]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_impulse.qc
Remove .move_* fields and MOVETYPE_PUSH logic (doesn't work)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_impulse.qc
index 879567b1d6e443191ed52435f109de054942ae4a..517ee3796100c028220a10e0842d64d9f675e7ce 100644 (file)
@@ -1,3 +1,4 @@
+#include "cl_impulse.qh"
 #include "round_handler.qh"
 
 #include "bot/waypoints.qh"
@@ -10,6 +11,8 @@
 #include "weapons/tracing.qh"
 #include "weapons/weaponsystem.qh"
 
+#include <common/state.qh>
+
 #include "../common/minigames/sv_minigames.qh"
 
 #include "../common/weapons/all.qh"
 
 .entity vehicle;
 
-REGISTRY(IMPULSES, 255)
-REGISTER_REGISTRY(IMPULSES)
-REGISTRY_SORT(IMPULSES)
-STATIC_INIT(IMPULSES_renumber)
-{
-       FOREACH(IMPULSES, true, LAMBDA(it.m_id = i));
-}
-REGISTRY_CHECK(IMPULSES)
-
-.void(entity this) impulse_handle;
-
-#define IMPULSE(id, n) _IMPULSE(IMP_##id, n)
-#define _IMPULSE(id, n) \
+#define IMPULSE(id) _IMPULSE(IMP_##id)
+#define _IMPULSE(id) \
        void id##_handle(entity this); \
-       REGISTER(IMPULSES, id, m_id, new(Impulse)) \
+       STATIC_INIT_LATE(id) \
        { \
-               make_pure(this); \
-               this.impulse = n; \
-               this.impulse_handle = id##_handle; \
+               id.impulse_handle = id##_handle; \
        } \
        void id##_handle(entity this)
 
@@ -63,92 +53,213 @@ REGISTRY_CHECK(IMPULSES)
 
 // weapon switching impulses
 
-#define X(slot, imp) \
-       IMPULSE(weapon_group_##slot, imp) \
+#define X(slot) \
+       IMPULSE(weapon_group_##slot) \
+       { \
+               if (IS_DEAD(this)) \
+               { \
+                       this.impulse = IMP_weapon_group_##slot.impulse; \
+                       return; \
+               } \
+               W_NextWeaponOnImpulse(this, slot); \
+       }
+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; \
+               W_CycleWeapon(this, this.cvar_cl_weaponpriorities[slot], dir); \
+       }
+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.deadflag != DEAD_NO) return; \
-               W_NextWeaponOnImpulse(slot); \
+               if (this.vehicle) return; \
+               if (IS_DEAD(this)) \
+               { \
+                       this.impulse = IMP_weapon_byid_##i.impulse; \
+                       return; \
+               } \
+               W_SwitchWeapon(this, Weapons_from(WEP_FIRST + i)); \
        }
-X(1, 1)
-X(2, 2)
-X(3, 3)
-X(4, 4)
-X(5, 5)
-X(6, 6)
-X(7, 7)
-X(8, 8)
-X(9, 9)
-X(0, 14)
+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, 10)
+IMPULSE(weapon_next_byid)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_NextWeapon(0);
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_next_byid.impulse;
+               return;
+       }
+       W_NextWeapon(this, 0);
 }
 
-IMPULSE(weapon_prev_byid, 12)
+IMPULSE(weapon_prev_byid)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_PreviousWeapon(0);
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_prev_byid.impulse;
+               return;
+       }
+       W_PreviousWeapon(this, 0);
 }
 
-IMPULSE(weapon_next_bygroup, 18)
+IMPULSE(weapon_next_bygroup)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_NextWeapon(1);
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_next_bygroup.impulse;
+               return;
+       }
+       W_NextWeapon(this, 1);
 }
-IMPULSE(weapon_prev_bygroup, 19)
+
+IMPULSE(weapon_prev_bygroup)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_PreviousWeapon(1);
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_prev_bygroup.impulse;
+               return;
+       }
+       W_PreviousWeapon(this, 1);
 }
 
-IMPULSE(weapon_next_bypriority, 15)
+IMPULSE(weapon_next_bypriority)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_NextWeapon(2);
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_next_bypriority.impulse;
+               return;
+       }
+       W_NextWeapon(this, 2);
 }
-IMPULSE(weapon_prev_bypriority, 16)
+
+IMPULSE(weapon_prev_bypriority)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_PreviousWeapon(2);
+       if (IS_DEAD(this))
+       {
+               this.impulse = IMP_weapon_prev_bypriority.impulse;
+               return;
+       }
+       W_PreviousWeapon(this, 2);
 }
 
-IMPULSE(weapon_last, 11)
+IMPULSE(weapon_last)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_LastWeapon();
+       if (IS_DEAD(this)) return;
+       W_LastWeapon(this);
 }
 
-IMPULSE(weapon_best, 13)
+IMPULSE(weapon_best)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_SwitchWeapon(w_getbestweapon(this));
+       if (IS_DEAD(this)) return;
+       W_SwitchWeapon(this, w_getbestweapon(this));
 }
 
-IMPULSE(weapon_throw, 17)
+IMPULSE(weapon_drop)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
-       W_ThrowWeapon(W_CalculateProjectileVelocity(this.velocity, v_forward * 750, false), '0 0 0', true);
+       if (IS_DEAD(this)) return;
+       W_ThrowWeapon(this, W_CalculateProjectileVelocity(this, this.velocity, v_forward * 750, false), '0 0 0', true);
 }
 
-IMPULSE(weapon_reload, 20)
+IMPULSE(weapon_reload)
 {
        if (this.vehicle) return;
-       if (this.deadflag != DEAD_NO) return;
+       if (IS_DEAD(this)) return;
        if (forbidWeaponUse(this)) return;
-       Weapon w = Weapons_from(this.weapon);
-       w.wr_reload(w);
+       Weapon w = PS(this).m_weapon;
+       entity actor = this;
+       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
+       w.wr_reload(w, actor, weaponentity);
 }
 
 void ImpulseCommands(entity this)
@@ -159,138 +270,197 @@ void ImpulseCommands(entity this)
        if (!imp) return;
        this.impulse = 0;
 
-       if (this.active_minigame && MinigameImpulse(imp)) return;
+       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())
-               if (imp == 17 || (imp >= 20 && imp < 200) || imp > 253) return;
-
-       if (this.vehicle && this.vehicle.deadflag == DEAD_NO)
        {
-               bool(int) f = this.vehicle.vehicles_impulse;
-               if (f && f(imp)) return;
-               if (vehicle_impulse(imp)) return;
+               #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 (CheatImpulse(imp)) return;
+       if (vehicle_impulse(this, imp)) return;
+
+       if (CheatImpulse(this, imp)) return;
 
        FOREACH(IMPULSES, it.impulse == imp, {
-               it.impulse_handle(this);
+               void(entity) f = it.impulse_handle;
+               if (!f) continue;
+               f(this);
                return;
        });
-
-       if (imp >= 200 && imp <= 229)
-       {
-               if (!this.vehicle && this.deadflag == DEAD_NO)
-               {
-                       // custom order weapon cycling
-                       int i = imp % 10;
-                       int m = (imp - (210 + i));  // <0 for prev, =0 for best, >0 for next
-                       W_CycleWeapon(this.(cvar_cl_weaponpriorities[i]), m);
-               }
-               // else // don't retry, as this can break weaplast bind
-               // this.impulse = imp; // retry in next frame
-       }
-       else if (imp >= WEP_IMPULSE_BEGIN && imp <= WEP_IMPULSE_END)
-       {
-               if (!this.vehicle && this.deadflag == DEAD_NO) W_SwitchWeapon(imp - WEP_IMPULSE_BEGIN + WEP_FIRST);
-               // else // don't retry, as this can break weaplast bind
-               // this.impulse = imp; // retry in next frame
-       }
 }
 
-IMPULSE(use, 21)
+IMPULSE(use)
 {
-       PlayerUseKey();
+       PlayerUseKey(this);
 }
 
-IMPULSE(waypoint_personal_here, 30)
+IMPULSE(waypoint_personal_here)
 {
-       entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this.origin, RADARICON_WAYPOINT);
+       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, 31)
+IMPULSE(waypoint_personal_crosshair)
 {
        WarpZone_crosshair_trace(this);
-       entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, trace_endpos, RADARICON_WAYPOINT);
+       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, 32)
+IMPULSE(waypoint_personal_death)
 {
        if (!this.death_origin) return;
-       entity wp = WaypointSprite_DeployPersonal(WP_Waypoint, this.death_origin, RADARICON_WAYPOINT);
+       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, 33)
+IMPULSE(waypoint_here_follow)
 {
        if (!teamplay) return;
-       if (this.deadflag != DEAD_NO) return;
+       if (IS_DEAD(this)) return;
        if (!MUTATOR_CALLHOOK(HelpMePing, this))
        {
-               entity wp = WaypointSprite_Attach(WP_Helpme, true, RADARICON_HELPME);
+               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, 34)
+IMPULSE(waypoint_here_here)
 {
-       entity wp = WaypointSprite_DeployFixed(WP_Here, false, this.origin, RADARICON_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, 35)
+IMPULSE(waypoint_here_crosshair)
 {
        WarpZone_crosshair_trace(this);
-       entity wp = WaypointSprite_DeployFixed(WP_Here, false, trace_endpos, RADARICON_HERE);
+       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, 36)
+IMPULSE(waypoint_here_death)
 {
        if (!this.death_origin) return;
-       entity wp = WaypointSprite_DeployFixed(WP_Here, false, this.death_origin, RADARICON_HERE);
+       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, 37)
+IMPULSE(waypoint_danger_here)
 {
-       entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this.origin, RADARICON_DANGER);
+       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, 38)
+IMPULSE(waypoint_danger_crosshair)
 {
        WarpZone_crosshair_trace(this);
-       entity wp = WaypointSprite_DeployFixed(WP_Danger, false, trace_endpos, RADARICON_DANGER);
+       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, 39)
+IMPULSE(waypoint_danger_death)
 {
        if (!this.death_origin) return;
-       entity wp = WaypointSprite_DeployFixed(WP_Danger, false, this.death_origin, RADARICON_DANGER);
+       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, 47)
+IMPULSE(waypoint_clear_personal)
 {
-       WaypointSprite_ClearPersonal();
+       WaypointSprite_ClearPersonal(this);
        if (this.personal)
        {
                remove(this.personal);
@@ -299,9 +469,9 @@ IMPULSE(waypoint_clear_personal, 47)
        sprint(this, "personal waypoint cleared\n");
 }
 
-IMPULSE(waypoint_clear_team, 48)
+IMPULSE(waypoint_clear)
 {
-       WaypointSprite_ClearOwned();
+       WaypointSprite_ClearOwned(this);
        if (this.personal)
        {
                remove(this.personal);
@@ -310,14 +480,14 @@ IMPULSE(waypoint_clear_team, 48)
        sprint(this, "all waypoints cleared\n");
 }
 
-IMPULSE(navwaypoint_spawn, 103)
+IMPULSE(navwaypoint_spawn)
 {
        if (!autocvar_g_waypointeditor) return;
        waypoint_schedulerelink(waypoint_spawn(this.origin, this.origin, 0));
        bprint(strcat("Waypoint spawned at ", vtos(this.origin), "\n"));
 }
 
-IMPULSE(navwaypoint_remove, 104)
+IMPULSE(navwaypoint_remove)
 {
        if (!autocvar_g_waypointeditor) return;
        entity e = navigation_findnearestwaypoint(this, false);
@@ -327,19 +497,19 @@ IMPULSE(navwaypoint_remove, 104)
        waypoint_remove(e);
 }
 
-IMPULSE(navwaypoint_relink, 105)
+IMPULSE(navwaypoint_relink)
 {
        if (!autocvar_g_waypointeditor) return;
        waypoint_schedulerelinkall();
 }
 
-IMPULSE(navwaypoint_save, 106)
+IMPULSE(navwaypoint_save)
 {
        if (!autocvar_g_waypointeditor) return;
        waypoint_saveall();
 }
 
-IMPULSE(navwaypoint_debug, 107)
+IMPULSE(navwaypoint_unreachable)
 {
        if (!autocvar_g_waypointeditor) return;
        for (entity e = findchain(classname, "waypoint"); e; e = e.chain)
@@ -348,7 +518,7 @@ IMPULSE(navwaypoint_debug, 107)
                e.effects &= ~(EF_NODEPTHTEST | EF_RED | EF_BLUE);
        }
        entity e2 = navigation_findnearestwaypoint(this, false);
-       navigation_markroutes(e2);
+       navigation_markroutes(this, e2);
 
        int i, m;
 
@@ -384,7 +554,7 @@ IMPULSE(navwaypoint_debug, 107)
        for (entity e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
        {
                vector org = e.origin;
-               tracebox(e.origin, PL_MIN, PL_MAX, e.origin - '0 0 512', MOVE_NOMONSTERS, world);
+               tracebox(e.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), e.origin - '0 0 512', MOVE_NOMONSTERS, NULL);
                setorigin(e, trace_endpos);
                if (navigation_findnearestwaypoint(e, false))
                {