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Merge remote-tracking branch 'origin/master' into samual/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapons.qc
1 #ifndef MENUQC
2 #include "calculations.qc"
3 #endif
4 #include "all.qh"
5
6 // WEAPON PLUGIN SYSTEM
7 entity weapon_info[WEP_MAXCOUNT];
8 entity dummy_weapon_info;
9
10 void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
11 {
12         entity e;
13         weapon_info[id - 1] = e = spawn();
14         e.classname = "weapon_info";
15         e.weapon = id;
16         WEPSET_COPY_EW(e, id);
17         e.netname = shortname;
18         e.message = wname;
19         e.items = ammotype;
20         e.weapon_func = func;
21         e.mdl = modelname;
22         e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
23         e.spawnflags = weapontype;
24         e.model2 = strzone(strcat("wpn-", e.mdl));
25         e.impulse = i;
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;
37         else
38                 e.ammo_field = ammo_batteries;
39
40         #ifndef MENUQC
41         func(WR_INIT);
42         #endif
43 }
44 float w_null(float dummy)
45 {
46         return 0;
47 }
48 void register_weapons_done()
49 {
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;
64
65         float i;
66         weaponorder_byid = "";
67         for(i = WEP_MAXCOUNT; i >= 1; --i)
68                 if(weapon_info[i-1])
69                         weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
70         weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
71 }
72 entity get_weaponinfo(float id)
73 {
74         entity w;
75         if(id < WEP_FIRST || id > WEP_LAST)
76                 return dummy_weapon_info;
77         w = weapon_info[id - 1];
78         if(w)
79                 return w;
80         return dummy_weapon_info;
81 }
82 string W_FixWeaponOrder(string order, float complete)
83 {
84         return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
85 }
86 string W_NameWeaponOrder_MapFunc(string s)
87 {
88         entity wi;
89         if(s == "0" || stof(s))
90         {
91                 wi = get_weaponinfo(stof(s));
92                 if(wi != dummy_weapon_info)
93                         return wi.netname;
94         }
95         return s;
96 }
97 string W_NameWeaponOrder(string order)
98 {
99         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
100 }
101 string W_NumberWeaponOrder_MapFunc(string s)
102 {
103         float i;
104         if(s == "0" || stof(s))
105                 return s;
106         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
107                 if(s == get_weaponinfo(i).netname)
108                         return ftos(i);
109         return s;
110 }
111 string W_NumberWeaponOrder(string order)
112 {
113         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
114 }
115
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)
119 {
120         float h;
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;
124 }
125 float W_FixWeaponOrder_BuildImpulseList_cmp(float i, float j, entity pass)
126 {
127         entity e1, e2;
128         float d;
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);
132         if(d != 0)
133                 return -d; // high impulse first!
134         return
135                 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
136                 -
137                 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
138                 ; // low char index first!
139 }
140 string W_FixWeaponOrder_BuildImpulseList(string o)
141 {
142         float i;
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);
147         o = "";
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);
152 }
153
154 string W_FixWeaponOrder_AllowIncomplete(string order)
155 {
156         return W_FixWeaponOrder(order, 0);
157 }
158
159 string W_FixWeaponOrder_ForceComplete(string order)
160 {
161         if(order == "")
162                 order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
163         return W_FixWeaponOrder(order, 1);
164 }
165
166 void W_RandomWeapons(entity e, float n)
167 {
168         float i, j;
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)
174         {
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);
181         }
182         WEPSET_COPY_EA(e, result);
183 }
184
185 string W_Name(float weaponid)
186 {
187         return (get_weaponinfo(weaponid)).message;
188 }
189
190 float W_AmmoItemCode(float wpn)
191 {
192         return (get_weaponinfo(wpn)).items & IT_AMMO;
193 }