#ifndef WEAPON_H
#define WEAPON_H
+#include <common/items/item/pickup.qh>
+#include <common/stats.qh>
-bool w_new(entity this, int req);
+#ifdef SVQC
+#include <common/effects/qc/all.qh>
+#endif
+
+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;
+
+#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_plasma;
.int ammo_fuel;
.int ammo_none;
-
-// 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;
+#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)
- /**
- * 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, 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 */
/** 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, NULL);
+
+ /** (SERVER) setup weapon data */
+ METHOD(Weapon, wr_setup, void(Weapon this, entity actor)) {}
+ /** (SERVER) logic to run every frame */
+ 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, entity actor)) {return false;}
+ /** (SERVER) checks ammo for weapon second */
+ METHOD(Weapon, wr_checkammo2, bool(Weapon this, entity actor)) {return false;}
+ /** (SERVER) runs bot aiming code for this weapon */
+ METHOD(Weapon, wr_aim, void(Weapon this, entity actor)) {}
+ /** (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, entity(Weapon this)) {return NULL;}
+ /** (SERVER) notification number for kill message (may inspect w_deathtype for details) */
+ METHOD(Weapon, wr_killmessage, entity(Weapon this)) {return NULL;}
+ /** (SERVER) handles reloading for weapon */
+ 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, entity actor)) {}
+ /** (CLIENT) impact effect for weapon explosion */
+ METHOD(Weapon, wr_impacteffect, void(Weapon this, entity actor)) {}
+ /** (SERVER) called whenever a player dies */
+ METHOD(Weapon, wr_playerdeath, void(Weapon this, entity actor)) {}
+ /** (SERVER) logic to run when weapon is lost */
+ METHOD(Weapon, wr_gonethink, void(Weapon this, entity actor)) {}
+ /** (ALL) 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)) {
+ // no weapon specific image for this weapon
+ return false;
+ }
+ /** (CLIENT) weapon specific glow */
+ METHOD(Weapon, wr_glow, vector(Weapon this)) { return '0 0 0'; }
+ /** (SERVER) the weapon is dropped */
+ METHOD(Weapon, wr_drop, void(Weapon this, entity actor)) {}
+ /** (SERVER) a weapon is picked up */
+ METHOD(Weapon, wr_pickup, void(Weapon this, entity actor)) {}
+ /** (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);
- }
-
- 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
+ returns(this.m_name, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null);
}
ENDCLASS(Weapon)
+#include <common/items/all.qh>
+CLASS(WeaponPickup, Pickup)
+ ATTRIB(WeaponPickup, m_weapon, Weapon, NULL)
+ ATTRIB(WeaponPickup, m_name, string, string_null)
+#ifndef MENUQC
+ 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;
+#ifndef MENUQC
+ 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\n", 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)
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)
-
-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;
-}
+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)
// 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);
string W_Sound(string w_snd);
string W_Model(string w_mdl);
-
-// 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)
-
#endif