X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapon.qh;h=99ff42367fe14bbb38e330f2143425e055ea9676;hb=fd20a1f1eae2b2ba955ce9ddedc20cd151a6f362;hp=624cb83f5226a478267018bc16f5f83146843db2;hpb=101e31b5eb1dbfb7dc526ba23b29a706201a67aa;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapon.qh b/qcsrc/common/weapons/weapon.qh index 624cb83f5..99ff42367 100644 --- a/qcsrc/common/weapons/weapon.qh +++ b/qcsrc/common/weapons/weapon.qh @@ -1,7 +1,48 @@ #ifndef WEAPON_H #define WEAPON_H -#include "../items/item/pickup.qh" +#include +#include +#ifdef SVQC +#include +#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; @@ -9,15 +50,11 @@ .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) - /** - * 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 */ @@ -48,31 +85,31 @@ CLASS(Weapon, Object) ATTRIB(Weapon, m_pickup, entity, NULL); /** (SERVER) setup weapon data */ - METHOD(Weapon, wr_setup, void(Weapon this)) {} + METHOD(Weapon, wr_setup, void(Weapon this, entity actor)) {} /** (SERVER) logic to run every frame */ - METHOD(Weapon, wr_think, void(Weapon this, entity actor, bool fire1, bool fire2)) {} + 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)) {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)) {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)) {} /** (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)) {} /** (SERVER) logic to run when weapon is lost */ - METHOD(Weapon, wr_gonethink, void(Weapon this)) {} + 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 */ @@ -80,17 +117,20 @@ CLASS(Weapon, Object) // 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)) {} + METHOD(Weapon, wr_drop, void(Weapon this, entity actor)) {} /** (SERVER) a weapon is picked up */ - METHOD(Weapon, wr_pickup, void(Weapon this)) {} - + 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.m_name, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null); } ENDCLASS(Weapon) -#include "../items/all.qh" +#include CLASS(WeaponPickup, Pickup) ATTRIB(WeaponPickup, m_weapon, Weapon, NULL) ATTRIB(WeaponPickup, m_name, string, string_null) @@ -175,9 +215,4 @@ int GetAmmoStat(.int ammotype); 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)).m_name) - #endif