#include "impulse.qh" #include "round_handler.qh" #include "bot/api.qh" #include "weapons/throwing.qh" #include "command/common.qh" #include "cheats.qh" #include "weapons/selection.qh" #include "weapons/tracing.qh" #include "weapons/weaponsystem.qh" #include #include "../common/minigames/sv_minigames.qh" #include #include "../common/vehicles/sv_vehicles.qh" #include "../common/mutators/mutator/waypoints/waypointsprites.qh" .entity vehicle; #define IMPULSE(id) _IMPULSE(IMP_##id) #define _IMPULSE(id) \ void id##_handle(entity this); \ STATIC_INIT_LATE(id) \ { \ id.impulse_handle = id##_handle; \ } \ void id##_handle(entity this) /** * Impulse map: * * 0 reserved (no input) * * 99: loaded * * 140: moving clone * 141: ctf speedrun * 142: fixed clone * 143: emergency teleport * 148: unfairly eliminate * * TODO: * 200 to 209: prev weapon shortcuts * 210 to 219: best weapon shortcuts * 220 to 229: next weapon shortcuts * 230 to 253: individual weapons (up to 24) */ // weapon switching impulses #define X(slot) \ IMPULSE(weapon_group_##slot) \ { \ if (IS_DEAD(this)) \ { \ this.impulse = IMP_weapon_group_##slot.impulse; \ return; \ } \ for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \ { \ .entity weaponentity = weaponentities[wepslot]; \ W_NextWeaponOnImpulse(this, slot, weaponentity); \ if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \ break; \ } \ } X(1) X(2) X(3) X(4) X(5) X(6) X(7) X(8) X(9) X(0) #undef X // custom order weapon cycling #define X(slot, dir) \ IMPULSE(weapon_priority_##slot##_##dir) \ { \ if (this.vehicle) return; \ if (IS_DEAD(this)) \ { \ this.impulse = IMP_weapon_priority_##slot##_##dir.impulse; \ return; \ } \ noref int prev = -1; \ noref int best = 0; \ noref int next = +1; \ for(int wepslot = 0; wepslot < MAX_WEAPONSLOTS; ++wepslot) \ { \ .entity weaponentity = weaponentities[wepslot]; \ W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir, weaponentity); \ if(wepslot == 0 && autocvar_g_weaponswitch_debug != 1) \ break; \ } \ } X(0, prev) X(1, prev) X(2, prev) X(3, prev) X(4, prev) X(5, prev) X(6, prev) X(7, prev) X(8, prev) X(9, prev) X(0, best) X(1, best) X(2, best) X(3, best) X(4, best) X(5, best) X(6, best) X(7, best) X(8, best) X(9, best) X(0, next) X(1, next) X(2, next) X(3, next) X(4, next) X(5, next) X(6, next) X(7, next) X(8, next) X(9, next) #undef X // direct weapons #define X(i) \ IMPULSE(weapon_byid_##i) \ { \ if (this.vehicle) return; \ if (IS_DEAD(this)) \ { \ this.impulse = IMP_weapon_byid_##i.impulse; \ return; \ } \ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) \ { \ .entity weaponentity = weaponentities[slot]; \ W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i), weaponentity); \ if(slot == 0 && autocvar_g_weaponswitch_debug != 1) \ break; \ } \ } X(0) X(1) X(2) X(3) X(4) X(5) X(6) X(7) X(8) X(9) X(10) X(11) X(12) X(13) X(14) X(15) X(16) X(17) X(18) X(19) X(20) X(21) X(22) X(23) #undef X IMPULSE(weapon_next_byid) { if (this.vehicle) return; if (IS_DEAD(this)) { this.impulse = IMP_weapon_next_byid.impulse; return; } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_NextWeapon(this, 0, weaponentity); if(slot == 0 && autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_prev_byid) { if (this.vehicle) return; if (IS_DEAD(this)) { this.impulse = IMP_weapon_prev_byid.impulse; return; } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_PreviousWeapon(this, 0, weaponentity); if(slot == 0 && autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_next_bygroup) { if (this.vehicle) return; if (IS_DEAD(this)) { this.impulse = IMP_weapon_next_bygroup.impulse; return; } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_NextWeapon(this, 1, weaponentity); if(slot == 0 && autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_prev_bygroup) { if (this.vehicle) return; if (IS_DEAD(this)) { this.impulse = IMP_weapon_prev_bygroup.impulse; return; } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_PreviousWeapon(this, 1, weaponentity); if(slot == 0 && autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_next_bypriority) { if (this.vehicle) return; if (IS_DEAD(this)) { this.impulse = IMP_weapon_next_bypriority.impulse; return; } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_NextWeapon(this, 2, weaponentity); if(slot == 0 && autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_prev_bypriority) { if (this.vehicle) return; if (IS_DEAD(this)) { this.impulse = IMP_weapon_prev_bypriority.impulse; return; } for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_PreviousWeapon(this, 2, weaponentity); if(slot == 0 && autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_last) { if (this.vehicle) return; if (IS_DEAD(this)) return; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_LastWeapon(this, weaponentity); if(slot == 0 && autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_best) { if (this.vehicle) return; if (IS_DEAD(this)) return; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_SwitchWeapon(this, w_getbestweapon(this, weaponentity), weaponentity); if(slot == 0 && autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_drop) { if (this.vehicle) return; if (IS_DEAD(this)) return; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; W_ThrowWeapon(this, weaponentity, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true); if(slot == 0 && autocvar_g_weaponswitch_debug != 1) break; } } IMPULSE(weapon_reload) { if (this.vehicle) return; if (IS_DEAD(this)) return; if (forbidWeaponUse(this)) return; entity actor = this; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity weaponentity = weaponentities[slot]; Weapon w = this.(weaponentity).m_weapon; w.wr_reload(w, actor, weaponentity); if(slot == 0 && autocvar_g_weaponswitch_debug != 1) break; } } void ImpulseCommands(entity this) { if (game_stopped) return; int imp = this.impulse; if (!imp) return; this.impulse = 0; if (MinigameImpulse(this, imp)) return; if (timeout_status == TIMEOUT_ACTIVE) return; // don't allow any impulses while the game is paused // allow only weapon change impulses when not in round time if (round_handler_IsActive() && !round_handler_IsRoundStarted()) { #define X(id) case IMP_##id.impulse: switch (imp) { X(weapon_group_0) X(weapon_group_1) X(weapon_group_2) X(weapon_group_3) X(weapon_group_4) X(weapon_group_5) X(weapon_group_6) X(weapon_group_7) X(weapon_group_8) X(weapon_group_9) X(weapon_next_byid) X(weapon_prev_byid) X(weapon_next_bygroup) X(weapon_prev_bygroup) X(weapon_next_bypriority) X(weapon_prev_bypriority) X(weapon_last) X(weapon_best) X(weapon_reload) X(weapon_priority_0_prev) X(weapon_priority_1_prev) X(weapon_priority_2_prev) X(weapon_priority_3_prev) X(weapon_priority_4_prev) X(weapon_priority_5_prev) X(weapon_priority_6_prev) X(weapon_priority_7_prev) X(weapon_priority_8_prev) X(weapon_priority_9_prev) X(weapon_priority_0_next) X(weapon_priority_1_next) X(weapon_priority_2_next) X(weapon_priority_3_next) X(weapon_priority_4_next) X(weapon_priority_5_next) X(weapon_priority_6_next) X(weapon_priority_7_next) X(weapon_priority_8_next) X(weapon_priority_9_next) X(weapon_priority_0_best) X(weapon_priority_1_best) X(weapon_priority_2_best) X(weapon_priority_3_best) X(weapon_priority_4_best) X(weapon_priority_5_best) X(weapon_priority_6_best) X(weapon_priority_7_best) X(weapon_priority_8_best) X(weapon_priority_9_best) X(weapon_byid_0) X(weapon_byid_1) X(weapon_byid_2) X(weapon_byid_3) X(weapon_byid_4) X(weapon_byid_5) X(weapon_byid_6) X(weapon_byid_7) X(weapon_byid_8) X(weapon_byid_9) X(weapon_byid_10) X(weapon_byid_11) X(weapon_byid_12) X(weapon_byid_13) X(weapon_byid_14) X(weapon_byid_15) X(weapon_byid_16) X(weapon_byid_17) X(weapon_byid_18) X(weapon_byid_19) X(weapon_byid_20) X(weapon_byid_21) X(weapon_byid_22) X(weapon_byid_23) break; default: return; } #undef X } if (vehicle_impulse(this, imp)) return; if (CheatImpulse(this, imp)) return; FOREACH(IMPULSES, it.impulse == imp, { void(entity) f = it.impulse_handle; if (!f) continue; f(this); return; }); } IMPULSE(use) { PlayerUseKey(this); } IMPULSE(waypoint_personal_here) { entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this, this.origin, RADARICON_WAYPOINT); if (wp) WaypointSprite_Ping(wp); sprint(this, "personal waypoint spawned at location\n"); } IMPULSE(waypoint_personal_crosshair) { WarpZone_crosshair_trace(this); entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this, trace_endpos, RADARICON_WAYPOINT); if (wp) WaypointSprite_Ping(wp); sprint(this, "personal waypoint spawned at crosshair\n"); } IMPULSE(waypoint_personal_death) { if (!this.death_origin) return; entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this, this.death_origin, RADARICON_WAYPOINT); if (wp) WaypointSprite_Ping(wp); sprint(this, "personal waypoint spawned at death location\n"); } IMPULSE(waypoint_here_follow) { if (!teamplay) return; if (IS_DEAD(this)) return; if (!MUTATOR_CALLHOOK(HelpMePing, this)) { entity wp = WaypointSprite_Attach(WP_Helpme, this, true, RADARICON_HELPME); if (!wp) WaypointSprite_HelpMePing(this.waypointsprite_attachedforcarrier); else WaypointSprite_Ping(wp); } sprint(this, "HELP ME attached\n"); } IMPULSE(waypoint_here_here) { entity wp = WaypointSprite_DeployFixed(WP_Here, false, this, this.origin, RADARICON_HERE); if (wp) WaypointSprite_Ping(wp); sprint(this, "HERE spawned at location\n"); } IMPULSE(waypoint_here_crosshair) { WarpZone_crosshair_trace(this); entity wp = WaypointSprite_DeployFixed(WP_Here, false, this, trace_endpos, RADARICON_HERE); if (wp) WaypointSprite_Ping(wp); sprint(this, "HERE spawned at crosshair\n"); } IMPULSE(waypoint_here_death) { if (!this.death_origin) return; entity wp = WaypointSprite_DeployFixed(WP_Here, false, this, this.death_origin, RADARICON_HERE); if (wp) WaypointSprite_Ping(wp); sprint(this, "HERE spawned at death location\n"); } IMPULSE(waypoint_danger_here) { entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this, this.origin, RADARICON_DANGER); if (wp) WaypointSprite_Ping(wp); sprint(this, "DANGER spawned at location\n"); } IMPULSE(waypoint_danger_crosshair) { WarpZone_crosshair_trace(this); entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this, trace_endpos, RADARICON_DANGER); if (wp) WaypointSprite_Ping(wp); sprint(this, "DANGER spawned at crosshair\n"); } IMPULSE(waypoint_danger_death) { if (!this.death_origin) return; entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this, this.death_origin, RADARICON_DANGER); if (wp) WaypointSprite_Ping(wp); sprint(this, "DANGER spawned at death location\n"); } IMPULSE(waypoint_clear_personal) { WaypointSprite_ClearPersonal(this); if (this.personal) { delete(this.personal); this.personal = NULL; if((g_cts || g_race) && autocvar_g_allow_checkpoints) ClientKill(this); } sprint(this, "personal waypoint cleared\n"); } IMPULSE(waypoint_clear) { WaypointSprite_ClearOwned(this); if (this.personal) { delete(this.personal); this.personal = NULL; if((g_cts || g_race) && autocvar_g_allow_checkpoints) ClientKill(this); } sprint(this, "all waypoints cleared\n"); } vector waypoint_getSymmetricalOrigin(vector org, int ctf_flags) { vector new_org = org; if (fabs(autocvar_g_waypointeditor_symmetrical) == 1) { vector map_center = havocbot_middlepoint; if (autocvar_g_waypointeditor_symmetrical == -1) map_center = autocvar_g_waypointeditor_symmetrical_origin; new_org = Rotate(org - map_center, 360 * DEG2RAD / ctf_flags) + map_center; } else if (fabs(autocvar_g_waypointeditor_symmetrical) == 2) { float m = havocbot_symmetryaxis_equation.x; float q = havocbot_symmetryaxis_equation.y; if (autocvar_g_waypointeditor_symmetrical == -2) { m = autocvar_g_waypointeditor_symmetrical_axis.x; q = autocvar_g_waypointeditor_symmetrical_axis.y; } new_org.x = (1 / (1 + m*m)) * ((1 - m*m) * org.x + 2 * m * org.y - 2 * m * q); new_org.y = (1 / (1 + m*m)) * (2 * m * org.x + (m*m - 1) * org.y + 2 * q); } new_org.z = org.z; return new_org; } IMPULSE(navwaypoint_spawn) { if (!autocvar_g_waypointeditor) return; entity e; vector org = this.origin; int ctf_flags = havocbot_symmetryaxis_equation.z; bool sym = ((autocvar_g_waypointeditor_symmetrical > 0 && ctf_flags >= 2) || (autocvar_g_waypointeditor_symmetrical < 0)); int order = ctf_flags; if(autocvar_g_waypointeditor_symmetrical_order >= 2) { order = autocvar_g_waypointeditor_symmetrical_order; ctf_flags = order; } LABEL(add_wp); e = waypoint_spawn(org, org, 0); waypoint_schedulerelink(e); bprint(strcat("Waypoint spawned at ", vtos(org), "\n")); if(sym) { org = waypoint_getSymmetricalOrigin(e.origin, ctf_flags); if (vdist(org - this.origin, >, 32)) { if(order > 2) order--; else sym = false; goto add_wp; } } } IMPULSE(navwaypoint_remove) { if (!autocvar_g_waypointeditor) return; entity e = navigation_findnearestwaypoint(this, false); int ctf_flags = havocbot_symmetryaxis_equation.z; bool sym = ((autocvar_g_waypointeditor_symmetrical > 0 && ctf_flags >= 2) || (autocvar_g_waypointeditor_symmetrical < 0)); int order = ctf_flags; if(autocvar_g_waypointeditor_symmetrical_order >= 2) { order = autocvar_g_waypointeditor_symmetrical_order; ctf_flags = order; } LABEL(remove_wp); if (!e) return; if (e.wpflags & WAYPOINTFLAG_GENERATED) return; if (e.wphardwired) { LOG_INFO("^1Warning: ^7Removal of hardwired waypoints is not allowed in the editor. Please remove links from/to this waypoint (", vtos(e.origin), ") by hand from maps/", mapname, ".waypoints.hardwired\n"); return; } entity wp_sym = NULL; if (sym) { vector org = waypoint_getSymmetricalOrigin(e.origin, ctf_flags); IL_EACH(g_waypoints, !(it.wpflags & WAYPOINTFLAG_GENERATED), { if(vdist(org - it.origin, <, 3)) { wp_sym = it; break; } }); } bprint(strcat("Waypoint removed at ", vtos(e.origin), "\n")); waypoint_remove(e); if (sym && wp_sym) { e = wp_sym; if(order > 2) order--; else sym = false; goto remove_wp; } } IMPULSE(navwaypoint_relink) { if (!autocvar_g_waypointeditor) return; waypoint_schedulerelinkall(); } IMPULSE(navwaypoint_save) { if (!autocvar_g_waypointeditor) return; waypoint_saveall(); } IMPULSE(navwaypoint_unreachable) { if (!autocvar_g_waypointeditor) return; IL_EACH(g_waypoints, true, { it.colormod = '0.5 0.5 0.5'; it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE); }); entity e2 = navigation_findnearestwaypoint(this, false); navigation_markroutes(this, e2); int j, m; j = 0; m = 0; IL_EACH(g_waypoints, it.wpcost >= 10000000, { LOG_INFO("unreachable: ", etos(it), " ", vtos(it.origin), "\n"); it.colormod_z = 8; it.effects |= EF_NODEPTHTEST | EF_BLUE; ++j; ++m; }); if (j) LOG_INFOF("%d waypoints cannot be reached from here in any way (marked with blue light)\n", j); navigation_markroutes_inverted(e2); j = 0; IL_EACH(g_waypoints, it.wpcost >= 10000000, { LOG_INFO("cannot reach me: ", etos(it), " ", vtos(it.origin), "\n"); it.colormod_x = 8; if (!(it.effects & EF_NODEPTHTEST)) // not already reported before ++m; it.effects |= EF_NODEPTHTEST | EF_RED; ++j; }); if (j) LOG_INFOF("%d waypoints cannot walk to here in any way (marked with red light)\n", j); if (m) LOG_INFOF("%d waypoints have been marked total\n", m); j = 0; IL_EACH(g_spawnpoints, true, { vector org = it.origin; tracebox(it.origin, PL_MIN_CONST, PL_MAX_CONST, it.origin - '0 0 512', MOVE_NOMONSTERS, NULL); setorigin(it, trace_endpos); if (navigation_findnearestwaypoint(it, false)) { setorigin(it, org); it.effects &= ~EF_NODEPTHTEST; it.model = ""; } else { setorigin(it, org); LOG_INFO("spawn without waypoint: ", etos(it), " ", vtos(it.origin), "\n"); it.effects |= EF_NODEPTHTEST; _setmodel(it, this.model); it.frame = this.frame; it.skin = this.skin; it.colormod = '8 0.5 8'; setsize(it, '0 0 0', '0 0 0'); ++j; } }); if (j) LOG_INFOF("%d spawnpoints have no nearest waypoint (marked by player model)\n", j); j = 0; IL_EACH(g_items, true, { it.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE); it.colormod = '0.5 0.5 0.5'; }); IL_EACH(g_items, true, { if (navigation_findnearestwaypoint(it, false)) continue; LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n"); it.effects |= EF_NODEPTHTEST | EF_RED; it.colormod_x = 8; ++j; }); if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked away from (marked with red light)\n", j); j = 0; IL_EACH(g_items, true, { if (navigation_findnearestwaypoint(it, true)) continue; LOG_INFO("item without waypoint: ", etos(it), " ", vtos(it.origin), "\n"); it.effects |= EF_NODEPTHTEST | EF_BLUE; it.colormod_z = 8; ++j; }); if (j) LOG_INFOF("%d items have no nearest waypoint and cannot be walked to (marked with blue light)\n", j); }