// weapon requests
const int WR_SETUP = 1; // (SERVER) setup weapon data
+.bool(entity this) wr_setup;
const int WR_THINK = 2; // (SERVER) logic to run every frame
+.bool(entity this) 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_THINK) return this.wr_think ? this.wr_think(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;
int GetAmmoStat(.int ammotype);
#endif
+string W_Sound(string w_snd);
+string W_Model(string w_mdl);
+
// ammo types
.int ammo_shells;
.int ammo_nails;
.int ammo_none;
// other useful macros
-#define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
+#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)
// 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)
- // 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_...
- ..int 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
+ /**
+ * 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_... */
+ ATTRIB(Weapon, weapon_func, bool(entity thiswep, int req), w_new);
+ /** 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, "");
+ /** A: modelname : full path to g_ model */
+ ATTRIB(Weapon, model, string, "");
+ /** M: simplemdl : simpleitems weapon model/image */
+ ATTRIB(Weapon, w_simplemdl, string, "foobar");
+ /** 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(int) function,
+ bool(entity this, int req) function,
.int ammotype,
int i,
int weapontype,
this.bot_pickupbasevalue = pickupbasevalue;
this.wpcolor = clr;
this.mdl = modelname;
- this.model = strzone(strcat("models/weapons/g_", modelname, ".md3"));
+ this.model = strzone(W_Model(strcat("g_", modelname, ".md3")));
this.w_simplemdl = strzone(simplemdl); // simpleitems weapon model/image
this.w_crosshair = strzone(car(crosshair));
string s = cdr(crosshair);
this.model2 = strzone(wepimg);
this.netname = refname;
this.message = wepname;
- return this;
}
void register_weapon(entity this, int id, WepSet bit)
{
this.weapons = bit;
this.wpmodel = strzone(strcat("wpn-", ftos(id)));
#ifdef CSQC
- this.weapon_func(WR_INIT);
+ this.weapon_func(this, WR_INIT);
#endif
}
ENDCLASS(Weapon)
entity weapon_info[WEP_MAXCOUNT], weapon_info_first, weapon_info_last;
entity dummy_weapon_info;
-#define _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
+#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, \
- NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
- ) { \
+ REGISTER(RegisterWeapons, WEP, weapon_info, WEP_COUNT, id, m_id, inst) { \
this.m_id++; \
WEPSET_ALL |= (WEPSET_##id = WepSet_FromWeapon(this.m_id)); \
- if ((flags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \
+ if ((this.spawnflags) & WEP_FLAG_SUPERWEAPON) WEPSET_SUPERWEAPONS |= WEPSET_##id; \
register_weapon(this, this.m_id, WEPSET_##id); \
}
-bool w_null(int) { return false; }
+#define _REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
+ REGISTER_WEAPON_2(id, NEW(Weapon, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname))
#ifndef MENUQC
- #define REGISTER_WEAPON(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
- bool function(int); \
+ #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
+ bool function(entity this, int); \
_REGISTER_WEAPON(id, function, 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(id, w_null, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)
+ #define REGISTER_WEAPON_13(id, function, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname) \
+ _REGISTER_WEAPON(id, w_new, ammotype, impulse, flags, rating, color, modelname, simplemdl, crosshair, wepimg, refname, wepname)
#endif
#include "all.inc"
#undef WEP_ADD_CVAR
#undef WEP_ADD_PROP
void register_weapons_done();
-ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
+ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
#endif