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