]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/weapons/throwing.qc
Merge branch 'master' into terencehill/menu_optimization
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / throwing.qc
1 #include "throwing.qh"
2
3 #include "weaponsystem.qh"
4 #include "../mutators/all.qh"
5 #include "../t_items.qh"
6 #include "../g_damage.qh"
7 #include "../../common/items/item.qh"
8 #include "../../common/mapinfo.qh"
9 #include "../../common/notifications.qh"
10 #include "../../common/triggers/subs.qh"
11 #include "../../common/util.qh"
12 #include "../../common/weapons/all.qh"
13
14 void thrown_wep_think()
15 {SELFPARAM();
16         self.nextthink = time;
17         if(self.oldorigin != self.origin)
18         {
19                 self.SendFlags |= ISF_LOCATION;
20                 self.oldorigin = self.origin;
21         }
22         self.owner = world;
23         float timeleft = self.savenextthink - time;
24         if(timeleft > 1)
25                 SUB_SetFade(self, self.savenextthink - 1, 1);
26         else if(timeleft > 0)
27                 SUB_SetFade(self, time, timeleft);
28         else
29                 SUB_VanishOrRemove(self);
30 }
31
32 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
33 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
34 {SELFPARAM();
35         float thisammo, i;
36         string s;
37         Weapon info = Weapons_from(wpn);
38         var .int ammotype = info.ammo_field;
39
40         entity wep = new(droppedweapon);
41
42         setorigin(wep, org);
43         wep.velocity = velo;
44         wep.owner = wep.enemy = own;
45         wep.flags |= FL_TOSSED;
46         wep.colormap = own.colormap;
47
48         W_DropEvent(wr_drop,own,wpn,wep);
49
50         if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
51         {
52                 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
53                 {
54                         wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
55                 }
56                 else
57                 {
58                         float superweapons = 1;
59                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
60                         {
61                                 WepSet set = WepSet_FromWeapon(Weapons_from(i));
62                                 if ((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons;
63                         }
64                         if(superweapons <= 1)
65                         {
66                                 wep.superweapons_finished = own.superweapons_finished;
67                                 own.superweapons_finished = 0;
68                         }
69                         else
70                         {
71                                 float timeleft = own.superweapons_finished - time;
72                                 float weptimeleft = timeleft / superweapons;
73                                 wep.superweapons_finished = time + weptimeleft;
74                                 own.superweapons_finished -= weptimeleft;
75                         }
76                 }
77         }
78
79         weapon_defaultspawnfunc(wep, info);
80         if(startitem_failed)
81                 return string_null;
82         wep.glowmod = own.weaponentity_glowmod;
83         wep.think = thrown_wep_think;
84         wep.savenextthink = wep.nextthink;
85         wep.nextthink = min(wep.nextthink, time + 0.5);
86         wep.pickup_anyway = true; // these are ALWAYS pickable
87
88         //wa = W_AmmoItemCode(wpn);
89         if(ammotype == ammo_none)
90         {
91                 return "";
92         }
93         else
94         {
95                 s = "";
96
97                 if(doreduce && g_weapon_stay == 2)
98                 {
99                         // if our weapon is loaded, give its load back to the player
100                         int i = PS(self).m_weapon.m_id;
101                         if(self.(weapon_load[i]) > 0)
102                         {
103                                 own.(ammotype) += self.(weapon_load[i]);
104                                 self.(weapon_load[i]) = -1; // schedule the weapon for reloading
105                         }
106
107                         wep.(ammotype) = 0;
108                 }
109                 else if(doreduce)
110                 {
111                         // if our weapon is loaded, give its load back to the player
112                         int i = PS(self).m_weapon.m_id;
113                         if(self.(weapon_load[i]) > 0)
114                         {
115                                 own.(ammotype) += self.(weapon_load[i]);
116                                 self.(weapon_load[i]) = -1; // schedule the weapon for reloading
117                         }
118
119                         thisammo = min(own.(ammotype), wep.(ammotype));
120                         wep.(ammotype) = thisammo;
121                         own.(ammotype) -= thisammo;
122
123                         switch(ammotype)
124                         {
125                                 case ammo_shells:  s = sprintf("%s and %d shells", s, thisammo);  break;
126                                 case ammo_nails:   s = sprintf("%s and %d nails", s, thisammo);   break;
127                                 case ammo_rockets: s = sprintf("%s and %d rockets", s, thisammo); break;
128                                 case ammo_cells:   s = sprintf("%s and %d cells", s, thisammo);   break;
129                                 case ammo_plasma:  s = sprintf("%s and %d plasma", s, thisammo);  break;
130                                 case ammo_fuel:    s = sprintf("%s and %d fuel", s, thisammo);    break;
131                         }
132
133                         s = substring(s, 5, -1);
134                 }
135                 return s;
136         }
137 }
138
139 bool W_IsWeaponThrowable(bool w)
140 {
141         if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon))
142                 return false;
143         if (!autocvar_g_pickup_items)
144                 return false;
145         if (g_weaponarena)
146                 return 0;
147         if (g_cts)
148                 return 0;
149     if(w == WEP_Null.m_id)
150         return false;
151
152         #if 0
153         if(start_weapons & WepSet_FromWeapon(Weapons_from(w)))
154         {
155                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
156                 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
157                         return false;
158                 if((Weapons_from(w)).ammo_field == ammo_none)
159                         return false;
160         }
161         return true;
162         #else
163         return (Weapons_from(w)).weaponthrowable;
164         #endif
165 }
166
167 // toss current weapon
168 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
169 {SELFPARAM();
170         Weapon w = PS(self).m_weapon;
171         if (w == WEP_Null)
172                 return; // just in case
173         if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
174                 return;
175         if(!autocvar_g_weapon_throwable)
176                 return;
177         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
178         if(self.(weaponentity).state != WS_READY)
179                 return;
180         if(!W_IsWeaponThrowable(w.m_id))
181                 return;
182
183         WepSet set = WepSet_FromWeapon(w);
184         if(!(self.weapons & set)) return;
185         self.weapons &= ~set;
186
187         W_SwitchWeapon_Force(self, w_getbestweapon(self));
188         string a = W_ThrowNewWeapon(self, w.m_id, doreduce, self.origin + delta, velo);
189
190         if(!a) return;
191         Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
192 }
193
194 void SpawnThrownWeapon(vector org, float w)
195 {SELFPARAM();
196         if(self.weapons & WepSet_FromWeapon(PS(self).m_weapon))
197                 if(W_IsWeaponThrowable(PS(self).m_weapon.m_id))
198                         W_ThrowNewWeapon(self, PS(self).m_weapon.m_id, false, org, randomvec() * 125 + '0 0 200');
199 }