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- move RandomSelection to misc/
[divverent/nexuiz.git] / data / qcsrc / server / cl_weapons.qc
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.classname = "droppedweapon";
191         wep.flags |= FL_TOSSED;
192         wep.colormap = own.colormap;
193
194         wa = W_AmmoItemCode(wpn);
195         if(wa == IT_SUPERWEAPON || wa == 0)
196         {
197                 oldself = self;
198                 self = wep;
199                 weapon_defaultspawnfunc(wpn);
200                 self = oldself;
201                 if(startitem_failed)
202                         return string_null;
203                 wep.think = thrown_wep_think;
204                 wep.nextthink = time + 0.5;
205                 return "";
206         }
207         else
208         {
209                 s = "";
210                 oldself = self;
211                 self = wep;
212                 weapon_defaultspawnfunc(wpn);
213                 self = oldself;
214                 if(startitem_failed)
215                         return string_null;
216                 if(doreduce)
217                 {
218                         for(i = 0, j = 1; i < 24; ++i, j *= 2)
219                         {
220                                 if(wa & j)
221                                 {
222                                         ammofield = Item_CounterField(j);
223                                         thisammo = min(own.ammofield, wep.ammofield);
224                                         wep.ammofield = thisammo;
225                                         own.ammofield -= thisammo;
226                                         s = strcat(s, " and ", ftos(thisammo), " ", Item_CounterFieldName(j));
227                                 }
228                         }
229                         s = substring(s, 5, -1);
230                 }
231                 wep.think = thrown_wep_think;
232                 wep.nextthink = time + 0.5;
233                 return s;
234         }
235 }
236
237 float W_IsWeaponThrowable(float w)
238 {
239         float wb, wa;
240         wb = W_WeaponBit(w);
241         if(!wb)
242                 return 0;
243         wa = W_AmmoItemCode(w);
244         if(start_weapons & wb)
245         {
246                 if(wa == IT_SUPERWEAPON && start_items & IT_UNLIMITED_SUPERWEAPONS)
247                         return 0;
248                 if(wa != IT_SUPERWEAPON && start_items & IT_UNLIMITED_WEAPON_AMMO)
249                         return 0;
250                 // start weapons that take no ammo can't be dropped (this prevents dropping the laser, as long as it continues to use no ammo)
251                 if(wa == 0)
252                         return 0;
253         }
254
255         return 1;
256 }
257
258 // toss current weapon
259 void W_ThrowWeapon(vector velo, vector delta, float doreduce)
260 {
261         local float w, wb;
262         string a;
263
264         w = self.weapon;
265         if (w == 0)
266                 return; // just in case
267         if (g_weaponarena)
268                 return;
269         if (g_lms)
270                 return;
271         if (g_nixnex)
272                 return;
273         if (g_nexball && w == WEP_GRENADE_LAUNCHER)
274                 return;
275         if (!cvar("g_pickup_items"))
276                 return;
277         if(!W_IsWeaponThrowable(w))
278                 return;
279
280         wb = W_WeaponBit(w);
281         if(self.weapons & wb != wb)
282                 return;
283
284         self.weapons &~= wb;
285         W_SwitchWeapon_Force(self, w_getbestweapon(self));
286         a = W_ThrowNewWeapon(self, w, doreduce, self.origin + delta, velo);
287         if not(a)
288                 return;
289         if(self.health >= 1)
290         {
291                 if(a == "")
292                         sprint(self, strcat("You dropped the ^2", W_Name(w), "\n"));
293                 else
294                         sprint(self, strcat("You dropped the ^2", W_Name(w), " with ", a, "\n"));
295         }
296 };
297
298 // Bringed back weapon frame
299 void W_WeaponFrame()
300 {
301         if((arena_roundbased && time < warmup) || ((time < game_starttime) && !cvar("sv_ready_restart_after_countdown")))
302                 return;
303
304         if (!self.weaponentity || self.health < 1)
305                 return; // Dead player can't use weapons and injure impulse commands
306
307         if(!self.switchweapon)
308         {
309                 self.weapon = 0;
310                 self.weaponentity.state = WS_CLEAR;
311                 self.weaponname = "";
312                 self.items &~= IT_AMMO;
313                 return;
314         }
315
316         makevectors(self.v_angle);
317
318         // Change weapon
319         if (self.weapon != self.switchweapon)
320         {
321                 if (self.weaponentity.state == WS_CLEAR)
322                 {
323                         setanim(self, self.anim_draw, FALSE, TRUE, TRUE);
324                         self.weaponentity.state = WS_RAISE;
325                         weapon_action(self.switchweapon, WR_SETUP);
326                         // VorteX: add player model weapon select frame here
327                         // setcustomframe(PlayerWeaponRaise);
328                         weapon_thinkf(WFRAME_IDLE, cvar("g_balance_weaponswitchdelay"), w_ready);
329                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, '0 0 0');
330                 }
331                 else if (self.weaponentity.state == WS_READY)
332                 {
333 #ifndef INDEPENDENT_ATTACK_FINISHED
334                         if(ATTACK_FINISHED(self) <= time + frametime * 0.5)
335                         {
336 #endif
337                         // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
338                         sound (self, CHAN_WEAPON2, "weapons/weapon_switch.wav", VOL_BASE, ATTN_NORM);
339                         self.weaponentity.state = WS_DROP;
340                         // set up weapon switch think in the future, and start drop anim
341                         weapon_thinkf(WFRAME_DONTCHANGE, cvar("g_balance_weaponswitchdelay"), w_clear);
342                         weapon_boblayer1(PLAYER_WEAPONSELECTION_SPEED, PLAYER_WEAPONSELECTION_RANGE);
343 #ifndef INDEPENDENT_ATTACK_FINISHED
344                         }
345 #endif
346                 }
347         }
348
349         float wb;
350         wb = W_WeaponBit(self.weapon);
351
352         // call the think code which may fire the weapon
353         // and do so multiple times to resolve framerate dependency issues if the
354         // server framerate is very low and the weapon fire rate very high
355         local float c;
356         c = 0;
357         while (c < 5)
358         {
359                 c = c + 1;
360                 if(wb && ((self.weapons & wb) == 0))
361                 {
362                         W_SwitchWeapon_Force(self, w_getbestweapon(self));
363                         wb = 0;
364                 }
365                 if(wb)
366                         weapon_action(self.weapon, WR_THINK);
367                 if (time + frametime * 0.5 >= self.weapon_nextthink)
368                 {
369                         if(self.weapon_think)
370                                 self.weapon_think();
371                         else
372                                 bprint("\{1}^1ERROR: undefined weapon think function for ", self.netname, "\n");
373                 }
374         }
375
376         // don't let attack_finished fall behind when not firing (must be after weapon_setup calls!)
377         //if (ATTACK_FINISHED(self) < time)
378         //      ATTACK_FINISHED(self) = time;
379
380         //if (self.weapon_nextthink < time)
381         //      self.weapon_nextthink = time;
382
383         // update currentammo incase it has changed
384 #if 0
385         if (self.items & IT_CELLS)
386                 self.currentammo = self.ammo_cells;
387         else if (self.items & IT_ROCKETS)
388                 self.currentammo = self.ammo_rockets;
389         else if (self.items & IT_NAILS)
390                 self.currentammo = self.ammo_nails;
391         else if (self.items & IT_SHELLS)
392                 self.currentammo = self.ammo_shells;
393         else
394                 self.currentammo = 1;
395 #endif
396 };
397
398 float nixnex_weapon;
399 float nixnex_nextchange;
400 float nixnex_nextweapon;
401 .float nixnex_lastchange_id;
402 .float nixnex_lastinfotime;
403 .float nixnex_nextincr;
404
405 float NixNex_CanChooseWeapon(float wpn)
406 {
407         entity e;
408         e = get_weaponinfo(wpn);
409         if(!e.weapons) // skip dummies
410                 return FALSE;
411         if(g_weaponarena)
412         {
413                 if not(g_weaponarena & e.weapons)
414                         return FALSE;
415         }
416         else
417         {
418                 if(wpn == WEP_LASER && g_nixnex_with_laser)
419                         return FALSE;
420                 if not(e.spawnflags & WEPSPAWNFLAG_NORMAL)
421                         return FALSE;
422         }
423         return TRUE;
424 }
425 void Nixnex_ChooseNextWeapon()
426 {
427         float j;
428         RandomSelection_Init();
429         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
430                 if(NixNex_CanChooseWeapon(j))
431                         RandomSelection_Add(world, j, string_null, 1, (j != nixnex_weapon));
432         nixnex_nextweapon = RandomSelection_chosen_float;
433 }
434
435 void Nixnex_GiveCurrentWeapon()
436 {
437         float dt;
438         if(g_nixnex)
439         {
440                 if(!nixnex_nextweapon)
441                         Nixnex_ChooseNextWeapon();
442
443                 dt = ceil(nixnex_nextchange - time);
444
445                 if(dt <= 0)
446                 {
447                         nixnex_weapon = nixnex_nextweapon;
448                         nixnex_nextweapon = 0;
449                         nixnex_nextchange = time + cvar("g_balance_nixnex_roundtime");
450                         //weapon_action(nixnex_weapon, WR_PRECACHE); // forget it, too slow
451                 }
452
453                 if(nixnex_nextchange != self.nixnex_lastchange_id) // this shall only be called once per round!
454                 {
455                         self.nixnex_lastchange_id = nixnex_nextchange;
456                         if (self.items & IT_UNLIMITED_WEAPON_AMMO)
457                         {
458                                 self.ammo_shells = cvar("g_pickup_shells_max");
459                                 self.ammo_nails = cvar("g_pickup_nails_max");
460                                 self.ammo_rockets = cvar("g_pickup_rockets_max");
461                                 self.ammo_cells = cvar("g_pickup_cells_max");
462                                 self.ammo_fuel = cvar("g_pickup_fuel_max");
463                         }
464                         else
465                         {
466                                 self.ammo_shells = cvar("g_balance_nixnex_ammo_shells");
467                                 self.ammo_nails = cvar("g_balance_nixnex_ammo_nails");
468                                 self.ammo_rockets = cvar("g_balance_nixnex_ammo_rockets");
469                                 self.ammo_cells = cvar("g_balance_nixnex_ammo_cells");
470                                 self.ammo_fuel = cvar("g_balance_nixnex_ammo_fuel");
471                         }
472                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
473                         if(dt >= 1 && dt <= 5)
474                                 self.nixnex_lastinfotime = -42;
475                         else
476                                 centerprint(self, strcat("\n\n^2Active weapon: ^3", W_Name(nixnex_weapon)));
477                 }
478                 if(self.nixnex_lastinfotime != dt)
479                 {
480                         self.nixnex_lastinfotime = dt; // initial value 0 should count as "not seen"
481                         if(dt >= 1 && dt <= 5)
482                                 centerprint(self, strcat("^3", ftos(dt), "^2 seconds until weapon change...\n\nNext weapon: ^3", W_Name(nixnex_nextweapon), "\n"));
483                 }
484
485                 if(!(self.items & IT_UNLIMITED_WEAPON_AMMO) && time > self.nixnex_nextincr)
486                 {
487                         self.ammo_shells = self.ammo_shells + cvar("g_balance_nixnex_ammoincr_shells");
488                         self.ammo_nails = self.ammo_nails + cvar("g_balance_nixnex_ammoincr_nails");
489                         self.ammo_rockets = self.ammo_rockets + cvar("g_balance_nixnex_ammoincr_rockets");
490                         self.ammo_cells = self.ammo_cells + cvar("g_balance_nixnex_ammoincr_cells");
491                         self.ammo_fuel = self.ammo_fuel + cvar("g_balance_nixnex_ammoincr_fuel");
492                         self.nixnex_nextincr = time + cvar("g_balance_nixnex_incrtime");
493                 }
494
495                 self.weapons = 0;
496                 if(g_nixnex_with_laser)
497                         self.weapons = self.weapons | WEPBIT_LASER;
498                 self.weapons = self.weapons | W_WeaponBit(nixnex_weapon);
499
500                 if(self.switchweapon != nixnex_weapon)
501                         if(!client_hasweapon(self, self.switchweapon, TRUE, FALSE))
502                                 if(client_hasweapon(self, nixnex_weapon, TRUE, FALSE))
503                                         W_SwitchWeapon(nixnex_weapon);
504         }
505 }