jkxr/Projects/Android/jni/OpenJK/codeJK2/game/Q3_Interface.h
Simon 4597b03873 Initial Commit
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2022-09-18 16:37:21 +01:00

317 lines
No EOL
19 KiB
C

/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
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, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#ifndef __Q3_INTERFACE__
#define __Q3_INTERFACE__
//NOTENOTE: The enums and tables in this file will obviously bitch if they are included multiple times, don't do that
typedef enum //# setType_e
{
//# #sep Parm strings
SET_PARM1 = 0,//## %s="" # Set entity parm1
SET_PARM2,//## %s="" # Set entity parm2
SET_PARM3,//## %s="" # Set entity parm3
SET_PARM4,//## %s="" # Set entity parm4
SET_PARM5,//## %s="" # Set entity parm5
SET_PARM6,//## %s="" # Set entity parm6
SET_PARM7,//## %s="" # Set entity parm7
SET_PARM8,//## %s="" # Set entity parm8
SET_PARM9,//## %s="" # Set entity parm9
SET_PARM10,//## %s="" # Set entity parm10
SET_PARM11,//## %s="" # Set entity parm11
SET_PARM12,//## %s="" # Set entity parm12
SET_PARM13,//## %s="" # Set entity parm13
SET_PARM14,//## %s="" # Set entity parm14
SET_PARM15,//## %s="" # Set entity parm15
SET_PARM16,//## %s="" # Set entity parm16
// NOTE!!! If you add any other SET_xxxxxxSCRIPT types, make sure you update the 'case' statements in
// ICARUS_InterrogateScript() (game/g_ICARUS.cpp), or the script-precacher won't find them.
//# #sep Scripts and other file paths
SET_SPAWNSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when spawned //0 - do not change these, these are equal to BSET_SPAWN, etc
SET_USESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when used
SET_AWAKESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when startled
SET_ANGERSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script run when find an enemy for the first time
SET_ATTACKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you shoot
SET_VICTORYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed someone
SET_LOSTENEMYSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when you can't find your enemy
SET_PAINSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit
SET_FLEESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when hit and low health
SET_DEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when killed
SET_DELAYEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run after a delay
SET_BLOCKEDSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when blocked by teammate
SET_FFIRESCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player has shot own team repeatedly
SET_FFDEATHSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate
SET_MINDTRICKSCRIPT,//## %s="NULL" !!"W:\game\base\scripts\!!#*.txt" # Script to run when player kills a teammate
SET_VIDEO_PLAY,//## %s="filename" !!"W:\game\base\video\!!#*.roq" # Play a video (inGame)
SET_CINEMATIC_SKIPSCRIPT, //## %s="filename" !!"W:\game\base\scripts\!!#*.txt" # Script to run when skipping the running cinematic
//# #sep Standard strings
SET_ENEMY,//## %s="NULL" # Set enemy by targetname
SET_LEADER,//## %s="NULL" # Set for BS_FOLLOW_LEADER
SET_NAVGOAL,//## %s="NULL" # *Move to this navgoal then continue script
SET_CAPTURE,//## %s="NULL" # Set captureGoal by targetname
SET_VIEWTARGET,//## %s="NULL" # Set angles toward ent by targetname
SET_WATCHTARGET,//## %s="NULL" # Set angles toward ent by targetname, will *continue* to face them... only in BS_CINEMATIC
SET_TARGETNAME,//## %s="NULL" # Set/change your targetname
SET_PAINTARGET,//## %s="NULL" # Set/change what to use when hit
SET_CAMERA_GROUP,//## %s="NULL" # all ents with this cameraGroup will be focused on
SET_CAMERA_GROUP_TAG,//## %s="NULL" # What tag on all clients to try to track
SET_LOOK_TARGET,//## %s="NULL" # object for NPC to look at
SET_ADDRHANDBOLT_MODEL, //## %s="NULL" # object to place on NPC right hand bolt
SET_REMOVERHANDBOLT_MODEL, //## %s="NULL" # object to remove from NPC right hand bolt
SET_ADDLHANDBOLT_MODEL, //## %s="NULL" # object to place on NPC left hand bolt
SET_REMOVELHANDBOLT_MODEL, //## %s="NULL" # object to remove from NPC left hand bolt
SET_CAPTIONTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW
SET_CENTERTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW
SET_SCROLLTEXTCOLOR, //## %s="" # Color of text RED,WHITE,BLUE, YELLOW
SET_COPY_ORIGIN,//## %s="targetname" # Copy the origin of the ent with targetname to your origin
SET_DEFEND_TARGET,//## %s="targetname" # This NPC will attack the target NPC's enemies
SET_TARGET,//## %s="NULL" # Set/change your target
SET_TARGET2,//## %s="NULL" # Set/change your target2, on NPC's, this fires when they're knocked out by the red hypo
SET_LOCATION,//## %s="INVALID" # What trigger_location you're in - Can only be gotten, not set!
SET_REMOVE_TARGET,//## %s="NULL" # Target that is fired when someone completes the BS_REMOVE behaviorState
SET_LOADGAME,//## %s="exitholodeck" # Load the savegame that was auto-saved when you started the holodeck
SET_LOCKYAW,//## %s="off" # Lock legs to a certain yaw angle (or "off" or "auto" uses current)
SET_FULLNAME,//## %s="NULL" # This name will appear when ent is scanned by tricorder
SET_VIEWENTITY,//## %s="NULL" # Make the player look through this ent's eyes - also shunts player movement control to this ent
SET_LOOPSOUND,//## %s="FILENAME" !!"W:\game\base\!!#sound\*.*" # Looping sound to play on entity
SET_ICARUS_FREEZE,//## %s="NULL" # Specify name of entity to freeze - !!!NOTE!!! since the ent is frozen, it cannot unfreeze itself, you must have some other entity unfreeze a frozen ent!!!
SET_ICARUS_UNFREEZE,//## %s="NULL" # Specify name of entity to unfreeze - !!!NOTE!!! since the ent is frozen, it cannot unfreeze itself, you must have some other entity unfreeze a frozen ent!!!
SET_SCROLLTEXT, //## %s="" # key of text string to print
SET_LCARSTEXT, //## %s="" # key of text string to print in LCARS frame
//# #sep vectors
SET_ORIGIN,//## %v="0.0 0.0 0.0" # Set origin explicitly or with TAG
SET_ANGLES,//## %v="0.0 0.0 0.0" # Set angles explicitly or with TAG
SET_TELEPORT_DEST,//## %v="0.0 0.0 0.0" # Set origin here as soon as the area is clear
//# #sep floats
SET_XVELOCITY,//## %f="0.0" # Velocity along X axis
SET_YVELOCITY,//## %f="0.0" # Velocity along Y axis
SET_ZVELOCITY,//## %f="0.0" # Velocity along Z axis
SET_Z_OFFSET,//## %f="0.0" # Vertical offset from original origin... offset/ent's speed * 1000ms is duration
SET_DPITCH,//## %f="0.0" # Pitch for NPC to turn to
SET_DYAW,//## %f="0.0" # Yaw for NPC to turn to
SET_TIMESCALE,//## %f="0.0" # Speed-up slow down game (0 - 1.0)
SET_CAMERA_GROUP_Z_OFS,//## %s="NULL" # when following an ent with the camera, apply this z ofs
SET_VISRANGE,//## %f="0.0" # How far away NPC can see
SET_EARSHOT,//## %f="0.0" # How far an NPC can hear
SET_VIGILANCE,//## %f="0.0" # How often to look for enemies (0 - 1.0)
SET_GRAVITY,//## %f="0.0" # Change this ent's gravity - 800 default
SET_FACEAUX, //## %f="0.0" # Set face to Aux expression for number of seconds
SET_FACEBLINK, //## %f="0.0" # Set face to Blink expression for number of seconds
SET_FACEBLINKFROWN, //## %f="0.0" # Set face to Blinkfrown expression for number of seconds
SET_FACEFROWN, //## %f="0.0" # Set face to Frown expression for number of seconds
SET_FACENORMAL, //## %f="0.0" # Set face to Normal expression for number of seconds
SET_FACEEYESCLOSED, //## %f="0.0" # Set face to Eyes closed
SET_FACEEYESOPENED, //## %f="0.0" # Set face to Eyes open
SET_WAIT, //## %f="0.0" # Change an entity's wait field
SET_FOLLOWDIST, //## %f="0.0" # How far away to stay from leader in BS_FOLLOW_LEADER
SET_SCALE, //## %f="0.0" # Scale the entity model
//# #sep ints
SET_ANIM_HOLDTIME_LOWER,//## %d="0" # Hold lower anim for number of milliseconds
SET_ANIM_HOLDTIME_UPPER,//## %d="0" # Hold upper anim for number of milliseconds
SET_ANIM_HOLDTIME_BOTH,//## %d="0" # Hold lower and upper anims for number of milliseconds
SET_HEALTH,//## %d="0" # Change health
SET_ARMOR,//## %d="0" # Change armor
SET_WALKSPEED,//## %d="0" # Change walkSpeed
SET_RUNSPEED,//## %d="0" # Change runSpeed
SET_YAWSPEED,//## %d="0" # Change yawSpeed
SET_AGGRESSION,//## %d="0" # Change aggression 1-5
SET_AIM,//## %d="0" # Change aim 1-5
SET_FRICTION,//## %d="0" # Change ent's friction - 6 default
SET_SHOOTDIST,//## %d="0" # How far the ent can shoot - 0 uses weapon
SET_HFOV,//## %d="0" # Horizontal field of view
SET_VFOV,//## %d="0" # Vertical field of view
SET_DELAYSCRIPTTIME,//## %d="0" # How many milliseconds to wait before running delayscript
SET_FORWARDMOVE,//## %d="0" # NPC move forward -127(back) to 127
SET_RIGHTMOVE,//## %d="0" # NPC move right -127(left) to 127
SET_STARTFRAME, //## %d="0" # frame to start animation sequence on
SET_ENDFRAME, //## %d="0" # frame to end animation sequence on
SET_ANIMFRAME, //## %d="0" # frame to set animation sequence to
SET_COUNT, //## %d="0" # Change an entity's count field
SET_SHOT_SPACING,//## %d="1000" # Time between shots for an NPC - reset to defaults when changes weapon
SET_MISSIONSTATUSTIME,//## %d="0" # Amount of time until Mission Status should be shown after death
SET_WIDTH,//## %d="0.0" # Width of NPC bounding box.
//# #sep booleans
SET_IGNOREPAIN,//## %t="BOOL_TYPES" # Do not react to pain
SET_IGNOREENEMIES,//## %t="BOOL_TYPES" # Do not acquire enemies
SET_IGNOREALERTS,//## %t="BOOL_TYPES" # Do not get enemy set by allies in area(ambush)
SET_DONTSHOOT,//## %t="BOOL_TYPES" # Others won't shoot you
SET_NOTARGET,//## %t="BOOL_TYPES" # Others won't pick you as enemy
SET_DONTFIRE,//## %t="BOOL_TYPES" # Don't fire your weapon
SET_LOCKED_ENEMY,//## %t="BOOL_TYPES" # Keep current enemy until dead
SET_CROUCHED,//## %t="BOOL_TYPES" # Force NPC to crouch
SET_WALKING,//## %t="BOOL_TYPES" # Force NPC to move at walkSpeed
SET_RUNNING,//## %t="BOOL_TYPES" # Force NPC to move at runSpeed
SET_CHASE_ENEMIES,//## %t="BOOL_TYPES" # NPC will chase after enemies
SET_LOOK_FOR_ENEMIES,//## %t="BOOL_TYPES" # NPC will be on the lookout for enemies
SET_FACE_MOVE_DIR,//## %t="BOOL_TYPES" # NPC will face in the direction it's moving
SET_DONT_FLEE,//## %t="BOOL_TYPES" # NPC will not run from danger
SET_FORCED_MARCH,//## %t="BOOL_TYPES" # NPC will not move unless you aim at him
SET_UNDYING,//## %t="BOOL_TYPES" # Can take damage down to 1 but not die
SET_NOAVOID,//## %t="BOOL_TYPES" # Will not avoid other NPCs or architecture
SET_SOLID,//## %t="BOOL_TYPES" # Make yourself notsolid or solid
SET_PLAYER_USABLE,//## %t="BOOL_TYPES" # Can be activateby the player's "use" button
SET_LOOP_ANIM,//## %t="BOOL_TYPES" # For non-NPCs, loop your animation sequence
SET_INTERFACE,//## %t="BOOL_TYPES" # Player interface on/off
SET_SHIELDS,//## %t="BOOL_TYPES" # NPC has no shields (Borg do not adapt)
SET_INVISIBLE,//## %t="BOOL_TYPES" # Makes an NPC not solid and not visible
SET_VAMPIRE,//## %t="BOOL_TYPES" # Draws only in mirrors/portals
SET_FORCE_INVINCIBLE,//## %t="BOOL_TYPES" # Force Invincibility effect, also godmode
SET_GREET_ALLIES,//## %t="BOOL_TYPES" # Makes an NPC greet teammates
SET_VIDEO_FADE_IN,//## %t="BOOL_TYPES" # Makes video playback fade in
SET_VIDEO_FADE_OUT,//## %t="BOOL_TYPES" # Makes video playback fade out
SET_PLAYER_LOCKED,//## %t="BOOL_TYPES" # Makes it so player cannot move
SET_LOCK_PLAYER_WEAPONS,//## %t="BOOL_TYPES" # Makes it so player cannot switch weapons
SET_NO_IMPACT_DAMAGE,//## %t="BOOL_TYPES" # Stops this ent from taking impact damage
SET_NO_KNOCKBACK,//## %t="BOOL_TYPES" # Stops this ent from taking knockback from weapons
SET_ALT_FIRE,//## %t="BOOL_TYPES" # Force NPC to use altfire when shooting
SET_NO_RESPONSE,//## %t="BOOL_TYPES" # NPCs will do generic responses when this is on (usescripts override generic responses as well)
SET_INVINCIBLE,//## %t="BOOL_TYPES" # Completely unkillable
SET_MISSIONSTATUSACTIVE, //# Turns on Mission Status Screen
SET_NO_COMBAT_TALK,//## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on
SET_NO_ALERT_TALK,//## %t="BOOL_TYPES" # NPCs will not do their combat talking noises when this is on
SET_TREASONED,//## %t="BOOL_TYPES" # Player has turned on his own- scripts will stop, NPCs will turn on him and level changes load the brig
SET_DISABLE_SHADER_ANIM,//## %t="BOOL_TYPES" # Allows turning off an animating shader in a script
SET_SHADER_ANIM,//## %t="BOOL_TYPES" # Sets a shader with an image map to be under frame control
SET_SABERACTIVE,//## %t="BOOL_TYPES" # Turns saber on/off
SET_ADJUST_AREA_PORTALS,//## %t="BOOL_TYPES" # Only set this on things you move with script commands that you *want* to open/close area portals. Default is off.
SET_DMG_BY_HEAVY_WEAP_ONLY,//## %t="BOOL_TYPES" # When true, only a heavy weapon class missile/laser can damage this ent.
SET_SHIELDED,//## %t="BOOL_TYPES" # When true, ion_cannon is shielded from any kind of damage.
SET_NO_GROUPS,//## %t="BOOL_TYPES" # This NPC cannot alert groups or be part of a group
SET_FIRE_WEAPON,//## %t="BOOL_TYPES" # Makes NPC will hold down the fire button, until this is set to false
SET_NO_MINDTRICK,//## %t="BOOL_TYPES" # Makes NPC immune to jedi mind-trick
SET_INACTIVE,//## %t="BOOL_TYPES" # in lieu of using a target_activate or target_deactivate
SET_FUNC_USABLE_VISIBLE,//## %t="BOOL_TYPES" # provides an alternate way of changing func_usable to be visible or not, DOES NOT AFFECT SOLID
SET_SECRET_AREA_FOUND,//## %t="BOOL_TYPES" # Increment secret areas found counter
SET_MISSION_STATUS_SCREEN,//## %t="BOOL_TYPES" # Display Mission Status screen before advancing to next level
SET_END_SCREENDISSOLVE,//## %t="BOOL_TYPES" # End of game dissolve into star background and credits
SET_USE_CP_NEAREST,//## %t="BOOL_TYPES" # NPCs will use their closest combat points, not try and find ones next to the player, or flank player
SET_MORELIGHT,//## %t="BOOL_TYPES" # NPC will have a minlight of 96
SET_NO_FORCE,//## %t="BOOL_TYPES" # NPC will not be affected by force powers
SET_NO_FALLTODEATH,//## %t="BOOL_TYPES" # NPC will not scream and tumble and fall to hit death over large drops
SET_DISMEMBERABLE,//## %t="BOOL_TYPES" # NPC will not be dismemberable if you set this to false (default is true)
SET_NO_ACROBATICS,//## %t="BOOL_TYPES" # Jedi won't jump, roll or cartwheel
SET_USE_SUBTITLES,//## %t="BOOL_TYPES" # When true NPC will always display subtitle regardless of subtitle setting
SET_CLEAN_DAMAGING_ENTS,//## %t="BOOL_TYPES" # Removes entities that could muck up cinematics, explosives, turrets, seekers.
SET_HUD,//## %t="BOOL_TYPES" # Turns on/off HUD
//# #sep calls
SET_SKILL,//## %r%d="0" # Cannot set this, only get it - valid values are 0 through 3
//# #sep Special tables
SET_ANIM_UPPER,//## %t="ANIM_NAMES" # Torso and head anim
SET_ANIM_LOWER,//## %t="ANIM_NAMES" # Legs anim
SET_ANIM_BOTH,//## %t="ANIM_NAMES" # Set same anim on torso and legs
SET_PLAYER_TEAM,//## %t="TEAM_NAMES" # Your team
SET_ENEMY_TEAM,//## %t="TEAM_NAMES" # Team in which to look for enemies
SET_BEHAVIOR_STATE,//## %t="BSTATE_STRINGS" # Change current bState
SET_DEFAULT_BSTATE,//## %t="BSTATE_STRINGS" # Change fallback bState
SET_TEMP_BSTATE,//## %t="BSTATE_STRINGS" # Set/Chang a temp bState
SET_EVENT,//## %t="EVENT_NAMES" # Events you can initiate
SET_WEAPON,//## %t="WEAPON_NAMES" # Change/Stow/Drop weapon
SET_ITEM,//## %t="ITEM_NAMES" # Give items
SET_MUSIC_STATE,//## %t="MUSIC_STATES" # Set the state of the dynamic music
SET_FORCE_HEAL_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
SET_FORCE_JUMP_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
SET_FORCE_SPEED_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
SET_FORCE_PUSH_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
SET_FORCE_PULL_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
SET_FORCE_MINDTRICK_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
SET_FORCE_GRIP_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
SET_FORCE_LIGHTNING_LEVEL,//## %t="FORCE_LEVELS" # Change force power level
SET_SABER_THROW,//## %t="FORCE_LEVELS" # Change force power level
SET_SABER_DEFENSE,//## %t="FORCE_LEVELS" # Change force power level
SET_SABER_OFFENSE,//## %t="FORCE_LEVELS" # Change force power level
SET_OBJECTIVE_SHOW, //## %t="OBJECTIVES" # Show objective on mission screen
SET_OBJECTIVE_HIDE, //## %t="OBJECTIVES" # Hide objective from mission screen
SET_OBJECTIVE_SUCCEEDED,//## %t="OBJECTIVES" # Mark objective as completed
SET_OBJECTIVE_FAILED, //## %t="OBJECTIVES" # Mark objective as failed
SET_MISSIONFAILED, //## %t="MISSIONFAILED" # Mission failed screen activates
SET_TACTICAL_SHOW, //## %t="TACTICAL" # Show tactical info on mission objectives screen
SET_TACTICAL_HIDE, //## %t="TACTICAL" # Hide tactical info on mission objectives screen
SET_OBJECTIVE_CLEARALL, //## # Force all objectives to be hidden
/*
SET_OBJECTIVEFOSTER,
*/
SET_MISSIONSTATUSTEXT, //## %t="STATUSTEXT" # Text to appear in mission status screen
SET_MENU_SCREEN,//## %t="MENUSCREENS" # Brings up specified menu screen
SET_CLOSINGCREDITS, //## # Show closing credits
//in-bhc tables
SET_LEAN,//## %t="LEAN_TYPES" # Lean left, right or stop leaning
//# #eol
SET_
} setType_t;
// this enum isn't used directly by the game, it's mainly for BehavEd to scan for...
//
typedef enum //# playType_e
{
//# #sep Types of file to play
PLAY_ROFF = 0,//## %s="filename" !!"W:\game\base\scripts\!!#*.rof" # Play a ROFF file
//# #eol
PLAY_NUMBEROF
} playType_t;
const int Q3_TIME_SCALE = 1; //MILLISECONDS
extern char cinematicSkipScript[1024];
//General
extern void Q3_TaskIDClear( int *taskID );
extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
extern void Q3_TaskIDComplete( gentity_t *ent, taskID_t taskType );
extern void Q3_DPrintf( const char *, ... );
extern void Q3_CameraRoll( float angle, float duration );
extern void Q3_CameraFollow( const char *name, float speed, float initLerp );
extern void Q3_CameraTrack( const char *name, float speed, float initLerp );
extern void Q3_CameraDistance( float distance, float initLerp );
//Not referenced directly as script function - all are called through Q3_Set
extern void Q3_SetAnimBoth( int entID, const char *anim_name );
extern void Q3_SetVelocity( int entID, vec3_t angles );
extern void Q3_DeclareVariable ( int type, const char *name );
extern void Q3_FreeVariable( const char *name );
extern void Q3_DebugPrint( int level, const char *format, ... );
#endif //__Q3_INTERFACE__