1#pragma once
2
3#include <common/items/item/pickup.qh>
4#include <common/stats.qh>
5
6#ifdef SVQC
7#include <common/effects/qc/all.qh>
8#endif
9
10const int MAX_WEAPONSLOTS = 2;
11.entity weaponentities[MAX_WEAPONSLOTS];
12
13int weaponslot(.entity weaponentity)
14{
15	for (int i = 0; i < MAX_WEAPONSLOTS; ++i)
16	{
17		if (weaponentities[i] == weaponentity)
18		{
19			return i;
20		}
21	}
22	return 0;
23}
24
25// weapon states (actor.(weaponentity).state)
26/** no weapon selected */
27const int WS_CLEAR  = 0;
28/** raise frame */
29const int WS_RAISE  = 1;
30/** deselecting frame */
31const int WS_DROP   = 2;
32/** fire state */
33const int WS_INUSE  = 3;
34/** idle frame */
35const int WS_READY  = 4;
36
37#ifdef SVQC
38.int ammo_shells;
39.int ammo_nails;
40.int ammo_rockets;
41.int ammo_cells;
42.int ammo_plasma = _STAT(PLASMA);
43.int ammo_fuel = _STAT(FUEL);
44.int ammo_none;
45#else
46.int ammo_shells;
47.int ammo_nails;
48.int ammo_rockets;
49.int ammo_cells;
50.int ammo_plasma;
51.int ammo_fuel;
52.int ammo_none;
53#endif
54
55/** fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" */
56CLASS(Weapon, Object)
57	ATTRIB(Weapon, m_id, int, 0);
58    /** A: WEPSET_id : WEPSET_... */
59    ATTRIB(Weapon, weapons, WepSet, '0 0 0');
60    /** M: ammotype  : main ammo field */
61    ATTRIB(Weapon, ammo_field, .int, ammo_none);
62    /** M: impulse   : weapon impulse */
63    ATTRIB(Weapon, impulse, int, -1);
64    /** M: flags     : WEPSPAWNFLAG_... combined */
65    ATTRIB(Weapon, spawnflags, int, 0);
66    /** M: rating    : bot weapon priority */
67    ATTRIB(Weapon, bot_pickupbasevalue, float, 0);
68    /** M: color     : waypointsprite color */
69    ATTRIB(Weapon, wpcolor, vector, '0 0 0');
70    /** M: modelname : name of model (without g_ v_ or h_ prefixes) */
71    ATTRIB(Weapon, mdl, string, "");
72    /** M: model MDL_id_ITEM */
73    ATTRIB(Weapon, m_model, entity);
74    /** M: crosshair : per-weapon crosshair: "CrosshairImage Size" */
75    ATTRIB(Weapon, w_crosshair, string, "gfx/crosshairmoustache");
76    /** A: crosshair : per-weapon crosshair size (argument two of "crosshair" field) */
77    ATTRIB(Weapon, w_crosshair_size, float, 1);
78    /** A: reticle   : per-weapon zoom reticle */
79    ATTRIB(Weapon, w_reticle, string, string_null);
80    /** M: wepimg    : "weaponfoobar" side view image file of weapon. WEAPONTODO: Move out of skin files, move to common files */
81    ATTRIB(Weapon, model2, string, "");
82    /** M: refname   : reference name name */
83    ATTRIB(Weapon, netname, string, "");
84    /** M: wepname   : human readable name */
85    ATTRIB(Weapon, m_name, string, "AOL CD Thrower");
86
87    ATTRIB(Weapon, m_pickup, entity);
88
89    /** (SERVER) setup weapon data */
90    METHOD(Weapon, wr_setup, void(Weapon this, entity actor, .entity weaponentity)) {}
91    /** (SERVER) logic to run every frame */
92    METHOD(Weapon, wr_think, void(Weapon this, entity actor, .entity weaponentity, int fire)) {}
93    /** (SERVER) checks ammo for weapon primary */
94    METHOD(Weapon, wr_checkammo1, bool(Weapon this, entity actor, .entity weaponentity)) {return false;}
95    /** (SERVER) checks ammo for weapon second */
96    METHOD(Weapon, wr_checkammo2, bool(Weapon this, entity actor, .entity weaponentity)) {return false;}
97    /** (SERVER) runs bot aiming code for this weapon */
98    METHOD(Weapon, wr_aim, void(Weapon this, entity actor, .entity weaponentity)) {}
99    /** (BOTH)   precaches models/sounds used by this weapon, also sets up weapon properties */
100    METHOD(Weapon, wr_init, void(Weapon this)) {}
101    /** (SERVER) notification number for suicide message (may inspect w_deathtype for details) */
102    METHOD(Weapon, wr_suicidemessage, entity(Weapon this)) {return NULL;}
103    /** (SERVER) notification number for kill message (may inspect w_deathtype for details) */
104    METHOD(Weapon, wr_killmessage, entity(Weapon this)) {return NULL;}
105    /** (SERVER) handles reloading for weapon */
106    METHOD(Weapon, wr_reload, void(Weapon this, entity actor, .entity weaponentity)) {}
107    /** (SERVER) clears fields that the weapon may use */
108    METHOD(Weapon, wr_resetplayer, void(Weapon this, entity actor)) {}
109    /** (CLIENT) impact effect for weapon explosion */
110    METHOD(Weapon, wr_impacteffect, void(Weapon this, entity actor)) {}
111    /** (SERVER) called whenever a player dies */
112    METHOD(Weapon, wr_playerdeath, void(Weapon this, entity actor, .entity weaponentity)) {}
113    /** (SERVER) logic to run when weapon is lost */
114    METHOD(Weapon, wr_gonethink, void(Weapon this, entity actor, .entity weaponentity)) {}
115    /** (ALL)    dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) */
116    METHOD(Weapon, wr_config, void(Weapon this)) {}
117    /** (BOTH) weapon specific zoom reticle */
118    METHOD(Weapon, wr_zoom, bool(Weapon this, entity actor)) {
119        // no weapon specific image for this weapon
120        return false;
121    }
122    /** (CLIENT) weapon specific view model */
123    METHOD(Weapon, wr_viewmodel, string(Weapon this, entity wep)) { return string_null; }
124    /** (CLIENT) weapon specific glow */
125    METHOD(Weapon, wr_glow, vector(Weapon this, entity actor, entity wepent)) { return '0 0 0'; }
126    /** (SERVER) the weapon is dropped */
127    METHOD(Weapon, wr_drop, void(Weapon this, entity actor, .entity weaponentity)) {}
128    /** (SERVER) a weapon is picked up */
129    METHOD(Weapon, wr_pickup, void(Weapon this, entity actor, .entity weaponentity)) {}
130    /** (SERVER) update cvar based properties */
131    METHOD(Weapon, wr_update, void(Weapon this)) {}
132	METHOD(Weapon, display, void(entity this, void(string name, string icon) returns)) {
133		returns(this.m_name, this.model2 ? sprintf("/gfx/hud/%s/%s", cvar_string("menu_skin"), this.model2) : string_null);
134	}
135ENDCLASS(Weapon)
136
137#include <common/items/_mod.qh>
138CLASS(WeaponPickup, Pickup)
139    ATTRIB(WeaponPickup, m_weapon, Weapon);
140    ATTRIB(WeaponPickup, m_name, string);
141#ifdef GAMEQC
142    ATTRIB(WeaponPickup, m_sound, Sound, SND_WEAPONPICKUP);
143#endif
144#ifdef SVQC
145    ATTRIB(WeaponPickup, m_itemflags, int, FL_WEAPON);
146    float weapon_pickupevalfunc(entity player, entity item);
147    ATTRIB(WeaponPickup, m_pickupevalfunc, float(entity player, entity item), weapon_pickupevalfunc);
148#endif
149    CONSTRUCTOR(WeaponPickup, Weapon w) {
150        CONSTRUCT(WeaponPickup);
151        this.m_weapon = w;
152        this.m_name = w.m_name;
153#ifdef GAMEQC
154        this.m_model = w.m_model;
155#endif
156#ifdef SVQC
157        this.m_botvalue = w.bot_pickupbasevalue;
158#endif
159    }
160#ifdef SVQC
161    METHOD(WeaponPickup, giveTo, bool(entity this, entity item, entity player))
162    {
163        bool b = Item_GiveTo(item, player);
164        if (b) {
165            LOG_TRACEF("entity %i picked up %s", player, this.m_name);
166        }
167        return b;
168    }
169#endif
170ENDCLASS(WeaponPickup)
171
172CLASS(OffhandWeapon, Object)
173    METHOD(OffhandWeapon, offhand_think, void(OffhandWeapon this, entity player, bool key_pressed)) {}
174ENDCLASS(OffhandWeapon)
175
176#ifdef SVQC
177.OffhandWeapon offhand;
178#endif
179
180#ifdef GAMEQC
181int max_shot_distance = 32768; // determined by world mins/maxs when map loads
182#endif
183
184// weapon flags
185const int WEP_TYPE_OTHER          =  0x00; // not for damaging people
186const int WEP_TYPE_SPLASH         =  0x01; // splash damage
187const int WEP_TYPE_HITSCAN        =  0x02; // hitscan
188const int WEP_TYPEMASK            =  0x0F;
189const int WEP_FLAG_CANCLIMB       =  0x10; // can be used for movement
190const int WEP_FLAG_NORMAL         =  0x20; // in "most weapons" set
191const int WEP_FLAG_HIDDEN         =  0x40; // hides from menu
192const int WEP_FLAG_RELOADABLE     =  0x80; // can has reload
193const int WEP_FLAG_SUPERWEAPON    = 0x100; // powerup timer
194const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
195const int WEP_TYPE_MELEE_PRI      = 0x400; // primary attack is melee swing (for animation)
196const int WEP_TYPE_MELEE_SEC      = 0x800; // secondary attack is melee swing (for animation)
197const int WEP_FLAG_DUALWIELD      = 0x1000; // weapon can be dual wielded
198
199// variables:
200string weaponorder_byid;
201
202// functions:
203string W_FixWeaponOrder(string order, float complete);
204string W_UndeprecateName(string s);
205string W_NameWeaponOrder(string order);
206string W_NumberWeaponOrder(string order);
207string W_FixWeaponOrder_BuildImpulseList(string o);
208string W_FixWeaponOrder_AllowIncomplete(entity this, string order);
209string W_FixWeaponOrder_ForceComplete(string order);
210void W_RandomWeapons(entity e, float n);
211
212string GetAmmoPicture(.int ammotype);
213
214#ifdef CSQC
215.int GetAmmoFieldFromNum(int i);
216int GetAmmoStat(.int ammotype);
217#endif
218
219string W_Sound(string w_snd);
220string W_Model(string w_mdl);
221