#include "selection.qh" #include "weaponsystem.qh" #include "../t_items.qh" #include "../../common/constants.qh" #include "../../common/util.qh" #include "../../common/items/item.qh" #include "../../common/weapons/all.qh" #include "../../common/mutators/mutator/waypoints/waypointsprites.qh" // switch between weapons void Send_WeaponComplain(entity e, float wpn, float type) { msg_entity = e; WriteHeader(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN); WriteByte(MSG_ONE, wpn); WriteByte(MSG_ONE, type); } float client_hasweapon(entity cl, float wpn, float andammo, float complain) {SELFPARAM(); float f; if(time < self.hasweapon_complain_spam) complain = 0; // ignore hook button when using other offhand equipment if (cl.offhand != OFFHAND_HOOK) if (wpn == WEP_HOOK.m_id && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn))) complain = 0; if(complain) self.hasweapon_complain_spam = time + 0.2; if (wpn < WEP_FIRST || wpn > WEP_LAST) { if (complain) sprint(self, "Invalid weapon\n"); return false; } if (cl.weapons & WepSet_FromWeapon(wpn)) { if (andammo) { if(cl.items & IT_UNLIMITED_WEAPON_AMMO) { f = 1; } else { setself(cl); Weapon w = get_weaponinfo(wpn); f = w.wr_checkammo1(w) + w.wr_checkammo2(w); // always allow selecting the Mine Layer if we placed mines, so that we can detonate them entity mine; if(wpn == WEP_MINE_LAYER.m_id) for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self) f = 1; setself(this); } if (!f) { if (complain) if(IS_REAL_CLIENT(cl)) { play2(cl, SND(UNAVAILABLE)); Send_WeaponComplain (cl, wpn, 0); } return false; } } return true; } if (complain) { // DRESK - 3/16/07 // Report Proper Weapon Status / Modified Weapon Ownership Message if (weaponsInMap & WepSet_FromWeapon(wpn)) { Send_WeaponComplain(cl, wpn, 1); if(autocvar_g_showweaponspawns) { entity e; for(e = world; (e = findfloat(e, weapon, wpn)); ) { if(e.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2) continue; if(!(e.flags & FL_ITEM)) continue; entity wp = WaypointSprite_Spawn( WP_Weapon, 1, 0, world, e.origin + ('0 0 1' * e.maxs.z) * 1.2, self, 0, world, enemy, 0, RADARICON_NONE ); wp.wp_extra = wpn; } } } else { Send_WeaponComplain (cl, wpn, 2); } play2(cl, SND(UNAVAILABLE)); } return false; } float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing) {SELFPARAM(); // We cannot tokenize in this function, as GiveItems calls this // function. Thus we must use car/cdr. float weaponwant, first_valid, prev_valid, switchtonext, switchtolast; WepSet wepset = '0 0 0'; switchtonext = switchtolast = 0; first_valid = prev_valid = 0; float weaponcur; entity wep; if(skipmissing || pl.selectweapon == 0) weaponcur = pl.switchweapon; else weaponcur = pl.selectweapon; if(dir == 0) switchtonext = 1; int c = 0; string rest = weaponorder; while(rest != "") { weaponwant = stof(car(rest)); rest = cdr(rest); wep = get_weaponinfo(weaponwant); wepset = WepSet_FromWeapon(weaponwant); if(imp >= 0) if(wep.impulse != imp) continue; float i, have_other = false; for(i = WEP_FIRST; i <= WEP_LAST; ++i) { if(i != weaponwant) if((get_weaponinfo(i)).impulse == imp || imp < 0) if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i))) have_other = true; } // skip weapons we don't own that aren't normal and aren't in the map if(!(pl.weapons & wepset)) if(!(weaponsInMap & wepset)) if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other) continue; ++c; if(!skipmissing || client_hasweapon(pl, weaponwant, true, false)) { if(switchtonext) return weaponwant; if(!first_valid) first_valid = weaponwant; if(weaponwant == weaponcur) { if(dir >= 0) switchtonext = 1; else if(prev_valid) return prev_valid; else switchtolast = 1; } prev_valid = weaponwant; } } if(first_valid) { if(switchtolast) return prev_valid; else return first_valid; } // complain (but only for one weapon on the button that has been pressed) if(complain) { self.weaponcomplainindex += 1; c = (self.weaponcomplainindex % c) + 1; rest = weaponorder; while(rest != "") { weaponwant = stof(car(rest)); rest = cdr(rest); wep = get_weaponinfo(weaponwant); wepset = WepSet_FromWeapon(weaponwant); if(imp >= 0) if(wep.impulse != imp) continue; float i, have_other = false; for(i = WEP_FIRST; i <= WEP_LAST; ++i) { if(i != weaponwant) if((get_weaponinfo(i)).impulse == imp || imp < 0) if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i))) have_other = true; } // skip weapons we don't own that aren't normal and aren't in the map if(!(pl.weapons & wepset)) if(!(weaponsInMap & wepset)) if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other) continue; --c; if(c == 0) { client_hasweapon(pl, weaponwant, true, true); break; } } } return 0; } void W_SwitchWeapon_Force(entity e, float w) { e.cnt = e.switchweapon; e.switchweapon = w; e.selectweapon = w; } // perform weapon to attack (weaponstate and attack_finished check is here) void W_SwitchToOtherWeapon(entity pl) { // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway) float w, ww; w = pl.weapon; if(pl.weapons & WepSet_FromWeapon(w)) { pl.weapons &= ~WepSet_FromWeapon(w); ww = w_getbestweapon(pl); pl.weapons |= WepSet_FromWeapon(w); } else ww = w_getbestweapon(pl); if(ww) W_SwitchWeapon_Force(pl, ww); } void W_SwitchWeapon(float imp) {SELFPARAM(); if (self.switchweapon != imp) { if (client_hasweapon(self, imp, true, true)) W_SwitchWeapon_Force(self, imp); else self.selectweapon = imp; // update selectweapon ANYWAY } else if(!forbidWeaponUse(self)) { Weapon w = get_weaponinfo(self.weapon); w.wr_reload(w); } } void W_CycleWeapon(string weaponorder, float dir) {SELFPARAM(); float w; w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, true); if(w > 0) W_SwitchWeapon(w); } void W_NextWeaponOnImpulse(float imp) {SELFPARAM(); float w; w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0)); if(w > 0) W_SwitchWeapon(w); } // next weapon void W_NextWeapon(float list) {SELFPARAM(); if(list == 0) W_CycleWeapon(weaponorder_byid, -1); else if(list == 1) W_CycleWeapon(self.weaponorder_byimpulse, -1); else if(list == 2) W_CycleWeapon(self.cvar_cl_weaponpriority, -1); } // prev weapon void W_PreviousWeapon(float list) {SELFPARAM(); if(list == 0) W_CycleWeapon(weaponorder_byid, +1); else if(list == 1) W_CycleWeapon(self.weaponorder_byimpulse, +1); else if(list == 2) W_CycleWeapon(self.cvar_cl_weaponpriority, +1); } // previously used if exists and has ammo, (second) best otherwise void W_LastWeapon(void) {SELFPARAM(); if(client_hasweapon(self, self.cnt, true, false)) W_SwitchWeapon(self.cnt); else W_SwitchToOtherWeapon(self); }