fteqw/quakec/basemod/defs.qc

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#ifdef FTE
// use real int if using FTE type progs
#define INTEGER int
#else
#define INTEGER float
#endif
#define BOOL INTEGER
#define FALSE ((BOOL)0)
#define TRUE ((BOOL)1)
/*
==============================================================================
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
// 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
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;
entity shub; // boss entity
//================================================
#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
noref .float maxspeed; // Used to set Maxspeed on a player
noref .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/monsters
// intermission
float intermission_running;
float intermission_exittime;
#ifdef NETQUAKE
entity newmis;
#endif
// extensions
.float alpha; // DP_ENT_ALPHA
// enums
// ai ranges
enum
{
RANGE_MELEE,
RANGE_NEAR,
RANGE_MID,
RANGE_FAR
};
// 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
//floats (includes vectors)
.union {
struct { // fields used with world object
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
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)
vector dest1; // passed to CalcMove (doors)
vector dest2; // passed to CalcMove (doors)
};
struct { // fields used with players
float weaponframe_time; // weapon frame advance time
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 jump_flag; // last z velocity used for falling damage
};
struct { // fields used with items
float healamount; // amount healed with health item
float ammo_count; // ammo amount
};
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
float expire_time; // time when projectile dies
float proj_think_time; // interval between thinks
};
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
float pausetime; // time to pause for monsters
float hknightattack; // hell knight attack pattern
float lefty; // ai slide move
float wizardidle; // wizard idle sound timer
float inpain; // zombie in pain
};
// fields used with ambient sounds?
/*
struct {
float waitmin;
float waitmax;
float distance;
float volume;
};
*/
};
//integers
.union {
struct { // fields used with players
INTEGER weaponstate; // firing state of current weapon
INTEGER walkframe; // used with walking animation
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
INTEGER healtype; // type of health with health item
};
struct { // fields used with generic projectiles
INTEGER mod_direct; // mod type for direct hit
INTEGER mod_exp; // mod type for radius damage
INTEGER proj_effect; // effect used with projectile
INTEGER voided; // projectile has been voided
};
};
//functions
.union {
struct { // fields used with triggers/doors/plats
void() think1; // used with SUB_CalcMove
};
struct { // fields used with generic projectiles
void() proj_think; // extra think function used with projectile
float() proj_touch; // extra touch function used with projectile
};
struct { // fields used with monsters
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
};
};
//entities
.union {
struct { // fields used with triggers/doors/plats
entity trigger_field; // used with linking (doors)
};
struct { // fields used with monsters
entity oldenemy; // old enemy
entity movetarget; // target entity to move to
};
};
//strings
.union {
struct { // fields used with world object
string wad; //mute it
};
struct { // fields used with triggers/doors/plats
string noise4; // extra sound (doors)
};
struct { // fields used with items
string mdl; // model used with SUB_regen
};
};
//mute those warnings (unions/structs do not support noref mid-struct, but a later def will propogate the noref flag)
noref .string wad;
noref .float light_lev;
//===========================================================================
//
// 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
BOOL(entity targ, entity inflictor) CanDamage;