#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;
+#include "../command/all.qh"
+#include "config.qh"
// 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
-// 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;
-int WEP_LAST;
-WepSet WEPSET_ALL;
-WepSet WEPSET_SUPERWEAPONS;
+#include "weapon.qh"
-// 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);
+#ifndef MENUQC
+#include "calculations.qh"
+#include "../models/all.qh"
+#endif
-string GetAmmoPicture(.int ammotype);
+#include "../util.qh"
-#ifdef CSQC
-.int GetAmmoFieldFromNum(int i);
-int GetAmmoStat(.int ammotype);
+#ifdef SVQC
+#include "../../server/bot/aim.qh"
#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)
+REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
+REGISTER_REGISTRY(RegisterWeapons)
+STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, LAMBDA(it.m_pickup = NEW(WeaponPickup, it))); }
+entity get_weaponinfo(int id);
-// ======================
-// Configuration Macros
-// ======================
+GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server
+{
+ switch(request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ #ifdef SVQC
+ wep_config_file = -1;
+ wep_config_alsoprint = -1;
+ string filename = argv(1);
+
+ if(filename == "")
+ {
+ filename = "weapons_dump.cfg";
+ wep_config_alsoprint = false;
+ }
+ else if(filename == "-")
+ {
+ filename = "weapons_dump.cfg";
+ wep_config_alsoprint = true;
+ }
+ wep_config_file = fopen(filename, FILE_WRITE);
+
+ if(wep_config_file >= 0)
+ {
+ Dump_Weapon_Settings();
+ LOG_INFO(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename));
+ fclose(wep_config_file);
+ wep_config_file = -1;
+ wep_config_alsoprint = -1;
+ }
+ else
+ {
+ LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
+ }
+ #else
+ LOG_INFO(_("Weapons dump command only works with sv_cmd.\n"));
+ #endif
+ return;
+ }
+
+ default:
+ case CMD_REQUEST_USAGE:
+ {
+ LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"));
+ LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),\n");
+ LOG_INFO(" if supplied with '-' output to console as well as default,\n");
+ LOG_INFO(" if left blank, it will only write to default.\n");
+ return;
+ }
+ }
+}
+
+#define REGISTER_WEAPON(id, inst) \
+ /* WepSet WEPSET_##id; */ \
+ REGISTER(RegisterWeapons, WEP, Weapons, 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)
+ 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;
+ .type prop; \
+ [[last]] type autocvar_g_balance_##wepname##_##name;
// read cvars from weapon settings
#define WEP_CVAR(wepname,name) autocvar_g_balance_##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
-// =====================
-
-CLASS(Weapon, Object)
- ATTRIB(Weapon, m_id, int, 0)
- // 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
- CONSTRUCTOR(Weapon,
- bool(int) 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(strcat("models/weapons/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;
- return this;
- }
- 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(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(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
- int WEP_##id; \
- WepSet WEPSET_##id; \
- REGISTER(RegisterWeapons, WEP_, weapon_info, WEP_COUNT, id, m_id, \
- NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
- ) { \
- WEP_LAST = (WEP_##id = WEP_FIRST + WEP_COUNT - 1); \
- WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(WEP_##id)); \
- if ((flags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \
- register_weapon(this, WEP_##id, WEPSET_##id); \
- }
-
-bool w_null(int) { return false; }
+#define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name;
-#ifndef MENUQC
- #define REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
- bool function(int); \
- _REGISTER_WEAPON(id, function, 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(id, w_null, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)
-#endif
+const int WEP_FIRST = 1;
+#define WEP_LAST (Weapons_COUNT - 1)
+WepSet WEPSET_ALL;
+WepSet WEPSET_SUPERWEAPONS;
+
+REGISTER_WEAPON(Null, NEW(Weapon));
#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);
+entity get_weaponinfo(int id)
+{
+ if (id >= WEP_FIRST && id <= WEP_LAST) {
+ Weapon w = Weapons[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
+
+// 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 + (Weapons_COUNT - 1) - 1, 253)
+
+REGISTRY_SORT(Weapons, netname, WEP_HARDCODED_IMPULSES + 1)
+
+STATIC_INIT(register_weapons_done)
+{
+ FOREACH(Weapons, true, LAMBDA(
+ 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;
+ 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);
+ ));
+ #ifdef CSQC
+ FOREACH(Weapons, true, LAMBDA(it.wr_init(it)));
+ #endif
+ weaponorder_byid = "";
+ for (int i = Weapons_MAX - 1; i >= 1; --i)
+ if (Weapons[i])
+ weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
+ weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
+}
+
#endif