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Merge branch 'terencehill/quickmenu_file_example' into 'master'
[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 = get_weaponinfo(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(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                                 if(WepSet_FromWeapon(i) & WEPSET_SUPERWEAPONS)
61                                         if(own.weapons & WepSet_FromWeapon(i))
62                                                 ++superweapons;
63                         if(superweapons <= 1)
64                         {
65                                 wep.superweapons_finished = own.superweapons_finished;
66                                 own.superweapons_finished = 0;
67                         }
68                         else
69                         {
70                                 float timeleft = own.superweapons_finished - time;
71                                 float weptimeleft = timeleft / superweapons;
72                                 wep.superweapons_finished = time + weptimeleft;
73                                 own.superweapons_finished -= weptimeleft;
74                         }
75                 }
76         }
77
78         weapon_defaultspawnfunc(wep, info);
79         if(startitem_failed)
80                 return string_null;
81         wep.glowmod = own.weaponentity_glowmod;
82         wep.think = thrown_wep_think;
83         wep.savenextthink = wep.nextthink;
84         wep.nextthink = min(wep.nextthink, time + 0.5);
85         wep.pickup_anyway = true; // these are ALWAYS pickable
86
87         //wa = W_AmmoItemCode(wpn);
88         if(ammotype == ammo_none)
89         {
90                 return "";
91         }
92         else
93         {
94                 s = "";
95
96                 if(doreduce && g_weapon_stay == 2)
97                 {
98                         // if our weapon is loaded, give its load back to the player
99                         if(self.(weapon_load[self.weapon]) > 0)
100                         {
101                                 own.(ammotype) += self.(weapon_load[self.weapon]);
102                                 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
103                         }
104
105                         wep.(ammotype) = 0;
106                 }
107                 else if(doreduce)
108                 {
109                         // if our weapon is loaded, give its load back to the player
110                         if(self.(weapon_load[self.weapon]) > 0)
111                         {
112                                 own.(ammotype) += self.(weapon_load[self.weapon]);
113                                 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
114                         }
115
116                         thisammo = min(own.(ammotype), wep.(ammotype));
117                         wep.(ammotype) = thisammo;
118                         own.(ammotype) -= thisammo;
119
120                         switch(ammotype)
121                         {
122                                 case ammo_shells:  s = sprintf("%s and %d shells", s, thisammo);  break;
123                                 case ammo_nails:   s = sprintf("%s and %d nails", s, thisammo);   break;
124                                 case ammo_rockets: s = sprintf("%s and %d rockets", s, thisammo); break;
125                                 case ammo_cells:   s = sprintf("%s and %d cells", s, thisammo);   break;
126                                 case ammo_plasma:  s = sprintf("%s and %d plasma", s, thisammo);  break;
127                                 case ammo_fuel:    s = sprintf("%s and %d fuel", s, thisammo);    break;
128                         }
129
130                         s = substring(s, 5, -1);
131                 }
132                 return s;
133         }
134 }
135
136 bool W_IsWeaponThrowable(bool w)
137 {
138         if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon))
139                 return false;
140         if (!autocvar_g_pickup_items)
141                 return false;
142         if (g_weaponarena)
143                 return 0;
144         if (g_cts)
145                 return 0;
146     if(w == WEP_Null.m_id)
147         return false;
148
149         #if 0
150         if(start_weapons & WepSet_FromWeapon(w))
151         {
152                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
153                 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
154                         return false;
155                 if((get_weaponinfo(w)).ammo_field == ammo_none)
156                         return false;
157         }
158         return true;
159         #else
160         return (get_weaponinfo(w)).weaponthrowable;
161         #endif
162 }
163
164 // toss current weapon
165 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
166 {SELFPARAM();
167         int w = self.weapon;
168         if (w == WEP_Null.m_id)
169                 return; // just in case
170         if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
171                 return;
172         if(!autocvar_g_weapon_throwable)
173                 return;
174         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
175         if(self.(weaponentity).state != WS_READY)
176                 return;
177         if(!W_IsWeaponThrowable(w))
178                 return;
179
180         if(!(self.weapons & WepSet_FromWeapon(w)))
181                 return;
182         self.weapons &= ~WepSet_FromWeapon(w);
183
184         W_SwitchWeapon_Force(self, w_getbestweapon(self));
185         string a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
186
187         if(!a) return;
188         Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w);
189 }
190
191 void SpawnThrownWeapon(vector org, float w)
192 {SELFPARAM();
193         if(self.weapons & WepSet_FromWeapon(self.weapon))
194                 if(W_IsWeaponThrowable(self.weapon))
195                         W_ThrowNewWeapon(self, self.weapon, false, org, randomvec() * 125 + '0 0 200');
196 }