]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Migrate REGISTER_WEAPON to registry system
authorTimePath <andrew.hardaker1995@gmail.com>
Fri, 14 Aug 2015 08:14:46 +0000 (18:14 +1000)
committerTimePath <andrew.hardaker1995@gmail.com>
Fri, 14 Aug 2015 08:49:01 +0000 (18:49 +1000)
qcsrc/client/main.qc
qcsrc/common/weapons/all.qc
qcsrc/common/weapons/all.qh
qcsrc/menu/menu.qc
qcsrc/server/g_world.qc

index b56887878d392b9651ed518a19d3f4f2f8f65135..e40edfdcc1c0bea661558be5c4319462362b6dca 100644 (file)
@@ -141,7 +141,6 @@ void CSQC_Init(void)
 
        // needs to be done so early because of the constants they create
        static_init();
-       CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
        CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
        CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
        CALL_ACCUMULATED_FUNCTION(RegisterHUD_Panels);
index 00c801240f546356892879e6342d59b0be77740e..b0262d4330e11686bde23085fd36be6eb4fcc460 100644 (file)
@@ -59,8 +59,6 @@
 #undef IMPLEMENTATION
 
 // WEAPON PLUGIN SYSTEM
-entity weapon_info[WEP_MAXCOUNT];
-entity dummy_weapon_info;
 
 #if WEP_MAXCOUNT > 72
 # error Kein Weltraum links auf dem Gerät
@@ -151,52 +149,6 @@ WepSet ReadWepSet()
 }
 #endif
 
-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)
-{
-       entity e;
-       weapon_info[id - 1] = e = spawn();
-       e.classname = "weapon_info";
-       e.weapon = id;
-       e.weapons = bit;
-       e.weapon_func = func;
-       e.ammo_field = ammotype;
-       e.impulse = i;
-       e.spawnflags = weapontype;
-       e.bot_pickupbasevalue = pickupbasevalue;
-       e.wpcolor = clr;
-       e.wpmodel = strzone(strcat("wpn-", ftos(id)));
-       e.mdl = modelname;
-       e.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
-       e.w_simplemdl = strzone(simplemdl); // simpleitems weapon model/image
-       e.w_crosshair = strzone(car(crosshair));
-       string s = cdr(crosshair);
-       e.w_crosshair_size = ((s != "") ? stof(s) : 1); // so that we can scale the crosshair from code (for compat)
-       e.model2 = strzone(wepimg);
-       e.netname = refname;
-       e.message = wepname;
-
-       #ifdef CSQC
-       func(WR_INIT);
-       #endif
-}
-bool w_null(int dummy)
-{
-       return 0;
-}
 void register_weapons_done()
 {
        dummy_weapon_info = spawn();
@@ -218,10 +170,9 @@ void register_weapons_done()
        dummy_weapon_info.w_crosshair_size = 1;
        dummy_weapon_info.model2 = "";
 
-       int i;
        weaponorder_byid = "";
-       for(i = WEP_MAXCOUNT; i >= 1; --i)
-               if(weapon_info[i-1])
+       for (int i = WEP_MAXCOUNT - 1; i >= 0; --i)
+               if (weapon_info[i])
                        weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
        weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1));
 }
index eab3b0a5ad2879f8f2e2048ff9703444c8062e87..b873f8fe1c04708567515b44237c4ea98e2f97c9 100644 (file)
@@ -65,7 +65,7 @@ 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;
@@ -140,69 +140,97 @@ int GetAmmoStat(.int ammotype);
 //  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);
+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) \
+       int WEP_##id; \
+       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) \
+       ) { \
+               WEP_LAST = (WEP_##id = WEP_FIRST + WEP_COUNT - 1); \
+               WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(WEP_##id)); \
+               if ((flags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \
+               register_weapon(this, WEP_##id, WEPSET_##id); \
+       }
+
+bool w_null(int) { return false; }
 
-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"
@@ -213,7 +241,6 @@ void register_weapons_done();
 #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
index b2a85093c6ecc21a5258692ac5df1db8fa1c4ccc..6b6176bd2ff10482db8013a4c57d21b9fbfe5c34 100644 (file)
@@ -81,7 +81,6 @@ void m_init()
 
        // needs to be done so early because of the constants they create
        static_init();
-       CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
 
        RegisterSLCategories();
 
index 881f8f071915aef1eaa5428cab0b143bca65b953..f40acfd63b548ea24e354cabf6f0ed0ed0426a9f 100644 (file)
@@ -560,7 +560,6 @@ void spawnfunc___init_dedicated_server(void)
 
        // needs to be done so early because of the constants they create
        static_init();
-       CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
        CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
        CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);
 
@@ -608,7 +607,6 @@ void spawnfunc_worldspawn (void)
 
        // needs to be done so early because of the constants they create
        static_init();
-       CALL_ACCUMULATED_FUNCTION(RegisterWeapons);
        CALL_ACCUMULATED_FUNCTION(RegisterNotifications);
        CALL_ACCUMULATED_FUNCTION(RegisterDeathtypes);