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Merge branch 'master' into terencehill/glowmod_color_fix
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / selection.qc
1 #include "selection.qh"
2
3 #include <common/constants.qh>
4 #include <common/items/item.qh>
5 #include <common/mapobjects/triggers.qh>
6 #include <common/mutators/mutator/waypoints/waypointsprites.qh>
7 #include <common/net_linked.qh>
8 #include <common/replicate.qh>
9 #include <common/state.qh>
10 #include <common/util.qh>
11 #include <common/weapons/_all.qh>
12 #include <common/wepent.qh>
13 #include <server/items/items.qh>
14 #include <server/items/spawning.qh>
15 #include <server/weapons/weaponsystem.qh>
16
17 // switch between weapons
18 void Send_WeaponComplain(entity e, float wpn, float type)
19 {
20         msg_entity = e;
21         WriteHeader(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
22         WriteByte(MSG_ONE, wpn);
23         WriteByte(MSG_ONE, type);
24 }
25
26 void Weapon_whereis(Weapon this, entity cl)
27 {
28         if (!autocvar_g_showweaponspawns) return;
29         IL_EACH(g_items, it.weapon == this.m_id && (!it.team || (it.ItemStatus & ITS_AVAILABLE)),
30         {
31                 if (Item_IsLoot(it) && (autocvar_g_showweaponspawns < 2))
32                 {
33                         continue;
34                 }
35                 entity wp = WaypointSprite_Spawn(
36                         WP_Weapon,
37                         -2, 0,
38                         NULL, it.origin + ('0 0 1' * it.maxs.z) * 1.2,
39                         cl, 0,
40                         NULL, enemy,
41                         0,
42                         RADARICON_NONE
43                 );
44                 wp.wp_extra = this.m_id;
45         });
46 }
47
48 bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain)
49 {
50         float f = 0;
51
52         if (time < CS(this).hasweapon_complain_spam)
53                 complain = 0;
54
55         // ignore hook button when using other offhand equipment
56         if (this.offhand != OFFHAND_HOOK)
57         if (wpn == WEP_HOOK && !((STAT(WEAPONS, this) | weaponsInMap) & WepSet_FromWeapon(wpn)))
58             complain = 0;
59
60         if (complain)
61                 CS(this).hasweapon_complain_spam = time + 0.2;
62
63         if (wpn == WEP_Null)
64         {
65                 if (complain)
66                         sprint(this, "Invalid weapon\n");
67                 return false;
68         }
69         if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0 && !(wpn.spawnflags & WEP_FLAG_DUALWIELD) && !(PS(this).dual_weapons & wpn.m_wepset))
70                 return false; // no complaints needed
71         if (STAT(WEAPONS, this) & WepSet_FromWeapon(wpn))
72         {
73                 if (andammo)
74                 {
75                         if(this.items & IT_UNLIMITED_AMMO)
76                         {
77                                 f = 1;
78                         }
79                         else
80                         {
81                                 f = wpn.wr_checkammo1(wpn, this, weaponentity) + wpn.wr_checkammo2(wpn, this, weaponentity);
82
83                                 // always allow selecting the Mine Layer if we placed mines, so that we can detonate them
84                                 if(wpn == WEP_MINE_LAYER)
85                                         IL_EACH(g_mines, it.owner == this && it.weaponentity_fld == weaponentity,
86                                         {
87                                                 f = 1;
88                                                 break; // no need to continue
89                                         });
90                         }
91                         if (!f)
92                         {
93                                 if (complain)
94                                 if(IS_REAL_CLIENT(this))
95                                 {
96                                         play2(this, SND(UNAVAILABLE));
97                                         Send_WeaponComplain (this, wpn.m_id, 0);
98                                 }
99                                 return false;
100                         }
101                 }
102                 return true;
103         }
104         if (complain)
105         {
106                 // DRESK - 3/16/07
107                 // Report Proper Weapon Status / Modified Weapon Ownership Message
108                 if (weaponsInMap & WepSet_FromWeapon(wpn))
109                 {
110                         Send_WeaponComplain(this, wpn.m_id, 1);
111                         if(autocvar_g_showweaponspawns < 3)
112                                 Weapon_whereis(wpn, this);
113                         else
114                         {
115                                 FOREACH(Weapons, it.impulse == wpn.impulse,
116                                 {
117                                         Weapon_whereis(it, this);
118                                 });
119                         }
120                 }
121                 else
122                 {
123                         Send_WeaponComplain (this, wpn.m_id, 2);
124                 }
125
126                 play2(this, SND(UNAVAILABLE));
127         }
128         return false;
129 }
130
131 float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity)
132 {
133         // We cannot tokenize in this function, as GiveItems calls this
134         // function. Thus we must use car/cdr.
135         float weaponwant, first_valid, prev_valid, switchtonext, switchtolast;
136         WepSet wepset = '0 0 0';
137         switchtonext = switchtolast = 0;
138         first_valid = prev_valid = 0;
139         float weaponcur;
140         entity wep;
141
142         if(skipmissing || this.(weaponentity).selectweapon == 0)
143                 weaponcur = this.(weaponentity).m_switchweapon.m_id;
144         else
145                 weaponcur = this.(weaponentity).selectweapon;
146
147         if(dir == 0)
148                 switchtonext = 1;
149
150         int c = 0;
151
152         string rest = weaponorder;
153         while(rest != "")
154         {
155                 weaponwant = stof(car(rest)); rest = cdr(rest);
156                 wep = REGISTRY_GET(Weapons, weaponwant);
157                 wepset = wep.m_wepset;
158                 if(imp >= 0)
159                 if(wep.impulse != imp)
160                         continue;
161
162                 bool have_other = false;
163                 FOREACH(Weapons, it != WEP_Null, {
164                         if(i != weaponwant)
165                         if(it.impulse == imp || imp < 0)
166                         if((STAT(WEAPONS, this) & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
167                                 have_other = true;
168                 });
169
170                 // skip weapons we don't own that aren't normal and aren't in the map
171                 if(!(STAT(WEAPONS, this) & wepset))
172                 if(!(weaponsInMap & wepset))
173                 if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
174                         continue;
175
176                 ++c;
177
178                 if(!skipmissing || client_hasweapon(this, wep, weaponentity, true, false))
179                 {
180                         if(switchtonext)
181                                 return weaponwant;
182                         if(!first_valid)
183                                 first_valid = weaponwant;
184                         if(weaponwant == weaponcur)
185                         {
186                                 if(dir >= 0)
187                                         switchtonext = 1;
188                                 else if(prev_valid)
189                                         return prev_valid;
190                                 else
191                                         switchtolast = 1;
192                         }
193                         prev_valid = weaponwant;
194                 }
195         }
196         if(first_valid)
197         {
198                 if(switchtolast)
199                         return prev_valid;
200                 else
201                         return first_valid;
202         }
203         // complain (but only for one weapon on the button that has been pressed)
204         if(complain)
205         {
206                 this.weaponcomplainindex += 1;
207                 c = (this.weaponcomplainindex % c) + 1;
208                 rest = weaponorder;
209                 while(rest != "")
210                 {
211                         weaponwant = stof(car(rest)); rest = cdr(rest);
212                         wep = REGISTRY_GET(Weapons, weaponwant);
213                         wepset = wep.m_wepset;
214                         if(imp >= 0)
215                                 if(wep.impulse != imp)
216                                         continue;
217
218                         bool have_other = false;
219                         FOREACH(Weapons, it != WEP_Null, {
220                                 if(i != weaponwant)
221                                 if(it.impulse == imp || imp < 0)
222                                 if((STAT(WEAPONS, this) & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
223                                         have_other = true;
224                         });
225
226                         // skip weapons we don't own that aren't normal and aren't in the map
227                         if(!(STAT(WEAPONS, this) & wepset))
228                         if(!(weaponsInMap & wepset))
229                         if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
230                                 continue;
231
232                         --c;
233                         if(c == 0)
234                         {
235                                 client_hasweapon(this, wep, weaponentity, true, true);
236                                 break;
237                         }
238                 }
239         }
240         return 0;
241 }
242
243 void W_SwitchWeapon_Force(Player this, Weapon wep, .entity weaponentity)
244 {
245         TC(Weapon, wep);
246         this.(weaponentity).cnt = this.(weaponentity).m_switchweapon.m_id;
247         this.(weaponentity).m_switchweapon = wep;
248         this.(weaponentity).selectweapon = wep.m_id;
249 }
250
251 // perform weapon to attack (weaponstate and attack_finished check is here)
252 void W_SwitchToOtherWeapon(entity this, .entity weaponentity)
253 {
254         // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
255         Weapon ww;
256         WepSet set = WepSet_FromWeapon(this.(weaponentity).m_weapon);
257         if (STAT(WEAPONS, this) & set)
258         {
259                 STAT(WEAPONS, this) &= ~set;
260                 ww = w_getbestweapon(this, weaponentity);
261                 STAT(WEAPONS, this) |= set;
262         }
263         else
264         {
265                 ww = w_getbestweapon(this, weaponentity);
266         }
267         if (ww == WEP_Null) return;
268         W_SwitchWeapon_Force(this, ww, weaponentity);
269 }
270
271 bool W_SwitchWeapon(entity this, Weapon w, .entity weaponentity)
272 {
273         if(this.(weaponentity).m_switchweapon != w)
274         {
275                 if(client_hasweapon(this, w, weaponentity, true, true))
276                 {
277                         W_SwitchWeapon_Force(this, w, weaponentity);
278                         return true;
279                 }
280                 else
281                 {
282                         this.(weaponentity).selectweapon = w.m_id; // update selectweapon anyway
283                         return false;
284                 }
285         }
286         else if(!weaponLocked(this) && CS(this).cvar_cl_weapon_switch_reload)
287         {
288                 entity actor = this;
289                 w.wr_reload(w, actor, weaponentity);
290         }
291
292         return true; // player already has the weapon out or needs to reload
293 }
294
295 void W_SwitchWeapon_TryOthers(entity this, Weapon w, .entity weaponentity)
296 {
297         if(!W_SwitchWeapon(this, w, weaponentity) && CS(this).cvar_cl_weapon_switch_fallback_to_impulse)
298                 W_NextWeaponOnImpulse(this, w.impulse, weaponentity);
299 }
300
301 void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity)
302 {
303         float w;
304         w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true, weaponentity);
305         if(w > 0)
306                 W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity);
307 }
308
309 void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity)
310 {
311         float w;
312         w = W_GetCycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, imp, 1, (CS(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
313         if(w > 0)
314                 W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity);
315 }
316
317 // next weapon
318 void W_NextWeapon(entity this, int list, .entity weaponentity)
319 {
320         if(list == 0)
321                 W_CycleWeapon(this, weaponorder_byid, -1, weaponentity);
322         else if(list == 1)
323                 W_CycleWeapon(this, CS(this).weaponorder_byimpulse, -1, weaponentity);
324         else if(list == 2)
325                 W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, -1, weaponentity);
326 }
327
328 // prev weapon
329 void W_PreviousWeapon(entity this, float list, .entity weaponentity)
330 {
331         if(list == 0)
332                 W_CycleWeapon(this, weaponorder_byid, +1, weaponentity);
333         else if(list == 1)
334                 W_CycleWeapon(this, CS(this).weaponorder_byimpulse, +1, weaponentity);
335         else if(list == 2)
336                 W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, weaponentity);
337 }
338
339 // previously used if exists and has ammo, (second) best otherwise
340 void W_LastWeapon(entity this, .entity weaponentity)
341 {
342         Weapon wep = REGISTRY_GET(Weapons, this.(weaponentity).cnt);
343         if (client_hasweapon(this, wep, weaponentity, true, false))
344                 W_SwitchWeapon(this, wep, weaponentity);
345         else
346                 W_SwitchToOtherWeapon(this, weaponentity);
347 }