4 #include "../command/all.qh"
11 void WriteWepSet(float dest, WepSet w);
15 WepSet WepSet_GetFromStat();
16 WepSet WepSet_GetFromStat_InMap();
23 #include "calculations.qh"
24 #include "../models/all.qh"
30 #include "../../server/bot/aim.qh"
33 REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
34 #define Weapons_from(i) _Weapons_from(i, WEP_Null)
35 REGISTER_REGISTRY(Weapons)
36 STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, LAMBDA(it.m_pickup = NEW(WeaponPickup, it))); }
39 #define WEPSET(id) (WEP_##id.m_wepset)
40 #define WepSet_FromWeapon(it) ((it).m_wepset)
41 WepSet _WepSet_FromWeapon(int i);
42 STATIC_INIT(WepSets) { FOREACH(Weapons, true, LAMBDA(it.m_wepset = _WepSet_FromWeapon(it.m_id))); }
44 GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server
48 case CMD_REQUEST_COMMAND:
52 wep_config_alsoprint = -1;
53 string filename = argv(1);
57 filename = "weapons_dump.cfg";
58 wep_config_alsoprint = false;
60 else if(filename == "-")
62 filename = "weapons_dump.cfg";
63 wep_config_alsoprint = true;
65 wep_config_file = fopen(filename, FILE_WRITE);
67 if(wep_config_file >= 0)
69 Dump_Weapon_Settings();
70 LOG_INFO(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename));
71 fclose(wep_config_file);
73 wep_config_alsoprint = -1;
77 LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
80 LOG_INFO(_("Weapons dump command only works with sv_cmd.\n"));
86 case CMD_REQUEST_USAGE:
88 LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"));
89 LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),\n");
90 LOG_INFO(" if supplied with '-' output to console as well as default,\n");
91 LOG_INFO(" if left blank, it will only write to default.\n");
98 entity W_PROP_reloader;
99 float autocvar_w_prop_interval = 0;
100 .void(Weapon this) wr_net;
104 this.nextthink = time + autocvar_w_prop_interval;
105 FOREACH(Weapons, true, {
107 void(Weapon) f = it.wr_net;
111 STATIC_INIT_LATE(W_PROP_reloader)
113 entity e = W_PROP_reloader = new(W_PROP_reloader);
115 WITH(entity, self, e, (e.think = W_PROP_reload)());
119 #define REGISTER_WEAPON(...) EVAL(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__))
120 #define REGISTER_WEAPON_2(id, inst) REGISTER(Weapons, WEP, id, m_id, inst)
121 /** TODO: deprecated - remove */
122 #define REGISTER_WEAPON_3(id, sname, inst) \
123 REGISTER_WEAPON_2(id, inst); \
124 [[alias("WEP_" #id)]] Weapon _wep_##sname
126 REGISTER_WEAPON(Null, NEW(Weapon));
130 // legacy w_prop mappings
131 #define X(fld, T) .T fld; .T wepvar_##fld = fld;
132 X(switchdelay_drop, float)
133 X(switchdelay_raise, float)
134 X(weaponreplace, string)
135 X(weaponstartoverride, float)
136 X(weaponstart, float)
137 X(weaponthrowable, float)
138 X(reload_ammo, float)
139 .float reloading_ammo = reload_ammo;
140 X(reload_time, float)
141 .float reloading_time = reload_time;
146 #define W_PROPS(L, class, prefix) \
147 L(W_PROP_BEGIN, W_PROP, W_PROP_END, class, prefix) \
148 L(W_CONFIG_BEGIN, W_CONFIG, W_CONFIG_END, class, prefix) \
149 L(W_UPDATE_BEGIN, W_UPDATE, W_UPDATE_END, class, prefix) \
150 L(W_NET_BEGIN, W_NET, W_NET_END, class, prefix) \
154 #define W_PROP(class, wepname, fld, T, m) W_PROP_##m(class, fld, T, wepname)
155 #define W_PROP_NONE(class, fld, T, wepname) _W_PROP(class, fld, T, wepname)
156 #define W_PROP_PRI(class, fld, T, wepname) _W_PROP(class, primary_##fld, T, wepname)
157 #define W_PROP_SEC(class, fld, T, wepname) _W_PROP(class, secondary_##fld, T, wepname)
158 #define W_PROP_BOTH(class, fld, T, wepname) \
159 W_PROP_PRI(class, fld, T, wepname) \
160 W_PROP_SEC(class, fld, T, wepname)
161 #define W_PROP_BEGIN(class)
162 #define _W_PROP(class, fld, T, wepname) \
163 /* static */ T _W_PROP_CVAR(wepname, fld); \
164 ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld));
165 #define _W_PROP_CVAR(wepname, fld) autocvar_g_balance_##wepname##_##fld
170 #define W_CONFIG(class, wepname, fld, T, m) W_CONFIG_##m(class, fld, T, wepname)
171 #define W_CONFIG_NONE(class, fld, T, wepname) _W_CONFIG(class, fld, T, wepname)
172 #define W_CONFIG_PRI(class, fld, T, wepname) _W_CONFIG(class, primary_##fld, T, wepname)
173 #define W_CONFIG_SEC(class, fld, T, wepname) _W_CONFIG(class, secondary_##fld, T, wepname)
174 #define W_CONFIG_BOTH(class, fld, T, wepname) \
175 W_CONFIG_PRI(class, fld, T, wepname) \
176 W_CONFIG_SEC(class, fld, T, wepname)
177 #define W_CONFIG_BEGIN(class) METHOD(class, wr_config, void(class this)) {
179 #define _W_CONFIG(class, fld, T, wepname) if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T);
181 #define _W_CONFIG(class, fld, T, wepname)
183 #define W_CONFIG_END() }
186 #define W_UPDATE(class, wepname, fld, T, m) W_UPDATE_##m(class, fld, T, wepname)
187 #define W_UPDATE_NONE(class, fld, T, wepname) _W_UPDATE(class, fld, T, wepname)
188 #define W_UPDATE_PRI(class, fld, T, wepname) _W_UPDATE(class, primary_##fld, T, wepname)
189 #define W_UPDATE_SEC(class, fld, T, wepname) _W_UPDATE(class, secondary_##fld, T, wepname)
190 #define W_UPDATE_BOTH(class, fld, T, wepname) \
191 W_UPDATE_PRI(class, fld, T, wepname) \
192 W_UPDATE_SEC(class, fld, T, wepname)
193 .entity baseline, baseline_target;
194 #define W_UPDATE_BEGIN(class) \
195 METHOD(class, wr_update, void(class this)) \
197 noref entity b = this.baseline; \
200 b = this.baseline = new(baseline); \
202 b.baseline_target = this; \
205 #define _W_UPDATE(class, fld, T, wepname) \
207 T it = _W_PROP_CVAR(wepname, fld); \
208 b.wepvar_##fld = this.wepvar_##fld; \
209 this.wepvar_##fld = it; \
212 #define _W_UPDATE(class, fld, T, wepname)
214 #define W_UPDATE_END() }
217 #define W_NET(class, wepname, fld, T, m) W_NET_##m(class, fld, T, wepname)
218 #define W_NET_NONE(class, fld, T, wepname) _W_NET(class, fld, T, wepname)
219 #define W_NET_PRI(class, fld, T, wepname) _W_NET(class, primary_##fld, T, wepname)
220 #define W_NET_SEC(class, fld, T, wepname) _W_NET(class, secondary_##fld, T, wepname)
221 #define W_NET_BOTH(class, fld, T, wepname) \
222 W_NET_PRI(class, fld, T, wepname) \
223 W_NET_SEC(class, fld, T, wepname)
224 REGISTER_NET_TEMP(WeaponUpdate)
226 #define W_NET_BEGIN(class) METHOD(class, wr_net, void(class this, int i)) { int n = 0;
227 #define _W_NET(class, fld, T, wepname) \
229 if (++n == i) this.wepvar_##fld = Read_##T(); \
231 .void(Weapon this, int i) wr_net;
232 NET_HANDLE(WeaponUpdate, bool isnew)
234 Weapon w = Weapons_from(ReadByte());
235 for (int i; (i = ReadByte()); )
241 #define W_NET_END() }
243 #define W_NET_BEGIN(class) \
244 METHOD(class, wr_net, void(class this)) \
246 int chan = MSG_INIT; \
249 bool commit = false; \
251 #define _W_NET(class, fld, T, wepname) \
254 T it = this.wepvar_##fld; \
255 if (it != this.baseline.wepvar_##fld) \
257 if (!commit) { commit = true; WriteHeader(chan, WeaponUpdate); WriteByte(chan, this.m_id); } \
258 WriteByte(chan, i); Write_##T(chan, it); \
261 #define W_NET_END() \
262 if (commit) WriteByte(chan, 0); \
263 if (chan == MSG_INIT) chan = MSG_ALL; \
268 #define W_NET_BEGIN(class)
269 #define _W_NET(class, fld, T, wepname)
275 // read cvars from weapon settings
276 #define WEP_CVAR(wepname, name) (_wep_##wepname.wepvar_##name)
277 #define WEP_CVAR_PRI(wepname, name) WEP_CVAR(wepname, primary_##name)
278 #define WEP_CVAR_SEC(wepname, name) WEP_CVAR(wepname, secondary_##name)
279 #define WEP_CVAR_BOTH(wepname, isprimary, name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
281 const int WEP_FIRST = 1;
282 #define WEP_LAST (Weapons_COUNT - 1)
284 WepSet WEPSET_SUPERWEAPONS;
288 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
289 #define WEP_HARDCODED_IMPULSES 20
291 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
292 #define WEP_IMPULSE_BEGIN 230
293 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253)
295 REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
296 REGISTRY_CHECK(Weapons)
298 STATIC_INIT(register_weapons_done)
300 FOREACH(Weapons, true, LAMBDA(
302 WepSet set = it.m_wepset;
304 if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
307 if (it == WEP_Null) continue;
308 int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
309 if (imp <= WEP_IMPULSE_END)
310 localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
312 LOG_TRACEF("Impulse limit exceeded, weapon will not be directly accessible: %s\n", it.netname);
315 FOREACH(Weapons, true, LAMBDA(it.wr_init(it)));
317 weaponorder_byid = "";
318 for (int i = Weapons_MAX - 1; i >= 1; --i)
320 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
321 weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1));
327 .entity exteriorweaponentity;
328 .vector weaponentity_glowmod;
330 //.int weapon; // current weapon
332 .int switchweapon = _STAT(SWITCHWEAPON);
333 .int switchingweapon = _STAT(SWITCHINGWEAPON);
335 .string weaponname; // name of .weapon
337 .vector spawnorigin; // for casings
339 // weapon animation vectors:
345 // static frame globals
348 CASE(WFRAME, DONTCHANGE)
353 ENUMCLASS_END(WFRAME)
357 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
358 void CL_WeaponEntity_SetModel(entity this, string name);