#define FALSE 0 #define TRUE 1 #ifdef FTE // use real int if using FTE type progs #define INTEGER int #else #define INTEGER float #endif /* ============================================================================== SOURCE FOR GLOBALVARS_T C STRUCTURE ============================================================================== */ // // system globals // entity self; entity other; entity world; float time; float frametime; #ifndef NETQUAKE entity newmis; // if this is set, the entity that just // run created a new missile that should // be simulated immediately #endif float force_retouch; // force all entities to touch triggers // next frame. this is needed because // non-moving things don't normally scan // for triggers, and when a trigger is // created (like a teleport trigger), it // needs to catch everything. // decremented each frame, so set to 2 // to guarantee everything is touched string mapname; #ifdef NETQUAKE float deathmatch; float coop; float teamplay; #endif float serverflags; // propagated from level to level, used to // keep track of completed episodes float total_secrets; float total_monsters; float found_secrets; // number of secrets found float killed_monsters; // number of monsters killed // spawnparms are used to encode information about clients across server // level changes float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16; // // global variables set by built in functions // vector v_forward, v_up, v_right; // set by makevectors() // set by traceline / tracebox float trace_allsolid; float trace_startsolid; float trace_fraction; vector trace_endpos; vector trace_plane_normal; float trace_plane_dist; entity trace_ent; float trace_inopen; float trace_inwater; entity msg_entity; // destination of single entity writes // // required prog functions // void() main; // only for testing void() StartFrame; void() PlayerPreThink; void() PlayerPostThink; void() ClientKill; void() ClientConnect; void() PutClientInServer; // call after setting the parm1... parms void() ClientDisconnect; void() SetNewParms; // called when a client first connects to // a server. sets parms so they can be // saved off for restarts void() SetChangeParms; // call to set parms for self so they can // be saved for a level transition //================================================ void end_sys_globals; // flag for structure dumping //================================================ /* ============================================================================== SOURCE FOR ENTVARS_T C STRUCTURE ============================================================================== */ // // system fields (*** = do not set in prog code, maintained by C code) // .float modelindex; // *** model index in the precached list .vector absmin, absmax; // *** origin + mins / maxs .float ltime; // local time for entity #ifndef NETQUAKE .float lastruntime; // *** to allow entities to run out of sequence #endif .float movetype; .float solid; .vector origin; // *** .vector oldorigin; // *** .vector velocity; .vector angles; .vector avelocity; #ifdef NETQUAKE .vector punchangle; #endif .string classname; // spawn function .string model; .float frame; .float skin; .float effects; .vector mins, maxs; // bounding box extents reletive to origin .vector size; // maxs - mins .void() touch; .void() use; .void() think; .void() blocked; // for doors or plats, called when can't push other .float nextthink; .entity groundentity; // stats .float health; .float frags; .float weapon; // one of the IT_SHOTGUN, etc flags .string weaponmodel; .float weaponframe; .float currentammo; .float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; .float items; // bit flags .float takedamage; .entity chain; .float deadflag; .vector view_ofs; // add to origin to get eye point .float button0; // fire .float button1; // use .float button2; // jump .float impulse; // weapon changes .float fixangle; .vector v_angle; // view / targeting angle for players #ifdef NETQUAKE .float idealpitch; #endif .string netname; .entity enemy; .float flags; .float colormap; .float team; .float max_health; // players maximum health is stored here .float teleport_time; // don't back up .float armortype; // save this fraction of incoming damage .float armorvalue; .float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes .float watertype; // a contents value .float ideal_yaw; .float yaw_speed; .entity aiment; .entity goalentity; // a movetarget or an enemy .float spawnflags; .string target; .string targetname; // damage is accumulated through a frame. and sent as one single // message, so the super shotgun doesn't generate huge messages .float dmg_take; .float dmg_save; .entity dmg_inflictor; .entity owner; // who launched a missile .vector movedir; // mostly for doors, but also used for waterjump .string message; // trigger messages .float sounds; // either a cd track number or sound number .string noise, noise1, noise2, noise3; // contains names of wavs to play //================================================ void end_sys_fields; // flag for structure dumping //================================================ /* ============================================================================== VARS NOT REFERENCED BY C CODE ============================================================================== */ // // constants // // edict.flags #define FL_FLY 1 #define FL_SWIM 2 #define FL_CLIENT 8 // set for all client edicts #define FL_INWATER 16 // for enter / leave water splash #define FL_MONSTER 32 #define FL_GODMODE 64 // player cheat #define FL_NOTARGET 128 // player cheat #define FL_ITEM 256 // extra wide size for bonus items #define FL_ONGROUND 512 // standing on something #define FL_PARTIALGROUND 1024 // not all corners are valid #define FL_WATERJUMP 2048 // player jumping out of water #define FL_JUMPRELEASED 4096 // for jump debouncing // edict.movetype values #define MOVETYPE_NONE 0 // never moves #define MOVETYPE_WALK 3 // players only #define MOVETYPE_STEP 4 // discrete, not real time unless fall #define MOVETYPE_FLY 5 #define MOVETYPE_TOSS 6 #define MOVETYPE_PUSH 7 // no clip to world, push and crush #define MOVETYPE_NOCLIP 8 #define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters #define MOVETYPE_BOUNCE 10 // edict.solid values #define SOLID_NOT 0 // no interaction with other objects #define SOLID_TRIGGER 1 // touch on edge, but not blocking #define SOLID_BBOX 2 // touch on edge, block #define SOLID_SLIDEBOX 3 // touch on edge, but not an onground #define SOLID_BSP 4 // bsp clip, touch on edge, block // range values /* float RANGE_MELEE = 0; float RANGE_NEAR = 1; float RANGE_MID = 2; float RANGE_FAR = 3; */ // deadflag values #define DEAD_NO 0 #define DEAD_DYING 1 #define DEAD_DEAD 2 #define DEAD_RESPAWNABLE 3 // takedamage values #define DAMAGE_NO 0 #define DAMAGE_YES 1 #define DAMAGE_AIM 2 // items float IT_AXE = 4096; float IT_SHOTGUN = 1; float IT_SUPER_SHOTGUN = 2; float IT_NAILGUN = 4; float IT_SUPER_NAILGUN = 8; float IT_GRENADE_LAUNCHER = 16; float IT_ROCKET_LAUNCHER = 32; float IT_LIGHTNING = 64; float IT_EXTRA_WEAPON = 128; float IT_SHELLS = 256; float IT_NAILS = 512; float IT_ROCKETS = 1024; float IT_CELLS = 2048; float IT_ARMOR1 = 8192; float IT_ARMOR2 = 16384; float IT_ARMOR3 = 32768; float IT_SUPERHEALTH = 65536; float IT_KEY1 = 131072; float IT_KEY2 = 262144; float IT_INVISIBILITY = 524288; float IT_INVULNERABILITY = 1048576; float IT_SUIT = 2097152; float IT_QUAD = 4194304; // point content values float CONTENT_EMPTY = -1; float CONTENT_SOLID = -2; float CONTENT_WATER = -3; float CONTENT_SLIME = -4; float CONTENT_LAVA = -5; float CONTENT_SKY = -6; vector VEC_ORIGIN = '0 0 0'; vector VEC_HULL_MIN = '-16 -16 -24'; vector VEC_HULL_MAX = '16 16 32'; vector VEC_HULL2_MIN = '-32 -32 -24'; vector VEC_HULL2_MAX = '32 32 64'; // protocol bytes float SVC_TEMPENTITY = 23; float SVC_KILLEDMONSTER = 27; float SVC_FOUNDSECRET = 28; float SVC_INTERMISSION = 30; float SVC_FINALE = 31; float SVC_CDTRACK = 32; float SVC_SELLSCREEN = 33; float SVC_SMALLKICK = 34; float SVC_BIGKICK = 35; float SVC_MUZZLEFLASH = 39; float TE_SPIKE = 0; float TE_SUPERSPIKE = 1; float TE_GUNSHOT = 2; float TE_EXPLOSION = 3; float TE_TAREXPLOSION = 4; float TE_LIGHTNING1 = 5; float TE_LIGHTNING2 = 6; float TE_WIZSPIKE = 7; float TE_KNIGHTSPIKE = 8; float TE_LIGHTNING3 = 9; float TE_LAVASPLASH = 10; float TE_TELEPORT = 11; float TE_BLOOD = 12; float TE_LIGHTNINGBLOOD = 13; // sound channels // channel 0 never willingly overrides // other channels (1-7) allways override a playing sound on that channel #define CHAN_AUTO 0 #define CHAN_WEAPON 1 #define CHAN_VOICE 2 #define CHAN_ITEM 3 #define CHAN_BODY 4 // chan_no_phs_add is defined in engine.qc #define ATTN_NONE 0.0 // no volume fall off due to range #define ATTN_NORM 1.0 // small volume fall off (1000 range) #define ATTN_IDLE 2.0 // medium volume fall off (500 range) #define ATTN_STATIC 3.0 // large volume fall off (333 range) // entity effects //float EF_BRIGHTFIELD = 1; float EF_MUZZLEFLASH = 2; float EF_BRIGHTLIGHT = 4; float EF_DIMLIGHT = 8; float EF_FLAG1 = 16; float EF_FLAG2 = 32; // GLQuakeWorld Stuff // float EF_BLUE = 64; // Blue Globe effect for Quad // float EF_RED = 128; // Red Globe effect for Pentagram // messages #define MSG_BROADCAST 0 // unreliable to all #define MSG_ONE 1 // reliable to one (msg_entity) #define MSG_ALL 2 // reliable to all #define MSG_INIT 3 // write to the init string #define MSG_MULTICAST 4 // for multicast() call // message levels #define PRINT_LOW 0 #define PRINT_MEDIUM 1 #define PRINT_HIGH 2 #define PRINT_CHAT 3 // multicast sets #define MULTICAST_ALL 0 // every client #define MULTICAST_PHS 1 // within hearing #define MULTICAST_PVS 2 // within sight #define MULTICAST_ALL_R 3 // every client, reliable #define MULTICAST_PHS_R 4 // within hearing, reliable #define MULTICAST_PVS_R 5 // within sight, reliable //================================================ // // globals // // float movedist; string string_null; // null string, nothing should be held here float empty_float; entity activator; // the entity that activated a trigger or brush entity damage_attacker; // set by T_Damage entity damage_inflictor; // set by T_Damage INTEGER damage_mod; // set by T_Damage float framecount; // // cvars checked each frame // float timelimit; float fraglimit; float rj; #ifndef NETQUAKE // these variables are not a part of QW's system fields float deathmatch; float coop; float teamplay; #endif float skill; // coop spawning globals entity lastspawn; float spotspawn; //================================================ #define WT_MEDIEVAL 0 #define WT_METAL 1 #define WT_BASE 2 //================================================ .string killtarget; // used by anything using SUB_UseTargets (items/triggers/etc) .void(entity attacker, float damage) th_pain; // used by secret doors, monsters, players .void() th_die; // used by anything damagable (doors/buttons/players/monsters/explobox/triggermultiple) .float speed; // used with door/plats/fireball spawner, inherited .string map; // used with world/trigger_changelevel, inherited // used with monsters/players .INTEGER ammo_shells_real; // real shells count .INTEGER ammo_nails_real; // real nails count .INTEGER ammo_rockets_real; // real rockets count .INTEGER ammo_cells_real; // real cells count // Zoid Additions .float maxspeed; // Used to set Maxspeed on a player .float gravity; // Gravity Multiplier (0 to 1.0) .float attack_finished; // used with lots of stuff... .float pain_finished; // used with monsters/players .float invincible_finished; // only used for players but object check needed for T_Damage .float super_damage_finished; // only used for players but object check needed for T_Damage // // misc // .float cnt; // misc flag used by trains/dropped pent and quad // intermission float intermission_running; float intermission_exittime; #ifdef NETQUAKE entity newmis; #endif // extensions .float alpha; // DP_ENT_ALPHA // enums // monster attack states enum { AS_NONE, AS_STRAIGHT, AS_SLIDING, AS_MELEE, AS_MISSILE }; // door/plat states enum { STATE_TOP, STATE_BOTTOM, STATE_UP, STATE_DOWN }; // heal defines enumflags { H_ROTTEN, H_MEGA }; // weaponstate defines enum { WS_IDLE, WS_FIRING1, WS_FIRING2 // used with nailgun }; // ammo type defines enum { AT_NONE, AT_SHELLS, AT_NAILS, AT_ROCKETS, AT_CELLS }; // unions // DO NOT MIX UNION TYPES LIKE I AM DOING .union { struct { // fields used with world object string wad; float worldtype; // world type, 0=medieval 1=metal 2=base }; struct { // fields used with triggers/doors/plats float delay; // time from activation to firing float wait; // time from firing to restarting float t_length; // override length to move sideways float t_width; // override length to move upwards/downwards void() think1; // used with SUB_CalcMove vector finaldest; // used with SUB_CalcMove vector finalangle; // used with SUB_CalcMove float count; // for counting triggers float dmg; // damage done by door/train/trigger hurt vector mangle; // initial angle (doors/teleporter/intermission) float lip; // position adjustment (func_door/func_button) float state; // object state (doors/buttons/plats) vector pos1; // top position (doors/buttons/plats) vector pos2; // bottom position (doors/buttons/plats) float height; // height (plats/trigger_monsterjump) string noise4; // extra sound (doors) entity trigger_field; // used with linking (doors) vector dest1; // passed to CalcMove (doors) vector dest2; // passed to CalcMove (doors) }; struct { // fields used with players float weaponframe_time; // weapon frame advance time INTEGER weaponstate; // firing state of current weapon float suicide_time; // time to allow suicide after spawn float healdecay; // time when health will decay float show_hostile; // used to alert monsters float lightning_sound; // used for lightning sound playback float fly_sound; // used with trigger_push and maintaining wind sound float invincible_time; // pentagram state float invincible_sound; // pentagram sound playback float invisible_time; // ring state float invisible_sound; // ring sound playback float invisible_finished; // ring current duration float super_time; // quad state float super_sound; // quad sound playback float rad_time; // rad suit state float radsuit_finished; // rad suit current duration float dmgtime; // time slime/lava will damage float swim_flag; // swim sound playback float air_finished; // when time > air_finished, start drowning float waterdmg; // damage water will deal when drowning float walkframe; // used with walking animation float jump_flag; // last z velocity used for falling damage INTEGER ammo_type; // ammo type in use }; struct { // fields used with bubbles spawned from drowning INTEGER bubble_count; // keeps track of the number of bubbles INTEGER bubble_state; // associated with bubble progression }; struct { // fields used with items float healamount; // amount healed with health item INTEGER healtype; // type of health with health item string mdl; // model used with SUB_regen float ammo_count; // ammo amount }; struct { // fields used with monsters float pausetime; // time to pause for monsters entity movetarget; // target entity to move to }; struct { // fields used with generic projectiles float damage_direct; // damage done with a direct hit float damage_exp; // damage done from radius damage float radius_exp; // radius of radius damage INTEGER mod_direct; // mod type for direct hit INTEGER mod_exp; // mod type for radius damage float expire_time; // time when projectile dies void() proj_think; // extra think function used with projectile float proj_think_time; // interval between thinks INTEGER proj_effect; // effect used with projectile INTEGER voided; // projectile has been voided float() proj_touch; // extra touch function used with projectile }; struct { // fields used with lights float light_lev; // not used by game, but parsed by light util float style; // lightstyle to use for light }; struct { // fields used with monsters float search_time; // search time intervals float attack_state; // current AI attack state void() th_stand; // standing animation void() th_walk; // walking animation void() th_run; // running animation void() th_missile; // ranged animation void() th_melee; // melee animation entity oldenemy; // old enemy }; // fields used with ambient sounds? /* struct { float waitmin; float waitmax; float distance; float volume; }; */ }; //=========================================================================== // // builtin functions // void(vector ang) makevectors = #1; // sets v_forward, etc globals void(entity e, vector o) setorigin = #2; void(entity e, string m) setmodel = #3; // set movetype and solid first void(entity e, vector min, vector max) setsize = #4; // #5 was removed // void() break = #6; float() random = #7; // returns 0 - 1 void(entity e, float chan, string samp, float vol, float atten) sound = #8; vector(vector v) normalize = #9; void(string e) error = #10; void(string e) objerror = #11; float(vector v) vlen = #12; float(vector v) vectoyaw = #13; entity() spawn = #14; void(entity e) remove = #15; // sets trace_* globals // nomonsters can be: // An entity will also be ignored for testing if forent == test, // forent->owner == test, or test->owner == forent // a forent of world is ignored void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16; entity() checkclient = #17; // returns a client to look for entity(entity start, .string fld, string match) find = #18; string(string s) precache_sound = #19; string(string s) precache_model = #20; void(entity client, string s)stuffcmd = #21; entity(vector org, float rad) findradius = #22; // bprint moved to engine.qc // sprint moved to engine.qc void(string s) dprint = #25; string(float f) ftos = #26; string(vector v) vtos = #27; void() coredump = #28; // prints all edicts void() traceon = #29; // turns statment trace on void() traceoff = #30; void(entity e) eprint = #31; // prints an entire edict float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE // #33 was removed float() droptofloor= #34; // TRUE if landed on floor void(float style, string value) lightstyle = #35; float(float v) rint = #36; // round to nearest int float(float v) floor = #37; // largest integer <= v float(float v) ceil = #38; // smallest integer >= v // #39 was removed float(entity e) checkbottom = #40; // true if self is on ground float(vector v) pointcontents = #41; // returns a CONTENT_* // #42 was removed float(float f) fabs = #43; vector(entity e, float speed) aim = #44; // returns the shooting vector // cvar moved to engine.qc void(string s) localcmd = #46; // put string into local que entity(entity e) nextent = #47; // for looping through all ents // #48 was removed void() ChangeYaw = #49; // turn towards self.ideal_yaw // at self.yaw_speed // #50 was removed vector(vector v) vectoangles = #51; // // direct client message generation // void(float to, float f) WriteByte = #52; void(float to, float f) WriteChar = #53; void(float to, float f) WriteShort = #54; void(float to, float f) WriteLong = #55; void(float to, float f) WriteCoord = #56; void(float to, float f) WriteAngle = #57; void(float to, string s) WriteString = #58; void(float to, entity s) WriteEntity = #59; // several removed void(float step) movetogoal = #67; string(string s) precache_file = #68; // no effect except for -copy void(entity e) makestatic = #69; void(string s) changelevel = #70; //#71 was removed void(string var, string val) cvar_set = #72; // sets cvar.value void(entity client, string s) centerprint = #73; // sprint, but in middle void(vector pos, string samp, float vol, float atten) ambientsound = #74; string(string s) precache_model2 = #75; // registered version only string(string s) precache_sound2 = #76; // registered version only string(string s) precache_file2 = #77; // registered version only void(entity e) setspawnparms = #78; // set parm1... to the // values at level start // for coop respawn // logfrag moved to engine.qc // infokey moved to engine.qc // stof moved to engine.qc //============================================================================ // // subs.qc // void(vector tdest, float tspeed, void() func) SUB_CalcMove; void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt; void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove; void() SUB_CalcMoveDone; void() SUB_CalcAngleMoveDone; void() SUB_Null; void() SUB_UseTargets; void() SUB_Remove; // // combat.qc // void(entity targ, entity inflictor, entity attacker, float damage, INTEGER mod) T_Damage; float (entity e, float healamount, float ignore) T_Heal; // health function float(entity targ, entity inflictor) CanDamage;