3 #include <common/command/_mod.qh>
4 #include <common/stats.qh>
10 void WriteWepSet(float dest, WepSet w);
14 WepSet WepSet_GetFromStat();
15 WepSet WepSet_GetFromStat_InMap();
20 #include "calculations.qh"
21 #include "projectiles.qh"
22 #include <common/models/all.qh>
25 #include <common/util.qh>
27 REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
28 #define Weapons_from(i) _Weapons_from(i, WEP_Null)
29 REGISTER_REGISTRY(Weapons)
30 STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPickup, it)); }
33 #include <server/bot/api.qh>
37 #define WEPSET(id) (WEP_##id.m_wepset)
38 #define WepSet_FromWeapon(it) ((it).m_wepset)
39 WepSet _WepSet_FromWeapon(int i);
41 GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server
45 case CMD_REQUEST_COMMAND:
49 wep_config_alsoprint = -1;
50 string filename = argv(1);
54 filename = "weapons_dump.cfg";
55 wep_config_alsoprint = false;
57 else if(filename == "-")
59 filename = "weapons_dump.cfg";
60 wep_config_alsoprint = true;
62 wep_config_file = fopen(filename, FILE_WRITE);
64 if(wep_config_file >= 0)
66 Dump_Weapon_Settings();
67 LOG_INFOF("Dumping weapons... File located in ^2data/data/%s^7.", filename);
68 fclose(wep_config_file);
70 wep_config_alsoprint = -1;
74 LOG_INFOF("^1Error: ^7Could not open file '%s'!", filename);
77 LOG_INFO(_("Weapons dump command only works with sv_cmd."));
83 case CMD_REQUEST_USAGE:
85 LOG_INFO("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]");
86 LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),");
87 LOG_INFO(" if supplied with '-' output to console as well as default,");
88 LOG_INFO(" if left blank, it will only write to default.");
95 entity W_PROP_reloader;
96 float autocvar_w_prop_interval = 5;
97 .void(Weapon this, int) wr_net;
98 void W_PROP_reload(int chan, entity to)
100 W_PROP_reloader.nextthink = time + autocvar_w_prop_interval;
102 FOREACH(Weapons, true, {
104 void(Weapon, int) f = it.wr_net;
108 void W_PROP_think(entity this)
110 W_PROP_reload(MSG_ALL, NULL);
112 STATIC_INIT_LATE(W_PROP_reloader)
114 entity e = W_PROP_reloader = new_pure(W_PROP_reloader);
115 setthink(e, W_PROP_think);
120 #define REGISTER_WEAPON(...) EVAL_REGISTER_WEAPON(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__))
121 #define EVAL_REGISTER_WEAPON(...) __VA_ARGS__
122 #define REGISTER_WEAPON_2(id, inst) REGISTER(Weapons, WEP, id, m_id, inst)
123 /** TODO: deprecated - remove */
124 #define REGISTER_WEAPON_3(id, sname, inst) \
125 REGISTER_WEAPON_2(id, inst); \
126 [[alias("WEP_" #id)]] Weapon _wep_##sname
128 REGISTER_WEAPON(Null, NEW(Weapon));
130 Weapon Weapons_fromstr(string s)
132 FOREACH(Weapons, it != WEP_Null && it.netname == s, return it);
139 // legacy w_prop mappings
140 #define X(fld, T) .T fld; .T wepvar_##fld = fld;
141 X(switchdelay_drop, float)
142 X(switchdelay_raise, float)
143 X(weaponreplace, string)
144 X(weaponstartoverride, float)
145 X(weaponstart, float)
146 X(weaponthrowable, float)
148 X(reload_ammo, float)
149 const .float reloading_ammo = reload_ammo;
150 X(reload_time, float)
151 const .float reloading_time = reload_time;
159 #define W_PROPS(L, class, prefix) \
160 L(W_PROP_BEGIN, W_PROP, W_PROP_END, class, prefix) \
161 L(W_CONFIG_BEGIN, W_CONFIG, W_CONFIG_END, class, prefix) \
162 L(W_UPDATE_BEGIN, W_UPDATE, W_UPDATE_END, class, prefix) \
163 L(W_NET_BEGIN, W_NET, W_NET_END, class, prefix) \
167 #define W_PROP(class, wepname, fld, T, m) W_PROP_##m(class, fld, T, wepname)
168 #define W_PROP_NONE(class, fld, T, wepname) _W_PROP(class, fld, T, wepname)
169 #define W_PROP_PRI(class, fld, T, wepname) _W_PROP(class, primary_##fld, T, wepname)
170 #define W_PROP_SEC(class, fld, T, wepname) _W_PROP(class, secondary_##fld, T, wepname)
171 #define W_PROP_BOTH(class, fld, T, wepname) \
172 W_PROP_PRI(class, fld, T, wepname) \
173 W_PROP_SEC(class, fld, T, wepname)
174 #define W_PROP_BEGIN(class)
176 #define _W_PROP(class, fld, T, wepname) \
177 /* static */ T _W_PROP_CVAR(wepname, fld); \
178 ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld));
179 #define _W_PROP_CVAR(wepname, fld) autocvar_g_balance_##wepname##_##fld
181 #define _W_PROP(class, fld, T, wepname)
182 #define _W_PROP_CVAR(wepname, fld)
188 #define W_CONFIG(class, wepname, fld, T, m) W_CONFIG_##m(class, fld, T, wepname)
189 #define W_CONFIG_NONE(class, fld, T, wepname) _W_CONFIG(class, fld, T, wepname)
190 #define W_CONFIG_PRI(class, fld, T, wepname) _W_CONFIG(class, primary_##fld, T, wepname)
191 #define W_CONFIG_SEC(class, fld, T, wepname) _W_CONFIG(class, secondary_##fld, T, wepname)
192 #define W_CONFIG_BOTH(class, fld, T, wepname) \
193 W_CONFIG_PRI(class, fld, T, wepname) \
194 W_CONFIG_SEC(class, fld, T, wepname)
196 #define W_CONFIG_BEGIN(class) METHOD(class, wr_config, void(class this)) {
197 #define _W_CONFIG(class, fld, T, wepname) if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T);
198 #define W_CONFIG_END() }
200 #define W_CONFIG_BEGIN(class)
201 #define _W_CONFIG(class, fld, T, wepname)
202 #define W_CONFIG_END()
206 #define W_UPDATE(class, wepname, fld, T, m) W_UPDATE_##m(class, fld, T, wepname)
207 #define W_UPDATE_NONE(class, fld, T, wepname) _W_UPDATE(class, fld, T, wepname)
208 #define W_UPDATE_PRI(class, fld, T, wepname) _W_UPDATE(class, primary_##fld, T, wepname)
209 #define W_UPDATE_SEC(class, fld, T, wepname) _W_UPDATE(class, secondary_##fld, T, wepname)
210 #define W_UPDATE_BOTH(class, fld, T, wepname) \
211 W_UPDATE_PRI(class, fld, T, wepname) \
212 W_UPDATE_SEC(class, fld, T, wepname)
214 .entity baseline, baseline_target;
215 #define W_UPDATE_BEGIN(class) \
216 METHOD(class, wr_update, void(class this)) \
218 noref entity b = this.baseline; \
221 b = this.baseline = new_pure(baseline); \
222 b.baseline_target = this; \
225 #define _W_UPDATE(class, fld, T, wepname) \
227 T it = _W_PROP_CVAR(wepname, fld); \
228 b.wepvar_##fld = this.wepvar_##fld; \
229 this.wepvar_##fld = it; \
232 #define _W_UPDATE(class, fld, T, wepname)
234 #define W_UPDATE_END() }
236 #define W_UPDATE_BEGIN(class)
237 #define _W_UPDATE(class, fld, T, wepname)
238 #define W_UPDATE_END()
242 #define W_NET(class, wepname, fld, T, m) W_NET_##m(class, fld, T, wepname)
243 #define W_NET_NONE(class, fld, T, wepname) _W_NET(class, fld, T, wepname)
244 #define W_NET_PRI(class, fld, T, wepname) _W_NET(class, primary_##fld, T, wepname)
245 #define W_NET_SEC(class, fld, T, wepname) _W_NET(class, secondary_##fld, T, wepname)
246 #define W_NET_BOTH(class, fld, T, wepname) \
247 W_NET_PRI(class, fld, T, wepname) \
248 W_NET_SEC(class, fld, T, wepname)
250 REGISTER_NET_TEMP(WeaponUpdate)
251 #define W_NET_BEGIN(class) METHOD(class, wr_net, void(class this, int i)) { int n = 0;
252 #define _W_NET(class, fld, T, wepname) \
254 if (++n == i) this.wepvar_##fld = Read_##T(); \
256 .void(Weapon this, int i) wr_net;
257 NET_HANDLE(WeaponUpdate, bool isnew)
259 Weapon w = Weapons_from(ReadByte());
260 for (int i; (i = ReadByte()); )
266 #define W_NET_END() }
268 REGISTER_NET_TEMP(WeaponUpdate)
269 #define W_NET_BEGIN(class) \
270 METHOD(class, wr_net, void(class this, int chan)) \
272 bool commit = false; \
274 #define _W_NET(class, fld, T, wepname) \
277 T it = this.wepvar_##fld; \
278 if (chan == MSG_ONE || it != this.baseline.wepvar_##fld) \
280 if (!commit) { commit = true; WriteHeader(chan, WeaponUpdate); WriteByte(chan, this.m_id); } \
281 WriteByte(chan, i); Write_##T(chan, it); \
284 #define W_NET_END() if (commit) WriteByte(chan, 0); }
286 #define W_NET_BEGIN(class)
287 #define _W_NET(class, fld, T, wepname)
293 // read cvars from weapon settings
294 #define WEP_CVAR(wepname, name) (_wep_##wepname.wepvar_##name)
295 #define WEP_CVAR_PRI(wepname, name) WEP_CVAR(wepname, primary_##name)
296 #define WEP_CVAR_SEC(wepname, name) WEP_CVAR(wepname, secondary_##name)
297 #define WEP_CVAR_BOTH(wepname, isprimary, name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
299 const int WEP_FIRST = 1;
300 #define WEP_LAST (Weapons_COUNT - 1)
302 WepSet WEPSET_SUPERWEAPONS;
306 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
307 #define WEP_HARDCODED_IMPULSES 20
309 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
310 #define WEP_IMPULSE_BEGIN 230
311 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253)
313 REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
314 REGISTRY_CHECK(Weapons)
316 STATIC_INIT(register_weapons_done)
318 string inaccessible = "";
319 FOREACH(Weapons, true, {
320 WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
322 if (it.spawnflags & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
323 if (it == WEP_Null) continue;
324 int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
325 if (imp <= WEP_IMPULSE_END)
326 localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
328 inaccessible = strcat(inaccessible, "\n", it.netname);
330 if (inaccessible) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible);
332 FOREACH(Weapons, true, it.wr_init(it));
334 weaponorder_byid = "";
335 for (int i = Weapons_MAX - 1; i >= 1; --i)
337 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
338 weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1));
344 .entity exteriorweaponentity;
345 vector weaponentity_glowmod(Weapon wep, entity actor, int c, entity wepent)
348 if (!(g = wep.wr_glow(wep, actor, wepent))) g = colormapPaletteColor(c & 0x0F, true) * 2;
354 //.int weapon; // current weapon
355 .string weaponname; // name of .weapon
357 .vector spawnorigin; // for casings
359 // weapon animation vectors:
365 // static frame globals
368 CASE(WFRAME, DONTCHANGE)
373 ENUMCLASS_END(WFRAME)
378 #define G_SHOOTFROMFIXEDORIGIN autocvar_g_shootfromfixedorigin
380 string autocvar_cl_shootfromfixedorigin;
381 #define G_SHOOTFROMFIXEDORIGIN autocvar_cl_shootfromfixedorigin
384 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
385 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
388 bool cvar_cl_accuracy_data_share;
389 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
390 bool cvar_cl_accuracy_data_receive;
391 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
395 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim);