X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fconstants.qh;h=a7e7da546e0b05337766b8247b2832be94c7438c;hb=6d4053005d90b4cb70e03a3c2b694a6e0adf6bd8;hp=21f095d97495f3c57a9e904a7800712597a90e12;hpb=5eb0a74157282c0858f02200fa81fdeba42d0c16;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/constants.qh b/qcsrc/common/constants.qh index 21f095d97..a7e7da546 100644 --- a/qcsrc/common/constants.qh +++ b/qcsrc/common/constants.qh @@ -1,116 +1,6 @@ -#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 - -const int AS_STRING = 1; -const int AS_INT = 2; -const int AS_FLOAT_TRUNCATED = 2; -const int AS_FLOAT = 8; - -REGISTER_NET_TEMP(TE_CSQC_PICTURE) -REGISTER_NET_TEMP(TE_CSQC_RACE) -REGISTER_NET_TEMP(TE_CSQC_VORTEXBEAMPARTICLE) -REGISTER_NET_TEMP(TE_CSQC_ARC) -REGISTER_NET_TEMP(TE_CSQC_TEAMNAGGER) -REGISTER_NET_TEMP(TE_CSQC_PINGPLREPORT) -REGISTER_NET_TEMP(TE_CSQC_TARGET_MUSIC) -REGISTER_NET_TEMP(TE_CSQC_WEAPONCOMPLAIN) -REGISTER_NET_TEMP(TE_CSQC_VEHICLESETUP) -REGISTER_NET_TEMP(TE_CSQC_SVNOTICE) -REGISTER_NET_TEMP(TE_CSQC_SHOCKWAVEPARTICLE) - -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_ENTCS) -REGISTER_NET_LINKED(ENT_CLIENT_SCORES_INFO) -REGISTER_NET_LINKED(ENT_CLIENT_SCORES) -REGISTER_NET_LINKED(ENT_CLIENT_TEAMSCORES) -REGISTER_NET_LINKED(ENT_CLIENT_POINTPARTICLES) -REGISTER_NET_LINKED(ENT_CLIENT_RAINSNOW) -REGISTER_NET_LINKED(ENT_CLIENT_LASER) -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_DAMAGEINFO) -REGISTER_NET_LINKED(ENT_CLIENT_INIT) -REGISTER_NET_LINKED(ENT_CLIENT_MAPVOTE) -REGISTER_NET_LINKED(ENT_CLIENT_CLIENTDATA) -REGISTER_NET_LINKED(ENT_CLIENT_RANDOMSEED) -REGISTER_NET_LINKED(ENT_CLIENT_WALL) -REGISTER_NET_LINKED(ENT_CLIENT_MODELEFFECT) -REGISTER_NET_LINKED(ENT_CLIENT_TUBANOTE) -REGISTER_NET_LINKED(ENT_CLIENT_WARPZONE) -REGISTER_NET_LINKED(ENT_CLIENT_WARPZONE_CAMERA) -REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_MUSIC) -REGISTER_NET_LINKED(ENT_CLIENT_HOOK) -REGISTER_NET_LINKED(ENT_CLIENT_INVENTORY) -REGISTER_NET_LINKED(ENT_CLIENT_ARC_BEAM) // WEAPONTODO: fix numbers -REGISTER_NET_LINKED(ENT_CLIENT_ACCURACY) -REGISTER_NET_LINKED(ENT_CLIENT_WARPZONE_TELEPORTED) -REGISTER_NET_LINKED(ENT_CLIENT_MODEL) -REGISTER_NET_LINKED(ENT_CLIENT_ITEM) -REGISTER_NET_LINKED(ENT_CLIENT_BUMBLE_RAYGUN) -REGISTER_NET_LINKED(ENT_CLIENT_SPAWNPOINT) -REGISTER_NET_LINKED(ENT_CLIENT_SPAWNEVENT) -REGISTER_NET_LINKED(ENT_CLIENT_NOTIFICATION) -REGISTER_NET_LINKED(ENT_CLIENT_ELIMINATEDPLAYERS) -REGISTER_NET_LINKED(ENT_CLIENT_TURRET) -REGISTER_NET_LINKED(ENT_CLIENT_AUXILIARYXHAIR) -REGISTER_NET_LINKED(ENT_CLIENT_LADDER) -REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_PUSH) -REGISTER_NET_LINKED(ENT_CLIENT_TARGET_PUSH) -REGISTER_NET_LINKED(ENT_CLIENT_CONVEYOR) -REGISTER_NET_LINKED(ENT_CLIENT_DOOR) -REGISTER_NET_LINKED(ENT_CLIENT_TRAIN) -REGISTER_NET_LINKED(ENT_CLIENT_PLAT) -REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_IMPULSE) -REGISTER_NET_LINKED(ENT_CLIENT_SWAMP) -REGISTER_NET_LINKED(ENT_CLIENT_CORNER) -REGISTER_NET_LINKED(ENT_CLIENT_KEYLOCK) -REGISTER_NET_LINKED(ENT_CLIENT_MINIGAME) -REGISTER_NET_LINKED(ENT_CLIENT_VIEWLOC) -REGISTER_NET_LINKED(ENT_CLIENT_VIEWLOC_TRIGGER) - -const int SPRITERULE_DEFAULT = 0; -const int SPRITERULE_TEAMPLAY = 1; -const int SPRITERULE_SPECTATOR = 2; +const int RANKINGS_CNT = 99; /////////////////////////// // keys pressed @@ -133,10 +23,6 @@ const int CVAR_READONLY = 4; /////////////////////////// // csqc communication stuff -const int CTF_STATE_ATTACK = 1; -const int CTF_STATE_DEFEND = 2; -const int CTF_STATE_COMMANDER = 3; - const int HUD_NORMAL = 0; const int HUD_BUMBLEBEE_GUN = 25; @@ -144,125 +30,6 @@ 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! - -const int CH_INFO = 0; -const int CH_TRIGGER = -3; -const int CH_WEAPON_A = -1; -const int CH_WEAPON_SINGLE = 1; -const int CH_VOICE = -2; -const int CH_BGM_SINGLE = 8; -const int CH_AMBIENT = -9; -const int CH_TRIGGER_SINGLE = 3; -const int CH_SHOTS = -4; -const int CH_SHOTS_SINGLE = 4; -const int CH_WEAPON_B = -1; -const int CH_PAIN = -6; -const int CH_PAIN_SINGLE = 6; -const int CH_PLAYER = -7; -const int CH_PLAYER_SINGLE = 7; -const int CH_TUBA_SINGLE = 5; - -const float ATTEN_NONE = 0; -const float ATTEN_MIN = 0.015625; -const float ATTEN_NORM = 0.5; -const float ATTEN_LARGE = 1; -const float ATTEN_IDLE = 2; -const float ATTEN_STATIC = 3; -const float ATTEN_MAX = 3.984375; - -const float VOL_BASE = 0.7; -const float VOL_BASEVOICE = 1.0; - -// 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; @@ -273,59 +40,20 @@ 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 +const int FRAGS_PLAYER_OUT_OF_GAME = -616; -// 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'; - - -// not so constant -#ifdef SVQC -#define PL_VIEW_OFS autocvar_sv_player_viewoffset -#define PL_MIN autocvar_sv_player_mins -#define PL_MAX autocvar_sv_player_maxs -#define PL_CROUCH_VIEW_OFS autocvar_sv_player_crouch_viewoffset -#define PL_CROUCH_MIN autocvar_sv_player_crouch_mins -#define PL_CROUCH_MAX autocvar_sv_player_crouch_maxs -#define PL_HEAD autocvar_sv_player_headsize -#elif defined(CSQC) -#define PL_VIEW_OFS vec3(getstatf(STAT_PL_VIEW_OFS1), getstatf(STAT_PL_VIEW_OFS2), getstatf(STAT_PL_VIEW_OFS3)) -#define PL_MIN vec3(getstatf(STAT_PL_MIN1), getstatf(STAT_PL_MIN2), getstatf(STAT_PL_MIN3)) -#define PL_MAX vec3(getstatf(STAT_PL_MAX1), getstatf(STAT_PL_MAX2), getstatf(STAT_PL_MAX3)) -#define PL_CROUCH_VIEW_OFS vec3(getstatf(STAT_PL_CROUCH_VIEW_OFS1), getstatf(STAT_PL_CROUCH_VIEW_OFS2), getstatf(STAT_PL_CROUCH_VIEW_OFS3)) -#define PL_CROUCH_MIN vec3(getstatf(STAT_PL_CROUCH_MIN1), getstatf(STAT_PL_CROUCH_MIN2), getstatf(STAT_PL_CROUCH_MIN3)) -#define PL_CROUCH_MAX vec3(getstatf(STAT_PL_CROUCH_MAX1), getstatf(STAT_PL_CROUCH_MAX2), getstatf(STAT_PL_CROUCH_MAX3)) -#endif - // 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 -#endif