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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 string W_Name(float weaponid)
162 {
163         return (get_weaponinfo(weaponid)).message;
164 }
165
166 float W_WeaponBit(float wpn)
167 {
168         return (get_weaponinfo(wpn)).weapons;
169 }
170
171 float W_AmmoItemCode(float wpn)
172 {
173         return (get_weaponinfo(wpn)).items;
174 }
175
176 void thrown_wep_think()
177 {
178         self.solid = SOLID_TRIGGER;
179         self.owner = world;
180         SUB_SetFade(self, time + 20, 1);
181 }
182
183 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
184 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
185 {
186         entity oldself, wep;
187         float wa, thisammo, i, j;
188         string s;
189         var .float ammofield;
190
191         wep = spawn();
192
193         setorigin(wep, org);
194         wep.classname = "droppedweapon";
195         wep.velocity = velo;
196         wep.owner = wep.enemy = own;
197         wep.flags |= FL_TOSSED;
198         wep.colormap = own.colormap;
199
200         wa = W_AmmoItemCode(wpn);
201         if(wa == IT_SUPERWEAPON || wa == 0)
202         {
203                 oldself = self;
204                 self = wep;
205                 weapon_defaultspawnfunc(wpn);
206                 self = oldself;
207                 if(startitem_failed)
208                         return string_null;
209                 wep.glowmod = own.weaponentity_glowmod;
210                 wep.think = thrown_wep_think;
211                 wep.nextthink = time + 0.5;
212                 return "";
213         }
214         else
215         {
216                 s = "";
217                 oldself = self;
218                 self = wep;
219                 weapon_defaultspawnfunc(wpn);
220                 self = oldself;
221                 if(startitem_failed)
222                         return string_null;
223                 if(doreduce && g_weapon_stay == 2)
224                 {
225                         for(i = 0, j = 1; i < 24; ++i, j *= 2)
226                         {
227                                 if(wa & j)
228                                 {
229                                         ammofield = Item_CounterField(j);
230                                         wep.ammofield = 0;
231
232                                         // if our weapon is loaded, give its load back to the player
233                                         if(self.(weapon_load[self.weapon]) > 0)
234                                         {
235                                                 own.ammofield += self.(weapon_load[self.weapon]);
236                                                 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
237                                         }
238                                 }
239                         }
240                 }
241                 else if(doreduce)
242                 {
243                         for(i = 0, j = 1; i < 24; ++i, j *= 2)
244                         {
245                                 if(wa & j)
246                                 {
247                                         ammofield = Item_CounterField(j);
248                                         thisammo = min(own.ammofield, wep.ammofield);
249                                         wep.ammofield = thisammo;
250                                         own.ammofield -= thisammo;
251                                         s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
252
253                                         // if our weapon is loaded, give its load back to the player
254                                         if(self.(weapon_load[self.weapon]) > 0)
255                                         {
256                                                 own.ammofield += self.(weapon_load[self.weapon]);
257                                                 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
258                                         }
259                                 }
260                         }
261                         s = substring(s, 5, -1);
262                 }
263                 wep.glowmod = own.weaponentity_glowmod;
264                 wep.think = thrown_wep_think;
265                 wep.nextthink = time + 0.5;
266                 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
267                 return s;
268         }
269 }
270
271 float W_IsWeaponThrowable(float w)
272 {
273         float wb, wa;
274
275         if (!autocvar_g_pickup_items)
276                 return 0;
277         if (g_weaponarena)
278                 return 0;
279         if (g_lms)
280                 return 0;
281         if (g_ca)
282                 return 0;
283         if (g_cts)
284                 return 0;
285         if (g_nexball && w == WEP_GRENADE_LAUNCHER)
286                 return 0;
287
288         wb = W_WeaponBit(w);
289         if(!wb)
290                 return 0;
291         wa = W_AmmoItemCode(w);
292         if(start_weapons & wb)
293         {
294                 if(wa == IT_SUPERWEAPON && start_items & IT_UNLIMITED_SUPERWEAPONS)
295                         return 0;
296                 if(wa != IT_SUPERWEAPON && start_items & IT_UNLIMITED_WEAPON_AMMO)
297                         return 0;
298                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
299                 if(wa == 0)
300                         return 0;
301         }
302
303         return 1;
304 }
305
306 // toss current weapon
307 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
308 {
309         float w, wb;
310         string a;
311
312         w = self.weapon;
313         if (w == 0)
314                 return; // just in case
315         if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
316                 return;
317         if(!autocvar_g_weapon_throwable)
318                 return;
319         if(self.weaponentity.state != WS_READY)
320                 return;
321         if(!W_IsWeaponThrowable(w))
322                 return;
323
324         wb = W_WeaponBit(w);
325         if(self.weapons & wb != wb)
326                 return;
327
328         self.weapons &~= wb;
329         W_SwitchWeapon_Force(self, w_getbestweapon(self));
330         a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
331         if not(a)
332                 return;
333         if(a == "")
334                 sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
335         else
336                 sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
337 }
338
339 // Bringed back weapon frame
340 void W_WeaponFrame()
341 {
342         vector fo, ri, up;
343
344         if (frametime)
345                 self.weapon_frametime = frametime;
346
347         if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
348                 return;
349
350         if(self.freezetag_frozen == 1)
351                 return;
352
353         if (!self.weaponentity || self.health < 1)
354                 return; // Dead player can't use weapons and injure impulse commands
355
356         if(!self.switchweapon)
357         {
358                 self.weapon = 0;
359                 self.switchingweapon = 0;
360                 self.weaponentity.state = WS_CLEAR;
361                 self.weaponname = "";
362                 self.items &~= IT_AMMO;
363                 return;
364         }
365
366         makevectors(self.v_angle);
367         fo = v_forward; // save them in case the weapon think functions change it
368         ri = v_right;
369         up = v_up;
370
371         // Change weapon
372         if (self.weapon != self.switchweapon)
373         {
374                 if (self.weaponentity.state == WS_CLEAR)
375                 {
376                         // end switching!
377                         self.switchingweapon = self.switchweapon;
378
379                         //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
380                         self.weaponentity.state = WS_RAISE;
381                         weapon_action(self.switchweapon, WR_SETUP);
382
383                         // set our clip load to the load of the weapon we switched to, if it's reloadable
384                         entity e;
385                         e = get_weaponinfo(self.switchweapon);
386                         if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
387                         {
388                                 self.clip_load = self.(weapon_load[self.switchweapon]);
389                                 self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
390                         }
391                         else
392                                 self.clip_load = self.clip_size = 0;
393
394                         // VorteX: add player model weapon select frame here
395                         // setcustomframe(PlayerWeaponRaise);
396                         weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
397                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
398                 }
399                 else if (self.weaponentity.state == WS_DROP)
400                 {
401                         // in dropping phase we can switch at any time
402                         self.switchingweapon = self.switchweapon;
403                 }
404                 else if (self.weaponentity.state == WS_READY)
405                 {
406                         // start switching!
407                         self.switchingweapon = self.switchweapon;
408
409 #ifndef INDEPENDENT_ATTACK_FINISHED
410                         if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
411                         {
412 #endif
413                         sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
414                         self.weaponentity.state = WS_DROP;
415                         // set up weapon switch think in the future, and start drop anim
416                         weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
417                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
418 #ifndef INDEPENDENT_ATTACK_FINISHED
419                         }
420 #endif
421                 }
422         }
423
424         // LordHavoc: network timing test code
425         //if (self.button0)
426         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
427
428         float wb;
429         wb = W_WeaponBit(self.weapon);
430
431         // call the think code which may fire the weapon
432         // and do so multiple times to resolve framerate dependency issues if the
433         // server framerate is very low and the weapon fire rate very high
434         float c;
435         c = 0;
436         while (c < W_TICSPERFRAME)
437         {
438                 c = c + 1;
439                 if(wb && ((self.weapons & wb) == 0))
440                 {
441                         if(self.weapon == self.switchweapon)
442                                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
443                         wb = 0;
444                 }
445
446                 v_forward = fo;
447                 v_right = ri;
448                 v_up = up;
449
450                 if(wb)
451                         weapon_action(self.weapon, WR_THINK);
452                 else
453                         weapon_action(self.weapon, WR_GONETHINK);
454
455                 if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
456                 {
457                         if(self.weapon_think)
458                         {
459                                 v_forward = fo;
460                                 v_right = ri;
461                                 v_up = up;
462                                 self.weapon_think();
463                         }
464                         else
465                                 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
466                 }
467         }
468
469         // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
470         //if (ATTACK_FINISHED(self) < time)
471         //      ATTACK_FINISHED(self) = time;
472
473         //if (self.weapon_nextthink < time)
474         //      self.weapon_nextthink = time;
475
476         // update currentammo incase it has changed
477 #if 0
478         if (self.items & IT_CELLS)
479                 self.currentammo = self.ammo_cells;
480         else if (self.items & IT_ROCKETS)
481                 self.currentammo = self.ammo_rockets;
482         else if (self.items & IT_NAILS)
483                 self.currentammo = self.ammo_nails;
484         else if (self.items & IT_SHELLS)
485                 self.currentammo = self.ammo_shells;
486         else
487                 self.currentammo = 1;
488 #endif
489 }