quakeforge/qw/include/sv_progs.h

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/*
sv_progs.h
server specific progs definitions
Copyright (C) 2000 Bill Currie
Author: Bill Currie
Date: 28 Feb 2001
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
$Id$
*/
#ifndef __sv_progs_h
#define __sv_progs_h
#include "QF/progs.h"
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#include "sv_pr_cmds.h"
typedef struct {
int *self;
int *other;
int *world;
float *time;
float *frametime;
int *newmis;
float *force_retouch;
string_t *mapname;
float *serverflags;
float *total_secrets;
float *total_monsters;
float *found_secrets;
float *killed_monsters;
float *parms; // an actual array
vec3_t *v_forward;
vec3_t *v_up;
vec3_t *v_right;
float *trace_allsolid;
float *trace_startsolid;
float *trace_fraction;
vec3_t *trace_endpos;
vec3_t *trace_plane_normal;
float *trace_plane_dist;
int *trace_ent;
float *trace_inopen;
float *trace_inwater;
int *msg_entity;
float *current_skill;
} sv_globals_t;
extern sv_globals_t sv_globals;
typedef struct {
func_t main;
func_t StartFrame;
func_t PlayerPreThink;
func_t PlayerPostThink;
func_t ClientKill;
func_t ClientConnect;
func_t PutClientInServer;
func_t ClientDisconnect;
func_t SetNewParms;
func_t SetChangeParms;
} sv_funcs_t;
extern sv_funcs_t sv_funcs;
typedef struct
{
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int modelindex; //float
int absmin; //vec3_t
int absmax; //vec3_t
int ltime; //float
int lastruntime; //float
int movetype; //float
int solid; //float
int origin; //vec3_t
int oldorigin; //vec3_t
int velocity; //vec3_t
int angles; //vec3_t
int avelocity; //vec3_t
int classname; //string_t
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int model; //string_t
int frame; //float
int skin; //float
int effects; //float
int mins; //vec3_t
int maxs; //vec3_t
int size; //vec3_t
int touch; //func_t
int think; //func_t
int blocked; //func_t
int nextthink; //float
int groundentity; //int
int health; //float
int frags; //float
int weapon; //float
int weaponmodel; //string_t
int weaponframe; //float
int currentammo; //float
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int ammo_shells; //float
int ammo_nails; //float
int ammo_rockets; //float
int ammo_cells; //float
int items; //float
int takedamage; //float
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int chain; //int
int view_ofs; //vec3_t
int button0; //float
int button1; //float
int button2; //float
int impulse; //float
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int fixangle; //float
int v_angle; //vec3_t
int netname; //string_t
int enemy; //int
int flags; //float
int colormap; //float
int team; //float
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int teleport_time; //float
int armorvalue; //float
int waterlevel; //float
int watertype; //float
int ideal_yaw; //float
int yaw_speed; //float
int goalentity; //int
int spawnflags; //float
int dmg_take; //float
int dmg_save; //float
int dmg_inflictor; //int
int owner; //int
int message; //string_t
int sounds; //float
int rotated_bbox; //int
int alpha;
int scale;
int glow_size;
int glow_color;
int colormod;
int gravity;
int maxspeed;
} sv_fields_t;
extern sv_fields_t sv_fields;
#if TYPECHECK_PROGS
#define SVFIELD(e,f,t) E_var (e, PR_AccessField (&sv_pr_state, #f, ev_##t, __FILE__, __LINE__), t)
#else
#define SVFIELD(e,f,t) E_var (e, sv_fields.f, t)
#endif
#define SVfloat(e,f) SVFIELD (e, f, float)
#define SVstring(e,f) SVFIELD (e, f, string)
#define SVfunc(e,f) SVFIELD (e, f, func)
#define SVentity(e,f) SVFIELD (e, f, entity)
#define SVvector(e,f) SVFIELD (e, f, vector)
#define SVinteger(e,f) SVFIELD (e, f, integer)
#define PROGHEADER_CRC 54730
extern func_t EndFrame;
extern func_t SpectatorConnect;
extern func_t SpectatorThink;
extern func_t SpectatorDisconnect;
extern func_t UserInfoCallback;
#endif // __sv_progs_h