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(entity this)
24 float t = 1.0 / g_weaponratefactor;
26 MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
32 float W_WeaponSpeedFactor(entity this)
34 float t = 1.0 * g_weaponspeedfactor;
36 MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
43 bool CL_Weaponentity_CustomizeEntityForClient(entity this)
45 this.viewmodelforclient = this.owner;
46 if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
50 vector CL_Weapon_GetShotOrg(int wpn)
52 entity wi = Weapons_from(wpn);
54 CL_WeaponEntity_SetModel(e, wi.mdl, false);
55 vector ret = e.movedir;
56 CL_WeaponEntity_SetModel(e, "", false);
61 ..entity weaponentity_fld;
64 void CL_Weaponentity_Think(entity this)
66 this.nextthink = time;
67 if (intermission_running) this.frame = this.anim_idle.x;
68 .entity weaponentity = this.weaponentity_fld;
69 if (this.owner.(weaponentity) != this)
71 // owner has new gun; remove self
72 if (this.weaponchild) remove(this.weaponchild);
76 if (IS_DEAD(this.owner))
78 // owner died; disappear
80 if (this.weaponchild) this.weaponchild.model = "";
83 if (this.weaponname != this.owner.weaponname
84 || this.dmg != this.owner.modelindex
85 || this.deadflag != this.owner.deadflag)
87 // owner changed weapons; update appearance
88 this.weaponname = this.owner.weaponname;
89 this.dmg = this.owner.modelindex;
90 this.deadflag = this.owner.deadflag;
92 CL_WeaponEntity_SetModel(this, this.owner.weaponname, true);
95 this.alpha = -1; // TODO: don't render this entity at all
97 if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
98 else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
99 else this.m_alpha = 1;
101 if (this.weaponchild)
103 this.weaponchild.alpha = this.alpha;
104 this.weaponchild.effects = this.effects;
108 void CL_ExteriorWeaponentity_Think(entity this)
110 this.nextthink = time;
111 if (this.owner.exteriorweaponentity != this)
116 if (IS_DEAD(this.owner))
121 if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
122 || this.deadflag != this.owner.deadflag)
124 this.weaponname = this.owner.weaponname;
125 this.dmg = this.owner.modelindex;
126 this.deadflag = this.owner.deadflag;
127 if (this.owner.weaponname != "")
129 _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
130 setsize(this, '0 0 0', '0 0 0');
132 else this.model = "";
135 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
137 this.tag_index = tag_found;
138 this.tag_entity = this.owner;
142 setattachment(this, this.owner, "bip01 r hand");
145 this.effects = this.owner.effects;
146 this.effects |= EF_LOWPRECISION;
147 this.effects = this.effects & EFMASK_CHEAP; // eat performance
148 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
149 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
152 Weapon wep = PS(this.owner).m_weapon;
153 if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors);
154 this.colormap = this.owner.colormap;
156 CSQCMODEL_AUTOUPDATE(this);
159 // spawning weaponentity for client
160 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
162 entity view = actor.(weaponentity) = new(weaponentity);
163 view.solid = SOLID_NOT;
165 setmodel(view, MDL_Null); // precision set when changed
166 setorigin(view, '0 0 0');
167 view.weaponentity_fld = weaponentity;
168 setthink(view, CL_Weaponentity_Think);
169 view.nextthink = time;
170 view.viewmodelforclient = actor;
171 setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
173 if (weaponentity == weaponentities[0])
175 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
176 exterior.solid = SOLID_NOT;
177 exterior.owner = actor;
178 setorigin(exterior, '0 0 0');
179 setthink(exterior, CL_ExteriorWeaponentity_Think);
180 exterior.nextthink = time;
182 CSQCMODEL_AUTOINIT(exterior);
187 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
189 PS(actor).m_weapon = WEP_Null;
190 PS(actor).m_switchingweapon = WEP_Null;
191 entity this = actor.(weaponentity);
194 this.state = WS_CLEAR;
199 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
201 entity this = actor.(weaponentity);
202 if (this) this.state = WS_READY;
203 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
208 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
210 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
212 if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
213 else ammo = thiswep.wr_checkammo1(thiswep, actor);
214 if (ammo) return true;
215 // always keep the Mine Layer if we placed mines, so that we can detonate them
216 if (thiswep == WEP_MINE_LAYER)
217 for (entity mine; (mine = find(mine, classname, "mine")); )
218 if (mine.owner == actor) return false;
220 if (thiswep == WEP_SHOTGUN)
221 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
223 if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
225 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
226 actor.prevdryfire = time;
229 // check if the other firing mode has enough ammo
230 bool ammo_other = false;
231 if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
232 else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
235 if (time - actor.prevwarntime > 1)
241 ITEM_WEAPON_PRIMORSEC,
247 actor.prevwarntime = time;
249 else // this weapon is totally unable to fire, switch to another one
251 W_SwitchToOtherWeapon(actor);
258 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
260 if (actor.weaponentity == NULL) return true;
261 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
263 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
264 // if all players readied up and the countdown is running
265 if (time < game_starttime || time < actor.race_penalty) return false;
267 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
270 // do not even think about shooting if switching
271 if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false;
275 int slot = weaponslot(weaponentity);
276 // don't fire if previous attack is not finished
277 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
278 entity this = actor.(weaponentity);
279 // don't fire while changing weapon
280 if (this.state != WS_READY) return false;
285 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
287 entity this = actor.(weaponentity);
288 if (this == NULL) return;
289 this.state = WS_INUSE;
291 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
293 // if the weapon hasn't been firing continuously, reset the timer
296 int slot = weaponslot(weaponentity);
297 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
299 ATTACK_FINISHED(actor, slot) = time;
300 // dprint("resetting attack finished to ", ftos(time), "\n");
302 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
304 actor.bulletcounter += 1;
305 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
308 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
310 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
312 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
318 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
321 * @param t defer thinking until time + t
322 * @param func next think function
324 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
325 .entity weaponentity, int fire) func)
327 entity this = actor.(weaponentity);
328 if (this == NULL) return;
330 if (fr == WFRAME_DONTCHANGE)
337 restartanim = fr != WFRAME_IDLE;
340 vector of = v_forward;
346 if (fr == WFRAME_IDLE) a = this.anim_idle;
347 else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
348 else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
349 else // if (fr == WFRAME_RELOAD)
350 a = this.anim_reload;
351 a.z *= g_weaponratefactor;
357 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
358 "Tried to override initial weapon think function - should this really happen?");
360 t *= W_WeaponRateFactor(actor);
362 // VorteX: haste can be added here
363 if (this.weapon_think == w_ready)
365 this.weapon_nextthink = time;
366 // dprint("started firing at ", ftos(time), "\n");
368 if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
369 || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
371 this.weapon_nextthink = time;
372 // dprint("reset weapon animation timer at ", ftos(time), "\n");
374 this.weapon_nextthink += t;
375 if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
376 this.weapon_think = func;
377 // dprint("next ", ftos(this.weapon_nextthink), "\n");
381 FOREACH_CLIENT(true, LAMBDA(
382 if(it == actor || (IS_SPEC(it) && it.enemy == actor))
383 wframe_send(it, this, a, restartanim);
387 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
389 int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
393 animdecide_setaction(actor, act, restartanim);
395 else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
397 actor.anim_upper_action = 0;
401 bool forbidWeaponUse(entity player)
403 if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
404 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
405 if (player.player_blocked) return true;
406 if (STAT(FROZEN, player)) return true;
407 if (player.weapon_blocked) return true;
411 .bool hook_switchweapon;
413 void W_WeaponFrame(Player actor)
416 TC(PlayerState, PS(actor));
417 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
418 entity this = actor.(weaponentity);
419 if (frametime) actor.weapon_frametime = frametime;
421 if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
424 if (forbidWeaponUse(actor))
426 if (actor.(weaponentity).state != WS_CLEAR)
428 Weapon wpn = PS(actor).m_weapon;
429 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
434 if (PS(actor).m_switchweapon == WEP_Null)
436 PS(actor).m_weapon = WEP_Null;
437 PS(actor).m_switchingweapon = WEP_Null;
438 this.state = WS_CLEAR;
439 actor.weaponname = "";
440 // actor.items &= ~IT_AMMO;
444 makevectors(actor.v_angle);
445 vector fo = v_forward; // save them in case the weapon think functions change it
450 if (PS(actor).m_weapon != PS(actor).m_switchweapon)
455 LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
463 Weapon newwep = PS(actor).m_switchweapon;
464 PS(actor).m_switchingweapon = newwep;
466 // the two weapon entities will notice this has changed and update their models
467 PS(actor).m_weapon = newwep;
468 actor.weaponname = newwep.mdl;
469 actor.bulletcounter = 0;
470 actor.ammo_field = newwep.ammo_field;
471 newwep.wr_setup(newwep, actor);
472 this.state = WS_RAISE;
474 // set our clip load to the load of the weapon we switched to, if it's reloadable
475 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
477 actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]);
478 actor.clip_size = newwep.reloading_ammo;
482 actor.clip_load = actor.clip_size = 0;
485 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
490 // in dropping phase we can switch at any time
491 PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
497 PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
498 entity oldwep = PS(actor).m_weapon;
500 // set up weapon switch think in the future, and start drop anim
501 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
503 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
504 this.state = WS_DROP;
505 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
512 // LordHavoc: network timing test code
513 // if (actor.button0)
514 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
516 Weapon w = PS(actor).m_weapon;
518 // call the think code which may fire the weapon
519 // and do so multiple times to resolve framerate dependency issues if the
520 // server framerate is very low and the weapon fire rate very high
521 for (int c = 0; c < W_TICSPERFRAME; ++c)
523 if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
525 if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
533 bool block_weapon = false;
535 bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
536 Weapon off = actor.offhand;
537 if (off && !(actor.weapons & WEPSET(HOOK)))
539 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
543 if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
544 W_SwitchWeapon(actor, WEP_HOOK);
545 actor.hook_switchweapon = key_pressed;
547 block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
548 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
558 Weapon e = PS(actor).m_weapon;
562 e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
566 e.wr_gonethink(e, actor);
570 if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
572 if (this.weapon_think)
577 Weapon wpn = PS(actor).m_weapon;
578 this.weapon_think(wpn, actor, weaponentity,
579 PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
583 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
589 void W_AttachToShotorg(entity actor, entity flash, vector offset)
591 .entity weaponentity = weaponentities[0];
593 flash.angles_z = random() * 360;
595 entity view = actor.(weaponentity);
596 entity exterior = actor.exteriorweaponentity;
598 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
599 else setattachment(flash, view, "tag_shot");
600 setorigin(flash, offset);
602 entity xflash = spawn();
603 copyentity(flash, xflash);
605 flash.viewmodelforclient = actor;
607 if (view.oldorigin.x > 0)
609 setattachment(xflash, exterior, "");
610 setorigin(xflash, view.oldorigin + offset);
614 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
615 else setattachment(xflash, exterior, "tag_shot");
616 setorigin(xflash, offset);
620 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
622 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
624 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
626 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
627 if (wep.reloading_ammo)
629 actor.clip_load -= ammo_use;
630 actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
632 else if (wep.ammo_field != ammo_none)
634 actor.(wep.ammo_field) -= ammo_use;
635 if (actor.(wep.ammo_field) < 0)
638 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
639 "Please notify Samual immediately with a copy of this backtrace!\n",
642 GetAmmoPicture(wep.ammo_field),
644 actor.(wep.ammo_field)
650 // weapon reloading code
652 .float reload_ammo_amount, reload_ammo_min, reload_time;
653 .float reload_complain;
654 .string reload_sound;
656 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
658 // finish the reloading process, and do the ammo transfer
660 actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
662 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
663 if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
665 actor.clip_load = actor.reload_ammo_amount;
669 // make sure we don't add more ammo than we have
670 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
671 actor.clip_load += load;
672 actor.(actor.ammo_field) -= load;
674 actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
676 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
677 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
678 // so your weapon is disabled for a few seconds without reason
680 // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
682 Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id);
683 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
686 void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
688 TC(Sound, sent_sound);
689 .entity weaponentity = weaponentities[0];
690 // set global values to work with
691 Weapon e = PS(actor).m_weapon;
693 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
695 actor.reload_ammo_min = sent_ammo_min;
696 actor.reload_ammo_amount = e.reloading_ammo;
697 actor.reload_time = e.reloading_time;
698 if (actor.reload_sound) strunzone(actor.reload_sound);
699 actor.reload_sound = strzone(Sound_fixpath(sent_sound));
701 // don't reload weapons that don't have the RELOADABLE flag
702 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
705 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
709 // return if reloading is disabled for this weapon
710 if (!actor.reload_ammo_amount) return;
712 // our weapon is fully loaded, no need to reload
713 if (actor.clip_load >= actor.reload_ammo_amount) return;
715 // no ammo, so nothing to load
716 if (actor.ammo_field != ammo_none)
718 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
720 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
722 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
724 play2(actor, SND(UNAVAILABLE));
725 sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n"));
726 actor.reload_complain = time + 1;
728 // switch away if the amount of ammo is not enough to keep using this weapon
729 Weapon w = PS(actor).m_weapon;
730 if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
732 actor.clip_load = -1; // reload later
733 W_SwitchToOtherWeapon(actor);
740 entity this = actor.(weaponentity);
743 if (this.wframe == WFRAME_RELOAD) return;
745 // allow switching away while reloading, but this will cause a new reload!
746 this.state = WS_READY;
749 // now begin the reloading process
751 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
753 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
754 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
755 // so your weapon is disabled for a few seconds without reason
757 // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
759 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
761 if (actor.clip_load < 0) actor.clip_load = 0;
762 actor.old_clip_load = actor.clip_load;
763 actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
766 void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
768 Weapon w = Weapons_from(weapon_type);
769 weapon_dropevent_item = weapon_item;
770 WITHSELF(player, w.event(w, player));