X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Ft_items.qh;h=bb914234e1c26bf8abfe8d385ce718bc1d36f0de;hb=931a2648cb8ff8083a0af9ea06841d548e4d461b;hp=2480e5f5559323d5c59ed93b34f0bfb211cce114;hpb=96f4632cf97f1ca9cb56beefefbf6a613e4a7d9c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/t_items.qh b/qcsrc/server/t_items.qh index 2480e5f55..bb914234e 100644 --- a/qcsrc/server/t_items.qh +++ b/qcsrc/server/t_items.qh @@ -1,30 +1,78 @@ -#define ISF_LOCATION 2 -#define ISF_MODEL 4 -#define ISF_STATUS 8 - #define ITS_STAYWEP 1 - #define ITS_ANIMATE1 2 - #define ITS_ANIMATE2 4 - #define ITS_AVAILABLE 8 - #define ITS_ALLOWFB 16 - #define ITS_ALLOWSI 32 - #define ITS_POWERUP 64 -#define ISF_COLORMAP 16 -#define ISF_DROP 32 -#define ISF_ANGLES 64 -#define ISF_SIZE 128 - -.float ItemStatus; +#ifndef T_ITEMS_H +#define T_ITEMS_H + +// constants +const int IT_UNLIMITED_WEAPON_AMMO = 1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup. +const int IT_UNLIMITED_SUPERWEAPONS = 2; // when this bit is set, superweapons don't expire. Checkpoints can give this powerup. +const int IT_CTF_SHIELDED = 4; // set for the flag shield +const int IT_USING_JETPACK = 8; // confirmation that button is pressed +const int IT_JETPACK = 16; // actual item +const int IT_FUEL_REGEN = 32; // fuel regeneration trigger +// where is 64... ? +const int IT_FUEL = 128; +const int IT_SHELLS = 256; +const int IT_NAILS = 512; +const int IT_ROCKETS = 1024; +const int IT_CELLS = 2048; +const int IT_SUPERWEAPON = 4096; +const int IT_STRENGTH = 8192; +const int IT_INVINCIBLE = 16384; +const int IT_HEALTH = 32768; +const int IT_PLASMA = 65536; + +// shared value space (union): + // for items: + const int IT_KEY1 = 131072; + const int IT_KEY2 = 262144; + // for players: + const int IT_RED_FLAG_TAKEN = 32768; + const int IT_RED_FLAG_LOST = 65536; + const int IT_RED_FLAG_CARRYING = 98304; + const int IT_BLUE_FLAG_TAKEN = 131072; + const int IT_BLUE_FLAG_LOST = 262144; + const int IT_BLUE_FLAG_CARRYING = 393216; +// end + +const int IT_5HP = 524288; +const int IT_25HP = 1048576; +const int IT_ARMOR_SHARD = 2097152; +const int IT_ARMOR = 4194304; + +// item masks +const int IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA; +const int IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately +const int IT_UNLIMITED_AMMO = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO; + +const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel + +// item networking +const int ISF_LOCATION = 2; +const int ISF_MODEL = 4; +const int ISF_STATUS = 8; + const int ITS_STAYWEP = 1; + const int ITS_ANIMATE1 = 2; + const int ITS_ANIMATE2 = 4; + const int ITS_AVAILABLE = 8; + const int ITS_ALLOWFB = 16; + const int ITS_ALLOWSI = 32; + const int ITS_POWERUP = 64; +const int ISF_COLORMAP = 16; +const int ISF_DROP = 32; +const int ISF_ANGLES = 64; +const int ISF_SIZE = 128; + +.int ItemStatus; #ifdef CSQC -var float autocvar_cl_animate_items = 1; -var float autocvar_cl_ghost_items = 0.45; -var vector autocvar_cl_ghost_items_color = '-1 -1 -1'; -var float autocvar_cl_fullbright_items = 0; -var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5'; -var float autocvar_cl_weapon_stay_alpha = 0.75; -var float autocvar_cl_simple_items = 0; -var string autocvr_cl_simpleitems_postfix = "_simple"; +float autocvar_cl_animate_items = 1; +float autocvar_cl_ghost_items = 0.45; +vector autocvar_cl_ghost_items_color = '-1 -1 -1'; +float autocvar_cl_fullbright_items = 0; +vector autocvar_cl_weapon_stay_color = '2 0.5 0.5'; +float autocvar_cl_weapon_stay_alpha = 0.75; +float autocvar_cl_simple_items = 0; +string autocvar_cl_simpleitems_postfix = "_simple"; .float spawntime; .float gravity; .vector colormod; @@ -35,7 +83,6 @@ void ItemDrawSimple(); void ItemRead(float _IsNew); #endif - #ifdef SVQC float autocvar_sv_simple_items; float ItemSend(entity to, float sf); @@ -43,7 +90,7 @@ float ItemSend(entity to, float sf); float have_pickup_item(void); -#define ITEM_RESPAWN_TICKS 10 +const float ITEM_RESPAWN_TICKS = 10; #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter) // range: respawntime - respawntimejitter .. respawntime + respawntimejitter @@ -67,7 +114,7 @@ float ITEM_MODE_NONE = 0; float ITEM_MODE_HEALTH = 1; float ITEM_MODE_ARMOR = 2; float ITEM_MODE_FUEL = 3; -float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode); +float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode); float Item_GiveTo(entity item, entity player); @@ -97,11 +144,11 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, void target_items_use (void); -#define OP_SET 0 -#define OP_MIN 1 -#define OP_MAX 2 -#define OP_PLUS 3 -#define OP_MINUS 4 +const float OP_SET = 0; +const float OP_MIN = 1; +const float OP_MAX = 2; +const float OP_PLUS = 3; +const float OP_MINUS = 4; float GiveWeapon(entity e, float wpn, float op, float val); @@ -122,3 +169,4 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa float GiveItems(entity e, float beginarg, float endarg); #endif +#endif