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add a SND_WEAPON2 channel for anything except actual weapon fire. Limits cutting...
[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(float list)
85 {
86         if(list == 0)
87                 W_CycleWeapon(weaponpriority_hudselector_0, -1);
88         else if(list == 1)
89                 W_CycleWeapon(weaponpriority_hudselector_1, -1);
90         else if(list == 2)
91                 W_CycleWeapon(self.cvar_cl_weaponpriority, -1);
92 }
93
94 // prev weapon
95 void W_PreviousWeapon(float list)
96 {
97         if(list == 0)
98                 W_CycleWeapon(weaponpriority_hudselector_0, +1);
99         else if(list == 1)
100                 W_CycleWeapon(weaponpriority_hudselector_1, +1);
101         else if(list == 2)
102                 W_CycleWeapon(self.cvar_cl_weaponpriority, +1);
103 }
104
105 string W_FixWeaponOrder(string order, float complete)
106 {
107         return fixPriorityList(order, WEP_FIRST, WEP_LAST, complete);
108 }
109
110 string W_FixWeaponOrder_AllowIncomplete(string order)
111 {
112         return W_FixWeaponOrder(order, 0);
113 }
114
115 string W_FixWeaponOrder_ForceComplete(string order)
116 {
117         if(order == "")
118                 order = cvar_string("cl_weaponpriority");
119         return W_FixWeaponOrder(order, 1);
120 }
121
122 float w_getbestweapon(entity e)
123
124         return W_GetCycleWeapon(e, e.cvar_cl_weaponpriority, 0, -1, 0);
125 };
126
127 // generic weapons table
128 // TODO should they be macros instead?
129 float weapon_action(float wpn, float wrequest)
130 {
131         return (get_weaponinfo(wpn)).weapon_func(wrequest);
132 };
133
134 string W_Name(float weaponid)
135 {
136         return (get_weaponinfo(weaponid)).message;
137 }
138
139 float W_WeaponBit(float wpn)
140 {
141         return (get_weaponinfo(wpn)).weapons;
142 }
143
144 float W_AmmoItemCode(float wpn)
145 {
146         return (get_weaponinfo(wpn)).items;
147 }
148
149 void thrown_wep_think()
150 {
151         self.solid = SOLID_TRIGGER;
152         self.owner = world;
153         SUB_SetFade(self, time + 20, 1);
154 }
155
156 // returns amount of ammo used, or -1 for failure, or 0 for no ammo count
157 float W_ThrowNewWeapon(entity own, float wpn, float doreduce, vector org, vector velo)
158 {
159         entity oldself, wep;
160         float wa, ammo;
161         var .float ammofield;
162
163         wep = spawn();
164
165         setorigin(wep, org);
166         wep.classname = "droppedweapon";
167         wep.velocity = velo;
168         wep.owner = wep.enemy = own;
169         wep.classname = "droppedweapon";
170         wep.flags = wep.flags | FL_TOSSED;
171         wep.colormap = own.colormap;
172
173         wa = W_AmmoItemCode(wpn);
174         if(wa == IT_SUPERWEAPON || wa == 0)
175         {
176                 oldself = self;
177                 self = wep;
178                 weapon_defaultspawnfunc(wpn);
179                 self = oldself;
180                 if(startitem_failed)
181                         return -1;
182                 wep.think = thrown_wep_think;
183                 wep.nextthink = time + 0.5;
184                 return 0;
185         }
186         else
187         {
188                 ammofield = Item_CounterField(wa);
189                 oldself = self;
190                 self = wep;
191                 weapon_defaultspawnfunc(wpn);
192                 self = oldself;
193                 if(startitem_failed)
194                         return -1;
195                 if(doreduce)
196                 {
197                         ammo = min(own.ammofield, wep.ammofield);
198                         wep.ammofield = ammo;
199                         own.ammofield -= ammo;
200                 }
201                 wep.think = thrown_wep_think;
202                 wep.nextthink = time + 0.5;
203                 return wep.ammofield;
204         }
205 }
206
207 // toss current weapon
208 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
209 {
210         local float w, a, wb;
211
212         w = self.weapon;
213         if (w == 0)
214                 return; // just in case
215         if (w == WEP_LASER)
216                 return; // just in case
217         if (g_rocketarena)
218                 return;
219         if (g_lms)
220                 return;
221         if (g_nixnex)
222                 return;
223         if (!cvar("g_pickup_items"))
224                 return;
225
226         wb = W_WeaponBit(w);
227         if(self.weapons & wb != wb)
228                 return;
229
230         self.weapons = self.weapons - wb;
231         W_SwitchWeapon_Force(self, w_getbestweapon(self));
232         a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
233         if(a < 0)
234                 return;
235         if(self.health >= 1)
236         {
237                 if(a == 0)
238                         sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
239                 else
240                         sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", ftos(a), " ", Item_CounterFieldName(W_AmmoItemCode(w)), "\n"));
241         }
242 };
243
244 // Bringed back weapon frame
245 void W_WeaponFrame()
246 {
247         if((arena_roundbased && time < warmup) || ((time < restart_countdown) && !cvar("sv_ready_restart_after_countdown")))
248                 return;
249
250         if (!self.weaponentity || self.health < 1)
251                 return; // Dead player can't use weapons and injure impulse commands
252
253         if(!self.switchweapon)
254         {
255                 self.weapon = 0;
256                 self.weaponentity.state = WS_CLEAR;
257                 return;
258         }
259
260         makevectors(self.v_angle);
261
262         // Change weapon
263         if (self.weapon != self.switchweapon)
264         {
265                 if (self.weaponentity.state == WS_CLEAR)
266                 {
267                         player_setanim(self.anim_draw, FALSE, TRUE, TRUE);
268                         self.weaponentity.state = WS_RAISE;
269                         weapon_action(self.switchweapon, WR_SETUP);
270                         // VorteX: add player model weapon select frame here
271                         // setcustomframe(PlayerWeaponRaise);
272                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
273                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
274                 }
275                 else if (self.weaponentity.state == WS_READY)
276                 {
277 #ifndef INDEPENDENT_ATTACK_FINISHED
278                         if(ATTACK_FINISHED(self) <= time + frametime * 0.5)
279                         {
280 #endif
281                         // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
282                         sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
283                         self.weaponentity.state = WS_DROP;
284                         // set up weapon switch think in the future, and start drop anim
285                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_clear);
286                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
287 #ifndef INDEPENDENT_ATTACK_FINISHED
288                         }
289 #endif
290                 }
291         }
292
293         float wb;
294         wb = W_WeaponBit(self.weapon);
295
296         // call the think code which may fire the weapon
297         // and do so multiple times to resolve framerate dependency issues if the
298         // server framerate is very low and the weapon fire rate very high
299         local float c;
300         c = 0;
301         while (c < 5)
302         {
303                 c = c + 1;
304                 if(wb && self.weapons & wb == 0)
305                 {
306                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
307                         wb = 0;
308                 }
309                 if(wb)
310                         weapon_action(self.weapon, WR_THINK);
311                 if (time + frametime * 0.5 >= self.weapon_nextthink)
312                         self.weapon_think();
313         }
314
315         // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
316         //if (ATTACK_FINISHED(self) < time)
317         //      ATTACK_FINISHED(self) = time;
318
319         //if (self.weapon_nextthink < time)
320         //      self.weapon_nextthink = time;
321
322         // update currentammo incase it has changed
323         if (self.items & IT_CELLS)
324                 self.currentammo = self.ammo_cells;
325         else if (self.items & IT_ROCKETS)
326                 self.currentammo = self.ammo_rockets;
327         else if (self.items & IT_NAILS)
328                 self.currentammo = self.ammo_nails;
329         else if (self.items & IT_SHELLS)
330                 self.currentammo = self.ammo_shells;
331         else
332                 self.currentammo = 1;
333
334 };
335
336 float nixnex_weapon;
337 float nixnex_nextchange;
338 float nixnex_nextweapon;
339 .float nixnex_lastchange_id;
340 .float nixnex_lastinfotime;
341 .float nixnex_nextincr;
342
343 void Nixnex_ChooseNextWeapon()
344 {
345         float numberof, id;
346         numberof = WEP_LAST - WEP_FIRST; // all but the current one
347         if(g_nixnex_with_laser)
348                 numberof = numberof - 1;
349         id = WEP_FIRST + ceil(random() * numberof) - 1;
350
351         if(g_nixnex_with_laser) // skip the laser if needed
352                 id = id + 1;
353
354         if(id >= nixnex_weapon) // skip the current weapon
355                 id = id + 1;
356
357         if(id < WEP_FIRST) // can't happen, but to be sure...
358         {
359                 dprint("Won't happen (id < WEP_FIRST)\n");
360                 id = WEP_FIRST;
361         }
362         if(id > WEP_LAST) // either
363         {
364                 dprint("Won't happen (id > WEP_LAST)\n");
365                 id = WEP_LAST;
366         }
367
368         nixnex_nextweapon = id;
369 }
370
371 void Nixnex_GiveCurrentWeapon()
372 {
373         float dt;
374         if(g_nixnex)
375         {
376                 if(!nixnex_nextweapon)
377                         Nixnex_ChooseNextWeapon();
378
379                 dt = ceil(nixnex_nextchange - time);
380
381                 if(dt <= 0)
382                 {
383                         nixnex_weapon = nixnex_nextweapon;
384                         nixnex_nextweapon = 0;
385                         nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
386                         //weapon_action(nixnex_weapon, WR_PRECACHE); // forget it, too slow
387                 }
388
389                 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
390                 {
391                         self.nixnex_lastchange_id = nixnex_nextchange;
392                         if (self.items & IT_UNLIMITED_AMMO)
393                         {
394                                 self.ammo_shells = cvar("g_pickup_shells_max");
395                                 self.ammo_nails = cvar("g_pickup_nails_max");
396                                 self.ammo_rockets = cvar("g_pickup_rockets_max");
397                                 self.ammo_cells = cvar("g_pickup_cells_max");
398                         }
399                         else
400                         {
401                                 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
402                                 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
403                                 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
404                                 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
405                         }
406                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
407                         if(dt >= 1 && dt <= 5)
408                                 self.nixnex_lastinfotime = -42;
409                         else
410                                 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon), "\n"));
411                 }
412                 if(self.nixnex_lastinfotime != dt)
413                 {
414                         self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
415                         if(dt >= 1 && dt <= 5)
416                                 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
417                 }
418
419                 if(!(self.items & IT_UNLIMITED_AMMO) && time > self.nixnex_nextincr)
420                 {
421                         self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
422                         self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
423                         self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
424                         self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
425                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
426                 }
427
428                 self.weapons = 0;
429                 if(g_nixnex_with_laser)
430                         self.weapons = self.weapons | WEPBIT_LASER;
431                 self.weapons = self.weapons | W_WeaponBit(nixnex_weapon);
432
433                 if(self.switchweapon != nixnex_weapon)
434                         if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
435                                 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
436                                         W_SwitchWeapon(nixnex_weapon);
437         }
438 }
439
440 void RegisterWeapons()
441 {
442         // %weaponaddpoint
443         register_weapon(WEP_LASER,            w_laser,     0,              1, 1,     0, "laser",     "laser",           "Laser");
444         register_weapon(WEP_SHOTGUN,          w_shotgun,   IT_SHELLS,      2, 1,  2500, "shotgun",   "shotgun",         "Shotgun");
445         register_weapon(WEP_UZI,              w_uzi,       IT_NAILS,       3, 1,  5000, "uzi",       "uzi",             "Machine Gun");
446         register_weapon(WEP_GRENADE_LAUNCHER, w_glauncher, IT_ROCKETS,     4, 1,  5000, "gl",        "grenadelauncher", "Mortar");
447         register_weapon(WEP_ELECTRO,          w_electro,   IT_CELLS,       5, 1,  5000, "electro",   "electro",         "Electro");
448         register_weapon(WEP_CRYLINK,          w_crylink,   IT_CELLS,       6, 1,  5000, "crylink",   "crylink",         "Crylink");
449         register_weapon(WEP_NEX,              w_nex,       IT_CELLS,       7, 1, 10000, "nex",       "nex",             "Nex");
450         register_weapon(WEP_HAGAR,            w_hagar,     IT_ROCKETS,     8, 1,  5000, "hagar",     "hagar",           "Hagar");
451         register_weapon(WEP_ROCKET_LAUNCHER,  w_rlauncher, IT_ROCKETS,     9, 1, 10000, "rl",        "rocketlauncher",  "Rocket Launcher");
452         register_weapon(WEP_PORTO,            w_porto,     IT_SUPERWEAPON, 0, 0,     0, "porto" ,    "porto",           "Port-O-Launch");
453         register_weapon(WEP_MINSTANEX,        w_minstanex, IT_CELLS,       7, 0, 10000, "minstanex", "minstanex",       "MinstaNex");
454         register_weapons_done();
455 }