X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fdeathtypes.qh;h=4f96f7500eb96fe1faa8a584bdfdbd34de932cf3;hb=d83e03a366494037c020f4cebf474325de88e69e;hp=2549858d24d70d3872bbf3a3a6dace3f2109c410;hpb=14fe3988cd7c1989a879e0e8d952ba0978da6d62;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/deathtypes.qh b/qcsrc/common/deathtypes.qh index 2549858d2..4f96f7500 100644 --- a/qcsrc/common/deathtypes.qh +++ b/qcsrc/common/deathtypes.qh @@ -1,10 +1,64 @@ -// Deathtypes (weapon deathtypes are the IT_* constants below) -// NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too. +// ================================ +// Deathtypes, reworked by Samual +// ================================ + +#define DEATHTYPES \ + DEATHTYPE(DEATH_AUTOTEAMCHANGE, DEATH_SELF_AUTOTEAMCHANGE, NO_MSG, DEATH_SPECIAL_START) \ + DEATHTYPE(DEATH_CAMP, DEATH_SELF_CAMP, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_CHEAT, DEATH_SELF_CHEAT, DEATH_MURDER_CHEAT, NORMAL_POS) \ + DEATHTYPE(DEATH_CUSTOM, DEATH_SELF_CUSTOM, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_DROWN, DEATH_SELF_DROWN, DEATH_MURDER_DROWN, NORMAL_POS) \ + DEATHTYPE(DEATH_FALL, DEATH_SELF_FALL, DEATH_MURDER_FALL, NORMAL_POS) \ + DEATHTYPE(DEATH_FIRE, DEATH_SELF_FIRE, DEATH_MURDER_FIRE, NORMAL_POS) \ + DEATHTYPE(DEATH_GENERIC, DEATH_SELF_GENERIC, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_HURTTRIGGER, DEATH_SELF_VOID, DEATH_MURDER_VOID, NORMAL_POS) \ + DEATHTYPE(DEATH_KILL, DEATH_SELF_SUICIDE, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_LAVA, DEATH_SELF_LAVA, DEATH_MURDER_LAVA, NORMAL_POS) \ + DEATHTYPE(DEATH_MIRRORDAMAGE, DEATH_SELF_BETRAYAL, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_NADE, DEATH_SELF_NADE, DEATH_MURDER_NADE, NORMAL_POS) \ + DEATHTYPE(DEATH_NOAMMO, DEATH_SELF_NOAMMO, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_ROT, DEATH_SELF_ROT, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_SHOOTING_STAR, DEATH_SELF_SHOOTING_STAR, DEATH_MURDER_SHOOTING_STAR, NORMAL_POS) \ + DEATHTYPE(DEATH_SLIME, DEATH_SELF_SLIME, DEATH_MURDER_SLIME, NORMAL_POS) \ + DEATHTYPE(DEATH_SWAMP, DEATH_SELF_SWAMP, DEATH_MURDER_SWAMP, NORMAL_POS) \ + DEATHTYPE(DEATH_TEAMCHANGE, DEATH_SELF_TEAMCHANGE, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_TELEFRAG, NO_MSG, DEATH_MURDER_TELEFRAG, NORMAL_POS) \ + DEATHTYPE(DEATH_TOUCHEXPLODE, DEATH_SELF_TOUCHEXPLODE, DEATH_MURDER_TOUCHEXPLODE, NORMAL_POS) \ + DEATHTYPE(DEATH_TURRET, DEATH_SELF_TURRET, NO_MSG, DEATH_TURRET_FIRST) \ + DEATHTYPE(DEATH_TURRET_EWHEEL, DEATH_SELF_TURRET_EWHEEL, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_TURRET_FLAC, DEATH_SELF_TURRET_FLAC, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_TURRET_HELLION, DEATH_SELF_TURRET_HELLION, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_TURRET_HK, DEATH_SELF_TURRET_HK, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_TURRET_MACHINEGUN, DEATH_SELF_TURRET_MACHINEGUN, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_TURRET_MLRS, DEATH_SELF_TURRET_MLRS, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_TURRET_PHASER, DEATH_SELF_TURRET_PHASER, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_TURRET_PLASMA, DEATH_SELF_TURRET_PLASMA, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_TURRET_TESLA, DEATH_SELF_TURRET_TESLA, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_TURRET_WALK_GUN, DEATH_SELF_TURRET_WALK_GUN, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_TURRET_WALK_MEELE, DEATH_SELF_TURRET_WALK_MEELE, NO_MSG, NORMAL_POS) \ + DEATHTYPE(DEATH_TURRET_WALK_ROCKET, DEATH_SELF_TURRET_WALK_ROCKET, NO_MSG, DEATH_TURRET_LAST) \ + DEATHTYPE(DEATH_VH_BUMB_DEATH, DEATH_SELF_VH_BUMB_DEATH, DEATH_MURDER_VH_BUMB_DEATH, DEATH_VHFIRST) \ + DEATHTYPE(DEATH_VH_BUMB_GUN, NO_MSG, DEATH_MURDER_VH_BUMB_GUN, NORMAL_POS) \ + DEATHTYPE(DEATH_VH_CRUSH, DEATH_SELF_VH_CRUSH, DEATH_MURDER_VH_CRUSH, NORMAL_POS) \ + DEATHTYPE(DEATH_VH_RAPT_BOMB, DEATH_SELF_VH_RAPT_BOMB, DEATH_MURDER_VH_RAPT_BOMB, NORMAL_POS) \ + DEATHTYPE(DEATH_VH_RAPT_CANNON, NO_MSG, DEATH_MURDER_VH_RAPT_CANNON, NORMAL_POS) \ + DEATHTYPE(DEATH_VH_RAPT_DEATH, DEATH_SELF_VH_RAPT_DEATH, DEATH_MURDER_VH_RAPT_DEATH, NORMAL_POS) \ + DEATHTYPE(DEATH_VH_RAPT_FRAGMENT, DEATH_SELF_VH_RAPT_BOMB, DEATH_MURDER_VH_RAPT_BOMB, NORMAL_POS) \ + DEATHTYPE(DEATH_VH_SPID_DEATH, DEATH_SELF_VH_SPID_DEATH, DEATH_MURDER_VH_SPID_DEATH, NORMAL_POS) \ + DEATHTYPE(DEATH_VH_SPID_MINIGUN, NO_MSG, DEATH_MURDER_VH_SPID_MINIGUN, NORMAL_POS) \ + DEATHTYPE(DEATH_VH_SPID_ROCKET, DEATH_SELF_VH_SPID_ROCKET, DEATH_MURDER_VH_SPID_ROCKET, NORMAL_POS) \ + DEATHTYPE(DEATH_VH_WAKI_DEATH, DEATH_SELF_VH_WAKI_DEATH, DEATH_MURDER_VH_WAKI_DEATH, NORMAL_POS) \ + DEATHTYPE(DEATH_VH_WAKI_GUN, NO_MSG, DEATH_MURDER_VH_WAKI_GUN, NORMAL_POS) \ + DEATHTYPE(DEATH_VH_WAKI_ROCKET, DEATH_SELF_VH_WAKI_ROCKET, DEATH_MURDER_VH_WAKI_ROCKET, DEATH_VHLAST) \ + DEATHTYPE(DEATH_WEAPON, NO_MSG, NO_MSG, NORMAL_POS) + #define DT_FIRST 10000 -#define DT_MAX 1024 // limit of recursive functions with ACCUMULATE_FUNCTION +#define DT_MAX 128 // limit of recursive functions with ACCUMULATE_FUNCTION float DT_COUNT; -#define DT_MATCH(a,b) if(min(DT_MAX, a) == b) +entity deathtypes[DT_MAX]; +.entity death_msgself; +.entity death_msgmurder; #define DEATHTYPE(name,msg_death,msg_death_by,position) \ float name; \ @@ -14,86 +68,44 @@ float DT_COUNT; SET_FIRST_OR_LAST(position, DT_FIRST, DT_COUNT) \ SET_FIELD_COUNT(name, DT_FIRST, DT_COUNT) \ CHECK_MAX_COUNT(name, DT_MAX, DT_COUNT, "deathtypes") \ + \ + entity deathent = spawn(); \ + deathtypes[(name - DT_FIRST)] = deathent; \ + deathent.classname = "deathtype"; \ + deathent.nent_name = #name; \ + if (msg_death != NO_MSG) \ + deathent.death_msgself = msg_multi_notifs[msg_death - 1]; \ + if (msg_death_by != NO_MSG) \ + deathent.death_msgmurder = msg_multi_notifs[msg_death_by - 1]; \ } \ - ACCUMULATE_FUNCTION(RegisterDeathtypes, RegisterDeathtype_##name) - -#define DEATHTYPES \ - DEATHTYPE(DEATH_FALL, DEATH_SELF_FALL, DEATH_MURDER_FALL, DEATH_SPECIAL_START) \ - DEATHTYPE(DEATH_TELEFRAG, NO_MSG, DEATH_MURDER_TELEFRAG, NORMAL_POS) \ - DEATHTYPE(DEATH_DROWN, DEATH_SELF_DROWN, DEATH_MURDER_DROWN, NORMAL_POS) \ - DEATHTYPE(DEATH_HURTTRIGGER, DEATH_SELF_VOID, DEATH_MURDER_VOID, NORMAL_POS) \ - DEATHTYPE(DEATH_LAVA, DEATH_SELF_LAVA, DEATH_MURDER_LAVA, NORMAL_POS) \ - DEATHTYPE(DEATH_SLIME, DEATH_SELF_SLIME, DEATH_MURDER_SLIME, NORMAL_POS) \ - DEATHTYPE(DEATH_KILL, DEATH_SELF_SUICIDE, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_NOAMMO, DEATH_SELF_NOAMMO, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_SWAMP, DEATH_SELF_SWAMP, DEATH_MURDER_SWAMP, NORMAL_POS) \ - DEATHTYPE(DEATH_TEAMCHANGE, DEATH_SELF_TEAMCHANGE, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_AUTOTEAMCHANGE, DEATH_SELF_AUTOTEAMCHANGE, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_CAMP, DEATH_SELF_CAMP, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_SHOOTING_STAR, DEATH_SELF_SHOOTING_STAR, DEATH_MURDER_SHOOTING_STAR, NORMAL_POS) \ - DEATHTYPE(DEATH_ROT, DEATH_SELF_ROT, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_MIRRORDAMAGE, DEATH_SELF_BETRAYAL, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_TOUCHEXPLODE, DEATH_SELF_TOUCHEXPLODE, DEATH_MURDER_TOUCHEXPLODE, NORMAL_POS) \ - DEATHTYPE(DEATH_CHEAT, DEATH_SELF_CHEAT, DEATH_MURDER_CHEAT, NORMAL_POS) \ - DEATHTYPE(DEATH_FIRE, DEATH_SELF_FIRE, DEATH_MURDER_FIRE, NORMAL_POS) \ - DEATHTYPE(DEATH_VH_CRUSH, DEATH_SELF_VH_CRUSH, DEATH_MURDER_VH_CRUSH, DEATH_VHFIRST) \ - DEATHTYPE(DEATH_VH_SPID_MINIGUN, NO_MSG, DEATH_MURDER_VH_SPID_MINIGUN, NORMAL_POS) \ - DEATHTYPE(DEATH_VH_SPID_ROCKET, DEATH_SELF_VH_SPID_ROCKET, DEATH_MURDER_VH_SPID_ROCKET, NORMAL_POS) \ - DEATHTYPE(DEATH_VH_SPID_DEATH, DEATH_SELF_VH_SPID_DEATH, DEATH_MURDER_VH_SPID_DEATH, NORMAL_POS) \ - DEATHTYPE(DEATH_VH_WAKI_GUN, NO_MSG, DEATH_MURDER_VH_WAKI_GUN, NORMAL_POS) \ - DEATHTYPE(DEATH_VH_WAKI_ROCKET, DEATH_SELF_VH_WAKI_ROCKET, DEATH_MURDER_VH_WAKI_ROCKET, NORMAL_POS) \ - DEATHTYPE(DEATH_VH_WAKI_DEATH, DEATH_SELF_VH_WAKI_DEATH, DEATH_MURDER_VH_WAKI_DEATH, NORMAL_POS) \ - DEATHTYPE(DEATH_VH_RAPT_CANNON, NO_MSG, DEATH_MURDER_VH_RAPT_CANNON, NORMAL_POS) \ - DEATHTYPE(DEATH_VH_RAPT_BOMB, DEATH_SELF_VH_RAPT_BOMB, DEATH_MURDER_VH_RAPT_BOMB, NORMAL_POS) \ - DEATHTYPE(DEATH_VH_RAPT_FRAGMENT, DEATH_SELF_VH_RAPT_BOMB, DEATH_MURDER_VH_RAPT_BOMB, NORMAL_POS) \ - DEATHTYPE(DEATH_VH_RAPT_DEATH, DEATH_SELF_VH_RAPT_DEATH, DEATH_MURDER_VH_RAPT_DEATH, NORMAL_POS) \ - DEATHTYPE(DEATH_VH_BUMB_GUN, NO_MSG, DEATH_MURDER_VH_BUMB_GUN, NORMAL_POS) \ - DEATHTYPE(DEATH_VH_BUMB_DEATH, DEATH_SELF_VH_BUMB_DEATH, DEATH_MURDER_VH_BUMB_DEATH, DEATH_VHLAST) \ - DEATHTYPE(DEATH_TURRET, DEATH_SELF_TURRET, NO_MSG, DEATH_TURRET_FIRST) \ - DEATHTYPE(DEATH_TURRET_EWHEEL, DEATH_SELF_TURRET_EWHEEL, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_TURRET_FLAC, DEATH_SELF_TURRET_FLAC, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_TURRET_MACHINEGUN, DEATH_SELF_TURRET_MACHINEGUN, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_TURRET_WALK_GUN, DEATH_SELF_TURRET_WALK_GUN, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_TURRET_WALK_MEELE, DEATH_SELF_TURRET_WALK_MEELE, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_TURRET_WALK_ROCKET, DEATH_SELF_TURRET_WALK_ROCKET, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_TURRET_HELLION, DEATH_SELF_TURRET_HELLION, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_TURRET_HK, DEATH_SELF_TURRET_HK, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_TURRET_MLRS, DEATH_SELF_TURRET_MLRS, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_TURRET_PLASMA, DEATH_SELF_TURRET_PLASMA, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_TURRET_PHASER, DEATH_SELF_TURRET_PHASER, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_TURRET_TESLA, DEATH_SELF_TURRET_TESLA, NO_MSG, DEATH_TURRET_LAST) \ - DEATHTYPE(DEATH_GENERIC, DEATH_SELF_GENERIC, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_WEAPON, NO_MSG, NO_MSG, NORMAL_POS) \ - DEATHTYPE(DEATH_CUSTOM, DEATH_SELF_CUSTOM, NO_MSG, NORMAL_POS) + ACCUMULATE_FUNCTION(RegisterDeathtypes, RegisterDeathtype_##name); DEATHTYPES #undef DEATHTYPE -#define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START) -#define DEATH_ISVEHICLE(t) ((t) >= DEATH_VHFIRST && (t) <= DEATH_VHLAST) -#define DEATH_ISTURRET(t) ((t) >= DEATH_TURRET_FIRST && (t) <= DEATH_TURRET_LAST) -#define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK) -#define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w)) -#define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t)) -#define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST) +#define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START) +#define DEATH_ISVEHICLE(t) ((t) >= DEATH_VHFIRST && (t) <= DEATH_VHLAST) +#define DEATH_ISTURRET(t) ((t) >= DEATH_TURRET_FIRST && (t) <= DEATH_TURRET_LAST) +#define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK) +#define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w)) +#define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t)) +#define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST) string Deathtype_Name(float deathtype) { if(DEATH_ISSPECIAL(deathtype)) { - #define DEATHTYPE(name,msg_death,msg_death_by,position) \ - { if(deathtype == max(0, name)) return VAR_TO_TEXT(name); } - - DEATHTYPES - #undef DEATHTYPE + entity deathent = deathtypes[(deathtype - DT_FIRST)]; + if (!deathent) { backtrace("Deathtype_Name: Could not find deathtype entity!\n"); return ""; } + return deathent.nent_name; } - return "foobar"; + else { return ftos(deathtype); } } -float DEATH_WEAPONMASK = 0xFF; -float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths -float HITTYPE_SECONDARY = 0x100; -float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage -float HITTYPE_BOUNCE = 0x400; -float HITTYPE_RESERVED2 = 0x800; -float HITTYPE_RESERVED = 0x1000; // unused yet +const float DEATH_WEAPONMASK = 0xFF; +const float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths +const float HITTYPE_SECONDARY = 0x100; +const float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage +const float HITTYPE_BOUNCE = 0x400; +const float HITTYPE_RESERVED2 = 0x800; +const float HITTYPE_RESERVED = 0x1000; // unused yet