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fixed laser switch-to-last-weapon bug
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_weapons.c
1 // generic weapons table
2 // add new weapons here
3 void(float wpn, float wrequest) weapon_action =
4 {
5         if (wpn == WEP_LASER)
6                 w_laser(wrequest);
7         else if (wpn == WEP_SHOTGUN)
8                 w_shotgun(wrequest);
9         else if (wpn == WEP_UZI)
10                 w_uzi(wrequest);
11         else if (wpn == WEP_GRENADE_LAUNCHER)
12                 w_glauncher(wrequest);
13         else if (wpn == WEP_ELECTRO)
14                 w_electro(wrequest);
15         else if (wpn == WEP_CRYLINK)
16                 w_crylink(wrequest);
17         else if (wpn == WEP_NEX)
18                 w_nex(wrequest);
19         else if (wpn == WEP_HAGAR)
20                 w_hagar(wrequest);
21         else if (wpn == WEP_ROCKET_LAUNCHER)
22                 w_rlauncher(wrequest);
23 };
24
25 // think function for tossed weapons
26 void() thrown_wep_think =
27 {
28         self.solid = SOLID_TRIGGER;
29         SUB_SetFade(self, time + 20, 1);
30         setorigin(self, self.origin);
31 };
32
33 // toss current weapon
34 void() W_ThrowWeapon
35 {
36         local float w;
37         local entity wep, e;
38
39         e = self;
40         wep = spawn();
41         self = wep;
42         w = e.weapon;
43         setorigin(wep, e.origin);
44         makevectors(e.angles);
45         wep.classname = "droppedweapon";
46         wep.velocity = e.velocity * 0.5 + v_forward * 750;
47         SUB_SetFade(wep, time + 20, 1);
48
49         if(w == WEP_SHOTGUN)
50         {
51                 w = IT_SHOTGUN;
52                 if(!(e.items & w))
53                 {
54                         remove(wep);
55                         return;
56                 }
57                 weapon_shotgun();
58                 wep.ammo_shells = 1;
59                 e.ammo_shells -= 1;
60         }
61         else if(w == WEP_UZI)
62         {
63                 w = IT_UZI;
64                 if(!(e.items & w))
65                 {
66                         remove(wep);
67                         return;
68                 }
69                 weapon_uzi();
70                 wep.ammo_nails = 1;
71                 e.ammo_nails -= 1;
72         }
73         else if(w == WEP_GRENADE_LAUNCHER)
74         {
75                 w = IT_GRENADE_LAUNCHER;
76                 if(!(e.items & w))
77                 {
78                         remove(wep);
79                         return;
80                 }
81                 weapon_grenadelauncher();
82                 wep.ammo_rockets = 1;
83                 e.ammo_rockets -= 1;
84         }
85         else if(w == WEP_ELECTRO)
86         {
87                 w = IT_ELECTRO;
88                 if(!(e.items & w))
89                 {
90                         remove(wep);
91                         return;
92                 }
93                 weapon_electro();
94                 wep.ammo_cells = 1;
95                 e.ammo_cells -= 1;
96         }
97         else if(w == WEP_CRYLINK)
98         {
99                 w = IT_CRYLINK;
100                 if(!(e.items & w))
101                 {
102                         remove(wep);
103                         return;
104                 }
105                 weapon_crylink();
106                 wep.ammo_cells = 1;
107                 e.ammo_cells -= 1;
108         }
109         else if(w == WEP_NEX)
110         {
111                 w = IT_NEX;
112                 if(!(e.items & w))
113                 {
114                         remove(wep);
115                         return;
116                 }
117                 weapon_nex();
118                 wep.ammo_cells = 1;
119                 e.ammo_cells -= 1;
120         }
121         else if(w == WEP_HAGAR)
122         {
123                 w = IT_HAGAR;
124                 if(!(e.items & w))
125                 {
126                         remove(wep);
127                         return;
128                 }
129                 weapon_hagar();
130                 wep.ammo_rockets = 1;
131                 e.ammo_rockets -= 1;
132         }
133         else if(w == WEP_ROCKET_LAUNCHER)
134         {
135                 w = IT_ROCKET_LAUNCHER;
136                 if(!(e.items & w))
137                 {
138                         remove(wep);
139                         return;
140                 }
141                 weapon_rocketlauncher();
142                 wep.ammo_rockets = 1;
143                 e.ammo_rockets -= 1;
144         }
145
146         if(e.items & w)
147                 sprint(e, strcat("You dropped the ^2", wep.netname, "\n"));
148         wep.solid = SOLID_NOT;
149         setorigin(wep, wep.origin);
150         wep.nextthink = time + 0.25;
151         wep.think = thrown_wep_think;
152         wep.classname = "droppedweapon";
153         e.items = e.items - (e.items & w);
154         e.switchweapon = w_getbestweapon(e);
155         if (e.switchweapon != e.weapon)
156                 e.cnt = e.weapon;
157         self = e;
158 };
159
160 // switch between weapons
161 void(float imp) W_SwitchWeapon
162 {
163         weapon_hasammo = TRUE;
164         if (!client_hasweapon(self, imp, TRUE))
165         {
166                 if (!weapon_hasammo)
167                         sprint(self, "You don't have any ammo for that weapon\n");
168                 else
169                         sprint(self, "You don't own that weapon\n");
170         }
171         else
172         {
173                 self.cnt = self.weapon;
174                 self.switchweapon = imp;
175         }
176 };
177
178 // next weapon
179 void() W_NextWeapon =
180 {
181         local float weaponwant, maxtries;
182
183         maxtries = WEP_LAST;
184
185         weaponwant = self.switchweapon + 1;
186         if (weaponwant < WEP_FIRST)
187                 weaponwant = WEP_LAST;
188         if (weaponwant > WEP_LAST)
189                 weaponwant = WEP_FIRST;
190         weapon_hasammo = TRUE;
191         while(!client_hasweapon(self, weaponwant, TRUE))
192         {
193                 if(!maxtries)
194                         return;
195                 
196                 maxtries -= 1;
197                 weaponwant = weaponwant + 1;
198                 if (weaponwant < WEP_FIRST)
199                         weaponwant = WEP_LAST;
200                 if (weaponwant > WEP_LAST)
201                         weaponwant = WEP_FIRST;
202         }
203         self.cnt = self.weapon;
204         self.switchweapon = weaponwant;
205 };
206
207 // prev weapon
208 void() W_PreviousWeapon =
209 {
210         local float weaponwant, maxtries;
211
212         maxtries = WEP_LAST;
213         
214         weaponwant = self.switchweapon - 1;
215         if (weaponwant < WEP_FIRST)
216                 weaponwant = WEP_LAST;
217         if (weaponwant > WEP_LAST)
218                 weaponwant = WEP_FIRST;
219         weapon_hasammo = TRUE;
220         while(!client_hasweapon(self, weaponwant, TRUE))
221         {
222                 if(!maxtries)
223                         return;
224                         
225                 maxtries -= 1;
226                 weaponwant = weaponwant - 1;
227                 if (weaponwant < WEP_FIRST)
228                         weaponwant = WEP_LAST;
229                 if (weaponwant > WEP_LAST)
230                         weaponwant = WEP_FIRST;
231         }
232         self.cnt = self.weapon;
233         self.switchweapon = weaponwant;
234 };
235
236 // Bringed back weapon frame
237 void() W_WeaponFrame =
238 {
239         if (!self.weaponentity || self.health <= 0)
240                 return; // Dead player can't use weapons and injure impulse commands
241
242         makevectors(self.v_angle);
243
244         // Change weapon
245         if (self.weapon != self.switchweapon)
246         {
247                 if (self.weaponentity.state == WS_CLEAR)
248                 {
249                         self.weaponentity.state = WS_RAISE;
250                         weapon_action(self.switchweapon, WR_SETUP);
251                         // VorteX: add player model weapon select frame here
252                         // setcustomframe(PlayerWeaponRaise);
253                         weapon_action(self.weapon, WR_UPDATECOUNTS);
254                         weapon_action(self.weapon, WR_RAISE);
255                 }
256                 else if (self.weaponentity.state == WS_READY)
257                 {
258                         sound (self, CHAN_WEAPON, "weapons/weapon_switch.ogg", 1, ATTN_NORM);
259                         self.weaponentity.state = WS_DROP;
260                         // VorteX: add player model weapon deselect frame here
261                         // setcustomframe(PlayerWeaponDrop);
262                         weapon_action(self.weapon, WR_DROP);
263                 }
264         }
265
266         if (self.button0)
267                 weapon_action(self.weapon, WR_FIRE1);
268         if (self.button3)
269                 weapon_action(self.weapon, WR_FIRE2);
270
271         // do weapon think
272         if (time >= self.weapon_nextthink)
273                 if (self.weapon_nextthink > 0)
274                         self.weapon_think();
275
276         // weapon bobbing and script actions
277         local float bobintensity, q1pitching, framespeed, diff;
278         local vector vel, realorg, layer1, boblayer;
279
280         bobintensity = cvar("g_viewweapon_bobintensity"); // weapon bob intensity
281         q1pitching = fabs(cvar("g_viewweapon_q1pitching")); // q1 style of "bob" when looking up and down
282
283         realorg = self.weaponentity.origin + self.weaponentity.view_ofs;
284         realorg = realorg - self.weaponentity.finaldest; // finaldest is last bob position
285
286         // VorteX: actually this is needed for weapon screen offset
287         if (q1pitching)
288         {
289                 self.weaponentity.view_ofs_x = q1pitching*bound(-5.5, self.v_angle_x/45, 5.5);
290                 self.weaponentity.view_ofs_z = q1pitching*bound(-1.5, self.v_angle_x/60, 1.5);
291         }
292
293         // weapon origin interpolation, layer 1
294         if (realorg != self.weaponentity.pos1)
295         {
296                 framespeed = frametime*self.weaponentity.lip*10; // lip is speed of origin changing (of layer1)
297                 diff = vlen(realorg - self.weaponentity.pos1);
298                 // VorteX: add speed modifier (haste)?
299                 layer1 = frametime*10*self.weaponentity.lip*normalize(self.weaponentity.pos1 - realorg);
300                 if (diff <= vlen(layer1))
301                         layer1 = normalize(self.weaponentity.pos1 - realorg)*diff;
302         }
303
304         // weapon bobbing (q3-style)
305         if (self.flags & FL_ONGROUND && self.waterlevel < 2)
306         {
307                 // VorteX: only xy velocity matters
308                 vel_x = self.velocity_x;
309                 vel_y = self.velocity_y;
310                 framespeed = vlen(vel);
311                 // Y axis
312                 diff = bobintensity*framespeed/300;
313                 self.weaponentity.destvec_y = self.weaponentity.destvec_y + frametime*10;
314                 boblayer_y = diff*cos(self.weaponentity.destvec_y + 90);
315                 // Z axis
316                 diff = bobintensity*framespeed/540;
317                 self.weaponentity.destvec_z = self.weaponentity.destvec_z + frametime*20;
318                 boblayer_z = diff*cos(self.weaponentity.destvec_z);
319                 self.weaponentity.finaldest = boblayer;
320         }
321         else if (self.waterlevel > 0)
322         {// swim, all velocity matters
323                 // X axis
324                 framespeed = vlen(self.velocity);
325                 diff = bobintensity*framespeed/100;
326                 self.weaponentity.destvec_x = self.weaponentity.destvec_x + frametime*6;
327                 boblayer_x = diff*cos(self.weaponentity.destvec_x);
328                 self.weaponentity.finaldest = boblayer;
329         }
330         else
331                 self.weaponentity.finaldest = '0 0 0';
332         self.weaponentity.origin = realorg + boblayer + layer1 - self.weaponentity.view_ofs;
333 };