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