#ifndef MENUQC #include "calculations.qh" #endif const float MAX_SHOT_DISTANCE = 32768; // weapon pickup ratings for bot logic const float BOT_PICKUP_RATING_LOW = 2500; const float BOT_PICKUP_RATING_MID = 5000; const float BOT_PICKUP_RATING_HIGH = 10000; // weapon flags const float WEP_TYPE_OTHER = 0x00; // not for damaging people const float WEP_TYPE_SPLASH = 0x01; // splash damage const float WEP_TYPE_HITSCAN = 0x02; // hitscan const float WEP_TYPEMASK = 0x0F; const float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement const float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set const float WEP_FLAG_HIDDEN = 0x40; // hides from menu const float WEP_FLAG_RELOADABLE = 0x80; // can has reload const float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag) // weapon requests const float WR_SETUP = 1; // (SERVER) setup weapon data const float WR_THINK = 2; // (SERVER) logic to run every frame const float WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary const float WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second const float WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon const float WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties const float WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details) const float WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details) const float WR_RELOAD = 9; // (SERVER) handles reloading for weapon const float WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use const float WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion const float WR_SWITCHABLE = 12; // (CLIENT) decides whether the player is able to switch away from this weapon const float WR_PLAYERDEATH = 13; // (SERVER) called whenever a player dies const float WR_GONETHINK = 14; // (SERVER) logic to run when weapon is lost/switched away from const float WR_CONFIG = 15; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) const float WR_ZOOMRETICLE = 16; // (CLIENT) weapon specific zoom reticle // variables: string weaponorder_byid; // weapon sets typedef vector WepSet; WepSet WepSet_FromWeapon(float a); #ifdef SVQC void WepSet_AddStat(); void WriteWepSet(float dest, WepSet w); #endif #ifdef CSQC WepSet WepSet_GetFromStat(); WepSet ReadWepSet(); #endif // weapon name macros #define WEP_FIRST 1 #define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much. float WEP_COUNT; float WEP_LAST; WepSet WEPSET_ALL; WepSet WEPSET_SUPERWEAPONS; // functions: entity get_weaponinfo(float id); string W_FixWeaponOrder(string order, float complete); string W_NameWeaponOrder(string order); string W_NumberWeaponOrder(string order); string W_FixWeaponOrder_BuildImpulseList(string o); string W_FixWeaponOrder_AllowIncomplete(string order); string W_FixWeaponOrder_ForceComplete(string order); void W_RandomWeapons(entity e, float n); string W_Name(float weaponid); #ifdef CSQC .float GetAmmoFieldFromNum(float i); string GetAmmoPicture(.float ammotype); float GetAmmoStat(.float ammotype); #endif // ammo types .float ammo_shells; .float ammo_nails; .float ammo_rockets; .float ammo_cells; .float ammo_fuel; .float ammo_none; // other useful macros #define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest) #define WEP_AMMO(wpn) ((get_weaponinfo(WEP_##wpn)).ammo_field) // ====================== // Configuration Macros // ====================== // create cvars for weapon settings #define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name; #define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name) #define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name) #define WEP_ADD_CVAR_BOTH(wepname,name) \ WEP_ADD_CVAR_PRI(wepname, name) \ WEP_ADD_CVAR_SEC(wepname, name) #define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name) // create properties for weapon settings #define WEP_ADD_PROP(wepid,wepname,type,prop,name) \ .type ##prop; \ [[last]] type autocvar_g_balance_##wepname##_##name; // read cvars from weapon settings #define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name #define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name) #define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name) #define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name)) // set initialization values for weapon settings #define WEP_SKIPCVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */ #define WEP_SET_PROP(wepid,wepname,type,prop,name) get_weaponinfo(WEP_##wepid).##prop = autocvar_g_balance_##wepname##_##name; // ===================== // Weapon Registration // ===================== float w_null(float dummy); void register_weapon( float id, WepSet bit, float(float) func, .float ammotype, float i, float weapontype, float pickupbasevalue, vector clr, string modelname, string shortname, string wname); void register_weapons_done(); // entity properties of weaponinfo: .float weapon; // WEP_... .WepSet weapons; // WEPSET_... .string netname; // short name .string message; // human readable name .float(float) weapon_func; // w_... .vector wpcolor; // waypointsprite color .string mdl; // modelname without g_, v_, w_ .string model; // full name of g_ model .float spawnflags; // WEPSPAWNFLAG_... combined .float impulse; // weapon impulse .float bot_pickupbasevalue; // bot weapon priority .string model2; // wpn- sprite name ..float ammo_field; // main ammo field // note: the fabs call is just there to hide "if result is constant" warning #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) \ float id; \ WepSet bit; \ float func(float); \ void RegisterWeapons_##id() \ { \ WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \ bit = WepSet_FromWeapon(id); \ WEPSET_ALL |= bit; \ if((weapontype) & WEP_FLAG_SUPERWEAPON) \ WEPSET_SUPERWEAPONS |= bit; \ ++WEP_COUNT; \ register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname); \ } \ ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id) #ifdef MENUQC #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) \ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) #else #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) \ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) #endif #include "all.qh" #undef WEP_ADD_CVAR_MO_PRI #undef WEP_ADD_CVAR_MO_SEC #undef WEP_ADD_CVAR_MO_BOTH #undef WEP_ADD_CVAR_MO_NONE #undef WEP_ADD_CVAR #undef WEP_ADD_PROP #undef REGISTER_WEAPON ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);