1 float BOT_PICKUP_RATING_LOW = 2500;
2 float BOT_PICKUP_RATING_MID = 5000;
3 float BOT_PICKUP_RATING_HIGH = 10000;
5 float WEP_TYPE_OTHER = 0x00; // not for damaging people
6 float WEP_TYPE_SPLASH = 0x01; // splash damage
7 float WEP_TYPE_HITSCAN = 0x02; // hitscan
8 float WEP_TYPEMASK = 0x0F;
9 float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
10 float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
11 float WEP_FLAG_HIDDEN = 0x40; // hides from menu
12 float WEP_FLAG_RELOADABLE = 0x80; // can has reload
13 float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
14 float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
16 float IT_UNLIMITED_WEAPON_AMMO = 1;
17 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
18 float IT_UNLIMITED_SUPERWEAPONS = 2;
19 // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
20 float IT_CTF_SHIELDED = 4; // set for the flag shield
21 float IT_USING_JETPACK = 8; // confirmation that button is pressed
22 float IT_JETPACK = 16; // actual item
23 float IT_FUEL_REGEN = 32; // fuel regeneration trigger
24 float IT_SHELLS = 256;
26 float IT_ROCKETS = 1024;
27 float IT_CELLS = 2048;
28 float IT_SUPERWEAPON = 4096;
30 float IT_STRENGTH = 8192;
31 float IT_INVINCIBLE = 16384;
32 float IT_HEALTH = 32768;
35 float IT_KEY1 = 131072;
36 float IT_KEY2 = 262144;
38 float IT_RED_FLAG_TAKEN = 32768;
39 float IT_RED_FLAG_LOST = 65536;
40 float IT_RED_FLAG_CARRING = 98304;
41 float IT_BLUE_FLAG_TAKEN = 131072;
42 float IT_BLUE_FLAG_LOST = 262144;
43 float IT_BLUE_FLAG_CARRING = 393216;
45 float IT_5HP = 524288;
46 float IT_25HP = 1048576;
47 float IT_ARMOR_SHARD = 2097152;
48 float IT_ARMOR = 4194304;
50 float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
51 float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
52 float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
54 float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
57 string weaponorder_byid;
60 entity get_weaponinfo(float id);
61 string W_FixWeaponOrder(string order, float complete);
62 string W_NameWeaponOrder(string order);
63 string W_NumberWeaponOrder(string order);
71 .float ammo_batteries; // dummy
73 // entity properties of weaponinfo:
74 .float weapon; // WEP_...
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 // also, weaponinfo ents can act as a WEPSET
88 // dynamic weapon adding
89 float w_null(float dummy);
90 void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
91 void register_weapons_done();
95 # define WEPSET_DECLARE_A(a) float _WS_##a
97 # define WEPSET_CLEAR_E(e) ((e)._WS_weapons = 0)
98 # define WEPSET_CLEAR_A(a) ((_WS_##a) = 0)
100 # define WEPSET_EMPTY_E(e) ((e)._WS_weapons == 0)
101 # define WEPSET_EMPTY_A(a) ((_WS_##a) == 0)
103 # define WEPSET_COPY_EE(e,o) ((e)._WS_weapons = (o)._WS_weapons)
104 # define WEPSET_EQ_EE(e,o) ((e)._WS_weapons == (o)._WS_weapons)
105 # define WEPSET_OR_EE(e,o) ((e)._WS_weapons |= (o)._WS_weapons)
106 # define WEPSET_AND_EE(e,o) ((e)._WS_weapons = (e)._WS_weapons & (o)._WS_weapons)
107 # define WEPSET_ANDNOT_EE(e,o) ((e)._WS_weapons &~= (o)._WS_weapons)
108 # define WEPSET_CONTAINS_ANY_EE(e,o) !!((e)._WS_weapons & (o)._WS_weapons)
109 # define WEPSET_CONTAINS_ALL_EE(e,o) !!(((e)._WS_weapons & (o)._WS_weapons) == (e)._WS_weapons)
111 # define WEPSET_COPY_EA(e,a) ((e)._WS_weapons = (_WS_##a))
112 # define WEPSET_EQ_EA(e,a) ((e)._WS_weapons == (_WS_##a))
113 # define WEPSET_OR_EA(e,a) ((e)._WS_weapons |= (_WS_##a))
114 # define WEPSET_AND_EA(e,a) ((e)._WS_weapons = (e)._WS_weapons & (_WS_##a))
115 # define WEPSET_ANDNOT_EA(e,a) ((e)._WS_weapons &~= (_WS_##a))
116 # define WEPSET_CONTAINS_ANY_EA(e,a) !!((e)._WS_weapons & (_WS_##a))
117 # define WEPSET_CONTAINS_ALL_EA(e,a) !!(((e)._WS_weapons & (_WS_##a)) == (_WS_##a))
119 # define WEPSET_COPY_EW(e,w) ((e)._WS_weapons = power2of((w) - WEP_FIRST))
120 # define WEPSET_EQ_EW(e,w) ((e)._WS_weapons == power2of((w) - WEP_FIRST))
121 # define WEPSET_OR_EW(e,w) ((e)._WS_weapons |= power2of((w) - WEP_FIRST))
122 # define WEPSET_AND_EW(e,w) ((e)._WS_weapons = (e)._WS_weapons & power2of((w) - WEP_FIRST))
123 # define WEPSET_ANDNOT_EW(e,w) ((e)._WS_weapons &~= power2of((w) - WEP_FIRST))
124 # define WEPSET_CONTAINS_EW(e,w) !!((e)._WS_weapons & power2of((w) - WEP_FIRST))
126 # define WEPSET_COPY_AE(a,e) ((_WS_##a) = (e)._WS_weapons)
127 # define WEPSET_EQ_AE(a,e) ((_WS_##a) == (e)._WS_weapons)
128 # define WEPSET_OR_AE(a,e) ((_WS_##a) |= (e)._WS_weapons)
129 # define WEPSET_AND_AE(a,e) ((_WS_##a) = (_WS_##a) & (e)._WS_weapons)
130 # define WEPSET_ANDNOT_AE(a,e) ((_WS_##a) &~= (e)._WS_weapons)
131 # define WEPSET_CONTAINS_ANY_AE(a,e) !!((_WS_##a) & (e)._WS_weapons)
132 # define WEPSET_CONTAINS_ALL_AE(a,e) !!(((_WS_##a) & (e)._WS_weapons) == (e))
134 # define WEPSET_COPY_AA(a,b) ((_WS_##a) = (_WS_##b))
135 # define WEPSET_EQ_AA(a,b) ((_WS_##a) == (_WS_##b))
136 # define WEPSET_OR_AA(a,b) ((_WS_##a) |= (_WS_##b))
137 # define WEPSET_AND_AA(a,b) ((_WS_##a) = (_WS_##a) & (_WS_##b))
138 # define WEPSET_ANDNOT_AA(a,b) ((_WS_##a) &~= (_WS_##b))
139 # define WEPSET_CONTAINS_ANY_AA(a,b) !!((_WS_##a) & (_WS_##b))
140 # define WEPSET_CONTAINS_ALL_AA(a,b) !!(((_WS_##a) & (_WS_##b)) == (_WS_##b))
142 # define WEPSET_COPY_AW(a,w) ((_WS_##a) = power2of((w) - WEP_FIRST))
143 # define WEPSET_EQ_AW(a,w) ((_WS_##a) == power2of((w) - WEP_FIRST))
144 # define WEPSET_OR_AW(a,w) ((_WS_##a) |= power2of((w) - WEP_FIRST))
145 # define WEPSET_AND_AW(a,w) ((_WS_##a) = (_WS_##a) & power2of((w) - WEP_FIRST))
146 # define WEPSET_ANDNOT_AW(a,w) ((_WS_##a) &~= power2of((w) - WEP_FIRST))
147 # define WEPSET_CONTAINS_AW(a,w) !!((_WS_##a) & power2of((w) - WEP_FIRST))
150 # define WEPSET_COPY_AS(a) ((_WS_##a) = getstati(STAT_WEAPONS))
154 # define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS_weapons)
162 #define WEP_MAXCOUNT 24
163 WEPSET_DECLARE_A(WEPBIT_ALL);
164 WEPSET_DECLARE_A(WEPBIT_SUPERWEAPONS);
165 // note: the fabs call is just there to hide "if result is constant" warning
166 #define REGISTER_WEAPON_2(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
169 void RegisterWeapons_##id() \
171 WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
172 WEPSET_OR_AW(WEPBIT_ALL, id); \
173 if(fabs(weapontype & WEP_FLAG_SUPERWEAPON)) \
174 WEPSET_OR_AW(WEPBIT_SUPERWEAPONS, id); \
176 register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
178 ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
180 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
181 REGISTER_WEAPON_2(WEP_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
183 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
184 REGISTER_WEAPON_2(WEP_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
187 #include "../server/w_all.qc"
189 #undef REGISTER_WEAPON
190 ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
193 string W_FixWeaponOrder(string order, float complete);
194 string W_NumberWeaponOrder(string order);
195 string W_NameWeaponOrder(string order);
196 string W_FixWeaponOrder_BuildImpulseList(string o);
197 string W_FixWeaponOrder_AllowIncomplete(string order);
198 string W_FixWeaponOrder_ForceComplete(string order);
200 void W_RandomWeapons(entity e, float n);