1 #include "weaponsystem.qh"
3 #include "selection.qh"
5 #include "../command/common.qh"
6 #include "../mutators/all.qh"
7 #include "../round_handler.qh"
8 #include <common/t_items.qh>
9 #include <common/animdecide.qh>
10 #include <common/constants.qh>
11 #include <common/monsters/all.qh>
12 #include <common/notifications/all.qh>
13 #include <common/util.qh>
14 #include <common/weapons/all.qh>
15 #include <common/state.qh>
16 #include <lib/csqcmodel/sv_model.qh>
20 .float weapon_frametime;
22 float W_WeaponRateFactor()
24 float t = 1.0 / g_weaponratefactor;
26 MUTATOR_CALLHOOK(WeaponRateFactor, t);
32 float W_WeaponSpeedFactor()
34 float t = 1.0 * g_weaponspeedfactor;
36 MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
43 bool CL_Weaponentity_CustomizeEntityForClient()
46 this.viewmodelforclient = this.owner;
47 if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
51 vector CL_Weapon_GetShotOrg(int wpn)
53 entity wi = Weapons_from(wpn);
55 CL_WeaponEntity_SetModel(e, wi.mdl, false);
56 vector ret = e.movedir;
57 CL_WeaponEntity_SetModel(e, "", false);
62 ..entity weaponentity_fld;
65 void CL_Weaponentity_Think()
68 this.nextthink = time;
69 if (intermission_running) this.frame = this.anim_idle.x;
70 .entity weaponentity = this.weaponentity_fld;
71 if (this.owner.(weaponentity) != this)
73 // owner has new gun; remove self
74 if (this.weaponchild) remove(this.weaponchild);
78 if (IS_DEAD(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()
113 this.nextthink = time;
114 if (this.owner.exteriorweaponentity != this)
119 if (IS_DEAD(this.owner))
124 if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
125 || this.deadflag != this.owner.deadflag)
127 this.weaponname = this.owner.weaponname;
128 this.dmg = this.owner.modelindex;
129 this.deadflag = this.owner.deadflag;
130 if (this.owner.weaponname != "")
132 _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
133 setsize(this, '0 0 0', '0 0 0');
135 else this.model = "";
138 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
140 this.tag_index = tag_found;
141 this.tag_entity = this.owner;
145 setattachment(this, this.owner, "bip01 r hand");
148 this.effects = this.owner.effects;
149 this.effects |= EF_LOWPRECISION;
150 this.effects = this.effects & EFMASK_CHEAP; // eat performance
151 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
152 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
155 Weapon wep = PS(this.owner).m_weapon;
156 if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors);
157 this.colormap = this.owner.colormap;
159 CSQCMODEL_AUTOUPDATE(this);
162 // spawning weaponentity for client
163 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
165 entity view = actor.(weaponentity) = new(weaponentity);
166 view.solid = SOLID_NOT;
168 setmodel(view, MDL_Null); // precision set when changed
169 setorigin(view, '0 0 0');
170 view.weaponentity_fld = weaponentity;
171 setthink(view, CL_Weaponentity_Think);
172 view.nextthink = time;
173 view.viewmodelforclient = actor;
174 view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
176 if (weaponentity == weaponentities[0])
178 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
179 exterior.solid = SOLID_NOT;
180 exterior.owner = actor;
181 setorigin(exterior, '0 0 0');
182 setthink(exterior, CL_ExteriorWeaponentity_Think);
183 exterior.nextthink = time;
185 CSQCMODEL_AUTOINIT(exterior);
190 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
192 PS(actor).m_weapon = WEP_Null;
193 PS(actor).m_switchingweapon = WEP_Null;
194 entity this = actor.(weaponentity);
197 this.state = WS_CLEAR;
202 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
204 entity this = actor.(weaponentity);
205 if (this) this.state = WS_READY;
206 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
211 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
213 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
215 if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
216 else ammo = thiswep.wr_checkammo1(thiswep, actor);
217 if (ammo) return true;
218 // always keep the Mine Layer if we placed mines, so that we can detonate them
219 if (thiswep == WEP_MINE_LAYER)
220 for (entity mine; (mine = find(mine, classname, "mine")); )
221 if (mine.owner == actor) return false;
223 if (thiswep == WEP_SHOTGUN)
224 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
226 if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
228 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
229 actor.prevdryfire = time;
232 // check if the other firing mode has enough ammo
233 bool ammo_other = false;
234 if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
235 else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
238 if (time - actor.prevwarntime > 1)
244 ITEM_WEAPON_PRIMORSEC,
250 actor.prevwarntime = time;
252 else // this weapon is totally unable to fire, switch to another one
254 W_SwitchToOtherWeapon(actor);
261 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
263 if (actor.weaponentity == NULL) return true;
264 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
266 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
267 // if all players readied up and the countdown is running
268 if (time < game_starttime || time < actor.race_penalty) return false;
270 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
273 // do not even think about shooting if switching
274 if (PS(actor).m_switchweapon != PS(actor).m_weapon) return false;
278 int slot = weaponslot(weaponentity);
279 // don't fire if previous attack is not finished
280 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
281 entity this = actor.(weaponentity);
282 // don't fire while changing weapon
283 if (this.state != WS_READY) return false;
288 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
290 entity this = actor.(weaponentity);
291 if (this == NULL) return;
292 this.state = WS_INUSE;
294 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
296 // if the weapon hasn't been firing continuously, reset the timer
299 int slot = weaponslot(weaponentity);
300 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
302 ATTACK_FINISHED(actor, slot) = time;
303 // dprint("resetting attack finished to ", ftos(time), "\n");
305 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
307 actor.bulletcounter += 1;
308 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
311 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
313 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
315 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
321 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
324 * @param t defer thinking until time + t
325 * @param func next think function
327 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
328 .entity weaponentity, int fire) func)
330 entity this = actor.(weaponentity);
331 if (this == NULL) return;
333 if (fr == WFRAME_DONTCHANGE)
340 restartanim = fr != WFRAME_IDLE;
343 vector of = v_forward;
349 if (fr == WFRAME_IDLE) a = this.anim_idle;
350 else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
351 else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
352 else // if (fr == WFRAME_RELOAD)
353 a = this.anim_reload;
354 a.z *= g_weaponratefactor;
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]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
379 this.weapon_think = func;
380 // dprint("next ", ftos(this.weapon_nextthink), "\n");
384 FOREACH_CLIENT(true, LAMBDA(
385 if(it == actor || (IS_SPEC(it) && it.enemy == actor))
386 wframe_send(it, this, a, restartanim);
390 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
392 int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
396 animdecide_setaction(actor, act, restartanim);
398 else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
400 actor.anim_upper_action = 0;
404 bool forbidWeaponUse(entity player)
406 if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
407 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
408 if (player.player_blocked) return true;
409 if (STAT(FROZEN, player)) return true;
410 if (player.weapon_blocked) return true;
414 .bool hook_switchweapon;
416 void W_WeaponFrame(Player actor)
419 TC(PlayerState, PS(actor));
420 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
421 entity this = actor.(weaponentity);
422 if (frametime) actor.weapon_frametime = frametime;
424 if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
427 if (forbidWeaponUse(actor))
429 if (actor.(weaponentity).state != WS_CLEAR)
431 Weapon wpn = PS(actor).m_weapon;
432 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
437 if (PS(actor).m_switchweapon == WEP_Null)
439 PS(actor).m_weapon = WEP_Null;
440 PS(actor).m_switchingweapon = WEP_Null;
441 this.state = WS_CLEAR;
442 actor.weaponname = "";
443 // actor.items &= ~IT_AMMO;
447 makevectors(actor.v_angle);
448 vector fo = v_forward; // save them in case the weapon think functions change it
453 if (PS(actor).m_weapon != PS(actor).m_switchweapon)
458 LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
466 Weapon newwep = PS(actor).m_switchweapon;
467 PS(actor).m_switchingweapon = newwep;
469 // the two weapon entities will notice this has changed and update their models
470 PS(actor).m_weapon = newwep;
471 actor.weaponname = newwep.mdl;
472 actor.bulletcounter = 0;
473 actor.ammo_field = newwep.ammo_field;
474 newwep.wr_setup(newwep);
475 this.state = WS_RAISE;
477 // set our clip load to the load of the weapon we switched to, if it's reloadable
478 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
480 actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]);
481 actor.clip_size = newwep.reloading_ammo;
485 actor.clip_load = actor.clip_size = 0;
488 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
493 // in dropping phase we can switch at any time
494 PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
500 PS(actor).m_switchingweapon = PS(actor).m_switchweapon;
501 entity oldwep = PS(actor).m_weapon;
503 // set up weapon switch think in the future, and start drop anim
504 if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
506 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
507 this.state = WS_DROP;
508 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
515 // LordHavoc: network timing test code
516 // if (actor.button0)
517 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
519 Weapon w = PS(actor).m_weapon;
521 // call the think code which may fire the weapon
522 // and do so multiple times to resolve framerate dependency issues if the
523 // server framerate is very low and the weapon fire rate very high
524 for (int c = 0; c < W_TICSPERFRAME; ++c)
526 if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
528 if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
536 bool block_weapon = false;
538 bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
539 Weapon off = actor.offhand;
540 if (off && !(actor.weapons & WEPSET(HOOK)))
542 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
546 if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
547 W_SwitchWeapon(actor, WEP_HOOK);
548 actor.hook_switchweapon = key_pressed;
550 block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
551 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
561 Weapon e = PS(actor).m_weapon;
565 e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
573 if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
575 if (this.weapon_think)
580 Weapon wpn = PS(actor).m_weapon;
581 this.weapon_think(wpn, actor, weaponentity,
582 PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
586 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
592 void W_AttachToShotorg(entity actor, entity flash, vector offset)
594 .entity weaponentity = weaponentities[0];
596 flash.angles_z = random() * 360;
598 entity view = actor.(weaponentity);
599 entity exterior = actor.exteriorweaponentity;
601 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
602 else setattachment(flash, view, "tag_shot");
603 setorigin(flash, offset);
605 entity xflash = spawn();
606 copyentity(flash, xflash);
608 flash.viewmodelforclient = actor;
610 if (view.oldorigin.x > 0)
612 setattachment(xflash, exterior, "");
613 setorigin(xflash, view.oldorigin + offset);
617 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
618 else setattachment(xflash, exterior, "tag_shot");
619 setorigin(xflash, offset);
623 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
625 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
627 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
629 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
630 if (wep.reloading_ammo)
632 actor.clip_load -= ammo_use;
633 actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
635 else if (wep.ammo_field != ammo_none)
637 actor.(wep.ammo_field) -= ammo_use;
638 if (actor.(wep.ammo_field) < 0)
641 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
642 "Please notify Samual immediately with a copy of this backtrace!\n",
645 GetAmmoPicture(wep.ammo_field),
647 actor.(wep.ammo_field)
653 // weapon reloading code
655 .float reload_ammo_amount, reload_ammo_min, reload_time;
656 .float reload_complain;
657 .string reload_sound;
659 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
661 // finish the reloading process, and do the ammo transfer
663 actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
665 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
666 if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
668 actor.clip_load = actor.reload_ammo_amount;
672 // make sure we don't add more ammo than we have
673 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
674 actor.clip_load += load;
675 actor.(actor.ammo_field) -= load;
677 actor.(weapon_load[PS(actor).m_weapon.m_id]) = actor.clip_load;
679 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
680 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
681 // so your weapon is disabled for a few seconds without reason
683 // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
685 Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id);
686 w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
689 void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
691 TC(Sound, sent_sound);
692 .entity weaponentity = weaponentities[0];
693 // set global values to work with
694 Weapon e = PS(actor).m_weapon;
696 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
698 actor.reload_ammo_min = sent_ammo_min;
699 actor.reload_ammo_amount = e.reloading_ammo;
700 actor.reload_time = e.reloading_time;
701 if (actor.reload_sound) strunzone(actor.reload_sound);
702 actor.reload_sound = strzone(Sound_fixpath(sent_sound));
704 // don't reload weapons that don't have the RELOADABLE flag
705 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
708 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
712 // return if reloading is disabled for this weapon
713 if (!actor.reload_ammo_amount) return;
715 // our weapon is fully loaded, no need to reload
716 if (actor.clip_load >= actor.reload_ammo_amount) return;
718 // no ammo, so nothing to load
719 if (actor.ammo_field != ammo_none)
721 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
723 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
725 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
727 play2(actor, SND(UNAVAILABLE));
728 sprint(actor, strcat("You don't have enough ammo to reload the ^2", PS(actor).m_weapon.m_name, "\n"));
729 actor.reload_complain = time + 1;
731 // switch away if the amount of ammo is not enough to keep using this weapon
732 Weapon w = PS(actor).m_weapon;
733 if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
735 actor.clip_load = -1; // reload later
736 W_SwitchToOtherWeapon(actor);
743 entity this = actor.(weaponentity);
746 if (this.wframe == WFRAME_RELOAD) return;
748 // allow switching away while reloading, but this will cause a new reload!
749 this.state = WS_READY;
752 // now begin the reloading process
754 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
756 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
757 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
758 // so your weapon is disabled for a few seconds without reason
760 // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
762 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
764 if (actor.clip_load < 0) actor.clip_load = 0;
765 actor.old_clip_load = actor.clip_load;
766 actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
769 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
771 Weapon w = Weapons_from(weapon_type);
772 weapon_dropevent_item = weapon_item;
773 WITHSELF(player, w.event(w));