]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_weapons.qc
div said this might work as a mutator, so add a new mutator and a hook and prepare...
[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 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 & IT_AMMO;
174 }
175
176 .float savenextthink;
177 void thrown_wep_think()
178 {
179         self.owner = world;
180         float timeleft = self.savenextthink - time;
181         if(timeleft > 1)
182                 SUB_SetFade(self, self.savenextthink - 1, 1);
183         else if(timeleft > 0)
184                 SUB_SetFade(self, time, timeleft);
185         else
186                 SUB_VanishOrRemove(self);
187 }
188
189 void thrown_wep_ode_think()
190 {
191         self.nextthink = time;
192         if(!self.owner.modelindex)
193                 remove(self); // the real weapon is gone, remove this
194 }
195
196 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
197 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
198 {
199         entity oldself, wep;
200         float wa, thisammo, i, j;
201         string s;
202         var .float ammofield;
203
204         wep = spawn();
205
206         setorigin(wep, org);
207         wep.classname = "droppedweapon";
208         wep.velocity = velo;
209         wep.owner = wep.enemy = own;
210         wep.flags |= FL_TOSSED;
211         wep.colormap = own.colormap;
212
213         if(W_WeaponBit(wpn) & WEPBIT_SUPERWEAPONS)
214         {
215                 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
216                 {
217                         wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
218                 }
219                 else
220                 {
221                         float superweapons = 1;
222                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
223                                 if(own.weapons & WEPBIT_SUPERWEAPONS & W_WeaponBit(i))
224                                         ++superweapons;
225                         if(superweapons <= 1)
226                         {
227                                 wep.superweapons_finished = own.superweapons_finished;
228                                 own.superweapons_finished = 0;
229                         }
230                         else
231                         {
232                                 float timeleft = own.superweapons_finished - time;
233                                 float weptimeleft = timeleft / superweapons;
234                                 wep.superweapons_finished = time + weptimeleft;
235                                 own.superweapons_finished -= weptimeleft;
236                         }
237                 }
238         }
239
240         wa = W_AmmoItemCode(wpn);
241         if(wa == 0)
242         {
243                 oldself = self;
244                 self = wep;
245                 weapon_defaultspawnfunc(wpn);
246                 self = oldself;
247                 if(startitem_failed)
248                         return string_null;
249                 wep.glowmod = own.weaponentity_glowmod;
250                 wep.think = thrown_wep_think;
251                 wep.savenextthink = wep.nextthink;
252                 wep.nextthink = min(wep.nextthink, time + 0.5);
253                 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
254                 return "";
255         }
256         else
257         {
258                 s = "";
259                 oldself = self;
260                 self = wep;
261                 weapon_defaultspawnfunc(wpn);
262                 self = oldself;
263                 if(startitem_failed)
264                         return string_null;
265                 if(doreduce && g_weapon_stay == 2)
266                 {
267                         for(i = 0, j = 1; i < 24; ++i, j *= 2)
268                         {
269                                 if(wa & j)
270                                 {
271                                         ammofield = Item_CounterField(j);
272
273                                         // if our weapon is loaded, give its load back to the player
274                                         if(self.(weapon_load[self.weapon]) > 0)
275                                         {
276                                                 own.ammofield += self.(weapon_load[self.weapon]);
277                                                 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
278                                         }
279
280                                         wep.ammofield = 0;
281                                 }
282                         }
283                 }
284                 else if(doreduce)
285                 {
286                         for(i = 0, j = 1; i < 24; ++i, j *= 2)
287                         {
288                                 if(wa & j)
289                                 {
290                                         ammofield = Item_CounterField(j);
291
292                                         // if our weapon is loaded, give its load back to the player
293                                         if(self.(weapon_load[self.weapon]) > 0)
294                                         {
295                                                 own.ammofield += self.(weapon_load[self.weapon]);
296                                                 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
297                                         }
298
299                                         thisammo = min(own.ammofield, wep.ammofield);
300                                         wep.ammofield = thisammo;
301                                         own.ammofield -= thisammo;
302                                         s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
303                                 }
304                         }
305                         s = substring(s, 5, -1);
306                 }
307                 wep.glowmod = own.weaponentity_glowmod;
308                 wep.think = thrown_wep_think;
309                 wep.savenextthink = wep.nextthink;
310                 wep.nextthink = min(wep.nextthink, time + 0.5);
311                 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
312
313                 // make the dropped weapon physical
314                 /*if(autocvar_physics_ode && autocvar_physics_ode_droppedweapon)
315                 {
316                         entity wep2;
317                         wep2 = spawn();
318                         setsize(wep2, wep.mins, wep.maxs);
319                         setorigin(wep2, wep.origin);
320                         wep2.angles = wep.angles;
321                         wep2.velocity = velo;
322
323                         wep2.classname = "droppedweapon2";
324                         wep2.owner = wep;
325                         wep2.solid = SOLID_CORPSE;
326                         wep2.movetype = MOVETYPE_PHYSICS;
327                         wep2.takedamage = DAMAGE_AIM;
328                         wep2.damageforcescale = autocvar_physics_ode_droppedweapon_damageforcescale;
329
330                         wep2.think = thrown_wep_ode_think;
331                         wep2.nextthink = time;
332
333                         wep.effects |= EF_NOMODELFLAGS; // disable the spinning
334                         wep.movetype = MOVETYPE_FOLLOW;
335                         wep.aiment = wep2;
336                 }*/
337
338                 return s;
339         }
340 }
341
342 float W_IsWeaponThrowable(float w)
343 {
344         float wb, wa;
345
346         if (!autocvar_g_pickup_items)
347                 return 0;
348         if (g_weaponarena)
349                 return 0;
350         if (g_lms)
351                 return 0;
352         if (g_ca)
353                 return 0;
354         if (g_cts)
355                 return 0;
356         if (g_nexball && w == WEP_GRENADE_LAUNCHER)
357                 return 0;
358
359         wb = W_WeaponBit(w);
360         if(!wb)
361                 return 0;
362         wa = W_AmmoItemCode(w);
363         if(start_weapons & wb)
364         {
365                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
366                 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
367                         return 0;
368                 if(wa == 0)
369                         return 0;
370         }
371
372         return 1;
373 }
374
375 // toss current weapon
376 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
377 {
378         float w, wb;
379         string a;
380
381         w = self.weapon;
382         if (w == 0)
383                 return; // just in case
384         if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
385                 return;
386         if(!autocvar_g_weapon_throwable)
387                 return;
388         if(self.weaponentity.state != WS_READY)
389                 return;
390         if(!W_IsWeaponThrowable(w))
391                 return;
392
393         wb = W_WeaponBit(w);
394         if(self.weapons & wb != wb)
395                 return;
396
397         self.weapons &~= wb;
398         W_SwitchWeapon_Force(self, w_getbestweapon(self));
399         a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
400         if not(a)
401                 return;
402         if(a == "")
403                 sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
404         else
405                 sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
406 }
407
408 // Bringed back weapon frame
409 void W_WeaponFrame()
410 {
411         vector fo, ri, up;
412
413         if (frametime)
414                 self.weapon_frametime = frametime;
415
416         if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
417                 return;
418
419         if(self.freezetag_frozen == 1)
420                 return;
421
422         if (!self.weaponentity || self.health < 1)
423                 return; // Dead player can't use weapons and injure impulse commands
424
425         if(!self.switchweapon)
426         {
427                 self.weapon = 0;
428                 self.switchingweapon = 0;
429                 self.weaponentity.state = WS_CLEAR;
430                 self.weaponname = "";
431                 self.items &~= IT_AMMO;
432                 return;
433         }
434
435         makevectors(self.v_angle);
436         fo = v_forward; // save them in case the weapon think functions change it
437         ri = v_right;
438         up = v_up;
439
440         // Change weapon
441         if (self.weapon != self.switchweapon)
442         {
443                 if (self.weaponentity.state == WS_CLEAR)
444                 {
445                         // end switching!
446                         self.switchingweapon = self.switchweapon;
447
448                         //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
449                         self.weaponentity.state = WS_RAISE;
450                         weapon_action(self.switchweapon, WR_SETUP);
451
452                         // set our clip load to the load of the weapon we switched to, if it's reloadable
453                         entity e;
454                         e = get_weaponinfo(self.switchweapon);
455                         if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
456                         {
457                                 self.clip_load = self.(weapon_load[self.switchweapon]);
458                                 self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
459                         }
460                         else
461                                 self.clip_load = self.clip_size = 0;
462
463                         // VorteX: add player model weapon select frame here
464                         // setcustomframe(PlayerWeaponRaise);
465                         weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
466                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
467                 }
468                 else if (self.weaponentity.state == WS_DROP)
469                 {
470                         // in dropping phase we can switch at any time
471                         self.switchingweapon = self.switchweapon;
472                 }
473                 else if (self.weaponentity.state == WS_READY)
474                 {
475                         // start switching!
476                         self.switchingweapon = self.switchweapon;
477
478 #ifndef INDEPENDENT_ATTACK_FINISHED
479                         if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
480                         {
481 #endif
482                         sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
483                         self.weaponentity.state = WS_DROP;
484                         // set up weapon switch think in the future, and start drop anim
485                         weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
486                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
487 #ifndef INDEPENDENT_ATTACK_FINISHED
488                         }
489 #endif
490                 }
491         }
492
493         // LordHavoc: network timing test code
494         //if (self.button0)
495         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
496
497         float wb;
498         wb = W_WeaponBit(self.weapon);
499
500         // call the think code which may fire the weapon
501         // and do so multiple times to resolve framerate dependency issues if the
502         // server framerate is very low and the weapon fire rate very high
503         float c;
504         c = 0;
505         while (c < W_TICSPERFRAME)
506         {
507                 c = c + 1;
508                 if(wb && ((self.weapons & wb) == 0))
509                 {
510                         if(self.weapon == self.switchweapon)
511                                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
512                         wb = 0;
513                 }
514
515                 v_forward = fo;
516                 v_right = ri;
517                 v_up = up;
518
519                 if(wb)
520                         weapon_action(self.weapon, WR_THINK);
521                 else
522                         weapon_action(self.weapon, WR_GONETHINK);
523
524                 if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
525                 {
526                         if(self.weapon_think)
527                         {
528                                 v_forward = fo;
529                                 v_right = ri;
530                                 v_up = up;
531                                 self.weapon_think();
532                         }
533                         else
534                                 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
535                 }
536         }
537
538         // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
539         //if (ATTACK_FINISHED(self) < time)
540         //      ATTACK_FINISHED(self) = time;
541
542         //if (self.weapon_nextthink < time)
543         //      self.weapon_nextthink = time;
544
545         // update currentammo incase it has changed
546 #if 0
547         if (self.items & IT_CELLS)
548                 self.currentammo = self.ammo_cells;
549         else if (self.items & IT_ROCKETS)
550                 self.currentammo = self.ammo_rockets;
551         else if (self.items & IT_NAILS)
552                 self.currentammo = self.ammo_nails;
553         else if (self.items & IT_SHELLS)
554                 self.currentammo = self.ammo_shells;
555         else
556                 self.currentammo = 1;
557 #endif
558 }