]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/selection.qc
When using specific weapon binds, if the player doesn't have the weapon, attempt...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / selection.qc
index cdb337d145bb948a877141cd610f4a0b74a58acc..baee4ac532888599a7e3ff786bbeceb8363e6a60 100644 (file)
@@ -2,6 +2,7 @@
 
 #include "weaponsystem.qh"
 #include <common/t_items.qh>
+#include <server/items.qh>
 #include <common/constants.qh>
 #include <common/net_linked.qh>
 #include <common/util.qh>
@@ -9,6 +10,7 @@
 #include <common/weapons/_all.qh>
 #include <common/state.qh>
 #include <common/mutators/mutator/waypoints/waypointsprites.qh>
+#include <common/wepent.qh>
 
 // switch between weapons
 void Send_WeaponComplain(entity e, float wpn, float type)
@@ -24,8 +26,10 @@ void Weapon_whereis(Weapon this, entity cl)
        if (!autocvar_g_showweaponspawns) return;
        IL_EACH(g_items, it.weapon == this.m_id && (!it.team || (it.ItemStatus & ITS_AVAILABLE)),
        {
-               if (it.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2)
+               if (Item_IsLoot(it) && (autocvar_g_showweaponspawns < 2))
+               {
                        continue;
+               }
                entity wp = WaypointSprite_Spawn(
                        WP_Weapon,
                        -2, 0,
@@ -39,20 +43,20 @@ void Weapon_whereis(Weapon this, entity cl)
        });
 }
 
-bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain)
+bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain)
 {
        float f = 0;
 
-       if (time < this.hasweapon_complain_spam)
+       if (time < CS(this).hasweapon_complain_spam)
                complain = 0;
 
        // ignore hook button when using other offhand equipment
        if (this.offhand != OFFHAND_HOOK)
-       if (wpn == WEP_HOOK && !((this.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
+       if (wpn == WEP_HOOK && !((STAT(WEAPONS, this) | weaponsInMap) & WepSet_FromWeapon(wpn)))
            complain = 0;
 
        if (complain)
-               this.hasweapon_complain_spam = time + 0.2;
+               CS(this).hasweapon_complain_spam = time + 0.2;
 
        if (wpn == WEP_Null)
        {
@@ -60,7 +64,9 @@ bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain)
                        sprint(this, "Invalid weapon\n");
                return false;
        }
-       if (this.weapons & WepSet_FromWeapon(wpn))
+       if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0 && !(wpn.spawnflags & WEP_FLAG_DUALWIELD) && !(PS(this).dual_weapons & wpn.m_wepset))
+               return false; // no complaints needed
+       if (STAT(WEAPONS, this) & WepSet_FromWeapon(wpn))
        {
                if (andammo)
                {
@@ -70,11 +76,11 @@ bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain)
                        }
                        else
                        {
-                               f = wpn.wr_checkammo1(wpn, this) + wpn.wr_checkammo2(wpn, this);
+                               f = wpn.wr_checkammo1(wpn, this, weaponentity) + wpn.wr_checkammo2(wpn, this, weaponentity);
 
                                // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
                                if(wpn == WEP_MINE_LAYER)
-                                       IL_EACH(g_mines, it.owner == this,
+                                       IL_EACH(g_mines, it.owner == this && it.weaponentity_fld == weaponentity,
                                        {
                                                f = 1;
                                                break; // no need to continue
@@ -120,7 +126,7 @@ bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain)
        return false;
 }
 
-float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing)
+float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity)
 {
        // We cannot tokenize in this function, as GiveItems calls this
        // function. Thus we must use car/cdr.
@@ -131,10 +137,10 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
        float weaponcur;
        entity wep;
 
-       if(skipmissing || this.selectweapon == 0)
-               weaponcur = PS(this).m_switchweapon.m_id;
+       if(skipmissing || this.(weaponentity).selectweapon == 0)
+               weaponcur = this.(weaponentity).m_switchweapon.m_id;
        else
-               weaponcur = this.selectweapon;
+               weaponcur = this.(weaponentity).selectweapon;
 
        if(dir == 0)
                switchtonext = 1;
@@ -155,19 +161,19 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
                FOREACH(Weapons, it != WEP_Null, {
                        if(i != weaponwant)
                        if(it.impulse == imp || imp < 0)
-                       if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
+                       if((STAT(WEAPONS, this) & (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(!(this.weapons & wepset))
+               if(!(STAT(WEAPONS, this) & wepset))
                if(!(weaponsInMap & wepset))
                if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
                        continue;
 
                ++c;
 
-               if(!skipmissing || client_hasweapon(this, wep, true, false))
+               if(!skipmissing || client_hasweapon(this, wep, weaponentity, true, false))
                {
                        if(switchtonext)
                                return weaponwant;
@@ -211,12 +217,12 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
                        FOREACH(Weapons, it != WEP_Null, {
                                if(i != weaponwant)
                                if(it.impulse == imp || imp < 0)
-                               if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
+                               if((STAT(WEAPONS, this) & (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(!(this.weapons & wepset))
+                       if(!(STAT(WEAPONS, this) & wepset))
                        if(!(weaponsInMap & wepset))
                        if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
                                continue;
@@ -224,7 +230,7 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
                        --c;
                        if(c == 0)
                        {
-                               client_hasweapon(this, wep, true, true);
+                               client_hasweapon(this, wep, weaponentity, true, true);
                                break;
                        }
                }
@@ -232,97 +238,113 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
        return 0;
 }
 
-void W_SwitchWeapon_Force(Player this, Weapon wep)
+void W_SwitchWeapon_Force(Player this, Weapon wep, .entity weaponentity)
 {
-    TC(Player, this); TC(Weapon, wep);
-       this.cnt = PS(this).m_switchweapon.m_id;
-       PS(this).m_switchweapon = wep;
-       this.selectweapon = wep.m_id;
+       TC(Weapon, wep);
+       this.(weaponentity).cnt = this.(weaponentity).m_switchweapon.m_id;
+       this.(weaponentity).m_switchweapon = wep;
+       this.(weaponentity).selectweapon = wep.m_id;
 }
 
 // perform weapon to attack (weaponstate and attack_finished check is here)
-void W_SwitchToOtherWeapon(entity this)
+void W_SwitchToOtherWeapon(entity this, .entity weaponentity)
 {
        // 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(this).m_weapon);
-       if (this.weapons & set)
+       WepSet set = WepSet_FromWeapon(this.(weaponentity).m_weapon);
+       if (STAT(WEAPONS, this) & set)
        {
-               this.weapons &= ~set;
-               ww = w_getbestweapon(this);
-               this.weapons |= set;
+               STAT(WEAPONS, this) &= ~set;
+               ww = w_getbestweapon(this, weaponentity);
+               STAT(WEAPONS, this) |= set;
        }
        else
        {
-               ww = w_getbestweapon(this);
+               ww = w_getbestweapon(this, weaponentity);
        }
        if (ww == WEP_Null) return;
-       W_SwitchWeapon_Force(this, ww);
+       W_SwitchWeapon_Force(this, ww, weaponentity);
 }
 
-void W_SwitchWeapon(entity this, Weapon w)
+void W_SwitchWeapon(entity this, Weapon w, .entity weaponentity)
 {
-       if (PS(this).m_switchweapon != w)
+       if(this.(weaponentity).m_switchweapon != w)
        {
-               if (client_hasweapon(this, w, true, true))
-                       W_SwitchWeapon_Force(this, w);
+               if(client_hasweapon(this, w, weaponentity, true, true))
+                       W_SwitchWeapon_Force(this, w, weaponentity);
                else
-                       this.selectweapon = w.m_id; // update selectweapon ANYWAY
+                       this.(weaponentity).selectweapon = w.m_id; // update selectweapon anyway
        }
-       else if(!forbidWeaponUse(this)) {
+       else if(!forbidWeaponUse(this))
+       {
                entity actor = this;
-               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               w.wr_reload(w, actor, weaponentity);
+       }
+}
+
+void W_SwitchWeapon_TryOthers(entity this, Weapon w, .entity weaponentity)
+{
+       if(this.(weaponentity).m_switchweapon != w)
+       {
+               if(client_hasweapon(this, w, weaponentity, true, true)) // NOTE: still complains
+                       W_SwitchWeapon_Force(this, w, weaponentity);
+               else
                {
-                       .entity weaponentity = weaponentities[slot];
-                       w.wr_reload(w, actor, weaponentity);
+                       this.(weaponentity).selectweapon = w.m_id; // update selectweapon anyway
+                       W_NextWeaponOnImpulse(this, w.impulse, weaponentity);
                }
        }
+       else if(!forbidWeaponUse(this))
+       {
+               entity actor = this;
+               w.wr_reload(w, actor, weaponentity);
+       }
 }
 
-void W_CycleWeapon(entity this, string weaponorder, float dir)
+void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity)
 {
        float w;
-       w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true);
+       w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true, weaponentity);
        if(w > 0)
-               W_SwitchWeapon(this, Weapons_from(w));
+               W_SwitchWeapon(this, Weapons_from(w), weaponentity);
 }
 
-void W_NextWeaponOnImpulse(entity this, float imp)
+void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity)
 {
        float w;
-       w = W_GetCycleWeapon(this, this.cvar_cl_weaponpriority, +1, imp, 1, (this.cvar_cl_weaponimpulsemode == 0));
+       w = W_GetCycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, imp, 1, (CS(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
        if(w > 0)
-               W_SwitchWeapon(this, Weapons_from(w));
+               W_SwitchWeapon(this, Weapons_from(w), weaponentity);
 }
 
 // next weapon
-void W_NextWeapon(entity this, int list)
+void W_NextWeapon(entity this, int list, .entity weaponentity)
 {
        if(list == 0)
-               W_CycleWeapon(this, weaponorder_byid, -1);
+               W_CycleWeapon(this, weaponorder_byid, -1, weaponentity);
        else if(list == 1)
-               W_CycleWeapon(this, this.weaponorder_byimpulse, -1);
+               W_CycleWeapon(this, CS(this).weaponorder_byimpulse, -1, weaponentity);
        else if(list == 2)
-               W_CycleWeapon(this, this.cvar_cl_weaponpriority, -1);
+               W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, -1, weaponentity);
 }
 
 // prev weapon
-void W_PreviousWeapon(entity this, float list)
+void W_PreviousWeapon(entity this, float list, .entity weaponentity)
 {
        if(list == 0)
-               W_CycleWeapon(this, weaponorder_byid, +1);
+               W_CycleWeapon(this, weaponorder_byid, +1, weaponentity);
        else if(list == 1)
-               W_CycleWeapon(this, this.weaponorder_byimpulse, +1);
+               W_CycleWeapon(this, CS(this).weaponorder_byimpulse, +1, weaponentity);
        else if(list == 2)
-               W_CycleWeapon(this, this.cvar_cl_weaponpriority, +1);
+               W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, weaponentity);
 }
 
 // previously used if exists and has ammo, (second) best otherwise
-void W_LastWeapon(entity this)
+void W_LastWeapon(entity this, .entity weaponentity)
 {
-       Weapon wep = Weapons_from(this.cnt);
-       if (client_hasweapon(this, wep, true, false))
-               W_SwitchWeapon(this, wep);
+       Weapon wep = Weapons_from(this.(weaponentity).cnt);
+       if (client_hasweapon(this, wep, weaponentity, true, false))
+               W_SwitchWeapon(this, wep, weaponentity);
        else
-               W_SwitchToOtherWeapon(this);
+               W_SwitchToOtherWeapon(this, weaponentity);
 }