#ifndef WEAPONS_ALL_H
#define WEAPONS_ALL_H
-#ifndef MENUQC
-#include "calculations.qh"
-#endif
-
-#include "../util.qh"
-#ifdef SVQC
-#include "../../server/bot/aim.qh"
-#endif
-const int MAX_SHOT_DISTANCE = 32768;
-
-// weapon pickup ratings for bot logic
-const int BOT_PICKUP_RATING_LOW = 2500;
-const int BOT_PICKUP_RATING_MID = 5000;
-const int BOT_PICKUP_RATING_HIGH = 10000;
-
-// weapon flags
-const int WEP_TYPE_OTHER = 0x00; // not for damaging people
-const int WEP_TYPE_SPLASH = 0x01; // splash damage
-const int WEP_TYPE_HITSCAN = 0x02; // hitscan
-const int WEP_TYPEMASK = 0x0F;
-const int WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
-const int WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
-const int WEP_FLAG_HIDDEN = 0x40; // hides from menu
-const int WEP_FLAG_RELOADABLE = 0x80; // can has reload
-const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
-const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
-
-// weapon requests
-const int WR_SETUP = 1; // (SERVER) setup weapon data
-.bool(entity this) wr_setup;
-const int WR_THINK = 2; // (SERVER) logic to run every frame
-.bool(entity this) wr_think;
-const int WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary
-.bool(entity this) wr_checkammo1;
-const int WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second
-.bool(entity this) wr_checkammo2;
-const int WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon
-.bool(entity this) wr_aim;
-const int WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties
-.bool(entity this) wr_init;
-const int WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
-.bool(entity this) wr_suicidemessage;
-const int WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details)
-.bool(entity this) wr_killmessage;
-const int WR_RELOAD = 9; // (SERVER) handles reloading for weapon
-.bool(entity this) wr_reload;
-const int WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use
-.bool(entity this) wr_resetplayer;
-const int WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion
-.bool(entity this) wr_impacteffect;
-const int WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies
-.bool(entity this) wr_playerdeath;
-const int WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost
-.bool(entity this) wr_gonethink;
-const int WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
-.bool(entity this) wr_config;
-const int WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle
-.bool(entity this) wr_zoomreticle;
-const int WR_DROP = 16; // (SERVER) the weapon is dropped
-.bool(entity this) wr_drop;
-const int WR_PICKUP = 17; // (SERVER) a weapon is picked up
-.bool(entity this) wr_pickup;
-
-bool w_new(entity this, int req) {
- if (req == WR_SETUP) return this.wr_setup ? this.wr_setup(this) : false;
- if (req == WR_THINK) return this.wr_think ? this.wr_think(this) : false;
- if (req == WR_CHECKAMMO1) return this.wr_checkammo1 ? this.wr_checkammo1(this) : false;
- if (req == WR_CHECKAMMO2) return this.wr_checkammo2 ? this.wr_checkammo2(this) : false;
- if (req == WR_AIM) return this.wr_aim ? this.wr_aim(this) : false;
- if (req == WR_INIT) return this.wr_init ? this.wr_init(this) : false;
- if (req == WR_SUICIDEMESSAGE) return this.wr_suicidemessage ? this.wr_suicidemessage(this) : false;
- if (req == WR_KILLMESSAGE) return this.wr_killmessage ? this.wr_killmessage(this) : false;
- if (req == WR_RELOAD) return this.wr_reload ? this.wr_reload(this) : false;
- if (req == WR_RESETPLAYER) return this.wr_resetplayer ? this.wr_resetplayer(this) : false;
- if (req == WR_IMPACTEFFECT) return this.wr_impacteffect ? this.wr_impacteffect(this) : false;
- if (req == WR_PLAYERDEATH) return this.wr_playerdeath ? this.wr_playerdeath(this) : false;
- if (req == WR_GONETHINK) return this.wr_gonethink ? this.wr_gonethink(this) : false;
- if (req == WR_CONFIG) return this.wr_config ? this.wr_config(this) : false;
- if (req == WR_ZOOMRETICLE) return this.wr_zoomreticle ? this.wr_zoomreticle(this) : false;
- if (req == WR_DROP) return this.wr_drop ? this.wr_drop(this) : false;
- if (req == WR_PICKUP) return this.wr_pickup ? this.wr_pickup(this) : false;
- return false;
-}
-
-// variables:
-string weaponorder_byid;
+#include <common/command/all.qh>
+#include <common/stats.qh>
+#include "config.qh"
// weapon sets
typedef vector WepSet;
-WepSet WepSet_FromWeapon(int a);
#ifdef SVQC
-void WepSet_AddStat();
-void WepSet_AddStat_InMap();
void WriteWepSet(float dest, WepSet w);
#endif
+
#ifdef CSQC
WepSet WepSet_GetFromStat();
WepSet WepSet_GetFromStat_InMap();
WepSet ReadWepSet();
#endif
-// weapon name macros
-const int WEP_FIRST = 1;
-#define WEP_MAXCOUNT 32 // Increase as needed. Can be up to 72.
-int WEP_COUNT;
-#define WEP_LAST (WEP_FIRST + WEP_COUNT - 1)
-WepSet WEPSET_ALL;
-WepSet WEPSET_SUPERWEAPONS;
+#include "weapon.qh"
-// functions:
-entity get_weaponinfo(int id);
-string W_FixWeaponOrder(string order, float complete);
-string W_UndeprecateName(string s);
-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);
+#ifndef MENUQC
+#include "calculations.qh"
+#include <common/models/all.qh>
+#endif
-string GetAmmoPicture(.int ammotype);
+#include <common/util.qh>
-#ifdef CSQC
-.int GetAmmoFieldFromNum(int i);
-int GetAmmoStat(.int ammotype);
+#ifdef SVQC
+#include <server/bot/aim.qh>
#endif
-string W_Sound(string w_snd);
-string W_Model(string w_mdl);
+REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
+#define Weapons_from(i) _Weapons_from(i, WEP_Null)
+REGISTER_REGISTRY(Weapons)
+STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPickup, it)); }
+
+.WepSet m_wepset;
+#define WEPSET(id) (WEP_##id.m_wepset)
+#define WepSet_FromWeapon(it) ((it).m_wepset)
+WepSet _WepSet_FromWeapon(int i);
+
+GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server
+{
+ switch(request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ #ifdef SVQC
+ wep_config_file = -1;
+ wep_config_alsoprint = -1;
+ string filename = argv(1);
+
+ if(filename == "")
+ {
+ filename = "weapons_dump.cfg";
+ wep_config_alsoprint = false;
+ }
+ else if(filename == "-")
+ {
+ filename = "weapons_dump.cfg";
+ wep_config_alsoprint = true;
+ }
+ wep_config_file = fopen(filename, FILE_WRITE);
+
+ if(wep_config_file >= 0)
+ {
+ Dump_Weapon_Settings();
+ LOG_INFO(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename));
+ fclose(wep_config_file);
+ wep_config_file = -1;
+ wep_config_alsoprint = -1;
+ }
+ else
+ {
+ LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
+ }
+ #else
+ LOG_INFO(_("Weapons dump command only works with sv_cmd.\n"));
+ #endif
+ return;
+ }
+
+ default:
+ case CMD_REQUEST_USAGE:
+ {
+ LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"));
+ LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),\n");
+ LOG_INFO(" if supplied with '-' output to console as well as default,\n");
+ LOG_INFO(" if left blank, it will only write to default.\n");
+ return;
+ }
+ }
+}
-// ammo types
-.int ammo_shells;
-.int ammo_nails;
-.int ammo_rockets;
-.int ammo_cells;
-.int ammo_plasma;
-.int ammo_fuel;
-.int ammo_none;
+#ifdef SVQC
+entity W_PROP_reloader;
+float autocvar_w_prop_interval = 5;
+.void(Weapon this, int) wr_net;
+void W_PROP_reload(int chan, entity to)
+{
+ W_PROP_reloader.nextthink = time + autocvar_w_prop_interval;
+ msg_entity = to;
+ FOREACH(Weapons, true, {
+ it.wr_update(it);
+ void(Weapon, int) f = it.wr_net;
+ if (f) f(it, chan);
+ });
+}
+void W_PROP_think()
+{
+ W_PROP_reload(MSG_ALL, NULL);
+}
+STATIC_INIT_LATE(W_PROP_reloader)
+{
+ entity e = W_PROP_reloader = new_pure(W_PROP_reloader);
+ WITH(entity, self, e, (e.think = W_PROP_think)());
+}
+#endif
-// other useful macros
-#define WEP_ACTION(wpn,wrequest) wpn.weapon_func(wpn, wrequest)
-#define _WEP_ACTION(wpn,wrequest) WEP_ACTION(get_weaponinfo(wpn), wrequest)
-#define WEP_AMMO(wpn) (WEP_##wpn.ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
-#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message)
+#define REGISTER_WEAPON(...) EVAL_REGISTER_WEAPON(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__))
+#define EVAL_REGISTER_WEAPON(...) __VA_ARGS__
+#define REGISTER_WEAPON_2(id, inst) REGISTER(Weapons, WEP, id, m_id, inst)
+/** TODO: deprecated - remove */
+#define REGISTER_WEAPON_3(id, sname, inst) \
+ REGISTER_WEAPON_2(id, inst); \
+ [[alias("WEP_" #id)]] Weapon _wep_##sname
+REGISTER_WEAPON(Null, NEW(Weapon));
-// ======================
-// Configuration Macros
-// ======================
+Weapon Weapons_fromstr(string s)
+{
+ FOREACH(Weapons, it != WEP_Null && it.netname == s, return it);
+ return NULL;
+}
-// 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)
+// legacy w_prop mappings
+#define X(fld, T) .T fld; .T wepvar_##fld = fld;
+X(switchdelay_drop, float)
+X(switchdelay_raise, float)
+X(weaponreplace, string)
+X(weaponstartoverride, float)
+X(weaponstart, float)
+X(weaponthrowable, float)
+X(reload_ammo, float)
+.float reloading_ammo = reload_ammo;
+X(reload_time, float)
+.float reloading_time = reload_time;
+#undef X
+
+
+
+#define W_PROPS(L, class, prefix) \
+ L(W_PROP_BEGIN, W_PROP, W_PROP_END, class, prefix) \
+ L(W_CONFIG_BEGIN, W_CONFIG, W_CONFIG_END, class, prefix) \
+ L(W_UPDATE_BEGIN, W_UPDATE, W_UPDATE_END, class, prefix) \
+ L(W_NET_BEGIN, W_NET, W_NET_END, class, prefix) \
+ /**/ \
+
+
+ #define W_PROP(class, wepname, fld, T, m) W_PROP_##m(class, fld, T, wepname)
+ #define W_PROP_NONE(class, fld, T, wepname) _W_PROP(class, fld, T, wepname)
+ #define W_PROP_PRI(class, fld, T, wepname) _W_PROP(class, primary_##fld, T, wepname)
+ #define W_PROP_SEC(class, fld, T, wepname) _W_PROP(class, secondary_##fld, T, wepname)
+ #define W_PROP_BOTH(class, fld, T, wepname) \
+ W_PROP_PRI(class, fld, T, wepname) \
+ W_PROP_SEC(class, fld, T, wepname)
+ #define W_PROP_BEGIN(class)
+ #define _W_PROP(class, fld, T, wepname) \
+ /* static */ T _W_PROP_CVAR(wepname, fld); \
+ ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld));
+ #define _W_PROP_CVAR(wepname, fld) autocvar_g_balance_##wepname##_##fld
+ #define W_PROP_END()
+
+
+
+ #define W_CONFIG(class, wepname, fld, T, m) W_CONFIG_##m(class, fld, T, wepname)
+ #define W_CONFIG_NONE(class, fld, T, wepname) _W_CONFIG(class, fld, T, wepname)
+ #define W_CONFIG_PRI(class, fld, T, wepname) _W_CONFIG(class, primary_##fld, T, wepname)
+ #define W_CONFIG_SEC(class, fld, T, wepname) _W_CONFIG(class, secondary_##fld, T, wepname)
+ #define W_CONFIG_BOTH(class, fld, T, wepname) \
+ W_CONFIG_PRI(class, fld, T, wepname) \
+ W_CONFIG_SEC(class, fld, T, wepname)
+ #define W_CONFIG_BEGIN(class) METHOD(class, wr_config, void(class this)) {
+ #ifdef SVQC
+ #define _W_CONFIG(class, fld, T, wepname) if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T);
+ #else
+ #define _W_CONFIG(class, fld, T, wepname)
+ #endif
+ #define W_CONFIG_END() }
+
+
+ #define W_UPDATE(class, wepname, fld, T, m) W_UPDATE_##m(class, fld, T, wepname)
+ #define W_UPDATE_NONE(class, fld, T, wepname) _W_UPDATE(class, fld, T, wepname)
+ #define W_UPDATE_PRI(class, fld, T, wepname) _W_UPDATE(class, primary_##fld, T, wepname)
+ #define W_UPDATE_SEC(class, fld, T, wepname) _W_UPDATE(class, secondary_##fld, T, wepname)
+ #define W_UPDATE_BOTH(class, fld, T, wepname) \
+ W_UPDATE_PRI(class, fld, T, wepname) \
+ W_UPDATE_SEC(class, fld, T, wepname)
+ .entity baseline, baseline_target;
+ #define W_UPDATE_BEGIN(class) \
+ METHOD(class, wr_update, void(class this)) \
+ { \
+ noref entity b = this.baseline; \
+ if (!b) \
+ { \
+ b = this.baseline = new_pure(baseline); \
+ b.baseline_target = this; \
+ }
+ #ifdef SVQC
+ #define _W_UPDATE(class, fld, T, wepname) \
+ { \
+ T it = _W_PROP_CVAR(wepname, fld); \
+ b.wepvar_##fld = this.wepvar_##fld; \
+ this.wepvar_##fld = it; \
+ }
+ #else
+ #define _W_UPDATE(class, fld, T, wepname)
+ #endif
+ #define W_UPDATE_END() }
+
+
+ #define W_NET(class, wepname, fld, T, m) W_NET_##m(class, fld, T, wepname)
+ #define W_NET_NONE(class, fld, T, wepname) _W_NET(class, fld, T, wepname)
+ #define W_NET_PRI(class, fld, T, wepname) _W_NET(class, primary_##fld, T, wepname)
+ #define W_NET_SEC(class, fld, T, wepname) _W_NET(class, secondary_##fld, T, wepname)
+ #define W_NET_BOTH(class, fld, T, wepname) \
+ W_NET_PRI(class, fld, T, wepname) \
+ W_NET_SEC(class, fld, T, wepname)
+ REGISTER_NET_TEMP(WeaponUpdate)
+ #if defined(CSQC)
+ #define W_NET_BEGIN(class) METHOD(class, wr_net, void(class this, int i)) { int n = 0;
+ #define _W_NET(class, fld, T, wepname) \
+ { \
+ if (++n == i) this.wepvar_##fld = Read_##T(); \
+ }
+ .void(Weapon this, int i) wr_net;
+ NET_HANDLE(WeaponUpdate, bool isnew)
+ {
+ Weapon w = Weapons_from(ReadByte());
+ for (int i; (i = ReadByte()); )
+ {
+ w.wr_net(w, i);
+ }
+ return true;
+ }
+ #define W_NET_END() }
+ #elif defined(SVQC)
+ #define W_NET_BEGIN(class) \
+ METHOD(class, wr_net, void(class this, int chan)) \
+ { \
+ bool commit = false; \
+ int i = 0;
+ #define _W_NET(class, fld, T, wepname) \
+ { \
+ ++i; \
+ T it = this.wepvar_##fld; \
+ if (chan == MSG_ONE || it != this.baseline.wepvar_##fld) \
+ { \
+ if (!commit) { commit = true; WriteHeader(chan, WeaponUpdate); WriteByte(chan, this.m_id); } \
+ WriteByte(chan, i); Write_##T(chan, it); \
+ } \
+ }
+ #define W_NET_END() \
+ if (commit) WriteByte(chan, 0); \
+ }
+ #else
+ #define W_NET_BEGIN(class)
+ #define _W_NET(class, fld, T, wepname)
+ #define W_NET_END()
+ #endif
-#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_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
-#define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name;
-
-
-// =====================
-// Weapon Registration
-// =====================
-
-/** fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" */
-CLASS(Weapon, Object)
- ATTRIB(Weapon, m_id, int, 0)
- /**
- * M: WEP_id : WEP_...
- * you can recognize dummies when this == 0
- */
- ATTRIB(Weapon, weapon, int, 0);
- /** A: WEPSET_id : WEPSET_... */
- ATTRIB(Weapon, weapons, WepSet, '0 0 0');
- /** M: function : w_... */
- METHOD(Weapon, weapon_func, bool(entity this, int req)) { return w_new(this, req); }
- /** M: ammotype : main ammo field */
- ATTRIB(Weapon, ammo_field, .int, ammo_none);
- /** M: impulse : weapon impulse */
- ATTRIB(Weapon, impulse, int, -1);
- /** M: flags : WEPSPAWNFLAG_... combined */
- ATTRIB(Weapon, spawnflags, int, 0);
- /** M: rating : bot weapon priority */
- ATTRIB(Weapon, bot_pickupbasevalue, float, 0);
- /** M: color : waypointsprite color */
- ATTRIB(Weapon, wpcolor, vector, '0 0 0');
- /** A: wpn-id : wpn- sprite name */
- ATTRIB(Weapon, wpmodel, string, "");
- /** M: modelname : name of model (without g_ v_ or h_ prefixes) */
- ATTRIB(Weapon, mdl, string, "");
- /** A: modelname : full path to g_ model */
- ATTRIB(Weapon, model, string, "");
- /** M: simplemdl : simpleitems weapon model/image */
- ATTRIB(Weapon, w_simplemdl, string, "foobar");
- /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */
- ATTRIB(Weapon, w_crosshair, string, "gfx/crosshair1");
- /** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */
- ATTRIB(Weapon, w_crosshair_size, float, 1);
- /** M: wepimg : "weaponfoobar" side view image file of weapon. WEAPONTODO: Move out of skin files, move to common files */
- ATTRIB(Weapon, model2, string, "");
- /** M: refname : reference name name */
- ATTRIB(Weapon, netname, string, "");
- /** M: wepname : human readable name */
- ATTRIB(Weapon, message, string, "AOL CD Thrower");
-
- METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) {
- returns(this.message, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null);
- }
-
- CONSTRUCTOR(Weapon,
- bool(entity this, int req) function,
- .int ammotype,
- int i,
- int weapontype,
- float pickupbasevalue,
- vector clr,
- string modelname,
- string simplemdl,
- string crosshair,
- string wepimg,
- string refname,
- string wepname
- ) {
- CONSTRUCT(Weapon);
- this.weapon_func = function;
- this.ammo_field = ammotype;
- this.impulse = i;
- this.spawnflags = weapontype;
- this.bot_pickupbasevalue = pickupbasevalue;
- this.wpcolor = clr;
- this.mdl = modelname;
- this.model = strzone(W_Model(strcat("g_", modelname, ".md3")));
- this.w_simplemdl = strzone(simplemdl); // simpleitems weapon model/image
- this.w_crosshair = strzone(car(crosshair));
- string s = cdr(crosshair);
- this.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat)
- this.model2 = strzone(wepimg);
- this.netname = refname;
- this.message = wepname;
- }
- void register_weapon(entity this, int id, WepSet bit)
- {
- this.classname = "weapon_info";
- this.weapon = id;
- this.weapons = bit;
- this.wpmodel = strzone(strcat("wpn-", ftos(id)));
- #ifdef CSQC
- this.weapon_func(this, WR_INIT);
- #endif
- }
-ENDCLASS(Weapon)
-
-void RegisterWeapons();
-REGISTER_REGISTRY(RegisterWeapons)
-entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last;
-entity dummy_weapon_info;
-
-#define REGISTER_WEAPON(...) EVAL(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__))
-
-#define REGISTER_WEAPON_2(id, inst) \
- WepSet WEPSET_##id; \
- REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst) { \
- this.m_id++; \
- WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(this.m_id)); \
- if ((this.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \
- register_weapon(this, this.m_id, WEPSET_##id); \
- localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", this.netname, 230 + this.m_id - 1)); \
- } \
- REGISTER_INIT(WEP, id)
-
-#define _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
- REGISTER_WEAPON_2(id, NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname))
+#define WEP_CVAR(wepname, name) (_wep_##wepname.wepvar_##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))
-#ifndef MENUQC
- #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
- bool function(entity this, int); \
- _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)
-#else
- #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
- _REGISTER_WEAPON(id, w_new, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)
-#endif
+const int WEP_FIRST = 1;
+#define WEP_LAST (Weapons_COUNT - 1)
+WepSet WEPSET_ALL;
+WepSet WEPSET_SUPERWEAPONS;
#include "all.inc"
-#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
-void register_weapons_done();
-ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
+// TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
+#define WEP_HARDCODED_IMPULSES 20
+
+// TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
+#define WEP_IMPULSE_BEGIN 230
+#define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253)
+
+REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
+REGISTRY_CHECK(Weapons)
+
+STATIC_INIT(register_weapons_done)
+{
+ FOREACH(Weapons, true, {
+ WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
+ WEPSET_ALL |= set;
+ if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
+ it.weapons = set;
+ if (it == WEP_Null) continue;
+ int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
+ if (imp <= WEP_IMPULSE_END)
+ localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
+ else
+ LOG_TRACEF("Impulse limit exceeded, weapon will not be directly accessible: %s\n", it.netname);
+ });
+ #ifdef CSQC
+ FOREACH(Weapons, true, it.wr_init(it));
+ #endif
+ weaponorder_byid = "";
+ for (int i = Weapons_MAX - 1; i >= 1; --i)
+ if (Weapons_from(i))
+ weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
+ weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1));
+}
+
+#ifndef MENUQC
+
+.entity weaponchild;
+.entity exteriorweaponentity;
+vector weaponentity_glowmod(Weapon wep, int c)
+{
+ vector g;
+ if (!(g = wep.wr_glow(wep))) g = colormapPaletteColor(c & 0x0F, true) * 2;
+ return g;
+}
+
+//.int weapon; // current weapon
+.string weaponname; // name of .weapon
+
+.vector spawnorigin; // for casings
+
+// weapon animation vectors:
+.vector anim_fire1;
+.vector anim_fire2;
+.vector anim_idle;
+.vector anim_reload;
+
+// static frame globals
+
+ENUMCLASS(WFRAME)
+CASE(WFRAME, DONTCHANGE)
+CASE(WFRAME, FIRE1)
+CASE(WFRAME, FIRE2)
+CASE(WFRAME, IDLE)
+CASE(WFRAME, RELOAD)
+ENUMCLASS_END(WFRAME)
+
+.WFRAME wframe;
+
+vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
+void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
+#endif
+
#endif