X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=9c2dc4064097acbd97f5cc0ffb6260b3a89c57c4;hb=1cbef966e133966c5b5f0f5b58fbd1a5851ed35b;hp=4a7edc2b94a782fb900fa7554760c522b171d8ed;hpb=03f978544a8b13a18cef1c7cc3dbcaba1c3aee4c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 4a7edc2b9..9c2dc4064 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -2,8 +2,9 @@ #define SERVER_DEFS_H #include "../common/weapons/all.qh" +#include "../common/stats.qh" -#define INDEPENDENT_ATTACK_FINISHED +#define INDEPENDENT_ATTACK_FINISHED 1 #define BUTTON_ATCK button0 #define BUTTON_JUMP button2 @@ -20,25 +21,25 @@ // Globals -float g_cloaked, g_footsteps, g_grappling_hook, g_instagib; +float g_footsteps, g_grappling_hook, g_instagib; float g_warmup_limit; float g_warmup_allguns; float g_warmup_allow_timeout; float warmup_stage; -float g_pickup_respawntime_weapon; -float g_pickup_respawntime_superweapon; -float g_pickup_respawntime_ammo; -float g_pickup_respawntime_short; -float g_pickup_respawntime_medium; -float g_pickup_respawntime_long; -float g_pickup_respawntime_powerup; -float g_pickup_respawntimejitter_weapon; -float g_pickup_respawntimejitter_superweapon; -float g_pickup_respawntimejitter_ammo; -float g_pickup_respawntimejitter_short; -float g_pickup_respawntimejitter_medium; -float g_pickup_respawntimejitter_long; -float g_pickup_respawntimejitter_powerup; +PROPERTY(float, g_pickup_respawntime_weapon) +PROPERTY(float, g_pickup_respawntime_superweapon) +PROPERTY(float, g_pickup_respawntime_ammo) +PROPERTY(float, g_pickup_respawntime_short) +PROPERTY(float, g_pickup_respawntime_medium) +PROPERTY(float, g_pickup_respawntime_long) +PROPERTY(float, g_pickup_respawntime_powerup) +PROPERTY(float, g_pickup_respawntimejitter_weapon) +PROPERTY(float, g_pickup_respawntimejitter_superweapon) +PROPERTY(float, g_pickup_respawntimejitter_ammo) +PROPERTY(float, g_pickup_respawntimejitter_short) +PROPERTY(float, g_pickup_respawntimejitter_medium) +PROPERTY(float, g_pickup_respawntimejitter_long) +PROPERTY(float, g_pickup_respawntimejitter_powerup) float g_jetpack; float sv_clones; @@ -53,8 +54,6 @@ void UpdateFrags(entity player, float f); float team1_score, team2_score, team3_score, team4_score; -float maxclients; - // flag set on worldspawn so that the code knows if it is dedicated or not float server_is_dedicated; @@ -76,9 +75,9 @@ float server_is_dedicated; .float pain_frame; //" .float crouch; // Crouching or not? -.float strength_finished; -.float invincible_finished; -.float superweapons_finished; +.float strength_finished = _STAT(STRENGTH_FINISHED); +.float invincible_finished = _STAT(INVINCIBLE_FINISHED); +.float superweapons_finished = _STAT(SUPERWEAPONS_FINISHED); .float cnt; // used in too many places .float count; @@ -148,26 +147,26 @@ const float MAX_DAMAGEEXTRARADIUS = 16; // string overrides entity .string item_pickupsound; .entity item_pickupsound_ent; +.entity item_model_ent; // definitions for weaponsystem // more WEAPONTODO: move these to their proper files -.entity weaponentity; .entity exteriorweaponentity; .vector weaponentity_glowmod; //.int weapon; // current weapon -.int switchweapon; // weapon requested to switch to -.int switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) +.int switchweapon = _STAT(SWITCHWEAPON); +.int switchingweapon = _STAT(SWITCHINGWEAPON); // weapon currently being switched to (is copied from switchweapon once switch is possible) .string weaponname; // name of .weapon // WEAPONTODO .float autoswitch; float client_hasweapon(entity cl, float wpn, float andammo, float complain); -void w_clear(Weapon thiswep, entity actor, bool fire1, bool fire2); -void w_ready(Weapon thiswep, entity actor, bool fire1, bool fire2); +void w_clear(Weapon thiswep, entity actor, .entity weaponentity, int fire); +void w_ready(Weapon thiswep, entity actor, .entity weaponentity, int fire); // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) .float weapon_nextthink; -.void(Weapon thiswep, entity actor, bool fire1, bool fire2) weapon_think; +.void(Weapon thiswep, entity actor, .entity weaponentity, int fire) weapon_think; // weapon states (self.weaponentity.state) @@ -180,7 +179,7 @@ const int WS_READY = 4; // idle frame // there is 2 weapon tics that can run in one server frame const int W_TICSPERFRAME = 2; -void weapon_defaultspawnfunc(float wpn); +void weapon_defaultspawnfunc(entity this, Weapon e); float gameover; float intermission_running; @@ -226,7 +225,7 @@ float default_weapon_alpha; .float cvar_cl_clippedspectating; .float cvar_cl_autoscreenshot; .float cvar_cl_jetpack_jump; -.float cvar_cl_movement_track_canjump; +.float cvar_cl_movement_track_canjump = _STAT(MOVEVARS_CL_TRACK_CANJUMP); .float cvar_cl_newusekeysupported; .string cvar_g_xonoticversion; @@ -255,20 +254,21 @@ void FixClientCvars(entity e); // WEAPONTODO: remove this WepSet weaponsInMap; -.WepSet weaponsinmap; +#define weapons _STAT(WEAPONS) +#define weaponsinmap _STAT(WEAPONSINMAP) .float respawn_countdown; // next number to count float bot_waypoints_for_items; -.float attack_finished_for[Weapons_MAX]; -.float attack_finished_single; -#ifdef INDEPENDENT_ATTACK_FINISHED -#define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST])) +.float attack_finished_for[Weapons_MAX * MAX_WEAPONSLOTS]; +.float attack_finished_single[MAX_WEAPONSLOTS]; +#if INDEPENDENT_ATTACK_FINISHED +#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).(attack_finished_for[((w) - WEP_FIRST) * MAX_WEAPONSLOTS + (slot)])) #else -#define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single) +#define ATTACK_FINISHED_FOR(ent, w, slot) ((ent).attack_finished_single[slot]) #endif -#define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon) +#define ATTACK_FINISHED(ent, slot) ATTACK_FINISHED_FOR(ent, (ent).weapon, slot) // assault game mode: Which team is attacking in this round? float assault_attacker_team; @@ -302,75 +302,6 @@ float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end) float next_pingtime; -// player sounds, voice messages -// TODO implemented fall and falling -#define ALLPLAYERSOUNDS \ - _VOICEMSG(death) \ - _VOICEMSG(drown) \ - _VOICEMSG(fall) \ - _VOICEMSG(falling) \ - _VOICEMSG(gasp) \ - _VOICEMSG(jump) \ - _VOICEMSG(pain100) \ - _VOICEMSG(pain25) \ - _VOICEMSG(pain50) \ - _VOICEMSG(pain75) - -#define ALLVOICEMSGS \ - _VOICEMSG(attack) \ - _VOICEMSG(attackinfive) \ - _VOICEMSG(coverme) \ - _VOICEMSG(defend) \ - _VOICEMSG(freelance) \ - _VOICEMSG(incoming) \ - _VOICEMSG(meet) \ - _VOICEMSG(needhelp) \ - _VOICEMSG(seenflag) \ - _VOICEMSG(taunt) \ - _VOICEMSG(teamshoot) - -#define _VOICEMSG(m) .string playersound_##m; -ALLPLAYERSOUNDS -ALLVOICEMSGS -#undef _VOICEMSG - -// reserved sound names for the future (some models lack sounds for them): -// _VOICEMSG(flagcarriertakingdamage) \ -// _VOICEMSG(getflag) \ -// reserved sound names for the future (ALL models lack sounds for them): -// _VOICEMSG(affirmative) \ -// _VOICEMSG(attacking) \ -// _VOICEMSG(defending) \ -// _VOICEMSG(roaming) \ -// _VOICEMSG(onmyway) \ -// _VOICEMSG(droppedflag) \ -// _VOICEMSG(negative) \ -// _VOICEMSG(seenenemy) \ -// /**/ - -string globalsound_fall; -string globalsound_metalfall; -string globalsound_step; -string globalsound_metalstep; - -const float VOICETYPE_PLAYERSOUND = 10; -const float VOICETYPE_TEAMRADIO = 11; -const float VOICETYPE_LASTATTACKER = 12; -const float VOICETYPE_LASTATTACKER_ONLY = 13; -const float VOICETYPE_AUTOTAUNT = 14; -const float VOICETYPE_TAUNT = 15; - -void PrecachePlayerSounds(string f); -void PrecacheGlobalSound(string samplestring); -void UpdatePlayerSounds(); -void ClearPlayerSounds(); -void PlayerSound(.string samplefield, float channel, float voicetype); -void GlobalSound(string samplestring, float channel, float voicetype); -void FakeGlobalSound(string samplestring, float channel, float voicetype); -void VoiceMessage(string type, string message); -float GetPlayerSoundSampleField_notFound; -.string GetVoiceMessageSampleField(string type); - // autotaunt system .float cvar_cl_autotaunt; .float cvar_cl_voice_directional; @@ -378,17 +309,15 @@ float GetPlayerSoundSampleField_notFound; .float version_mismatch; -float independent_players; +int autocvar__independent_players; +bool independent_players; #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players) #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER) -#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID)) -// we're using + here instead of , because fteqcc sucks +#define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER), ((e).frags = FRAGS_PLAYER_NONSOLID)) string clientstuff; .float phase; -.int pressedkeys; - -.float porto_forbidden; +.int pressedkeys = _STAT(PRESSED_KEYS); .string fog; @@ -398,8 +327,8 @@ float cvar_purechanges_count; float game_starttime; //point in time when the countdown to game start is over float round_starttime; //point in time when the countdown to round start is over -.float stat_game_starttime; -.float stat_round_starttime; +.float stat_game_starttime = _STAT(GAMESTARTTIME); +.float stat_round_starttime = _STAT(ROUNDSTARTTIME); void W_Porto_Remove (entity p); @@ -407,7 +336,7 @@ void W_Porto_Remove (entity p); .string message2; -.float stat_allow_oldvortexbeam; +.bool stat_allow_oldvortexbeam = _STAT(ALLOW_OLDVORTEXBEAM); // reset to 0 on weapon switch // may be useful to all weapons @@ -415,13 +344,12 @@ void W_Porto_Remove (entity p); // Nexball .entity ballcarried; // Also used for keepaway -.float metertime; float g_nexball_meter_period; void SUB_DontUseTargets(); void SUB_UseTargets(); -.void() reset; // if set, an entity is reset using this +.void(entity this) reset; // if set, an entity is reset using this .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities) void ClientData_Touch(entity e); @@ -445,18 +373,18 @@ float servertime, serverprevtime, serverframetime; .float floodcontrol_voice; .float floodcontrol_voiceteam; -.float stat_shotorg; // networked stat for trueaim HUD +.float stat_shotorg = _STAT(SHOTORG); // networked stat for trueaim HUD string matchid; -.float last_pickup; +.float last_pickup = _STAT(LAST_PICKUP); -.float hit_time; -.float typehit_time; +.float hit_time = _STAT(HIT_TIME); +.float typehit_time = _STAT(TYPEHIT_TIME); -.float damage_dealt_total; +.float damage_dealt_total = _STAT(DAMAGE_DEALT_TOTAL); -.float stat_leadlimit; +.float stat_leadlimit = _STAT(LEADLIMIT); bool radar_showennemies; @@ -467,16 +395,15 @@ float client_cefc_accumulatortime; .float weapon_load[Weapons_MAX]; .int ammo_none; // used by the reloading system, must always be 0 -.float clip_load; +.float clip_load = _STAT(WEAPON_CLIPLOAD); .float old_clip_load; -.float clip_size; +.float clip_size = _STAT(WEAPON_CLIPSIZE); -.entity lastrocket; -.float minelayer_mines; -.float vortex_charge; +.float minelayer_mines = _STAT(LAYED_MINES); +.float vortex_charge = _STAT(VORTEX_CHARGE); .float vortex_charge_rottime; -.float vortex_chargepool_ammo; -.float hagar_load; +.float vortex_chargepool_ammo = _STAT(VORTEX_CHARGEPOOL); +.float hagar_load = _STAT(HAGAR_LOAD); .int grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab @@ -516,8 +443,8 @@ const float ACTIVE_TOGGLE = 3; .float player_blocked; .float weapon_blocked; // weapon use disabled -.float frozen; // for freeze attacks -.float revive_progress; +.float frozen = _STAT(FROZEN); // for freeze attacks +.float revive_progress = _STAT(REVIVE_PROGRESS); .float revival_time; // time at which player was last revived .float revive_speed; // NOTE: multiplier (anything above 1 is instaheal) .entity iceblock; @@ -526,7 +453,7 @@ const float ACTIVE_TOGGLE = 3; .entity muzzle_flash; .float misc_bulletcounter; // replaces uzi & hlac bullet counter. -.float stat_respawn_time; // shows respawn time, and is negative when awaiting respawn +.float stat_respawn_time = _STAT(RESPAWN_TIME); // shows respawn time, and is negative when awaiting respawn void PlayerUseKey(); @@ -536,17 +463,17 @@ typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t; string modname; .float missile_flags; -const int MIF_SPLASH = 2; -const int MIF_ARC = 4; -const int MIF_PROXY = 8; -const int MIF_GUIDED_MANUAL = 16; -const int MIF_GUIDED_HEAT = 32; -const int MIF_GUIDED_LASER = 64; -const int MIF_GUIDED_AI = 128; -const int MIF_GUIDED_TAG = 128; -#define MIF_GUIDED_ALL (MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG) -#define MIF_GUIDED_TRACKING (MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG) -#define MIF_GUIDED_CONFUSABLE (MIF_GUIDED_HEAT | MIF_GUIDED_AI) +const int MIF_SPLASH = BIT(1); +const int MIF_ARC = BIT(2); +const int MIF_PROXY = BIT(3); +const int MIF_GUIDED_MANUAL = BIT(4); +const int MIF_GUIDED_HEAT = BIT(5); +const int MIF_GUIDED_LASER = BIT(6); +const int MIF_GUIDED_AI = BIT(7); +const int MIF_GUIDED_TAG = BIT(7); +const int MIF_GUIDED_ALL = MIF_GUIDED_MANUAL | MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG; +const int MIF_GUIDED_TRACKING = MIF_GUIDED_HEAT | MIF_GUIDED_LASER | MIF_GUIDED_AI | MIF_GUIDED_TAG; +const int MIF_GUIDED_CONFUSABLE = MIF_GUIDED_HEAT | MIF_GUIDED_AI; #define MISSILE_IS_CONFUSABLE(m) ((m.missile_flags & MIF_GUIDED_CONFUSABLE) ? true : false) #define MISSILE_IS_GUIDED(m) ((m.missile_flags & MIF_GUIDED_ALL) ? true : false)