]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_weapons.qc
removing this makefile also
[divverent/nexuiz.git] / data / qcsrc / server / cl_weapons.qc
1
2 // generic weapons table
3 // add new weapons here
4 float(float wpn, float wrequest) weapon_action =
5 {
6         if (wpn == WEP_LASER)
7                 return w_laser(wrequest);
8         else if (wpn == WEP_SHOTGUN)
9                 return w_shotgun(wrequest);
10         else if (wpn == WEP_UZI)
11                 return w_uzi(wrequest);
12         else if (wpn == WEP_GRENADE_LAUNCHER)
13                 return w_glauncher(wrequest);
14         else if (wpn == WEP_ELECTRO)
15                 return w_electro(wrequest);
16         else if (wpn == WEP_CRYLINK)
17                 return w_crylink(wrequest);
18         else if (wpn == WEP_NEX)
19                 return w_nex(wrequest);
20         else if (wpn == WEP_HAGAR)
21                 return w_hagar(wrequest);
22         else if (wpn == WEP_ROCKET_LAUNCHER)
23                 return w_rlauncher(wrequest);
24         return FALSE;
25 };
26
27 // think function for tossed weapons
28 void() thrown_wep_think
29 {
30         self.solid = SOLID_TRIGGER;
31         self.owner = world;
32         SUB_SetFade(self, time + 20, 1);
33         setorigin(self, self.origin);
34 };
35
36 // toss current weapon
37 void() W_ThrowWeapon
38 {
39         local float w, ammo;
40         local entity wep, e;
41
42         e = self;
43         wep = spawn();
44         self = wep;
45         w = e.weapon;
46         setorigin(wep, e.origin);
47         makevectors(e.angles);
48         wep.classname = "droppedweapon";
49         wep.velocity = e.velocity * 0.5 + v_forward * 750;
50         SUB_SetFade(wep, time + 20, 1);
51
52         if(w == WEP_SHOTGUN)
53         {
54                 w = IT_SHOTGUN;
55                 if(!(e.items & w))
56                 {
57                         remove(wep);
58                         return;
59                 }
60                 weapon_shotgun();
61                 ammo = min(e.ammo_shells, wep.ammo_shells);
62                 wep.ammo_shells = ammo;
63                 e.ammo_shells -= ammo;
64         }
65         else if(w == WEP_UZI)
66         {
67                 w = IT_UZI;
68                 if(!(e.items & w))
69                 {
70                         remove(wep);
71                         return;
72                 }
73                 weapon_uzi();
74                 ammo = min(e.ammo_nails, wep.ammo_nails);
75                 wep.ammo_nails = ammo;
76                 e.ammo_nails -= ammo;
77         }
78         else if(w == WEP_GRENADE_LAUNCHER)
79         {
80                 w = IT_GRENADE_LAUNCHER;
81                 if(!(e.items & w))
82                 {
83                         remove(wep);
84                         return;
85                 }
86                 weapon_grenadelauncher();
87                 ammo = min(e.ammo_rockets, wep.ammo_rockets);
88                 wep.ammo_rockets = ammo;
89                 e.ammo_rockets -= ammo;
90         }
91         else if(w == WEP_ELECTRO)
92         {
93                 w = IT_ELECTRO;
94                 if(!(e.items & w))
95                 {
96                         remove(wep);
97                         return;
98                 }
99                 weapon_electro();
100                 ammo = min(e.ammo_cells, wep.ammo_cells);
101                 wep.ammo_cells = ammo;
102                 e.ammo_cells -= ammo;
103         }
104         else if(w == WEP_CRYLINK)
105         {
106                 w = IT_CRYLINK;
107                 if(!(e.items & w))
108                 {
109                         remove(wep);
110                         return;
111                 }
112                 weapon_crylink();
113                 ammo = min(e.ammo_cells, wep.ammo_cells);
114                 wep.ammo_cells = ammo;
115                 e.ammo_cells -= ammo;
116         }
117         else if(w == WEP_NEX)
118         {
119                 w = IT_NEX;
120                 if(!(e.items & w))
121                 {
122                         remove(wep);
123                         return;
124                 }
125                 weapon_nex();
126                 ammo = min(e.ammo_cells, wep.ammo_cells);
127                 wep.ammo_cells = ammo;
128                 e.ammo_cells -= ammo;
129         }
130         else if(w == WEP_HAGAR)
131         {
132                 w = IT_HAGAR;
133                 if(!(e.items & w))
134                 {
135                         remove(wep);
136                         return;
137                 }
138                 weapon_hagar();
139                 ammo = min(e.ammo_rockets, wep.ammo_rockets);
140                 wep.ammo_rockets = ammo;
141                 e.ammo_rockets -= ammo;
142         }
143         else if(w == WEP_ROCKET_LAUNCHER)
144         {
145                 w = IT_ROCKET_LAUNCHER;
146                 if(!(e.items & w))
147                 {
148                         remove(wep);
149                         return;
150                 }
151                 weapon_rocketlauncher();
152                 ammo = min(e.ammo_rockets, wep.ammo_rockets);
153                 wep.ammo_rockets = ammo;
154                 e.ammo_rockets -= ammo;
155         }
156
157         if(e.items & w)
158                 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
159         wep.owner = e;
160         setorigin(wep, wep.origin);
161         wep.nextthink = time + 0.5;
162         wep.think = thrown_wep_think;
163         wep.classname = "droppedweapon";
164         e.items = e.items - (e.items & w);
165         e.switchweapon = w_getbestweapon(e);
166         wep.colormap = e.colormap;
167         if (e.switchweapon != e.weapon)
168                 e.cnt = e.weapon;
169         self = e;
170 };
171
172 // switch between weapons
173 void(float imp) W_SwitchWeapon
174 {
175         if (client_hasweapon(self, imp, TRUE, TRUE))
176         {
177                 self.cnt = self.weapon;
178                 self.switchweapon = imp;
179         }
180 };
181
182 // next weapon
183 void() W_NextWeapon =
184 {
185         local float weaponwant, maxtries;
186
187         maxtries = WEP_LAST;
188
189         weaponwant = self.switchweapon + 1;
190         if (weaponwant < WEP_FIRST)
191                 weaponwant = WEP_LAST;
192         if (weaponwant > WEP_LAST)
193                 weaponwant = WEP_FIRST;
194         while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
195         {
196                 if(!maxtries)
197                         return;
198
199                 maxtries -= 1;
200                 weaponwant = weaponwant + 1;
201                 if (weaponwant < WEP_FIRST)
202                         weaponwant = WEP_LAST;
203                 if (weaponwant > WEP_LAST)
204                         weaponwant = WEP_FIRST;
205         }
206         self.cnt = self.weapon;
207         self.switchweapon = weaponwant;
208 };
209
210 // prev weapon
211 void() W_PreviousWeapon =
212 {
213         local float weaponwant, maxtries;
214
215         maxtries = WEP_LAST;
216
217         weaponwant = self.switchweapon - 1;
218         if (weaponwant < WEP_FIRST)
219                 weaponwant = WEP_LAST;
220         if (weaponwant > WEP_LAST)
221                 weaponwant = WEP_FIRST;
222         while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
223         {
224                 if(!maxtries)
225                         return;
226
227                 maxtries -= 1;
228                 weaponwant = weaponwant - 1;
229                 if (weaponwant < WEP_FIRST)
230                         weaponwant = WEP_LAST;
231                 if (weaponwant > WEP_LAST)
232                         weaponwant = WEP_FIRST;
233         }
234         self.cnt = self.weapon;
235         self.switchweapon = weaponwant;
236 };
237
238 // Bringed back weapon frame
239 void() W_WeaponFrame =
240 {
241         if(arena_roundbased)
242         if(time < self.arena_warmup_end)
243                 return;
244
245         if (!self.weaponentity || self.health < 1)
246                 return; // Dead player can't use weapons and injure impulse commands
247
248         if(!self.switchweapon)
249         {
250                 self.weapon = 0;
251                 self.weaponentity.state = WS_CLEAR;
252                 return;
253         }
254
255         makevectors(self.v_angle);
256
257         // Change weapon
258         if (self.weapon != self.switchweapon)
259         {
260                 if (self.weaponentity.state == WS_CLEAR)
261                 {
262                         self.weaponentity.state = WS_RAISE;
263                         weapon_action(self.switchweapon, WR_SETUP);
264                         // VorteX: add player model weapon select frame here
265                         // setcustomframe(PlayerWeaponRaise);
266                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
267                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
268                 }
269                 else if (self.weaponentity.state == WS_READY)
270                 {
271                         sound (self, CHAN_WEAPON, "weapons/weapon_switch.ogg", 1, ATTN_NORM);
272                         self.weaponentity.state = WS_DROP;
273                         // set up weapon switch think in the future, and start drop anim
274                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
275                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
276                 }
277         }
278
279         // call the think code which may fire the weapon
280         weapon_action(self.weapon, WR_THINK);
281
282         // update currentammo incase it has changed
283         if (self.items & IT_CELLS)
284                 self.currentammo = self.ammo_cells;
285         else if (self.items & IT_ROCKETS)
286                 self.currentammo = self.ammo_rockets;
287         else if (self.items & IT_NAILS)
288                 self.currentammo = self.ammo_nails;
289         else if (self.items & IT_SHELLS)
290                 self.currentammo = self.ammo_shells;
291         else
292                 self.currentammo = 1;
293
294         // do weapon think
295         if (time >= self.weapon_nextthink)
296                 if (self.weapon_nextthink > 0)
297                         self.weapon_think();
298 };
299
300 float nixnex_weapon;
301 float nixnex_nextchange;
302 float nixnex_nextweapon;
303 .float nixnex_lastchange_id;
304 .float nixnex_lastinfotime;
305 .float nixnex_nextincr;
306
307 void Nixnex_ChooseNextWeapon()
308 {
309         float numberof, id;
310         numberof = WEP_LAST - WEP_FIRST; // all but the current one
311         if(cvar("g_nixnex_with_laser"))
312                 numberof = numberof - 1;
313         id = WEP_FIRST + ceil(random() * numberof) - 1;
314
315         if(cvar("g_nixnex_with_laser")) // skip the laser if needed
316                 id = id + 1;
317
318         if(id >= nixnex_weapon) // skip the current weapon
319                 id = id + 1;
320
321         if(id < WEP_FIRST) // can't happen, but to be sure...
322         {
323                 dprint("Won't happen (id < WEP_FIRST)\n");
324                 id = WEP_FIRST;
325         }
326         if(id > WEP_LAST) // either
327         {
328                 dprint("Won't happen (id > WEP_LAST)\n");
329                 id = WEP_LAST;
330         }
331
332         nixnex_nextweapon = id;
333 }
334
335 string W_Name(float weaponid)
336 {
337         if(weaponid == WEP_LASER)             return "Laser";
338         if(weaponid == WEP_UZI)               return "Machine Gun";
339         if(weaponid == WEP_SHOTGUN)           return "Shotgun";
340         if(weaponid == WEP_GRENADE_LAUNCHER)  return "Mortar";
341         if(weaponid == WEP_ELECTRO)           return "Electro";
342         if(weaponid == WEP_NEX)               return "Nex";
343         if(weaponid == WEP_HAGAR)             return "Hagar";
344         if(weaponid == WEP_ROCKET_LAUNCHER)   return "Rocket Launcher";
345         if(weaponid == WEP_CRYLINK)           return "Crylink";
346         return "@!#%'n Tuba";
347 }
348
349 void Nixnex_GiveCurrentWeapon()
350 {
351         float dt;
352         if(cvar("g_nixnex"))
353         {
354                 if(!nixnex_nextweapon)
355                         Nixnex_ChooseNextWeapon();
356
357                 dt = ceil(nixnex_nextchange - time);
358
359                 if(dt <= 0)
360                 {
361                         nixnex_weapon = nixnex_nextweapon;
362                         nixnex_nextweapon = 0;
363                         nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
364                 }
365
366                 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
367                 {
368                         self.nixnex_lastchange_id = nixnex_nextchange;
369                         if (cvar("g_use_ammunition"))
370                         {
371                                 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
372                                 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
373                                 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
374                                 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
375                         }
376                         else
377                         {
378                                 self.ammo_shells = 999;
379                                 self.ammo_nails = 999;
380                                 self.ammo_rockets = 999;
381                                 self.ammo_cells = 999;
382                         }
383                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
384                         if(dt >= 1 && dt <= 5)
385                                 self.nixnex_lastinfotime = -42;
386                         else
387                                 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon), "\n"));
388                 }
389                 if(self.nixnex_lastinfotime != dt)
390                 {
391                         self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
392                         if(dt >= 1 && dt <= 5)
393                                 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
394                 }
395
396                 if(cvar("g_use_ammunition") && time > self.nixnex_nextincr)
397                 {
398                         self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
399                         self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
400                         self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
401                         self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
402                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
403                 }
404
405                 self.items = self.items - (self.items & (IT_LASER | IT_SHOTGUN | IT_UZI | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER));
406                 if(cvar("g_nixnex_with_laser"))
407                         self.items = self.items + IT_LASER;
408                 self.items = self.items - (self.items & weapon_translateindextoflag(nixnex_weapon)) + weapon_translateindextoflag(nixnex_weapon);
409
410                 if(self.switchweapon != nixnex_weapon)
411                         if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
412                                 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
413                                         W_SwitchWeapon(nixnex_weapon);
414         }
415 }
416