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=f965c39988783e32b704a9959e6068ccaa583c31;hb=a97b89297fa91ae42b9d56c262662eb34ede3e45;hpb=c17854ba3d21dc82455ada46c42ecef6f02acdd1 diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index f965c39988..c96061fe61 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -1,116 +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 -const int WEP_FIRST = 1; -#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much. -int WEP_COUNT; -#define WEP_LAST (WEP_FIRST + WEP_COUNT - 1) -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); - -string GetAmmoPicture(.int ammotype); - -#ifdef CSQC -.int GetAmmoFieldFromNum(int i); -int GetAmmoStat(.int ammotype); +#ifndef MENUQC +#include "calculations.qh" +#include "../models/all.qh" #endif -string W_Sound(string w_snd); -string W_Model(string w_mdl); - -// 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) (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; @@ -138,134 +64,57 @@ string W_Model(string w_mdl); #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; -// ===================== -// Weapon Registration -// ===================== - -bool w_null(int) { return false; } - -/** fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" */ -CLASS(Weapon, Object) - ATTRIB(Weapon, m_id, int, 0) - /** - * M: WEP_id : WEP_... - * you can recognize dummies when this == 0 - */ - ATTRIB(Weapon, weapon, int, 0); - /** A: WEPSET_id : WEPSET_... */ - ATTRIB(Weapon, weapons, WepSet, '0 0 0'); - /** M: function : w_... */ - ATTRIB(Weapon, weapon_func, bool(int), w_null); - /** M: ammotype : main ammo field */ - ATTRIB(Weapon, ammo_field, .int, ammo_none); - /** M: impulse : weapon impulse */ - ATTRIB(Weapon, impulse, int, -1); - /** M: flags : WEPSPAWNFLAG_... combined */ - ATTRIB(Weapon, spawnflags, int, 0); - /** M: rating : bot weapon priority */ - ATTRIB(Weapon, bot_pickupbasevalue, float, 0); - /** M: color : waypointsprite color */ - ATTRIB(Weapon, wpcolor, vector, '0 0 0'); - /** A: wpn-id : wpn- sprite name */ - ATTRIB(Weapon, wpmodel, string, ""); - /** M: modelname : name of model (without g_ v_ or h_ prefixes) */ - ATTRIB(Weapon, mdl, string, ""); - /** A: modelname : full path to g_ model */ - ATTRIB(Weapon, model, string, ""); - /** M: simplemdl : simpleitems weapon model/image */ - ATTRIB(Weapon, w_simplemdl, string, "foobar"); - /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */ - ATTRIB(Weapon, w_crosshair, string, "gfx/crosshair1"); - /** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */ - ATTRIB(Weapon, w_crosshair_size, float, 1); - /** M: wepimg : "weaponfoobar" side view image file of weapon. WEAPONTODO: Move out of skin files, move to common files */ - ATTRIB(Weapon, model2, string, ""); - /** M: refname : reference name name */ - ATTRIB(Weapon, netname, string, ""); - /** M: wepname : human readable name */ - ATTRIB(Weapon, message, string, "AOL CD Thrower"); +REGISTER_WEAPON(Null, NEW(Weapon)); - METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) { - returns(this.message, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null); - } +#include "all.inc" - 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(W_Model(strcat("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; +entity get_weaponinfo(int id) +{ + if (id >= WEP_FIRST && id <= WEP_LAST) { + Weapon w = Weapons[id]; + if (w) return w; } - 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))); + 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 - this.weapon_func(WR_INIT); + 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); } -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) \ - 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) \ - ) { \ - this.m_id++; \ - WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(this.m_id)); \ - if ((flags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \ - register_weapon(this, this.m_id, WEPSET_##id); \ - } - -#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 - -#include "all.inc" + 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)); +} -#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) #endif