]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_weapons.qc
make the minstagib Nex a separate weapon
[divverent/nexuiz.git] / data / qcsrc / server / cl_weapons.qc
1 // switch between weapons
2 void W_SwitchWeapon(float imp)
3 {
4         if (self.weapon != imp)
5         if (client_hasweapon(self, imp, TRUE, TRUE))
6                 W_SwitchWeapon_Force(self, imp);
7 };
8
9 float W_GetCycleWeapon(entity pl, string weaponorder, float dir, float imp, float complain)
10 {
11         float n, i, weaponwant, first_valid, prev_valid, switchtonext, switchtolast;
12         n = tokenize(weaponorder);
13         switchtonext = switchtolast = 0;
14         first_valid = prev_valid = 0;
15
16         if(dir == 0)
17                 switchtonext = 1;
18
19         for(i = 0; i < n; ++i)
20         {
21                 weaponwant = stof(argv(i));
22
23                 if(imp)
24                         if((get_weaponinfo(weaponwant)).impulse != imp)
25                                 continue;
26
27                 if(client_hasweapon(pl, weaponwant, TRUE, FALSE))
28                 {
29                         if(switchtonext)
30                                 return weaponwant;
31                         if(!first_valid)
32                                 first_valid = weaponwant;
33                         if(weaponwant == pl.switchweapon)
34                         {
35                                 if(dir >= 0)
36                                         switchtonext = 1;
37                                 else if(prev_valid)
38                                         return prev_valid;
39                                 else
40                                         switchtolast = 1;
41                         }
42                         prev_valid = weaponwant;
43                 }
44         }
45         if(first_valid)
46         {
47                 if(switchtolast)
48                         return prev_valid;
49                 else
50                         return first_valid;
51         }
52         // complain
53         if(complain)
54         {
55                 for(i = 0; i < n; ++i)
56                 {
57                         weaponwant = stof(argv(i));
58                         if(imp)
59                                 if((get_weaponinfo(weaponwant)).impulse != imp)
60                                         continue;
61                         client_hasweapon(pl, weaponwant, TRUE, TRUE);
62                 }
63         }
64         return 0;
65 }
66
67 void W_CycleWeapon(string weaponorder, float dir)
68 {
69         float w;
70         w = W_GetCycleWeapon(self, weaponorder, dir, 0, 1);
71         if(w > 0)
72                 W_SwitchWeapon(w);
73 }
74
75 void W_NextWeaponOnImpulse(float imp)
76 {
77         float w;
78         w = W_GetCycleWeapon(self, self.cvar_cl_weaponpriority, +1, imp, 1);
79         if(w > 0)
80                 W_SwitchWeapon(w);
81 }
82
83 // next weapon
84 void W_NextWeapon()
85 {
86         W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
87 }
88
89 // prev weapon
90 void W_PreviousWeapon()
91 {
92         W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
93 }
94
95 string W_FixWeaponOrder(string order, float complete)
96 {
97         string neworder;
98         float i, n, w;
99
100         n = tokenize(order);
101         for(i = 0; i < n; ++i)
102         {
103                 w = stof(argv(i));
104                 if(w >= WEP_FIRST && w <= WEP_LAST && w == floor(w))
105                         neworder = strcat(neworder, ftos(w), " ");
106         }
107
108         if(complete)
109         {
110                 n = tokenize(neworder);
111                 for(w = WEP_FIRST; w <= WEP_LAST; ++w)
112                 {
113                         for(i = 0; i < n; ++i)
114                                 if(stof(argv(i)) == w)
115                                         break;
116                         if(i == n) // not found
117                                 neworder = strcat(ftos(w), " ", neworder);
118                 }
119         }
120         
121         return substring(neworder, 0, strlen(neworder) - 1);
122 }
123
124 string W_FixWeaponOrder_AllowIncomplete(string order)
125 {
126         return W_FixWeaponOrder(order, 0);
127 }
128
129 string W_FixWeaponOrder_ForceComplete(string order)
130 {
131         return W_FixWeaponOrder(order, 1);
132 }
133
134 float w_getbestweapon(entity e)
135
136         return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, 0, 0);
137 };
138
139 // generic weapons table
140 // TODO should they be macros instead?
141 float weapon_action(float wpn, float wrequest)
142 {
143         return (get_weaponinfo(wpn)).weapon_func(wrequest);
144 };
145
146 string W_Name(float weaponid)
147 {
148         return (get_weaponinfo(weaponid)).message;
149 }
150
151 float W_WeaponBit(float wpn)
152 {
153         return (get_weaponinfo(wpn)).weapons;
154 }
155
156 float W_AmmoItemCode(float wpn)
157 {
158         return (get_weaponinfo(wpn)).items;
159 }
160
161 // think function for tossed weapons
162 void thrown_wep_think()
163 {
164         self.solid = SOLID_TRIGGER;
165         self.owner = world;
166         SUB_SetFade(self, time + 20, 1);
167         setorigin(self, self.origin);
168 };
169
170 // toss current weapon
171 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
172 {
173         local float w, ammo, wb, wa;
174         local entity wep, e;
175         local .float ammofield;
176
177         w = self.weapon;
178         if (w == 0)
179                 return; // just in case
180         if (w == WEP_LASER)
181                 return;
182         if (g_rocketarena)
183                 return;
184         if (g_lms)
185                 return;
186         if (g_nixnex)
187                 return;
188         if (!cvar("g_pickup_items"))
189                 return;
190
191         e = self;
192         wep = spawn();
193         self = wep;
194
195         setorigin(wep, e.origin + delta);
196         makevectors(e.angles);
197         wep.classname = "droppedweapon";
198         wep.velocity = velo; // e.velocity * 0.5 + v_forward * 750;
199         SUB_SetFade(wep, time + 20, 1);
200
201         wa = W_AmmoItemCode(w);
202         if(wa == IT_SUPERWEAPON || wa == 0)
203         {
204                 wb = W_WeaponBit(w);
205                 if(!(e.weapons & wb))
206                 {
207                         remove(wep);
208                         goto leave;
209                 }
210                 Item_SpawnByWeaponCode(w);
211                 if(startitem_failed)
212                         goto leave;
213                 if(e.weapons & wb)
214                         if(e.health >= 1)
215                                 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
216         }
217         else
218         {
219                 ammofield = Item_CounterField(wa);
220                 wb = W_WeaponBit(w);
221                 if(!(e.weapons & wb))
222                 {
223                         remove(wep);
224                         goto leave;
225                 }
226                 Item_SpawnByWeaponCode(w);
227                 if(startitem_failed)
228                         goto leave;
229                 if(doreduce)
230                 {
231                         ammo = min(e.ammofield, wep.ammofield);
232                         wep.ammofield = ammo;
233                         e.ammofield -= ammo;
234                 }
235                 if(e.weapons & wb)
236                         if(e.health >= 1)
237                                 sprint(e, strcat("You dropped the ^2", wep.netname, " with ", ftos(wep.ammofield), " ammo", "\n"));
238         }
239
240         wep.owner = e;
241         setorigin(wep, wep.origin);
242         wep.nextthink = time + 0.5;
243         wep.think = thrown_wep_think;
244         wep.classname = "droppedweapon";
245         wep.flags = wep.flags | FL_TOSSED;
246         e.weapons = e.weapons - (e.weapons & wb);
247         wep.colormap = e.colormap;
248         W_SwitchWeapon_Force(e, w_getbestweapon(e));
249
250 :leave
251         self = e;
252 };
253
254 // Bringed back weapon frame
255 void W_WeaponFrame()
256 {
257         if((arena_roundbased && time < warmup) || ((time < restart_countdown) && !cvar("sv_ready_restart_after_countdown")))
258                 return;
259
260         if (!self.weaponentity || self.health < 1)
261                 return; // Dead player can't use weapons and injure impulse commands
262
263         if(!self.switchweapon)
264         {
265                 self.weapon = 0;
266                 self.weaponentity.state = WS_CLEAR;
267                 return;
268         }
269
270         makevectors(self.v_angle);
271
272         // Change weapon
273         if (self.weapon != self.switchweapon)
274         {
275                 if (self.weaponentity.state == WS_CLEAR)
276                 {
277                         player_setanim(self.anim_draw, FALSE, TRUE, TRUE);
278                         self.weaponentity.state = WS_RAISE;
279                         weapon_action(self.switchweapon, WR_SETUP);
280                         // VorteX: add player model weapon select frame here
281                         // setcustomframe(PlayerWeaponRaise);
282                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
283                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
284                 }
285                 else if (self.weaponentity.state == WS_READY)
286                 {
287 #ifndef INDEPENDENT_ATTACK_FINISHED
288                         if(ATTACK_FINISHED(self) <= time + frametime * 0.5)
289                         {
290 #endif
291                         sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
292                         self.weaponentity.state = WS_DROP;
293                         // set up weapon switch think in the future, and start drop anim
294                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
295                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
296 #ifndef INDEPENDENT_ATTACK_FINISHED
297                         }
298 #endif
299                 }
300         }
301
302         float wb;
303         wb = W_WeaponBit(self.weapon);
304
305         // call the think code which may fire the weapon
306         // and do so multiple times to resolve framerate dependency issues if the
307         // server framerate is very low and the weapon fire rate very high
308         local float c;
309         c = 0;
310         while (c < 5)
311         {
312                 c = c + 1;
313                 if(wb && self.weapons & wb == 0)
314                 {
315                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
316                         wb = 0;
317                 }
318                 if(wb)
319                         weapon_action(self.weapon, WR_THINK);
320                 if (time + frametime * 0.5 >= self.weapon_nextthink)
321                         self.weapon_think();
322         }
323
324         // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
325         //if (ATTACK_FINISHED(self) < time)
326         //      ATTACK_FINISHED(self) = time;
327
328         //if (self.weapon_nextthink < time)
329         //      self.weapon_nextthink = time;
330
331         // update currentammo incase it has changed
332         if (self.items & IT_CELLS)
333                 self.currentammo = self.ammo_cells;
334         else if (self.items & IT_ROCKETS)
335                 self.currentammo = self.ammo_rockets;
336         else if (self.items & IT_NAILS)
337                 self.currentammo = self.ammo_nails;
338         else if (self.items & IT_SHELLS)
339                 self.currentammo = self.ammo_shells;
340         else
341                 self.currentammo = 1;
342
343 };
344
345 float nixnex_weapon;
346 float nixnex_nextchange;
347 float nixnex_nextweapon;
348 .float nixnex_lastchange_id;
349 .float nixnex_lastinfotime;
350 .float nixnex_nextincr;
351
352 void Nixnex_ChooseNextWeapon()
353 {
354         float numberof, id;
355         numberof = WEP_LAST - WEP_FIRST; // all but the current one
356         if(g_nixnex_with_laser)
357                 numberof = numberof - 1;
358         id = WEP_FIRST + ceil(random() * numberof) - 1;
359
360         if(g_nixnex_with_laser) // skip the laser if needed
361                 id = id + 1;
362
363         if(id >= nixnex_weapon) // skip the current weapon
364                 id = id + 1;
365
366         if(id < WEP_FIRST) // can't happen, but to be sure...
367         {
368                 dprint("Won't happen (id < WEP_FIRST)\n");
369                 id = WEP_FIRST;
370         }
371         if(id > WEP_LAST) // either
372         {
373                 dprint("Won't happen (id > WEP_LAST)\n");
374                 id = WEP_LAST;
375         }
376
377         nixnex_nextweapon = id;
378 }
379
380 void Nixnex_GiveCurrentWeapon()
381 {
382         float dt;
383         if(g_nixnex)
384         {
385                 if(!nixnex_nextweapon)
386                         Nixnex_ChooseNextWeapon();
387
388                 dt = ceil(nixnex_nextchange - time);
389
390                 if(dt <= 0)
391                 {
392                         nixnex_weapon = nixnex_nextweapon;
393                         nixnex_nextweapon = 0;
394                         nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
395                         //weapon_action(nixnex_weapon, WR_PRECACHE); // forget it, too slow
396                 }
397
398                 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
399                 {
400                         self.nixnex_lastchange_id = nixnex_nextchange;
401                         if (cvar("g_use_ammunition"))
402                         {
403                                 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
404                                 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
405                                 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
406                                 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
407                         }
408                         else
409                         {
410                                 self.ammo_shells = cvar("g_pickup_shells_max");
411                                 self.ammo_nails = cvar("g_pickup_nails_max");
412                                 self.ammo_rockets = cvar("g_pickup_rockets_max");
413                                 self.ammo_cells = cvar("g_pickup_cells_max");
414                         }
415                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
416                         if(dt >= 1 && dt <= 5)
417                                 self.nixnex_lastinfotime = -42;
418                         else
419                                 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon), "\n"));
420                 }
421                 if(self.nixnex_lastinfotime != dt)
422                 {
423                         self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
424                         if(dt >= 1 && dt <= 5)
425                                 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
426                 }
427
428                 if(cvar("g_use_ammunition") && time > self.nixnex_nextincr)
429                 {
430                         self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
431                         self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
432                         self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
433                         self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
434                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
435                 }
436
437                 self.weapons = 0;
438                 if(g_nixnex_with_laser)
439                         self.weapons = self.weapons | WEPBIT_LASER;
440                 self.weapons = self.weapons | W_WeaponBit(nixnex_weapon);
441
442                 if(self.switchweapon != nixnex_weapon)
443                         if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
444                                 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
445                                         W_SwitchWeapon(nixnex_weapon);
446         }
447 }
448
449 void RegisterWeapons()
450 {
451         // %weaponaddpoint
452         register_weapon(WEP_LASER,            w_laser,     0,              1, 1, "laser",   "laser",           "Laser");
453         register_weapon(WEP_SHOTGUN,          w_shotgun,   IT_SHELLS,      2, 1, "shotgun", "shotgun",         "Shotgun");
454         register_weapon(WEP_UZI,              w_uzi,       IT_NAILS,       3, 1, "uzi",     "uzi",             "Machine Gun");
455         register_weapon(WEP_GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS,     4, 1, "gl",      "grenadelauncher", "Mortar");
456         register_weapon(WEP_ELECTRO,          w_electro,   IT_CELLS,       5, 1, "electro", "electro",         "Electro");
457         register_weapon(WEP_CRYLINK,          w_crylink,   IT_CELLS,       6, 1, "crylink", "crylink",         "Crylink");
458         register_weapon(WEP_NEX,              w_nex,       IT_CELLS,       7, 1, "nex",     "nex",             "Nex");
459         register_weapon(WEP_HAGAR,            w_hagar,     IT_ROCKETS,     8, 1, "hagar",   "hagar",           "Hagar");
460         register_weapon(WEP_ROCKET_LAUNCHER,  w_rlauncher, IT_ROCKETS,     9, 1, "rl",      "rocketlauncher",  "Rocket Launcher");
461         register_weapon(WEP_PORTO,            w_porto,     IT_SUPERWEAPON, 1, 0, "porto" ,  "porto",           "Port-O-Launch");
462         register_weapon(WEP_MINSTANEX,        w_minstanex, IT_CELLS,       7, 0, "nex",     "minstanex",       "MinstaNex");
463 }