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()
68 this.nextthink = time;
69 if (intermission_running) this.frame = this.anim_idle.x;
70 .entity weaponentity = this.weaponentity_fld;
71 if (this.owner.(weaponentity) != this)
73 // owner has new gun; remove self
74 if (this.weaponchild) remove(this.weaponchild);
78 if (IS_DEAD(self.owner))
80 // owner died; disappear
82 if (this.weaponchild) this.weaponchild.model = "";
85 if (this.weaponname != this.owner.weaponname
86 || this.dmg != this.owner.modelindex
87 || this.deadflag != this.owner.deadflag)
89 // owner changed weapons; update appearance
90 this.weaponname = this.owner.weaponname;
91 this.dmg = this.owner.modelindex;
92 this.deadflag = this.owner.deadflag;
94 CL_WeaponEntity_SetModel(this, this.owner.weaponname, true);
97 this.alpha = -1; // TODO: don't render this entity at all
99 if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
100 else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
101 else this.m_alpha = 1;
103 if (this.weaponchild)
105 this.weaponchild.alpha = this.alpha;
106 this.weaponchild.effects = this.effects;
110 void CL_ExteriorWeaponentity_Think()
113 this.nextthink = time;
114 if (this.owner.exteriorweaponentity != this)
119 if (IS_DEAD(self.owner))
124 if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
125 || this.deadflag != this.owner.deadflag)
127 this.weaponname = this.owner.weaponname;
128 this.dmg = this.owner.modelindex;
129 this.deadflag = this.owner.deadflag;
130 if (this.owner.weaponname != "")
132 _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
133 setsize(this, '0 0 0', '0 0 0');
135 else this.model = "";
138 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
140 this.tag_index = tag_found;
141 this.tag_entity = this.owner;
145 setattachment(this, this.owner, "bip01 r hand");
148 this.effects = this.owner.effects;
149 this.effects |= EF_LOWPRECISION;
150 this.effects = this.effects & EFMASK_CHEAP; // eat performance
151 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
152 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
155 Weapon wep = PS(this.owner).m_weapon;
156 if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors);
157 this.colormap = this.owner.colormap;
159 CSQCMODEL_AUTOUPDATE(this);
162 // spawning weaponentity for client
163 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
165 entity view = actor.(weaponentity) = new(weaponentity);
166 view.solid = SOLID_NOT;
168 setmodel(view, MDL_Null); // precision set when changed
169 setorigin(view, '0 0 0');
170 view.weaponentity_fld = weaponentity;
171 view.think = CL_Weaponentity_Think;
172 view.nextthink = time;
173 view.viewmodelforclient = actor;
174 view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
176 if (weaponentity == weaponentities[0])
178 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
179 exterior.solid = SOLID_NOT;
180 exterior.owner = actor;
181 setorigin(exterior, '0 0 0');
182 exterior.think = CL_ExteriorWeaponentity_Think;
183 exterior.nextthink = time;
185 CSQCMODEL_AUTOINIT(exterior);
190 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
192 PS(actor).m_weapon = WEP_Null;
193 PS(actor).m_switchingweapon = WEP_Null;
194 entity this = actor.(weaponentity);
197 this.state = WS_CLEAR;
202 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
204 entity this = actor.(weaponentity);
205 if (this) this.state = WS_READY;
206 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
211 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
214 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
216 if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
217 else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
218 if (ammo) return true;
219 // always keep the Mine Layer if we placed mines, so that we can detonate them
220 if (thiswep == WEP_MINE_LAYER)
221 for (entity mine; (mine = find(mine, classname, "mine")); )
222 if (mine.owner == actor) return false;
224 if (thiswep == WEP_SHOTGUN)
225 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
227 if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
229 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
230 actor.prevdryfire = time;
233 // check if the other firing mode has enough ammo
234 bool ammo_other = false;
235 if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
236 else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
239 if (time - actor.prevwarntime > 1)
245 ITEM_WEAPON_PRIMORSEC,
251 actor.prevwarntime = time;
253 else // this weapon is totally unable to fire, switch to another one
255 W_SwitchToOtherWeapon(actor);
262 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
264 if (actor.weaponentity == NULL) return true;
265 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
267 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
268 // if all players readied up and the countdown is running
269 if (time < game_starttime || time < actor.race_penalty) return false;
271 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
274 // do not even think about shooting if switching
275 if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false;
279 int slot = weaponslot(weaponentity);
280 // don't fire if previous attack is not finished
281 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
282 entity this = actor.(weaponentity);
283 // don't fire while changing weapon
284 if (this.state != WS_READY) return false;
289 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
291 entity this = actor.(weaponentity);
292 if (this == NULL) return;
293 this.state = WS_INUSE;
295 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
297 // if the weapon hasn't been firing continuously, reset the timer
300 int slot = weaponslot(weaponentity);
301 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
303 ATTACK_FINISHED(actor, slot) = time;
304 // dprint("resetting attack finished to ", ftos(time), "\n");
306 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
308 actor.bulletcounter += 1;
309 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
312 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
314 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
316 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
322 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
325 * @param t defer thinking until time + t
326 * @param func next think function
328 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
329 .entity weaponentity, int fire) func)
331 entity this = actor.(weaponentity);
332 if (this == NULL) return;
334 if (fr == WFRAME_DONTCHANGE)
341 restartanim = fr != WFRAME_IDLE;
344 vector of = v_forward;
350 if (fr == WFRAME_IDLE) a = this.anim_idle;
351 else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
352 else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
353 else // if (fr == WFRAME_RELOAD)
354 a = this.anim_reload;
355 a.z *= g_weaponratefactor;
361 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
362 "Tried to override initial weapon think function - should this really happen?");
364 t *= W_WeaponRateFactor();
366 // VorteX: haste can be added here
367 if (this.weapon_think == w_ready)
369 this.weapon_nextthink = time;
370 // dprint("started firing at ", ftos(time), "\n");
372 if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
373 || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
375 this.weapon_nextthink = time;
376 // dprint("reset weapon animation timer at ", ftos(time), "\n");
378 this.weapon_nextthink += t;
379 if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
380 this.weapon_think = func;
381 // dprint("next ", ftos(this.weapon_nextthink), "\n");
385 FOREACH_CLIENT(true, LAMBDA(
386 if(it == actor || (IS_SPEC(it) && it.enemy == actor))
387 wframe_send(it, this, a, restartanim);
391 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
393 int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
397 animdecide_setaction(actor, act, restartanim);
399 else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
401 actor.anim_upper_action = 0;
405 bool forbidWeaponUse(entity player)
407 if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
408 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
409 if (player.player_blocked) return true;
410 if (STAT(FROZEN, player)) return true;
411 if (player.weapon_blocked) return true;
415 .bool hook_switchweapon;
417 void W_WeaponFrame(Player actor)
420 TC(PlayerState, PS(actor));
421 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
422 entity this = actor.(weaponentity);
423 if (frametime) actor.weapon_frametime = frametime;
425 if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
428 if (forbidWeaponUse(actor))
430 if (actor.(weaponentity).state != WS_CLEAR)
432 Weapon wpn = PS(actor).m_weapon;
433 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
438 if (PS(actor).m_switchweapon == WEP_Null)
440 PS(actor).m_weapon = WEP_Null;
441 PS(actor).m_switchingweapon = WEP_Null;
442 this.state = WS_CLEAR;
443 actor.weaponname = "";
444 // actor.items &= ~IT_AMMO;
448 makevectors(actor.v_angle);
449 vector fo = v_forward; // save them in case the weapon think functions change it
454 if (PS(actor).m_weapon != PS(actor).m_switchweapon)
459 LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
467 Weapon newwep = PS(actor).m_switchweapon;
468 PS(actor).m_switchingweapon = newwep;
470 // the two weapon entities will notice this has changed and update their models
471 PS(actor).m_weapon = newwep;
472 actor.weaponname = newwep.mdl;
473 actor.bulletcounter = 0;
474 actor.ammo_field = newwep.ammo_field;
475 newwep.wr_setup(newwep);
476 this.state = WS_RAISE;
478 // set our clip load to the load of the weapon we switched to, if it's reloadable
479 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
481 actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]);
482 actor.clip_size = newwep.reloading_ammo;
486 actor.clip_load = actor.clip_size = 0;
489 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
494 // in dropping phase we can switch at any time
495 PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
501 PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
502 entity oldwep = PS(actor).m_weapon;
504 // set up weapon switch think in the future, and start drop anim
505 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
507 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
508 this.state = WS_DROP;
509 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
516 // LordHavoc: network timing test code
517 // if (actor.button0)
518 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
520 Weapon w = PS(actor).m_weapon;
522 // call the think code which may fire the weapon
523 // and do so multiple times to resolve framerate dependency issues if the
524 // server framerate is very low and the weapon fire rate very high
525 for (int c = 0; c < W_TICSPERFRAME; ++c)
527 if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
529 if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
537 bool block_weapon = false;
539 bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
540 Weapon off = actor.offhand;
541 if (off && !(actor.weapons & WEPSET(HOOK)))
543 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
547 if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
548 W_SwitchWeapon(WEP_HOOK);
549 actor.hook_switchweapon = key_pressed;
551 block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
552 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
562 Weapon e = PS(actor).m_weapon;
566 e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
574 if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
576 if (this.weapon_think)
581 Weapon wpn = PS(actor).m_weapon;
582 this.weapon_think(wpn, actor, weaponentity,
583 PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
587 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
593 void W_AttachToShotorg(entity actor, entity flash, vector offset)
595 .entity weaponentity = weaponentities[0];
597 flash.angles_z = random() * 360;
599 entity view = actor.(weaponentity);
600 entity exterior = actor.exteriorweaponentity;
602 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
603 else setattachment(flash, view, "tag_shot");
604 setorigin(flash, offset);
606 entity xflash = spawn();
607 copyentity(flash, xflash);
609 flash.viewmodelforclient = actor;
611 if (view.oldorigin.x > 0)
613 setattachment(xflash, exterior, "");
614 setorigin(xflash, view.oldorigin + offset);
618 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
619 else setattachment(xflash, exterior, "tag_shot");
620 setorigin(xflash, offset);
624 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
626 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
628 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
630 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
631 if (wep.reloading_ammo)
633 actor.clip_load -= ammo_use;
634 actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
636 else if (wep.ammo_field != ammo_none)
638 actor.(wep.ammo_field) -= ammo_use;
639 if (actor.(wep.ammo_field) < 0)
642 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
643 "Please notify Samual immediately with a copy of this backtrace!\n",
646 GetAmmoPicture(wep.ammo_field),
648 actor.(wep.ammo_field)
654 // weapon reloading code
656 .float reload_ammo_amount, reload_ammo_min, reload_time;
657 .float reload_complain;
658 .string reload_sound;
660 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
662 // finish the reloading process, and do the ammo transfer
664 actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
666 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
667 if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
669 actor.clip_load = actor.reload_ammo_amount;
673 // make sure we don't add more ammo than we have
674 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
675 actor.clip_load += load;
676 actor.(actor.ammo_field) -= load;
678 actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
680 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
681 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
682 // so your weapon is disabled for a few seconds without reason
684 // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
686 Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id);
687 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
690 void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
692 TC(Sound, sent_sound);
693 .entity weaponentity = weaponentities[0];
694 // set global values to work with
695 Weapon e = PS(actor).m_weapon;
697 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
699 actor.reload_ammo_min = sent_ammo_min;
700 actor.reload_ammo_amount = e.reloading_ammo;
701 actor.reload_time = e.reloading_time;
702 if (actor.reload_sound) strunzone(actor.reload_sound);
703 actor.reload_sound = strzone(Sound_fixpath(sent_sound));
705 // don't reload weapons that don't have the RELOADABLE flag
706 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
709 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
713 // return if reloading is disabled for this weapon
714 if (!actor.reload_ammo_amount) return;
716 // our weapon is fully loaded, no need to reload
717 if (actor.clip_load >= actor.reload_ammo_amount) return;
719 // no ammo, so nothing to load
720 if (actor.ammo_field != ammo_none)
722 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
724 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
726 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
728 play2(actor, SND(UNAVAILABLE));
729 sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n"));
730 actor.reload_complain = time + 1;
732 // switch away if the amount of ammo is not enough to keep using this weapon
733 Weapon w = PS(actor).m_weapon;
734 if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
736 actor.clip_load = -1; // reload later
737 W_SwitchToOtherWeapon(actor);
744 entity this = actor.(weaponentity);
747 if (this.wframe == WFRAME_RELOAD) return;
749 // allow switching away while reloading, but this will cause a new reload!
750 this.state = WS_READY;
753 // now begin the reloading process
755 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
757 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
758 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
759 // so your weapon is disabled for a few seconds without reason
761 // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
763 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
765 if (actor.clip_load < 0) actor.clip_load = 0;
766 actor.old_clip_load = actor.clip_load;
767 actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
770 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
773 Weapon w = Weapons_from(weapon_type);
774 weapon_dropevent_item = weapon_item;
775 WITH(entity, self, player, w.event(w));