]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/selection.qc
Make it compile without XONOTIC defined
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / selection.qc
index 27d35643de1415f389a6ed61819ce3f22983e69c..539371a53cbe9c94b87e388deac95b290d1850cd 100644 (file)
@@ -3,9 +3,10 @@
 #include "weaponsystem.qh"
 #include <common/t_items.qh>
 #include <common/constants.qh>
+#include <common/net_linked.qh>
 #include <common/util.qh>
 #include <common/items/item.qh>
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
 #include <common/state.qh>
 #include <common/mutators/mutator/waypoints/waypointsprites.qh>
 
@@ -21,15 +22,13 @@ void Send_WeaponComplain(entity e, float wpn, float type)
 void Weapon_whereis(Weapon this, entity cl)
 {
        if (!autocvar_g_showweaponspawns) return;
-       for (entity it = NULL; (it = findfloat(it, weapon, this.m_id)); )
+       IL_EACH(g_items, it.weapon == this.m_id,
        {
                if (it.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2)
                        continue;
-               if (!(it.flags & FL_ITEM))
-                       continue;
                entity wp = WaypointSprite_Spawn(
                        WP_Weapon,
-                       1, 0,
+                       -2, 0,
                        NULL, it.origin + ('0 0 1' * it.maxs.z) * 1.2,
                        cl, 0,
                        NULL, enemy,
@@ -37,46 +36,45 @@ void Weapon_whereis(Weapon this, entity cl)
                        RADARICON_NONE
                );
                wp.wp_extra = this.m_id;
-       }
+       });
 }
 
-bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain)
+bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain)
 {
-    SELFPARAM();
        float f = 0;
 
-       if (time < cl.hasweapon_complain_spam)
+       if (time < this.hasweapon_complain_spam)
                complain = 0;
 
        // ignore hook button when using other offhand equipment
-       if (cl.offhand != OFFHAND_HOOK)
-       if (wpn == WEP_HOOK && !((cl.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
+       if (this.offhand != OFFHAND_HOOK)
+       if (wpn == WEP_HOOK && !((this.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
            complain = 0;
 
        if (complain)
-               cl.hasweapon_complain_spam = time + 0.2;
+               this.hasweapon_complain_spam = time + 0.2;
 
        if (wpn == WEP_Null)
        {
                if (complain)
-                       sprint(cl, "Invalid weapon\n");
+                       sprint(this, "Invalid weapon\n");
                return false;
        }
-       if (cl.weapons & WepSet_FromWeapon(wpn))
+       if (this.weapons & WepSet_FromWeapon(wpn))
        {
                if (andammo)
                {
-                       if(cl.items & IT_UNLIMITED_WEAPON_AMMO)
+                       if(this.items & IT_UNLIMITED_WEAPON_AMMO)
                        {
                                f = 1;
                        }
                        else
                        {
-                               WITHSELF(cl, f = wpn.wr_checkammo1(wpn) + wpn.wr_checkammo2(wpn));
+                               f = wpn.wr_checkammo1(wpn, this) + wpn.wr_checkammo2(wpn, this);
 
                                // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
                                if(wpn == WEP_MINE_LAYER)
-                                       FOREACH_ENTITY_CLASS("mine", it.owner == cl,
+                                       IL_EACH(g_mines, it.owner == this,
                                        {
                                                f = 1;
                                                break; // no need to continue
@@ -85,10 +83,10 @@ bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain)
                        if (!f)
                        {
                                if (complain)
-                               if(IS_REAL_CLIENT(cl))
+                               if(IS_REAL_CLIENT(this))
                                {
-                                       play2(cl, SND(UNAVAILABLE));
-                                       Send_WeaponComplain (cl, wpn.m_id, 0);
+                                       play2(this, SND(UNAVAILABLE));
+                                       Send_WeaponComplain (this, wpn.m_id, 0);
                                }
                                return false;
                        }
@@ -101,21 +99,29 @@ bool client_hasweapon(entity cl, Weapon wpn, float andammo, bool complain)
                // Report Proper Weapon Status / Modified Weapon Ownership Message
                if (weaponsInMap & WepSet_FromWeapon(wpn))
                {
-                       Send_WeaponComplain(cl, wpn.m_id, 1);
-                       Weapon_whereis(wpn, cl);
+                       Send_WeaponComplain(this, wpn.m_id, 1);
+                       if(autocvar_g_showweaponspawns < 3)
+                               Weapon_whereis(wpn, this);
+                       else
+                       {
+                               FOREACH(Weapons, it.impulse == wpn.impulse,
+                               {
+                                       Weapon_whereis(it, this);
+                               });
+                       }
                }
                else
                {
-                       Send_WeaponComplain (cl, wpn.m_id, 2);
+                       Send_WeaponComplain (this, wpn.m_id, 2);
                }
 
-               play2(cl, SND(UNAVAILABLE));
+               play2(this, SND(UNAVAILABLE));
        }
        return false;
 }
 
-float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
-{SELFPARAM();
+float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing)
+{
        // 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;
@@ -125,10 +131,10 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa
        float weaponcur;
        entity wep;
 
-       if(skipmissing || pl.selectweapon == 0)
-               weaponcur = PS(pl).m_switchweapon.m_id;
+       if(skipmissing || this.selectweapon == 0)
+               weaponcur = PS(this).m_switchweapon.m_id;
        else
-               weaponcur = pl.selectweapon;
+               weaponcur = this.selectweapon;
 
        if(dir == 0)
                switchtonext = 1;
@@ -149,19 +155,19 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa
                FOREACH(Weapons, it != WEP_Null, {
                        if(i != weaponwant)
                        if(it.impulse == imp || imp < 0)
-                       if((pl.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
+                       if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
                                have_other = true;
                });
 
                // skip weapons we don't own that aren't normal and aren't in the map
-               if(!(pl.weapons & wepset))
+               if(!(this.weapons & wepset))
                if(!(weaponsInMap & wepset))
                if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
                        continue;
 
                ++c;
 
-               if(!skipmissing || client_hasweapon(pl, wep, true, false))
+               if(!skipmissing || client_hasweapon(this, wep, true, false))
                {
                        if(switchtonext)
                                return weaponwant;
@@ -189,8 +195,8 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa
        // complain (but only for one weapon on the button that has been pressed)
        if(complain)
        {
-               self.weaponcomplainindex += 1;
-               c = (self.weaponcomplainindex % c) + 1;
+               this.weaponcomplainindex += 1;
+               c = (this.weaponcomplainindex % c) + 1;
                rest = weaponorder;
                while(rest != "")
                {
@@ -205,12 +211,12 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa
                        FOREACH(Weapons, it != WEP_Null, {
                                if(i != weaponwant)
                                if(it.impulse == imp || imp < 0)
-                               if((pl.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
+                               if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
                                        have_other = true;
                        });
 
                        // skip weapons we don't own that aren't normal and aren't in the map
-                       if(!(pl.weapons & wepset))
+                       if(!(this.weapons & wepset))
                        if(!(weaponsInMap & wepset))
                        if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
                                continue;
@@ -218,7 +224,7 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa
                        --c;
                        if(c == 0)
                        {
-                               client_hasweapon(pl, wep, true, true);
+                               client_hasweapon(this, wep, true, true);
                                break;
                        }
                }
@@ -235,77 +241,80 @@ void W_SwitchWeapon_Force(Player this, Weapon wep)
 }
 
 // perform weapon to attack (weaponstate and attack_finished check is here)
-void W_SwitchToOtherWeapon(entity pl)
+void W_SwitchToOtherWeapon(entity this)
 {
        // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
        Weapon ww;
-       WepSet set = WepSet_FromWeapon(PS(pl).m_weapon);
-       if (pl.weapons & set)
+       WepSet set = WepSet_FromWeapon(PS(this).m_weapon);
+       if (this.weapons & set)
        {
-               pl.weapons &= ~set;
-               ww = w_getbestweapon(pl);
-               pl.weapons |= set;
+               this.weapons &= ~set;
+               ww = w_getbestweapon(this);
+               this.weapons |= set;
        }
        else
        {
-               ww = w_getbestweapon(pl);
+               ww = w_getbestweapon(this);
        }
        if (ww == WEP_Null) return;
-       W_SwitchWeapon_Force(pl, ww);
+       W_SwitchWeapon_Force(this, ww);
 }
 
-void W_SwitchWeapon(Weapon w)
-{SELFPARAM();
-       if (PS(self).m_switchweapon != w)
+void W_SwitchWeapon(entity this, Weapon w)
+{
+       if (PS(this).m_switchweapon != w)
        {
-               if (client_hasweapon(self, w, true, true))
-                       W_SwitchWeapon_Force(self, w);
+               if (client_hasweapon(this, w, true, true))
+                       W_SwitchWeapon_Force(this, w);
                else
-                       self.selectweapon = w.m_id; // update selectweapon ANYWAY
+                       this.selectweapon = w.m_id; // update selectweapon ANYWAY
        }
-       else if(!forbidWeaponUse(self)) {
+       else if(!forbidWeaponUse(this)) {
                entity actor = this;
-               .entity weaponentity = weaponentities[0]; // TODO: unhardcode
-               w.wr_reload(w, actor, weaponentity);
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               {
+                       .entity weaponentity = weaponentities[slot];
+                       w.wr_reload(w, actor, weaponentity);
+               }
        }
 }
 
-void W_CycleWeapon(string weaponorder, float dir)
-{SELFPARAM();
+void W_CycleWeapon(entity this, string weaponorder, float dir)
+{
        float w;
-       w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, true);
+       w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true);
        if(w > 0)
-               W_SwitchWeapon(Weapons_from(w));
+               W_SwitchWeapon(this, Weapons_from(w));
 }
 
-void W_NextWeaponOnImpulse(float imp)
-{SELFPARAM();
+void W_NextWeaponOnImpulse(entity this, float imp)
+{
        float w;
-       w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
+       w = W_GetCycleWeapon(this, this.cvar_cl_weaponpriority, +1, imp, 1, (this.cvar_cl_weaponimpulsemode == 0));
        if(w > 0)
-               W_SwitchWeapon(Weapons_from(w));
+               W_SwitchWeapon(this, Weapons_from(w));
 }
 
 // next weapon
-void W_NextWeapon(float list)
-{SELFPARAM();
+void W_NextWeapon(entity this, int list)
+{
        if(list == 0)
-               W_CycleWeapon(weaponorder_byid, -1);
+               W_CycleWeapon(this, weaponorder_byid, -1);
        else if(list == 1)
-               W_CycleWeapon(self.weaponorder_byimpulse, -1);
+               W_CycleWeapon(this, this.weaponorder_byimpulse, -1);
        else if(list == 2)
-               W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
+               W_CycleWeapon(this, this.cvar_cl_weaponpriority, -1);
 }
 
 // prev weapon
-void W_PreviousWeapon(float list)
-{SELFPARAM();
+void W_PreviousWeapon(entity this, float list)
+{
        if(list == 0)
-               W_CycleWeapon(weaponorder_byid, +1);
+               W_CycleWeapon(this, weaponorder_byid, +1);
        else if(list == 1)
-               W_CycleWeapon(self.weaponorder_byimpulse, +1);
+               W_CycleWeapon(this, this.weaponorder_byimpulse, +1);
        else if(list == 2)
-               W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
+               W_CycleWeapon(this, this.cvar_cl_weaponpriority, +1);
 }
 
 // previously used if exists and has ammo, (second) best otherwise
@@ -313,7 +322,7 @@ void W_LastWeapon(entity this)
 {
        Weapon wep = Weapons_from(this.cnt);
        if (client_hasweapon(this, wep, true, false))
-               W_SwitchWeapon(wep);
+               W_SwitchWeapon(this, wep);
        else
                W_SwitchToOtherWeapon(this);
 }