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add laser pickup model; make laser optionally throwable
[divverent/nexuiz.git] / data / qcsrc / server / cl_weapons.qc
1 void W_Reload()
2 {
3         if(self.switchweapon == self.weapon)
4         if(self.weaponentity.state == WS_READY)
5                 weapon_action(self.weapon, WR_RELOAD);
6 }
7
8 // switch between weapons
9 void W_SwitchWeapon(float imp)
10 {
11         if (self.switchweapon != imp)
12         {
13                 if (client_hasweapon(self, imp, TRUE, TRUE))
14                         W_SwitchWeapon_Force(self, imp);
15         }
16         else
17         {
18                 W_Reload();
19         }
20 };
21
22 .float weaponcomplainindex;
23 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain)
24 {
25         float n, i, weaponwant, first_valid, prev_valid, switchtonext, switchtolast, c;
26         n = tokenize_sane(weaponorder);
27         switchtonext = switchtolast = 0;
28         first_valid = prev_valid = 0;
29
30         if(dir == 0)
31                 switchtonext = 1;
32
33         c = 0;
34
35         for(i = 0; i < n; ++i)
36         {
37                 weaponwant = stof(argv(i));
38                 if(imp >= 0)
39                         if((get_weaponinfo(weaponwant)).impulse != imp)
40                                 continue;
41
42                 ++c;
43
44                 if(client_hasweapon(pl, weaponwant, TRUE, FALSE))
45                 {
46                         if(switchtonext)
47                                 return weaponwant;
48                         if(!first_valid)
49                                 first_valid = weaponwant;
50                         if(weaponwant == pl.switchweapon)
51                         {
52                                 if(dir >= 0)
53                                         switchtonext = 1;
54                                 else if(prev_valid)
55                                         return prev_valid;
56                                 else
57                                         switchtolast = 1;
58                         }
59                         prev_valid = weaponwant;
60                 }
61         }
62         if(first_valid)
63         {
64                 if(switchtolast)
65                         return prev_valid;
66                 else
67                         return first_valid;
68         }
69         // complain (but only for one weapon on the button that has been pressed)
70         if(complain)
71         {
72                 self.weaponcomplainindex += 1;
73                 c = mod(self.weaponcomplainindex, c) + 1;
74                 for(i = 0; i < n; ++i)
75                 {
76                         weaponwant = stof(argv(i));
77                         if(imp >= 0)
78                                 if((get_weaponinfo(weaponwant)).impulse != imp)
79                                         continue;
80
81                         --c;
82                         if(c == 0)
83                         {
84                                 client_hasweapon(pl, weaponwant, TRUE, TRUE);
85                                 break;
86                         }
87                 }
88         }
89         return 0;
90 }
91
92 void W_CycleWeapon(string weaponorder, float dir)
93 {
94         float w;
95         w = W_GetCycleWeapon(self, weaponorder, dir, -1, 1);
96         if(w > 0)
97                 W_SwitchWeapon(w);
98 }
99
100 void W_NextWeaponOnImpulse(float imp)
101 {
102         float w;
103         w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1);
104         if(w > 0)
105                 W_SwitchWeapon(w);
106 }
107
108 // next weapon
109 void W_NextWeapon(float list)
110 {
111         if(list == 0)
112                 W_CycleWeapon(weaponpriority_hudselector_0, -1);
113         else if(list == 1)
114                 W_CycleWeapon(weaponpriority_hudselector_1, -1);
115         else if(list == 2)
116                 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
117 }
118
119 // prev weapon
120 void W_PreviousWeapon(float list)
121 {
122         if(list == 0)
123                 W_CycleWeapon(weaponpriority_hudselector_0, +1);
124         else if(list == 1)
125                 W_CycleWeapon(weaponpriority_hudselector_1, +1);
126         else if(list == 2)
127                 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
128 }
129
130 string W_FixWeaponOrder_AllowIncomplete(string order)
131 {
132         return W_FixWeaponOrder(order, 0);
133 }
134
135 string W_FixWeaponOrder_ForceComplete(string order)
136 {
137         if(order == "")
138                 order = cvar_string("cl_weaponpriority");
139         return W_FixWeaponOrder(order, 1);
140 }
141
142 float w_getbestweapon(entity e)
143 {
144         return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, 0);
145 };
146
147 // generic weapons table
148 // TODO should they be macros instead?
149 float weapon_action(float wpn, float wrequest)
150 {
151         return (get_weaponinfo(wpn)).weapon_func(wrequest);
152 };
153
154 string W_Name(float weaponid)
155 {
156         return (get_weaponinfo(weaponid)).message;
157 }
158
159 float W_WeaponBit(float wpn)
160 {
161         return (get_weaponinfo(wpn)).weapons;
162 }
163
164 float W_AmmoItemCode(float wpn)
165 {
166         return (get_weaponinfo(wpn)).items;
167 }
168
169 void thrown_wep_think()
170 {
171         self.solid = SOLID_TRIGGER;
172         self.owner = world;
173         SUB_SetFade(self, time + 20, 1);
174 }
175
176 // returns amount of ammo used, or -1 for failure, or 0 for no ammo count
177 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
178 {
179         entity oldself, wep;
180         float wa, thisammo;
181         var .float ammofield;
182
183         wep = spawn();
184
185         setorigin(wep, org);
186         wep.classname = "droppedweapon";
187         wep.velocity = velo;
188         wep.owner = wep.enemy = own;
189         wep.classname = "droppedweapon";
190         wep.flags |= FL_TOSSED;
191         wep.colormap = own.colormap;
192
193         wa = W_AmmoItemCode(wpn);
194         if(wa == IT_SUPERWEAPON || wa == 0)
195         {
196                 oldself = self;
197                 self = wep;
198                 weapon_defaultspawnfunc(wpn);
199                 self = oldself;
200                 if(startitem_failed)
201                         return -1;
202                 wep.think = thrown_wep_think;
203                 wep.nextthink = time + 0.5;
204                 return 0;
205         }
206         else
207         {
208                 ammofield = Item_CounterField(wa);
209                 oldself = self;
210                 self = wep;
211                 weapon_defaultspawnfunc(wpn);
212                 self = oldself;
213                 if(startitem_failed)
214                         return -1;
215                 if(doreduce)
216                 {
217                         thisammo = min(own.ammofield, wep.ammofield);
218                         wep.ammofield = thisammo;
219                         own.ammofield -= thisammo;
220                 }
221                 wep.think = thrown_wep_think;
222                 wep.nextthink = time + 0.5;
223                 return wep.ammofield;
224         }
225 }
226
227 // toss current weapon
228 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
229 {
230         local float w, a, wb, wa;
231
232         w = self.weapon;
233         if (w == 0)
234                 return; // just in case
235         if (g_weaponarena)
236                 return;
237         if (g_lms)
238                 return;
239         if (g_nixnex)
240                 return;
241         if (!cvar("g_pickup_items"))
242                 return;
243
244         wb = W_WeaponBit(w);
245         wa = W_AmmoItemCode(w);
246         if(!wb)
247                 return;
248         if(self.weapons & wb != wb)
249                 return;
250         if(start_weapons & wb)
251         {
252                 if(wa == IT_SUPERWEAPON && start_items & IT_UNLIMITED_SUPERWEAPONS)
253                         return;
254                 if(wa != IT_SUPERWEAPON && start_items & IT_UNLIMITED_WEAPON_AMMO)
255                         return;
256                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
257                 if(wa == 0)
258                         return;
259         }
260
261         self.weapons = self.weapons - wb;
262         W_SwitchWeapon_Force(self, w_getbestweapon(self));
263         a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
264         if(a < 0)
265                 return;
266         if(self.health >= 1)
267         {
268                 if(a == 0)
269                         sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
270                 else
271                         sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", ftos(a), " ", Item_CounterFieldName(W_AmmoItemCode(w)), "\n"));
272         }
273 };
274
275 // Bringed back weapon frame
276 void W_WeaponFrame()
277 {
278         if((arena_roundbased && time < warmup) || ((time < game_starttime) && !cvar("sv_ready_restart_after_countdown")))
279                 return;
280
281         if (!self.weaponentity || self.health < 1)
282                 return; // Dead player can't use weapons and injure impulse commands
283
284         if(!self.switchweapon)
285         {
286                 self.weapon = 0;
287                 self.weaponentity.state = WS_CLEAR;
288                 return;
289         }
290
291         makevectors(self.v_angle);
292
293         // Change weapon
294         if (self.weapon != self.switchweapon)
295         {
296                 if (self.weaponentity.state == WS_CLEAR)
297                 {
298                         player_setanim(self.anim_draw, FALSE, TRUE, TRUE);
299                         self.weaponentity.state = WS_RAISE;
300                         weapon_action(self.switchweapon, WR_SETUP);
301                         // VorteX: add player model weapon select frame here
302                         // setcustomframe(PlayerWeaponRaise);
303                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
304                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
305                 }
306                 else if (self.weaponentity.state == WS_READY)
307                 {
308 #ifndef INDEPENDENT_ATTACK_FINISHED
309                         if(ATTACK_FINISHED(self) <= time + frametime * 0.5)
310                         {
311 #endif
312                         // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
313                         sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
314                         self.weaponentity.state = WS_DROP;
315                         // set up weapon switch think in the future, and start drop anim
316                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
317                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
318 #ifndef INDEPENDENT_ATTACK_FINISHED
319                         }
320 #endif
321                 }
322         }
323
324         float wb;
325         wb = W_WeaponBit(self.weapon);
326
327         // call the think code which may fire the weapon
328         // and do so multiple times to resolve framerate dependency issues if the
329         // server framerate is very low and the weapon fire rate very high
330         local float c;
331         c = 0;
332         while (c < 5)
333         {
334                 c = c + 1;
335                 if(wb && self.weapons & wb == 0)
336                 {
337                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
338                         wb = 0;
339                 }
340                 if(wb)
341                         weapon_action(self.weapon, WR_THINK);
342                 if (time + frametime * 0.5 >= self.weapon_nextthink)
343                 {
344                         if(self.weapon_think)
345                                 self.weapon_think();
346                         else
347                                 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
348                 }
349         }
350
351         // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
352         //if (ATTACK_FINISHED(self) < time)
353         //      ATTACK_FINISHED(self) = time;
354
355         //if (self.weapon_nextthink < time)
356         //      self.weapon_nextthink = time;
357
358         // update currentammo incase it has changed
359         if (self.items & IT_CELLS)
360                 self.currentammo = self.ammo_cells;
361         else if (self.items & IT_ROCKETS)
362                 self.currentammo = self.ammo_rockets;
363         else if (self.items & IT_NAILS)
364                 self.currentammo = self.ammo_nails;
365         else if (self.items & IT_SHELLS)
366                 self.currentammo = self.ammo_shells;
367         else
368                 self.currentammo = 1;
369
370 };
371
372 float nixnex_weapon;
373 float nixnex_nextchange;
374 float nixnex_nextweapon;
375 .float nixnex_lastchange_id;
376 .float nixnex_lastinfotime;
377 .float nixnex_nextincr;
378
379 void Nixnex_ChooseNextWeapon()
380 {
381         float j;
382         entity e;
383
384         RandomSelection_Init();
385         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
386         {
387                 if(j == WEP_LASER && g_nixnex_with_laser)
388                         continue;
389                 if(!e.weapons) // skip dummies
390                         continue;
391                 RandomSelection_Add(world, j, 1, 0);
392         }
393         nixnex_nextweapon = RandomSelection_chosen_float;
394 }
395
396 void Nixnex_GiveCurrentWeapon()
397 {
398         float dt;
399         if(g_nixnex)
400         {
401                 if(!nixnex_nextweapon)
402                         Nixnex_ChooseNextWeapon();
403
404                 dt = ceil(nixnex_nextchange - time);
405
406                 if(dt <= 0)
407                 {
408                         nixnex_weapon = nixnex_nextweapon;
409                         nixnex_nextweapon = 0;
410                         nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
411                         //weapon_action(nixnex_weapon, WR_PRECACHE); // forget it, too slow
412                 }
413
414                 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
415                 {
416                         self.nixnex_lastchange_id = nixnex_nextchange;
417                         if (self.items & IT_UNLIMITED_WEAPON_AMMO)
418                         {
419                                 self.ammo_shells = cvar("g_pickup_shells_max");
420                                 self.ammo_nails = cvar("g_pickup_nails_max");
421                                 self.ammo_rockets = cvar("g_pickup_rockets_max");
422                                 self.ammo_cells = cvar("g_pickup_cells_max");
423                         }
424                         else
425                         {
426                                 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
427                                 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
428                                 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
429                                 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
430                         }
431                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
432                         if(dt >= 1 && dt <= 5)
433                                 self.nixnex_lastinfotime = -42;
434                         else
435                                 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon)));
436                 }
437                 if(self.nixnex_lastinfotime != dt)
438                 {
439                         self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
440                         if(dt >= 1 && dt <= 5)
441                                 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
442                 }
443
444                 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO) && time > self.nixnex_nextincr)
445                 {
446                         self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
447                         self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
448                         self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
449                         self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
450                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
451                 }
452
453                 self.weapons = 0;
454                 if(g_nixnex_with_laser)
455                         self.weapons = self.weapons | WEPBIT_LASER;
456                 self.weapons = self.weapons | W_WeaponBit(nixnex_weapon);
457
458                 if(self.switchweapon != nixnex_weapon)
459                         if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
460                                 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
461                                         W_SwitchWeapon(nixnex_weapon);
462         }
463 }