X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fitems.qh;h=35cc00232bfd329eab32beeb5907f6707852f7aa;hb=cc76d0be2ecfd130f00964cbc9bf541df58347e0;hp=c20715d5852c3cbf09eae967424bf50d2a6754b2;hpb=cd5790a770717f937f0cf6d5437eaf3a76787e11;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/items.qh b/qcsrc/common/items.qh index c20715d58..35cc00232 100644 --- a/qcsrc/common/items.qh +++ b/qcsrc/common/items.qh @@ -1,57 +1,57 @@ -float BOT_PICKUP_RATING_LOW = 2500; -float BOT_PICKUP_RATING_MID = 5000; -float BOT_PICKUP_RATING_HIGH = 10000; - -float WEP_TYPE_OTHER = 0x00; // not for damaging people -float WEP_TYPE_SPLASH = 0x01; // splash damage -float WEP_TYPE_HITSCAN = 0x02; // hitscan -float WEP_TYPEMASK = 0x0F; -float WEP_FLAG_CANCLIMB = 0x10; // can be used for movement -float WEP_FLAG_NORMAL = 0x20; // in "most weapons" set -float WEP_FLAG_HIDDEN = 0x40; // hides from menu -float WEP_FLAG_RELOADABLE = 0x80; // can has reload -float WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer -float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag) - -float IT_UNLIMITED_WEAPON_AMMO = 1; +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 +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 +const float WEP_FLAG_HIDDEN = 0x40; // hides from menu +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 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; +const 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; +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: - float IT_KEY1 = 131072; - float IT_KEY2 = 262144; + WANT_CONST float IT_KEY1 = 131072; + WANT_CONST float IT_KEY2 = 262144; // for players: - float IT_RED_FLAG_TAKEN = 32768; - float IT_RED_FLAG_LOST = 65536; - float IT_RED_FLAG_CARRYING = 98304; - float IT_BLUE_FLAG_TAKEN = 131072; - float IT_BLUE_FLAG_LOST = 262144; - float IT_BLUE_FLAG_CARRYING = 393216; + 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 -float IT_5HP = 524288; -float IT_25HP = 1048576; -float IT_ARMOR_SHARD = 2097152; -float IT_ARMOR = 4194304; +const float IT_5HP = 524288; +const float IT_25HP = 1048576; +const float IT_ARMOR_SHARD = 2097152; +const float IT_ARMOR = 4194304; -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; +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; -float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel +const float AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel // variables: string weaponorder_byid; @@ -70,8 +70,29 @@ string W_NumberWeaponOrder(string order); .float ammo_fuel; .float ammo_batteries; // dummy +// Weapon sets +typedef vector WepSet; +WepSet WepSet_FromWeapon(float a); +#ifdef SVQC +void WepSet_AddStat(); +void WriteWepSet(float dest, WepSet w); +#endif +#ifdef CSQC +WepSet WepSet_GetFromStat(); +WepSet ReadWepSet(); +#endif + +// 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; +float WEP_LAST; +WepSet WEPSET_ALL; +WepSet WEPSET_SUPERWEAPONS; + // entity properties of weaponinfo: .float weapon; // WEP_... +.WepSet weapons; // WEPSET_... .string netname; // short name .string message; // human readable name .float items; // IT_... @@ -83,155 +104,39 @@ 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_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname); void register_weapons_done(); -#define WEP_FIRST 1 -float WEP_COUNT; -float WEP_LAST; - -#if 1 -# define WEP_MAXCOUNT 24 -// default storage -.float _WS_weapons; -# define WEPSET_BIT(a) power2of((a) - WEP_FIRST) -# 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_AS(a) (_WS_##a = getstati(STAT_WEAPONS)) -# define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS_weapons) -# define WEPSET_WRITE_E(dest,a) WriteInt24_t(dest, (a)._WS_weapons) -# define WEPSET_WRITE_A(dest,a) WriteInt24_t(dest, _WS_##a) -# define WEPSET_WRITE_W(dest,a) WriteInt24_t(dest, WEPSET_BIT(a)) -# define WEPSET_READ_E(a) (a)._WS_weapons = ReadInt24_t() -# define WEPSET_READ_A(a) (_WS_##a) = ReadInt24_t() -# define WEPSET_OP1_EE(a,b,mergeop,x) ((a)._WS_weapons x (b)._WS_weapons) -# define WEPSET_OP2_EE(a,b,mergeop,x,y) ((a)._WS_weapons x (b)._WS_weapons y (a)._WS_weapons) -# define WEPSET_OP1_EA(a,b,mergeop,x) ((a)._WS_weapons x _WS_##b) -# define WEPSET_OP2_EA(a,b,mergeop,x,y) ((a)._WS_weapons x _WS_##b y (a)._WS_weapons) -# define WEPSET_OP1_EW(a,b,mergeop,x) ((a)._WS_weapons x WEPSET_BIT(b)) -# define WEPSET_OP2_EW(a,b,mergeop,x,y) ((a)._WS_weapons x WEPSET_BIT(b) y (a)._WS_weapons) -# define WEPSET_OP1_AE(a,b,mergeop,x) (_WS_##a x (b)._WS_weapons) -# define WEPSET_OP2_AE(a,b,mergeop,x,y) (_WS_##a x (b)._WS_weapons y _WS_##a) -# define WEPSET_OP1_AA(a,b,mergeop,x) (_WS_##a x _WS_##b) -# define WEPSET_OP2_AA(a,b,mergeop,x,y) (_WS_##a x _WS_##b y _WS_##a) -# define WEPSET_OP1_AW(a,b,mergeop,x) (_WS_##a x WEPSET_BIT(b)) -# define WEPSET_OP2_AW(a,b,mergeop,x,y) (_WS_##a x WEPSET_BIT(b) y _WS_##a) -#else -# define WEP_MAXCOUNT 48 -# define WEP_FIRST2 25 -.float _WS1_weapons; -.float _WS2_weapons; -# define WEPSET_BIT1(a) (((a) < WEP_FIRST2) ? power2of((a) - WEP_FIRST) : 0) -# define WEPSET_BIT2(a) (((a) >= WEP_FIRST2) ? power2of((a) - WEP_FIRST2) : 0) -# define WEPSET_DECLARE_A(a) float _WS1_##a, _WS2_##a -# define WEPSET_CLEAR_E(e) ((e)._WS1_weapons = (e)._WS2_weapons = 0) -# define WEPSET_CLEAR_A(a) ((_WS1_##a) = (_WS2_##a) = 0) -# define WEPSET_EMPTY_E(e) ((e)._WS1_weapons == 0 && (e)._WS2_weapons == 0) -# define WEPSET_EMPTY_A(a) ((_WS1_##a) == 0 && (_WS2_##a) == 0) -# define WEPSET_COPY_AS(a) ((_WS1_##a) = getstati(STAT_WEAPONS), (_WS2_##a) = getstati(STAT_WEAPONS2)) -# define WEPSET_ADDSTAT() addstat(STAT_WEAPONS, AS_INT, _WS1_weapons); addstat(STAT_WEAPONS2, AS_INT, _WS2_weapons) -# define WEPSET_WRITE_E(dest,a) WriteInt24_t(dest, (a)._WS1_weapons); WriteInt24_t(dest, (a)._WS2_weapons) -# define WEPSET_WRITE_A(dest,a) WriteInt24_t(dest, _WS1_##a); WriteInt24_t(dest, _WS2_##a) -# define WEPSET_WRITE_W(dest,a) WriteInt24_t(dest, WEPSET_BIT1(a)); WriteInt24_t(dest, WEPSET_BIT2(a)) -# define WEPSET_READ_E(a) (a)._WS1_weapons = ReadInt24_t(); (a)._WS2_weapons = ReadInt24_t() -# define WEPSET_READ_A(a) (_WS1_##a) = ReadInt24_t(); (_WS2_##a) = ReadInt24_t() -# define WEPSET_OP1_EE(a,b,mergeop,x) (((a)._WS1_weapons x (b)._WS1_weapons) mergeop ((a)._WS2_weapons x (b)._WS2_weapons)) -# define WEPSET_OP2_EE(a,b,mergeop,x,y) (((a)._WS1_weapons x (b)._WS1_weapons y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x (b)._WS2_weapons y (a)._WS2_weapons)) -# define WEPSET_OP1_EA(a,b,mergeop,x) (((a)._WS1_weapons x _WS1_##b) mergeop ((a)._WS2_weapons x _WS2_##b)) -# define WEPSET_OP2_EA(a,b,mergeop,x,y) (((a)._WS1_weapons x _WS1_##b y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x _WS2_##b y (a)._WS2_weapons)) -# define WEPSET_OP1_EW(a,b,mergeop,x) (((a)._WS1_weapons x WEPSET_BIT1(b)) mergeop ((a)._WS2_weapons x WEPSET_BIT2(b))) -# define WEPSET_OP2_EW(a,b,mergeop,x,y) (((a)._WS1_weapons x WEPSET_BIT1(b) y (a)._WS1_weapons) mergeop ((a)._WS2_weapons x WEPSET_BIT2(b) y (a)._WS2_weapons)) -# define WEPSET_OP1_AE(a,b,mergeop,x) ((_WS1_##a x (b)._WS1_weapons) mergeop (_WS2_##a x (b)._WS2_weapons)) -# define WEPSET_OP2_AE(a,b,mergeop,x,y) ((_WS1_##a x (b)._WS1_weapons y _WS1_##a) mergeop (_WS2_##a x (b)._WS2_weapons y _WS2_##a)) -# define WEPSET_OP1_AA(a,b,mergeop,x) ((_WS1_##a x _WS1_##b) mergeop (_WS2_##a x _WS2_##b)) -# define WEPSET_OP2_AA(a,b,mergeop,x,y) ((_WS1_##a x _WS1_##b y _WS1_##a) mergeop (_WS2_##a x _WS2_##b y _WS2_##a)) -# define WEPSET_OP1_AW(a,b,mergeop,x) ((_WS1_##a x WEPSET_BIT1(b)) mergeop (_WS2_##a x WEPSET_BIT2(b))) -# define WEPSET_OP2_AW(a,b,mergeop,x,y) ((_WS1_##a x WEPSET_BIT1(b) y _WS1_##a) mergeop (_WS2_##a x WEPSET_BIT2(b) y _WS2_##a)) -#endif - -#define XX , - -#define WEPSET_COPY_EE(a,b) WEPSET_OP1_EE(a,b,XX,=) -#define WEPSET_EQ_EE(a,b) WEPSET_OP1_EE(a,b,&&,==) -#define WEPSET_OR_EE(a,b) WEPSET_OP1_EE(a,b,XX,|=) -#define WEPSET_AND_EE(a,b) WEPSET_OP2_EE(a,b,XX,=,&) -#define WEPSET_ANDNOT_EE(a,b) WEPSET_OP1_EE(a,b,XX,&~=) -#define WEPSET_CONTAINS_ANY_EE(a,b) !!(WEPSET_OP1_EE(a,b,||,&)) -#define WEPSET_CONTAINS_ALL_EE(a,b) WEPSET_OP2_EE(b,a,&&,==,&) - -#define WEPSET_COPY_EA(a,b) WEPSET_OP1_EA(a,b,XX,=) -#define WEPSET_EQ_EA(a,b) WEPSET_OP1_EA(a,b,&&,==) -#define WEPSET_OR_EA(a,b) WEPSET_OP1_EA(a,b,XX,|=) -#define WEPSET_AND_EA(a,b) WEPSET_OP2_EA(a,b,XX,=,&) -#define WEPSET_ANDNOT_EA(a,b) WEPSET_OP1_EA(a,b,XX,&~=) -#define WEPSET_CONTAINS_ANY_EA(a,b) !!(WEPSET_OP1_EA(a,b,||,&)) -#define WEPSET_CONTAINS_ALL_EA(a,b) WEPSET_OP2_EA(b,a,&&,==,&) - -#define WEPSET_COPY_EW(a,b) WEPSET_OP1_EW(a,b,XX,=) -#define WEPSET_EQ_EW(a,b) WEPSET_OP1_EW(a,b,&&,==) -#define WEPSET_OR_EW(a,b) WEPSET_OP1_EW(a,b,XX,|=) -#define WEPSET_AND_EW(a,b) WEPSET_OP2_EW(a,b,XX,=,&) -#define WEPSET_ANDNOT_EW(a,b) WEPSET_OP1_EW(a,b,XX,&~=) -#define WEPSET_CONTAINS_EW(a,b) !!(WEPSET_OP1_EW(a,b,||,&)) - -#define WEPSET_COPY_AE(a,b) WEPSET_OP1_AE(a,b,XX,=) -#define WEPSET_EQ_AE(a,b) WEPSET_OP1_AE(a,b,&&,==) -#define WEPSET_OR_AE(a,b) WEPSET_OP1_AE(a,b,XX,|=) -#define WEPSET_AND_AE(a,b) WEPSET_OP2_AE(a,b,XX,=,&) -#define WEPSET_ANDNOT_AE(a,b) WEPSET_OP1_AE(a,b,XX,&~=) -#define WEPSET_CONTAINS_ANY_AE(a,b) !!(WEPSET_OP1_AE(a,b,||,&)) -#define WEPSET_CONTAINS_ALL_AE(a,b) WEPSET_OP2_AE(b,a,&&,==,&) - -#define WEPSET_COPY_AA(a,b) WEPSET_OP1_AA(a,b,XX,=) -#define WEPSET_EQ_AA(a,b) WEPSET_OP1_AA(a,b,&&,==) -#define WEPSET_OR_AA(a,b) WEPSET_OP1_AA(a,b,XX,|=) -#define WEPSET_AND_AA(a,b) WEPSET_OP2_AA(a,b,XX,=,&) -#define WEPSET_ANDNOT_AA(a,b) WEPSET_OP1_AA(a,b,XX,&~=) -#define WEPSET_CONTAINS_ANY_AA(a,b) !!(WEPSET_OP1_AA(a,b,||,&)) -#define WEPSET_CONTAINS_ALL_AA(a,b) WEPSET_OP2_AA(b,a,&&,==,&) - -#define WEPSET_COPY_AW(a,b) WEPSET_OP1_AW(a,b,XX,=) -#define WEPSET_EQ_AW(a,b) WEPSET_OP1_AW(a,b,&&,==) -#define WEPSET_OR_AW(a,b) WEPSET_OP1_AW(a,b,XX,|=) -#define WEPSET_AND_AW(a,b) WEPSET_OP2_AW(a,b,XX,=,&) -#define WEPSET_ANDNOT_AW(a,b) WEPSET_OP1_AW(a,b,XX,&~=) -#define WEPSET_CONTAINS_AW(a,b) !!(WEPSET_OP1_AW(a,b,||,&)) - -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,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ +#define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ float id; \ + WepSet bit; \ float func(float); \ void RegisterWeapons_##id() \ { \ WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \ - WEPSET_OR_AW(WEPBIT_ALL, id); \ - if(fabs(weapontype & WEP_FLAG_SUPERWEAPON)) \ - WEPSET_OR_AW(WEPBIT_SUPERWEAPONS, id); \ + bit = WepSet_FromWeapon(id); \ + WEPSET_ALL |= bit; \ + if((weapontype) & WEP_FLAG_SUPERWEAPON) \ + WEPSET_SUPERWEAPONS |= bit; \ ++WEP_COUNT; \ - register_weapon(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \ + register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \ } \ ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id) #ifdef MENUQC #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ - REGISTER_WEAPON_2(WEP_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) + REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) #else #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \ - REGISTER_WEAPON_2(WEP_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) + REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) #endif #include "../server/w_all.qc" #undef REGISTER_WEAPON -ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done) +ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done); string W_FixWeaponOrder(string order, float complete); @@ -242,3 +147,7 @@ string W_FixWeaponOrder_AllowIncomplete(string order); string W_FixWeaponOrder_ForceComplete(string order); void W_RandomWeapons(entity e, float n); + +string W_Name(float weaponid); + +float W_AmmoItemCode(float wpn);