X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fweapons%2Fweapons.qh;h=dca226f42018ec13421d15cc6b2329137ca96b8c;hb=7f6f6ddf5a60125f13cbc906c5e29faf61310d80;hp=732c5136340399aab417cbb598911074ff7629de;hpb=20fb2adb8133f5d18cb472f22fe4517ca40bcd92;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/weapons/weapons.qh b/qcsrc/common/weapons/weapons.qh index 732c51363..dca226f42 100644 --- a/qcsrc/common/weapons/weapons.qh +++ b/qcsrc/common/weapons/weapons.qh @@ -2,13 +2,17 @@ #include "calculations.qh" #endif -const float BOT_PICKUP_RATING_LOW = 2500; -const float BOT_PICKUP_RATING_MID = 5000; -const float BOT_PICKUP_RATING_HIGH = 10000; +const float MAX_SHOT_DISTANCE = 32768; + +// weapon pickup ratings for bot logic +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 +// weapon flags +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 @@ -17,71 +21,29 @@ 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 MAX_SHOT_DISTANCE = 32768; - -// weapon requests // WEAPONTODO -#define WR_SETUP 1 // (SERVER) setup weapon data -#define WR_THINK 2 // (SERVER) logic to run every frame -#define WR_CHECKAMMO1 3 // (SERVER) checks ammo for weapon -#define WR_CHECKAMMO2 4 // (SERVER) checks ammo for weapon -#define WR_AIM 5 // (SERVER) runs bot aiming code for this weapon -#define WR_INIT 6 // (BOTH) precaches models/sounds used by this weapon -#define WR_SUICIDEMESSAGE 7 // (SERVER) notification number for suicide message (may inspect w_deathtype for details) -#define WR_KILLMESSAGE 8 // (SERVER) notification number for kill message (may inspect w_deathtype for details) -#define WR_RELOAD 9 // (SERVER) does not need to do anything -#define WR_RESETPLAYER 10 // (SERVER) does not need to do anything -#define WR_IMPACTEFFECT 11 // (CLIENT) impact effect -#define WR_SWITCHABLE 12 // (CLIENT) impact effect -#define WR_PLAYERDEATH 13 // (SERVER) does not need to do anything -#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 -#define WR_CONFIG 15 // (ALL) -#define WR_ZOOMRETICLE 16 // (CLIENT) weapon specific zoom reticle - -// WEAPONTODO -const float IT_UNLIMITED_WEAPON_AMMO = 1; -// when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup. -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: - 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; -// end -const float IT_5HP = 524288; -const float IT_25HP = 1048576; -const float IT_ARMOR_SHARD = 2097152; -const float IT_ARMOR = 4194304; - -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; - -const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel +// weapon requests +const float WR_SETUP = 1; // (SERVER) setup weapon data +const float WR_THINK = 2; // (SERVER) logic to run every frame +const float WR_CHECKAMMO1 = 3; // (SERVER) checks ammo for weapon primary +const float WR_CHECKAMMO2 = 4; // (SERVER) checks ammo for weapon second +const float WR_AIM = 5; // (SERVER) runs bot aiming code for this weapon +const float WR_INIT = 6; // (BOTH) precaches models/sounds used by this weapon, also sets up weapon properties +const float WR_SUICIDEMESSAGE = 7; // (SERVER) notification number for suicide message (may inspect w_deathtype for details) +const float WR_KILLMESSAGE = 8; // (SERVER) notification number for kill message (may inspect w_deathtype for details) +const float WR_RELOAD = 9; // (SERVER) handles reloading for weapon +const float WR_RESETPLAYER = 10; // (SERVER) clears fields that the weapon may use +const float WR_IMPACTEFFECT = 11; // (CLIENT) impact effect for weapon explosion +const float WR_PLAYERDEATH = 12; // (SERVER) called whenever a player dies +const float WR_GONETHINK = 13; // (SERVER) logic to run when weapon is lost +const float WR_CONFIG = 14; // (ALL) dump weapon cvars to config in data directory (see: sv_cmd dumpweapons) +const float WR_ZOOMRETICLE = 15; // (CLIENT) weapon specific zoom reticle +const float WR_DROP = 16; // (SERVER) the weapon is dropped +const float WR_PICKUP = 17; // (SERVER) a weapon is picked up // variables: string weaponorder_byid; -// Weapon sets +// weapon sets typedef vector WepSet; WepSet WepSet_FromWeapon(float a); #ifdef SVQC @@ -93,7 +55,7 @@ WepSet WepSet_GetFromStat(); WepSet ReadWepSet(); #endif -// Weapon name macros +// 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; @@ -109,59 +71,49 @@ string W_NumberWeaponOrder(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); +string GetAmmoPicture(.float ammotype); +#ifdef CSQC +.float GetAmmoFieldFromNum(float i); +float GetAmmoStat(.float ammotype); +#endif // ammo types .float ammo_shells; .float ammo_nails; .float ammo_rockets; .float ammo_cells; +.float ammo_plasma; .float ammo_fuel; .float ammo_none; -// entity properties of weaponinfo: -.float weapon; // WEP_... -.WepSet weapons; // WEPSET_... -.string netname; // short name -.string message; // human readable name -.float items; // IT_... // WEAPONTODO: I thought I removed items from weapons... ? -.float(float) weapon_func; // w_... -.vector wpcolor; // waypointsprite color -.string mdl; // modelname without g_, v_, w_ -.string model; // full name of g_ model -.float spawnflags; // WEPSPAWNFLAG_... combined -.float impulse; // weapon impulse -.float bot_pickupbasevalue; // bot weapon priority -.string model2; // wpn- sprite name -..float current_ammo; // main ammo field - // other useful macros #define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest) -#define AMMO_VAL(wpn) ((get_weaponinfo(wpn)).current_ammo) +#define WEP_AMMO(wpn) ((get_weaponinfo(WEP_##wpn)).ammo_field) // only used inside weapon files/with direct name, don't duplicate prefix +#define WEP_NAME(wpn) ((get_weaponinfo(wpn)).message) -// ===================== -// Weapon Registration -// ===================== + +// ====================== +// Configuration Macros +// ====================== // create cvars for weapon settings -#define WEP_ADD_CVAR_NONE(wepname,name) final float autocvar_g_balance_##wepname##_##name; +#define WEP_ADD_CVAR_NONE(wepname,name) [[last]] float autocvar_g_balance_##wepname##_##name; #define WEP_ADD_CVAR_PRI(wepname,name) WEP_ADD_CVAR_NONE(wepname, primary_##name) #define WEP_ADD_CVAR_SEC(wepname,name) WEP_ADD_CVAR_NONE(wepname, secondary_##name) #define WEP_ADD_CVAR_BOTH(wepname,name) \ WEP_ADD_CVAR_PRI(wepname, name) \ WEP_ADD_CVAR_SEC(wepname, name) - + #define WEP_ADD_CVAR(wepid,wepname,mode,name) WEP_ADD_CVAR_##mode(wepname, name) // create properties for weapon settings #define WEP_ADD_PROP(wepid,wepname,type,prop,name) \ - .type ##prop; \ - final type autocvar_g_balance_##wepname##_##name; + .type prop; \ + [[last]] type autocvar_g_balance_##wepname##_##name; // read cvars from weapon settings #define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name @@ -170,35 +122,77 @@ string W_Name(float weaponid); #define WEP_CVAR_BOTH(wepname,isprimary,name) ((isprimary) ? WEP_CVAR_PRI(wepname, name) : WEP_CVAR_SEC(wepname, name)) // set initialization values for weapon settings -#define WEP_SKIPCVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */ +#define WEP_SKIP_CVAR(unuseda,unusedb,unusedc,unusedd) /* skip cvars */ #define WEP_SET_PROP(wepid,wepname,type,prop,name) get_weaponinfo(WEP_##wepid).##prop = autocvar_g_balance_##wepname##_##name; + +// ===================== +// Weapon Registration +// ===================== + float w_null(float dummy); -void register_weapon(float id, WepSet bit, float(float) func, .float ammotype, float i, float weapontype, float pickupbasevalue, vector clr, string modelname, string shortname, string wname); + +void register_weapon( + float id, + WepSet bit, + float(float) func, + .float ammotype, + float i, + float weapontype, + float pickupbasevalue, + vector clr, + string modelname, + string simplemdl, + string crosshair, + string wepimg, + string refname, + string wepname); + void register_weapons_done(); +// entity properties of weaponinfo: +// fields which are explicitly/manually set are marked with "M", fields set automatically are marked with "A" +.float weapon; // M: WEP_id // WEP_... +.WepSet weapons; // A: WEPSET_id // WEPSET_... +.float(float) weapon_func; // M: function // w_... +..float ammo_field; // M: ammotype // main ammo field +.float impulse; // M: impulse // weapon impulse +.float spawnflags; // M: flags // WEPSPAWNFLAG_... combined +.float bot_pickupbasevalue; // M: rating // bot weapon priority +.vector wpcolor; // M: color // waypointsprite color +.string wpmodel; // A: wpn-id // wpn- sprite name +.string mdl; // M: modelname // name of model (without g_ v_ or h_ prefixes) +.string model; // A: modelname // full path to g_ model +.string w_simplemdl; // M: simplemdl // simpleitems weapon model/image +.string w_crosshair; // M: crosshair // per-weapon crosshair: "CrosshairImage Size" +.float w_crosshair_size; // A: crosshair // per-weapon crosshair size (argument two of "crosshair" field) +.string model2; // M: wepimg // "weaponfoobar" side view image file of weapon // WEAPONTODO: Move out of skin files, move to common files +.string netname; // M: refname // reference name name +.string message; // M: wepname // human readable name + + // 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,clr,modelname,shortname,wname) \ +#define REGISTER_WEAPON_2(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \ float id; \ WepSet bit; \ - float func(float); \ + float function(float); \ void RegisterWeapons_##id() \ { \ WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \ bit = WepSet_FromWeapon(id); \ WEPSET_ALL |= bit; \ - if((weapontype) & WEP_FLAG_SUPERWEAPON) \ + if((flags) & WEP_FLAG_SUPERWEAPON) \ WEPSET_SUPERWEAPONS |= bit; \ ++WEP_COUNT; \ - register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname); \ + register_weapon(id,bit,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname); \ } \ ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id) #ifdef MENUQC -#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) \ - REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) +#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \ + REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) #else -#define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) \ - REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,clr,modelname,shortname,wname) +#define REGISTER_WEAPON(id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) \ + REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,function,ammotype,impulse,flags,rating,color,modelname,simplemdl,crosshair,wepimg,refname,wepname) #endif #include "all.qh"