#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 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
-#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;
+#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/models.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;
+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)
+WepSet WEPSET_ALL;
+WepSet WEPSET_SUPERWEAPONS;
-// 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)
+void RegisterWeapons();
+REGISTER_REGISTRY(RegisterWeapons)
+entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last;
+entity dummy_weapon_info;
+#define WEP_Null dummy_weapon_info
+entity get_weaponinfo(int id)
+{
+ entity w;
+ if(id < WEP_FIRST || id > WEP_LAST)
+ return dummy_weapon_info;
+ w = weapon_info[id - 1];
+ if(w)
+ return w;
+ return 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); \
+ localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", this.netname, 230 + this.m_id - 1)); \
+ } \
+ REGISTER_INIT(WEP, id)
+#define _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \
+ REGISTER_WEAPON_2(id, NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname))
-// ======================
-// Configuration Macros
-// ======================
+#ifndef MENUQC
+ #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \
+ bool function(entity this, int); \
+ _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname)
+#else
+ #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \
+ _REGISTER_WEAPON(id, w_new, ammotype, impulse, flags, rating, color, modelname, NULL, crosshair, wepimg, refname, wepname)
+#endif
// create cvars for weapon settings
#define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float 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
-// =====================
-
-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
+#define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name;
#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
+void register_weapons_done()
+{
+ dummy_weapon_info = NEW(Weapon);
+
+ weaponorder_byid = "";
+ for (int i = WEP_MAXCOUNT - 1; i >= 0; --i)
+ if (weapon_info[i])
+ weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
+ weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
+}
-ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
+ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
#endif