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"
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"
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, 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, float n)
200 remaining = e.weapons;
202 for (i = 0; i < n; ++i)
204 RandomSelection_Init();
205 FOREACH(Weapons, it != WEP_Null, {
206 if (remaining & (it.m_wepset))
207 RandomSelection_AddEnt(it, 1, 1);
209 Weapon w = RandomSelection_chosen_ent;
210 result |= WepSet_FromWeapon(w);
211 remaining &= ~WepSet_FromWeapon(w);
216 string GetAmmoPicture(.int ammotype)
220 case ammo_shells: return ITEM_Shells.m_icon;
221 case ammo_nails: return ITEM_Bullets.m_icon;
222 case ammo_rockets: return ITEM_Rockets.m_icon;
223 case ammo_cells: return ITEM_Cells.m_icon;
224 case ammo_plasma: return ITEM_Plasma.m_icon;
225 case ammo_fuel: return ITEM_JetpackFuel.m_icon;
226 default: return ""; // wtf, no ammo type?
231 .int GetAmmoFieldFromNum(int i)
235 case 0: return ammo_shells;
236 case 1: return ammo_nails;
237 case 2: return ammo_rockets;
238 case 3: return ammo_cells;
239 case 4: return ammo_plasma;
240 case 5: return ammo_fuel;
241 default: return ammo_none;
245 int GetAmmoStat(.int ammotype)
249 case ammo_shells: return STAT_SHELLS;
250 case ammo_nails: return STAT_NAILS;
251 case ammo_rockets: return STAT_ROCKETS;
252 case ammo_cells: return STAT_CELLS;
253 case ammo_plasma: return STAT_PLASMA.m_id;
254 case ammo_fuel: return STAT_FUEL.m_id;
260 string W_Sound(string w_snd)
262 string output = strcat("weapons/", w_snd);
264 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
265 return M_ARGV(1, string);
271 string W_Model(string w_mdl)
273 string output = strcat("models/weapons/", w_mdl);
274 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
275 return M_ARGV(1, string);
279 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
301 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
308 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
311 else if (autocvar_g_shootfromeye)
315 else if (autocvar_g_shootfromcenter)
320 else if ((s = autocvar_g_shootfromfixedorigin) != "")
323 if (y_is_right) v.y = -v.y;
324 if (v.x != 0) vecs.x = v.x;
329 else // just do the same as top
331 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
337 #define shotorg_adjust shotorg_adjust_values
342 * 1. simple animated model, muzzle flash handling on h_ model:
343 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
345 * shot = muzzle end (shot origin, also used for muzzle flashes)
346 * shell = casings ejection point (must be on the right hand side of the gun)
347 * weapon = attachment for v_tuba.md3
348 * v_tuba.md3 - first and third person model
349 * g_tuba.md3 - pickup model
351 * 2. simple animated model, muzzle flash handling on v_ model:
352 * h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
354 * weapon = attachment for v_tuba.md3
355 * v_tuba.md3 - first and third 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 * g_tuba.md3 - pickup model
361 * 3. fully animated model, muzzle flash handling on h_ model:
362 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
364 * shot = muzzle end (shot origin, also used for muzzle flashes)
365 * shell = casings ejection point (must be on the right hand side of the gun)
366 * handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
367 * v_tuba.md3 - third person model
368 * g_tuba.md3 - pickup model
370 * 4. fully animated model, muzzle flash handling on v_ model:
371 * h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
373 * shot = muzzle end (shot origin)
374 * shell = casings ejection point (must be on the right hand side of the gun)
375 * v_tuba.md3 - third person model
377 * shot = muzzle end (for muzzle flashes)
378 * g_tuba.md3 - pickup model
381 * this.origin, this.angles
383 * this.movedir, this.view_ofs
390 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
394 vector oldmin = this.mins, oldmax = this.maxs;
395 setmodel(this, MDL_Null);
396 setsize(this, oldmin, oldmax);
397 if (this.weaponchild) delete(this.weaponchild);
398 this.weaponchild = NULL;
399 this.movedir = '0 0 0';
400 this.spawnorigin = '0 0 0';
401 this.oldorigin = '0 0 0';
402 this.anim_fire1 = '0 1 0.01';
403 this.anim_fire2 = '0 1 0.01';
404 this.anim_idle = '0 1 0.01';
405 this.anim_reload = '0 1 0.01';
409 // if there is a child entity, hide it until we're sure we use it
410 if (this.weaponchild) this.weaponchild.model = "";
411 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
412 int v_shot_idx; // used later
413 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
415 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
416 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
417 this.anim_fire1 = animfixfps(this, '0 1 0.01', '0 0 0');
418 this.anim_fire2 = animfixfps(this, '1 1 0.01', '0 0 0');
419 this.anim_idle = animfixfps(this, '2 1 0.01', '0 0 0');
420 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
422 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
423 // if we don't, this is a "real" animated model
425 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
427 if (!this.weaponchild)
429 this.weaponchild = new(weaponchild);
431 this.weaponchild.drawmask = MASK_NORMAL;
432 this.weaponchild.renderflags |= RF_VIEWMODEL;
435 _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
436 setsize(this.weaponchild, '0 0 0', '0 0 0');
437 setattachment(this.weaponchild, this, t);
441 if (this.weaponchild) delete(this.weaponchild);
442 this.weaponchild = NULL;
445 setsize(this, '0 0 0', '0 0 0');
446 setorigin(this, '0 0 0');
447 this.angles = '0 0 0';
450 this.viewmodelforclient = NULL;
452 this.renderflags &= ~RF_VIEWMODEL;
454 if (v_shot_idx) // v_ model attached to invisible h_ model
456 this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
461 if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
463 this.movedir = gettaginfo(this, idx);
467 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
469 this.movedir = '0 0 0';
474 // v_ model attached to invisible h_ model
476 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
478 this.spawnorigin = gettaginfo(this.weaponchild, idx);
480 else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
482 this.spawnorigin = gettaginfo(this, idx);
486 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
488 this.spawnorigin = this.movedir;
493 this.oldorigin = '0 0 0'; // use regular attachment
498 if (this.weaponchild)
499 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
501 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
504 this.oldorigin = this.movedir - gettaginfo(this, idx);
509 "weapon model %s does not support the 'handle' tag "
510 "and neither does the v_ model support the 'shot' tag, "
511 "will display muzzle flashes TOTALLY wrong\n",
513 this.oldorigin = '0 0 0'; // there is no way to recover from this
518 this.viewmodelforclient = this.owner;
520 this.renderflags |= RF_VIEWMODEL;
524 this.view_ofs = '0 0 0';
526 if (this.movedir.x >= 0)
528 //int algn = STAT(GUNALIGN, this.owner);
529 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
531 this.m_gunalign = algn;
533 vector v = this.movedir;
534 this.movedir = shotorg_adjust(v, false, false, algn);
535 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
537 int compressed_shotorg = compressShotOrigin(this.movedir);
538 // make them match perfectly
540 this.movedir = decompressShotOrigin(this.owner.stat_shotorg = compressed_shotorg);
542 this.movedir = decompressShotOrigin(compressed_shotorg);
545 this.spawnorigin += this.view_ofs; // offset the casings origin by the same amount
547 // check if an instant weapon switch occurred
548 setorigin(this, this.view_ofs);
550 // reset animstate now
551 this.wframe = WFRAME_IDLE;
552 setanim(this, this.anim_idle, true, false, true);
558 REGISTER_NET_TEMP(wframe)
560 NET_HANDLE(wframe, bool isNew)
566 int slot = ReadByte();
567 bool restartanim = ReadByte();
568 entity wepent = viewmodels[slot];
569 anim_set(wepent, a, !restartanim, restartanim, restartanim);
570 wepent.state = ReadByte();
571 wepent.weapon_nextthink = ReadFloat();
572 switch (wepent.state)
575 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
578 wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
581 wepent.weapon_switchdelay = 0;
589 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
591 if (!IS_REAL_CLIENT(actor)) return;
592 int channel = MSG_ONE;
594 WriteHeader(channel, wframe);
595 WriteCoord(channel, a.x);
596 WriteCoord(channel, a.y);
597 WriteCoord(channel, a.z);
598 WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
599 WriteByte(channel, restartanim);
600 WriteByte(channel, weaponentity.state);
601 WriteFloat(channel, weaponentity.weapon_nextthink);
605 REGISTER_NET_C2S(w_whereis)
607 void Weapon_whereis(Weapon this, entity cl);
608 NET_HANDLE(w_whereis, bool)
610 Weapon wpn = ReadRegistered(Weapons);
611 if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
615 void w_whereis(Weapon this)
617 int channel = MSG_C2S;
618 WriteHeader(channel, w_whereis);
619 WriteRegistered(Weapons, channel, this);
621 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
625 case CMD_REQUEST_COMMAND:
630 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
635 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
638 FOREACH(Weapons, it != WEP_Null && it.netname == s,
646 LOG_INFOF("Incorrect parameters for ^2%s^7\n", "weapon_find");
648 case CMD_REQUEST_USAGE:
650 LOG_INFO("\nUsage:^3 cl_cmd weapon_find weapon\n");
651 LOG_INFO(" Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.\n");