quakeforge/nq/include/sv_progs.h
Bill Currie 12da412871 Get entity alpha (mostly) working.
I'm not sure if bsp model rendering is correct (backside issues), but
enities now sport transparency. Good test map:
http://www.celephais.net/board/view_thread.php?id=60157&
2010-12-16 09:34:29 +09:00

285 lines
7.6 KiB
C

/*
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/link.h"
#include "QF/progs.h"
#include "protocol.h"
#include "sv_pr_cmds.h"
typedef struct {
pr_int_t *self;
pr_int_t *other;
pr_int_t *world;
float *time;
float *frametime;
float *force_retouch;
string_t *mapname;
string_t *startspot;
float *deathmatch;
float *coop;
float *teamplay;
float *serverflags;
float *total_secrets;
float *total_monsters;
float *found_secrets;
float *killed_monsters;
float *parms;
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;
pr_int_t *trace_ent;
float *trace_inopen;
float *trace_inwater;
pr_int_t *msg_entity;
string_t *null;
pr_int_t *newmis;
} 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;
func_t EndFrame;
} sv_funcs_t;
extern sv_funcs_t sv_funcs;
typedef struct
{
pr_int_t modelindex; //float
pr_int_t absmin; //vec3_t
pr_int_t absmax; //vec3_t
pr_int_t ltime; //float
pr_int_t movetype; //float
pr_int_t solid; //float
pr_int_t origin; //vec3_t
pr_int_t oldorigin; //vec3_t
pr_int_t velocity; //vec3_t
pr_int_t angles; //vec3_t
pr_int_t avelocity; //vec3_t
pr_int_t basevelocity; //vec3_t
pr_int_t punchangle; //vec3_t
pr_int_t classname; //string_t
pr_int_t model; //string_t
pr_int_t frame; //float
pr_int_t skin; //float
pr_int_t effects; //float
pr_int_t drawPercent; //float
pr_int_t gravity; //float
pr_int_t mass; //float
pr_int_t light_level; //float
pr_int_t mins; //vec3_t
pr_int_t maxs; //vec3_t
pr_int_t size; //vec3_t
pr_int_t touch; //func_t
pr_int_t use; //func_t
pr_int_t think; //func_t
pr_int_t blocked; //func_t
pr_int_t nextthink; //float
pr_int_t groundentity; //int
pr_int_t health; //float
pr_int_t frags; //float
pr_int_t weapon; //float
pr_int_t weaponmodel; //string_t
pr_int_t weaponframe; //float
pr_int_t currentammo; //float
pr_int_t ammo_shells; //float
pr_int_t ammo_nails; //float
pr_int_t ammo_rockets; //float
pr_int_t ammo_cells; //float
pr_int_t items; //float
pr_int_t items2; //float
pr_int_t takedamage; //float
pr_int_t chain; //int
pr_int_t deadflag; //float
pr_int_t view_ofs; //vec3_t
pr_int_t button0; //float
pr_int_t button1; //float
pr_int_t button2; //float
pr_int_t impulse; //float
pr_int_t fixangle; //float
pr_int_t v_angle; //vec3_t
pr_int_t idealpitch; //float
pr_int_t pitch_speed; //float
pr_int_t netname; //string_t
pr_int_t enemy; //int
pr_int_t flags; //float
pr_int_t colormap; //float
pr_int_t team; //float
pr_int_t max_health; //float
pr_int_t teleport_time; //float
pr_int_t armortype; //float
pr_int_t armorvalue; //float
pr_int_t waterlevel; //float
pr_int_t watertype; //float
pr_int_t ideal_yaw; //float
pr_int_t yaw_speed; //float
pr_int_t aiment; //int
pr_int_t goalentity; //int
pr_int_t spawnflags; //float
pr_int_t target; //string_t
pr_int_t targetname; //string_t
pr_int_t dmg_take; //float
pr_int_t dmg_save; //float
pr_int_t dmg_inflictor; //int
pr_int_t owner; //int
pr_int_t movedir; //vec3_t
pr_int_t message; //string_t
pr_int_t sounds; //float
pr_int_t noise; //string_t
pr_int_t noise1; //string_t
pr_int_t noise2; //string_t
pr_int_t noise3; //string_t
pr_int_t dmg; //float
pr_int_t dmgtime; //float
pr_int_t air_finished; //float
pr_int_t pain_finished; //float
pr_int_t radsuit_finished; //float
pr_int_t speed; //float
pr_int_t rotated_bbox; //int
pr_int_t alpha; //float
pr_int_t lastruntime; //float
} sv_fields_t;
extern sv_fields_t sv_fields;
extern progs_t sv_pr_state;
#define PR_RANGE_ID 0x0000
#define PR_RANGE_ID_MAX 82
#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)
typedef struct edict_leaf_s {
struct edict_leaf_s *next;
unsigned leafnum;
} edict_leaf_t;
typedef struct sv_data_s {
edict_t *edict;
link_t area; ///< linked to a division node or leaf
edict_leaf_t *leafs;
entity_state_t state;
byte alpha;
qboolean sendinterval;
} sv_data_t;
#define SVdata(e) ((sv_data_t *) ((e)->edata))
#define EDICT_FROM_AREA(l) (STRUCT_FROM_LINK(l,sv_data_t,area)->edict)
static inline void
sv_pr_touch (edict_t *self, edict_t *other)
{
pr_int_t this;
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, self);
*sv_globals.other = EDICT_TO_PROG (&sv_pr_state, other);
if ((this = sv_pr_state.fields.this) != -1) {
PR_RESET_PARAMS (&sv_pr_state);
P_INT (&sv_pr_state, 0) = E_POINTER (self, this);
P_INT (&sv_pr_state, 1) = 0;
P_INT (&sv_pr_state, 2) = E_POINTER (other, this);
}
PR_ExecuteProgram (&sv_pr_state, SVfunc (self, touch));
}
static inline void
sv_pr_use (edict_t *self, edict_t *other)
{
}
static inline void
sv_pr_think (edict_t *self)
{
pr_int_t this;
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, self);
*sv_globals.other = 0;
if ((this = sv_pr_state.fields.this) != -1) {
PR_RESET_PARAMS (&sv_pr_state);
P_INT (&sv_pr_state, 0) = E_POINTER (self, this);
P_INT (&sv_pr_state, 1) = 0;
P_INT (&sv_pr_state, 2) = 0;
}
PR_ExecuteProgram (&sv_pr_state, SVfunc (self, think));
}
static inline void
sv_pr_blocked (edict_t *self, edict_t *other)
{
pr_int_t this;
*sv_globals.self = EDICT_TO_PROG (&sv_pr_state, self);
*sv_globals.other = EDICT_TO_PROG (&sv_pr_state, other);
if ((this = sv_pr_state.fields.this) != -1) {
PR_RESET_PARAMS (&sv_pr_state);
P_INT (&sv_pr_state, 0) = E_POINTER (self, this);
P_INT (&sv_pr_state, 1) = 0;
P_INT (&sv_pr_state, 2) = E_POINTER (other, this);
}
PR_ExecuteProgram (&sv_pr_state, SVfunc (self, blocked));
}
#endif // __sv_progs_h