-// TODO: include once
-//#ifndef WEAPONS_ALL_H
-//#define WEAPONS_ALL_H
+#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/models.qh"
+#endif
#include "../util.qh"
#ifdef SVQC
-# include "config.qh"
-# include "../../server/bot/aim.qh"
+#include "../../server/bot/aim.qh"
#endif
-// 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"
-#include "w_hmg.qc"
-#include "w_rpc.qc"
-
-//#endif
+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) - 1)
+WepSet WEPSET_ALL;
+WepSet WEPSET_SUPERWEAPONS;
+
+void RegisterWeapons();
+REGISTER_REGISTRY(RegisterWeapons)
+entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last;
+entity get_weaponinfo(int id);
+
+#define REGISTER_WEAPON(id, inst) \
+ /* WepSet WEPSET_##id; */ \
+ REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, 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;
+
+REGISTER_WEAPON(Null, NEW(Weapon));
+
+#include "all.inc"
+
+entity get_weaponinfo(int id)
+{
+ if(id < WEP_FIRST || id > WEP_LAST)
+ return WEP_Null;
+ Weapon w = weapon_info[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
+
+void _REGISTRY_SWAP(int i, int j, entity pass)
+{
+ i += WEP_HARDCODED_IMPULSES + 1; j += WEP_HARDCODED_IMPULSES + 1;
+ entity e = weapon_info[i];
+ weapon_info[i] = weapon_info[j];
+ weapon_info[j] = e;
+}
+
+float _REGISTRY_CMP(int i, int j, entity pass)
+{
+ i += WEP_HARDCODED_IMPULSES + 1; j += WEP_HARDCODED_IMPULSES + 1;
+ string a = weapon_info[i].netname;
+ string b = weapon_info[j].netname;
+ return strcasecmp(a, b);
+}
+
+// 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 + (WEP_COUNT - 1) - 1, 253)
+
+STATIC_INIT(register_weapons_done)
+{
+ // Sort all extra weapons not #included in all.inc by their netname so it doesn't matter when they were initialized
+ heapsort(WEP_COUNT - (1 /* WEP_Null */ + WEP_HARDCODED_IMPULSES), _REGISTRY_SWAP, _REGISTRY_CMP, NULL);
+ for (int i = 0; i < WEP_COUNT; ++i) {
+ Weapon it = weapon_info[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 = WEP_MAXCOUNT - 1; i >= 1; --i)
+ if (weapon_info[i])
+ weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
+ weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
+}
+
+#endif