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Fixed compilation units.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / throwing.qc
1 #include "throwing.qh"
2
3 #include "weaponsystem.qh"
4 #include "../resources.qh"
5 #include "../items.qh"
6 #include "../mutators/_mod.qh"
7 #include <common/t_items.qh>
8 #include "../g_damage.qh"
9 #include <common/items/item.qh>
10 #include <common/mapinfo.qh>
11 #include <common/notifications/all.qh>
12 #include <common/triggers/subs.qh>
13 #include <common/util.qh>
14 #include <common/weapons/_all.qh>
15 #include <common/state.qh>
16 #include <common/wepent.qh>
17
18 void thrown_wep_think(entity this)
19 {
20         this.nextthink = time;
21         if(this.oldorigin != this.origin)
22         {
23                 this.SendFlags |= ISF_LOCATION;
24                 this.oldorigin = this.origin;
25         }
26         this.owner = NULL;
27         float timeleft = this.savenextthink - time;
28         if(timeleft > 1)
29                 SUB_SetFade(this, this.savenextthink - 1, 1);
30         else if(timeleft > 0)
31                 SUB_SetFade(this, time, timeleft);
32         else
33                 SUB_VanishOrRemove(this);
34 }
35
36 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
37 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo, .entity weaponentity)
38 {
39         float thisammo;
40         string s;
41         Weapon info = Weapons_from(wpn);
42         int ammotype = info.ammo_type;
43
44         entity wep = new(droppedweapon);
45         Item_SetLoot(wep, true);
46         setorigin(wep, org);
47         wep.velocity = velo;
48         wep.owner = wep.enemy = own;
49         wep.flags |= FL_TOSSED;
50         wep.colormap = own.colormap;
51         wep.glowmod = weaponentity_glowmod(info, own, own.clientcolors, own.(weaponentity));
52         navigation_dynamicgoal_init(wep, false);
53
54         W_DropEvent(wr_drop,own,wpn,wep,weaponentity);
55
56         if(WepSet_FromWeapon(Weapons_from(wpn)) & WEPSET_SUPERWEAPONS)
57         {
58                 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
59                 {
60                         wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
61                 }
62                 else
63                 {
64                         int superweapons = 1;
65                         FOREACH(Weapons, it != WEP_Null, {
66                                 WepSet set = it.m_wepset;
67                                 if((set & WEPSET_SUPERWEAPONS) && (own.weapons & set)) ++superweapons;
68                         });
69                         if(superweapons <= 1)
70                         {
71                                 wep.superweapons_finished = own.superweapons_finished;
72                                 own.superweapons_finished = 0;
73                         }
74                         else
75                         {
76                                 float timeleft = own.superweapons_finished - time;
77                                 float weptimeleft = timeleft / superweapons;
78                                 wep.superweapons_finished = time + weptimeleft;
79                                 own.superweapons_finished -= weptimeleft;
80                         }
81                 }
82         }
83
84         weapon_defaultspawnfunc(wep, info);
85         if(startitem_failed)
86                 return string_null;
87         setthink(wep, thrown_wep_think);
88         wep.savenextthink = wep.nextthink;
89         wep.nextthink = min(wep.nextthink, time + 0.5);
90         wep.pickup_anyway = true; // these are ALWAYS pickable
91
92         //wa = W_AmmoItemCode(wpn);
93         if(ammotype == RESOURCE_NONE)
94         {
95                 return "";
96         }
97         else
98         {
99                 s = "";
100
101                 if(doreduce && g_weapon_stay == 2)
102                 {
103                         // if our weapon is loaded, give its load back to the player
104                         int i = own.(weaponentity).m_weapon.m_id;
105                         if(own.(weaponentity).(weapon_load[i]) > 0)
106                         {
107                                 GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i]));
108                                 own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
109                         }
110                         SetResourceAmount(wep, ammotype, 0);
111                 }
112                 else if(doreduce)
113                 {
114                         // if our weapon is loaded, give its load back to the player
115                         int i = own.(weaponentity).m_weapon.m_id;
116                         if(own.(weaponentity).(weapon_load[i]) > 0)
117                         {
118                                 GiveResource(own, ammotype, own.(weaponentity).(weapon_load[i]));
119                                 own.(weaponentity).(weapon_load[i]) = -1; // schedule the weapon for reloading
120                         }
121
122                         float ownderammo = GetResourceAmount(own, ammotype);
123                         thisammo = min(ownderammo, GetResourceAmount(wep, ammotype));
124                         SetResourceAmount(wep, ammotype, thisammo);
125                         SetResourceAmount(own, ammotype, ownderammo - thisammo);
126
127                         switch (ammotype)
128                         {
129                                 case RESOURCE_SHELLS:  s = sprintf("%s and %d shells", s, thisammo);  break;
130                                 case RESOURCE_BULLETS: s = sprintf("%s and %d nails", s, thisammo);   break;
131                                 case RESOURCE_ROCKETS: s = sprintf("%s and %d rockets", s, thisammo); break;
132                                 case RESOURCE_CELLS:   s = sprintf("%s and %d cells", s, thisammo);   break;
133                                 case RESOURCE_PLASMA:  s = sprintf("%s and %d plasma", s, thisammo);  break;
134                                 case RESOURCE_FUEL:    s = sprintf("%s and %d fuel", s, thisammo);    break;
135                         }
136
137                         s = substring(s, 5, -1);
138                 }
139                 return s;
140         }
141 }
142
143 bool W_IsWeaponThrowable(entity this, int w)
144 {
145         if (MUTATOR_CALLHOOK(ForbidDropCurrentWeapon, this, w))
146                 return false;
147         if (!autocvar_g_pickup_items)
148                 return false;
149         if (g_weaponarena)
150                 return 0;
151     if(w == WEP_Null.m_id)
152         return false;
153
154         #if 0
155         if(start_weapons & WepSet_FromWeapon(Weapons_from(w)))
156         {
157                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
158                 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
159                         return false;
160                 if((Weapons_from(w)).ammo_type == RESOURCE_NONE)
161                         return false;
162         }
163         return true;
164         #else
165         return (Weapons_from(w)).weaponthrowable;
166         #endif
167 }
168
169 // toss current weapon
170 void W_ThrowWeapon(entity this, .entity weaponentity, vector velo, vector delta, float doreduce)
171 {
172         Weapon w = this.(weaponentity).m_weapon;
173         if (w == WEP_Null)
174                 return; // just in case
175         if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon, this, this.(weaponentity)))
176                 return;
177         if(!autocvar_g_weapon_throwable)
178                 return;
179         if(this.(weaponentity).state != WS_READY)
180                 return;
181         if(!W_IsWeaponThrowable(this, w.m_id))
182                 return;
183
184         WepSet set = WepSet_FromWeapon(w);
185         if(!(this.weapons & set)) return;
186         this.weapons &= ~set;
187
188         W_SwitchWeapon_Force(this, w_getbestweapon(this, weaponentity), weaponentity);
189         string a = W_ThrowNewWeapon(this, w.m_id, doreduce, this.origin + delta, velo, weaponentity);
190
191         if(!a) return;
192         Send_Notification(NOTIF_ONE, this, MSG_MULTI, ITEM_WEAPON_DROP, a, w.m_id);
193 }
194
195 void SpawnThrownWeapon(entity this, vector org, Weapon wep, .entity weaponentity)
196 {
197         //entity wep = this.(weaponentity).m_weapon;
198
199         if(this.weapons & WepSet_FromWeapon(wep))
200                 if(W_IsWeaponThrowable(this, wep.m_id))
201                         W_ThrowNewWeapon(this, wep.m_id, false, org, randomvec() * 125 + '0 0 200', weaponentity);
202 }