3 #include <common/command/_mod.qh>
4 #include <common/stats.qh>
10 void WriteWepSet(float dest, WepSet w);
14 WepSet WepSet_GetFromStat();
15 WepSet WepSet_GetFromStat_InMap();
20 #include "calculations.qh"
21 #include "projectiles.qh"
22 #include <common/models/all.qh>
23 #include <common/effects/all.qh>
26 #include <common/util.qh>
28 REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72.
29 REGISTER_REGISTRY(Weapons)
30 STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, it.m_pickup = NEW(WeaponPickup, it)); }
33 #include <server/bot/api.qh>
37 #define WEPSET(id) (WEP_##id.m_wepset)
38 #define WepSet_FromWeapon(it) ((it).m_wepset)
39 WepSet _WepSet_FromWeapon(int i);
41 GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt", false) // WEAPONTODO: make this work with other progs than just server
45 case CMD_REQUEST_COMMAND:
49 wep_config_alsoprint = -1;
50 string filename = argv(1);
54 filename = "weapons_dump.cfg";
55 wep_config_alsoprint = false;
57 else if(filename == "-")
59 filename = "weapons_dump.cfg";
60 wep_config_alsoprint = true;
62 wep_config_file = fopen(filename, FILE_WRITE);
64 if(wep_config_file >= 0)
66 Dump_Weapon_Settings();
67 LOG_INFOF("Dumping weapons... File located in ^2data/data/%s^7.", filename);
68 fclose(wep_config_file);
70 wep_config_alsoprint = -1;
74 LOG_INFOF("^1Error: ^7Could not open file '%s'!", filename);
77 LOG_INFO(_("Weapons dump command only works with sv_cmd."));
83 case CMD_REQUEST_USAGE:
85 LOG_HELP("Usage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]");
86 LOG_HELP(" Where 'filename' is the file to write (default is weapons_dump.cfg),");
87 LOG_HELP(" if supplied with '-' output to console as well as default,");
88 LOG_HELP(" if left blank, it will only write to default.");
95 entity W_PROP_reloader;
96 float autocvar_w_prop_interval = 5;
97 .void(Weapon this, int) wr_net;
98 void W_PROP_reload(int chan, entity to)
100 W_PROP_reloader.nextthink = time + autocvar_w_prop_interval;
102 FOREACH(Weapons, true, {
104 void(Weapon, int) f = it.wr_net;
108 void W_PROP_think(entity this)
110 W_PROP_reload(MSG_ALL, NULL);
112 STATIC_INIT_LATE(W_PROP_reloader)
114 entity e = W_PROP_reloader = new_pure(W_PROP_reloader);
115 setthink(e, W_PROP_think);
120 #define REGISTER_WEAPON(...) EVAL_REGISTER_WEAPON(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__))
121 #define EVAL_REGISTER_WEAPON(...) __VA_ARGS__
122 #define REGISTER_WEAPON_2(id, inst) REGISTER(Weapons, WEP, id, m_id, inst)
123 /** TODO: deprecated - remove */
124 #define REGISTER_WEAPON_3(id, sname, inst) \
125 REGISTER_WEAPON_2(id, inst); \
126 [[alias("WEP_" #id)]] Weapon _wep_##sname
128 REGISTER_WEAPON(Null, NEW(Weapon));
129 REGISTRY_DEFINE_GET(Weapons, WEP_Null)
131 Weapon Weapon_from_name(string s)
133 FOREACH(Weapons, it != WEP_Null && it.netname == s, return it);
140 // legacy w_prop mappings
141 #define X(fld, T) .T fld; .T wepvar_##fld = fld;
142 X(switchdelay_drop, float)
143 X(switchdelay_raise, float)
144 X(weaponreplace, string)
145 X(weaponstartoverride, float)
146 X(weaponstart, float)
147 X(weaponthrowable, float)
149 X(reload_ammo, float)
150 const .float reloading_ammo = reload_ammo;
151 X(reload_time, float)
152 const .float reloading_time = reload_time;
160 #define W_PROPS(L, class, prefix) \
161 L(W_PROP_BEGIN, W_PROP, W_PROP_END, class, prefix) \
162 L(W_CONFIG_BEGIN, W_CONFIG, W_CONFIG_END, class, prefix) \
163 L(W_UPDATE_BEGIN, W_UPDATE, W_UPDATE_END, class, prefix) \
164 L(W_NET_BEGIN, W_NET, W_NET_END, class, prefix) \
168 #define W_PROP(class, wepname, fld, T, m) W_PROP_##m(class, fld, T, wepname)
169 #define W_PROP_NONE(class, fld, T, wepname) _W_PROP(class, fld, T, wepname)
170 #define W_PROP_PRI(class, fld, T, wepname) _W_PROP(class, primary_##fld, T, wepname)
171 #define W_PROP_SEC(class, fld, T, wepname) _W_PROP(class, secondary_##fld, T, wepname)
172 #define W_PROP_BOTH(class, fld, T, wepname) \
173 W_PROP_PRI(class, fld, T, wepname) \
174 W_PROP_SEC(class, fld, T, wepname)
175 #define W_PROP_BEGIN(class)
177 #define _W_PROP(class, fld, T, wepname) \
178 /* static */ T _W_PROP_CVAR(wepname, fld); \
179 ATTRIB(class, wepvar_##fld, T, _W_PROP_CVAR(wepname, fld));
180 #define _W_PROP_CVAR(wepname, fld) autocvar_g_balance_##wepname##_##fld
182 #define _W_PROP(class, fld, T, wepname)
183 #define _W_PROP_CVAR(wepname, fld)
189 #define W_CONFIG(class, wepname, fld, T, m) W_CONFIG_##m(class, fld, T, wepname)
190 #define W_CONFIG_NONE(class, fld, T, wepname) _W_CONFIG(class, fld, T, wepname)
191 #define W_CONFIG_PRI(class, fld, T, wepname) _W_CONFIG(class, primary_##fld, T, wepname)
192 #define W_CONFIG_SEC(class, fld, T, wepname) _W_CONFIG(class, secondary_##fld, T, wepname)
193 #define W_CONFIG_BOTH(class, fld, T, wepname) \
194 W_CONFIG_PRI(class, fld, T, wepname) \
195 W_CONFIG_SEC(class, fld, T, wepname)
197 #define W_CONFIG_BEGIN(class) METHOD(class, wr_config, void(class this)) {
198 #define _W_CONFIG(class, fld, T, wepname) if (#wepname == this.netname) WEP_CONFIG_WRITE_CVARS(wepname, fld, T);
199 #define W_CONFIG_END() }
201 #define W_CONFIG_BEGIN(class)
202 #define _W_CONFIG(class, fld, T, wepname)
203 #define W_CONFIG_END()
207 #define W_UPDATE(class, wepname, fld, T, m) W_UPDATE_##m(class, fld, T, wepname)
208 #define W_UPDATE_NONE(class, fld, T, wepname) _W_UPDATE(class, fld, T, wepname)
209 #define W_UPDATE_PRI(class, fld, T, wepname) _W_UPDATE(class, primary_##fld, T, wepname)
210 #define W_UPDATE_SEC(class, fld, T, wepname) _W_UPDATE(class, secondary_##fld, T, wepname)
211 #define W_UPDATE_BOTH(class, fld, T, wepname) \
212 W_UPDATE_PRI(class, fld, T, wepname) \
213 W_UPDATE_SEC(class, fld, T, wepname)
215 .entity baseline, baseline_target;
216 #define W_UPDATE_BEGIN(class) \
217 METHOD(class, wr_update, void(class this)) \
219 noref entity b = this.baseline; \
222 b = this.baseline = new_pure(baseline); \
223 b.baseline_target = this; \
226 #define _W_UPDATE(class, fld, T, wepname) \
228 T it = _W_PROP_CVAR(wepname, fld); \
229 b.wepvar_##fld = this.wepvar_##fld; \
230 this.wepvar_##fld = it; \
233 #define _W_UPDATE(class, fld, T, wepname)
235 #define W_UPDATE_END() }
237 #define W_UPDATE_BEGIN(class)
238 #define _W_UPDATE(class, fld, T, wepname)
239 #define W_UPDATE_END()
243 #define W_NET(class, wepname, fld, T, m) W_NET_##m(class, fld, T, wepname)
244 #define W_NET_NONE(class, fld, T, wepname) _W_NET(class, fld, T, wepname)
245 #define W_NET_PRI(class, fld, T, wepname) _W_NET(class, primary_##fld, T, wepname)
246 #define W_NET_SEC(class, fld, T, wepname) _W_NET(class, secondary_##fld, T, wepname)
247 #define W_NET_BOTH(class, fld, T, wepname) \
248 W_NET_PRI(class, fld, T, wepname) \
249 W_NET_SEC(class, fld, T, wepname)
251 REGISTER_NET_TEMP(WeaponUpdate)
252 #define W_NET_BEGIN(class) METHOD(class, wr_net, void(class this, int i)) { int n = 0;
253 #define _W_NET(class, fld, T, wepname) \
255 if (++n == i) this.wepvar_##fld = Read_##T(); \
257 .void(Weapon this, int i) wr_net;
258 NET_HANDLE(WeaponUpdate, bool isnew)
260 Weapon w = REGISTRY_GET(Weapons, ReadByte());
261 for (int i; (i = ReadByte()); )
267 #define W_NET_END() }
269 REGISTER_NET_TEMP(WeaponUpdate)
270 #define W_NET_BEGIN(class) \
271 METHOD(class, wr_net, void(class this, int chan)) \
273 bool commit = false; \
275 #define _W_NET(class, fld, T, wepname) \
278 T it = this.wepvar_##fld; \
279 if (chan == MSG_ONE || it != this.baseline.wepvar_##fld) \
281 if (!commit) { commit = true; WriteHeader(chan, WeaponUpdate); WriteByte(chan, this.m_id); } \
282 WriteByte(chan, i); Write_##T(chan, it); \
285 #define W_NET_END() if (commit) WriteByte(chan, 0); }
287 #define W_NET_BEGIN(class)
288 #define _W_NET(class, fld, T, wepname)
294 // read cvars from weapon settings
295 // cvars are created as such: g_balance_wepname_name
296 #define WEP_CVAR(wepname, name) (_wep_##wepname.wepvar_##name)
297 #define WEP_CVAR_PRI(wepname, name) WEP_CVAR(wepname, primary_##name)
298 #define WEP_CVAR_SEC(wepname, name) WEP_CVAR(wepname, secondary_##name)
299 #define WEP_CVAR_BOTH(wepname, isprimary, name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
301 const int WEP_FIRST = 1;
302 #define WEP_LAST (REGISTRY_COUNT(Weapons) - 1)
304 WepSet WEPSET_SUPERWEAPONS;
308 // TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg
309 #define WEP_HARDCODED_IMPULSES 20
311 // TODO: invert after 0.8.2. Will require moving 'best weapon' impulses
312 #define WEP_IMPULSE_BEGIN 230
313 #define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (REGISTRY_COUNT(Weapons) - 1) - 1, 253)
315 REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1)
316 REGISTRY_CHECK(Weapons)
318 STATIC_INIT(register_weapons_done)
320 string inaccessible = "";
321 FOREACH(Weapons, true, {
322 WepSet set = it.m_wepset = _WepSet_FromWeapon(it.m_id = i);
324 if (it.spawnflags & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set;
325 if (it == WEP_Null) continue;
326 int imp = WEP_IMPULSE_BEGIN + it.m_id - 1;
327 if (imp <= WEP_IMPULSE_END)
328 localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp));
330 inaccessible = strcat(inaccessible, "\n", it.netname);
332 if (inaccessible && autocvar_developer > 0) LOG_TRACEF("Impulse limit exceeded, weapon(s) will not be directly accessible: %s", inaccessible);
334 FOREACH(Weapons, true, it.wr_init(it));
336 weaponorder_byid = "";
337 for (int i = REGISTRY_MAX(Weapons) - 1; i >= 1; --i)
338 if (REGISTRY_GET(Weapons, i))
339 weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i));
340 weaponorder_byid = strzone(substring(weaponorder_byid, 1, -1));
346 .entity exteriorweaponentity;
347 vector weaponentity_glowmod(Weapon wep, entity actor, int c, entity wepent)
350 if (!(g = wep.wr_glow(wep, actor, wepent))) g = colormapPaletteColor(c & 0x0F, true) * 2;
356 //.int weapon; // current weapon
357 .string weaponname; // name of .weapon
359 .vector spawnorigin; // for casings
361 .vector movedir_aligned; // shot origin based on weapon alignment (unaffected by shootfromeye)
363 // weapon animation vectors:
369 .entity muzzle_flash;
371 // static frame globals
374 CASE(WFRAME, DONTCHANGE)
379 ENUMCLASS_END(WFRAME)
384 #define G_SHOOTFROMFIXEDORIGIN autocvar_g_shootfromfixedorigin
386 string autocvar_cl_shootfromfixedorigin;
387 #define G_SHOOTFROMFIXEDORIGIN autocvar_cl_shootfromfixedorigin
390 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn);
391 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim);
394 bool cvar_cl_accuracy_data_share;
395 REPLICATE(cvar_cl_accuracy_data_share, bool, "cl_accuracy_data_share");
396 bool cvar_cl_accuracy_data_receive;
397 REPLICATE(cvar_cl_accuracy_data_receive, bool, "cl_accuracy_data_receive");
401 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim);
405 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir);