#ifndef MENUQC #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 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 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) // 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 // variables: string weaponorder_byid; // 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; // functions: entity get_weaponinfo(float id); string W_FixWeaponOrder(string order, float complete); string W_NameWeaponOrder(string order); string W_NumberWeaponOrder(string order); // ammo types .float ammo_shells; .float ammo_nails; .float ammo_rockets; .float ammo_cells; .float ammo_fuel; .float ammo_batteries; // dummy // entity properties of weaponinfo: .float weapon; // WEP_... .WepSet weapons; // WEPSET_... .string netname; // short name .string message; // human readable name .float items; // IT_... .float(float) weapon_func; // w_... .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 ammo_field; // main ammo field // other useful macros #define WEP_ACTION(wpn,wrequest) (get_weaponinfo(wpn)).weapon_func(wrequest) // ===================== // 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, string modelname, string shortname, string wname); void register_weapons_done(); // 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,modelname,shortname,wname) \ float id; \ WepSet bit; \ float func(float); \ void RegisterWeapons_##id() \ { \ WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \ bit = WepSet_FromWeapon(id); \ WEPSET_ALL |= bit; \ if((weapontype) & WEP_FLAG_SUPERWEAPON) \ WEPSET_SUPERWEAPONS |= bit; \ ++WEP_COUNT; \ 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,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,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) #endif #define MO_NONE 0 #define MO_PRI 1 #define MO_SEC 2 #define MO_BOTH 3 #define NODUPE final // create cvars for weapon settings #define WEP_ADD_CVAR_MO_PRI(wepname,name) NODUPE float autocvar_g_balance_##wepname##_primary_##name; #define WEP_ADD_CVAR_MO_SEC(wepname,name) NODUPE float autocvar_g_balance_##wepname##_secondary_##name; #define WEP_ADD_CVAR_MO_BOTH(wepname,name) \ NODUPE float autocvar_g_balance_##wepname##_primary_##name; \ NODUPE float autocvar_g_balance_##wepname##_secondary_##name; #define WEP_ADD_CVAR_MO_NONE(wepname,name) NODUPE float autocvar_g_balance_##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,prop,name) \ .float ##prop; \ NODUPE float autocvar_g_balance_##wepname##_##name; // read cvars from weapon settings #define WEP_CVAR(wepname,name) autocvar_g_balance_##wepname##_##name #define WEP_CVAR_PRI(wepname,name) WEP_CVAR(wepname, primary_##name) #define WEP_CVAR_SEC(wepname,name) WEP_CVAR(wepname, secondary_##name) #define WEP_CVAR_BOTH(wepname,mode,name) ((mode == MO_PRI) ? 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_SET_PROP(wepid,wepname,prop,name) get_weaponinfo(##wepid).##prop = autocvar_g_balance_##wepname##_##name; #include "all.qh" #undef WEP_ADD_CVAR_MO_PRI #undef WEP_ADD_CVAR_MO_SEC #undef WEP_ADD_CVAR_MO_BOTH #undef WEP_ADD_CVAR_MO_NONE #undef WEP_ADD_CVAR #undef WEP_ADD_PROP #undef REGISTER_WEAPON ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done); string W_FixWeaponOrder(string order, float complete); string W_NumberWeaponOrder(string order); string W_NameWeaponOrder(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); float W_AmmoItemCode(float wpn);