WepSet WepSet_FromWeapon(int a);
#ifdef SVQC
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
-#define WEP_FIRST 1
+const int WEP_FIRST = 1;
#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
int WEP_COUNT;
-int WEP_LAST;
+#define WEP_LAST (WEP_FIRST + WEP_COUNT - 1)
WepSet WEPSET_ALL;
WepSet WEPSET_SUPERWEAPONS;
// other useful macros
#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
-#define WEP_AMMO(wpn) ((get_weaponinfo(WEP_##wpn)).ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
+#define WEP_AMMO(wpn) (WEP_##wpn.ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message)
// 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).##prop = autocvar_g_balance_##wepname##_##name;
+#define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name;
// =====================
// Weapon Registration
// =====================
-bool w_null(int dummy);
-
-void register_weapon(
- int id,
- WepSet bit,
- bool(int) func,
- .int ammotype,
- int i,
- int weapontype,
- float pickupbasevalue,
- vector clr,
- string modelname,
- string simplemdl,
- string crosshair,
- string wepimg,
- string refname,
- string wepname);
+bool w_null(int) { return false; }
+
+/** fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" */
+CLASS(Weapon, Object)
+ ATTRIB(Weapon, m_id, int, 0)
+ /**
+ * M: WEP_id : WEP_...
+ * you can recognize dummies when this == 0
+ */
+ ATTRIB(Weapon, weapon, int, 0);
+ /** A: WEPSET_id : WEPSET_... */
+ ATTRIB(Weapon, weapons, WepSet, '0 0 0');
+ /** M: function : w_... */
+ ATTRIB(Weapon, weapon_func, bool(int), w_null);
+ /** M: ammotype : main ammo field */
+ ATTRIB(Weapon, ammo_field, .int, ammo_none);
+ /** M: impulse : weapon impulse */
+ ATTRIB(Weapon, impulse, int, -1);
+ /** M: flags : WEPSPAWNFLAG_... combined */
+ ATTRIB(Weapon, spawnflags, int, 0);
+ /** M: rating : bot weapon priority */
+ ATTRIB(Weapon, bot_pickupbasevalue, float, 0);
+ /** M: color : waypointsprite color */
+ ATTRIB(Weapon, wpcolor, vector, '0 0 0');
+ /** A: wpn-id : wpn- sprite name */
+ ATTRIB(Weapon, wpmodel, string, "");
+ /** M: modelname : name of model (without g_ v_ or h_ prefixes) */
+ ATTRIB(Weapon, mdl, string, "");
+ /** A: modelname : full path to g_ model */
+ ATTRIB(Weapon, model, string, "");
+ /** M: simplemdl : simpleitems weapon model/image */
+ ATTRIB(Weapon, w_simplemdl, string, "foobar");
+ /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */
+ ATTRIB(Weapon, w_crosshair, string, "gfx/crosshair1");
+ /** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */
+ ATTRIB(Weapon, w_crosshair_size, float, 1);
+ /** M: wepimg : "weaponfoobar" side view image file of weapon. WEAPONTODO: Move out of skin files, move to common files */
+ ATTRIB(Weapon, model2, string, "");
+ /** M: refname : reference name name */
+ ATTRIB(Weapon, netname, string, "");
+ /** M: wepname : human readable name */
+ ATTRIB(Weapon, message, string, "AOL CD Thrower");
+
+ 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); \
+ }
-void register_weapons_done();
-
-// 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
-
-
-// note: the fabs call is just there to hide "if result is constant" warning
-#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
- int id; \
- WepSet bit; \
- bool function(int); \
- void RegisterWeapons_##id() \
- { \
- WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
- bit = WepSet_FromWeapon(id); \
- WEPSET_ALL |= bit; \
- if((flags) & WEP_FLAG_SUPERWEAPON) \
- WEPSET_SUPERWEAPONS |= bit; \
- ++WEP_COUNT; \
- register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname); \
- } \
- ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
-#ifdef MENUQC
-#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
- REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
+#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_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
+ #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
#include "all.inc"
#undef WEP_ADD_CVAR_MO_NONE
#undef WEP_ADD_CVAR
#undef WEP_ADD_PROP
-#undef REGISTER_WEAPON
-
+void register_weapons_done();
ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
#endif