]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/all.qh
Revert "Merge branch 'TimePath/bot_api' into 'master'\r"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qh
index a40488f8383f432005f52e2ffb7d657a436b77d0..c96061fe615c00833f0d0524d2f6868bda021d9f 100644 (file)
-// ONLY EVER ADD NEW WEAPONS AT THE END. IF YOU REMOVE ONE, PUT THE LAST ONE ON
-// ITS PLACE. THIS IS TO AVOID UNNECESSARY RENUMBERING OF WEAPON IMPULSES.
-// IF YOU DISREGARD THIS NOTICE, I'LL KILL YOU WITH THE @!#%'N TUBA
-
-// core weapons
-#include "w_blaster.qc"
-#include "w_shotgun.qc"
-#include "w_machinegun.qc"
-#include "w_mortar.qc"
-#include "w_minelayer.qc"
-#include "w_electro.qc"
-#include "w_crylink.qc"
-#include "w_vortex.qc"
-#include "w_hagar.qc"
-#include "w_devastator.qc"
-
-// other weapons
-#include "w_porto.qc"
-#include "w_vaporizer.qc"
-#include "w_hook.qc"
-#include "w_hlac.qc"
-#include "w_tuba.qc"
-#include "w_rifle.qc"
-#include "w_fireball.qc"
-#include "w_seeker.qc"
-#include "w_shockwave.qc"
-#include "w_arc.qc"
+#ifndef WEAPONS_ALL_H
+#define WEAPONS_ALL_H
+
+// 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
+
+#include "weapon.qh"
+
+#ifndef MENUQC
+#include "calculations.qh"
+#include "../models/all.qh"
+#endif
+
+#include "../util.qh"
+
+#ifdef SVQC
+#include "../../server/bot/aim.qh"
+#endif
+
+REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
+REGISTER_REGISTRY(RegisterWeapons)
+entity get_weaponinfo(int id);
+
+#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)
+
+#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;
+
+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"
+
+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)
+{
+       for (int i = 0; i < Weapons_COUNT; ++i) {
+               Weapon it = Weapons[i];
+               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;
+               #ifdef CSQC
+               it.wr_init(it);
+               #endif
+               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);
+       }
+       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