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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_impulse.qc
1 /*
2  * Impulse map:
3  *
4  * 0 reserved (no input)
5  * 1 to 9, 14: weapon shortcuts
6  * 10: next weapon according to linear list
7  * 11: most recently used weapon
8  * 12: previous weapon according to linear list
9  * 13: best weapon according to priority list
10  * 15: next weapon according to priority list
11  * 16: previous weapon according to priority list
12  * 17: throw weapon
13  * 18: next weapon according to sbar_hudselector 1 list
14  * 19: previous weapon according to sbar_hudselector 1 list
15  * 20: reload if needed
16  *
17  * 30 to 39: create waypoints
18  * 47: clear personal waypoints
19  * 48: clear team waypoints
20  *
21  * 99: loaded
22  *
23  * 140: moving clone
24  * 141: ctf speedrun
25  * 142: fixed clone
26  * 143: emergency teleport
27  * 148: unfairly eliminate
28  *
29  * TODO:
30  * 200 to 209: prev weapon shortcuts
31  * 210 to 219: best weapon shortcuts
32  * 220 to 229: next weapon shortcuts
33  * 230 to 253: individual weapons (up to 24)
34  */
35
36 void ImpulseCommands (void)
37 {
38         float imp;
39         vector org;
40         float i;
41         float m;
42         entity e, e2;
43
44         imp = self.impulse;
45         if (!imp || gameover)
46                 return;
47         self.impulse = 0;
48
49         if (timeout_status == TIMEOUT_ACTIVE) //don't allow any impulses while the game is paused
50                 return;
51     
52     if(self.vehicle)
53         if(self.vehicle.deadflag == DEAD_NO)
54             if(self.vehicle.vehicles_impusle)
55                 if(self.vehicle.vehicles_impusle(imp))
56                     return;
57     
58         if(CheatImpulse(imp))
59         {
60         }
61         else if (imp >= 1 && imp <= 9)
62         {
63                 // weapon switching impulses
64                 if(self.deadflag == DEAD_NO)
65                         W_NextWeaponOnImpulse(imp);
66                 else
67                         self.impulse = imp; // retry in next frame
68         }
69         else if(imp >= 10 && imp <= 20)
70         {
71                 if(self.deadflag == DEAD_NO)
72                 {
73                         switch(imp)
74                         {
75                                 case 10:
76                                         W_NextWeapon (0);
77                                         break;
78                                 case 11:
79                                         W_LastWeapon();
80                                         break;
81                                 case 12:
82                                         W_PreviousWeapon (0);
83                                         break;
84                                 case 13:
85                                         W_SwitchWeapon (w_getbestweapon(self));
86                                         break;
87                                 case 14:
88                                         W_NextWeaponOnImpulse(0);
89                                         break;
90                                 case 15:
91                                         W_NextWeapon (2);
92                                         break;
93                                 case 16:
94                                         W_PreviousWeapon (2);
95                                         break;
96                                 case 17:
97                                         if (!g_minstagib)
98                                                 W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750, FALSE), '0 0 0', TRUE);
99                                         break;
100                                 case 18:
101                                         W_NextWeapon (1);
102                                         break;
103                                 case 19:
104                                         W_PreviousWeapon (1);
105                                         break;
106                                 case 20:
107                                         W_TriggerReload ();
108                                         break;
109                         }
110                 }
111                 else
112                         self.impulse = imp; // retry in next frame
113         }
114         else if(imp == 21)
115         {
116                 PlayerUseKey ();
117         }
118         else if(imp >= 200 && imp <= 229)
119         {
120                 if(self.deadflag == DEAD_NO)
121                 {
122                         // custom order weapon cycling
123                         i = mod(imp, 10);
124                         m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
125                         W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m);
126                 }
127                 else
128                         self.impulse = imp; // retry in next frame
129         }
130         else if(imp >= 230 && imp <= 253)
131         {
132                 if(self.deadflag == DEAD_NO)
133                         W_SwitchWeapon (imp - 230 + WEP_FIRST);
134                 else
135                         self.impulse = imp; // retry in next frame
136         }
137         // deploy waypoints
138         else if (imp >= 30 && imp <= 49)
139         {
140                 entity wp;
141                 switch(imp)
142                 {
143                         case 30:
144                                 wp = WaypointSprite_DeployPersonal("waypoint", self.origin, RADARICON_WAYPOINT, '0 1 1');
145                                 if(wp)
146                                         WaypointSprite_Ping(wp);
147                                 sprint(self, "personal waypoint spawned at location\n");
148                                 break;
149                         case 31:
150                                 WarpZone_crosshair_trace(self);
151                                 wp = WaypointSprite_DeployPersonal("waypoint", trace_endpos, RADARICON_WAYPOINT, '0 1 1');
152                                 if(wp)
153                                         WaypointSprite_Ping(wp);
154                                 sprint(self, "personal waypoint spawned at crosshair\n");
155                                 break;
156                         case 32:
157                                 if(vlen(self.death_origin))
158                                 {
159                                         wp = WaypointSprite_DeployPersonal("waypoint", self.death_origin, RADARICON_WAYPOINT, '0 1 1');
160                                         if(wp)
161                                                 WaypointSprite_Ping(wp);
162                                         sprint(self, "personal waypoint spawned at death location\n");
163                                 }
164                                 break;
165                         case 33:
166                                 if(self.deadflag == DEAD_NO && teamplay)
167                                 {
168                                         wp = WaypointSprite_Attach("helpme", TRUE, RADARICON_HELPME, '1 0.5 0');
169                                         if(!wp)
170                                                 WaypointSprite_HelpMePing(self.waypointsprite_attachedforcarrier);
171                                         else
172                                                 WaypointSprite_Ping(wp);
173                                         sprint(self, "HELP ME attached\n");
174                                 }
175                                 break;
176                         case 34:
177                                 wp = WaypointSprite_DeployFixed("here", FALSE, self.origin, RADARICON_HERE, '0 1 0');
178                                 if(wp)
179                                         WaypointSprite_Ping(wp);
180                                 sprint(self, "HERE spawned at location\n");
181                                 break;
182                         case 35:
183                                 WarpZone_crosshair_trace(self);
184                                 wp = WaypointSprite_DeployFixed("here", FALSE, trace_endpos, RADARICON_HERE, '0 1 0');
185                                 if(wp)
186                                         WaypointSprite_Ping(wp);
187                                 sprint(self, "HERE spawned at crosshair\n");
188                                 break;
189                         case 36:
190                                 if(vlen(self.death_origin))
191                                 {
192                                         wp = WaypointSprite_DeployFixed("here", FALSE, self.death_origin, RADARICON_HERE, '0 1 0');
193                                         if(wp)
194                                                 WaypointSprite_Ping(wp);
195                                         sprint(self, "HERE spawned at death location\n");
196                                 }
197                                 break;
198                         case 37:
199                                 wp = WaypointSprite_DeployFixed("danger", FALSE, self.origin, RADARICON_DANGER, '1 0.5 0');
200                                 if(wp)
201                                         WaypointSprite_Ping(wp);
202                                 sprint(self, "DANGER spawned at location\n");
203                                 break;
204                         case 38:
205                                 WarpZone_crosshair_trace(self);
206                                 wp = WaypointSprite_DeployFixed("danger", FALSE, trace_endpos, RADARICON_DANGER, '1 0.5 0');
207                                 if(wp)
208                                         WaypointSprite_Ping(wp);
209                                 sprint(self, "DANGER spawned at crosshair\n");
210                                 break;
211                         case 39:
212                                 if(vlen(self.death_origin))
213                                 {
214                                         wp = WaypointSprite_DeployFixed("danger", FALSE, self.death_origin, RADARICON_DANGER, '1 0.5 0');
215                                         if(wp)
216                                                 WaypointSprite_Ping(wp);
217                                         sprint(self, "DANGER spawned at death location\n");
218                                 }
219                                 break;
220                         case 47:
221                                 WaypointSprite_ClearPersonal();
222                                 if(self.personal)
223                                 {
224                                         remove(self.personal);
225                                         self.personal = world;
226                                 }
227                                 sprint(self, "personal waypoint cleared\n");
228                                 break;
229                         case 48:
230                                 WaypointSprite_ClearOwned();
231                                 if(self.personal)
232                                 {
233                                         remove(self.personal);
234                                         self.personal = world;
235                                 }
236                                 sprint(self, "all waypoints cleared\n");
237                                 break;
238                 }
239         }
240         else if(imp >= 103 && imp <= 107)
241         {
242                 if(autocvar_g_waypointeditor)
243                 {
244                         switch(imp)
245                         {
246                                 case 103:
247                                         waypoint_schedulerelink(waypoint_spawn(self.origin, self.origin, 0));
248                                         bprint(strcat("Waypoint spawned at ",vtos(self.origin),"\n"));
249                                         break;
250                                 case 104:
251                                         e = navigation_findnearestwaypoint(self, FALSE);
252                                         if (e)
253                                         if not(e.wpflags & WAYPOINTFLAG_GENERATED)
254                                         {
255                                                 bprint(strcat("Waypoint removed at ",vtos(e.origin),"\n"));
256                                                 waypoint_remove(e);
257                                         }
258                                         break;
259                                 case 105:
260                                         waypoint_schedulerelinkall();
261                                         break;
262                                 case 106:
263                                         waypoint_saveall();
264                                         break;
265                                 case 107:
266                                         for(e = findchain(classname, "waypoint"); e; e = e.chain)
267                                         {
268                                                 e.colormod = '0.5 0.5 0.5';
269                                                 e.effects &~= EF_NODEPTHTEST | EF_RED | EF_BLUE;
270                                         }
271                                         e2 = navigation_findnearestwaypoint(self, FALSE);
272                                         navigation_markroutes(e2);
273                                         i = 0;
274                                         m = 0;
275                                         for(e = findchain(classname, "waypoint"); e; e = e.chain)
276                                         {
277                                                 if(e.wpcost >= 10000000)
278                                                 {
279                                                         print("unreachable: ", etos(e), " ", vtos(e.origin), "\n");
280                                                         e.colormod_z = 8;
281                                                         e.effects |= EF_NODEPTHTEST | EF_BLUE;
282                                                         ++i;
283                                                         ++m;
284                                                 }
285                                         }
286                                         if(i)
287                                                 print(ftos(i), " waypoints cannot be reached from here in any way (marked with blue light)\n");
288                                         navigation_markroutes_inverted(e2);
289                                         i = 0;
290                                         for(e = findchain(classname, "waypoint"); e; e = e.chain)
291                                         {
292                                                 if(e.wpcost >= 10000000)
293                                                 {
294                                                         print("cannot reach me: ", etos(e), " ", vtos(e.origin), "\n");
295                                                         e.colormod_x = 8;
296                                                         if not(e.effects & EF_NODEPTHTEST) // not already reported before
297                                                                 ++m;
298                                                         e.effects |= EF_NODEPTHTEST | EF_RED;
299                                                         ++i;
300                                                 }
301                                         }
302                                         if(i)
303                                                 print(ftos(i), " waypoints cannot walk to here in any way (marked with red light)\n");
304                                         if(m)
305                                                 print(ftos(m), " waypoints have been marked total\n");
306                                         i = 0;
307                                         for(e = findchain(classname, "info_player_deathmatch"); e; e = e.chain)
308                                         {
309                                                 org = e.origin;
310                                                 tracebox(e.origin, PL_MIN, PL_MAX, e.origin - '0 0 512', MOVE_NOMONSTERS, world);
311                                                 setorigin(e, trace_endpos);
312                                                 if(navigation_findnearestwaypoint(e, FALSE))
313                                                 {
314                                                         setorigin(e, org);
315                                                         e.effects &~= EF_NODEPTHTEST;
316                                                         e.model = "";
317                                                 }
318                                                 else
319                                                 {
320                                                         setorigin(e, org);
321                                                         print("spawn without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
322                                                         e.effects |= EF_NODEPTHTEST;
323                                                         setmodel(e, self.model);
324                                                         e.frame = self.frame;
325                                                         e.skin = self.skin;
326                                                         e.colormod = '8 0.5 8';
327                                                         setsize(e, '0 0 0', '0 0 0');
328                                                         ++i;
329                                                 }
330                                         }
331                                         if(i)
332                                                 print(ftos(i), " spawnpoints have no nearest waypoint (marked by player model)\n");
333                                         i = 0;
334                                         entity start;
335                                         start = findchainflags(flags, FL_ITEM);
336                                         for(e = start; e; e = e.chain)
337                                         {
338                                                 e.effects &~= EF_NODEPTHTEST | EF_RED | EF_BLUE;
339                                                 e.colormod = '0.5 0.5 0.5';
340                                         }
341                                         for(e = start; e; e = e.chain)
342                                         {
343                                                 if(navigation_findnearestwaypoint(e, FALSE))
344                                                 {
345                                                 }
346                                                 else
347                                                 {
348                                                         print("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
349                                                         e.effects |= EF_NODEPTHTEST | EF_RED;
350                                                         e.colormod_x = 8;
351                                                         ++i;
352                                                 }
353                                         }
354                                         if(i)
355                                                 print(ftos(i), " items have no nearest waypoint and cannot be walked away from (marked with red light)\n");
356                                         i = 0;
357                                         for(e = start; e; e = e.chain)
358                                         {
359                                                 org = e.origin;
360                                                 if(navigation_findnearestwaypoint(e, TRUE))
361                                                 {
362                                                 }
363                                                 else
364                                                 {
365                                                         print("item without waypoint: ", etos(e), " ", vtos(e.origin), "\n");
366                                                         e.effects |= EF_NODEPTHTEST | EF_BLUE;
367                                                         e.colormod_z = 8;
368                                                         ++i;
369                                                 }
370                                         }
371                                         if(i)
372                                                 print(ftos(i), " items have no nearest waypoint and cannot be walked to (marked with blue light)\n");
373                                         break;
374                         }
375                 }
376         }
377 #ifdef TETRIS
378         else if(imp == 100)
379                 TetrisImpulse();
380 #endif
381 }