X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fcommon%2Fweapons%2Fweapon.qh;h=ec6e14eb668d8ef63e33cb6aaf2577fc464033cb;hb=HEAD;hp=b5f542928f3fc4d869999c8b379a414143eb2a8e;hpb=5c9f51cd3a9f0b63733ee7b81649e81872a86765;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh index b5f542928..19a81029c 100644 --- a/qcsrc/common/weapons/weapon.qh +++ b/qcsrc/common/weapons/weapon.qh @@ -1,7 +1,7 @@ #pragma once -#include #include +#include #include #ifdef SVQC @@ -41,83 +41,91 @@ const int WS_READY = 4; CLASS(Weapon, Object) 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; } - /** A: WEPSET_id : WEPSET_... */ - ATTRIB(Weapon, weapons, WepSet, '0 0 0'); - /** M: ammotype : main ammo type */ - ATTRIB(Weapon, ammo_type, int, RESOURCE_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'); - /** 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); - /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */ - 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, m_name, string, "AOL CD Thrower"); - - ATTRIB(Weapon, m_pickup, entity); - - /** (SERVER) setup weapon data */ - 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, .entity weaponentity, int fire)) {} - /** (SERVER) checks ammo for weapon primary */ - 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, entity actor, .entity weaponentity)) {return false;} - /** (SERVER) runs bot aiming code for this weapon */ - 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, 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, .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) */ - 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 view model */ - METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; } - /** (CLIENT) 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)) {} - /** (SERVER) a weapon is picked up */ - METHOD(Weapon, wr_pickup, void(Weapon this, entity actor, .entity weaponentity)) {} - /** (SERVER) update cvar based properties */ - METHOD(Weapon, wr_update, void(Weapon this)) {} + 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, Resource, RES_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'); + /** M: modelname : name of model (without g_ v_ or h_ prefixes) */ + ATTRIB(Weapon, mdl, string, ""); +#ifdef GAMEQC + /** M: model MDL_id_ITEM */ + ATTRIB(Weapon, m_model, entity); + /** M: flash model MDL_id_MUZZLEFLASH */ + ATTRIB(Weapon, m_muzzlemodel, entity, MDL_Null); + /** M: flash effect EFFECT_id_MUZZLEFLASH */ + ATTRIB(Weapon, m_muzzleeffect, entity); +#endif + /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */ + 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, m_name, string, "AOL CD Thrower"); + /** M: deprecated refname : old reference name for compatibility with weapons that were renamed */ + ATTRIB(Weapon, m_deprecated_netname, string, ""); + + ATTRIB(Weapon, m_pickup, entity); + + /** (SERVER) setup weapon data */ + 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, .entity weaponentity, int fire)) {} + /** (SERVER) checks ammo for weapon primary */ + 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, entity actor, .entity weaponentity)) {return false;} + /** (SERVER) runs bot aiming code for this weapon */ + 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, 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, .entity weaponentity)) {} + /** (SERVER) logic to run when weapon is lost */ + 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)) {} + /** (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, int actor_colors, entity wepent)) { return '0 0 0'; } + /** (SERVER) the weapon is dropped */ + METHOD(Weapon, wr_drop, void(Weapon this, entity actor, .entity weaponentity)) {} + /** (SERVER) a weapon is picked up */ + 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.m_name, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null); } @@ -127,7 +135,10 @@ ENDCLASS(Weapon) void weapon_defaultspawnfunc(entity this, Weapon e); #define SPAWNFUNC_WEAPON(name, weapon) \ - spawnfunc(name) { weapon_defaultspawnfunc(this, weapon); } + spawnfunc(name) { weapon_defaultspawnfunc(this, weapon); } + +#define SPAWNFUNC_WEAPON_COND(name, cond, wep1, wep2) \ + SPAWNFUNC_WEAPON(name, (cond ? wep1 : wep2)) #else @@ -137,41 +148,41 @@ void weapon_defaultspawnfunc(entity this, Weapon e); #include CLASS(WeaponPickup, Pickup) - ATTRIB(WeaponPickup, m_weapon, Weapon); - ATTRIB(WeaponPickup, m_name, string); + ATTRIB(WeaponPickup, m_weapon, Weapon); + ATTRIB(WeaponPickup, m_name, string); #ifdef GAMEQC - ATTRIB(WeaponPickup, m_sound, Sound, SND_WEAPONPICKUP); + 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); + 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; + CONSTRUCTOR(WeaponPickup, Weapon w) { + CONSTRUCT(WeaponPickup); + this.m_weapon = w; + this.m_name = w.m_name; #ifdef GAMEQC - this.m_model = w.m_model; + this.m_model = w.m_model; #endif #ifdef SVQC - this.m_botvalue = w.bot_pickupbasevalue; + 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; - } + 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)) {} + METHOD(OffhandWeapon, offhand_think, void(OffhandWeapon this, entity player, bool key_pressed)) {} ENDCLASS(OffhandWeapon) #ifdef SVQC @@ -183,40 +194,40 @@ 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_FLAG_DUALWIELD = 0x1000; // weapon can be dual wielded -const int WEP_FLAG_NODUAL = 0x2000; // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything -const int WEP_FLAG_PENETRATEWALLS = 0x4000; // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO) +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; // functions: string W_FixWeaponOrder(string order, float complete); -string W_UndeprecateName(string s); string W_NameWeaponOrder(string order); 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, int n); +WepSet W_RandomWeapons(entity e, WepSet remaining, int n); -string GetAmmoPicture(int ammotype); +entity GetAmmoItem(Resource ammotype); #ifdef CSQC -int GetAmmoTypeFromNum(int i); -int GetAmmoStat(int ammotype); +int GetAmmoStat(Resource ammotype); #endif string W_Sound(string w_snd);