2 #include "calculations.qc"
6 // WEAPON PLUGIN SYSTEM
7 entity weapon_info[WEP_MAXCOUNT];
8 entity dummy_weapon_info;
11 # error Kein Weltraum links auf dem Gerät
14 WepSet WepSet_FromWeapon(float a) {
22 return '0 0 1' * power2of(a);
25 return '0 1 0' * power2of(a);
28 return '1 0 0' * power2of(a);
33 addstat(STAT_WEAPONS, AS_INT, weapons_x);
35 addstat(STAT_WEAPONS2, AS_INT, weapons_y);
37 addstat(STAT_WEAPONS3, AS_INT, weapons_z);
41 void WriteWepSet(float dst, WepSet w)
45 #elif WEP_MAXCOUNT > 24
48 WriteInt24_t(dst, w_x);
53 WepSet WepSet_GetFromStat()
56 w_x = getstati(STAT_WEAPONS);
58 w_y = getstati(STAT_WEAPONS2);
60 w_z = getstati(STAT_WEAPONS3);
69 #elif WEP_MAXCOUNT > 24
72 return ReadInt24_t() * '1 0 0';
77 void register_weapon(float id, WepSet bit, float(float) func, .float ammotype, float i, float weapontype, float pickupbasevalue, vector clr, string modelname, string shortname, string wname)
80 weapon_info[id - 1] = e = spawn();
81 e.classname = "weapon_info";
84 e.netname = shortname;
89 e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
90 e.spawnflags = weapontype;
91 e.model2 = strzone(strcat("wpn-", ftos(id)));
93 e.bot_pickupbasevalue = pickupbasevalue;
94 e.ammo_field = ammotype;
100 float w_null(float dummy)
104 void register_weapons_done()
106 dummy_weapon_info = spawn();
107 dummy_weapon_info.classname = "weapon_info";
108 dummy_weapon_info.weapon = 0; // you can recognize dummies by this
109 dummy_weapon_info.weapons = '0 0 0';
110 dummy_weapon_info.netname = "";
111 dummy_weapon_info.message = "AOL CD Thrower";
112 dummy_weapon_info.weapon_func = w_null;
113 dummy_weapon_info.mdl = "";
114 dummy_weapon_info.model = "";
115 dummy_weapon_info.spawnflags = 0;
116 dummy_weapon_info.model2 = "";
117 dummy_weapon_info.impulse = -1;
118 dummy_weapon_info.bot_pickupbasevalue = 0;
119 dummy_weapon_info.ammo_field = ammo_none;
122 weaponorder_byid = "";
123 for(i = WEP_MAXCOUNT; i >= 1; --i)
125 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
126 weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
128 entity get_weaponinfo(float id)
131 if(id < WEP_FIRST || id > WEP_LAST)
132 return dummy_weapon_info;
133 w = weapon_info[id - 1];
136 return dummy_weapon_info;
138 string W_FixWeaponOrder(string order, float complete)
140 return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
142 string W_NameWeaponOrder_MapFunc(string s)
145 if(s == "0" || stof(s))
147 wi = get_weaponinfo(stof(s));
148 if(wi != dummy_weapon_info)
153 string W_NameWeaponOrder(string order)
155 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
157 string W_NumberWeaponOrder_MapFunc(string s)
160 if(s == "0" || stof(s))
162 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
163 if(s == get_weaponinfo(i).netname)
167 string W_NumberWeaponOrder(string order)
169 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
172 float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT];
173 string W_FixWeaponOrder_BuildImpulseList_order;
174 void W_FixWeaponOrder_BuildImpulseList_swap(float i, float j, entity pass)
177 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
178 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
179 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
181 float W_FixWeaponOrder_BuildImpulseList_cmp(float i, float j, entity pass)
185 e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
186 e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
187 d = mod(e1.impulse + 9, 10) - mod(e2.impulse + 9, 10);
189 return -d; // high impulse first!
191 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
193 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
194 ; // low char index first!
196 string W_FixWeaponOrder_BuildImpulseList(string o)
199 W_FixWeaponOrder_BuildImpulseList_order = o;
200 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
201 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
202 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world);
204 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
205 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
206 W_FixWeaponOrder_BuildImpulseList_order = string_null;
207 return substring(o, 1, -1);
210 string W_FixWeaponOrder_AllowIncomplete(string order)
212 return W_FixWeaponOrder(order, 0);
215 string W_FixWeaponOrder_ForceComplete(string order)
218 order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
219 return W_FixWeaponOrder(order, 1);
222 void W_RandomWeapons(entity e, float n)
227 remaining = e.weapons;
229 for(i = 0; i < n; ++i)
231 RandomSelection_Init();
232 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
233 if(remaining & WepSet_FromWeapon(j))
234 RandomSelection_Add(world, j, string_null, 1, 1);
235 result |= WepSet_FromWeapon(RandomSelection_chosen_float);
236 remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float);
241 string W_Name(float weaponid) // WEAPONTODO: make into a macro
243 return (get_weaponinfo(weaponid)).message;
247 .float GetAmmoFieldFromNum(float i)
251 case 0: return ammo_shells;
252 case 1: return ammo_nails;
253 case 2: return ammo_rockets;
254 case 3: return ammo_cells;
255 case 4: return ammo_fuel;
256 default: return ammo_none;
260 string GetAmmoPicture(.float ammotype)
264 case ammo_shells: return "ammo_shells";
265 case ammo_nails: return "ammo_nails";
266 case ammo_rockets: return "ammo_rockets";
267 case ammo_cells: return "ammo_cells";
268 case ammo_fuel: return "ammo_fuel";
269 default: return ""; // wtf, no ammo type?
273 float GetAmmoStat(.float ammotype)
277 case ammo_shells: return STAT_SHELLS;
278 case ammo_nails: return STAT_NAILS;
279 case ammo_rockets: return STAT_ROCKETS;
280 case ammo_cells: return STAT_CELLS;
281 case ammo_fuel: return STAT_FUEL;