#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; WepSet WepSet_FromWeapon(int a); #ifdef SVQC void WepSet_AddStat(); void WriteWepSet(float dest, WepSet w); #endif #ifdef CSQC WepSet WepSet_GetFromStat(); WepSet ReadWepSet(); #endif // weapon name macros #define WEP_FIRST 1 #define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much. int WEP_COUNT; int WEP_LAST; WepSet WEPSET_ALL; WepSet WEPSET_SUPERWEAPONS; // 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); #endif // ammo types .int ammo_shells; .int ammo_nails; .int ammo_rockets; .int ammo_cells; .int ammo_plasma; .int ammo_fuel; .int ammo_none; // other useful macros #define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest) #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) // ====================== // Configuration Macros // ====================== // 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) get_weaponinfo(WEP_##wepid).##prop = autocvar_g_balance_##wepname##_##name; // ===================== // Weapon Registration // ===================== bool w_null(int dummy); void register_weapon( int id, WepSet bit, bool(int) func, .int ammotype, int i, int 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_... ..int 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,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \ int id; \ WepSet bit; \ bool function(int); \ void RegisterWeapons_##id() \ { \ WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \ bit = WepSet_FromWeapon(id); \ WEPSET_ALL |= bit; \ if((flags) & WEP_FLAG_SUPERWEAPON) \ WEPSET_SUPERWEAPONS |= bit; \ ++WEP_COUNT; \ 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,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,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.inc" #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 #undef REGISTER_WEAPON ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done); #endif