1 // WEAPON PLUGIN SYSTEM
2 entity weapon_info[WEP_MAXCOUNT];
3 entity dummy_weapon_info;
5 void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
8 weapon_info[id - 1] = e = spawn();
9 e.classname = "weapon_info";
11 WEPSET_COPY_EW(e, id);
12 e.netname = shortname;
17 e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
18 e.spawnflags = weapontype;
19 e.model2 = strzone(strcat("wpn-", e.mdl));
21 e.bot_pickupbasevalue = pickupbasevalue;
22 if(ammotype & IT_SHELLS)
23 e.ammo_field = ammo_shells;
24 else if(ammotype & IT_NAILS)
25 e.ammo_field = ammo_nails;
26 else if(ammotype & IT_ROCKETS)
27 e.ammo_field = ammo_rockets;
28 else if(ammotype & IT_CELLS)
29 e.ammo_field = ammo_cells;
30 else if(ammotype & IT_FUEL)
31 e.ammo_field = ammo_fuel;
33 e.ammo_field = ammo_batteries;
35 float w_null(float dummy)
39 void register_weapons_done()
41 dummy_weapon_info = spawn();
42 dummy_weapon_info.classname = "weapon_info";
43 dummy_weapon_info.weapon = 0; // you can recognize dummies by this
44 WEPSET_CLEAR_E(dummy_weapon_info);
45 dummy_weapon_info.netname = "";
46 dummy_weapon_info.message = "AOL CD Thrower";
47 dummy_weapon_info.items = 0;
48 dummy_weapon_info.weapon_func = w_null;
49 dummy_weapon_info.mdl = "";
50 dummy_weapon_info.model = "";
51 dummy_weapon_info.spawnflags = 0;
52 dummy_weapon_info.model2 = "";
53 dummy_weapon_info.impulse = -1;
54 dummy_weapon_info.bot_pickupbasevalue = 0;
57 weaponorder_byid = "";
58 for(i = WEP_MAXCOUNT; i >= 1; --i)
60 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
61 weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
63 entity get_weaponinfo(float id)
66 if(id < WEP_FIRST || id > WEP_LAST)
67 return dummy_weapon_info;
68 w = weapon_info[id - 1];
71 return dummy_weapon_info;
73 string W_FixWeaponOrder(string order, float complete)
75 return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
77 string W_NameWeaponOrder_MapFunc(string s)
80 if(s == "0" || stof(s))
82 wi = get_weaponinfo(stof(s));
83 if(wi != dummy_weapon_info)
88 string W_NameWeaponOrder(string order)
90 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
92 string W_NumberWeaponOrder_MapFunc(string s)
95 if(s == "0" || stof(s))
97 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
98 if(s == get_weaponinfo(i).netname)
102 string W_NumberWeaponOrder(string order)
104 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
107 float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT];
108 string W_FixWeaponOrder_BuildImpulseList_order;
109 void W_FixWeaponOrder_BuildImpulseList_swap(float i, float j, entity pass)
112 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
113 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
114 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
116 float W_FixWeaponOrder_BuildImpulseList_cmp(float i, float j, entity pass)
120 e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
121 e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
122 d = mod(e1.impulse + 9, 10) - mod(e2.impulse + 9, 10);
124 return -d; // high impulse first!
126 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
128 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
129 ; // low char index first!
131 string W_FixWeaponOrder_BuildImpulseList(string o)
134 W_FixWeaponOrder_BuildImpulseList_order = o;
135 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
136 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
137 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world);
139 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
140 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
141 W_FixWeaponOrder_BuildImpulseList_order = string_null;
142 return substring(o, 1, -1);
145 string W_FixWeaponOrder_AllowIncomplete(string order)
147 return W_FixWeaponOrder(order, 0);
150 string W_FixWeaponOrder_ForceComplete(string order)
153 order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
154 return W_FixWeaponOrder(order, 1);
157 void W_RandomWeapons(entity e, float n)
160 WEPSET_DECLARE_A(remaining);
161 WEPSET_DECLARE_A(result);
162 WEPSET_COPY_AE(remaining, e);
163 WEPSET_CLEAR_A(result);
164 for(i = 0; i < n; ++i)
166 RandomSelection_Init();
167 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
168 if(WEPSET_CONTAINS_AW(remaining, j))
169 RandomSelection_Add(world, j, string_null, 1, 1);
170 WEPSET_OR_AW(result, RandomSelection_chosen_float);
171 WEPSET_ANDNOT_AW(remaining, RandomSelection_chosen_float);
173 WEPSET_COPY_EA(e, result);
176 string W_Name(float weaponid)
178 return (get_weaponinfo(weaponid)).message;
181 float W_AmmoItemCode(float wpn)
183 return (get_weaponinfo(wpn)).items & IT_AMMO;