]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_weapons.qc
use the old Nex model and old Nex shot origin; make csqc aware of the weapon impulses...
[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 >= 0)
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 >= 0)
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, -1, 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_LAST; w >= WEP_FIRST; --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(neworder, ftos(w), " ");
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         if(order == "")
132                 order = cvar_string("cl_weaponpriority");
133         return W_FixWeaponOrder(order, 1);
134 }
135
136 float w_getbestweapon(entity e)
137
138         return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, 0);
139 };
140
141 // generic weapons table
142 // TODO should they be macros instead?
143 float weapon_action(float wpn, float wrequest)
144 {
145         return (get_weaponinfo(wpn)).weapon_func(wrequest);
146 };
147
148 string W_Name(float weaponid)
149 {
150         return (get_weaponinfo(weaponid)).message;
151 }
152
153 float W_WeaponBit(float wpn)
154 {
155         return (get_weaponinfo(wpn)).weapons;
156 }
157
158 float W_AmmoItemCode(float wpn)
159 {
160         return (get_weaponinfo(wpn)).items;
161 }
162
163 // think function for tossed weapons
164 void thrown_wep_think()
165 {
166         self.solid = SOLID_TRIGGER;
167         self.owner = world;
168         SUB_SetFade(self, time + 20, 1);
169         setorigin(self, self.origin);
170 };
171
172 // toss current weapon
173 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
174 {
175         local float w, ammo, wb, wa;
176         local entity wep, e;
177         local .float ammofield;
178
179         w = self.weapon;
180         if (w == 0)
181                 return; // just in case
182         if (w == WEP_LASER)
183                 return;
184         if (g_rocketarena)
185                 return;
186         if (g_lms)
187                 return;
188         if (g_nixnex)
189                 return;
190         if (!cvar("g_pickup_items"))
191                 return;
192
193         e = self;
194         wep = spawn();
195         self = wep;
196
197         setorigin(wep, e.origin + delta);
198         makevectors(e.angles);
199         wep.classname = "droppedweapon";
200         wep.velocity = velo; // e.velocity * 0.5 + v_forward * 750;
201         SUB_SetFade(wep, time + 20, 1);
202
203         wa = W_AmmoItemCode(w);
204         if(wa == IT_SUPERWEAPON || wa == 0)
205         {
206                 wb = W_WeaponBit(w);
207                 if(!(e.weapons & wb))
208                 {
209                         remove(wep);
210                         goto leave;
211                 }
212                 Item_SpawnByWeaponCode(w);
213                 if(startitem_failed)
214                         goto leave;
215                 if(e.weapons & wb)
216                         if(e.health >= 1)
217                                 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
218         }
219         else
220         {
221                 ammofield = Item_CounterField(wa);
222                 wb = W_WeaponBit(w);
223                 if(!(e.weapons & wb))
224                 {
225                         remove(wep);
226                         goto leave;
227                 }
228                 Item_SpawnByWeaponCode(w);
229                 if(startitem_failed)
230                         goto leave;
231                 if(doreduce)
232                 {
233                         ammo = min(e.ammofield, wep.ammofield);
234                         wep.ammofield = ammo;
235                         e.ammofield -= ammo;
236                 }
237                 if(e.weapons & wb)
238                         if(e.health >= 1)
239                                 sprint(e, strcat("You dropped the ^2", wep.netname, " with ", ftos(wep.ammofield), " ammo", "\n"));
240         }
241
242         wep.owner = e;
243         setorigin(wep, wep.origin);
244         wep.nextthink = time + 0.5;
245         wep.think = thrown_wep_think;
246         wep.classname = "droppedweapon";
247         wep.flags = wep.flags | FL_TOSSED;
248         e.weapons = e.weapons - (e.weapons & wb);
249         wep.colormap = e.colormap;
250         W_SwitchWeapon_Force(e, w_getbestweapon(e));
251
252 :leave
253         self = e;
254 };
255
256 // Bringed back weapon frame
257 void W_WeaponFrame()
258 {
259         if((arena_roundbased && time < warmup) || ((time < restart_countdown) && !cvar("sv_ready_restart_after_countdown")))
260                 return;
261
262         if (!self.weaponentity || self.health < 1)
263                 return; // Dead player can't use weapons and injure impulse commands
264
265         if(!self.switchweapon)
266         {
267                 self.weapon = 0;
268                 self.weaponentity.state = WS_CLEAR;
269                 return;
270         }
271
272         makevectors(self.v_angle);
273
274         // Change weapon
275         if (self.weapon != self.switchweapon)
276         {
277                 if (self.weaponentity.state == WS_CLEAR)
278                 {
279                         player_setanim(self.anim_draw, FALSE, TRUE, TRUE);
280                         self.weaponentity.state = WS_RAISE;
281                         weapon_action(self.switchweapon, WR_SETUP);
282                         // VorteX: add player model weapon select frame here
283                         // setcustomframe(PlayerWeaponRaise);
284                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
285                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
286                 }
287                 else if (self.weaponentity.state == WS_READY)
288                 {
289 #ifndef INDEPENDENT_ATTACK_FINISHED
290                         if(ATTACK_FINISHED(self) <= time + frametime * 0.5)
291                         {
292 #endif
293                         sound (self, CHAN_WEAPON, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
294                         self.weaponentity.state = WS_DROP;
295                         // set up weapon switch think in the future, and start drop anim
296                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
297                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
298 #ifndef INDEPENDENT_ATTACK_FINISHED
299                         }
300 #endif
301                 }
302         }
303
304         float wb;
305         wb = W_WeaponBit(self.weapon);
306
307         // call the think code which may fire the weapon
308         // and do so multiple times to resolve framerate dependency issues if the
309         // server framerate is very low and the weapon fire rate very high
310         local float c;
311         c = 0;
312         while (c < 5)
313         {
314                 c = c + 1;
315                 if(wb && self.weapons & wb == 0)
316                 {
317                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
318                         wb = 0;
319                 }
320                 if(wb)
321                         weapon_action(self.weapon, WR_THINK);
322                 if (time + frametime * 0.5 >= self.weapon_nextthink)
323                         self.weapon_think();
324         }
325
326         // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
327         //if (ATTACK_FINISHED(self) < time)
328         //      ATTACK_FINISHED(self) = time;
329
330         //if (self.weapon_nextthink < time)
331         //      self.weapon_nextthink = time;
332
333         // update currentammo incase it has changed
334         if (self.items & IT_CELLS)
335                 self.currentammo = self.ammo_cells;
336         else if (self.items & IT_ROCKETS)
337                 self.currentammo = self.ammo_rockets;
338         else if (self.items & IT_NAILS)
339                 self.currentammo = self.ammo_nails;
340         else if (self.items & IT_SHELLS)
341                 self.currentammo = self.ammo_shells;
342         else
343                 self.currentammo = 1;
344
345 };
346
347 float nixnex_weapon;
348 float nixnex_nextchange;
349 float nixnex_nextweapon;
350 .float nixnex_lastchange_id;
351 .float nixnex_lastinfotime;
352 .float nixnex_nextincr;
353
354 void Nixnex_ChooseNextWeapon()
355 {
356         float numberof, id;
357         numberof = WEP_LAST - WEP_FIRST; // all but the current one
358         if(g_nixnex_with_laser)
359                 numberof = numberof - 1;
360         id = WEP_FIRST + ceil(random() * numberof) - 1;
361
362         if(g_nixnex_with_laser) // skip the laser if needed
363                 id = id + 1;
364
365         if(id >= nixnex_weapon) // skip the current weapon
366                 id = id + 1;
367
368         if(id < WEP_FIRST) // can't happen, but to be sure...
369         {
370                 dprint("Won't happen (id < WEP_FIRST)\n");
371                 id = WEP_FIRST;
372         }
373         if(id > WEP_LAST) // either
374         {
375                 dprint("Won't happen (id > WEP_LAST)\n");
376                 id = WEP_LAST;
377         }
378
379         nixnex_nextweapon = id;
380 }
381
382 void Nixnex_GiveCurrentWeapon()
383 {
384         float dt;
385         if(g_nixnex)
386         {
387                 if(!nixnex_nextweapon)
388                         Nixnex_ChooseNextWeapon();
389
390                 dt = ceil(nixnex_nextchange - time);
391
392                 if(dt <= 0)
393                 {
394                         nixnex_weapon = nixnex_nextweapon;
395                         nixnex_nextweapon = 0;
396                         nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
397                         //weapon_action(nixnex_weapon, WR_PRECACHE); // forget it, too slow
398                 }
399
400                 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
401                 {
402                         self.nixnex_lastchange_id = nixnex_nextchange;
403                         if (cvar("g_use_ammunition"))
404                         {
405                                 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
406                                 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
407                                 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
408                                 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
409                         }
410                         else
411                         {
412                                 self.ammo_shells = cvar("g_pickup_shells_max");
413                                 self.ammo_nails = cvar("g_pickup_nails_max");
414                                 self.ammo_rockets = cvar("g_pickup_rockets_max");
415                                 self.ammo_cells = cvar("g_pickup_cells_max");
416                         }
417                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
418                         if(dt >= 1 && dt <= 5)
419                                 self.nixnex_lastinfotime = -42;
420                         else
421                                 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon), "\n"));
422                 }
423                 if(self.nixnex_lastinfotime != dt)
424                 {
425                         self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
426                         if(dt >= 1 && dt <= 5)
427                                 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
428                 }
429
430                 if(cvar("g_use_ammunition") && time > self.nixnex_nextincr)
431                 {
432                         self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
433                         self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
434                         self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
435                         self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
436                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
437                 }
438
439                 self.weapons = 0;
440                 if(g_nixnex_with_laser)
441                         self.weapons = self.weapons | WEPBIT_LASER;
442                 self.weapons = self.weapons | W_WeaponBit(nixnex_weapon);
443
444                 if(self.switchweapon != nixnex_weapon)
445                         if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
446                                 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
447                                         W_SwitchWeapon(nixnex_weapon);
448         }
449 }
450
451 void RegisterWeapons()
452 {
453         // %weaponaddpoint
454         register_weapon(WEP_LASER,            w_laser,     0,              1, 1, "laser",     "laser",           "Laser");
455         register_weapon(WEP_SHOTGUN,          w_shotgun,   IT_SHELLS,      2, 1, "shotgun",   "shotgun",         "Shotgun");
456         register_weapon(WEP_UZI,              w_uzi,       IT_NAILS,       3, 1, "uzi",       "uzi",             "Machine Gun");
457         register_weapon(WEP_GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS,     4, 1, "gl",        "grenadelauncher", "Mortar");
458         register_weapon(WEP_ELECTRO,          w_electro,   IT_CELLS,       5, 1, "electro",   "electro",         "Electro");
459         register_weapon(WEP_CRYLINK,          w_crylink,   IT_CELLS,       6, 1, "crylink",   "crylink",         "Crylink");
460         register_weapon(WEP_NEX,              w_nex,       IT_CELLS,       7, 1, "nex",       "nex",             "Nex");
461         register_weapon(WEP_HAGAR,            w_hagar,     IT_ROCKETS,     8, 1, "hagar",     "hagar",           "Hagar");
462         register_weapon(WEP_ROCKET_LAUNCHER,  w_rlauncher, IT_ROCKETS,     9, 1, "rl",        "rocketlauncher",  "Rocket Launcher");
463         register_weapon(WEP_PORTO,            w_porto,     IT_SUPERWEAPON, 0, 0, "porto" ,    "porto",           "Port-O-Launch");
464         register_weapon(WEP_MINSTANEX,        w_minstanex, IT_CELLS,       7, 0, "minstanex", "minstanex",       "MinstaNex");
465 }