9e4edb8a9a
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3940 fc73d0e0-1445-4013-8a0c-d673dee63da5
426 lines
13 KiB
C
426 lines
13 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/* file generated by qcc, do not modify */
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typedef struct globalvars_s
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{
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int null;
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union {
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vec3_t vec;
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float f;
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int i;
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} ret;
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union {
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vec3_t vec;
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float f;
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int i;
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} param[8];
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} globalvars_t;
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#define NUM_SPAWN_PARMS 64
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typedef struct nqglobalvars_s
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{
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int *self;
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int *other;
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int *world;
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float *time;
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float *frametime;
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int *newmis;
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float *force_retouch;
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string_t *mapname;
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float *deathmatch;
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float *coop;
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float *teamplay;
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float *serverflags;
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float *total_secrets;
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float *total_monsters;
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float *found_secrets;
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float *killed_monsters;
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vec3_t *v_forward;
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vec3_t *v_up;
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vec3_t *v_right;
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float *trace_allsolid;
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float *trace_startsolid;
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float *trace_fraction;
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float *trace_surfaceflags;
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float *trace_endcontents;
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vec3_t *trace_endpos;
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vec3_t *trace_plane_normal;
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float *trace_plane_dist;
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int *trace_ent;
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float *trace_inopen;
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float *trace_inwater;
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int *msg_entity;
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func_t *main;
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func_t *StartFrame;
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func_t *PlayerPreThink;
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func_t *PlayerPostThink;
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func_t *ClientKill;
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func_t *ClientConnect;
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func_t *PutClientInServer;
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func_t *ClientDisconnect;
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func_t *SetNewParms;
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func_t *SetChangeParms;
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float *cycle_wrapped;
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float *dimension_send;
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float *physics_mode;
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float *clientcommandframe;
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float *input_timelength;
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vec3_t *input_angles;
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vec3_t *input_movevalues;
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float *input_buttons;
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float *spawnparamglobals[NUM_SPAWN_PARMS];
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} globalptrs_t;
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#define P_VEC(v) (pr_global_struct->v)
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/*my hands are tied when it comes to the layout of this structure
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On the server side, the structure *must* match original quakeworld, or we break compatibility with mvdsv's qvm api
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On the client, it really doesn't matter what order fields are in, qclib will remap.
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But fields that are actually useful on both sides need to be in the same locations.
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But if we include all, that's a waste for csqc...
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But we can overlap useful csqc-only ones with ssqc ones that are not going to be used on the client, so long as the types match.
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This list isn't shared with the menu.
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so the base fields are a fixed size
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and the extension fields are added on the end and can have extra vm-specific stuff added on the end
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*/
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/*DO NOT ADD TO THIS STRUCTURE (base-qw-compat for q1qvm)*/
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#define comqcfields \
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comfieldfloat(modelindex)\
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comfieldvector(absmin)\
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comfieldvector(absmax)\
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comfieldfloat(ltime)\
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comfieldfloat(lastruntime) /*type doesn't match the qc, we use a hidden double instead. this is dead.*/ \
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comfieldfloat(movetype)\
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comfieldfloat(solid)\
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comfieldvector(origin)\
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comfieldvector(oldorigin)\
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comfieldvector(velocity)\
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comfieldvector(angles)\
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comfieldvector(avelocity)\
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comfieldstring(classname)\
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comfieldstring(model)\
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comfieldfloat(frame)\
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comfieldfloat(skin)\
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comfieldfloat(effects)\
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comfieldvector(mins)\
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comfieldvector(maxs)\
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comfieldvector(size)\
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comfieldfunction(touch, ".void()")\
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comfieldfunction(use, ".void()")\
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comfieldfunction(think, ".void()")\
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comfieldfunction(blocked, ".void()")\
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comfieldfloat(nextthink)\
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comfieldentity(groundentity)\
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comfieldfloat(health)\
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comfieldfloat(frags)\
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comfieldfloat(weapon)\
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comfieldstring(weaponmodel)\
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comfieldfloat(weaponframe)\
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comfieldfloat(currentammo)\
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comfieldfloat(ammo_shells)\
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comfieldfloat(ammo_nails)\
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comfieldfloat(ammo_rockets)\
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comfieldfloat(ammo_cells)\
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comfieldfloat(items)\
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comfieldfloat(takedamage)\
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comfieldentity(chain)\
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comfieldfloat(deadflag)\
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comfieldvector(view_ofs)\
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comfieldfloat(button0)\
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comfieldfloat(button1) /*dead field in nq mode*/ \
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comfieldfloat(button2)\
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comfieldfloat(impulse)\
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comfieldfloat(fixangle)\
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comfieldvector(v_angle)\
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comfieldstring(netname)\
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comfieldentity(enemy)\
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comfieldfloat(flags)\
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comfieldfloat(colormap)\
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comfieldfloat(team)\
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comfieldfloat(max_health)\
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comfieldfloat(teleport_time)\
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comfieldfloat(armortype)\
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comfieldfloat(armorvalue)\
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comfieldfloat(waterlevel)\
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comfieldfloat(watertype)\
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comfieldfloat(ideal_yaw)\
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comfieldfloat(yaw_speed)\
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comfieldentity(aiment)\
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comfieldentity(goalentity)\
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comfieldfloat(spawnflags)\
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comfieldstring(target)\
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comfieldstring(targetname)\
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comfieldfloat(dmg_take)\
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comfieldfloat(dmg_save)\
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comfieldentity(dmg_inflictor)\
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comfieldentity(owner)\
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comfieldvector(movedir)\
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comfieldstring(message) /*don't use directly, hexen2 uses floats, so we go via qclib for message*/\
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comfieldfloat(sounds)\
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comfieldstring(noise)\
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comfieldstring(noise1)\
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comfieldstring(noise2)\
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comfieldstring(noise3)
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/*DO NOT ADD TO THE ABOVE STRUCTURE*/
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#define comextqcfields \
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comfieldvector(punchangle) /*std in nq*/\
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comfieldfloat(gravity) /*added in quake 1.09 (for hipnotic)*/\
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comfieldfloat(hull)/*PEXT_HEXEN2*/\
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comfieldentity(movechain)/*hexen2*/\
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comfieldfunction(chainmoved, ".void()")/*hexen2*/\
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comfieldfloat(dimension_solid)/*EXT_DIMENSION_PHYSICS*/\
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comfieldfloat(dimension_hit)/*EXT_DIMENSION_PHYSICS*/\
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comfieldfloat(scale)/*DP_ENT_SCALE*/\
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comfieldfloat(fatness)/*FTE_PEXT_FATNESS*/\
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comfieldfloat(alpha)/*DP_ENT_ALPHA*/\
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comfieldentity(tag_entity)\
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comfieldfloat(skeletonindex) /*FTE_CSQC_SKELETONOBJECTS*/\
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comfieldvector(colormod)\
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comfieldfloat(pmove_flags)/*EXT_CSQC_1*/\
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comfieldfloat(friction)/*DP_...PHYSICS*/\
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comfieldfloat(erp)/*DP_...PHYSICS*/\
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comfieldfloat(jointtype)/*DP_...PHYSICS*/\
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comfieldfloat(mass)/*DP_...PHYSICS*/\
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comfieldfloat(bouncefactor)/*DP_...PHYSICS*/\
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comfieldfloat(bouncestop)/*DP_...PHYSICS*/
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#define svextqcfields \
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comfieldfloat(maxspeed)/*added in quake 1.09*/\
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comfieldfloat(items2) /*added in quake 1.09 (for hipnotic)*/\
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comfieldentity(view2)/*FTE_PEXT_VIEW2*/\
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comfieldvector(movement)\
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comfieldfloat(vw_index)\
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comfieldentity(nodrawtoclient)\
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comfieldentity(drawonlytoclient)\
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comfieldentity(viewmodelforclient)/*DP_ENT_VIEWMODEL*/\
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comfieldentity(exteriormodeltoclient)\
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comfieldfloat(button3) /*DP_INPUTBUTTONS (note in qw, we set 1 to equal 3, to match zquake/fuhquake/mvdsv)*/\
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comfieldfloat(button4)\
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comfieldfloat(button5)\
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comfieldfloat(button6)\
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comfieldfloat(button7)\
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comfieldfloat(button8)\
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comfieldfloat(viewzoom)/*DP_VIEWZOOM*/\
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comfieldfloat(tag_index)\
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comfieldfloat(glow_size)\
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comfieldfloat(glow_color)\
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comfieldfloat(glow_trail)\
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comfieldvector(color)/*Hexen2 has a .float color, the warnings should be benign*/ \
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comfieldfloat(light_lev)\
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comfieldfloat(style)\
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comfieldfloat(pflags)\
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comfieldfloat(clientcolors)\
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comfieldfloat(dimension_see)/*EXT_DIMENSION_VISIBLE*/\
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comfieldfloat(dimension_seen)/*EXT_DIMENSION_VISIBLE*/\
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comfieldfloat(dimension_ghost)/*EXT_DIMENSION_GHOST*/\
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comfieldfloat(dimension_ghost_alpha)/*EXT_DIMENSION_GHOST*/\
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comfieldfloat(playerclass)/*hexen2 requirements*/\
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comfieldfloat(drawflags)/*hexen2*/\
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comfieldfloat(hasted)/*hexen2 uses this AS WELL as maxspeed*/\
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comfieldfloat(light_level)/*hexen2's grabbing light level from client*/\
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comfieldfloat(abslight)/*hexen2's force a lightlevel*/\
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comfieldfunction(SendEntity, ".float(entity playerent, float changedflags)")/*EXT_CSQC*/\
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comfieldfloat(SendFlags)/*EXT_CSQC_1 (one of the DP guys came up with it)*/\
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comfieldfloat(Version)/*EXT_CSQC (obsolete)*/\
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comfieldfloat(pvsflags)/*EXT_CSQC_1*/\
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comfieldfloat(uniquespawnid)/*FTE_ENT_UNIQUESPAWNID*/\
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comfieldfunction(customizeentityforclient, ".float()")
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//this is the list for all the csqc fields.
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//(the #define is so the list always matches the ones pulled out)
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#define csqcextfields \
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comfieldfloat(entnum) \
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comfieldfloat(frame2) /*EXT_CSQC_1*/\
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comfieldfloat(frame1time) /*EXT_CSQC_1*/\
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comfieldfloat(frame2time) /*EXT_CSQC_1*/\
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comfieldfloat(lerpfrac) /*EXT_CSQC_1*/\
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comfieldfloat(renderflags)\
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comfieldfloat(forceshader)/*FTE_CSQC_SHADERS*/\
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\
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comfieldfloat(baseframe) /*FTE_CSQC_BASEFRAME*/\
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comfieldfloat(baseframe2) /*FTE_CSQC_BASEFRAME*/\
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comfieldfloat(baseframe1time) /*FTE_CSQC_BASEFRAME*/\
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comfieldfloat(baseframe2time) /*FTE_CSQC_BASEFRAME*/\
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comfieldfloat(baselerpfrac) /*FTE_CSQC_BASEFRAME*/\
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comfieldfloat(basebone) /*FTE_CSQC_BASEFRAME*/\
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\
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comfieldfloat(bonecontrol1) /*FTE_CSQC_HALFLIFE_MODELS*/\
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comfieldfloat(bonecontrol2) /*FTE_CSQC_HALFLIFE_MODELS*/\
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comfieldfloat(bonecontrol3) /*FTE_CSQC_HALFLIFE_MODELS*/\
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comfieldfloat(bonecontrol4) /*FTE_CSQC_HALFLIFE_MODELS*/\
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comfieldfloat(bonecontrol5) /*FTE_CSQC_HALFLIFE_MODELS*/\
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comfieldfloat(subblendfrac) /*FTE_CSQC_HALFLIFE_MODELS*/\
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comfieldfloat(basesubblendfrac) /*FTE_CSQC_HALFLIFE_MODELS+FTE_CSQC_BASEFRAME*/\
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\
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comfieldfloat(drawmask) /*So that the qc can specify all rockets at once or all bannanas at once*/ \
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comfieldfunction(predraw, ".void()") /*If present, is called just before it's drawn.*/ \
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comfieldvector(glowmod) \
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\
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comfieldfloat(ideal_pitch)\
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comfieldfloat(pitch_speed)
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typedef struct stdentvars_s //standard = standard for qw
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{
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#define comfieldfloat(sharedname) float sharedname;
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#define comfieldvector(sharedname) vec3_t sharedname;
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#define comfieldentity(sharedname) int sharedname;
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#define comfieldstring(sharedname) string_t sharedname;
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#define comfieldfunction(sharedname, typestr) func_t sharedname;
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comqcfields
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#undef comfieldfloat
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#undef comfieldvector
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#undef comfieldentity
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#undef comfieldstring
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#undef comfieldfunction
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#ifdef VM_Q1
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} stdentvars_t;
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typedef struct extentvars_s
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{
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#endif
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#define comfieldfloat(name) float name;
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#define comfieldvector(name) vec3_t name;
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#define comfieldentity(name) int name;
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#define comfieldstring(name) string_t name;
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#define comfieldfunction(name, typestr) func_t name;
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comextqcfields
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svextqcfields
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#undef comfieldfloat
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#undef comfieldvector
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#undef comfieldentity
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#undef comfieldstring
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#undef comfieldfunction
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#ifdef VM_Q1
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} extentvars_t;
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#else
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} stdentvars_t;
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#endif
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typedef struct {
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#define comfieldfloat(sharedname) float sharedname;
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#define comfieldvector(sharedname) vec3_t sharedname;
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#define comfieldentity(sharedname) int sharedname;
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#define comfieldstring(sharedname) string_t sharedname;
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#define comfieldfunction(sharedname, typestr) func_t sharedname;
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comqcfields
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#undef comfieldfloat
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#undef comfieldvector
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#undef comfieldentity
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#undef comfieldstring
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#undef comfieldfunction
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#ifdef VM_Q1
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} comentvars_t;
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typedef struct {
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#endif
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#define comfieldfloat(name) float name;
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#define comfieldvector(name) vec3_t name;
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#define comfieldentity(name) int name;
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#define comfieldstring(name) string_t name;
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#define comfieldfunction(name, typestr) func_t name;
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comextqcfields
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#undef comfieldfloat
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#undef comfieldvector
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#undef comfieldentity
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#undef comfieldstring
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#undef comfieldfunction
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#ifdef VM_Q1
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} comextentvars_t;
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#else
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} comentvars_t;
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#endif
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#if defined(CSQC_DAT) || !defined(CLIENTONLY)
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#if defined(ODE_STATIC) || defined(ODE_DYNAMIC)
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#define USEODE 1
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#endif
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#endif
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#ifdef USEODE
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typedef struct {
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// physics parameters
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qboolean ode_physics;
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void *ode_body;
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void *ode_geom;
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void *ode_joint;
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float *ode_vertex3f;
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int *ode_element3i;
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int ode_numvertices;
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int ode_numtriangles;
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vec3_t ode_mins;
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vec3_t ode_maxs;
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vec_t ode_mass;
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vec3_t ode_origin;
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vec3_t ode_velocity;
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vec3_t ode_angles;
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vec3_t ode_avelocity;
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qboolean ode_gravity;
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int ode_modelindex;
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vec_t ode_movelimit; // smallest component of (maxs[]-mins[])
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float ode_offsetmatrix[16];
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float ode_offsetimatrix[16];
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float ode_friction;
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int ode_joint_type;
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int ode_joint_enemy;
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int ode_joint_aiment;
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vec3_t ode_joint_origin; // joint anchor
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vec3_t ode_joint_angles; // joint axis
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vec3_t ode_joint_velocity; // second joint axis
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vec3_t ode_joint_movedir; // parameters
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void *ode_massbuf;
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} entityode_t;
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/*
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typedef struct
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{
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void *ode_body;
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} skelbodyode_t;
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typedef struct
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{
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int dummy;
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} skeljointode_t;
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*/
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typedef struct
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{
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// for ODE physics engine
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qboolean ode; // if true then ode is activated
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qboolean hasodeents; // if true then we have some ode body somewhere, and we consume more cycles processing full physics, instead of trying to skip as much as we can
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void *ode_world;
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void *ode_space;
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void *ode_contactgroup;
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// number of constraint solver iterations to use (for dWorldStepFast)
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int ode_iterations;
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// actual step (server frametime / ode_iterations)
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vec_t ode_step;
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// max velocity for a 1-unit radius object at current step to prevent
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// missed collisions
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vec_t ode_movelimit;
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} worldode_t;
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#endif
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