mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
203 lines
3.6 KiB
C++
203 lines
3.6 KiB
C++
#include "common.qh"
|
|
|
|
#include "misc.qh"
|
|
|
|
#include "weapon.qh"
|
|
|
|
.void() w_think;
|
|
.float(float action) w_func;
|
|
.float attack_finished;
|
|
.float w_thought;
|
|
|
|
.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;
|
|
};
|