+#ifndef WEAPONS_H
+#define WEAPONS_H
+
#ifndef MENUQC
#include "calculations.qh"
#endif
-const float BOT_PICKUP_RATING_LOW = 2500;
-const float BOT_PICKUP_RATING_MID = 5000;
-const float BOT_PICKUP_RATING_HIGH = 10000;
-
-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)
-
-const float MAX_SHOT_DISTANCE = 32768;
-
-// weapon requests // WEAPONTODO
-#define WR_SETUP 1 // (SERVER) setup weapon data
-#define WR_THINK 2 // (SERVER) logic to run every frame
-#define WR_CHECKAMMO1 3 // (SERVER) checks ammo for weapon
-#define WR_CHECKAMMO2 4 // (SERVER) checks ammo for weapon
-#define WR_AIM 5 // (SERVER) runs bot aiming code for this weapon
-#define WR_INIT 6 // (BOTH) precaches models/sounds used by this weapon
-#define WR_SUICIDEMESSAGE 7 // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
-#define WR_KILLMESSAGE 8 // (SERVER) notification number for kill message (may inspect w_deathtype for details)
-#define WR_RELOAD 9 // (SERVER) does not need to do anything
-#define WR_RESETPLAYER 10 // (SERVER) does not need to do anything
-#define WR_IMPACTEFFECT 11 // (CLIENT) impact effect
-#define WR_SWITCHABLE 12 // (CLIENT) impact effect
-#define WR_PLAYERDEATH 13 // (SERVER) does not need to do anything
-#define WR_GONETHINK 14 // (SERVER) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
-#define WR_CONFIG 15 // (ALL)
-
-// WEAPONTODO
-const float IT_UNLIMITED_WEAPON_AMMO = 1;
-// when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
-const float IT_UNLIMITED_SUPERWEAPONS = 2;
-// when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
-const float IT_CTF_SHIELDED = 4; // set for the flag shield
-const float IT_USING_JETPACK = 8; // confirmation that button is pressed
-const float IT_JETPACK = 16; // actual item
-const float IT_FUEL_REGEN = 32; // fuel regeneration trigger
-WANT_CONST float IT_SHELLS = 256;
-WANT_CONST float IT_NAILS = 512;
-WANT_CONST float IT_ROCKETS = 1024;
-WANT_CONST float IT_CELLS = 2048;
-const float IT_SUPERWEAPON = 4096;
-const float IT_FUEL = 128;
-const float IT_STRENGTH = 8192;
-const float IT_INVINCIBLE = 16384;
-const float IT_HEALTH = 32768;
-// union:
- // for items:
- WANT_CONST float IT_KEY1 = 131072;
- WANT_CONST float IT_KEY2 = 262144;
- // for players:
- const float IT_RED_FLAG_TAKEN = 32768;
- const float IT_RED_FLAG_LOST = 65536;
- const float IT_RED_FLAG_CARRYING = 98304;
- const float IT_BLUE_FLAG_TAKEN = 131072;
- const float IT_BLUE_FLAG_LOST = 262144;
- const float IT_BLUE_FLAG_CARRYING = 393216;
-// end
-const float IT_5HP = 524288;
-const float IT_25HP = 1048576;
-const float IT_ARMOR_SHARD = 2097152;
-const float IT_ARMOR = 4194304;
-
-const float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
-const float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
-const float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
-
-const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
+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
+// weapon sets
typedef vector WepSet;
WepSet WepSet_FromWeapon(float a);
#ifdef SVQC
WepSet ReadWepSet();
#endif
-// Weapon name macros
+// 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;
+int WEP_COUNT;
+int WEP_LAST;
WepSet WEPSET_ALL;
WepSet WEPSET_SUPERWEAPONS;
// functions:
entity get_weaponinfo(float 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 W_Name(float weaponid);
-
-float W_AmmoItemCode(float wpn);
+string GetAmmoPicture(.float ammotype);
+#ifdef CSQC
+.float GetAmmoFieldFromNum(int i);
+int GetAmmoStat(.float ammotype);
+#endif
// ammo types
.float ammo_shells;
.float ammo_nails;
.float ammo_rockets;
.float ammo_cells;
+.float ammo_plasma;
.float ammo_fuel;
.float ammo_none;
-// entity properties of weaponinfo:
-.float weapon; // WEP_...
-.WepSet weapons; // WEPSET_...
-.string netname; // short name
-.string message; // human readable name
-.float items; // IT_...
-.float(float) weapon_func; // w_...
-.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 current_ammo; // main ammo field
-
// other useful macros
#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
-#define AMMO_VAL(wpn) ((get_weaponinfo(wpn)).current_ammo)
+#define WEP_AMMO(wpn) ((get_weaponinfo(WEP_##wpn)).ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
+#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message)
-// =====================
-// Weapon Registration
-// =====================
+
+// ======================
+// Configuration Macros
+// ======================
// create cvars for weapon settings
-#define WEP_ADD_CVAR_NONE(wepname,name) final float autocvar_g_balance_##wepname##_##name;
+#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; \
- final type autocvar_g_balance_##wepname##_##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_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_SKIP_CVAR(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, string modelname, string shortname, string wname);
+
+void register_weapon(
+ float id,
+ WepSet bit,
+ float(float) func,
+ .float ammotype,
+ float i,
+ float weapontype,
+ float pickupbasevalue,
+ vector clr,
+ string modelname,
+ string simplemdl,
+ string crosshair,
+ string wepimg,
+ string refname,
+ string wepname);
+
void register_weapons_done();
+// entity properties of weaponinfo:
+// fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A"
+.int weapon; // M: WEP_id // WEP_...
+.WepSet weapons; // A: WEPSET_id // WEPSET_...
+.float(float) weapon_func; // M: function // w_...
+..float ammo_field; // M: ammotype // main ammo field
+.int impulse; // M: impulse // weapon impulse
+.int spawnflags; // M: flags // WEPSPAWNFLAG_... combined
+.float bot_pickupbasevalue; // M: rating // bot weapon priority
+.vector wpcolor; // M: color // waypointsprite color
+.string wpmodel; // A: wpn-id // wpn- sprite name
+.string mdl; // M: modelname // name of model (without g_ v_ or h_ prefixes)
+.string model; // A: modelname // full path to g_ model
+.string w_simplemdl; // M: simplemdl // simpleitems weapon model/image
+.string w_crosshair; // M: crosshair // per-weapon crosshair: "CrosshairImage Size"
+.float w_crosshair_size; // A: crosshair // per-weapon crosshair size (argument two of "crosshair" field)
+.string model2; // M: wepimg // "weaponfoobar" side view image file of weapon // WEAPONTODO: Move out of skin files, move to common files
+.string netname; // M: refname // reference name name
+.string message; // M: wepname // human readable name
+
+
// 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,modelname,shortname,wname) \
- float id; \
+#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
+ int id; \
WepSet bit; \
- float func(float); \
+ float function(float); \
void RegisterWeapons_##id() \
{ \
WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
bit = WepSet_FromWeapon(id); \
WEPSET_ALL |= bit; \
- if((weapontype) & WEP_FLAG_SUPERWEAPON) \
+ if((flags) & WEP_FLAG_SUPERWEAPON) \
WEPSET_SUPERWEAPONS |= bit; \
++WEP_COUNT; \
- register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
+ register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname); \
} \
ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
#ifdef MENUQC
-#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
#else
-#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
#endif
#include "all.qh"
#undef REGISTER_WEAPON
ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
+#endif