2 #include "../../dpdefs/csprogsdefs.qh"
3 #include "../../client/defs.qh"
4 #include "../constants.qh"
6 #include "../../warpzonelib/anglestransform.qh"
7 #include "../../warpzonelib/mathlib.qh"
8 #include "../../warpzonelib/common.qh"
9 #include "../../warpzonelib/client.qh"
11 #include "../buffs.qh"
13 #include "../../client/autocvars.qh"
14 #include "../deathtypes.qh"
15 #include "../../csqcmodellib/interpolate.qh"
16 #include "../../client/movetypes.qh"
17 #include "../../client/main.qh"
18 #include "../../csqcmodellib/cl_model.qh"
21 #include "../../dpdefs/progsdefs.qh"
22 #include "../../dpdefs/dpextensions.qh"
23 #include "../../warpzonelib/anglestransform.qh"
24 #include "../../warpzonelib/mathlib.qh"
25 #include "../../warpzonelib/common.qh"
26 #include "../../warpzonelib/util_server.qh"
27 #include "../../warpzonelib/server.qh"
28 #include "../constants.qh"
29 #include "../stats.qh"
30 #include "../teams.qh"
32 #include "../buffs.qh"
33 #include "../monsters/monsters.qh"
36 #include "../../server/weapons/csqcprojectile.qh"
37 #include "../../server/weapons/tracing.qh"
38 #include "../../server/t_items.qh"
39 #include "../../server/autocvars.qh"
40 #include "../../server/constants.qh"
41 #include "../../server/defs.qh"
42 #include "../notifications.qh"
43 #include "../deathtypes.qh"
44 #include "../../server/mutators/mutators_include.qh"
45 #include "../mapinfo.qh"
46 #include "../../server/command/common.qh"
47 #include "../../csqcmodellib/sv_model.qh"
48 #include "../../server/portals.qh"
49 #include "../../server/g_hook.qh"
52 #include "calculations.qc"
56 // WEAPON PLUGIN SYSTEM
57 entity weapon_info[WEP_MAXCOUNT];
58 entity dummy_weapon_info;
61 # error Kein Weltraum links auf dem Gerät
64 WepSet WepSet_FromWeapon(float a) {
72 return '0 0 1' * power2of(a);
75 return '0 1 0' * power2of(a);
78 return '1 0 0' * power2of(a);
83 addstat(STAT_WEAPONS, AS_INT, weapons_x);
85 addstat(STAT_WEAPONS2, AS_INT, weapons_y);
87 addstat(STAT_WEAPONS3, AS_INT, weapons_z);
91 void WriteWepSet(float dst, WepSet w)
95 #elif WEP_MAXCOUNT > 24
98 WriteInt24_t(dst, w.x);
103 WepSet WepSet_GetFromStat()
106 w_x = getstati(STAT_WEAPONS);
107 #if WEP_MAXCOUNT > 24
108 w_y = getstati(STAT_WEAPONS2);
109 #if WEP_MAXCOUNT > 48
110 w_z = getstati(STAT_WEAPONS3);
117 #if WEP_MAXCOUNT > 48
118 return ReadInt72_t();
119 #elif WEP_MAXCOUNT > 24
120 return ReadInt48_t();
122 return ReadInt24_t() * '1 0 0';
127 void register_weapon(
134 float pickupbasevalue,
144 weapon_info[id - 1] = e = spawn();
145 e.classname = "weapon_info";
148 e.weapon_func = func;
149 e.ammo_field = ammotype;
151 e.spawnflags = weapontype;
152 e.bot_pickupbasevalue = pickupbasevalue;
154 e.wpmodel = strzone(strcat("wpn-", ftos(id)));
156 e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
157 e.w_simplemdl = strzone(simplemdl); // simpleitems weapon model/image
158 e.w_crosshair = strzone(car(crosshair));
159 string s = cdr(crosshair);
160 e.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat)
161 e.model2 = strzone(wepimg);
169 float w_null(float dummy)
173 void register_weapons_done()
175 dummy_weapon_info = spawn();
176 dummy_weapon_info.classname = "weapon_info";
177 dummy_weapon_info.weapon = 0; // you can recognize dummies by this
178 dummy_weapon_info.weapons = '0 0 0';
179 dummy_weapon_info.netname = "";
180 dummy_weapon_info.message = "AOL CD Thrower";
181 dummy_weapon_info.weapon_func = w_null;
182 dummy_weapon_info.wpmodel = "";
183 dummy_weapon_info.mdl = "";
184 dummy_weapon_info.model = "";
185 dummy_weapon_info.spawnflags = 0;
186 dummy_weapon_info.impulse = -1;
187 dummy_weapon_info.bot_pickupbasevalue = 0;
188 dummy_weapon_info.ammo_field = ammo_none;
190 dummy_weapon_info.w_crosshair = "gfx/crosshair1";
191 dummy_weapon_info.w_crosshair_size = 1;
192 dummy_weapon_info.model2 = "";
195 weaponorder_byid = "";
196 for(i = WEP_MAXCOUNT; i >= 1; --i)
198 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
199 weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
201 entity get_weaponinfo(int id)
204 if(id < WEP_FIRST || id > WEP_LAST)
205 return dummy_weapon_info;
206 w = weapon_info[id - 1];
209 return dummy_weapon_info;
211 string W_FixWeaponOrder(string order, float complete)
213 return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
215 string W_NameWeaponOrder_MapFunc(string s)
218 if(s == "0" || stof(s))
220 wi = get_weaponinfo(stof(s));
221 if(wi != dummy_weapon_info)
227 string W_UndeprecateName(string s)
231 case "nex" : return "vortex";
232 case "rocketlauncher" : return "devastator";
233 case "laser" : return "blaster";
234 case "minstanex" : return "vaporizer";
235 case "grenadelauncher": return "mortar";
236 case "uzi" : return "machinegun";
240 string W_NameWeaponOrder(string order)
242 return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
244 string W_NumberWeaponOrder_MapFunc(string s)
247 if(s == "0" || stof(s))
249 s = W_UndeprecateName(s);
250 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
251 if(s == get_weaponinfo(i).netname)
255 string W_NumberWeaponOrder(string order)
257 return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
260 float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT];
261 string W_FixWeaponOrder_BuildImpulseList_order;
262 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
265 h = W_FixWeaponOrder_BuildImpulseList_buf[i];
266 W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
267 W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
269 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
273 e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
274 e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
275 d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
277 return -d; // high impulse first!
279 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
281 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
282 ; // low char index first!
284 string W_FixWeaponOrder_BuildImpulseList(string o)
287 W_FixWeaponOrder_BuildImpulseList_order = o;
288 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
289 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
290 heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world);
292 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
293 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
294 W_FixWeaponOrder_BuildImpulseList_order = string_null;
295 return substring(o, 1, -1);
298 string W_FixWeaponOrder_AllowIncomplete(string order)
300 return W_FixWeaponOrder(order, 0);
303 string W_FixWeaponOrder_ForceComplete(string order)
306 order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
307 return W_FixWeaponOrder(order, 1);
310 void W_RandomWeapons(entity e, float n)
315 remaining = e.weapons;
317 for(i = 0; i < n; ++i)
319 RandomSelection_Init();
320 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
321 if(remaining & WepSet_FromWeapon(j))
322 RandomSelection_Add(world, j, string_null, 1, 1);
323 result |= WepSet_FromWeapon(RandomSelection_chosen_float);
324 remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float);
329 string GetAmmoPicture(.float ammotype)
333 case ammo_shells: return "ammo_shells";
334 case ammo_nails: return "ammo_bullets";
335 case ammo_rockets: return "ammo_rockets";
336 case ammo_cells: return "ammo_cells";
337 case ammo_plasma: return "ammo_cells";
338 case ammo_fuel: return "ammo_fuel";
339 default: return ""; // wtf, no ammo type?
344 .float GetAmmoFieldFromNum(float i)
348 case 0: return ammo_shells;
349 case 1: return ammo_nails;
350 case 2: return ammo_rockets;
351 case 3: return ammo_cells;
352 case 4: return ammo_plasma;
353 case 5: return ammo_fuel;
354 default: return ammo_none;
358 float GetAmmoStat(.float ammotype)
362 case ammo_shells: return STAT_SHELLS;
363 case ammo_nails: return STAT_NAILS;
364 case ammo_rockets: return STAT_ROCKETS;
365 case ammo_cells: return STAT_CELLS;
366 case ammo_plasma: return STAT_PLASMA;
367 case ammo_fuel: return STAT_FUEL;