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';
84 float pickupbasevalue,
95 weapon_info[id - 1] = e = spawn();
96 e.classname = "weapon_info";
100 e.ammo_field = ammotype;
102 e.spawnflags = weapontype;
103 e.bot_pickupbasevalue = pickupbasevalue;
105 e.wpmodel = strzone(strcat("wpn-", ftos(id)));
106 e.model = strzone(firstmodel); // first person view weapon model (h_)
107 e.model2 = strzone(thirdmodel); // third person weapon model (v_)
108 e.model3 = strzone(pickupmodel); // pickup weapon model (g_)
109 e.mdl = strzone(simplemodel); // simpleitems weapon model/image
110 e.w_crosshair = strzone(car(crosshair));
111 string s = cdr(crosshair);
112 e.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat)
120 float w_null(float dummy)
124 void register_weapons_done()
126 dummy_weapon_info = spawn();
127 dummy_weapon_info.classname = "weapon_info";
128 dummy_weapon_info.weapon = 0; // you can recognize dummies by this
129 dummy_weapon_info.weapons = '0 0 0';
130 dummy_weapon_info.netname = "";
131 dummy_weapon_info.message = "AOL CD Thrower";
132 dummy_weapon_info.weapon_func = w_null;
133 dummy_weapon_info.wpmodel = "";
134 dummy_weapon_info.model = "";
135 dummy_weapon_info.model2 = "";
136 dummy_weapon_info.model3 = "";
137 dummy_weapon_info.mdl = "";
138 dummy_weapon_info.spawnflags = 0;
139 dummy_weapon_info.impulse = -1;
140 dummy_weapon_info.bot_pickupbasevalue = 0;
141 dummy_weapon_info.ammo_field = ammo_none;
143 dummy_weapon_info.w_crosshair = "gfx/crosshair1";
144 dummy_weapon_info.w_crosshair_size = 1;
147 weaponorder_byid = "";
148 for(i = WEP_MAXCOUNT; i >= 1; --i)
150 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
151 weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
153 entity get_weaponinfo(float id)
156 if(id < WEP_FIRST || id > WEP_LAST)
157 return dummy_weapon_info;
158 w = weapon_info[id - 1];
161 return dummy_weapon_info;
163 string W_FixWeaponOrder(string order, float complete)
165 return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
167 string W_NameWeaponOrder_MapFunc(string s)
170 if(s == "0" || stof(s))
172 wi = get_weaponinfo(stof(s));
173 if(wi != dummy_weapon_info)
178 string W_NameWeaponOrder(string order)
180 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
182 string W_NumberWeaponOrder_MapFunc(string s)
185 if(s == "0" || stof(s))
187 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
188 if(s == get_weaponinfo(i).netname)
192 string W_NumberWeaponOrder(string order)
194 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
197 float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT];
198 string W_FixWeaponOrder_BuildImpulseList_order;
199 void W_FixWeaponOrder_BuildImpulseList_swap(float i, float j, entity pass)
202 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
203 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
204 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
206 float W_FixWeaponOrder_BuildImpulseList_cmp(float i, float j, entity pass)
210 e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
211 e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
212 d = mod(e1.impulse + 9, 10) - mod(e2.impulse + 9, 10);
214 return -d; // high impulse first!
216 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
218 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
219 ; // low char index first!
221 string W_FixWeaponOrder_BuildImpulseList(string o)
224 W_FixWeaponOrder_BuildImpulseList_order = o;
225 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
226 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
227 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world);
229 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
230 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
231 W_FixWeaponOrder_BuildImpulseList_order = string_null;
232 return substring(o, 1, -1);
235 string W_FixWeaponOrder_AllowIncomplete(string order)
237 return W_FixWeaponOrder(order, 0);
240 string W_FixWeaponOrder_ForceComplete(string order)
243 order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
244 return W_FixWeaponOrder(order, 1);
247 void W_RandomWeapons(entity e, float n)
252 remaining = e.weapons;
254 for(i = 0; i < n; ++i)
256 RandomSelection_Init();
257 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
258 if(remaining & WepSet_FromWeapon(j))
259 RandomSelection_Add(world, j, string_null, 1, 1);
260 result |= WepSet_FromWeapon(RandomSelection_chosen_float);
261 remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float);
267 .float GetAmmoFieldFromNum(float i)
271 case 0: return ammo_shells;
272 case 1: return ammo_nails;
273 case 2: return ammo_rockets;
274 case 3: return ammo_cells;
275 case 4: return ammo_fuel;
276 default: return ammo_none;
280 string GetAmmoPicture(.float ammotype)
284 case ammo_shells: return "ammo_shells";
285 case ammo_nails: return "ammo_nails";
286 case ammo_rockets: return "ammo_rockets";
287 case ammo_cells: return "ammo_cells";
288 case ammo_fuel: return "ammo_fuel";
289 default: return ""; // wtf, no ammo type?
293 float GetAmmoStat(.float ammotype)
297 case ammo_shells: return STAT_SHELLS;
298 case ammo_nails: return STAT_NAILS;
299 case ammo_rockets: return STAT_ROCKETS;
300 case ammo_cells: return STAT_CELLS;
301 case ammo_fuel: return STAT_FUEL;