mirror of
https://github.com/VCMP-SqMod/SqMod.git
synced 2024-11-14 11:47:15 +01:00
59ced74cf8
- A very useful function that sqmod can provide instead of manually being added
439 lines
15 KiB
C++
439 lines
15 KiB
C++
// ------------------------------------------------------------------------------------------------
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#include "Misc/Weapon.hpp"
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#include "Base/Shared.hpp"
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// ------------------------------------------------------------------------------------------------
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#include <cstring>
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#include <algorithm>
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#include <unordered_map>
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// ------------------------------------------------------------------------------------------------
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namespace SqMod {
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// ------------------------------------------------------------------------------------------------
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static String CS_Weapon_Names[] = {
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/* 0 */ "Unarmed", /* 1 */ "Brass Knuckles",
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/* 2 */ "Screwdriver", /* 3 */ "Golf Club",
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/* 4 */ "Nightstick", /* 5 */ "Knife",
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/* 6 */ "Baseball Bat", /* 7 */ "Hammer",
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/* 8 */ "Meat Cleaver", /* 9 */ "Machete",
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/* 10 */ "Katana", /* 11 */ "Chainsaw",
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/* 12 */ "Grenade", /* 13 */ "Remote Detonation Grenade",
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/* 14 */ "Tear Gas", /* 15 */ "Molotov Cocktails",
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/* 16 */ "Missile", /* 17 */ "Colt .45",
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/* 18 */ "Python", /* 19 */ "Pump-Action Shotgun",
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/* 20 */ "SPAS-12 Shotgun", /* 21 */ "Stubby Shotgun",
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/* 22 */ "TEC-9", /* 23 */ "Uzi",
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/* 24 */ "Silenced Ingram", /* 25 */ "MP5",
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/* 26 */ "M4", /* 27 */ "Ruger",
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/* 28 */ "Sniper Rifle", /* 29 */ "Laserscope Sniper Rifle",
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/* 30 */ "Rocket Launcher", /* 31 */ "Flamethrower",
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/* 32 */ "M60", /* 33 */ "Minigun",
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/* 34 */ "Bomb", /* 35 */ "Helicanon",
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/* 36 */ "Camera", /* 37 */ "",
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/* 38 */ "", /* 39 */ "Vehicle",
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/* 40 */ "Heliblade", /* 41 */ "Explosion",
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/* 42 */ "Driveby", /* 43 */ "Drowned",
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/* 44 */ "Fall", /* 45 */ "",
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/* 46 */ "", /* 47 */ "",
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/* 48 */ "", /* 49 */ "",
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/* 50 */ "", /* 51 */ "Explosion",
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/* 52 */ "", /* 53 */ "",
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/* 54 */ "", /* 55 */ "",
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/* 56 */ "", /* 57 */ "",
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/* 58 */ "", /* 59 */ "",
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/* 60 */ "Heliblade", /* 61 */ "",
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/* 62 */ "", /* 63 */ "",
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/* 64 */ "", /* 65 */ "",
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/* 66 */ "", /* 67 */ "",
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/* 68 */ "", /* 69 */ "",
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/* 70 */ "Suicide", /* 71 */ ""
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};
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/// Fall back for custom weapon names.
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static std::unordered_map<Uint32, String> CS_Custom_Weapon_Names{};
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// ------------------------------------------------------------------------------------------------
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static inline bool IsCustomWeapon(Uint32 id)
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{
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return (id > 70);
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}
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// ------------------------------------------------------------------------------------------------
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Uint32 GetWeaponSlot(Uint32 id)
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{
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switch(id) {
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case 0:
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case 1:
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return 0;
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case 2:
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case 3:
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case 4:
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case 5:
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case 6:
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case 7:
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case 8:
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case 9:
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case 10:
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case 11:
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return 1;
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case 12:
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case 13:
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case 14:
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case 15:
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return 2;
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case 17:
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case 18:
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return 3;
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case 19:
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case 20:
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case 21:
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return 4;
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case 22:
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case 23:
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case 24:
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case 25:
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return 5;
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case 26:
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case 27:
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return 6;
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case 28:
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case 29:
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return 8;
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case 30:
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case 31:
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case 32:
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case 33:
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return 7;
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default:
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return 255;
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}
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}
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// ------------------------------------------------------------------------------------------------
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CCStr GetWeaponName(Uint32 id)
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{
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// Can we consider this a custom weapon ID?
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if (IsCustomWeapon(id))
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{
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// Attempt to look for the specified identifier
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auto it = CS_Custom_Weapon_Names.find(id);
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// If we found anything than return the associated name
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if ((it != CS_Custom_Weapon_Names.end()))
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{
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return it->second.c_str();
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}
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}
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else
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{
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return CS_Weapon_Names[id].c_str(); // Use the standard weapon name
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}
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// Fall back to an empty name
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return _SC("");
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}
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// ------------------------------------------------------------------------------------------------
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void SetWeaponName(Uint32 id, StackStrF & name)
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{
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// Can we consider this a custom weapon ID?
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if (IsCustomWeapon(id))
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{
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// Attempt to insert or update the name into the custom weapon table
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CS_Custom_Weapon_Names[id] = String(name.mPtr, name.mLen);
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}
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else
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{
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// Attempt to insert or update the name into the standard weapon table
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CS_Weapon_Names[id].assign(name.mPtr);
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}
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}
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// ------------------------------------------------------------------------------------------------
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Uint32 GetCustomWeaponNamePoolSize()
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{
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return static_cast< Uint32 >(CS_Custom_Weapon_Names.size());
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}
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// ------------------------------------------------------------------------------------------------
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void ClearCustomWeaponNamePool()
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{
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CS_Custom_Weapon_Names.clear();
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}
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// ------------------------------------------------------------------------------------------------
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Int32 GetWeaponID(StackStrF & name)
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{
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// Clone the string into an editable version
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String str(name.mPtr, name.mLen);
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// Strip non alphanumeric characters from the name
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str.erase(std::remove_if(str.begin(), str.end(), std::not1(std::ptr_fun(::isalnum))), str.end());
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// Convert the string to lowercase
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std::transform(str.begin(), str.end(), str.begin(), ::tolower);
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// See if we still have a valid name after the cleanup
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if(str.length() < 1)
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{
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return SQMOD_UNKNOWN;
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}
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// Grab the actual length of the string
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const Uint32 len = ConvTo< Uint32 >::From(str.length());
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// Get the most significant characters used to identify a weapon
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CharT a = str[0], b = 0, c = 0, d = str[len-1];
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// Look for deeper specifiers
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if(len > 2)
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{
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c = str[2];
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b = str[1];
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}
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else if(len > 1)
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{
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b = str[1];
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}
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// Search for a pattern in the name
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switch(a)
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{
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// [B]aseball Bat
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// [B]omb
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// [B]rass Knuckles
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case 'b':
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// [Ba]seball Bat
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if (b == 'a') return SQMOD_WEAPON_BASEBALLBAT;
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// [Bo]mb
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else if (b == 'o') return SQMOD_WEAPON_BOMB;
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// [Br]ass Knuckles
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else if (b == 'r') return SQMOD_WEAPON_BRASSKNUCKLES;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [C]amera
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// [C]hainsaw
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// [C]olt .45
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case 'c':
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// [Ca]mera
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if (b == 'a') return SQMOD_WEAPON_CAMERA;
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// [Ch]ainsaw
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else if (b == 'h') return SQMOD_WEAPON_CHAINSAW;
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// [Co]lt .45
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else if (b == 'o') return SQMOD_WEAPON_COLT45;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [D]riveby
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// [D]rowned
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case 'd':
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// [Dr]iveby
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if (b == 'r' && (c == 'i' || d == 'y')) return SQMOD_WEAPON_DRIVEBY;
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// [Dr]owned
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else if (b == 'r' && (c == 'o' || d == 'd')) return SQMOD_WEAPON_DROWNED;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [E]xplosion
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case 'e': return SQMOD_WEAPON_EXPLOSION2;
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// [F]all
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// [F]lamethrower
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case 'f':
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// [Fa]ll
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if (b == 'a') return SQMOD_WEAPON_FALL;
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// [Fl]amethrower
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else if (b == 'l') return SQMOD_WEAPON_FLAMETHROWER;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [G]olf Club
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// [G]renade
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case 'g':
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// [Go]lf Club
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if (b == 'o') return SQMOD_WEAPON_GOLFCLUB;
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// [Gr]enade
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else if (b == 'r') return SQMOD_WEAPON_GRENADE;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [H]ammer
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// [H]eliblades1/A
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// [H]eliblades2/B
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// [H]elicannon
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case 'h':
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// [Ha]mmer
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if (b == 'a') return SQMOD_WEAPON_HAMMER;
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// [He]li[b]lades[1/A]
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else if (b == 'e' && (c == 'b' || (len > 4 && str[4] == 'b')) && (d == '1' || d == 'a')) return SQMOD_WEAPON_HELIBLADES1;
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// [He]li[b]lades[2/B]
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else if (b == 'e' && (c == 'b' || (len > 4 && str[4] == 'b')) && (d == '2' || d == 'b')) return SQMOD_WEAPON_HELIBLADES2;
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// [He]li[c]anno[n]
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else if (b == 'e' && (d == 'c' || d == 'n' || (len > 4 && str[4] == 'c'))) return SQMOD_WEAPON_HELICANNON;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [K]atana
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// [K]nife
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case 'k':
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// [Ka]tana
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if (b == 'a') return SQMOD_WEAPON_KATANA;
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// [Kn]ife
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else if (b == 'n') return SQMOD_WEAPON_KNIFE;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [L]aserscope Sniper Rifle
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case 'l': return SQMOD_WEAPON_LASERSCOPE;
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// [M]4
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// [M]60
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// [M]achete
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// [M]eat Cleaver
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// [M]inigun
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// [M]issile
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// [M]olotov Cocktails
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// [M]P5
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case 'm':
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// [M4]
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if (b == '4') return SQMOD_WEAPON_M4;
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// [M6]0
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else if (b == '6') return SQMOD_WEAPON_M60;
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// [Ma]chete
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else if (b == 'a') return SQMOD_WEAPON_MACHETE;
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// [Me]at Cleaver
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else if (b == 'e') return SQMOD_WEAPON_MEATCLEAVER;
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// [Min]igu[n]
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else if (b == 'i' && (c == 'n' || d == 'n')) return SQMOD_WEAPON_MINIGUN;
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// [Mis]sil[e]
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else if (b == 'i' && (c == 's' || d == 's' || d == 'e')) return SQMOD_WEAPON_ROCKET;
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// [Mo]lotov Cocktails
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else if (b == 'o') return SQMOD_WEAPON_MOLOTOV;
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// [MP]5
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else if (b == 'p') return SQMOD_WEAPON_MP5;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [N]ightstick
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case 'n': return SQMOD_WEAPON_NIGHTSTICK;
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case 'i': return SQMOD_WEAPON_INGRAM;
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// [P]ump-Action Shotgun
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// [P]ython
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case 'p':
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// [Pu]mp-Action Shotgun
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if (b == 'u') return SQMOD_WEAPON_SHOTGUN;
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// [Py]thon
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else if (b == 'y') return SQMOD_WEAPON_PYTHON;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [R]emote Detonation Grenade
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// [R]ocket Launcher
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// [R]uger
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case 'r':
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// [Re]mote Detonation Grenade
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if (b == 'e') return SQMOD_WEAPON_REMOTE;
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// [Ro]cket Launcher
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else if (b == 'o') return SQMOD_WEAPON_ROCKETLAUNCHER;
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// [Ru]ger
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else if (b == 'u') return SQMOD_WEAPON_RUGER;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [S]crewdriver
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// [S]ilenced Ingram
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// [S]niper Rifle
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// [S]PAS-12 Shotgun
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// [S]tubby Shotgun
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// [S]uicide
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case 's':
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// [Sc]rewdriver
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if (b == 'c') return SQMOD_WEAPON_SCREWDRIVER;
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// [Si]lenced Ingram
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else if (b == 'i') return SQMOD_WEAPON_INGRAM;
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// [Sn]iper Rifle
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else if (b == 'n') return SQMOD_WEAPON_SNIPER;
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// [SP]AS-12 Shotgun
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else if (b == 'p') return SQMOD_WEAPON_SPAS12;
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// [St]ubby Shotgun
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else if (b == 't') return SQMOD_WEAPON_STUBBY;
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// [Su]icide
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else if (b == 'u') return SQMOD_WEAPON_SUICIDE;
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// Pump action [Sh]otgun
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else if (b == 'h') return SQMOD_WEAPON_SHOTGUN;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [T]ear Gas
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// [T]EC-9
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case 't':
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// [Tea]r Ga[s]
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if (b == 'e' && (c == 'a' || d == 's')) return SQMOD_WEAPON_TEARGAS;
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// [TEC]-[9]
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else if (b == 'e' && (c == 'c' || d == '9')) return SQMOD_WEAPON_TEC9;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [U]narmed
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// [U]zi
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case 'u':
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// [Un]armed
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if (b == 'n') return SQMOD_WEAPON_UNARMED;
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// [Uz]i
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else if (b == 'z') return SQMOD_WEAPON_UZI;
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// Default to unknwon
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else return SQMOD_UNKNOWN;
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// [V]ehicle
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case 'v': return SQMOD_WEAPON_VEHICLE;
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// Default to unknwon
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default: return SQMOD_UNKNOWN;
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}
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}
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// ------------------------------------------------------------------------------------------------
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bool IsWeaponValid(Int32 id)
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{
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CSStr name = GetWeaponName(id);
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return (name && *name != '\0');
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}
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// ------------------------------------------------------------------------------------------------
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Int32 WeaponToModel(Int32 id)
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{
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switch (id)
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{
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case SQMOD_WEAPON_UNARMED: return 293;
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case SQMOD_WEAPON_BRASSKNUCKLES: return 259;
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case SQMOD_WEAPON_SCREWDRIVER: return 260;
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case SQMOD_WEAPON_GOLFCLUB: return 261;
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case SQMOD_WEAPON_NIGHTSTICK: return 262;
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case SQMOD_WEAPON_KNIFE: return 263;
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case SQMOD_WEAPON_BASEBALLBAT: return 264;
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case SQMOD_WEAPON_HAMMER: return 265;
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case SQMOD_WEAPON_MEATCLEAVER: return 266;
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case SQMOD_WEAPON_MACHETE: return 267;
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case SQMOD_WEAPON_KATANA: return 268;
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case SQMOD_WEAPON_CHAINSAW: return 269;
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case SQMOD_WEAPON_GRENADE: return 270;
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case SQMOD_WEAPON_REMOTE: return 291;
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case SQMOD_WEAPON_TEARGAS: return 271;
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case SQMOD_WEAPON_MOLOTOV: return 272;
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case SQMOD_WEAPON_ROCKET: return 273;
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case SQMOD_WEAPON_COLT45: return 274;
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case SQMOD_WEAPON_PYTHON: return 275;
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case SQMOD_WEAPON_SHOTGUN: return 277;
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case SQMOD_WEAPON_SPAS12: return 278;
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case SQMOD_WEAPON_STUBBY: return 279;
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case SQMOD_WEAPON_TEC9: return 281;
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case SQMOD_WEAPON_UZI: return 282;
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case SQMOD_WEAPON_INGRAM: return 283;
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case SQMOD_WEAPON_MP5: return 284;
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case SQMOD_WEAPON_M4: return 280;
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case SQMOD_WEAPON_RUGER: return 276;
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case SQMOD_WEAPON_SNIPER: return 285;
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case SQMOD_WEAPON_LASERSCOPE: return 286;
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case SQMOD_WEAPON_ROCKETLAUNCHER: return 287;
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case SQMOD_WEAPON_FLAMETHROWER: return 288;
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case SQMOD_WEAPON_M60: return 289;
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case SQMOD_WEAPON_MINIGUN: return 290;
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case SQMOD_WEAPON_HELICANNON: return 294;
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case SQMOD_WEAPON_CAMERA: return 292;
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default: return SQMOD_UNKNOWN;
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}
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}
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// ------------------------------------------------------------------------------------------------
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bool IsWeaponNatural(Int32 id)
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{
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switch (id)
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{
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case SQMOD_WEAPON_VEHICLE:
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case SQMOD_WEAPON_DRIVEBY:
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case SQMOD_WEAPON_DROWNED:
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case SQMOD_WEAPON_FALL:
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case SQMOD_WEAPON_EXPLOSION2:
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case SQMOD_WEAPON_SUICIDE: return true;
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default: return false;
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}
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}
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} // Namespace:: SqMod
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