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fix a stupid interaction between weapon throwing and weapon load (loaded ammo was...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_weapons.qc
1 void W_TriggerReload()
2 {
3     weapon_action(self.weapon, WR_RELOAD);
4 }
5
6 // switch between weapons
7 void W_SwitchWeapon(float imp)
8 {
9         if (self.switchweapon != imp)
10         {
11                 if (client_hasweapon(self, imp, TRUE, TRUE))
12                         W_SwitchWeapon_Force(self, imp);
13                 else
14                         self.selectweapon = imp; // update selectweapon ANYWAY
15         }
16         else
17         {
18                 W_TriggerReload();
19         }
20 }
21
22 .float weaponcomplainindex;
23 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain, float skipmissing)
24 {
25         // We cannot tokenize in this function, as GiveItems calls this
26         // function. Thus we must use car/cdr.
27         float weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c;
28         string rest;
29         switchtonext = switchtolast = 0;
30         first_valid = prev_valid = 0;
31         float weaponcur;
32
33         if(skipmissing || pl.selectweapon == 0)
34                 weaponcur = pl.switchweapon;
35         else
36                 weaponcur = pl.selectweapon;
37
38         if(dir == 0)
39                 switchtonext = 1;
40
41         c = 0;
42
43         rest = weaponorder;
44         while(rest != "")
45         {
46                 weaponwant = stof(car(rest)); rest = cdr(rest);
47                 if(imp >= 0)
48                         if((get_weaponinfo(weaponwant)).impulse != imp)
49                                 continue;
50
51                 ++c;
52
53                 if(!skipmissing || client_hasweapon(pl, weaponwant, TRUE, FALSE))
54                 {
55                         if(switchtonext)
56                                 return weaponwant;
57                         if(!first_valid)
58                                 first_valid = weaponwant;
59                         if(weaponwant == weaponcur)
60                         {
61                                 if(dir >= 0)
62                                         switchtonext = 1;
63                                 else if(prev_valid)
64                                         return prev_valid;
65                                 else
66                                         switchtolast = 1;
67                         }
68                         prev_valid = weaponwant;
69                 }
70         }
71         if(first_valid)
72         {
73                 if(switchtolast)
74                         return prev_valid;
75                 else
76                         return first_valid;
77         }
78         // complain (but only for one weapon on the button that has been pressed)
79         if(complain)
80         {
81                 self.weaponcomplainindex += 1;
82                 c = mod(self.weaponcomplainindex, c) + 1;
83                 rest = weaponorder;
84                 while(rest != "")
85                 {
86                         weaponwant = stof(car(rest)); rest = cdr(rest);
87                         if(imp >= 0)
88                                 if((get_weaponinfo(weaponwant)).impulse != imp)
89                                         continue;
90
91                         --c;
92                         if(c == 0)
93                         {
94                                 client_hasweapon(pl, weaponwant, TRUE, TRUE);
95                                 break;
96                         }
97                 }
98         }
99         return 0;
100 }
101
102 void W_CycleWeapon(string weaponorder, float dir)
103 {
104         float w;
105         w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1, TRUE);
106         if(w > 0)
107                 W_SwitchWeapon(w);
108 }
109
110 void W_NextWeaponOnImpulse(float imp)
111 {
112         float w;
113         w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1, (self.cvar_cl_weaponimpulsemode == 0));
114         if(w > 0)
115                 W_SwitchWeapon(w);
116 }
117
118 // next weapon
119 void W_NextWeapon(float list)
120 {
121         if(list == 0)
122                 W_CycleWeapon(weaponorder_byid, -1);
123         else if(list == 1)
124                 W_CycleWeapon(self.weaponorder_byimpulse, -1);
125         else if(list == 2)
126                 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
127 }
128
129 // prev weapon
130 void W_PreviousWeapon(float list)
131 {
132         if(list == 0)
133                 W_CycleWeapon(weaponorder_byid, +1);
134         else if(list == 1)
135                 W_CycleWeapon(self.weaponorder_byimpulse, +1);
136         else if(list == 2)
137                 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
138 }
139
140 // previously used if exists and has ammo, (second) best otherwise
141 void W_LastWeapon()
142 {
143         if(client_hasweapon(self, self.cnt, TRUE, FALSE))
144                 W_SwitchWeapon(self.cnt);
145         else
146                 W_SwitchToOtherWeapon(self);
147 }
148
149 float w_getbestweapon(entity e)
150 {
151         return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, FALSE, TRUE);
152 }
153
154 // generic weapons table
155 // TODO should they be macros instead?
156 float weapon_action(float wpn, float wrequest)
157 {
158         return (get_weaponinfo(wpn)).weapon_func(wrequest);
159 }
160
161 string W_Name(float weaponid)
162 {
163         return (get_weaponinfo(weaponid)).message;
164 }
165
166 float W_WeaponBit(float wpn)
167 {
168         return (get_weaponinfo(wpn)).weapons;
169 }
170
171 float W_AmmoItemCode(float wpn)
172 {
173         return (get_weaponinfo(wpn)).items & IT_AMMO;
174 }
175
176 .float savenextthink;
177 void thrown_wep_think()
178 {
179         self.owner = world;
180         float timeleft = self.savenextthink - time;
181         if(timeleft > 1)
182                 SUB_SetFade(self, self.savenextthink - 1, 1);
183         else if(timeleft > 0)
184                 SUB_SetFade(self, time, timeleft);
185         else
186                 SUB_VanishOrRemove(self);
187 }
188
189 // returns amount of ammo used as string, or -1 for failure, or 0 for no ammo count
190 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
191 {
192         entity oldself, wep;
193         float wa, thisammo, i, j;
194         string s;
195         var .float ammofield;
196
197         wep = spawn();
198
199         setorigin(wep, org);
200         wep.classname = "droppedweapon";
201         wep.velocity = velo;
202         wep.owner = wep.enemy = own;
203         wep.flags |= FL_TOSSED;
204         wep.colormap = own.colormap;
205
206         if(W_WeaponBit(wpn) & WEPBIT_SUPERWEAPONS)
207         {
208                 if(own.items & IT_UNLIMITED_SUPERWEAPONS)
209                 {
210                         wep.superweapons_finished = time + autocvar_g_balance_superweapons_time;
211                 }
212                 else
213                 {
214                         float superweapons = 1;
215                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
216                                 if(own.weapons & WEPBIT_SUPERWEAPONS & W_WeaponBit(i))
217                                         ++superweapons;
218                         if(superweapons <= 1)
219                         {
220                                 wep.superweapons_finished = own.superweapons_finished;
221                                 own.superweapons_finished = 0;
222                         }
223                         else
224                         {
225                                 float timeleft = own.superweapons_finished - time;
226                                 float weptimeleft = timeleft / superweapons;
227                                 wep.superweapons_finished = time + weptimeleft;
228                                 own.superweapons_finished -= weptimeleft;
229                         }
230                 }
231         }
232
233         wa = W_AmmoItemCode(wpn);
234         if(wa == 0)
235         {
236                 oldself = self;
237                 self = wep;
238                 weapon_defaultspawnfunc(wpn);
239                 self = oldself;
240                 if(startitem_failed)
241                         return string_null;
242                 wep.glowmod = own.weaponentity_glowmod;
243                 wep.think = thrown_wep_think;
244                 wep.savenextthink = wep.nextthink;
245                 wep.nextthink = min(wep.nextthink, time + 0.5);
246                 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
247                 return "";
248         }
249         else
250         {
251                 s = "";
252                 oldself = self;
253                 self = wep;
254                 weapon_defaultspawnfunc(wpn);
255                 self = oldself;
256                 if(startitem_failed)
257                         return string_null;
258                 if(doreduce && g_weapon_stay == 2)
259                 {
260                         for(i = 0, j = 1; i < 24; ++i, j *= 2)
261                         {
262                                 if(wa & j)
263                                 {
264                                         ammofield = Item_CounterField(j);
265
266                                         // if our weapon is loaded, give its load back to the player
267                                         if(self.(weapon_load[self.weapon]) > 0)
268                                         {
269                                                 own.ammofield += self.(weapon_load[self.weapon]);
270                                                 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
271                                         }
272
273                                         wep.ammofield = 0;
274                                 }
275                         }
276                 }
277                 else if(doreduce)
278                 {
279                         for(i = 0, j = 1; i < 24; ++i, j *= 2)
280                         {
281                                 if(wa & j)
282                                 {
283                                         ammofield = Item_CounterField(j);
284
285                                         // if our weapon is loaded, give its load back to the player
286                                         if(self.(weapon_load[self.weapon]) > 0)
287                                         {
288                                                 own.ammofield += self.(weapon_load[self.weapon]);
289                                                 self.(weapon_load[self.weapon]) = -1; // schedule the weapon for reloading
290                                         }
291
292                                         thisammo = min(own.ammofield, wep.ammofield);
293                                         wep.ammofield = thisammo;
294                                         own.ammofield -= thisammo;
295                                         s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
296                                 }
297                         }
298                         s = substring(s, 5, -1);
299                 }
300                 wep.glowmod = own.weaponentity_glowmod;
301                 wep.think = thrown_wep_think;
302                 wep.savenextthink = wep.nextthink;
303                 wep.nextthink = min(wep.nextthink, time + 0.5);
304                 wep.pickup_anyway = TRUE; // these are ALWAYS pickable
305                 return s;
306         }
307 }
308
309 float W_IsWeaponThrowable(float w)
310 {
311         float wb, wa;
312
313         if (!autocvar_g_pickup_items)
314                 return 0;
315         if (g_weaponarena)
316                 return 0;
317         if (g_lms)
318                 return 0;
319         if (g_ca)
320                 return 0;
321         if (g_cts)
322                 return 0;
323         if (g_nexball && w == WEP_GRENADE_LAUNCHER)
324                 return 0;
325
326         wb = W_WeaponBit(w);
327         if(!wb)
328                 return 0;
329         wa = W_AmmoItemCode(w);
330         if(start_weapons & wb)
331         {
332                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
333                 if(start_items & IT_UNLIMITED_WEAPON_AMMO)
334                         return 0;
335                 if(wa == 0)
336                         return 0;
337         }
338
339         return 1;
340 }
341
342 // toss current weapon
343 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
344 {
345         float w, wb;
346         string a;
347
348         w = self.weapon;
349         if (w == 0)
350                 return; // just in case
351         if(MUTATOR_CALLHOOK(ForbidThrowCurrentWeapon))
352                 return;
353         if(!autocvar_g_weapon_throwable)
354                 return;
355         if(self.weaponentity.state != WS_READY)
356                 return;
357         if(!W_IsWeaponThrowable(w))
358                 return;
359
360         wb = W_WeaponBit(w);
361         if(self.weapons & wb != wb)
362                 return;
363
364         self.weapons &~= wb;
365         W_SwitchWeapon_Force(self, w_getbestweapon(self));
366         a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
367         if not(a)
368                 return;
369         if(a == "")
370                 sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
371         else
372                 sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
373 }
374
375 // Bringed back weapon frame
376 void W_WeaponFrame()
377 {
378         vector fo, ri, up;
379
380         if (frametime)
381                 self.weapon_frametime = frametime;
382
383         if(((arena_roundbased || g_ca || g_freezetag) && time < warmup) || ((time < game_starttime) && !autocvar_sv_ready_restart_after_countdown))
384                 return;
385
386         if(self.freezetag_frozen == 1)
387                 return;
388
389         if (!self.weaponentity || self.health < 1)
390                 return; // Dead player can't use weapons and injure impulse commands
391
392         if(!self.switchweapon)
393         {
394                 self.weapon = 0;
395                 self.switchingweapon = 0;
396                 self.weaponentity.state = WS_CLEAR;
397                 self.weaponname = "";
398                 self.items &~= IT_AMMO;
399                 return;
400         }
401
402         makevectors(self.v_angle);
403         fo = v_forward; // save them in case the weapon think functions change it
404         ri = v_right;
405         up = v_up;
406
407         // Change weapon
408         if (self.weapon != self.switchweapon)
409         {
410                 if (self.weaponentity.state == WS_CLEAR)
411                 {
412                         // end switching!
413                         self.switchingweapon = self.switchweapon;
414
415                         //setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
416                         self.weaponentity.state = WS_RAISE;
417                         weapon_action(self.switchweapon, WR_SETUP);
418
419                         // set our clip load to the load of the weapon we switched to, if it's reloadable
420                         entity e;
421                         e = get_weaponinfo(self.switchweapon);
422                         if(e.spawnflags & WEP_FLAG_RELOADABLE && cvar(strcat("g_balance_", e.netname, "_reload_ammo"))) // prevent accessing undefined cvars
423                         {
424                                 self.clip_load = self.(weapon_load[self.switchweapon]);
425                                 self.clip_size = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));
426                         }
427                         else
428                                 self.clip_load = self.clip_size = 0;
429
430                         // VorteX: add player model weapon select frame here
431                         // setcustomframe(PlayerWeaponRaise);
432                         weapon_thinkf(WFRAME_IDLE, autocvar_g_balance_weaponswitchdelay, w_ready);
433                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
434                 }
435                 else if (self.weaponentity.state == WS_DROP)
436                 {
437                         // in dropping phase we can switch at any time
438                         self.switchingweapon = self.switchweapon;
439                 }
440                 else if (self.weaponentity.state == WS_READY)
441                 {
442                         // start switching!
443                         self.switchingweapon = self.switchweapon;
444
445 #ifndef INDEPENDENT_ATTACK_FINISHED
446                         if(ATTACK_FINISHED(self) <= time + self.weapon_frametime * 0.5)
447                         {
448 #endif
449                         sound (self, CH_WEAPON_SINGLE, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
450                         self.weaponentity.state = WS_DROP;
451                         // set up weapon switch think in the future, and start drop anim
452                         weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_weaponswitchdelay, w_clear);
453                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
454 #ifndef INDEPENDENT_ATTACK_FINISHED
455                         }
456 #endif
457                 }
458         }
459
460         // LordHavoc: network timing test code
461         //if (self.button0)
462         //      print(ftos(frametime), " ", ftos(time), " >= ", ftos(ATTACK_FINISHED(self)), " >= ", ftos(self.weapon_nextthink), "\n");
463
464         float wb;
465         wb = W_WeaponBit(self.weapon);
466
467         // call the think code which may fire the weapon
468         // and do so multiple times to resolve framerate dependency issues if the
469         // server framerate is very low and the weapon fire rate very high
470         float c;
471         c = 0;
472         while (c < W_TICSPERFRAME)
473         {
474                 c = c + 1;
475                 if(wb && ((self.weapons & wb) == 0))
476                 {
477                         if(self.weapon == self.switchweapon)
478                                 W_SwitchWeapon_Force(self, w_getbestweapon(self));
479                         wb = 0;
480                 }
481
482                 v_forward = fo;
483                 v_right = ri;
484                 v_up = up;
485
486                 if(wb)
487                         weapon_action(self.weapon, WR_THINK);
488                 else
489                         weapon_action(self.weapon, WR_GONETHINK);
490
491                 if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
492                 {
493                         if(self.weapon_think)
494                         {
495                                 v_forward = fo;
496                                 v_right = ri;
497                                 v_up = up;
498                                 self.weapon_think();
499                         }
500                         else
501                                 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
502                 }
503         }
504
505         // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
506         //if (ATTACK_FINISHED(self) < time)
507         //      ATTACK_FINISHED(self) = time;
508
509         //if (self.weapon_nextthink < time)
510         //      self.weapon_nextthink = time;
511
512         // update currentammo incase it has changed
513 #if 0
514         if (self.items & IT_CELLS)
515                 self.currentammo = self.ammo_cells;
516         else if (self.items & IT_ROCKETS)
517                 self.currentammo = self.ammo_rockets;
518         else if (self.items & IT_NAILS)
519                 self.currentammo = self.ammo_nails;
520         else if (self.items & IT_SHELLS)
521                 self.currentammo = self.ammo_shells;
522         else
523                 self.currentammo = 1;
524 #endif
525 }