From: Samual Lenks Date: Fri, 28 Jun 2013 22:05:26 +0000 (-0400) Subject: Merge remote-tracking branch 'origin/master' into samual/weapons X-Git-Tag: xonotic-v0.8.0~152^2~377 X-Git-Url: http://git.xonotic.org/?a=commitdiff_plain;h=ed4075570f716685cb3d5b721b8fc9c3f5b0921e;p=xonotic%2Fxonotic-data.pk3dir.git Merge remote-tracking branch 'origin/master' into samual/weapons Conflicts: qcsrc/server/t_items.qc --- ed4075570f716685cb3d5b721b8fc9c3f5b0921e diff --cc qcsrc/server/weapons/cl_weapons.qc index 1b47fef3b,000000000..8870edf3a mode 100644,000000..100644 --- a/qcsrc/server/weapons/cl_weapons.qc +++ b/qcsrc/server/weapons/cl_weapons.qc @@@ -1,669 -1,0 +1,666 @@@ +void W_TriggerReload() +{ + weapon_action(self.weapon, WR_RELOAD); +} + +// switch between weapons +void W_SwitchWeapon(float imp) +{ + if (self.switchweapon != imp) + { + if (client_hasweapon(self, imp, TRUE, TRUE)) + W_SwitchWeapon_Force(self, imp); + else + self.selectweapon = imp; // update selectweapon ANYWAY + } + else + { + W_TriggerReload(); + } +} + +.float weaponcomplainindex; +float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing) +{ + // We cannot tokenize in this function, as GiveItems calls this + // function. Thus we must use car/cdr. + float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c; + string rest; + switchtonext = switchtolast = 0; + first_valid = prev_valid = 0; + float weaponcur; + + if(skipmissing || pl.selectweapon == 0) + weaponcur = pl.switchweapon; + else + weaponcur = pl.selectweapon; + + if(dir == 0) + switchtonext = 1; + + c = 0; + + rest = weaponorder; + while(rest != "") + { + weaponwant = stof(car(rest)); rest = cdr(rest); + if(imp >= 0) + if((get_weaponinfo(weaponwant)).impulse != imp) + continue; + + ++c; + + if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE)) + { + if(switchtonext) + return weaponwant; + if(!first_valid) + first_valid = weaponwant; + if(weaponwant == weaponcur) + { + if(dir >= 0) + switchtonext = 1; + else if(prev_valid) + return prev_valid; + else + switchtolast = 1; + } + prev_valid = weaponwant; + } + } + if(first_valid) + { + if(switchtolast) + return prev_valid; + else + return first_valid; + } + // complain (but only for one weapon on the button that has been pressed) + if(complain) + { + self.weaponcomplainindex += 1; + c = mod(self.weaponcomplainindex, c) + 1; + rest = weaponorder; + while(rest != "") + { + weaponwant = stof(car(rest)); rest = cdr(rest); + if(imp >= 0) + if((get_weaponinfo(weaponwant)).impulse != imp) + continue; + + --c; + if(c == 0) + { + client_hasweapon(pl, weaponwant, TRUE, TRUE); + break; + } + } + } + return 0; +} + +void W_CycleWeapon(string weaponorder, float dir) +{ + float w; + w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE); + if(w > 0) + W_SwitchWeapon(w); +} + +void W_NextWeaponOnImpulse(float imp) +{ + float w; + w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0)); + if(w > 0) + W_SwitchWeapon(w); +} + +// next weapon +void W_NextWeapon(float list) +{ + if(list == 0) + W_CycleWeapon(weaponorder_byid, -1); + else if(list == 1) + W_CycleWeapon(self.weaponorder_byimpulse, -1); + else if(list == 2) + W_CycleWeapon(self.cvar_cl_weaponpriority, -1); +} + +// prev weapon +void W_PreviousWeapon(float list) +{ + if(list == 0) + W_CycleWeapon(weaponorder_byid, +1); + else if(list == 1) + W_CycleWeapon(self.weaponorder_byimpulse, +1); + else if(list == 2) + W_CycleWeapon(self.cvar_cl_weaponpriority, +1); +} + +// previously used if exists and has ammo, (second) best otherwise +void W_LastWeapon() +{ + if(client_hasweapon(self, self.cnt, TRUE, FALSE)) + W_SwitchWeapon(self.cnt); + else + W_SwitchToOtherWeapon(self); +} + +float w_getbestweapon(entity e) +{ + return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE); +} + +// generic weapons table +// TODO should they be macros instead? +float weapon_action(float wpn, float wrequest) +{ + return (get_weaponinfo(wpn)).weapon_func(wrequest); +} + +.float savenextthink; +void thrown_wep_think() +{ + self.owner = world; + float timeleft = self.savenextthink - time; + if(timeleft > 1) + SUB_SetFade(self, self.savenextthink - 1, 1); + else if(timeleft > 0) + SUB_SetFade(self, time, timeleft); + else + SUB_VanishOrRemove(self); +} + +// returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count +string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo) +{ + entity oldself, wep; + float wa, thisammo, i, j; + string s; + var .float ammofield; + + wep = spawn(); + + setorigin(wep, org); + wep.classname = "droppedweapon"; + wep.velocity = velo; + wep.owner = wep.enemy = own; + wep.flags |= FL_TOSSED; + wep.colormap = own.colormap; + + if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, wpn)) + { + if(own.items & IT_UNLIMITED_SUPERWEAPONS) + { + wep.superweapons_finished = time + autocvar_g_balance_superweapons_time; + } + else + { + float superweapons = 1; + for(i = WEP_FIRST; i <= WEP_LAST; ++i) + if(WEPSET_CONTAINS_AW(WEPBIT_SUPERWEAPONS, i)) + if(WEPSET_CONTAINS_EW(own, i)) + ++superweapons; + if(superweapons <= 1) + { + wep.superweapons_finished = own.superweapons_finished; + own.superweapons_finished = 0; + } + else + { + float timeleft = own.superweapons_finished - time; + float weptimeleft = timeleft / superweapons; + wep.superweapons_finished = time + weptimeleft; + own.superweapons_finished -= weptimeleft; + } + } + } + + wa = W_AmmoItemCode(wpn); + if(wa == 0) + { + oldself = self; + self = wep; + weapon_defaultspawnfunc(wpn); + self = oldself; + if(startitem_failed) + return string_null; + wep.glowmod = own.weaponentity_glowmod; + wep.think = thrown_wep_think; + wep.savenextthink = wep.nextthink; + wep.nextthink = min(wep.nextthink, time + 0.5); + wep.pickup_anyway = TRUE; // these are ALWAYS pickable + return ""; + } + else + { + s = ""; + oldself = self; + self = wep; + weapon_defaultspawnfunc(wpn); + self = oldself; + if(startitem_failed) + return string_null; + if(doreduce && g_weapon_stay == 2) + { + for(i = 0, j = 1; i < 24; ++i, j *= 2) + { + if(wa & j) + { + ammofield = Item_CounterField(j); + + // if our weapon is loaded, give its load back to the player + if(self.(weapon_load[self.weapon]) > 0) + { + own.ammofield += self.(weapon_load[self.weapon]); + self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading + } + + wep.ammofield = 0; + } + } + } + else if(doreduce) + { + for(i = 0, j = 1; i < 24; ++i, j *= 2) + { + if(wa & j) + { + ammofield = Item_CounterField(j); + + // if our weapon is loaded, give its load back to the player + if(self.(weapon_load[self.weapon]) > 0) + { + own.ammofield += self.(weapon_load[self.weapon]); + self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading + } + + thisammo = min(own.ammofield, wep.ammofield); + wep.ammofield = thisammo; + own.ammofield -= thisammo; + s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j)); + } + } + s = substring(s, 5, -1); + } + wep.glowmod = own.weaponentity_glowmod; + wep.think = thrown_wep_think; + wep.savenextthink = wep.nextthink; + wep.nextthink = min(wep.nextthink, time + 0.5); + wep.pickup_anyway = TRUE; // these are ALWAYS pickable + + return s; + } +} + +float W_IsWeaponThrowable(float w) +{ + float wa; + + if (!autocvar_g_pickup_items) + return 0; + if (g_weaponarena) + return 0; + if (g_cts) + return 0; + if (g_nexball && w == WEP_GRENADE_LAUNCHER) + return 0; + if(w == 0) + return 0; + + wa = W_AmmoItemCode(w); + if(WEPSET_CONTAINS_AW(start_weapons, w)) + { + // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo) + if(start_items & IT_UNLIMITED_WEAPON_AMMO) + return 0; + if(wa == 0) + return 0; + } + + return 1; +} + +// toss current weapon +void W_ThrowWeapon(vector velo, vector delta, float doreduce) +{ + float w; + string a; + + w = self.weapon; + if (w == 0) + return; // just in case + if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon)) + return; + if(!autocvar_g_weapon_throwable) + return; + if(self.weaponentity.state != WS_READY) + return; + if(!W_IsWeaponThrowable(w)) + return; + + if(!WEPSET_CONTAINS_EW(self, w)) + return; + WEPSET_ANDNOT_EW(self, w); + + W_SwitchWeapon_Force(self, w_getbestweapon(self)); + a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo); + + if not(a) return; + Send_Notification(NOTIF_ONE, self, MSG_MULTI, ITEM_WEAPON_DROP, a, w); +} + +float forbidWeaponUse() +{ + if(time < game_starttime && !autocvar_sv_ready_restart_after_countdown) + return 1; + if(round_handler_IsActive() && !round_handler_IsRoundStarted()) + return 1; + if(self.player_blocked) + return 1; + if(self.freezetag_frozen) + return 1; + return 0; +} + +void W_WeaponFrame() +{ + vector fo, ri, up; + + if (frametime) + self.weapon_frametime = frametime; + + if (!self.weaponentity || self.health < 1) + return; // Dead player can't use weapons and injure impulse commands + + if(forbidWeaponUse()) + if(self.weaponentity.state != WS_CLEAR) + { + w_ready(); + return; + } + + if(!self.switchweapon) + { + self.weapon = 0; + self.switchingweapon = 0; + self.weaponentity.state = WS_CLEAR; + self.weaponname = ""; + self.items &~= IT_AMMO; + return; + } + + makevectors(self.v_angle); + fo = v_forward; // save them in case the weapon think functions change it + ri = v_right; + up = v_up; + + // Change weapon + if (self.weapon != self.switchweapon) + { + if (self.weaponentity.state == WS_CLEAR) + { + // end switching! + self.switchingweapon = self.switchweapon; + + entity newwep = get_weaponinfo(self.switchweapon); + + //setanim(self, self.anim_draw, FALSE, TRUE, TRUE); + self.weaponentity.state = WS_RAISE; + weapon_action(self.switchweapon, WR_SETUP); + + // set our clip load to the load of the weapon we switched to, if it's reloadable + if(newwep.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", newwep.netname, "_reload_ammo"))) // prevent accessing undefined cvars + { + self.clip_load = self.(weapon_load[self.switchweapon]); + self.clip_size = cvar(strcat("g_balance_", newwep.netname, "_reload_ammo")); + } + else + self.clip_load = self.clip_size = 0; + + // VorteX: add player model weapon select frame here + // setcustomframe(PlayerWeaponRaise); + weapon_thinkf(WFRAME_IDLE, newwep.switchdelay_raise, w_ready); + //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_raise", newwep.netname), cvar(sprintf("g_balance_%s_switchdelay_raise", newwep.netname)))); + weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0'); + } + else if (self.weaponentity.state == WS_DROP) + { + // in dropping phase we can switch at any time + self.switchingweapon = self.switchweapon; + } + else if (self.weaponentity.state == WS_READY) + { + // start switching! + self.switchingweapon = self.switchweapon; + + entity oldwep = get_weaponinfo(self.weapon); + +#ifndef INDEPENDENT_ATTACK_FINISHED + if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5) + { +#endif + sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM); + self.weaponentity.state = WS_DROP; + // set up weapon switch think in the future, and start drop anim + weapon_thinkf(WFRAME_DONTCHANGE, oldwep.switchdelay_drop, w_clear); + //print(sprintf("W_WeaponFrame(): cvar: %s, value: %f\n", sprintf("g_balance_%s_switchdelay_drop", oldwep.netname), cvar(sprintf("g_balance_%s_switchdelay_drop", oldwep.netname)))); + weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE); +#ifndef INDEPENDENT_ATTACK_FINISHED + } +#endif + } + } + + // LordHavoc: network timing test code + //if (self.button0) + // print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n"); + + float w; + w = self.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 + float c; + c = 0; + while (c < W_TICSPERFRAME) + { + c = c + 1; + if(w && !WEPSET_CONTAINS_EW(self, w)) + { + if(self.weapon == self.switchweapon) + W_SwitchWeapon_Force(self, w_getbestweapon(self)); + w = 0; + } + + v_forward = fo; + v_right = ri; + v_up = up; + + if(w) + weapon_action(self.weapon, WR_THINK); + else + weapon_action(self.weapon, WR_GONETHINK); + + if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink) + { + if(self.weapon_think) + { + v_forward = fo; + v_right = ri; + v_up = up; + self.weapon_think(); + } + else + bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n"); + } + } + +#if 0 + if (self.items & IT_CELLS) + self.currentammo = self.ammo_cells; + else if (self.items & IT_ROCKETS) + self.currentammo = self.ammo_rockets; + else if (self.items & IT_NAILS) + self.currentammo = self.ammo_nails; + else if (self.items & IT_SHELLS) + self.currentammo = self.ammo_shells; + else + self.currentammo = 1; +#endif +} + +string W_Apply_Weaponreplace(string in) +{ + float n = tokenize_console(in); + string out = ""; + float i; + for(i = 0; i < n; ++i) + { + string s = argv(i); + string r = cvar_string(strcat("g_weaponreplace_", s)); + if(r == "") + out = strcat(out, " ", s); + else if(r != "0") + out = strcat(out, " ", r); + } + return substring(out, 1, -1); +} + +void weapon_defaultspawnfunc(float wpn) +{ + entity e; + float t; + var .float ammofield; + string s; + entity oldself; + float i, j; + float f; + + if(self.classname != "droppedweapon" && self.classname != "replacedweapon") + { + e = get_weaponinfo(wpn); + + if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED) + { - print("Attempted to spawn a mutator-blocked weapon; these guns will in the future require a mutator\n"); - /* + objerror("Attempted to spawn a mutator-blocked weapon rejected"); + startitem_failed = TRUE; + return; - */ + } + + s = W_Apply_Weaponreplace(e.netname); + ret_string = s; + other = e; + MUTATOR_CALLHOOK(SetWeaponreplace); + s = ret_string; + if(s == "") + { + remove(self); + startitem_failed = TRUE; + return; + } + t = tokenize_console(s); + if(t >= 2) + { + self.team = --internalteam; + oldself = self; + for(i = 1; i < t; ++i) + { + s = argv(i); + for(j = WEP_FIRST; j <= WEP_LAST; ++j) + { + e = get_weaponinfo(j); + if(e.netname == s) + { + self = spawn(); + copyentity(oldself, self); + self.classname = "replacedweapon"; + weapon_defaultspawnfunc(j); + break; + } + } + if(j > WEP_LAST) + { + print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n"); + } + } + self = oldself; + } + if(t >= 1) // always the case! + { + s = argv(0); + wpn = 0; + for(j = WEP_FIRST; j <= WEP_LAST; ++j) + { + e = get_weaponinfo(j); + if(e.netname == s) + { + wpn = j; + break; + } + } + if(j > WEP_LAST) + { + print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n"); + } + } + if(wpn == 0) + { + remove(self); + startitem_failed = TRUE; + return; + } + } + + e = get_weaponinfo(wpn); + + if(!self.respawntime) + { + if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS)) + { + self.respawntime = g_pickup_respawntime_superweapon; + self.respawntimejitter = g_pickup_respawntimejitter_superweapon; + } + else + { + self.respawntime = g_pickup_respawntime_weapon; + self.respawntimejitter = g_pickup_respawntimejitter_weapon; + } + } + + if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS)) + if(!self.superweapons_finished) + self.superweapons_finished = autocvar_g_balance_superweapons_time; + + if(e.items) + { + for(i = 0, j = 1; i < 24; ++i, j *= 2) + { + if(e.items & j) + { + ammofield = Item_CounterField(j); + if(!self.ammofield) + self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon")); + } + } + } + + // pickup anyway + if(g_pickup_weapons_anyway) + self.pickup_anyway = TRUE; + + f = FL_WEAPON; + + // no weapon-stay on superweapons + if(WEPSET_CONTAINS_ANY_EA(e, WEPBIT_SUPERWEAPONS)) + f |= FL_NO_WEAPON_STAY; + + // weapon stay isn't supported for teamed weapons + if(self.team) + f |= FL_NO_WEAPON_STAY; + + StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue); + if (self.modelindex) // don't precache if self was removed + weapon_action(e.weapon, WR_PRECACHE); +}