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) this.weaponchild.effects = this.effects;
104 void CL_ExteriorWeaponentity_Think()
107 this.nextthink = time;
108 if (this.owner.exteriorweaponentity != this)
113 if (this.owner.deadflag != DEAD_NO)
118 if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
119 || this.deadflag != this.owner.deadflag)
121 this.weaponname = this.owner.weaponname;
122 this.dmg = this.owner.modelindex;
123 this.deadflag = this.owner.deadflag;
124 if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
125 else this.model = "";
128 if ((tag_found = gettagindex(this.owner, "tag_weapon")))
130 this.tag_index = tag_found;
131 this.tag_entity = this.owner;
135 setattachment(this, this.owner, "bip01 r hand");
138 this.effects = this.owner.effects;
139 this.effects |= EF_LOWPRECISION;
140 this.effects = this.effects & EFMASK_CHEAP; // eat performance
141 if (this.owner.alpha == default_player_alpha) this.alpha = default_weapon_alpha;
142 else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
145 this.glowmod = this.owner.weaponentity_glowmod;
146 this.colormap = this.owner.colormap;
148 CSQCMODEL_AUTOUPDATE(this);
151 // spawning weaponentity for client
152 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
154 entity view = actor.(weaponentity) = new(weaponentity);
156 view.solid = SOLID_NOT;
158 setmodel(view, MDL_Null); // precision set when changed
159 setorigin(view, '0 0 0');
160 view.weaponentity_fld = weaponentity;
161 view.think = CL_Weaponentity_Think;
162 view.nextthink = time;
163 view.viewmodelforclient = actor;
164 view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
166 if (weaponentity == weaponentities[0])
168 entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
170 exterior.solid = SOLID_NOT;
171 exterior.owner = actor;
172 setorigin(exterior, '0 0 0');
173 exterior.think = CL_ExteriorWeaponentity_Think;
174 exterior.nextthink = time;
176 CSQCMODEL_AUTOINIT(exterior);
181 void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire)
183 if (actor.weapon != -1)
186 actor.switchingweapon = 0;
188 entity this = actor.(weaponentity);
191 this.state = WS_CLEAR;
196 void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
198 entity this = actor.(weaponentity);
199 if (this) this.state = WS_READY;
200 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, 1000000, w_ready);
205 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
207 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
209 if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
210 else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
211 if (ammo) return true;
212 // always keep the Mine Layer if we placed mines, so that we can detonate them
213 if (thiswep == WEP_MINE_LAYER)
214 for (entity mine; (mine = find(mine, classname, "mine")); )
215 if (mine.owner == actor) return false;
217 if (thiswep == WEP_SHOTGUN)
218 if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false; // no clicking, just allow
220 if (thiswep == Weapons_from(actor.switchweapon) && time - actor.prevdryfire > 1) // only play once BEFORE starting to switch weapons
222 sound(actor, CH_WEAPON_A, SND_DRYFIRE, VOL_BASE, ATTEN_NORM);
223 actor.prevdryfire = time;
226 // check if the other firing mode has enough ammo
227 bool ammo_other = false;
228 if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
229 else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
232 if (time - actor.prevwarntime > 1)
238 ITEM_WEAPON_PRIMORSEC,
244 actor.prevwarntime = time;
246 else // this weapon is totally unable to fire, switch to another one
248 W_SwitchToOtherWeapon(actor);
255 bool weapon_prepareattack_check(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
257 if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
259 // if sv_ready_restart_after_countdown is set, don't allow the player to shoot
260 // if all players readied up and the countdown is running
261 if (time < game_starttime || time < actor.race_penalty) return false;
263 if (timeout_status == TIMEOUT_ACTIVE) // don't allow the player to shoot while game is paused
266 // do not even think about shooting if switching
267 if (actor.switchweapon != actor.weapon) return false;
271 int slot = weaponslot(weaponentity);
272 // don't fire if previous attack is not finished
273 if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
274 entity this = actor.(weaponentity);
275 // don't fire while changing weapon
276 if (this.state != WS_READY) return false;
281 void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary, float attacktime)
283 entity this = actor.(weaponentity);
284 this.state = WS_INUSE;
286 actor.spawnshieldtime = min(actor.spawnshieldtime, time); // kill spawn shield when you fire
288 // if the weapon hasn't been firing continuously, reset the timer
291 int slot = weaponslot(weaponentity);
292 if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
294 ATTACK_FINISHED(actor, slot) = time;
295 // dprint("resetting attack finished to ", ftos(time), "\n");
297 ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
299 actor.bulletcounter += 1;
300 // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
303 bool weapon_prepareattack(Weapon thiswep, entity actor, .entity weaponentity, bool secondary, float attacktime)
305 if (weapon_prepareattack_check(thiswep, actor, weaponentity, secondary, attacktime))
307 weapon_prepareattack_do(actor, weaponentity, secondary, attacktime);
313 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);
316 * @param t defer thinking until time + t
317 * @param func next think function
319 void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(Weapon thiswep, entity actor,
320 .entity weaponentity, int fire) func)
322 entity this = actor.(weaponentity);
324 if (fr == WFRAME_DONTCHANGE)
331 restartanim = fr != WFRAME_IDLE;
334 vector of = v_forward;
342 if (fr == WFRAME_IDLE) a = this.anim_idle;
343 else if (fr == WFRAME_FIRE1) a = this.anim_fire1;
344 else if (fr == WFRAME_FIRE2) a = this.anim_fire2;
345 else // if (fr == WFRAME_RELOAD)
346 a = this.anim_reload;
347 a.z *= g_weaponratefactor;
349 FOR_EACH_CLIENT(e) if (e == actor || (IS_SPEC(e) && e.enemy == actor)) wframe_send(e, this, a, restartanim);
356 if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
357 "Tried to override initial weapon think function - should this really happen?");
359 t *= W_WeaponRateFactor();
361 // VorteX: haste can be added here
362 if (this.weapon_think == w_ready)
364 this.weapon_nextthink = time;
365 // dprint("started firing at ", ftos(time), "\n");
367 if (this.weapon_nextthink < time - actor.weapon_frametime * 1.5
368 || this.weapon_nextthink > time + actor.weapon_frametime * 1.5)
370 this.weapon_nextthink = time;
371 // dprint("reset weapon animation timer at ", ftos(time), "\n");
373 this.weapon_nextthink += t;
374 if (weaponentity == weaponentities[0]) actor.weapon_nextthink = this.weapon_nextthink;
375 this.weapon_think = func;
376 // dprint("next ", ftos(this.weapon_nextthink), "\n");
378 if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
380 if ((actor.weapon == WEP_SHOCKWAVE.m_id || actor.weapon == WEP_SHOTGUN.m_id)
381 && fr == WFRAME_FIRE2) animdecide_setaction(actor, ANIMACTION_MELEE, restartanim);
382 else animdecide_setaction(actor, ANIMACTION_SHOOT, restartanim);
386 if (actor.anim_upper_action == ANIMACTION_SHOOT
387 || actor.anim_upper_action == ANIMACTION_MELEE) actor.anim_upper_action = 0;
391 bool forbidWeaponUse(entity player)
393 if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
394 if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
395 if (player.player_blocked) return true;
396 if (player.frozen) return true;
397 if (player.weapon_blocked) return true;
401 .bool hook_switchweapon;
403 void W_WeaponFrame(entity actor)
405 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
406 entity this = actor.(weaponentity);
407 if (frametime) actor.weapon_frametime = frametime;
409 if (!this || actor.health < 1) return; // Dead player can't use weapons and injure impulse commands
412 if (forbidWeaponUse(actor))
414 if (actor.(weaponentity).state != WS_CLEAR)
416 Weapon wpn = Weapons_from(actor.weapon);
417 w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
422 if (actor.switchweapon == 0)
425 actor.switchingweapon = 0;
426 this.state = WS_CLEAR;
427 actor.weaponname = "";
428 // actor.items &= ~IT_AMMO;
432 makevectors(actor.v_angle);
433 vector fo = v_forward; // save them in case the weapon think functions change it
438 if (actor.weapon != actor.switchweapon)
443 LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
451 actor.switchingweapon = actor.switchweapon;
452 entity newwep = Weapons_from(actor.switchweapon);
454 // the two weapon entities will notice this has changed and update their models
455 actor.weapon = actor.switchweapon;
456 actor.weaponname = newwep.mdl;
457 actor.bulletcounter = 0;
458 actor.ammo_field = newwep.ammo_field;
459 newwep.wr_setup(newwep);
460 this.state = WS_RAISE;
462 // set our clip load to the load of the weapon we switched to, if it's reloadable
463 if ((newwep.spawnflags & WEP_FLAG_RELOADABLE) && newwep.reloading_ammo) // prevent accessing undefined cvars
465 actor.clip_load = actor.(weapon_load[actor.switchweapon]);
466 actor.clip_size = newwep.reloading_ammo;
470 actor.clip_load = actor.clip_size = 0;
473 weapon_thinkf(actor, weaponentity, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
478 // in dropping phase we can switch at any time
479 actor.switchingweapon = actor.switchweapon;
485 actor.switchingweapon = actor.switchweapon;
486 entity oldwep = Weapons_from(actor.weapon);
488 // set up weapon switch think in the future, and start drop anim
490 #if INDEPENDENT_ATTACK_FINISHED
493 ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
497 sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
498 this.state = WS_DROP;
499 weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
506 // LordHavoc: network timing test code
507 // if (actor.button0)
508 // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
510 int w = actor.weapon;
512 // call the think code which may fire the weapon
513 // and do so multiple times to resolve framerate dependency issues if the
514 // server framerate is very low and the weapon fire rate very high
515 for (int c = 0; c < W_TICSPERFRAME; ++c)
517 if (w && !(actor.weapons & WepSet_FromWeapon(w)))
519 if (actor.weapon == actor.switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
527 bool block_weapon = false;
529 bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
530 Weapon off = actor.offhand;
531 if (off && !(actor.weapons & WEPSET(HOOK)))
533 if (off.offhand_think) off.offhand_think(off, actor, key_pressed);
537 if (key_pressed && actor.switchweapon != WEP_HOOK.m_id && !actor.hook_switchweapon) W_SwitchWeapon(
539 actor.hook_switchweapon = key_pressed;
541 block_weapon = (actor.weapon == h.m_id && (actor.BUTTON_ATCK || key_pressed));
542 h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
554 Weapon e = Weapons_from(actor.weapon);
555 e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
559 Weapon w = Weapons_from(actor.weapon);
564 if (time + actor.weapon_frametime * 0.5 >= this.weapon_nextthink)
566 if (this.weapon_think)
571 Weapon wpn = Weapons_from(actor.weapon);
572 this.weapon_think(wpn, actor, weaponentity,
573 (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
577 bprint("\{1}^1ERROR: undefined weapon think function for ", actor.netname, "\n");
583 void W_AttachToShotorg(entity actor, entity flash, vector offset)
585 .entity weaponentity = weaponentities[0];
587 flash.angles_z = random() * 360;
589 entity view = actor.(weaponentity);
590 entity exterior = actor.exteriorweaponentity;
592 if (gettagindex(view, "shot")) setattachment(flash, view, "shot");
593 else setattachment(flash, view, "tag_shot");
594 setorigin(flash, offset);
596 entity xflash = spawn();
597 copyentity(flash, xflash);
599 flash.viewmodelforclient = actor;
601 if (view.oldorigin.x > 0)
603 setattachment(xflash, exterior, "");
604 setorigin(xflash, view.oldorigin + offset);
608 if (gettagindex(exterior, "shot")) setattachment(xflash, exterior, "shot");
609 else setattachment(xflash, exterior, "tag_shot");
610 setorigin(xflash, offset);
614 void W_DecreaseAmmo(Weapon wep, entity actor, float ammo_use)
616 if (MUTATOR_CALLHOOK(W_DecreaseAmmo, actor)) return;
618 if ((actor.items & IT_UNLIMITED_WEAPON_AMMO) && !wep.reloading_ammo) return;
620 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
621 if (wep.reloading_ammo)
623 actor.clip_load -= ammo_use;
624 actor.(weapon_load[actor.weapon]) = actor.clip_load;
626 else if (wep.ammo_field != ammo_none)
628 actor.(wep.ammo_field) -= ammo_use;
629 if (actor.(wep.ammo_field) < 0)
632 "W_DecreaseAmmo(%.2f): '%s' subtracted too much %s from '%s', resulting with '%.2f' left... "
633 "Please notify Samual immediately with a copy of this backtrace!\n",
636 GetAmmoPicture(wep.ammo_field),
638 actor.(wep.ammo_field)
644 // weapon reloading code
646 .float reload_ammo_amount, reload_ammo_min, reload_time;
647 .float reload_complain;
648 .string reload_sound;
650 void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int fire)
652 // finish the reloading process, and do the ammo transfer
654 actor.clip_load = actor.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
656 // if the gun uses no ammo, max out weapon load, else decrease ammo as we increase weapon load
657 if (!actor.reload_ammo_min || actor.items & IT_UNLIMITED_WEAPON_AMMO || actor.ammo_field == ammo_none)
659 actor.clip_load = actor.reload_ammo_amount;
663 // make sure we don't add more ammo than we have
664 float load = min(actor.reload_ammo_amount - actor.clip_load, actor.(actor.ammo_field));
665 actor.clip_load += load;
666 actor.(actor.ammo_field) -= load;
668 actor.(weapon_load[actor.weapon]) = actor.clip_load;
670 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
671 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
672 // so your weapon is disabled for a few seconds without reason
674 // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
676 Weapon wpn = Weapons_from(actor.weapon);
677 w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
680 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
682 .entity weaponentity = weaponentities[0];
683 // set global values to work with
684 entity e = Weapons_from(actor.weapon);
686 if (MUTATOR_CALLHOOK(W_Reload, actor)) return;
688 actor.reload_ammo_min = sent_ammo_min;
689 actor.reload_ammo_amount = e.reloading_ammo;
690 actor.reload_time = e.reloading_time;
691 actor.reload_sound = sent_sound;
693 // don't reload weapons that don't have the RELOADABLE flag
694 if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
697 "Warning: Attempted to reload a weapon that does not have the WEP_FLAG_RELOADABLE flag. Fix your code!\n");
701 // return if reloading is disabled for this weapon
702 if (!actor.reload_ammo_amount) return;
704 // our weapon is fully loaded, no need to reload
705 if (actor.clip_load >= actor.reload_ammo_amount) return;
707 // no ammo, so nothing to load
708 if (actor.ammo_field != ammo_none)
710 if (!actor.(actor.ammo_field) && actor.reload_ammo_min)
712 if (!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
714 if (IS_REAL_CLIENT(actor) && actor.reload_complain < time)
716 play2(actor, SND(UNAVAILABLE));
717 sprint(actor, strcat("You don't have enough ammo to reload the ^2", WEP_NAME(actor.weapon), "\n"));
718 actor.reload_complain = time + 1;
720 // switch away if the amount of ammo is not enough to keep using this weapon
721 Weapon w = Weapons_from(actor.weapon);
722 if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
724 actor.clip_load = -1; // reload later
725 W_SwitchToOtherWeapon(actor);
732 entity this = actor.(weaponentity);
735 if (this.wframe == WFRAME_RELOAD) return;
737 // allow switching away while reloading, but this will cause a new reload!
738 this.state = WS_READY;
741 // now begin the reloading process
743 _sound(actor, CH_WEAPON_SINGLE, actor.reload_sound, VOL_BASE, ATTEN_NORM);
745 // do not set ATTACK_FINISHED in reload code any more. This causes annoying delays if eg: You start reloading a weapon,
746 // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
747 // so your weapon is disabled for a few seconds without reason
749 // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
751 weapon_thinkf(actor, weaponentity, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
753 if (actor.clip_load < 0) actor.clip_load = 0;
754 actor.old_clip_load = actor.clip_load;
755 actor.clip_load = actor.(weapon_load[actor.weapon]) = -1;
758 void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
760 Weapon w = Weapons_from(weapon_type);
761 weapon_dropevent_item = weapon_item;
762 WITH(entity, self, player, w.event(w));