1 #include "selection.qh"
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>
17 // switch between weapons
18 void Send_WeaponComplain(entity e, float wpn, float type)
21 WriteHeader(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
22 WriteByte(MSG_ONE, wpn);
23 WriteByte(MSG_ONE, type);
26 void Weapon_whereis(Weapon this, entity cl)
28 if (!autocvar_g_showweaponspawns) return;
29 IL_EACH(g_items, it.weapon == this.m_id && (!it.team || (it.ItemStatus & ITS_AVAILABLE)),
31 if (ITEM_IS_LOOT(it) && (autocvar_g_showweaponspawns < 2))
35 entity wp = WaypointSprite_Spawn(
38 NULL, it.origin + ('0 0 1' * it.maxs.z) * 1.2,
44 wp.wp_extra = this.m_id;
48 bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain)
52 if (time < CS(this).hasweapon_complain_spam)
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)))
61 CS(this).hasweapon_complain_spam = time + 0.2;
66 sprint(this, "Invalid weapon\n");
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))
75 if(this.items & IT_UNLIMITED_AMMO)
81 f = wpn.wr_checkammo1(wpn, this, weaponentity) + wpn.wr_checkammo2(wpn, this, weaponentity);
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,
88 break; // no need to continue
94 if(IS_REAL_CLIENT(this))
96 play2(this, SND(UNAVAILABLE));
97 Send_WeaponComplain (this, wpn.m_id, 0);
105 if(IS_REAL_CLIENT(this))
108 // Report Proper Weapon Status / Modified Weapon Ownership Message
109 if (weaponsInMap & WepSet_FromWeapon(wpn))
111 Send_WeaponComplain(this, wpn.m_id, 1);
112 if(autocvar_g_showweaponspawns < 3)
113 Weapon_whereis(wpn, this);
116 FOREACH(Weapons, it.impulse == wpn.impulse,
118 Weapon_whereis(it, this);
124 Send_WeaponComplain (this, wpn.m_id, 2);
127 play2(this, SND(UNAVAILABLE));
132 float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity)
134 // We cannot tokenize in this function, as GiveItems calls this
135 // function. Thus we must use car/cdr.
136 float weaponwant, first_valid, prev_valid, switchtonext, switchtolast;
137 WepSet wepset = '0 0 0';
138 switchtonext = switchtolast = 0;
139 first_valid = prev_valid = 0;
143 if(skipmissing || this.(weaponentity).selectweapon == 0)
144 weaponcur = this.(weaponentity).m_switchweapon.m_id;
146 weaponcur = this.(weaponentity).selectweapon;
153 string rest = weaponorder;
156 weaponwant = stof(car(rest)); rest = cdr(rest);
157 wep = REGISTRY_GET(Weapons, weaponwant);
158 wepset = wep.m_wepset;
160 if(wep.impulse != imp)
163 bool have_other = false;
164 FOREACH(Weapons, it != WEP_Null, {
166 if(it.impulse == imp || imp < 0)
167 if((STAT(WEAPONS, this) & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
171 // skip weapons we don't own that aren't normal and aren't in the map
172 if(!(STAT(WEAPONS, this) & wepset))
173 if(!(weaponsInMap & wepset))
174 if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
179 if(!skipmissing || client_hasweapon(this, wep, weaponentity, true, false))
184 first_valid = weaponwant;
185 if(weaponwant == weaponcur)
194 prev_valid = weaponwant;
204 // complain (but only for one weapon on the button that has been pressed)
207 this.weaponcomplainindex += 1;
208 c = (this.weaponcomplainindex % c) + 1;
212 weaponwant = stof(car(rest)); rest = cdr(rest);
213 wep = REGISTRY_GET(Weapons, weaponwant);
214 wepset = wep.m_wepset;
216 if(wep.impulse != imp)
219 bool have_other = false;
220 FOREACH(Weapons, it != WEP_Null, {
222 if(it.impulse == imp || imp < 0)
223 if((STAT(WEAPONS, this) & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
227 // skip weapons we don't own that aren't normal and aren't in the map
228 if(!(STAT(WEAPONS, this) & wepset))
229 if(!(weaponsInMap & wepset))
230 if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
236 client_hasweapon(this, wep, weaponentity, true, true);
244 void W_SwitchWeapon_Force(Player this, Weapon wep, .entity weaponentity)
247 entity w_ent = this.(weaponentity);
248 w_ent.cnt = w_ent.m_switchweapon.m_id;
249 w_ent.m_switchweapon = wep;
250 w_ent.selectweapon = wep.m_id;
253 // perform weapon to attack (weaponstate and attack_finished check is here)
254 void W_SwitchToOtherWeapon(entity this, .entity weaponentity)
256 // hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
258 WepSet set = WepSet_FromWeapon(this.(weaponentity).m_weapon);
259 if (STAT(WEAPONS, this) & set)
261 STAT(WEAPONS, this) &= ~set;
262 ww = w_getbestweapon(this, weaponentity);
263 STAT(WEAPONS, this) |= set;
267 ww = w_getbestweapon(this, weaponentity);
269 if (ww == WEP_Null) return;
270 W_SwitchWeapon_Force(this, ww, weaponentity);
273 bool W_SwitchWeapon(entity this, Weapon w, .entity weaponentity)
275 if(this.(weaponentity).m_switchweapon != w)
277 if(client_hasweapon(this, w, weaponentity, true, true))
279 W_SwitchWeapon_Force(this, w, weaponentity);
284 this.(weaponentity).selectweapon = w.m_id; // update selectweapon anyway
288 else if(!weaponLocked(this) && CS_CVAR(this).cvar_cl_weapon_switch_reload)
291 w.wr_reload(w, actor, weaponentity);
294 return true; // player already has the weapon out or needs to reload
297 void W_SwitchWeapon_TryOthers(entity this, Weapon w, .entity weaponentity)
299 if(!W_SwitchWeapon(this, w, weaponentity) && CS_CVAR(this).cvar_cl_weapon_switch_fallback_to_impulse)
300 W_NextWeaponOnImpulse(this, w.impulse, weaponentity);
303 void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity)
306 w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true, weaponentity);
308 W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity);
311 void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity)
314 w = W_GetCycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriority, +1, imp, 1, (CS_CVAR(this).cvar_cl_weaponimpulsemode == 0), weaponentity);
316 W_SwitchWeapon(this, REGISTRY_GET(Weapons, w), weaponentity);
320 void W_NextWeapon(entity this, int list, .entity weaponentity)
323 W_CycleWeapon(this, weaponorder_byid, -1, weaponentity);
325 W_CycleWeapon(this, CS_CVAR(this).weaponorder_byimpulse, -1, weaponentity);
327 W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriority, -1, weaponentity);
331 void W_PreviousWeapon(entity this, float list, .entity weaponentity)
334 W_CycleWeapon(this, weaponorder_byid, +1, weaponentity);
336 W_CycleWeapon(this, CS_CVAR(this).weaponorder_byimpulse, +1, weaponentity);
338 W_CycleWeapon(this, CS_CVAR(this).cvar_cl_weaponpriority, +1, weaponentity);
341 // previously used if exists and has ammo, (second) best otherwise
342 void W_LastWeapon(entity this, .entity weaponentity)
344 Weapon wep = REGISTRY_GET(Weapons, this.(weaponentity).cnt);
345 if (client_hasweapon(this, wep, weaponentity, true, false))
346 W_SwitchWeapon(this, wep, weaponentity);
348 W_SwitchToOtherWeapon(this, weaponentity);
351 // fix switchweapon (needed when spectating is disabled, as PutClientInServer comes too early)
352 REPLICATE_APPLYCHANGE("cl_weaponpriority",
353 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
355 .entity weaponentity = weaponentities[slot];
356 if (this.(weaponentity) && (this.(weaponentity).m_weapon != WEP_Null || slot == 0))
357 this.(weaponentity).m_switchweapon = w_getbestweapon(this, weaponentity);