jkxr/Projects/Android/jni/OpenJK/code/game/g_weaponLoad.cpp

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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// g_weaponLoad.cpp
// fills in memory struct with ext_dat\weapons.dat
// this is excluded from PCH usage 'cos it looks kinda scary to me, being game and ui.... -Ste
#include "g_local.h"
typedef struct {
const char *name;
void (*func)(centity_t *cent, const struct weaponInfo_s *weapon );
} func_t;
// Bryar
void FX_BryarProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BryarAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
// Blaster
void FX_BlasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_BlasterAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon );
// Bowcaster
void FX_BowcasterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
// Heavy Repeater
void FX_RepeaterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_RepeaterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
// DEMP2
void FX_DEMP2_ProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_DEMP2_AltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
// Golan Arms Flechette
void FX_FlechetteProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_FlechetteAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
// Personal Rocket Launcher
void FX_RocketProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_RocketAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
// Concussion Rifle
void FX_ConcProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
// Emplaced weapon
void FX_EmplacedProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
// Turret weapon
void FX_TurretProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
// ATST Main weapon
void FX_ATSTMainProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
// ATST Side weapons
void FX_ATSTSideMainProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
void FX_ATSTSideAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
//Tusken projectile
void FX_TuskenShotProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
//Noghri projectile
void FX_NoghriShotProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
// Table used to attach an extern missile function string to the actual cgame function
func_t funcs[] = {
{"bryar_func", FX_BryarProjectileThink},
{"bryar_alt_func", FX_BryarAltProjectileThink},
{"blaster_func", FX_BlasterProjectileThink},
{"blaster_alt_func", FX_BlasterAltFireThink},
{"bowcaster_func", FX_BowcasterProjectileThink},
{"repeater_func", FX_RepeaterProjectileThink},
{"repeater_alt_func", FX_RepeaterAltProjectileThink},
{"demp2_func", FX_DEMP2_ProjectileThink},
{"demp2_alt_func", FX_DEMP2_AltProjectileThink},
{"flechette_func", FX_FlechetteProjectileThink},
{"flechette_alt_func", FX_FlechetteAltProjectileThink},
{"rocket_func", FX_RocketProjectileThink},
{"rocket_alt_func", FX_RocketAltProjectileThink},
{"conc_func", FX_ConcProjectileThink},
{"emplaced_func", FX_EmplacedProjectileThink},
{"turret_func", FX_TurretProjectileThink},
{"atstmain_func", FX_ATSTMainProjectileThink},
{"atst_side_alt_func", FX_ATSTSideAltProjectileThink},
{"atst_side_main_func", FX_ATSTSideMainProjectileThink},
{"tusk_shot_func", FX_TuskenShotProjectileThink},
{"noghri_shot_func", FX_NoghriShotProjectileThink},
{NULL, NULL}
};
//qboolean COM_ParseInt( char **data, int *i );
//qboolean COM_ParseString( char **data, char **s );
//qboolean COM_ParseFloat( char **data, float *f );
struct wpnParms_s
{
int weaponNum; // Current weapon number
int ammoNum;
} wpnParms;
void WPN_Ammo (const char **holdBuf);
void WPN_AmmoIcon (const char **holdBuf);
void WPN_AmmoMax (const char **holdBuf);
void WPN_AmmoLowCnt (const char **holdBuf);
void WPN_AmmoType (const char **holdBuf);
void WPN_EnergyPerShot (const char **holdBuf);
void WPN_FireTime (const char **holdBuf);
void WPN_FiringSnd (const char **holdBuf);
void WPN_AltFiringSnd(const char **holdBuf );
void WPN_StopSnd( const char **holdBuf );
void WPN_ChargeSnd (const char **holdBuf);
void WPN_AltChargeSnd (const char **holdBuf);
void WPN_SelectSnd (const char **holdBuf);
void WPN_Range (const char **holdBuf);
void WPN_WeaponClass ( const char **holdBuf);
void WPN_WeaponIcon (const char **holdBuf);
void WPN_WeaponModel (const char **holdBuf);
void WPN_WeaponType (const char **holdBuf);
void WPN_AltEnergyPerShot (const char **holdBuf);
void WPN_AltFireTime (const char **holdBuf);
void WPN_AltRange (const char **holdBuf);
void WPN_BarrelCount(const char **holdBuf);
void WPN_MissileName(const char **holdBuf);
void WPN_AltMissileName(const char **holdBuf);
void WPN_MissileSound(const char **holdBuf);
void WPN_AltMissileSound(const char **holdBuf);
void WPN_MissileLight(const char **holdBuf);
void WPN_AltMissileLight(const char **holdBuf);
void WPN_MissileLightColor(const char **holdBuf);
void WPN_AltMissileLightColor(const char **holdBuf);
void WPN_FuncName(const char **holdBuf);
void WPN_AltFuncName(const char **holdBuf);
void WPN_MissileHitSound(const char **holdBuf);
void WPN_AltMissileHitSound(const char **holdBuf);
void WPN_MuzzleEffect(const char **holdBuf);
void WPN_AltMuzzleEffect(const char **holdBuf);
// OPENJK ADD
void WPN_Damage(const char **holdBuf);
void WPN_AltDamage(const char **holdBuf);
void WPN_SplashDamage(const char **holdBuf);
void WPN_SplashRadius(const char **holdBuf);
void WPN_AltSplashDamage(const char **holdBuf);
void WPN_AltSplashRadius(const char **holdBuf);
// Legacy weapons.dat force fields
void WPN_FuncSkip(const char **holdBuf);
typedef struct
{
const char *parmName;
void (*func)(const char **holdBuf);
} wpnParms_t;
// This is used as a fallback for each new field, in case they're using base files --eez
const int defaultDamage[] = {
0, // WP_NONE
0, // WP_SABER // handled elsewhere
BRYAR_PISTOL_DAMAGE, // WP_BLASTER_PISTOL
BLASTER_DAMAGE, // WP_BLASTER
DISRUPTOR_MAIN_DAMAGE, // WP_DISRUPTOR
BOWCASTER_DAMAGE, // WP_BOWCASTER
REPEATER_DAMAGE, // WP_REPEATER
DEMP2_DAMAGE, // WP_DEMP2
FLECHETTE_DAMAGE, // WP_FLECHETTE
ROCKET_DAMAGE, // WP_ROCKET_LAUNCHER
TD_DAMAGE, // WP_THERMAL
LT_DAMAGE, // WP_TRIP_MINE
FLECHETTE_MINE_DAMAGE, // WP_DET_PACK // HACK, this is what the code sez.
CONC_DAMAGE, // WP_CONCUSSION
0, // WP_MELEE // handled by the melee attack function
ATST_MAIN_DAMAGE, // WP_ATST_MAIN
ATST_SIDE_MAIN_DAMAGE, // WP_ATST_SIDE
STUN_BATON_DAMAGE, // WP_STUN_BATON
BRYAR_PISTOL_DAMAGE, // WP_BRYAR_PISTOL
EMPLACED_DAMAGE, // WP_EMPLACED_GUN
BRYAR_PISTOL_DAMAGE, // WP_BOT_LASER
0, // WP_TURRET // handled elsewhere
EMPLACED_DAMAGE, // WP_TIE_FIGHTER
EMPLACED_DAMAGE, // WP_RAPID_FIRE_CONC,
BRYAR_PISTOL_DAMAGE, // WP_JAWA
0, // WP_TUSKEN_RIFLE
0, // WP_TUSKEN_STAFF
0, // WP_SCEPTER
0, // WP_NOGHRI_STICK
};
const int defaultAltDamage[] = {
0, // WP_NONE
0, // WP_SABER // handled elsewhere
BRYAR_PISTOL_DAMAGE, // WP_BLASTER_PISTOL
BLASTER_DAMAGE, // WP_BLASTER
DISRUPTOR_ALT_DAMAGE, // WP_DISRUPTOR
BOWCASTER_DAMAGE, // WP_BOWCASTER
REPEATER_ALT_DAMAGE, // WP_REPEATER
DEMP2_ALT_DAMAGE, // WP_DEMP2
FLECHETTE_ALT_DAMAGE, // WP_FLECHETTE
ROCKET_DAMAGE, // WP_ROCKET_LAUNCHER
TD_ALT_DAMAGE, // WP_THERMAL
LT_DAMAGE, // WP_TRIP_MINE
FLECHETTE_MINE_DAMAGE, // WP_DET_PACK // HACK, this is what the code sez.
CONC_ALT_DAMAGE, // WP_CONCUSION
0, // WP_MELEE // handled by the melee attack function
ATST_MAIN_DAMAGE, // WP_ATST_MAIN
ATST_SIDE_ALT_DAMAGE, // WP_ATST_SIDE
STUN_BATON_ALT_DAMAGE, // WP_STUN_BATON
BRYAR_PISTOL_DAMAGE, // WP_BRYAR_PISTOL
EMPLACED_DAMAGE, // WP_EMPLACED_GUN
BRYAR_PISTOL_DAMAGE, // WP_BOT_LASER
0, // WP_TURRET // handled elsewhere
EMPLACED_DAMAGE, // WP_TIE_FIGHTER
0, // WP_RAPID_FIRE_CONC // repeater alt damage is used instead
BRYAR_PISTOL_DAMAGE, // WP_JAWA
0, // WP_TUSKEN_RIFLE
0, // WP_TUSKEN_STAFF
0, // WP_SCEPTER
0, // WP_NOGHRI_STICK
};
const int defaultSplashDamage[] = {
0, // WP_NONE
0, // WP_SABER
0, // WP_BLASTER_PISTOL
0, // WP_BLASTER
0, // WP_DISRUPTOR
BOWCASTER_SPLASH_DAMAGE, // WP_BOWCASTER
0, // WP_REPEATER
0, // WP_DEMP2
0, // WP_FLECHETTE
ROCKET_SPLASH_DAMAGE, // WP_ROCKET_LAUNCHER
TD_SPLASH_DAM, // WP_THERMAL
LT_SPLASH_DAM, // WP_TRIP_MINE
FLECHETTE_MINE_SPLASH_DAMAGE, // WP_DET_PACK // HACK, this is what the code sez.
CONC_SPLASH_DAMAGE, // WP_CONCUSSION
0, // WP_MELEE
0, // WP_ATST_MAIN
ATST_SIDE_MAIN_SPLASH_DAMAGE, // WP_ATST_SIDE
0, // WP_STUN_BATON
0, // WP_BRYAR_PISTOL
0, // WP_EMPLACED_GUN
0, // WP_BOT_LASER
0, // WP_TURRET
0, // WP_TIE_FIGHTER
0, // WP_RAPID_FIRE_CONC
0, // WP_JAWA
0, // WP_TUSKEN_RIFLE
0, // WP_TUSKEN_STAFF
0, // WP_SCEPTER
0, // WP_NOGHRI_STICK
};
const float defaultSplashRadius[] = {
0.0f, // WP_NONE
0.0f, // WP_SABER
0.0f, // WP_BLASTER_PISTOL
0.0f, // WP_BLASTER
0.0f, // WP_DISRUPTOR
BOWCASTER_SPLASH_RADIUS, // WP_BOWCASTER
0.0f, // WP_REPEATER
0.0f, // WP_DEMP2
0.0f, // WP_FLECHETTE
ROCKET_SPLASH_RADIUS, // WP_ROCKET_LAUNCHER
TD_SPLASH_RAD, // WP_THERMAL
LT_SPLASH_RAD, // WP_TRIP_MINE
FLECHETTE_MINE_SPLASH_RADIUS, // WP_DET_PACK // HACK, this is what the code sez.
CONC_SPLASH_RADIUS, // WP_CONCUSSION
0.0f, // WP_MELEE
0.0f, // WP_ATST_MAIN
ATST_SIDE_MAIN_SPLASH_RADIUS, // WP_ATST_SIDE
0.0f, // WP_STUN_BATON
0.0f, // WP_BRYAR_PISTOL
0.0f, // WP_EMPLACED_GUN
0.0f, // WP_BOT_LASER
0.0f, // WP_TURRET
0.0f, // WP_TIE_FIGHTER
0.0f, // WP_RAPID_FIRE_CONC
0.0f, // WP_JAWA
0.0f, // WP_TUSKEN_RIFLE
0.0f, // WP_TUSKEN_STAFF
0.0f, // WP_SCEPTER
0.0f, // WP_NOGHRI_STICK
};
const int defaultAltSplashDamage[] = {
0, // WP_NONE
0, // WP_SABER // handled elsewhere
0, // WP_BLASTER_PISTOL
0, // WP_BLASTER
0, // WP_DISRUPTOR
BOWCASTER_SPLASH_DAMAGE, // WP_BOWCASTER
REPEATER_ALT_SPLASH_DAMAGE, // WP_REPEATER
DEMP2_ALT_DAMAGE, // WP_DEMP2
FLECHETTE_ALT_SPLASH_DAM, // WP_FLECHETTE
ROCKET_SPLASH_DAMAGE, // WP_ROCKET_LAUNCHER
TD_ALT_SPLASH_DAM, // WP_THERMAL
TD_ALT_SPLASH_DAM, // WP_TRIP_MINE
FLECHETTE_MINE_SPLASH_DAMAGE, // WP_DET_PACK // HACK, this is what the code sez.
0, // WP_CONCUSSION
0, // WP_MELEE // handled by the melee attack function
0, // WP_ATST_MAIN
ATST_SIDE_ALT_SPLASH_DAMAGE, // WP_ATST_SIDE
0, // WP_STUN_BATON
0, // WP_BRYAR_PISTOL
0, // WP_EMPLACED_GUN
0, // WP_BOT_LASER
0, // WP_TURRET // handled elsewhere
0, // WP_TIE_FIGHTER
0, // WP_RAPID_FIRE_CONC
0, // WP_JAWA
0, // WP_TUSKEN_RIFLE
0, // WP_TUSKEN_STAFF
0, // WP_SCEPTER
0, // WP_NOGHRI_STICK
};
const float defaultAltSplashRadius[] = {
0.0f, // WP_NONE
0.0f, // WP_SABER // handled elsewhere
0.0f, // WP_BLASTER_PISTOL
0.0f, // WP_BLASTER
0.0f, // WP_DISRUPTOR
BOWCASTER_SPLASH_RADIUS, // WP_BOWCASTER
REPEATER_ALT_SPLASH_RADIUS, // WP_REPEATER
DEMP2_ALT_SPLASHRADIUS, // WP_DEMP2
FLECHETTE_ALT_SPLASH_RAD, // WP_FLECHETTE
ROCKET_SPLASH_RADIUS, // WP_ROCKET_LAUNCHER
TD_ALT_SPLASH_RAD, // WP_THERMAL
LT_SPLASH_RAD, // WP_TRIP_MINE
FLECHETTE_ALT_SPLASH_RAD, // WP_DET_PACK // HACK, this is what the code sez.
0.0f, // WP_CONCUSSION
0.0f, // WP_MELEE // handled by the melee attack function
0.0f, // WP_ATST_MAIN
ATST_SIDE_ALT_SPLASH_RADIUS, // WP_ATST_SIDE
0.0f, // WP_STUN_BATON
0.0f, // WP_BRYAR_PISTOL
0.0f, // WP_EMPLACED_GUN
0.0f, // WP_BOT_LASER
0.0f, // WP_TURRET // handled elsewhere
0.0f, // WP_TIE_FIGHTER
0.0f, // WP_RAPID_FIRE_CONC
0.0f, // WP_JAWA
0.0f, // WP_TUSKEN_RIFLE
0.0f, // WP_TUSKEN_STAFF
0.0f, // WP_SCEPTER
0.0f, // WP_NOGHRI_STICK
};
wpnParms_t WpnParms[] =
{
{ "ammo", WPN_Ammo }, //ammo
{ "ammoicon", WPN_AmmoIcon },
{ "ammomax", WPN_AmmoMax },
{ "ammolowcount", WPN_AmmoLowCnt }, //weapons
{ "ammotype", WPN_AmmoType },
{ "energypershot", WPN_EnergyPerShot },
{ "fireTime", WPN_FireTime },
{ "firingsound", WPN_FiringSnd },
{ "altfiringsound", WPN_AltFiringSnd },
// { "flashsound", WPN_FlashSnd },
// { "altflashsound", WPN_AltFlashSnd },
{ "stopsound", WPN_StopSnd },
{ "chargesound", WPN_ChargeSnd },
{ "altchargesound", WPN_AltChargeSnd },
{ "selectsound", WPN_SelectSnd },
{ "range", WPN_Range },
{ "weaponclass", WPN_WeaponClass },
{ "weaponicon", WPN_WeaponIcon },
{ "weaponmodel", WPN_WeaponModel },
{ "weapontype", WPN_WeaponType },
{ "altenergypershot", WPN_AltEnergyPerShot },
{ "altfireTime", WPN_AltFireTime },
{ "altrange", WPN_AltRange },
{ "barrelcount", WPN_BarrelCount },
{ "missileModel", WPN_MissileName },
{ "altmissileModel", WPN_AltMissileName },
{ "missileSound", WPN_MissileSound },
{ "altmissileSound", WPN_AltMissileSound },
{ "missileLight", WPN_MissileLight },
{ "altmissileLight", WPN_AltMissileLight },
{ "missileLightColor",WPN_MissileLightColor },
{ "altmissileLightColor", WPN_AltMissileLightColor },
{ "missileFuncName", WPN_FuncName },
{ "altmissileFuncName", WPN_AltFuncName },
{ "missileHitSound", WPN_MissileHitSound },
{ "altmissileHitSound", WPN_AltMissileHitSound },
{ "muzzleEffect", WPN_MuzzleEffect },
{ "altmuzzleEffect", WPN_AltMuzzleEffect },
// OPENJK NEW FIELDS
{ "damage", WPN_Damage },
{ "altdamage", WPN_AltDamage },
{ "splashDamage", WPN_SplashDamage },
{ "splashRadius", WPN_SplashRadius },
{ "altSplashDamage", WPN_AltSplashDamage },
{ "altSplashRadius", WPN_AltSplashRadius },
// Old legacy files contain these, so we skip them to shut up warnings
{ "firingforce", WPN_FuncSkip },
{ "chargeforce", WPN_FuncSkip },
{ "altchargeforce", WPN_FuncSkip },
{ "selectforce", WPN_FuncSkip },
};
static const size_t numWpnParms = ARRAY_LEN(WpnParms);
void WPN_FuncSkip( const char **holdBuf)
{
SkipRestOfLine(holdBuf);
}
void WPN_WeaponType( const char **holdBuf)
{
int weaponNum;
const char *tokenStr;
if (COM_ParseString(holdBuf,&tokenStr))
{
return;
}
// FIXME : put this in an array (maybe a weaponDataInternal array???)
if (!Q_stricmp(tokenStr,"WP_NONE"))
weaponNum = WP_NONE;
else if (!Q_stricmp(tokenStr,"WP_SABER"))
weaponNum = WP_SABER;
else if (!Q_stricmp(tokenStr,"WP_BLASTER_PISTOL"))
weaponNum = WP_BLASTER_PISTOL;
else if (!Q_stricmp(tokenStr,"WP_BRYAR_PISTOL"))
weaponNum = WP_BRYAR_PISTOL;
else if (!Q_stricmp(tokenStr,"WP_BLASTER"))
weaponNum = WP_BLASTER;
else if (!Q_stricmp(tokenStr,"WP_DISRUPTOR"))
weaponNum = WP_DISRUPTOR;
else if (!Q_stricmp(tokenStr,"WP_BOWCASTER"))
weaponNum = WP_BOWCASTER;
else if (!Q_stricmp(tokenStr,"WP_REPEATER"))
weaponNum = WP_REPEATER;
else if (!Q_stricmp(tokenStr,"WP_DEMP2"))
weaponNum = WP_DEMP2;
else if (!Q_stricmp(tokenStr,"WP_FLECHETTE"))
weaponNum = WP_FLECHETTE;
else if (!Q_stricmp(tokenStr,"WP_ROCKET_LAUNCHER"))
weaponNum = WP_ROCKET_LAUNCHER;
else if (!Q_stricmp(tokenStr,"WP_CONCUSSION"))
weaponNum = WP_CONCUSSION;
else if (!Q_stricmp(tokenStr,"WP_THERMAL"))
weaponNum = WP_THERMAL;
else if (!Q_stricmp(tokenStr,"WP_TRIP_MINE"))
weaponNum = WP_TRIP_MINE;
else if (!Q_stricmp(tokenStr,"WP_DET_PACK"))
weaponNum = WP_DET_PACK;
else if (!Q_stricmp(tokenStr,"WP_STUN_BATON"))
weaponNum = WP_STUN_BATON;
else if (!Q_stricmp(tokenStr,"WP_BOT_LASER"))
weaponNum = WP_BOT_LASER;
else if (!Q_stricmp(tokenStr,"WP_EMPLACED_GUN"))
weaponNum = WP_EMPLACED_GUN;
else if (!Q_stricmp(tokenStr,"WP_MELEE"))
weaponNum = WP_MELEE;
else if (!Q_stricmp(tokenStr,"WP_TURRET"))
weaponNum = WP_TURRET;
else if (!Q_stricmp(tokenStr,"WP_ATST_MAIN"))
weaponNum = WP_ATST_MAIN;
else if (!Q_stricmp(tokenStr,"WP_ATST_SIDE"))
weaponNum = WP_ATST_SIDE;
else if (!Q_stricmp(tokenStr,"WP_TIE_FIGHTER"))
weaponNum = WP_TIE_FIGHTER;
else if (!Q_stricmp(tokenStr,"WP_RAPID_FIRE_CONC"))
weaponNum = WP_RAPID_FIRE_CONC;
else if (!Q_stricmp(tokenStr,"WP_JAWA"))
weaponNum = WP_JAWA;
else if (!Q_stricmp(tokenStr,"WP_TUSKEN_RIFLE"))
weaponNum = WP_TUSKEN_RIFLE;
else if (!Q_stricmp(tokenStr,"WP_TUSKEN_STAFF"))
weaponNum = WP_TUSKEN_STAFF;
else if (!Q_stricmp(tokenStr,"WP_SCEPTER"))
weaponNum = WP_SCEPTER;
else if (!Q_stricmp(tokenStr,"WP_NOGHRI_STICK"))
weaponNum = WP_NOGHRI_STICK;
else
{
weaponNum = 0;
gi.Printf(S_COLOR_YELLOW"WARNING: bad weapontype in external weapon data '%s'\n", tokenStr);
}
wpnParms.weaponNum = weaponNum;
}
//--------------------------------------------
void WPN_WeaponClass(const char **holdBuf)
{
int len;
const char *tokenStr;
if (COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 32)
{
len = 32;
gi.Printf(S_COLOR_YELLOW"WARNING: weaponclass too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].classname,tokenStr,len);
}
//--------------------------------------------
void WPN_WeaponModel(const char **holdBuf)
{
int len;
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: weaponMdl too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].weaponMdl,tokenStr,len);
}
//--------------------------------------------
void WPN_WeaponIcon(const char **holdBuf)
{
int len;
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: weaponIcon too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].weaponIcon,tokenStr,len);
}
//--------------------------------------------
void WPN_AmmoType(const char **holdBuf)
{
int tokenInt;
if ( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
if ((tokenInt < AMMO_NONE ) || (tokenInt >= AMMO_MAX ))
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad Ammotype in external weapon data '%d'\n", tokenInt);
return;
}
weaponData[wpnParms.weaponNum].ammoIndex = tokenInt;
}
//--------------------------------------------
void WPN_AmmoLowCnt(const char **holdBuf)
{
int tokenInt;
if ( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
if ((tokenInt < 0) || (tokenInt > 200 )) // FIXME :What are the right values?
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad Ammolowcount in external weapon data '%d'\n", tokenInt);
return;
}
weaponData[wpnParms.weaponNum].ammoLow = tokenInt;
}
//--------------------------------------------
void WPN_FiringSnd(const char **holdBuf)
{
const char *tokenStr;
int len;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: firingSnd too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].firingSnd,tokenStr,len);
}
//--------------------------------------------
void WPN_AltFiringSnd( const char **holdBuf )
{
const char *tokenStr;
int len;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: altFiringSnd too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].altFiringSnd,tokenStr,len);
}
//--------------------------------------------
void WPN_StopSnd( const char **holdBuf )
{
const char *tokenStr;
int len;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: stopSnd too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].stopSnd,tokenStr,len);
}
//--------------------------------------------
void WPN_ChargeSnd(const char **holdBuf)
{
const char *tokenStr;
int len;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: chargeSnd too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].chargeSnd,tokenStr,len);
}
//--------------------------------------------
void WPN_AltChargeSnd(const char **holdBuf)
{
const char *tokenStr;
int len;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: altChargeSnd too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].altChargeSnd,tokenStr,len);
}
//--------------------------------------------
void WPN_SelectSnd( const char **holdBuf )
{
const char *tokenStr;
int len;
if ( COM_ParseString( holdBuf,&tokenStr ))
{
return;
}
len = strlen( tokenStr );
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: selectSnd too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz( weaponData[wpnParms.weaponNum].selectSnd,tokenStr,len);
}
//--------------------------------------------
void WPN_FireTime(const char **holdBuf)
{
int tokenInt;
if ( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
if ((tokenInt < 0) || (tokenInt > 10000 )) // FIXME :What are the right values?
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad Firetime in external weapon data '%d'\n", tokenInt);
return;
}
weaponData[wpnParms.weaponNum].fireTime = tokenInt;
}
//--------------------------------------------
void WPN_Range(const char **holdBuf)
{
int tokenInt;
if ( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
if ((tokenInt < 0) || (tokenInt > 10000 )) // FIXME :What are the right values?
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad Range in external weapon data '%d'\n", tokenInt);
return;
}
weaponData[wpnParms.weaponNum].range = tokenInt;
}
//--------------------------------------------
void WPN_EnergyPerShot(const char **holdBuf)
{
int tokenInt;
if ( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
if ((tokenInt < 0) || (tokenInt > 1000 )) // FIXME :What are the right values?
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad EnergyPerShot in external weapon data '%d'\n", tokenInt);
return;
}
weaponData[wpnParms.weaponNum].energyPerShot = tokenInt;
}
//--------------------------------------------
void WPN_AltFireTime(const char **holdBuf)
{
int tokenInt;
if ( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
if ((tokenInt < 0) || (tokenInt > 10000 )) // FIXME :What are the right values?
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad altFireTime in external weapon data '%d'\n", tokenInt);
return;
}
weaponData[wpnParms.weaponNum].altFireTime = tokenInt;
}
//--------------------------------------------
void WPN_AltRange(const char **holdBuf)
{
int tokenInt;
if ( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
if ((tokenInt < 0) || (tokenInt > 10000 )) // FIXME :What are the right values?
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad AltRange in external weapon data '%d'\n", tokenInt);
return;
}
weaponData[wpnParms.weaponNum].altRange = tokenInt;
}
//--------------------------------------------
void WPN_AltEnergyPerShot(const char **holdBuf)
{
int tokenInt;
if ( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
if ((tokenInt < 0) || (tokenInt > 1000 )) // FIXME :What are the right values?
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad AltEnergyPerShot in external weapon data '%d'\n", tokenInt);
return;
}
weaponData[wpnParms.weaponNum].altEnergyPerShot = tokenInt;
}
//--------------------------------------------
void WPN_Ammo(const char **holdBuf)
{
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
if (!Q_stricmp(tokenStr,"AMMO_NONE"))
wpnParms.ammoNum = AMMO_NONE;
else if (!Q_stricmp(tokenStr,"AMMO_FORCE"))
wpnParms.ammoNum = AMMO_FORCE;
else if (!Q_stricmp(tokenStr,"AMMO_BLASTER"))
wpnParms.ammoNum = AMMO_BLASTER;
else if (!Q_stricmp(tokenStr,"AMMO_POWERCELL"))
wpnParms.ammoNum = AMMO_POWERCELL;
else if (!Q_stricmp(tokenStr,"AMMO_METAL_BOLTS"))
wpnParms.ammoNum = AMMO_METAL_BOLTS;
else if (!Q_stricmp(tokenStr,"AMMO_ROCKETS"))
wpnParms.ammoNum = AMMO_ROCKETS;
else if (!Q_stricmp(tokenStr,"AMMO_EMPLACED"))
wpnParms.ammoNum = AMMO_EMPLACED;
else if (!Q_stricmp(tokenStr,"AMMO_THERMAL"))
wpnParms.ammoNum = AMMO_THERMAL;
else if (!Q_stricmp(tokenStr,"AMMO_TRIPMINE"))
wpnParms.ammoNum = AMMO_TRIPMINE;
else if (!Q_stricmp(tokenStr,"AMMO_DETPACK"))
wpnParms.ammoNum = AMMO_DETPACK;
else
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad ammotype in external weapon data '%s'\n", tokenStr);
wpnParms.ammoNum = 0;
}
}
//--------------------------------------------
void WPN_AmmoIcon(const char **holdBuf)
{
const char *tokenStr;
int len;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: ammoicon too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(ammoData[wpnParms.ammoNum].icon,tokenStr,len);
}
//--------------------------------------------
void WPN_AmmoMax(const char **holdBuf)
{
int tokenInt;
if ( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
if ((tokenInt < 0) || (tokenInt > 1000 ))
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad Ammo Max in external weapon data '%d'\n", tokenInt);
return;
}
ammoData[wpnParms.ammoNum].max = tokenInt;
}
//--------------------------------------------
void WPN_BarrelCount(const char **holdBuf)
{
int tokenInt;
if ( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
if ((tokenInt < 0) || (tokenInt > 4 ))
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad Range in external weapon data '%d'\n", tokenInt);
return;
}
weaponData[wpnParms.weaponNum].numBarrels = tokenInt;
}
//--------------------------------------------
static void WP_ParseWeaponParms(const char **holdBuf)
{
const char *token;
size_t i;
while (holdBuf)
{
token = COM_ParseExt( holdBuf, qtrue );
if (!Q_stricmp( token, "}" )) // End of data for this weapon
break;
// Loop through possible parameters
for (i=0;i<numWpnParms;++i)
{
if (!Q_stricmp(token,WpnParms[i].parmName))
{
WpnParms[i].func(holdBuf);
break;
}
}
if (i < numWpnParms) // Find parameter???
{
continue;
}
Com_Printf("^3WARNING: bad parameter in external weapon data '%s'\n", token);
}
}
//--------------------------------------------
void WPN_MissileName(const char **holdBuf)
{
int len;
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: MissileName too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].missileMdl,tokenStr,len);
}
//--------------------------------------------
void WPN_AltMissileName(const char **holdBuf)
{
int len;
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: AltMissileName too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].alt_missileMdl,tokenStr,len);
}
//--------------------------------------------
void WPN_MissileHitSound(const char **holdBuf)
{
int len;
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: MissileHitSound too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].missileHitSound,tokenStr,len);
}
//--------------------------------------------
void WPN_AltMissileHitSound(const char **holdBuf)
{
int len;
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: AltMissileHitSound too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].altmissileHitSound,tokenStr,len);
}
//--------------------------------------------
void WPN_MissileSound(const char **holdBuf)
{
int len;
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: MissileSound too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].missileSound,tokenStr,len);
}
//--------------------------------------------
void WPN_AltMissileSound(const char **holdBuf)
{
int len;
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: AltMissileSound too long in external WEAPONS.DAT '%s'\n", tokenStr);
}
Q_strncpyz(weaponData[wpnParms.weaponNum].alt_missileSound,tokenStr,len);
}
//--------------------------------------------
void WPN_MissileLightColor(const char **holdBuf)
{
int i;
float tokenFlt;
for (i=0;i<3;++i)
{
if ( COM_ParseFloat(holdBuf,&tokenFlt))
{
SkipRestOfLine(holdBuf);
continue;
}
if ((tokenFlt < 0) || (tokenFlt > 1 ))
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad missilelightcolor in external weapon data '%f'\n", tokenFlt);
continue;
}
weaponData[wpnParms.weaponNum].missileDlightColor[i] = tokenFlt;
}
}
//--------------------------------------------
void WPN_AltMissileLightColor(const char **holdBuf)
{
int i;
float tokenFlt;
for (i=0;i<3;++i)
{
if ( COM_ParseFloat(holdBuf,&tokenFlt))
{
SkipRestOfLine(holdBuf);
continue;
}
if ((tokenFlt < 0) || (tokenFlt > 1 ))
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad altmissilelightcolor in external weapon data '%f'\n", tokenFlt);
continue;
}
weaponData[wpnParms.weaponNum].alt_missileDlightColor[i] = tokenFlt;
}
}
//--------------------------------------------
void WPN_MissileLight(const char **holdBuf)
{
float tokenFlt;
if ( COM_ParseFloat(holdBuf,&tokenFlt))
{
SkipRestOfLine(holdBuf);
}
if ((tokenFlt < 0) || (tokenFlt > 255 )) // FIXME :What are the right values?
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad missilelight in external weapon data '%f'\n", tokenFlt);
}
weaponData[wpnParms.weaponNum].missileDlight = tokenFlt;
}
//--------------------------------------------
void WPN_AltMissileLight(const char **holdBuf)
{
float tokenFlt;
if ( COM_ParseFloat(holdBuf,&tokenFlt))
{
SkipRestOfLine(holdBuf);
}
if ((tokenFlt < 0) || (tokenFlt > 255 )) // FIXME :What are the right values?
{
gi.Printf(S_COLOR_YELLOW"WARNING: bad altmissilelight in external weapon data '%f'\n", tokenFlt);
}
weaponData[wpnParms.weaponNum].alt_missileDlight = tokenFlt;
}
//--------------------------------------------
void WPN_FuncName(const char **holdBuf)
{
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
size_t len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: FuncName '%s' too long in external WEAPONS.DAT\n", tokenStr);
}
for ( func_t* s=funcs ; s->name ; s++ ) {
if ( !Q_stricmp(s->name, tokenStr) ) {
// found it
weaponData[wpnParms.weaponNum].func = (void*)s->func;
return;
}
}
gi.Printf(S_COLOR_YELLOW"WARNING: FuncName '%s' in external WEAPONS.DAT does not exist\n", tokenStr);
}
//--------------------------------------------
void WPN_AltFuncName(const char **holdBuf)
{
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
size_t len = strlen(tokenStr);
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: AltFuncName '%s' too long in external WEAPONS.DAT\n", tokenStr);
}
for ( func_t* s=funcs ; s->name ; s++ ) {
if ( !Q_stricmp(s->name, tokenStr) ) {
// found it
weaponData[wpnParms.weaponNum].altfunc = (void*)s->func;
return;
}
}
gi.Printf(S_COLOR_YELLOW"WARNING: AltFuncName %s in external WEAPONS.DAT does not exist\n", tokenStr);
}
//--------------------------------------------
void WPN_MuzzleEffect(const char **holdBuf)
{
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
size_t len = strlen( tokenStr );
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: MuzzleEffect '%s' too long in external WEAPONS.DAT\n", tokenStr);
}
G_EffectIndex( tokenStr );
Q_strncpyz(weaponData[wpnParms.weaponNum].mMuzzleEffect,tokenStr,len);
}
//--------------------------------------------
void WPN_AltMuzzleEffect(const char **holdBuf)
{
const char *tokenStr;
if ( COM_ParseString(holdBuf,&tokenStr))
{
return;
}
size_t len = strlen( tokenStr );
len++;
if (len > 64)
{
len = 64;
gi.Printf(S_COLOR_YELLOW"WARNING: AltMuzzleEffect '%s' too long in external WEAPONS.DAT\n", tokenStr);
}
G_EffectIndex( tokenStr );
Q_strncpyz(weaponData[wpnParms.weaponNum].mAltMuzzleEffect,tokenStr,len);
}
//--------------------------------------------
void WPN_Damage(const char **holdBuf)
{
int tokenInt;
if( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
weaponData[wpnParms.weaponNum].damage = tokenInt;
}
//--------------------------------------------
void WPN_AltDamage(const char **holdBuf)
{
int tokenInt;
if( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
weaponData[wpnParms.weaponNum].altDamage = tokenInt;
}
//--------------------------------------------
void WPN_SplashDamage(const char **holdBuf)
{
int tokenInt;
if( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
weaponData[wpnParms.weaponNum].splashDamage = tokenInt;
}
//--------------------------------------------
void WPN_SplashRadius(const char **holdBuf)
{
float tokenFlt;
if( COM_ParseFloat(holdBuf,&tokenFlt))
{
SkipRestOfLine(holdBuf);
return;
}
weaponData[wpnParms.weaponNum].splashRadius = tokenFlt;
}
//--------------------------------------------
void WPN_AltSplashDamage(const char **holdBuf)
{
int tokenInt;
if( COM_ParseInt(holdBuf,&tokenInt))
{
SkipRestOfLine(holdBuf);
return;
}
weaponData[wpnParms.weaponNum].altSplashDamage = tokenInt;
}
//--------------------------------------------
void WPN_AltSplashRadius(const char **holdBuf)
{
float tokenFlt;
if( COM_ParseFloat(holdBuf,&tokenFlt))
{
SkipRestOfLine(holdBuf);
return;
}
weaponData[wpnParms.weaponNum].altSplashRadius = tokenFlt;
}
//--------------------------------------------
static void WP_ParseParms(const char *buffer)
{
const char *holdBuf;
const char *token;
holdBuf = buffer;
COM_BeginParseSession();
while ( holdBuf )
{
token = COM_ParseExt( &holdBuf, qtrue );
if ( !Q_stricmp( token, "{" ) )
{
WP_ParseWeaponParms(&holdBuf);
}
}
COM_EndParseSession( );
}
//--------------------------------------------
void WP_LoadWeaponParms (void)
{
char *buffer;
int len;
len = gi.FS_ReadFile("ext_data/weapons.dat",(void **) &buffer);
if (len == -1)
{
Com_Error(ERR_FATAL,"Cannot find ext_data/weapons.dat!\n");
}
// initialise the data area
memset(weaponData, 0, sizeof(weaponData));
// put in the default values, because backwards compatibility is awesome!
for(int i = 0; i < WP_NUM_WEAPONS; i++)
{
weaponData[i].damage = defaultDamage[i];
weaponData[i].altDamage = defaultAltDamage[i];
weaponData[i].splashDamage = defaultSplashDamage[i];
weaponData[i].altSplashDamage = defaultAltSplashDamage[i];
weaponData[i].splashRadius = defaultSplashRadius[i];
weaponData[i].altSplashRadius = defaultAltSplashRadius[i];
}
WP_ParseParms(buffer);
gi.FS_FreeFile( buffer ); //let go of the buffer
}