game-source/ParoxysmII/source/quakeworld.r
Jeff Teunissen 5b81f01e3b Okay, this is the first import of my recovered (thanks, Despair!) PoxII tree.
It works, and is playable, but you need to symlink source/config.qw to
source/config.qw -- otherwise it won't build a qwprogs.dat for you. :)
2003-10-22 09:24:50 +00:00

225 lines
7.9 KiB
R

/*
quakeworld.r
QuakeWorld constant definitions
Copyright (C) 2002 Dusk to Dawn Computing, Inc.
Portions 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 Lesser General Public License as published by
the Free Software Foundation either version 2.1 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser 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
$Id$
*/
#define FALSE 0
#define TRUE 1
/* Entity flags, for the .flags field (a bit field) */
#define FL_FLY 1 // Entity is flying
#define FL_SWIM 2
#define FL_CLIENT 8 // Set for all client entities
#define FL_INWATER 16 // Set for entities that are in water
#define FL_MONSTER 32 // Entity is a monster
#define FL_GODMODE 64 // Entity has "god mode"
#define FL_NOTARGET 128 // Entity is not targeted by monsters
#define FL_ITEM 256 // Extra wide size, for bonus items
#define FL_ONGROUND 512 // Entity is completely standing on something
#define FL_PARTIALGROUND 1024 // Not all corners are valid
#define FL_WATERJUMP 2048 // Entity is a player jumping out of water
#define FL_JUMPRELEASED 4096 // For jump debouncing (no pogo stick)
/* Valid values for the .movetype field */
#define MOVETYPE_NONE 0 // Does not move
#if 0
# define MOVETYPE_ANGLENOCLIP 1
# define MOVETYPE_ANGLECLIP 2
#endif
#define MOVETYPE_WALK 3 // Only players can have this movement type
#define MOVETYPE_STEP 4 // Discrete, not real time unless fall
#define MOVETYPE_FLY 5 // Not affected by gravity
#define MOVETYPE_TOSS 6 // Use gravity to calculate trajectory
#define MOVETYPE_PUSH 7 // Not clipped to world, can push and crush players
#define MOVETYPE_NOCLIP 8 // Not clipped at all
#define MOVETYPE_FLYMISSILE 9 // Flying with extra size against monsters
#define MOVETYPE_BOUNCE 10 // Bounces off solid objects, use
#define MOVETYPE_BOUNCEMISSILE 11 // Bounces with extra size
/* Valid values for the .solid field */
#define SOLID_NOT 0 // Does not interact with other objects
#define SOLID_TRIGGER 1 // .touch called, but don't block movement
#define SOLID_BBOX 2 // .touch called and block movement
#define SOLID_SLIDEBOX 3 // .touch on edge, don't block if FL_ONGROUND
#define SOLID_BSP 4 // BSP clip, .touch on edge, block movement
/* Range values */
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
/* Valid values for the .deadflag field */
#define DEAD_NO 0 // Not dead
#define DEAD_DYING 1 // Dying, will be dead soon
#define DEAD_DEAD 2 // E's shuffled off his mortal coil
#define DEAD_RESPAWNABLE 3 // Dead, but can respawn
/* Valid values for the .takedamage field */
#define DAMAGE_NO 0 // Does not take damage
#define DAMAGE_YES 1 // Takes all damage
#define DAMAGE_AIM 2 // Takes only direct damage
/* Item flags */ // Weapons
#define IT_AXE 4096
#define IT_SHOTGUN 1
#define IT_SUPER_SHOTGUN 2
#define IT_NAILGUN 4
#define IT_SUPER_NAILGUN 8
#define IT_GRENADE_LAUNCHER 16
#define IT_ROCKET_LAUNCHER 32
#define IT_LIGHTNING 64
#define IT_EXTRA_WEAPON 128
// Ammo
#define IT_SHELLS 256
#define IT_NAILS 512
#define IT_ROCKETS 1024
#define IT_CELLS 2048
// Armor types
#define IT_ARMOR1 8192
#define IT_ARMOR2 16384
#define IT_ARMOR3 32768
// Keys
#define IT_KEY1 131072
#define IT_KEY2 262144
// Special items
#define IT_SUPERHEALTH 65536 // Megahealth
#define IT_INVISIBILITY 524288 // Ring of shadows
#define IT_INVULNERABILITY 1048576 // Pentagram of Protection
#define IT_SUIT 2097152 // Biosuit
#define IT_QUAD 4194304 // Quad Damage
/* Values returned by pointcontents() */
#define CONTENT_EMPTY -1 // Point is in the air somewhere
#define CONTENT_SOLID -2 // Point is outside the world
#define CONTENT_WATER -3 // Point is in water
#define CONTENT_SLIME -4 // Point is in slime
#define CONTENT_LAVA -5 // Point is in lava
#define CONTENT_SKY -6 // Point is beyond the sky
#define STATE_TOP 0
#define STATE_BOTTOM 1
#define STATE_UP 2
#define STATE_DOWN 3
#define VEC_ORIGIN '0 0 0' // the origin of a 3D object
// defines the bounding box of a player
#define VEC_HULL_MIN '-16 -16 -24'
#define VEC_HULL_MAX '16 16 32'
// defines the bounding box of some monsters
#define VEC_HULL2_MIN '-32 -32 -24'
#define VEC_HULL2_MAX '32 32 64'
// Protocol bytes
#define SVC_TEMPENTITY 23 // server -> client: create temp entity
#define SVC_KILLEDMONSTER 27 // server -> client: killed a monster
#define SVC_FOUNDSECRET 28 // server -> client: found a secret
#define SVC_INTERMISSION 30 // server -> client: intermission start
#define SVC_FINALE 31 // server -> client: game over
#define SVC_CDTRACK 32 // server -> client: set CD audio track
#define SVC_SELLSCREEN 33 // server -> client: show "nag" screen
#define SVC_SMALLKICK 34 // server -> client:
#define SVC_BIGKICK 35 // server -> client:
#define SVC_MUZZLEFLASH 39 // server -> client: place a glow
// Useful things SVC_TEMPENTITY can create
#define TE_SPIKE 0 // A nail
#define TE_SUPERSPIKE 1 // A big nail
#define TE_GUNSHOT 2 // Gunshot hitting a wall
#define TE_EXPLOSION 3 // Rocket/grenade explosion
#define TE_TAREXPLOSION 4 // "tarbaby" explosion
#define TE_LIGHTNING1 5
#define TE_LIGHTNING2 6
#define TE_WIZSPIKE 7 // Yellow trail from the Scragg
#define TE_KNIGHTSPIKE 8 // The Death Knight's ranged attack
#define TE_LIGHTNING3 9
#define TE_LAVASPLASH 10
#define TE_TELEPORT 11 // Teleportation effect
#define TE_BLOOD 12 // Blood puff
#define TE_LIGHTNINGBLOOD 13
/*
Sound channels
Channel 0 never willingly overrides anything.
Other channels (1-7) always override a sound playing on that channel.
*/
#define CHAN_AUTO 0 // Pick a free channel if available
#define CHAN_WEAPON 1 // Player's weapon
#define CHAN_VOICE 2 // Player's voice
#define CHAN_ITEM 3
#define CHAN_BODY 4 // Player's body (footsteps, etc)
// special sound flags (OR together with a channel)
#define CHAN_NO_PHS_ADD 8 // Do not add to the PHS
/* Sound attenuation for distance */
#define ATTN_NONE 0 // No fadeout (whole world)
#define ATTN_NORM 1
#define ATTN_IDLE 2
#define ATTN_STATIC 3
// update types
#define UPDATE_GENERAL 0
#define UPDATE_STATIC 1
#define UPDATE_BINARY 2
#define UPDATE_TEMP 3
/* entity effects */
#if 0 // Removed for unknown reasons
# define EF_BRIGHTFIELD 1
# define EF_MUZZLEFLASH 2
#endif
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
#define EF_FLAG1 16 // CTF hack, attach flag 1
#define EF_FLAG2 32 // CTF hack, attach flag 2
// GLQuakeWorld Stuff
#define EF_BLUE 64 // Blue dlight effect, for Quad
#define EF_RED 128 // Red dlight effect, for Pentagram
/* Message types */
#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 priority levels */
#define PRINT_LOW 0 // Bonus pickup messages
#define PRINT_MEDIUM 1 // death messages
#define PRINT_HIGH 2 // critical messages
#define PRINT_CHAT 3 // also goes to chat console
// 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