super-coop/source/c_defs.qc

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// c_defs.qc: global definitions
// system globals ------------------------------------------------------------|
#pragma noref 1
entity self;
entity other;
entity world;
float time;
float frametime;
/* 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
*/
float force_retouch;
string mapname;
float deathmatch;
float coop;
float teamplay;
// propagated from level to level, used to keep track of completed episodes
float serverflags;
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 make_vectors()
// set by trace_line / 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; // called every frame
void() PlayerPreThink; // called each frame on each client before physics
void() PlayerPostThink; // called each frame on each client after physics
void() ClientKill; // called when the "kill" cmd is entered
void() ClientConnect; // called upon client "connect"
void() PutClientInServer; // call after setting the parm1... parms
void() ClientDisconnect; // called upon client "disconnect"
/* called when a client first connects to a server. sets parms so they can be
* saved off for restarts
*/
void() SetNewParms;
// call to set parms for self so they can be saved for a level transition
void() SetChangeParms;
void end_sys_globals; // flag for structure dumping
// system fields -------------------------------------------------------------|
.float modelindex; // model index in the precached list
.vector absmin, absmax; // origin + mins / maxs
.float ltime; // time for entity
.float movetype;
.float solid;
.vector origin;
.vector oldorigin; // only used by secret door
.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; // user commands
.float fixangle;
.vector v_angle; // view / targeting angle for players
.float idealpitch; // calculated pitch angle for lookup up slopes
.string netname;
// Will be world if not currently angry at anyone.
.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
// A yaw angle of the intended direction, which will be turned towards at up
// to 45 deg / state. If the enemy is in view and hunt_time is not active,
// this will be the exact line towards the enemy.
.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
// builtin functions ---------------------------------------------------------|
void(vector ang) make_vectors = #1; // sets v_forward, etc globals
void(entity e, vector o) set_origin = #2;
void(entity e, string m) set_model = #3; // set movetype and solid first
void(entity e, vector min, vector max) set_size = #4;
float() random = #7; // returns 0 - 1
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
vector(vector v) normalize = #9;
[[noreturn]] void(string e) error = #10;
[[noreturn]] void(string e) error_obj = #11;
float(vector v) vec_len = #12;
float(vector v) vec_yaw = #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) trace_line = #16;
entity() check_client = #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) cmd_client = #21;
entity(vector org, float rad) find_radius = #22;
void(string... s) print_all = #23;
void(entity client, string... s) print_cl = #24;
void(string... s) print_dbg = #25;
string(float f) ftos = #26;
string(vector v) vtos = #27;
void() core_dump = #28; // prints all edicts
void() trace_on = #29; // turns statment trace on
void() trace_off = #30;
void(entity e) print_ent = #31; // prints an entire edict
float(float yaw, float dist) walk_move = #32; // returns TRUE or FALSE
float() drop_to_floor = #34; // TRUE if landed on floor
void(float style, string value) light_style = #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
float(entity e) check_bottom = #40; // true if self is on ground
float(vector v) point_contents = #41; // returns a CONTENT_*
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) cmd_server = #46; // put string into que
entity(entity e) next_ent = #47; // for looping through all ents
// start a particle effect
void(vector o, vector d, float color, float count) particle = #48;
void() change_yaw = #49; // turn towards self.ideal_yaw at self.yaw_speed
vector(vector v) vec_to_angles = #51;
// direct client message generation
void(float to, float f) write_byte = #52;
void(float to, float f) write_char = #53;
void(float to, float f) write_short = #54;
void(float to, float f) write_long = #55;
void(float to, float f) write_coord = #56;
void(float to, float f) write_angle = #57;
void(float to, string s) write_string = #58;
void(float to, entity s) write_entity = #59;
void(float step) move_to_goal = #67;
string(string s) precache_file = #68; // no effect except for -copy
void(entity e) make_static = #69;
void(string s) change_level = #70;
void(string var, string val) cvar_set = #72; // sets cvar.value
void(entity client, string... s) print_center = #73; // print_cl, but in middle
void(vector pos, string samp, float vol, float atten) ambient_sound = #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
// set parm1... to the values at level start for coop respawn
void(entity e) set_spawn_parms = #78;
float(string s) check_extension = #99;
float(string str, string sub, float startpos) strstrofs = #221;
float(string str, float ofs) str2chr = #222;
string(float... c) chr2str = #223;
string(float ccase, float calpha, float cnum, string... s) strconv = #224;
string(float chars, string... s) strpad = #225;
string(string info, string key, string... value) info_add = #226;
string(string info, string key) info_get = #227;
float(string s1, string s2, float len) strncmp = #228;
float(string s1, string s2) strcasecmp = #229;
float(string s1, string s2, float len) strncasecmp = #230;
// constants -----------------------------------------------------------------|
const vector VEC_ORIGIN = '0 0 0';
const float BODYQUE_MAX = 16;
const float AMMAX_CELLS = 100;
const float AMMAX_NAILS = 200;
const float AMMAX_ROCKETS = 100;
const float AMMAX_SHELLS = 100;
const string WEPNAME_AXE = "Axe";
const string WEPNAME_SHOTGUN = "Shotgun";
const string WEPNAME_SUPER_SHOTGUN = "Double-barrelled Shotgun";
const string WEPNAME_NAILGUN = "Nailgun";
const string WEPNAME_SUPER_NAILGUN = "Super Nailgun";
const string WEPNAME_GRENADE_LAUNCHER = "Grenade Launcher";
const string WEPNAME_ROCKET_LAUNCHER = "Rocket Launcher";
const string WEPNAME_LIGHTNING = "Thunderbolt";
enum {
FALSE,
TRUE
};
// edict.flags
enum {
FL_FLY = 1,
FL_SWIM = 2,
FL_CLIENT = 8, // set for all client edicts
FL_INWATER = 16, // for enter / leave water splash
FL_MONSTER = 32,
FL_GODMODE = 64, // player cheat
FL_NOTARGET = 128, // player cheat
FL_ITEM = 256, // extra wide size for bonus items
FL_ONGROUND = 512, // standing on something
FL_PARTIALGROUND = 1024, // not all corners are valid
FL_WATERJUMP = 2048, // player jumping out of water
FL_JUMPRELEASED = 4096, // for jump debouncing
};
// edict.movetype values
enum {
MOVETYPE_NONE, // never moves
MOVETYPE_WALK = 3, // players only
MOVETYPE_STEP, // discrete, not real time unless fall
MOVETYPE_FLY,
MOVETYPE_TOSS, // gravity
MOVETYPE_PUSH, // no clip to world, push and crush
MOVETYPE_NOCLIP,
MOVETYPE_FLYMISSILE, // fly with extra size against monsters
MOVETYPE_BOUNCE,
MOVETYPE_BOUNCEMISSILE, // bounce with extra size
};
// edict.solid values
enum {
SOLID_NOT, // no interaction with other objects
SOLID_TRIGGER, // touch on edge, but not blocking
SOLID_BBOX, // touch on edge, block
SOLID_SLIDEBOX, // touch on edge, but not an onground
SOLID_BSP, // bsp clip, touch on edge, block
};
// range values
enum {
RANGE_MELEE,
RANGE_NEAR,
RANGE_MID,
RANGE_FAR,
};
// deadflag values
enum {
DEAD_NO,
DEAD_DYING,
DEAD_DEAD,
DEAD_RESPAWNABLE,
};
// takedamage values
enum {
DAMAGE_NO,
DAMAGE_YES,
DAMAGE_AIM,
};
// items
enum {
IT_SHOTGUN = 1,
IT_SUPER_SHOTGUN = 2,
IT_NAILGUN = 4,
IT_SUPER_NAILGUN = 8,
IT_GRENADE_LAUNCHER = 16,
IT_ROCKET_LAUNCHER = 32,
IT_LIGHTNING = 64,
IT_EXTRA_WEAPON = 128,
IT_AXE = 4096,
IT_SHELLS = 256,
IT_NAILS = 512,
IT_ROCKETS = 1024,
IT_CELLS = 2048,
IT_ARMOR1 = 8192,
IT_ARMOR2 = 16384,
IT_ARMOR3 = 32768,
IT_SUPERHEALTH = 65536,
IT_KEY1 = 131072,
IT_KEY2 = 262144,
IT_INVISIBILITY = 524288,
IT_INVULNERABILITY = 1048576,
IT_SUIT = 2097152,
IT_QUAD = 4194304,
};
// point content values
enum {
CONTENT_SKY = -6,
CONTENT_LAVA,
CONTENT_SLIME,
CONTENT_WATER,
CONTENT_SOLID,
CONTENT_EMPTY,
STATE_TOP,
STATE_BOTTOM,
STATE_UP,
STATE_DOWN,
};
// protocol bytes
enum {
SVC_BAD,
SVC_NOP,
SVC_DISCONNECT,
SVC_UPDATESTAT,
SVC_VERSION,
SVC_SETVIEW,
SVC_SOUND,
SVC_TIME,
SVC_PRINT,
SVC_STUFFTEXT,
SVC_SETANGLE,
SVC_SERVERINFO,
SVC_LIGHTSTYLE,
SVC_UPDATENAME,
SVC_UPDATEFRAGS,
SVC_CLIENTDATA,
SVC_STOPSOUND,
SVC_UPDATECOLORS,
SVC_PARTICLE,
SVC_DAMAGE,
SVC_SPAWNSTATIC,
SVC_SPAWNBINARY,
SVC_SPAWNBASELINE,
SVC_TEMPENTITY,
SVC_SETPAUSE,
SVC_SIGNONNUM,
SVC_CENTERPRINT,
SVC_KILLEDMONSTER,
SVC_FOUNDSECRET,
SVC_SPAWNSTATICSOUND,
SVC_INTERMISSION,
SVC_FINALE,
SVC_CDTRACK,
SVC_SELLSCREEN,
SVC_CUTSCENE,
};
enum {
TE_SPIKE,
TE_SUPERSPIKE,
TE_GUNSHOT,
TE_EXPLOSION,
TE_TAREXPLOSION,
TE_LIGHTNING1,
TE_LIGHTNING2,
TE_WIZSPIKE,
TE_KNIGHTSPIKE,
TE_LIGHTNING3,
TE_LAVASPLASH,
TE_TELEPORT,
};
// sound channels
// channel 0 never willingly overrides
// other channels(1-7) allways override a playing sound on that channel
enum {
CHAN_AUTO,
CHAN_WEAPON,
CHAN_VOICE,
CHAN_ITEM,
CHAN_BODY,
};
enum {
ATTN_NONE,
ATTN_NORM,
ATTN_IDLE,
ATTN_STATIC,
};
// update types
enum {
UPDATE_GENERAL,
UPDATE_STATIC,
UPDATE_BINARY,
UPDATE_TEMP,
};
// entity effects
enum {
EF_BRIGHTFIELD = 1,
EF_MUZZLEFLASH = 2,
EF_BRIGHTLIGHT = 4,
EF_DIMLIGHT = 8,
};
// messages
enum {
MSG_BROADCAST, // unreliable to all
MSG_ONE, // reliable to one(msg_entity)
MSG_ALL, // reliable to all
MSG_INIT, // write to the init string
};
enum {
AS_STRAIGHT = 1,
AS_SLIDING,
AS_MELEE,
AS_MISSILE,
};
enum {
WORLD_MEDIEVAL,
WORLD_METAL,
WORLD_BASE,
};
enum {
DOOR_START_OPEN = 1,
DOOR_DONT_LINK = 4,
DOOR_GOLD_KEY = 8,
DOOR_SILVER_KEY = 16,
DOOR_TOGGLE = 32,
};
enum {
SECRET_OPEN_ONCE = 1, // stays open
SECRET_1ST_LEFT = 2, // 1st move is left of arrow
SECRET_1ST_DOWN = 4, // 1st move is down from arrow
SECRET_NO_SHOOT = 8, // only opened by trigger
SECRET_YES_SHOOT = 16, // shootable even if targeted
};
enum {
COUNTER_NOMESSAGE = 1,
};
enum {
MULTIPLE_NOTOUCH = 1,
};
enum {
TELE_PLAYER_ONLY = 1,
TELE_SILENT = 2,
};
enum {
PUSH_ONCE = 1,
};
enum {
ZOMBIE_SPAWN_CRUCIFIED = 1,
};
enum {
PLAT_LOW_TRIGGER = 1,
};
enum {
LIGHT_START_OFF = 1,
};
enum {
SPIKESHOOTER_SUPER = 1,
SPIKESHOOTER_LASER = 2,
};
enum {
HEALTH_ROTTEN = 1,
HEALTH_MEGA = 2,
};
enum {
AMMO_BIG = 1,
};
enum {
AMTYPE_SHELLS = 1,
AMTYPE_NAILS,
AMTYPE_ROCKETS,
AMTYPE_CELLS,
};
enum {
SIGIL_1 = 1,
SIGIL_2 = 2,
SIGIL_3 = 4,
SIGIL_4 = 8,
};
enum {
CHANGELEVEL_NO_INTERMISSION = 1,
};
enum {
AI_RANGE_MELEE = 120,
AI_RANGE_NEAR = 500,
AI_RANGE_MID = 1000,
AI_MONSTER_HIGH = 48,
};
enum {
SK_EASY,
SK_NORMAL,
SK_HARD,
SK_NIGHTMARE,
};
// super co-op additions
enum {
PRO_NONE,
// alphabetically sorted, based on pronoun.is and what i've seen used
PRO_FAE,
PRO_HE,
PRO_IT,
PRO_SHE,
PRO_THEY,
PRO_XEY,
PRO_ZE_H,
PRO_ZE_Z,
PRO_MAX,
};
enum {
SC_CHEATS = 1,
SC_LIVES_BEG = 1,
SC_LIVES_END = 3,
SC_LIVES_MSK = 14,
SC_DIST_AMMO = 16,
SC_CHALLENGE = 32,
};
enum {
SPECTATING_NOT,
SPECTATING_DEAD,
SPECTATING_SPECTATING,
SPECTATING_INTERMISSION,
SPECTATING_FINALE,
};
enum {
CHALLENGE_NONE,
CHALLENGE_ACTIVE,
CHALLENGE_REJECTED,
};
#pragma noref 0
// globals -------------------------------------------------------------------|
float movedist;
float gameover; // set when a rule exits
string string_null; // null string, nothing should be held here
entity newmis; // launch_spike sets this after spawning it
entity activator; // the entity that activated a trigger or brush
entity damage_attacker; // set by ent_damage
float framecount;
float skill;
float enemy_vis, enemy_infront, enemy_range;
float enemy_yaw;
entity lastspawn;
entity multi_ent;
float multi_damage;
entity shub;
entity le1, le2;
float lightning_end;
float hknight_type;
entity bodyque_head;
float modelindex_eyes, modelindex_player;
float intermission_running;
float intermission_exittime;
string nextmap;
entity sight_entity;
float sight_entity_time;
// super co-op additions
float sc_cheats;
float sc_lives;
float sc_dist_ammo;
float sc_challenge;
float player_respawned;
float all_players_are_dead;
float changelevel_challenge;
string challenge_rejecter;
float ext_con_set;
float ext_strings;
// fields --------------------------------------------------------------------|
// world fields
.string wad;
.string map;
.float worldtype;
.string killtarget;
// quakeed fields
.float light_lev; // not used by game, but parsed by light util
.float style;
// monster ai
.void() th_stand;
.void() th_walk;
.void() th_run;
.void() th_missile;
.void() th_melee;
.void(entity attacker, float damage) th_pain;
.void() th_die;
.entity oldenemy; // mad at this player before taking damage
.float speed;
.float lefty;
.float search_time;
.float attack_state;
// player only fields
.float walkframe;
.float attack_finished;
.float pain_finished;
.float invincible_finished;
.float invisible_finished;
.float super_damage_finished;
.float radsuit_finished;
.float invincible_time, invincible_sound;
.float invisible_time, invisible_sound;
.float super_time, super_sound;
.float rad_time;
.float fly_sound;
.float axhitme;
/* set to time+0.2 whenever a client fires a weapon or takes damage. Used to
* alert monsters that otherwise would let the player go
*/
.float show_hostile;
.float jump_flag; // player jump flag
.float swim_flag; // player swimming sound flag
.float air_finished; // when time > air_finished, start drowning
.float bubble_count; // keeps track of the number of bubbles
.string deathtype; // keeps track of how the player died
// object stuff
.string mdl;
.vector mangle; // angle at start
.float t_length, t_width;
// doors, etc
.vector dest, dest1, dest2;
.float wait; // time from firing to restarting
.float delay; // time from activation to firing
.entity trigger_field; // door's trigger entity
.string noise4;
// A monster will leave its stand state and head towards it's .movetarget when
// time > .pausetime.
.float pausetime;
// The next path spot to walk toward. If .enemy, ignore .movetarget.
// When an enemy is killed, the monster will try to return to it's path.
.entity movetarget;
// doors
.float aflag;
.float dmg; // damage done by door when hit
// misc
.float cnt; // misc flag
// subs
.void() think1;
.vector finaldest, finalangle;
// triggers
.float count; // for counting triggers
// plats / doors / buttons
.float lip;
.float state;
.vector pos1, pos2; // top and bottom positions
.float height;
// sounds
.float waitmin, waitmax;
.float distance;
.float volume;
.float hit_z;
.float dmgtime;
.float inpain;
.float healamount, healtype;
// super co-op additions
.float pronoun;
.float lives;
.float spectating;
.float hurt_together_time;
.float hurt_nextthink;
// functions -----------------------------------------------------------------|
void() sub_calc_angle_move_done;
void() sub_calc_move_done;
void() sub_null;
void() sub_remove;
void() sub_use_targets;
void(entity attacker, float damage) sub_pain_null;
void(entity ent, vector tdest, float tspeed, void() func) sub_calc_move_ent;
void(float normal) sub_attack_finished;
void(vector destangle, float tspeed, void() func) sub_calc_angle_move;
void(vector tdest, float tspeed, void() func) sub_calc_move;
void(void() thinkst) sub_check_refire;
float() check_attack;
void() found_target;
entity() drop_backpack;
float(entity e, float healamount, float ignore) ent_heal;
float(entity targ, entity inflictor) ent_can_damage;
void() ent_missile_touch;
void(entity bomb, entity attacker, float rad, entity ignore) ent_radius_damage;
void(entity targ, entity inflictor, entity attacker, float damage) ent_damage;
float() wep_best_weapon;
void() wep_cycle_weapon;
void() wep_cycle_weapon_reverse;
void() wep_fire_axe;
void() wep_fire_grenade;
void() wep_fire_lightning;
void() wep_fire_rocket;
void() wep_fire_shotgun;
void() wep_fire_super_nail;
void() wep_fire_super_shotgun;
void() wep_set_current_ammo;
void() wep_weapon_frame;
void(float ox) wep_fire_nail;
void(float wep) wep_change_weapon;
string() key_1_name, key_2_name;
void(entity ent) copy_to_body_queue;
void() super_damage_sound;
void() armor_touch;
void() bubble_bob;
void() door_go_down;
void() monster_death_use;
void() set_suicide_frame;
void(vector org, vector dir) launch_spike;
void() superspike_touch;
void() swimmonster_start;
void(entity targ, entity attacker) client_obituary;
void(vector org, vector vec) launch_laser;
void(vector org, vector vel, float damage) spawn_blood;
void() become_explosion;
float() army_check_attack;
float() demon_check_attack;
float() dog_check_attack;
float() ogre_check_attack;
float() sham_check_attack;
float() wiz_check_attack;
void() knight_attack;
void() player_axe1;
void() player_axeb1;
void() player_axec1;
void() player_axed1;
void() player_die;
void() player_light1;
void() player_nail1;
void() player_rocket1;
void() player_run;
void() player_shot1;
void() player_stand1;
void(entity attacker, float damage) player_pain;
void(vector org) spawn_tfog;
void(vector org, entity death_owner) spawn_tdeath;
// EOF