]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/selection.qc
If a weapon doesn't have a team, show it even if it's taken, so players know where...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / selection.qc
index b7eb2fe097e0e169d3cf6a1f9177c0292701dc6c..cdb337d145bb948a877141cd610f4a0b74a58acc 100644 (file)
@@ -1,73 +1,92 @@
 #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"
+#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/state.qh>
+#include <common/mutators/mutator/waypoints/waypointsprites.qh>
 
 // switch between weapons
 void Send_WeaponComplain(entity e, float wpn, float type)
 {
        msg_entity = e;
-       WriteByte(MSG_ONE, SVC_TEMPENTITY);
-       WriteByte(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
+       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;
+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)
+                       continue;
+               entity wp = WaypointSprite_Spawn(
+                       WP_Weapon,
+                       -2, 0,
+                       NULL, it.origin + ('0 0 1' * it.maxs.z) * 1.2,
+                       cl, 0,
+                       NULL, enemy,
+                       0,
+                       RADARICON_NONE
+               );
+               wp.wp_extra = this.m_id;
+       });
+}
 
-       if(time < self.hasweapon_complain_spam)
+bool client_hasweapon(entity this, Weapon wpn, float andammo, bool complain)
+{
+       float f = 0;
+
+       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.m_id && !((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)
-               self.hasweapon_complain_spam = time + 0.2;
+       if (complain)
+               this.hasweapon_complain_spam = time + 0.2;
 
-       if (wpn < WEP_FIRST || wpn > WEP_LAST)
+       if (wpn == WEP_Null)
        {
                if (complain)
-                       sprint(self, "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
                        {
-                               setself(cl);
-                               Weapon w = get_weaponinfo(wpn);
-                               f = w.wr_checkammo1(w) + w.wr_checkammo2(w);
+                               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
-                               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(wpn == WEP_MINE_LAYER)
+                                       IL_EACH(g_mines, it.owner == this,
+                                       {
+                                               f = 1;
+                                               break; // no need to continue
+                                       });
                        }
                        if (!f)
                        {
                                if (complain)
-                               if(IS_REAL_CLIENT(cl))
+                               if(IS_REAL_CLIENT(this))
                                {
-                                       play2(cl, SND(UNAVAILABLE));
-                                       Send_WeaponComplain (cl, wpn, 0);
+                                       play2(this, SND(UNAVAILABLE));
+                                       Send_WeaponComplain (this, wpn.m_id, 0);
                                }
                                return false;
                        }
@@ -80,43 +99,29 @@ float client_hasweapon(entity cl, float wpn, float andammo, float complain)
                // Report Proper Weapon Status / Modified Weapon Ownership Message
                if (weaponsInMap & WepSet_FromWeapon(wpn))
                {
-                       Send_WeaponComplain(cl, wpn, 1);
-
-                       if(autocvar_g_showweaponspawns)
+                       Send_WeaponComplain(this, wpn.m_id, 1);
+                       if(autocvar_g_showweaponspawns < 3)
+                               Weapon_whereis(wpn, this);
+                       else
                        {
-                               entity e;
-
-                               for(e = world; (e = findfloat(e, weapon, wpn)); )
+                               FOREACH(Weapons, it.impulse == wpn.impulse,
                                {
-                                       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;
-                               }
+                                       Weapon_whereis(it, this);
+                               });
                        }
                }
                else
                {
-                       Send_WeaponComplain (cl, wpn, 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;
@@ -126,10 +131,10 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa
        float weaponcur;
        entity wep;
 
-       if(skipmissing || pl.selectweapon == 0)
-               weaponcur = pl.switchweapon;
+       if(skipmissing || this.selectweapon == 0)
+               weaponcur = PS(this).m_switchweapon.m_id;
        else
-               weaponcur = pl.selectweapon;
+               weaponcur = this.selectweapon;
 
        if(dir == 0)
                switchtonext = 1;
@@ -140,30 +145,29 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa
        while(rest != "")
        {
                weaponwant = stof(car(rest)); rest = cdr(rest);
-               wep = get_weaponinfo(weaponwant);
-               wepset = WepSet_FromWeapon(weaponwant);
+               wep = Weapons_from(weaponwant);
+               wepset = wep.m_wepset;
                if(imp >= 0)
                if(wep.impulse != imp)
                        continue;
 
-               float i, have_other = false;
-               for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-               {
+               bool have_other = false;
+               FOREACH(Weapons, it != WEP_Null, {
                        if(i != weaponwant)
-                       if((get_weaponinfo(i)).impulse == imp || imp < 0)
-                       if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i)))
+                       if(it.impulse == imp || imp < 0)
+                       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, weaponwant, true, false))
+               if(!skipmissing || client_hasweapon(this, wep, true, false))
                {
                        if(switchtonext)
                                return weaponwant;
@@ -191,29 +195,28 @@ 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 != "")
                {
                        weaponwant = stof(car(rest)); rest = cdr(rest);
-                       wep = get_weaponinfo(weaponwant);
-                       wepset = WepSet_FromWeapon(weaponwant);
+                       wep = Weapons_from(weaponwant);
+                       wepset = wep.m_wepset;
                        if(imp >= 0)
                                if(wep.impulse != imp)
                                        continue;
 
-                       float i, have_other = false;
-                       for(i = WEP_FIRST; i <= WEP_LAST; ++i)
-                       {
+                       bool have_other = false;
+                       FOREACH(Weapons, it != WEP_Null, {
                                if(i != weaponwant)
-                               if((get_weaponinfo(i)).impulse == imp || imp < 0)
-                               if((pl.weapons & WepSet_FromWeapon(i)) || (weaponsInMap & WepSet_FromWeapon(i)))
+                               if(it.impulse == imp || imp < 0)
+                               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;
@@ -221,7 +224,7 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa
                        --c;
                        if(c == 0)
                        {
-                               client_hasweapon(pl, weaponwant, true, true);
+                               client_hasweapon(this, wep, true, true);
                                break;
                        }
                }
@@ -229,89 +232,97 @@ float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, floa
        return 0;
 }
 
-void W_SwitchWeapon_Force(entity e, float w)
+void W_SwitchWeapon_Force(Player this, Weapon wep)
 {
-       e.cnt = e.switchweapon;
-       e.switchweapon = w;
-       e.selectweapon = w;
+    TC(Player, this); TC(Weapon, wep);
+       this.cnt = PS(this).m_switchweapon.m_id;
+       PS(this).m_switchweapon = wep;
+       this.selectweapon = wep.m_id;
 }
 
 // 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)
-       float w, ww;
-       w = pl.weapon;
-       if(pl.weapons & WepSet_FromWeapon(w))
+       Weapon ww;
+       WepSet set = WepSet_FromWeapon(PS(this).m_weapon);
+       if (this.weapons & set)
        {
-               pl.weapons &= ~WepSet_FromWeapon(w);
-               ww = w_getbestweapon(pl);
-               pl.weapons |= WepSet_FromWeapon(w);
+               this.weapons &= ~set;
+               ww = w_getbestweapon(this);
+               this.weapons |= set;
        }
        else
-               ww = w_getbestweapon(pl);
-       if(ww)
-               W_SwitchWeapon_Force(pl, ww);
+       {
+               ww = w_getbestweapon(this);
+       }
+       if (ww == WEP_Null) return;
+       W_SwitchWeapon_Force(this, ww);
 }
 
-void W_SwitchWeapon(float imp)
-{SELFPARAM();
-       if (self.switchweapon != imp)
+void W_SwitchWeapon(entity this, Weapon w)
+{
+       if (PS(this).m_switchweapon != w)
        {
-               if (client_hasweapon(self, imp, true, true))
-                       W_SwitchWeapon_Force(self, imp);
+               if (client_hasweapon(this, w, true, true))
+                       W_SwitchWeapon_Force(this, w);
                else
-                       self.selectweapon = imp; // update selectweapon ANYWAY
+                       this.selectweapon = w.m_id; // update selectweapon ANYWAY
        }
-       else if(!forbidWeaponUse(self)) {
-               Weapon w = get_weaponinfo(self.weapon);
-               w.wr_reload(w);
+       else if(!forbidWeaponUse(this)) {
+               entity actor = this;
+               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(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(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
-void W_LastWeapon(void)
-{SELFPARAM();
-       if(client_hasweapon(self, self.cnt, true, false))
-               W_SwitchWeapon(self.cnt);
+void W_LastWeapon(entity this)
+{
+       Weapon wep = Weapons_from(this.cnt);
+       if (client_hasweapon(this, wep, true, false))
+               W_SwitchWeapon(this, wep);
        else
-               W_SwitchToOtherWeapon(self);
+               W_SwitchToOtherWeapon(this);
 }