#ifndef WEAPONS_ALL_H
#define WEAPONS_ALL_H
+#include "../command/all.qh"
+#include "../stats.qh"
+#include "config.qh"
+
// 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
#ifndef MENUQC
#include "calculations.qh"
-#include "../models/models.qh"
+#include "../models/all.qh"
#endif
#include "../util.qh"
#include "../../server/bot/aim.qh"
#endif
-const int WEP_FIRST = 1;
-#define WEP_MAXCOUNT 72 // Increase as needed. Can be up to 72.
-int WEP_COUNT;
-#define WEP_LAST (WEP_FIRST + (WEP_COUNT - 1) - 1)
-WepSet WEPSET_ALL;
-WepSet WEPSET_SUPERWEAPONS;
+REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
+#define Weapons_from(i) _Weapons_from(i, WEP_Null)
+#define get_weaponinfo(i) Weapons_from(i)
+REGISTER_REGISTRY(Weapons)
+STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, LAMBDA(it.m_pickup = NEW(WeaponPickup, it))); }
+
+.WepSet m_wepset;
+#define WEPSET(id) (WEP_##id.m_wepset)
+#define WepSet_FromWeapon(i) (Weapons_from(i).m_wepset)
+WepSet _WepSet_FromWeapon(int i);
+STATIC_INIT(WepSets)
+{
+ FOREACH(Weapons, true, LAMBDA(it.m_wepset = _WepSet_FromWeapon(it.m_id)));
+}
-void RegisterWeapons();
-REGISTER_REGISTRY(RegisterWeapons)
-entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last;
-entity get_weaponinfo(int id);
+GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server
+{
+ switch(request)
+ {
+ case CMD_REQUEST_COMMAND:
+ {
+ #ifdef SVQC
+ wep_config_file = -1;
+ wep_config_alsoprint = -1;
+ string filename = argv(1);
+
+ if(filename == "")
+ {
+ filename = "weapons_dump.cfg";
+ wep_config_alsoprint = false;
+ }
+ else if(filename == "-")
+ {
+ filename = "weapons_dump.cfg";
+ wep_config_alsoprint = true;
+ }
+ wep_config_file = fopen(filename, FILE_WRITE);
+
+ if(wep_config_file >= 0)
+ {
+ Dump_Weapon_Settings();
+ LOG_INFO(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename));
+ fclose(wep_config_file);
+ wep_config_file = -1;
+ wep_config_alsoprint = -1;
+ }
+ else
+ {
+ LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename));
+ }
+ #else
+ LOG_INFO(_("Weapons dump command only works with sv_cmd.\n"));
+ #endif
+ return;
+ }
+
+ default:
+ case CMD_REQUEST_USAGE:
+ {
+ LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]"));
+ LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),\n");
+ LOG_INFO(" if supplied with '-' output to console as well as default,\n");
+ LOG_INFO(" if left blank, it will only write to default.\n");
+ return;
+ }
+ }
+}
#define REGISTER_WEAPON(id, inst) \
- /* WepSet WEPSET_##id; */ \
- REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst)
+ /* WepSet WEPSET_##id; */ \
+ REGISTER(Weapons, WEP, id, m_id, inst)
// 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)
+ 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;
+ .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_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;
+
REGISTER_WEAPON(Null, NEW(Weapon));
#include "all.inc"
-entity get_weaponinfo(int id)
-{
- if(id < WEP_FIRST || id > WEP_LAST)
- return WEP_Null;
- Weapon w = weapon_info[id];
- if(w)
- return w;
- 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
-
-void _REGISTRY_SWAP(int i, int j, entity pass)
-{
- i += WEP_HARDCODED_IMPULSES + 1; j += WEP_HARDCODED_IMPULSES + 1;
- entity e = weapon_info[i];
- weapon_info[i] = weapon_info[j];
- weapon_info[j] = e;
-}
-
-float _REGISTRY_CMP(int i, int j, entity pass)
-{
- i += WEP_HARDCODED_IMPULSES + 1; j += WEP_HARDCODED_IMPULSES + 1;
- string a = weapon_info[i].netname;
- string b = weapon_info[j].netname;
- return strcasecmp(a, b);
-}
+#define WEP_HARDCODED_IMPULSES 20
// 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 + (WEP_COUNT - 1) - 1, 253)
+#define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253)
+
+REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
+REGISTRY_CHECK(Weapons)
STATIC_INIT(register_weapons_done)
{
- // Sort all extra weapons not #included in all.inc by their netname so it doesn't matter when they were initialized
- heapsort(WEP_COUNT - (1 /* WEP_Null */ + WEP_HARDCODED_IMPULSES), _REGISTRY_SWAP, _REGISTRY_CMP, NULL);
- for (int i = 0; i < WEP_COUNT; ++i) {
- Weapon it = weapon_info[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
- 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);
- }
- weaponorder_byid = "";
- for (int i = WEP_MAXCOUNT - 1; i >= 1; --i)
- if (weapon_info[i])
- weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
- weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
+ FOREACH(Weapons, true, LAMBDA(
+ it.m_id = i;
+ WepSet set = it.m_wepset;
+ WEPSET_ALL |= set;
+ if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
+ it.weapon = it.m_id;
+ it.weapons = set;
+ 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);
+ ));
+ #ifdef CSQC
+ FOREACH(Weapons, true, LAMBDA(it.wr_init(it)));
+ #endif
+ weaponorder_byid = "";
+ for (int i = Weapons_MAX - 1; i >= 1; --i)
+ if (Weapons_from(i))
+ weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
+ weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
}
+#ifndef MENUQC
+
+.entity weaponchild;
+.entity exteriorweaponentity;
+.vector weaponentity_glowmod;
+
+//.int weapon; // current weapon
+#ifdef SVQC
+.int switchweapon = _STAT(SWITCHWEAPON);
+.int switchingweapon = _STAT(SWITCHINGWEAPON);
+#endif
+.string weaponname; // name of .weapon
+
+.vector spawnorigin; // for casings
+
+// weapon animation vectors:
+.vector anim_fire1;
+.vector anim_fire2;
+.vector anim_idle;
+.vector anim_reload;
+
+// static frame globals
+
+ENUMCLASS(WFRAME)
+CASE(WFRAME, DONTCHANGE)
+CASE(WFRAME, FIRE1)
+CASE(WFRAME, FIRE2)
+CASE(WFRAME, IDLE)
+CASE(WFRAME, RELOAD)
+ENUMCLASS_END(WFRAME)
+
+.WFRAME wframe;
+
+vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
+void CL_WeaponEntity_SetModel(entity this, string name);
+#endif
+
#endif