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mapinfo: large changes to help with future self-registering of game types
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1 #define INDEPENDENT_ATTACK_FINISHED
2
3 noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions
4
5 #define BUTTON_ATCK       button0
6 #define BUTTON_JUMP       button2
7 #define BUTTON_ATCK2      button3
8 #define BUTTON_ZOOM       button4
9 #define BUTTON_CROUCH     button5
10 #define BUTTON_HOOK       button6
11 #define BUTTON_INFO       button7
12 #define BUTTON_CHAT       buttonchat
13 #define BUTTON_USE        buttonuse
14 #define BUTTON_DRAG       button8
15 #define BUTTON_ZOOMSCRIPT button9
16
17 // Globals
18
19 float ctf_score_value(string parameter);
20
21 float g_cloaked, g_footsteps, g_jump_grunt, g_grappling_hook, g_midair, g_minstagib, g_pinata, g_norecoil, g_minstagib_invis_alpha, g_bloodloss;
22 float g_warmup_limit;
23 float g_warmup_allguns;
24 float g_warmup_allow_timeout;
25 float g_ctf_win_mode;
26 float g_ctf_ignore_frags;
27 float g_ctf_reverse;
28 float g_race_qualifying;
29 float inWarmupStage;
30 float g_pickup_respawntime_weapon;
31 float g_pickup_respawntime_ammo;
32 float g_pickup_respawntime_short;
33 float g_pickup_respawntime_medium;
34 float g_pickup_respawntime_long;
35 float g_pickup_respawntime_powerup;
36 float g_pickup_respawntimejitter_weapon;
37 float g_pickup_respawntimejitter_ammo;
38 float g_pickup_respawntimejitter_short;
39 float g_pickup_respawntimejitter_medium;
40 float g_pickup_respawntimejitter_long;
41 float g_pickup_respawntimejitter_powerup;
42 float g_jetpack;
43
44 float sv_clones;
45 float sv_gentle;
46 float sv_foginterval;
47
48 entity  activator;
49
50 float player_count;
51 float currentbots;
52 float bots_would_leave;
53 float lms_lowest_lives;
54 float lms_next_place;
55 float LMS_NewPlayerLives();
56
57 void UpdateFrags(entity player, float f);
58 .float totalfrags;
59
60 float team1_score, team2_score, team3_score, team4_score;
61
62 float maxclients;
63
64 // Fields
65
66 .void(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) event_damage;
67
68 //.string       wad;
69 //.string       map;
70
71 //.float        worldtype;
72 .float  delay;
73 .float  wait;
74 .float  lip;
75 //.float        light_lev;
76 .float  speed;
77 //.float        style;
78 //.float        skill;
79 .float  sounds;
80 .float  platmovetype;
81
82 .string killtarget;
83
84 .vector pos1, pos2;
85 .vector mangle;
86
87 .float  pain_finished;                  //Added by Supajoe
88 .float  pain_frame;                     //"
89 .float  statdraintime;                  // record the one-second intervals between draining health and armour when they're over 100
90 .float  crouch; // Crouching or not?
91
92 .float  strength_finished;
93 //.float        speed_finished;
94 .float  invincible_finished;
95 //.float        slowmo_finished;
96
97 .vector         finaldest, finalangle;          //plat.qc stuff
98 .void()         think1;
99 .float state;
100 .float          t_length, t_width;
101
102 .vector destvec;                // for rain
103 .float cnt;             // for rain
104 .float count;
105 //.float cnt2;
106
107 .float play_time;
108 .float death_time;
109 .float dead_frame;
110 .float fade_time;
111 .float fade_rate;
112
113 // player animation state
114 .float animstate_startframe;
115 .float animstate_numframes;
116 .float animstate_framerate;
117 .float animstate_starttime;
118 .float animstate_endtime;
119 .float animstate_override;
120 .float animstate_looping;
121
122 // player animation data for this model
123 // each vector is as follows:
124 // _x = startframe
125 // _y = numframes
126 // _z = framerate
127 .vector anim_die1; // player dies
128 .vector anim_die2; // player dies differently
129 .vector anim_draw; // player pulls out a weapon
130 // .vector anim_duck; // player crouches (from idle to duckidle)
131 .vector anim_duckwalk; // player walking while crouching
132 .vector anim_duckjump; // player jumping from a crouch
133 .vector anim_duckidle; // player idling while crouching
134 .vector anim_idle; // player standing
135 .vector anim_jump; // player jump
136 .vector anim_pain1; // player flinches from pain
137 .vector anim_pain2; // player flinches from pain, differently
138 .vector anim_shoot; // player shoots
139 .vector anim_taunt; // player taunts others (FIXME: no code references this)
140 .vector anim_run; // player running forward
141 .vector anim_runbackwards; // player running backward
142 .vector anim_strafeleft; // player shuffling left quickly
143 .vector anim_straferight; // player shuffling right quickly
144 .vector anim_dead1; // player dead (must be identical to last frame of die1)
145 .vector anim_dead2; // player dead (must be identical to last frame of die2)
146 .vector anim_forwardright; // player running forward and right
147 .vector anim_forwardleft; // player running forward and left
148 .vector anim_backright; // player running backward and right
149 .vector anim_backleft; // player running back and left
150 .vector anim_melee; // player doing the melee action
151 .vector anim_duck; // player doing the melee action
152 .vector anim_duckwalkbackwards;
153 .vector anim_duckwalkstrafeleft;
154 .vector anim_duckwalkstraferight;
155 .vector anim_duckwalkforwardright;
156 .vector anim_duckwalkforwardleft;
157 .vector anim_duckwalkbackright;
158 .vector anim_duckwalkbackleft;
159
160 // weapon animation vectors:
161 .vector anim_fire1;
162 .vector anim_fire2;
163 .vector anim_idle;
164 .vector anim_reload;
165
166 void() player_setupanimsformodel;
167 void setanim(entity e, vector anim, float looping, float override, float restart);
168
169 .string mdl;
170
171 .string playermodel;
172 .string playerskin;
173
174 .float species;
175
176 .float  respawntime;
177 .float  respawntimejitter;
178 //.float        chasecam;
179
180 .float  damageforcescale;
181
182 //.float          gravity;
183
184 .float          dmg;
185
186 // for railgun damage (hitting multiple enemies)
187 .float railgunhit;
188 .float railgunhitsolidbackup;
189 .vector railgunhitloc;
190
191 .float          air_finished;
192 .float          dmgtime;
193
194 .float          killcount;
195 .float hitsound, typehitsound;
196
197 .float watersound_finished;
198 .float iscreature;
199 .float damagedbycontents;
200 .vector oldvelocity;
201
202 .float pauseregen_finished;
203 .float pauserothealth_finished;
204 .float pauserotarmor_finished;
205 .float pauserotfuel_finished;
206 .string item_pickupsound;
207
208 // definitions for weaponsystem
209
210 .entity weaponentity;
211 .entity exteriorweaponentity;
212 .vector weaponentity_glowmod;
213
214 //.float weapon; // current weapon
215 .float switchweapon; // weapon requested to switch to
216 .float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible)
217 .string weaponname; // name of .weapon
218
219 .float autoswitch;
220 float weapon_action(float wpn, float wrequest);
221 float client_hasweapon(entity cl, float wpn, float andammo, float complain);
222 void w_clear();
223 void w_ready();
224 // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies)
225 .float weapon_nextthink;
226 .void() weapon_think;
227
228 //float PLAYER_WEAPONSELECTION_DELAY = );
229 float   PLAYER_WEAPONSELECTION_SPEED = 18;
230 vector  PLAYER_WEAPONSELECTION_RANGE = '0 20 -40';
231
232 // weapon states (self.weaponentity.state)
233 float WS_CLEAR                  = 0; // no weapon selected
234 float WS_RAISE                  = 1; // raise frame
235 float WS_DROP                   = 2; // deselecting frame
236 float WS_INUSE                  = 3; // fire state
237 float WS_READY                  = 4; // idle frame
238
239 // there is 2 weapon tics that can run in one server frame
240 #define W_TICSPERFRAME 2
241
242 void weapon_defaultspawnfunc(float wpn);
243
244 string w_deathtypestring;
245
246 .vector dest1, dest2;
247
248 float gameover;
249 float intermission_running;
250 float intermission_exittime;
251 float alreadychangedlevel;
252
253
254 .float runes;
255
256 // Keys player is holding
257 .float itemkeys;
258 // message delay for func_door locked by keys and key locks
259 // this field is used on player entities
260 .float key_door_messagetime;
261
262
263 .float version;
264
265 // minstagib vars
266 .float jump_interval;    // laser refire
267
268 //swamp
269 .float in_swamp;              // bool
270 .entity swampslug;            // Uses this to release from swamp ("untouch" fix)
271
272 // footstep interval
273 .float nextstep;
274
275 .float ready;
276 #define RESTART_COUNTDOWN 10
277 float restart_mapalreadyrestarted; //bool, indicates whether reset_map() was already executed
278 entity restartTimer;
279 void restartTimer_Think();
280 float blockSpectators; //if set, new or existing spectators or observers will be removed unless they become a player within g_maxplayers_spectator_blocktime seconds
281 .float spectatortime; //point in time since the client is spectating or observing
282 void checkSpectatorBlock();
283
284 .float winning;
285 .float jointime; // time of joining
286 .float alivetime; // time of being alive
287
288 float nJoinAllowed(float includeMe);
289 #define PREVENT_JOIN_TEXT "^1You may not join the game at this time.\n\nThe player limit reached maximum capacity."
290
291 //sv_timeout: pauses the game by setting the gamespeed to a really low value (see TIMEOUT_SLOWMO_VALUE)
292 #define TIMEOUT_SLOWMO_VALUE 0.0001
293 float sys_frametime; // gets initialised in worlspawn, saves the value from autocvar_sys_ticrate
294 float remainingTimeoutTime; // contains the time in seconds that the active timeout has left
295 float remainingLeadTime; // contains the number of seconds left of the leadtime (before the timeout starts)
296 float timeoutStatus; // (values: 0, 1, 2) contains whether a timeout is not active (0), was called but still at leadtime (1) or is active (2)
297 .float allowedTimeouts; // contains the number of allowed timeouts for each player
298 entity timeoutInitiator; // contains the entity of the player who started the last timeout
299 float orig_slowmo; // contains the value of autocvar_slowmo so that, after timeout finished, it isn't set to slowmo 1 necessarily
300 .vector lastV_angle; //used when pausing the game in order to force the player to keep his old view angle fixed
301 entity timeoutHandler; //responsible for centerprinting the timeout countdowns and playing sounds
302 void timeoutHandler_Think();
303 void evaluateTimeout();
304 void evaluateTimein();
305
306 .float spawnshieldtime;
307
308 .float lms_nextcheck;
309 .float lms_traveled_distance;
310
311 .entity flagcarried;
312
313 .entity lastrocket;
314
315 .float playerid;
316 float playerid_last;
317 .float noalign;         // if set to 1, the item or spawnpoint won't be dropped to the floor
318
319 .vector spawnorigin;
320
321 .vector death_origin;
322 .vector killer_origin;
323
324 float default_player_alpha;
325 float default_weapon_alpha;
326
327 .float() customizeentityforclient;
328 .float cvar_cl_handicap;
329 .float cvar_cl_clippedspectating;
330 .float cvar_cl_autoscreenshot;
331 .float cvar_cl_movement_track_canjump;
332 .float cvar_cl_newusekeysupported;
333
334 .string cvar_g_xonoticversion;
335 .string cvar_cl_weaponpriority;
336 .string cvar_cl_weaponpriorities[10];
337 #ifdef ALLOW_FORCEMODELS
338 .float cvar_cl_forceplayermodels;
339 .float cvar_cl_forceplayermodelsfromxonotic;
340 float sv_clforceplayermodels;
341 #endif
342 .float cvar_cl_gunalign;
343 .float cvar_cl_noantilag;
344
345 .string weaponorder_byimpulse;
346
347 .float cvar_cl_allow_uid2name;
348 .float cvar_cl_allow_uidtracking;
349 .string stored_netname;
350
351 void Announce(string snd);
352 void AnnounceTo(entity e, string snd);
353
354 .float version_nagtime;
355
356 #define NUM_JUMPPADSUSED 3
357 .float jumppadcount;
358 .entity jumppadsused[NUM_JUMPPADSUSED];
359
360 string gamemode_name;
361
362 float startitem_failed;
363
364 void DropFlag(entity flag, entity penalty_receiver, entity attacker);
365 void DropBall(entity ball, vector org, vector vel);
366 void DropAllRunes(entity pl);
367
368
369 typedef .float floatfield;
370 floatfield Item_CounterField(float it);
371
372 float W_AmmoItemCode(float wpn);
373 float W_WeaponBit(float wpn);
374 string W_Name(float weaponid);
375
376 void FixIntermissionClient(entity e);
377 void FixClientCvars(entity e);
378
379 float weaponsInMap;
380
381 .float respawn_countdown; // next number to count
382
383 float bot_waypoints_for_items;
384
385 .float attack_finished_for[WEP_MAXCOUNT];
386 .float attack_finished_single;
387 #ifdef INDEPENDENT_ATTACK_FINISHED
388 #define ATTACK_FINISHED_FOR(ent,w) ((ent).(attack_finished_for[(w) - WEP_FIRST]))
389 #else
390 #define ATTACK_FINISHED_FOR(ent,w) ((ent).attack_finished_single)
391 #endif
392 #define ATTACK_FINISHED(ent) ATTACK_FINISHED_FOR(ent,(ent).weapon)
393
394 // assault game mode: Which team is attacking in this round?
395 float assault_attacker_team;
396
397 // speedrun: when 1, player auto teleports back when capture timeout happens
398 .float speedrunning;
399
400 // database
401 float ServerProgsDB;
402 float TemporaryDB;
403
404 .float team_saved;
405
406 float some_spawn_has_been_used;
407 float have_team_spawns; // 0 = no team spawns requested, -1 = team spawns requested but none found, 1 = team spawns requested and found
408 float have_team_spawns_forteam[17]; // 0 = this team has no spawns, 1 = this team has spawns; team 0 is the "no-team"
409
410 // set when showing a kill countdown
411 .entity killindicator;
412 .float killindicator_teamchange;
413
414 void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
415
416 float lockteams;
417
418 .float parm_idlesince;
419 float sv_maxidle;
420 float sv_maxidle_spectatorsareidle;
421
422 float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end);
423
424 float next_pingtime;
425
426 .float Version;
427 .float SendFlags;
428 .float(entity to, float sendflags) SendEntity;
429
430 // player sounds, voice messages
431 // TODO implemented fall and falling
432 #define ALLPLAYERSOUNDS \
433                 _VOICEMSG(death) \
434                 _VOICEMSG(drown) \
435                 _VOICEMSG(fall) \
436                 _VOICEMSG(fall) \
437                 _VOICEMSG(falling) \
438                 _VOICEMSG(gasp) \
439                 _VOICEMSG(jump) \
440                 _VOICEMSG(pain100) \
441                 _VOICEMSG(pain25) \
442                 _VOICEMSG(pain50) \
443                 _VOICEMSG(pain75)
444
445 #define ALLVOICEMSGS \
446                 _VOICEMSG(attack) \
447                 _VOICEMSG(attackinfive) \
448                 _VOICEMSG(coverme) \
449                 _VOICEMSG(defend) \
450                 _VOICEMSG(freelance) \
451                 _VOICEMSG(incoming) \
452                 _VOICEMSG(meet) \
453                 _VOICEMSG(needhelp) \
454                 _VOICEMSG(seenflag) \
455                 _VOICEMSG(taunt) \
456                 _VOICEMSG(teamshoot)
457
458 #define _VOICEMSG(m) .string playersound_##m;
459 ALLPLAYERSOUNDS
460 ALLVOICEMSGS
461 #undef _VOICEMSG
462
463 // reserved sound names for the future (some models lack sounds for them):
464 //              _VOICEMSG(flagcarriertakingdamage) \
465 //              _VOICEMSG(getflag) \
466 // reserved sound names for the future (ALL models lack sounds for them):
467 //              _VOICEMSG(affirmative) \
468 //              _VOICEMSG(attacking) \
469 //              _VOICEMSG(defending) \
470 //              _VOICEMSG(roaming) \
471 //              _VOICEMSG(onmyway) \
472 //              _VOICEMSG(droppedflag) \
473 //              _VOICEMSG(negative) \
474 //              _VOICEMSG(seenenemy) \
475
476 string globalsound_fall;
477 string globalsound_metalfall;
478 string globalsound_step;
479 string globalsound_metalstep;
480
481 #define VOICETYPE_PLAYERSOUND 10
482 #define VOICETYPE_TEAMRADIO 11
483 #define VOICETYPE_LASTATTACKER 12
484 #define VOICETYPE_LASTATTACKER_ONLY 13
485 #define VOICETYPE_AUTOTAUNT 14
486 #define VOICETYPE_TAUNT 15
487
488 void PrecachePlayerSounds(string f);
489 void PrecacheGlobalSound(string samplestring);
490 void UpdatePlayerSounds();
491 void ClearPlayerSounds();
492 void PlayerSound(.string samplefield, float channel, float voicetype);
493 void GlobalSound(string samplestring, float channel, float voicetype);
494 void FakeGlobalSound(string samplestring, float channel, float voicetype);
495 void VoiceMessage(string type, string message);
496 float GetPlayerSoundSampleField_notFound;
497 .string GetVoiceMessageSampleField(string type)
498
499 // autotaunt system
500 .float cvar_cl_autotaunt;
501 .float cvar_cl_voice_directional;
502 .float cvar_cl_voice_directional_taunt_attenuation;
503
504 .float version_mismatch;
505
506 float independent_players;
507 #define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players)
508 #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER)
509 #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID))
510 // we're using + here instead of , because fteqcc sucks
511
512 string clientstuff;
513 .float phase;
514 .float weapons;
515 .float pressedkeys;
516
517 .float porto_forbidden;
518
519 .string fog;
520
521 string cvar_changes;
522 string cvar_purechanges;
523 float cvar_purechanges_count;
524
525 float game_starttime; //point in time when the countdown is over
526 .float stat_game_starttime;
527
528 .float stat_sv_airaccel_qw;
529 .float stat_sv_airstrafeaccel_qw;
530 .float stat_sv_airspeedlimit_nonqw;
531 .float stat_sv_maxspeed;
532
533 void W_Porto_Remove (entity p);
534
535 .float projectiledeathtype;
536
537 .string message2;
538
539 vector railgun_start, railgun_end; // filled by FireRailgunBullet, used by damage code for head shot
540 .float stat_allow_oldnexbeam;
541
542 // reset to 0 on weapon switch
543 // may be useful to all weapons
544 .float bulletcounter;
545
546 void target_voicescript_next(entity pl);
547 void target_voicescript_clear(entity pl);
548
549 .string target2;
550 .string target3;
551 .string target4;
552 .float target_random;
553 .float trigger_reverse;
554
555 // Nexball 
556 .entity ballcarried; // Also used for keepaway
557 .float metertime;
558 float g_nexball_meter_period;
559
560 void SUB_DontUseTargets();
561 void SUB_UseTargets();
562
563 .void() reset; // if set, an entity is reset using this
564 .void() reset2; // if set, an entity is reset using this (after calling ALL the reset functions for other entities)
565
566 void ClientData_Touch(entity e);
567
568 vector debug_shotorg; // if non-zero, overrides the shot origin of all weapons
569
570 .float wasplayer;
571
572 float servertime, serverprevtime, serverframetime;
573
574 .entity soundentity;
575
576 .float ammo_fuel;
577
578 .vector prevorigin;
579
580 //flood fields
581 .float nickspamtime; // time of last nick change
582 .float nickspamcount;
583 .float floodcontrol_chat;
584 .float floodcontrol_chatteam;
585 .float floodcontrol_chattell;
586 .float floodcontrol_voice;
587 .float floodcontrol_voiceteam;
588
589 .float stat_shotorg; // networked stat for trueaim HUD
590
591 string matchid;
592 .float hitplotfh;
593 .string noise4;
594
595 .float last_pickup;
596
597 .float hit_time; 
598 .float typehit_time; 
599
600 .float stat_leadlimit;
601
602 float radar_showennemies;
603
604 #ifdef PROFILING
605 float client_cefc_accumulator;
606 float client_cefc_accumulatortime;
607 #endif
608
609 ..float current_ammo;
610
611 .float weapon_load[WEP_MAXCOUNT];
612 .float ammo_none; // used by the reloading system, must always be 0
613 .float clip_load;
614 .float old_clip_load;
615 .float clip_size;
616 .float minelayer_mines;
617
618 .float grab; // 0 = can't grab, 1 = owner can grab, 2 = owner and team mates can grab, 3 = anyone can grab
619
620 #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_CORPSE; (e).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE
621 // when doing this, hagar can go through clones
622 // #define PROJECTILE_MAKETRIGGER(e) (e).solid = SOLID_BBOX
623
624 .float spectatee_status;
625 .float zoomstate;
626 .float bloodloss_timer;
627 .float restriction;
628
629 .entity clientdata;
630 .entity personal;
631
632 string deathmessage;
633
634 .float just_joined;
635
636 .float cvar_cl_accuracy_data_share;
637 .float cvar_cl_accuracy_data_receive;
638
639 .float cvar_cl_weaponimpulsemode;
640 .float selectweapon; // last selected weapon of the player
641
642 .float ballistics_density; // wall piercing factor, larger = bullet can pass through more
643
644 #define ACTIVE_NOT              0
645 #define ACTIVE_ACTIVE   1
646 #define ACTIVE_IDLE     2
647 #define ACTIVE_BUSY     2
648 #define ACTIVE_TOGGLE   3
649 .float active;
650 .float (float act_state) setactive;
651 .entity realowner;
652
653 .float nex_charge;
654 .float nex_charge_rottime;
655 .float nex_chargepool_ammo;
656
657 .float hagar_load;
658
659 float allowed_to_spawn; // boolean variable used by the clan arena code to determine if a player can spawn (after the round has ended)
660
661 float serverflags;
662
663 .float team_forced; // can be a team number to force a team, or 0 for default action, or -1 for forced spectator
664
665 .float freezetag_frozen;
666 .float freezetag_revive_progress;
667
668 .entity muzzle_flash;
669 .float misc_bulletcounter;      // replaces uzi & hlac bullet counter.
670
671 void PlayerUseKey();
672
673 typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
674 .spawn_evalfunc_t spawn_evalfunc;