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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_console(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 as string, or -1 for failure, or 0 for no ammo count
177 string W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
178 {
179         entity oldself, wep;
180         float wa, thisammo, i, j;
181         string s;
182         var .float ammofield;
183
184         wep = spawn();
185
186         setorigin(wep, org);
187         wep.classname = "droppedweapon";
188         wep.velocity = velo;
189         wep.owner = wep.enemy = own;
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 string_null;
202                 wep.think = thrown_wep_think;
203                 wep.nextthink = time + 0.5;
204                 return "";
205         }
206         else
207         {
208                 s = "";
209                 oldself = self;
210                 self = wep;
211                 weapon_defaultspawnfunc(wpn);
212                 self = oldself;
213                 if(startitem_failed)
214                         return string_null;
215                 if(doreduce)
216                 {
217                         for(i = 0, j = 1; i < 24; ++i, j *= 2)
218                         {
219                                 if(wa & j)
220                                 {
221                                         ammofield = Item_CounterField(j);
222                                         thisammo = min(own.ammofield, wep.ammofield);
223                                         wep.ammofield = thisammo;
224                                         own.ammofield -= thisammo;
225                                         s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
226                                 }
227                         }
228                         s = substring(s, 5, -1);
229                 }
230                 wep.think = thrown_wep_think;
231                 wep.nextthink = time + 0.5;
232                 return s;
233         }
234 }
235
236 float W_IsWeaponThrowable(float w)
237 {
238         float wb, wa;
239         wb = W_WeaponBit(w);
240         if(!wb)
241                 return 0;
242         wa = W_AmmoItemCode(w);
243         if(start_weapons & wb)
244         {
245                 if(wa == IT_SUPERWEAPON && start_items & IT_UNLIMITED_SUPERWEAPONS)
246                         return 0;
247                 if(wa != IT_SUPERWEAPON && start_items & IT_UNLIMITED_WEAPON_AMMO)
248                         return 0;
249                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
250                 if(wa == 0)
251                         return 0;
252         }
253
254         return 1;
255 }
256
257 // toss current weapon
258 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
259 {
260         local float w, wb;
261         string a;
262
263         w = self.weapon;
264         if (w == 0)
265                 return; // just in case
266         if (g_weaponarena)
267                 return;
268         if (g_lms)
269                 return;
270         if (g_nixnex)
271                 return;
272         if (g_nexball && w == WEP_GRENADE_LAUNCHER)
273                 return;
274         if (!cvar("g_pickup_items"))
275                 return;
276         if(!W_IsWeaponThrowable(w))
277                 return;
278
279         wb = W_WeaponBit(w);
280         if(self.weapons & wb != wb)
281                 return;
282
283         self.weapons &~= wb;
284         W_SwitchWeapon_Force(self, w_getbestweapon(self));
285         a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
286         if not(a)
287                 return;
288         if(self.health >= 1)
289         {
290                 if(a == "")
291                         sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
292                 else
293                         sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
294         }
295 };
296
297 // Bringed back weapon frame
298 void W_WeaponFrame()
299 {
300         if((arena_roundbased && time < warmup) || ((time < game_starttime) && !cvar("sv_ready_restart_after_countdown")))
301                 return;
302
303         if (!self.weaponentity || self.health < 1)
304                 return; // Dead player can't use weapons and injure impulse commands
305
306         if(!self.switchweapon)
307         {
308                 self.weapon = 0;
309                 self.weaponentity.state = WS_CLEAR;
310                 self.weaponname = "";
311                 self.items &~= IT_AMMO;
312                 return;
313         }
314
315         makevectors(self.v_angle);
316
317         // Change weapon
318         if (self.weapon != self.switchweapon)
319         {
320                 if (self.weaponentity.state == WS_CLEAR)
321                 {
322                         setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
323                         self.weaponentity.state = WS_RAISE;
324                         weapon_action(self.switchweapon, WR_SETUP);
325                         // VorteX: add player model weapon select frame here
326                         // setcustomframe(PlayerWeaponRaise);
327                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
328                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
329                 }
330                 else if (self.weaponentity.state == WS_READY)
331                 {
332 #ifndef INDEPENDENT_ATTACK_FINISHED
333                         if(ATTACK_FINISHED(self) <= time + frametime * 0.5)
334                         {
335 #endif
336                         // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
337                         sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
338                         self.weaponentity.state = WS_DROP;
339                         // set up weapon switch think in the future, and start drop anim
340                         weapon_thinkf(WFRAME_DONTCHANGE, cvar("g_balance_weaponswitchdelay"), w_clear);
341                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
342 #ifndef INDEPENDENT_ATTACK_FINISHED
343                         }
344 #endif
345                 }
346         }
347
348         float wb;
349         wb = W_WeaponBit(self.weapon);
350
351         // call the think code which may fire the weapon
352         // and do so multiple times to resolve framerate dependency issues if the
353         // server framerate is very low and the weapon fire rate very high
354         local float c;
355         c = 0;
356         while (c < 5)
357         {
358                 c = c + 1;
359                 if(wb && ((self.weapons & wb) == 0))
360                 {
361                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
362                         wb = 0;
363                 }
364                 if(wb)
365                         weapon_action(self.weapon, WR_THINK);
366                 if (time + frametime * 0.5 >= self.weapon_nextthink)
367                 {
368                         if(self.weapon_think)
369                                 self.weapon_think();
370                         else
371                                 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
372                 }
373         }
374
375         // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
376         //if (ATTACK_FINISHED(self) < time)
377         //      ATTACK_FINISHED(self) = time;
378
379         //if (self.weapon_nextthink < time)
380         //      self.weapon_nextthink = time;
381
382         // update currentammo incase it has changed
383 #if 0
384         if (self.items & IT_CELLS)
385                 self.currentammo = self.ammo_cells;
386         else if (self.items & IT_ROCKETS)
387                 self.currentammo = self.ammo_rockets;
388         else if (self.items & IT_NAILS)
389                 self.currentammo = self.ammo_nails;
390         else if (self.items & IT_SHELLS)
391                 self.currentammo = self.ammo_shells;
392         else
393                 self.currentammo = 1;
394 #endif
395 };
396
397 float nixnex_weapon;
398 float nixnex_nextchange;
399 float nixnex_nextweapon;
400 .float nixnex_lastchange_id;
401 .float nixnex_lastinfotime;
402 .float nixnex_nextincr;
403
404 float NixNex_CanChooseWeapon(float wpn)
405 {
406         entity e;
407         e = get_weaponinfo(wpn);
408         if(!e.weapons) // skip dummies
409                 return FALSE;
410         if(g_weaponarena)
411         {
412                 if not(g_weaponarena & e.weapons)
413                         return FALSE;
414         }
415         else
416         {
417                 if(wpn == WEP_LASER && g_nixnex_with_laser)
418                         return FALSE;
419                 if not(e.spawnflags & WEPSPAWNFLAG_NORMAL)
420                         return FALSE;
421         }
422         return TRUE;
423 }
424 void Nixnex_ChooseNextWeapon()
425 {
426         float j;
427         RandomSelection_Init();
428         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
429                 if(NixNex_CanChooseWeapon(j))
430                         RandomSelection_Add(world, j, string_null, 1, (j != nixnex_weapon));
431         nixnex_nextweapon = RandomSelection_chosen_float;
432 }
433
434 void Nixnex_GiveCurrentWeapon()
435 {
436         float dt;
437         if(g_nixnex)
438         {
439                 if(!nixnex_nextweapon)
440                         Nixnex_ChooseNextWeapon();
441
442                 dt = ceil(nixnex_nextchange - time);
443
444                 if(dt <= 0)
445                 {
446                         nixnex_weapon = nixnex_nextweapon;
447                         nixnex_nextweapon = 0;
448                         nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
449                         //weapon_action(nixnex_weapon, WR_PRECACHE); // forget it, too slow
450                 }
451
452                 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
453                 {
454                         self.nixnex_lastchange_id = nixnex_nextchange;
455                         if (self.items & IT_UNLIMITED_WEAPON_AMMO)
456                         {
457                                 self.ammo_shells = cvar("g_pickup_shells_max");
458                                 self.ammo_nails = cvar("g_pickup_nails_max");
459                                 self.ammo_rockets = cvar("g_pickup_rockets_max");
460                                 self.ammo_cells = cvar("g_pickup_cells_max");
461                                 self.ammo_fuel = cvar("g_pickup_fuel_max");
462                         }
463                         else
464                         {
465                                 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
466                                 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
467                                 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
468                                 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
469                                 self.ammo_fuel = cvar("g_balance_nixnex_ammo_fuel");
470                         }
471                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
472                         if(dt >= 1 && dt <= 5)
473                                 self.nixnex_lastinfotime = -42;
474                         else
475                                 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon)));
476                 }
477                 if(self.nixnex_lastinfotime != dt)
478                 {
479                         self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
480                         if(dt >= 1 && dt <= 5)
481                                 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
482                 }
483
484                 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO) && time > self.nixnex_nextincr)
485                 {
486                         self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
487                         self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
488                         self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
489                         self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
490                         self.ammo_fuel = self.ammo_fuel + cvar("g_balance_nixnex_ammoincr_fuel");
491                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
492                 }
493
494                 self.weapons = 0;
495                 if(g_nixnex_with_laser)
496                         self.weapons = self.weapons | WEPBIT_LASER;
497                 self.weapons = self.weapons | W_WeaponBit(nixnex_weapon);
498
499                 if(self.switchweapon != nixnex_weapon)
500                         if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
501                                 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
502                                         W_SwitchWeapon(nixnex_weapon);
503         }
504 }