3 #include <common/command/_mod.qh>
4 #include <common/stats.qh>
10 void WriteWepSet(float dest, WepSet w);
14 WepSet WepSet_GetFromStat();
15 WepSet WepSet_GetFromStat_InMap();
22 #include "calculations.qh"
23 #include <common/models/all.qh>
26 #include <common/util.qh>
28 REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
29 #define Weapons_from(i) _Weapons_from(i, WEP_Null)
30 REGISTER_REGISTRY(Weapons)
31 STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPickup, it)); }
34 #include <server/bot/api.qh>
38 #define WEPSET(id) (WEP_##id.m_wepset)
39 #define WepSet_FromWeapon(it) ((it).m_wepset)
40 WepSet _WepSet_FromWeapon(int i);
42 GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server
46 case CMD_REQUEST_COMMAND:
50 wep_config_alsoprint = -1;
51 string filename = argv(1);
55 filename = "weapons_dump.cfg";
56 wep_config_alsoprint = false;
58 else if(filename == "-")
60 filename = "weapons_dump.cfg";
61 wep_config_alsoprint = true;
63 wep_config_file = fopen(filename, FILE_WRITE);
65 if(wep_config_file >= 0)
67 Dump_Weapon_Settings();
68 LOG_INFO(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename));
69 fclose(wep_config_file);
71 wep_config_alsoprint = -1;
75 LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
78 LOG_INFO(_("Weapons dump command only works with sv_cmd.\n"));
84 case CMD_REQUEST_USAGE:
86 LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"));
87 LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),\n");
88 LOG_INFO(" if supplied with '-' output to console as well as default,\n");
89 LOG_INFO(" if left blank, it will only write to default.\n");
96 entity W_PROP_reloader;
97 float autocvar_w_prop_interval = 5;
98 .void(Weapon this, int) wr_net;
99 void W_PROP_reload(int chan, entity to)
101 W_PROP_reloader.nextthink = time + autocvar_w_prop_interval;
103 FOREACH(Weapons, true, {
105 void(Weapon, int) f = it.wr_net;
109 void W_PROP_think(entity this)
111 W_PROP_reload(MSG_ALL, NULL);
113 STATIC_INIT_LATE(W_PROP_reloader)
115 entity e = W_PROP_reloader = new_pure(W_PROP_reloader);
116 setthink(e, W_PROP_think);
121 #define REGISTER_WEAPON(...) EVAL_REGISTER_WEAPON(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__))
122 #define EVAL_REGISTER_WEAPON(...) __VA_ARGS__
123 #define REGISTER_WEAPON_2(id, inst) REGISTER(Weapons, WEP, id, m_id, inst)
124 /** TODO: deprecated - remove */
125 #define REGISTER_WEAPON_3(id, sname, inst) \
126 REGISTER_WEAPON_2(id, inst); \
127 [[alias("WEP_" #id)]] Weapon _wep_##sname
129 REGISTER_WEAPON(Null, NEW(Weapon));
131 Weapon Weapons_fromstr(string s)
133 FOREACH(Weapons, it != WEP_Null && it.netname == s, return it);
138 // legacy w_prop mappings
139 #define X(fld, T) .T fld; .T wepvar_##fld = fld;
140 X(switchdelay_drop, float)
141 X(switchdelay_raise, float)
142 X(weaponreplace, string)
143 X(weaponstartoverride, float)
144 X(weaponstart, float)
145 X(weaponthrowable, float)
147 X(reload_ammo, float)
148 .float reloading_ammo = reload_ammo;
149 X(reload_time, float)
150 .float reloading_time = reload_time;
156 #define W_PROPS(L, class, prefix) \
157 L(W_PROP_BEGIN, W_PROP, W_PROP_END, class, prefix) \
158 L(W_CONFIG_BEGIN, W_CONFIG, W_CONFIG_END, class, prefix) \
159 L(W_UPDATE_BEGIN, W_UPDATE, W_UPDATE_END, class, prefix) \
160 L(W_NET_BEGIN, W_NET, W_NET_END, class, prefix) \
164 #define W_PROP(class, wepname, fld, T, m) W_PROP_##m(class, fld, T, wepname)
165 #define W_PROP_NONE(class, fld, T, wepname) _W_PROP(class, fld, T, wepname)
166 #define W_PROP_PRI(class, fld, T, wepname) _W_PROP(class, primary_##fld, T, wepname)
167 #define W_PROP_SEC(class, fld, T, wepname) _W_PROP(class, secondary_##fld, T, wepname)
168 #define W_PROP_BOTH(class, fld, T, wepname) \
169 W_PROP_PRI(class, fld, T, wepname) \
170 W_PROP_SEC(class, fld, T, wepname)
171 #define W_PROP_BEGIN(class)
172 #define _W_PROP(class, fld, T, wepname) \
173 /* static */ T _W_PROP_CVAR(wepname, fld); \
174 ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld));
175 #define _W_PROP_CVAR(wepname, fld) autocvar_g_balance_##wepname##_##fld
180 #define W_CONFIG(class, wepname, fld, T, m) W_CONFIG_##m(class, fld, T, wepname)
181 #define W_CONFIG_NONE(class, fld, T, wepname) _W_CONFIG(class, fld, T, wepname)
182 #define W_CONFIG_PRI(class, fld, T, wepname) _W_CONFIG(class, primary_##fld, T, wepname)
183 #define W_CONFIG_SEC(class, fld, T, wepname) _W_CONFIG(class, secondary_##fld, T, wepname)
184 #define W_CONFIG_BOTH(class, fld, T, wepname) \
185 W_CONFIG_PRI(class, fld, T, wepname) \
186 W_CONFIG_SEC(class, fld, T, wepname)
187 #define W_CONFIG_BEGIN(class) METHOD(class, wr_config, void(class this)) {
189 #define _W_CONFIG(class, fld, T, wepname) if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T);
191 #define _W_CONFIG(class, fld, T, wepname)
193 #define W_CONFIG_END() }
196 #define W_UPDATE(class, wepname, fld, T, m) W_UPDATE_##m(class, fld, T, wepname)
197 #define W_UPDATE_NONE(class, fld, T, wepname) _W_UPDATE(class, fld, T, wepname)
198 #define W_UPDATE_PRI(class, fld, T, wepname) _W_UPDATE(class, primary_##fld, T, wepname)
199 #define W_UPDATE_SEC(class, fld, T, wepname) _W_UPDATE(class, secondary_##fld, T, wepname)
200 #define W_UPDATE_BOTH(class, fld, T, wepname) \
201 W_UPDATE_PRI(class, fld, T, wepname) \
202 W_UPDATE_SEC(class, fld, T, wepname)
203 .entity baseline, baseline_target;
204 #define W_UPDATE_BEGIN(class) \
205 METHOD(class, wr_update, void(class this)) \
207 noref entity b = this.baseline; \
210 b = this.baseline = new_pure(baseline); \
211 b.baseline_target = this; \
214 #define _W_UPDATE(class, fld, T, wepname) \
216 T it = _W_PROP_CVAR(wepname, fld); \
217 b.wepvar_##fld = this.wepvar_##fld; \
218 this.wepvar_##fld = it; \
221 #define _W_UPDATE(class, fld, T, wepname)
223 #define W_UPDATE_END() }
226 #define W_NET(class, wepname, fld, T, m) W_NET_##m(class, fld, T, wepname)
227 #define W_NET_NONE(class, fld, T, wepname) _W_NET(class, fld, T, wepname)
228 #define W_NET_PRI(class, fld, T, wepname) _W_NET(class, primary_##fld, T, wepname)
229 #define W_NET_SEC(class, fld, T, wepname) _W_NET(class, secondary_##fld, T, wepname)
230 #define W_NET_BOTH(class, fld, T, wepname) \
231 W_NET_PRI(class, fld, T, wepname) \
232 W_NET_SEC(class, fld, T, wepname)
233 REGISTER_NET_TEMP(WeaponUpdate)
235 #define W_NET_BEGIN(class) METHOD(class, wr_net, void(class this, int i)) { int n = 0;
236 #define _W_NET(class, fld, T, wepname) \
238 if (++n == i) this.wepvar_##fld = Read_##T(); \
240 .void(Weapon this, int i) wr_net;
241 NET_HANDLE(WeaponUpdate, bool isnew)
243 Weapon w = Weapons_from(ReadByte());
244 for (int i; (i = ReadByte()); )
250 #define W_NET_END() }
252 #define W_NET_BEGIN(class) \
253 METHOD(class, wr_net, void(class this, int chan)) \
255 bool commit = false; \
257 #define _W_NET(class, fld, T, wepname) \
260 T it = this.wepvar_##fld; \
261 if (chan == MSG_ONE || it != this.baseline.wepvar_##fld) \
263 if (!commit) { commit = true; WriteHeader(chan, WeaponUpdate); WriteByte(chan, this.m_id); } \
264 WriteByte(chan, i); Write_##T(chan, it); \
267 #define W_NET_END() \
268 if (commit) WriteByte(chan, 0); \
271 #define W_NET_BEGIN(class)
272 #define _W_NET(class, fld, T, wepname)
278 // read cvars from weapon settings
279 #define WEP_CVAR(wepname, name) (_wep_##wepname.wepvar_##name)
280 #define WEP_CVAR_PRI(wepname, name) WEP_CVAR(wepname, primary_##name)
281 #define WEP_CVAR_SEC(wepname, name) WEP_CVAR(wepname, secondary_##name)
282 #define WEP_CVAR_BOTH(wepname, isprimary, name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
284 const int WEP_FIRST = 1;
285 #define WEP_LAST (Weapons_COUNT - 1)
287 WepSet WEPSET_SUPERWEAPONS;
291 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
292 #define WEP_HARDCODED_IMPULSES 20
294 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
295 #define WEP_IMPULSE_BEGIN 230
296 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253)
298 REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
299 REGISTRY_CHECK(Weapons)
301 STATIC_INIT(register_weapons_done)
303 string inaccessible = "";
304 FOREACH(Weapons, true, {
305 WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
307 if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
309 if (it == WEP_Null) continue;
310 int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
311 if (imp <= WEP_IMPULSE_END)
312 localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
314 inaccessible = strcat(inaccessible, "\n", it.netname);
316 if (inaccessible) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible);
318 FOREACH(Weapons, true, it.wr_init(it));
320 weaponorder_byid = "";
321 for (int i = Weapons_MAX - 1; i >= 1; --i)
323 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
324 weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1));
330 .entity exteriorweaponentity;
331 vector weaponentity_glowmod(Weapon wep, entity actor, int c)
334 if (!(g = wep.wr_glow(wep, actor))) g = colormapPaletteColor(c & 0x0F, true) * 2;
338 //.int weapon; // current weapon
339 .string weaponname; // name of .weapon
341 .vector spawnorigin; // for casings
343 // weapon animation vectors:
349 // static frame globals
352 CASE(WFRAME, DONTCHANGE)
357 ENUMCLASS_END(WFRAME)
361 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
362 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);