]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/items.qh
We can't use YO_DAWG_CPP any more.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items.qh
index 21c115fa38140767ed3fdf85a6492354e7b8ccb2..35cc00232bfd329eab32beeb5907f6707852f7aa 100644 (file)
@@ -1,56 +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;    // e.g: Hook, Port-o-launch, etc
-float WEP_TYPE_SPLASH      =  0x01;
-float WEP_TYPE_HITSCAN     =  0x02;
-float WEP_TYPEMASK          =  0x0F;
-float WEP_FLAG_CANCLIMB     =  0x10;
-float WEP_FLAG_NORMAL       =  0x20;
-float WEP_FLAG_HIDDEN       =  0x40;
-float WEP_FLAG_RELOADABLE   =  0x80;
-float WEP_FLAG_SUPERWEAPON  = 0x100;
-
-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;
@@ -69,9 +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_...
-.float weapons; // WEPBIT_...
+.WepSet weapons; // WEPSET_...
 .string netname; // short name
 .string message; // human readable name
 .float items; // IT_...
@@ -86,40 +107,36 @@ string W_NumberWeaponOrder(string order);
 
 // 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();
 
-float WEP_COUNT;
-float WEP_FIRST = 1;
-float WEP_LAST;
-#define WEP_MAXCOUNT 24
-float WEPBIT_ALL;
-float WEPBIT_SUPERWEAPONS;
 #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
        float id; \
-       float bit; \
+       WepSet bit; \
        float func(float); \
        void RegisterWeapons_##id() \
        { \
                WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
-               WEPBIT_ALL |= (bit = power2of(WEP_COUNT)); \
-               WEPBIT_SUPERWEAPONS |= (bit = power2of(WEP_COUNT)) * !!(weapontype & WEP_FLAG_SUPERWEAPON); \
+               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,WEPBIT_##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,WEPBIT_##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);
@@ -128,3 +145,9 @@ 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);