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SqMod/source/Misc/Weapon.cpp

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// ------------------------------------------------------------------------------------------------
#include "Misc/Weapon.hpp"
#include "Base/Shared.hpp"
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// ------------------------------------------------------------------------------------------------
#include <cstring>
#include <algorithm>
#include <unordered_map>
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// ------------------------------------------------------------------------------------------------
namespace SqMod {
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// ------------------------------------------------------------------------------------------------
static String CS_Weapon_Names[] = {
/* 0 */ "Unarmed", /* 1 */ "Brass Knuckles",
/* 2 */ "Screwdriver", /* 3 */ "Golf Club",
/* 4 */ "Nightstick", /* 5 */ "Knife",
/* 6 */ "Baseball Bat", /* 7 */ "Hammer",
/* 8 */ "Meat Cleaver", /* 9 */ "Machete",
/* 10 */ "Katana", /* 11 */ "Chainsaw",
/* 12 */ "Grenade", /* 13 */ "Remote Detonation Grenade",
/* 14 */ "Tear Gas", /* 15 */ "Molotov Cocktails",
/* 16 */ "Missile", /* 17 */ "Colt .45",
/* 18 */ "Python", /* 19 */ "Pump-Action Shotgun",
/* 20 */ "SPAS-12 Shotgun", /* 21 */ "Stubby Shotgun",
/* 22 */ "TEC-9", /* 23 */ "Uzi",
/* 24 */ "Silenced Ingram", /* 25 */ "MP5",
/* 26 */ "M4", /* 27 */ "Ruger",
/* 28 */ "Sniper Rifle", /* 29 */ "Laserscope Sniper Rifle",
/* 30 */ "Rocket Launcher", /* 31 */ "Flamethrower",
/* 32 */ "M60", /* 33 */ "Minigun",
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/* 34 */ "Bomb", /* 35 */ "Helicanon",
/* 36 */ "Camera", /* 37 */ "",
/* 38 */ "", /* 39 */ "Vehicle",
/* 40 */ "Heliblade", /* 41 */ "Explosion",
/* 42 */ "Driveby", /* 43 */ "Drowned",
/* 44 */ "Fall", /* 45 */ "",
/* 46 */ "", /* 47 */ "",
/* 48 */ "", /* 49 */ "",
/* 50 */ "", /* 51 */ "Explosion",
/* 52 */ "", /* 53 */ "",
/* 54 */ "", /* 55 */ "",
/* 56 */ "", /* 57 */ "",
/* 58 */ "", /* 59 */ "",
/* 60 */ "Heliblade", /* 61 */ "",
/* 62 */ "", /* 63 */ "",
/* 64 */ "", /* 65 */ "",
/* 66 */ "", /* 67 */ "",
/* 68 */ "", /* 69 */ "",
/* 70 */ "Suicide", /* 71 */ ""
};
/// Fall back for custom weapon names.
static std::unordered_map<Uint32, String> CS_Custom_Weapon_Names{};
// ------------------------------------------------------------------------------------------------
static inline bool IsCustomWeapon(Uint32 id)
{
return (id > 70);
}
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// ------------------------------------------------------------------------------------------------
Uint32 GetWeaponSlot(Uint32 id)
{
switch(id) {
case 0:
case 1:
return 0;
case 2:
case 3:
case 4:
case 5:
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
return 1;
case 12:
case 13:
case 14:
case 15:
return 2;
case 17:
case 18:
return 3;
case 19:
case 20:
case 21:
return 4;
case 22:
case 23:
case 24:
case 25:
return 5;
case 26:
case 27:
return 6;
case 28:
case 29:
return 8;
case 30:
case 31:
case 32:
case 33:
return 7;
default:
return 255;
}
}
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// ------------------------------------------------------------------------------------------------
CCStr GetWeaponName(Uint32 id)
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{
// Can we consider this a custom weapon ID?
if (IsCustomWeapon(id))
{
// Attempt to look for the specified identifier
auto it = CS_Custom_Weapon_Names.find(id);
// If we found anything than return the associated name
if ((it != CS_Custom_Weapon_Names.end()))
{
return it->second.c_str();
}
}
else
{
return CS_Weapon_Names[id].c_str(); // Use the standard weapon name
}
// Fall back to an empty name
return _SC("");
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}
// ------------------------------------------------------------------------------------------------
void SetWeaponName(Uint32 id, StackStrF & name)
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{
// Can we consider this a custom weapon ID?
if (IsCustomWeapon(id))
{
// Attempt to insert or update the name into the custom weapon table
CS_Custom_Weapon_Names[id] = String(name.mPtr, name.mLen);
}
else
{
// Attempt to insert or update the name into the standard weapon table
CS_Weapon_Names[id].assign(name.mPtr);
}
}
// ------------------------------------------------------------------------------------------------
Uint32 GetCustomWeaponNamePoolSize()
{
return static_cast< Uint32 >(CS_Custom_Weapon_Names.size());
}
// ------------------------------------------------------------------------------------------------
void ClearCustomWeaponNamePool()
{
CS_Custom_Weapon_Names.clear();
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}
// ------------------------------------------------------------------------------------------------
Int32 GetWeaponID(StackStrF & name)
{
// Clone the string into an editable version
String str(name.mPtr, name.mLen);
// Strip non alphanumeric characters from the name
str.erase(std::remove_if(str.begin(), str.end(), std::not1(std::ptr_fun(::isalnum))), str.end());
// Convert the string to lowercase
std::transform(str.begin(), str.end(), str.begin(), ::tolower);
// See if we still have a valid name after the cleanup
if(str.length() < 1)
{
return SQMOD_UNKNOWN;
}
// Grab the actual length of the string
const Uint32 len = ConvTo< Uint32 >::From(str.length());
// Get the most significant characters used to identify a weapon
CharT a = str[0], b = 0, c = 0, d = str[len-1];
// Look for deeper specifiers
if(len > 2)
{
c = str[2];
b = str[1];
}
else if(len > 1)
{
b = str[1];
}
// Search for a pattern in the name
switch(a)
{
// [B]aseball Bat
// [B]omb
// [B]rass Knuckles
case 'b':
// [Ba]seball Bat
if (b == 'a') return SQMOD_WEAPON_BASEBALLBAT;
// [Bo]mb
else if (b == 'o') return SQMOD_WEAPON_BOMB;
// [Br]ass Knuckles
else if (b == 'r') return SQMOD_WEAPON_BRASSKNUCKLES;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [C]amera
// [C]hainsaw
// [C]olt .45
case 'c':
// [Ca]mera
if (b == 'a') return SQMOD_WEAPON_CAMERA;
// [Ch]ainsaw
else if (b == 'h') return SQMOD_WEAPON_CHAINSAW;
// [Co]lt .45
else if (b == 'o') return SQMOD_WEAPON_COLT45;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [D]riveby
// [D]rowned
case 'd':
// [Dr]iveby
if (b == 'r' && (c == 'i' || d == 'y')) return SQMOD_WEAPON_DRIVEBY;
// [Dr]owned
else if (b == 'r' && (c == 'o' || d == 'd')) return SQMOD_WEAPON_DROWNED;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [E]xplosion
case 'e': return SQMOD_WEAPON_EXPLOSION2;
// [F]all
// [F]lamethrower
case 'f':
// [Fa]ll
if (b == 'a') return SQMOD_WEAPON_FALL;
// [Fl]amethrower
else if (b == 'l') return SQMOD_WEAPON_FLAMETHROWER;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [G]olf Club
// [G]renade
case 'g':
// [Go]lf Club
if (b == 'o') return SQMOD_WEAPON_GOLFCLUB;
// [Gr]enade
else if (b == 'r') return SQMOD_WEAPON_GRENADE;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [H]ammer
// [H]eliblades1/A
// [H]eliblades2/B
// [H]elicannon
case 'h':
// [Ha]mmer
if (b == 'a') return SQMOD_WEAPON_HAMMER;
// [He]li[b]lades[1/A]
else if (b == 'e' && (c == 'b' || (len > 4 && str[4] == 'b')) && (d == '1' || d == 'a')) return SQMOD_WEAPON_HELIBLADES1;
// [He]li[b]lades[2/B]
else if (b == 'e' && (c == 'b' || (len > 4 && str[4] == 'b')) && (d == '2' || d == 'b')) return SQMOD_WEAPON_HELIBLADES2;
// [He]li[c]anno[n]
else if (b == 'e' && (d == 'c' || d == 'n' || (len > 4 && str[4] == 'c'))) return SQMOD_WEAPON_HELICANNON;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [K]atana
// [K]nife
case 'k':
// [Ka]tana
if (b == 'a') return SQMOD_WEAPON_KATANA;
// [Kn]ife
else if (b == 'n') return SQMOD_WEAPON_KNIFE;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [L]aserscope Sniper Rifle
case 'l': return SQMOD_WEAPON_LASERSCOPE;
// [M]4
// [M]60
// [M]achete
// [M]eat Cleaver
// [M]inigun
// [M]issile
// [M]olotov Cocktails
// [M]P5
case 'm':
// [M4]
if (b == '4') return SQMOD_WEAPON_M4;
// [M6]0
else if (b == '6') return SQMOD_WEAPON_M60;
// [Ma]chete
else if (b == 'a') return SQMOD_WEAPON_MACHETE;
// [Me]at Cleaver
else if (b == 'e') return SQMOD_WEAPON_MEATCLEAVER;
// [Min]igu[n]
else if (b == 'i' && (c == 'n' || d == 'n')) return SQMOD_WEAPON_MINIGUN;
// [Mis]sil[e]
else if (b == 'i' && (c == 's' || d == 's' || d == 'e')) return SQMOD_WEAPON_ROCKET;
// [Mo]lotov Cocktails
else if (b == 'o') return SQMOD_WEAPON_MOLOTOV;
// [MP]5
else if (b == 'p') return SQMOD_WEAPON_MP5;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [N]ightstick
case 'n': return SQMOD_WEAPON_NIGHTSTICK;
case 'i': return SQMOD_WEAPON_INGRAM;
// [P]ump-Action Shotgun
// [P]ython
case 'p':
// [Pu]mp-Action Shotgun
if (b == 'u') return SQMOD_WEAPON_SHOTGUN;
// [Py]thon
else if (b == 'y') return SQMOD_WEAPON_PYTHON;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [R]emote Detonation Grenade
// [R]ocket Launcher
// [R]uger
case 'r':
// [Re]mote Detonation Grenade
if (b == 'e') return SQMOD_WEAPON_REMOTE;
// [Ro]cket Launcher
else if (b == 'o') return SQMOD_WEAPON_ROCKETLAUNCHER;
// [Ru]ger
else if (b == 'u') return SQMOD_WEAPON_RUGER;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [S]crewdriver
// [S]ilenced Ingram
// [S]niper Rifle
// [S]PAS-12 Shotgun
// [S]tubby Shotgun
// [S]uicide
case 's':
// [Sc]rewdriver
if (b == 'c') return SQMOD_WEAPON_SCREWDRIVER;
// [Si]lenced Ingram
else if (b == 'i') return SQMOD_WEAPON_INGRAM;
// [Sn]iper Rifle
else if (b == 'n') return SQMOD_WEAPON_SNIPER;
// [SP]AS-12 Shotgun
else if (b == 'p') return SQMOD_WEAPON_SPAS12;
// [St]ubby Shotgun
else if (b == 't') return SQMOD_WEAPON_STUBBY;
// [Su]icide
else if (b == 'u') return SQMOD_WEAPON_SUICIDE;
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// Pump action [Sh]otgun
else if (b == 'h') return SQMOD_WEAPON_SHOTGUN;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [T]ear Gas
// [T]EC-9
case 't':
// [Tea]r Ga[s]
if (b == 'e' && (c == 'a' || d == 's')) return SQMOD_WEAPON_TEARGAS;
// [TEC]-[9]
else if (b == 'e' && (c == 'c' || d == '9')) return SQMOD_WEAPON_TEC9;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [U]narmed
// [U]zi
case 'u':
// [Un]armed
if (b == 'n') return SQMOD_WEAPON_UNARMED;
// [Uz]i
else if (b == 'z') return SQMOD_WEAPON_UZI;
// Default to unknwon
else return SQMOD_UNKNOWN;
// [V]ehicle
case 'v': return SQMOD_WEAPON_VEHICLE;
// Default to unknwon
default: return SQMOD_UNKNOWN;
}
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}
// ------------------------------------------------------------------------------------------------
bool IsWeaponValid(Int32 id)
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{
CSStr name = GetWeaponName(id);
return (name && *name != '\0');
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}
// ------------------------------------------------------------------------------------------------
Int32 WeaponToModel(Int32 id)
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{
switch (id)
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{
case SQMOD_WEAPON_UNARMED: return 293;
case SQMOD_WEAPON_BRASSKNUCKLES: return 259;
case SQMOD_WEAPON_SCREWDRIVER: return 260;
case SQMOD_WEAPON_GOLFCLUB: return 261;
case SQMOD_WEAPON_NIGHTSTICK: return 262;
case SQMOD_WEAPON_KNIFE: return 263;
case SQMOD_WEAPON_BASEBALLBAT: return 264;
case SQMOD_WEAPON_HAMMER: return 265;
case SQMOD_WEAPON_MEATCLEAVER: return 266;
case SQMOD_WEAPON_MACHETE: return 267;
case SQMOD_WEAPON_KATANA: return 268;
case SQMOD_WEAPON_CHAINSAW: return 269;
case SQMOD_WEAPON_GRENADE: return 270;
case SQMOD_WEAPON_REMOTE: return 291;
case SQMOD_WEAPON_TEARGAS: return 271;
case SQMOD_WEAPON_MOLOTOV: return 272;
case SQMOD_WEAPON_ROCKET: return 273;
case SQMOD_WEAPON_COLT45: return 274;
case SQMOD_WEAPON_PYTHON: return 275;
case SQMOD_WEAPON_SHOTGUN: return 277;
case SQMOD_WEAPON_SPAS12: return 278;
case SQMOD_WEAPON_STUBBY: return 279;
case SQMOD_WEAPON_TEC9: return 281;
case SQMOD_WEAPON_UZI: return 282;
case SQMOD_WEAPON_INGRAM: return 283;
case SQMOD_WEAPON_MP5: return 284;
case SQMOD_WEAPON_M4: return 280;
case SQMOD_WEAPON_RUGER: return 276;
case SQMOD_WEAPON_SNIPER: return 285;
case SQMOD_WEAPON_LASERSCOPE: return 286;
case SQMOD_WEAPON_ROCKETLAUNCHER: return 287;
case SQMOD_WEAPON_FLAMETHROWER: return 288;
case SQMOD_WEAPON_M60: return 289;
case SQMOD_WEAPON_MINIGUN: return 290;
case SQMOD_WEAPON_HELICANNON: return 294;
case SQMOD_WEAPON_CAMERA: return 292;
default: return SQMOD_UNKNOWN;
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}
}
// ------------------------------------------------------------------------------------------------
bool IsWeaponNatural(Int32 id)
{
switch (id)
{
case SQMOD_WEAPON_VEHICLE:
case SQMOD_WEAPON_DRIVEBY:
case SQMOD_WEAPON_DROWNED:
case SQMOD_WEAPON_FALL:
case SQMOD_WEAPON_EXPLOSION2:
case SQMOD_WEAPON_SUICIDE: return true;
default: return false;
}
}
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} // Namespace:: SqMod