X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon.qh;h=4be22446bf9dae2f8a314138be4e4b4fd4909426;hb=8e69041898af22d651b6416745431cbaab84b0d5;hp=782f3c5cedcbf414c98c6712ce8e21ba44063044;hpb=05c1916e1f78c8233a0eb88b5f619d31ac5c9569;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh index 782f3c5ce..3dd2a8048 100644 --- a/qcsrc/common/weapons/weapon.qh +++ b/qcsrc/common/weapons/weapon.qh @@ -1,12 +1,15 @@ #pragma once +#include #include #include #ifdef SVQC -#include +#include #endif +USING(WepSet, vector); + const int MAX_WEAPONSLOTS = 2; .entity weaponentities[MAX_WEAPONSLOTS]; @@ -34,31 +37,15 @@ const int WS_INUSE = 3; /** idle frame */ const int WS_READY = 4; -#ifdef SVQC -.int ammo_shells; -.int ammo_nails; -.int ammo_rockets; -.int ammo_cells; -.int ammo_plasma = _STAT(PLASMA); -.int ammo_fuel = _STAT(FUEL); -.int ammo_none; -#else -.int ammo_shells; -.int ammo_nails; -.int ammo_rockets; -.int ammo_cells; -.int ammo_plasma; -.int ammo_fuel; -.int ammo_none; -#endif - /** 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); - /** A: WEPSET_id : WEPSET_... */ - ATTRIB(Weapon, weapons, WepSet, '0 0 0'); - /** M: ammotype : main ammo field */ - ATTRIB(Weapon, ammo_field, .int, ammo_none); + /** 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 */ @@ -72,11 +59,11 @@ CLASS(Weapon, Object) /** M: model MDL_id_ITEM */ 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, ""); + 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 */ @@ -112,14 +99,18 @@ CLASS(Weapon, Object) 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, entity actor, .entity weaponentity)) {} - /** (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */ + /** (SERVER) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */ METHOD(Weapon, wr_config, void(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) weapon specific glow */ + /** (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, entity actor, .entity weaponentity)) {} @@ -132,6 +123,18 @@ CLASS(Weapon, Object) } 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 CLASS(WeaponPickup, Pickup) ATTRIB(WeaponPickup, m_weapon, Weapon); @@ -159,9 +162,9 @@ CLASS(WeaponPickup, Pickup) 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); - } + //if (b) { + //LOG_TRACEF("entity %i picked up %s", player, this.m_name); + //} return b; } #endif @@ -175,21 +178,28 @@ ENDCLASS(OffhandWeapon) .OffhandWeapon offhand; #endif -const int MAX_SHOT_DISTANCE = 32768; +#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_MELEE_PRI = 0x400; // primary attack is melee swing (for animation) -const int WEP_TYPE_MELEE_SEC = 0x800; // secondary attack is melee swing (for animation) +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; @@ -202,13 +212,13 @@ string W_NumberWeaponOrder(string order); string W_FixWeaponOrder_BuildImpulseList(string o); 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);