]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/selection.qc
Merge branch 'master' into terencehill/lms_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / selection.qc
index f059dfba9bccd79a97da944a5c9eaea77a98e0be..ca331bb3c49af73091d4b0020f535d95e2bdc68b 100644 (file)
@@ -1,16 +1,18 @@
 #include "selection.qh"
 
-#include "weaponsystem.qh"
-#include <common/t_items.qh>
-#include <server/items.qh>
 #include <common/constants.qh>
+#include <common/items/item.qh>
+#include <common/mapobjects/triggers.qh>
+#include <common/mutators/mutator/waypoints/waypointsprites.qh>
 #include <common/net_linked.qh>
+#include <common/replicate.qh>
+#include <common/state.qh>
 #include <common/util.qh>
-#include <common/items/item.qh>
 #include <common/weapons/_all.qh>
-#include <common/state.qh>
-#include <common/mutators/mutator/waypoints/waypointsprites.qh>
 #include <common/wepent.qh>
+#include <server/items/items.qh>
+#include <server/items/spawning.qh>
+#include <server/weapons/weaponsystem.qh>
 
 // switch between weapons
 void Send_WeaponComplain(entity e, float wpn, float type)
@@ -52,7 +54,7 @@ bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andam
 
        // ignore hook button when using other offhand equipment
        if (this.offhand != OFFHAND_HOOK)
-       if (wpn == WEP_HOOK && !((this.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
+       if (wpn == WEP_HOOK && !((STAT(WEAPONS, this) | weaponsInMap) & WepSet_FromWeapon(wpn)))
            complain = 0;
 
        if (complain)
@@ -66,11 +68,11 @@ bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andam
        }
        if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0 && !(wpn.spawnflags & WEP_FLAG_DUALWIELD) && !(PS(this).dual_weapons & wpn.m_wepset))
                return false; // no complaints needed
-       if (this.weapons & WepSet_FromWeapon(wpn))
+       if (STAT(WEAPONS, this) & WepSet_FromWeapon(wpn))
        {
                if (andammo)
                {
-                       if(this.items & IT_UNLIMITED_WEAPON_AMMO)
+                       if(this.items & IT_UNLIMITED_AMMO)
                        {
                                f = 1;
                        }
@@ -151,7 +153,7 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
        while(rest != "")
        {
                weaponwant = stof(car(rest)); rest = cdr(rest);
-               wep = Weapons_from(weaponwant);
+               wep = REGISTRY_GET(Weapons, weaponwant);
                wepset = wep.m_wepset;
                if(imp >= 0)
                if(wep.impulse != imp)
@@ -161,12 +163,12 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
                FOREACH(Weapons, it != WEP_Null, {
                        if(i != weaponwant)
                        if(it.impulse == imp || imp < 0)
-                       if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
+                       if((STAT(WEAPONS, this) & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
                                have_other = true;
                });
 
                // skip weapons we don't own that aren't normal and aren't in the map
-               if(!(this.weapons & wepset))
+               if(!(STAT(WEAPONS, this) & wepset))
                if(!(weaponsInMap & wepset))
                if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
                        continue;
@@ -207,7 +209,7 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
                while(rest != "")
                {
                        weaponwant = stof(car(rest)); rest = cdr(rest);
-                       wep = Weapons_from(weaponwant);
+                       wep = REGISTRY_GET(Weapons, weaponwant);
                        wepset = wep.m_wepset;
                        if(imp >= 0)
                                if(wep.impulse != imp)
@@ -217,12 +219,12 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
                        FOREACH(Weapons, it != WEP_Null, {
                                if(i != weaponwant)
                                if(it.impulse == imp || imp < 0)
-                               if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
+                               if((STAT(WEAPONS, this) & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
                                        have_other = true;
                        });
 
                        // skip weapons we don't own that aren't normal and aren't in the map
-                       if(!(this.weapons & wepset))
+                       if(!(STAT(WEAPONS, this) & wepset))
                        if(!(weaponsInMap & wepset))
                        if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
                                continue;
@@ -240,10 +242,11 @@ float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, fl
 
 void W_SwitchWeapon_Force(Player this, Weapon wep, .entity weaponentity)
 {
-    TC(Weapon, wep);
-       this.(weaponentity).cnt = this.(weaponentity).m_switchweapon.m_id;
-       this.(weaponentity).m_switchweapon = wep;
-       this.(weaponentity).selectweapon = wep.m_id;
+       TC(Weapon, wep);
+       entity w_ent = this.(weaponentity);
+       w_ent.cnt = w_ent.m_switchweapon.m_id;
+       w_ent.m_switchweapon = wep;
+       w_ent.selectweapon = wep.m_id;
 }
 
 // perform weapon to attack (weaponstate and attack_finished check is here)
@@ -252,11 +255,11 @@ void W_SwitchToOtherWeapon(entity this, .entity weaponentity)
        // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
        Weapon ww;
        WepSet set = WepSet_FromWeapon(this.(weaponentity).m_weapon);
-       if (this.weapons & set)
+       if (STAT(WEAPONS, this) & set)
        {
-               this.weapons &= ~set;
+               STAT(WEAPONS, this) &= ~set;
                ww = w_getbestweapon(this, weaponentity);
-               this.weapons |= set;
+               STAT(WEAPONS, this) |= set;
        }
        else
        {
@@ -266,20 +269,34 @@ void W_SwitchToOtherWeapon(entity this, .entity weaponentity)
        W_SwitchWeapon_Force(this, ww, weaponentity);
 }
 
-void W_SwitchWeapon(entity this, Weapon w, .entity weaponentity)
+bool W_SwitchWeapon(entity this, Weapon w, .entity weaponentity)
 {
        if(this.(weaponentity).m_switchweapon != w)
        {
                if(client_hasweapon(this, w, weaponentity, true, true))
+               {
                        W_SwitchWeapon_Force(this, w, weaponentity);
+                       return true;
+               }
                else
+               {
                        this.(weaponentity).selectweapon = w.m_id; // update selectweapon anyway
+                       return false;
+               }
        }
-       else if(!forbidWeaponUse(this))
+       else if(!weaponLocked(this) && CS_CVAR(this).cvar_cl_weapon_switch_reload)
        {
                entity actor = this;
                w.wr_reload(w, actor, weaponentity);
        }
+
+       return true; // player already has the weapon out or needs to reload
+}
+
+void W_SwitchWeapon_TryOthers(entity this, Weapon w, .entity weaponentity)
+{
+       if(!W_SwitchWeapon(this, w, weaponentity) && CS_CVAR(this).cvar_cl_weapon_switch_fallback_to_impulse)
+               W_NextWeaponOnImpulse(this, w.impulse, weaponentity);
 }
 
 void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity)
@@ -287,15 +304,15 @@ void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponent
        float w;
        w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true, weaponentity);
        if(w > 0)
-               W_SwitchWeapon(this, Weapons_from(w), weaponentity);
+               W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity);
 }
 
 void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity)
 {
        float w;
-       w = W_GetCycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, imp, 1, (CS(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
+       w = W_GetCycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriority, +1, imp, 1, (CS_CVAR(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
        if(w > 0)
-               W_SwitchWeapon(this, Weapons_from(w), weaponentity);
+               W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity);
 }
 
 // next weapon
@@ -304,9 +321,9 @@ void W_NextWeapon(entity this, int list, .entity weaponentity)
        if(list == 0)
                W_CycleWeapon(this, weaponorder_byid, -1, weaponentity);
        else if(list == 1)
-               W_CycleWeapon(this, CS(this).weaponorder_byimpulse, -1, weaponentity);
+               W_CycleWeapon(this, CS_CVAR(this).weaponorder_byimpulse, -1, weaponentity);
        else if(list == 2)
-               W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, -1, weaponentity);
+               W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriority, -1, weaponentity);
 }
 
 // prev weapon
@@ -315,15 +332,15 @@ void W_PreviousWeapon(entity this, float list, .entity weaponentity)
        if(list == 0)
                W_CycleWeapon(this, weaponorder_byid, +1, weaponentity);
        else if(list == 1)
-               W_CycleWeapon(this, CS(this).weaponorder_byimpulse, +1, weaponentity);
+               W_CycleWeapon(this, CS_CVAR(this).weaponorder_byimpulse, +1, weaponentity);
        else if(list == 2)
-               W_CycleWeapon(this, CS(this).cvar_cl_weaponpriority, +1, weaponentity);
+               W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriority, +1, weaponentity);
 }
 
 // previously used if exists and has ammo, (second) best otherwise
 void W_LastWeapon(entity this, .entity weaponentity)
 {
-       Weapon wep = Weapons_from(this.(weaponentity).cnt);
+       Weapon wep = REGISTRY_GET(Weapons, this.(weaponentity).cnt);
        if (client_hasweapon(this, wep, weaponentity, true, false))
                W_SwitchWeapon(this, wep, weaponentity);
        else