X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fitems.qh;h=77465dc4f4ac0acc86c9e7b81379f39a6b37f58e;hb=396fefda7f6c70cb882f78a77fec57a3996f8f80;hp=23a94e4f96b435e87aba316d0a7db4a6ada1cd24;hpb=d7b327f92ccc87d235ee8ba026e7054a8e2e83fe;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/items.qh b/qcsrc/common/items.qh index 23a94e4f9..0b27748f9 100644 --- a/qcsrc/common/items.qh +++ b/qcsrc/common/items.qh @@ -1,56 +1,61 @@ -float BOT_PICKUP_RATING_LOW = 2500; -float BOT_PICKUP_RATING_MID = 5000; -float BOT_PICKUP_RATING_HIGH = 10000; - -float WEP_TYPE_OTHER = 0x00; // e.g: Hook, Port-o-launch, etc -float WEP_TYPE_SPLASH = 0x01; -float WEP_TYPE_HITSCAN = 0x02; -float WEP_TYPEMASK = 0x0F; -float WEP_FLAG_CANCLIMB = 0x10; -float WEP_FLAG_NORMAL = 0x20; -float WEP_FLAG_HIDDEN = 0x40; -float WEP_FLAG_RELOADABLE = 0x80; - -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; -// when this bit is set, using a superweapon does not throw it away. Checkpoints can give this powerup. -float IT_CTF_SHIELDED = 4; // set for the flag shield -// using jetpack -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_UNLIMITED_SUPERWEAPONS = 2; +// when this bit is set, superweapons don't expire. Checkpoints can give this powerup. +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; + WANT_CONST float IT_KEY1 = 131072; + WANT_CONST 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; + 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; @@ -69,9 +74,29 @@ string W_NumberWeaponOrder(string order); .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_... -.float weapons; // WEPBIT_... +.WepSet weapons; // WEPSET_... .string netname; // short name .string message; // human readable name .float items; // IT_... @@ -86,40 +111,36 @@ string W_NumberWeaponOrder(string order); // 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(); -float WEP_COUNT; -float WEP_FIRST = 1; -float WEP_LAST; -#define WEP_MAXCOUNT 24 -float WEPBIT_ALL; -float WEPBIT_SUPERWEAPONS; #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ float id; \ - float bit; \ + WepSet bit; \ float func(float); \ void RegisterWeapons_##id() \ { \ WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \ - WEPBIT_ALL |= (bit = power2of(WEP_COUNT)); \ - WEPBIT_SUPERWEAPONS |= (bit = power2of(WEP_COUNT)) * !!(ammotype & IT_SUPERWEAPON); \ + 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,WEPBIT_##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,WEPBIT_##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); @@ -128,3 +149,9 @@ string W_NameWeaponOrder(string order); string W_FixWeaponOrder_BuildImpulseList(string o); string W_FixWeaponOrder_AllowIncomplete(string order); string W_FixWeaponOrder_ForceComplete(string order); + +void W_RandomWeapons(entity e, float n); + +string W_Name(float weaponid); + +float W_AmmoItemCode(float wpn);