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use a timer for superweapons
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1 float BOT_PICKUP_RATING_LOW     = 2500;
2 float BOT_PICKUP_RATING_MID     = 5000;
3 float BOT_PICKUP_RATING_HIGH    = 10000;
4
5 float WEP_TYPE_OTHER        = 0x00;     // e.g: Hook, Port-o-launch, etc
6 float WEP_TYPE_SPLASH       = 0x01;
7 float WEP_TYPE_HITSCAN      = 0x02;
8 float WEP_TYPEMASK          = 0x0F;
9 float WEP_FLAG_CANCLIMB     = 0x10;
10 float WEP_FLAG_NORMAL       = 0x20;
11 float WEP_FLAG_HIDDEN       = 0x40;
12 float WEP_FLAG_RELOADABLE   = 0x80;
13
14 float   IT_UNLIMITED_WEAPON_AMMO  = 1;
15 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
16 float   IT_UNLIMITED_SUPERWEAPONS = 2;
17 // when this bit is set, using a superweapon does not throw it away. Checkpoints can give this powerup.
18 float   IT_CTF_SHIELDED           = 4; // set for the flag shield
19 // using jetpack
20 float   IT_USING_JETPACK          = 8; // confirmation that button is pressed
21 float   IT_JETPACK                = 16; // actual item
22 float   IT_FUEL_REGEN             = 32; // fuel regeneration trigger
23 float   IT_SHELLS                               = 256;
24 float   IT_NAILS                                = 512;
25 float   IT_ROCKETS                              = 1024;
26 float   IT_CELLS                                = 2048;
27 float   IT_SUPERWEAPON                  = 4096;
28 float   IT_FUEL                                 = 128;
29 float   IT_STRENGTH                             = 8192;
30 float   IT_INVINCIBLE                   = 16384;
31 float   IT_HEALTH                               = 32768;
32 // union:
33         // for items:
34         float   IT_KEY1                                 = 131072;
35         float   IT_KEY2                                 = 262144;
36         // for players:
37         float   IT_RED_FLAG_TAKEN               = 32768;
38         float   IT_RED_FLAG_LOST                = 65536;
39         float   IT_RED_FLAG_CARRING             = 98304;
40         float   IT_BLUE_FLAG_TAKEN              = 131072;
41         float   IT_BLUE_FLAG_LOST               = 262144;
42         float   IT_BLUE_FLAG_CARRING    = 393216;
43 // end
44 float   IT_5HP                                  = 524288;
45 float   IT_25HP                                 = 1048576;
46 float   IT_ARMOR_SHARD                  = 2097152;
47 float   IT_ARMOR                                = 4194304;
48
49 float   IT_AMMO                                 = 8064; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_SUPERWEAPON | IT_FUEL;
50 float   IT_PICKUPMASK           = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
51 float   IT_UNLIMITED_AMMO       = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
52
53 float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
54
55 // variables:
56 string weaponorder_byid;
57
58 // functions:
59 entity get_weaponinfo(float id);
60 string W_FixWeaponOrder(string order, float complete);
61 string W_NameWeaponOrder(string order);
62 string W_NumberWeaponOrder(string order);
63
64 // ammo types
65 .float ammo_shells;
66 .float ammo_nails;
67 .float ammo_rockets;
68 .float ammo_cells;
69 .float ammo_fuel;
70 .float ammo_batteries; // dummy
71
72 // entity properties of weaponinfo:
73 .float weapon; // WEP_...
74 .float weapons; // WEPBIT_...
75 .string netname; // short name
76 .string message; // human readable name
77 .float items; // IT_...
78 .float(float) weapon_func; // w_...
79 .string mdl; // modelname without g_, v_, w_
80 .string model; // full name of g_ model
81 .float spawnflags; // WEPSPAWNFLAG_... combined
82 .float impulse; // weapon impulse
83 .float bot_pickupbasevalue; // bot weapon priority
84 .string model2; // wpn- sprite name
85 ..float ammo_field; // main ammo field
86
87 // dynamic weapon adding
88 float w_null(float dummy);
89 void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
90 void register_weapons_done();
91
92 float WEP_COUNT;
93 float WEP_FIRST = 1;
94 float WEP_LAST;
95 #define WEP_MAXCOUNT 24
96 float WEPBIT_ALL;
97 float WEPBIT_SUPERWEAPONS;
98 #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
99         float id; \
100         float bit; \
101         float func(float); \
102         void RegisterWeapons_##id() \
103         { \
104                 WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
105                 WEPBIT_ALL |= (bit = power2of(WEP_COUNT)); \
106                 if(ammotype & IT_SUPERWEAPON) \
107                         WEPBIT_SUPERWEAPONS |= (bit = power2of(WEP_COUNT)); \
108                 ++WEP_COUNT; \
109                 register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
110         } \
111         ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
112 #ifdef MENUQC
113 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
114         REGISTER_WEAPON_2(WEP_##id,WEPBIT_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
115 #else
116 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
117         REGISTER_WEAPON_2(WEP_##id,WEPBIT_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
118 #endif
119
120 #include "../server/w_all.qc"
121
122 #undef REGISTER_WEAPON
123 ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
124
125
126 string W_FixWeaponOrder(string order, float complete);
127 string W_NumberWeaponOrder(string order);
128 string W_NameWeaponOrder(string order);
129 string W_FixWeaponOrder_BuildImpulseList(string o);
130 string W_FixWeaponOrder_AllowIncomplete(string order);
131 string W_FixWeaponOrder_ForceComplete(string order);