-float BOT_PICKUP_RATING_LOW = 2500;
-float BOT_PICKUP_RATING_MID = 5000;
-float BOT_PICKUP_RATING_HIGH = 10000;
-
-float WEP_TYPE_OTHER = 0x00; // not for damaging people
-float WEP_TYPE_SPLASH = 0x01; // splash damage
-float WEP_TYPE_HITSCAN = 0x02; // hitscan
-float WEP_TYPEMASK = 0x0F;
-float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
-float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
-float WEP_FLAG_HIDDEN = 0x40; // hides from menu
-float WEP_FLAG_RELOADABLE = 0x80; // can has reload
-float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
-float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
-
-float IT_UNLIMITED_WEAPON_AMMO = 1;
+const float BOT_PICKUP_RATING_LOW = 2500;
+const float BOT_PICKUP_RATING_MID = 5000;
+const float BOT_PICKUP_RATING_HIGH = 10000;
+
+const float WEP_TYPE_OTHER = 0x00; // not for damaging people
+const float WEP_TYPE_SPLASH = 0x01; // splash damage
+const float WEP_TYPE_HITSCAN = 0x02; // hitscan
+const float WEP_TYPEMASK = 0x0F;
+const float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
+const float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
+const float WEP_FLAG_HIDDEN = 0x40; // hides from menu
+const float WEP_FLAG_RELOADABLE = 0x80; // can has reload
+const float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
+const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+
+const float IT_UNLIMITED_WEAPON_AMMO = 1;
// when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
-float IT_UNLIMITED_SUPERWEAPONS = 2;
+const float IT_UNLIMITED_SUPERWEAPONS = 2;
// when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
-float IT_CTF_SHIELDED = 4; // set for the flag shield
-float IT_USING_JETPACK = 8; // confirmation that button is pressed
-float IT_JETPACK = 16; // actual item
-float IT_FUEL_REGEN = 32; // fuel regeneration trigger
-float IT_SHELLS = 256;
-float IT_NAILS = 512;
-float IT_ROCKETS = 1024;
-float IT_CELLS = 2048;
-float IT_SUPERWEAPON = 4096;
-float IT_FUEL = 128;
-float IT_STRENGTH = 8192;
-float IT_INVINCIBLE = 16384;
-float IT_HEALTH = 32768;
+const float IT_CTF_SHIELDED = 4; // set for the flag shield
+const float IT_USING_JETPACK = 8; // confirmation that button is pressed
+const float IT_JETPACK = 16; // actual item
+const float IT_FUEL_REGEN = 32; // fuel regeneration trigger
+WANT_CONST float IT_SHELLS = 256;
+WANT_CONST float IT_NAILS = 512;
+WANT_CONST float IT_ROCKETS = 1024;
+WANT_CONST float IT_CELLS = 2048;
+const float IT_SUPERWEAPON = 4096;
+const float IT_FUEL = 128;
+const float IT_STRENGTH = 8192;
+const float IT_INVINCIBLE = 16384;
+const float IT_HEALTH = 32768;
// union:
- // for items:
- float IT_KEY1 = 131072;
- float IT_KEY2 = 262144;
- // for players:
- float IT_RED_FLAG_TAKEN = 32768;
- float IT_RED_FLAG_LOST = 65536;
- float IT_RED_FLAG_CARRING = 98304;
- float IT_BLUE_FLAG_TAKEN = 131072;
- float IT_BLUE_FLAG_LOST = 262144;
- float IT_BLUE_FLAG_CARRING = 393216;
+ // for items:
+ WANT_CONST float IT_KEY1 = 131072;
+ WANT_CONST float IT_KEY2 = 262144;
+ // for players:
+ const float IT_RED_FLAG_TAKEN = 32768;
+ const float IT_RED_FLAG_LOST = 65536;
+ const float IT_RED_FLAG_CARRYING = 98304;
+ const float IT_BLUE_FLAG_TAKEN = 131072;
+ const float IT_BLUE_FLAG_LOST = 262144;
+ const float IT_BLUE_FLAG_CARRYING = 393216;
+ const float IT_YELLOW_FLAG_TAKEN = 524288;
+ const float IT_YELLOW_FLAG_LOST = 1048576;
+ const float IT_YELLOW_FLAG_CARRYING = 1572864;
+ const float IT_PINK_FLAG_TAKEN = 2097152;
+ const float IT_PINK_FLAG_LOST = 4194304;
+ const float IT_PINK_FLAG_CARRYING = 6291456;
// end
-float IT_5HP = 524288;
-float IT_25HP = 1048576;
-float IT_ARMOR_SHARD = 2097152;
-float IT_ARMOR = 4194304;
+const float IT_5HP = 524288;
+const float IT_25HP = 1048576;
+const float IT_ARMOR_SHARD = 2097152;
+const float IT_ARMOR = 4194304;
-float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
-float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
-float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
-
-float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel
+const float IT_AMMO = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
+const float IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
+const float IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
// variables:
string weaponorder_byid;
.float ammo_fuel;
.float ammo_batteries; // dummy
+// Weapon sets
+typedef vector WepSet;
+WepSet WepSet_FromWeapon(float a);
+#ifdef SVQC
+void WepSet_AddStat();
+void WriteWepSet(float dest, WepSet w);
+#endif
+#ifdef CSQC
+WepSet WepSet_GetFromStat();
+WepSet ReadWepSet();
+#endif
+
+// Weapon name macros
+#define WEP_FIRST 1
+#define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
+float WEP_COUNT;
+float WEP_LAST;
+WepSet WEPSET_ALL;
+WepSet WEPSET_SUPERWEAPONS;
+
// entity properties of weaponinfo:
.float weapon; // WEP_...
+.WepSet weapons; // WEPSET_...
.string netname; // short name
.string message; // human readable name
.float items; // IT_...
.float bot_pickupbasevalue; // bot weapon priority
.string model2; // wpn- sprite name
..float ammo_field; // main ammo field
-// also, weaponinfo ents can act as a WEPSET
// dynamic weapon adding
float w_null(float dummy);
-void register_weapon(float id, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
+void register_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
void register_weapons_done();
-#define WEP_FIRST 1
-float WEP_COUNT;
-float WEP_LAST;
-
-#if 1
-# define WEP_MAXCOUNT 24
-// default storage
-.float _WS_weapons;
-# define WEPSET_BIT(a) power2of((a) - WEP_FIRST)
-# define WEPSET_DECLARE_A(a) float _WS_##a
-# define WEPSET_CLEAR_E(e) ((e)._WS_weapons = 0)
-# define WEPSET_CLEAR_A(a) ((_WS_##a) = 0)
-# define WEPSET_EMPTY_E(e) ((e)._WS_weapons == 0)
-# define WEPSET_EMPTY_A(a) ((_WS_##a) == 0)
-# define WEPSET_COPY_AS(a) ((_WS_##a) = getstati(STAT_WEAPONS))
-# define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS_weapons)
-# define WEPSET_OP1_EE(a,b,mergeop,x) ((a)._WS_weapons x (b)._WS_weapons)
-# define WEPSET_OP2_EE(a,b,mergeop,x,y) ((a)._WS_weapons x (b)._WS_weapons y (a)._WS_weapons)
-# define WEPSET_OP1_EA(a,b,mergeop,x) ((a)._WS_weapons x _WS_##b)
-# define WEPSET_OP2_EA(a,b,mergeop,x,y) ((a)._WS_weapons x _WS_##b y (a)._WS_weapons)
-# define WEPSET_OP1_EW(a,b,mergeop,x) ((a)._WS_weapons x WEPSET_BIT(b))
-# define WEPSET_OP2_EW(a,b,mergeop,x,y) ((a)._WS_weapons x WEPSET_BIT(b) y (a)._WS_weapons)
-# define WEPSET_OP1_AE(a,b,mergeop,x) (_WS_##a x (b)._WS_weapons)
-# define WEPSET_OP2_AE(a,b,mergeop,x,y) (_WS_##a x (b)._WS_weapons y _WS_##a)
-# define WEPSET_OP1_AA(a,b,mergeop,x) (_WS_##a x _WS_##b)
-# define WEPSET_OP2_AA(a,b,mergeop,x,y) (_WS_##a x _WS_##b y _WS_##a)
-# define WEPSET_OP1_AW(a,b,mergeop,x) (_WS_##a x WEPSET_BIT(b))
-# define WEPSET_OP2_AW(a,b,mergeop,x,y) (_WS_##a x WEPSET_BIT(b) y _WS_##a)
-#else
-# define WEP_MAXCOUNT 48
-# define WEP_FIRST2 25
-.float _WS1_weapons;
-.float _WS2_weapons;
-# define WEPSET_BIT1(a) (((a) < WEP_FIRST2) ? power2of((a) - WEP_FIRST) : 0)
-# define WEPSET_BIT2(a) (((a) >= WEP_FIRST2) ? power2of((a) - WEP_FIRST2) : 0)
-# define WEPSET_DECLARE_A(a) float _WS1_##a, _WS2_##a
-# define WEPSET_CLEAR_E(e) ((e)._WS1_weapons = (e)._WS2_weapons = 0)
-# define WEPSET_CLEAR_A(a) ((_WS1_##a) = (_WS2_##a) = 0)
-# define WEPSET_EMPTY_E(e) ((e)._WS1_weapons == 0 && (e)._WS2_weapons == 0)
-# define WEPSET_EMPTY_A(a) ((_WS1_##a) == 0 && (_WS2_##a) == 0)
-# define WEPSET_COPY_AS(a) ((_WS1_##a) = getstati(STAT_WEAPONS), (_WS2_##a) = getstati(STAT_WEAPONS2))
-# define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS1_weapons); addstat(STAT_WEAPONS2, AS_INT, _WS2_weapons)
-# define WEPSET_OP1_EE(a,b,mergeop,x) (((a)._WS1_weapons x (b)._WS1_weapons) mergeop ((a)._WS2_weapons x (b)._WS2_weapons))
-# 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))
-# define WEPSET_OP1_EA(a,b,mergeop,x) (((a)._WS1_weapons x _WS1_##b) mergeop ((a)._WS2_weapons x _WS2_##b))
-# 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))
-# define WEPSET_OP1_EW(a,b,mergeop,x) (((a)._WS1_weapons x WEPSET_BIT1(b)) mergeop ((a)._WS2_weapons x WEPSET_BIT2(b)))
-# 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))
-# define WEPSET_OP1_AE(a,b,mergeop,x) ((_WS1_##a x (b)._WS1_weapons) mergeop (_WS2_##a x (b)._WS2_weapons))
-# 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))
-# define WEPSET_OP1_AA(a,b,mergeop,x) ((_WS1_##a x _WS1_##b) mergeop (_WS2_##a x _WS2_##b))
-# 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))
-# define WEPSET_OP1_AW(a,b,mergeop,x) ((_WS1_##a x WEPSET_BIT1(b)) mergeop (_WS2_##a x WEPSET_BIT2(b)))
-# 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))
-#endif
-
-#define XX ,
-
-#define WEPSET_COPY_EE(a,b) WEPSET_OP1_EE(a,b,XX,=)
-#define WEPSET_EQ_EE(a,b) WEPSET_OP1_EE(a,b,&&,==)
-#define WEPSET_OR_EE(a,b) WEPSET_OP1_EE(a,b,XX,|=)
-#define WEPSET_AND_EE(a,b) WEPSET_OP2_EE(a,b,XX,=,&)
-#define WEPSET_ANDNOT_EE(a,b) WEPSET_OP1_EE(a,b,XX,&~=)
-#define WEPSET_CONTAINS_ANY_EE(a,b) !!(WEPSET_OP1_EE(a,b,||,&))
-#define WEPSET_CONTAINS_ALL_EE(a,b) WEPSET_OP2_EE(b,a,&&,==,&)
-
-#define WEPSET_COPY_EA(a,b) WEPSET_OP1_EA(a,b,XX,=)
-#define WEPSET_EQ_EA(a,b) WEPSET_OP1_EA(a,b,&&,==)
-#define WEPSET_OR_EA(a,b) WEPSET_OP1_EA(a,b,XX,|=)
-#define WEPSET_AND_EA(a,b) WEPSET_OP2_EA(a,b,XX,=,&)
-#define WEPSET_ANDNOT_EA(a,b) WEPSET_OP1_EA(a,b,XX,&~=)
-#define WEPSET_CONTAINS_ANY_EA(a,b) !!(WEPSET_OP1_EA(a,b,||,&))
-#define WEPSET_CONTAINS_ALL_EA(a,b) WEPSET_OP2_EA(b,a,&&,==,&)
-
-#define WEPSET_COPY_EW(a,b) WEPSET_OP1_EW(a,b,XX,=)
-#define WEPSET_EQ_EW(a,b) WEPSET_OP1_EW(a,b,&&,==)
-#define WEPSET_OR_EW(a,b) WEPSET_OP1_EW(a,b,XX,|=)
-#define WEPSET_AND_EW(a,b) WEPSET_OP2_EW(a,b,XX,=,&)
-#define WEPSET_ANDNOT_EW(a,b) WEPSET_OP1_EW(a,b,XX,&~=)
-#define WEPSET_CONTAINS_EW(a,b) !!(WEPSET_OP1_EW(a,b,||,&))
-
-#define WEPSET_COPY_AE(a,b) WEPSET_OP1_AE(a,b,XX,=)
-#define WEPSET_EQ_AE(a,b) WEPSET_OP1_AE(a,b,&&,==)
-#define WEPSET_OR_AE(a,b) WEPSET_OP1_AE(a,b,XX,|=)
-#define WEPSET_AND_AE(a,b) WEPSET_OP2_AE(a,b,XX,=,&)
-#define WEPSET_ANDNOT_AE(a,b) WEPSET_OP1_AE(a,b,XX,&~=)
-#define WEPSET_CONTAINS_ANY_AE(a,b) !!(WEPSET_OP1_AE(a,b,||,&))
-#define WEPSET_CONTAINS_ALL_AE(a,b) WEPSET_OP2_AE(b,a,&&,==,&)
-
-#define WEPSET_COPY_AA(a,b) WEPSET_OP1_AA(a,b,XX,=)
-#define WEPSET_EQ_AA(a,b) WEPSET_OP1_AA(a,b,&&,==)
-#define WEPSET_OR_AA(a,b) WEPSET_OP1_AA(a,b,XX,|=)
-#define WEPSET_AND_AA(a,b) WEPSET_OP2_AA(a,b,XX,=,&)
-#define WEPSET_ANDNOT_AA(a,b) WEPSET_OP1_AA(a,b,XX,&~=)
-#define WEPSET_CONTAINS_ANY_AA(a,b) !!(WEPSET_OP1_AA(a,b,||,&))
-#define WEPSET_CONTAINS_ALL_AA(a,b) WEPSET_OP2_AA(b,a,&&,==,&)
-
-#define WEPSET_COPY_AW(a,b) WEPSET_OP1_AW(a,b,XX,=)
-#define WEPSET_EQ_AW(a,b) WEPSET_OP1_AW(a,b,&&,==)
-#define WEPSET_OR_AW(a,b) WEPSET_OP1_AW(a,b,XX,|=)
-#define WEPSET_AND_AW(a,b) WEPSET_OP2_AW(a,b,XX,=,&)
-#define WEPSET_ANDNOT_AW(a,b) WEPSET_OP1_AW(a,b,XX,&~=)
-#define WEPSET_CONTAINS_AW(a,b) !!(WEPSET_OP1_AW(a,b,||,&))
-
-WEPSET_DECLARE_A(WEPBIT_ALL);
-WEPSET_DECLARE_A(WEPBIT_SUPERWEAPONS);
-// note: the fabs call is just there to hide "if result is constant" warning
-#define REGISTER_WEAPON_2(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
+#define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
float id; \
+ WepSet bit; \
float func(float); \
void RegisterWeapons_##id() \
{ \
WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
- WEPSET_OR_AW(WEPBIT_ALL, id); \
- if(fabs(weapontype & WEP_FLAG_SUPERWEAPON)) \
- WEPSET_OR_AW(WEPBIT_SUPERWEAPONS, id); \
+ bit = WepSet_FromWeapon(id); \
+ WEPSET_ALL |= bit; \
+ if((weapontype) & WEP_FLAG_SUPERWEAPON) \
+ WEPSET_SUPERWEAPONS |= bit; \
++WEP_COUNT; \
- register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
+ register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
} \
ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
#ifdef MENUQC
#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
- REGISTER_WEAPON_2(WEP_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
#else
#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
- REGISTER_WEAPON_2(WEP_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
+ REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
#endif
#include "../server/w_all.qc"
#undef REGISTER_WEAPON
-ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done)
+ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
string W_FixWeaponOrder(string order, float complete);
string W_FixWeaponOrder_ForceComplete(string order);
void W_RandomWeapons(entity e, float n);
+
+string W_Name(float weaponid);
+
+float W_AmmoItemCode(float wpn);