2 #include "calculations.qc"
6 // WEAPON PLUGIN SYSTEM
7 entity weapon_info[WEP_MAXCOUNT];
8 entity dummy_weapon_info;
10 void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
13 weapon_info[id - 1] = e = spawn();
14 e.classname = "weapon_info";
16 WEPSET_COPY_EW(e, id);
17 e.netname = shortname;
22 e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
23 e.spawnflags = weapontype;
24 e.model2 = strzone(strcat("wpn-", e.mdl));
26 e.bot_pickupbasevalue = pickupbasevalue;
27 if(ammotype & IT_SHELLS)
28 e.ammo_field = ammo_shells;
29 else if(ammotype & IT_NAILS)
30 e.ammo_field = ammo_nails;
31 else if(ammotype & IT_ROCKETS)
32 e.ammo_field = ammo_rockets;
33 else if(ammotype & IT_CELLS)
34 e.ammo_field = ammo_cells;
35 else if(ammotype & IT_FUEL)
36 e.ammo_field = ammo_fuel;
38 e.ammo_field = ammo_batteries;
44 float w_null(float dummy)
48 void register_weapons_done()
50 dummy_weapon_info = spawn();
51 dummy_weapon_info.classname = "weapon_info";
52 dummy_weapon_info.weapon = 0; // you can recognize dummies by this
53 WEPSET_CLEAR_E(dummy_weapon_info);
54 dummy_weapon_info.netname = "";
55 dummy_weapon_info.message = "AOL CD Thrower";
56 dummy_weapon_info.items = 0;
57 dummy_weapon_info.weapon_func = w_null;
58 dummy_weapon_info.mdl = "";
59 dummy_weapon_info.model = "";
60 dummy_weapon_info.spawnflags = 0;
61 dummy_weapon_info.model2 = "";
62 dummy_weapon_info.impulse = -1;
63 dummy_weapon_info.bot_pickupbasevalue = 0;
66 weaponorder_byid = "";
67 for(i = WEP_MAXCOUNT; i >= 1; --i)
69 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
70 weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
72 entity get_weaponinfo(float id)
75 if(id < WEP_FIRST || id > WEP_LAST)
76 return dummy_weapon_info;
77 w = weapon_info[id - 1];
80 return dummy_weapon_info;
82 string W_FixWeaponOrder(string order, float complete)
84 return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
86 string W_NameWeaponOrder_MapFunc(string s)
89 if(s == "0" || stof(s))
91 wi = get_weaponinfo(stof(s));
92 if(wi != dummy_weapon_info)
97 string W_NameWeaponOrder(string order)
99 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
101 string W_NumberWeaponOrder_MapFunc(string s)
104 if(s == "0" || stof(s))
106 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
107 if(s == get_weaponinfo(i).netname)
111 string W_NumberWeaponOrder(string order)
113 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
116 float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT];
117 string W_FixWeaponOrder_BuildImpulseList_order;
118 void W_FixWeaponOrder_BuildImpulseList_swap(float i, float j, entity pass)
121 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
122 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
123 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
125 float W_FixWeaponOrder_BuildImpulseList_cmp(float i, float j, entity pass)
129 e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
130 e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
131 d = mod(e1.impulse + 9, 10) - mod(e2.impulse + 9, 10);
133 return -d; // high impulse first!
135 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
137 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
138 ; // low char index first!
140 string W_FixWeaponOrder_BuildImpulseList(string o)
143 W_FixWeaponOrder_BuildImpulseList_order = o;
144 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
145 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
146 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world);
148 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
149 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
150 W_FixWeaponOrder_BuildImpulseList_order = string_null;
151 return substring(o, 1, -1);
154 string W_FixWeaponOrder_AllowIncomplete(string order)
156 return W_FixWeaponOrder(order, 0);
159 string W_FixWeaponOrder_ForceComplete(string order)
162 order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
163 return W_FixWeaponOrder(order, 1);
166 void W_RandomWeapons(entity e, float n)
169 WEPSET_DECLARE_A(remaining);
170 WEPSET_DECLARE_A(result);
171 WEPSET_COPY_AE(remaining, e);
172 WEPSET_CLEAR_A(result);
173 for(i = 0; i < n; ++i)
175 RandomSelection_Init();
176 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
177 if(WEPSET_CONTAINS_AW(remaining, j))
178 RandomSelection_Add(world, j, string_null, 1, 1);
179 WEPSET_OR_AW(result, RandomSelection_chosen_float);
180 WEPSET_ANDNOT_AW(remaining, RandomSelection_chosen_float);
182 WEPSET_COPY_EA(e, result);
185 string W_Name(float weaponid)
187 return (get_weaponinfo(weaponid)).message;
190 float W_AmmoItemCode(float wpn)
192 return (get_weaponinfo(wpn)).items & IT_AMMO;