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 "../t_items.qh"
9 #include "../../common/animdecide.qh"
10 #include "../../common/constants.qh"
11 #include "../../common/monsters/all.qh"
12 #include "../../common/notifications.qh"
13 #include "../../common/util.qh"
14 #include "../../common/weapons/all.qh"
15 #include "../../lib/csqcmodel/sv_model.qh"
19 .float weapon_frametime;
21 float W_WeaponRateFactor()
23 float t = 1.0 / g_weaponratefactor;
25 MUTATOR_CALLHOOK(WeaponRateFactor, t);
31 float W_WeaponSpeedFactor()
33 float t = 1.0 * g_weaponspeedfactor;
35 MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
42 bool CL_Weaponentity_CustomizeEntityForClient()
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);
55 vector ret = e.movedir;
56 CL_WeaponEntity_SetModel(e, "");
61 ..entity weaponentity_fld;
63 void CL_Weaponentity_Think()
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 (this.owner.deadflag != DEAD_NO)
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);
95 this.effects = EF_NODRAW; // TODO: don't render this entity at all
97 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
98 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
101 if (this.weaponchild)
103 this.weaponchild.effects = this.effects;
107 void CL_ExteriorWeaponentity_Think()
110 this.nextthink = time;
111 if (this.owner.exteriorweaponentity != this)
116 if (this.owner.deadflag != DEAD_NO)
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 != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
128 else this.model = "";
131 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
133 this.tag_index = tag_found;
134 this.tag_entity = this.owner;
138 setattachment(this, this.owner, "bip01 r hand");
141 this.effects = this.owner.effects;
142 this.effects |= EF_LOWPRECISION;
143 this.effects = this.effects & EFMASK_CHEAP; // eat performance
144 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
145 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
148 this.glowmod = this.owner.weaponentity_glowmod;
149 this.colormap = this.owner.colormap;
151 CSQCMODEL_AUTOUPDATE(this);
154 // spawning weaponentity for client
155 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
157 entity view = actor.(weaponentity) = new(weaponentity);
159 view.solid = SOLID_NOT;
161 setmodel(view, MDL_Null); // precision set when changed
162 setorigin(view, '0 0 0');
163 view.weaponentity_fld = weaponentity;
164 view.think = CL_Weaponentity_Think;
165 view.nextthink = time;
166 view.viewmodelforclient = actor;
167 view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
169 if (weaponentity == weaponentities[0])
171 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
173 exterior.solid = SOLID_NOT;
174 exterior.owner = actor;
175 setorigin(exterior, '0 0 0');
176 exterior.think = CL_ExteriorWeaponentity_Think;
177 exterior.nextthink = time;
179 CSQCMODEL_AUTOINIT(exterior);
184 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
186 if (actor.weapon != -1)
189 actor.switchingweapon = 0;
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) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
213 else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
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 == Weapons_from(actor.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) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
232 else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
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 (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
262 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
263 // if all players readied up and the countdown is running
264 if (time < game_starttime || time < actor.race_penalty) return false;
266 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
269 // do not even think about shooting if switching
270 if (actor.switchweapon != actor.weapon) return false;
274 int slot = weaponslot(weaponentity);
275 // don't fire if previous attack is not finished
276 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
277 entity this = actor.(weaponentity);
278 // don't fire while changing weapon
279 if (this.state != WS_READY) return false;
284 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
286 entity this = actor.(weaponentity);
287 this.state = WS_INUSE;
289 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
291 // if the weapon hasn't been firing continuously, reset the timer
294 int slot = weaponslot(weaponentity);
295 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
297 ATTACK_FINISHED(actor, slot) = time;
298 // dprint("resetting attack finished to ", ftos(time), "\n");
300 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
302 actor.bulletcounter += 1;
303 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
306 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
308 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
310 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
316 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
318 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
319 .entity weaponentity, int fire) func)
321 entity this = actor.(weaponentity);
323 if (fr == WFRAME_DONTCHANGE)
328 else if (fr == WFRAME_IDLE)
337 vector of = v_forward;
345 if (fr == WFRAME_IDLE) a = this.anim_idle;
346 else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
347 else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
348 else // if (fr == WFRAME_RELOAD)
349 a = this.anim_reload;
350 a.z *= g_weaponratefactor;
351 entity e; FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) {
352 wframe_send(e, this, a, restartanim);
360 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
361 "Tried to override initial weapon think function - should this really happen?");
363 t *= W_WeaponRateFactor();
365 // VorteX: haste can be added here
366 if (this.weapon_think == w_ready)
368 this.weapon_nextthink = time;
369 // dprint("started firing at ", ftos(time), "\n");
371 if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
372 || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
374 this.weapon_nextthink = time;
375 // dprint("reset weapon animation timer at ", ftos(time), "\n");
377 this.weapon_nextthink += t;
378 if (weaponentity == weaponentities[0]) actor.weapon_nextthink = this.weapon_nextthink;
379 this.weapon_think = func;
380 // dprint("next ", ftos(this.weapon_nextthink), "\n");
382 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
384 if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
385 && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
386 else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
390 if (actor.anim_upper_action == ANIMACTION_SHOOT
391 || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
395 bool forbidWeaponUse(entity player)
397 if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
398 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
399 if (player.player_blocked) return true;
400 if (player.frozen) return true;
401 if (player.weapon_blocked) return true;
405 .bool hook_switchweapon;
407 void W_WeaponFrame(entity actor)
409 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
410 entity this = actor.(weaponentity);
411 if (frametime) actor.weapon_frametime = frametime;
413 if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
416 if (forbidWeaponUse(actor))
418 if (actor.(weaponentity).state != WS_CLEAR)
420 Weapon wpn = Weapons_from(actor.weapon);
421 w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
426 if (actor.switchweapon == 0)
429 actor.switchingweapon = 0;
430 this.state = WS_CLEAR;
431 actor.weaponname = "";
432 // actor.items &= ~IT_AMMO;
436 makevectors(actor.v_angle);
437 vector fo = v_forward; // save them in case the weapon think functions change it
442 if (actor.weapon != actor.switchweapon)
447 LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
455 actor.switchingweapon = actor.switchweapon;
456 entity newwep = Weapons_from(actor.switchweapon);
458 // the two weapon entities will notice this has changed and update their models
459 actor.weapon = actor.switchweapon;
460 actor.weaponname = newwep.mdl;
461 actor.bulletcounter = 0;
462 actor.ammo_field = newwep.ammo_field;
463 newwep.wr_setup(newwep);
464 this.state = WS_RAISE;
466 // set our clip load to the load of the weapon we switched to, if it's reloadable
467 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
469 actor.clip_load = actor.(weapon_load[actor.switchweapon]);
470 actor.clip_size = newwep.reloading_ammo;
474 actor.clip_load = actor.clip_size = 0;
477 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
482 // in dropping phase we can switch at any time
483 actor.switchingweapon = actor.switchweapon;
489 actor.switchingweapon = actor.switchweapon;
490 entity oldwep = Weapons_from(actor.weapon);
492 // set up weapon switch think in the future, and start drop anim
494 #if INDEPENDENT_ATTACK_FINISHED
497 ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
501 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
502 this.state = WS_DROP;
503 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
510 // LordHavoc: network timing test code
511 // if (actor.button0)
512 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
514 int w = actor.weapon;
516 // call the think code which may fire the weapon
517 // and do so multiple times to resolve framerate dependency issues if the
518 // server framerate is very low and the weapon fire rate very high
519 for (int c = 0; c < W_TICSPERFRAME; ++c)
521 if (w && !(actor.weapons & WepSet_FromWeapon(w)))
523 if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
531 bool block_weapon = false;
533 bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
534 Weapon off = actor.offhand;
535 if (off && !(actor.weapons & WEPSET(HOOK)))
537 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
541 if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
543 actor.hook_switchweapon = key_pressed;
545 block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
546 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
558 Weapon e = Weapons_from(actor.weapon);
559 e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
563 Weapon w = Weapons_from(actor.weapon);
568 if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
570 if (this.weapon_think)
575 Weapon wpn = Weapons_from(actor.weapon);
576 this.weapon_think(wpn, actor, weaponentity,
577 (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
581 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
587 void W_AttachToShotorg(entity actor, entity flash, vector offset)
589 .entity weaponentity = weaponentities[0];
591 flash.angles_z = random() * 360;
593 entity view = actor.(weaponentity);
594 entity exterior = actor.exteriorweaponentity;
596 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
597 else setattachment(flash, view, "tag_shot");
598 setorigin(flash, offset);
600 entity xflash = spawn();
601 copyentity(flash, xflash);
603 flash.viewmodelforclient = actor;
605 if (view.oldorigin.x > 0)
607 setattachment(xflash, exterior, "");
608 setorigin(xflash, view.oldorigin + offset);
612 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
613 else setattachment(xflash, exterior, "tag_shot");
614 setorigin(xflash, offset);
618 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
620 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
622 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
624 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
625 if (wep.reloading_ammo)
627 actor.clip_load -= ammo_use;
628 actor.(weapon_load[actor.weapon]) = actor.clip_load;
630 else if (wep.ammo_field != ammo_none)
632 actor.(wep.ammo_field) -= ammo_use;
633 if (actor.(wep.ammo_field) < 0)
636 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
637 "Please notify Samual immediately with a copy of this backtrace!\n",
640 GetAmmoPicture(wep.ammo_field),
642 actor.(wep.ammo_field)
648 // weapon reloading code
650 .float reload_ammo_amount, reload_ammo_min, reload_time;
651 .float reload_complain;
652 .string reload_sound;
654 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
656 // finish the reloading process, and do the ammo transfer
658 actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
660 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
661 if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
663 actor.clip_load = actor.reload_ammo_amount;
667 // make sure we don't add more ammo than we have
668 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
669 actor.clip_load += load;
670 actor.(actor.ammo_field) -= load;
672 actor.(weapon_load[actor.weapon]) = actor.clip_load;
674 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
675 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
676 // so your weapon is disabled for a few seconds without reason
678 // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
680 Weapon wpn = Weapons_from(actor.weapon);
681 w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
684 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
686 .entity weaponentity = weaponentities[0];
687 // set global values to work with
688 entity e = Weapons_from(actor.weapon);
690 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
692 actor.reload_ammo_min = sent_ammo_min;
693 actor.reload_ammo_amount = e.reloading_ammo;
694 actor.reload_time = e.reloading_time;
695 actor.reload_sound = sent_sound;
697 // don't reload weapons that don't have the RELOADABLE flag
698 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
701 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
705 // return if reloading is disabled for this weapon
706 if (!actor.reload_ammo_amount) return;
708 // our weapon is fully loaded, no need to reload
709 if (actor.clip_load >= actor.reload_ammo_amount) return;
711 // no ammo, so nothing to load
712 if (actor.ammo_field != ammo_none)
714 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
716 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
718 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
720 play2(actor, SND(UNAVAILABLE));
721 sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
722 actor.reload_complain = time + 1;
724 // switch away if the amount of ammo is not enough to keep using this weapon
725 Weapon w = Weapons_from(actor.weapon);
726 if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
728 actor.clip_load = -1; // reload later
729 W_SwitchToOtherWeapon(actor);
736 entity this = actor.(weaponentity);
739 if (this.wframe == WFRAME_RELOAD) return;
741 // allow switching away while reloading, but this will cause a new reload!
742 this.state = WS_READY;
745 // now begin the reloading process
747 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
749 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
750 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
751 // so your weapon is disabled for a few seconds without reason
753 // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
755 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
757 if (actor.clip_load < 0) actor.clip_load = 0;
758 actor.old_clip_load = actor.clip_load;
759 actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
762 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
764 Weapon w = Weapons_from(weapon_type);
765 weapon_dropevent_item = weapon_item;
766 WITH(entity, self, player, w.event(w));