3 #include <common/command/all.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)
146 X(reload_ammo, float)
147 .float reloading_ammo = reload_ammo;
148 X(reload_time, float)
149 .float reloading_time = reload_time;
154 #define W_PROPS(L, class, prefix) \
155 L(W_PROP_BEGIN, W_PROP, W_PROP_END, class, prefix) \
156 L(W_CONFIG_BEGIN, W_CONFIG, W_CONFIG_END, class, prefix) \
157 L(W_UPDATE_BEGIN, W_UPDATE, W_UPDATE_END, class, prefix) \
158 L(W_NET_BEGIN, W_NET, W_NET_END, class, prefix) \
162 #define W_PROP(class, wepname, fld, T, m) W_PROP_##m(class, fld, T, wepname)
163 #define W_PROP_NONE(class, fld, T, wepname) _W_PROP(class, fld, T, wepname)
164 #define W_PROP_PRI(class, fld, T, wepname) _W_PROP(class, primary_##fld, T, wepname)
165 #define W_PROP_SEC(class, fld, T, wepname) _W_PROP(class, secondary_##fld, T, wepname)
166 #define W_PROP_BOTH(class, fld, T, wepname) \
167 W_PROP_PRI(class, fld, T, wepname) \
168 W_PROP_SEC(class, fld, T, wepname)
169 #define W_PROP_BEGIN(class)
170 #define _W_PROP(class, fld, T, wepname) \
171 /* static */ T _W_PROP_CVAR(wepname, fld); \
172 ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld));
173 #define _W_PROP_CVAR(wepname, fld) autocvar_g_balance_##wepname##_##fld
178 #define W_CONFIG(class, wepname, fld, T, m) W_CONFIG_##m(class, fld, T, wepname)
179 #define W_CONFIG_NONE(class, fld, T, wepname) _W_CONFIG(class, fld, T, wepname)
180 #define W_CONFIG_PRI(class, fld, T, wepname) _W_CONFIG(class, primary_##fld, T, wepname)
181 #define W_CONFIG_SEC(class, fld, T, wepname) _W_CONFIG(class, secondary_##fld, T, wepname)
182 #define W_CONFIG_BOTH(class, fld, T, wepname) \
183 W_CONFIG_PRI(class, fld, T, wepname) \
184 W_CONFIG_SEC(class, fld, T, wepname)
185 #define W_CONFIG_BEGIN(class) METHOD(class, wr_config, void(class this)) {
187 #define _W_CONFIG(class, fld, T, wepname) if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T);
189 #define _W_CONFIG(class, fld, T, wepname)
191 #define W_CONFIG_END() }
194 #define W_UPDATE(class, wepname, fld, T, m) W_UPDATE_##m(class, fld, T, wepname)
195 #define W_UPDATE_NONE(class, fld, T, wepname) _W_UPDATE(class, fld, T, wepname)
196 #define W_UPDATE_PRI(class, fld, T, wepname) _W_UPDATE(class, primary_##fld, T, wepname)
197 #define W_UPDATE_SEC(class, fld, T, wepname) _W_UPDATE(class, secondary_##fld, T, wepname)
198 #define W_UPDATE_BOTH(class, fld, T, wepname) \
199 W_UPDATE_PRI(class, fld, T, wepname) \
200 W_UPDATE_SEC(class, fld, T, wepname)
201 .entity baseline, baseline_target;
202 #define W_UPDATE_BEGIN(class) \
203 METHOD(class, wr_update, void(class this)) \
205 noref entity b = this.baseline; \
208 b = this.baseline = new_pure(baseline); \
209 b.baseline_target = this; \
212 #define _W_UPDATE(class, fld, T, wepname) \
214 T it = _W_PROP_CVAR(wepname, fld); \
215 b.wepvar_##fld = this.wepvar_##fld; \
216 this.wepvar_##fld = it; \
219 #define _W_UPDATE(class, fld, T, wepname)
221 #define W_UPDATE_END() }
224 #define W_NET(class, wepname, fld, T, m) W_NET_##m(class, fld, T, wepname)
225 #define W_NET_NONE(class, fld, T, wepname) _W_NET(class, fld, T, wepname)
226 #define W_NET_PRI(class, fld, T, wepname) _W_NET(class, primary_##fld, T, wepname)
227 #define W_NET_SEC(class, fld, T, wepname) _W_NET(class, secondary_##fld, T, wepname)
228 #define W_NET_BOTH(class, fld, T, wepname) \
229 W_NET_PRI(class, fld, T, wepname) \
230 W_NET_SEC(class, fld, T, wepname)
231 REGISTER_NET_TEMP(WeaponUpdate)
233 #define W_NET_BEGIN(class) METHOD(class, wr_net, void(class this, int i)) { int n = 0;
234 #define _W_NET(class, fld, T, wepname) \
236 if (++n == i) this.wepvar_##fld = Read_##T(); \
238 .void(Weapon this, int i) wr_net;
239 NET_HANDLE(WeaponUpdate, bool isnew)
241 Weapon w = Weapons_from(ReadByte());
242 for (int i; (i = ReadByte()); )
248 #define W_NET_END() }
250 #define W_NET_BEGIN(class) \
251 METHOD(class, wr_net, void(class this, int chan)) \
253 bool commit = false; \
255 #define _W_NET(class, fld, T, wepname) \
258 T it = this.wepvar_##fld; \
259 if (chan == MSG_ONE || it != this.baseline.wepvar_##fld) \
261 if (!commit) { commit = true; WriteHeader(chan, WeaponUpdate); WriteByte(chan, this.m_id); } \
262 WriteByte(chan, i); Write_##T(chan, it); \
265 #define W_NET_END() \
266 if (commit) WriteByte(chan, 0); \
269 #define W_NET_BEGIN(class)
270 #define _W_NET(class, fld, T, wepname)
276 // read cvars from weapon settings
277 #define WEP_CVAR(wepname, name) (_wep_##wepname.wepvar_##name)
278 #define WEP_CVAR_PRI(wepname, name) WEP_CVAR(wepname, primary_##name)
279 #define WEP_CVAR_SEC(wepname, name) WEP_CVAR(wepname, secondary_##name)
280 #define WEP_CVAR_BOTH(wepname, isprimary, name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
282 const int WEP_FIRST = 1;
283 #define WEP_LAST (Weapons_COUNT - 1)
285 WepSet WEPSET_SUPERWEAPONS;
289 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
290 #define WEP_HARDCODED_IMPULSES 20
292 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
293 #define WEP_IMPULSE_BEGIN 230
294 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253)
296 REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
297 REGISTRY_CHECK(Weapons)
299 STATIC_INIT(register_weapons_done)
301 string inaccessible = "";
302 FOREACH(Weapons, true, {
303 WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
305 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 inaccessible = strcat(inaccessible, "\n", it.netname);
314 if (inaccessible) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible);
316 FOREACH(Weapons, true, it.wr_init(it));
318 weaponorder_byid = "";
319 for (int i = Weapons_MAX - 1; i >= 1; --i)
321 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
322 weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1));
328 .entity exteriorweaponentity;
329 vector weaponentity_glowmod(Weapon wep, int c)
332 if (!(g = wep.wr_glow(wep))) g = colormapPaletteColor(c & 0x0F, true) * 2;
336 //.int weapon; // current weapon
337 .string weaponname; // name of .weapon
339 .vector spawnorigin; // for casings
341 // weapon animation vectors:
347 // static frame globals
350 CASE(WFRAME, DONTCHANGE)
355 ENUMCLASS_END(WFRAME)
359 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
360 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);