1 #include "weaponsystem.qh"
3 #include "selection.qh"
5 #include "../command/common.qh"
6 #include "../mutators/_mod.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/_mod.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)
25 if(g_weaponratefactor > 0)
26 t = 1.0 / g_weaponratefactor;
28 MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
34 float W_WeaponSpeedFactor(entity this)
36 float t = 1.0 * g_weaponspeedfactor;
38 MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
45 bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
47 this.viewmodelforclient = this.owner;
48 if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
52 vector CL_Weapon_GetShotOrg(int wpn)
54 entity wi = Weapons_from(wpn);
56 CL_WeaponEntity_SetModel(e, wi.mdl, false);
57 vector ret = e.movedir;
58 CL_WeaponEntity_SetModel(e, "", false);
63 ..entity weaponentity_fld;
66 void CL_Weaponentity_Think(entity this)
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 old one
74 if (this.weaponchild) delete(this.weaponchild);
78 if (IS_DEAD(this.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(entity this)
112 this.nextthink = time;
113 if (this.owner.exteriorweaponentity != this)
118 if (IS_DEAD(this.owner))
123 if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
124 || this.deadflag != this.owner.deadflag)
126 this.weaponname = this.owner.weaponname;
127 this.dmg = this.owner.modelindex;
128 this.deadflag = this.owner.deadflag;
129 if (this.owner.weaponname != "")
131 _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
132 setsize(this, '0 0 0', '0 0 0');
134 else this.model = "";
137 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
139 this.tag_index = tag_found;
140 this.tag_entity = this.owner;
144 setattachment(this, this.owner, "bip01 r hand");
147 this.effects = this.owner.effects;
148 this.effects |= EF_LOWPRECISION;
149 this.effects = this.effects & EFMASK_CHEAP; // eat performance
150 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
151 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
154 Weapon wep = PS(this.owner).m_weapon;
155 if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors);
156 this.colormap = this.owner.colormap;
158 CSQCMODEL_AUTOUPDATE(this);
161 // spawning weaponentity for client
162 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
164 entity view = actor.(weaponentity) = new(weaponentity);
165 view.solid = SOLID_NOT;
167 setmodel(view, MDL_Null); // precision set when changed
168 setorigin(view, '0 0 0');
169 view.weaponentity_fld = weaponentity;
170 setthink(view, CL_Weaponentity_Think);
171 view.nextthink = time;
172 view.viewmodelforclient = actor;
173 setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
175 if (weaponentity == weaponentities[0])
177 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
178 exterior.solid = SOLID_NOT;
179 exterior.owner = actor;
180 setorigin(exterior, '0 0 0');
181 setthink(exterior, CL_ExteriorWeaponentity_Think);
182 exterior.nextthink = time;
184 CSQCMODEL_AUTOINIT(exterior);
189 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
191 PS(actor).m_weapon = WEP_Null;
192 PS(actor).m_switchingweapon = WEP_Null;
193 entity this = actor.(weaponentity);
196 this.state = WS_CLEAR;
201 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
203 entity this = actor.(weaponentity);
204 if (this) this.state = WS_READY;
205 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
210 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
212 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
214 if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
215 else ammo = thiswep.wr_checkammo1(thiswep, actor);
216 if (ammo) return true;
217 // always keep the Mine Layer if we placed mines, so that we can detonate them
218 if (thiswep == WEP_MINE_LAYER)
220 IL_EACH(g_mines, it.owner == actor,
226 if (thiswep == WEP_SHOTGUN)
227 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
229 if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
231 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
232 actor.prevdryfire = time;
235 // check if the other firing mode has enough ammo
236 bool ammo_other = false;
237 if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
238 else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
241 if (time - actor.prevwarntime > 1)
247 ITEM_WEAPON_PRIMORSEC,
253 actor.prevwarntime = time;
255 else // this weapon is totally unable to fire, switch to another one
257 W_SwitchToOtherWeapon(actor);
264 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
266 if (actor.weaponentity == NULL) return true;
267 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
269 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
270 // if all players readied up and the countdown is running
271 if (time < game_starttime || time < actor.race_penalty) return false;
273 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
276 // do not even think about shooting if switching
277 if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false;
281 int slot = weaponslot(weaponentity);
282 // don't fire if previous attack is not finished
283 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
284 entity this = actor.(weaponentity);
285 // don't fire while changing weapon
286 if (this.state != WS_READY) return false;
291 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
293 entity this = actor.(weaponentity);
294 if (this == NULL) return;
295 this.state = WS_INUSE;
297 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
299 // if the weapon hasn't been firing continuously, reset the timer
302 int slot = weaponslot(weaponentity);
303 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
305 ATTACK_FINISHED(actor, slot) = time;
306 // dprint("resetting attack finished to ", ftos(time), "\n");
308 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
310 actor.bulletcounter += 1;
311 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
314 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
316 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
318 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
324 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
327 * @param t defer thinking until time + t
328 * @param func next think function
330 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
331 .entity weaponentity, int fire) func)
333 entity this = actor.(weaponentity);
334 if (this == NULL) return;
336 if (fr == WFRAME_DONTCHANGE)
343 restartanim = fr != WFRAME_IDLE;
346 vector of = v_forward;
352 if (fr == WFRAME_IDLE) a = this.anim_idle;
353 else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
354 else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
355 else // if (fr == WFRAME_RELOAD)
356 a = this.anim_reload;
357 a.z *= g_weaponratefactor;
363 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
364 "Tried to override initial weapon think function - should this really happen?");
366 t *= W_WeaponRateFactor(actor);
368 // VorteX: haste can be added here
369 if (this.weapon_think == w_ready)
371 this.weapon_nextthink = time;
372 // dprint("started firing at ", ftos(time), "\n");
374 if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
375 || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
377 this.weapon_nextthink = time;
378 // dprint("reset weapon animation timer at ", ftos(time), "\n");
380 this.weapon_nextthink += t;
381 if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
382 this.weapon_think = func;
383 // dprint("next ", ftos(this.weapon_nextthink), "\n");
387 FOREACH_CLIENT(true, LAMBDA(
388 if(it == actor || (IS_SPEC(it) && it.enemy == actor))
389 wframe_send(it, this, a, restartanim);
393 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
395 bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
396 bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
397 int act = (primary_melee || secondary_melee)
401 animdecide_setaction(actor, act, restartanim);
403 else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
405 actor.anim_upper_action = 0;
409 bool forbidWeaponUse(entity player)
411 if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
412 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
413 if (player.player_blocked) return true;
414 if (gameover) return true;
415 if (STAT(FROZEN, player)) return true;
416 if (player.weapon_blocked) return true;
417 if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
421 .bool hook_switchweapon;
423 void W_WeaponFrame(Player actor, .entity weaponentity)
426 TC(PlayerState, PS(actor));
427 entity this = actor.(weaponentity);
428 if (frametime) actor.weapon_frametime = frametime;
430 if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
433 if (forbidWeaponUse(actor))
435 if (actor.(weaponentity).state != WS_CLEAR)
437 Weapon wpn = PS(actor).m_weapon;
438 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
443 if (PS(actor).m_switchweapon == WEP_Null)
445 PS(actor).m_weapon = WEP_Null;
446 PS(actor).m_switchingweapon = WEP_Null;
447 this.state = WS_CLEAR;
448 actor.weaponname = "";
449 // actor.items &= ~IT_AMMO;
453 makevectors(actor.v_angle);
454 vector fo = v_forward; // save them in case the weapon think functions change it
459 if (PS(actor).m_weapon != PS(actor).m_switchweapon)
464 LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
472 Weapon newwep = PS(actor).m_switchweapon;
473 PS(actor).m_switchingweapon = newwep;
475 // the two weapon entities will notice this has changed and update their models
476 PS(actor).m_weapon = newwep;
477 actor.weaponname = newwep.mdl;
478 actor.bulletcounter = 0;
479 actor.ammo_field = newwep.ammo_field;
480 newwep.wr_setup(newwep, actor);
481 this.state = WS_RAISE;
483 // set our clip load to the load of the weapon we switched to, if it's reloadable
484 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
486 actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]);
487 actor.clip_size = newwep.reloading_ammo;
491 actor.clip_load = actor.clip_size = 0;
494 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
499 // in dropping phase we can switch at any time
500 PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
506 PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
507 entity oldwep = PS(actor).m_weapon;
509 // set up weapon switch think in the future, and start drop anim
510 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
512 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
513 this.state = WS_DROP;
514 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
521 // LordHavoc: network timing test code
522 // if (actor.button0)
523 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
525 Weapon w = PS(actor).m_weapon;
527 // call the think code which may fire the weapon
528 // and do so multiple times to resolve framerate dependency issues if the
529 // server framerate is very low and the weapon fire rate very high
530 for (int c = 0; c < W_TICSPERFRAME; ++c)
532 if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
534 if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
542 bool block_weapon = false;
544 bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
545 Weapon off = actor.offhand;
546 if (off && !(actor.weapons & WEPSET(HOOK)))
548 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
552 if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
553 W_SwitchWeapon(actor, WEP_HOOK);
554 actor.hook_switchweapon = key_pressed;
556 block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
557 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
567 Weapon e = PS(actor).m_weapon;
571 e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
575 e.wr_gonethink(e, actor, weaponentity);
579 if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
581 if (this.weapon_think)
586 Weapon wpn = PS(actor).m_weapon;
587 this.weapon_think(wpn, actor, weaponentity,
588 PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
592 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
598 void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
601 flash.angles_z = random() * 360;
603 entity view = actor.(weaponentity);
604 entity exterior = actor.exteriorweaponentity;
606 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
607 else setattachment(flash, view, "tag_shot");
608 setorigin(flash, offset);
610 entity xflash = spawn();
611 copyentity(flash, xflash);
613 flash.viewmodelforclient = actor;
615 if (view.oldorigin.x > 0)
617 setattachment(xflash, exterior, "");
618 setorigin(xflash, view.oldorigin + offset);
622 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
623 else setattachment(xflash, exterior, "tag_shot");
624 setorigin(xflash, offset);
628 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
630 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
632 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
634 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
635 if (wep.reloading_ammo)
637 actor.clip_load -= ammo_use;
638 actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
640 else if (wep.ammo_field != ammo_none)
642 actor.(wep.ammo_field) -= ammo_use;
643 if (actor.(wep.ammo_field) < 0)
646 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
647 "Please notify Samual immediately with a copy of this backtrace!\n",
650 GetAmmoPicture(wep.ammo_field),
652 actor.(wep.ammo_field)
658 // weapon reloading code
660 .float reload_ammo_amount, reload_ammo_min, reload_time;
661 .float reload_complain;
662 .string reload_sound;
664 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
666 // finish the reloading process, and do the ammo transfer
668 actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
670 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
671 if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
673 actor.clip_load = actor.reload_ammo_amount;
677 // make sure we don't add more ammo than we have
678 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
679 actor.clip_load += load;
680 actor.(actor.ammo_field) -= load;
682 actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
684 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
685 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
686 // so your weapon is disabled for a few seconds without reason
688 // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
690 Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id);
691 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
694 void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
696 TC(Sound, sent_sound);
697 // set global values to work with
698 Weapon e = PS(actor).m_weapon;
700 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
702 actor.reload_ammo_min = sent_ammo_min;
703 actor.reload_ammo_amount = e.reloading_ammo;
704 actor.reload_time = e.reloading_time;
705 if (actor.reload_sound) strunzone(actor.reload_sound);
706 actor.reload_sound = strzone(Sound_fixpath(sent_sound));
708 // don't reload weapons that don't have the RELOADABLE flag
709 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
712 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
716 // return if reloading is disabled for this weapon
717 if (!actor.reload_ammo_amount) return;
719 // our weapon is fully loaded, no need to reload
720 if (actor.clip_load >= actor.reload_ammo_amount) return;
722 // no ammo, so nothing to load
723 if (actor.ammo_field != ammo_none)
725 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
727 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
729 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
731 play2(actor, SND(UNAVAILABLE));
732 sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n"));
733 actor.reload_complain = time + 1;
735 // switch away if the amount of ammo is not enough to keep using this weapon
736 Weapon w = PS(actor).m_weapon;
737 if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
739 actor.clip_load = -1; // reload later
740 W_SwitchToOtherWeapon(actor);
747 entity this = actor.(weaponentity);
750 if (this.wframe == WFRAME_RELOAD) return;
752 // allow switching away while reloading, but this will cause a new reload!
753 this.state = WS_READY;
756 // now begin the reloading process
758 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
760 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
761 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
762 // so your weapon is disabled for a few seconds without reason
764 // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
766 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
768 if (actor.clip_load < 0) actor.clip_load = 0;
769 actor.old_clip_load = actor.clip_load;
770 actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
773 void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
775 Weapon w = Weapons_from(weapon_type);
776 weapon_dropevent_item = weapon_item;