#ifndef WEAPONS_ALL_H
#define WEAPONS_ALL_H
+#include <common/command/all.qh>
+#include <common/stats.qh>
+#include "config.qh"
+
// weapon sets
typedef vector WepSet;
-#define WEPSET(id) WepSet_FromWeapon(WEP_##id.m_id)
-WepSet WepSet_FromWeapon(int a);
#ifdef SVQC
-void WepSet_AddStat();
-void WepSet_AddStat_InMap();
void WriteWepSet(float dest, WepSet w);
#endif
#ifndef MENUQC
#include "calculations.qh"
-#include "../models/all.qh"
+#include <common/models/all.qh>
#endif
-#include "../util.qh"
+#include <common/util.qh>
#ifdef SVQC
-#include "../../server/bot/aim.qh"
+#include <server/bot/aim.qh>
#endif
REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
-REGISTER_REGISTRY(RegisterWeapons)
-entity get_weaponinfo(int id);
+#define Weapons_from(i) _Weapons_from(i, WEP_Null)
+REGISTER_REGISTRY(Weapons)
+STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPickup, it)); }
-#define REGISTER_WEAPON(id, inst) \
- /* WepSet WEPSET_##id; */ \
- REGISTER(RegisterWeapons, WEP, Weapons, id, m_id, inst)
+.WepSet m_wepset;
+#define WEPSET(id) (WEP_##id.m_wepset)
+#define WepSet_FromWeapon(it) ((it).m_wepset)
+WepSet _WepSet_FromWeapon(int i);
-// create cvars for weapon settings
-#define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
+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);
-#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)
+ 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);
-#define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
+ 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;
+ }
+ }
+}
+
+#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
+
+#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));
+
+Weapon Weapons_fromstr(string s)
+{
+ FOREACH(Weapons, it != WEP_Null && it.netname == s, return it);
+ return NULL;
+}
+
+
+// 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()
-// 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;
+ #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
+
+
+
+// read cvars from weapon settings
+#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))
const int WEP_FIRST = 1;
#define WEP_LAST (Weapons_COUNT - 1)
WepSet WEPSET_ALL;
WepSet WEPSET_SUPERWEAPONS;
-REGISTER_WEAPON(Null, NEW(Weapon));
-
#include "all.inc"
-entity get_weaponinfo(int id)
-{
- if (id >= WEP_FIRST && id <= WEP_LAST) {
- Weapon w = Weapons[id];
- if (w) return w;
- }
- return WEP_Null;
-}
-
// 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 22
+#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, netname, WEP_HARDCODED_IMPULSES + 1)
+REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
+REGISTRY_CHECK(Weapons)
STATIC_INIT(register_weapons_done)
{
- for (int i = 0; i < Weapons_COUNT; ++i) {
- Weapon it = Weapons[i];
- it.m_id = i;
- WepSet set = WepSet_FromWeapon(it.m_id);
- WEPSET_ALL |= set;
- if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
- it.weapon = it.m_id;
- it.weapons = set;
- #ifdef CSQC
- it.wr_init(it);
- #endif
- 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);
- }
- weaponorder_byid = "";
- for (int i = Weapons_MAX - 1; i >= 1; --i)
- if (Weapons[i])
- weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
- weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
+ 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