5 #include "calculations.qh"
10 #include "../../server/bot/aim.qh"
12 const int MAX_SHOT_DISTANCE = 32768;
14 // weapon pickup ratings for bot logic
15 const int BOT_PICKUP_RATING_LOW = 2500;
16 const int BOT_PICKUP_RATING_MID = 5000;
17 const int BOT_PICKUP_RATING_HIGH = 10000;
20 const int WEP_TYPE_OTHER = 0x00; // not for damaging people
21 const int WEP_TYPE_SPLASH = 0x01; // splash damage
22 const int WEP_TYPE_HITSCAN = 0x02; // hitscan
23 const int WEP_TYPEMASK = 0x0F;
24 const int WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
25 const int WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
26 const int WEP_FLAG_HIDDEN = 0x40; // hides from menu
27 const int WEP_FLAG_RELOADABLE = 0x80; // can has reload
28 const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
29 const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
32 const int WR_SETUP = 1; // (SERVER) setup weapon data
33 const int WR_THINK = 2; // (SERVER) logic to run every frame
34 const int WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary
35 const int WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second
36 const int WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon
37 const int WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties
38 const int WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
39 const int WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details)
40 const int WR_RELOAD = 9; // (SERVER) handles reloading for weapon
41 const int WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use
42 const int WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion
43 const int WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies
44 const int WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost
45 const int WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
46 const int WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle
47 const int WR_DROP = 16; // (SERVER) the weapon is dropped
48 const int WR_PICKUP = 17; // (SERVER) a weapon is picked up
51 string weaponorder_byid;
54 typedef vector WepSet;
55 WepSet WepSet_FromWeapon(int a);
57 void WepSet_AddStat();
58 void WriteWepSet(float dest, WepSet w);
61 WepSet WepSet_GetFromStat();
67 #define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
71 WepSet WEPSET_SUPERWEAPONS;
74 entity get_weaponinfo(int id);
75 string W_FixWeaponOrder(string order, float complete);
76 string W_UndeprecateName(string s);
77 string W_NameWeaponOrder(string order);
78 string W_NumberWeaponOrder(string order);
79 string W_FixWeaponOrder_BuildImpulseList(string o);
80 string W_FixWeaponOrder_AllowIncomplete(string order);
81 string W_FixWeaponOrder_ForceComplete(string order);
82 void W_RandomWeapons(entity e, float n);
84 string GetAmmoPicture(.int ammotype);
87 .int GetAmmoFieldFromNum(int i);
88 int GetAmmoStat(.int ammotype);
100 // other useful macros
101 #define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
102 #define WEP_AMMO(wpn) ((get_weaponinfo(WEP_##wpn)).ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
103 #define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message)
106 // ======================
107 // Configuration Macros
108 // ======================
110 // create cvars for weapon settings
111 #define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
113 #define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name)
114 #define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name)
115 #define WEP_ADD_CVAR_BOTH(wepname,name) \
116 WEP_ADD_CVAR_PRI(wepname, name) \
117 WEP_ADD_CVAR_SEC(wepname, name)
119 #define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
121 // create properties for weapon settings
122 #define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
124 [[last]] type autocvar_g_balance_##wepname##_##name;
126 // read cvars from weapon settings
127 #define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name
128 #define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name)
129 #define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name)
130 #define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
132 // set initialization values for weapon settings
133 #define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
134 #define WEP_SET_PROP(wepid,wepname,type,prop,name) get_weaponinfo(WEP_##wepid).##prop = autocvar_g_balance_##wepname##_##name;
137 // =====================
138 // Weapon Registration
139 // =====================
141 bool w_null(int dummy);
143 void register_weapon(
150 float pickupbasevalue,
159 void register_weapons_done();
161 // entity properties of weaponinfo:
162 // fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A"
163 .int weapon; // M: WEP_id // WEP_...
164 .WepSet weapons; // A: WEPSET_id // WEPSET_...
165 .float(float) weapon_func; // M: function // w_...
166 ..int ammo_field; // M: ammotype // main ammo field
167 .int impulse; // M: impulse // weapon impulse
168 .int spawnflags; // M: flags // WEPSPAWNFLAG_... combined
169 .float bot_pickupbasevalue; // M: rating // bot weapon priority
170 .vector wpcolor; // M: color // waypointsprite color
171 .string wpmodel; // A: wpn-id // wpn- sprite name
172 .string mdl; // M: modelname // name of model (without g_ v_ or h_ prefixes)
173 .string model; // A: modelname // full path to g_ model
174 .string w_simplemdl; // M: simplemdl // simpleitems weapon model/image
175 .string w_crosshair; // M: crosshair // per-weapon crosshair: "CrosshairImage Size"
176 .float w_crosshair_size; // A: crosshair // per-weapon crosshair size (argument two of "crosshair" field)
177 .string model2; // M: wepimg // "weaponfoobar" side view image file of weapon // WEAPONTODO: Move out of skin files, move to common files
178 .string netname; // M: refname // reference name name
179 .string message; // M: wepname // human readable name
182 // note: the fabs call is just there to hide "if result is constant" warning
183 #define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
186 bool function(int); \
187 void RegisterWeapons_##id() \
189 WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
190 bit = WepSet_FromWeapon(id); \
192 if((flags) & WEP_FLAG_SUPERWEAPON) \
193 WEPSET_SUPERWEAPONS |= bit; \
195 register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname); \
197 ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
199 #define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
200 REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
202 #define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
203 REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
208 #undef WEP_ADD_CVAR_MO_PRI
209 #undef WEP_ADD_CVAR_MO_SEC
210 #undef WEP_ADD_CVAR_MO_BOTH
211 #undef WEP_ADD_CVAR_MO_NONE
214 #undef REGISTER_WEAPON
216 ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);