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Remove some more g_lms checks & add a use for mega health (disabled by default)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weapons.qc
1 void W_TriggerReload()
2 {
3     weapon_action(self.weapon, WR_RELOAD);
4 }
5
6 // switch between weapons
7 void W_SwitchWeapon(float imp)
8 {
9         if (self.switchweapon != imp)
10         {
11                 if (client_hasweapon(self, imp, TRUE, TRUE))
12                         W_SwitchWeapon_Force(self, imp);
13                 else
14                         self.selectweapon = imp; // update selectweapon ANYWAY
15         }
16         else
17         {
18                 W_TriggerReload();
19         }
20 }
21
22 .float weaponcomplainindex;
23 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
24 {
25         // We cannot tokenize in this function, as GiveItems calls this
26         // function. Thus we must use car/cdr.
27         float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c;
28         string rest;
29         switchtonext = switchtolast = 0;
30         first_valid = prev_valid = 0;
31         float weaponcur;
32
33         if(skipmissing || pl.selectweapon == 0)
34                 weaponcur = pl.switchweapon;
35         else
36                 weaponcur = pl.selectweapon;
37
38         if(dir == 0)
39                 switchtonext = 1;
40
41         c = 0;
42
43         rest = weaponorder;
44         while(rest != "")
45         {
46                 weaponwant = stof(car(rest)); rest = cdr(rest);
47                 if(imp >= 0)
48                         if((get_weaponinfo(weaponwant)).impulse != imp)
49                                 continue;
50
51                 ++c;
52
53                 if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE))
54                 {
55                         if(switchtonext)
56                                 return weaponwant;
57                         if(!first_valid)
58                                 first_valid = weaponwant;
59                         if(weaponwant == weaponcur)
60                         {
61                                 if(dir >= 0)
62                                         switchtonext = 1;
63                                 else if(prev_valid)
64                                         return prev_valid;
65                                 else
66                                         switchtolast = 1;
67                         }
68                         prev_valid = weaponwant;
69                 }
70         }
71         if(first_valid)
72         {
73                 if(switchtolast)
74                         return prev_valid;
75                 else
76                         return first_valid;
77         }
78         // complain (but only for one weapon on the button that has been pressed)
79         if(complain)
80         {
81                 self.weaponcomplainindex += 1;
82                 c = mod(self.weaponcomplainindex, c) + 1;
83                 rest = weaponorder;
84                 while(rest != "")
85                 {
86                         weaponwant = stof(car(rest)); rest = cdr(rest);
87                         if(imp >= 0)
88                                 if((get_weaponinfo(weaponwant)).impulse != imp)
89                                         continue;
90
91                         --c;
92                         if(c == 0)
93                         {
94                                 client_hasweapon(pl, weaponwant, TRUE, TRUE);
95                                 break;
96                         }
97                 }
98         }
99         return 0;
100 }
101
102 void W_CycleWeapon(string weaponorder, float dir)
103 {
104         float w;
105         w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE);
106         if(w > 0)
107                 W_SwitchWeapon(w);
108 }
109
110 void W_NextWeaponOnImpulse(float imp)
111 {
112         float w;
113         w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
114         if(w > 0)
115                 W_SwitchWeapon(w);
116 }
117
118 // next weapon
119 void W_NextWeapon(float list)
120 {
121         if(list == 0)
122                 W_CycleWeapon(weaponorder_byid, -1);
123         else if(list == 1)
124                 W_CycleWeapon(self.weaponorder_byimpulse, -1);
125         else if(list == 2)
126                 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
127 }
128
129 // prev weapon
130 void W_PreviousWeapon(float list)
131 {
132         if(list == 0)
133                 W_CycleWeapon(weaponorder_byid, +1);
134         else if(list == 1)
135                 W_CycleWeapon(self.weaponorder_byimpulse, +1);
136         else if(list == 2)
137                 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
138 }
139
140 // previously used if exists and has ammo, (second) best otherwise
141 void W_LastWeapon()
142 {
143         if(client_hasweapon(self, self.cnt, TRUE, FALSE))
144                 W_SwitchWeapon(self.cnt);
145         else
146                 W_SwitchToOtherWeapon(self);
147 }
148
149 float w_getbestweapon(entity e)
150 {
151         return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);
152 }
153
154 // generic weapons table
155 // TODO should they be macros instead?
156 float weapon_action(float wpn, float wrequest)
157 {
158         return (get_weaponinfo(wpn)).weapon_func(wrequest);
159 }
160
161 .float savenextthink;
162 void thrown_wep_think()
163 {
164         self.owner = world;
165         float timeleft = self.savenextthink - time;
166         if(timeleft > 1)
167                 SUB_SetFade(self, self.savenextthink - 1, 1);
168         else if(timeleft > 0)
169                 SUB_SetFade(self, time, timeleft);
170         else
171                 SUB_VanishOrRemove(self);
172 }
173
174 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
175 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
176 {
177         entity oldself, wep;
178         float wa, thisammo, i, j;
179         string s;
180         var .float ammofield;
181
182         wep = spawn();
183
184         setorigin(wep, org);
185         wep.classname = "droppedweapon";
186         wep.velocity = velo;
187         wep.owner = wep.enemy = own;
188         wep.flags |= FL_TOSSED;
189         wep.colormap = own.colormap;
190
191         if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, wpn))
192         {
193                 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
194                 {
195                         wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
196                 }
197                 else
198                 {
199                         float superweapons = 1;
200                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
201                                 if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, i))
202                                         if(WEPSET_CONTAINS_EW(own, i))
203                                                 ++superweapons;
204                         if(superweapons <= 1)
205                         {
206                                 wep.superweapons_finished = own.superweapons_finished;
207                                 own.superweapons_finished = 0;
208                         }
209                         else
210                         {
211                                 float timeleft = own.superweapons_finished - time;
212                                 float weptimeleft = timeleft / superweapons;
213                                 wep.superweapons_finished = time + weptimeleft;
214                                 own.superweapons_finished -= weptimeleft;
215                         }
216                 }
217         }
218
219         wa = W_AmmoItemCode(wpn);
220         if(wa == 0)
221         {
222                 oldself = self;
223                 self = wep;
224                 weapon_defaultspawnfunc(wpn);
225                 self = oldself;
226                 if(startitem_failed)
227                         return string_null;
228                 wep.glowmod = own.weaponentity_glowmod;
229                 wep.think = thrown_wep_think;
230                 wep.savenextthink = wep.nextthink;
231                 wep.nextthink = min(wep.nextthink, time + 0.5);
232                 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
233                 return "";
234         }
235         else
236         {
237                 s = "";
238                 oldself = self;
239                 self = wep;
240                 weapon_defaultspawnfunc(wpn);
241                 self = oldself;
242                 if(startitem_failed)
243                         return string_null;
244                 if(doreduce && g_weapon_stay == 2)
245                 {
246                         for(i = 0, j = 1; i < 24; ++i, j *= 2)
247                         {
248                                 if(wa & j)
249                                 {
250                                         ammofield = Item_CounterField(j);
251
252                                         // if our weapon is loaded, give its load back to the player
253                                         if(self.(weapon_load[self.weapon]) > 0)
254                                         {
255                                                 own.ammofield += self.(weapon_load[self.weapon]);
256                                                 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
257                                         }
258
259                                         wep.ammofield = 0;
260                                 }
261                         }
262                 }
263                 else if(doreduce)
264                 {
265                         for(i = 0, j = 1; i < 24; ++i, j *= 2)
266                         {
267                                 if(wa & j)
268                                 {
269                                         ammofield = Item_CounterField(j);
270
271                                         // if our weapon is loaded, give its load back to the player
272                                         if(self.(weapon_load[self.weapon]) > 0)
273                                         {
274                                                 own.ammofield += self.(weapon_load[self.weapon]);
275                                                 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
276                                         }
277
278                                         thisammo = min(own.ammofield, wep.ammofield);
279                                         wep.ammofield = thisammo;
280                                         own.ammofield -= thisammo;
281                                         s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
282                                 }
283                         }
284                         s = substring(s, 5, -1);
285                 }
286                 wep.glowmod = own.weaponentity_glowmod;
287                 wep.think = thrown_wep_think;
288                 wep.savenextthink = wep.nextthink;
289                 wep.nextthink = min(wep.nextthink, time + 0.5);
290                 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
291
292                 return s;
293         }
294 }
295
296 float W_IsWeaponThrowable(float w)
297 {
298         float wa;
299
300         if (!autocvar_g_pickup_items)
301                 return 0;
302         if (g_weaponarena)
303                 return 0;
304         if (g_ca)
305                 return 0;
306         if (g_cts)
307                 return 0;
308         if (g_nexball && w == WEP_GRENADE_LAUNCHER)
309                 return 0;
310     if(w == 0)
311         return 0;
312         
313         wa = W_AmmoItemCode(w);
314         if(WEPSET_CONTAINS_AW(start_weapons, w))
315         {
316                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
317                 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
318                         return 0;
319                 if(wa == 0)
320                         return 0;
321         }
322
323         return 1;
324 }
325
326 // toss current weapon
327 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
328 {
329         float w;
330         string a;
331
332         w = self.weapon;
333         if (w == 0)
334                 return; // just in case
335         if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
336                 return;
337         if(!autocvar_g_weapon_throwable)
338                 return;
339         if(self.weaponentity.state != WS_READY)
340                 return;
341         if(!W_IsWeaponThrowable(w))
342                 return;
343
344         if(!WEPSET_CONTAINS_EW(self, w))
345                 return;
346         WEPSET_ANDNOT_EW(self, w);
347
348         W_SwitchWeapon_Force(self, w_getbestweapon(self));
349         a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
350         
351         if not(a) return;
352         Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
353 }
354
355 // Bringed back weapon frame
356 void W_WeaponFrame()
357 {
358         vector fo, ri, up;
359
360         if (frametime)
361                 self.weapon_frametime = frametime;
362
363         if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
364                 return;
365
366         if(self.freezetag_frozen == 1)
367                 return;
368
369         if (!self.weaponentity || self.health < 1)
370                 return; // Dead player can't use weapons and injure impulse commands
371
372         if(!self.switchweapon)
373         {
374                 self.weapon = 0;
375                 self.switchingweapon = 0;
376                 self.weaponentity.state = WS_CLEAR;
377                 self.weaponname = "";
378                 self.items &~= IT_AMMO;
379                 return;
380         }
381
382         makevectors(self.v_angle);
383         fo = v_forward; // save them in case the weapon think functions change it
384         ri = v_right;
385         up = v_up;
386
387         // Change weapon
388         if (self.weapon != self.switchweapon)
389         {
390                 if (self.weaponentity.state == WS_CLEAR)
391                 {
392                         // end switching!
393                         self.switchingweapon = self.switchweapon;
394
395                         //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
396                         self.weaponentity.state = WS_RAISE;
397                         weapon_action(self.switchweapon, WR_SETUP);
398
399                         // set our clip load to the load of the weapon we switched to, if it's reloadable
400                         entity e;
401                         e = get_weaponinfo(self.switchweapon);
402                         if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
403                         {
404                                 self.clip_load = self.(weapon_load[self.switchweapon]);
405                                 self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
406                         }
407                         else
408                                 self.clip_load = self.clip_size = 0;
409
410                         // VorteX: add player model weapon select frame here
411                         // setcustomframe(PlayerWeaponRaise);
412                         weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
413                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
414                 }
415                 else if (self.weaponentity.state == WS_DROP)
416                 {
417                         // in dropping phase we can switch at any time
418                         self.switchingweapon = self.switchweapon;
419                 }
420                 else if (self.weaponentity.state == WS_READY)
421                 {
422                         // start switching!
423                         self.switchingweapon = self.switchweapon;
424
425 #ifndef INDEPENDENT_ATTACK_FINISHED
426                         if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
427                         {
428 #endif
429                         sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
430                         self.weaponentity.state = WS_DROP;
431                         // set up weapon switch think in the future, and start drop anim
432                         weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
433                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
434 #ifndef INDEPENDENT_ATTACK_FINISHED
435                         }
436 #endif
437                 }
438         }
439
440         // LordHavoc: network timing test code
441         //if (self.button0)
442         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
443
444         float w;
445         w = self.weapon;
446
447         // call the think code which may fire the weapon
448         // and do so multiple times to resolve framerate dependency issues if the
449         // server framerate is very low and the weapon fire rate very high
450         float c;
451         c = 0;
452         while (c < W_TICSPERFRAME)
453         {
454                 c = c + 1;
455                 if(w && !WEPSET_CONTAINS_EW(self, w))
456                 {
457                         if(self.weapon == self.switchweapon)
458                                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
459                         w = 0;
460                 }
461
462                 v_forward = fo;
463                 v_right = ri;
464                 v_up = up;
465
466                 if(w)
467                         weapon_action(self.weapon, WR_THINK);
468                 else
469                         weapon_action(self.weapon, WR_GONETHINK);
470
471                 if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
472                 {
473                         if(self.weapon_think)
474                         {
475                                 v_forward = fo;
476                                 v_right = ri;
477                                 v_up = up;
478                                 self.weapon_think();
479                         }
480                         else
481                                 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
482                 }
483         }
484
485         // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
486         //if (ATTACK_FINISHED(self) < time)
487         //      ATTACK_FINISHED(self) = time;
488
489         //if (self.weapon_nextthink < time)
490         //      self.weapon_nextthink = time;
491
492         // update currentammo incase it has changed
493 #if 0
494         if (self.items & IT_CELLS)
495                 self.currentammo = self.ammo_cells;
496         else if (self.items & IT_ROCKETS)
497                 self.currentammo = self.ammo_rockets;
498         else if (self.items & IT_NAILS)
499                 self.currentammo = self.ammo_nails;
500         else if (self.items & IT_SHELLS)
501                 self.currentammo = self.ammo_shells;
502         else
503                 self.currentammo = 1;
504 #endif
505 }
506
507 string W_Apply_Weaponreplace(string in)
508 {
509         float n = tokenize_console(in);
510         string out = "";
511         float i;
512         for(i = 0; i < n; ++i)
513         {
514                 string s = argv(i);
515                 string r = cvar_string(strcat("g_weaponreplace_", s));
516                 if(r == "")
517                         out = strcat(out, " ", s);
518                 else if(r != "0")
519                         out = strcat(out, " ", r);
520         }
521         return substring(out, 1, -1);
522 }