]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/deathtypes.qh
Merge branch 'master' into Mario/turrets
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / deathtypes.qh
index cc7154d4b6a8713de9236413ecdb01adcf2d0db1..89afc0d96fbe5ac018465dce36ee526317d68258 100644 (file)
@@ -1,9 +1,24 @@
+#ifndef DEATHTYPES_H
+#define DEATHTYPES_H
+
+#include "notifications.qh"
+
 // ================================
 //  Deathtypes, reworked by Samual
 // ================================
 
+int DEATH_SPECIAL_START;
+int NORMAL_POS;
+int DEATH_MONSTER_FIRST;
+int DEATH_MONSTER_LAST;
+int DEATH_TURRET_FIRST;
+int DEATH_TURRET_LAST;
+int DEATH_VHFIRST;
+int DEATH_VHLAST;
+
 #define DEATHTYPES \
        DEATHTYPE(DEATH_AUTOTEAMCHANGE,         DEATH_SELF_AUTOTEAMCHANGE,          NO_MSG,                        DEATH_SPECIAL_START) \
+       DEATHTYPE(DEATH_BUFF_VENGEANCE,         NO_MSG,                             DEATH_MURDER_VENGEANCE,        NORMAL_POS) \
        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_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_MONSTER_MAGE,                   DEATH_SELF_MON_MAGE,                            DEATH_MURDER_MONSTER,              DEATH_MONSTER_FIRST) \
+       DEATHTYPE(DEATH_MONSTER_SHAMBLER_CLAW,  DEATH_SELF_MON_SHAMBLER_CLAW,           DEATH_MURDER_MONSTER,              NORMAL_POS) \
+       DEATHTYPE(DEATH_MONSTER_SHAMBLER_SMASH, DEATH_SELF_MON_SHAMBLER_SMASH,          DEATH_MURDER_MONSTER,              NORMAL_POS) \
+       DEATHTYPE(DEATH_MONSTER_SHAMBLER_ZAP,   DEATH_SELF_MON_SHAMBLER_ZAP,            DEATH_MURDER_MONSTER,              NORMAL_POS) \
+       DEATHTYPE(DEATH_MONSTER_SPIDER,                 DEATH_SELF_MON_SPIDER,                          DEATH_MURDER_MONSTER,              NORMAL_POS) \
+       DEATHTYPE(DEATH_MONSTER_WYVERN,                 DEATH_SELF_MON_WYVERN,                          DEATH_MURDER_MONSTER,              NORMAL_POS) \
+       DEATHTYPE(DEATH_MONSTER_ZOMBIE_JUMP,    DEATH_SELF_MON_ZOMBIE_JUMP,                     DEATH_MURDER_MONSTER,              NORMAL_POS) \
+       DEATHTYPE(DEATH_MONSTER_ZOMBIE_MELEE,   DEATH_SELF_MON_ZOMBIE_MELEE,            DEATH_MURDER_MONSTER,              DEATH_MONSTER_LAST) \
+       DEATHTYPE(DEATH_NADE,                   DEATH_SELF_NADE,                    DEATH_MURDER_NADE,             NORMAL_POS) \
+       DEATHTYPE(DEATH_NADE_NAPALM,            DEATH_SELF_NADE_NAPALM,             DEATH_MURDER_NADE_NAPALM,      NORMAL_POS) \
+       DEATHTYPE(DEATH_NADE_ICE,               DEATH_SELF_NADE_ICE,                DEATH_MURDER_NADE_ICE,         NORMAL_POS) \
+       DEATHTYPE(DEATH_NADE_ICE_FREEZE,        DEATH_SELF_NADE_ICE_FREEZE,         DEATH_MURDER_NADE_ICE_FREEZE,  NORMAL_POS) \
+       DEATHTYPE(DEATH_NADE_HEAL,              DEATH_SELF_NADE_HEAL,               DEATH_MURDER_NADE_HEAL,        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) \
@@ -35,7 +62,7 @@
        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_MELEE,      DEATH_SELF_TURRET_WALK_MELEE,       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) \
 
 #define DT_FIRST 10000
 #define DT_MAX 128 // limit of recursive functions with ACCUMULATE_FUNCTION
-float DT_COUNT;
+int DT_COUNT;
 
 entity deathtypes[DT_MAX];
 .entity death_msgself;
 .entity death_msgmurder;
 
 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
-       float name; \
-       float position; \
+       int name; \
        void RegisterDeathtype_##name() \
        { \
                SET_FIRST_OR_LAST(position, DT_FIRST, DT_COUNT) \
@@ -86,26 +112,28 @@ DEATHTYPES
 #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_ISMONSTER(t)            ((t) >= DEATH_MONSTER_FIRST && (t) <= DEATH_MONSTER_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)
+string Deathtype_Name(int deathtype)
 {
        if(DEATH_ISSPECIAL(deathtype))
        {
                entity deathent = deathtypes[(deathtype - DT_FIRST)];
-               if not(deathent) { backtrace("Deathtype_Name: Could not find deathtype entity!\n"); return ""; }
+               if (!deathent) { backtrace("Deathtype_Name: Could not find deathtype entity!\n"); return ""; }
                return deathent.nent_name;
        }
        else { return ftos(deathtype); }
 }
 
-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
+const int DEATH_WEAPONMASK = 0xFF;
+const int DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
+const int HITTYPE_SECONDARY = 0x100;
+const int HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage
+const int HITTYPE_BOUNCE = 0x400;
+const int HITTYPE_RESERVED2 = 0x800;
+const int HITTYPE_RESERVED = 0x1000; // unused yet
+#endif