centerprints now are managed independently per line
[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 (self.weapon != imp)
176         if (client_hasweapon(self, imp, TRUE, TRUE))
177         {
178                 self.cnt = self.weapon;
179                 self.switchweapon = imp;
180         }
181 };
182
183 // next weapon
184 void() W_NextWeapon =
185 {
186         local float weaponwant, maxtries;
187
188         maxtries = WEP_LAST;
189
190         weaponwant = self.switchweapon + 1;
191         if (weaponwant < WEP_FIRST)
192                 weaponwant = WEP_LAST;
193         if (weaponwant > WEP_LAST)
194                 weaponwant = WEP_FIRST;
195         while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
196         {
197                 if(!maxtries)
198                         return;
199
200                 maxtries -= 1;
201                 weaponwant = weaponwant + 1;
202                 if (weaponwant < WEP_FIRST)
203                         weaponwant = WEP_LAST;
204                 if (weaponwant > WEP_LAST)
205                         weaponwant = WEP_FIRST;
206         }
207         self.cnt = self.weapon;
208         self.switchweapon = weaponwant;
209 };
210
211 // prev weapon
212 void() W_PreviousWeapon =
213 {
214         local float weaponwant, maxtries;
215
216         maxtries = WEP_LAST;
217
218         weaponwant = self.switchweapon - 1;
219         if (weaponwant < WEP_FIRST)
220                 weaponwant = WEP_LAST;
221         if (weaponwant > WEP_LAST)
222                 weaponwant = WEP_FIRST;
223         while(!client_hasweapon(self, weaponwant, TRUE, FALSE))
224         {
225                 if(!maxtries)
226                         return;
227
228                 maxtries -= 1;
229                 weaponwant = weaponwant - 1;
230                 if (weaponwant < WEP_FIRST)
231                         weaponwant = WEP_LAST;
232                 if (weaponwant > WEP_LAST)
233                         weaponwant = WEP_FIRST;
234         }
235         self.cnt = self.weapon;
236         self.switchweapon = weaponwant;
237 };
238
239 // Bringed back weapon frame
240 void() W_WeaponFrame =
241 {
242         if(arena_roundbased)
243         if(time < warmup)
244                 return;
245
246         if (!self.weaponentity || self.health < 1)
247                 return; // Dead player can't use weapons and injure impulse commands
248
249         if(!self.switchweapon)
250         {
251                 self.weapon = 0;
252                 self.weaponentity.state = WS_CLEAR;
253                 return;
254         }
255
256         makevectors(self.v_angle);
257
258         // Change weapon
259         if (self.weapon != self.switchweapon)
260         {
261                 if (self.weaponentity.state == WS_CLEAR)
262                 {
263                         self.weaponentity.state = WS_RAISE;
264                         weapon_action(self.switchweapon, WR_SETUP);
265                         // VorteX: add player model weapon select frame here
266                         // setcustomframe(PlayerWeaponRaise);
267                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
268                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
269                 }
270                 else if (self.weaponentity.state == WS_READY)
271                 {
272                         sound (self, CHAN_WEAPON, "weapons/weapon_switch.ogg", 1, ATTN_NORM);
273                         self.weaponentity.state = WS_DROP;
274                         // set up weapon switch think in the future, and start drop anim
275                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
276                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
277                 }
278         }
279
280         // call the think code which may fire the weapon
281         // and do so multiple times to resolve framerate dependency issues if the
282         // server framerate is very low and the weapon fire rate very high
283         local float c;
284         c = 0;
285         while (c < 5)
286         {
287                 c = c + 1;
288                 weapon_action(self.weapon, WR_THINK);
289                 if (self.weapon_nextthink > 0 && time >= self.weapon_nextthink)
290                         self.weapon_think();
291         }
292
293         // don't let attack_finished fall behind when not firing
294         if (self.attack_finished < time)
295                 self.attack_finished = time;
296
297         // update currentammo incase it has changed
298         if (self.items & IT_CELLS)
299                 self.currentammo = self.ammo_cells;
300         else if (self.items & IT_ROCKETS)
301                 self.currentammo = self.ammo_rockets;
302         else if (self.items & IT_NAILS)
303                 self.currentammo = self.ammo_nails;
304         else if (self.items & IT_SHELLS)
305                 self.currentammo = self.ammo_shells;
306         else
307                 self.currentammo = 1;
308
309 };
310
311 float nixnex_weapon;
312 float nixnex_nextchange;
313 float nixnex_nextweapon;
314 .float nixnex_lastchange_id;
315 .float nixnex_lastinfotime;
316 .float nixnex_nextincr;
317
318 void Nixnex_ChooseNextWeapon()
319 {
320         float numberof, id;
321         numberof = WEP_LAST - WEP_FIRST; // all but the current one
322         if(cvar("g_nixnex_with_laser"))
323                 numberof = numberof - 1;
324         id = WEP_FIRST + ceil(random() * numberof) - 1;
325
326         if(cvar("g_nixnex_with_laser")) // skip the laser if needed
327                 id = id + 1;
328
329         if(id >= nixnex_weapon) // skip the current weapon
330                 id = id + 1;
331
332         if(id < WEP_FIRST) // can't happen, but to be sure...
333         {
334                 dprint("Won't happen (id < WEP_FIRST)\n");
335                 id = WEP_FIRST;
336         }
337         if(id > WEP_LAST) // either
338         {
339                 dprint("Won't happen (id > WEP_LAST)\n");
340                 id = WEP_LAST;
341         }
342
343         nixnex_nextweapon = id;
344 }
345
346 string W_Name(float weaponid)
347 {
348         if(weaponid == WEP_LASER)             return "Laser";
349         if(weaponid == WEP_UZI)               return "Machine Gun";
350         if(weaponid == WEP_SHOTGUN)           return "Shotgun";
351         if(weaponid == WEP_GRENADE_LAUNCHER)  return "Mortar";
352         if(weaponid == WEP_ELECTRO)           return "Electro";
353         if(weaponid == WEP_NEX)               return "Nex";
354         if(weaponid == WEP_HAGAR)             return "Hagar";
355         if(weaponid == WEP_ROCKET_LAUNCHER)   return "Rocket Launcher";
356         if(weaponid == WEP_CRYLINK)           return "Crylink";
357         return "@!#%'n Tuba";
358 }
359
360 void Nixnex_GiveCurrentWeapon()
361 {
362         float dt;
363         if(cvar("g_nixnex"))
364         {
365                 if(!nixnex_nextweapon)
366                         Nixnex_ChooseNextWeapon();
367
368                 dt = ceil(nixnex_nextchange - time);
369
370                 if(dt <= 0)
371                 {
372                         nixnex_weapon = nixnex_nextweapon;
373                         nixnex_nextweapon = 0;
374                         nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
375                 }
376
377                 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
378                 {
379                         self.nixnex_lastchange_id = nixnex_nextchange;
380                         if (cvar("g_use_ammunition"))
381                         {
382                                 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
383                                 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
384                                 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
385                                 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
386                         }
387                         else
388                         {
389                                 self.ammo_shells = 999;
390                                 self.ammo_nails = 999;
391                                 self.ammo_rockets = 999;
392                                 self.ammo_cells = 999;
393                         }
394                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
395                         if(dt >= 1 && dt <= 5)
396                                 self.nixnex_lastinfotime = -42;
397                         else
398                         {
399                                 centermsg_free(CENTERMSG_NIXNEXCOUNT);
400                                 centermsg_set(CENTERMSG_NIXNEX, strcat("^2Active weapon: ^3", W_Name(nixnex_weapon)));
401                         }
402                 }
403                 if(self.nixnex_lastinfotime != dt)
404                 {
405                         self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
406                         if(dt >= 1 && dt <= 5)
407                         {
408                                 centermsg_set(CENTERMSG_NIXNEXCOUNT, strcat("^3", ftos(dt), "^2 seconds until weapon change..."));
409                                 centermsg_set(CENTERMSG_NIXNEX, strcat("Next weapon: ^3", W_Name(nixnex_nextweapon)));
410                         }
411                 }
412
413                 if(cvar("g_use_ammunition") && time > self.nixnex_nextincr)
414                 {
415                         self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
416                         self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
417                         self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
418                         self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
419                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
420                 }
421
422                 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));
423                 if(cvar("g_nixnex_with_laser"))
424                         self.items = self.items + IT_LASER;
425                 self.items = self.items - (self.items & weapon_translateindextoflag(nixnex_weapon)) + weapon_translateindextoflag(nixnex_weapon);
426
427                 if(self.switchweapon != nixnex_weapon)
428                         if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
429                                 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
430                                         W_SwitchWeapon(nixnex_weapon);
431         }
432 }
433