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Weapons: pass weaponentity field instead of slot
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
1 #include "weaponsystem.qh"
2
3 #include "selection.qh"
4
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"
16
17 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
18 {
19         switch (algn)
20         {
21                 default: case 3: break; // right alignment
22                 case 4: vecs.y = -vecs.y;
23                         break;              // left
24                 case 1: case 2: vecs.y = 0;
25                         vecs.z -= 2;
26                         break;              // center
27         }
28
29         return vecs;
30 }
31
32 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
33 {
34         string s;
35
36         if (visual)
37         {
38                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
39         }
40         else if (autocvar_g_shootfromeye)
41         {
42                 vecs.y = vecs.z = 0;
43         }
44         else if (autocvar_g_shootfromcenter)
45         {
46                 vecs.y = 0;
47                 vecs.z -= 2;
48         }
49         else if ((s = autocvar_g_shootfromfixedorigin) != "")
50         {
51                 vector v = stov(s);
52                 if (y_is_right) v.y = -v.y;
53                 if (v.x != 0) vecs.x = v.x;
54                 vecs.y = v.y;
55                 vecs.z = v.z;
56         }
57         else  // just do the same as top
58         {
59                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
60         }
61
62         return vecs;
63 }
64
65 vector shotorg_adjust(vector vecs, bool y_is_right, bool visual, int algn)
66 {
67         return shotorg_adjust_values(vecs, y_is_right, visual, algn);
68 }
69
70 .int state;
71
72 .float weapon_frametime;
73
74 float W_WeaponRateFactor()
75 {
76         float t = 1.0 / g_weaponratefactor;
77
78         MUTATOR_CALLHOOK(WeaponRateFactor, t);
79         t = weapon_rate;
80
81         return t;
82 }
83
84 float W_WeaponSpeedFactor()
85 {
86         float t = 1.0 * g_weaponspeedfactor;
87
88         MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
89         t = ret_float;
90
91         return t;
92 }
93
94
95 void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t,
96     void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func);
97
98 bool CL_Weaponentity_CustomizeEntityForClient()
99 {
100         SELFPARAM();
101         this.viewmodelforclient = this.owner;
102         if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
103         return true;
104 }
105
106 /*
107  * supported formats:
108  *
109  * 1. simple animated model, muzzle flash handling on h_ model:
110  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
111  *      tags:
112  *        shot = muzzle end (shot origin, also used for muzzle flashes)
113  *        shell = casings ejection point (must be on the right hand side of the gun)
114  *        weapon = attachment for v_tuba.md3
115  *    v_tuba.md3 - first and third person model
116  *    g_tuba.md3 - pickup model
117  *
118  * 2. simple animated model, muzzle flash handling on v_ model:
119  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
120  *      tags:
121  *        weapon = attachment for v_tuba.md3
122  *    v_tuba.md3 - first and third person model
123  *      tags:
124  *        shot = muzzle end (shot origin, also used for muzzle flashes)
125  *        shell = casings ejection point (must be on the right hand side of the gun)
126  *    g_tuba.md3 - pickup model
127  *
128  * 3. fully animated model, muzzle flash handling on h_ model:
129  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
130  *      tags:
131  *        shot = muzzle end (shot origin, also used for muzzle flashes)
132  *        shell = casings ejection point (must be on the right hand side of the gun)
133  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
134  *    v_tuba.md3 - third person model
135  *    g_tuba.md3 - pickup model
136  *
137  * 4. fully animated model, muzzle flash handling on v_ model:
138  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
139  *      tags:
140  *        shot = muzzle end (shot origin)
141  *        shell = casings ejection point (must be on the right hand side of the gun)
142  *    v_tuba.md3 - third person model
143  *      tags:
144  *        shot = muzzle end (for muzzle flashes)
145  *    g_tuba.md3 - pickup model
146  */
147
148 // writes:
149 //   this.origin, this.angles
150 //   this.weaponentity
151 //   this.movedir, this.view_ofs
152 //   attachment stuff
153 //   anim stuff
154 // to free:
155 //   call again with ""
156 //   remove the ent
157 void CL_WeaponEntity_SetModel(entity this, .entity weaponentity, string name)
158 {
159         if (name != "")
160         {
161                 // if there is a child entity, hide it until we're sure we use it
162                 if (this.(weaponentity)) this.(weaponentity).model = "";
163                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
164                 int v_shot_idx = gettagindex(this, "shot");  // used later
165                 if (!v_shot_idx) v_shot_idx = gettagindex(this, "tag_shot");
166
167                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
168                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
169                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
170                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
171                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
172                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
173
174                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
175                 // if we don't, this is a "real" animated model
176                 if (gettagindex(this, "weapon"))
177                 {
178                         if (!this.(weaponentity)) this.(weaponentity) = new(weaponentity);
179                         _setmodel(this.(weaponentity), W_Model(strcat("v_", name, ".md3")));
180                         setattachment(this.(weaponentity), this, "weapon");
181                 }
182                 else if (gettagindex(this, "tag_weapon"))
183                 {
184                         if (!this.(weaponentity)) this.(weaponentity) = new(weaponentity);
185                         _setmodel(this.(weaponentity), W_Model(strcat("v_", name, ".md3")));
186                         setattachment(this.(weaponentity), this, "tag_weapon");
187                 }
188                 else
189                 {
190                         if (this.(weaponentity)) remove(this.(weaponentity));
191                         this.(weaponentity) = NULL;
192                 }
193
194                 setorigin(this, '0 0 0');
195                 this.angles = '0 0 0';
196                 this.frame = 0;
197                 this.viewmodelforclient = NULL;
198
199                 float idx;
200
201                 if (v_shot_idx)  // v_ model attached to invisible h_ model
202                 {
203                         this.movedir = gettaginfo(this.(weaponentity), v_shot_idx);
204                 }
205                 else
206                 {
207                         idx = gettagindex(this, "shot");
208                         if (!idx) idx = gettagindex(this, "tag_shot");
209                         if (idx)
210                         {
211                                 this.movedir = gettaginfo(this, idx);
212                         }
213                         else
214                         {
215                                 LOG_INFO("WARNING: weapon model ", this.model,
216                                         " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
217                                 this.movedir = '0 0 0';
218                         }
219                 }
220
221                 if (this.(weaponentity))  // v_ model attached to invisible h_ model
222                 {
223                         idx = gettagindex(this.(weaponentity), "shell");
224                         if (!idx) idx = gettagindex(this.(weaponentity), "tag_shell");
225                         if (idx) this.spawnorigin = gettaginfo(this.(weaponentity), idx);
226                 }
227                 else
228                 {
229                         idx = 0;
230                 }
231                 if (!idx)
232                 {
233                         idx = gettagindex(this, "shell");
234                         if (!idx) idx = gettagindex(this, "tag_shell");
235                         if (idx)
236                         {
237                                 this.spawnorigin = gettaginfo(this, idx);
238                         }
239                         else
240                         {
241                                 LOG_INFO("WARNING: weapon model ", this.model,
242                                         " does not support the 'shell' tag, will display casings wrong\n");
243                                 this.spawnorigin = this.movedir;
244                         }
245                 }
246
247                 if (v_shot_idx)
248                 {
249                         this.oldorigin = '0 0 0';  // use regular attachment
250                 }
251                 else
252                 {
253                         if (this.(weaponentity))
254                         {
255                                 idx = gettagindex(this, "weapon");
256                                 if (!idx) idx = gettagindex(this, "tag_weapon");
257                         }
258                         else
259                         {
260                                 idx = gettagindex(this, "handle");
261                                 if (!idx) idx = gettagindex(this, "tag_handle");
262                         }
263                         if (idx)
264                         {
265                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
266                         }
267                         else
268                         {
269                                 LOG_INFO("WARNING: weapon model ", this.model,
270                                         " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
271                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
272                         }
273                 }
274
275                 this.viewmodelforclient = this.owner;
276         }
277         else
278         {
279                 this.model = "";
280                 if (this.(weaponentity)) remove(this.(weaponentity));
281                 this.(weaponentity) = NULL;
282                 this.movedir = '0 0 0';
283                 this.spawnorigin = '0 0 0';
284                 this.oldorigin = '0 0 0';
285                 this.anim_fire1  = '0 1 0.01';
286                 this.anim_fire2  = '0 1 0.01';
287                 this.anim_idle   = '0 1 0.01';
288                 this.anim_reload = '0 1 0.01';
289         }
290
291         this.view_ofs = '0 0 0';
292
293         if (this.movedir.x >= 0)
294         {
295                 vector v0 = this.movedir;
296                 this.movedir = shotorg_adjust(v0, false, false, this.owner.cvar_cl_gunalign);
297                 this.view_ofs = shotorg_adjust(v0, false, true, this.owner.cvar_cl_gunalign) - v0;
298         }
299         this.owner.stat_shotorg = compressShotOrigin(this.movedir);
300         this.movedir = decompressShotOrigin(this.owner.stat_shotorg); // make them match perfectly
301
302         this.spawnorigin += this.view_ofs;                            // offset the casings origin by the same amount
303
304         // check if an instant weapon switch occurred
305         setorigin(this, this.view_ofs);
306         // reset animstate now
307         this.wframe = WFRAME_IDLE;
308         setanim(this, this.anim_idle, true, false, true);
309 }
310
311 vector CL_Weapon_GetShotOrg(float wpn)
312 {
313         entity wi = get_weaponinfo(wpn);
314         entity e = spawn();
315         .entity weaponentity = weaponentities[0];
316         CL_WeaponEntity_SetModel(e, weaponentity, wi.mdl);
317         vector ret = e.movedir;
318         CL_WeaponEntity_SetModel(e, weaponentity, "");
319         remove(e);
320         return ret;
321 }
322
323 void CL_Weaponentity_Think()
324 {
325         SELFPARAM();
326         this.nextthink = time;
327         if (intermission_running) this.frame = this.anim_idle.x;
328         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
329         if (this.owner.(weaponentity) != this)
330         {
331                 if (this.(weaponentity)) remove(this.(weaponentity));
332                 remove(this);
333                 return;
334         }
335         if (this.owner.deadflag != DEAD_NO)
336         {
337                 this.model = "";
338                 if (this.(weaponentity)) this.(weaponentity).model = "";
339                 return;
340         }
341         if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
342             || this.deadflag != this.owner.deadflag)
343         {
344                 this.weaponname = this.owner.weaponname;
345                 this.dmg = this.owner.modelindex;
346                 this.deadflag = this.owner.deadflag;
347
348                 CL_WeaponEntity_SetModel(this, weaponentity, this.owner.weaponname);
349         }
350
351         int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
352         this.effects = this.owner.effects & EFMASK_CHEAP;
353         this.effects &= ~EF_LOWPRECISION;
354         this.effects &= ~EF_FULLBRIGHT;  // can mask team color, so get rid of it
355         this.effects &= ~EF_TELEPORT_BIT;
356         this.effects &= ~EF_RESTARTANIM_BIT;
357         this.effects |= tb;
358
359         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
360         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
361         else this.alpha = 1;
362
363         this.glowmod = this.owner.weaponentity_glowmod;
364         this.colormap = this.owner.colormap;
365         if (this.(weaponentity))
366         {
367                 this.(weaponentity).effects = this.effects;
368                 this.(weaponentity).alpha = this.alpha;
369                 this.(weaponentity).colormap = this.colormap;
370                 this.(weaponentity).glowmod = this.glowmod;
371         }
372
373         this.angles = '0 0 0';
374
375         float f = (this.owner.weapon_nextthink - time);
376         if (this.state == WS_RAISE && !intermission_running)
377         {
378                 entity newwep = get_weaponinfo(this.owner.switchweapon);
379                 f = f * g_weaponratefactor / max(f, newwep.switchdelay_raise);
380                 this.angles_x = -90 * f * f;
381         }
382         else if (this.state == WS_DROP && !intermission_running)
383         {
384                 entity oldwep = get_weaponinfo(this.owner.weapon);
385                 f = 1 - f * g_weaponratefactor / max(f, oldwep.switchdelay_drop);
386                 this.angles_x = -90 * f * f;
387         }
388         else if (this.state == WS_CLEAR)
389         {
390                 f = 1;
391                 this.angles_x = -90 * f * f;
392         }
393 }
394
395 void CL_ExteriorWeaponentity_Think()
396 {
397         SELFPARAM();
398         this.nextthink = time;
399         if (this.owner.exteriorweaponentity != this)
400         {
401                 remove(this);
402                 return;
403         }
404         if (this.owner.deadflag != DEAD_NO)
405         {
406                 this.model = "";
407                 return;
408         }
409         if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
410             || this.deadflag != this.owner.deadflag)
411         {
412                 this.weaponname = this.owner.weaponname;
413                 this.dmg = this.owner.modelindex;
414                 this.deadflag = this.owner.deadflag;
415                 if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
416                 else this.model = "";
417
418                 int tag_found;
419                 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
420                 {
421                         this.tag_index = tag_found;
422                         this.tag_entity = this.owner;
423                 }
424                 else
425                 {
426                         setattachment(this, this.owner, "bip01 r hand");
427                 }
428         }
429         this.effects = this.owner.effects;
430         this.effects |= EF_LOWPRECISION;
431         this.effects = this.effects & EFMASK_CHEAP;  // eat performance
432         if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
433         else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
434         else this.alpha = 1;
435
436         this.glowmod = this.owner.weaponentity_glowmod;
437         this.colormap = this.owner.colormap;
438
439         CSQCMODEL_AUTOUPDATE(this);
440 }
441
442 // spawning weaponentity for client
443 void CL_SpawnWeaponentity(entity e, .entity weaponentity)
444 {
445         entity view = e.(weaponentity) = new(weaponentity);
446         view.solid = SOLID_NOT;
447         view.owner = e;
448         setmodel(view, MDL_Null);  // precision set when changed
449         setorigin(view, '0 0 0');
450         view.angles = '0 0 0';
451         view.viewmodelforclient = e;
452         view.flags = 0;
453         view.think = CL_Weaponentity_Think;
454         view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
455         view.nextthink = time;
456
457         if (weaponentity == weaponentities[0])
458         {
459                 entity exterior = e.exteriorweaponentity = spawn();
460                 exterior.classname = "exteriorweaponentity";
461                 exterior.solid = SOLID_NOT;
462                 exterior.exteriorweaponentity = exterior;
463                 exterior.owner = e;
464                 setorigin(exterior, '0 0 0');
465                 exterior.angles = '0 0 0';
466                 exterior.think = CL_ExteriorWeaponentity_Think;
467                 exterior.nextthink = time;
468
469                 CSQCMODEL_AUTOINIT(exterior);
470         }
471 }
472
473 // Weapon subs
474 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
475 {
476         if (actor.weapon != -1)
477         {
478                 actor.weapon = 0;
479                 actor.switchingweapon = 0;
480         }
481         if (actor.(weaponentity))
482         {
483                 actor.(weaponentity).state = WS_CLEAR;
484                 actor.(weaponentity).effects = 0;
485         }
486 }
487
488 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
489 {
490         if (actor.(weaponentity)) actor.(weaponentity).state = WS_READY;
491         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
492 }
493
494 .float prevdryfire;
495 .float prevwarntime;
496 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
497 {
498         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
499         bool ammo = false;
500         if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
501         else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
502         if (ammo) return true;
503         // always keep the Mine Layer if we placed mines, so that we can detonate them
504         if (thiswep == WEP_MINE_LAYER)
505                 for (entity mine; (mine = find(mine, classname, "mine")); )
506                         if (mine.owner == actor) return false;
507
508         if (thiswep == WEP_SHOTGUN)
509                 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;             // no clicking, just allow
510
511         if (thiswep == get_weaponinfo(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
512         {
513                 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
514                 actor.prevdryfire = time;
515         }
516
517         // check if the other firing mode has enough ammo
518         bool ammo_other = false;
519         if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
520         else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
521         if (ammo_other)
522         {
523                 if (time - actor.prevwarntime > 1)
524                 {
525                         Send_Notification(
526                                 NOTIF_ONE,
527                                 actor,
528                                 MSG_MULTI,
529                                 ITEM_WEAPON_PRIMORSEC,
530                                 thiswep.m_id,
531                                 secondary,
532                                 (1 - secondary)
533                                          );
534                 }
535                 actor.prevwarntime = time;
536         }
537         else  // this weapon is totally unable to fire, switch to another one
538         {
539                 W_SwitchToOtherWeapon(actor);
540         }
541
542         return false;
543 }
544
545 .float race_penalty;
546 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
547 {
548         if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
549
550         // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
551         // if all players readied up and the countdown is running
552         if (time < game_starttime || time < actor.race_penalty) return false;
553
554         if (timeout_status == TIMEOUT_ACTIVE)  // don't allow the player to shoot while game is paused
555                 return false;
556
557         // do not even think about shooting if switching
558         if (actor.switchweapon != actor.weapon) return false;
559
560         if (attacktime >= 0)
561         {
562                 int slot = weaponslot(weaponentity);
563                 // don't fire if previous attack is not finished
564                 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
565                 // don't fire while changing weapon
566                 if (actor.(weaponentity).state != WS_READY) return false;
567         }
568         return true;
569 }
570
571 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
572 {
573         actor.(weaponentity).state = WS_INUSE;
574
575         actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
576
577         // if the weapon hasn't been firing continuously, reset the timer
578         if (attacktime >= 0)
579         {
580                 int slot = weaponslot(weaponentity);
581                 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
582                 {
583                         ATTACK_FINISHED(actor, slot) = time;
584                         // dprint("resetting attack finished to ", ftos(time), "\n");
585                 }
586                 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
587         }
588         actor.bulletcounter += 1;
589         // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
590 }
591
592 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
593 {
594         if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
595         {
596                 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
597                 return true;
598         }
599         return false;
600 }
601
602 void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t,
603         void(Weapon thiswep, entity actor, .entity weaponentity, int fire) func)
604 {
605         bool restartanim;
606         if (fr == WFRAME_DONTCHANGE)
607         {
608                 fr = actor.(weaponentity).wframe;
609                 restartanim = false;
610         }
611         else if (fr == WFRAME_IDLE)
612         {
613                 restartanim = false;
614         }
615         else
616         {
617                 restartanim = true;
618         }
619
620         vector of = v_forward;
621         vector or = v_right;
622         vector ou = v_up;
623
624         if (actor.(weaponentity))
625         {
626                 actor.(weaponentity).wframe = fr;
627                 vector a = '0 0 0';
628                 if (fr == WFRAME_IDLE) a = actor.(weaponentity).anim_idle;
629                 else if (fr == WFRAME_FIRE1) a = actor.(weaponentity).anim_fire1;
630                 else if (fr == WFRAME_FIRE2) a = actor.(weaponentity).anim_fire2;
631                 else  // if (fr == WFRAME_RELOAD)
632                         a = actor.(weaponentity).anim_reload;
633                 a.z *= g_weaponratefactor;
634                 setanim(actor.(weaponentity), a, restartanim == false, restartanim, restartanim);
635         }
636
637         v_forward = of;
638         v_right = or;
639         v_up = ou;
640
641         if (actor.weapon_think == w_ready && func != w_ready && actor.(weaponentity).state == WS_RAISE) backtrace(
642                         "Tried to override initial weapon think function - should this really happen?");
643
644         t *= W_WeaponRateFactor();
645
646         // VorteX: haste can be added here
647         if (actor.weapon_think == w_ready)
648         {
649                 actor.weapon_nextthink = time;
650                 // dprint("started firing at ", ftos(time), "\n");
651         }
652         if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5
653             || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5)
654         {
655                 actor.weapon_nextthink = time;
656                 // dprint("reset weapon animation timer at ", ftos(time), "\n");
657         }
658         actor.weapon_nextthink = actor.weapon_nextthink + t;
659         actor.weapon_think = func;
660         // dprint("next ", ftos(actor.weapon_nextthink), "\n");
661
662         if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
663         {
664                 if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
665                     && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
666                 else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
667         }
668         else
669         {
670                 if (actor.anim_upper_action == ANIMACTION_SHOOT
671                     || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
672         }
673 }
674
675 bool forbidWeaponUse(entity player)
676 {
677         if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
678         if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
679         if (player.player_blocked) return true;
680         if (player.frozen) return true;
681         if (player.weapon_blocked) return true;
682         return false;
683 }
684
685 .bool hook_switchweapon;
686
687 void W_WeaponFrame(entity actor)
688 {
689         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
690         if (frametime) actor.weapon_frametime = frametime;
691
692         if (!actor.(weaponentity) || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
693
694         if (forbidWeaponUse(actor))
695         {
696                 if (actor.(weaponentity).state != WS_CLEAR)
697                 {
698                         Weapon wpn = get_weaponinfo(actor.weapon);
699                         w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
700                         return;
701                 }
702         }
703
704         if (!actor.switchweapon)
705         {
706                 actor.weapon = 0;
707                 actor.switchingweapon = 0;
708                 actor.(weaponentity).state = WS_CLEAR;
709                 actor.weaponname = "";
710                 // actor.items &= ~IT_AMMO;
711                 return;
712         }
713
714         makevectors(actor.v_angle);
715         vector fo = v_forward;  // save them in case the weapon think functions change it
716         vector ri = v_right;
717         vector up = v_up;
718
719         // Change weapon
720         if (actor.weapon != actor.switchweapon)
721         {
722                 if (actor.(weaponentity).state == WS_CLEAR)
723                 {
724                         // end switching!
725                         actor.switchingweapon = actor.switchweapon;
726                         entity newwep = get_weaponinfo(actor.switchweapon);
727
728                         // the two weapon entities will notice this has changed and update their models
729                         actor.weapon = actor.switchweapon;
730                         actor.weaponname = newwep.mdl;
731                         actor.bulletcounter = 0;
732                         actor.ammo_field = newwep.ammo_field;
733                         Weapon w = get_weaponinfo(actor.switchweapon);
734                         w.wr_setup(w);
735                         actor.(weaponentity).state = WS_RAISE;
736
737                         // set our clip load to the load of the weapon we switched to, if it's reloadable
738                         if (newwep.spawnflags & WEP_FLAG_RELOADABLE && newwep.reloading_ammo)  // prevent accessing undefined cvars
739                         {
740                                 actor.clip_load = actor.(weapon_load[actor.switchweapon]);
741                                 actor.clip_size = newwep.reloading_ammo;
742                         }
743                         else
744                         {
745                                 actor.clip_load = actor.clip_size = 0;
746                         }
747
748                         weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
749                 }
750                 else if (actor.(weaponentity).state == WS_DROP)
751                 {
752                         // in dropping phase we can switch at any time
753                         actor.switchingweapon = actor.switchweapon;
754                 }
755                 else if (actor.(weaponentity).state == WS_READY)
756                 {
757                         // start switching!
758                         actor.switchingweapon = actor.switchweapon;
759                         entity oldwep = get_weaponinfo(actor.weapon);
760
761                         // set up weapon switch think in the future, and start drop anim
762                         if (
763 #if INDEPENDENT_ATTACK_FINISHED
764                                     true
765 #else
766                                     ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
767 #endif
768                            )
769                         {
770                                 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
771                                 actor.(weaponentity).state = WS_DROP;
772                                 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
773                         }
774                 }
775         }
776
777         // LordHavoc: network timing test code
778         // if (actor.button0)
779         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(actor.weapon_nextthink), "\n");
780
781         int w = actor.weapon;
782
783         // call the think code which may fire the weapon
784         // and do so multiple times to resolve framerate dependency issues if the
785         // server framerate is very low and the weapon fire rate very high
786         int c = 0;
787         while (c < W_TICSPERFRAME)
788         {
789                 c += 1;
790                 if (w && !(actor.weapons & WepSet_FromWeapon(w)))
791                 {
792                         if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
793                         w = 0;
794                 }
795
796                 v_forward = fo;
797                 v_right = ri;
798                 v_up = up;
799
800                 bool block_weapon = false;
801                 {
802                         bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
803                         Weapon off = actor.offhand;
804                         if (off && !(actor.weapons & WEPSET(HOOK)))
805                         {
806                                 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
807                         }
808                         else
809                         {
810                                 if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
811                                                 WEP_HOOK.m_id);
812                                 actor.hook_switchweapon = key_pressed;
813                                 Weapon h = WEP_HOOK;
814                                 block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
815                                 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
816                         }
817                 }
818
819                 v_forward = fo;
820                 v_right = ri;
821                 v_up = up;
822
823                 if (!block_weapon)
824                 {
825                         if (w)
826                         {
827                                 Weapon e = get_weaponinfo(actor.weapon);
828                                 e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
829                         }
830                         else
831                         {
832                                 Weapon w = get_weaponinfo(actor.weapon);
833                                 w.wr_gonethink(w);
834                         }
835                 }
836
837                 if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink)
838                 {
839                         if (actor.weapon_think)
840                         {
841                                 v_forward = fo;
842                                 v_right = ri;
843                                 v_up = up;
844                                 Weapon wpn = get_weaponinfo(actor.weapon);
845                                 actor.weapon_think(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
846                         }
847                         else
848                         {
849                                 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
850                         }
851                 }
852         }
853 }
854
855 void W_AttachToShotorg(entity actor, entity flash, vector offset)
856 {
857         .entity weaponentity = weaponentities[0];
858         flash.owner = actor;
859         flash.angles_z = random() * 360;
860
861         if (gettagindex(actor.(weaponentity), "shot")) setattachment(flash, actor.(weaponentity), "shot");
862         else setattachment(flash, actor.(weaponentity), "tag_shot");
863         setorigin(flash, offset);
864
865         entity xflash = spawn();
866         copyentity(flash, xflash);
867
868         flash.viewmodelforclient = actor;
869
870         if (actor.(weaponentity).oldorigin.x > 0)
871         {
872                 setattachment(xflash, actor.exteriorweaponentity, "");
873                 setorigin(xflash, actor.(weaponentity).oldorigin + offset);
874         }
875         else
876         {
877                 if (gettagindex(actor.exteriorweaponentity, "shot")) setattachment(xflash, actor.exteriorweaponentity, "shot");
878                 else setattachment(xflash, actor.exteriorweaponentity, "tag_shot");
879                 setorigin(xflash, offset);
880         }
881 }
882
883 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
884 {
885         if (cvar("g_overkill"))
886         {
887                 if (actor.ok_use_ammocharge)
888                 {
889                         ok_DecreaseCharge(actor, actor.weapon);
890                         return;  // TODO
891                 }
892         }
893
894         if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
895
896         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
897         if (wep.reloading_ammo)
898         {
899                 actor.clip_load -= ammo_use;
900                 actor.(weapon_load[actor.weapon]) = actor.clip_load;
901         }
902         else if (wep.ammo_field != ammo_none)
903         {
904                 actor.(wep.ammo_field) -= ammo_use;
905                 if (actor.(wep.ammo_field) < 0)
906                 {
907                         backtrace(sprintf(
908                                 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
909                                 "Please notify Samual immediately with a copy of this backtrace!\n",
910                                 ammo_use,
911                                 wep.netname,
912                                 GetAmmoPicture(wep.ammo_field),
913                                 actor.netname,
914                                 actor.(wep.ammo_field)
915                                              ));
916                 }
917         }
918 }
919
920 // weapon reloading code
921
922 .float reload_ammo_amount, reload_ammo_min, reload_time;
923 .float reload_complain;
924 .string reload_sound;
925
926 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
927 {
928         // finish the reloading process, and do the ammo transfer
929
930         actor.clip_load = actor.old_clip_load;  // restore the ammo counter, in case we still had ammo in the weapon before reloading
931
932         // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
933         if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
934         {
935                 actor.clip_load = actor.reload_ammo_amount;
936         }
937         else
938         {
939                 // make sure we don't add more ammo than we have
940                 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
941                 actor.clip_load += load;
942                 actor.(actor.ammo_field) -= load;
943         }
944         actor.(weapon_load[actor.weapon]) = actor.clip_load;
945
946         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
947         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
948         // so your weapon is disabled for a few seconds without reason
949
950         // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
951
952         Weapon wpn = get_weaponinfo(actor.weapon);
953         w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
954 }
955
956 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
957 {
958         .entity weaponentity = weaponentities[0];
959         // set global values to work with
960         entity e = get_weaponinfo(actor.weapon);
961
962         if (cvar("g_overkill"))
963                 if (actor.ok_use_ammocharge) return;
964         // TODO
965
966         actor.reload_ammo_min = sent_ammo_min;
967         actor.reload_ammo_amount = e.reloading_ammo;
968         actor.reload_time = e.reloading_time;
969         actor.reload_sound = sent_sound;
970
971         // don't reload weapons that don't have the RELOADABLE flag
972         if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
973         {
974                 LOG_TRACE(
975                         "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
976                 return;
977         }
978
979         // return if reloading is disabled for this weapon
980         if (!actor.reload_ammo_amount) return;
981
982         // our weapon is fully loaded, no need to reload
983         if (actor.clip_load >= actor.reload_ammo_amount) return;
984
985         // no ammo, so nothing to load
986         if (actor.ammo_field != ammo_none)
987         {
988                 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
989                 {
990                         if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
991                         {
992                                 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
993                                 {
994                                         play2(actor, SND(UNAVAILABLE));
995                                         sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
996                                         actor.reload_complain = time + 1;
997                                 }
998                                 // switch away if the amount of ammo is not enough to keep using this weapon
999                                 Weapon w = get_weaponinfo(actor.weapon);
1000                                 if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
1001                                 {
1002                                         actor.clip_load = -1;  // reload later
1003                                         W_SwitchToOtherWeapon(actor);
1004                                 }
1005                                 return;
1006                         }
1007                 }
1008         }
1009
1010         if (actor.(weaponentity))
1011         {
1012                 if (actor.(weaponentity).wframe == WFRAME_RELOAD) return;
1013
1014                 // allow switching away while reloading, but this will cause a new reload!
1015                 actor.(weaponentity).state = WS_READY;
1016         }
1017
1018         // now begin the reloading process
1019
1020         _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
1021
1022         // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
1023         // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
1024         // so your weapon is disabled for a few seconds without reason
1025
1026         // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
1027
1028         weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
1029
1030         if (actor.clip_load < 0) actor.clip_load = 0;
1031         actor.old_clip_load = actor.clip_load;
1032         actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
1033 }
1034
1035 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
1036 {
1037         Weapon w = get_weaponinfo(weapon_type);
1038         weapon_dropevent_item = weapon_item;
1039         WITH(entity, self, player, w.event(w));
1040 }