X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fdpdefs%2Fprogsdefs.qh;fp=qcsrc%2Fdpdefs%2Fprogsdefs.qh;h=0064060a4b6ed135766a500aa0d226a2faa04317;hb=35e8f712933b0ebf9b163b7289cf975825b33803;hp=0000000000000000000000000000000000000000;hpb=ba0988ca930f50286f8cf3b6c114ebc6584964af;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/dpdefs/progsdefs.qh b/qcsrc/dpdefs/progsdefs.qh new file mode 100644 index 000000000..0064060a4 --- /dev/null +++ b/qcsrc/dpdefs/progsdefs.qh @@ -0,0 +1,508 @@ +#ifndef PROGSDEFS_H +#define PROGSDEFS_H + +/* +============================================================================== + + SOURCE FOR GLOBALVARS_T C STRUCTURE + MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR + +============================================================================== +*/ + +// +// system globals +// +entity self; +entity other; +entity world; +float time; +float frametime; + +float force_retouch; // force all entities to touch triggers + // next frame. this is needed because + // non-moving things don't normally scan + // for triggers, and when a trigger is + // created (like a teleport trigger), it + // needs to catch everything. + // decremented each frame, so set to 2 + // to guarantee everything is touched +string mapname; + +float deathmatch; +float coop; +float teamplay; + +float serverflags; // propagated from level to level, used to + // keep track of completed episodes + +float total_secrets; +float total_monsters; + +float found_secrets; // number of secrets found +float killed_monsters; // number of monsters killed + + +// spawnparms are used to encode information about clients across server +// level changes +float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16; + +// +// global variables set by built in functions +// +vector v_forward, v_up, v_right; // set by makevectors() + +// set by traceline / tracebox +float trace_allsolid; +float trace_startsolid; +float trace_fraction; +vector trace_endpos; +vector trace_plane_normal; +float trace_plane_dist; +entity trace_ent; +float trace_inopen; +float trace_inwater; + +entity msg_entity; // destination of single entity writes + +// +// required prog functions +// +void() main; // only for testing + +void() StartFrame; + +void() PlayerPreThink; +void() PlayerPostThink; + +void() ClientKill; +void() ClientConnect; +void() PutClientInServer; // call after setting the parm1... parms +void() ClientDisconnect; + +void() SetNewParms; // called when a client first connects to + // a server. sets parms so they can be + // saved off for restarts + +void() SetChangeParms; // call to set parms for self so they can + // be saved for a level transition + + +//================================================ +void end_sys_globals; // flag for structure dumping +//================================================ + +/* +============================================================================== + + SOURCE FOR ENTVARS_T C STRUCTURE + MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR + +============================================================================== +*/ + +// +// system fields (*** = do not set in prog code, maintained by C code) +// +.float modelindex; // *** model index in the precached list +.vector absmin, absmax; // *** origin + mins / maxs + +.float ltime; // local time for entity +.float movetype; +.float solid; + +.vector origin; // *** +.vector oldorigin; // *** +.vector velocity; +.vector angles; +.vector avelocity; + +.vector punchangle; // temp angle adjust from damage or recoil + +.string classname; // spawn function +.string model; +.float frame; +.float skin; +.float effects; + +.vector mins, maxs; // bounding box extents reletive to origin +.vector size; // maxs - mins + +.void() touch; +.void() use; +.void() think; +.void() blocked; // for doors or plats, called when can't push other + +.float nextthink; +.entity groundentity; + +// stats +.float health; +.float frags; +.float weapon; // one of the IT_SHOTGUN, etc flags +.string weaponmodel; +.float weaponframe; +.float currentammo; +.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; + +.float items; // bit flags + +.float takedamage; +.entity chain; +.float deadflag; + +.vector view_ofs; // add to origin to get eye point + + +.float button0; // fire +.float button1; // use +.float button2; // jump + +.float impulse; // weapon changes + +.float fixangle; +.vector v_angle; // view / targeting angle for players +.float idealpitch; // calculated pitch angle for lookup up slopes + + +.string netname; + +.entity enemy; + +.float flags; + +.float colormap; +.float team; + +.float max_health; // players maximum health is stored here + +.float teleport_time; // don't back up + +.float armortype; // save this fraction of incoming damage +.float armorvalue; + +.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes +.float watertype; // a contents value + +.float ideal_yaw; +.float yaw_speed; + +.entity aiment; + +.entity goalentity; // a movetarget or an enemy + +.float spawnflags; + +.string target; +.string targetname; + +// damage is accumulated through a frame. and sent as one single +// message, so the super shotgun doesn't generate huge messages +.float dmg_take; +.float dmg_save; +.entity dmg_inflictor; + +.entity owner; // who launched a missile +.vector movedir; // mostly for doors, but also used for waterjump + +.string message; // trigger messages + +.float sounds; // either a cd track number or sound number + +.string noise, noise1, noise2, noise3; // contains names of wavs to play + +//================================================ +void end_sys_fields; // flag for structure dumping +//================================================ + +/* +============================================================================== + + CONSTANT DEFINITIONS + +============================================================================== +*/ + + +// +// constants +// + +// edict.flags +const int FL_FLY = 1; +const int FL_SWIM = 2; +const int FL_CLIENT = 8; // set for all client edicts +const int FL_INWATER = 16; // for enter / leave water splash +const int FL_MONSTER = 32; +const int FL_GODMODE = 64; // player cheat +const int FL_NOTARGET = 128; // player cheat +const int FL_ITEM = 256; // extra wide size for bonus items +const int FL_ONGROUND = 512; // standing on something +const int FL_PARTIALGROUND = 1024; // not all corners are valid +const int FL_WATERJUMP = 2048; // player jumping out of water +const int FL_JUMPRELEASED = 4096; // for jump debouncing + +// edict.movetype values +const int MOVETYPE_NONE = 0; // never moves +//const int MOVETYPE_ANGLENOCLIP= 1; +//const int MOVETYPE_ANGLECLIP = 2; +const int MOVETYPE_WALK = 3; // players only +const int MOVETYPE_STEP = 4; // discrete, not real time unless fall +const int MOVETYPE_FLY = 5; +const int MOVETYPE_TOSS = 6; // gravity +const int MOVETYPE_PUSH = 7; // no clip to world, push and crush +const int MOVETYPE_NOCLIP = 8; +const int MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters +const int MOVETYPE_BOUNCE = 10; +const int MOVETYPE_BOUNCEMISSILE= 11; // bounce with extra size + +// edict.solid values +const int SOLID_NOT = 0; // no interaction with other objects +const int SOLID_TRIGGER = 1; // touch on edge, but not blocking +const int SOLID_BBOX = 2; // touch on edge, block +const int SOLID_SLIDEBOX = 3; // touch on edge, but not an onground +const int SOLID_BSP = 4; // bsp clip, touch on edge, block + +// range values +const int RANGE_MELEE = 0; +const int RANGE_NEAR = 1; +const int RANGE_MID = 2; +const int RANGE_FAR = 3; + +// deadflag values + +const int DEAD_NO = 0; +const int DEAD_DYING = 1; +const int DEAD_DEAD = 2; +const int DEAD_RESPAWNABLE = 3; +const int DEAD_RESPAWNING = 4; // dead, waiting for buttons to be released + +// takedamage values + +const int DAMAGE_NO = 0; +const int DAMAGE_YES = 1; +const int DAMAGE_AIM = 2; + +// items +const int IT_AXE = 4096; +const int IT_SHOTGUN = 1; +const int IT_SUPER_SHOTGUN = 2; +const int IT_NAILGUN = 4; +const int IT_SUPER_NAILGUN = 8; +const int IT_GRENADE_LAUNCHER = 16; +const int IT_ROCKET_LAUNCHER = 32; +const int IT_LIGHTNING = 64; +const int IT_EXTRA_WEAPON = 128; + +//const int IT_SHELLS = 256; +//const int IT_NAILS = 512; +//const int IT_ROCKETS = 1024; +//const int IT_CELLS = 2048; + +const int IT_ARMOR1 = 8192; +const int IT_ARMOR2 = 16384; +const int IT_ARMOR3 = 32768; +const int IT_SUPERHEALTH = 65536; + +//const int IT_KEY1 = 131072; +//const int IT_KEY2 = 262144; + +const int IT_INVISIBILITY = 524288; +const int IT_INVULNERABILITY = 1048576; +const int IT_SUIT = 2097152; +const int IT_QUAD = 4194304; + +// point content values + +const int CONTENT_EMPTY = -1; +const int CONTENT_SOLID = -2; +const int CONTENT_WATER = -3; +const int CONTENT_SLIME = -4; +const int CONTENT_LAVA = -5; +const int CONTENT_SKY = -6; + +const int STATE_TOP = 0; +const int STATE_BOTTOM = 1; +const int STATE_UP = 2; +const int STATE_DOWN = 3; + +const vector VEC_ORIGIN = '0 0 0'; +const vector VEC_HULL_MIN = '-16 -16 -24'; +const vector VEC_HULL_MAX = '16 16 32'; + +const vector VEC_HULL2_MIN = '-32 -32 -24'; +const vector VEC_HULL2_MAX = '32 32 64'; + +// protocol bytes +const int SVC_TEMPENTITY = 23; +const int SVC_KILLEDMONSTER = 27; +const int SVC_FOUNDSECRET = 28; +const int SVC_INTERMISSION = 30; +const int SVC_FINALE = 31; +const int SVC_CDTRACK = 32; +const int SVC_SELLSCREEN = 33; + + +const int TE_SPIKE = 0; +const int TE_SUPERSPIKE = 1; +const int TE_GUNSHOT = 2; +const int TE_EXPLOSION = 3; +const int TE_TAREXPLOSION = 4; +const int TE_LIGHTNING1 = 5; +const int TE_LIGHTNING2 = 6; +const int TE_WIZSPIKE = 7; +const int TE_KNIGHTSPIKE = 8; +const int TE_LIGHTNING3 = 9; +const int TE_LAVASPLASH = 10; +const int TE_TELEPORT = 11; + +// sound channels +// channel 0 never willingly overrides +// other channels (1-7) allways override a playing sound on that channel +const int CHAN_AUTO = 0; +const int CHAN_WEAPON = 1; +const int CHAN_VOICE = 2; +const int CHAN_ITEM = 3; +const int CHAN_BODY = 4; + +const int ATTN_NONE = 0; +const int ATTN_NORM = 1; +const int ATTN_IDLE = 2; +const int ATTN_STATIC = 3; + +// update types + +const int UPDATE_GENERAL = 0; +const int UPDATE_STATIC = 1; +const int UPDATE_BINARY = 2; +const int UPDATE_TEMP = 3; + +// entity effects + +const int EF_BRIGHTFIELD = 1; +const int EF_MUZZLEFLASH = 2; +const int EF_BRIGHTLIGHT = 4; +const int EF_DIMLIGHT = 8; + + +// messages +const int MSG_BROADCAST = 0; // unreliable to all +const int MSG_ONE = 1; // reliable to one (msg_entity) +const int MSG_ALL = 2; // reliable to all +const int MSG_INIT = 3; // write to the init string + +//=========================================================================== + +// +// builtin functions +// + +void(vector ang) makevectors = #1; // sets v_forward, etc globals +void(entity e, vector o) setorigin = #2; +void(entity e, string m) setmodel = #3; // set movetype and solid first +void(entity e, vector min, vector max) setsize = #4; +// #5 was removed +void() break_to_debugger = #6; +float() random = #7; // returns 0 - 1 +void(entity e, float chan, string samp, float vol, float atten) sound = #8; +vector(vector v) normalize = #9; +void(string e, ...) error = #10; +void(string e, ...) objerror = #11; +float(vector v) vlen = #12; +float(vector v) vectoyaw = #13; +entity() spawn = #14; +void(entity e) remove = #15; + +// sets trace_* globals +// nomonsters can be: +// An entity will also be ignored for testing if forent == test, +// forent->owner == test, or test->owner == forent +// a forent of world is ignored +void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16; + +entity() checkclient = #17; // returns a client to look for +entity(entity start, .string fld, string match) find = #18; +string(string s) precache_sound = #19; +string(string s) precache_model = #20; +void(entity client, string s, ...)stuffcmd = #21; +entity(vector org, float rad) findradius = #22; +void(string s, ...) bprint = #23; +void(entity client, string s, ...) sprint = #24; +void(string s, ...) dprint = #25; +string(float f) ftos = #26; +string(vector v) vtos = #27; +void() coredump = #28; // prints all edicts +void() traceon = #29; // turns statment trace on +void() traceoff = #30; +void(entity e) eprint = #31; // prints an entire edict +float(float yaw, float dist) walkmove = #32; // returns true or false +// #33 was removed +float() droptofloor= #34; // true if landed on floor +void(float style, string value) lightstyle = #35; +float(float v) rint = #36; // round to nearest int +float(float v) floor = #37; // largest integer <= v +float(float v) ceil = #38; // smallest integer >= v +// #39 was removed +float(entity e) checkbottom = #40; // true if self is on ground +float(vector v) pointcontents = #41; // returns a CONTENT_* +// #42 was removed +float(float f) fabs = #43; +vector(entity e, float speed) aim = #44; // returns the shooting vector +float(string s) cvar = #45; // return cvar.value +void(string s, ...) localcmd = #46; // put string into local que +entity(entity e) nextent = #47; // for looping through all ents +void(vector o, vector d, float color, float count) particle = #48;// start a particle effect +void() ChangeYaw = #49; // turn towards self.ideal_yaw + // at self.yaw_speed +// #50 was removed +vector(vector v) vectoangles = #51; + +// +// direct client message generation +// +void(float to, float f) WriteByte = #52; +void(float to, float f) WriteChar = #53; +void(float to, float f) WriteShort = #54; +void(float to, float f) WriteLong = #55; +void(float to, float f) WriteCoord = #56; +void(float to, float f) WriteAngle = #57; +void(float to, string s, ...) WriteString = #58; +void(float to, entity s) WriteEntity = #59; + +// +// broadcast client message generation +// + +// void(float f) bWriteByte = #59; +// void(float f) bWriteChar = #60; +// void(float f) bWriteShort = #61; +// void(float f) bWriteLong = #62; +// void(float f) bWriteCoord = #63; +// void(float f) bWriteAngle = #64; +// void(string s) bWriteString = #65; +// void(entity e) bWriteEntity = #66; + +void(float step) movetogoal = #67; + +string(string s) precache_file = #68; // no effect except for -copy +void(entity e) makestatic = #69; +void(string s) changelevel = #70; + +//#71 was removed + +void(string name, string value) cvar_set = #72; // sets cvar.value + +void(entity client, string s, ...) centerprint = #73; // sprint, but in middle + +void(vector pos, string samp, float vol, float atten) ambientsound = #74; + +string(string s) precache_model2 = #75; // registered version only +string(string s) precache_sound2 = #76; // registered version only +string(string s) precache_file2 = #77; // registered version only + +void(entity e) setspawnparms = #78; // set parm1... to the + // values at level start + // for coop respawn + +//============================================================================ +#endif \ No newline at end of file