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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / throwing.qc
1 #include "throwing.qh"
2
3 #include "weaponsystem.qh"
4 #include "../mutators/_mod.qh"
5 #include <common/t_items.qh>
6 #include "../g_damage.qh"
7 #include <common/items/item.qh>
8 #include <common/mapinfo.qh>
9 #include <common/notifications/all.qh>
10 #include <common/triggers/subs.qh>
11 #include <common/util.qh>
12 #include <common/weapons/_all.qh>
13 #include <common/state.qh>
14 #include <common/wepent.qh>
15
16 void thrown_wep_think(entity this)
17 {
18         this.nextthink = time;
19         if(this.oldorigin != this.origin)
20         {
21                 this.SendFlags |= ISF_LOCATION;
22                 this.oldorigin = this.origin;
23         }
24         this.owner = NULL;
25         float timeleft = this.savenextthink - time;
26         if(timeleft > 1)
27                 SUB_SetFade(this, this.savenextthink - 1, 1);
28         else if(timeleft > 0)
29                 SUB_SetFade(this, time, timeleft);
30         else
31                 SUB_VanishOrRemove(this);
32 }
33
34 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
35 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity)
36 {
37         float thisammo;
38         string s;
39         Weapon info = Weapons_from(wpn);
40         var .int ammotype = info.ammo_field;
41
42         entity wep = new(droppedweapon);
43
44         setorigin(wep, org);
45         wep.velocity = velo;
46         wep.owner = wep.enemy = own;
47         wep.flags |= FL_TOSSED;
48         wep.colormap = own.colormap;
49         wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors, own.(weaponentity));
50         navigation_dynamicgoal_init(wep, false);
51
52         W_DropEvent(wr_drop,own,wpn,wep,weaponentity);
53
54         if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
55         {
56                 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
57                 {
58                         wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
59                 }
60                 else
61                 {
62                         int superweapons = 1;
63                         FOREACH(Weapons, it != WEP_Null, LAMBDA(
64                                 WepSet set = it.m_wepset;
65                                 if((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons;
66                         ));
67                         if(superweapons <= 1)
68                         {
69                                 wep.superweapons_finished = own.superweapons_finished;
70                                 own.superweapons_finished = 0;
71                         }
72                         else
73                         {
74                                 float timeleft = own.superweapons_finished - time;
75                                 float weptimeleft = timeleft / superweapons;
76                                 wep.superweapons_finished = time + weptimeleft;
77                                 own.superweapons_finished -= weptimeleft;
78                         }
79                 }
80         }
81
82         weapon_defaultspawnfunc(wep, info);
83         if(startitem_failed)
84                 return string_null;
85         setthink(wep, thrown_wep_think);
86         wep.savenextthink = wep.nextthink;
87         wep.nextthink = min(wep.nextthink, time + 0.5);
88         wep.pickup_anyway = true; // these are ALWAYS pickable
89
90         //wa = W_AmmoItemCode(wpn);
91         if(ammotype == ammo_none)
92         {
93                 return "";
94         }
95         else
96         {
97                 s = "";
98
99                 if(doreduce && g_weapon_stay == 2)
100                 {
101                         // if our weapon is loaded, give its load back to the player
102                         int i = own.(weaponentity).m_weapon.m_id;
103                         if(own.(weaponentity).(weapon_load[i]) > 0)
104                         {
105                                 own.(ammotype) += own.(weaponentity).(weapon_load[i]);
106                                 own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
107                         }
108
109                         wep.(ammotype) = 0;
110                 }
111                 else if(doreduce)
112                 {
113                         // if our weapon is loaded, give its load back to the player
114                         int i = own.(weaponentity).m_weapon.m_id;
115                         if(own.(weaponentity).(weapon_load[i]) > 0)
116                         {
117                                 own.(ammotype) += own.(weaponentity).(weapon_load[i]);
118                                 own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
119                         }
120
121                         thisammo = min(own.(ammotype), wep.(ammotype));
122                         wep.(ammotype) = thisammo;
123                         own.(ammotype) -= thisammo;
124
125                         switch(ammotype)
126                         {
127                                 case ammo_shells:  s = sprintf("%s and %d shells", s, thisammo);  break;
128                                 case ammo_nails:   s = sprintf("%s and %d nails", s, thisammo);   break;
129                                 case ammo_rockets: s = sprintf("%s and %d rockets", s, thisammo); break;
130                                 case ammo_cells:   s = sprintf("%s and %d cells", s, thisammo);   break;
131                                 case ammo_plasma:  s = sprintf("%s and %d plasma", s, thisammo);  break;
132                                 case ammo_fuel:    s = sprintf("%s and %d fuel", s, thisammo);    break;
133                         }
134
135                         s = substring(s, 5, -1);
136                 }
137                 return s;
138         }
139 }
140
141 bool W_IsWeaponThrowable(entity this, int w)
142 {
143         if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this, w))
144                 return false;
145         if (!autocvar_g_pickup_items)
146                 return false;
147         if (g_weaponarena)
148                 return 0;
149         if (g_cts)
150                 return 0;
151     if(w == WEP_Null.m_id)
152         return false;
153
154         #if 0
155         if(start_weapons & WepSet_FromWeapon(Weapons_from(w)))
156         {
157                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
158                 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
159                         return false;
160                 if((Weapons_from(w)).ammo_field == ammo_none)
161                         return false;
162         }
163         return true;
164         #else
165         return (Weapons_from(w)).weaponthrowable;
166         #endif
167 }
168
169 // toss current weapon
170 void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, float doreduce)
171 {
172         Weapon w = this.(weaponentity).m_weapon;
173         if (w == WEP_Null)
174                 return; // just in case
175         if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this, this.(weaponentity)))
176                 return;
177         if(!autocvar_g_weapon_throwable)
178                 return;
179         if(this.(weaponentity).state != WS_READY)
180                 return;
181         if(!W_IsWeaponThrowable(this, w.m_id))
182                 return;
183
184         WepSet set = WepSet_FromWeapon(w);
185         if(!(this.weapons & set)) return;
186         this.weapons &= ~set;
187
188         W_SwitchWeapon_Force(this, w_getbestweapon(this, weaponentity), weaponentity);
189         string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo, weaponentity);
190
191         if(!a) return;
192         Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
193 }
194
195 void SpawnThrownWeapon(entity this, vector org, Weapon wep, .entity weaponentity)
196 {
197         //entity wep = this.(weaponentity).m_weapon;
198
199         if(this.weapons & WepSet_FromWeapon(wep))
200                 if(W_IsWeaponThrowable(this, wep.m_id))
201                         W_ThrowNewWeapon(this, wep.m_id, false, org, randomvec() * 125 + '0 0 200', weaponentity);
202 }