#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
-const int WR_THINK = 2; // (SERVER) logic to run every frame
-const int WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary
-const int WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second
-const int WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon
-const int WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties
-const int WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
-const int WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details)
-const int WR_RELOAD = 9; // (SERVER) handles reloading for weapon
-const int WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use
-const int WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion
-const int WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies
-const int WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost
-const int WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
-const int WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle
-const int WR_DROP = 16; // (SERVER) the weapon is dropped
-const int WR_PICKUP = 17; // (SERVER) a weapon is picked up
-
-// variables:
-string weaponorder_byid;
-
// 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
+
#ifdef CSQC
WepSet WepSet_GetFromStat();
WepSet WepSet_GetFromStat_InMap();
WepSet ReadWepSet();
#endif
-// weapon name macros
-const int WEP_FIRST = 1;
-#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
-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);
-
-string GetAmmoPicture(.int ammotype);
-
-#ifdef CSQC
-.int GetAmmoFieldFromNum(int i);
-int GetAmmoStat(.int ammotype);
+#ifndef MENUQC
+#include "calculations.qh"
+#include "../models/all.qh"
#endif
-string W_Sound(string w_snd);
-string W_Model(string w_mdl);
-
-// ammo types
-.int ammo_shells;
-.int ammo_nails;
-.int ammo_rockets;
-.int ammo_cells;
-.int ammo_plasma;
-.int ammo_fuel;
-.int ammo_none;
+#include "../util.qh"
-// other useful macros
-#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(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)
+#ifdef SVQC
+#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);
-// ======================
-// Configuration Macros
-// ======================
+#define REGISTER_WEAPON(id, inst) \
+ /* WepSet WEPSET_##id; */ \
+ REGISTER(RegisterWeapons, WEP, Weapons, Weapons_COUNT, id, m_id, inst)
// create cvars for weapon settings
#define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
#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;
+const int WEP_FIRST = 1;
+#define WEP_LAST (Weapons_COUNT - 1)
+WepSet WEPSET_ALL;
+WepSet WEPSET_SUPERWEAPONS;
-// =====================
-// Weapon Registration
-// =====================
-
-bool w_null(int) { return false; }
-
-/** 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_... */
- ATTRIB(Weapon, weapon_func, bool(int), w_null);
- /** 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");
+REGISTER_WEAPON(Null, NEW(Weapon));
- 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);
- }
+#include "all.inc"
- CONSTRUCTOR(Weapon,
- bool(int) 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;
+entity get_weaponinfo(int id)
+{
+ if (id >= WEP_FIRST && id <= WEP_LAST) {
+ Weapon w = Weapons[id];
+ if (w) return w;
}
- 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)));
+ 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
+
+// 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)
+
+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
- this.weapon_func(WR_INIT);
+ 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);
}
-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(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
- WepSet WEPSET_##id; \
- REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, \
- NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
- ) { \
- this.m_id++; \
- WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(this.m_id)); \
- if ((flags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \
- register_weapon(this, this.m_id, WEPSET_##id); \
- }
-
-#ifndef MENUQC
- #define REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
- bool function(int); \
- _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)
-#else
- #define REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
- _REGISTER_WEAPON(id, w_null, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)
-#endif
-
-#include "all.inc"
+ 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));
+}
-#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);
#endif