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URS: Fixed compilation units.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / throwing.qc
1 #include "throwing.qh"
2
3 #include "weaponsystem.qh"
4 #include "../resources.qh"
5 #include "../mutators/_mod.qh"
6 #include <common/t_items.qh>
7 #include "../g_damage.qh"
8 #include <common/items/item.qh>
9 #include <common/mapinfo.qh>
10 #include <common/notifications/all.qh>
11 #include <common/triggers/subs.qh>
12 #include <common/util.qh>
13 #include <common/weapons/_all.qh>
14 #include <common/state.qh>
15 #include <common/wepent.qh>
16
17 void thrown_wep_think(entity this)
18 {
19         this.nextthink = time;
20         if(this.oldorigin != this.origin)
21         {
22                 this.SendFlags |= ISF_LOCATION;
23                 this.oldorigin = this.origin;
24         }
25         this.owner = NULL;
26         float timeleft = this.savenextthink - time;
27         if(timeleft > 1)
28                 SUB_SetFade(this, this.savenextthink - 1, 1);
29         else if(timeleft > 0)
30                 SUB_SetFade(this, time, timeleft);
31         else
32                 SUB_VanishOrRemove(this);
33 }
34
35 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
36 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity)
37 {
38         float thisammo;
39         string s;
40         Weapon info = Weapons_from(wpn);
41         int ammotype = info.ammo_type;
42
43         entity wep = new(droppedweapon);
44
45         setorigin(wep, org);
46         wep.velocity = velo;
47         wep.owner = wep.enemy = own;
48         wep.flags |= FL_TOSSED;
49         wep.colormap = own.colormap;
50         wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors, own.(weaponentity));
51         navigation_dynamicgoal_init(wep, false);
52
53         W_DropEvent(wr_drop,own,wpn,wep,weaponentity);
54
55         if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
56         {
57                 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
58                 {
59                         wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
60                 }
61                 else
62                 {
63                         int superweapons = 1;
64                         FOREACH(Weapons, it != WEP_Null, {
65                                 WepSet set = it.m_wepset;
66                                 if((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons;
67                         });
68                         if(superweapons <= 1)
69                         {
70                                 wep.superweapons_finished = own.superweapons_finished;
71                                 own.superweapons_finished = 0;
72                         }
73                         else
74                         {
75                                 float timeleft = own.superweapons_finished - time;
76                                 float weptimeleft = timeleft / superweapons;
77                                 wep.superweapons_finished = time + weptimeleft;
78                                 own.superweapons_finished -= weptimeleft;
79                         }
80                 }
81         }
82
83         weapon_defaultspawnfunc(wep, info);
84         if(startitem_failed)
85                 return string_null;
86         setthink(wep, thrown_wep_think);
87         wep.savenextthink = wep.nextthink;
88         wep.nextthink = min(wep.nextthink, time + 0.5);
89         wep.pickup_anyway = true; // these are ALWAYS pickable
90
91         //wa = W_AmmoItemCode(wpn);
92         if(ammotype == RESOURCE_NONE)
93         {
94                 return "";
95         }
96         else
97         {
98                 s = "";
99
100                 if(doreduce && g_weapon_stay == 2)
101                 {
102                         // if our weapon is loaded, give its load back to the player
103                         int i = own.(weaponentity).m_weapon.m_id;
104                         if(own.(weaponentity).(weapon_load[i]) > 0)
105                         {
106                                 GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i]));
107                                 own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
108                         }
109                         SetResourceAmount(wep, ammotype, 0);
110                 }
111                 else if(doreduce)
112                 {
113                         // if our weapon is loaded, give its load back to the player
114                         int i = own.(weaponentity).m_weapon.m_id;
115                         if(own.(weaponentity).(weapon_load[i]) > 0)
116                         {
117                                 GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i]));
118                                 own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
119                         }
120
121                         float ownderammo = GetResourceAmount(own, ammotype);
122                         thisammo = min(ownderammo, GetResourceAmount(wep, ammotype));
123                         SetResourceAmount(wep, ammotype, thisammo);
124                         SetResourceAmount(own, ammotype, ownderammo - thisammo);
125
126                         switch (ammotype)
127                         {
128                                 case RESOURCE_SHELLS:  s = sprintf("%s and %d shells", s, thisammo);  break;
129                                 case RESOURCE_BULLETS: s = sprintf("%s and %d nails", s, thisammo);   break;
130                                 case RESOURCE_ROCKETS: s = sprintf("%s and %d rockets", s, thisammo); break;
131                                 case RESOURCE_CELLS:   s = sprintf("%s and %d cells", s, thisammo);   break;
132                                 case RESOURCE_PLASMA:  s = sprintf("%s and %d plasma", s, thisammo);  break;
133                                 case RESOURCE_FUEL:    s = sprintf("%s and %d fuel", s, thisammo);    break;
134                         }
135
136                         s = substring(s, 5, -1);
137                 }
138                 return s;
139         }
140 }
141
142 bool W_IsWeaponThrowable(entity this, int w)
143 {
144         if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this, w))
145                 return false;
146         if (!autocvar_g_pickup_items)
147                 return false;
148         if (g_weaponarena)
149                 return 0;
150     if(w == WEP_Null.m_id)
151         return false;
152
153         #if 0
154         if(start_weapons & WepSet_FromWeapon(Weapons_from(w)))
155         {
156                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
157                 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
158                         return false;
159                 if((Weapons_from(w)).ammo_type == RESOURCE_NONE)
160                         return false;
161         }
162         return true;
163         #else
164         return (Weapons_from(w)).weaponthrowable;
165         #endif
166 }
167
168 // toss current weapon
169 void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, float doreduce)
170 {
171         Weapon w = this.(weaponentity).m_weapon;
172         if (w == WEP_Null)
173                 return; // just in case
174         if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this, this.(weaponentity)))
175                 return;
176         if(!autocvar_g_weapon_throwable)
177                 return;
178         if(this.(weaponentity).state != WS_READY)
179                 return;
180         if(!W_IsWeaponThrowable(this, w.m_id))
181                 return;
182
183         WepSet set = WepSet_FromWeapon(w);
184         if(!(this.weapons & set)) return;
185         this.weapons &= ~set;
186
187         W_SwitchWeapon_Force(this, w_getbestweapon(this, weaponentity), weaponentity);
188         string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo, weaponentity);
189
190         if(!a) return;
191         Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
192 }
193
194 void SpawnThrownWeapon(entity this, vector org, Weapon wep, .entity weaponentity)
195 {
196         //entity wep = this.(weaponentity).m_weapon;
197
198         if(this.weapons & WepSet_FromWeapon(wep))
199                 if(W_IsWeaponThrowable(this, wep.m_id))
200                         W_ThrowNewWeapon(this, wep.m_id, false, org, randomvec() * 125 + '0 0 200', weaponentity);
201 }