/* Copyright (C) 1996-2022 id Software LLC This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ /* ============================================================================== SOURCE FOR GLOBALVARS_T C STRUCTURE ============================================================================== */ // // system globals // entity self; entity other; entity world; float time; float frametime; 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; float deathmatch; float coop; float teamplay; //float norandom; // ROGUE: disable random respawn of powerups. 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 .float movetype; .float solid; .vector origin; // *** .vector oldorigin; // *** .vector velocity; .vector angles; .vector avelocity; .vector punchangle; // temp angle adjust from damage or recoil .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 .float idealpitch; // calculated pitch angle for lookup up slopes .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 //================================================ .float items2; //.float new_weapon; //.float new_items; .float ammo_shells1, ammo_nails1, ammo_rockets1, ammo_cells1; .float ammo_lava_nails; .float ammo_multi_rockets; .float ammo_plasma; .float gravity; /* ============================================================================== VARS NOT REFERENCED BY C CODE ============================================================================== */ // // constants // float FALSE = 0; float TRUE = 1; // edict.flags float FL_FLY = 1; float FL_SWIM = 2; float FL_CLIENT = 8; // set for all client edicts float FL_INWATER = 16; // for enter / leave water splash float FL_MONSTER = 32; float FL_GODMODE = 64; // player cheat float FL_NOTARGET = 128; // player cheat float FL_ITEM = 256; // extra wide size for bonus items float FL_ONGROUND = 512; // standing on something float FL_PARTIALGROUND = 1024; // not all corners are valid float FL_WATERJUMP = 2048; // player jumping out of water float FL_JUMPRELEASED = 4096; // for jump debouncing float FL_ISBOT = 8192; // mal: this will be set on bot players float FL_NO_PLAYERS = 16384; // mal: used by the spawn point editor float FL_NO_MONSTERS = 32768; // mal: used by the spawn point editor float FL_NO_BOTS = 65536; // mal: any item marked with this will be ignored by bots. float FL_OBJECTIVE = 131072; // mal: any item marked with this is an objective of some kind. // edict.movetype values float MOVETYPE_NONE = 0; // never moves //float MOVETYPE_ANGLENOCLIP = 1; //float MOVETYPE_ANGLECLIP = 2; float MOVETYPE_WALK = 3; // players only float MOVETYPE_STEP = 4; // discrete, not real time unless fall float MOVETYPE_FLY = 5; float MOVETYPE_TOSS = 6; // gravity float MOVETYPE_PUSH = 7; // no clip to world, push and crush float MOVETYPE_NOCLIP = 8; float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters float MOVETYPE_BOUNCE = 10; float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size // edict.solid values float SOLID_NOT = 0; // no interaction with other objects float SOLID_TRIGGER = 1; // touch on edge, but not blocking float SOLID_BBOX = 2; // touch on edge, block float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground float 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 float DEAD_NO = 0; float DEAD_DYING = 1; float DEAD_DEAD = 2; float DEAD_RESPAWNABLE = 3; // takedamage values float DAMAGE_NO = 0; float DAMAGE_YES = 1; float DAMAGE_AIM = 2; // items float IT_AXE = 2048; // 1 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; // 8 float IT_SHELLS = 128; float IT_NAILS = 256; float IT_ROCKETS = 512; float IT_CELLS = 1024; float IT_LAVA_NAILGUN = 4096; float IT_LAVA_SUPER_NAILGUN = 8192; float IT_MULTI_GRENADE = 16384; //15 float IT_MULTI_ROCKET = 32768; float IT_PLASMA_GUN = 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; //23 //ZOID -- float IT_GRAPPLE = 8388608; // grapple overload, hope it //-- ZOID // doesn't mess things up! float IT2_ARMOR1 = 1; //24 float IT2_ARMOR2 = 2; float IT2_ARMOR3 = 4; float IT2_LAVA_NAILS = 8; float IT2_PLASMA_AMMO = 16; float IT2_MULTI_ROCKETS = 32; //29 float IT2_SHIELD = 64; float IT2_ANTIGRAV = 128; float IT2_SUPERHEALTH = 256; //32 float IT2_EARTHQUAKE = 512; float IT2_V_SPHERE = 1024; // 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; float STATE_TOP = 0; float STATE_BOTTOM = 1; float STATE_UP = 2; float STATE_DOWN = 3; 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_UPDATESTAT = 3; // pgm black magic 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_CUTSCENE = 34; float SVC_ACHIEVEMENT = 52; float STAT_TOTALMONSTERS = 12; // pgm black magic 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_EXPLOSION2 = 12; float TE_BEAM = 13; // sound channels // channel 0 never willingly overrides // other channels (1-7) allways override a playing sound on that channel float CHAN_AUTO = 0; float CHAN_WEAPON = 1; float CHAN_VOICE = 2; float CHAN_ITEM = 3; float CHAN_BODY = 4; float ATTN_NONE = 0; float ATTN_NORM = 1; float ATTN_IDLE = 2; float ATTN_STATIC = 3; // update types float UPDATE_GENERAL = 0; float UPDATE_STATIC = 1; float UPDATE_BINARY = 2; float UPDATE_TEMP = 3; // entity effects float EF_BRIGHTFIELD = 1; float EF_MUZZLEFLASH = 2; float EF_BRIGHTLIGHT = 4; float EF_DIMLIGHT = 8; float EF_QUADLIGHT = 16; float EF_PENTALIGHT = 32; float EF_CANDLELIGHT = 64; // messages float MSG_BROADCAST = 0; // unreliable to all float MSG_ONE = 1; // reliable to one (msg_entity) float MSG_ALL = 2; // reliable to all float MSG_INIT = 3; // write to the init string // team numbers for Coop float TEAM_MONSTERS = 0; float TEAM_HUMANS = 1; // mal: basic colors - based on the Quake color palette. float COLOR_RED = 251; float COLOR_GREEN = 184; float COLOR_BLUE = 208; float COLOR_YELLOW = 192; float COLOR_WHITE = 254; float COLOR_BLACK = 0; float COLOR_CYAN = 244; float COLOR_ORANGE = 95; float DRAW_AI_SINGLE_FRAME = .1; // mal: use for AI that think every 10th of a second float DRAW_GAME_SINGLE_FRAME = -1; // mal: use in game code that updates every frame. // player expanded settings flags float PEF_CHANGEONLYNEW = 1; float PEF_CHANGENEVER = 2; enum class BotGoalReturnCode : int { Error = 0, Success, InProgress }; //================================================ // // globals // float movedist; float gameover; // set when a rule exits string string_null; // null string, nothing should be held here float empty_float; entity newmis; // launch_spike sets this after spawning it entity activator; // the entity that activated a trigger or brush entity damage_attacker; // set by T_Damage float framecount; float skill; float campaign_valid; float campaign; float cheats_allowed; // mal: let's us run cheat commands in DM/Coop games. // rogue globals! float earthquake_active; float earthquake_intensity; float cutscene_running; entity tag_token_owner; //================================================ // // world fields (FIXME: make globals) // .string wad; .string map; .float worldtype; // 0=medieval 1=metal 2=base //================================================ .string killtarget; // // quakeed fields // .float light_lev; // not used by game, but parsed by light util .float style; // // monster ai // .void() th_stand; .void() th_walk; .void() th_run; .void() th_missile; .void() th_melee; .void(entity attacker, float damage) th_pain; .void() th_die; .entity oldenemy; // mad at this player before taking damage .float speed; .float lefty; .float search_time; .float attack_state; float AS_STRAIGHT = 1; float AS_SLIDING = 2; float AS_MELEE = 3; float AS_MISSILE = 4; // // player only fields // .float walkframe; .float attack_finished; .float pain_finished; .float invincible_finished; .float invisible_finished; .float super_damage_finished; .float radsuit_finished; .float invincible_time, invincible_sound; .float invisible_time, invisible_sound; .float super_time, super_sound; .float rad_time; .float fly_sound; .float shield_finished, antigrav_finished; .float shield_time, antigrav_time; .entity shield_entity; .float axhitme; .float show_hostile; // set to time+0.2 whenever a client fires a // weapon or takes damage. Used to alert // monsters that otherwise would let the player go .float jump_flag; // player jump flag .float swim_flag; // player swimming sound flag .float air_finished; // when time > air_finished, start drowning .float bubble_count; // keeps track of the number of bubbles .string deathtype; // keeps track of how the player died // // object stuff // .string mdl; .vector mangle; // angle at start .vector oldorigin; // only used by secret door .float t_length, t_width; // // doors, etc // .vector dest, dest1, dest2; .float wait; // time from firing to restarting .float delay; // time from activation to firing .entity trigger_field; // door's trigger entity .string noise4; // // monsters // .float pausetime; .entity movetarget; // // doors // .float aflag; .float dmg; // damage done by door when hit // // misc // .float cnt; // misc flag // // subs // .void() think1; .vector finaldest, finalangle; // // triggers // .float count; // for counting triggers // // plats / doors / buttons // .float lip; .float state; .vector pos1, pos2; // top and bottom positions .float height; // // sounds // .float waitmin, waitmax; .float distance; .float volume; // // elevator fields // .float elevatorLastUse; .float elevatorOnFloor; .float elevatorToFloor; .vector elevatorDestination; // // plat2 fields // .float plat2Called; .float plat2LastMove; .float plat2GoTime; .float plat2GoTo; // // new AI fields // .float orbitPosition; // // dragon specific fields // .float playerInRoom; .float playerInTransit; .float dragonInRoom; .float dragonInTransit; .float dragonAttacking; .float dragonPainSequence; .vector dragonLastVelocity; // // Other Rogue Fields // .float AGping; .float childrenSpawned; .float ltrailLastUsed; .float shield_death_time; .float shieldSoundTime; .float dragonDeathState; .float tag_frags; .float tag_message_time; // // new to ex // .float spawn_deferred; //=========================================================================== // // 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; void(string s, ...) bprint = #0:ex_bprint; void(entity client, string s, ...) sprint = #0:ex_sprint; 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(float yaw, float dist) 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 float(string s) cvar = #45; // return cvar.value void(string s) localcmd = #46; // put string into local que entity(entity e) nextent = #47; // for looping through all ents void(vector o, vector d, float color, float count) particle = #48;// start a particle effect 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; // // broadcast client message generation // // void(float f) bWriteByte = #59; // void(float f) bWriteChar = #60; // void(float f) bWriteShort = #61; // void(float f) bWriteLong = #62; // void(float f) bWriteCoord = #63; // void(float f) bWriteAngle = #64; // void(string s) bWriteString = #65; // void(entity e) bWriteEntity = #66; 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 = #0:ex_centerprint; // 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 float() finaleFinished = #0:ex_finaleFinished; // Plays a sound that only "client" can hear. Useful for announcers... void localsound( entity client, string sample ) = #0:ex_localsound; // Debug rendering functions. void draw_point( vector point, float colormap, float lifetime, float depthtest ) = #0:ex_draw_point; void draw_line( vector start, vector end, float colormap, float lifetime, float depthtest ) = #0:ex_draw_line; void draw_arrow( vector start, vector end, float colormap, float size, float lifetime, float depthtest ) = #0:ex_draw_arrow; void draw_ray( vector start, vector direction, float length, float colormap, float size, float lifetime, float depthtest ) = #0:ex_draw_ray; void draw_circle( vector origin, float radius, float colormap, float lifetime, float depthtest ) = #0:ex_draw_circle; void draw_bounds( vector min, vector max, float colormap, float lifetime, float depthtest ) = #0:ex_draw_bounds; void draw_worldtext( string s, vector origin, float size, float lifetime, float depthtest ) = #0:ex_draw_worldtext; void draw_sphere( vector origin, float radius, float colormap, float lifetime, float depthtest ) = #0:ex_draw_sphere; void draw_cylinder( vector origin, float halfHeight, float radius, float colormap, float lifetime, float depthtest ) = #0:ex_draw_cylinder; // Bot functions that return a value based on "BOT_GOAL_", depending on the status of the goal. float bot_movetopoint( entity bot, vector point ) = #0:ex_bot_movetopoint; float bot_followentity( entity bot, entity goal ) = #0:ex_bot_followentity; // Function for checking new player configured flags, such as weapon swap behaviour float CheckPlayerEXFlags( entity playerEnt ) = #0:ex_CheckPlayerEXFlags; // Path monsters to the goal using any available nav nodes on the map float walkpathtogoal( float movedist, vector goal ) = #0:ex_walkpathtogoal; float checkextension( string s ) = #99; //============================================================================ // // 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) T_Damage; float (entity e, float healamount, float ignore) T_Heal; // health function float(entity targ, entity inflictor) CanDamage; // // new_items.qc // void(entity theEntity) UpdateAmmoCounts; // // dmatch.qc // void() tag_token_respawn; void() tag_token_touch; void() tag_token_drop; // sphere.qc void(entity ownerEntity) sphere_remove;