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;
40 const float AS_STRING = 1;
41 const float AS_INT = 2;
42 const float AS_FLOAT_TRUNCATED = 2;
43 const float AS_FLOAT = 8;
45 const float ENT_CLIENT = 0;
46 const float ENT_CLIENT_DEAD = 1;
47 const float ENT_CLIENT_ENTCS = 2;
48 const float ENT_CLIENT_SCORES_INFO = 3;
49 const float ENT_CLIENT_SCORES = 4;
50 const float ENT_CLIENT_TEAMSCORES = 5;
51 const float ENT_CLIENT_POINTPARTICLES = 6;
52 const float ENT_CLIENT_RAINSNOW = 7;
53 const float ENT_CLIENT_LASER = 8;
54 const float ENT_CLIENT_NAGGER = 9; // flags [votecalledvote]
55 const float ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable]
56 const float ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor]
57 const float ENT_CLIENT_PROJECTILE = 12;
58 const float ENT_CLIENT_GIBSPLASH = 13;
59 const float ENT_CLIENT_DAMAGEINFO = 14;
60 const float ENT_CLIENT_CASING = 15;
61 const float ENT_CLIENT_INIT = 16;
62 const float ENT_CLIENT_MAPVOTE = 17;
64 const float SPRITERULE_DEFAULT = 0;
65 const float SPRITERULE_TEAMPLAY = 1;
67 const float RADARICON_FLAG = 1;
68 const float RADARICON_FLAGCARRIER = 1;
69 const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them
70 const float RADARICON_DANGER = 1;
71 const float RADARICON_WAYPOINT = 1;
72 const float RADARICON_HELPME = 1;
73 const float RADARICON_CONTROLPOINT = 1;
74 const float RADARICON_GENERATOR = 1;
75 const float RADARICON_OBJECTIVE = 1;
77 ///////////////////////////
81 // these are the key numbers that should be passed to Key_Event
83 const float K_TAB = 9;
84 const float K_ENTER = 13;
85 const float K_ESCAPE = 27;
86 const float K_SPACE = 32;
88 // normal keys should be passed as lowercased ascii
90 const float K_BACKSPACE = 127;
91 const float K_UPARROW = 128;
92 const float K_DOWNARROW = 129;
93 const float K_LEFTARROW = 130;
94 const float K_RIGHTARROW = 131;
96 const float K_ALT = 132;
97 const float K_CTRL = 133;
98 const float K_SHIFT = 134;
99 const float K_F1 = 135;
100 const float K_F2 = 136;
101 const float K_F3 = 137;
102 const float K_F4 = 138;
103 const float K_F5 = 139;
104 const float K_F6 = 140;
105 const float K_F7 = 141;
106 const float K_F8 = 142;
107 const float K_F9 = 143;
108 const float K_F10 = 144;
109 const float K_F11 = 145;
110 const float K_F12 = 146;
111 const float K_INS = 147;
112 const float K_DEL = 148;
113 const float K_PGDN = 149;
114 const float K_PGUP = 150;
115 const float K_HOME = 151;
116 const float K_END = 152;
118 const float K_KP_HOME = 160;
119 const float K_KP_UPARROW = 161;
120 const float K_KP_PGUP = 162;
121 const float K_KP_LEFTARROW = 163;
122 const float K_KP_5 = 164;
123 const float K_KP_RIGHTARROW = 165;
124 const float K_KP_END = 166;
125 const float K_KP_DOWNARROW = 167;
126 const float K_KP_PGDN = 168;
127 const float K_KP_ENTER = 169;
128 const float K_KP_INS = 170;
129 const float K_KP_DEL = 171;
130 const float K_KP_SLASH = 172;
131 const float K_KP_MINUS = 173;
132 const float K_KP_PLUS = 174;
134 const float K_PAUSE = 255;
139 const float K_JOY1 = 768;
140 const float K_JOY2 = 769;
141 const float K_JOY3 = 770;
142 const float K_JOY4 = 771;
145 // aux keys are for multi-buttoned joysticks to generate so they can use
146 // the normal binding process
148 const float K_AUX1 = 772;
149 const float K_AUX2 = 773;
150 const float K_AUX3 = 774;
151 const float K_AUX4 = 775;
152 const float K_AUX5 = 776;
153 const float K_AUX6 = 777;
154 const float K_AUX7 = 778;
155 const float K_AUX8 = 779;
156 const float K_AUX9 = 780;
157 const float K_AUX10 = 781;
158 const float K_AUX11 = 782;
159 const float K_AUX12 = 783;
160 const float K_AUX13 = 784;
161 const float K_AUX14 = 785;
162 const float K_AUX15 = 786;
163 const float K_AUX16 = 787;
164 const float K_AUX17 = 788;
165 const float K_AUX18 = 789;
166 const float K_AUX19 = 790;
167 const float K_AUX20 = 791;
168 const float K_AUX21 = 792;
169 const float K_AUX22 = 793;
170 const float K_AUX23 = 794;
171 const float K_AUX24 = 795;
172 const float K_AUX25 = 796;
173 const float K_AUX26 = 797;
174 const float K_AUX27 = 798;
175 const float K_AUX28 = 799;
176 const float K_AUX29 = 800;
177 const float K_AUX30 = 801;
178 const float K_AUX31 = 802;
179 const float K_AUX32 = 803;
182 // mouse buttons generate virtual keys
184 const float K_MOUSE1 = 512;
185 const float K_MOUSE2 = 513;
186 const float K_MOUSE3 = 514;
187 const float K_MWHEELUP = 515;
188 const float K_MWHEELDOWN = 516;
189 const float K_MOUSE4 = 517;
190 const float K_MOUSE5 = 518;
191 const float K_MOUSE6 = 519;
192 const float K_MOUSE7 = 520;
193 const float K_MOUSE8 = 521;
194 const float K_MOUSE9 = 522;
195 const float K_MOUSE10 = 523;
196 const float K_MOUSE11 = 524;
197 const float K_MOUSE12 = 525;
198 const float K_MOUSE13 = 526;
199 const float K_MOUSE14 = 527;
200 const float K_MOUSE15 = 528;
201 const float K_MOUSE16 = 529;
203 ///////////////////////////
207 float CVAR_NOTIFY = 2;
208 float CVAR_READONLY = 4;
210 ///////////////////////////
211 // csqc communication stuff
213 const float ENTCS_MSG_END = 0;
214 const float ENTCS_MSG_ONS_GPS = 1;
215 const float ENTCS_MSG_ONS_REMOVE = 2;
216 const float ENTCS_MSG_INIT = 3;
218 const float TE_CSQC_PICTURE = 105;
219 const float TE_CSQC_CONFIG = 107; // TODO maybe turn into shared ent (but it's unused anyway)
220 const float TE_CSQC_RACE = 109;
221 const float TE_CSQC_FORCESCOREBOARD = 110; // TODO turn into shared ent
222 const float TE_CSQC_SPECTATING = 111; // TODO turn into shared ent
223 const float TE_CSQC_SPAWN = 112;
224 const float TE_CSQC_ZOOMNOTIFY = 113; // TODO turn into shared ent
225 const float TE_CSQC_HOLDANGLES = 114; // TODO turn into shared ent
226 const float TE_CSQC_FOG = 116; // TODO turn into shared ent
228 // ideas: turn TE_CSQC_FORCESCOREBOARD, TE_CSQC_SPECTATING, TE_CSQC_ZOOMNOTIFY, TE_CSQC_HOLDANGLES into a single shared ent, the other two in ones for their own
230 const float STAT_KH_KEYS = 32;
231 const float STAT_CTF_STATE = 33;
232 const float STAT_SYS_TICRATE = 34;
233 const float STAT_WEAPONS = 35;
234 const float STAT_SWITCHWEAPON = 36;
235 const float STAT_GAMESTARTTIME = 37;
236 const float CTF_STATE_ATTACK = 1;
237 const float CTF_STATE_DEFEND = 2;
238 const float CTF_STATE_COMMANDER = 3;
240 // moved that here so the client knows the max.
241 // # of maps, I'll use arrays for them :P
242 #define MAPVOTE_COUNT 10
244 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
245 const float RACE_NET_CHECKPOINT_CLEAR = 1;
246 const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder
247 const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent
248 const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent
249 const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder
252 * Lower scores are better (e.g. suicides)
254 #define SFL_LOWER_IS_BETTER 1
257 * Don't show zero values as scores
259 #define SFL_HIDE_ZERO 2
262 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
264 #define SFL_ALLOW_HIDE 16
267 * Display as a rank (with st, nd, rd, th suffix)
272 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
276 // not an extra constant yet
277 #define SFL_ZERO_IS_WORST SFL_TIME
280 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
282 #define SFL_SORT_PRIO_SECONDARY 4
283 #define SFL_SORT_PRIO_PRIMARY 8
284 #define SFL_SORT_PRIO_MASK 12
290 #define MAX_TEAMSCORE 2
295 #define SP_SUICIDES 2
297 // game mode specific indices are not in common/, but in server/scores_rules.qc!
299 // this assignment must match menu/nexuiz/dialog_settings_misc.c!
301 // on world: announcers, ... INFO
302 // on players: item pickup ITEMS
303 // on entities: UNUSED
305 float CHAN_WEAPON = 1; // Weapon fire
307 // on players: weapon firing WEAPONS
308 // on entities: turret firing WEAPONS
310 float CHAN_VOICE = 2; // Voice/Radio
312 // on players: voice VOICE
313 // on entities: ambient AMBIENT
315 float CHAN_TRIGGER = 3; // Triggers/Items
317 // on players: item pickup ITEMS
318 // on entities: platforms moving etc. ITEMS
320 float CHAN_PROJECTILE = 4; // Projectiles
322 // on players: projectiles hitting player SHOTS
323 // on entities: projectiles SHOTS
324 // on csqc: projectile sounds SHOTS
325 float CHAN_WEAPON2 = 5; // Nex fire (separated as it is a very long sound)
327 // on players: weapon firing WEAPONS
328 // on entities: turret firing WEAPONS
330 float CHAN_PAIN = 6; // Pain
332 // on players: pain PAIN
333 // on entities: projectiles flying SHOTS
334 // on csqc: player pain PAIN
335 float CHAN_PLAYER = 7; // Player body
337 // on players: player sounds PLAYER
338 // on entities: player sounds PLAYER
342 float ATTN_MIN = 0.015625;
343 float ATTN_NORM = 0.5;
345 float ATTN_STATIC = 3;
346 float ATTN_MAX = 3.984375;
349 #define VOL_BASEVOICE 1.0
351 // this sets sounds and other properties of the projectiles in csqc
352 float PROJECTILE_ELECTRO = 1;
353 float PROJECTILE_ROCKET = 2;
354 float PROJECTILE_TAG = 3;
355 float PROJECTILE_BULLET = 4;
356 float PROJECTILE_CRYLINK = 5;
357 float PROJECTILE_ELECTRO_BEAM = 6;
358 float PROJECTILE_GRENADE = 7;
359 float PROJECTILE_GRENADE_BOUNCING = 8;
360 float PROJECTILE_LASER = 9;
361 float PROJECTILE_HLAC = 10;
362 float PROJECTILE_SEEKER = 11;
363 float PROJECTILE_FLAC = 12;
364 float PROJECTILE_PORTO_RED = 13;
365 float PROJECTILE_PORTO_BLUE = 14;
366 float PROJECTILE_HOOKBOMB = 15;
367 float PROJECTILE_HAGAR = 16;
368 float PROJECTILE_HAGAR_BOUNCING = 17;
369 float PROJECTILE_BULLET_GLOWING = 18;
371 // Deathtypes (weapon deathtypes are the IT_* constants below)
372 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
373 float DEATH_SPECIAL_START = 10000;
374 float DEATH_FALL = 10000;
375 float DEATH_TELEFRAG = 10001;
376 float DEATH_DROWN = 10002;
377 float DEATH_HURTTRIGGER = 10003;
378 float DEATH_LAVA = 10004;
379 float DEATH_SLIME = 10005;
380 float DEATH_KILL = 10006;
381 float DEATH_NOAMMO = 10007;
382 float DEATH_SWAMP = 10008;
383 float DEATH_TEAMCHANGE = 10009;
384 float DEATH_AUTOTEAMCHANGE = 10010;
385 float DEATH_CAMP = 10011;
386 float DEATH_SHOOTING_STAR = 10012;
387 float DEATH_ROT = 10013;
388 float DEATH_MIRRORDAMAGE = 10014;
389 float DEATH_TOUCHEXPLODE = 10015;
390 float DEATH_TURRET = 10100;
392 float DEATH_WEAPONMASK = 0xFF;
393 float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
394 float HITTYPE_SECONDARY = 0x100;
395 float HITTYPE_SPLASH = 0x200;
396 float HITTYPE_BOUNCE = 0x400;
397 float HITTYPE_HEADSHOT = 0x800;
398 float HITTYPE_RESERVED = 0x1000; // unused yet
400 // macros to access these
401 #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
402 #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
403 #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
404 #define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
405 #define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
407 #define FRAGS_PLAYER 0
408 #define FRAGS_SPECTATOR -666
409 #define FRAGS_PLAYER_NONSOLID -616