X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fconstants.qh;h=133d0caca3dd123faab0dbbf347cdf19939f6a1a;hb=4115f971d5c8a3902d895f60966d08a1d700f6ff;hp=b2302f6d2ebe1ae176504985baec7cac4beccac0;hpb=068324d293df795dbc41de75f38256b8c6c35607;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/constants.qh b/qcsrc/common/constants.qh index b2302f6d2..344eec48c 100644 --- a/qcsrc/common/constants.qh +++ b/qcsrc/common/constants.qh @@ -1,89 +1,31 @@ -#ifndef CONSTANTS_H -#define CONSTANTS_H +#pragma once -// COMMIT-TODO: Update if necessary before committing -// Revision 1: additional statistics sent (flag caps, returns, deaths) -// Revision 2: Mapvote preview pictures -// Revision 3: optimized map vote protocol -// Revision 4: CSQC config var system -// Revision 5: mapvote time fix -// Revision 6: more robust against packet loss/delays, also show not yet connected clients -// Revision 7: packet loss column -// Revision 8: race -// Revision 9: race delta -// Revision 10: scoreboard force -// Revision 11: scoreboard unforce; spectator support beginning -// Revision 12: smaller scores updates (SERVER: requires new engine) -// Revision 13: pointparticles -// Revision 14: laser -// Revision 15: zoom -// Revision 16: multi-weapons -// Revision 17: multi-weaponimpulses -// Revision 18: warmup -// Revision 19: fog -// Revision 20: naggers -// Revision 21: entcs for players optimized (position data down from 12 to 7 bytes); waypointsprites in csqc for team radar -// Revision 22: hook shot origin -#define CSQC_REVISION 22 - -REGISTER_NET_TEMP(TE_CSQC_PICTURE) -REGISTER_NET_TEMP(TE_CSQC_RACE) -REGISTER_NET_TEMP(TE_CSQC_TEAMNAGGER) -REGISTER_NET_TEMP(TE_CSQC_PINGPLREPORT) -REGISTER_NET_TEMP(TE_CSQC_WEAPONCOMPLAIN) -REGISTER_NET_TEMP(TE_CSQC_VEHICLESETUP) - -const int RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder -const int RACE_NET_CHECKPOINT_CLEAR = 1; -const int RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder -const int RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent -const int RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent -const int RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder -const int RACE_NET_PENALTY_RACE = 6; // byte penaltytime, string reason -const int RACE_NET_PENALTY_QUALIFYING = 7; // byte penaltytime, string reason -const int RACE_NET_SERVER_RECORD = 8; // server record, sent to client -const int RACE_NET_SPEED_AWARD = 9; // speed award, sent to client -const int RACE_NET_SPEED_AWARD_BEST = 10; // all time best speed award, sent to client -const int RACE_NET_SERVER_RANKINGS = 11; -const int RACE_NET_SERVER_STATUS = 12; -const int RANKINGS_CNT = 15; - -REGISTER_NET_LINKED(_ENT_CLIENT_INIT) -#ifdef CSQC -NET_HANDLE(_ENT_CLIENT_INIT, bool isnew) { return true; } -#endif -/** Sent as a temp entity from a persistent linked entity */ -REGISTER_NET_TEMP(ENT_CLIENT_INIT) - -REGISTER_NET_LINKED(ENT_CLIENT_SCORES_INFO) -REGISTER_NET_LINKED(ENT_CLIENT_SCORES) -REGISTER_NET_LINKED(ENT_CLIENT_TEAMSCORES) -REGISTER_NET_LINKED(ENT_CLIENT_NAGGER) // flags [votecalledvote] -REGISTER_NET_LINKED(ENT_CLIENT_RADARLINK) // flags [startorigin] [endorigin] [startcolor+16*endcolor] -REGISTER_NET_LINKED(ENT_CLIENT_PROJECTILE) -REGISTER_NET_LINKED(ENT_CLIENT_MAPVOTE) -REGISTER_NET_LINKED(ENT_CLIENT_CLIENTDATA) -REGISTER_NET_LINKED(ENT_CLIENT_RANDOMSEED) -REGISTER_NET_LINKED(ENT_CLIENT_ACCURACY) -REGISTER_NET_LINKED(ENT_CLIENT_ELIMINATEDPLAYERS) +const int FRAGS_PLAYER = 0; +const int FRAGS_SPECTATOR = -666; +const int FRAGS_PLAYER_OUT_OF_GAME = -616; -REGISTER_NET_LINKED(ENT_CLIENT_MODEL) +/////////////////////////// +// cvar constants -REGISTER_NET_LINKED(ENT_CLIENT_WARPZONE) -REGISTER_NET_LINKED(ENT_CLIENT_WARPZONE_CAMERA) -REGISTER_NET_LINKED(ENT_CLIENT_WARPZONE_TELEPORTED) +const int CVAR_SAVE = 1; +const int CVAR_NOTIFY = 2; +const int CVAR_READONLY = 4; -REGISTER_NET_LINKED(ENT_CLIENT_ARC_BEAM) -REGISTER_NET_LINKED(ENT_CLIENT_HOOK) -REGISTER_NET_LINKED(ENT_CLIENT_TUBANOTE) +// server flags +const int SERVERFLAG_ALLOW_FULLBRIGHT = 1; +const int SERVERFLAG_TEAMPLAY = 2; +const int SERVERFLAG_PLAYERSTATS = 4; -REGISTER_NET_LINKED(ENT_CLIENT_SPAWNPOINT) -REGISTER_NET_LINKED(ENT_CLIENT_SPAWNEVENT) -REGISTER_NET_LINKED(ENT_CLIENT_WALL) +const int SPECIES_HUMAN = 0; +const int SPECIES_ROBOT_SOLID = 1; +const int SPECIES_ALIEN = 2; +const int SPECIES_ANIMAL = 3; +const int SPECIES_ROBOT_RUSTY = 4; +const int SPECIES_ROBOT_SHINY = 5; +const int SPECIES_RESERVED = 15; -const int SPRITERULE_DEFAULT = 0; -const int SPRITERULE_TEAMPLAY = 1; -const int SPRITERULE_SPECTATOR = 2; +#ifdef GAMEQC +const int RANKINGS_CNT = 99; /////////////////////////// // keys pressed @@ -96,13 +38,6 @@ const int KEY_CROUCH = BIT(5); const int KEY_ATCK = BIT(6); const int KEY_ATCK2 = BIT(7); -/////////////////////////// -// cvar constants - -const int CVAR_SAVE = 1; -const int CVAR_NOTIFY = 2; -const int CVAR_READONLY = 4; - /////////////////////////// // csqc communication stuff @@ -113,144 +48,45 @@ const int HUD_BUMBLEBEE_GUN = 25; // # of maps, I'll use arrays for them :P const int MAPVOTE_COUNT = 30; -/** - * Lower scores are better (e.g. suicides) - */ -const int SFL_LOWER_IS_BETTER = BIT(0); - -/** - * Don't show zero values as scores - */ -const int SFL_HIDE_ZERO = BIT(1); - -/** - * Allow a column to be hidden (do not automatically add it even if it is a sorting key) - */ -const int SFL_ALLOW_HIDE = BIT(4); - -/** - * Display as a rank (with st, nd, rd, th suffix) - */ -const int SFL_RANK = BIT(5); - -/** - * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!) - */ -const int SFL_TIME = BIT(6); - -// not an extra constant yet -#define SFL_ZERO_IS_WORST SFL_TIME - -/** - * Scoring priority (NOTE: PRIMARY is used for fraglimit) - */ -const int SFL_SORT_PRIO_SECONDARY = 4; -const int SFL_SORT_PRIO_PRIMARY = 8; -const int SFL_SORT_PRIO_MASK = 12; - -/** - * Score indices - */ -#define MAX_SCORE 12 -#define MAX_TEAMSCORE 2 - -const int ST_SCORE = 0; -const int SP_KILLS = 0; -const int SP_DEATHS = 1; -const int SP_SUICIDES = 2; -const int SP_SCORE = 3; -const int SP_DMG = 10; -const int SP_DMGTAKEN = 11; -// game mode specific indices are not in common/, but in server/scores_rules.qc! - -// WEAPONTODO: move this into separate/new projectile handling code // this sets sounds and other properties of the projectiles in csqc -const int PROJECTILE_ELECTRO = 1; -const int PROJECTILE_ROCKET = 2; -const int PROJECTILE_TAG = 3; -const int PROJECTILE_CRYLINK = 5; -const int PROJECTILE_ELECTRO_BEAM = 6; -const int PROJECTILE_GRENADE = 7; -const int PROJECTILE_GRENADE_BOUNCING = 8; -const int PROJECTILE_MINE = 9; -const int PROJECTILE_BLASTER = 10; -const int PROJECTILE_HLAC = 11; -const int PROJECTILE_SEEKER = 12; -const int PROJECTILE_FLAC = 13; -const int PROJECTILE_PORTO_RED = 14; -const int PROJECTILE_PORTO_BLUE = 15; -const int PROJECTILE_HOOKBOMB = 16; -const int PROJECTILE_HAGAR = 17; -const int PROJECTILE_HAGAR_BOUNCING = 18; -const int PROJECTILE_CRYLINK_BOUNCING = 20; -const int PROJECTILE_FIREBALL = 21; -const int PROJECTILE_FIREMINE = 22; - -const int PROJECTILE_RAPTORCANNON = 24; -const int PROJECTILE_RAPTORBOMB = 25; -const int PROJECTILE_RAPTORBOMBLET = 26; -const int PROJECTILE_SPIDERROCKET = 27; -const int PROJECTILE_WAKIROCKET = 28; -const int PROJECTILE_WAKICANNON = 29; - -const int PROJECTILE_BUMBLE_GUN = 30; -const int PROJECTILE_BUMBLE_BEAM = 31; - -const int PROJECTILE_MAGE_SPIKE = 32; -const int PROJECTILE_SHAMBLER_LIGHTNING = 33; - -const int PROJECTILE_ROCKETMINSTA_LASER = 34; - -// projectile IDs 40-50 reserved - -const int PROJECTILE_RPC = 60; - -const int SPECIES_HUMAN = 0; -const int SPECIES_ROBOT_SOLID = 1; -const int SPECIES_ALIEN = 2; -const int SPECIES_ANIMAL = 3; -const int SPECIES_ROBOT_RUSTY = 4; -const int SPECIES_ROBOT_SHINY = 5; -const int SPECIES_RESERVED = 15; - -const int FRAGS_PLAYER = 0; -const int FRAGS_SPECTATOR = -666; -const int FRAGS_LMS_LOSER = -616; -const int FRAGS_PLAYER_NONSOLID = -616; -// we can use this frags value for both - -// water levels -const int WATERLEVEL_NONE = 0; -const int WATERLEVEL_WETFEET = 1; -const int WATERLEVEL_SWIMMING = 2; -const int WATERLEVEL_SUBMERGED = 3; - -// server flags -const int SERVERFLAG_ALLOW_FULLBRIGHT = 1; -const int SERVERFLAG_TEAMPLAY = 2; -const int SERVERFLAG_PLAYERSTATS = 4; - -// FIXME/EXPLAINME: why? Mario: because -vector autocvar_sv_player_maxs = '16 16 45'; -vector autocvar_sv_player_mins = '-16 -16 -24'; -vector autocvar_sv_player_viewoffset = '0 0 20'; -vector autocvar_sv_player_crouch_maxs = '16 16 25'; -vector autocvar_sv_player_crouch_mins = '-16 -16 -24'; -vector autocvar_sv_player_crouch_viewoffset = '0 0 20'; -vector autocvar_sv_player_headsize = '24 24 12'; - - // a bit more constant const vector PL_MAX_CONST = '16 16 45'; const vector PL_MIN_CONST = '-16 -16 -24'; - -// spawnpoint prios -const int SPAWN_PRIO_NEAR_TEAMMATE_FOUND = 200; -const int SPAWN_PRIO_NEAR_TEAMMATE_SAMETEAM = 100; -const int SPAWN_PRIO_RACE_PREVIOUS_SPAWN = 50; -const int SPAWN_PRIO_GOOD_DISTANCE = 10; +const vector PL_CROUCH_MAX_CONST = '16 16 25'; +const vector PL_CROUCH_MIN_CONST = '-16 -16 -24'; // gametype vote flags const int GTV_FORBIDDEN = 0; // Cannot be voted const int GTV_AVAILABLE = 1; // Can be voted const int GTV_CUSTOM = 2; // Custom entry + +// generic entity flags +// engine flags can't be redefined as they are used by the engine (unfortunately), they are listed here for posterity +#ifdef CSQC +const int FL_FLY = 1; /* BIT(0) */ +const int FL_SWIM = 2; /* BIT(1) */ +const int FL_CLIENT = 8; /* BIT(2) */ // set for all client edicts +const int FL_INWATER = 16; /* BIT(3) */ // for enter / leave water splash +const int FL_MONSTER = 32; /* BIT(4) */ +const int FL_GODMODE = 64; /* BIT(5) */ // player cheat +const int FL_NOTARGET = 128; /* BIT(6) */ // player cheat +const int FL_ITEM = 256; /* BIT(7) */ // extra wide size for bonus items +const int FL_ONGROUND = 512; /* BIT(8) */ // standing on something +const int FL_PARTIALGROUND = 1024; /* BIT(9) */ // not all corners are valid +const int FL_WATERJUMP = 2048; /* BIT(10) */ // player jumping out of water +const int FL_JUMPRELEASED = 4096; /* BIT(11) */ // for jump debouncing +#endif +const int FL_WEAPON = BIT(12); +const int FL_POWERUP = BIT(13); +const int FL_PROJECTILE = BIT(14); +const int FL_TOSSED = BIT(15); +const int FL_SPAWNING = BIT(16); +const int FL_PICKUPITEMS = BIT(17); +const int FL_DUCKED = BIT(18); +const int FL_ONSLICK = BIT(19); +#endif + +#if defined(SVQC) + #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOGUNBOB | EF_NOSHADOW | EF_LOWPRECISION | EF_SELECTABLE | EF_TELEPORT_BIT) +#elif defined(CSQC) + #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT) #endif