]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Make it compile without XONOTIC defined
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index f44b3929013c2a5929abed8cb8add8679145017e..c0d302e2232123e9e3c049eed1965f27d750cf7b 100644 (file)
@@ -3,15 +3,16 @@
 #include "selection.qh"
 
 #include "../command/common.qh"
-#include "../mutators/all.qh"
+#include "../mutators/_mod.qh"
 #include "../round_handler.qh"
 #include <common/t_items.qh>
 #include <common/animdecide.qh>
 #include <common/constants.qh>
-#include <common/monsters/all.qh>
+#include <common/net_linked.qh>
+#include <common/monsters/_mod.qh>
 #include <common/notifications/all.qh>
 #include <common/util.qh>
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
 #include <common/state.qh>
 #include <lib/csqcmodel/sv_model.qh>
 
 
 .float weapon_frametime;
 
-float W_WeaponRateFactor()
+float W_WeaponRateFactor(entity this)
 {
-       float t = 1.0 / g_weaponratefactor;
+       float t = 1;
+       if(g_weaponratefactor > 0)
+               t = 1.0 / g_weaponratefactor;
 
-       MUTATOR_CALLHOOK(WeaponRateFactor, t);
-       t = weapon_rate;
+       MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
+       t = M_ARGV(0, float);
 
        return t;
 }
 
-float W_WeaponSpeedFactor()
+float W_WeaponSpeedFactor(entity this)
 {
        float t = 1.0 * g_weaponspeedfactor;
 
-       MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
-       t = ret_float;
+       MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
+       t = M_ARGV(0, float);
 
        return t;
 }
 
 
-bool CL_Weaponentity_CustomizeEntityForClient()
+bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
 {
-       SELFPARAM();
        this.viewmodelforclient = this.owner;
-       if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
+       if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
        return true;
 }
 
@@ -55,24 +57,23 @@ vector CL_Weapon_GetShotOrg(int wpn)
        CL_WeaponEntity_SetModel(e, wi.mdl, false);
        vector ret = e.movedir;
        CL_WeaponEntity_SetModel(e, "", false);
-       remove(e);
+       delete(e);
        return ret;
 }
 
 ..entity weaponentity_fld;
 .float m_alpha;
 
-void CL_Weaponentity_Think()
+void CL_Weaponentity_Think(entity this)
 {
-       SELFPARAM();
        this.nextthink = time;
        if (intermission_running) this.frame = this.anim_idle.x;
        .entity weaponentity = this.weaponentity_fld;
        if (this.owner.(weaponentity) != this)
        {
-               // owner has new gun; remove self
-               if (this.weaponchild) remove(this.weaponchild);
-               remove(this);
+               // owner has new gun; remove old one
+               if (this.weaponchild) delete(this.weaponchild);
+               delete(this);
                return;
        }
        if (IS_DEAD(this.owner))
@@ -107,13 +108,12 @@ void CL_Weaponentity_Think()
        }
 }
 
-void CL_ExteriorWeaponentity_Think()
+void CL_ExteriorWeaponentity_Think(entity this)
 {
-       SELFPARAM();
        this.nextthink = time;
        if (this.owner.exteriorweaponentity != this)
        {
-               remove(this);
+               delete(this);
                return;
        }
        if (IS_DEAD(this.owner))
@@ -153,7 +153,7 @@ void CL_ExteriorWeaponentity_Think()
        else this.alpha = 1;
 
     Weapon wep = PS(this.owner).m_weapon;
-       if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors);
+       if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner, this.owner.clientcolors);
        this.colormap = this.owner.colormap;
 
        CSQCMODEL_AUTOUPDATE(this);
@@ -168,10 +168,10 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
        setmodel(view, MDL_Null);  // precision set when changed
        setorigin(view, '0 0 0');
        view.weaponentity_fld = weaponentity;
-       view.think = CL_Weaponentity_Think;
+       setthink(view, CL_Weaponentity_Think);
        view.nextthink = time;
        view.viewmodelforclient = actor;
-       view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+       setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
 
        if (weaponentity == weaponentities[0])
        {
@@ -179,7 +179,7 @@ void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
                exterior.solid = SOLID_NOT;
                exterior.owner = actor;
                setorigin(exterior, '0 0 0');
-               exterior.think = CL_ExteriorWeaponentity_Think;
+               setthink(exterior, CL_ExteriorWeaponentity_Think);
                exterior.nextthink = time;
 
                CSQCMODEL_AUTOINIT(exterior);
@@ -210,16 +210,19 @@ void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 .float prevwarntime;
 bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary)
 {
-    SELFPARAM();
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
        bool ammo = false;
-       if (secondary) WITHSELF(actor, ammo = thiswep.wr_checkammo2(thiswep));
-       else WITHSELF(actor, ammo = thiswep.wr_checkammo1(thiswep));
+       if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
+       else ammo = thiswep.wr_checkammo1(thiswep, actor);
        if (ammo) return true;
        // always keep the Mine Layer if we placed mines, so that we can detonate them
        if (thiswep == WEP_MINE_LAYER)
-               for (entity mine; (mine = find(mine, classname, "mine")); )
-                       if (mine.owner == actor) return false;
+       {
+               IL_EACH(g_mines, it.owner == actor,
+               {
+                       return false;
+               });
+       }
 
        if (thiswep == WEP_SHOTGUN)
                if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
@@ -232,8 +235,8 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 
        // check if the other firing mode has enough ammo
        bool ammo_other = false;
-       if (secondary) WITHSELF(actor, ammo_other = thiswep.wr_checkammo1(thiswep));
-       else WITHSELF(actor, ammo_other = thiswep.wr_checkammo2(thiswep));
+       if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
+       else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
        if (ammo_other)
        {
                if (time - actor.prevwarntime > 1)
@@ -303,7 +306,7 @@ void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary,
                        ATTACK_FINISHED(actor, slot) = time;
                        // dprint("resetting attack finished to ", ftos(time), "\n");
                }
-               ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
+               ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
        }
        actor.bulletcounter += 1;
        // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
@@ -361,7 +364,7 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
        if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
                        "Tried to override initial weapon think function - should this really happen?");
 
-       t *= W_WeaponRateFactor();
+       t *= W_WeaponRateFactor(actor);
 
        // VorteX: haste can be added here
        if (this.weapon_think == w_ready)
@@ -390,7 +393,9 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
 
        if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
+               bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
+               bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
+               int act = (primary_melee || secondary_melee)
                        ? ANIMACTION_MELEE
                        : ANIMACTION_SHOOT
                        ;
@@ -407,18 +412,19 @@ bool forbidWeaponUse(entity player)
        if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
        if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
        if (player.player_blocked) return true;
+       if (gameover) return true;
        if (STAT(FROZEN, player)) return true;
        if (player.weapon_blocked) return true;
+       if (MUTATOR_CALLHOOK(ForbidWeaponUse, player)) return true;
        return false;
 }
 
 .bool hook_switchweapon;
 
-void W_WeaponFrame(Player actor)
+void W_WeaponFrame(Player actor, .entity weaponentity)
 {
     TC(Player, actor);
     TC(PlayerState, PS(actor));
-       .entity weaponentity = weaponentities[0];  // TODO: unhardcode
        entity this = actor.(weaponentity);
        if (frametime) actor.weapon_frametime = frametime;
 
@@ -456,7 +462,7 @@ void W_WeaponFrame(Player actor)
                switch (this.state)
                {
                        default:
-                               LOG_WARNINGF("unhandled weaponentity (%i) state for player (%i): %d\n", this, actor, this.state);
+                               LOG_WARNF("unhandled weaponentity (%i) state for player (%i): %d", this, actor, this.state);
                                break;
                        case WS_INUSE:
                        case WS_RAISE:
@@ -472,7 +478,7 @@ void W_WeaponFrame(Player actor)
                                actor.weaponname = newwep.mdl;
                                actor.bulletcounter = 0;
                                actor.ammo_field = newwep.ammo_field;
-                               newwep.wr_setup(newwep);
+                               newwep.wr_setup(newwep, actor);
                                this.state = WS_RAISE;
 
                                // set our clip load to the load of the weapon we switched to, if it's reloadable
@@ -545,7 +551,7 @@ void W_WeaponFrame(Player actor)
                        else
                        {
                                if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
-                                       W_SwitchWeapon(WEP_HOOK);
+                                       W_SwitchWeapon(actor, WEP_HOOK);
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
                                block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
@@ -567,7 +573,7 @@ void W_WeaponFrame(Player actor)
                        }
                        else if (e)
                        {
-                               e.wr_gonethink(e);
+                               e.wr_gonethink(e, actor, weaponentity);
                        }
                }
 
@@ -590,9 +596,8 @@ void W_WeaponFrame(Player actor)
        }
 }
 
-void W_AttachToShotorg(entity actor, entity flash, vector offset)
+void W_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
 {
-       .entity weaponentity = weaponentities[0];
        flash.owner = actor;
        flash.angles_z = random() * 360;
 
@@ -687,10 +692,9 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
 }
 
-void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
+void W_Reload(entity actor, .entity weaponentity, float sent_ammo_min, Sound sent_sound)
 {
     TC(Sound, sent_sound);
-       .entity weaponentity = weaponentities[0];
        // set global values to work with
        Weapon e = PS(actor).m_weapon;
 
@@ -731,7 +735,7 @@ void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
                                }
                                // switch away if the amount of ammo is not enough to keep using this weapon
                                Weapon w = PS(actor).m_weapon;
-                               if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
+                               if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
                                {
                                        actor.clip_load = -1;  // reload later
                                        W_SwitchToOtherWeapon(actor);
@@ -767,10 +771,9 @@ void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
        actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
 }
 
-void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
+void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
 {
-    SELFPARAM();
        Weapon w = Weapons_from(weapon_type);
        weapon_dropevent_item = weapon_item;
-       WITHSELF(player, w.event(w));
+       w.event(w, player);
 }