]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Weapons: store switchweapon as direct weapon reference
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index 189a619e57279fe18711da60fb4028fb2aebd7ab..0124fa9f5cb08611376e57958fb7ebe573030093 100644 (file)
@@ -39,9 +39,6 @@ float W_WeaponSpeedFactor()
 }
 
 
-void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
-    .entity weaponentity, int fire) func);
-
 bool CL_Weaponentity_CustomizeEntityForClient()
 {
        SELFPARAM();
@@ -61,12 +58,15 @@ vector CL_Weapon_GetShotOrg(int wpn)
        return ret;
 }
 
+..entity weaponentity_fld;
+.float m_alpha;
+
 void CL_Weaponentity_Think()
 {
        SELFPARAM();
        this.nextthink = time;
        if (intermission_running) this.frame = this.anim_idle.x;
-       .entity weaponentity = weaponentities[0];  // TODO: unhardcode
+       .entity weaponentity = this.weaponentity_fld;
        if (this.owner.(weaponentity) != this)
        {
                // owner has new gun; remove self
@@ -93,14 +93,15 @@ void CL_Weaponentity_Think()
                CL_WeaponEntity_SetModel(this, this.owner.weaponname);
        }
 
-       this.effects = EF_NODRAW; // TODO: don't render this entity at all
+       this.alpha = -1;  // TODO: don't render this entity at all
 
-       if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
-       else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
-       else this.alpha = 1;
+       if (this.owner.alpha == default_player_alpha) this.m_alpha = default_weapon_alpha;
+       else if (this.owner.alpha != 0) this.m_alpha = this.owner.alpha;
+       else this.m_alpha  = 1;
 
        if (this.weaponchild)
        {
+               this.weaponchild.alpha = this.alpha;
                this.weaponchild.effects = this.effects;
        }
 }
@@ -156,10 +157,12 @@ void CL_ExteriorWeaponentity_Think()
 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
 {
        entity view = actor.(weaponentity) = new(weaponentity);
+       make_pure(view);
        view.solid = SOLID_NOT;
        view.owner = actor;
        setmodel(view, MDL_Null);  // precision set when changed
        setorigin(view, '0 0 0');
+       view.weaponentity_fld = weaponentity;
        view.think = CL_Weaponentity_Think;
        view.nextthink = time;
        view.viewmodelforclient = actor;
@@ -168,6 +171,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
        if (weaponentity == weaponentities[0])
        {
                entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
+               make_pure(exterior);
                exterior.solid = SOLID_NOT;
                exterior.owner = actor;
                setorigin(exterior, '0 0 0');
@@ -186,16 +190,18 @@ void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
                actor.weapon = 0;
                actor.switchingweapon = 0;
        }
-       if (actor.(weaponentity))
+       entity this = actor.(weaponentity);
+       if (this)
        {
-               actor.(weaponentity).state = WS_CLEAR;
-               actor.(weaponentity).effects = 0;
+               this.state = WS_CLEAR;
+               this.effects = 0;
        }
 }
 
 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if (actor.(weaponentity)) actor.(weaponentity).state = WS_READY;
+       entity this = actor.(weaponentity);
+       if (this) this.state = WS_READY;
        weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
 }
 
@@ -214,9 +220,9 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
                        if (mine.owner == actor) return false;
 
        if (thiswep == WEP_SHOTGUN)
-               if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;             // no clicking, just allow
+               if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
 
-       if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
+       if (thiswep == PS(actor).m_switchweapon && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
        {
                sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
                actor.prevdryfire = time;
@@ -263,22 +269,24 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponenti
                return false;
 
        // do not even think about shooting if switching
-       if (actor.switchweapon != actor.weapon) return false;
+       if (PS(actor).m_switchweapon.m_id != actor.weapon) return false;
 
        if (attacktime >= 0)
        {
                int slot = weaponslot(weaponentity);
                // don't fire if previous attack is not finished
                if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
+               entity this = actor.(weaponentity);
                // don't fire while changing weapon
-               if (actor.(weaponentity).state != WS_READY) return false;
+               if (this.state != WS_READY) return false;
        }
        return true;
 }
 
 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
 {
-       actor.(weaponentity).state = WS_INUSE;
+       entity this = actor.(weaponentity);
+       this.state = WS_INUSE;
 
        actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
 
@@ -307,78 +315,86 @@ bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bo
        return false;
 }
 
-void wframe_send(entity actor, .entity weaponentity, vector a, bool restartanim);
+void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
 
-void weapon_thinkf(entity actor, .entity weaponentity, float fr, float t, void(Weapon thiswep, entity actor,
+/**
+ * @param t defer thinking until time + t
+ * @param func next think function
+ */
+void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
        .entity weaponentity, int fire) func)
 {
+       entity this = actor.(weaponentity);
        bool restartanim;
        if (fr == WFRAME_DONTCHANGE)
        {
-               fr = actor.(weaponentity).wframe;
-               restartanim = false;
-       }
-       else if (fr == WFRAME_IDLE)
-       {
+               fr = this.wframe;
                restartanim = false;
        }
        else
        {
-               restartanim = true;
+               restartanim = fr != WFRAME_IDLE;
        }
 
        vector of = v_forward;
        vector or = v_right;
        vector ou = v_up;
 
-       if (actor.(weaponentity))
+       vector a = '0 0 0';
+       if (this)
        {
-               actor.(weaponentity).wframe = fr;
-               vector a = '0 0 0';
-               if (fr == WFRAME_IDLE) a = actor.(weaponentity).anim_idle;
-               else if (fr == WFRAME_FIRE1) a = actor.(weaponentity).anim_fire1;
-               else if (fr == WFRAME_FIRE2) a = actor.(weaponentity).anim_fire2;
+               this.wframe = fr;
+               if (fr == WFRAME_IDLE) a = this.anim_idle;
+               else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
+               else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
                else  // if (fr == WFRAME_RELOAD)
-                       a = actor.(weaponentity).anim_reload;
+                       a = this.anim_reload;
                a.z *= g_weaponratefactor;
-               wframe_send(actor, weaponentity, a, restartanim);
        }
 
        v_forward = of;
        v_right = or;
        v_up = ou;
 
-       if (actor.weapon_think == w_ready && func != w_ready && actor.(weaponentity).state == WS_RAISE) backtrace(
+       if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
                        "Tried to override initial weapon think function - should this really happen?");
 
        t *= W_WeaponRateFactor();
 
        // VorteX: haste can be added here
-       if (actor.weapon_think == w_ready)
+       if (this.weapon_think == w_ready)
        {
-               actor.weapon_nextthink = time;
+               this.weapon_nextthink = time;
                // dprint("started firing at ", ftos(time), "\n");
        }
-       if (actor.weapon_nextthink < time - actor.weapon_frametime * 1.5
-           || actor.weapon_nextthink > time + actor.weapon_frametime * 1.5)
+       if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
+           || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
        {
-               actor.weapon_nextthink = time;
+               this.weapon_nextthink = time;
                // dprint("reset weapon animation timer at ", ftos(time), "\n");
        }
-       actor.weapon_nextthink += t;
-       actor.weapon_think = func;
-       // dprint("next ", ftos(actor.weapon_nextthink), "\n");
+       this.weapon_nextthink += t;
+       if (weaponentity == weaponentities[0]) STAT(WEAPON_NEXTTHINK, actor) = this.weapon_nextthink;
+       this.weapon_think = func;
+       // dprint("next ", ftos(this.weapon_nextthink), "\n");
+
+       if (this)
+       {
+               entity e;
+               FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) wframe_send(e, this, a, restartanim);
+       }
 
        if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
-                   && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
-               else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
+               int act = (fr == WFRAME_FIRE2 && (actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id))
+                       ? ANIMACTION_MELEE
+                       : ANIMACTION_SHOOT
+                       ;
+               animdecide_setaction(actor, act, restartanim);
        }
-       else
+       else if (actor.anim_upper_action == ANIMACTION_SHOOT || actor.anim_upper_action == ANIMACTION_MELEE)
        {
-               if (actor.anim_upper_action == ANIMACTION_SHOOT
-                   || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
+               actor.anim_upper_action = 0;
        }
 }
 
@@ -396,10 +412,12 @@ bool forbidWeaponUse(entity player)
 
 void W_WeaponFrame(entity actor)
 {
-       .entity weaponentity = weaponentities[0];              // TODO: unhardcode
+       .entity weaponentity = weaponentities[0];  // TODO: unhardcode
+       entity this = actor.(weaponentity);
        if (frametime) actor.weapon_frametime = frametime;
 
-       if (!actor.(weaponentity) || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
+       if (!this || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
+
 
        if (forbidWeaponUse(actor))
        {
@@ -411,11 +429,11 @@ void W_WeaponFrame(entity actor)
                }
        }
 
-       if (actor.switchweapon == 0)
+       if (PS(actor).m_switchweapon.m_id == 0)
        {
                actor.weapon = 0;
                actor.switchingweapon = 0;
-               actor.(weaponentity).state = WS_CLEAR;
+               this.state = WS_CLEAR;
                actor.weaponname = "";
                // actor.items &= ~IT_AMMO;
                return;
@@ -427,12 +445,12 @@ void W_WeaponFrame(entity actor)
        vector up = v_up;
 
        // Change weapon
-       if (actor.weapon != actor.switchweapon)
+       if (actor.weapon != PS(actor).m_switchweapon.m_id)
        {
-               switch (actor.(weaponentity).state)
+               switch (this.state)
                {
                        default:
-                               LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", actor.(weaponentity), actor, actor.(weaponentity).state);
+                               LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
                                break;
                        case WS_INUSE:
                        case WS_RAISE:
@@ -440,21 +458,21 @@ void W_WeaponFrame(entity actor)
                        case WS_CLEAR:
                        {
                                // end switching!
-                               actor.switchingweapon = actor.switchweapon;
-                               entity newwep = Weapons_from(actor.switchweapon);
+                               Weapon newwep = PS(actor).m_switchweapon;
+                               actor.switchingweapon = newwep.m_id;
 
                                // the two weapon entities will notice this has changed and update their models
-                               actor.weapon = actor.switchweapon;
+                               actor.weapon = newwep.m_id;
                                actor.weaponname = newwep.mdl;
                                actor.bulletcounter = 0;
                                actor.ammo_field = newwep.ammo_field;
                                newwep.wr_setup(newwep);
-                               actor.(weaponentity).state = WS_RAISE;
+                               this.state = WS_RAISE;
 
                                // set our clip load to the load of the weapon we switched to, if it's reloadable
                                if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo)  // prevent accessing undefined cvars
                                {
-                                       actor.clip_load = actor.(weapon_load[actor.switchweapon]);
+                                       actor.clip_load = actor.(weapon_load[PS(actor).m_switchweapon.m_id]);
                                        actor.clip_size = newwep.reloading_ammo;
                                }
                                else
@@ -468,26 +486,20 @@ void W_WeaponFrame(entity actor)
                        case WS_DROP:
                        {
                                // in dropping phase we can switch at any time
-                               actor.switchingweapon = actor.switchweapon;
+                               actor.switchingweapon = PS(actor).m_switchweapon.m_id;
                                break;
                        }
                        case WS_READY:
                        {
                                // start switching!
-                               actor.switchingweapon = actor.switchweapon;
+                               actor.switchingweapon = PS(actor).m_switchweapon.m_id;
                                entity oldwep = Weapons_from(actor.weapon);
 
                                // set up weapon switch think in the future, and start drop anim
-                               if (
-#if INDEPENDENT_ATTACK_FINISHED
-                                           true
-#else
-                                           ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
-#endif
-                                  )
+                               if (INDEPENDENT_ATTACK_FINISHED || ATTACK_FINISHED(actor, weaponslot(weaponentity)) <= time + actor.weapon_frametime * 0.5)
                                {
                                        sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
-                                       actor.(weaponentity).state = WS_DROP;
+                                       this.state = WS_DROP;
                                        weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
                                }
                                break;
@@ -497,20 +509,18 @@ void W_WeaponFrame(entity actor)
 
        // LordHavoc: network timing test code
        // if (actor.button0)
-       //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(actor.weapon_nextthink), "\n");
+       //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
 
        int w = actor.weapon;
 
        // call the think code which may fire the weapon
        // and do so multiple times to resolve framerate dependency issues if the
        // server framerate is very low and the weapon fire rate very high
-       int c = 0;
-       while (c < W_TICSPERFRAME)
+       for (int c = 0; c < W_TICSPERFRAME; ++c)
        {
-               c += 1;
-               if (w && !(actor.weapons & WepSet_FromWeapon(w)))
+               if (w && !(actor.weapons & WepSet_FromWeapon(Weapons_from(w))))
                {
-                       if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
+                       if (actor.weapon == PS(actor).m_switchweapon.m_id) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
                        w = 0;
                }
 
@@ -528,8 +538,8 @@ void W_WeaponFrame(entity actor)
                        }
                        else
                        {
-                               if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
-                                               WEP_HOOK.m_id);
+                               if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
+                                       W_SwitchWeapon(WEP_HOOK);
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
                                block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
@@ -555,15 +565,15 @@ void W_WeaponFrame(entity actor)
                        }
                }
 
-               if (time + actor.weapon_frametime * 0.5 >= actor.weapon_nextthink)
+               if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
                {
-                       if (actor.weapon_think)
+                       if (this.weapon_think)
                        {
                                v_forward = fo;
                                v_right = ri;
                                v_up = up;
                                Weapon wpn = Weapons_from(actor.weapon);
-                               actor.weapon_think(wpn, actor, weaponentity,
+                               this.weapon_think(wpn, actor, weaponentity,
                                        (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
                        }
                        else
@@ -607,14 +617,7 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset)
 
 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
 {
-       if (cvar("g_overkill"))
-       {
-               if (actor.ok_use_ammocharge)
-               {
-                       ok_DecreaseCharge(actor, actor.weapon);
-                       return;  // TODO
-               }
-       }
+       if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
 
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
 
@@ -684,9 +687,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
        // set global values to work with
        entity e = Weapons_from(actor.weapon);
 
-       if (cvar("g_overkill"))
-               if (actor.ok_use_ammocharge) return;
-       // TODO
+       if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
 
        actor.reload_ammo_min = sent_ammo_min;
        actor.reload_ammo_amount = e.reloading_ammo;
@@ -732,12 +733,13 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
                }
        }
 
-       if (actor.(weaponentity))
+       entity this = actor.(weaponentity);
+       if (this)
        {
-               if (actor.(weaponentity).wframe == WFRAME_RELOAD) return;
+               if (this.wframe == WFRAME_RELOAD) return;
 
                // allow switching away while reloading, but this will cause a new reload!
-               actor.(weaponentity).state = WS_READY;
+               this.state = WS_READY;
        }
 
        // now begin the reloading process