X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Ft_items.qh;h=f353f2589df5cab2dd977f232f1a8620a1ce1a0e;hb=349aeb508e5a3d577df60bef8a552da2db7d928d;hp=ae4ecdb769375b17065136d95373c6411a9f7296;hpb=117fa45380851579df9e6c465a207d733f6ca748;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/t_items.qh b/qcsrc/server/t_items.qh index ae4ecdb76..f353f2589 100644 --- a/qcsrc/server/t_items.qh +++ b/qcsrc/server/t_items.qh @@ -1,68 +1,33 @@ #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; +const int ISF_LOCATION = BIT(1); +const int ISF_MODEL = BIT(2); +const int ISF_STATUS = BIT(3); + const int ITS_STAYWEP = BIT(0); + const int ITS_ANIMATE1 = BIT(1); + const int ITS_ANIMATE2 = BIT(2); + const int ITS_AVAILABLE = BIT(3); + const int ITS_ALLOWFB = BIT(4); + const int ITS_ALLOWSI = BIT(5); + const int ITS_POWERUP = BIT(6); +const int ISF_COLORMAP = BIT(4); +const int ISF_DROP = BIT(5); +const int ISF_ANGLES = BIT(6); +const int ISF_SIZE = BIT(7); .int ItemStatus; +.float fade_start; +.float fade_end; + +#ifdef SVQC +void StartItem(entity this, entity a); +#endif + #ifdef CSQC float autocvar_cl_animate_items = 1; @@ -76,19 +41,26 @@ string autocvar_cl_simpleitems_postfix = "_simple"; .float spawntime; .float gravity; .vector colormod; -void ItemDraw(); -void ItemDrawSimple(); +void ItemDraw(entity this); +void ItemDrawSimple(entity this); void ItemRead(float _IsNew); #endif #ifdef SVQC +spawnfunc(item_strength); +spawnfunc(item_invincible); +spawnfunc(item_armor_small); +spawnfunc(item_shells); +spawnfunc(item_bullets); +spawnfunc(item_rockets); + float autocvar_sv_simple_items; -bool ItemSend(entity to, int sf); +bool ItemSend(entity this, entity to, int sf); -float have_pickup_item(void); +bool have_pickup_item(entity this); const float ITEM_RESPAWN_TICKS = 10; @@ -118,15 +90,15 @@ float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax float Item_GiveTo(entity item, entity player); -void Item_Touch (void); +void Item_Touch(); -void Item_Reset(); +void Item_Reset(entity this); void Item_FindTeam(); // Savage: used for item garbage-collection // TODO: perhaps nice special effect? -bool ItemSend(entity to, int sf); +bool ItemSend(entity this, entity to, int sf); void ItemUpdate(entity item); // pickup evaluation functions @@ -139,7 +111,8 @@ float weapon_pickupevalfunc(entity player, entity item); float commodity_pickupevalfunc(entity player, entity item); .float is_item; -void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue); +.entity itemdef; +void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter); void target_items_use (void);