X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qh;h=1f1efd3903af313b96900cc8b3255e89704b0141;hb=ca811d45f7e7b64a01657b2252cab3cfdfedd970;hp=b4ee1e25d9608d7d428cb22d9063413853b0da67;hpb=1ba59bdc6b1e1ad0368f34dbd297e40cc42be243;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index b4ee1e25d..1f1efd390 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -1,42 +1,245 @@ -// TODO: include once -//#ifndef WEAPONS_ALL_H -//#define WEAPONS_ALL_H +#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; +WepSet WepSet_FromWeapon(int a); #ifdef SVQC -# include "config.qh" -# include "../../server/bot/aim.qh" +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; + +// 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); +#endif + +// ammo types +.int ammo_shells; +.int ammo_nails; +.int ammo_rockets; +.int ammo_cells; +.int ammo_plasma; +.int ammo_fuel; +.int ammo_none; + +// other useful macros +#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest) +#define WEP_AMMO(wpn) ((get_weaponinfo(WEP_##wpn.m_id)).ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix +#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message) + + +// ====================== +// Configuration Macros +// ====================== + +// 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) get_weaponinfo(WEP_##wepid.m_id).##prop = autocvar_g_balance_##wepname##_##name; + + +// ===================== +// Weapon Registration +// ===================== + +CLASS(Weapon, Object) + ATTRIB(Weapon, m_id, int, 0) + // 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 + 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(strcat("models/weapons/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; + return this; + } + 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))); + #ifdef CSQC + this.weapon_func(WR_INIT); + #endif + } +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); \ + } + +bool w_null(int) { return false; } + +#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 -// 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 +#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 +void register_weapons_done(); +ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done); +#endif