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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / items.qh
1 const float BOT_PICKUP_RATING_LOW       = 2500;
2 const float BOT_PICKUP_RATING_MID       = 5000;
3 const float BOT_PICKUP_RATING_HIGH      = 10000;
4
5 const float WEP_TYPE_OTHER            =  0x00; // not for damaging people
6 const float WEP_TYPE_SPLASH           =  0x01; // splash damage
7 const float WEP_TYPE_HITSCAN          =  0x02; // hitscan
8 const float WEP_TYPEMASK            =  0x0F;
9 const float WEP_FLAG_CANCLIMB       =  0x10; // can be used for movement
10 const float WEP_FLAG_NORMAL         =  0x20; // in "most weapons" set
11 const float WEP_FLAG_HIDDEN         =  0x40; // hides from menu
12 const float WEP_FLAG_RELOADABLE     =  0x80; // can has reload
13 const float WEP_FLAG_SUPERWEAPON    = 0x100; // powerup timer
14 const float WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
15
16 const float     IT_UNLIMITED_WEAPON_AMMO     = 1;
17 // when this bit is set, using a weapon does not reduce ammo. Checkpoints can give this powerup.
18 const float     IT_UNLIMITED_SUPERWEAPONS    = 2;
19 // when this bit is set, superweapons don't expire. Checkpoints can give this powerup.
20 const float   IT_CTF_SHIELDED              = 4; // set for the flag shield
21 const float   IT_USING_JETPACK             = 8; // confirmation that button is pressed
22 const float   IT_JETPACK                   = 16; // actual item
23 const float   IT_FUEL_REGEN                = 32; // fuel regeneration trigger
24 WANT_CONST float   IT_SHELLS                    = 256;
25 WANT_CONST float   IT_NAILS                     = 512;
26 WANT_CONST float   IT_ROCKETS                   = 1024;
27 WANT_CONST float   IT_CELLS                     = 2048;
28 const float   IT_SUPERWEAPON               = 4096;
29 const float   IT_FUEL                      = 128;
30 const float   IT_STRENGTH                  = 8192;
31 const float   IT_INVINCIBLE                = 16384;
32 const float   IT_HEALTH                    = 32768;
33 // union:
34         // for items:
35         WANT_CONST float        IT_KEY1                                 = 131072;
36         WANT_CONST float        IT_KEY2                                 = 262144;
37         // for players:
38         const float     IT_RED_FLAG_TAKEN               = 32768;
39         const float     IT_RED_FLAG_LOST                = 65536;
40         const float     IT_RED_FLAG_CARRYING    = 98304;
41         const float     IT_BLUE_FLAG_TAKEN              = 131072;
42         const float     IT_BLUE_FLAG_LOST               = 262144;
43         const float     IT_BLUE_FLAG_CARRYING   = 393216;
44         const float     IT_YELLOW_FLAG_TAKEN    = 524288;
45         const float     IT_YELLOW_FLAG_LOST             = 1048576;
46         const float     IT_YELLOW_FLAG_CARRYING = 1572864;
47         const float     IT_PINK_FLAG_TAKEN              = 2097152;
48         const float     IT_PINK_FLAG_LOST               = 4194304;
49         const float     IT_PINK_FLAG_CARRYING   = 6291456;
50 // end
51 const float   IT_5HP                       = 524288;
52 const float   IT_25HP                      = 1048576;
53 const float   IT_ARMOR_SHARD               = 2097152;
54 const float   IT_ARMOR                     = 4194304;
55
56 const float   IT_AMMO                      = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
57 const float   IT_PICKUPMASK                = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
58 const float   IT_UNLIMITED_AMMO            = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
59
60 // variables:
61 string weaponorder_byid;
62
63 // functions:
64 entity get_weaponinfo(float id);
65 string W_FixWeaponOrder(string order, float complete);
66 string W_NameWeaponOrder(string order);
67 string W_NumberWeaponOrder(string order);
68
69 // ammo types
70 .float ammo_shells;
71 .float ammo_nails;
72 .float ammo_rockets;
73 .float ammo_cells;
74 .float ammo_fuel;
75 .float ammo_batteries; // dummy
76
77 // Weapon sets
78 typedef vector WepSet;
79 WepSet WepSet_FromWeapon(float a);
80 #ifdef SVQC
81 void WepSet_AddStat();
82 void WriteWepSet(float dest, WepSet w);
83 #endif
84 #ifdef CSQC
85 WepSet WepSet_GetFromStat();
86 WepSet ReadWepSet();
87 #endif
88
89 // Weapon name macros
90 #define WEP_FIRST 1
91 #define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
92 float WEP_COUNT;
93 float WEP_LAST;
94 WepSet WEPSET_ALL;
95 WepSet WEPSET_SUPERWEAPONS;
96
97 // entity properties of weaponinfo:
98 .float weapon; // WEP_...
99 .WepSet weapons; // WEPSET_...
100 .string netname; // short name
101 .string message; // human readable name
102 .float items; // IT_...
103 .float(float) weapon_func; // w_...
104 .string mdl; // modelname without g_, v_, w_
105 .string model; // full name of g_ model
106 .float spawnflags; // WEPSPAWNFLAG_... combined
107 .float impulse; // weapon impulse
108 .float bot_pickupbasevalue; // bot weapon priority
109 .string model2; // wpn- sprite name
110 ..float ammo_field; // main ammo field
111
112 // dynamic weapon adding
113 float w_null(float dummy);
114 void register_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
115 void register_weapons_done();
116
117 #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
118         float id; \
119         WepSet bit; \
120         float func(float); \
121         void RegisterWeapons_##id() \
122         { \
123                 WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
124                 bit = WepSet_FromWeapon(id); \
125                 WEPSET_ALL |= bit; \
126                 if((weapontype) & WEP_FLAG_SUPERWEAPON) \
127                         WEPSET_SUPERWEAPONS |= bit; \
128                 ++WEP_COUNT; \
129                 register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
130         } \
131         ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
132 #ifdef MENUQC
133 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
134         REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
135 #else
136 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
137         REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
138 #endif
139
140 #include "../server/w_all.qc"
141
142 #undef REGISTER_WEAPON
143 ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
144
145
146 string W_FixWeaponOrder(string order, float complete);
147 string W_NumberWeaponOrder(string order);
148 string W_NameWeaponOrder(string order);
149 string W_FixWeaponOrder_BuildImpulseList(string o);
150 string W_FixWeaponOrder_AllowIncomplete(string order);
151 string W_FixWeaponOrder_ForceComplete(string order);
152
153 void W_RandomWeapons(entity e, float n);
154
155 string W_Name(float weaponid);
156
157 float W_AmmoItemCode(float wpn);