X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fcommon%2Fweapons%2Fweapons.qh;fp=qcsrc%2Fcommon%2Fweapons%2Fweapons.qh;h=0000000000000000000000000000000000000000;hb=e2fd71a5add1338f211d84d6b1de8c3a552b76ad;hp=7ac8a9e8dfa09ddacc034db56f0debb6a7014c07;hpb=33f268f100a4fb570ba5143195376b704079fdbd;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapons.qh b/qcsrc/common/weapons/weapons.qh deleted file mode 100644 index 7ac8a9e8d..000000000 --- a/qcsrc/common/weapons/weapons.qh +++ /dev/null @@ -1,213 +0,0 @@ -#ifndef WEAPONS_H -#define WEAPONS_H - -#ifndef MENUQC -#include "calculations.qh" -#endif - -const int MAX_SHOT_DISTANCE = 32768; - -// weapon pickup ratings for bot logic -const int BOT_PICKUP_RATING_LOW = 2500; -const int BOT_PICKUP_RATING_MID = 5000; -const int BOT_PICKUP_RATING_HIGH = 10000; - -// weapon flags -const int WEP_TYPE_OTHER = 0x00; // not for damaging people -const int WEP_TYPE_SPLASH = 0x01; // splash damage -const int WEP_TYPE_HITSCAN = 0x02; // hitscan -const int WEP_TYPEMASK = 0x0F; -const int WEP_FLAG_CANCLIMB = 0x10; // can be used for movement -const int WEP_FLAG_NORMAL = 0x20; // in "most weapons" set -const int WEP_FLAG_HIDDEN = 0x40; // hides from menu -const int WEP_FLAG_RELOADABLE = 0x80; // can has reload -const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer -const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag) - -// weapon requests -const int WR_SETUP = 1; // (SERVER) setup weapon data -const int WR_THINK = 2; // (SERVER) logic to run every frame -const int WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary -const int WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second -const int WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon -const int WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties -const int WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details) -const int WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details) -const int WR_RELOAD = 9; // (SERVER) handles reloading for weapon -const int WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use -const int WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion -const int WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies -const int WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost -const int WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) -const int WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle -const int WR_DROP = 16; // (SERVER) the weapon is dropped -const int WR_PICKUP = 17; // (SERVER) a weapon is picked up - -// variables: -string weaponorder_byid; - -// weapon sets -typedef vector WepSet; -WepSet WepSet_FromWeapon(float a); -#ifdef SVQC -void WepSet_AddStat(); -void WriteWepSet(float dest, WepSet w); -#endif -#ifdef CSQC -WepSet WepSet_GetFromStat(); -WepSet ReadWepSet(); -#endif - -// weapon name macros -#define WEP_FIRST 1 -#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much. -int WEP_COUNT; -int WEP_LAST; -WepSet WEPSET_ALL; -WepSet WEPSET_SUPERWEAPONS; - -// functions: -entity get_weaponinfo(float id); -string W_FixWeaponOrder(string order, float complete); -string W_UndeprecateName(string s); -string W_NameWeaponOrder(string order); -string W_NumberWeaponOrder(string order); -string W_FixWeaponOrder_BuildImpulseList(string o); -string W_FixWeaponOrder_AllowIncomplete(string order); -string W_FixWeaponOrder_ForceComplete(string order); -void W_RandomWeapons(entity e, float n); - -string GetAmmoPicture(.float ammotype); - -#ifdef CSQC -.float GetAmmoFieldFromNum(int i); -int GetAmmoStat(.float ammotype); -#endif - -// ammo types -.float ammo_shells; -.float ammo_nails; -.float ammo_rockets; -.float ammo_cells; -.float ammo_plasma; -.float ammo_fuel; -.float ammo_none; - -// 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_NAME(wpn) ((get_weaponinfo(wpn)).message) - - -// ====================== -// Configuration Macros -// ====================== - -// 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) - -#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; - -// read cvars from weapon settings -#define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name -#define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name) -#define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name) -#define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name)) - -// 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; - - -// ===================== -// Weapon Registration -// ===================== - -float w_null(float dummy); - -void register_weapon( - float id, - WepSet bit, - float(float) func, - .float ammotype, - float i, - float weapontype, - float pickupbasevalue, - vector clr, - string modelname, - string simplemdl, - string crosshair, - string wepimg, - string refname, - string wepname); - -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_... -..float 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; \ - float function(float); \ - 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) -#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) -#endif - -#include "all.qh" - -#undef WEP_ADD_CVAR_MO_PRI -#undef WEP_ADD_CVAR_MO_SEC -#undef WEP_ADD_CVAR_MO_BOTH -#undef WEP_ADD_CVAR_MO_NONE -#undef WEP_ADD_CVAR -#undef WEP_ADD_PROP -#undef REGISTER_WEAPON - -ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done); -#endif