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Merge branch 'master' into TimePath/unified_weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qh
1 #ifndef WEAPONS_ALL_H
2 #define WEAPONS_ALL_H
3
4 // weapon sets
5 typedef vector WepSet;
6 #define WEPSET(id) WepSet_FromWeapon(WEP_##id.m_id)
7 WepSet WepSet_FromWeapon(int a);
8 #ifdef SVQC
9 void WepSet_AddStat();
10 void WepSet_AddStat_InMap();
11 void WriteWepSet(float dest, WepSet w);
12 #endif
13
14 #ifdef CSQC
15 WepSet WepSet_GetFromStat();
16 WepSet WepSet_GetFromStat_InMap();
17 WepSet ReadWepSet();
18 #endif
19
20 #include "weapon.qh"
21
22 #ifndef MENUQC
23 #include "calculations.qh"
24 #include "../models/models.qh"
25 #endif
26
27 #include "../util.qh"
28
29 #ifdef SVQC
30 #include "../../server/bot/aim.qh"
31 #endif
32
33 const int WEP_FIRST = 1;
34 #define WEP_MAXCOUNT 72 // Increase as needed. Can be up to 72.
35 int WEP_COUNT;
36 #define WEP_LAST (WEP_FIRST + (WEP_COUNT - 1) - 1)
37 WepSet WEPSET_ALL;
38 WepSet WEPSET_SUPERWEAPONS;
39
40 void RegisterWeapons();
41 REGISTER_REGISTRY(RegisterWeapons)
42 entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last;
43 entity get_weaponinfo(int id);
44
45 #define REGISTER_WEAPON(id, inst) \
46         /* WepSet WEPSET_##id; */ \
47         REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst)
48
49 // create cvars for weapon settings
50 #define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
51
52 #define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name)
53 #define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name)
54 #define WEP_ADD_CVAR_BOTH(wepname,name) \
55         WEP_ADD_CVAR_PRI(wepname, name) \
56         WEP_ADD_CVAR_SEC(wepname, name)
57
58 #define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
59
60 // create properties for weapon settings
61 #define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
62         .type prop; \
63         [[last]] type autocvar_g_balance_##wepname##_##name;
64
65 // read cvars from weapon settings
66 #define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name
67 #define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name)
68 #define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name)
69 #define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
70
71 // set initialization values for weapon settings
72 #define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
73 #define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name;
74
75 REGISTER_WEAPON(Null, NEW(Weapon));
76
77 #include "all.inc"
78
79 entity get_weaponinfo(int id)
80 {
81         if(id < WEP_FIRST || id > WEP_LAST)
82                 return WEP_Null;
83         Weapon w = weapon_info[id];
84         if(w)
85                 return w;
86         return WEP_Null;
87 }
88
89 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
90 #define WEP_HARDCODED_IMPULSES 22
91
92 void _REGISTRY_SWAP(int i, int j, entity pass)
93 {
94         i += WEP_HARDCODED_IMPULSES + 1; j += WEP_HARDCODED_IMPULSES + 1;
95         entity e = weapon_info[i];
96         weapon_info[i] = weapon_info[j];
97         weapon_info[j] = e;
98 }
99
100 float _REGISTRY_CMP(int i, int j, entity pass)
101 {
102         i += WEP_HARDCODED_IMPULSES + 1; j += WEP_HARDCODED_IMPULSES + 1;
103         string a = weapon_info[i].netname;
104         string b = weapon_info[j].netname;
105         return strcasecmp(a, b);
106 }
107
108 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
109 #define WEP_IMPULSE_BEGIN 230
110 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (WEP_COUNT - 1) - 1, 253)
111
112 STATIC_INIT(register_weapons_done)
113 {
114         // Sort all extra weapons not #included in all.inc by their netname so it doesn't matter when they were initialized
115         heapsort(WEP_COUNT - (1 /* WEP_Null */ + WEP_HARDCODED_IMPULSES), _REGISTRY_SWAP, _REGISTRY_CMP, NULL);
116         for (int i = 0; i < WEP_COUNT; ++i) {
117                 Weapon it = weapon_info[i];
118                 it.m_id = i;
119                 WepSet set = WepSet_FromWeapon(it.m_id);
120                 WEPSET_ALL |= set;
121                 if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
122                 it.weapon = it.m_id;
123                 it.weapons = set;
124                 #ifdef CSQC
125                 it.wr_init(it);
126                 #endif
127                 int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
128                 if (imp <= WEP_IMPULSE_END)
129                         localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
130                 else
131                         LOG_TRACEF(_("Impulse limit exceeded, weapon will not be directly accessible: %s\n"), it.netname);
132         }
133         weaponorder_byid = "";
134         for (int i = WEP_MAXCOUNT - 1; i >= 1; --i)
135                 if (weapon_info[i])
136                         weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
137         weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
138 }
139
140 #endif