X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fall.qh;h=93df313c05f6e75bd38a4d777d6dbad8799fb7bb;hb=46ae54b152183f3e2895457f958fe830b1d97eb8;hp=7f7e34dda605a04a8f6a68595d2076b9308a64d3;hpb=6bd8012ca8b6f81cb0c1cb558d130bc9e1c44682;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/all.qh b/qcsrc/common/weapons/all.qh index 7f7e34dda..93df313c0 100644 --- a/qcsrc/common/weapons/all.qh +++ b/qcsrc/common/weapons/all.qh @@ -1,97 +1,13 @@ #ifndef WEAPONS_ALL_H #define WEAPONS_ALL_H -#ifndef MENUQC -#include "calculations.qh" -#include "../models/models.qh" -#endif - -#include "../util.qh" - -#ifdef SVQC -#include "../../server/bot/aim.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 -.bool(entity this) wr_setup; -/** (SERVER) logic to run every frame */ -.bool(entity this, bool fire1, bool fire2) wr_think; -const int WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary -.bool(entity this) wr_checkammo1; -const int WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second -.bool(entity this) wr_checkammo2; -const int WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon -.bool(entity this) wr_aim; -const int WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties -.bool(entity this) wr_init; -const int WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details) -.bool(entity this) wr_suicidemessage; -const int WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details) -.bool(entity this) wr_killmessage; -const int WR_RELOAD = 9; // (SERVER) handles reloading for weapon -.bool(entity this) wr_reload; -const int WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use -.bool(entity this) wr_resetplayer; -const int WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion -.bool(entity this) wr_impacteffect; -const int WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies -.bool(entity this) wr_playerdeath; -const int WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost -.bool(entity this) wr_gonethink; -const int WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) -.bool(entity this) wr_config; -const int WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle -.bool(entity this) wr_zoomreticle; -const int WR_DROP = 16; // (SERVER) the weapon is dropped -.bool(entity this) wr_drop; -const int WR_PICKUP = 17; // (SERVER) a weapon is picked up -.bool(entity this) wr_pickup; - -bool w_new(entity this, int req) { - if (req == WR_SETUP) return this.wr_setup ? this.wr_setup(this) : false; - if (req == WR_CHECKAMMO1) return this.wr_checkammo1 ? this.wr_checkammo1(this) : false; - if (req == WR_CHECKAMMO2) return this.wr_checkammo2 ? this.wr_checkammo2(this) : false; - if (req == WR_AIM) return this.wr_aim ? this.wr_aim(this) : false; - if (req == WR_INIT) return this.wr_init ? this.wr_init(this) : false; - if (req == WR_SUICIDEMESSAGE) return this.wr_suicidemessage ? this.wr_suicidemessage(this) : false; - if (req == WR_KILLMESSAGE) return this.wr_killmessage ? this.wr_killmessage(this) : false; - if (req == WR_RELOAD) return this.wr_reload ? this.wr_reload(this) : false; - if (req == WR_RESETPLAYER) return this.wr_resetplayer ? this.wr_resetplayer(this) : false; - if (req == WR_IMPACTEFFECT) return this.wr_impacteffect ? this.wr_impacteffect(this) : false; - if (req == WR_PLAYERDEATH) return this.wr_playerdeath ? this.wr_playerdeath(this) : false; - if (req == WR_GONETHINK) return this.wr_gonethink ? this.wr_gonethink(this) : false; - if (req == WR_CONFIG) return this.wr_config ? this.wr_config(this) : false; - if (req == WR_ZOOMRETICLE) return this.wr_zoomreticle ? this.wr_zoomreticle(this) : false; - if (req == WR_DROP) return this.wr_drop ? this.wr_drop(this) : false; - if (req == WR_PICKUP) return this.wr_pickup ? this.wr_pickup(this) : false; - return false; -} - -// variables: -string weaponorder_byid; +#include "../command/all.qh" +#include "../stats.qh" +#include "config.qh" // weapon sets typedef vector WepSet; +#define WEPSET(id) WepSet_FromWeapon(WEP_##id.m_id) WepSet WepSet_FromWeapon(int a); #ifdef SVQC void WepSet_AddStat(); @@ -105,54 +21,82 @@ WepSet WepSet_GetFromStat_InMap(); WepSet ReadWepSet(); #endif -// weapon name macros -const int WEP_FIRST = 1; -#define WEP_MAXCOUNT 32 // Increase as needed. Can be up to 72. -int WEP_COUNT; -#define WEP_LAST (WEP_FIRST + WEP_COUNT - 1) -WepSet WEPSET_ALL; -WepSet WEPSET_SUPERWEAPONS; - -// functions: -entity get_weaponinfo(int 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(.int ammotype); +#include "weapon.qh" -#ifdef CSQC -.int GetAmmoFieldFromNum(int i); -int GetAmmoStat(.int ammotype); +#ifndef MENUQC +#include "calculations.qh" +#include "../models/all.qh" #endif -string W_Sound(string w_snd); -string W_Model(string w_mdl); - -// ammo types -.int ammo_shells; -.int ammo_nails; -.int ammo_rockets; -.int ammo_cells; -.int ammo_plasma; -.int ammo_fuel; -.int ammo_none; +#include "../util.qh" -// other useful macros -#define WEP_ACTION(wpn,wrequest) wpn.weapon_func(wpn, wrequest) -#define _WEP_ACTION(wpn,wrequest) WEP_ACTION(get_weaponinfo(wpn), wrequest) -#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) +#ifdef SVQC +#include "../../server/bot/aim.qh" +#endif +REGISTRY(Weapons, 72) // Increase as needed. Can be up to 72. +#define Weapons_from(i) _Weapons_from(i, WEP_Null) +#define get_weaponinfo(i) Weapons_from(i) +REGISTER_REGISTRY(Weapons) +STATIC_INIT(WeaponPickup) { FOREACH(Weapons, true, LAMBDA(it.m_pickup = NEW(WeaponPickup, it))); } + + +GENERIC_COMMAND(dumpweapons, "Dump all weapons into weapons_dump.txt") // WEAPONTODO: make this work with other progs than just server +{ + switch(request) + { + case CMD_REQUEST_COMMAND: + { + #ifdef SVQC + wep_config_file = -1; + wep_config_alsoprint = -1; + string filename = argv(1); + + if(filename == "") + { + filename = "weapons_dump.cfg"; + wep_config_alsoprint = false; + } + else if(filename == "-") + { + filename = "weapons_dump.cfg"; + wep_config_alsoprint = true; + } + wep_config_file = fopen(filename, FILE_WRITE); + + if(wep_config_file >= 0) + { + Dump_Weapon_Settings(); + LOG_INFO(sprintf("Dumping weapons... File located in ^2data/data/%s^7.\n", filename)); + fclose(wep_config_file); + wep_config_file = -1; + wep_config_alsoprint = -1; + } + else + { + LOG_INFO(sprintf("^1Error: ^7Could not open file '%s'!\n", filename)); + } + #else + LOG_INFO(_("Weapons dump command only works with sv_cmd.\n")); + #endif + return; + } + + default: + case CMD_REQUEST_USAGE: + { + LOG_INFO(strcat("\nUsage:^3 ", GetProgramCommandPrefix(), " dumpweapons [filename]")); + LOG_INFO(" Where 'filename' is the file to write (default is weapons_dump.cfg),\n"); + LOG_INFO(" if supplied with '-' output to console as well as default,\n"); + LOG_INFO(" if left blank, it will only write to default.\n"); + return; + } + } +} -// ====================== -// Configuration Macros -// ====================== +#define REGISTER_WEAPON(id, inst) \ + /* WepSet WEPSET_##id; */ \ + REGISTER(Weapons, WEP, id, m_id, inst) // create cvars for weapon settings #define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name; @@ -160,15 +104,15 @@ string W_Model(string w_mdl); #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) + 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; + .type prop; \ + [[last]] type autocvar_g_balance_##wepname##_##name; // read cvars from weapon settings #define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name @@ -180,141 +124,48 @@ string W_Model(string w_mdl); #define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */ #define WEP_SET_PROP(wepid,wepname,type,prop,name) WEP_##wepid.prop = autocvar_g_balance_##wepname##_##name; +const int WEP_FIRST = 1; +#define WEP_LAST (Weapons_COUNT - 1) +WepSet WEPSET_ALL; +WepSet WEPSET_SUPERWEAPONS; -// ===================== -// Weapon Registration -// ===================== - -/** 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_... */ - METHOD(Weapon, weapon_func, bool(entity this, int req)) { return w_new(this, req); } - /** 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, ""); - /** M: model MDL_id_ITEM */ - ATTRIB(Weapon, m_model, entity, NULL); - /** 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"); - - METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) { - returns(this.message, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null); - } - - CONSTRUCTOR(Weapon, - bool(entity this, int req) function, - .int ammotype, - int i, - int weapontype, - float pickupbasevalue, - vector clr, - string modelname, - entity m, - 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.m_model = m; - 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; - } - void register_weapon(entity this, int id, WepSet bit) - { - this.weapon = id; - this.weapons = bit; - this.wpmodel = strzone(strcat("wpn-", ftos(id))); - #ifdef CSQC - this.weapon_func(this, WR_INIT); - #endif - } -ENDCLASS(Weapon) - -CLASS(OffhandWeapon, Object) - METHOD(OffhandWeapon, offhand_think, void(OffhandWeapon this, entity player, bool key_pressed)) {} -ENDCLASS(OffhandWeapon) - -#ifdef SVQC -.OffhandWeapon offhand; -#endif - -void RegisterWeapons(); -REGISTER_REGISTRY(RegisterWeapons) -entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last; -entity dummy_weapon_info; - -#define REGISTER_WEAPON(...) EVAL(OVERLOAD(REGISTER_WEAPON, __VA_ARGS__)) - -#define REGISTER_WEAPON_2(id, inst) \ - WepSet WEPSET_##id; \ - REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst) { \ - this.m_id++; \ - WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(this.m_id)); \ - if ((this.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \ - register_weapon(this, this.m_id, WEPSET_##id); \ - localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", this.netname, 230 + this.m_id - 1)); \ - } \ - REGISTER_INIT(WEP, id) - -#define _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \ - REGISTER_WEAPON_2(id, NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname)) - -#ifndef MENUQC - #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \ - bool function(entity this, int); \ - _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) -#else - #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, mdl, crosshair, wepimg, refname, wepname) \ - _REGISTER_WEAPON(id, w_new, ammotype, impulse, flags, rating, color, modelname, NULL, crosshair, wepimg, refname, wepname) -#endif +REGISTER_WEAPON(Null, NEW(Weapon)); #include "all.inc" -#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 -void register_weapons_done(); -ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done) +// TODO: remove after 0.8.2. Retains impulse number compatibility because 0.8.1 clients don't reload the weapons.cfg +#define WEP_HARDCODED_IMPULSES 20 + +// TODO: invert after 0.8.2. Will require moving 'best weapon' impulses +#define WEP_IMPULSE_BEGIN 230 +#define WEP_IMPULSE_END bound(WEP_IMPULSE_BEGIN, WEP_IMPULSE_BEGIN + (Weapons_COUNT - 1) - 1, 253) + +REGISTRY_SORT(Weapons, WEP_HARDCODED_IMPULSES + 1) +REGISTRY_CHECK(Weapons) + +STATIC_INIT(register_weapons_done) +{ + FOREACH(Weapons, true, LAMBDA( + it.m_id = i; + WepSet set = WepSet_FromWeapon(it.m_id); + WEPSET_ALL |= set; + if ((it.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= set; + it.weapon = it.m_id; + it.weapons = set; + int imp = WEP_IMPULSE_BEGIN + it.m_id - 1; + if (imp <= WEP_IMPULSE_END) + localcmd(sprintf("alias weapon_%s \"impulse %d\"\n", it.netname, imp)); + else + LOG_TRACEF(_("Impulse limit exceeded, weapon will not be directly accessible: %s\n"), it.netname); + )); + #ifdef CSQC + FOREACH(Weapons, true, LAMBDA(it.wr_init(it))); + #endif + weaponorder_byid = ""; + for (int i = Weapons_MAX - 1; i >= 1; --i) + if (Weapons_from(i)) + weaponorder_byid = strcat(weaponorder_byid, " ", ftos(i)); + weaponorder_byid = strzone(substring(weaponorder_byid, 1, strlen(weaponorder_byid) - 1)); +} + #endif