-#ifndef WEAPON_H
-#define WEAPON_H
+#pragma once
-.int ammo_shells;
-.int ammo_nails;
-.int ammo_rockets;
-.int ammo_cells;
-.int ammo_plasma;
-.int ammo_fuel;
-.int ammo_none;
+#include <common/resources.qh>
+#include <common/items/item/pickup.qh>
+#include <common/stats.qh>
+
+#ifdef SVQC
+#include <common/effects/qc/_mod.qh>
+#endif
+
+USING(WepSet, vector);
+
+const int MAX_WEAPONSLOTS = 2;
+.entity weaponentities[MAX_WEAPONSLOTS];
+
+int weaponslot(.entity weaponentity)
+{
+ for (int i = 0; i < MAX_WEAPONSLOTS; ++i)
+ {
+ if (weaponentities[i] == weaponentity)
+ {
+ return i;
+ }
+ }
+ return 0;
+}
+
+// weapon states (actor.(weaponentity).state)
+/** no weapon selected */
+const int WS_CLEAR = 0;
+/** raise frame */
+const int WS_RAISE = 1;
+/** deselecting frame */
+const int WS_DROP = 2;
+/** fire state */
+const int WS_INUSE = 3;
+/** idle frame */
+const int WS_READY = 4;
/** 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: ammotype : main ammo field */
- ATTRIB(Weapon, ammo_field, .int, ammo_none);
+ ATTRIB(Weapon, m_id, int, 0);
+ /** the canonical spawnfunc name */
+ ATTRIB(Weapon, m_canonical_spawnfunc, string);
+ /** control what happens when this weapon is spawned */
+ METHOD(Weapon, m_spawnfunc_hookreplace, Weapon(Weapon this, entity e)) { return this; }
+ /** M: ammotype : main ammo type */
+ ATTRIB(Weapon, ammo_type, int, RES_NONE);
/** M: impulse : weapon impulse */
ATTRIB(Weapon, impulse, int, -1);
/** M: flags : WEPSPAWNFLAG_... combined */
/** 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);
+ ATTRIB(Weapon, m_model, entity);
/** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */
- ATTRIB(Weapon, w_crosshair, string, "gfx/crosshair1");
+ ATTRIB(Weapon, w_crosshair, string, "gfx/crosshairmoustache");
/** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */
ATTRIB(Weapon, w_crosshair_size, float, 1);
+ /** A: reticle : per-weapon zoom reticle */
+ ATTRIB(Weapon, w_reticle, string, string_null);
/** 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");
+ ATTRIB(Weapon, m_name, string, "AOL CD Thrower");
+
+ ATTRIB(Weapon, m_pickup, entity);
/** (SERVER) setup weapon data */
- METHOD(Weapon, wr_setup, void(Weapon this)) {}
+ METHOD(Weapon, wr_setup, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (SERVER) logic to run every frame */
- METHOD(Weapon, wr_think, void(Weapon this, entity actor, int fire)) {}
+ METHOD(Weapon, wr_think, void(Weapon this, entity actor, .entity weaponentity, int fire)) {}
/** (SERVER) checks ammo for weapon primary */
- METHOD(Weapon, wr_checkammo1, bool(Weapon this)) {return false;}
+ METHOD(Weapon, wr_checkammo1, bool(Weapon this, entity actor, .entity weaponentity)) {return false;}
/** (SERVER) checks ammo for weapon second */
- METHOD(Weapon, wr_checkammo2, bool(Weapon this)) {return false;}
+ METHOD(Weapon, wr_checkammo2, bool(Weapon this, entity actor, .entity weaponentity)) {return false;}
/** (SERVER) runs bot aiming code for this weapon */
- METHOD(Weapon, wr_aim, void(Weapon this)) {}
+ METHOD(Weapon, wr_aim, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties */
METHOD(Weapon, wr_init, void(Weapon this)) {}
/** (SERVER) notification number for suicide message (may inspect w_deathtype for details) */
- METHOD(Weapon, wr_suicidemessage, int(Weapon this)) {return 0;}
+ METHOD(Weapon, wr_suicidemessage, entity(Weapon this)) {return NULL;}
/** (SERVER) notification number for kill message (may inspect w_deathtype for details) */
- METHOD(Weapon, wr_killmessage, int(Weapon this)) {return 0;}
+ METHOD(Weapon, wr_killmessage, entity(Weapon this)) {return NULL;}
/** (SERVER) handles reloading for weapon */
- METHOD(Weapon, wr_reload, void(Weapon this)) {}
+ METHOD(Weapon, wr_reload, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (SERVER) clears fields that the weapon may use */
- METHOD(Weapon, wr_resetplayer, void(Weapon this)) {}
+ METHOD(Weapon, wr_resetplayer, void(Weapon this, entity actor)) {}
/** (CLIENT) impact effect for weapon explosion */
- METHOD(Weapon, wr_impacteffect, void(Weapon this)) {}
+ METHOD(Weapon, wr_impacteffect, void(Weapon this, entity actor)) {}
/** (SERVER) called whenever a player dies */
- METHOD(Weapon, wr_playerdeath, void(Weapon this)) {}
+ METHOD(Weapon, wr_playerdeath, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (SERVER) logic to run when weapon is lost */
- METHOD(Weapon, wr_gonethink, void(Weapon this)) {}
- /** (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */
+ METHOD(Weapon, wr_gonethink, void(Weapon this, entity actor, .entity weaponentity)) {}
+ /** (SERVER) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */
METHOD(Weapon, wr_config, void(Weapon this)) {}
- /** (CLIENT) weapon specific zoom reticle */
- METHOD(Weapon, wr_zoomreticle, bool(Weapon this)) {
+ /** (BOTH) weapon specific zoom reticle */
+ METHOD(Weapon, wr_zoom, bool(Weapon this, entity actor)) {
// no weapon specific image for this weapon
return false;
}
+ /** (CLIENT) check whether the weapon should zoom (special handling) */
+ METHOD(Weapon, wr_zoomdir, bool(Weapon this)) {return false;}
+ /** (CLIENT) weapon specific view model */
+ METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; }
+ /** (BOTH) weapon specific glow */
+ METHOD(Weapon, wr_glow, vector(Weapon this, entity actor, entity wepent)) { return '0 0 0'; }
/** (SERVER) the weapon is dropped */
- METHOD(Weapon, wr_drop, void(Weapon this)) {}
+ METHOD(Weapon, wr_drop, void(Weapon this, entity actor, .entity weaponentity)) {}
/** (SERVER) a weapon is picked up */
- METHOD(Weapon, wr_pickup, void(Weapon this)) {}
-
+ METHOD(Weapon, wr_pickup, void(Weapon this, entity actor, .entity weaponentity)) {}
+ /** (SERVER) update cvar based properties */
+ METHOD(Weapon, wr_update, void(Weapon this)) {}
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);
+ returns(this.m_name, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null);
}
ENDCLASS(Weapon)
+#ifdef SVQC
+
+void weapon_defaultspawnfunc(entity this, Weapon e);
+#define SPAWNFUNC_WEAPON(name, weapon) \
+ spawnfunc(name) { weapon_defaultspawnfunc(this, weapon); }
+
+#else
+
+#define SPAWNFUNC_WEAPON(name, weapon)
+
+#endif
+
+#include <common/items/_mod.qh>
+CLASS(WeaponPickup, Pickup)
+ ATTRIB(WeaponPickup, m_weapon, Weapon);
+ ATTRIB(WeaponPickup, m_name, string);
+#ifdef GAMEQC
+ ATTRIB(WeaponPickup, m_sound, Sound, SND_WEAPONPICKUP);
+#endif
+#ifdef SVQC
+ ATTRIB(WeaponPickup, m_itemflags, int, FL_WEAPON);
+ float weapon_pickupevalfunc(entity player, entity item);
+ ATTRIB(WeaponPickup, m_pickupevalfunc, float(entity player, entity item), weapon_pickupevalfunc);
+#endif
+ CONSTRUCTOR(WeaponPickup, Weapon w) {
+ CONSTRUCT(WeaponPickup);
+ this.m_weapon = w;
+ this.m_name = w.m_name;
+#ifdef GAMEQC
+ this.m_model = w.m_model;
+#endif
+#ifdef SVQC
+ this.m_botvalue = w.bot_pickupbasevalue;
+#endif
+ }
+#ifdef SVQC
+ METHOD(WeaponPickup, giveTo, bool(entity this, entity item, entity player))
+ {
+ bool b = Item_GiveTo(item, player);
+ //if (b) {
+ //LOG_TRACEF("entity %i picked up %s", player, this.m_name);
+ //}
+ return b;
+ }
+#endif
+ENDCLASS(WeaponPickup)
+
CLASS(OffhandWeapon, Object)
METHOD(OffhandWeapon, offhand_think, void(OffhandWeapon this, entity player, bool key_pressed)) {}
ENDCLASS(OffhandWeapon)
.OffhandWeapon offhand;
#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;
+#ifdef GAMEQC
+int max_shot_distance = 32768; // determined by world mins/maxs when map loads
+#endif
// 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)
+const int WEP_TYPE_OTHER = BIT(0); // not for damaging people
+const int WEP_TYPE_SPLASH = BIT(1); // splash damage
+const int WEP_TYPE_HITSCAN = BIT(2); // hitscan
+const int WEP_FLAG_CANCLIMB = BIT(3); // can be used for movement
+const int WEP_FLAG_NORMAL = BIT(4); // in "most weapons" set
+const int WEP_FLAG_HIDDEN = BIT(5); // hides from menu
+const int WEP_FLAG_RELOADABLE = BIT(6); // can has reload
+const int WEP_FLAG_SUPERWEAPON = BIT(7); // powerup timer
+const int WEP_FLAG_MUTATORBLOCKED = BIT(8); // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+const int WEP_TYPE_MELEE_PRI = BIT(9); // primary attack is melee swing (for animation)
+const int WEP_TYPE_MELEE_SEC = BIT(10); // secondary attack is melee swing (for animation)
+const int WEP_FLAG_DUALWIELD = BIT(11); // weapon can be dual wielded
+const int WEP_FLAG_NODUAL = BIT(12); // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything
+const int WEP_FLAG_PENETRATEWALLS = BIT(13); // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO)
+const int WEP_FLAG_BLEED = BIT(14); // weapon pierces and causes bleeding (used for damage effects)
+const int WEP_FLAG_NOTRUEAIM = BIT(15); // weapon doesn't aim directly at targets
+const int WEP_FLAG_SPECIALATTACK = BIT(16); // marked as a special attack (not a true weapon), hidden from most weapon lists
// variables:
string weaponorder_byid;
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_AllowIncomplete(entity this, string order);
string W_FixWeaponOrder_ForceComplete(string order);
-void W_RandomWeapons(entity e, float n);
+WepSet W_RandomWeapons(entity e, WepSet remaining, int n);
-string GetAmmoPicture(.int ammotype);
+string GetAmmoPicture(int ammotype);
#ifdef CSQC
-.int GetAmmoFieldFromNum(int i);
-int GetAmmoStat(.int ammotype);
+int GetAmmoTypeFromNum(int i);
+int GetAmmoStat(int ammotype);
#endif
string W_Sound(string w_snd);
string W_Model(string w_mdl);
-
-
-// other useful macros
-#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)
-
-#endif