Fix weaponarena available including hidden weapons, also fix available weapons not...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / spawning.qc
1 #include "spawning.qh"
2
3 #include "weaponsystem.qh"
4 #include "../resources.qh"
5 #include <server/mutators/_mod.qh>
6 #include <common/t_items.qh>
7 #include <server/items.qh>
8 #include <common/weapons/_all.qh>
9
10 .bool m_isreplaced; ///< Holds whether the weapon has been replaced.
11
12 string W_Apply_Weaponreplace(string in)
13 {
14         string out = "";
15         FOREACH_WORD(in, true, {
16                 string replacement = "";
17                 Weapon w = Weapons_fromstr(it);
18                 if (w)
19                 {
20             replacement = w.weaponreplace;
21             if (replacement == "") replacement = it;
22                 }
23                 if (replacement == "0") continue;
24                 out = cons(out, replacement);
25         });
26         return out;
27 }
28
29 void weapon_defaultspawnfunc(entity this, Weapon e)
30 {
31         Weapon wpn = e;
32         e = wpn = wpn.m_spawnfunc_hookreplace(wpn, this);
33         this.classname = wpn.m_canonical_spawnfunc;
34         if (!Item_IsLoot(this) && !this.m_isreplaced)
35         {
36                 if (e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
37                 {
38                         LOG_WARNF("Attempted to spawn a mutator-blocked weapon rejected: prvm_edict server %i", this);
39                         startitem_failed = true;
40                         return;
41                 }
42
43                 string s = W_Apply_Weaponreplace(e.netname);
44                 MUTATOR_CALLHOOK(SetWeaponreplace, this, e, s);
45                 s = M_ARGV(2, string);
46                 if (s == "")
47                 {
48                         delete(this);
49                         startitem_failed = true;
50                         return;
51                 }
52                 int t = tokenize_console(s);
53                 if (t >= 2)
54                 {
55                         this.team = --internalteam;
56                         for (int i = 1; i < t; ++i)
57                         {
58                                 s = argv(i);
59                                 Weapon wep = Weapons_fromstr(s);
60                                 if(wep != WEP_Null)
61                                 {
62                                         entity replacement = spawn();
63                                         copyentity(this, replacement);
64                                         replacement.m_isreplaced = true;
65                                         weapon_defaultspawnfunc(replacement, wep);
66                                 }
67                         }
68                 }
69                 if (t >= 1) // always the case!
70                 {
71                         s = argv(0);
72                         wpn = Weapons_fromstr(s);
73                 }
74                 if (wpn == WEP_Null)
75                 {
76                         delete(this);
77                         startitem_failed = true;
78                         return;
79                 }
80         }
81
82         if(!Item_IsLoot(this))
83                 weaponsInMapAll |= WepSet_FromWeapon(wpn);
84
85         if (!Item_IsDefinitionAllowed(wpn.m_pickup))
86         {
87                 delete(this);
88                 startitem_failed = true;
89                 return;
90         }
91
92         if (!this.respawntime)
93         {
94                 if (wpn.spawnflags & WEP_FLAG_SUPERWEAPON)
95                 {
96                         this.respawntime = g_pickup_respawntime_superweapon;
97                         this.respawntimejitter = g_pickup_respawntimejitter_superweapon;
98                 }
99                 else
100                 {
101                         this.respawntime = g_pickup_respawntime_weapon;
102                         this.respawntimejitter = g_pickup_respawntimejitter_weapon;
103                 }
104         }
105
106         if (wpn.spawnflags & WEP_FLAG_SUPERWEAPON)
107                 if (!this.superweapons_finished)
108                         this.superweapons_finished = autocvar_g_balance_superweapons_time;
109
110         // if we don't already have ammo, give us some ammo
111         if ((wpn.ammo_type != RES_NONE) && !GetResource(this, wpn.ammo_type))
112         {
113                 switch (wpn.ammo_type)
114                 {
115                         case RES_SHELLS:  SetResource(this, wpn.ammo_type, cvar("g_pickup_shells_weapon"));  break;
116                         case RES_BULLETS: SetResource(this, wpn.ammo_type, cvar("g_pickup_nails_weapon"));   break;
117                         case RES_ROCKETS: SetResource(this, wpn.ammo_type, cvar("g_pickup_rockets_weapon")); break;
118                         case RES_CELLS:   SetResource(this, wpn.ammo_type, cvar("g_pickup_cells_weapon"));   break;
119                         case RES_PLASMA:  SetResource(this, wpn.ammo_type, cvar("g_pickup_plasma_weapon"));  break;
120                         case RES_FUEL:    SetResource(this, wpn.ammo_type, cvar("g_pickup_fuel_weapon"));    break;
121                 }
122         }
123
124         #if 0 // WEAPONTODO
125         if (wpn.items)
126         {
127                 for (int i = 0, j = 1; i < 24; ++i, j <<= 1)
128                 {
129                         if (wpn.items & j)
130                         {
131                                 ammotype = Item_CounterField(j);
132                                 if (!this.ammotype)
133                                         this.ammotype = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
134                         }
135                 }
136         }
137         #endif
138
139         // pickup anyway
140         if (g_pickup_weapons_anyway)
141                 this.pickup_anyway = true;
142
143         if(!this.owner)
144                 this.glowmod = wpn.wpcolor;
145
146         GameItem def = wpn.m_pickup;
147         _StartItem(
148                 this,
149                 this.itemdef = def,
150                 this.respawntime, // defaultrespawntime
151                 this.respawntimejitter // defaultrespawntimejitter
152         );
153         #if 0 // WEAPONTODO
154         if (this.modelindex) { // don't precache if this was removed
155                 wpn.wr_init(wpn);
156         }
157         #endif
158 }