1#include "selection.qh"
2
3#include "weaponsystem.qh"
4#include <common/t_items.qh>
5#include <common/constants.qh>
6#include <common/net_linked.qh>
7#include <common/util.qh>
8#include <common/items/item.qh>
9#include <common/weapons/_all.qh>
10#include <common/state.qh>
11#include <common/mutators/mutator/waypoints/waypointsprites.qh>
12#include <common/wepent.qh>
13
14// switch between weapons
15void Send_WeaponComplain(entity e, float wpn, float type)
16{
17	msg_entity = e;
18	WriteHeader(MSG_ONE, TE_CSQC_WEAPONCOMPLAIN);
19	WriteByte(MSG_ONE, wpn);
20	WriteByte(MSG_ONE, type);
21}
22
23void Weapon_whereis(Weapon this, entity cl)
24{
25	if (!autocvar_g_showweaponspawns) return;
26	IL_EACH(g_items, it.weapon == this.m_id && (!it.team || (it.ItemStatus & ITS_AVAILABLE)),
27	{
28		if (it.classname == "droppedweapon" && autocvar_g_showweaponspawns < 2)
29			continue;
30		entity wp = WaypointSprite_Spawn(
31			WP_Weapon,
32			-2, 0,
33			NULL, it.origin + ('0 0 1' * it.maxs.z) * 1.2,
34			cl, 0,
35			NULL, enemy,
36			0,
37			RADARICON_NONE
38		);
39		wp.wp_extra = this.m_id;
40	});
41}
42
43bool client_hasweapon(entity this, Weapon wpn, .entity weaponentity, float andammo, bool complain)
44{
45	float f = 0;
46
47	if (time < this.hasweapon_complain_spam)
48		complain = 0;
49
50	// ignore hook button when using other offhand equipment
51	if (this.offhand != OFFHAND_HOOK)
52	if (wpn == WEP_HOOK && !((this.weapons | weaponsInMap) & WepSet_FromWeapon(wpn)))
53	    complain = 0;
54
55	if (complain)
56		this.hasweapon_complain_spam = time + 0.2;
57
58	if (wpn == WEP_Null)
59	{
60		if (complain)
61			sprint(this, "Invalid weapon\n");
62		return false;
63	}
64	if (autocvar_g_weaponswitch_debug == 2 && weaponslot(weaponentity) > 0 && !(wpn.spawnflags & WEP_FLAG_DUALWIELD))
65		return false; // no complaints needed
66	if (this.weapons & WepSet_FromWeapon(wpn))
67	{
68		if (andammo)
69		{
70			if(this.items & IT_UNLIMITED_WEAPON_AMMO)
71			{
72				f = 1;
73			}
74			else
75			{
76				f = wpn.wr_checkammo1(wpn, this, weaponentity) + wpn.wr_checkammo2(wpn, this, weaponentity);
77
78				// always allow selecting the Mine Layer if we placed mines, so that we can detonate them
79				if(wpn == WEP_MINE_LAYER)
80					IL_EACH(g_mines, it.owner == this && it.weaponentity_fld == weaponentity,
81					{
82						f = 1;
83						break; // no need to continue
84					});
85			}
86			if (!f)
87			{
88				if (complain)
89				if(IS_REAL_CLIENT(this))
90				{
91					play2(this, SND(UNAVAILABLE));
92					Send_WeaponComplain (this, wpn.m_id, 0);
93				}
94				return false;
95			}
96		}
97		return true;
98	}
99	if (complain)
100	{
101		// DRESK - 3/16/07
102		// Report Proper Weapon Status / Modified Weapon Ownership Message
103		if (weaponsInMap & WepSet_FromWeapon(wpn))
104		{
105			Send_WeaponComplain(this, wpn.m_id, 1);
106			if(autocvar_g_showweaponspawns < 3)
107				Weapon_whereis(wpn, this);
108			else
109			{
110				FOREACH(Weapons, it.impulse == wpn.impulse,
111				{
112					Weapon_whereis(it, this);
113				});
114			}
115		}
116		else
117		{
118			Send_WeaponComplain (this, wpn.m_id, 2);
119		}
120
121		play2(this, SND(UNAVAILABLE));
122	}
123	return false;
124}
125
126float W_GetCycleWeapon(entity this, string weaponorder, float dir, float imp, float complain, float skipmissing, .entity weaponentity)
127{
128	// We cannot tokenize in this function, as GiveItems calls this
129	// function. Thus we must use car/cdr.
130	float weaponwant, first_valid, prev_valid, switchtonext, switchtolast;
131	WepSet wepset = '0 0 0';
132	switchtonext = switchtolast = 0;
133	first_valid = prev_valid = 0;
134	float weaponcur;
135	entity wep;
136
137	if(skipmissing || this.(weaponentity).selectweapon == 0)
138		weaponcur = this.(weaponentity).m_switchweapon.m_id;
139	else
140		weaponcur = this.(weaponentity).selectweapon;
141
142	if(dir == 0)
143		switchtonext = 1;
144
145	int c = 0;
146
147	string rest = weaponorder;
148	while(rest != "")
149	{
150		weaponwant = stof(car(rest)); rest = cdr(rest);
151		wep = Weapons_from(weaponwant);
152		wepset = wep.m_wepset;
153		if(imp >= 0)
154		if(wep.impulse != imp)
155			continue;
156
157		bool have_other = false;
158		FOREACH(Weapons, it != WEP_Null, {
159			if(i != weaponwant)
160			if(it.impulse == imp || imp < 0)
161			if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
162				have_other = true;
163		});
164
165		// skip weapons we don't own that aren't normal and aren't in the map
166		if(!(this.weapons & wepset))
167		if(!(weaponsInMap & wepset))
168		if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
169			continue;
170
171		++c;
172
173		if(!skipmissing || client_hasweapon(this, wep, weaponentity, true, false))
174		{
175			if(switchtonext)
176				return weaponwant;
177			if(!first_valid)
178				first_valid = weaponwant;
179			if(weaponwant == weaponcur)
180			{
181				if(dir >= 0)
182					switchtonext = 1;
183				else if(prev_valid)
184					return prev_valid;
185				else
186					switchtolast = 1;
187			}
188			prev_valid = weaponwant;
189		}
190	}
191	if(first_valid)
192	{
193		if(switchtolast)
194			return prev_valid;
195		else
196			return first_valid;
197	}
198	// complain (but only for one weapon on the button that has been pressed)
199	if(complain)
200	{
201		this.weaponcomplainindex += 1;
202		c = (this.weaponcomplainindex % c) + 1;
203		rest = weaponorder;
204		while(rest != "")
205		{
206			weaponwant = stof(car(rest)); rest = cdr(rest);
207			wep = Weapons_from(weaponwant);
208			wepset = wep.m_wepset;
209			if(imp >= 0)
210				if(wep.impulse != imp)
211					continue;
212
213			bool have_other = false;
214			FOREACH(Weapons, it != WEP_Null, {
215				if(i != weaponwant)
216				if(it.impulse == imp || imp < 0)
217				if((this.weapons & (it.m_wepset)) || (weaponsInMap & (it.m_wepset)))
218					have_other = true;
219			});
220
221			// skip weapons we don't own that aren't normal and aren't in the map
222			if(!(this.weapons & wepset))
223			if(!(weaponsInMap & wepset))
224			if((wep.spawnflags & WEP_FLAG_MUTATORBLOCKED) || have_other)
225				continue;
226
227			--c;
228			if(c == 0)
229			{
230				client_hasweapon(this, wep, weaponentity, true, true);
231				break;
232			}
233		}
234	}
235	return 0;
236}
237
238void W_SwitchWeapon_Force(Player this, Weapon wep, .entity weaponentity)
239{
240    TC(Weapon, wep);
241	this.(weaponentity).cnt = this.(weaponentity).m_switchweapon.m_id;
242	this.(weaponentity).m_switchweapon = wep;
243	this.(weaponentity).selectweapon = wep.m_id;
244}
245
246// perform weapon to attack (weaponstate and attack_finished check is here)
247void W_SwitchToOtherWeapon(entity this, .entity weaponentity)
248{
249	// hack to ensure it switches to an OTHER weapon (in case the other fire mode still has ammo, we want that anyway)
250	Weapon ww;
251	WepSet set = WepSet_FromWeapon(this.(weaponentity).m_weapon);
252	if (this.weapons & set)
253	{
254		this.weapons &= ~set;
255		ww = w_getbestweapon(this, weaponentity);
256		this.weapons |= set;
257	}
258	else
259	{
260		ww = w_getbestweapon(this, weaponentity);
261	}
262	if (ww == WEP_Null) return;
263	W_SwitchWeapon_Force(this, ww, weaponentity);
264}
265
266void W_SwitchWeapon(entity this, Weapon w, .entity weaponentity)
267{
268	if(this.(weaponentity).m_switchweapon != w)
269	{
270		if(client_hasweapon(this, w, weaponentity, true, true))
271			W_SwitchWeapon_Force(this, w, weaponentity);
272		else
273			this.(weaponentity).selectweapon = w.m_id; // update selectweapon anyway
274	}
275	else if(!forbidWeaponUse(this))
276	{
277		entity actor = this;
278		w.wr_reload(w, actor, weaponentity);
279	}
280}
281
282void W_CycleWeapon(entity this, string weaponorder, float dir, .entity weaponentity)
283{
284	float w;
285	w = W_GetCycleWeapon(this, weaponorder, dir, -1, 1, true, weaponentity);
286	if(w > 0)
287		W_SwitchWeapon(this, Weapons_from(w), weaponentity);
288}
289
290void W_NextWeaponOnImpulse(entity this, float imp, .entity weaponentity)
291{
292	float w;
293	w = W_GetCycleWeapon(this, this.cvar_cl_weaponpriority, +1, imp, 1, (this.cvar_cl_weaponimpulsemode == 0), weaponentity);
294	if(w > 0)
295		W_SwitchWeapon(this, Weapons_from(w), weaponentity);
296}
297
298// next weapon
299void W_NextWeapon(entity this, int list, .entity weaponentity)
300{
301	if(list == 0)
302		W_CycleWeapon(this, weaponorder_byid, -1, weaponentity);
303	else if(list == 1)
304		W_CycleWeapon(this, this.weaponorder_byimpulse, -1, weaponentity);
305	else if(list == 2)
306		W_CycleWeapon(this, this.cvar_cl_weaponpriority, -1, weaponentity);
307}
308
309// prev weapon
310void W_PreviousWeapon(entity this, float list, .entity weaponentity)
311{
312	if(list == 0)
313		W_CycleWeapon(this, weaponorder_byid, +1, weaponentity);
314	else if(list == 1)
315		W_CycleWeapon(this, this.weaponorder_byimpulse, +1, weaponentity);
316	else if(list == 2)
317		W_CycleWeapon(this, this.cvar_cl_weaponpriority, +1, weaponentity);
318}
319
320// previously used if exists and has ammo, (second) best otherwise
321void W_LastWeapon(entity this, .entity weaponentity)
322{
323	Weapon wep = Weapons_from(this.(weaponentity).cnt);
324	if (client_hasweapon(this, wep, weaponentity, true, false))
325		W_SwitchWeapon(this, wep, weaponentity);
326	else
327		W_SwitchToOtherWeapon(this, weaponentity);
328}
329