]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/all.qc
Improve registry API by adding REGISTRY_MAX and REGISTRY_COUNT macros
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
index f118a04667f39c181eb0dee13eede8cc59d42973..45ba22906e042185002f639456f96558972ad455 100644 (file)
 WepSet _WepSet_FromWeapon(int a)
 {
        a -= WEP_FIRST;
-       if (Weapons_MAX > 24)
+       if (REGISTRY_MAX(Weapons) > 24)
                if (a >= 24)
                {
                        a -= 24;
-                       if (Weapons_MAX > 48)
+                       if (REGISTRY_MAX(Weapons) > 48)
                                if (a >= 24)
                                {
                                        a -= 24;
@@ -76,8 +76,8 @@ WepSet _WepSet_FromWeapon(int a)
 #ifdef SVQC
        void WriteWepSet(float dst, WepSet w)
        {
-               if (Weapons_MAX > 48) WriteInt72_t(dst, w);
-               else if (Weapons_MAX > 24) WriteInt48_t(dst, w);
+               if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
+               else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
                else WriteInt24_t(dst, w.x);
        }
 #endif
@@ -92,8 +92,8 @@ WepSet _WepSet_FromWeapon(int a)
        }
        WepSet ReadWepSet()
        {
-               if (Weapons_MAX > 48) return ReadInt72_t();
-               if (Weapons_MAX > 24) return ReadInt48_t();
+               if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
+               if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
                return ReadInt24_t() * '1 0 0';
        }
 #endif
@@ -144,7 +144,7 @@ string W_NumberWeaponOrder(string order)
        return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
 }
 
-float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX];
+float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
 string W_FixWeaponOrder_BuildImpulseList_order;
 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
 {
@@ -215,28 +215,42 @@ string GetAmmoPicture(int ammotype)
 {
        switch (ammotype)
        {
-               case RESOURCE_SHELLS:  return ITEM_Shells.m_icon;
-               case RESOURCE_BULLETS: return ITEM_Bullets.m_icon;
-               case RESOURCE_ROCKETS: return ITEM_Rockets.m_icon;
-               case RESOURCE_CELLS:   return ITEM_Cells.m_icon;
-               case RESOURCE_PLASMA:  return ITEM_Plasma.m_icon;
-               case RESOURCE_FUEL:    return ITEM_JetpackFuel.m_icon;
+               case RES_SHELLS:  return ITEM_Shells.m_icon;
+               case RES_BULLETS: return ITEM_Bullets.m_icon;
+               case RES_ROCKETS: return ITEM_Rockets.m_icon;
+               case RES_CELLS:   return ITEM_Cells.m_icon;
+               case RES_PLASMA:  return ITEM_Plasma.m_icon;
+               case RES_FUEL:    return ITEM_JetpackFuel.m_icon;
                default: return "";  // wtf, no ammo type?
        }
 }
 
+string GetAmmoName(int ammotype)
+{
+       switch (ammotype)
+       {
+               case RES_SHELLS:  return ITEM_Shells.m_name;
+               case RES_BULLETS: return ITEM_Bullets.m_name;
+               case RES_ROCKETS: return ITEM_Rockets.m_name;
+               case RES_CELLS:   return ITEM_Cells.m_name;
+               case RES_PLASMA:  return ITEM_Plasma.m_name;
+               case RES_FUEL:    return ITEM_JetpackFuel.m_name;
+               default:          return "batteries";
+       }
+}
+
 #ifdef CSQC
 int GetAmmoTypeFromNum(int i)
 {
        switch (i)
        {
-               case 0: return RESOURCE_SHELLS;
-               case 1: return RESOURCE_BULLETS;
-               case 2: return RESOURCE_ROCKETS;
-               case 3: return RESOURCE_CELLS;
-               case 4: return RESOURCE_PLASMA;
-               case 5: return RESOURCE_FUEL;
-               default: return RESOURCE_NONE;
+               case 0: return RES_SHELLS;
+               case 1: return RES_BULLETS;
+               case 2: return RES_ROCKETS;
+               case 3: return RES_CELLS;
+               case 4: return RES_PLASMA;
+               case 5: return RES_FUEL;
+               default: return RES_NONE;
        }
 }
 
@@ -244,12 +258,12 @@ int GetAmmoStat(int ammotype)
 {
        switch (ammotype)
        {
-               case RESOURCE_SHELLS: return STAT_SHELLS;
-               case RESOURCE_BULLETS: return STAT_NAILS;
-               case RESOURCE_ROCKETS: return STAT_ROCKETS;
-               case RESOURCE_CELLS: return STAT_CELLS;
-               case RESOURCE_PLASMA: return STAT_PLASMA.m_id;
-               case RESOURCE_FUEL: return STAT_FUEL.m_id;
+               case RES_SHELLS: return STAT_SHELLS;
+               case RES_BULLETS: return STAT_NAILS;
+               case RES_ROCKETS: return STAT_ROCKETS;
+               case RES_CELLS: return STAT_CELLS;
+               case RES_PLASMA: return STAT_PLASMA.m_id;
+               case RES_FUEL: return STAT_FUEL.m_id;
                default: return -1;
        }
 }
@@ -551,14 +565,27 @@ REGISTER_NET_TEMP(wframe)
 #ifdef CSQC
 NET_HANDLE(wframe, bool isNew)
 {
-       vector a = ReadVector();
+       int fr = ReadByte();
+       float t = ReadFloat();
     int slot = ReadByte();
        bool restartanim = ReadByte();
        entity wepent = viewmodels[slot];
-       if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
-               wepent.animstate_looping = false;
+       if(fr == WFRAME_IDLE)
+               wepent.animstate_looping = false; // we don't need to enforce idle animation
        else
+       {
+               vector a = '0 0 0';
+               switch(fr)
+               {
+                       default:
+                       case WFRAME_IDLE: a = wepent.anim_idle; break;
+                       case WFRAME_FIRE1: a = wepent.anim_fire1; break;
+                       case WFRAME_FIRE2: a = wepent.anim_fire2; break;
+                       case WFRAME_RELOAD: a = wepent.anim_reload; break;
+               }
+               a.z *= t;
                anim_set(wepent, a, !restartanim, restartanim, restartanim);
+       }
        wepent.state = ReadByte();
        wepent.weapon_nextthink = ReadFloat();
        switch (wepent.state)
@@ -578,13 +605,14 @@ NET_HANDLE(wframe, bool isNew)
 #endif
 
 #ifdef SVQC
-void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
+void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
 {
        if (!IS_REAL_CLIENT(actor)) return;
        int channel = MSG_ONE;
        msg_entity = actor;
        WriteHeader(channel, wframe);
-       WriteVector(channel, a);
+       WriteByte(channel, wepframe);
+       WriteFloat(channel, attackrate);
        WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
        WriteByte(channel, restartanim);
        WriteByte(channel, weaponentity.state);