shells.m_icon;
212 case RES_BULLETS: return ITEM_Bullets.m_icon;
213 case RES_ROCKETS: return ITEM_Rockets.m_icon;
214 case RES_CELLS: return ITEM_Cells.m_icon;
215 case RES_PLASMA: return ITEM_Plasma.m_icon;
216 case RES_FUEL: return ITEM_JetpackFuel.m_icon;
217 default: return ""; // wtf, no ammo type?
221 string GetAmmoName(int ammotype)
225 case RES_SHELLS: return ITEM_Shells.m_name;
226 case RES_BULLETS: return ITEM_Bullets.m_name;
227 case RES_ROCKETS: return ITEM_Rockets.m_name;
228 case RES_CELLS: return ITEM_Cells.m_name;
229 case RES_PLASMA: return ITEM_Plasma.m_name;
230 case RES_FUEL: return ITEM_JetpackFuel.m_name;
231 default: return "batteries";
236 int GetAmmoTypeFromNum(int i)
240 case 0: return RES_SHELLS;
241 case 1: return RES_BULLETS;
242 case 2: return RES_ROCKETS;
243 case 3: return RES_CELLS;
244 case 4: return RES_PLASMA;
245 case 5: return RES_FUEL;
246 default: return RES_NONE;
250 int GetAmmoStat(int ammotype)
254 case RES_SHELLS: return STAT_SHELLS;
255 case RES_BULLETS: return STAT_NAILS;
256 case RES_ROCKETS: return STAT_ROCKETS;
257 case RES_CELLS: return STAT_CELLS;
258 case RES_PLASMA: return STAT_PLASMA.m_id;
259 case RES_FUEL: return STAT_FUEL.m_id;
265 string W_Sound(string w_snd)
267 string output = strcat("weapons/", w_snd);
268 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
269 return M_ARGV(1, string);
272 string W_Model(string w_mdl)
274 string output = strcat("models/weapons/", w_mdl);
275 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
276 return M_ARGV(1, string);
280 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
302 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
307 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
309 else if (STAT(SHOOTFROMEYE))
313 else if (STAT(SHOOTFROMCENTER))
318 else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
321 if (y_is_right) v.y = -v.y;
322 if (v.x != 0) vecs.x = v.x;
326 else // just do the same as top
328 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
334 #define shotorg_adjust shotorg_adjust_values
339 * 1. simple animated model, muzzle flash handling on h_ model:
340 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
342 * shot = muzzle end (shot origin, also used for muzzle flashes)
343 * shell = casings ejection point (must be on the right hand side of the gun)
344 * weapon = attachment for v_tuba.md3
345 * v_tuba.md3 - first and third person model
346 * g_tuba.md3 - pickup model
348 * 2. simple animated model, muzzle flash handling on v_ model:
349 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
351 * weapon = attachment for v_tuba.md3
352 * v_tuba.md3 - first and third person model
354 * shot = muzzle end (shot origin, also used for muzzle flashes)
355 * shell = casings ejection point (must be on the right hand side of the gun)
356 * g_tuba.md3 - pickup model
358 * 3. fully animated model, muzzle flash handling on h_ model:
359 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
361 * shot = muzzle end (shot origin, also used for muzzle flashes)
362 * shell = casings ejection point (must be on the right hand side of the gun)
363 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
364 * v_tuba.md3 - third person model
365 * g_tuba.md3 - pickup model
367 * 4. fully animated model, muzzle flash handling on v_ model:
368 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
370 * shot = muzzle end (shot origin)
371 * shell = casings ejection point (must be on the right hand side of the gun)
372 * v_tuba.md3 - third person model
374 * shot = muzzle end (for muzzle flashes)
375 * g_tuba.md3 - pickup model
378 * this.origin, this.angles
380 * this.movedir, this.view_ofs, this.movedir_aligned
387 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
391 vector oldmin = this.mins, oldmax = this.maxs;
392 setmodel(this, MDL_Null);
393 setsize(this, oldmin, oldmax);
394 if (this.weaponchild) delete(this.weaponchild);
395 this.weaponchild = NULL;
396 this.movedir = '0 0 0';
397 this.spawnorigin = '0 0 0';
398 this.oldorigin = '0 0 0';
399 this.anim_fire1 = '0 1 0.01';
400 this.anim_fire2 = '0 1 0.01';
401 this.anim_idle = '0 1 0.01';
402 this.anim_reload = '0 1 0.01';
406 // if there is a child entity, hide it until we're sure we use it
407 if (this.weaponchild) this.weaponchild.model = "";
408 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
409 int v_shot_idx; // used later
410 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
412 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
413 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
414 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
415 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
416 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
417 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
419 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
420 // if we don't, this is a "real" animated model
422 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
424 if (!this.weaponchild)
426 this.weaponchild = new(weaponchild);
428 this.weaponchild.drawmask = MASK_NORMAL;
429 this.weaponchild.renderflags |= RF_VIEWMODEL;
432 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
433 setsize(this.weaponchild, '0 0 0', '0 0 0');
434 setattachment(this.weaponchild, this, t);
438 if (this.weaponchild) delete(this.weaponchild);
439 this.weaponchild = NULL;
442 setsize(this, '0 0 0', '0 0 0');
443 setorigin(this, '0 0 0');
444 this.angles = '0 0 0';
447 this.viewmodelforclient = NULL;
449 this.renderflags &= ~RF_VIEWMODEL;
451 if (v_shot_idx) // v_ model attached to invisible h_ model
453 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
458 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
460 this.movedir = gettaginfo(this, idx);
464 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
466 this.movedir = '0 0 0';
471 // v_ model attached to invisible h_ model
473 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
475 this.spawnorigin = gettaginfo(this.weaponchild, idx);
477 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
479 this.spawnorigin = gettaginfo(this, idx);
483 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
485 this.spawnorigin = this.movedir;
490 this.oldorigin = '0 0 0'; // use regular attachment
495 if (this.weaponchild)
496 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
498 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
501 this.oldorigin = this.movedir - gettaginfo(this, idx);
506 "weapon model %s does not support the 'handle' tag "
507 "and neither does the v_ model support the 'shot' tag, "
508 "will display muzzle flashes TOTALLY wrong\n",
510 this.oldorigin = '0 0 0'; // there is no way to recover from this
515 this.viewmodelforclient = this.owner;
517 this.renderflags |= RF_VIEWMODEL;
521 this.view_ofs = '0 0 0';
522 this.movedir_aligned = this.movedir;
524 if (this.movedir.x >= 0)
526 //int algn = STAT(GUNALIGN, this.owner);
527 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
529 this.m_gunalign = algn;
531 vector v = this.movedir;
532 this.movedir = shotorg_adjust(v, false, false, algn);
533 this.movedir_aligned = shotorg_adjust(v, false, true, 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;
542 this.movedir = decompressShotOrigin(compressed_shotorg);
544 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
546 // check if an instant weapon switch occurred
547 setorigin(this, this.view_ofs);
549 // reset animstate now
550 this.wframe = WFRAME_IDLE;
551 setanim(this, this.anim_idle, true, false, true);
557 REGISTER_NET_TEMP(wframe)
559 NET_HANDLE(wframe, bool isNew)
561 WFRAME fr = ReadByte();
562 float t = ReadFloat();
563 int slot = ReadByte();
564 bool restartanim = ReadByte();
565 entity wepent = viewmodels[slot];
566 if(fr == WFRAME_IDLE)
567 wepent.animstate_looping = false; // we don't need to enforce idle animation
574 case WFRAME_IDLE: a = wepent.anim_idle; break;
575 case WFRAME_FIRE1: a = wepent.anim_fire1; break;
576 case WFRAME_FIRE2: a = wepent.anim_fire2; break;
577 case WFRAME_RELOAD: a = wepent.anim_reload; break;
580 anim_set(wepent, a, !restartanim, restartanim, restartanim);
582 wepent.state = ReadByte();
583 wepent.weapon_nextthink = ReadFloat();
584 switch (wepent.state)
587 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
590 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
593 wepent.weapon_switchdelay = 0;
601 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
603 if (!IS_REAL_CLIENT(actor)) return;
604 int channel = MSG_ONE;
606 WriteHeader(channel, wframe);
607 WriteByte(channel, wepframe);
608 WriteFloat(channel, attackrate);
609 WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
610 WriteByte(channel, restartanim);
611 WriteByte(channel, weaponentity.state);
612 WriteFloat(channel, weaponentity.weapon_nextthink);
616 REGISTER_NET_C2S(w_whereis)
618 void Weapon_whereis(Weapon this, entity cl);
619 NET_HANDLE(w_whereis, bool)
621 Weapon wpn = ReadRegistered(Weapons);
622 if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
626 void w_whereis(Weapon this)
628 int channel = MSG_C2S;
629 WriteHeader(channel, w_whereis);
630 WriteRegistered(Weapons, channel, this);
632 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
636 case CMD_REQUEST_COMMAND:
641 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
646 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
649 FOREACH(Weapons, it != WEP_Null && it.netname == s,
656 LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
657 case CMD_REQUEST_USAGE:
659 LOG_HELP("Usage:^3 cl_cmd weapon_find weapon");
660 LOG_HELP(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
668 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
671 flash.angles_z = random() * 360;
673 entity view = actor.(weaponentity);
674 entity exterior = actor.exteriorweaponentity;
676 if (view.oldorigin.x > 0)
678 setattachment(flash, exterior, "");
679 setorigin(flash, view.oldorigin + offset);
683 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
684 else setattachment(flash, exterior, "tag_shot");
685 setorigin(flash, offset);
689 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
691 flash.owner = wepent;
692 flash.angles_z = random() * 360;
694 if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
695 else setattachment(flash, wepent, "tag_shot");
696 setorigin(flash, offset);
700 void W_MuzzleFlash_Model_Think(entity this)
705 this.nextthink = time + 0.05;
709 setthink(this, SUB_Remove);
710 this.nextthink = time;
711 this.realowner.muzzle_flash = NULL;
716 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
718 if(wepent.muzzle_flash == NULL)
719 wepent.muzzle_flash = spawn();
721 entity flash = wepent.muzzle_flash;
722 setmodel(flash, muzzlemodel); // precision set below
725 setthink(flash, W_MuzzleFlash_Model_Think);
726 flash.nextthink = time + 0.02;
729 flash.angles_z = random() * 180;
730 flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
731 flash.owner = flash.realowner = wepent;
734 flash.drawmask = MASK_NORMAL;
738 REGISTER_NET_TEMP(w_muzzleflash)
741 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
743 // don't show an exterior muzzle effect for the off-hand
744 if(weaponslot(weaponentity) == 0)
746 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
748 if(thiswep.m_muzzlemodel != MDL_Null)
750 W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
751 W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
755 FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
757 if(!IS_REAL_CLIENT(it))
759 int channel = MSG_ONE;
761 WriteHeader(channel, w_muzzleflash);
762 WriteByte(channel, thiswep.m_id);
763 WriteByte(channel, weaponslot(weaponentity));
764 WriteVector(channel, shotorg);
768 NET_HANDLE(w_muzzleflash, bool isNew)
771 int weapon_id = ReadByte();
772 int slot = ReadByte();
773 vector sv_shotorg = ReadVector();
775 Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
776 vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
777 vector forward, right, up;
778 MAKE_VECTORS(viewangles, forward, right, up);
780 if(autocvar_chase_active)
782 // in third person mode, show the muzzle flash from the server side weapon position
783 // we don't have a view model to reference in this case
784 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
787 if(!autocvar_r_drawviewmodel) return;
789 entity wepent = viewmodels[slot];
790 // get the local player entity to calculate shot origin
791 entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
793 rlplayer = csqcplayer; // fall back to the global
795 vector md = wepent.movedir_aligned;
796 vector vecs = ((md.x > 0) ? md : '0 0 0');
797 vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
798 vector org = rlplayer.origin + rlplayer.view_ofs + dv;
800 pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
802 if(thiswep.m_muzzlemodel != MDL_Null)
804 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
805 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');