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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qh
1 #ifndef WEAPONS_ALL_H
2 #define WEAPONS_ALL_H
3
4 #include <common/command/all.qh>
5 #include <common/stats.qh>
6 #include "config.qh"
7
8 // weapon sets
9 USING(WepSet, vector);
10 #ifdef SVQC
11 void WriteWepSet(float dest, WepSet w);
12 #endif
13
14 #ifdef CSQC
15 WepSet WepSet_GetFromStat();
16 WepSet WepSet_GetFromStat_InMap();
17 WepSet ReadWepSet();
18 #endif
19
20 #include "weapon.qh"
21
22 #ifndef MENUQC
23 #include "calculations.qh"
24 #include <common/models/all.qh>
25 #endif
26
27 #include <common/util.qh>
28
29 #ifdef SVQC
30 #include <server/bot/aim.qh>
31 #endif
32
33 REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
34 #define Weapons_from(i) _Weapons_from(i, WEP_Null)
35 REGISTER_REGISTRY(Weapons)
36 STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPickup, it)); }
37
38 .WepSet m_wepset;
39 #define WEPSET(id) (WEP_##id.m_wepset)
40 #define WepSet_FromWeapon(it) ((it).m_wepset)
41 WepSet _WepSet_FromWeapon(int i);
42
43 GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server
44 {
45     switch(request)
46     {
47         case CMD_REQUEST_COMMAND:
48         {
49             #ifdef SVQC
50             wep_config_file = -1;
51             wep_config_alsoprint = -1;
52             string filename = argv(1);
53
54             if(filename == "")
55             {
56                 filename = "weapons_dump.cfg";
57                 wep_config_alsoprint = false;
58             }
59             else if(filename == "-")
60             {
61                 filename = "weapons_dump.cfg";
62                 wep_config_alsoprint = true;
63             }
64             wep_config_file = fopen(filename, FILE_WRITE);
65
66             if(wep_config_file >= 0)
67             {
68                 Dump_Weapon_Settings();
69                 LOG_INFO(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename));
70                 fclose(wep_config_file);
71                 wep_config_file = -1;
72                 wep_config_alsoprint = -1;
73             }
74             else
75             {
76                 LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
77             }
78             #else
79             LOG_INFO(_("Weapons dump command only works with sv_cmd.\n"));
80             #endif
81             return;
82         }
83
84         default:
85         case CMD_REQUEST_USAGE:
86         {
87             LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"));
88             LOG_INFO("  Where 'filename' is the file to write (default is weapons_dump.cfg),\n");
89             LOG_INFO("  if supplied with '-' output to console as well as default,\n");
90             LOG_INFO("  if left blank, it will only write to default.\n");
91             return;
92         }
93     }
94 }
95
96 #ifdef SVQC
97 entity W_PROP_reloader;
98 float autocvar_w_prop_interval = 5;
99 .void(Weapon this, int) wr_net;
100 void W_PROP_reload(int chan, entity to)
101 {
102     W_PROP_reloader.nextthink = time + autocvar_w_prop_interval;
103     msg_entity = to;
104     FOREACH(Weapons, true, {
105         it.wr_update(it);
106         void(Weapon, int) f = it.wr_net;
107         if (f) f(it, chan);
108     });
109 }
110 void W_PROP_think(entity this)
111 {
112     W_PROP_reload(MSG_ALL, NULL);
113 }
114 STATIC_INIT_LATE(W_PROP_reloader)
115 {
116     entity e = W_PROP_reloader = new_pure(W_PROP_reloader);
117     setthink(e, W_PROP_think);
118     W_PROP_think(e);
119 }
120 #endif
121
122 #define REGISTER_WEAPON(...) EVAL_REGISTER_WEAPON(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__))
123 #define EVAL_REGISTER_WEAPON(...) __VA_ARGS__
124 #define REGISTER_WEAPON_2(id, inst) REGISTER(Weapons, WEP, id, m_id, inst)
125 /** TODO: deprecated - remove */
126 #define REGISTER_WEAPON_3(id, sname, inst) \
127     REGISTER_WEAPON_2(id, inst); \
128     [[alias("WEP_" #id)]] Weapon _wep_##sname
129
130 REGISTER_WEAPON(Null, NEW(Weapon));
131
132 Weapon Weapons_fromstr(string s)
133 {
134     FOREACH(Weapons, it != WEP_Null && it.netname == s, return it);
135     return NULL;
136 }
137
138
139 // legacy w_prop mappings
140 #define X(fld, T) .T fld; .T wepvar_##fld = fld;
141 X(switchdelay_drop, float)
142 X(switchdelay_raise, float)
143 X(weaponreplace, string)
144 X(weaponstartoverride, float)
145 X(weaponstart, float)
146 X(weaponthrowable, float)
147 X(reload_ammo, float)
148 .float reloading_ammo = reload_ammo;
149 X(reload_time, float)
150 .float reloading_time = reload_time;
151 #undef X
152
153
154
155 #define W_PROPS(L, class, prefix) \
156     L(W_PROP_BEGIN, W_PROP, W_PROP_END, class, prefix) \
157     L(W_CONFIG_BEGIN, W_CONFIG, W_CONFIG_END, class, prefix) \
158     L(W_UPDATE_BEGIN, W_UPDATE, W_UPDATE_END, class, prefix) \
159     L(W_NET_BEGIN, W_NET, W_NET_END, class, prefix) \
160     /**/ \
161
162
163     #define W_PROP(class, wepname, fld, T, m)       W_PROP_##m(class, fld, T, wepname)
164     #define W_PROP_NONE(class, fld, T, wepname)     _W_PROP(class, fld, T, wepname)
165     #define W_PROP_PRI(class, fld, T, wepname)      _W_PROP(class, primary_##fld, T, wepname)
166     #define W_PROP_SEC(class, fld, T, wepname)      _W_PROP(class, secondary_##fld, T, wepname)
167     #define W_PROP_BOTH(class, fld, T, wepname) \
168             W_PROP_PRI(class, fld, T, wepname) \
169             W_PROP_SEC(class, fld, T, wepname)
170     #define W_PROP_BEGIN(class)
171         #define _W_PROP(class, fld, T, wepname) \
172             /* static */ T _W_PROP_CVAR(wepname, fld); \
173             ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld));
174         #define _W_PROP_CVAR(wepname, fld) autocvar_g_balance_##wepname##_##fld
175     #define W_PROP_END()
176
177
178
179     #define W_CONFIG(class, wepname, fld, T, m)     W_CONFIG_##m(class, fld, T, wepname)
180     #define W_CONFIG_NONE(class, fld, T, wepname)   _W_CONFIG(class, fld, T, wepname)
181     #define W_CONFIG_PRI(class, fld, T, wepname)    _W_CONFIG(class, primary_##fld, T, wepname)
182     #define W_CONFIG_SEC(class, fld, T, wepname)    _W_CONFIG(class, secondary_##fld, T, wepname)
183     #define W_CONFIG_BOTH(class, fld, T, wepname) \
184             W_CONFIG_PRI(class, fld, T, wepname) \
185             W_CONFIG_SEC(class, fld, T, wepname)
186     #define W_CONFIG_BEGIN(class) METHOD(class, wr_config, void(class this)) {
187         #ifdef SVQC
188             #define _W_CONFIG(class, fld, T, wepname) if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T);
189         #else
190             #define _W_CONFIG(class, fld, T, wepname)
191         #endif
192     #define W_CONFIG_END() }
193
194
195     #define W_UPDATE(class, wepname, fld, T, m)     W_UPDATE_##m(class, fld, T, wepname)
196     #define W_UPDATE_NONE(class, fld, T, wepname)   _W_UPDATE(class, fld, T, wepname)
197     #define W_UPDATE_PRI(class, fld, T, wepname)    _W_UPDATE(class, primary_##fld, T, wepname)
198     #define W_UPDATE_SEC(class, fld, T, wepname)    _W_UPDATE(class, secondary_##fld, T, wepname)
199     #define W_UPDATE_BOTH(class, fld, T, wepname) \
200             W_UPDATE_PRI(class, fld, T, wepname) \
201             W_UPDATE_SEC(class, fld, T, wepname)
202     .entity baseline, baseline_target;
203     #define W_UPDATE_BEGIN(class) \
204         METHOD(class, wr_update, void(class this)) \
205         { \
206             noref entity b = this.baseline; \
207             if (!b) \
208             { \
209                 b = this.baseline = new_pure(baseline); \
210                 b.baseline_target = this; \
211             }
212         #ifdef SVQC
213             #define _W_UPDATE(class, fld, T, wepname) \
214                 { \
215                     T it = _W_PROP_CVAR(wepname, fld); \
216                     b.wepvar_##fld = this.wepvar_##fld; \
217                     this.wepvar_##fld = it; \
218                 }
219         #else
220             #define _W_UPDATE(class, fld, T, wepname)
221         #endif
222     #define W_UPDATE_END() }
223
224
225     #define W_NET(class, wepname, fld, T, m)     W_NET_##m(class, fld, T, wepname)
226     #define W_NET_NONE(class, fld, T, wepname)   _W_NET(class, fld, T, wepname)
227     #define W_NET_PRI(class, fld, T, wepname)    _W_NET(class, primary_##fld, T, wepname)
228     #define W_NET_SEC(class, fld, T, wepname)    _W_NET(class, secondary_##fld, T, wepname)
229     #define W_NET_BOTH(class, fld, T, wepname) \
230             W_NET_PRI(class, fld, T, wepname) \
231             W_NET_SEC(class, fld, T, wepname)
232     REGISTER_NET_TEMP(WeaponUpdate)
233     #if defined(CSQC)
234         #define W_NET_BEGIN(class) METHOD(class, wr_net, void(class this, int i)) { int n = 0;
235             #define _W_NET(class, fld, T, wepname) \
236             { \
237                 if (++n == i) this.wepvar_##fld = Read_##T(); \
238             }
239             .void(Weapon this, int i) wr_net;
240             NET_HANDLE(WeaponUpdate, bool isnew)
241             {
242                 Weapon w = Weapons_from(ReadByte());
243                 for (int i; (i = ReadByte()); )
244                 {
245                     w.wr_net(w, i);
246                 }
247                 return true;
248             }
249         #define W_NET_END() }
250     #elif defined(SVQC)
251         #define W_NET_BEGIN(class) \
252             METHOD(class, wr_net, void(class this, int chan)) \
253             { \
254                 bool commit = false; \
255                 int i = 0;
256     #define _W_NET(class, fld, T, wepname) \
257                 { \
258                     ++i; \
259                     T it = this.wepvar_##fld; \
260                     if (chan == MSG_ONE || it != this.baseline.wepvar_##fld) \
261                     { \
262                         if (!commit) { commit = true; WriteHeader(chan, WeaponUpdate); WriteByte(chan, this.m_id); } \
263                         WriteByte(chan, i); Write_##T(chan, it); \
264                     } \
265                 }
266     #define W_NET_END() \
267                 if (commit) WriteByte(chan, 0); \
268             }
269     #else
270         #define W_NET_BEGIN(class)
271             #define _W_NET(class, fld, T, wepname)
272         #define W_NET_END()
273     #endif
274
275
276
277 // read cvars from weapon settings
278 #define WEP_CVAR(wepname, name) (_wep_##wepname.wepvar_##name)
279 #define WEP_CVAR_PRI(wepname, name) WEP_CVAR(wepname, primary_##name)
280 #define WEP_CVAR_SEC(wepname, name) WEP_CVAR(wepname, secondary_##name)
281 #define WEP_CVAR_BOTH(wepname, isprimary, name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
282
283 const int WEP_FIRST = 1;
284 #define WEP_LAST (Weapons_COUNT - 1)
285 WepSet WEPSET_ALL;
286 WepSet WEPSET_SUPERWEAPONS;
287
288 #include "all.inc"
289
290 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
291 #define WEP_HARDCODED_IMPULSES 20
292
293 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
294 #define WEP_IMPULSE_BEGIN 230
295 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253)
296
297 REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
298 REGISTRY_CHECK(Weapons)
299
300 STATIC_INIT(register_weapons_done)
301 {
302         string inaccessible = "";
303     FOREACH(Weapons, true, {
304         WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
305         WEPSET_ALL |= set;
306         if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
307         it.weapons = set;
308         if (it == WEP_Null) continue;
309         int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
310         if (imp <= WEP_IMPULSE_END)
311             localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
312         else
313                 inaccessible = strcat(inaccessible, "\n", it.netname);
314     });
315     if (inaccessible) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s\n", inaccessible);
316     #ifdef CSQC
317     FOREACH(Weapons, true, it.wr_init(it));
318     #endif
319     weaponorder_byid = "";
320     for (int i = Weapons_MAX - 1; i >= 1; --i)
321         if (Weapons_from(i))
322             weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
323     weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1));
324 }
325
326 #ifndef MENUQC
327
328 .entity weaponchild;
329 .entity exteriorweaponentity;
330 vector weaponentity_glowmod(Weapon wep, int c)
331 {
332     vector g;
333     if (!(g = wep.wr_glow(wep))) g = colormapPaletteColor(c & 0x0F, true) * 2;
334     return g;
335 }
336
337 //.int weapon; // current weapon
338 .string weaponname; // name of .weapon
339
340 .vector spawnorigin; // for casings
341
342 // weapon animation vectors:
343 .vector anim_fire1;
344 .vector anim_fire2;
345 .vector anim_idle;
346 .vector anim_reload;
347
348 // static frame globals
349
350 ENUMCLASS(WFRAME)
351 CASE(WFRAME, DONTCHANGE)
352 CASE(WFRAME, FIRE1)
353 CASE(WFRAME, FIRE2)
354 CASE(WFRAME, IDLE)
355 CASE(WFRAME, RELOAD)
356 ENUMCLASS_END(WFRAME)
357
358 .WFRAME wframe;
359
360 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
361 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
362 #endif
363
364 #endif