defs.qc 18 KB

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  1. /* Copyright (C) 1996-1997 Id Software, Inc.
  2. This program is free software; you can redistribute it and/or modify
  3. it under the terms of the GNU General Public License as published by
  4. the Free Software Foundation; either version 2 of the License, or
  5. (at your option) any later version.
  6. This program is distributed in the hope that it will be useful,
  7. but WITHOUT ANY WARRANTY; without even the implied warranty of
  8. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  9. GNU General Public License for more details.
  10. You should have received a copy of the GNU General Public License
  11. along with this program; if not, write to the Free Software
  12. Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  13. See file, 'COPYING', for details.
  14. */
  15. /*
  16. ==============================================================================
  17. SOURCE FOR GLOBALVARS_T C STRUCTURE
  18. ==============================================================================
  19. */
  20. //
  21. // system globals
  22. //
  23. entity self;
  24. entity other;
  25. entity world;
  26. float time;
  27. float frametime;
  28. float force_retouch; // force all entities to touch triggers
  29. // next frame. this is needed because
  30. // non-moving things don't normally scan
  31. // for triggers, and when a trigger is
  32. // created (like a teleport trigger), it
  33. // needs to catch everything.
  34. // decremented each frame, so set to 2
  35. // to guarantee everything is touched
  36. string mapname;
  37. float deathmatch;
  38. float coop;
  39. float teamplay;
  40. float serverflags; // propagated from level to level, used to
  41. // keep track of completed episodes
  42. float total_secrets;
  43. float total_monsters;
  44. float found_secrets; // number of secrets found
  45. float killed_monsters; // number of monsters killed
  46. // spawnparms are used to encode information about clients across server
  47. // level changes
  48. float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
  49. //
  50. // global variables set by built in functions
  51. //
  52. vector v_forward, v_up, v_right; // set by makevectors()
  53. // set by traceline / tracebox
  54. float trace_allsolid;
  55. float trace_startsolid;
  56. float trace_fraction;
  57. vector trace_endpos;
  58. vector trace_plane_normal;
  59. float trace_plane_dist;
  60. entity trace_ent;
  61. float trace_inopen;
  62. float trace_inwater;
  63. entity msg_entity; // destination of single entity writes
  64. //
  65. // required prog functions
  66. //
  67. void() main; // only for testing
  68. void() StartFrame;
  69. void() PlayerPreThink;
  70. void() PlayerPostThink;
  71. void() ClientKill;
  72. void() ClientConnect;
  73. void() PutClientInServer; // call after setting the parm1... parms
  74. void() ClientDisconnect;
  75. void() SetNewParms; // called when a client first connects to
  76. // a server. sets parms so they can be
  77. // saved off for restarts
  78. void() SetChangeParms; // call to set parms for self so they can
  79. // be saved for a level transition
  80. //================================================
  81. void end_sys_globals; // flag for structure dumping
  82. //================================================
  83. /*
  84. ==============================================================================
  85. SOURCE FOR ENTVARS_T C STRUCTURE
  86. ==============================================================================
  87. */
  88. //
  89. // system fields (*** = do not set in prog code, maintained by C code)
  90. //
  91. .float modelindex; // *** model index in the precached list
  92. .vector absmin, absmax; // *** origin + mins / maxs
  93. .float ltime; // local time for entity
  94. .float movetype;
  95. .float solid;
  96. .vector origin; // ***
  97. .vector oldorigin; // ***
  98. .vector velocity;
  99. .vector angles;
  100. .vector avelocity;
  101. .vector punchangle; // temp angle adjust from damage or recoil
  102. .string classname; // spawn function
  103. .string model;
  104. .float frame;
  105. .float skin;
  106. .float effects;
  107. .vector mins, maxs; // bounding box extents reletive to origin
  108. .vector size; // maxs - mins
  109. .void() touch;
  110. .void() use;
  111. .void() think;
  112. .void() blocked; // for doors or plats, called when can't push other
  113. .float nextthink;
  114. .entity groundentity;
  115. // stats
  116. .float health;
  117. .float frags;
  118. .float weapon; // one of the IT_SHOTGUN, etc flags
  119. .string weaponmodel;
  120. .float weaponframe;
  121. .float currentammo;
  122. .float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
  123. .float items; // bit flags
  124. .float takedamage;
  125. .entity chain;
  126. .float deadflag;
  127. .vector view_ofs; // add to origin to get eye point
  128. .float button0; // fire
  129. .float button1; // use
  130. .float button2; // jump
  131. .float impulse; // weapon changes
  132. .float fixangle;
  133. .vector v_angle; // view / targeting angle for players
  134. .float idealpitch; // calculated pitch angle for lookup up slopes
  135. .string netname;
  136. .entity enemy;
  137. .float flags;
  138. .float colormap;
  139. .float team;
  140. .float max_health; // players maximum health is stored here
  141. .float teleport_time; // don't back up
  142. .float armortype; // save this fraction of incoming damage
  143. .float armorvalue;
  144. .float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
  145. .float watertype; // a contents value
  146. .float ideal_yaw;
  147. .float yaw_speed;
  148. .entity aiment;
  149. .entity goalentity; // a movetarget or an enemy
  150. .float spawnflags;
  151. .string target;
  152. .string targetname;
  153. // damage is accumulated through a frame. and sent as one single
  154. // message, so the super shotgun doesn't generate huge messages
  155. .float dmg_take;
  156. .float dmg_save;
  157. .entity dmg_inflictor;
  158. .entity owner; // who launched a missile
  159. .vector movedir; // mostly for doors, but also used for waterjump
  160. .string message; // trigger messages
  161. .float sounds; // either a cd track number or sound number
  162. .string noise, noise1, noise2, noise3; // contains names of wavs to play
  163. //================================================
  164. void end_sys_fields; // flag for structure dumping
  165. //================================================
  166. /*
  167. ==============================================================================
  168. VARS NOT REFERENCED BY C CODE
  169. ==============================================================================
  170. */
  171. //
  172. // constants
  173. //
  174. float FALSE = 0;
  175. float TRUE = 1;
  176. // edict.flags
  177. float FL_FLY = 1;
  178. float FL_SWIM = 2;
  179. float FL_CLIENT = 8; // set for all client edicts
  180. float FL_INWATER = 16; // for enter / leave water splash
  181. float FL_MONSTER = 32;
  182. float FL_GODMODE = 64; // player cheat
  183. float FL_NOTARGET = 128; // player cheat
  184. float FL_ITEM = 256; // extra wide size for bonus items
  185. float FL_ONGROUND = 512; // standing on something
  186. float FL_PARTIALGROUND = 1024; // not all corners are valid
  187. float FL_WATERJUMP = 2048; // player jumping out of water
  188. float FL_JUMPRELEASED = 4096; // for jump debouncing
  189. // edict.movetype values
  190. float MOVETYPE_NONE = 0; // never moves
  191. //float MOVETYPE_ANGLENOCLIP = 1;
  192. //float MOVETYPE_ANGLECLIP = 2;
  193. float MOVETYPE_WALK = 3; // players only
  194. float MOVETYPE_STEP = 4; // discrete, not real time unless fall
  195. float MOVETYPE_FLY = 5;
  196. float MOVETYPE_TOSS = 6; // gravity
  197. float MOVETYPE_PUSH = 7; // no clip to world, push and crush
  198. float MOVETYPE_NOCLIP = 8;
  199. float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
  200. float MOVETYPE_BOUNCE = 10;
  201. float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
  202. // edict.solid values
  203. float SOLID_NOT = 0; // no interaction with other objects
  204. float SOLID_TRIGGER = 1; // touch on edge, but not blocking
  205. float SOLID_BBOX = 2; // touch on edge, block
  206. float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
  207. float SOLID_BSP = 4; // bsp clip, touch on edge, block
  208. // range values
  209. float RANGE_MELEE = 0;
  210. float RANGE_NEAR = 1;
  211. float RANGE_MID = 2;
  212. float RANGE_FAR = 3;
  213. // deadflag values
  214. float DEAD_NO = 0;
  215. float DEAD_DYING = 1;
  216. float DEAD_DEAD = 2;
  217. float DEAD_RESPAWNABLE = 3;
  218. // takedamage values
  219. float DAMAGE_NO = 0;
  220. float DAMAGE_YES = 1;
  221. float DAMAGE_AIM = 2;
  222. // items
  223. float IT_AXE = 4096;
  224. float IT_SHOTGUN = 1;
  225. float IT_SUPER_SHOTGUN = 2;
  226. float IT_NAILGUN = 4;
  227. float IT_SUPER_NAILGUN = 8;
  228. float IT_GRENADE_LAUNCHER = 16;
  229. float IT_ROCKET_LAUNCHER = 32;
  230. float IT_LIGHTNING = 64;
  231. float IT_EXTRA_WEAPON = 128;
  232. float IT_SHELLS = 256;
  233. float IT_NAILS = 512;
  234. float IT_ROCKETS = 1024;
  235. float IT_CELLS = 2048;
  236. float IT_ARMOR1 = 8192;
  237. float IT_ARMOR2 = 16384;
  238. float IT_ARMOR3 = 32768;
  239. float IT_SUPERHEALTH = 65536;
  240. float IT_KEY1 = 131072;
  241. float IT_KEY2 = 262144;
  242. float IT_INVISIBILITY = 524288;
  243. float IT_INVULNERABILITY = 1048576;
  244. float IT_SUIT = 2097152;
  245. float IT_QUAD = 4194304;
  246. // point content values
  247. float CONTENT_EMPTY = -1;
  248. float CONTENT_SOLID = -2;
  249. float CONTENT_WATER = -3;
  250. float CONTENT_SLIME = -4;
  251. float CONTENT_LAVA = -5;
  252. float CONTENT_SKY = -6;
  253. float STATE_TOP = 0;
  254. float STATE_BOTTOM = 1;
  255. float STATE_UP = 2;
  256. float STATE_DOWN = 3;
  257. vector VEC_ORIGIN = '0 0 0';
  258. vector VEC_HULL_MIN = '-16 -16 -24';
  259. vector VEC_HULL_MAX = '16 16 32';
  260. vector VEC_HULL2_MIN = '-32 -32 -24';
  261. vector VEC_HULL2_MAX = '32 32 64';
  262. // protocol bytes
  263. float SVC_TEMPENTITY = 23;
  264. float SVC_KILLEDMONSTER = 27;
  265. float SVC_FOUNDSECRET = 28;
  266. float SVC_INTERMISSION = 30;
  267. float SVC_FINALE = 31;
  268. float SVC_CDTRACK = 32;
  269. float SVC_SELLSCREEN = 33;
  270. float TE_SPIKE = 0;
  271. float TE_SUPERSPIKE = 1;
  272. float TE_GUNSHOT = 2;
  273. float TE_EXPLOSION = 3;
  274. float TE_TAREXPLOSION = 4;
  275. float TE_LIGHTNING1 = 5;
  276. float TE_LIGHTNING2 = 6;
  277. float TE_WIZSPIKE = 7;
  278. float TE_KNIGHTSPIKE = 8;
  279. float TE_LIGHTNING3 = 9;
  280. float TE_LAVASPLASH = 10;
  281. float TE_TELEPORT = 11;
  282. // sound channels
  283. // channel 0 never willingly overrides
  284. // other channels (1-7) allways override a playing sound on that channel
  285. float CHAN_AUTO = 0;
  286. float CHAN_WEAPON = 1;
  287. float CHAN_VOICE = 2;
  288. float CHAN_ITEM = 3;
  289. float CHAN_BODY = 4;
  290. float ATTN_NONE = 0;
  291. float ATTN_NORM = 1;
  292. float ATTN_IDLE = 2;
  293. float ATTN_STATIC = 3;
  294. // update types
  295. float UPDATE_GENERAL = 0;
  296. float UPDATE_STATIC = 1;
  297. float UPDATE_BINARY = 2;
  298. float UPDATE_TEMP = 3;
  299. // entity effects
  300. float EF_BRIGHTFIELD = 1;
  301. float EF_MUZZLEFLASH = 2;
  302. float EF_BRIGHTLIGHT = 4;
  303. float EF_DIMLIGHT = 8;
  304. // messages
  305. float MSG_BROADCAST = 0; // unreliable to all
  306. float MSG_ONE = 1; // reliable to one (msg_entity)
  307. float MSG_ALL = 2; // reliable to all
  308. float MSG_INIT = 3; // write to the init string
  309. //================================================
  310. //
  311. // globals
  312. //
  313. float movedist;
  314. float gameover; // set when a rule exits
  315. string string_null; // null string, nothing should be held here
  316. float empty_float;
  317. entity newmis; // launch_spike sets this after spawning it
  318. entity activator; // the entity that activated a trigger or brush
  319. entity damage_attacker; // set by T_Damage
  320. float framecount;
  321. float skill;
  322. //================================================
  323. //
  324. // world fields (FIXME: make globals)
  325. //
  326. .string wad;
  327. .string map;
  328. .float worldtype; // 0=medieval 1=metal 2=base
  329. //================================================
  330. .string killtarget;
  331. //
  332. // quakeed fields
  333. //
  334. .float light_lev; // not used by game, but parsed by light util
  335. .float style;
  336. //
  337. // monster ai
  338. //
  339. .void() th_stand;
  340. .void() th_walk;
  341. .void() th_run;
  342. .void() th_missile;
  343. .void() th_melee;
  344. .void(entity attacker, float damage) th_pain;
  345. .void() th_die;
  346. .entity oldenemy; // mad at this player before taking damage
  347. .float speed;
  348. .float lefty;
  349. .float search_time;
  350. .float attack_state;
  351. float AS_STRAIGHT = 1;
  352. float AS_SLIDING = 2;
  353. float AS_MELEE = 3;
  354. float AS_MISSILE = 4;
  355. //
  356. // player only fields
  357. //
  358. .float walkframe;
  359. .float attack_finished;
  360. .float pain_finished;
  361. .float invincible_finished;
  362. .float invisible_finished;
  363. .float super_damage_finished;
  364. .float radsuit_finished;
  365. .float invincible_time, invincible_sound;
  366. .float invisible_time, invisible_sound;
  367. .float super_time, super_sound;
  368. .float rad_time;
  369. .float fly_sound;
  370. .float axhitme;
  371. .float show_hostile; // set to time+0.2 whenever a client fires a
  372. // weapon or takes damage. Used to alert
  373. // monsters that otherwise would let the player go
  374. .float jump_flag; // player jump flag
  375. .float swim_flag; // player swimming sound flag
  376. .float air_finished; // when time > air_finished, start drowning
  377. .float bubble_count; // keeps track of the number of bubbles
  378. .string deathtype; // keeps track of how the player died
  379. //
  380. // object stuff
  381. //
  382. .string mdl;
  383. .vector mangle; // angle at start
  384. .vector oldorigin; // only used by secret door
  385. .float t_length, t_width;
  386. //
  387. // doors, etc
  388. //
  389. .vector dest, dest1, dest2;
  390. .float wait; // time from firing to restarting
  391. .float delay; // time from activation to firing
  392. .entity trigger_field; // door's trigger entity
  393. .string noise4;
  394. //
  395. // monsters
  396. //
  397. .float pausetime;
  398. .entity movetarget;
  399. //
  400. // doors
  401. //
  402. .float aflag;
  403. .float dmg; // damage done by door when hit
  404. //
  405. // misc
  406. //
  407. .float cnt; // misc flag
  408. //
  409. // subs
  410. //
  411. .void() think1;
  412. .vector finaldest, finalangle;
  413. //
  414. // triggers
  415. //
  416. .float count; // for counting triggers
  417. //
  418. // plats / doors / buttons
  419. //
  420. .float lip;
  421. .float state;
  422. .vector pos1, pos2; // top and bottom positions
  423. .float height;
  424. //
  425. // sounds
  426. //
  427. .float waitmin, waitmax;
  428. .float distance;
  429. .float volume;
  430. //===========================================================================
  431. //
  432. // builtin functions
  433. //
  434. void(vector ang) makevectors = #1; // sets v_forward, etc globals
  435. void(entity e, vector o) setorigin = #2;
  436. void(entity e, string m) setmodel = #3; // set movetype and solid first
  437. void(entity e, vector min, vector max) setsize = #4;
  438. // #5 was removed
  439. void() break = #6;
  440. float() random = #7; // returns 0 - 1
  441. void(entity e, float chan, string samp, float vol, float atten) sound = #8;
  442. vector(vector v) normalize = #9;
  443. void(string e) error = #10;
  444. void(string e) objerror = #11;
  445. float(vector v) vlen = #12;
  446. float(vector v) vectoyaw = #13;
  447. entity() spawn = #14;
  448. void(entity e) remove = #15;
  449. // sets trace_* globals
  450. // nomonsters can be:
  451. // An entity will also be ignored for testing if forent == test,
  452. // forent->owner == test, or test->owner == forent
  453. // a forent of world is ignored
  454. void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
  455. entity() checkclient = #17; // returns a client to look for
  456. entity(entity start, .string fld, string match) find = #18;
  457. string(string s) precache_sound = #19;
  458. string(string s) precache_model = #20;
  459. void(entity client, string s)stuffcmd = #21;
  460. entity(vector org, float rad) findradius = #22;
  461. void(string s) bprint = #23;
  462. void(entity client, string s) sprint = #24;
  463. void(string s) dprint = #25;
  464. string(float f) ftos = #26;
  465. string(vector v) vtos = #27;
  466. void() coredump = #28; // prints all edicts
  467. void() traceon = #29; // turns statment trace on
  468. void() traceoff = #30;
  469. void(entity e) eprint = #31; // prints an entire edict
  470. float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
  471. // #33 was removed
  472. float(float yaw, float dist) droptofloor= #34; // TRUE if landed on floor
  473. void(float style, string value) lightstyle = #35;
  474. float(float v) rint = #36; // round to nearest int
  475. float(float v) floor = #37; // largest integer <= v
  476. float(float v) ceil = #38; // smallest integer >= v
  477. // #39 was removed
  478. float(entity e) checkbottom = #40; // true if self is on ground
  479. float(vector v) pointcontents = #41; // returns a CONTENT_*
  480. // #42 was removed
  481. float(float f) fabs = #43;
  482. vector(entity e, float speed) aim = #44; // returns the shooting vector
  483. float(string s) cvar = #45; // return cvar.value
  484. void(string s) localcmd = #46; // put string into local que
  485. entity(entity e) nextent = #47; // for looping through all ents
  486. void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
  487. void() ChangeYaw = #49; // turn towards self.ideal_yaw
  488. // at self.yaw_speed
  489. // #50 was removed
  490. vector(vector v) vectoangles = #51;
  491. //
  492. // direct client message generation
  493. //
  494. void(float to, float f) WriteByte = #52;
  495. void(float to, float f) WriteChar = #53;
  496. void(float to, float f) WriteShort = #54;
  497. void(float to, float f) WriteLong = #55;
  498. void(float to, float f) WriteCoord = #56;
  499. void(float to, float f) WriteAngle = #57;
  500. void(float to, string s) WriteString = #58;
  501. void(float to, entity s) WriteEntity = #59;
  502. //
  503. // broadcast client message generation
  504. //
  505. // void(float f) bWriteByte = #59;
  506. // void(float f) bWriteChar = #60;
  507. // void(float f) bWriteShort = #61;
  508. // void(float f) bWriteLong = #62;
  509. // void(float f) bWriteCoord = #63;
  510. // void(float f) bWriteAngle = #64;
  511. // void(string s) bWriteString = #65;
  512. // void(entity e) bWriteEntity = #66;
  513. void(float step) movetogoal = #67;
  514. string(string s) precache_file = #68; // no effect except for -copy
  515. void(entity e) makestatic = #69;
  516. void(string s) changelevel = #70;
  517. //#71 was removed
  518. void(string var, string val) cvar_set = #72; // sets cvar.value
  519. void(entity client, string s) centerprint = #73; // sprint, but in middle
  520. void(vector pos, string samp, float vol, float atten) ambientsound = #74;
  521. string(string s) precache_model2 = #75; // registered version only
  522. string(string s) precache_sound2 = #76; // registered version only
  523. string(string s) precache_file2 = #77; // registered version only
  524. void(entity e) setspawnparms = #78; // set parm1... to the
  525. // values at level start
  526. // for coop respawn
  527. //============================================================================
  528. //
  529. // subs.qc
  530. //
  531. void(vector tdest, float tspeed, void() func) SUB_CalcMove;
  532. void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
  533. void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
  534. void() SUB_CalcMoveDone;
  535. void() SUB_CalcAngleMoveDone;
  536. void() SUB_Null;
  537. void() SUB_UseTargets;
  538. void() SUB_Remove;
  539. //
  540. // combat.qc
  541. //
  542. void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
  543. float (entity e, float healamount, float ignore) T_Heal; // health function
  544. float(entity targ, entity inflictor) CanDamage;