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 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
199 WepSet result = '0 0 0';
200 for (int j = 0; j < n; ++j)
202 RandomSelection_Init();
203 FOREACH(Weapons, it != WEP_Null, {
204 if (remaining & (it.m_wepset))
205 RandomSelection_AddEnt(it, 1, 1);
207 Weapon w = RandomSelection_chosen_ent;
208 result |= WepSet_FromWeapon(w);
209 remaining &= ~WepSet_FromWeapon(w);
214 string GetAmmoPicture(int ammotype)
218 case RES_SHELLS: return ITEM_Shells.m_icon;
219 case RES_BULLETS: return ITEM_Bullets.m_icon;
220 case RES_ROCKETS: return ITEM_Rockets.m_icon;
221 case RES_CELLS: return ITEM_Cells.m_icon;
222 case RES_PLASMA: return ITEM_Plasma.m_icon;
223 case RES_FUEL: return ITEM_JetpackFuel.m_icon;
224 default: return ""; // wtf, no ammo type?
228 string GetAmmoName(int ammotype)
232 case RES_SHELLS: return ITEM_Shells.m_name;
233 case RES_BULLETS: return ITEM_Bullets.m_name;
234 case RES_ROCKETS: return ITEM_Rockets.m_name;
235 case RES_CELLS: return ITEM_Cells.m_name;
236 case RES_PLASMA: return ITEM_Plasma.m_name;
237 case RES_FUEL: return ITEM_JetpackFuel.m_name;
238 default: return "batteries";
243 int GetAmmoTypeFromNum(int i)
247 case 0: return RES_SHELLS;
248 case 1: return RES_BULLETS;
249 case 2: return RES_ROCKETS;
250 case 3: return RES_CELLS;
251 case 4: return RES_PLASMA;
252 case 5: return RES_FUEL;
253 default: return RES_NONE;
257 int GetAmmoStat(int ammotype)
261 case RES_SHELLS: return STAT_SHELLS;
262 case RES_BULLETS: return STAT_NAILS;
263 case RES_ROCKETS: return STAT_ROCKETS;
264 case RES_CELLS: return STAT_CELLS;
265 case RES_PLASMA: return STAT_PLASMA.m_id;
266 case RES_FUEL: return STAT_FUEL.m_id;
272 string W_Sound(string w_snd)
274 string output = strcat("weapons/", w_snd);
275 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
276 return M_ARGV(1, string);
279 string W_Model(string w_mdl)
281 string output = strcat("models/weapons/", w_mdl);
282 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
283 return M_ARGV(1, string);
287 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
309 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
314 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
316 else if (STAT(SHOOTFROMEYE))
320 else if (STAT(SHOOTFROMCENTER))
325 else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
328 if (y_is_right) v.y = -v.y;
329 if (v.x != 0) vecs.x = v.x;
333 else // just do the same as top
335 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
341 #define shotorg_adjust shotorg_adjust_values
346 * 1. simple animated model, muzzle flash handling on h_ model:
347 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
349 * shot = muzzle end (shot origin, also used for muzzle flashes)
350 * shell = casings ejection point (must be on the right hand side of the gun)
351 * weapon = attachment for v_tuba.md3
352 * v_tuba.md3 - first and third person model
353 * g_tuba.md3 - pickup model
355 * 2. simple animated model, muzzle flash handling on v_ model:
356 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
358 * weapon = attachment for v_tuba.md3
359 * v_tuba.md3 - first and third 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 * g_tuba.md3 - pickup model
365 * 3. fully animated model, muzzle flash handling on h_ model:
366 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
368 * shot = muzzle end (shot origin, also used for muzzle flashes)
369 * shell = casings ejection point (must be on the right hand side of the gun)
370 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
371 * v_tuba.md3 - third person model
372 * g_tuba.md3 - pickup model
374 * 4. fully animated model, muzzle flash handling on v_ model:
375 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
377 * shot = muzzle end (shot origin)
378 * shell = casings ejection point (must be on the right hand side of the gun)
379 * v_tuba.md3 - third person model
381 * shot = muzzle end (for muzzle flashes)
382 * g_tuba.md3 - pickup model
385 * this.origin, this.angles
387 * this.movedir, this.view_ofs
394 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
398 vector oldmin = this.mins, oldmax = this.maxs;
399 setmodel(this, MDL_Null);
400 setsize(this, oldmin, oldmax);
401 if (this.weaponchild) delete(this.weaponchild);
402 this.weaponchild = NULL;
403 this.movedir = '0 0 0';
404 this.spawnorigin = '0 0 0';
405 this.oldorigin = '0 0 0';
406 this.anim_fire1 = '0 1 0.01';
407 this.anim_fire2 = '0 1 0.01';
408 this.anim_idle = '0 1 0.01';
409 this.anim_reload = '0 1 0.01';
413 // if there is a child entity, hide it until we're sure we use it
414 if (this.weaponchild) this.weaponchild.model = "";
415 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
416 int v_shot_idx; // used later
417 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
419 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
420 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
421 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
422 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
423 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
424 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
426 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
427 // if we don't, this is a "real" animated model
429 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
431 if (!this.weaponchild)
433 this.weaponchild = new(weaponchild);
435 this.weaponchild.drawmask = MASK_NORMAL;
436 this.weaponchild.renderflags |= RF_VIEWMODEL;
439 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
440 setsize(this.weaponchild, '0 0 0', '0 0 0');
441 setattachment(this.weaponchild, this, t);
445 if (this.weaponchild) delete(this.weaponchild);
446 this.weaponchild = NULL;
449 setsize(this, '0 0 0', '0 0 0');
450 setorigin(this, '0 0 0');
451 this.angles = '0 0 0';
454 this.viewmodelforclient = NULL;
456 this.renderflags &= ~RF_VIEWMODEL;
458 if (v_shot_idx) // v_ model attached to invisible h_ model
460 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
465 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
467 this.movedir = gettaginfo(this, idx);
471 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
473 this.movedir = '0 0 0';
478 // v_ model attached to invisible h_ model
480 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
482 this.spawnorigin = gettaginfo(this.weaponchild, idx);
484 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
486 this.spawnorigin = gettaginfo(this, idx);
490 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
492 this.spawnorigin = this.movedir;
497 this.oldorigin = '0 0 0'; // use regular attachment
502 if (this.weaponchild)
503 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
505 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
508 this.oldorigin = this.movedir - gettaginfo(this, idx);
513 "weapon model %s does not support the 'handle' tag "
514 "and neither does the v_ model support the 'shot' tag, "
515 "will display muzzle flashes TOTALLY wrong\n",
517 this.oldorigin = '0 0 0'; // there is no way to recover from this
522 this.viewmodelforclient = this.owner;
524 this.renderflags |= RF_VIEWMODEL;
528 this.view_ofs = '0 0 0';
530 if (this.movedir.x >= 0)
532 //int algn = STAT(GUNALIGN, this.owner);
533 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
535 this.m_gunalign = algn;
537 vector v = this.movedir;
538 this.movedir = shotorg_adjust(v, false, false, algn);
539 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
541 int compressed_shotorg = compressShotOrigin(this.movedir);
542 // make them match perfectly
545 if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
546 this.movedir = decompressShotOrigin(compressed_shotorg);
548 this.movedir = decompressShotOrigin(compressed_shotorg);
551 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
553 // check if an instant weapon switch occurred
554 setorigin(this, this.view_ofs);
556 // reset animstate now
557 this.wframe = WFRAME_IDLE;
558 setanim(this, this.anim_idle, true, false, true);
564 REGISTER_NET_TEMP(wframe)
566 NET_HANDLE(wframe, bool isNew)
569 float t = ReadFloat();
570 int slot = ReadByte();
571 bool restartanim = ReadByte();
572 entity wepent = viewmodels[slot];
573 if(fr == WFRAME_IDLE)
574 wepent.animstate_looping = false; // we don't need to enforce idle animation
580 case WFRAME_IDLE: a = wepent.anim_idle; break;
581 case WFRAME_FIRE1: a = wepent.anim_fire1; break;
582 case WFRAME_FIRE2: a = wepent.anim_fire2; break;
584 case WFRAME_RELOAD: a = wepent.anim_reload; break;
587 anim_set(wepent, a, !restartanim, restartanim, restartanim);
589 wepent.state = ReadByte();
590 wepent.weapon_nextthink = ReadFloat();
591 switch (wepent.state)
594 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
597 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
600 wepent.weapon_switchdelay = 0;
608 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
610 if (!IS_REAL_CLIENT(actor)) return;
611 int channel = MSG_ONE;
613 WriteHeader(channel, wframe);
614 WriteByte(channel, wepframe);
615 WriteFloat(channel, attackrate);
616 WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
617 WriteByte(channel, restartanim);
618 WriteByte(channel, weaponentity.state);
619 WriteFloat(channel, weaponentity.weapon_nextthink);
623 REGISTER_NET_C2S(w_whereis)
625 void Weapon_whereis(Weapon this, entity cl);
626 NET_HANDLE(w_whereis, bool)
628 Weapon wpn = ReadRegistered(Weapons);
629 if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
633 void w_whereis(Weapon this)
635 int channel = MSG_C2S;
636 WriteHeader(channel, w_whereis);
637 WriteRegistered(Weapons, channel, this);
639 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
643 case CMD_REQUEST_COMMAND:
648 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
653 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
656 FOREACH(Weapons, it != WEP_Null && it.netname == s,
664 LOG_INFOF("Incorrect parameters for ^2%s^7", "weapon_find");
666 case CMD_REQUEST_USAGE:
668 LOG_INFO("Usage:^3 cl_cmd weapon_find weapon");
669 LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
676 REGISTER_NET_TEMP(w_muzzleflash)
679 void W_MuzzleFlash(entity actor, .entity weaponentity, entity eff, vector shotorg, vector shotdir)
681 Send_Effect_Except(eff, shotorg, shotdir * 1000, 1, actor);
683 FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
685 if(!IS_REAL_CLIENT(it))
687 int channel = MSG_ONE;
689 WriteHeader(channel, w_muzzleflash);
690 WriteByte(channel, weaponslot(weaponentity));
691 (Effects_COUNT >= 255)
692 ? WriteShort(channel, eff.m_id)
693 : WriteByte(channel, eff.m_id);
697 NET_HANDLE(w_muzzleflash, bool isNew)
700 int slot = ReadByte();
701 int net_name = (Effects_COUNT >= 255) ? ReadShort() : ReadByte();
703 if(!autocvar_r_drawviewmodel || autocvar_chase_active) return;
704 entity wepent = viewmodels[slot];
705 entity eff = Effects_from(net_name);
707 vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
708 vector forward, right, up;
709 MAKE_VECTORS(viewangles, forward, right, up);
711 // get the local player entity to calculate shot origin
712 entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
714 rlplayer = csqcplayer; // fall back to the global
716 vector md = wepent.movedir;
717 vector vecs = ((md.x > 0) ? md : '0 0 0');
718 vector dv = right * -vecs.y + up * vecs.z;
719 vector org = rlplayer.origin + rlplayer.view_ofs + dv;
720 tracebox(org, '0 0 0', '0 0 0', org + forward * (vecs.x + 1), MOVE_NORMAL, rlplayer);
721 org = trace_endpos - forward * 1;
723 pointparticles(eff, org, forward * 1000, 1);