2 #include "calculations.qh"
5 float BOT_PICKUP_RATING_LOW = 2500;
6 float BOT_PICKUP_RATING_MID = 5000;
7 float BOT_PICKUP_RATING_HIGH = 10000;
9 float WEP_TYPE_OTHER = 0x00; // not for damaging people
10 float WEP_TYPE_SPLASH = 0x01; // splash damage
11 float WEP_TYPE_HITSCAN = 0x02; // hitscan
12 float WEP_TYPEMASK = 0x0F;
13 float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
14 float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
15 float WEP_FLAG_HIDDEN = 0x40; // hides from menu
16 float WEP_FLAG_RELOADABLE = 0x80; // can has reload
17 float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
18 float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
20 float MAX_SHOT_DISTANCE = 32768;
22 // weapon requests // WEAPONTODO
23 #define WR_SETUP 1 // (SERVER) setup weapon data
24 #define WR_THINK 2 // (SERVER) logic to run every frame
25 #define WR_CHECKAMMO1 3 // (SERVER) checks ammo for weapon
26 #define WR_CHECKAMMO2 4 // (SERVER) checks ammo for weapon
27 #define WR_AIM 5 // (SERVER) runs bot aiming code for this weapon
28 #define WR_INIT 6 // (BOTH) precaches models/sounds used by this weapon
29 #define WR_SUICIDEMESSAGE 7 // (SERVER) notification number for suicide message (may inspect w_deathtype for details)
30 #define WR_KILLMESSAGE 8 // (SERVER) notification number for kill message (may inspect w_deathtype for details)
31 #define WR_RELOAD 9 // (SERVER) does not need to do anything
32 #define WR_RESETPLAYER 10 // (SERVER) does not need to do anything
33 #define WR_IMPACTEFFECT 11 // (CLIENT) impact effect
34 #define WR_SWITCHABLE 12 // (CLIENT) impact effect
35 #define WR_PLAYERDEATH 13 // (SERVER) does not need to do anything
36 #define WR_GONETHINK 14 // (SERVER) logic to run every frame, also if no longer having the weapon as long as the switch away has not been performed
37 #define WR_CONFIG 15 // (ALL)
40 float IT_UNLIMITED_WEAPON_AMMO = 1;
41 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
42 float IT_UNLIMITED_SUPERWEAPONS = 2;
43 // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
44 float IT_CTF_SHIELDED = 4; // set for the flag shield
45 float IT_USING_JETPACK = 8; // confirmation that button is pressed
46 float IT_JETPACK = 16; // actual item
47 float IT_FUEL_REGEN = 32; // fuel regeneration trigger
48 float IT_SHELLS = 256;
50 float IT_ROCKETS = 1024;
51 float IT_CELLS = 2048;
52 float IT_SUPERWEAPON = 4096;
54 float IT_STRENGTH = 8192;
55 float IT_INVINCIBLE = 16384;
56 float IT_HEALTH = 32768;
59 float IT_KEY1 = 131072;
60 float IT_KEY2 = 262144;
62 float IT_RED_FLAG_TAKEN = 32768;
63 float IT_RED_FLAG_LOST = 65536;
64 float IT_RED_FLAG_CARRYING = 98304;
65 float IT_BLUE_FLAG_TAKEN = 131072;
66 float IT_BLUE_FLAG_LOST = 262144;
67 float IT_BLUE_FLAG_CARRYING = 393216;
69 float IT_5HP = 524288;
70 float IT_25HP = 1048576;
71 float IT_ARMOR_SHARD = 2097152;
72 float IT_ARMOR = 4194304;
74 float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
75 float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
76 float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
78 float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
81 string weaponorder_byid;
84 entity get_weaponinfo(float id);
85 string W_FixWeaponOrder(string order, float complete);
86 string W_NameWeaponOrder(string order);
87 string W_NumberWeaponOrder(string order);
95 .float ammo_batteries; // dummy
97 // entity properties of weaponinfo:
98 .float weapon; // WEP_...
99 .string netname; // short name
100 .string message; // human readable name
101 .float items; // IT_...
102 .float(float) weapon_func; // w_...
103 .string mdl; // modelname without g_, v_, w_
104 .string model; // full name of g_ model
105 .float spawnflags; // WEPSPAWNFLAG_... combined
106 .float impulse; // weapon impulse
107 .float bot_pickupbasevalue; // bot weapon priority
108 .string model2; // wpn- sprite name
109 ..float ammo_field; // main ammo field
110 // also, weaponinfo ents can act as a WEPSET
113 // ===================
115 // ===================
117 # define WEP_MAXCOUNT 24
120 # define WEPSET_BIT(a) power2of((a) - WEP_FIRST)
121 # define WEPSET_DECLARE_A(a) float _WS_##a
122 # define WEPSET_CLEAR_E(e) ((e)._WS_weapons = 0)
123 # define WEPSET_CLEAR_A(a) (_WS_##a = 0)
124 # define WEPSET_EMPTY_E(e) ((e)._WS_weapons == 0)
125 # define WEPSET_EMPTY_A(a) (_WS_##a == 0)
126 # define WEPSET_COPY_AS(a) (_WS_##a = getstati(STAT_WEAPONS))
127 # define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS_weapons)
128 # define WEPSET_WRITE_E(dest,a) WriteInt24_t(dest, (a)._WS_weapons)
129 # define WEPSET_WRITE_A(dest,a) WriteInt24_t(dest, _WS_##a)
130 # define WEPSET_WRITE_W(dest,a) WriteInt24_t(dest, WEPSET_BIT(a))
131 # define WEPSET_READ_E(a) (a)._WS_weapons = ReadInt24_t()
132 # define WEPSET_READ_A(a) (_WS_##a) = ReadInt24_t()
133 # define WEPSET_OP1_EE(a,b,mergeop,x) ((a)._WS_weapons x (b)._WS_weapons)
134 # define WEPSET_OP2_EE(a,b,mergeop,x,y) ((a)._WS_weapons x (b)._WS_weapons y (a)._WS_weapons)
135 # define WEPSET_OP1_EA(a,b,mergeop,x) ((a)._WS_weapons x _WS_##b)
136 # define WEPSET_OP2_EA(a,b,mergeop,x,y) ((a)._WS_weapons x _WS_##b y (a)._WS_weapons)
137 # define WEPSET_OP1_EW(a,b,mergeop,x) ((a)._WS_weapons x WEPSET_BIT(b))
138 # define WEPSET_OP2_EW(a,b,mergeop,x,y) ((a)._WS_weapons x WEPSET_BIT(b) y (a)._WS_weapons)
139 # define WEPSET_OP1_AE(a,b,mergeop,x) (_WS_##a x (b)._WS_weapons)
140 # define WEPSET_OP2_AE(a,b,mergeop,x,y) (_WS_##a x (b)._WS_weapons y _WS_##a)
141 # define WEPSET_OP1_AA(a,b,mergeop,x) (_WS_##a x _WS_##b)
142 # define WEPSET_OP2_AA(a,b,mergeop,x,y) (_WS_##a x _WS_##b y _WS_##a)
143 # define WEPSET_OP1_AW(a,b,mergeop,x) (_WS_##a x WEPSET_BIT(b))
144 # define WEPSET_OP2_AW(a,b,mergeop,x,y) (_WS_##a x WEPSET_BIT(b) y _WS_##a)
146 # define WEP_MAXCOUNT 48
147 # define WEP_FIRST2 25
150 # define WEPSET_BIT1(a) (((a) < WEP_FIRST2) ? power2of((a) - WEP_FIRST) : 0)
151 # define WEPSET_BIT2(a) (((a) >= WEP_FIRST2) ? power2of((a) - WEP_FIRST2) : 0)
152 # define WEPSET_DECLARE_A(a) float _WS1_##a, _WS2_##a
153 # define WEPSET_CLEAR_E(e) ((e)._WS1_weapons = (e)._WS2_weapons = 0)
154 # define WEPSET_CLEAR_A(a) ((_WS1_##a) = (_WS2_##a) = 0)
155 # define WEPSET_EMPTY_E(e) ((e)._WS1_weapons == 0 && (e)._WS2_weapons == 0)
156 # define WEPSET_EMPTY_A(a) ((_WS1_##a) == 0 && (_WS2_##a) == 0)
157 # define WEPSET_COPY_AS(a) ((_WS1_##a) = getstati(STAT_WEAPONS), (_WS2_##a) = getstati(STAT_WEAPONS2))
158 # define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS1_weapons); addstat(STAT_WEAPONS2, AS_INT, _WS2_weapons)
159 # define WEPSET_WRITE_E(dest,a) WriteInt24_t(dest, (a)._WS1_weapons); WriteInt24_t(dest, (a)._WS2_weapons)
160 # define WEPSET_WRITE_A(dest,a) WriteInt24_t(dest, _WS1_##a); WriteInt24_t(dest, _WS2_##a)
161 # define WEPSET_WRITE_W(dest,a) WriteInt24_t(dest, WEPSET_BIT1(a)); WriteInt24_t(dest, WEPSET_BIT2(a))
162 # define WEPSET_READ_E(a) (a)._WS1_weapons = ReadInt24_t(); (a)._WS2_weapons = ReadInt24_t()
163 # define WEPSET_READ_A(a) (_WS1_##a) = ReadInt24_t(); (_WS2_##a) = ReadInt24_t()
164 # define WEPSET_OP1_EE(a,b,mergeop,x) (((a)._WS1_weapons x (b)._WS1_weapons) mergeop ((a)._WS2_weapons x (b)._WS2_weapons))
165 # define WEPSET_OP2_EE(a,b,mergeop,x,y) (((a)._WS1_weapons x (b)._WS1_weapons y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x (b)._WS2_weapons y (a)._WS2_weapons))
166 # define WEPSET_OP1_EA(a,b,mergeop,x) (((a)._WS1_weapons x _WS1_##b) mergeop ((a)._WS2_weapons x _WS2_##b))
167 # define WEPSET_OP2_EA(a,b,mergeop,x,y) (((a)._WS1_weapons x _WS1_##b y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x _WS2_##b y (a)._WS2_weapons))
168 # define WEPSET_OP1_EW(a,b,mergeop,x) (((a)._WS1_weapons x WEPSET_BIT1(b)) mergeop ((a)._WS2_weapons x WEPSET_BIT2(b)))
169 # define WEPSET_OP2_EW(a,b,mergeop,x,y) (((a)._WS1_weapons x WEPSET_BIT1(b) y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x WEPSET_BIT2(b) y (a)._WS2_weapons))
170 # define WEPSET_OP1_AE(a,b,mergeop,x) ((_WS1_##a x (b)._WS1_weapons) mergeop (_WS2_##a x (b)._WS2_weapons))
171 # define WEPSET_OP2_AE(a,b,mergeop,x,y) ((_WS1_##a x (b)._WS1_weapons y _WS1_##a) mergeop (_WS2_##a x (b)._WS2_weapons y _WS2_##a))
172 # define WEPSET_OP1_AA(a,b,mergeop,x) ((_WS1_##a x _WS1_##b) mergeop (_WS2_##a x _WS2_##b))
173 # define WEPSET_OP2_AA(a,b,mergeop,x,y) ((_WS1_##a x _WS1_##b y _WS1_##a) mergeop (_WS2_##a x _WS2_##b y _WS2_##a))
174 # define WEPSET_OP1_AW(a,b,mergeop,x) ((_WS1_##a x WEPSET_BIT1(b)) mergeop (_WS2_##a x WEPSET_BIT2(b)))
175 # define WEPSET_OP2_AW(a,b,mergeop,x,y) ((_WS1_##a x WEPSET_BIT1(b) y _WS1_##a) mergeop (_WS2_##a x WEPSET_BIT2(b) y _WS2_##a))
180 #define WEPSET_COPY_EE(a,b) WEPSET_OP1_EE(a,b,XX,=)
181 #define WEPSET_EQ_EE(a,b) WEPSET_OP1_EE(a,b,&&,==)
182 #define WEPSET_OR_EE(a,b) WEPSET_OP1_EE(a,b,XX,|=)
183 #define WEPSET_AND_EE(a,b) WEPSET_OP2_EE(a,b,XX,=,&)
184 #define WEPSET_ANDNOT_EE(a,b) WEPSET_OP1_EE(a,b,XX,&~=)
185 #define WEPSET_CONTAINS_ANY_EE(a,b) !!(WEPSET_OP1_EE(a,b,||,&))
186 #define WEPSET_CONTAINS_ALL_EE(a,b) WEPSET_OP2_EE(b,a,&&,==,&)
188 #define WEPSET_COPY_EA(a,b) WEPSET_OP1_EA(a,b,XX,=)
189 #define WEPSET_EQ_EA(a,b) WEPSET_OP1_EA(a,b,&&,==)
190 #define WEPSET_OR_EA(a,b) WEPSET_OP1_EA(a,b,XX,|=)
191 #define WEPSET_AND_EA(a,b) WEPSET_OP2_EA(a,b,XX,=,&)
192 #define WEPSET_ANDNOT_EA(a,b) WEPSET_OP1_EA(a,b,XX,&~=)
193 #define WEPSET_CONTAINS_ANY_EA(a,b) !!(WEPSET_OP1_EA(a,b,||,&))
194 #define WEPSET_CONTAINS_ALL_EA(a,b) WEPSET_OP2_EA(b,a,&&,==,&)
196 #define WEPSET_COPY_EW(a,b) WEPSET_OP1_EW(a,b,XX,=)
197 #define WEPSET_EQ_EW(a,b) WEPSET_OP1_EW(a,b,&&,==)
198 #define WEPSET_OR_EW(a,b) WEPSET_OP1_EW(a,b,XX,|=)
199 #define WEPSET_AND_EW(a,b) WEPSET_OP2_EW(a,b,XX,=,&)
200 #define WEPSET_ANDNOT_EW(a,b) WEPSET_OP1_EW(a,b,XX,&~=)
201 #define WEPSET_CONTAINS_EW(a,b) !!(WEPSET_OP1_EW(a,b,||,&))
203 #define WEPSET_COPY_AE(a,b) WEPSET_OP1_AE(a,b,XX,=)
204 #define WEPSET_EQ_AE(a,b) WEPSET_OP1_AE(a,b,&&,==)
205 #define WEPSET_OR_AE(a,b) WEPSET_OP1_AE(a,b,XX,|=)
206 #define WEPSET_AND_AE(a,b) WEPSET_OP2_AE(a,b,XX,=,&)
207 #define WEPSET_ANDNOT_AE(a,b) WEPSET_OP1_AE(a,b,XX,&~=)
208 #define WEPSET_CONTAINS_ANY_AE(a,b) !!(WEPSET_OP1_AE(a,b,||,&))
209 #define WEPSET_CONTAINS_ALL_AE(a,b) WEPSET_OP2_AE(b,a,&&,==,&)
211 #define WEPSET_COPY_AA(a,b) WEPSET_OP1_AA(a,b,XX,=)
212 #define WEPSET_EQ_AA(a,b) WEPSET_OP1_AA(a,b,&&,==)
213 #define WEPSET_OR_AA(a,b) WEPSET_OP1_AA(a,b,XX,|=)
214 #define WEPSET_AND_AA(a,b) WEPSET_OP2_AA(a,b,XX,=,&)
215 #define WEPSET_ANDNOT_AA(a,b) WEPSET_OP1_AA(a,b,XX,&~=)
216 #define WEPSET_CONTAINS_ANY_AA(a,b) !!(WEPSET_OP1_AA(a,b,||,&))
217 #define WEPSET_CONTAINS_ALL_AA(a,b) WEPSET_OP2_AA(b,a,&&,==,&)
219 #define WEPSET_COPY_AW(a,b) WEPSET_OP1_AW(a,b,XX,=)
220 #define WEPSET_EQ_AW(a,b) WEPSET_OP1_AW(a,b,&&,==)
221 #define WEPSET_OR_AW(a,b) WEPSET_OP1_AW(a,b,XX,|=)
222 #define WEPSET_AND_AW(a,b) WEPSET_OP2_AW(a,b,XX,=,&)
223 #define WEPSET_ANDNOT_AW(a,b) WEPSET_OP1_AW(a,b,XX,&~=)
224 #define WEPSET_CONTAINS_AW(a,b) !!(WEPSET_OP1_AW(a,b,||,&))
226 WEPSET_DECLARE_A(WEPBIT_ALL);
227 WEPSET_DECLARE_A(WEPBIT_SUPERWEAPONS);
229 // other useful macros
230 #define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest)
232 // =====================
233 // Weapon Registration
234 // =====================
236 float w_null(float dummy);
237 void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
238 void register_weapons_done();
244 // note: the fabs call is just there to hide "if result is constant" warning
245 #define REGISTER_WEAPON_2(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
248 void RegisterWeapons_##id() \
250 WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
251 WEPSET_OR_AW(WEPBIT_ALL, id); \
252 if(fabs(weapontype & WEP_FLAG_SUPERWEAPON)) \
253 WEPSET_OR_AW(WEPBIT_SUPERWEAPONS, id); \
255 register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
257 ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
259 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
260 REGISTER_WEAPON_2(WEP_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
262 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
263 REGISTER_WEAPON_2(WEP_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
271 #define WEP_DUPECHECK(dupecheck,cvar) \
276 #error DUPLICATE WEAPON CVAR: cvar \
280 #define WEP_CLEAN_DUPECHECK(dupecheck) \
281 #ifdef WEP_CVAR_##weapon##_##name \
282 #undef WEP_CVAR_##weapon##_##name \
286 #define WEP_ADD_CVAR(weapon,mode,name) \
288 WEP_DUPECHECK(WEP_CVAR_P_##weapon##_##name, autocvar_g_balance_##weapon##_primary_##name) \
291 WEP_DUPECHECK(WEP_CVAR_S_##weapon##_##name, autocvar_g_balance_##weapon##_secondary_##name) \
293 #if mode == MO_BOTH \
294 WEP_DUPECHECK(WEP_CVAR_P_##weapon##_##name, autocvar_g_balance_##weapon##_primary_##name) \
295 WEP_DUPECHECK(WEP_CVAR_S_##weapon##_##name, autocvar_g_balance_##weapon##_secondary_##name) \
297 #if mode == MO_NONE \
298 WEP_DUPECHECK(WEP_CVAR_##weapon##_##name, autocvar_g_balance_##weapon##_##name) \
301 #define WEP_CVAR(weapon,name) autocvar_g_balance_##weapon##_##name
302 #define WEP_CVAR_PRI(weapon,name) WEP_CVAR(weapon, primary_##name)
303 #define WEP_CVAR_SEC(weapon,name) WEP_CVAR(weapon, secondary_##name)
304 #define WEP_CVAR_BOTH(weapon,mode,name) ((mode == MO_PRI) ? WEP_CVAR_PRI(weapon, name) : WEP_CVAR_SEC(weapon, name))
306 #define WEP_ADD_PROP(weapon,prop,name) \
308 WEP_DUPECHECK(WEP_CVAR_##weapon##_##name, autocvar_g_balance_##weapon##_##name)
310 #define WEP_SET_PROP(wepid,weapon,prop,name) get_weaponinfo(##wepid).##prop = autocvar_g_balance_##weapon##_##name;
316 #undef REGISTER_WEAPON
317 ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
319 string W_FixWeaponOrder(string order, float complete);
320 string W_NumberWeaponOrder(string order);
321 string W_NameWeaponOrder(string order);
322 string W_FixWeaponOrder_BuildImpulseList(string o);
323 string W_FixWeaponOrder_AllowIncomplete(string order);
324 string W_FixWeaponOrder_ForceComplete(string order);
326 void W_RandomWeapons(entity e, float n);
328 string W_Name(float weaponid);
330 float W_AmmoItemCode(float wpn);