#ifndef WEAPONS_ALL_C #define WEAPONS_ALL_C #include "all.qh" #if defined(CSQC) #include "../../client/defs.qh" #include "../constants.qh" #include "../stats.qh" #include "../../lib/warpzone/anglestransform.qh" #include "../../lib/warpzone/common.qh" #include "../../lib/warpzone/client.qh" #include "../util.qh" #include "../../client/autocvars.qh" #include "../deathtypes/all.qh" #include "../../lib/csqcmodel/interpolate.qh" #include "../movetypes/movetypes.qh" #include "../../client/main.qh" #include "../../lib/csqcmodel/cl_model.qh" #elif defined(MENUQC) #elif defined(SVQC) #include "../../lib/warpzone/anglestransform.qh" #include "../../lib/warpzone/common.qh" #include "../../lib/warpzone/util_server.qh" #include "../../lib/warpzone/server.qh" #include "../constants.qh" #include "../stats.qh" #include "../teams.qh" #include "../util.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/all.qh" #include "../../server/mutators/all.qh" #include "../mapinfo.qh" #include "../../server/command/common.qh" #include "../../lib/csqcmodel/sv_model.qh" #include "../../server/portals.qh" #include "../../server/g_hook.qh" #endif #ifndef MENUQC #include "calculations.qc" #endif #define IMPLEMENTATION #include "all.inc" #undef IMPLEMENTATION // WEAPON PLUGIN SYSTEM WepSet WepSet_FromWeapon(int a) { a -= WEP_FIRST; if (Weapons_MAX > 24) if (a >= 24) { a -= 24; if (Weapons_MAX > 48) if (a >= 24) { a -= 24; return '0 0 1' * power2of(a); } return '0 1 0' * power2of(a); } return '1 0 0' * power2of(a); } #ifdef SVQC void WepSet_AddStat() { addstat(STAT_WEAPONS, AS_INT, weapons_x); if (Weapons_MAX > 24) addstat(STAT_WEAPONS2, AS_INT, weapons_y); if (Weapons_MAX > 48) addstat(STAT_WEAPONS3, AS_INT, weapons_z); } void WepSet_AddStat_InMap() { addstat(STAT_WEAPONSINMAP, AS_INT, weaponsinmap_x); if (Weapons_MAX > 24) addstat(STAT_WEAPONSINMAP2, AS_INT, weaponsinmap_y); if (Weapons_MAX > 48) addstat(STAT_WEAPONSINMAP3, AS_INT, weaponsinmap_z); } void WriteWepSet(float dst, WepSet w) { if (Weapons_MAX > 48) WriteInt72_t(dst, w); else if (Weapons_MAX > 24) WriteInt48_t(dst, w); else WriteInt24_t(dst, w.x); } #endif #ifdef CSQC WepSet WepSet_GetFromStat() { WepSet w = '0 0 0'; w.x = getstati(STAT_WEAPONS); if (Weapons_MAX > 24) w.y = getstati(STAT_WEAPONS2); if (Weapons_MAX > 48) w.z = getstati(STAT_WEAPONS3); return w; } WepSet WepSet_GetFromStat_InMap() { WepSet w = '0 0 0'; w_x = getstati(STAT_WEAPONSINMAP); if (Weapons_MAX > 24) w_y = getstati(STAT_WEAPONSINMAP2); if (Weapons_MAX > 48) w_z = getstati(STAT_WEAPONSINMAP3); return w; } WepSet ReadWepSet() { if (Weapons_MAX > 48) return ReadInt72_t(); if (Weapons_MAX > 24) return ReadInt48_t(); return ReadInt24_t() * '1 0 0'; } #endif string W_FixWeaponOrder(string order, float complete) { return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete); } string W_NameWeaponOrder_MapFunc(string s) { entity wi; if(s == "0" || stof(s)) { wi = get_weaponinfo(stof(s)); if(wi != WEP_Null) 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[Weapons_MAX]; 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 ITEM_Shells.m_icon; case ammo_nails: return ITEM_Bullets.m_icon; case ammo_rockets: return ITEM_Rockets.m_icon; case ammo_cells: return ITEM_Cells.m_icon; case ammo_plasma: return ITEM_Plasma.m_icon; case ammo_fuel: return ITEM_JetpackFuel.m_icon; 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 string W_Sound(string w_snd) { string output = strcat("weapons/", w_snd); #ifdef SVQC MUTATOR_CALLHOOK(WeaponSound, w_snd, output); return weapon_sound_output; #else return output; #endif } string W_Model(string w_mdl) { string output = strcat("models/weapons/", w_mdl); #ifdef SVQC MUTATOR_CALLHOOK(WeaponModel, w_mdl, output); return weapon_model_output; #else return output; #endif } #endif