quakec/source/server/defs/vita.qc

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2022-02-08 18:42:28 +00:00
/*
defs.qc
global definitions
Copyright (C) 1996-1997 Id Software, Inc.
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
/*
==============================================================================
SOURCE FOR GLOBALVARS_T C STRUCTURE
==============================================================================
*/
#define NX
#define VITA
//
// system globals
//
entity self;
entity other;
entity world;
float time;
float frametime;
float force_retouch;
string mapname;
float deathmatch;
float coop;
float teamplay;
float serverflags;
float rounds;
float rounds_change;
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
vector v_forward, v_up, v_right;
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
void() main; // only for testing
void() StartFrame;
void() EndFrame;
void() PlayerPreThink;
void() PlayerPostThink;
void() ClientKill;
void() ClientConnect;
void() PutClientInServer;
void() ClientDisconnect;
void() SetNewParms;
void() SetChangeParms;
void end_sys_globals;
.float modelindex;
.vector absmin, absmax;
.float ltime;
.float movetype;
.float solid;
.vector origin;
.vector oldorigin;
.vector velocity;
.vector angles;
.vector avelocity;
.vector punchangle;
.string classname;
.string model;
.float frame;
.float skin;
.float effects;
.vector mins, maxs;
.vector size;
.void() touch;
.void() use;
.void() think;
.void() blocked;
.float nextthink;
.entity groundentity;
.float health;
.float points;
.float kills;
.float weapon;
.string weaponmodel;
.string weapon2model;
.float weaponframe;
.float weapon2frame;
.float currentammo;
.float currentmag;
.float zoom;
.float weaponskin;
.float weapon2skin;
.float primary_grenades;
.float secondary_grenades;
.float grenades;
.float perks;
.float takedamage;
.entity chain;
.float deadflag;
.vector view_ofs;
.float button0;
.float button1;
.float button2;
.float button3;
.float button4;
.float button5;
.float button6;
.float button7;
.float button8;
.float impulse;
.float fixangle;
.vector v_angle;
.float idealpitch; // Naievil -- new
.string netname;
.entity enemy;
.float flags;
.float colormap;
.float team;
.float max_health;
.float teleport_time;
.float armortype;
.float armorvalue;
.float waterlevel;
.float watertype;
.float ideal_yaw;
.float yaw_speed;
.entity aiment;
.entity head;
.entity larm;
.entity rarm;
.entity goalentity;
.float spawnflags;
.string target;
.string targetname;
.float dmg_take;
.float dmg_save;
.float progress_bar;
.entity dmg_inflictor;
.entity owner;
.vector movedir;
.string message;
.float sounds;
.string noise, noise1, noise2, noise3;
.float x2_icon;
.float insta_icon;
.string Weapon_Name_Touch;
.vector ADS_Offset;
.vector Flash_Offset;
.float Flash_Size;
.float currentmag2;
.float maxspeed;
.float renderGrayscale;
void end_sys_fields;
/*
==============================================================================
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
// 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
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;
// 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';
// 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;
// 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 CHAN_NO_PHS_ADD = 8; // ie: CHAN_BODY+CHAN_NO_PHS_ADD
float ATTN_NONE = 0;
float ATTN_NORM = 1;
float ATTN_IDLE = 2;
float ATTN_STATIC = 3;
// entity effects
#define EF_BLUE 1
#define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_RED 8
#define EF_ORANGELIGHT 16
#define EF_GREEN 32
#define EF_LIGHT 64
#define EF_NODRAW 128
#define EF_BRIGHTFIELD 256
#define EF_FULLBRIGHT 512
#define EF_DARKLIGHT 1024
#define EF_DARKFIELD 2048
#define EF_PURPLELIGHT 4096
#define EF_RAYRED 8196
#define EF_RAYGREEN 16384
// 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
float MSG_MULTICAST = 4; // for multicast() call
// message levels
float PRINT_LOW = 0; // pickup messages
float PRINT_MEDIUM = 1; // death messages
float PRINT_HIGH = 2; // critical messages
float PRINT_CHAT = 3; // also goes to chat console
// multicast sets
float MULTICAST_ALL = 0; // every client
float MULTICAST_PHS = 1; // within hearing
float MULTICAST_PVS = 2; // within sight
float MULTICAST_ALL_R = 3; // every client, reliable
float MULTICAST_PHS_R = 4; // within hearing, reliable
float MULTICAST_PVS_R = 5; // within sight, reliable
//================================================
//
// globals
//
string string_null; // null string, nothing should be held here
entity activator; // the entity that activated a trigger or brush
float framecount;
//
// cvars checked each frame
//
float teamplay;
float deathmatch;
//================================================
//
// 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 voided;
.float walkframe;
// Zoid Additions
.float gravity; // Gravity Multiplier (0 to 1.0)
.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 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;
.float sprintflag;
//
// 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;
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;
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(float level, string s) bprint = #23;
void(entity client, float level, string s) sprint = #24;
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
float(entity zombie, float which, entity limb) updateLimb = #33;
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
float(entity e) checkbottom = #40; // true if self is on ground
float(vector v) pointcontents = #41; // returns a CONTENT_*
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() ChangeYaw = #49; // turn towards self.ideal_yaw
vector(vector v) vectoangles = #51;
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;
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;
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
void(entity killer, entity killee) logfrag = #79; // add to stats
string(entity e, string key) infokey = #80; // get a key value (world = serverinfo)
float(string s) stof = #81; // convert string to float
void(vector where, float set) multicast = #82;
vector(entity what) Get_Waypoint_Near = #83;
float(entity zombie, entity target) Do_Pathfind_psp = #84;
void(string s) Open_Waypoint = #85;
vector(entity zombie,vector start,vector min, vector max) Get_Next_Waypoint = #86;
void(entity client, float type, float cost, float weapon) useprint = #87;
vector(entity zombie,vector start,vector min, vector max) Get_First_Waypoint = #88;
entity (entity start, .float field, float match) findfloat = #98;
// New NZP custom ones
float(string filename, float mode) fopen = #110;
void(float fhandle) fclose = #111;
string(float fhandle) fgets = #112;
void(float fhandle, string s) fputs = #113;
float(string s) strlen = #114;
string(string s1, string s2) strcat = #115;
string(string s, float start, float length) substring = #116;
vector(string s) stov = #117;
string(string s) strzone = #118;
string(string s) strunzone = #119;
string(string s) strtrim = #120;
float(string s) tokenize = #130; // Was #441
string(float num) argv = #131; // Was #442
void(float intensity_small, float intensity_large, float duration) rumble = #132;
float(entity targ, entity inflictor) CanDamage;
#define FILE_READ 0
#define FILE_APPEND 1
#define FILE_WRITE 2
#define SVC_WEAPONFIRE 35
#define SVC_HITMARK 36
#define SVC_LIMBUPDATE 51 // naievil -- keep me
#define SVC_BSPDECAL 50 // naievil -- keep me
#define SVC_ACHIEVEMENT 52
#define VEC_ORIGIN '0 0 0'
//Standard Quake View Offset
//vector VEC_VIEW_OFS = '0 0 22';
//Half Life View Offset is 64
//64 units above ground, for our purposes it's, 64 - (how low bounding box goes)
vector VEC_VIEW_OFS = '0 0 32';
//Standard Quake Hull
//vector VEC_HULL_MIN = '-16 -16 -24';
//vector VEC_HULL_MAX = '16 16 32';
//Half Life 1 Hull Sizes ADDED BY BLUBS, COMMENTED ORIGINAL QUAKE BBOX SIZS OUT
#define VEC_HULL_MIN '-16 -16 -32'
#define VEC_HULL_MAX '16 16 40'
#define VEC_HULL2_MIN '-32 -32 -24'
#define VEC_HULL2_MAX '32 32 64'
.string fog;
//string world_fog;
.float button3;
.float button4;
.float button5;
.float button6;
.float button7;
.float button8;
.float x2_icon; // double points icon
.float insta_icon;
.vector Flash_Offset;
.float Flash_Size;
.string Weapon_Name;
.float currentHitBoxSetup;
.vector bbmins, bbmaxs; // Used for zombie hitboxes
.entity head;
.entity larm;
.entity rarm;
#define SOLID_CORPSE 5 // bsp clip, touch on edge, block
#define TE_EXPLOSION 3
#define TE_GUNSHOT 2
entity windows[32];
float wincnt;
.float recoil_delay;
float pow(float base, float n) = {
float temp = base;
if (n == 0) {
return 1;
} else {
while (n > 0) {
temp = temp * base;
n = n - 1;
}
return temp;
}
return 0;
};
void enableGrayscale(void) = {
self.renderGrayscale = 1;
}
void disableGrayscale(void) = {
self.renderGrayscale = 0;
}