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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
38 // end
39 const float   IT_5HP                       = 524288;
40 const float   IT_25HP                      = 1048576;
41 const float   IT_ARMOR_SHARD               = 2097152;
42 const float   IT_ARMOR                     = 4194304;
43
44 const float   IT_AMMO                      = 3968; // IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS | IT_FUEL;
45 const float   IT_PICKUPMASK                = 51; // IT_FUEL_REGEN | IT_JETPACK | IT_UNLIMITED_AMMO; // strength and invincible are handled separately
46 const float   IT_UNLIMITED_AMMO            = 3; // IT_UNLIMITED_SUPERWEAPONS | IT_UNLIMITED_WEAPON_AMMO;
47
48 // variables:
49 string weaponorder_byid;
50
51 // functions:
52 entity get_weaponinfo(float id);
53 string W_FixWeaponOrder(string order, float complete);
54 string W_NameWeaponOrder(string order);
55 string W_NumberWeaponOrder(string order);
56
57 // ammo types
58 .float ammo_shells;
59 .float ammo_nails;
60 .float ammo_rockets;
61 .float ammo_cells;
62 .float ammo_fuel;
63 .float ammo_batteries; // dummy
64
65 // Weapon sets
66 typedef vector WepSet;
67 WepSet WepSet_FromWeapon(float a);
68 #ifdef SVQC
69 void WepSet_AddStat();
70 void WriteWepSet(float dest, WepSet w);
71 #endif
72 #ifdef CSQC
73 WepSet WepSet_GetFromStat();
74 WepSet ReadWepSet();
75 #endif
76
77 // Weapon name macros
78 #define WEP_FIRST 1
79 #define WEP_MAXCOUNT 24 // Increase as needed. Can be up to three times as much.
80 float WEP_COUNT;
81 float WEP_LAST;
82 WepSet WEPSET_ALL;
83 WepSet WEPSET_SUPERWEAPONS;
84
85 // entity properties of weaponinfo:
86 .float weapon; // WEP_...
87 .WepSet weapons; // WEPSET_...
88 .string netname; // short name
89 .string message; // human readable name
90 .float items; // IT_...
91 .float(float) weapon_func; // w_...
92 .string mdl; // modelname without g_, v_, w_
93 .string model; // full name of g_ model
94 .float spawnflags; // WEPSPAWNFLAG_... combined
95 .float impulse; // weapon impulse
96 .float bot_pickupbasevalue; // bot weapon priority
97 .string model2; // wpn- sprite name
98 ..float ammo_field; // main ammo field
99
100 // dynamic weapon adding
101 float w_null(float dummy);
102 void register_weapon(float id, WepSet bit, float(float) func, float ammotype, float i, float weapontype, float pickupbasevalue, string modelname, string shortname, string wname);
103 void register_weapons_done();
104
105 #define REGISTER_WEAPON_2(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
106         float id; \
107         WepSet bit; \
108         float func(float); \
109         void RegisterWeapons_##id() \
110         { \
111                 WEP_LAST = (id = WEP_FIRST + WEP_COUNT); \
112                 bit = WepSet_FromWeapon(id); \
113                 WEPSET_ALL |= bit; \
114                 if((weapontype) & WEP_FLAG_SUPERWEAPON) \
115                         WEPSET_SUPERWEAPONS |= bit; \
116                 ++WEP_COUNT; \
117                 register_weapon(id,bit,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname); \
118         } \
119         ACCUMULATE_FUNCTION(RegisterWeapons, RegisterWeapons_##id)
120 #ifdef MENUQC
121 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
122         REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,w_null,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
123 #else
124 #define REGISTER_WEAPON(id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname) \
125         REGISTER_WEAPON_2(WEP_##id,WEPSET_##id,func,ammotype,i,weapontype,pickupbasevalue,modelname,shortname,wname)
126 #endif
127
128 #include "../server/w_all.qc"
129
130 #undef REGISTER_WEAPON
131 ACCUMULATE_FUNCTION(RegisterWeapons, register_weapons_done);
132
133
134 string W_FixWeaponOrder(string order, float complete);
135 string W_NumberWeaponOrder(string order);
136 string W_NameWeaponOrder(string order);
137 string W_FixWeaponOrder_BuildImpulseList(string o);
138 string W_FixWeaponOrder_AllowIncomplete(string order);
139 string W_FixWeaponOrder_ForceComplete(string order);
140
141 void W_RandomWeapons(entity e, float n);
142
143 string W_Name(float weaponid);
144
145 float W_AmmoItemCode(float wpn);