7 #include "../../dpdefs/csprogsdefs.qh"
8 #include "../../client/defs.qh"
9 #include "../constants.qh"
10 #include "../stats.qh"
11 #include "../../warpzonelib/anglestransform.qh"
12 #include "../../warpzonelib/common.qh"
13 #include "../../warpzonelib/client.qh"
15 #include "../buffs/all.qh"
16 #include "../../client/autocvars.qh"
17 #include "../deathtypes.qh"
18 #include "../../csqcmodellib/interpolate.qh"
19 #include "../movetypes/movetypes.qh"
20 #include "../../client/main.qh"
21 #include "../../csqcmodellib/cl_model.qh"
24 #include "../../dpdefs/progsdefs.qh"
25 #include "../../dpdefs/dpextensions.qh"
26 #include "../../warpzonelib/anglestransform.qh"
27 #include "../../warpzonelib/common.qh"
28 #include "../../warpzonelib/util_server.qh"
29 #include "../../warpzonelib/server.qh"
30 #include "../constants.qh"
31 #include "../stats.qh"
32 #include "../teams.qh"
34 #include "../buffs/all.qh"
35 #include "../monsters/all.qh"
37 #include "../../server/weapons/csqcprojectile.qh"
38 #include "../../server/weapons/tracing.qh"
39 #include "../../server/t_items.qh"
40 #include "../../server/autocvars.qh"
41 #include "../../server/constants.qh"
42 #include "../../server/defs.qh"
43 #include "../notifications.qh"
44 #include "../deathtypes.qh"
45 #include "../../server/mutators/mutators_include.qh"
46 #include "../mapinfo.qh"
47 #include "../../server/command/common.qh"
48 #include "../../csqcmodellib/sv_model.qh"
49 #include "../../server/portals.qh"
50 #include "../../server/g_hook.qh"
53 #include "calculations.qc"
55 #define IMPLEMENTATION
59 // WEAPON PLUGIN SYSTEM
61 WepSet WepSet_FromWeapon(int a) {
69 return '0 0 1' * power2of(a);
71 return '0 1 0' * power2of(a);
73 return '1 0 0' * power2of(a);
78 addstat(STAT_WEAPONS, AS_INT, weapons_x);
80 addstat(STAT_WEAPONS2, AS_INT, weapons_y);
82 addstat(STAT_WEAPONS3, AS_INT, weapons_z);
84 void WepSet_AddStat_InMap()
86 addstat(STAT_WEAPONSINMAP, AS_INT, weaponsinmap_x);
88 addstat(STAT_WEAPONSINMAP2, AS_INT, weaponsinmap_y);
90 addstat(STAT_WEAPONSINMAP3, AS_INT, weaponsinmap_z);
92 void WriteWepSet(float dst, WepSet w)
96 else if (Weapons_MAX > 24)
99 WriteInt24_t(dst, w.x);
103 WepSet WepSet_GetFromStat()
106 w.x = getstati(STAT_WEAPONS);
107 if (Weapons_MAX > 24)
108 w.y = getstati(STAT_WEAPONS2);
109 if (Weapons_MAX > 48)
110 w.z = getstati(STAT_WEAPONS3);
113 WepSet WepSet_GetFromStat_InMap()
116 w_x = getstati(STAT_WEAPONSINMAP);
117 if (Weapons_MAX > 24)
118 w_y = getstati(STAT_WEAPONSINMAP2);
119 if (Weapons_MAX > 48)
120 w_z = getstati(STAT_WEAPONSINMAP3);
125 if (Weapons_MAX > 48)
126 return ReadInt72_t();
127 if (Weapons_MAX > 24)
128 return ReadInt48_t();
129 return ReadInt24_t() * '1 0 0';
133 string W_FixWeaponOrder(string order, float complete)
135 return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
137 string W_NameWeaponOrder_MapFunc(string s)
140 if(s == "0" || stof(s))
142 wi = get_weaponinfo(stof(s));
149 string W_UndeprecateName(string s)
153 case "nex" : return "vortex";
154 case "rocketlauncher" : return "devastator";
155 case "laser" : return "blaster";
156 case "minstanex" : return "vaporizer";
157 case "grenadelauncher": return "mortar";
158 case "uzi" : return "machinegun";
162 string W_NameWeaponOrder(string order)
164 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
166 string W_NumberWeaponOrder_MapFunc(string s)
169 if(s == "0" || stof(s))
171 s = W_UndeprecateName(s);
172 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
173 if(s == get_weaponinfo(i).netname)
177 string W_NumberWeaponOrder(string order)
179 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
182 float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX];
183 string W_FixWeaponOrder_BuildImpulseList_order;
184 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
187 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
188 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
189 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
191 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
195 e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
196 e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
197 d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
199 return -d; // high impulse first!
201 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
203 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
204 ; // low char index first!
206 string W_FixWeaponOrder_BuildImpulseList(string o)
209 W_FixWeaponOrder_BuildImpulseList_order = o;
210 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
211 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
212 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world);
214 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
215 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
216 W_FixWeaponOrder_BuildImpulseList_order = string_null;
217 return substring(o, 1, -1);
220 string W_FixWeaponOrder_AllowIncomplete(string order)
222 return W_FixWeaponOrder(order, 0);
225 string W_FixWeaponOrder_ForceComplete(string order)
228 order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
229 return W_FixWeaponOrder(order, 1);
232 void W_RandomWeapons(entity e, float n)
237 remaining = e.weapons;
239 for(i = 0; i < n; ++i)
241 RandomSelection_Init();
242 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
243 if(remaining & WepSet_FromWeapon(j))
244 RandomSelection_Add(world, j, string_null, 1, 1);
245 result |= WepSet_FromWeapon(RandomSelection_chosen_float);
246 remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float);
251 string GetAmmoPicture(.int ammotype)
255 case ammo_shells: return ITEM_Shells.m_icon;
256 case ammo_nails: return ITEM_Bullets.m_icon;
257 case ammo_rockets: return ITEM_Rockets.m_icon;
258 case ammo_cells: return ITEM_Cells.m_icon;
259 case ammo_plasma: return ITEM_Plasma.m_icon;
260 case ammo_fuel: return ITEM_JetpackFuel.m_icon;
261 default: return ""; // wtf, no ammo type?
266 .int GetAmmoFieldFromNum(int i)
270 case 0: return ammo_shells;
271 case 1: return ammo_nails;
272 case 2: return ammo_rockets;
273 case 3: return ammo_cells;
274 case 4: return ammo_plasma;
275 case 5: return ammo_fuel;
276 default: return ammo_none;
280 int GetAmmoStat(.int ammotype)
284 case ammo_shells: return STAT_SHELLS;
285 case ammo_nails: return STAT_NAILS;
286 case ammo_rockets: return STAT_ROCKETS;
287 case ammo_cells: return STAT_CELLS;
288 case ammo_plasma: return STAT_PLASMA;
289 case ammo_fuel: return STAT_FUEL;
295 string W_Sound(string w_snd)
297 #define extensions(X) X(wav) X(ogg)
298 #define tryext(ext) { if (fexists(strcat("sound/", output = strcat("weapons/", w_snd, "."#ext)))) break; }
304 output = strcat("weapons/", w_snd);
308 MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
309 return weapon_sound_output;
315 string W_Model(string w_mdl)
317 string output = strcat("models/weapons/", w_mdl);
319 MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
320 return weapon_model_output;