X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qh;h=c96061fe615c00833f0d0524d2f6868bda021d9f;hp=eab3b0a5ad2879f8f2e2048ff9703444c8062e87;hb=a97b89297fa91ae42b9d56c262662eb34ede3e45;hpb=34095b88e7a8d82f83aca8ce1009f9622026d159;ds=sidebyside diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index eab3b0a5a..c96061fe6 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -1,113 +1,42 @@ #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; +#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 -#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; - -// 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); +#include "weapon.qh" -#ifdef CSQC -.int GetAmmoFieldFromNum(int i); -int GetAmmoStat(.int ammotype); +#ifndef MENUQC +#include "calculations.qh" +#include "../models/all.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; +#include "../util.qh" -// 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) +#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); -// ====================== -// Configuration Macros -// ====================== +#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; @@ -133,87 +62,59 @@ int GetAmmoStat(.int ammotype); // 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; + +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 -#undef REGISTER_WEAPON +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)); +} -ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done); #endif