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;
40 const float GAME_CTS = 13;
42 const float AS_STRING = 1;
43 const float AS_INT = 2;
44 const float AS_FLOAT_TRUNCATED = 2;
45 const float AS_FLOAT = 8;
47 const float TE_CSQC_PICTURE = 100;
48 const float TE_CSQC_RACE = 101;
49 const float TE_CSQC_SPAWN = 102;
50 const float TE_CSQC_ZCURVEPARTICLES = 103;
51 const float TE_CSQC_NEXGUNBEAMPARTICLE = 104;
52 const float TE_CSQC_LIGHTNINGARC = 105;
54 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
55 const float RACE_NET_CHECKPOINT_CLEAR = 1;
56 const float RACE_NET_CHECKPOINT_NEXT_QUALIFYING = 2; // byte nextcheckpoint, short recordtime, string recordholder
57 const float RACE_NET_CHECKPOINT_HIT_RACE = 3; // byte checkpoint, short delta, byte lapsdelta, string opponent
58 const float RACE_NET_CHECKPOINT_HIT_RACE_BY_OPPONENT = 4; // byte checkpoint, short delta, byte lapsdelta, string opponent
59 const float RACE_NET_CHECKPOINT_NEXT_SPEC_QUALIFYING = 5; // byte nextcheckpoint, float laptime, short recordtime, string recordholder
60 const float RACE_NET_PENALTY_RACE = 6; // byte penaltytime, string reason
61 const float RACE_NET_PENALTY_QUALIFYING = 7; // byte penaltytime, string reason
62 const float RACE_NET_SERVER_RECORD = 8; // server record, sent to client
63 const float RACE_NET_SPEED_AWARD = 9; // speed award, sent to client
65 const float ENT_CLIENT = 0;
66 const float ENT_CLIENT_DEAD = 1;
67 const float ENT_CLIENT_ENTCS = 2;
68 const float ENT_CLIENT_SCORES_INFO = 3;
69 const float ENT_CLIENT_SCORES = 4;
70 const float ENT_CLIENT_TEAMSCORES = 5;
71 const float ENT_CLIENT_POINTPARTICLES = 6;
72 const float ENT_CLIENT_RAINSNOW = 7;
73 const float ENT_CLIENT_LASER = 8;
74 const float ENT_CLIENT_NAGGER = 9; // flags [votecalledvote]
75 const float ENT_CLIENT_WAYPOINT = 10; // flags origin [team displayrule] [spritename] [spritename2] [spritename3] [lifetime maxdistance hideable]
76 const float ENT_CLIENT_RADARLINK = 11; // flags [startorigin] [endorigin] [startcolor+16*endcolor]
77 const float ENT_CLIENT_PROJECTILE = 12;
78 const float ENT_CLIENT_GIBSPLASH = 13;
79 const float ENT_CLIENT_DAMAGEINFO = 14;
80 const float ENT_CLIENT_CASING = 15;
81 const float ENT_CLIENT_INIT = 16;
82 const float ENT_CLIENT_MAPVOTE = 17;
83 const float ENT_CLIENT_CLIENTDATA = 18;
84 const float ENT_CLIENT_RANDOMSEED = 19;
85 const float ENT_CLIENT_WALL = 20;
86 const float ENT_CLIENT_SPIDERBOT = 21;
87 const float ENT_CLIENT_MODELEFFECT = 22;
89 const float ENT_CLIENT_TURRET = 40;
91 const float SPRITERULE_DEFAULT = 0;
92 const float SPRITERULE_TEAMPLAY = 1;
94 const float RADARICON_FLAG = 1;
95 const float RADARICON_FLAGCARRIER = 1;
96 const float RADARICON_HERE = 1; // TODO make these 3 and 4, and make images for them
97 const float RADARICON_DANGER = 1;
98 const float RADARICON_WAYPOINT = 1;
99 const float RADARICON_HELPME = 1;
100 const float RADARICON_CONTROLPOINT = 1;
101 const float RADARICON_GENERATOR = 1;
102 const float RADARICON_OBJECTIVE = 1;
103 const float RADARICON_DOMPOINT = 1;
104 const float RADARICON_POWERUP = 1;
106 ///////////////////////////
110 // these are the key numbers that should be passed to Key_Event
112 const float K_TAB = 9;
113 const float K_ENTER = 13;
114 const float K_ESCAPE = 27;
115 const float K_SPACE = 32;
117 // normal keys should be passed as lowercased ascii
119 const float K_BACKSPACE = 127;
120 const float K_UPARROW = 128;
121 const float K_DOWNARROW = 129;
122 const float K_LEFTARROW = 130;
123 const float K_RIGHTARROW = 131;
125 const float K_ALT = 132;
126 const float K_CTRL = 133;
127 const float K_SHIFT = 134;
128 const float K_F1 = 135;
129 const float K_F2 = 136;
130 const float K_F3 = 137;
131 const float K_F4 = 138;
132 const float K_F5 = 139;
133 const float K_F6 = 140;
134 const float K_F7 = 141;
135 const float K_F8 = 142;
136 const float K_F9 = 143;
137 const float K_F10 = 144;
138 const float K_F11 = 145;
139 const float K_F12 = 146;
140 const float K_INS = 147;
141 const float K_DEL = 148;
142 const float K_PGDN = 149;
143 const float K_PGUP = 150;
144 const float K_HOME = 151;
145 const float K_END = 152;
147 const float K_KP_HOME = 160;
148 const float K_KP_UPARROW = 161;
149 const float K_KP_PGUP = 162;
150 const float K_KP_LEFTARROW = 163;
151 const float K_KP_5 = 164;
152 const float K_KP_RIGHTARROW = 165;
153 const float K_KP_END = 166;
154 const float K_KP_DOWNARROW = 167;
155 const float K_KP_PGDN = 168;
156 const float K_KP_ENTER = 169;
157 const float K_KP_INS = 170;
158 const float K_KP_DEL = 171;
159 const float K_KP_SLASH = 172;
160 const float K_KP_MINUS = 173;
161 const float K_KP_PLUS = 174;
163 const float K_PAUSE = 255;
168 const float K_JOY1 = 768;
169 const float K_JOY2 = 769;
170 const float K_JOY3 = 770;
171 const float K_JOY4 = 771;
174 // aux keys are for multi-buttoned joysticks to generate so they can use
175 // the normal binding process
177 const float K_AUX1 = 772;
178 const float K_AUX2 = 773;
179 const float K_AUX3 = 774;
180 const float K_AUX4 = 775;
181 const float K_AUX5 = 776;
182 const float K_AUX6 = 777;
183 const float K_AUX7 = 778;
184 const float K_AUX8 = 779;
185 const float K_AUX9 = 780;
186 const float K_AUX10 = 781;
187 const float K_AUX11 = 782;
188 const float K_AUX12 = 783;
189 const float K_AUX13 = 784;
190 const float K_AUX14 = 785;
191 const float K_AUX15 = 786;
192 const float K_AUX16 = 787;
193 const float K_AUX17 = 788;
194 const float K_AUX18 = 789;
195 const float K_AUX19 = 790;
196 const float K_AUX20 = 791;
197 const float K_AUX21 = 792;
198 const float K_AUX22 = 793;
199 const float K_AUX23 = 794;
200 const float K_AUX24 = 795;
201 const float K_AUX25 = 796;
202 const float K_AUX26 = 797;
203 const float K_AUX27 = 798;
204 const float K_AUX28 = 799;
205 const float K_AUX29 = 800;
206 const float K_AUX30 = 801;
207 const float K_AUX31 = 802;
208 const float K_AUX32 = 803;
211 // mouse buttons generate virtual keys
213 const float K_MOUSE1 = 512;
214 const float K_MOUSE2 = 513;
215 const float K_MOUSE3 = 514;
216 const float K_MWHEELUP = 515;
217 const float K_MWHEELDOWN = 516;
218 const float K_MOUSE4 = 517;
219 const float K_MOUSE5 = 518;
220 const float K_MOUSE6 = 519;
221 const float K_MOUSE7 = 520;
222 const float K_MOUSE8 = 521;
223 const float K_MOUSE9 = 522;
224 const float K_MOUSE10 = 523;
225 const float K_MOUSE11 = 524;
226 const float K_MOUSE12 = 525;
227 const float K_MOUSE13 = 526;
228 const float K_MOUSE14 = 527;
229 const float K_MOUSE15 = 528;
230 const float K_MOUSE16 = 529;
232 ///////////////////////////
234 const float KEY_FORWARD = 1;
235 const float KEY_BACKWARD = 2;
236 const float KEY_LEFT = 4;
237 const float KEY_RIGHT = 8;
238 const float KEY_JUMP = 16;
239 const float KEY_CROUCH = 32;
241 ///////////////////////////
245 float CVAR_NOTIFY = 2;
246 float CVAR_READONLY = 4;
248 ///////////////////////////
249 // csqc communication stuff
251 const float STAT_KH_KEYS = 32;
252 const float STAT_CTF_STATE = 33;
253 const float STAT_WEAPONS = 35;
254 const float STAT_SWITCHWEAPON = 36;
255 const float STAT_GAMESTARTTIME = 37;
256 const float STAT_STRENGTH_FINISHED = 38;
257 const float STAT_INVINCIBLE_FINISHED = 39;
258 const float STAT_DAMAGE_HITS = 40; // Used by the weapon stats code, represents the total amount of damage done to other players
259 const float STAT_DAMAGE_FIRED = 41;// Used by the weapon stats code, represents the total amount of potential damage fired
260 const float STAT_PRESSED_KEYS = 42;
261 const float STAT_ALLOW_OLDNEXBEAM = 43; // this stat could later contain some other bits of info, like, more server-side particle config
262 const float STAT_FUEL = 44;
263 const float STAT_NB_METERSTART = 45;
264 const float STAT_SHOTORG = 46; // compressShotOrigin
265 const float STAT_LEADLIMIT = 47;
266 const float STAT_BULLETS_LOADED = 48;
267 const float CTF_STATE_ATTACK = 1;
268 const float CTF_STATE_DEFEND = 2;
269 const float CTF_STATE_COMMANDER = 3;
271 const float STAT_HUD = 50;
272 const float HUD_NORMAL = 0;
273 const float HUD_SPIDERBOT = 10;
275 const float STAT_SPIDERBOT_HEALTH = 60;
276 const float STAT_SPIDERBOT_ROCKETS = 61;
277 const float STAT_SPIDERBOT_HEAT = 62;
278 const float STAT_SPIDERBOT_RELOAD = 63;
279 const float STAT_SPIDERBOT_ENERGY = 64;
280 const float STAT_SPIDERBOT_SHIELD = 65;
282 //const float STAT_SPIDERBOT_AIM 53 // compressShotOrigin
284 //const float STAT_SPIDERBOT_TARGET 54 // compressShotOrigin
289 // moved that here so the client knows the max.
290 // # of maps, I'll use arrays for them :P
291 #define MAPVOTE_COUNT 10
294 * Lower scores are better (e.g. suicides)
296 #define SFL_LOWER_IS_BETTER 1
299 * Don't show zero values as scores
301 #define SFL_HIDE_ZERO 2
304 * Allow a column to be hidden (do not automatically add it even if it is a sorting key)
306 #define SFL_ALLOW_HIDE 16
309 * Display as a rank (with st, nd, rd, th suffix)
314 * Display as mm:ss.s, value is stored as 10ths of a second (AND 0 is the worst possible value!)
318 // not an extra constant yet
319 #define SFL_ZERO_IS_WORST SFL_TIME
322 * Scoring priority (NOTE: PRIMARY is used for fraglimit)
324 #define SFL_SORT_PRIO_SECONDARY 4
325 #define SFL_SORT_PRIO_PRIMARY 8
326 #define SFL_SORT_PRIO_MASK 12
332 #define MAX_TEAMSCORE 2
337 #define SP_SUICIDES 2
339 // game mode specific indices are not in common/, but in server/scores_rules.qc!
341 // this assignment must match menu/nexuiz/dialog_settings_misc.c!
343 // on world: announcers, ... INFO
344 // on players: item pickup ITEMS
345 // on entities: UNUSED
347 float CHAN_WEAPON = 1; // Weapon fire
349 // on players: weapon firing WEAPONS
350 // on entities: turret firing WEAPONS
352 float CHAN_VOICE = 2; // Voice/Radio
354 // on players: voice VOICE
355 // on entities: ambient AMBIENT
357 float CHAN_TRIGGER = 3; // Triggers/Items
359 // on players: item pickup ITEMS
360 // on entities: platforms moving etc. ITEMS
362 float CHAN_PROJECTILE = 4; // Projectiles
364 // on players: projectiles hitting player SHOTS
365 // on entities: projectiles SHOTS
366 // on csqc: projectile sounds SHOTS
367 float CHAN_WEAPON2 = 5; // Nex fire (separated as it is a very long sound)
369 // on players: weapon firing WEAPONS
370 // on entities: turret firing WEAPONS
372 float CHAN_PAIN = 6; // Pain
374 // on players: pain PAIN
375 // on entities: projectiles flying SHOTS
376 // on csqc: player pain PAIN
377 float CHAN_PLAYER = 7; // Player body
379 // on players: player sounds PLAYER
380 // on entities: player sounds PLAYER
384 float ATTN_MIN = 0.015625;
385 float ATTN_NORM = 0.5;
387 float ATTN_STATIC = 3;
388 float ATTN_MAX = 3.984375;
391 #define VOL_BASEVOICE 1.0
393 // this sets sounds and other properties of the projectiles in csqc
394 float PROJECTILE_ELECTRO = 1;
395 float PROJECTILE_ROCKET = 2;
396 float PROJECTILE_BULLET = 4;
397 float PROJECTILE_CRYLINK = 5;
398 float PROJECTILE_ELECTRO_BEAM = 6;
399 float PROJECTILE_GRENADE = 7;
400 float PROJECTILE_GRENADE_BOUNCING = 8;
401 float PROJECTILE_LASER = 9;
402 float PROJECTILE_HLAC = 10;
403 float PROJECTILE_PORTO_RED = 13;
404 float PROJECTILE_PORTO_BLUE = 14;
405 float PROJECTILE_HOOKBOMB = 15;
406 float PROJECTILE_HAGAR = 16;
407 float PROJECTILE_HAGAR_BOUNCING = 17;
408 float PROJECTILE_BULLET_GLOWING = 18;
409 float PROJECTILE_CRYLINK_BOUNCING = 19;
410 float PROJECTILE_FIREBALL = 20;
411 float PROJECTILE_FIREMINE = 21;
412 float PROJECTILE_BULLET_GLOWING_TRACER = 22;
414 float SPECIES_HUMAN = 0;
415 float SPECIES_ROBOT_SOLID = 1;
416 float SPECIES_ALIEN = 2;
417 float SPECIES_ANIMAL = 3;
418 float SPECIES_ROBOT_RUSTY = 4;
419 float SPECIES_ROBOT_SHINY = 5;
420 float SPECIES_RESERVED = 15;
422 // Deathtypes (weapon deathtypes are the IT_* constants below)
423 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
424 float DEATH_SPECIAL_START = 10000;
425 float DEATH_FALL = 10000;
426 float DEATH_TELEFRAG = 10001;
427 float DEATH_DROWN = 10002;
428 float DEATH_HURTTRIGGER = 10003;
429 float DEATH_LAVA = 10004;
430 float DEATH_SLIME = 10005;
431 float DEATH_KILL = 10006;
432 float DEATH_NOAMMO = 10007;
433 float DEATH_SWAMP = 10008;
434 float DEATH_TEAMCHANGE = 10009;
435 float DEATH_AUTOTEAMCHANGE = 10010;
436 float DEATH_CAMP = 10011;
437 float DEATH_SHOOTING_STAR = 10012;
438 float DEATH_ROT = 10013;
439 float DEATH_MIRRORDAMAGE = 10014;
440 float DEATH_TOUCHEXPLODE = 10015;
441 float DEATH_CHEAT = 10016;
442 float DEATH_FIRE = 10017;
443 float DEATH_TURRET = 10100;
445 float DEATH_WEAPONMASK = 0xFF;
446 float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
447 float HITTYPE_SECONDARY = 0x100;
448 float HITTYPE_SPLASH = 0x200;
449 float HITTYPE_BOUNCE = 0x400;
450 float HITTYPE_HEADSHOT = 0x800;
451 float HITTYPE_RESERVED = 0x1000; // unused yet
453 // macros to access these
454 #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
455 #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
456 #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
457 #define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
458 #define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
460 #define FRAGS_PLAYER 0
461 #define FRAGS_SPECTATOR -666
462 #define FRAGS_LMS_LOSER -616
463 #define FRAGS_PLAYER_NONSOLID -616
464 // we can use this frags value for both
467 #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"
470 float WATERLEVEL_NONE = 0;
471 float WATERLEVEL_WETFEET = 1;
472 float WATERLEVEL_SWIMMING = 2;
473 float WATERLEVEL_SUBMERGED = 3;
475 float MAX_SHOT_DISTANCE = 32768;