mirror of
https://github.com/nzp-team/quakec.git
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668 lines
No EOL
22 KiB
C++
668 lines
No EOL
22 KiB
C++
/*
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defs.qc
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global definitions
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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/*
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==============================================================================
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SOURCE FOR GLOBALVARS_T C STRUCTURE
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==============================================================================
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*/
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#define NX
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#define VITA
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//
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// system globals
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//
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entity self;
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entity other;
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entity world;
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float time;
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float frametime;
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float force_retouch;
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string 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 rounds;
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float rounds_change;
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float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
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vector v_forward, v_up, 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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vector trace_endpos;
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vector trace_plane_normal;
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float trace_plane_dist;
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entity trace_ent;
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float trace_inopen;
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float trace_inwater;
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entity msg_entity; // destination of single entity writes
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void() main; // only for testing
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void() StartFrame;
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void() EndFrame;
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void() PlayerPreThink;
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void() PlayerPostThink;
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void() ClientKill;
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void() ClientConnect;
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void() PutClientInServer;
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void() ClientDisconnect;
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void() SetNewParms;
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void() SetChangeParms;
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void end_sys_globals;
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.float modelindex;
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.vector absmin, absmax;
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.float ltime;
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.float movetype;
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.float solid;
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.vector origin;
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.vector oldorigin;
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.vector velocity;
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.vector angles;
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.vector avelocity;
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.vector punchangle;
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.string classname;
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.string model;
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.float frame;
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.float skin;
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.float effects;
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.vector mins, maxs;
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.vector size;
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.void() touch;
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.void() use;
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.void() think;
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.void() blocked;
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.float nextthink;
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.entity groundentity;
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.float health;
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.float points;
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.float kills;
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.float weapon;
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.string weaponmodel;
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.string weapon2model;
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.float weaponframe;
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.float weapon2frame;
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.float currentammo;
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.float currentmag;
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.float zoom;
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.float weaponskin;
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.float weapon2skin;
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.float primary_grenades;
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.float secondary_grenades;
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.float grenades;
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.float perks;
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.float takedamage;
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.entity chain;
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.float deadflag;
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.vector view_ofs;
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.float button0;
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.float button1;
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.float button2;
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.float button3;
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.float button4;
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.float button5;
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.float button6;
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.float button7;
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.float button8;
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.float impulse;
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.float fixangle;
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.vector v_angle;
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.float idealpitch; // Naievil -- new
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.string netname;
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.entity enemy;
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.float flags;
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.float colormap;
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.float team;
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.float max_health;
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.float teleport_time;
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.float armortype;
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.float armorvalue;
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.float waterlevel;
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.float watertype;
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.float ideal_yaw;
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.float yaw_speed;
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.entity aiment;
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.entity head;
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.entity larm;
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.entity rarm;
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.entity goalentity;
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.float spawnflags;
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.string target;
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.string targetname;
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.float dmg_take;
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.float dmg_save;
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.float progress_bar;
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.entity dmg_inflictor;
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.entity owner;
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.vector movedir;
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.string message;
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.float sounds;
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.string noise, noise1, noise2, noise3;
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.float x2_icon;
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.float insta_icon;
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.string Weapon_Name_Touch;
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.vector ADS_Offset;
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.vector Flash_Offset;
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.float Flash_Size;
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.float currentmag2;
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.float maxspeed;
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.float renderGrayscale;
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void end_sys_fields;
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/*
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==============================================================================
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VARS NOT REFERENCED BY C CODE
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==============================================================================
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*/
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//
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// constants
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//
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float FALSE = 0;
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float TRUE = 1;
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// edict.flags
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float FL_FLY = 1;
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float FL_SWIM = 2;
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float FL_CLIENT = 8; // set for all client edicts
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float FL_INWATER = 16; // for enter / leave water splash
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float FL_MONSTER = 32;
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float FL_GODMODE = 64; // player cheat
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float FL_NOTARGET = 128; // player cheat
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float FL_ITEM = 256; // extra wide size for bonus items
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float FL_ONGROUND = 512; // standing on something
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float FL_PARTIALGROUND = 1024; // not all corners are valid
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float FL_WATERJUMP = 2048; // player jumping out of water
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float FL_JUMPRELEASED = 4096; // for jump debouncing
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// edict.movetype values
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float MOVETYPE_NONE = 0; // never moves
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//float MOVETYPE_ANGLENOCLIP = 1;
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//float MOVETYPE_ANGLECLIP = 2;
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float MOVETYPE_WALK = 3; // players only
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float MOVETYPE_STEP = 4; // discrete, not real time unless fall
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float MOVETYPE_FLY = 5;
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float MOVETYPE_TOSS = 6; // gravity
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float MOVETYPE_PUSH = 7; // no clip to world, push and crush
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float MOVETYPE_NOCLIP = 8;
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float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
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float MOVETYPE_BOUNCE = 10;
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float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
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// edict.solid values
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float SOLID_NOT = 0; // no interaction with other objects
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float SOLID_TRIGGER = 1; // touch on edge, but not blocking
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float SOLID_BBOX = 2; // touch on edge, block
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float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
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float SOLID_BSP = 4; // bsp clip, touch on edge, block
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float DEAD_NO = 0;
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float DEAD_DYING = 1;
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float DEAD_DEAD = 2;
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float DEAD_RESPAWNABLE = 3;
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// takedamage values
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float DAMAGE_NO = 0;
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float DAMAGE_YES = 1;
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float DAMAGE_AIM = 2;
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// point content values
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float CONTENT_EMPTY = -1;
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float CONTENT_SOLID = -2;
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float CONTENT_WATER = -3;
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float CONTENT_SLIME = -4;
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float CONTENT_LAVA = -5;
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float CONTENT_SKY = -6;
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float STATE_TOP = 0;
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float STATE_BOTTOM = 1;
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float STATE_UP = 2;
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float STATE_DOWN = 3;
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vector VEC_ORIGIN = '0 0 0';
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// protocol bytes
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float SVC_TEMPENTITY = 23;
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float SVC_KILLEDMONSTER = 27;
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float SVC_FOUNDSECRET = 28;
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float SVC_INTERMISSION = 30;
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float SVC_FINALE = 31;
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float SVC_CDTRACK = 32;
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float SVC_SELLSCREEN = 33;
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float SVC_SMALLKICK = 34;
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float SVC_BIGKICK = 35;
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float SVC_MUZZLEFLASH = 39;
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// sound channels
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// channel 0 never willingly overrides
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// other channels (1-7) allways override a playing sound on that channel
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float CHAN_AUTO = 0;
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float CHAN_WEAPON = 1;
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float CHAN_VOICE = 2;
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float CHAN_ITEM = 3;
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float CHAN_BODY = 4;
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float CHAN_NO_PHS_ADD = 8; // ie: CHAN_BODY+CHAN_NO_PHS_ADD
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float ATTN_NONE = 0;
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float ATTN_NORM = 1;
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float ATTN_IDLE = 2;
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float ATTN_STATIC = 3;
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// entity effects
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#define EF_BLUE 1
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#define EF_MUZZLEFLASH 2
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#define EF_BRIGHTLIGHT 4
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#define EF_RED 8
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#define EF_ORANGELIGHT 16
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#define EF_GREEN 32
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#define EF_LIGHT 64
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#define EF_NODRAW 128
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#define EF_BRIGHTFIELD 256
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#define EF_FULLBRIGHT 512
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#define EF_DARKLIGHT 1024
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#define EF_DARKFIELD 2048
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#define EF_PURPLELIGHT 4096
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#define EF_RAYRED 8196
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#define EF_RAYGREEN 16384
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// messages
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float MSG_BROADCAST = 0; // unreliable to all
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float MSG_ONE = 1; // reliable to one (msg_entity)
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float MSG_ALL = 2; // reliable to all
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float MSG_INIT = 3; // write to the init string
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float MSG_MULTICAST = 4; // for multicast() call
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// message levels
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float PRINT_LOW = 0; // pickup messages
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float PRINT_MEDIUM = 1; // death messages
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float PRINT_HIGH = 2; // critical messages
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float PRINT_CHAT = 3; // also goes to chat console
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// multicast sets
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float MULTICAST_ALL = 0; // every client
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float MULTICAST_PHS = 1; // within hearing
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float MULTICAST_PVS = 2; // within sight
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float MULTICAST_ALL_R = 3; // every client, reliable
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float MULTICAST_PHS_R = 4; // within hearing, reliable
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float MULTICAST_PVS_R = 5; // within sight, reliable
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//================================================
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//
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// globals
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//
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string string_null; // null string, nothing should be held here
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entity activator; // the entity that activated a trigger or brush
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float framecount;
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//
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// cvars checked each frame
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//
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float teamplay;
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float deathmatch;
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//================================================
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//
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// world fields (FIXME: make globals)
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//
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.string wad;
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.string map;
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.float worldtype; // 0=medieval 1=metal 2=base
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//================================================
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.string killtarget;
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//
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// quakeed fields
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//
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.float light_lev; // not used by game, but parsed by light util
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.float style;
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//
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// monster ai
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//
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.void() th_stand;
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.void() th_walk;
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.void() th_run;
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.void() th_missile;
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.void() th_melee;
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.void(entity attacker, float damage) th_pain;
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.void() th_die;
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.entity oldenemy; // mad at this player before taking damage
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.float speed;
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.float lefty;
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.float search_time;
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.float attack_state;
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float AS_STRAIGHT = 1;
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float AS_SLIDING = 2;
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float AS_MELEE = 3;
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float AS_MISSILE = 4;
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//
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// player only fields
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//
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.float voided;
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.float walkframe;
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// Zoid Additions
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.float gravity; // Gravity Multiplier (0 to 1.0)
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.float attack_finished;
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.float pain_finished;
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.float invincible_finished;
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.float invisible_finished;
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.float super_damage_finished;
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.float radsuit_finished;
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.float invincible_time, invincible_sound;
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.float invisible_time, invisible_sound;
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.float super_time, super_sound;
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.float rad_time;
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.float fly_sound;
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.float axhitme;
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.float show_hostile; // set to time+0.2 whenever a client fires a
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// weapon or takes damage. Used to alert
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// monsters that otherwise would let the player go
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.float jump_flag; // player jump flag
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.float swim_flag; // player swimming sound flag
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.float air_finished; // when time > air_finished, start drowning
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.float bubble_count; // keeps track of the number of bubbles
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.string deathtype; // keeps track of how the player died
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//
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// object stuff
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//
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.string mdl;
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.vector mangle; // angle at start
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.vector oldorigin; // only used by secret door
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.float t_length, t_width;
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//
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// doors, etc
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//
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.vector dest, dest1, dest2;
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.float wait; // time from firing to restarting
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.float delay; // time from activation to firing
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.entity trigger_field; // door's trigger entity
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.string noise4;
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//
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// monsters
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//
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.float pausetime;
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.entity movetarget;
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//
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// doors
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//
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.float aflag;
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.float dmg; // damage done by door when hit
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//
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// misc
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//
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.float cnt; // misc flag
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//
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// subs
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//
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.void() think1;
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.vector finaldest, finalangle;
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//
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// triggers
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//
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.float count; // for counting triggers
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//
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// plats / doors / buttons
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//
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.float lip;
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.float state;
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.vector pos1, pos2; // top and bottom positions
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.float height;
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//
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// sounds
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//
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.float waitmin, waitmax;
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.float distance;
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.float volume;
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.float sprintflag;
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//
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// builtin functions
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//
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void(vector ang) makevectors = #1; // sets v_forward, etc globals
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void(entity e, vector o) setorigin = #2;
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void(entity e, string m) setmodel = #3; // set movetype and solid first
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void(entity e, vector min, vector max) setsize = #4;
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void() break = #6;
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float() random = #7; // returns 0 - 1
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void(entity e, float chan, string samp, float vol, float atten) sound = #8;
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vector(vector v) normalize = #9;
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void(string e) error = #10;
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void(string e) objerror = #11;
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float(vector v) vlen = #12;
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float(vector v) vectoyaw = #13;
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entity() spawn = #14;
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void(entity e) remove = #15;
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void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
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entity() checkclient = #17; // returns a client to look for
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entity(entity start, .string fld, string match) find = #18;
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string(string s) precache_sound = #19;
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string(string s) precache_model = #20;
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void(entity client, string s)stuffcmd = #21;
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entity(vector org, float rad) findradius = #22;
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void(float level, string s) bprint = #23;
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void(entity client, float level, string s) sprint = #24;
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void(string s) dprint = #25;
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string(float f) ftos = #26;
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string(vector v) vtos = #27;
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void() coredump = #28; // prints all edicts
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void() traceon = #29; // turns statment trace on
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void() traceoff = #30;
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void(entity e) eprint = #31; // prints an entire edict
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float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
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float(entity zombie, float which, entity limb) updateLimb = #33;
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float(float yaw, float dist) droptofloor = #34; // TRUE if landed on floor
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void(float style, string value) lightstyle = #35;
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float(float v) rint = #36; // round to nearest int
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float(float v) floor = #37; // largest integer <= v
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float(float v) ceil = #38; // smallest integer >= v
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float(entity e) checkbottom = #40; // true if self is on ground
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float(vector v) pointcontents = #41; // returns a CONTENT_*
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float(float f) fabs = #43;
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vector(entity e, float speed) aim = #44; // returns the shooting vector
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float(string s) cvar = #45; // return cvar.value
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void(string s) localcmd = #46; // put string into local que
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entity(entity e) nextent = #47; // for looping through all ents
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void() ChangeYaw = #49; // turn towards self.ideal_yaw
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vector(vector v) vectoangles = #51;
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void(float to, float f) WriteByte = #52;
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void(float to, float f) WriteChar = #53;
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void(float to, float f) WriteShort = #54;
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void(float to, float f) WriteLong = #55;
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void(float to, float f) WriteCoord = #56;
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void(float to, float f) WriteAngle = #57;
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void(float to, string s) WriteString = #58;
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void(float to, entity s) WriteEntity = #59;
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void(float step) movetogoal = #67;
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string(string s) precache_file = #68; // no effect except for -copy
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void(entity e) makestatic = #69;
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void(string s) changelevel = #70;
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void(string var, string val) cvar_set = #72; // sets cvar.value
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void(entity client, string s) centerprint = #73; // sprint, but in middle
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void(vector pos, string samp, float vol, float atten) ambientsound = #74;
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string(string s) precache_model2 = #75; // registered version only
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string(string s) precache_sound2 = #76; // registered version only
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string(string s) precache_file2 = #77; // registered version only
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void(entity e) setspawnparms = #78; // set parm1... to the
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void(entity killer, entity killee) logfrag = #79; // add to stats
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string(entity e, string key) infokey = #80; // get a key value (world = serverinfo)
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float(string s) stof = #81; // convert string to float
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void(vector where, float set) multicast = #82;
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vector(entity what) Get_Waypoint_Near = #83;
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float(entity zombie, entity target) Do_Pathfind_psp = #84;
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void(string s) Open_Waypoint = #85;
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vector(entity zombie,vector start,vector min, vector max) Get_Next_Waypoint = #86;
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void(entity client, float type, float cost, float weapon) useprint = #87;
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vector(entity zombie,vector start,vector min, vector max) Get_First_Waypoint = #88;
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entity (entity start, .float field, float match) findfloat = #98;
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// New NZP custom ones
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float(string filename, float mode) fopen = #110;
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void(float fhandle) fclose = #111;
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string(float fhandle) fgets = #112;
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void(float fhandle, string s) fputs = #113;
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float(string s) strlen = #114;
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string(string s1, string s2) strcat = #115;
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string(string s, float start, float length) substring = #116;
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vector(string s) stov = #117;
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string(string s) strzone = #118;
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string(string s) strunzone = #119;
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string(string s) strtrim = #120;
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float(string s) tokenize = #130; // Was #441
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string(float num) argv = #131; // Was #442
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void(float intensity_small, float intensity_large, float duration) rumble = #132;
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float(entity targ, entity inflictor) CanDamage;
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|
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#define FILE_READ 0
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#define FILE_APPEND 1
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#define FILE_WRITE 2
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#define SVC_WEAPONFIRE 35
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#define SVC_HITMARK 36
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#define SVC_LIMBUPDATE 51 // naievil -- keep me
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#define SVC_BSPDECAL 50 // naievil -- keep me
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#define SVC_ACHIEVEMENT 52
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|
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#define VEC_ORIGIN '0 0 0'
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|
|
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//Standard Quake View Offset
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|
//vector VEC_VIEW_OFS = '0 0 22';
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|
|
|
//Half Life View Offset is 64
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|
//64 units above ground, for our purposes it's, 64 - (how low bounding box goes)
|
|
vector VEC_VIEW_OFS = '0 0 32';
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|
|
|
//Standard Quake Hull
|
|
//vector VEC_HULL_MIN = '-16 -16 -24';
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|
//vector VEC_HULL_MAX = '16 16 32';
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|
|
|
//Half Life 1 Hull Sizes ADDED BY BLUBS, COMMENTED ORIGINAL QUAKE BBOX SIZS OUT
|
|
#define VEC_HULL_MIN '-16 -16 -32'
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|
#define VEC_HULL_MAX '16 16 40'
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|
|
|
#define VEC_HULL2_MIN '-32 -32 -24'
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|
#define VEC_HULL2_MAX '32 32 64'
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|
|
|
.string fog;
|
|
//string world_fog;
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|
|
|
.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;
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|
|
|
.float currentHitBoxSetup;
|
|
.vector bbmins, bbmaxs; // Used for zombie hitboxes
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|
|
|
.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;
|
|
} |