X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Ft_items.qh;h=c10b41f65e1ddc50bc12acd472a7794de7406c0e;hp=13cc3796fe1a0539a3bd779e0efec7971f21cdfb;hb=9eb82dd6fc682e3ddecd471835f9047816236342;hpb=ee32da5f4dafee5883369c759fe8ed042114bda5 diff --git a/qcsrc/server/t_items.qh b/qcsrc/server/t_items.qh index 13cc3796fe..c10b41f65e 100644 --- a/qcsrc/server/t_items.qh +++ b/qcsrc/server/t_items.qh @@ -1,76 +1,84 @@ +#ifndef T_ITEMS_H +#define T_ITEMS_H + // constants -#define WANT_CONST /* we WANT these to be constant, but it conflicts with the declaration in dpdefs/progsdefs.qc */ -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 +const int IT_UNLIMITED_WEAPON_AMMO = 1; // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup. +const int IT_UNLIMITED_SUPERWEAPONS = 2; // when this bit is set, superweapons don't expire. Checkpoints can give this powerup. +const int IT_CTF_SHIELDED = 4; // set for the flag shield +const int IT_USING_JETPACK = 8; // confirmation that button is pressed +const int IT_JETPACK = 16; // actual item +const int IT_FUEL_REGEN = 32; // fuel regeneration trigger // where is 64... ? -const float IT_FUEL = 128; -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_STRENGTH = 8192; -const float IT_INVINCIBLE = 16384; -const float IT_HEALTH = 32768; -const float IT_PLASMA = 65536; +const int IT_FUEL = 128; +// -Wdouble-declaration +// const int IT_SHELLS = 256; +// -Wdouble-declaration +// const int IT_NAILS = 512; +// -Wdouble-declaration +// const int IT_ROCKETS = 1024; +// -Wdouble-declaration +// const int IT_CELLS = 2048; +const int IT_SUPERWEAPON = 4096; +const int IT_STRENGTH = 8192; +const int IT_INVINCIBLE = 16384; +const int IT_HEALTH = 32768; +const int IT_PLASMA = 65536; // shared value space (union): // for items: - WANT_CONST float IT_KEY1 = 131072; - WANT_CONST float IT_KEY2 = 262144; + // -Wdouble-declaration + #define IT_KEY1 131072 + // -Wdouble-declaration + #define 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; + const int IT_RED_FLAG_TAKEN = 32768; + const int IT_RED_FLAG_LOST = 65536; + const int IT_RED_FLAG_CARRYING = 98304; + const int IT_BLUE_FLAG_TAKEN = 131072; + const int IT_BLUE_FLAG_LOST = 262144; + const int 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 int IT_5HP = 524288; +const int IT_25HP = 1048576; +const int IT_ARMOR_SHARD = 2097152; +const int IT_ARMOR = 4194304; // item masks -const float IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA; -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 int IT_AMMO = 3968; // IT_FUEL | IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_PLASMA; +const int IT_PICKUPMASK = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately +const int 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 +const int AMMO_COUNT = 4; // amount of ammo types to show in the inventory panel // item networking -#define ISF_LOCATION 2 -#define ISF_MODEL 4 -#define ISF_STATUS 8 - #define ITS_STAYWEP 1 - #define ITS_ANIMATE1 2 - #define ITS_ANIMATE2 4 - #define ITS_AVAILABLE 8 - #define ITS_ALLOWFB 16 - #define ITS_ALLOWSI 32 - #define ITS_POWERUP 64 -#define ISF_COLORMAP 16 -#define ISF_DROP 32 -#define ISF_ANGLES 64 -#define ISF_SIZE 128 - -.float ItemStatus; +const int ISF_LOCATION = 2; +const int ISF_MODEL = 4; +const int ISF_STATUS = 8; + const int ITS_STAYWEP = 1; + const int ITS_ANIMATE1 = 2; + const int ITS_ANIMATE2 = 4; + const int ITS_AVAILABLE = 8; + const int ITS_ALLOWFB = 16; + const int ITS_ALLOWSI = 32; + const int ITS_POWERUP = 64; +const int ISF_COLORMAP = 16; +const int ISF_DROP = 32; +const int ISF_ANGLES = 64; +const int ISF_SIZE = 128; + +.int ItemStatus; #ifdef CSQC -var float autocvar_cl_animate_items = 1; -var float autocvar_cl_ghost_items = 0.45; -var vector autocvar_cl_ghost_items_color = '-1 -1 -1'; -var float autocvar_cl_fullbright_items = 0; -var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5'; -var float autocvar_cl_weapon_stay_alpha = 0.75; -var float autocvar_cl_simple_items = 0; -var string autocvar_cl_simpleitems_postfix = "_simple"; +float autocvar_cl_animate_items = 1; +float autocvar_cl_ghost_items = 0.45; +vector autocvar_cl_ghost_items_color = '-1 -1 -1'; +float autocvar_cl_fullbright_items = 0; +vector autocvar_cl_weapon_stay_color = '2 0.5 0.5'; +float autocvar_cl_weapon_stay_alpha = 0.75; +float autocvar_cl_simple_items = 0; +string autocvar_cl_simpleitems_postfix = "_simple"; .float spawntime; .float gravity; .vector colormod; @@ -82,13 +90,20 @@ void ItemRead(float _IsNew); #endif #ifdef SVQC +void spawnfunc_item_strength(); +void spawnfunc_item_invincible(); +void spawnfunc_item_armor_small(); +void spawnfunc_item_shells(); +void spawnfunc_item_bullets(); +void spawnfunc_item_rockets(); + float autocvar_sv_simple_items; -float ItemSend(entity to, float sf); +bool ItemSend(entity to, int sf); float have_pickup_item(void); -#define ITEM_RESPAWN_TICKS 10 +const float ITEM_RESPAWN_TICKS = 10; #define ITEM_RESPAWNTIME(i) ((i).respawntime + crandom() * (i).respawntimejitter) // range: respawntime - respawntimejitter .. respawntime + respawntimejitter @@ -98,6 +113,10 @@ float have_pickup_item(void); .float max_armorvalue; .float pickup_anyway; +void Item_ItemsTime_Get(entity e); + +void Item_ItemsTime_ResetForPlayer(entity e); + void Item_Show (entity e, float mode); void Item_Respawn (void); @@ -124,7 +143,7 @@ void Item_FindTeam(); // Savage: used for item garbage-collection // TODO: perhaps nice special effect? -float ItemSend(entity to, float sf); +bool ItemSend(entity to, int sf); void ItemUpdate(entity item); // pickup evaluation functions @@ -142,11 +161,11 @@ void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, void target_items_use (void); -#define OP_SET 0 -#define OP_MIN 1 -#define OP_MAX 2 -#define OP_PLUS 3 -#define OP_MINUS 4 +const float OP_SET = 0; +const float OP_MIN = 1; +const float OP_MAX = 2; +const float OP_PLUS = 3; +const float OP_MINUS = 4; float GiveWeapon(entity e, float wpn, float op, float val); @@ -167,3 +186,4 @@ void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .floa float GiveItems(entity e, float beginarg, float endarg); #endif +#endif