game-source/klik/weapons/weapon.qc

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#include "common.qh"
2003-10-27 22:27:29 +00:00
#include "misc.qh"
#include "weapon.qh"
.float weapon_imp;
.float weapons; /* Alas, a bitfield. */
void() weapon_init = {
weapon_init_weapons();
};
void() weapon_player_init = {
self.weapons = 0;
self.weapon_imp = 0;
weapon_select_by_impulse(0);
};
float(float ex) exp2 = {
local float n;
n = 1;
if (ex >= 0) {
while (ex-- > 0)
n *= 2;
} else {
while (ex++ < 0)
n *= 0.5;
}
return n;
};
float() weapon_player_parm1 = {
local float parm, ex;
/* upper 19 bits of mantissa is self.weapons & 0x007fffe0 */
/* sign is self.weapons & 0x00800000 */
/* 8 bits of exponent is signed self.weapons & 0x1f */
/* lower 4 bits of mantissa is (self.weapon_imp << 1) + 1 */
parm = self.weapons & 8388576; /* 0x007fffe0 */
parm |= self.weapon_imp*2 + 1;
ex = floor(self.weapons & 31); /* 0x1f */
if (ex >= 16) ex -= 16;
parm *= exp2(ex);
if (parm & 8388608) /* 0x800000 */
parm = -parm;
return parm;
};
float() weapon_player_parm1_default = {
return 1; /* weapons 0x000000 weapon_imp 0 */
};
void(float parm) weapon_player_parm1_decode = {
local float ex, imp, topbit;
if (parm < 0) {
topbit = 8388608; /* 0x800000 */
parm = -parm;
} else {
topbit = 0;
}
/* Hooo boy. This is the slow way. */
ex = 0;
if (floor(parm) != parm) {
/* Negative exponent */
while (floor(parm) != parm) {
parm *= 2;
ex--;
}
ex += 8;
} else {
local float nparm;
/* Positive exponent */
nparm = parm * 0.5;
while (floor(nparm) == nparm) {
parm = nparm;
nparm *= 0.5;
ex++;
if (ex == 127)
break;
}
}
self.weapons = topbit | (parm & 8388576) | ex; /* 0x007fffe0 */
imp = floor((parm & 31) * 0.5); /* 0x1f */
weapon_select_by_impulse(imp);
if (!self.weapon_imp)
weapon_select_best();
};
void() _weapon_fire = {
if (!self.weapon_imp)
return;
if (self.w_func(WEAPON_SELECTABLE) <= 0) {
weapon_select_best();
if (self.w_func(WEAPON_SELECTABLE) <= 0)
return;
}
self.w_func(WEAPON_FIRE);
};
void() weapon_player_impulse = {
if (self.attack_finished >= time)
return;
if (self.impulse >= 1 && self.impulse <= 8) {
weapon_select_by_impulse(self.impulse);
self.impulse = 0;
}
if (self.button0)
_weapon_fire();
};
float(float imp) util_impulse_to_IT = {
if (imp == 1)
return IT_AXE;
else if (imp == 2)
return IT_SHOTGUN;
else if (imp == 3)
return IT_SUPER_SHOTGUN;
else if (imp == 4)
return IT_NAILGUN;
else if (imp == 5)
return IT_SUPER_NAILGUN;
else if (imp == 6)
return IT_GRENADE_LAUNCHER;
else if (imp == 7)
return IT_ROCKET_LAUNCHER;
else if (imp == 8)
return IT_LIGHTNING;
return 0;
};
void() weapon_set_ammo = {
self.items &= ~(IT_SHELLS|IT_NAILS|IT_ROCKETS|IT_CELLS);
if (!self.w_func)
self.currentammo = 0;
else
self.currentammo = self.w_func(WEAPON_AMMO);
};
void(float imp, float idx, float(float action) func) _weapon_select = {
local float bits, bitmask;
self.weapon_imp = imp;
bits = imp*3;
bitmask = 7*bits;
bitmask = -bitmask - 1;
self.weapons &= bitmask;
self.weapons |= idx*bits;
self.weapon = util_impulse_to_IT(imp);
self.w_think = NOTHING_function;
self.w_func = func;
self.w_func(WEAPON_SELECT);
};
void(string s) weaponprint = {
if (is_cl(self))
centerprint(self, "\[ ", s, " \]\n");
};
float(.float ammo_field, float ammo) util_weapon_use_ammo = {
if (self.ammo_field < ammo)
return FALSE;
self.ammo_field -= ammo;
return TRUE;
};
float(.float ammo_field, float max_ammo, float ammo) util_weapon_give_ammo = {
local float ret;
if (max_ammo > 999) max_ammo = 999;
ret = increase_field(ammo_field, ammo, max_ammo);
return ret;
};