forked from Classic-Fortress/server-qwprogs
-
Notifications
You must be signed in to change notification settings - Fork 16
/
Copy pathweapons.qc
867 lines (725 loc) · 26.7 KB
/
weapons.qc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
#ifdef CSQC
/*
* This is a hack so that we can have our client entity be closer to server for
* shared code. We'll refactor this on both sides to be cleaner incrementally,
* but it gets us started.
*/
.float waterlevel;
.float ammo_shells;
.float ammo_nails;
.float ammo_rockets;
.float ammo_cells;
#endif
// Use SlotIndex() to convert a slot if you're indexing an array.
Slot MakeSlot(float slot_num) {
if (slot_num < 1 || slot_num > TF_NUM_SLOTS)
errorf("invalid slot %d\n", slot_num);
Slot result;
result.id = slot_num;
return result;
}
const Slot SlotMelee = { 4 };
const Slot SlotNull = { 0 };
inline float IsSlotNull(Slot slot) { return slot.id == 0; }
inline float IsSlotMelee(Slot slot) { return slot.id == 4; }
inline float IsSameSlot(Slot slot1, Slot slot2) { return slot1.id == slot2.id; }
// Returns dense [0..TF_NUM_SLOTS-1]
float SlotIndex(Slot slot) {
if (slot.id > 4) {
printf("ERROR: OOB slot id (%d) found. Continuing.\n", (float)slot.id);
return TF_NUM_SLOTS - 1;
}
return slot.id - 1;
}
enum AmmoType {
AMMO_NONE,
AMMO_SHELLS,
AMMO_NAILS,
AMMO_CELLS,
AMMO_ROCKETS,
AMMO_NUM_TYPES = AMMO_ROCKETS + 1,
};
struct FO_WeapModels;
struct FO_WeapToItem;
enum PredictionType {
NO_PREDICT,
PRED_MODEL,
PRED_PROJ,
};
struct FO_WeapInfo {
int weapon; // Verification
int predict_type;
AmmoType ammo_type;
float clip_size;
float ammo_per_shot;
float attack_time;
float full_reload_time;
float fire_in_anim; // firing triggered from animation (e.g. continuous fire)
// Fields below this are automatically initialized by Init.
// ** Do not include in table. **
float needs_reload;
FO_WeapModels* models;
FO_WeapToItem* items;
};
// -ve values are placeholders signifying conditional init based on game modes.
FO_WeapInfo weapon_info[] = {
{ WEAP_NONE, NO_PREDICT, AMMO_NONE, 0, 0, 0.5, 0 },
{ WEAP_HOOK, NO_PREDICT, AMMO_NONE, 0, 0, 0.5, 0 },
{ WEAP_KNIFE, PRED_MODEL, AMMO_NONE, 0, 0, 0.5, 0 },
{ WEAP_MEDIKIT, PRED_MODEL, AMMO_CELLS, 0, 0, 0.5, 0 },
{ WEAP_SPANNER, PRED_MODEL, AMMO_CELLS, 0, 0, 0.5, 0 },
{ WEAP_AXE, PRED_MODEL, AMMO_NONE, 0, 0, 0.5, 0 },
{ WEAP_SNIPER_RIFLE, PRED_MODEL, AMMO_SHELLS, -9, 1, 1.5, 4 },
{ WEAP_AUTO_RIFLE, PRED_MODEL, AMMO_SHELLS, 0, 1, 0.1, 0, 1 },
{ WEAP_SHOTGUN, PRED_MODEL, AMMO_SHELLS, 8, 1, 0.5, 2 },
{ WEAP_SUPER_SHOTGUN, PRED_MODEL, AMMO_SHELLS, 16, 2, 0.7, 3 },
{ WEAP_NAILGUN, PRED_PROJ, AMMO_NAILS, 0, 1, 0.2, 0, 1 },
{ WEAP_SUPER_NAILGUN, PRED_PROJ, AMMO_NAILS, 0, 2, 0.2, 0, 1 },
{ WEAP_GRENADE_LAUNCHER , PRED_PROJ, AMMO_ROCKETS, 6, 1, 0.6, 4 },
{ WEAP_PIPE_LAUNCHER, PRED_PROJ, AMMO_ROCKETS, 6, 1, 0.6, 4 }, // Overlaps GL
{ WEAP_FLAMETHROWER, PRED_PROJ, AMMO_CELLS, 0, 1, 0.15, 0, 1 },
{ WEAP_ROCKET_LAUNCHER, PRED_PROJ, AMMO_ROCKETS, 4, 1, 0.8, 5 },
{ WEAP_INCENDIARY, PRED_PROJ, AMMO_ROCKETS, 0, 3, 0.9, 0 },
{ WEAP_ASSAULT_CANNON, PRED_PROJ, AMMO_SHELLS, 100, 1, 0.2, 4, 1 },
{ WEAP_LIGHTNING, NO_PREDICT, AMMO_CELLS, 0, 1, 0.1, 0 },
{ WEAP_DETPACK, NO_PREDICT, AMMO_NONE, 0, 0, 0, 0 },
{ WEAP_TRANQ, PRED_PROJ, AMMO_SHELLS, 0, 1, 1.5, 0 },
{ WEAP_RAILGUN, PRED_PROJ, AMMO_NAILS, 0, 1, 0.4, 0 },
{ WEAP_IMPELLER, PRED_PROJ, AMMO_NAILS, 0, 1, 0.6, 0 },
};
inline var FO_WeapInfo* FO_GetWeapInfo(float weapon) {
return &weapon_info[weapon];
}
struct FO_ClassWeapons {
float id;
float slots[4];
FO_WeapInfo *info[4];
};
// Indexed by class ID, e.g. PC_SOLDIER
FO_ClassWeapons class_weapons[] = {
{ PC_UNDEFINED, { 0, 0, 0, WEAP_AXE } },
{ PC_SCOUT, { WEAP_NAILGUN, WEAP_SHOTGUN, 0, WEAP_AXE } },
{ PC_SNIPER, { WEAP_SNIPER_RIFLE, WEAP_AUTO_RIFLE, WEAP_NAILGUN, WEAP_AXE } },
{ PC_SOLDIER, { WEAP_ROCKET_LAUNCHER, WEAP_SUPER_SHOTGUN, WEAP_SHOTGUN, WEAP_AXE } },
{ PC_DEMOMAN, { WEAP_GRENADE_LAUNCHER, WEAP_PIPE_LAUNCHER, WEAP_SHOTGUN, WEAP_AXE } },
{ PC_MEDIC, { WEAP_SUPER_NAILGUN, WEAP_SUPER_SHOTGUN, WEAP_SHOTGUN, WEAP_MEDIKIT } },
{ PC_HVYWEAP, { WEAP_ASSAULT_CANNON, WEAP_SUPER_SHOTGUN, WEAP_SHOTGUN, WEAP_AXE } },
{ PC_PYRO, { WEAP_INCENDIARY, WEAP_FLAMETHROWER, WEAP_SHOTGUN, WEAP_AXE } },
{ PC_SPY, { WEAP_TRANQ, WEAP_SUPER_SHOTGUN, WEAP_NAILGUN, WEAP_KNIFE } },
{ PC_ENGINEER, { WEAP_RAILGUN, WEAP_SUPER_SHOTGUN, WEAP_IMPELLER, WEAP_SPANNER } },
{ PC_RANDOM, { 0, 0, 0, WEAP_AXE } }, // TODO: Probably needs attention
{ PC_CIVILIAN, { 0, 0, 0, WEAP_AXE } },
};
enum {
GREN_FIRST = 100,
GREN_NORMAL = GREN_FIRST,
GREN_CONC,
GREN_BLAST,
GREN_NAIL,
GREN_SHOCK,
GREN_BURST,
GREN_MIRV,
GREN_NAPALM,
GREN_FLARE, // Not correctly predicted
GREN_GAS,
GREN_EMP,
GREN_FLASH,
GREN_CALTROP,
GREN_MIRVLET,
GREN_RED,
GREN_PIPE,
GREN_NONE,
};
struct FO_GrenInfo {
int id;
string name;
string model;
int skin;
string icon;
vector avelocity;
// Automatically initialized below this line.
float modelindex;
string logname;
};
FO_GrenInfo fo_grenades[] = {
{ GREN_NORMAL, "normal", "hgren2.mdl", 0, ICON_GREN_NORMAL, '300 300 300',},
{ GREN_CONC, "concussion", "hgren2.mdl", 1, ICON_GREN_CONCUSSION, '300 300 300'},
{ GREN_BLAST, "blast", "blastgren.mdl", 1, ICON_GREN_NAIL, '300 300 300'},
{ GREN_NAIL, "nail", "biggren.mdl", 1, ICON_GREN_NAIL, '0 300 0'},
{ GREN_SHOCK, "shock", "biggren.mdl", 1, ICON_GREN_NAIL, '0 300 0'},
{ GREN_BURST, "burst", "biggren.mdl", 1, ICON_GREN_NAIL, '0 300 0'},
{ GREN_MIRV, "mirv", "biggren.mdl", 0, ICON_GREN_MIRV, '0 300 0'},
{ GREN_NAPALM, "napalm", "biggren.mdl", 2, ICON_GREN_NAPALM, '0 300 0'},
{ GREN_FLARE, "flare", "flare.mdl", 1, ICON_GREN_FLARE, '300 300 300'},
{ GREN_GAS, "gas", "grenade2.mdl", 3, ICON_GREN_GAS, '300 300 300'},
{ GREN_EMP, "emp", "grenade2.mdl", 4, ICON_GREN_EMP, '300 300 300'},
{ GREN_FLASH, "flash", "flashgren.mdl", 0, ICON_GREN_FLASH, '300 300 300'},
{ GREN_CALTROP, "caltrop", "", 0, ICON_GREN_CALTROP, '300 300 300'},
{ GREN_MIRVLET, "mirv", "grenade2.mdl", 1, ICON_GREN_NONE, '250 300 400'},
{ GREN_RED, "gl", "grenade2.mdl", 1, ICON_GREN_NONE, '300 300 300'},
{ GREN_PIPE, "pipe", "grenade2.mdl", 2, ICON_GREN_NONE, '300 300 300'},
{ GREN_NONE, "none", "", 0, ICON_GREN_NONE, '0 0 0'},
};
string FO_GrenName(float gtype) {
switch (gtype) {
case GREN_CONC: return "Concussion grenade";
case GREN_NAIL: return "Nail grenade";
case GREN_MIRV: return "Mirv grenade";
case GREN_NAPALM: return "Napalm grenade";
case GREN_FLARE: return "Flare";
case GREN_GAS: return "Gas grenade";
case GREN_EMP: return "EMP grenade";
case GREN_FLASH: return "Flash grenade";
case GREN_CALTROP: return "Caltrop canister";
case GREN_BLAST: return "Blast grenade";
case GREN_SHOCK: return "Shock grenade";
case GREN_BURST: return "Burst grenade";
default: return "Grenade";
}
}
enum {
kRadiusDamage,
kRadiusBounce,
};
struct FO_GrenExp {
int type;
int dmg;
int deathmsg;
};
float FO_GrenGetExp(int gren_type, __out FO_GrenExp exp) {
exp.type = kRadiusDamage;
switch (gren_type) {
case GREN_NORMAL:
exp.dmg = 180;
exp.deathmsg = DMSG_GREN_HAND;
break;
case GREN_MIRVLET:
exp.dmg = 180;
exp.deathmsg = DMSG_GREN_MIRV;
break;
case GREN_CONC:
exp.dmg = 240;
exp.type = kRadiusBounce;
break;
case GREN_MIRV:
exp.dmg = 100;
exp.deathmsg = DMSG_GREN_MIRV;
break;
default:
return FALSE;
}
return TRUE;
}
struct FO_ClassGrenades {
float id;
float gren[2];
};
FO_ClassGrenades class_grenades[] = {
{ PC_UNDEFINED, {GREN_NONE, GREN_NONE} },
{ PC_SCOUT, {GREN_FLASH, GREN_CONC} },
{ PC_SNIPER, {GREN_NORMAL, GREN_FLARE} },
{ PC_SOLDIER, {GREN_NORMAL, GREN_SHOCK} },
{ PC_DEMOMAN, {GREN_NORMAL, GREN_MIRV} },
{ PC_MEDIC, {GREN_NORMAL, GREN_CONC} },
{ PC_HVYWEAP, {GREN_NORMAL, GREN_MIRV} },
{ PC_PYRO, {GREN_NORMAL, GREN_NAPALM} },
{ PC_SPY, {GREN_NORMAL, GREN_GAS} },
{ PC_ENGINEER, {GREN_NORMAL, GREN_EMP} },
{ PC_RANDOM, {GREN_NONE, GREN_NONE} }, // TODO: Probably needs attention
{ PC_CIVILIAN, {GREN_NONE, GREN_NONE} },
};
FO_GrenInfo* FO_GrenDesc(float gren_type) {
if (gren_type < GREN_FIRST) {
printf("proj missing gren_type [%d], tell newby\n", gren_type);
gren_type = GREN_FIRST;
}
return &fo_grenades[gren_type - GREN_FIRST];
}
FO_GrenInfo* FO_ClassGren(int playerclass, int index) {
return FO_GrenDesc(class_grenades[playerclass].gren[index]);
}
#ifdef SSQC
float (entity ent, string ps_short, string ps_setting, string ps_default) FO_GetUserSetting;
float IsUsingOldImpulses();
static float IsPyroSlotSwapped() {
return FO_GetUserSetting(self, "cf_pyro_impulses", "cfpi", "off");
}
FO_GrenInfo* FO_PlayerGren(entity player, int index) {
return FO_ClassGren(player.playerclass, index);
}
#else
string(entity e, string key) infokey = #80;
float csqc_get_user_setting(string s_short, string s_long, string def) {
string s = getplayerkeyvalue(player_localnum, s_short);
if (s == "") {
s = getplayerkeyvalue(player_localnum, s_long);
if (s == "")
s = def;
}
switch (s) {
case "on": return TRUE;
case "off": return FALSE;
default: return stof(s);
}
}
float IsUsingOldImpulses() {
return csqc_get_user_setting("owi", "old_weapon_impulses", "off");
}
static float IsPyroSlotSwapped() {
return csqc_get_user_setting("cfpi", "cf_pyro_impulses", "off");
}
float IsHoldGrenades() {
return csqc_get_user_setting("hg", "hold_grens", "off");
}
#endif
// We keep these out of the main table just to keep things a little more
// wieldly/readable.
static string weapon_names[] = {
"None", "Hook", "Knife", "Medikit", "Spanner", "Axe", "Sniper Rifle",
"Auto Rifle", "Shotgun", "Super Shotgun", "Nailgun", "Super Nailgun",
"Grenade Launcher", "Pipebomb Launcher", "Flamethrower", "Rocket Launcher",
"Incendiary Launcher", "Assault Cannon", "Lightning Gun", "Detpack",
"Tranquilizer", "Railgun", "Impeller"
};
string FO_GetWeapName(float weapon) {
return weapon_names[weapon];
}
struct FO_WeapModels {
int weapon;
string model;
// Automatically populated.
int modelindex;
};
static FO_WeapModels weapon_models[] = {
{ WEAP_NONE, ""},
{ WEAP_HOOK, "progs/v_grap.mdl" },
{ WEAP_KNIFE, "progs/v_knife.mdl" },
{ WEAP_MEDIKIT, "progs/v_medi.mdl" },
{ WEAP_SPANNER, "progs/v_span.mdl" },
{ WEAP_AXE, "progs/v_axe.mdl" },
{ WEAP_SNIPER_RIFLE, "progs/v_srifle.mdl" },
{ WEAP_AUTO_RIFLE, "progs/v_srifle.mdl" },
{ WEAP_SHOTGUN, "progs/v_shot.mdl" },
{ WEAP_SUPER_SHOTGUN, "progs/v_shot2.mdl" },
{ WEAP_NAILGUN, "progs/v_nail.mdl" },
{ WEAP_SUPER_NAILGUN, "progs/v_nail2.mdl" },
{ WEAP_GRENADE_LAUNCHER, "progs/v_rock.mdl" },
{ WEAP_PIPE_LAUNCHER, "progs/v_pipe.mdl" },
{ WEAP_FLAMETHROWER, "progs/v_flame.mdl" },
{ WEAP_ROCKET_LAUNCHER, "progs/v_rock2.mdl" },
{ WEAP_INCENDIARY, "progs/v_irock.mdl" },
{ WEAP_ASSAULT_CANNON, "progs/v_asscan.mdl" },
{ WEAP_LIGHTNING, "" },
{ WEAP_DETPACK, "" },
{ WEAP_TRANQ, "progs/v_tranq.mdl" },
{ WEAP_RAILGUN, "progs/v_rail.mdl" },
{ WEAP_IMPELLER, "progs/v_light.mdl" },
};
// REQUIRES: Order must match above.
static string AMMO_to_s[] = {"none", "shells", "nails", "cells", "rockets"};
Slot WEAP_to_slot(float playerclass, float weapon) {
for (float i = 0; i < TF_NUM_SLOTS; i++) {
if (class_weapons[playerclass].slots[i] == weapon)
return MakeSlot(i + 1);
}
return SlotNull;
}
struct FO_WeapToItem {
int weapon;
float it_weapon;
// Fields below this line automatically populated.
float ammo_mask;
};
FO_WeapToItem weapon_to_items[] = {
{ WEAP_NONE, 0},
{ WEAP_HOOK, IT_HOOK},
{ WEAP_KNIFE, 0},
{ WEAP_MEDIKIT, 0},
{ WEAP_SPANNER, 0},
{ WEAP_AXE, 0},
{ WEAP_SNIPER_RIFLE, IT_SHOTGUN},
{ WEAP_AUTO_RIFLE, IT_SUPER_SHOTGUN},
{ WEAP_SHOTGUN, IT_SHOTGUN},
{ WEAP_SUPER_SHOTGUN, IT_SUPER_SHOTGUN},
{ WEAP_NAILGUN, IT_NAILGUN},
{ WEAP_SUPER_NAILGUN, IT_SUPER_NAILGUN},
{ WEAP_GRENADE_LAUNCHER, IT_GRENADE_LAUNCHER},
{ WEAP_PIPE_LAUNCHER, IT_GRENADE_LAUNCHER},
{ WEAP_FLAMETHROWER, IT_GRENADE_LAUNCHER},
{ WEAP_ROCKET_LAUNCHER, IT_ROCKET_LAUNCHER},
{ WEAP_INCENDIARY, IT_ROCKET_LAUNCHER},
{ WEAP_ASSAULT_CANNON, IT_ROCKET_LAUNCHER},
{ WEAP_LIGHTNING, IT_LIGHTNING},
{ WEAP_DETPACK, 0},
{ WEAP_TRANQ, IT_SHOTGUN},
{ WEAP_RAILGUN, IT_SHOTGUN},
{ WEAP_IMPELLER, IT_SHOTGUN},
};
float FO_WeapAvailable(float weapon) {
if (weapon == WEAP_IMPELLER && !NewBalanceActive())
return FALSE;
return TRUE;
}
FO_WeapInfo* FO_SlotWeapInfo(float playerclass, Slot slot) {
if (IsSlotNull(slot))
return FO_GetWeapInfo(WEAP_NONE);
float si = SlotIndex(slot);
if (playerclass == PC_ENGINEER && si == 2 && !NewBalanceActive())
return FO_GetWeapInfo(WEAP_NONE);
float idx = SlotIndex(slot);
float cf_pyro_impulses = IsPyroSlotSwapped();
if (playerclass == PC_PYRO && cf_pyro_impulses && (idx == 0 || idx == 1))
idx = 1 - idx;
FO_WeapInfo* wi = class_weapons[playerclass]->info[idx];
if (!wi || !FO_WeapAvailable(wi->weapon))
return FO_GetWeapInfo(WEAP_NONE);
return wi;
}
#ifndef CSQC
float FO_WeaponsMask(entity player) {
float mask = 0;
for (float i = 1; i <= TF_NUM_SLOTS; i++) {
FO_WeapInfo* wi = FO_SlotWeapInfo(player.playerclass, MakeSlot(i));
if (wi)
mask |= wi->weapon;
}
return mask;
}
#endif
float OldNgRof() {
return fo_config.old_ng_rof;
}
// Slightly awkward construction, but convenient for calling from CSQC and SSQC.
float FO_NumClipStillLoading(FO_WeapInfo* wi, float now, float reload_finished) {
float tick = (wi->ammo_per_shot / wi->clip_size) * wi->full_reload_time;
return ceil((reload_finished - now) / tick) * wi->ammo_per_shot;
}
float FO_CanReloadMsg(FO_WeapInfo* wi, int ammo_remaining, int clip_fired,
string* msg = __NULL__) {
if (clip_fired == 0) {
if (msg) *msg = "Clip full\n";
} else if (ammo_remaining == 0) {
if (msg) *msg = strcat("Out of ", AMMO_to_s[wi->ammo_type], "\n");
} else if (wi->clip_size - clip_fired == ammo_remaining) {
if (msg) *msg = strcat("All ", AMMO_to_s[wi->ammo_type], " are in the clip\n");
} else
return TRUE;
return FALSE; // msg filled in above.
}
float self_class();
Slot self_current_slot();
float* self_clip_fired(Slot slot);
float FO_CurrentWeapon() {
FO_WeapInfo* wi = FO_SlotWeapInfo(self_class(), self_current_slot());
if (!wi)
return WEAP_NONE;
return wi->weapon;
}
#ifdef SSQC
float FO_PlayerCurrentWeapon(entity player) {
FO_WeapInfo* wi = FO_SlotWeapInfo(player.playerclass, player.current_slot);
if (!wi)
return WEAP_NONE;
return wi->weapon;
}
struct FO_WeapState {
float weapon;
Slot slot;
// Constant and relative to weapon. TODO, migrate similar to WeapInfo.
FO_WeapInfo* wi;
/* These are relative to the player passed. */
float* ammo_remaining;
float* clip_fired;
};
float* W_ammo_to_p(entity player, AmmoType ammo_type);
void FO_FillWeapState(entity player, Slot slot, FO_WeapState* result) {
FO_WeapInfo* wi = FO_SlotWeapInfo(player.playerclass, slot);
result->weapon = wi->weapon;
result->slot = slot;
result->wi = wi;
result->ammo_remaining = W_ammo_to_p(player, wi->ammo_type);
if (!IsSlotNull(slot))
result->clip_fired = &player.clip_fired[SlotIndex(slot)];
else
result->clip_fired = __NULL__;
// Special case: Overlap with grenade launcher.
if (wi->weapon == WEAP_PIPE_LAUNCHER)
result->clip_fired = &player.clip_fired[0];
}
inline void FO_FillCurrentWeapState(FO_WeapState* result) {
FO_FillWeapState(self, self.current_slot, result);
}
void (entity pl) Status_Refresh;
void (float att_delay) Attack_Finished;
// Hack until we fix Status_Refresh() to not be awful.
.float last_still_loading;
void W_UpdateCurrentWeapon(entity pl);
void sprint_pred(entity client, float msglevel, string s);
void (entity pl, float weapon) UpdateClientReloadSound;
void FO_ReloadSound() {
if (!ClientPred_Enabled(self, CSQC_WEAP_PRED))
UpdateClientReloadSound(self, FO_CurrentWeapon());
}
void FO_ReloadFrame() {
if (self.tfstate & TFSTATE_RELOADING == 0)
return;
FO_WeapState ws;
FO_FillWeapState(self, self.current_slot, &ws);
FO_WeapInfo* wi = ws.wi;
if (self.reload_finished && (self.client_time >= self.reload_finished)) {
self.tfstate &= ~TFSTATE_RELOADING;
W_UpdateCurrentWeapon(self);
self.last_still_loading = 0;
Status_Refresh(self);
sprint_pred(self, PRINT_HIGH, "Finished reloading\n");
return;
}
if (wi->weapon == WEAP_NONE)
return;
float still_loading = FO_NumClipStillLoading(wi, self.client_time,
self.reload_finished);
if (self.last_still_loading != still_loading) {
self.last_still_loading = still_loading;
FO_ReloadSound();
Status_Refresh(self);
}
}
float FO_CanReload(Slot slot) {
FO_WeapState ws;
FO_FillWeapState(self, slot, &ws);
FO_WeapInfo* wi = ws->wi;
if (wi->ammo_type == AMMO_NONE)
return FALSE;
if (wi->needs_reload && *ws->clip_fired > 0
&& *ws->ammo_remaining > wi->ammo_per_shot)
return TRUE;
return FALSE;
}
void FO_ReloadSlot(Slot slot, float force) {
if (self.tfstate & TFSTATE_RELOADING || IsSlotNull(slot))
return;
FO_WeapState ws;
FO_FillWeapState(self, slot, &ws);
FO_WeapInfo* wi = ws->wi;
if (!wi->needs_reload)
return;
string msg;
if (!FO_CanReloadMsg(wi, *ws->ammo_remaining, *ws->clip_fired, &msg)) {
sprint_pred(self, PRINT_HIGH, msg);
return;
}
sprint_pred(self, PRINT_HIGH,
strcat("Reloading ", FO_GetWeapName(ws->weapon), "...\n"));
Attack_Finished(wi->attack_time); // Carried.. but not sure it's necessary.
FO_ReloadSound();
self.tfstate |= TFSTATE_RELOADING;
Status_Refresh(self);
float reload_count = min(*ws->clip_fired, *ws->ammo_remaining);
float reload_duration =
(reload_count / wi->clip_size) * wi->full_reload_time;
// TODO: Make ammo in clip independent from ammo_remaining (so you can't
// have shots in clip that are discarded and other weirdness.)
(*ws->clip_fired) -= reload_count;
self.last_still_loading = reload_count;
self.reload_started = self.client_time;
self.reload_finished = self.client_time + reload_duration;
}
float FO_CheckForReload() {
FO_WeapState ws;
FO_FillCurrentWeapState(&ws);
FO_WeapInfo* wi = ws->wi;
if (wi->needs_reload && *ws->clip_fired >= wi->clip_size &&
*ws->ammo_remaining > 0) {
if (force_reload)
FO_ReloadSlot(self.current_slot, TRUE);
return TRUE;
} else {
return FALSE;
}
}
void FO_InstantReloadAllWeapons(entity player) {
player.tfstate &= ~TFSTATE_RELOADING;
player.reload_finished = 0;
player.last_still_loading = 0;
for (int i = 0; i < TF_NUM_SLOTS; i++)
player.clip_fired[i] = 0;
}
#endif
struct ImpulseWeapon {
int class;
float weapons[7];
// Autogenerated
Slot slots[7];
};
ImpulseWeapon impulse_weapons[] = {
{ PC_UNDEFINED, { WEAP_AXE } },
{ PC_SCOUT,
{ WEAP_AXE, WEAP_SHOTGUN, 0, WEAP_NAILGUN } },
{ PC_SNIPER,
{ WEAP_AXE, WEAP_SNIPER_RIFLE, WEAP_AUTO_RIFLE, WEAP_NAILGUN } },
{ PC_SOLDIER,
{ WEAP_AXE, WEAP_SHOTGUN, WEAP_SUPER_SHOTGUN, 0, 0, 0, WEAP_ROCKET_LAUNCHER } },
{ PC_DEMOMAN,
{ WEAP_AXE, WEAP_SHOTGUN, 0, 0, 0, WEAP_GRENADE_LAUNCHER, WEAP_PIPE_LAUNCHER} },
{ PC_MEDIC,
{ WEAP_MEDIKIT, WEAP_SHOTGUN, WEAP_SUPER_SHOTGUN, 0, WEAP_SUPER_NAILGUN } },
{ PC_HVYWEAP,
{ WEAP_AXE, WEAP_SHOTGUN, WEAP_SUPER_SHOTGUN, 0, 0, 0, WEAP_ASSAULT_CANNON } },
{ PC_PYRO,
{ WEAP_AXE, WEAP_SHOTGUN, 0, 0, 0, WEAP_FLAMETHROWER, WEAP_INCENDIARY } },
{ PC_SPY,
{ WEAP_KNIFE, WEAP_TRANQ, WEAP_SUPER_SHOTGUN, WEAP_NAILGUN } },
{ PC_ENGINEER,
{ WEAP_SPANNER, WEAP_RAILGUN, WEAP_SUPER_SHOTGUN, WEAP_IMPELLER } },
{ PC_RANDOM, { WEAP_AXE } }, // Never instantiated
{ PC_CIVILIAN, { WEAP_AXE } },
};
Slot FO_ImpulseToSlot(float playerclass, float impulse) {
if (impulse < 1 || impulse > 7) return SlotNull;
Slot r = impulse_weapons[playerclass].slots[impulse - 1];
return r;
}
Slot FO_SlotByInput(float playerclass, float input) {
if (input >= TF_SLOT1 && input <= TF_SLOT4)
return MakeSlot(input - TF_SLOT1 + 1);
else if (IsUsingOldImpulses() && (input >= 1 && input <= 7)) {
return impulse_weapons[playerclass].slots[input - 1];
} else if (input >= 1 && input <= TF_NUM_SLOTS) {
return MakeSlot(input);
} else {
return SlotNull;
}
}
Slot FO_FindPrevNextWeaponSlot(float playerclass, Slot slot, float is_prev) {
float i, len;
float direction = is_prev ? -1 : 1;
if (IsUsingOldImpulses()) {
ImpulseWeapon* impulse_table = &impulse_weapons[playerclass];
// For reasons that seem to rhyme with -ompilerbug, reads from
// impulse_table[offset] return junk so we use a pointer cursor.
Slot* cur;
len = 7;
direction = (direction + len) % len;
for (i = 0; i < len; i++) {
cur = &impulse_table.slots[i];
if (IsSameSlot(*cur, slot))
break;
}
do {
i = (i + direction) % len;
if (!FO_WeapAvailable(impulse_table.weapons[i]))
continue;
cur = &impulse_table.slots[i];
} while (IsSlotNull(*cur));
// Technically this will flip OWI+CFPI, but this is a nonsense combo.
return *cur;
} else {
len = 4;
direction = (direction + len) % len;
float idx = SlotIndex(slot);
for (i = 0; i < len - 1; i++) {
idx += direction;
Slot c = MakeSlot(1 + (idx % len));
FO_WeapInfo* wi = FO_SlotWeapInfo(playerclass, c);
if (wi->weapon != WEAP_NONE)
return c;
}
return slot;
}
}
void FO_Weapons_Init() {
float i, j;
ASSERTD_EQ(weapon_names.length, weapon_info.length);
FO_WeapInfo* WI_sr = FO_GetWeapInfo(WEAP_SNIPER_RIFLE);
for (i = 0; i < weapon_info.length; i++) {
FO_WeapInfo* wi = &weapon_info[i];
if (wi->weapon == WEAP_PIPE_LAUNCHER) {
FO_WeapInfo* parent = FO_GetWeapInfo(WEAP_GRENADE_LAUNCHER);
wi->ammo_type = parent->ammo_type;
wi->clip_size = parent->clip_size;
wi->full_reload_time = parent->full_reload_time;
wi->needs_reload = parent->needs_reload;
} else if (wi->clip_size > 0) {
wi->needs_reload = TRUE;
} else {
wi->needs_reload = FALSE;
}
FO_WeapModels* wm = &weapon_models[i];
precache_model(wm->model);
#ifdef CSQC
wm->modelindex = getmodelindex(wm->model);
#endif
wi->models = wm;
FO_WeapToItem* wti = &weapon_to_items[i];
wi->items = wti;
switch (wi->ammo_type) {
case AMMO_SHELLS: wti->ammo_mask = IT_SHELLS; break;
case AMMO_CELLS: wti->ammo_mask = IT_CELLS; break;
case AMMO_NAILS: wti->ammo_mask = IT_NAILS; break;
case AMMO_ROCKETS: wti->ammo_mask = IT_ROCKETS; break;
}
}
if (OldNgRof()) {
FO_WeapInfo* wi = FO_GetWeapInfo(WEAP_NAILGUN);
wi->ammo_per_shot = 2;
FO_WeapInfo* wi = FO_GetWeapInfo(WEAP_SUPER_NAILGUN);
wi->ammo_per_shot = 4;
}
for (i = 0; i < class_weapons.length; i++) {
for (j = 0; j < 4; j++) {
FO_ClassWeapons* cw = &class_weapons[i];
if (cw->slots[j])
cw->info[j] = &weapon_info[cw->slots[j]];
else
cw->info[j] = &weapon_info[0]; // WEAP_NONE
}
}
for (i = 0; i < impulse_weapons.length; i++) {
ImpulseWeapon* iw = &impulse_weapons[i];
for (j = 0; j < 7; j++)
if (iw->weapons[j])
iw->slots[j] = WEAP_to_slot(iw->class, iw->weapons[j]);
}
for (i = 0; i < fo_grenades.length; i++) {
FO_GrenInfo* gdesc = &fo_grenades[i];
ASSERTD_EQ(GREN_FIRST + i, gdesc->id);
gdesc->logname = gdesc->name;
if (i < GREN_RED)
gdesc->logname = strcat(strtolower(gdesc->logname), "grenade");
if (gdesc->model != "") {
gdesc->model = strcat("progs/", gdesc->model);
gdesc->modelindex = getmodelindex(gdesc->model);
}
}
for (i = 0; i < class_grenades.length; i++) {
FO_ClassGrenades* cg = &class_grenades[i];
ASSERTD_EQ(i, cg->id);
}
}
enumflags {
KF_SRC_PLAYER,
KF_TARG_PLAYER,
KF_SELF,
KF_QUAD,
};
const float KF_BOTH_PLAYER = KF_SRC_PLAYER | KF_TARG_PLAYER;
// (*) Unbelievably knock-direction and moment calculation use different origins
// (centroid vs origin). For now just preserve what I can only assume is an old
// terrible mistake. We undo half of this by ignoring on src as mins/maxs==0.
float CalcRadiusDamage(vector src, entity targ, float flags, float damage) {
vector targ_origin = targ.origin + (targ.mins + targ.maxs) * 0.5; // (*)
damage -= vlen(src - targ_origin) / 2;
if (flags & KF_SELF)
damage *= 0.75;
return damage;
}
vector CalcKnock(vector src, entity targ, float flags, float moment) {
float mult = 8;
if (moment < 60 && (flags & (KF_BOTH_PLAYER | KF_SELF) == KF_BOTH_PLAYER))
mult = 11;
vector dir = normalize(targ.origin - src);
vector result = dir * moment * mult;
if (fo_config.rj > 1)
result += dir * moment * fo_config.rj;
return result;
}