1 // COMMIT-TODO: Update if necessary before committing
2 // Revision 1: additional statistics sent (flag caps, returns, deaths)
3 // Revision 2: Mapvote preview pictures
4 // Revision 3: optimized map vote protocol
5 // Revision 4: CSQC config var system
6 // Revision 5: mapvote time fix
7 // Revision 6: more robust against packet loss/delays, also show not yet connected clients
8 // Revision 7: packet loss column
10 // Revision 9: race delta
11 // Revision 10: scoreboard force
12 // Revision 11: scoreboard unforce; spectator support beginning
13 // Revision 12: smaller scores updates (SERVER: requires new engine)
14 // Revision 13: pointparticles
17 // Revision 16: multi-weapons
18 // Revision 17: multi-weaponimpulses
19 // Revision 18: warmup
21 // Revision 20: naggers
22 // Revision 21: entcs for players optimized (position data down from 12 to 7 bytes); waypointsprites in csqc for team radar
23 // Revision 22: hook shot origin
24 #define CSQC_REVISION 22
26 // probably put these in common/
27 // so server/ and client/ can be synced better
28 const float GAME_DEATHMATCH = 1;
29 const float GAME_TEAM_DEATHMATCH = 2;
30 const float GAME_DOMINATION = 3;
31 const float GAME_CTF = 4;
32 const float GAME_RUNEMATCH = 5;
33 const float GAME_LMS = 6;
34 const float GAME_ARENA = 7;
35 const float GAME_KEYHUNT = 8;
36 const float GAME_ASSAULT = 9;
37 const float GAME_ONSLAUGHT = 10;
38 const float GAME_RACE = 11;
39 const float GAME_NEXBALL = 12;
41 const float AS_STRING = 1;
42 const float AS_INT = 2;
43 const float AS_FLOAT_TRUNCATED = 2;
44 const float AS_FLOAT = 8;
46 const float TE_CSQC_PICTURE = 100;
47 const float TE_CSQC_RACE = 101;
48 const float TE_CSQC_SPAWN = 102;
49 const float TE_CSQC_ZCURVEPARTICLES = 103;
50 const float TE_CSQC_NEXGUNBEAMPARTICLE = 104;
51 const float TE_CSQC_LIGHTNINGARC = 105;
53 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
54 const float RACE_NET_CHECKPOINT_CLEAR = 1;
55 const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder
56 const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent
57 const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent
58 const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder
60 const float ENT_CLIENT = 0;
61 const float ENT_CLIENT_DEAD = 1;
62 const float ENT_CLIENT_ENTCS = 2;
63 const float ENT_CLIENT_SCORES_INFO = 3;
64 const float ENT_CLIENT_SCORES = 4;
65 const float ENT_CLIENT_TEAMSCORES = 5;
66 const float ENT_CLIENT_POINTPARTICLES = 6;
67 const float ENT_CLIENT_RAINSNOW = 7;
68 const float ENT_CLIENT_LASER = 8;
69 const float ENT_CLIENT_NAGGER = 9; // flags [votecalledvote]
70 const float ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable]
71 const float ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor]
72 const float ENT_CLIENT_PROJECTILE = 12;
73 const float ENT_CLIENT_GIBSPLASH = 13;
74 const float ENT_CLIENT_DAMAGEINFO = 14;
75 const float ENT_CLIENT_CASING = 15;
76 const float ENT_CLIENT_INIT = 16;
77 const float ENT_CLIENT_MAPVOTE = 17;
78 const float ENT_CLIENT_CLIENTDATA = 18;
79 const float ENT_CLIENT_RANDOMSEED = 19;
80 const float ENT_CLIENT_WALL = 20;
82 const float SPRITERULE_DEFAULT = 0;
83 const float SPRITERULE_TEAMPLAY = 1;
85 const float RADARICON_FLAG = 1;
86 const float RADARICON_FLAGCARRIER = 1;
87 const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them
88 const float RADARICON_DANGER = 1;
89 const float RADARICON_WAYPOINT = 1;
90 const float RADARICON_HELPME = 1;
91 const float RADARICON_CONTROLPOINT = 1;
92 const float RADARICON_GENERATOR = 1;
93 const float RADARICON_OBJECTIVE = 1;
94 const float RADARICON_DOMPOINT = 1;
95 const float RADARICON_POWERUP = 1;
97 ///////////////////////////
101 // these are the key numbers that should be passed to Key_Event
103 const float K_TAB = 9;
104 const float K_ENTER = 13;
105 const float K_ESCAPE = 27;
106 const float K_SPACE = 32;
108 // normal keys should be passed as lowercased ascii
110 const float K_BACKSPACE = 127;
111 const float K_UPARROW = 128;
112 const float K_DOWNARROW = 129;
113 const float K_LEFTARROW = 130;
114 const float K_RIGHTARROW = 131;
116 const float K_ALT = 132;
117 const float K_CTRL = 133;
118 const float K_SHIFT = 134;
119 const float K_F1 = 135;
120 const float K_F2 = 136;
121 const float K_F3 = 137;
122 const float K_F4 = 138;
123 const float K_F5 = 139;
124 const float K_F6 = 140;
125 const float K_F7 = 141;
126 const float K_F8 = 142;
127 const float K_F9 = 143;
128 const float K_F10 = 144;
129 const float K_F11 = 145;
130 const float K_F12 = 146;
131 const float K_INS = 147;
132 const float K_DEL = 148;
133 const float K_PGDN = 149;
134 const float K_PGUP = 150;
135 const float K_HOME = 151;
136 const float K_END = 152;
138 const float K_KP_HOME = 160;
139 const float K_KP_UPARROW = 161;
140 const float K_KP_PGUP = 162;
141 const float K_KP_LEFTARROW = 163;
142 const float K_KP_5 = 164;
143 const float K_KP_RIGHTARROW = 165;
144 const float K_KP_END = 166;
145 const float K_KP_DOWNARROW = 167;
146 const float K_KP_PGDN = 168;
147 const float K_KP_ENTER = 169;
148 const float K_KP_INS = 170;
149 const float K_KP_DEL = 171;
150 const float K_KP_SLASH = 172;
151 const float K_KP_MINUS = 173;
152 const float K_KP_PLUS = 174;
154 const float K_PAUSE = 255;
159 const float K_JOY1 = 768;
160 const float K_JOY2 = 769;
161 const float K_JOY3 = 770;
162 const float K_JOY4 = 771;
165 // aux keys are for multi-buttoned joysticks to generate so they can use
166 // the normal binding process
168 const float K_AUX1 = 772;
169 const float K_AUX2 = 773;
170 const float K_AUX3 = 774;
171 const float K_AUX4 = 775;
172 const float K_AUX5 = 776;
173 const float K_AUX6 = 777;
174 const float K_AUX7 = 778;
175 const float K_AUX8 = 779;
176 const float K_AUX9 = 780;
177 const float K_AUX10 = 781;
178 const float K_AUX11 = 782;
179 const float K_AUX12 = 783;
180 const float K_AUX13 = 784;
181 const float K_AUX14 = 785;
182 const float K_AUX15 = 786;
183 const float K_AUX16 = 787;
184 const float K_AUX17 = 788;
185 const float K_AUX18 = 789;
186 const float K_AUX19 = 790;
187 const float K_AUX20 = 791;
188 const float K_AUX21 = 792;
189 const float K_AUX22 = 793;
190 const float K_AUX23 = 794;
191 const float K_AUX24 = 795;
192 const float K_AUX25 = 796;
193 const float K_AUX26 = 797;
194 const float K_AUX27 = 798;
195 const float K_AUX28 = 799;
196 const float K_AUX29 = 800;
197 const float K_AUX30 = 801;
198 const float K_AUX31 = 802;
199 const float K_AUX32 = 803;
202 // mouse buttons generate virtual keys
204 const float K_MOUSE1 = 512;
205 const float K_MOUSE2 = 513;
206 const float K_MOUSE3 = 514;
207 const float K_MWHEELUP = 515;
208 const float K_MWHEELDOWN = 516;
209 const float K_MOUSE4 = 517;
210 const float K_MOUSE5 = 518;
211 const float K_MOUSE6 = 519;
212 const float K_MOUSE7 = 520;
213 const float K_MOUSE8 = 521;
214 const float K_MOUSE9 = 522;
215 const float K_MOUSE10 = 523;
216 const float K_MOUSE11 = 524;
217 const float K_MOUSE12 = 525;
218 const float K_MOUSE13 = 526;
219 const float K_MOUSE14 = 527;
220 const float K_MOUSE15 = 528;
221 const float K_MOUSE16 = 529;
223 ///////////////////////////
225 const float KEY_FORWARD = 1;
226 const float KEY_BACKWARD = 2;
227 const float KEY_LEFT = 4;
228 const float KEY_RIGHT = 8;
229 const float KEY_JUMP = 16;
230 const float KEY_CROUCH = 32;
232 ///////////////////////////
236 float CVAR_NOTIFY = 2;
237 float CVAR_READONLY = 4;
239 ///////////////////////////
240 // csqc communication stuff
242 const float STAT_KH_KEYS = 32;
243 const float STAT_CTF_STATE = 33;
244 const float STAT_SYS_TICRATE = 34;
245 const float STAT_WEAPONS = 35;
246 const float STAT_SWITCHWEAPON = 36;
247 const float STAT_GAMESTARTTIME = 37;
248 const float STAT_STRENGTH_FINISHED = 38;
249 const float STAT_INVINCIBLE_FINISHED = 39;
250 const float STAT_DAMAGE_HITS = 40; // Used by the weapon stats code, represents the total amount of damage done to other players
251 const float STAT_DAMAGE_FIRED = 41;// Used by the weapon stats code, represents the total amount of potential damage fired
252 const float STAT_PRESSED_KEYS = 42;
253 const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
254 const float STAT_FUEL = 44;
255 const float STAT_NB_METERSTART = 45;
256 const float STAT_SHOTORG = 46; // compressShotOrigin
257 const float CTF_STATE_ATTACK = 1;
258 const float CTF_STATE_DEFEND = 2;
259 const float CTF_STATE_COMMANDER = 3;
261 // moved that here so the client knows the max.
262 // # of maps, I'll use arrays for them :P
263 #define MAPVOTE_COUNT 10
266 * Lower scores are better (e.g. suicides)
268 #define SFL_LOWER_IS_BETTER 1
271 * Don't show zero values as scores
273 #define SFL_HIDE_ZERO 2
276 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
278 #define SFL_ALLOW_HIDE 16
281 * Display as a rank (with st, nd, rd, th suffix)
286 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
290 // not an extra constant yet
291 #define SFL_ZERO_IS_WORST SFL_TIME
294 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
296 #define SFL_SORT_PRIO_SECONDARY 4
297 #define SFL_SORT_PRIO_PRIMARY 8
298 #define SFL_SORT_PRIO_MASK 12
304 #define MAX_TEAMSCORE 2
309 #define SP_SUICIDES 2
311 // game mode specific indices are not in common/, but in server/scores_rules.qc!
313 // this assignment must match menu/nexuiz/dialog_settings_misc.c!
315 // on world: announcers, ... INFO
316 // on players: item pickup ITEMS
317 // on entities: UNUSED
319 float CHAN_WEAPON = 1; // Weapon fire
321 // on players: weapon firing WEAPONS
322 // on entities: turret firing WEAPONS
324 float CHAN_VOICE = 2; // Voice/Radio
326 // on players: voice VOICE
327 // on entities: ambient AMBIENT
329 float CHAN_TRIGGER = 3; // Triggers/Items
331 // on players: item pickup ITEMS
332 // on entities: platforms moving etc. ITEMS
334 float CHAN_PROJECTILE = 4; // Projectiles
336 // on players: projectiles hitting player SHOTS
337 // on entities: projectiles SHOTS
338 // on csqc: projectile sounds SHOTS
339 float CHAN_WEAPON2 = 5; // Nex fire (separated as it is a very long sound)
341 // on players: weapon firing WEAPONS
342 // on entities: turret firing WEAPONS
344 float CHAN_PAIN = 6; // Pain
346 // on players: pain PAIN
347 // on entities: projectiles flying SHOTS
348 // on csqc: player pain PAIN
349 float CHAN_PLAYER = 7; // Player body
351 // on players: player sounds PLAYER
352 // on entities: player sounds PLAYER
356 float ATTN_MIN = 0.015625;
357 float ATTN_NORM = 0.5;
359 float ATTN_STATIC = 3;
360 float ATTN_MAX = 3.984375;
363 #define VOL_BASEVOICE 1.0
365 // this sets sounds and other properties of the projectiles in csqc
366 float PROJECTILE_ELECTRO = 1;
367 float PROJECTILE_ROCKET = 2;
368 float PROJECTILE_TAG = 3;
369 float PROJECTILE_BULLET = 4;
370 float PROJECTILE_CRYLINK = 5;
371 float PROJECTILE_ELECTRO_BEAM = 6;
372 float PROJECTILE_GRENADE = 7;
373 float PROJECTILE_GRENADE_BOUNCING = 8;
374 float PROJECTILE_LASER = 9;
375 float PROJECTILE_HLAC = 10;
376 float PROJECTILE_SEEKER = 11;
377 float PROJECTILE_FLAC = 12;
378 float PROJECTILE_PORTO_RED = 13;
379 float PROJECTILE_PORTO_BLUE = 14;
380 float PROJECTILE_HOOKBOMB = 15;
381 float PROJECTILE_HAGAR = 16;
382 float PROJECTILE_HAGAR_BOUNCING = 17;
383 float PROJECTILE_BULLET_GLOWING = 18;
384 float PROJECTILE_CRYLINK_BOUNCING = 19;
386 float SPECIES_HUMAN = 0;
387 float SPECIES_ROBOT_SHINY = 1;
388 float SPECIES_ALIEN = 2;
389 float SPECIES_ROBOT_RUSTY = 3;
390 float SPECIES_ANIMAL = 4;
391 float SPECIES_RESERVED = 15;
393 // Deathtypes (weapon deathtypes are the IT_* constants below)
394 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
395 float DEATH_SPECIAL_START = 10000;
396 float DEATH_FALL = 10000;
397 float DEATH_TELEFRAG = 10001;
398 float DEATH_DROWN = 10002;
399 float DEATH_HURTTRIGGER = 10003;
400 float DEATH_LAVA = 10004;
401 float DEATH_SLIME = 10005;
402 float DEATH_KILL = 10006;
403 float DEATH_NOAMMO = 10007;
404 float DEATH_SWAMP = 10008;
405 float DEATH_TEAMCHANGE = 10009;
406 float DEATH_AUTOTEAMCHANGE = 10010;
407 float DEATH_CAMP = 10011;
408 float DEATH_SHOOTING_STAR = 10012;
409 float DEATH_ROT = 10013;
410 float DEATH_MIRRORDAMAGE = 10014;
411 float DEATH_TOUCHEXPLODE = 10015;
412 float DEATH_CHEAT = 10016;
413 float DEATH_TURRET = 10100;
415 float DEATH_WEAPONMASK = 0xFF;
416 float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
417 float HITTYPE_SECONDARY = 0x100;
418 float HITTYPE_SPLASH = 0x200;
419 float HITTYPE_BOUNCE = 0x400;
420 float HITTYPE_HEADSHOT = 0x800;
421 float HITTYPE_RESERVED = 0x1000; // unused yet
423 // macros to access these
424 #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
425 #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
426 #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
427 #define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
428 #define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
430 #define FRAGS_PLAYER 0
431 #define FRAGS_SPECTATOR -666
432 #define FRAGS_LMS_LOSER -616
433 #define FRAGS_PLAYER_NONSOLID -616
434 // we can use this frags value for both
437 #define NEWLINES "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n"
440 float WATERLEVEL_NONE = 0;
441 float WATERLEVEL_WETFEET = 1;
442 float WATERLEVEL_SWIMMING = 2;
443 float WATERLEVEL_SUBMERGED = 3;
445 float MAX_SHOT_DISTANCE = 32768;