X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fitems.qh;h=7f2f4a314002b80b243954c1e63b2286e1da9c86;hb=c8732e84f73fed16a61e05741f60c530bcd6f151;hp=ebee8aaaa48d28d345081541421c440804c495f3;hpb=c5ebde8d94010d71635def61abf89f69fa892b15;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/items.qh b/qcsrc/common/items.qh index ebee8aaaa..7f2f4a314 100644 --- a/qcsrc/common/items.qh +++ b/qcsrc/common/items.qh @@ -2,52 +2,53 @@ 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 IT_UNLIMITED_WEAPON_AMMO = 1; +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 WEP_FLAG_SUPERWEAPON = 0x100; + +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; +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; // 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: + 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; // end -float IT_5HP = 524288; -float IT_25HP = 1048576; -float IT_ARMOR_SHARD = 2097152; -float IT_ARMOR = 4194304; +float IT_5HP = 524288; +float IT_25HP = 1048576; +float IT_ARMOR_SHARD = 2097152; +float IT_ARMOR = 4194304; -float IT_AMMO = 8064; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_SUPERWEAPON | 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 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 @@ -70,7 +71,6 @@ string W_NumberWeaponOrder(string order); // entity properties of weaponinfo: .float weapon; // WEP_... -.float weapons; // WEPBIT_... .string netname; // short name .string message; // human readable name .float items; // IT_... @@ -82,25 +82,95 @@ string W_NumberWeaponOrder(string order); .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_weapons_done(); +#if 1 +.float _WS_weapons; +# 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_EE(e,o) ((e)._WS_weapons = (o)._WS_weapons) +# define WEPSET_EQ_EE(e,o) ((e)._WS_weapons == (o)._WS_weapons) +# define WEPSET_OR_EE(e,o) ((e)._WS_weapons |= (o)._WS_weapons) +# define WEPSET_AND_EE(e,o) ((e)._WS_weapons &= (o)._WS_weapons) +# define WEPSET_ANDNOT_EE(e,o) ((e)._WS_weapons &~= (o)._WS_weapons) +# define WEPSET_CONTAINS_ANY_EE(e,o) !!((e)._WS_weapons & (o)._WS_weapons) +# define WEPSET_CONTAINS_ALL_EE(e,o) !!(((e)._WS_weapons & (o)._WS_weapons) == (e)._WS_weapons) + +# define WEPSET_COPY_EA(e,a) ((e)._WS_weapons = (_WS_##a)) +# define WEPSET_EQ_EA(e,a) ((e)._WS_weapons == (_WS_##a)) +# define WEPSET_OR_EA(e,a) ((e)._WS_weapons |= (_WS_##a)) +# define WEPSET_AND_EA(e,a) ((e)._WS_weapons &= (_WS_##a)) +# define WEPSET_ANDNOT_EA(e,a) ((e)._WS_weapons &~= (_WS_##a)) +# define WEPSET_CONTAINS_ANY_EA(e,a) !!((e)._WS_weapons & (_WS_##a)) +# define WEPSET_CONTAINS_ALL_EA(e,a) !!(((e)._WS_weapons & (_WS_##a)) == (_WS_##a)) + +# define WEPSET_COPY_EW(e,w) ((e)._WS_weapons = power2of((w) - WEP_FIRST)) +# define WEPSET_EQ_EW(e,w) ((e)._WS_weapons == power2of((w) - WEP_FIRST)) +# define WEPSET_OR_EW(e,w) ((e)._WS_weapons |= power2of((w) - WEP_FIRST)) +# define WEPSET_AND_EW(e,w) ((e)._WS_weapons &= power2of((w) - WEP_FIRST)) +# define WEPSET_ANDNOT_EW(e,w) ((e)._WS_weapons &~= power2of((w) - WEP_FIRST)) +# define WEPSET_CONTAINS_EW(e,w) !!((e)._WS_weapons & power2of((w) - WEP_FIRST)) + +# define WEPSET_COPY_AE(a,e) ((_WS_##a) = (e)._WS_weapons) +# define WEPSET_EQ_AE(a,e) ((_WS_##a) == (e)._WS_weapons) +# define WEPSET_OR_AE(a,e) ((_WS_##a) |= (e)._WS_weapons) +# define WEPSET_AND_AE(a,e) ((_WS_##a) &= (e)._WS_weapons) +# define WEPSET_ANDNOT_AE(a,e) ((_WS_##a) &~= (e)._WS_weapons) +# define WEPSET_CONTAINS_ANY_AE(a,e) !!((_WS_##a) & (e)._WS_weapons) +# define WEPSET_CONTAINS_ALL_AE(a,e) !!(((_WS_##a) & (e)._WS_weapons) == (e)) + +# define WEPSET_COPY_AA(a,b) ((_WS_##a) = (_WS_##b)) +# define WEPSET_EQ_AA(a,b) ((_WS_##a) == (_WS_##b)) +# define WEPSET_OR_AA(a,b) ((_WS_##a) |= (_WS_##b)) +# define WEPSET_AND_AA(a,b) ((_WS_##a) &= (_WS_##b)) +# define WEPSET_ANDNOT_AA(a,b) ((_WS_##a) &~= (_WS_##b)) +# define WEPSET_CONTAINS_ANY_AA(a,b) !!((_WS_##a) & (_WS_##b)) +# define WEPSET_CONTAINS_ALL_AA(a,b) !!(((_WS_##a) & (_WS_##b)) == (_WS_##b)) + +# define WEPSET_COPY_AW(a,w) ((_WS_##a) = power2of((w) - WEP_FIRST)) +# define WEPSET_EQ_AW(a,w) ((_WS_##a) == power2of((w) - WEP_FIRST)) +# define WEPSET_OR_AW(a,w) ((_WS_##a) |= power2of((w) - WEP_FIRST)) +# define WEPSET_AND_AW(a,w) ((_WS_##a) &= power2of((w) - WEP_FIRST)) +# define WEPSET_ANDNOT_AW(a,w) ((_WS_##a) &~= power2of((w) - WEP_FIRST)) +# define WEPSET_CONTAINS_AW(a,w) !((_WS_##a) & power2of((w) - WEP_FIRST)) + +# ifdef CSQC +# define WEPSET_COPY_AS(a) ((_WS_##a) = getstatf(STAT_WEAPONS)) +# endif + +# ifdef SVQC +# define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS_weapons) +# endif + +#endif + float WEP_COUNT; float WEP_FIRST = 1; float WEP_LAST; #define WEP_MAXCOUNT 24 -float WEPBIT_ALL; +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,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ float id; \ - float bit; \ float func(float); \ void RegisterWeapons_##id() \ { \ WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \ - WEPBIT_ALL |= (bit = power2of(WEP_COUNT)); \ + WEPSET_OR_AW(WEPBIT_ALL, id); \ + if(fabs(weapontype & WEP_FLAG_SUPERWEAPON)) \ + WEPSET_OR_AW(WEPBIT_SUPERWEAPONS, id); \ ++WEP_COUNT; \ register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \ } \ @@ -125,3 +195,5 @@ 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);