]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/weapons/weaponsystem.qc
Merge branch 'TimePath/slist_refresh' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / weapons / weaponsystem.qc
index d58e19148ca4872ca9df61eab68a64c6ef1e2b16..3f372371bd3d1af12fd3e1518e434ffb9c6e5871 100644 (file)
@@ -9,41 +9,41 @@
 #include <common/animdecide.qh>
 #include <common/constants.qh>
 #include <common/monsters/all.qh>
-#include <common/notifications.qh>
+#include <common/notifications/all.qh>
 #include <common/util.qh>
 #include <common/weapons/all.qh>
+#include <common/state.qh>
 #include <lib/csqcmodel/sv_model.qh>
 
 .int state;
 
 .float weapon_frametime;
 
-float W_WeaponRateFactor()
+float W_WeaponRateFactor(entity this)
 {
        float t = 1.0 / g_weaponratefactor;
 
-       MUTATOR_CALLHOOK(WeaponRateFactor, t);
-       t = weapon_rate;
+       MUTATOR_CALLHOOK(WeaponRateFactor, t, this);
+       t = M_ARGV(0, float);
 
        return t;
 }
 
-float W_WeaponSpeedFactor()
+float W_WeaponSpeedFactor(entity this)
 {
        float t = 1.0 * g_weaponspeedfactor;
 
-       MUTATOR_CALLHOOK(WeaponSpeedFactor, t);
-       t = ret_float;
+       MUTATOR_CALLHOOK(WeaponSpeedFactor, t, this);
+       t = M_ARGV(0, float);
 
        return t;
 }
 
 
-bool CL_Weaponentity_CustomizeEntityForClient()
+bool CL_Weaponentity_CustomizeEntityForClient(entity this, entity client)
 {
-       SELFPARAM();
        this.viewmodelforclient = this.owner;
-       if (IS_SPEC(other) && other.enemy == this.owner) this.viewmodelforclient = other;
+       if (IS_SPEC(client) && client.enemy == this.owner) this.viewmodelforclient = client;
        return true;
 }
 
@@ -51,30 +51,29 @@ vector CL_Weapon_GetShotOrg(int wpn)
 {
        entity wi = Weapons_from(wpn);
        entity e = spawn();
-       CL_WeaponEntity_SetModel(e, wi.mdl);
+       CL_WeaponEntity_SetModel(e, wi.mdl, false);
        vector ret = e.movedir;
-       CL_WeaponEntity_SetModel(e, "");
-       remove(e);
+       CL_WeaponEntity_SetModel(e, "", false);
+       delete(e);
        return ret;
 }
 
 ..entity weaponentity_fld;
 .float m_alpha;
 
-void CL_Weaponentity_Think()
+void CL_Weaponentity_Think(entity this)
 {
-       SELFPARAM();
        this.nextthink = time;
        if (intermission_running) this.frame = this.anim_idle.x;
        .entity weaponentity = this.weaponentity_fld;
        if (this.owner.(weaponentity) != this)
        {
-               // owner has new gun; remove self
-               if (this.weaponchild) remove(this.weaponchild);
-               remove(this);
+               // owner has new gun; remove old one
+               if (this.weaponchild) delete(this.weaponchild);
+               delete(this);
                return;
        }
-       if (IS_DEAD(self.owner))
+       if (IS_DEAD(this.owner))
        {
                // owner died; disappear
                this.model = "";
@@ -90,7 +89,7 @@ void CL_Weaponentity_Think()
                this.dmg = this.owner.modelindex;
                this.deadflag = this.owner.deadflag;
 
-               CL_WeaponEntity_SetModel(this, this.owner.weaponname);
+               CL_WeaponEntity_SetModel(this, this.owner.weaponname, true);
        }
 
        this.alpha = -1;  // TODO: don't render this entity at all
@@ -106,16 +105,15 @@ void CL_Weaponentity_Think()
        }
 }
 
-void CL_ExteriorWeaponentity_Think()
+void CL_ExteriorWeaponentity_Think(entity this)
 {
-       SELFPARAM();
        this.nextthink = time;
        if (this.owner.exteriorweaponentity != this)
        {
-               remove(this);
+               delete(this);
                return;
        }
-       if (IS_DEAD(self.owner))
+       if (IS_DEAD(this.owner))
        {
                this.model = "";
                return;
@@ -126,7 +124,11 @@ void CL_ExteriorWeaponentity_Think()
                this.weaponname = this.owner.weaponname;
                this.dmg = this.owner.modelindex;
                this.deadflag = this.owner.deadflag;
-               if (this.owner.weaponname != "") _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
+               if (this.owner.weaponname != "")
+               {
+                       _setmodel(this, W_Model(strcat("v_", this.owner.weaponname, ".md3")));
+                       setsize(this, '0 0 0', '0 0 0');
+               }
                else this.model = "";
 
                int tag_found;
@@ -147,7 +149,8 @@ void CL_ExteriorWeaponentity_Think()
        else if (this.owner.alpha != 0) this.alpha = this.owner.alpha;
        else this.alpha = 1;
 
-       this.glowmod = this.owner.weaponentity_glowmod;
+    Weapon wep = PS(this.owner).m_weapon;
+       if (wep) this.glowmod = weaponentity_glowmod(wep, this.owner.clientcolors);
        this.colormap = this.owner.colormap;
 
        CSQCMODEL_AUTOUPDATE(this);
@@ -157,25 +160,23 @@ void CL_ExteriorWeaponentity_Think()
 void CL_SpawnWeaponentity(entity actor, .entity weaponentity)
 {
        entity view = actor.(weaponentity) = new(weaponentity);
-       make_pure(view);
        view.solid = SOLID_NOT;
        view.owner = actor;
        setmodel(view, MDL_Null);  // precision set when changed
        setorigin(view, '0 0 0');
        view.weaponentity_fld = weaponentity;
-       view.think = CL_Weaponentity_Think;
+       setthink(view, CL_Weaponentity_Think);
        view.nextthink = time;
        view.viewmodelforclient = actor;
-       view.customizeentityforclient = CL_Weaponentity_CustomizeEntityForClient;
+       setcefc(view, CL_Weaponentity_CustomizeEntityForClient);
 
        if (weaponentity == weaponentities[0])
        {
                entity exterior = actor.exteriorweaponentity = new(exteriorweaponentity);
-               make_pure(exterior);
                exterior.solid = SOLID_NOT;
                exterior.owner = actor;
                setorigin(exterior, '0 0 0');
-               exterior.think = CL_ExteriorWeaponentity_Think;
+               setthink(exterior, CL_ExteriorWeaponentity_Think);
                exterior.nextthink = time;
 
                CSQCMODEL_AUTOINIT(exterior);
@@ -208,13 +209,17 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 {
        if ((actor.items & IT_UNLIMITED_WEAPON_AMMO)) return true;
        bool ammo = false;
-       if (secondary) WITH(entity, self, actor, ammo = thiswep.wr_checkammo2(thiswep));
-       else WITH(entity, self, actor, ammo = thiswep.wr_checkammo1(thiswep));
+       if (secondary) ammo = thiswep.wr_checkammo2(thiswep, actor);
+       else ammo = thiswep.wr_checkammo1(thiswep, actor);
        if (ammo) return true;
        // always keep the Mine Layer if we placed mines, so that we can detonate them
        if (thiswep == WEP_MINE_LAYER)
-               for (entity mine; (mine = find(mine, classname, "mine")); )
-                       if (mine.owner == actor) return false;
+       {
+               IL_EACH(g_mines, it.owner == actor,
+               {
+                       return false;
+               });
+       }
 
        if (thiswep == WEP_SHOTGUN)
                if (!secondary && WEP_CVAR(shotgun, secondary) == 1) return false;           // no clicking, just allow
@@ -227,8 +232,8 @@ bool weapon_prepareattack_checkammo(Weapon thiswep, entity actor, bool secondary
 
        // check if the other firing mode has enough ammo
        bool ammo_other = false;
-       if (secondary) WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo1(thiswep));
-       else WITH(entity, self, actor, ammo_other = thiswep.wr_checkammo2(thiswep));
+       if (secondary) ammo_other = thiswep.wr_checkammo1(thiswep, actor);
+       else ammo_other = thiswep.wr_checkammo2(thiswep, actor);
        if (ammo_other)
        {
                if (time - actor.prevwarntime > 1)
@@ -298,7 +303,7 @@ void weapon_prepareattack_do(entity actor, .entity weaponentity, bool secondary,
                        ATTACK_FINISHED(actor, slot) = time;
                        // dprint("resetting attack finished to ", ftos(time), "\n");
                }
-               ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor();
+               ATTACK_FINISHED(actor, slot) = ATTACK_FINISHED(actor, slot) + attacktime * W_WeaponRateFactor(actor);
        }
        actor.bulletcounter += 1;
        // dprint("attack finished ", ftos(ATTACK_FINISHED(actor, slot)), "\n");
@@ -356,7 +361,7 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
        if (this.weapon_think == w_ready && func != w_ready && this.state == WS_RAISE) backtrace(
                        "Tried to override initial weapon think function - should this really happen?");
 
-       t *= W_WeaponRateFactor();
+       t *= W_WeaponRateFactor(actor);
 
        // VorteX: haste can be added here
        if (this.weapon_think == w_ready)
@@ -385,7 +390,9 @@ void weapon_thinkf(entity actor, .entity weaponentity, WFRAME fr, float t, void(
 
        if ((fr == WFRAME_FIRE1 || fr == WFRAME_FIRE2) && t)
        {
-               int act = (fr == WFRAME_FIRE2 && (PS(actor).m_weapon == WEP_SHOCKWAVE || PS(actor).m_weapon == WEP_SHOTGUN))
+               bool primary_melee = boolean(fr == WFRAME_FIRE1 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_PRI));
+               bool secondary_melee = boolean(fr == WFRAME_FIRE2 && (PS(actor).m_weapon.spawnflags & WEP_TYPE_MELEE_SEC));
+               int act = (primary_melee || secondary_melee)
                        ? ANIMACTION_MELEE
                        : ANIMACTION_SHOOT
                        ;
@@ -402,6 +409,7 @@ bool forbidWeaponUse(entity player)
        if (time < game_starttime && !autocvar_sv_ready_restart_after_countdown) return true;
        if (round_handler_IsActive() && !round_handler_IsRoundStarted()) return true;
        if (player.player_blocked) return true;
+       if (gameover) return true;
        if (STAT(FROZEN, player)) return true;
        if (player.weapon_blocked) return true;
        return false;
@@ -409,8 +417,10 @@ bool forbidWeaponUse(entity player)
 
 .bool hook_switchweapon;
 
-void W_WeaponFrame(entity actor)
+void W_WeaponFrame(Player actor)
 {
+    TC(Player, actor);
+    TC(PlayerState, PS(actor));
        .entity weaponentity = weaponentities[0];  // TODO: unhardcode
        entity this = actor.(weaponentity);
        if (frametime) actor.weapon_frametime = frametime;
@@ -423,7 +433,7 @@ void W_WeaponFrame(entity actor)
                if (actor.(weaponentity).state != WS_CLEAR)
                {
                        Weapon wpn = PS(actor).m_weapon;
-                       w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+                       w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        return;
                }
        }
@@ -465,7 +475,7 @@ void W_WeaponFrame(entity actor)
                                actor.weaponname = newwep.mdl;
                                actor.bulletcounter = 0;
                                actor.ammo_field = newwep.ammo_field;
-                               newwep.wr_setup(newwep);
+                               newwep.wr_setup(newwep, actor);
                                this.state = WS_RAISE;
 
                                // set our clip load to the load of the weapon we switched to, if it's reloadable
@@ -510,17 +520,17 @@ void W_WeaponFrame(entity actor)
        // if (actor.button0)
        //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(actor, slot)), " >= ", ftos(this.weapon_nextthink), "\n");
 
-       int w = PS(actor).m_weapon.m_id;
+       Weapon w = PS(actor).m_weapon;
 
        // call the think code which may fire the weapon
        // and do so multiple times to resolve framerate dependency issues if the
        // server framerate is very low and the weapon fire rate very high
        for (int c = 0; c < W_TICSPERFRAME; ++c)
        {
-               if (w && !(actor.weapons & WepSet_FromWeapon(Weapons_from(w))))
+               if (w != WEP_Null && !(actor.weapons & WepSet_FromWeapon(w)))
                {
                        if (PS(actor).m_weapon == PS(actor).m_switchweapon) W_SwitchWeapon_Force(actor, w_getbestweapon(actor));
-                       w = 0;
+                       w = WEP_Null;
                }
 
                v_forward = fo;
@@ -529,7 +539,7 @@ void W_WeaponFrame(entity actor)
 
                bool block_weapon = false;
                {
-                       bool key_pressed = actor.BUTTON_HOOK && !actor.vehicle;
+                       bool key_pressed = PHYS_INPUT_BUTTON_HOOK(actor) && !actor.vehicle;
                        Weapon off = actor.offhand;
                        if (off && !(actor.weapons & WEPSET(HOOK)))
                        {
@@ -538,10 +548,10 @@ void W_WeaponFrame(entity actor)
                        else
                        {
                                if (key_pressed && PS(actor).m_switchweapon != WEP_HOOK && !actor.hook_switchweapon)
-                                       W_SwitchWeapon(WEP_HOOK);
+                                       W_SwitchWeapon(actor, WEP_HOOK);
                                actor.hook_switchweapon = key_pressed;
                                Weapon h = WEP_HOOK;
-                               block_weapon = (PS(actor).m_weapon == h && (actor.BUTTON_ATCK || key_pressed));
+                               block_weapon = (PS(actor).m_weapon == h && (PHYS_INPUT_BUTTON_ATCK(actor) || key_pressed));
                                h.wr_think(h, actor, weaponentity, block_weapon ? 1 : 0);
                        }
                }
@@ -552,15 +562,15 @@ void W_WeaponFrame(entity actor)
 
                if (!block_weapon)
                {
-                       if (w)
+            Weapon e = PS(actor).m_weapon;
+            TC(Weapon, e);
+                       if (w != WEP_Null)
                        {
-                               Weapon e = PS(actor).m_weapon;
-                               e.wr_think(e, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+                               e.wr_think(e, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        }
-                       else
+                       else if (e)
                        {
-                               Weapon w = PS(actor).m_weapon;
-                               w.wr_gonethink(w);
+                               e.wr_gonethink(e, actor);
                        }
                }
 
@@ -573,7 +583,7 @@ void W_WeaponFrame(entity actor)
                                v_up = up;
                                Weapon wpn = PS(actor).m_weapon;
                                this.weapon_think(wpn, actor, weaponentity,
-                                       (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+                                       PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
                        }
                        else
                        {
@@ -677,11 +687,12 @@ void W_ReloadedAndReady(Weapon thiswep, entity actor, .entity weaponentity, int
        // ATTACK_FINISHED(actor, slot) -= actor.reload_time - 1;
 
        Weapon wpn = Weapons_from(PS(actor).m_weapon.m_id);
-       w_ready(wpn, actor, weaponentity, (actor.BUTTON_ATCK ? 1 : 0) | (actor.BUTTON_ATCK2 ? 2 : 0));
+       w_ready(wpn, actor, weaponentity, PHYS_INPUT_BUTTON_ATCK(actor) | (PHYS_INPUT_BUTTON_ATCK2(actor) << 1));
 }
 
-void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
+void W_Reload(entity actor, float sent_ammo_min, Sound sent_sound)
 {
+    TC(Sound, sent_sound);
        .entity weaponentity = weaponentities[0];
        // set global values to work with
        Weapon e = PS(actor).m_weapon;
@@ -691,7 +702,8 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
        actor.reload_ammo_min = sent_ammo_min;
        actor.reload_ammo_amount = e.reloading_ammo;
        actor.reload_time = e.reloading_time;
-       actor.reload_sound = sent_sound;
+       if (actor.reload_sound) strunzone(actor.reload_sound);
+       actor.reload_sound = strzone(Sound_fixpath(sent_sound));
 
        // don't reload weapons that don't have the RELOADABLE flag
        if (!(e.spawnflags & WEP_FLAG_RELOADABLE))
@@ -722,7 +734,7 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
                                }
                                // switch away if the amount of ammo is not enough to keep using this weapon
                                Weapon w = PS(actor).m_weapon;
-                               if (!(w.wr_checkammo1(w) + w.wr_checkammo2(w)))
+                               if (!(w.wr_checkammo1(w, actor) + w.wr_checkammo2(w, actor)))
                                {
                                        actor.clip_load = -1;  // reload later
                                        W_SwitchToOtherWeapon(actor);
@@ -758,9 +770,9 @@ void W_Reload(entity actor, float sent_ammo_min, string sent_sound)
        actor.clip_load = actor.(weapon_load[PS(actor).m_weapon.m_id]) = -1;
 }
 
-void W_DropEvent(.void(Weapon) event, entity player, float weapon_type, entity weapon_item)
+void W_DropEvent(.void(Weapon, entity actor) event, entity player, float weapon_type, entity weapon_item)
 {
        Weapon w = Weapons_from(weapon_type);
        weapon_dropevent_item = weapon_item;
-       WITH(entity, self, player, w.event(w));
+       w.event(w, player);
 }