5 #include "../../dpdefs/csprogsdefs.qh"
6 #include "../../client/defs.qh"
7 #include "../constants.qh"
9 #include "../../warpzonelib/anglestransform.qh"
10 #include "../../warpzonelib/mathlib.qh"
11 #include "../../warpzonelib/common.qh"
12 #include "../../warpzonelib/client.qh"
14 #include "../buffs.qh"
16 #include "../../client/autocvars.qh"
17 #include "../deathtypes.qh"
18 #include "../../csqcmodellib/interpolate.qh"
19 #include "../../client/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/mathlib.qh"
28 #include "../../warpzonelib/common.qh"
29 #include "../../warpzonelib/util_server.qh"
30 #include "../../warpzonelib/server.qh"
31 #include "../constants.qh"
32 #include "../stats.qh"
33 #include "../teams.qh"
35 #include "../buffs.qh"
36 #include "../monsters/monsters.qh"
39 #include "../../server/weapons/csqcprojectile.qh"
40 #include "../../server/weapons/tracing.qh"
41 #include "../../server/t_items.qh"
42 #include "../../server/autocvars.qh"
43 #include "../../server/constants.qh"
44 #include "../../server/defs.qh"
45 #include "../notifications.qh"
46 #include "../deathtypes.qh"
47 #include "../../server/mutators/mutators_include.qh"
48 #include "../mapinfo.qh"
49 #include "../../server/command/common.qh"
50 #include "../../csqcmodellib/sv_model.qh"
51 #include "../../server/portals.qh"
52 #include "../../server/g_hook.qh"
55 #include "calculations.qc"
59 // WEAPON PLUGIN SYSTEM
60 entity weapon_info[WEP_MAXCOUNT];
61 entity dummy_weapon_info;
64 # error Kein Weltraum links auf dem Gerät
67 WepSet WepSet_FromWeapon(float a) {
75 return '0 0 1' * power2of(a);
78 return '0 1 0' * power2of(a);
81 return '1 0 0' * power2of(a);
86 addstat(STAT_WEAPONS, AS_INT, weapons_x);
88 addstat(STAT_WEAPONS2, AS_INT, weapons_y);
90 addstat(STAT_WEAPONS3, AS_INT, weapons_z);
94 void WriteWepSet(float dst, WepSet w)
98 #elif WEP_MAXCOUNT > 24
101 WriteInt24_t(dst, w.x);
106 WepSet WepSet_GetFromStat()
109 w.x = getstati(STAT_WEAPONS);
110 #if WEP_MAXCOUNT > 24
111 w.y = getstati(STAT_WEAPONS2);
112 #if WEP_MAXCOUNT > 48
113 w.z = getstati(STAT_WEAPONS3);
120 #if WEP_MAXCOUNT > 48
121 return ReadInt72_t();
122 #elif WEP_MAXCOUNT > 24
123 return ReadInt48_t();
125 return ReadInt24_t() * '1 0 0';
130 void register_weapon(
137 float pickupbasevalue,
147 weapon_info[id - 1] = e = spawn();
148 e.classname = "weapon_info";
151 e.weapon_func = func;
152 e.ammo_field = ammotype;
154 e.spawnflags = weapontype;
155 e.bot_pickupbasevalue = pickupbasevalue;
157 e.wpmodel = strzone(strcat("wpn-", ftos(id)));
159 e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
160 e.w_simplemdl = strzone(simplemdl); // simpleitems weapon model/image
161 e.w_crosshair = strzone(car(crosshair));
162 string s = cdr(crosshair);
163 e.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat)
164 e.model2 = strzone(wepimg);
172 float w_null(float dummy)
176 void register_weapons_done()
178 dummy_weapon_info = spawn();
179 dummy_weapon_info.classname = "weapon_info";
180 dummy_weapon_info.weapon = 0; // you can recognize dummies by this
181 dummy_weapon_info.weapons = '0 0 0';
182 dummy_weapon_info.netname = "";
183 dummy_weapon_info.message = "AOL CD Thrower";
184 dummy_weapon_info.weapon_func = w_null;
185 dummy_weapon_info.wpmodel = "";
186 dummy_weapon_info.mdl = "";
187 dummy_weapon_info.model = "";
188 dummy_weapon_info.spawnflags = 0;
189 dummy_weapon_info.impulse = -1;
190 dummy_weapon_info.bot_pickupbasevalue = 0;
191 dummy_weapon_info.ammo_field = ammo_none;
193 dummy_weapon_info.w_crosshair = "gfx/crosshair1";
194 dummy_weapon_info.w_crosshair_size = 1;
195 dummy_weapon_info.model2 = "";
198 weaponorder_byid = "";
199 for(i = WEP_MAXCOUNT; i >= 1; --i)
201 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
202 weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
204 entity get_weaponinfo(int id)
207 if(id < WEP_FIRST || id > WEP_LAST)
208 return dummy_weapon_info;
209 w = weapon_info[id - 1];
212 return dummy_weapon_info;
214 string W_FixWeaponOrder(string order, float complete)
216 return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
218 string W_NameWeaponOrder_MapFunc(string s)
221 if(s == "0" || stof(s))
223 wi = get_weaponinfo(stof(s));
224 if(wi != dummy_weapon_info)
230 string W_UndeprecateName(string s)
234 case "nex" : return "vortex";
235 case "rocketlauncher" : return "devastator";
236 case "laser" : return "blaster";
237 case "minstanex" : return "vaporizer";
238 case "grenadelauncher": return "mortar";
239 case "uzi" : return "machinegun";
243 string W_NameWeaponOrder(string order)
245 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
247 string W_NumberWeaponOrder_MapFunc(string s)
250 if(s == "0" || stof(s))
252 s = W_UndeprecateName(s);
253 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
254 if(s == get_weaponinfo(i).netname)
258 string W_NumberWeaponOrder(string order)
260 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
263 float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT];
264 string W_FixWeaponOrder_BuildImpulseList_order;
265 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
268 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
269 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
270 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
272 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
276 e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
277 e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
278 d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
280 return -d; // high impulse first!
282 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
284 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
285 ; // low char index first!
287 string W_FixWeaponOrder_BuildImpulseList(string o)
290 W_FixWeaponOrder_BuildImpulseList_order = o;
291 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
292 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
293 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world);
295 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
296 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
297 W_FixWeaponOrder_BuildImpulseList_order = string_null;
298 return substring(o, 1, -1);
301 string W_FixWeaponOrder_AllowIncomplete(string order)
303 return W_FixWeaponOrder(order, 0);
306 string W_FixWeaponOrder_ForceComplete(string order)
309 order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
310 return W_FixWeaponOrder(order, 1);
313 void W_RandomWeapons(entity e, float n)
318 remaining = e.weapons;
320 for(i = 0; i < n; ++i)
322 RandomSelection_Init();
323 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
324 if(remaining & WepSet_FromWeapon(j))
325 RandomSelection_Add(world, j, string_null, 1, 1);
326 result |= WepSet_FromWeapon(RandomSelection_chosen_float);
327 remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float);
332 string GetAmmoPicture(.float ammotype)
336 case ammo_shells: return "ammo_shells";
337 case ammo_nails: return "ammo_bullets";
338 case ammo_rockets: return "ammo_rockets";
339 case ammo_cells: return "ammo_cells";
340 case ammo_plasma: return "ammo_cells";
341 case ammo_fuel: return "ammo_fuel";
342 default: return ""; // wtf, no ammo type?
347 .float GetAmmoFieldFromNum(int i)
351 case 0: return ammo_shells;
352 case 1: return ammo_nails;
353 case 2: return ammo_rockets;
354 case 3: return ammo_cells;
355 case 4: return ammo_plasma;
356 case 5: return ammo_fuel;
357 default: return ammo_none;
361 int GetAmmoStat(.float ammotype)
365 case ammo_shells: return STAT_SHELLS;
366 case ammo_nails: return STAT_NAILS;
367 case ammo_rockets: return STAT_ROCKETS;
368 case ammo_cells: return STAT_CELLS;
369 case ammo_plasma: return STAT_PLASMA;
370 case ammo_fuel: return STAT_FUEL;