1 #include "weaponsystem.qh"
3 #include "selection.qh"
5 #include "../command/common.qh"
6 #include "../mutators/all.qh"
7 #include "../round_handler.qh"
8 #include <common/t_items.qh>
9 #include <common/animdecide.qh>
10 #include <common/constants.qh>
11 #include <common/monsters/all.qh>
12 #include <common/notifications/all.qh>
13 #include <common/util.qh>
14 #include <common/weapons/all.qh>
15 #include <common/state.qh>
16 #include <lib/csqcmodel/sv_model.qh>
20 .float weapon_frametime;
22 float W_WeaponRateFactor()
24 float t = 1.0 / g_weaponratefactor;
26 MUTATOR_CALLHOOK(WeaponRateFactor, t);
32 float W_WeaponSpeedFactor()
34 float t = 1.0 * g_weaponspeedfactor;
36 MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
43 bool CL_Weaponentity_CustomizeEntityForClient()
46 this.viewmodelforclient = this.owner;
47 if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
51 vector CL_Weapon_GetShotOrg(int wpn)
53 entity wi = Weapons_from(wpn);
55 CL_WeaponEntity_SetModel(e, wi.mdl, false);
56 vector ret = e.movedir;
57 CL_WeaponEntity_SetModel(e, "", false);
62 ..entity weaponentity_fld;
65 void CL_Weaponentity_Think(entity this)
67 this.nextthink = time;
68 if (intermission_running) this.frame = this.anim_idle.x;
69 .entity weaponentity = this.weaponentity_fld;
70 if (this.owner.(weaponentity) != this)
72 // owner has new gun; remove self
73 if (this.weaponchild) remove(this.weaponchild);
77 if (IS_DEAD(this.owner))
79 // owner died; disappear
81 if (this.weaponchild) this.weaponchild.model = "";
84 if (this.weaponname != this.owner.weaponname
85 || this.dmg != this.owner.modelindex
86 || this.deadflag != this.owner.deadflag)
88 // owner changed weapons; update appearance
89 this.weaponname = this.owner.weaponname;
90 this.dmg = this.owner.modelindex;
91 this.deadflag = this.owner.deadflag;
93 CL_WeaponEntity_SetModel(this, this.owner.weaponname, true);
96 this.alpha = -1; // TODO: don't render this entity at all
98 if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
99 else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
100 else this.m_alpha = 1;
102 if (this.weaponchild)
104 this.weaponchild.alpha = this.alpha;
105 this.weaponchild.effects = this.effects;
109 void CL_ExteriorWeaponentity_Think(entity this)
111 this.nextthink = time;
112 if (this.owner.exteriorweaponentity != this)
117 if (IS_DEAD(this.owner))
122 if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
123 || this.deadflag != this.owner.deadflag)
125 this.weaponname = this.owner.weaponname;
126 this.dmg = this.owner.modelindex;
127 this.deadflag = this.owner.deadflag;
128 if (this.owner.weaponname != "")
130 _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
131 setsize(this, '0 0 0', '0 0 0');
133 else this.model = "";
136 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
138 this.tag_index = tag_found;
139 this.tag_entity = this.owner;
143 setattachment(this, this.owner, "bip01 r hand");
146 this.effects = this.owner.effects;
147 this.effects |= EF_LOWPRECISION;
148 this.effects = this.effects & EFMASK_CHEAP; // eat performance
149 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
150 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
153 Weapon wep = PS(this.owner).m_weapon;
154 if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors);
155 this.colormap = this.owner.colormap;
157 CSQCMODEL_AUTOUPDATE(this);
160 // spawning weaponentity for client
161 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
163 entity view = actor.(weaponentity) = new(weaponentity);
164 view.solid = SOLID_NOT;
166 setmodel(view, MDL_Null); // precision set when changed
167 setorigin(view, '0 0 0');
168 view.weaponentity_fld = weaponentity;
169 setthink(view, CL_Weaponentity_Think);
170 view.nextthink = time;
171 view.viewmodelforclient = actor;
172 view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
174 if (weaponentity == weaponentities[0])
176 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
177 exterior.solid = SOLID_NOT;
178 exterior.owner = actor;
179 setorigin(exterior, '0 0 0');
180 setthink(exterior, CL_ExteriorWeaponentity_Think);
181 exterior.nextthink = time;
183 CSQCMODEL_AUTOINIT(exterior);
188 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
190 PS(actor).m_weapon = WEP_Null;
191 PS(actor).m_switchingweapon = WEP_Null;
192 entity this = actor.(weaponentity);
195 this.state = WS_CLEAR;
200 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
202 entity this = actor.(weaponentity);
203 if (this) this.state = WS_READY;
204 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
209 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
211 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
213 if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
214 else ammo = thiswep.wr_checkammo1(thiswep, actor);
215 if (ammo) return true;
216 // always keep the Mine Layer if we placed mines, so that we can detonate them
217 if (thiswep == WEP_MINE_LAYER)
218 for (entity mine; (mine = find(mine, classname, "mine")); )
219 if (mine.owner == actor) return false;
221 if (thiswep == WEP_SHOTGUN)
222 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
224 if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
226 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
227 actor.prevdryfire = time;
230 // check if the other firing mode has enough ammo
231 bool ammo_other = false;
232 if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
233 else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
236 if (time - actor.prevwarntime > 1)
242 ITEM_WEAPON_PRIMORSEC,
248 actor.prevwarntime = time;
250 else // this weapon is totally unable to fire, switch to another one
252 W_SwitchToOtherWeapon(actor);
259 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
261 if (actor.weaponentity == NULL) return true;
262 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
264 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
265 // if all players readied up and the countdown is running
266 if (time < game_starttime || time < actor.race_penalty) return false;
268 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
271 // do not even think about shooting if switching
272 if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false;
276 int slot = weaponslot(weaponentity);
277 // don't fire if previous attack is not finished
278 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
279 entity this = actor.(weaponentity);
280 // don't fire while changing weapon
281 if (this.state != WS_READY) return false;
286 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
288 entity this = actor.(weaponentity);
289 if (this == NULL) return;
290 this.state = WS_INUSE;
292 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
294 // if the weapon hasn't been firing continuously, reset the timer
297 int slot = weaponslot(weaponentity);
298 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
300 ATTACK_FINISHED(actor, slot) = time;
301 // dprint("resetting attack finished to ", ftos(time), "\n");
303 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
305 actor.bulletcounter += 1;
306 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
309 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
311 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
313 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
319 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
322 * @param t defer thinking until time + t
323 * @param func next think function
325 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
326 .entity weaponentity, int fire) func)
328 entity this = actor.(weaponentity);
329 if (this == NULL) return;
331 if (fr == WFRAME_DONTCHANGE)
338 restartanim = fr != WFRAME_IDLE;
341 vector of = v_forward;
347 if (fr == WFRAME_IDLE) a = this.anim_idle;
348 else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
349 else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
350 else // if (fr == WFRAME_RELOAD)
351 a = this.anim_reload;
352 a.z *= g_weaponratefactor;
358 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
359 "Tried to override initial weapon think function - should this really happen?");
361 t *= W_WeaponRateFactor();
363 // VorteX: haste can be added here
364 if (this.weapon_think == w_ready)
366 this.weapon_nextthink = time;
367 // dprint("started firing at ", ftos(time), "\n");
369 if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
370 || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
372 this.weapon_nextthink = time;
373 // dprint("reset weapon animation timer at ", ftos(time), "\n");
375 this.weapon_nextthink += t;
376 if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
377 this.weapon_think = func;
378 // dprint("next ", ftos(this.weapon_nextthink), "\n");
382 FOREACH_CLIENT(true, LAMBDA(
383 if(it == actor || (IS_SPEC(it) && it.enemy == actor))
384 wframe_send(it, this, a, restartanim);
388 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
390 int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
394 animdecide_setaction(actor, act, restartanim);
396 else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
398 actor.anim_upper_action = 0;
402 bool forbidWeaponUse(entity player)
404 if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
405 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
406 if (player.player_blocked) return true;
407 if (STAT(FROZEN, player)) return true;
408 if (player.weapon_blocked) return true;
412 .bool hook_switchweapon;
414 void W_WeaponFrame(Player actor)
417 TC(PlayerState, PS(actor));
418 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
419 entity this = actor.(weaponentity);
420 if (frametime) actor.weapon_frametime = frametime;
422 if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
425 if (forbidWeaponUse(actor))
427 if (actor.(weaponentity).state != WS_CLEAR)
429 Weapon wpn = PS(actor).m_weapon;
430 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
435 if (PS(actor).m_switchweapon == WEP_Null)
437 PS(actor).m_weapon = WEP_Null;
438 PS(actor).m_switchingweapon = WEP_Null;
439 this.state = WS_CLEAR;
440 actor.weaponname = "";
441 // actor.items &= ~IT_AMMO;
445 makevectors(actor.v_angle);
446 vector fo = v_forward; // save them in case the weapon think functions change it
451 if (PS(actor).m_weapon != PS(actor).m_switchweapon)
456 LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
464 Weapon newwep = PS(actor).m_switchweapon;
465 PS(actor).m_switchingweapon = newwep;
467 // the two weapon entities will notice this has changed and update their models
468 PS(actor).m_weapon = newwep;
469 actor.weaponname = newwep.mdl;
470 actor.bulletcounter = 0;
471 actor.ammo_field = newwep.ammo_field;
472 newwep.wr_setup(newwep, actor);
473 this.state = WS_RAISE;
475 // set our clip load to the load of the weapon we switched to, if it's reloadable
476 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
478 actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]);
479 actor.clip_size = newwep.reloading_ammo;
483 actor.clip_load = actor.clip_size = 0;
486 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
491 // in dropping phase we can switch at any time
492 PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
498 PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
499 entity oldwep = PS(actor).m_weapon;
501 // set up weapon switch think in the future, and start drop anim
502 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
504 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
505 this.state = WS_DROP;
506 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
513 // LordHavoc: network timing test code
514 // if (actor.button0)
515 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
517 Weapon w = PS(actor).m_weapon;
519 // call the think code which may fire the weapon
520 // and do so multiple times to resolve framerate dependency issues if the
521 // server framerate is very low and the weapon fire rate very high
522 for (int c = 0; c < W_TICSPERFRAME; ++c)
524 if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
526 if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
534 bool block_weapon = false;
536 bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
537 Weapon off = actor.offhand;
538 if (off && !(actor.weapons & WEPSET(HOOK)))
540 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
544 if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
545 W_SwitchWeapon(actor, WEP_HOOK);
546 actor.hook_switchweapon = key_pressed;
548 block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
549 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
559 Weapon e = PS(actor).m_weapon;
563 e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
567 e.wr_gonethink(e, actor);
571 if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
573 if (this.weapon_think)
578 Weapon wpn = PS(actor).m_weapon;
579 this.weapon_think(wpn, actor, weaponentity,
580 PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
584 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
590 void W_AttachToShotorg(entity actor, entity flash, vector offset)
592 .entity weaponentity = weaponentities[0];
594 flash.angles_z = random() * 360;
596 entity view = actor.(weaponentity);
597 entity exterior = actor.exteriorweaponentity;
599 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
600 else setattachment(flash, view, "tag_shot");
601 setorigin(flash, offset);
603 entity xflash = spawn();
604 copyentity(flash, xflash);
606 flash.viewmodelforclient = actor;
608 if (view.oldorigin.x > 0)
610 setattachment(xflash, exterior, "");
611 setorigin(xflash, view.oldorigin + offset);
615 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
616 else setattachment(xflash, exterior, "tag_shot");
617 setorigin(xflash, offset);
621 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
623 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
625 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
627 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
628 if (wep.reloading_ammo)
630 actor.clip_load -= ammo_use;
631 actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
633 else if (wep.ammo_field != ammo_none)
635 actor.(wep.ammo_field) -= ammo_use;
636 if (actor.(wep.ammo_field) < 0)
639 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
640 "Please notify Samual immediately with a copy of this backtrace!\n",
643 GetAmmoPicture(wep.ammo_field),
645 actor.(wep.ammo_field)
651 // weapon reloading code
653 .float reload_ammo_amount, reload_ammo_min, reload_time;
654 .float reload_complain;
655 .string reload_sound;
657 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
659 // finish the reloading process, and do the ammo transfer
661 actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
663 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
664 if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
666 actor.clip_load = actor.reload_ammo_amount;
670 // make sure we don't add more ammo than we have
671 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
672 actor.clip_load += load;
673 actor.(actor.ammo_field) -= load;
675 actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
677 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
678 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
679 // so your weapon is disabled for a few seconds without reason
681 // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
683 Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id);
684 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
687 void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
689 TC(Sound, sent_sound);
690 .entity weaponentity = weaponentities[0];
691 // set global values to work with
692 Weapon e = PS(actor).m_weapon;
694 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
696 actor.reload_ammo_min = sent_ammo_min;
697 actor.reload_ammo_amount = e.reloading_ammo;
698 actor.reload_time = e.reloading_time;
699 if (actor.reload_sound) strunzone(actor.reload_sound);
700 actor.reload_sound = strzone(Sound_fixpath(sent_sound));
702 // don't reload weapons that don't have the RELOADABLE flag
703 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
706 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
710 // return if reloading is disabled for this weapon
711 if (!actor.reload_ammo_amount) return;
713 // our weapon is fully loaded, no need to reload
714 if (actor.clip_load >= actor.reload_ammo_amount) return;
716 // no ammo, so nothing to load
717 if (actor.ammo_field != ammo_none)
719 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
721 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
723 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
725 play2(actor, SND(UNAVAILABLE));
726 sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n"));
727 actor.reload_complain = time + 1;
729 // switch away if the amount of ammo is not enough to keep using this weapon
730 Weapon w = PS(actor).m_weapon;
731 if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
733 actor.clip_load = -1; // reload later
734 W_SwitchToOtherWeapon(actor);
741 entity this = actor.(weaponentity);
744 if (this.wframe == WFRAME_RELOAD) return;
746 // allow switching away while reloading, but this will cause a new reload!
747 this.state = WS_READY;
750 // now begin the reloading process
752 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
754 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
755 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
756 // so your weapon is disabled for a few seconds without reason
758 // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
760 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
762 if (actor.clip_load < 0) actor.clip_load = 0;
763 actor.old_clip_load = actor.clip_load;
764 actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
767 void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
769 Weapon w = Weapons_from(weapon_type);
770 weapon_dropevent_item = weapon_item;
771 WITHSELF(player, w.event(w, player));