#include "round_handler.qh" #include "bot/waypoints.qh" #include "weapons/throwing.qh" #include "command/common.qh" #include "cheats.qh" #include "bot/navigation.qh" #include "weapons/selection.qh" #include "weapons/tracing.qh" #include "weapons/weaponsystem.qh" #include "../common/minigames/sv_minigames.qh" #include "../common/weapons/all.qh" #include "../common/vehicles/sv_vehicles.qh" #include "../common/mutators/mutator/waypoints/waypointsprites.qh" .entity vehicle; #define IMPULSE(id, n) _IMPULSE(IMP_##id, n) #define _IMPULSE(id, n) \ void id##_handle(entity this); \ STATIC_INIT_LATE(id) \ { \ id.impulse_handle = id##_handle; \ } \ void id##_handle(entity this) /** * Impulse map: * * 0 reserved (no input) * * 99: loaded * * 140: moving clone * 141: ctf speedrun * 142: fixed clone * 143: emergency teleport * 148: unfairly eliminate * * TODO: * 200 to 209: prev weapon shortcuts * 210 to 219: best weapon shortcuts * 220 to 229: next weapon shortcuts * 230 to 253: individual weapons (up to 24) */ // weapon switching impulses #define X(slot, imp) \ IMPULSE(weapon_group_##slot, imp) \ { \ if (this.deadflag != DEAD_NO) return; \ W_NextWeaponOnImpulse(slot); \ } X(1, 1) X(2, 2) X(3, 3) X(4, 4) X(5, 5) X(6, 6) X(7, 7) X(8, 8) X(9, 9) X(0, 14) #undef X // custom order weapon cycling #define X(slot, dir, imp) \ IMPULSE(weapon_priority_##slot##_##dir, imp) \ { \ if (this.vehicle) return; \ if (this.deadflag != DEAD_NO) return; \ noref int prev = -1; \ noref int best = 0; \ noref int next = +1; \ W_CycleWeapon(this.cvar_cl_weaponpriorities[slot], dir); \ } X(0, prev, 200) X(1, prev, 201) X(2, prev, 202) X(3, prev, 203) X(4, prev, 204) X(5, prev, 205) X(6, prev, 206) X(7, prev, 207) X(8, prev, 208) X(9, prev, 209) X(0, best, 210) X(1, best, 211) X(2, best, 212) X(3, best, 213) X(4, best, 214) X(5, best, 215) X(6, best, 216) X(7, best, 217) X(8, best, 218) X(9, best, 219) X(0, next, 220) X(1, next, 221) X(2, next, 222) X(3, next, 223) X(4, next, 224) X(5, next, 225) X(6, next, 226) X(7, next, 227) X(8, next, 228) X(9, next, 229) #undef X IMPULSE(weapon_next_byid, 10) { if (this.vehicle) return; if (this.deadflag != DEAD_NO) return; W_NextWeapon(0); } IMPULSE(weapon_prev_byid, 12) { if (this.vehicle) return; if (this.deadflag != DEAD_NO) return; W_PreviousWeapon(0); } IMPULSE(weapon_next_bygroup, 18) { if (this.vehicle) return; if (this.deadflag != DEAD_NO) return; W_NextWeapon(1); } IMPULSE(weapon_prev_bygroup, 19) { if (this.vehicle) return; if (this.deadflag != DEAD_NO) return; W_PreviousWeapon(1); } IMPULSE(weapon_next_bypriority, 15) { if (this.vehicle) return; if (this.deadflag != DEAD_NO) return; W_NextWeapon(2); } IMPULSE(weapon_prev_bypriority, 16) { if (this.vehicle) return; if (this.deadflag != DEAD_NO) return; W_PreviousWeapon(2); } IMPULSE(weapon_last, 11) { if (this.vehicle) return; if (this.deadflag != DEAD_NO) return; W_LastWeapon(); } IMPULSE(weapon_best, 13) { if (this.vehicle) return; if (this.deadflag != DEAD_NO) return; W_SwitchWeapon(w_getbestweapon(this)); } IMPULSE(weapon_drop, 17) { if (this.vehicle) return; if (this.deadflag != DEAD_NO) return; W_ThrowWeapon(W_CalculateProjectileVelocity(this.velocity, v_forward * 750, false), '0 0 0', true); } IMPULSE(weapon_reload, 20) { if (this.vehicle) return; if (this.deadflag != DEAD_NO) return; if (forbidWeaponUse(this)) return; Weapon w = Weapons_from(this.weapon); w.wr_reload(w); } void ImpulseCommands(entity this) { if (gameover) return; int imp = this.impulse; if (!imp) return; this.impulse = 0; if (MinigameImpulse(this, imp)) return; if (timeout_status == TIMEOUT_ACTIVE) return; // don't allow any impulses while the game is paused // allow only weapon change impulses when not in round time if (round_handler_IsActive() && !round_handler_IsRoundStarted()) { #define X(id) case IMP_##id.impulse: switch (imp) { case WEP_IMPULSE_BEGIN <= imp && imp <= WEP_IMPULSE_END: X(weapon_group_0) X(weapon_group_1) X(weapon_group_2) X(weapon_group_3) X(weapon_group_4) X(weapon_group_5) X(weapon_group_6) X(weapon_group_7) X(weapon_group_8) X(weapon_group_9) X(weapon_next_byid) X(weapon_prev_byid) X(weapon_next_bygroup) X(weapon_prev_bygroup) X(weapon_next_bypriority) X(weapon_prev_bypriority) X(weapon_last) X(weapon_best) X(weapon_reload) X(weapon_priority_0_prev) X(weapon_priority_1_prev) X(weapon_priority_2_prev) X(weapon_priority_3_prev) X(weapon_priority_4_prev) X(weapon_priority_5_prev) X(weapon_priority_6_prev) X(weapon_priority_7_prev) X(weapon_priority_8_prev) X(weapon_priority_9_prev) X(weapon_priority_0_next) X(weapon_priority_1_next) X(weapon_priority_2_next) X(weapon_priority_3_next) X(weapon_priority_4_next) X(weapon_priority_5_next) X(weapon_priority_6_next) X(weapon_priority_7_next) X(weapon_priority_8_next) X(weapon_priority_9_next) X(weapon_priority_0_best) X(weapon_priority_1_best) X(weapon_priority_2_best) X(weapon_priority_3_best) X(weapon_priority_4_best) X(weapon_priority_5_best) X(weapon_priority_6_best) X(weapon_priority_7_best) X(weapon_priority_8_best) X(weapon_priority_9_best) break; default: return; } #undef X } if (vehicle_impulse(this, imp)) return; if (CheatImpulse(imp)) return; FOREACH(IMPULSES, it.impulse == imp, { void(entity) f = it.impulse_handle; if (!f) continue; f(this); return; }); if (imp >= WEP_IMPULSE_BEGIN && imp <= WEP_IMPULSE_END) { if (!this.vehicle && this.deadflag == DEAD_NO) W_SwitchWeapon(imp - WEP_IMPULSE_BEGIN + WEP_FIRST); } } IMPULSE(use, 21) { PlayerUseKey(); } IMPULSE(waypoint_personal_here, 30) { entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this.origin, RADARICON_WAYPOINT); if (wp) WaypointSprite_Ping(wp); sprint(this, "personal waypoint spawned at location\n"); } IMPULSE(waypoint_personal_crosshair, 31) { WarpZone_crosshair_trace(this); entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, trace_endpos, RADARICON_WAYPOINT); if (wp) WaypointSprite_Ping(wp); sprint(this, "personal waypoint spawned at crosshair\n"); } IMPULSE(waypoint_personal_death, 32) { if (!this.death_origin) return; entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this.death_origin, RADARICON_WAYPOINT); if (wp) WaypointSprite_Ping(wp); sprint(this, "personal waypoint spawned at death location\n"); } IMPULSE(waypoint_here_follow, 33) { if (!teamplay) return; if (this.deadflag != DEAD_NO) return; if (!MUTATOR_CALLHOOK(HelpMePing, this)) { entity wp = WaypointSprite_Attach(WP_Helpme, true, RADARICON_HELPME); if (!wp) WaypointSprite_HelpMePing(this.waypointsprite_attachedforcarrier); else WaypointSprite_Ping(wp); } sprint(this, "HELP ME attached\n"); } IMPULSE(waypoint_here_here, 34) { entity wp = WaypointSprite_DeployFixed(WP_Here, false, this.origin, RADARICON_HERE); if (wp) WaypointSprite_Ping(wp); sprint(this, "HERE spawned at location\n"); } IMPULSE(waypoint_here_crosshair, 35) { WarpZone_crosshair_trace(this); entity wp = WaypointSprite_DeployFixed(WP_Here, false, trace_endpos, RADARICON_HERE); if (wp) WaypointSprite_Ping(wp); sprint(this, "HERE spawned at crosshair\n"); } IMPULSE(waypoint_here_death, 36) { if (!this.death_origin) return; entity wp = WaypointSprite_DeployFixed(WP_Here, false, this.death_origin, RADARICON_HERE); if (wp) WaypointSprite_Ping(wp); sprint(this, "HERE spawned at death location\n"); } IMPULSE(waypoint_danger_here, 37) { entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this.origin, RADARICON_DANGER); if (wp) WaypointSprite_Ping(wp); sprint(this, "DANGER spawned at location\n"); } IMPULSE(waypoint_danger_crosshair, 38) { WarpZone_crosshair_trace(this); entity wp = WaypointSprite_DeployFixed(WP_Danger, false, trace_endpos, RADARICON_DANGER); if (wp) WaypointSprite_Ping(wp); sprint(this, "DANGER spawned at crosshair\n"); } IMPULSE(waypoint_danger_death, 39) { if (!this.death_origin) return; entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this.death_origin, RADARICON_DANGER); if (wp) WaypointSprite_Ping(wp); sprint(this, "DANGER spawned at death location\n"); } IMPULSE(waypoint_clear_personal, 47) { WaypointSprite_ClearPersonal(); if (this.personal) { remove(this.personal); this.personal = NULL; } sprint(this, "personal waypoint cleared\n"); } IMPULSE(waypoint_clear, 48) { WaypointSprite_ClearOwned(); if (this.personal) { remove(this.personal); this.personal = NULL; } sprint(this, "all waypoints cleared\n"); } IMPULSE(navwaypoint_spawn, 103) { if (!autocvar_g_waypointeditor) return; waypoint_schedulerelink(waypoint_spawn(this.origin, this.origin, 0)); bprint(strcat("Waypoint spawned at ", vtos(this.origin), "\n")); } IMPULSE(navwaypoint_remove, 104) { if (!autocvar_g_waypointeditor) return; entity e = navigation_findnearestwaypoint(this, false); if (!e) return; if (e.wpflags & WAYPOINTFLAG_GENERATED) return; bprint(strcat("Waypoint removed at ", vtos(e.origin), "\n")); waypoint_remove(e); } IMPULSE(navwaypoint_relink, 105) { if (!autocvar_g_waypointeditor) return; waypoint_schedulerelinkall(); } IMPULSE(navwaypoint_save, 106) { if (!autocvar_g_waypointeditor) return; waypoint_saveall(); } IMPULSE(navwaypoint_unreachable, 107) { if (!autocvar_g_waypointeditor) return; for (entity e = findchain(classname, "waypoint"); e; e = e.chain) { e.colormod = '0.5 0.5 0.5'; e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE); } entity e2 = navigation_findnearestwaypoint(this, false); navigation_markroutes(e2); int i, m; i = 0; m = 0; for (entity e = findchain(classname, "waypoint"); e; e = e.chain) { if (e.wpcost < 10000000) continue; LOG_INFO("unreachable: ", etos(e), " ", vtos(e.origin), "\n"); e.colormod_z = 8; e.effects |= EF_NODEPTHTEST | EF_BLUE; ++i; ++m; } if (i) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", i); navigation_markroutes_inverted(e2); i = 0; for (entity e = findchain(classname, "waypoint"); e; e = e.chain) { if (e.wpcost < 10000000) continue; LOG_INFO("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n"); e.colormod_x = 8; if (!(e.effects & EF_NODEPTHTEST)) // not already reported before ++m; e.effects |= EF_NODEPTHTEST | EF_RED; ++i; } if (i) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)\n", i); if (m) LOG_INFOF("%d waypoints have been marked total\n", m); i = 0; for (entity e = findchain(classname, "info_player_deathmatch"); e; e = e.chain) { vector org = e.origin; tracebox(e.origin, PL_MIN, PL_MAX, e.origin - '0 0 512', MOVE_NOMONSTERS, world); setorigin(e, trace_endpos); if (navigation_findnearestwaypoint(e, false)) { setorigin(e, org); e.effects &= ~EF_NODEPTHTEST; e.model = ""; } else { setorigin(e, org); LOG_INFO("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n"); e.effects |= EF_NODEPTHTEST; _setmodel(e, this.model); e.frame = this.frame; e.skin = this.skin; e.colormod = '8 0.5 8'; setsize(e, '0 0 0', '0 0 0'); ++i; } } if (i) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", i); i = 0; entity start = findchainflags(flags, FL_ITEM); for (entity e = start; e; e = e.chain) { e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE); e.colormod = '0.5 0.5 0.5'; } for (entity e = start; e; e = e.chain) { if (navigation_findnearestwaypoint(e, false)) continue; LOG_INFO("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n"); e.effects |= EF_NODEPTHTEST | EF_RED; e.colormod_x = 8; ++i; } if (i) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", i); i = 0; for (entity e = start; e; e = e.chain) { if (navigation_findnearestwaypoint(e, true)) continue; LOG_INFO("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n"); e.effects |= EF_NODEPTHTEST | EF_BLUE; e.colormod_z = 8; ++i; } if (i) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)\n", i); }