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Merge branch 'master' into terencehill/infinite_ammo
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weapons.qc
1 void W_TriggerReload()
2 {
3     weapon_action(self.weapon, WR_RELOAD);
4 }
5
6 // switch between weapons
7 void W_SwitchWeapon(float imp)
8 {
9         if (self.switchweapon != imp)
10         {
11                 if (client_hasweapon(self, imp, TRUE, TRUE))
12                         W_SwitchWeapon_Force(self, imp);
13                 else
14                         self.selectweapon = imp; // update selectweapon ANYWAY
15         }
16         else
17         {
18                 W_TriggerReload();
19         }
20 };
21
22 .float weaponcomplainindex;
23 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
24 {
25         // We cannot tokenize in this function, as GiveItems calls this
26         // function. Thus we must use car/cdr.
27         float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c;
28         string rest;
29         switchtonext = switchtolast = 0;
30         first_valid = prev_valid = 0;
31         float weaponcur;
32
33         if(skipmissing || pl.selectweapon == 0)
34                 weaponcur = pl.switchweapon;
35         else
36                 weaponcur = pl.selectweapon;
37
38         if(dir == 0)
39                 switchtonext = 1;
40
41         c = 0;
42
43         rest = weaponorder;
44         while(rest != "")
45         {
46                 weaponwant = stof(car(rest)); rest = cdr(rest);
47                 if(imp >= 0)
48                         if((get_weaponinfo(weaponwant)).impulse != imp)
49                                 continue;
50
51                 ++c;
52
53                 if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE))
54                 {
55                         if(switchtonext)
56                                 return weaponwant;
57                         if(!first_valid)
58                                 first_valid = weaponwant;
59                         if(weaponwant == weaponcur)
60                         {
61                                 if(dir >= 0)
62                                         switchtonext = 1;
63                                 else if(prev_valid)
64                                         return prev_valid;
65                                 else
66                                         switchtolast = 1;
67                         }
68                         prev_valid = weaponwant;
69                 }
70         }
71         if(first_valid)
72         {
73                 if(switchtolast)
74                         return prev_valid;
75                 else
76                         return first_valid;
77         }
78         // complain (but only for one weapon on the button that has been pressed)
79         if(complain)
80         {
81                 self.weaponcomplainindex += 1;
82                 c = mod(self.weaponcomplainindex, c) + 1;
83                 rest = weaponorder;
84                 while(rest != "")
85                 {
86                         weaponwant = stof(car(rest)); rest = cdr(rest);
87                         if(imp >= 0)
88                                 if((get_weaponinfo(weaponwant)).impulse != imp)
89                                         continue;
90
91                         --c;
92                         if(c == 0)
93                         {
94                                 client_hasweapon(pl, weaponwant, TRUE, TRUE);
95                                 break;
96                         }
97                 }
98         }
99         return 0;
100 }
101
102 void W_CycleWeapon(string weaponorder, float dir)
103 {
104         float w;
105         w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE);
106         if(w > 0)
107                 W_SwitchWeapon(w);
108 }
109
110 void W_NextWeaponOnImpulse(float imp)
111 {
112         float w;
113         w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
114         if(w > 0)
115                 W_SwitchWeapon(w);
116 }
117
118 // next weapon
119 void W_NextWeapon(float list)
120 {
121         if(list == 0)
122                 W_CycleWeapon(weaponorder_byid, -1);
123         else if(list == 1)
124                 W_CycleWeapon(self.weaponorder_byimpulse, -1);
125         else if(list == 2)
126                 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
127 }
128
129 // prev weapon
130 void W_PreviousWeapon(float list)
131 {
132         if(list == 0)
133                 W_CycleWeapon(weaponorder_byid, +1);
134         else if(list == 1)
135                 W_CycleWeapon(self.weaponorder_byimpulse, +1);
136         else if(list == 2)
137                 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
138 }
139
140 float w_getbestweapon(entity e)
141 {
142         return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);
143 };
144
145 // generic weapons table
146 // TODO should they be macros instead?
147 float weapon_action(float wpn, float wrequest)
148 {
149         return (get_weaponinfo(wpn)).weapon_func(wrequest);
150 };
151
152 string W_Name(float weaponid)
153 {
154         return (get_weaponinfo(weaponid)).message;
155 }
156
157 float W_WeaponBit(float wpn)
158 {
159         return (get_weaponinfo(wpn)).weapons;
160 }
161
162 float W_AmmoItemCode(float wpn)
163 {
164         return (get_weaponinfo(wpn)).items;
165 }
166
167 void thrown_wep_think()
168 {
169         self.solid = SOLID_TRIGGER;
170         self.owner = world;
171         SUB_SetFade(self, time + 20, 1);
172 }
173
174 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
175 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
176 {
177         entity oldself, wep;
178         float wa, thisammo, i, j;
179         string s;
180         var .float ammofield;
181
182         wep = spawn();
183
184         setorigin(wep, org);
185         wep.classname = "droppedweapon";
186         wep.velocity = velo;
187         wep.owner = wep.enemy = own;
188         wep.flags |= FL_TOSSED;
189         wep.colormap = own.colormap;
190
191         wa = W_AmmoItemCode(wpn);
192         if(wa == IT_SUPERWEAPON || wa == 0)
193         {
194                 oldself = self;
195                 self = wep;
196                 weapon_defaultspawnfunc(wpn);
197                 self = oldself;
198                 if(startitem_failed)
199                         return string_null;
200                 wep.glowmod = own.weaponentity_glowmod;
201                 wep.think = thrown_wep_think;
202                 wep.nextthink = time + 0.5;
203                 return "";
204         }
205         else
206         {
207                 s = "";
208                 oldself = self;
209                 self = wep;
210                 weapon_defaultspawnfunc(wpn);
211                 self = oldself;
212                 if(startitem_failed)
213                         return string_null;
214                 if(doreduce)
215                 {
216                         for(i = 0, j = 1; i < 24; ++i, j *= 2)
217                         {
218                                 if(wa & j)
219                                 {
220                                         ammofield = Item_CounterField(j);
221                                         thisammo = min(own.ammofield, wep.ammofield);
222                                         wep.ammofield = thisammo;
223                                         own.ammofield -= thisammo;
224                                         s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
225
226                                         // if our weapon is loaded, give its load back to the player
227                                         if(self.weapon_load[self.weapon] > 0)
228                                         {
229                                                 own.ammofield += self.weapon_load[self.weapon];
230                                                 self.weapon_load[self.weapon] = -1; // schedule the weapon for reloading
231                                         }
232                                 }
233                         }
234                         s = substring(s, 5, -1);
235                 }
236                 wep.glowmod = own.weaponentity_glowmod;
237                 wep.think = thrown_wep_think;
238                 wep.nextthink = time + 0.5;
239                 return s;
240         }
241 }
242
243 float W_IsWeaponThrowable(float w)
244 {
245         float wb, wa;
246
247         if (!autocvar_g_pickup_items)
248                 return 0;
249         if (g_weaponarena)
250                 return 0;
251         if (g_lms)
252                 return 0;
253         if (g_ca)
254                 return 0;
255         if (g_cts)
256                 return 0;
257         if (g_nexball && w == WEP_GRENADE_LAUNCHER)
258                 return 0;
259
260         wb = W_WeaponBit(w);
261         if(!wb)
262                 return 0;
263         wa = W_AmmoItemCode(w);
264         if(start_weapons & wb)
265         {
266                 if(wa == IT_SUPERWEAPON && start_items & IT_UNLIMITED_SUPERWEAPONS)
267                         return 0;
268                 if(wa != IT_SUPERWEAPON && start_items & IT_UNLIMITED_WEAPON_AMMO)
269                         return 0;
270                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
271                 if(wa == 0)
272                         return 0;
273         }
274
275         return 1;
276 }
277
278 // toss current weapon
279 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
280 {
281         local float w, wb;
282         string a;
283
284         w = self.weapon;
285         if (w == 0)
286                 return; // just in case
287         if(self.weapon_forbidchange)
288                 return;
289         if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
290                 return;
291         if(!autocvar_g_weapon_throwable)
292                 return;
293         if(autocvar_g_weapon_stay == 1)
294                 return;
295         if(self.weaponentity.state != WS_READY)
296                 return;
297         if(!W_IsWeaponThrowable(w))
298                 return;
299
300         wb = W_WeaponBit(w);
301         if(self.weapons & wb != wb)
302                 return;
303
304         self.weapons &~= wb;
305         W_SwitchWeapon_Force(self, w_getbestweapon(self));
306         a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
307         if not(a)
308                 return;
309         if(a == "")
310                 sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
311         else
312                 sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
313 };
314
315 // Bringed back weapon frame
316 void W_WeaponFrame()
317 {
318         vector fo, ri, up;
319
320         if (frametime)
321                 self.weapon_frametime = frametime;
322
323         if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
324                 return;
325
326         if(self.freezetag_frozen == 1)
327                 return;
328
329         if (!self.weaponentity || self.health < 1)
330                 return; // Dead player can't use weapons and injure impulse commands
331
332         if(!self.switchweapon)
333         {
334                 self.weapon = 0;
335                 self.weaponentity.state = WS_CLEAR;
336                 self.weaponname = "";
337                 self.items &~= IT_AMMO;
338                 return;
339         }
340
341         makevectors(self.v_angle);
342         fo = v_forward; // save them in case the weapon think functions change it
343         ri = v_right;
344         up = v_up;
345
346         // Change weapon
347         if (self.weapon != self.switchweapon)
348         {
349                 if (self.weaponentity.state == WS_CLEAR)
350                 {
351                         //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
352                         self.weaponentity.state = WS_RAISE;
353                         weapon_action(self.switchweapon, WR_SETUP);
354
355                         // set our clip load to the load of the weapon we switched to, if it's reloadable
356                         entity e;
357                         e = get_weaponinfo(self.switchweapon);
358                         if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
359                         {
360                                 self.clip_load = self.weapon_load[self.switchweapon];
361                                 self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
362                         }
363                         else
364                                 self.clip_load = self.clip_size = 0;
365
366                         // VorteX: add player model weapon select frame here
367                         // setcustomframe(PlayerWeaponRaise);
368                         weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
369                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
370                 }
371                 else if (self.weaponentity.state == WS_READY)
372                 {
373 #ifndef INDEPENDENT_ATTACK_FINISHED
374                         if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
375                         {
376 #endif
377                         // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
378                         sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
379                         self.weaponentity.state = WS_DROP;
380                         // set up weapon switch think in the future, and start drop anim
381                         weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
382                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
383 #ifndef INDEPENDENT_ATTACK_FINISHED
384                         }
385 #endif
386                 }
387         }
388
389         // LordHavoc: network timing test code
390         //if (self.button0)
391         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
392
393         float wb;
394         wb = W_WeaponBit(self.weapon);
395
396         // call the think code which may fire the weapon
397         // and do so multiple times to resolve framerate dependency issues if the
398         // server framerate is very low and the weapon fire rate very high
399         local float c;
400         c = 0;
401         while (c < W_TICSPERFRAME)
402         {
403                 c = c + 1;
404                 if(wb && ((self.weapons & wb) == 0))
405                 {
406                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
407                         wb = 0;
408                 }
409                 if(wb)
410                 {
411                         v_forward = fo;
412                         v_right = ri;
413                         v_up = up;
414                         weapon_action(self.weapon, WR_THINK);
415                 }
416                 if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
417                 {
418                         if(self.weapon_think)
419                         {
420                                 v_forward = fo;
421                                 v_right = ri;
422                                 v_up = up;
423                                 self.weapon_think();
424                         }
425                         else
426                                 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
427                 }
428         }
429
430         // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
431         //if (ATTACK_FINISHED(self) < time)
432         //      ATTACK_FINISHED(self) = time;
433
434         //if (self.weapon_nextthink < time)
435         //      self.weapon_nextthink = time;
436
437         // update currentammo incase it has changed
438 #if 0
439         if (self.items & IT_CELLS)
440                 self.currentammo = self.ammo_cells;
441         else if (self.items & IT_ROCKETS)
442                 self.currentammo = self.ammo_rockets;
443         else if (self.items & IT_NAILS)
444                 self.currentammo = self.ammo_nails;
445         else if (self.items & IT_SHELLS)
446                 self.currentammo = self.ammo_shells;
447         else
448                 self.currentammo = 1;
449 #endif
450 };