#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 .bool(entity this) wr_setup; const int WR_THINK = 2; // (SERVER) logic to run every frame .bool(entity this) wr_think; const int WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary .bool(entity this) wr_checkammo1; const int WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second .bool(entity this) wr_checkammo2; const int WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon .bool(entity this) wr_aim; const int WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties .bool(entity this) wr_init; const int WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details) .bool(entity this) wr_suicidemessage; const int WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details) .bool(entity this) wr_killmessage; const int WR_RELOAD = 9; // (SERVER) handles reloading for weapon .bool(entity this) wr_reload; const int WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use .bool(entity this) wr_resetplayer; const int WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion .bool(entity this) wr_impacteffect; const int WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies .bool(entity this) wr_playerdeath; const int WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost .bool(entity this) wr_gonethink; const int WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) .bool(entity this) wr_config; const int WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle .bool(entity this) wr_zoomreticle; const int WR_DROP = 16; // (SERVER) the weapon is dropped .bool(entity this) wr_drop; const int WR_PICKUP = 17; // (SERVER) a weapon is picked up .bool(entity this) wr_pickup; bool w_new(entity this, int req) { if (req == WR_SETUP) return this.wr_setup ? this.wr_setup(this) : false; if (req == WR_THINK) return this.wr_think ? this.wr_think(this) : false; if (req == WR_CHECKAMMO1) return this.wr_checkammo1 ? this.wr_checkammo1(this) : false; if (req == WR_CHECKAMMO2) return this.wr_checkammo2 ? this.wr_checkammo2(this) : false; if (req == WR_AIM) return this.wr_aim ? this.wr_aim(this) : false; if (req == WR_INIT) return this.wr_init ? this.wr_init(this) : false; if (req == WR_SUICIDEMESSAGE) return this.wr_suicidemessage ? this.wr_suicidemessage(this) : false; if (req == WR_KILLMESSAGE) return this.wr_killmessage ? this.wr_killmessage(this) : false; if (req == WR_RELOAD) return this.wr_reload ? this.wr_reload(this) : false; if (req == WR_RESETPLAYER) return this.wr_resetplayer ? this.wr_resetplayer(this) : false; if (req == WR_IMPACTEFFECT) return this.wr_impacteffect ? this.wr_impacteffect(this) : false; if (req == WR_PLAYERDEATH) return this.wr_playerdeath ? this.wr_playerdeath(this) : false; if (req == WR_GONETHINK) return this.wr_gonethink ? this.wr_gonethink(this) : false; if (req == WR_CONFIG) return this.wr_config ? this.wr_config(this) : false; if (req == WR_ZOOMRETICLE) return this.wr_zoomreticle ? this.wr_zoomreticle(this) : false; if (req == WR_DROP) return this.wr_drop ? this.wr_drop(this) : false; if (req == WR_PICKUP) return this.wr_pickup ? this.wr_pickup(this) : false; return false; } // variables: string weaponorder_byid; // weapon sets typedef vector WepSet; 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; // 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 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; // other useful macros #define WEP_ACTION(wpn,wrequest) wpn.weapon_func(wpn, wrequest) #define _WEP_ACTION(wpn,wrequest) WEP_ACTION(get_weaponinfo(wpn), 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) // ====================== // 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) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name; // ===================== // Weapon Registration // ===================== /** 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(entity thiswep, int req), w_new); /** 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"); 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); } CONSTRUCTOR(Weapon, bool(entity this, int req) 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; } 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))); #ifdef CSQC this.weapon_func(this, WR_INIT); #endif } 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(...) EVAL(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__)) #define REGISTER_WEAPON_2(id, inst) \ WepSet WEPSET_##id; \ REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst) { \ this.m_id++; \ WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(this.m_id)); \ if ((this.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \ register_weapon(this, this.m_id, WEPSET_##id); \ } #define _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \ REGISTER_WEAPON_2(id, NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)) #ifndef MENUQC #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \ bool function(entity this, int); \ _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) #else #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \ _REGISTER_WEAPON(id, w_new, 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 void register_weapons_done(); ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done) #endif