]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Weapons: add a second .weaponentity
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index f47916e1dd5e95d91c28f7bd14392391a1e89de7..7966e073bffa4b3b148a4c91002110a693bbaecd 100644 (file)
@@ -92,7 +92,8 @@ float W_WeaponSpeedFactor()
 }
 
 
-void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity actor, int slot, int fire) func);
+void weapon_thinkf(entity actor, int slot, float fr, float t,
+    void(Weapon thiswep, entity actor, int slot, int fire) func);
 
 bool CL_Weaponentity_CustomizeEntityForClient()
 {
@@ -153,12 +154,12 @@ bool CL_Weaponentity_CustomizeEntityForClient()
 // to free:
 //   call again with ""
 //   remove the ent
-void CL_WeaponEntity_SetModel(entity this, string name)
+void CL_WeaponEntity_SetModel(entity this, int slot, string name)
 {
        if (name != "")
        {
                // if there is a child entity, hide it until we're sure we use it
-               if (this.weaponentity) this.weaponentity.model = "";
+               if (this.weaponentity[slot]) this.weaponentity[slot].model = "";
                _setmodel(this, W_Model(strcat("v_", name, ".md3")));
                int v_shot_idx = gettagindex(this, "shot");  // used later
                if (!v_shot_idx) v_shot_idx = gettagindex(this, "tag_shot");
@@ -174,32 +175,32 @@ void CL_WeaponEntity_SetModel(entity this, string name)
                // if we don't, this is a "real" animated model
                if (gettagindex(this, "weapon"))
                {
-                       if (!this.weaponentity) this.weaponentity = spawn();
-                       _setmodel(this.weaponentity, W_Model(strcat("v_", name, ".md3")));
-                       setattachment(this.weaponentity, this, "weapon");
+                       if (!this.weaponentity[slot]) this.weaponentity[slot] = spawn();
+                       _setmodel(this.weaponentity[slot], W_Model(strcat("v_", name, ".md3")));
+                       setattachment(this.weaponentity[slot], this, "weapon");
                }
                else if (gettagindex(this, "tag_weapon"))
                {
-                       if (!this.weaponentity) this.weaponentity = spawn();
-                       _setmodel(this.weaponentity, W_Model(strcat("v_", name, ".md3")));
-                       setattachment(this.weaponentity, this, "tag_weapon");
+                       if (!this.weaponentity[slot]) this.weaponentity[slot] = spawn();
+                       _setmodel(this.weaponentity[slot], W_Model(strcat("v_", name, ".md3")));
+                       setattachment(this.weaponentity[slot], this, "tag_weapon");
                }
                else
                {
-                       if (this.weaponentity) remove(this.weaponentity);
-                       this.weaponentity = world;
+                       if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
+                       this.weaponentity[slot] = NULL;
                }
 
                setorigin(this, '0 0 0');
                this.angles = '0 0 0';
                this.frame = 0;
-               this.viewmodelforclient = world;
+               this.viewmodelforclient = NULL;
 
                float idx;
 
                if (v_shot_idx)  // v_ model attached to invisible h_ model
                {
-                       this.movedir = gettaginfo(this.weaponentity, v_shot_idx);
+                       this.movedir = gettaginfo(this.weaponentity[slot], v_shot_idx);
                }
                else
                {
@@ -217,11 +218,11 @@ void CL_WeaponEntity_SetModel(entity this, string name)
                        }
                }
 
-               if (this.weaponentity)  // v_ model attached to invisible h_ model
+               if (this.weaponentity[slot])  // v_ model attached to invisible h_ model
                {
-                       idx = gettagindex(this.weaponentity, "shell");
-                       if (!idx) idx = gettagindex(this.weaponentity, "tag_shell");
-                       if (idx) this.spawnorigin = gettaginfo(this.weaponentity, idx);
+                       idx = gettagindex(this.weaponentity[slot], "shell");
+                       if (!idx) idx = gettagindex(this.weaponentity[slot], "tag_shell");
+                       if (idx) this.spawnorigin = gettaginfo(this.weaponentity[slot], idx);
                }
                else
                {
@@ -249,7 +250,7 @@ void CL_WeaponEntity_SetModel(entity this, string name)
                }
                else
                {
-                       if (this.weaponentity)
+                       if (this.weaponentity[slot])
                        {
                                idx = gettagindex(this, "weapon");
                                if (!idx) idx = gettagindex(this, "tag_weapon");
@@ -276,8 +277,8 @@ void CL_WeaponEntity_SetModel(entity this, string name)
        else
        {
                this.model = "";
-               if (this.weaponentity) remove(this.weaponentity);
-               this.weaponentity = world;
+               if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
+               this.weaponentity[slot] = NULL;
                this.movedir = '0 0 0';
                this.spawnorigin = '0 0 0';
                this.oldorigin = '0 0 0';
@@ -311,9 +312,9 @@ vector CL_Weapon_GetShotOrg(float wpn)
 {
        entity wi = get_weaponinfo(wpn);
        entity e = spawn();
-       CL_WeaponEntity_SetModel(e, wi.mdl);
+       CL_WeaponEntity_SetModel(e, 0, wi.mdl);
        vector ret = e.movedir;
-       CL_WeaponEntity_SetModel(e, "");
+       CL_WeaponEntity_SetModel(e, 0, "");
        remove(e);
        return ret;
 }
@@ -323,16 +324,17 @@ void CL_Weaponentity_Think()
        SELFPARAM();
        this.nextthink = time;
        if (intermission_running) this.frame = this.anim_idle.x;
-       if (this.owner.weaponentity != this)
+       int slot = 0; // TODO: unhardcode
+       if (this.owner.weaponentity[slot] != this)
        {
-               if (this.weaponentity) remove(this.weaponentity);
+               if (this.weaponentity[slot]) remove(this.weaponentity[slot]);
                remove(this);
                return;
        }
        if (this.owner.deadflag != DEAD_NO)
        {
                this.model = "";
-               if (this.weaponentity) this.weaponentity.model = "";
+               if (this.weaponentity[slot]) this.weaponentity[slot].model = "";
                return;
        }
        if (this.weaponname != this.owner.weaponname || this.dmg != this.owner.modelindex
@@ -342,7 +344,7 @@ void CL_Weaponentity_Think()
                this.dmg = this.owner.modelindex;
                this.deadflag = this.owner.deadflag;
 
-               CL_WeaponEntity_SetModel(this, this.owner.weaponname);
+               CL_WeaponEntity_SetModel(this, slot, this.owner.weaponname);
        }
 
        int tb = (this.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
@@ -359,12 +361,12 @@ void CL_Weaponentity_Think()
 
        this.glowmod = this.owner.weaponentity_glowmod;
        this.colormap = this.owner.colormap;
-       if (this.weaponentity)
+       if (this.weaponentity[slot])
        {
-               this.weaponentity.effects = this.effects;
-               this.weaponentity.alpha = this.alpha;
-               this.weaponentity.colormap = this.colormap;
-               this.weaponentity.glowmod = this.glowmod;
+               this.weaponentity[slot].effects = this.effects;
+               this.weaponentity[slot].alpha = this.alpha;
+               this.weaponentity[slot].colormap = this.colormap;
+               this.weaponentity[slot].glowmod = this.glowmod;
        }
 
        this.angles = '0 0 0';
@@ -437,10 +439,9 @@ void CL_ExteriorWeaponentity_Think()
 }
 
 // spawning weaponentity for client
-void CL_SpawnWeaponentity(entity e)
+void CL_SpawnWeaponentity(entity e, int slot)
 {
-       entity view = e.weaponentity = spawn();
-       view.classname = "weaponentity";
+       entity view = e.weaponentity[slot] = new(weaponentity);
        view.solid = SOLID_NOT;
        view.owner = e;
        setmodel(view, MDL_Null);  // precision set when changed
@@ -452,17 +453,20 @@ void CL_SpawnWeaponentity(entity e)
        view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
        view.nextthink = time;
 
-       entity exterior = e.exteriorweaponentity = spawn();
-       exterior.classname = "exteriorweaponentity";
-       exterior.solid = SOLID_NOT;
-       exterior.exteriorweaponentity = exterior;
-       exterior.owner = e;
-       setorigin(exterior, '0 0 0');
-       exterior.angles = '0 0 0';
-       exterior.think = CL_ExteriorWeaponentity_Think;
-       exterior.nextthink = time;
-
-       CSQCMODEL_AUTOINIT(exterior);
+       if (slot == 0)
+       {
+               entity exterior = e.exteriorweaponentity = spawn();
+               exterior.classname = "exteriorweaponentity";
+               exterior.solid = SOLID_NOT;
+               exterior.exteriorweaponentity = exterior;
+               exterior.owner = e;
+               setorigin(exterior, '0 0 0');
+               exterior.angles = '0 0 0';
+               exterior.think = CL_ExteriorWeaponentity_Think;
+               exterior.nextthink = time;
+
+               CSQCMODEL_AUTOINIT(exterior);
+       }
 }
 
 // Weapon subs
@@ -473,17 +477,17 @@ void w_clear(Weapon thiswep, entity actor, int slot, int fire)
                actor.weapon = 0;
                actor.switchingweapon = 0;
        }
-       if (actor.weaponentity)
+       if (actor.weaponentity[slot])
        {
-               actor.weaponentity.state = WS_CLEAR;
-               actor.weaponentity.effects = 0;
+               actor.weaponentity[slot].state = WS_CLEAR;
+               actor.weaponentity[slot].effects = 0;
        }
 }
 
 void w_ready(Weapon thiswep, entity actor, int slot, int fire)
 {
-       if (actor.weaponentity) actor.weaponentity.state = WS_READY;
-       weapon_thinkf(actor, WFRAME_IDLE, 1000000, w_ready);
+       if (actor.weaponentity[slot]) actor.weaponentity[slot].state = WS_READY;
+       weapon_thinkf(actor, slot, WFRAME_IDLE, 1000000, w_ready);
 }
 
 .float prevdryfire;
@@ -538,7 +542,7 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 }
 
 .float race_penalty;
-bool weapon_prepareattack_check(Weapon thiswep, entity actor, bool secondary, float attacktime)
+bool weapon_prepareattack_check(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
 {
        if (!weapon_prepareattack_checkammo(thiswep, actor, secondary)) return false;
 
@@ -555,49 +559,50 @@ bool weapon_prepareattack_check(Weapon thiswep, entity actor, bool secondary, fl
        if (attacktime >= 0)
        {
                // don't fire if previous attack is not finished
-               if (ATTACK_FINISHED(actor) > time + actor.weapon_frametime * 0.5) return false;
+               if (ATTACK_FINISHED(actor, slot) > time + actor.weapon_frametime * 0.5) return false;
                // don't fire while changing weapon
-               if (actor.weaponentity.state != WS_READY) return false;
+               if (actor.weaponentity[slot].state != WS_READY) return false;
        }
        return true;
 }
 
-void weapon_prepareattack_do(entity actor, bool secondary, float attacktime)
+void weapon_prepareattack_do(entity actor, int slot, bool secondary, float attacktime)
 {
-       actor.weaponentity.state = WS_INUSE;
+       actor.weaponentity[slot].state = WS_INUSE;
 
        actor.spawnshieldtime = min(actor.spawnshieldtime, time);  // kill spawn shield when you fire
 
        // if the weapon hasn't been firing continuously, reset the timer
        if (attacktime >= 0)
        {
-               if (ATTACK_FINISHED(actor) < time - actor.weapon_frametime * 1.5)
+               if (ATTACK_FINISHED(actor, slot) < time - actor.weapon_frametime * 1.5)
                {
-                       ATTACK_FINISHED(actor) = time;
+                       ATTACK_FINISHED(actor, slot) = time;
                        // dprint("resetting attack finished to ", ftos(time), "\n");
                }
-               ATTACK_FINISHED(actor) = ATTACK_FINISHED(actor) + attacktime * W_WeaponRateFactor();
+               ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
        }
        actor.bulletcounter += 1;
-       // dprint("attack finished ", ftos(ATTACK_FINISHED(actor)), "\n");
+       // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
 }
 
-bool weapon_prepareattack(Weapon thiswep, entity actor, bool secondary, float attacktime)
+bool weapon_prepareattack(Weapon thiswep, entity actor, int slot, bool secondary, float attacktime)
 {
-       if (weapon_prepareattack_check(thiswep, actor, secondary, attacktime))
+       if (weapon_prepareattack_check(thiswep, actor, slot, secondary, attacktime))
        {
-               weapon_prepareattack_do(actor, secondary, attacktime);
+               weapon_prepareattack_do(actor, slot, secondary, attacktime);
                return true;
        }
        return false;
 }
 
-void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity actor, int slot, int fire) func)
+void weapon_thinkf(entity actor, int slot, float fr, float t,
+       void(Weapon thiswep, entity actor, int slot, int fire) func)
 {
        bool restartanim;
        if (fr == WFRAME_DONTCHANGE)
        {
-               fr = actor.weaponentity.wframe;
+               fr = actor.weaponentity[slot].wframe;
                restartanim = false;
        }
        else if (fr == WFRAME_IDLE)
@@ -613,24 +618,24 @@ void weapon_thinkf(entity actor, float fr, float t, void(Weapon thiswep, entity
        vector or = v_right;
        vector ou = v_up;
 
-       if (actor.weaponentity)
+       if (actor.weaponentity[slot])
        {
-               actor.weaponentity.wframe = fr;
+               actor.weaponentity[slot].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;
+               if (fr == WFRAME_IDLE) a = actor.weaponentity[slot].anim_idle;
+               else if (fr == WFRAME_FIRE1) a = actor.weaponentity[slot].anim_fire1;
+               else if (fr == WFRAME_FIRE2) a = actor.weaponentity[slot].anim_fire2;
                else  // if (fr == WFRAME_RELOAD)
-                       a = actor.weaponentity.anim_reload;
+                       a = actor.weaponentity[slot].anim_reload;
                a.z *= g_weaponratefactor;
-               setanim(actor.weaponentity, a, restartanim == false, restartanim, restartanim);
+               setanim(actor.weaponentity[slot], a, restartanim == false, restartanim, 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 (actor.weapon_think == w_ready && func != w_ready && actor.weaponentity[slot].state == WS_RAISE) backtrace(
                        "Tried to override initial weapon think function - should this really happen?");
 
        t *= W_WeaponRateFactor();
@@ -678,13 +683,14 @@ bool forbidWeaponUse(entity player)
 
 void W_WeaponFrame(entity actor)
 {
+       int slot = 0; // TODO: unhardcode
        if (frametime) actor.weapon_frametime = frametime;
 
-       if (!actor.weaponentity || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
+       if (!actor.weaponentity[slot] || actor.health < 1) return;  // Dead player can't use weapons and injure impulse commands
 
        if (forbidWeaponUse(actor))
        {
-               if (actor.weaponentity.state != WS_CLEAR)
+               if (actor.weaponentity[slot].state != WS_CLEAR)
                {
                        Weapon wpn = get_weaponinfo(actor.weapon);
                        w_ready(wpn, actor, 0, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
@@ -696,7 +702,7 @@ void W_WeaponFrame(entity actor)
        {
                actor.weapon = 0;
                actor.switchingweapon = 0;
-               actor.weaponentity.state = WS_CLEAR;
+               actor.weaponentity[slot].state = WS_CLEAR;
                actor.weaponname = "";
                // actor.items &= ~IT_AMMO;
                return;
@@ -710,7 +716,7 @@ void W_WeaponFrame(entity actor)
        // Change weapon
        if (actor.weapon != actor.switchweapon)
        {
-               if (actor.weaponentity.state == WS_CLEAR)
+               if (actor.weaponentity[slot].state == WS_CLEAR)
                {
                        // end switching!
                        actor.switchingweapon = actor.switchweapon;
@@ -723,7 +729,7 @@ void W_WeaponFrame(entity actor)
                        actor.ammo_field = newwep.ammo_field;
                        Weapon w = get_weaponinfo(actor.switchweapon);
                        w.wr_setup(w);
-                       actor.weaponentity.state = WS_RAISE;
+                       actor.weaponentity[slot].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
@@ -736,14 +742,14 @@ void W_WeaponFrame(entity actor)
                                actor.clip_load = actor.clip_size = 0;
                        }
 
-                       weapon_thinkf(actor, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
+                       weapon_thinkf(actor, slot, WFRAME_IDLE, newwep.switchdelay_raise, w_ready);
                }
-               else if (actor.weaponentity.state == WS_DROP)
+               else if (actor.weaponentity[slot].state == WS_DROP)
                {
                        // in dropping phase we can switch at any time
                        actor.switchingweapon = actor.switchweapon;
                }
-               else if (actor.weaponentity.state == WS_READY)
+               else if (actor.weaponentity[slot].state == WS_READY)
                {
                        // start switching!
                        actor.switchingweapon = actor.switchweapon;
@@ -754,20 +760,20 @@ void W_WeaponFrame(entity actor)
 #if INDEPENDENT_ATTACK_FINISHED
                                    true
 #else
-                                   ATTACK_FINISHED(actor) <= time + actor.weapon_frametime * 0.5
+                                   ATTACK_FINISHED(actor, slot) <= time + actor.weapon_frametime * 0.5
 #endif
                           )
                        {
                                sound(actor, CH_WEAPON_SINGLE, SND_WEAPON_SWITCH, VOL_BASE, ATTN_NORM);
-                               actor.weaponentity.state = WS_DROP;
-                               weapon_thinkf(actor, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
+                               actor.weaponentity[slot].state = WS_DROP;
+                               weapon_thinkf(actor, slot, WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear);
                        }
                }
        }
 
        // LordHavoc: network timing test code
        // if (actor.button0)
-       //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor)), " >= ", ftos(actor.weapon_nextthink), "\n");
+       //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(actor.weapon_nextthink), "\n");
 
        int w = actor.weapon;
 
@@ -841,11 +847,12 @@ void W_WeaponFrame(entity actor)
 
 void W_AttachToShotorg(entity actor, entity flash, vector offset)
 {
+       int slot = 0;
        flash.owner = actor;
        flash.angles_z = random() * 360;
 
-       if (gettagindex(actor.weaponentity, "shot")) setattachment(flash, actor.weaponentity, "shot");
-       else setattachment(flash, actor.weaponentity, "tag_shot");
+       if (gettagindex(actor.weaponentity[slot], "shot")) setattachment(flash, actor.weaponentity[slot], "shot");
+       else setattachment(flash, actor.weaponentity[slot], "tag_shot");
        setorigin(flash, offset);
 
        entity xflash = spawn();
@@ -853,10 +860,10 @@ void W_AttachToShotorg(entity actor, entity flash, vector offset)
 
        flash.viewmodelforclient = actor;
 
-       if (actor.weaponentity.oldorigin.x > 0)
+       if (actor.weaponentity[slot].oldorigin.x > 0)
        {
                setattachment(xflash, actor.exteriorweaponentity, "");
-               setorigin(xflash, actor.weaponentity.oldorigin + offset);
+               setorigin(xflash, actor.weaponentity[slot].oldorigin + offset);
        }
        else
        {
@@ -933,7 +940,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
        // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
        // so your weapon is disabled for a few seconds without reason
 
-       // ATTACK_FINISHED(actor) -= actor.reload_time - 1;
+       // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
 
        Weapon wpn = get_weaponinfo(actor.weapon);
        w_ready(wpn, actor, slot, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
@@ -941,6 +948,7 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, int slot, int fire)
 
 void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
 {
+       int slot = 0;
        // set global values to work with
        entity e = get_weaponinfo(actor.weapon);
 
@@ -992,12 +1000,12 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
                }
        }
 
-       if (actor.weaponentity)
+       if (actor.weaponentity[slot])
        {
-               if (actor.weaponentity.wframe == WFRAME_RELOAD) return;
+               if (actor.weaponentity[slot].wframe == WFRAME_RELOAD) return;
 
                // allow switching away while reloading, but this will cause a new reload!
-               actor.weaponentity.state = WS_READY;
+               actor.weaponentity[slot].state = WS_READY;
        }
 
        // now begin the reloading process
@@ -1008,9 +1016,9 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
        // then quickly switch to another weapon and back. Reloading is canceled, but the reload delay is still there,
        // so your weapon is disabled for a few seconds without reason
 
-       // ATTACK_FINISHED(actor) = max(time, ATTACK_FINISHED(actor)) + actor.reload_time + 1;
+       // ATTACK_FINISHED(actor, slot) = max(time, ATTACK_FINISHED(actor, slot)) + actor.reload_time + 1;
 
-       weapon_thinkf(actor, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
+       weapon_thinkf(actor, slot, WFRAME_RELOAD, actor.reload_time, W_ReloadedAndReady);
 
        if (actor.clip_load < 0) actor.clip_load = 0;
        actor.old_clip_load = actor.clip_load;