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[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 #if WEP_MAXCOUNT > 72
11 # error Kein Weltraum links auf dem Gerät
12 #endif
13
14 WepSet WepSet_FromWeapon(float a) {
15         a -= WEP_FIRST;
16 #if WEP_MAXCOUNT > 24
17         if(a >= 24) {
18                 a -= 24;
19 #if WEP_MAXCOUNT > 48
20                 if(a >= 24) {
21                         a -= 24;
22                         return '0 0 1' * power2of(a);
23                 }
24 #endif
25                 return '0 1 0' * power2of(a);
26         }
27 #endif
28         return '1 0 0' * power2of(a);
29 }
30 #ifdef SVQC
31 void WepSet_AddStat()
32 {
33         addstat(STAT_WEAPONS, AS_INT, weapons_x);
34 #if WEP_MAXCOUNT > 24
35         addstat(STAT_WEAPONS2, AS_INT, weapons_y);
36 #if WEP_MAXCOUNT > 48
37         addstat(STAT_WEAPONS3, AS_INT, weapons_z);
38 #endif
39 #endif
40 }
41 void WriteWepSet(float dst, WepSet w)
42 {
43 #if WEP_MAXCOUNT > 48
44         WriteInt72_t(dst, w);
45 #elif WEP_MAXCOUNT > 24
46         WriteInt48_t(dst, w);
47 #else
48         WriteInt24_t(dst, w_x);
49 #endif
50 }
51 #endif
52 #ifdef CSQC
53 WepSet WepSet_GetFromStat()
54 {
55         WepSet w = '0 0 0';
56         w_x = getstati(STAT_WEAPONS);
57 #if WEP_MAXCOUNT > 24
58         w_y = getstati(STAT_WEAPONS2);
59 #if WEP_MAXCOUNT > 48
60         w_z = getstati(STAT_WEAPONS3);
61 #endif
62 #endif
63         return w;
64 }
65 WepSet ReadWepSet()
66 {
67 #if WEP_MAXCOUNT > 48
68         return ReadInt72_t();
69 #elif WEP_MAXCOUNT > 24
70         return ReadInt48_t();
71 #else
72         return ReadInt24_t() * '1 0 0';
73 #endif
74 }
75 #endif
76
77 void register_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname)
78 {
79         entity e;
80         weapon_info[id - 1] = e = spawn();
81         e.classname = "weapon_info";
82         e.weapon = id;
83         e.weapons = bit;
84         e.netname = shortname;
85         e.message = wname;
86         e.items = ammotype;
87         e.weapon_func = func;
88         e.mdl = modelname;
89         e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
90         e.spawnflags = weapontype;
91         e.model2 = strzone(strcat("wpn-", e.mdl));
92         e.impulse = i;
93         e.bot_pickupbasevalue = pickupbasevalue;
94         if(ammotype & IT_SHELLS)
95                 e.ammo_field = ammo_shells;
96         else if(ammotype & IT_NAILS)
97                 e.ammo_field = ammo_nails;
98         else if(ammotype & IT_ROCKETS)
99                 e.ammo_field = ammo_rockets;
100         else if(ammotype & IT_CELLS)
101                 e.ammo_field = ammo_cells;
102         else if(ammotype & IT_FUEL)
103                 e.ammo_field = ammo_fuel;
104         else
105                 e.ammo_field = ammo_batteries;
106
107         #ifndef MENUQC
108         func(WR_INIT);
109         #endif
110 }
111 float w_null(float dummy)
112 {
113         return 0;
114 }
115 void register_weapons_done()
116 {
117         dummy_weapon_info = spawn();
118         dummy_weapon_info.classname = "weapon_info";
119         dummy_weapon_info.weapon = 0; // you can recognize dummies by this
120         dummy_weapon_info.weapons = '0 0 0';
121         dummy_weapon_info.netname = "";
122         dummy_weapon_info.message = "AOL CD Thrower";
123         dummy_weapon_info.items = 0;
124         dummy_weapon_info.weapon_func = w_null;
125         dummy_weapon_info.mdl = "";
126         dummy_weapon_info.model = "";
127         dummy_weapon_info.spawnflags = 0;
128         dummy_weapon_info.model2 = "";
129         dummy_weapon_info.impulse = -1;
130         dummy_weapon_info.bot_pickupbasevalue = 0;
131
132         float i;
133         weaponorder_byid = "";
134         for(i = WEP_MAXCOUNT; i >= 1; --i)
135                 if(weapon_info[i-1])
136                         weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
137         weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
138 }
139 entity get_weaponinfo(float id)
140 {
141         entity w;
142         if(id < WEP_FIRST || id > WEP_LAST)
143                 return dummy_weapon_info;
144         w = weapon_info[id - 1];
145         if(w)
146                 return w;
147         return dummy_weapon_info;
148 }
149 string W_FixWeaponOrder(string order, float complete)
150 {
151         return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete);
152 }
153 string W_NameWeaponOrder_MapFunc(string s)
154 {
155         entity wi;
156         if(s == "0" || stof(s))
157         {
158                 wi = get_weaponinfo(stof(s));
159                 if(wi != dummy_weapon_info)
160                         return wi.netname;
161         }
162         return s;
163 }
164 string W_NameWeaponOrder(string order)
165 {
166         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
167 }
168 string W_NumberWeaponOrder_MapFunc(string s)
169 {
170         float i;
171         if(s == "0" || stof(s))
172                 return s;
173         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
174                 if(s == get_weaponinfo(i).netname)
175                         return ftos(i);
176         return s;
177 }
178 string W_NumberWeaponOrder(string order)
179 {
180         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
181 }
182
183 float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT];
184 string W_FixWeaponOrder_BuildImpulseList_order;
185 void W_FixWeaponOrder_BuildImpulseList_swap(float i, float j, entity pass)
186 {
187         float h;
188         h = W_FixWeaponOrder_BuildImpulseList_buf[i];
189         W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
190         W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
191 }
192 float W_FixWeaponOrder_BuildImpulseList_cmp(float i, float j, entity pass)
193 {
194         entity e1, e2;
195         float d;
196         e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]);
197         e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]);
198         d = mod(e1.impulse + 9, 10) - mod(e2.impulse + 9, 10);
199         if(d != 0)
200                 return -d; // high impulse first!
201         return
202                 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0)
203                 -
204                 strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0)
205                 ; // low char index first!
206 }
207 string W_FixWeaponOrder_BuildImpulseList(string o)
208 {
209         float i;
210         W_FixWeaponOrder_BuildImpulseList_order = o;
211         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
212                 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
213         heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world);
214         o = "";
215         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
216                 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
217         W_FixWeaponOrder_BuildImpulseList_order = string_null;
218         return substring(o, 1, -1);
219 }
220
221 string W_FixWeaponOrder_AllowIncomplete(string order)
222 {
223         return W_FixWeaponOrder(order, 0);
224 }
225
226 string W_FixWeaponOrder_ForceComplete(string order)
227 {
228         if(order == "")
229                 order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
230         return W_FixWeaponOrder(order, 1);
231 }
232
233 void W_RandomWeapons(entity e, float n)
234 {
235         float i, j;
236         WepSet remaining;
237         WepSet result;
238         remaining = e.weapons;
239         result = '0 0 0';
240         for(i = 0; i < n; ++i)
241         {
242                 RandomSelection_Init();
243                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
244                         if(remaining & WepSet_FromWeapon(j))
245                                 RandomSelection_Add(world, j, string_null, 1, 1);
246                 result |= WepSet_FromWeapon(RandomSelection_chosen_float);
247                 remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float);
248         }
249         e.weapons = result;
250 }
251
252 string W_Name(float weaponid)
253 {
254         return (get_weaponinfo(weaponid)).message;
255 }
256
257 float W_AmmoItemCode(float wpn)
258 {
259         return (get_weaponinfo(wpn)).items & IT_AMMO;
260 }