X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qh;h=e403f03e5bf55bf922f4fdf4b9292f70e180f230;hb=cbaedb6274f52deaae30a71335aaee2a717e46b1;hp=b4ee1e25d9608d7d428cb22d9063413853b0da67;hpb=cfc1a19f21842b65814c855082b059b22ff0c392;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index b4ee1e25d..e403f03e5 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -1,42 +1,140 @@ -// TODO: include once -//#ifndef WEAPONS_ALL_H -//#define WEAPONS_ALL_H +#ifndef WEAPONS_ALL_H +#define WEAPONS_ALL_H + +// 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 + +#include "weapon.qh" + +#ifndef MENUQC +#include "calculations.qh" +#include "../models/models.qh" +#endif #include "../util.qh" #ifdef SVQC -# include "config.qh" -# include "../../server/bot/aim.qh" +#include "../../server/bot/aim.qh" #endif -// ONLY EVER ADD NEW WEAPONS AT THE END. IF YOU REMOVE ONE, PUT THE LAST ONE ON -// ITS PLACE. THIS IS TO AVOID UNNECESSARY RENUMBERING OF WEAPON IMPULSES. -// IF YOU DISREGARD THIS NOTICE, I'LL KILL YOU WITH THE @!#%'N TUBA - -// core weapons -#include "w_blaster.qc" -#include "w_shotgun.qc" -#include "w_machinegun.qc" -#include "w_mortar.qc" -#include "w_minelayer.qc" -#include "w_electro.qc" -#include "w_crylink.qc" -#include "w_vortex.qc" -#include "w_hagar.qc" -#include "w_devastator.qc" - -// other weapons -#include "w_porto.qc" -#include "w_vaporizer.qc" -#include "w_hook.qc" -#include "w_hlac.qc" -#include "w_tuba.qc" -#include "w_rifle.qc" -#include "w_fireball.qc" -#include "w_seeker.qc" -#include "w_shockwave.qc" -#include "w_arc.qc" -#include "w_hmg.qc" -#include "w_rpc.qc" - -//#endif +const int WEP_FIRST = 1; +#define WEP_MAXCOUNT 72 // Increase as needed. Can be up to 72. +int WEP_COUNT; +#define WEP_LAST (WEP_FIRST + (WEP_COUNT - 1) - 1) +WepSet WEPSET_ALL; +WepSet WEPSET_SUPERWEAPONS; + +void RegisterWeapons(); +REGISTER_REGISTRY(RegisterWeapons) +entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last; +entity get_weaponinfo(int id); + +#define REGISTER_WEAPON(id, inst) \ + /* WepSet WEPSET_##id; */ \ + REGISTER(RegisterWeapons, WEP, weapon_info, WEP_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_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_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; + +REGISTER_WEAPON(Null, NEW(Weapon)); + +#include "all.inc" + +entity get_weaponinfo(int id) +{ + if(id < WEP_FIRST || id > WEP_LAST) + return WEP_Null; + Weapon w = weapon_info[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 + +void _REGISTRY_SWAP(int i, int j, entity pass) +{ + i += WEP_HARDCODED_IMPULSES + 1; j += WEP_HARDCODED_IMPULSES + 1; + entity e = weapon_info[i]; + weapon_info[i] = weapon_info[j]; + weapon_info[j] = e; +} + +float _REGISTRY_CMP(int i, int j, entity pass) +{ + i += WEP_HARDCODED_IMPULSES + 1; j += WEP_HARDCODED_IMPULSES + 1; + string a = weapon_info[i].netname; + string b = weapon_info[j].netname; + return strcasecmp(a, b); +} + +// 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 + (WEP_COUNT - 1) - 1, 253) + +STATIC_INIT(register_weapons_done) +{ + // Sort all extra weapons not #included in all.inc by their netname so it doesn't matter when they were initialized + heapsort(WEP_COUNT - (1 /* WEP_Null */ + WEP_HARDCODED_IMPULSES), _REGISTRY_SWAP, _REGISTRY_CMP, NULL); + for (int i = 0; i < WEP_COUNT; ++i) { + Weapon it = weapon_info[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 = WEP_MAXCOUNT - 1; i >= 1; --i) + if (weapon_info[i]) + weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i)); + weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1)); +} + +#endif