#ifndef WEAPONS_ALL_C #define WEAPONS_ALL_C #include "all.qh" #if defined(CSQC) #include "../../dpdefs/csprogsdefs.qh" #include "../../client/defs.qh" #include "../constants.qh" #include "../stats.qh" #include "../../warpzonelib/anglestransform.qh" #include "../../warpzonelib/mathlib.qh" #include "../../warpzonelib/common.qh" #include "../../warpzonelib/client.qh" #include "../util.qh" #include "../buffs.qh" #include "../../client/autocvars.qh" #include "../deathtypes.qh" #include "../../csqcmodellib/interpolate.qh" #include "../movetypes/movetypes.qh" #include "../../client/main.qh" #include "../../csqcmodellib/cl_model.qh" #elif defined(MENUQC) #elif defined(SVQC) #include "../../dpdefs/progsdefs.qh" #include "../../dpdefs/dpextensions.qh" #include "../../warpzonelib/anglestransform.qh" #include "../../warpzonelib/mathlib.qh" #include "../../warpzonelib/common.qh" #include "../../warpzonelib/util_server.qh" #include "../../warpzonelib/server.qh" #include "../constants.qh" #include "../stats.qh" #include "../teams.qh" #include "../util.qh" #include "../buffs.qh" #include "../monsters/all.qh" #include "config.qh" #include "../../server/weapons/csqcprojectile.qh" #include "../../server/weapons/tracing.qh" #include "../../server/t_items.qh" #include "../../server/autocvars.qh" #include "../../server/constants.qh" #include "../../server/defs.qh" #include "../notifications.qh" #include "../deathtypes.qh" #include "../../server/mutators/mutators_include.qh" #include "../mapinfo.qh" #include "../../server/command/common.qh" #include "../../csqcmodellib/sv_model.qh" #include "../../server/portals.qh" #include "../../server/g_hook.qh" #endif #ifndef MENUQC #include "calculations.qc" #endif #include "all.inc" // WEAPON PLUGIN SYSTEM entity weapon_info[WEP_MAXCOUNT]; entity dummy_weapon_info; #if WEP_MAXCOUNT > 72 # error Kein Weltraum links auf dem Gerät #endif WepSet WepSet_FromWeapon(int a) { a -= WEP_FIRST; #if WEP_MAXCOUNT > 24 if(a >= 24) { a -= 24; #if WEP_MAXCOUNT > 48 if(a >= 24) { a -= 24; return '0 0 1' * power2of(a); } #endif return '0 1 0' * power2of(a); } #endif return '1 0 0' * power2of(a); } #ifdef SVQC void WepSet_AddStat() { addstat(STAT_WEAPONS, AS_INT, weapons_x); #if WEP_MAXCOUNT > 24 addstat(STAT_WEAPONS2, AS_INT, weapons_y); #if WEP_MAXCOUNT > 48 addstat(STAT_WEAPONS3, AS_INT, weapons_z); #endif #endif } void WepSet_AddStat_InMap() { addstat(STAT_WEAPONSINMAP, AS_INT, weaponsinmap_x); #if WEP_MAXCOUNT > 24 addstat(STAT_WEAPONSINMAP2, AS_INT, weaponsinmap_y); #if WEP_MAXCOUNT > 48 addstat(STAT_WEAPONSINMAP3, AS_INT, weaponsinmap_z); #endif #endif } void WriteWepSet(float dst, WepSet w) { #if WEP_MAXCOUNT > 48 WriteInt72_t(dst, w); #elif WEP_MAXCOUNT > 24 WriteInt48_t(dst, w); #else WriteInt24_t(dst, w.x); #endif } #endif #ifdef CSQC WepSet WepSet_GetFromStat() { WepSet w = '0 0 0'; w.x = getstati(STAT_WEAPONS); #if WEP_MAXCOUNT > 24 w.y = getstati(STAT_WEAPONS2); #if WEP_MAXCOUNT > 48 w.z = getstati(STAT_WEAPONS3); #endif #endif return w; } WepSet WepSet_GetFromStat_InMap() { WepSet w = '0 0 0'; w_x = getstati(STAT_WEAPONSINMAP); #if WEP_MAXCOUNT > 24 w_y = getstati(STAT_WEAPONSINMAP2); #if WEP_MAXCOUNT > 48 w_z = getstati(STAT_WEAPONSINMAP3); #endif #endif return w; } WepSet ReadWepSet() { #if WEP_MAXCOUNT > 48 return ReadInt72_t(); #elif WEP_MAXCOUNT > 24 return ReadInt48_t(); #else return ReadInt24_t() * '1 0 0'; #endif } #endif void register_weapon( int id, WepSet bit, bool(int) func, .int ammotype, int i, int weapontype, float pickupbasevalue, vector clr, string modelname, string simplemdl, string crosshair, string wepimg, string refname, string wepname) { entity e; weapon_info[id - 1] = e = spawn(); e.classname = "weapon_info"; e.weapon = id; e.weapons = bit; e.weapon_func = func; e.ammo_field = ammotype; e.impulse = i; e.spawnflags = weapontype; e.bot_pickupbasevalue = pickupbasevalue; e.wpcolor = clr; e.wpmodel = strzone(strcat("wpn-", ftos(id))); e.mdl = modelname; e.model = strzone(strcat("models/weapons/g_", modelname, ".md3")); e.w_simplemdl = strzone(simplemdl); // simpleitems weapon model/image e.w_crosshair = strzone(car(crosshair)); string s = cdr(crosshair); e.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat) e.model2 = strzone(wepimg); e.netname = refname; e.message = wepname; #ifdef CSQC func(WR_INIT); #endif } bool w_null(int dummy) { return 0; } void register_weapons_done() { dummy_weapon_info = spawn(); dummy_weapon_info.classname = "weapon_info"; dummy_weapon_info.weapon = 0; // you can recognize dummies by this dummy_weapon_info.weapons = '0 0 0'; dummy_weapon_info.netname = ""; dummy_weapon_info.message = "AOL CD Thrower"; dummy_weapon_info.weapon_func = w_null; dummy_weapon_info.wpmodel = ""; dummy_weapon_info.mdl = ""; dummy_weapon_info.model = ""; dummy_weapon_info.spawnflags = 0; dummy_weapon_info.impulse = -1; dummy_weapon_info.bot_pickupbasevalue = 0; dummy_weapon_info.ammo_field = ammo_none; dummy_weapon_info.w_crosshair = "gfx/crosshair1"; dummy_weapon_info.w_crosshair_size = 1; dummy_weapon_info.model2 = ""; int i; weaponorder_byid = ""; for(i = WEP_MAXCOUNT; i >= 1; --i) if(weapon_info[i-1]) weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i)); weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1)); } entity get_weaponinfo(int id) { entity w; if(id < WEP_FIRST || id > WEP_LAST) return dummy_weapon_info; w = weapon_info[id - 1]; if(w) return w; return dummy_weapon_info; } string W_FixWeaponOrder(string order, float complete) { return fixPriorityList(order, WEP_FIRST, WEP_LAST, 230 - WEP_FIRST, complete); } string W_NameWeaponOrder_MapFunc(string s) { entity wi; if(s == "0" || stof(s)) { wi = get_weaponinfo(stof(s)); if(wi != dummy_weapon_info) return wi.netname; } return s; } string W_UndeprecateName(string s) { switch ( s ) { case "nex" : return "vortex"; case "rocketlauncher" : return "devastator"; case "laser" : return "blaster"; case "minstanex" : return "vaporizer"; case "grenadelauncher": return "mortar"; case "uzi" : return "machinegun"; default : return s; } } string W_NameWeaponOrder(string order) { return mapPriorityList(order, W_NameWeaponOrder_MapFunc); } string W_NumberWeaponOrder_MapFunc(string s) { int i; if(s == "0" || stof(s)) return s; s = W_UndeprecateName(s); for(i = WEP_FIRST; i <= WEP_LAST; ++i) if(s == get_weaponinfo(i).netname) return ftos(i); return s; } string W_NumberWeaponOrder(string order) { return mapPriorityList(order, W_NumberWeaponOrder_MapFunc); } float W_FixWeaponOrder_BuildImpulseList_buf[WEP_MAXCOUNT]; string W_FixWeaponOrder_BuildImpulseList_order; void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass) { float h; h = W_FixWeaponOrder_BuildImpulseList_buf[i]; W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j]; W_FixWeaponOrder_BuildImpulseList_buf[j] = h; } float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass) { entity e1, e2; float d; e1 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[i]); e2 = get_weaponinfo(W_FixWeaponOrder_BuildImpulseList_buf[j]); d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10; if(d != 0) return -d; // high impulse first! return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[i]), 0) - strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "), sprintf(" %d ", W_FixWeaponOrder_BuildImpulseList_buf[j]), 0) ; // low char index first! } string W_FixWeaponOrder_BuildImpulseList(string o) { int i; W_FixWeaponOrder_BuildImpulseList_order = o; for(i = WEP_FIRST; i <= WEP_LAST; ++i) W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i; heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp, world); o = ""; for(i = WEP_FIRST; i <= WEP_LAST; ++i) o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST])); W_FixWeaponOrder_BuildImpulseList_order = string_null; return substring(o, 1, -1); } string W_FixWeaponOrder_AllowIncomplete(string order) { return W_FixWeaponOrder(order, 0); } string W_FixWeaponOrder_ForceComplete(string order) { if(order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority")); return W_FixWeaponOrder(order, 1); } void W_RandomWeapons(entity e, float n) { int i, j; WepSet remaining; WepSet result; remaining = e.weapons; result = '0 0 0'; for(i = 0; i < n; ++i) { RandomSelection_Init(); for(j = WEP_FIRST; j <= WEP_LAST; ++j) if(remaining & WepSet_FromWeapon(j)) RandomSelection_Add(world, j, string_null, 1, 1); result |= WepSet_FromWeapon(RandomSelection_chosen_float); remaining &= ~WepSet_FromWeapon(RandomSelection_chosen_float); } e.weapons = result; } string GetAmmoPicture(.int ammotype) { switch(ammotype) { case ammo_shells: return "ammo_shells"; case ammo_nails: return "ammo_bullets"; case ammo_rockets: return "ammo_rockets"; case ammo_cells: return "ammo_cells"; case ammo_plasma: return "ammo_cells"; case ammo_fuel: return "ammo_fuel"; default: return ""; // wtf, no ammo type? } } #ifdef CSQC .int GetAmmoFieldFromNum(int i) { switch(i) { case 0: return ammo_shells; case 1: return ammo_nails; case 2: return ammo_rockets; case 3: return ammo_cells; case 4: return ammo_plasma; case 5: return ammo_fuel; default: return ammo_none; } } int GetAmmoStat(.int ammotype) { switch(ammotype) { case ammo_shells: return STAT_SHELLS; case ammo_nails: return STAT_NAILS; case ammo_rockets: return STAT_ROCKETS; case ammo_cells: return STAT_CELLS; case ammo_plasma: return STAT_PLASMA; case ammo_fuel: return STAT_FUEL; default: return -1; } } #endif #endif