5 #include "calculations.qh"
8 const int MAX_SHOT_DISTANCE = 32768;
10 // weapon pickup ratings for bot logic
11 const int BOT_PICKUP_RATING_LOW = 2500;
12 const int BOT_PICKUP_RATING_MID = 5000;
13 const int BOT_PICKUP_RATING_HIGH = 10000;
16 const int WEP_TYPE_OTHER = 0x00; // not for damaging people
17 const int WEP_TYPE_SPLASH = 0x01; // splash damage
18 const int WEP_TYPE_HITSCAN = 0x02; // hitscan
19 const int WEP_TYPEMASK = 0x0F;
20 const int WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
21 const int WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
22 const int WEP_FLAG_HIDDEN = 0x40; // hides from menu
23 const int WEP_FLAG_RELOADABLE = 0x80; // can has reload
24 const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
25 const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
28 const int WR_SETUP = 1; // (SERVER) setup weapon data
29 const int WR_THINK = 2; // (SERVER) logic to run every frame
30 const int WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary
31 const int WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second
32 const int WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon
33 const int WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties
34 const int WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
35 const int WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details)
36 const int WR_RELOAD = 9; // (SERVER) handles reloading for weapon
37 const int WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use
38 const int WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion
39 const int WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies
40 const int WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost
41 const int WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons)
42 const int WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle
43 const int WR_DROP = 16; // (SERVER) the weapon is dropped
44 const int WR_PICKUP = 17; // (SERVER) a weapon is picked up
47 string weaponorder_byid;
50 typedef vector WepSet;
51 WepSet WepSet_FromWeapon(float a);
53 void WepSet_AddStat();
54 void WriteWepSet(float dest, WepSet w);
57 WepSet WepSet_GetFromStat();
63 #define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
67 WepSet WEPSET_SUPERWEAPONS;
70 entity get_weaponinfo(float id);
71 string W_FixWeaponOrder(string order, float complete);
72 string W_UndeprecateName(string s);
73 string W_NameWeaponOrder(string order);
74 string W_NumberWeaponOrder(string order);
75 string W_FixWeaponOrder_BuildImpulseList(string o);
76 string W_FixWeaponOrder_AllowIncomplete(string order);
77 string W_FixWeaponOrder_ForceComplete(string order);
78 void W_RandomWeapons(entity e, float n);
80 string GetAmmoPicture(.float ammotype);
83 .float GetAmmoFieldFromNum(int i);
84 int GetAmmoStat(.float ammotype);
96 // other useful macros
97 #define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
98 #define WEP_AMMO(wpn) ((get_weaponinfo(WEP_##wpn)).ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix
99 #define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message)
102 // ======================
103 // Configuration Macros
104 // ======================
106 // create cvars for weapon settings
107 #define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name;
109 #define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name)
110 #define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name)
111 #define WEP_ADD_CVAR_BOTH(wepname,name) \
112 WEP_ADD_CVAR_PRI(wepname, name) \
113 WEP_ADD_CVAR_SEC(wepname, name)
115 #define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name)
117 // create properties for weapon settings
118 #define WEP_ADD_PROP(wepid,wepname,type,prop,name) \
120 [[last]] type autocvar_g_balance_##wepname##_##name;
122 // read cvars from weapon settings
123 #define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name
124 #define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name)
125 #define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name)
126 #define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name))
128 // set initialization values for weapon settings
129 #define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */
130 #define WEP_SET_PROP(wepid,wepname,type,prop,name) get_weaponinfo(WEP_##wepid).##prop = autocvar_g_balance_##wepname##_##name;
133 // =====================
134 // Weapon Registration
135 // =====================
137 float w_null(float dummy);
139 void register_weapon(
146 float pickupbasevalue,
155 void register_weapons_done();
157 // entity properties of weaponinfo:
158 // fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A"
159 .int weapon; // M: WEP_id // WEP_...
160 .WepSet weapons; // A: WEPSET_id // WEPSET_...
161 .float(float) weapon_func; // M: function // w_...
162 ..float ammo_field; // M: ammotype // main ammo field
163 .int impulse; // M: impulse // weapon impulse
164 .int spawnflags; // M: flags // WEPSPAWNFLAG_... combined
165 .float bot_pickupbasevalue; // M: rating // bot weapon priority
166 .vector wpcolor; // M: color // waypointsprite color
167 .string wpmodel; // A: wpn-id // wpn- sprite name
168 .string mdl; // M: modelname // name of model (without g_ v_ or h_ prefixes)
169 .string model; // A: modelname // full path to g_ model
170 .string w_simplemdl; // M: simplemdl // simpleitems weapon model/image
171 .string w_crosshair; // M: crosshair // per-weapon crosshair: "CrosshairImage Size"
172 .float w_crosshair_size; // A: crosshair // per-weapon crosshair size (argument two of "crosshair" field)
173 .string model2; // M: wepimg // "weaponfoobar" side view image file of weapon // WEAPONTODO: Move out of skin files, move to common files
174 .string netname; // M: refname // reference name name
175 .string message; // M: wepname // human readable name
178 // note: the fabs call is just there to hide "if result is constant" warning
179 #define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
182 float function(float); \
183 void RegisterWeapons_##id() \
185 WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
186 bit = WepSet_FromWeapon(id); \
188 if((flags) & WEP_FLAG_SUPERWEAPON) \
189 WEPSET_SUPERWEAPONS |= bit; \
191 register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname); \
193 ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
195 #define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
196 REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
198 #define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \
199 REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname)
204 #undef WEP_ADD_CVAR_MO_PRI
205 #undef WEP_ADD_CVAR_MO_SEC
206 #undef WEP_ADD_CVAR_MO_BOTH
207 #undef WEP_ADD_CVAR_MO_NONE
210 #undef REGISTER_WEAPON
212 ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);