/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2009 Darklegion Development This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Tremulous is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // g_local.h -- local definitions for game module #include "../qcommon/q_shared.h" #include "bg_public.h" #include "g_public.h" typedef struct gentity_s gentity_t; typedef struct gclient_s gclient_t; #include "g_admin.h" //================================================================== #define INFINITE 1000000 #define FRAMETIME 100 // msec #define CARNAGE_REWARD_TIME 3000 #define REWARD_SPRITE_TIME 2000 #define INTERMISSION_DELAY_TIME 1000 #define SP_INTERMISSION_DELAY_TIME 5000 // gentity->flags #define FL_GODMODE 0x00000010 #define FL_NOTARGET 0x00000020 #define FL_TEAMSLAVE 0x00000400 // not the first on the team #define FL_NO_KNOCKBACK 0x00000800 #define FL_DROPPED_ITEM 0x00001000 #define FL_NO_BOTS 0x00002000 // spawn point not for bot use #define FL_NO_HUMANS 0x00004000 // spawn point just for bots #define FL_FORCE_GESTURE 0x00008000 // spawn point just for bots // movers are things like doors, plats, buttons, etc typedef enum { MOVER_POS1, MOVER_POS2, MOVER_1TO2, MOVER_2TO1, ROTATOR_POS1, ROTATOR_POS2, ROTATOR_1TO2, ROTATOR_2TO1, MODEL_POS1, MODEL_POS2, MODEL_1TO2, MODEL_2TO1 } moverState_t; #define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3" //============================================================================ struct gentity_s { entityState_t s; // communicated by server to clients entityShared_t r; // shared by both the server system and game // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER // EXPECTS THE FIELDS IN THAT ORDER! //================================ struct gclient_s *client; // NULL if not a client qboolean inuse; char *classname; // set in QuakeEd int spawnflags; // set in QuakeEd qboolean neverFree; // if true, FreeEntity will only unlink // bodyque uses this int flags; // FL_* variables char *model; char *model2; int freetime; // level.time when the object was freed int eventTime; // events will be cleared EVENT_VALID_MSEC after set qboolean freeAfterEvent; qboolean unlinkAfterEvent; qboolean physicsObject; // if true, it can be pushed by movers and fall off edges // all game items are physicsObjects, float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce int clipmask; // brushes with this content value will be collided against // when moving. items and corpses do not collide against // players, for instance // movers moverState_t moverState; int soundPos1; int sound1to2; int sound2to1; int soundPos2; int soundLoop; gentity_t *parent; gentity_t *nextTrain; gentity_t *prevTrain; vec3_t pos1, pos2; float rotatorAngle; gentity_t *clipBrush; // clipping brush for model doors char *message; int timestamp; // body queue sinking, etc float angle; // set in editor, -1 = up, -2 = down char *target; char *targetname; char *team; char *targetShaderName; char *targetShaderNewName; gentity_t *target_ent; float speed; float lastSpeed; // used by trains that have been restarted vec3_t movedir; // acceleration evaluation qboolean evaluateAcceleration; vec3_t oldVelocity; vec3_t acceleration; vec3_t oldAccel; vec3_t jerk; int nextthink; void (*think)( gentity_t *self ); void (*reached)( gentity_t *self ); // movers call this when hitting endpoint void (*blocked)( gentity_t *self, gentity_t *other ); void (*touch)( gentity_t *self, gentity_t *other, trace_t *trace ); void (*use)( gentity_t *self, gentity_t *other, gentity_t *activator ); void (*pain)( gentity_t *self, gentity_t *attacker, int damage ); void (*die)( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ); int pain_debounce_time; int fly_sound_debounce_time; // wind tunnel int last_move_time; int health; int healthLeft; // (used for buildings being built) health remaining for the construction to end int lastHealth; // currently only used for overmind qboolean takedamage; int damage; int splashDamage; // quad will increase this without increasing radius int splashRadius; int methodOfDeath; int splashMethodOfDeath; int count; gentity_t *chain; gentity_t *enemy; gentity_t *activator; gentity_t *teamchain; // next entity in team gentity_t *teammaster; // master of the team int watertype; int waterlevel; int noise_index; // timing variables float wait; float random; team_t stageTeam; stage_t stageStage; team_t buildableTeam; // buildable item team gentity_t *parentNode; // for creep and defence/spawn dependencies qboolean active; // for power repeater, but could be useful elsewhere qboolean locked; // used for turret tracking int builtBy; // clientNum of person that built this qboolean spawned; // whether or not this buildable has finished spawning int shrunkTime; // time when a barricade shrunk or zero int buildTime; // when this buildable was built int animTime; // last animation change int time1000; // timer evaluated every second int overmindAttackTimer; int overmindDyingTimer; int overmindSpawnsTimer; int nextPhysicsTime; // buildables don't need to check what they're sitting on // every single frame.. so only do it periodically int clientSpawnTime; // the time until this spawn can spawn a client int credits[ MAX_CLIENTS ]; // human credits for each client int killedBy; // clientNum of killer gentity_t *targeted; // true if the player is currently a valid target of a turret vec3_t turretAim; // aim vector for turrets vec3_t turretAimRate; // track turn speed for norfenturrets int turretSpinupTime; // spinup delay for norfenturrets vec4_t animation; // animated map objects qboolean nonSegModel; // this entity uses a nonsegmented player model buildable_t bTriggers[ BA_NUM_BUILDABLES ]; // which buildables are triggers class_t cTriggers[ PCL_NUM_CLASSES ]; // which classes are triggers weapon_t wTriggers[ WP_NUM_WEAPONS ]; // which weapons are triggers upgrade_t uTriggers[ UP_NUM_UPGRADES ]; // which upgrades are triggers int triggerGravity; // gravity for this trigger int suicideTime; // when the client will suicide int lastDamageTime; int nextRegenTime; qboolean ownerClear; // used for missle tracking qboolean pointAgainstWorld; // don't use the bbox for map collisions vec3_t cuboidSize; //power grid qboolean requiresPower; // false for telenodes, cuboids, etc. qboolean isPowerSource; // true for all active elements (including the capbank) int powerNetwork; // which network is it in (0 is no network) qboolean powered; // is this buildable powered? qboolean surge; // true if the buildable requests high amount of power (resistance=surgeResistance) // IMPORTANT NOTE: it should NOT depend on anything power-related to avoid // unstable network states qboolean surgePowered; // is surge powered? float voltage; // voltage drop (load) or gain (source) float current; // current flow float resistance; // resistance (for sources it's their internal resistance) //mass float storedBP; }; typedef enum { CON_DISCONNECTED, CON_CONNECTING, CON_CONNECTED } clientConnected_t; // the auto following clients don't follow a specific client // number, but instead follow the first two active players #define FOLLOW_ACTIVE1 -1 #define FOLLOW_ACTIVE2 -2 // client data that stays across multiple levels or tournament restarts // this is achieved by writing all the data to cvar strings at game shutdown // time and reading them back at connection time. Anything added here // MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData() typedef struct { int spectatorTime; // for determining next-in-line to play spectatorState_t spectatorState; int spectatorClient; // for chasecam and follow mode team_t restartTeam; //for !restart keepteams and !restart switchteams clientList_t ignoreList; } clientSession_t; // namelog #define MAX_NAMELOG_NAMES 5 #define MAX_NAMELOG_ADDRS 5 typedef struct namelog_s { struct namelog_s *next; char name[ MAX_NAMELOG_NAMES ][ MAX_NAME_LENGTH ]; addr_t ip[ MAX_NAMELOG_ADDRS ]; char guid[ 33 ]; int slot; qboolean banned; int nameOffset; int nameChangeTime; int nameChanges; int voteCount; qboolean muted; qboolean denyBuild; int score; int credits; team_t team; int id; } namelog_t; // client data that stays across multiple respawns, but is cleared // on each level change or team change at ClientBegin() typedef struct { clientConnected_t connected; usercmd_t cmd; // we would lose angles if not persistant qboolean localClient; // true if "ip" info key is "localhost" qboolean stickySpec; // don't stop spectating a player after they get killed qboolean pmoveFixed; // char netname[ MAX_NAME_LENGTH ]; int enterTime; // level.time the client entered the game int location; // player locations qboolean teamInfo; // send team overlay updates? float flySpeed; // for spectator/noclip moves qboolean disableBlueprintErrors; // should the buildable blueprint never be hidden from the players? class_t classSelection; // player class (copied to ent->client->ps.stats[ STAT_CLASS ] once spawned) float evolveHealthFraction; weapon_t humanItemSelection; // humans have a starting item team_t teamSelection; // player team (copied to ps.stats[ STAT_TEAM ]) int teamChangeTime; // level.time of last team change namelog_t *namelog; g_admin_admin_t *admin; int aliveSeconds; // time player has been alive in seconds qboolean hasHealed; // has healed a player (basi regen aura) in the last 10sec (for score use) // used to save persistant[] values while in SPECTATOR_FOLLOW mode int credit; int voted; int vote; // flood protection int floodDemerits; int floodTime; vec3_t lastDeathLocation; char guid[ 33 ]; addr_t ip; char voice[ MAX_VOICE_NAME_LEN ]; qboolean useUnlagged; // keep track of other players' info for tinfo char cinfo[ MAX_CLIENTS ][ 16 ]; } clientPersistant_t; #define MAX_UNLAGGED_MARKERS 10 typedef struct unlagged_s { vec3_t origin; vec3_t mins; vec3_t maxs; qboolean used; } unlagged_t; #define MAX_TRAMPLE_BUILDABLES_TRACKED 20 // this structure is cleared on each ClientSpawn(), // except for 'client->pers' and 'client->sess' struct gclient_s { // ps MUST be the first element, because the server expects it playerState_t ps; // communicated by server to clients // exported into pmove, but not communicated to clients pmoveExt_t pmext; // the rest of the structure is private to game clientPersistant_t pers; clientSession_t sess; qboolean readyToExit; // wishes to leave the intermission qboolean noclip; int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION // we can't just use pers.lastCommand.time, because // of the g_sycronousclients case int buttons; int oldbuttons; int latched_buttons; vec3_t oldOrigin; // sum up damage over an entire frame, so // shotgun blasts give a single big kick int damage_armor; // damage absorbed by armor int damage_blood; // damage taken out of health int damage_knockback; // impact damage vec3_t damage_from; // origin for vector calculation qboolean damage_fromWorld; // if true, don't use the damage_from vector // int lastkilled_client;// last client that this client killed int lasthurt_client; // last client that damaged this client int lasthurt_mod; // type of damage the client did // timers int respawnTime; // can respawn when time > this int inactivityTime; // kick players when time > this qboolean inactivityWarning;// qtrue if the five seoond warning has been given int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this int boostedTime; // last time we touched a booster int airOutTime; qboolean fireHeld; // used for hook qboolean fire2Held; // used for alt fire gentity_t *hook; // grapple hook if out int switchTeamTime; // time the player switched teams int time100; // timer for 100ms interval events int time1000; // timer for one second interval events int time10000; // timer for ten second interval events char *areabits; int lastPoisonTime; int poisonImmunityTime; gentity_t *lastPoisonClient; int lastPoisonCloudedTime; int grabExpiryTime; int lastLockTime; int lastSlowTime; int lastMedKitTime; int medKitHealthToRestore; int medKitIncrementTime; int lastCreepSlowTime; // time until creep can be removed int bioresHealTimer; qboolean charging; int lastFlameBall; // s.number of the last flame ball fired unlagged_t unlaggedHist[ MAX_UNLAGGED_MARKERS ]; unlagged_t unlaggedBackup; unlagged_t unlaggedCalc; int unlaggedTime; float voiceEnthusiasm; char lastVoiceCmd[ MAX_VOICE_CMD_LEN ]; int lcannonStartTime; int trampleBuildablesHitPos; int trampleBuildablesHit[ MAX_TRAMPLE_BUILDABLES_TRACKED ]; int lastCrushTime; // Tyrant crush int lastRantBombTime; // last time client got a tyrant bomb vec3_t cuboidSelection; int buildTimer; qboolean isImpregnated; // has a spawn implanted int impregnationTime; int impregnatedBy; qboolean isImplantMature; // ready to spawn enemy troops }; typedef struct spawnQueue_s { int clients[ MAX_CLIENTS ]; int front, back; } spawnQueue_t; #define QUEUE_PLUS1(x) (((x)+1)%MAX_CLIENTS) #define QUEUE_MINUS1(x) (((x)+MAX_CLIENTS-1)%MAX_CLIENTS) void G_InitSpawnQueue( spawnQueue_t *sq ); int G_GetSpawnQueueLength( spawnQueue_t *sq ); int G_PopSpawnQueue( spawnQueue_t *sq ); int G_PeekSpawnQueue( spawnQueue_t *sq ); qboolean G_SearchSpawnQueue( spawnQueue_t *sq, int clientNum ); qboolean G_PushSpawnQueue( spawnQueue_t *sq, int clientNum ); qboolean G_RemoveFromSpawnQueue( spawnQueue_t *sq, int clientNum ); int G_GetPosInSpawnQueue( spawnQueue_t *sq, int clientNum ); void G_PrintSpawnQueue( spawnQueue_t *sq ); #define MAX_DAMAGE_REGION_TEXT 8192 #define MAX_DAMAGE_REGIONS 16 // store locational damage regions typedef struct damageRegion_s { char name[ 32 ]; float area, modifier, minHeight, maxHeight; int minAngle, maxAngle; qboolean crouch; } damageRegion_t; //status of the warning of certain events typedef enum { TW_NOT = 0, TW_IMMINENT, TW_PASSED } timeWarning_t; // fate of a buildable typedef enum { BF_CONSTRUCT, BF_DECONSTRUCT, BF_REPLACE, BF_DESTROY, BF_TEAMKILL, BF_UNPOWER, BF_AUTO } buildFate_t; // data needed to revert a change in layout typedef struct { int time; buildFate_t fate; namelog_t *actor; buildable_t modelindex; qboolean deconstruct; int deconstructTime; vec3_t origin; vec3_t angles; vec3_t origin2; vec3_t angles2; buildable_t powerSource; int powerValue; } buildLog_t; // // this structure is cleared as each map is entered // #define MAX_SPAWN_VARS 64 #define MAX_SPAWN_VARS_CHARS 4096 #define MAX_BUILDLOG 128 typedef struct { struct gclient_s *clients; // [maxclients] struct gentity_s *gentities; int gentitySize; int num_entities; // current number, <= MAX_GENTITIES int warmupTime; // restart match at this time fileHandle_t logFile; // store latched cvars here that we want to get at often int maxclients; int framenum; int time; // in msec int previousTime; // so movers can back up when blocked int frameMsec; // trap_Milliseconds() at end frame int startTime; // level.time the map was started int teamScores[ NUM_TEAMS ]; int lastTeamLocationTime; // last time of client team location update qboolean newSession; // don't use any old session data, because // we changed gametype qboolean restarted; // waiting for a map_restart to fire int numConnectedClients; int numNonSpectatorClients; // includes connecting clients int numPlayingClients; // connected, non-spectators int sortedClients[MAX_CLIENTS]; // sorted by score int snd_fry; // sound index for standing in lava int warmupModificationCount; // for detecting if g_warmup is changed // voting state int voteThreshold[ NUM_TEAMS ]; // need at least this percent to pass char voteString[ NUM_TEAMS ][ MAX_STRING_CHARS ]; char voteDisplayString[ NUM_TEAMS ][ MAX_STRING_CHARS ]; int voteTime[ NUM_TEAMS ]; // level.time vote was called int voteExecuteTime[ NUM_TEAMS ]; // time the vote is executed int voteDelay[ NUM_TEAMS ]; // it doesn't make sense to always delay vote execution int voteYes[ NUM_TEAMS ]; int voteNo[ NUM_TEAMS ]; int numVotingClients[ NUM_TEAMS ];// set by CalculateRanks qboolean voteAborted[ NUM_TEAMS ]; // true if ended by an admin // spawn variables qboolean spawning; // the G_Spawn*() functions are valid int numSpawnVars; char *spawnVars[ MAX_SPAWN_VARS ][ 2 ]; // key / value pairs int numSpawnVarChars; char spawnVarChars[ MAX_SPAWN_VARS_CHARS ]; // intermission state int intermissionQueued; // intermission was qualified, but // wait INTERMISSION_DELAY_TIME before // actually going there so the last // frag can be watched. Disable future // kills during this delay int intermissiontime; // time the intermission was started char *changemap; qboolean readyToExit; // at least one client wants to exit int exitTime; vec3_t intermission_origin; // also used for spectator spawns vec3_t intermission_angle; gentity_t *locationHead; // head of the location list int numAlienSpawns; int numHumanSpawns; int numAlienImplantedSpawns; // number of impregnated humans int numHumanImplantedSpawns; // number of impregnated aliens (NOTE: no microtelenodes yet, spawning works though) int numAlienClients; int numHumanClients; float averageNumAlienClients; int numAlienSamples; float averageNumHumanClients; int numHumanSamples; int numLiveAlienClients; int numLiveHumanClients; int alienBuildPoints; int alienBuildPointQueue; int alienNextQueueTime; int alienKills; int humanKills; qboolean overmindMuted; int humanBaseAttackTimer; team_t lastWin; int suddenDeathBeginTime; timeWarning_t suddenDeathWarning; timeWarning_t timelimitWarning; spawnQueue_t alienSpawnQueue; spawnQueue_t humanSpawnQueue; int alienStage2Time; int alienStage3Time; int humanStage2Time; int humanStage3Time; qboolean uncondAlienWin; qboolean uncondHumanWin; qboolean alienTeamLocked; qboolean humanTeamLocked; int pausedTime; int unlaggedIndex; int unlaggedTimes[ MAX_UNLAGGED_MARKERS ]; char layout[ MAX_QPATH ]; team_t surrenderTeam; int lastTeamImbalancedTime; int numTeamImbalanceWarnings; voice_t *voices; emoticon_t emoticons[ MAX_EMOTICONS ]; int emoticonCount; namelog_t *namelogs; buildLog_t buildLog[ MAX_BUILDLOG ]; int buildId; int numBuildLogs; } level_locals_t; #define CMD_CHEAT 0x0001 #define CMD_CHEAT_TEAM 0x0002 // is a cheat when used on a team #define CMD_MESSAGE 0x0004 // sends message to others (skip when muted) #define CMD_TEAM 0x0008 // must be on a team #define CMD_SPEC 0x0010 // must be a spectator #define CMD_ALIEN 0x0020 #define CMD_HUMAN 0x0040 #define CMD_LIVING 0x0080 #define CMD_INTERMISSION 0x0100 // valid during intermission typedef struct { char *cmdName; int cmdFlags; void ( *cmdHandler )( gentity_t *ent ); } commands_t; // // g_spawn.c // qboolean G_SpawnString( const char *key, const char *defaultString, char **out ); // spawn string returns a temporary reference, you must CopyString() if you want to keep it qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ); qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ); qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ); void G_SpawnEntitiesFromString( void ); char *G_NewString( const char *string ); // // g_cmds.c // #define DECOLOR_OFF '\16' #define DECOLOR_ON '\17' void G_StopFollowing( gentity_t *ent ); void G_StopFromFollowing( gentity_t *ent ); void G_FollowLockView( gentity_t *ent ); qboolean G_FollowNewClient( gentity_t *ent, int dir ); void G_ToggleFollow( gentity_t *ent ); int G_ClientNumberFromString( char *s, char *err, int len ); int G_ClientNumbersFromString( char *s, int *plist, int max ); char *ConcatArgs( int start ); char *ConcatArgsPrintable( int start ); void G_Say( gentity_t *ent, saymode_t mode, const char *chatText ); void G_DecolorString( char *in, char *out, int len ); void G_UnEscapeString( char *in, char *out, int len ); void G_SanitiseString( char *in, char *out, int len ); void Cmd_PrivateMessage_f( gentity_t *ent ); void Cmd_ListMaps_f( gentity_t *ent ); void Cmd_Test_f( gentity_t *ent ); void Cmd_AdminMessage_f( gentity_t *ent ); int G_FloodLimited( gentity_t *ent ); void G_ListCommands( gentity_t *ent ); void G_LoadCensors( void ); void G_CensorString( char *out, const char *in, int len, gentity_t *ent ); // // g_physics.c // void G_Physics( gentity_t *ent, int msec ); // // g_buildable.c // #define MAX_ALIEN_BBOX 25 typedef enum { IBE_NONE, IBE_NOOVERMIND, IBE_ONEOVERMIND, IBE_NOALIENBP, IBE_SPWNWARN, // not currently used IBE_NOCREEP, IBE_ONEREACTOR, IBE_NOPOWERHERE, IBE_TNODEWARN, // not currently used IBE_RPTNOREAC, IBE_RPTPOWERHERE, IBE_NOHUMANBP, IBE_NODCC, IBE_NORMAL, // too steep IBE_NOROOM, IBE_PERMISSION, IBE_LASTSPAWN, IBE_NOSURF, IBE_TOODENSE, IBE_INVALIDSIZE, IBE_MAXERRORS } itemBuildError_t; gentity_t *G_CheckSpawnPoint( int spawnNum, const vec3_t origin, const vec3_t normal, buildable_t spawn, vec3_t spawnOrigin ); buildable_t G_IsPowered( vec3_t origin ); qboolean G_IsDCCBuilt( void ); qboolean G_IsRTGBuilt( void ); qboolean G_FindDCC( gentity_t *self ); gentity_t *G_Overmind( void ); qboolean G_FindCreep( gentity_t *self ); void G_BuildableThink( gentity_t *ent, int msec ); qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable ); void G_ClearDeconMarks( void ); itemBuildError_t G_CanBuild( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin, vec3_t normal, vec3_t cuboidSize ); qboolean G_BuildIfValid( gentity_t *ent, buildable_t buildable, vec3_t cuboidSize ); void G_SetBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim, qboolean force ); void G_SetIdleBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim ); void G_SpawnBuildable(gentity_t *ent, buildable_t buildable); void FinishSpawningBuildable( gentity_t *ent ); void G_LayoutSave( char *name ); int G_LayoutList( const char *map, char *list, int len ); void G_LayoutSelect( void ); void G_LayoutLoad( void ); void G_BaseSelfDestruct( team_t team ); int G_NextQueueTime( int queuedBP, int totalBP, int queueBaseRate ); void G_QueueBuildPoints( gentity_t *self ); int G_GetBuildPoints( const vec3_t pos, team_t team ); qboolean G_FindPower( gentity_t *self, qboolean searchUnspawned ); buildLog_t *G_BuildLogNew( gentity_t *actor, buildFate_t fate ); void G_BuildLogSet( buildLog_t *log, gentity_t *ent ); void G_BuildLogAuto( gentity_t *actor, gentity_t *buildable, buildFate_t fate ); void G_BuildLogRevert( int id ); const char *G_CuboidName(buildable_t buildable, const vec3_t cuboidSize, qboolean verbose); void G_LayoutBuildItem( buildable_t buildable, vec3_t origin, vec3_t angles, vec3_t origin2, vec3_t angles2 ); void G_RemoveUnbuiltBuildables( gentity_t *self ); void G_UpdatePowerGrid( float dt ); int G_GetBuildPoints( const vec3_t pos, team_t team ); void G_RelayCuboidToSpectators( gclient_t *client ); qboolean G_CheckCuboidSize( vec3_t dims, buildable_t type ); // // g_utils.c // //addr_t in g_admin.h for g_admin_ban_t qboolean G_AddressParse( const char *str, addr_t *addr ); qboolean G_AddressCompare( const addr_t *a, const addr_t *b ); int G_ParticleSystemIndex( char *name ); int G_ShaderIndex( char *name ); int G_ModelIndex( char *name ); int G_SoundIndex( char *name ); void G_KillBox (gentity_t *ent); gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match); gentity_t *G_PickTarget (char *targetname); void G_UseTargets (gentity_t *ent, gentity_t *activator); void G_SetMovedir ( vec3_t angles, vec3_t movedir); void G_InitGentity( gentity_t *e ); gentity_t *G_Spawn( void ); gentity_t *G_TempEntity( vec3_t origin, int event ); void G_Sound( gentity_t *ent, int channel, int soundIndex ); void G_FreeEntity( gentity_t *e ); qboolean G_EntitiesFree( void ); void G_TouchTriggers( gentity_t *ent ); void G_TouchSolids( gentity_t *ent ); float *tv( float x, float y, float z ); char *vtos( const vec3_t v ); float vectoyaw( const vec3_t vec ); void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm ); void G_AddEvent( gentity_t *ent, int event, int eventParm ); void G_BroadcastEvent( int event, int eventParm ); void G_SetOrigin( gentity_t *ent, vec3_t origin ); void AddRemap(const char *oldShader, const char *newShader, float timeOffset); const char *BuildShaderStateConfig( void ); qboolean G_ClientIsLagging( gclient_t *client ); void G_TriggerMenu( int clientNum, dynMenu_t menu ); void G_TriggerMenuArgs( int clientNum, dynMenu_t menu, int arg ); void G_CloseMenus( int clientNum ); qboolean G_Visible( gentity_t *ent1, gentity_t *ent2, int contents ); gentity_t *G_ClosestEnt( vec3_t origin, gentity_t **entities, int numEntities ); void G_RecalcBuildTimer( gclient_t *client ); // g_combat.c // qboolean CanDamage( gentity_t *targ, vec3_t origin ); void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod ); void G_SelectiveDamage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod, int team ); qboolean G_RadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod ); qboolean G_SelectiveRadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod, int team ); float G_RewardAttackers( gentity_t *self ); void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ); void AddScore( gentity_t *ent, int score ); void G_LogDestruction( gentity_t *self, gentity_t *actor, int mod ); void G_InitDamageLocations( void ); // damage flags #define DAMAGE_RADIUS 0x00000001 // damage was indirect #define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage #define DAMAGE_NO_KNOCKBACK 0x00000004 // do not affect velocity, just view angles #define DAMAGE_NO_PROTECTION 0x00000008 // armor, shields, invulnerability, and godmode have no effect #define DAMAGE_NO_LOCDAMAGE 0x00000010 // do not apply locational damage // // g_missile.c // void G_RunMissile( gentity_t *ent ); gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t aimdir ); gentity_t *fire_blaster( gentity_t *self, vec3_t start, vec3_t dir ); gentity_t *fire_pulseRifle( gentity_t *self, vec3_t start, vec3_t dir ); gentity_t *fire_luciferCannon( gentity_t *self, vec3_t start, vec3_t dir, int damage, int radius, int speed ); gentity_t *fire_lockblob( gentity_t *self, vec3_t start, vec3_t dir ); gentity_t *fire_paraLockBlob( gentity_t *self, vec3_t start, vec3_t dir ); gentity_t *fire_slowBlob( gentity_t *self, vec3_t start, vec3_t dir ); gentity_t *fire_bounceBall( gentity_t *self, vec3_t start, vec3_t dir ); gentity_t *fire_rantBomb( gentity_t *self, vec3_t start, vec3_t dir ); gentity_t *fire_hive( gentity_t *self, vec3_t start, vec3_t dir ); gentity_t *launch_grenade( gentity_t *self, vec3_t start, vec3_t dir ); // // g_mover.c // void G_RunMover( gentity_t *ent ); void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ); void manualTriggerSpectator( gentity_t *trigger, gentity_t *player ); // // g_trigger.c // void trigger_teleporter_touch( gentity_t *self, gentity_t *other, trace_t *trace ); void G_Checktrigger_stages( team_t team, stage_t stage ); // // g_misc.c // void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ); void ShineTorch( gentity_t *self ); // // g_weapon.c // typedef struct zap_s { qboolean used; gentity_t *creator; gentity_t *targets[ LEVEL2_AREAZAP_MAX_TARGETS ]; int numTargets; float distances[ LEVEL2_AREAZAP_MAX_TARGETS ]; int timeToLive; gentity_t *effectChannel; } zap_t; void G_ForceWeaponChange( gentity_t *ent, weapon_t weapon ); void G_GiveClientMaxAmmo( gentity_t *ent, qboolean buyingEnergyAmmo ); void CalcMuzzlePoint( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ); void SnapVectorTowards( vec3_t v, vec3_t to ); qboolean CheckVenomAttack( gentity_t *ent ); void CheckGrabAttack( gentity_t *ent ); qboolean CheckPounceAttack( gentity_t *ent ); void CheckCkitRepair( gentity_t *ent ); void G_ChargeAttack( gentity_t *ent, gentity_t *victim ); void G_CrushAttack( gentity_t *ent, gentity_t *victim ); void G_UpdateZaps( int msec ); void G_ClearPlayerZapEffects( gentity_t *player ); // // g_client.c // void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap ); team_t TeamCount( int ignoreClientNum, int team ); void G_SetClientViewAngle( gentity_t *ent, vec3_t angle ); gentity_t *G_SelectTremulousSpawnPoint( team_t team, vec3_t preference, vec3_t origin, vec3_t angles ); gentity_t *G_SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles ); gentity_t *G_SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles ); gentity_t *G_SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles ); void respawn( gentity_t *ent ); void BeginIntermission( void ); void ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles ); void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod ); qboolean SpotWouldTelefrag( gentity_t *spot ); void G_ReplaceBuildablesBuilder(int from, int to); void G_RestoreClientBuildables( gentity_t *ent ); void G_SaveClientBuildables( gentity_t *ent ); // // g_svcmds.c // qboolean ConsoleCommand( void ); void G_RegisterCommands( void ); void G_UnregisterCommands( void ); // // g_weapon.c // void FireWeapon( gentity_t *ent ); void FireWeapon2( gentity_t *ent ); void FireWeapon3( gentity_t *ent ); // // g_main.c // void ScoreboardMessage( gentity_t *client ); void MoveClientToIntermission( gentity_t *client ); void G_MapConfigs( const char *mapname ); void CalculateRanks( void ); void FindIntermissionPoint( void ); void G_RunThink( gentity_t *ent ); void G_AdminMessage( gentity_t *ent, const char *string ); void QDECL G_LogPrintf( const char *fmt, ... ); void SendScoreboardMessageToAllClients( void ); void QDECL G_Printf( const char *fmt, ... ); void QDECL G_Error( const char *fmt, ... ); void G_Vote( gentity_t *ent, team_t team, qboolean voting ); void G_ExecuteVote( team_t team ); void G_CheckVote( team_t team ); void LogExit( const char *string ); int G_TimeTilSuddenDeath( void ); // // g_client.c // char *ClientConnect( int clientNum, qboolean firstTime ); char *ClientUserinfoChanged( int clientNum, qboolean forceName ); void ClientDisconnect( int clientNum ); void ClientBegin( int clientNum ); void ClientCommand( int clientNum ); // // g_active.c // void G_UnlaggedStore( void ); void G_UnlaggedClear( gentity_t *ent ); void G_UnlaggedCalc( int time, gentity_t *skipEnt ); void G_UnlaggedOn( gentity_t *attacker, vec3_t muzzle, float range ); void G_UnlaggedOff( void ); void ClientThink( int clientNum ); void ClientEndFrame( gentity_t *ent ); void G_RunClient( gentity_t *ent ); // // g_team.c // team_t G_TeamFromString( char *str ); void G_TeamCommand( team_t team, char *cmd ); qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ); void G_LeaveTeam( gentity_t *self ); void G_ChangeTeam( gentity_t *ent, team_t newTeam ); gentity_t *Team_GetLocation( gentity_t *ent ); void TeamplayInfoMessage( gentity_t *ent ); void CheckTeamStatus( void ); void G_UpdateTeamConfigStrings( void ); // // g_session.c // void G_ReadSessionData( gclient_t *client ); void G_InitSessionData( gclient_t *client, char *userinfo ); void G_WriteSessionData( void ); // // g_maprotation.c // void G_PrintRotations( void ); void G_AdvanceMapRotation( int depth ); qboolean G_StartMapRotation( char *name, qboolean advance, qboolean putOnStack, qboolean reset_index, int depth ); void G_StopMapRotation( void ); qboolean G_MapRotationActive( void ); void G_InitMapRotations( void ); void G_ShutdownMapRotations( void ); qboolean G_MapExists( char *name ); void G_ClearRotationStack( void ); // // g_namelog.c // void G_namelog_connect( gclient_t *client ); void G_namelog_disconnect( gclient_t *client ); void G_namelog_restore( gclient_t *client ); void G_namelog_update_score( gclient_t *client ); void G_namelog_update_name( gclient_t *client ); void G_namelog_cleanup( void ); // // g_items.c // gentity_t *G_ItemSpawn(const vec3_t origin, int type, int subtype, int mag); gentity_t *G_ItemEject(const vec3_t origin_center, float origin_dispersal, float speed, int type, int subtype, int mag); //some maxs #define MAX_FILEPATH 144 extern level_locals_t level; extern gentity_t g_entities[ MAX_GENTITIES ]; #define FOFS(x) ((size_t)&(((gentity_t *)0)->x)) extern vmCvar_t g_dedicated; extern vmCvar_t g_cheats; extern vmCvar_t g_maxclients; // allow this many total, including spectators extern vmCvar_t g_maxGameClients; // allow this many active extern vmCvar_t g_restarted; extern vmCvar_t g_lockTeamsAtStart; extern vmCvar_t g_minNameChangePeriod; extern vmCvar_t g_maxNameChanges; extern vmCvar_t g_timelimit; extern vmCvar_t g_suddenDeathTime; extern vmCvar_t g_friendlyFire; extern vmCvar_t g_friendlyBuildableFire; extern vmCvar_t g_dretchPunt; extern vmCvar_t g_password; extern vmCvar_t g_needpass; extern vmCvar_t g_gravity; extern vmCvar_t g_speed; extern vmCvar_t g_knockback; extern vmCvar_t g_inactivity; extern vmCvar_t g_debugMove; extern vmCvar_t g_debugDamage; extern vmCvar_t g_synchronousClients; extern vmCvar_t g_motd; extern vmCvar_t g_warmup; extern vmCvar_t g_doWarmup; extern vmCvar_t g_allowVote; extern vmCvar_t g_voteLimit; extern vmCvar_t g_suddenDeathVotePercent; extern vmCvar_t g_suddenDeathVoteDelay; extern vmCvar_t g_mapVotePercent; extern vmCvar_t g_mapVoteTimelimit; extern vmCvar_t g_restartVotePercent; extern vmCvar_t g_restartVoteTimelimit; extern vmCvar_t g_drawVotePercent; extern vmCvar_t g_teamForceBalance; extern vmCvar_t g_smoothClients; extern vmCvar_t pmove_fixed; extern vmCvar_t pmove_msec; extern vmCvar_t g_alienBuildPoints; extern vmCvar_t g_alienBuildQueueTime; extern vmCvar_t g_humanStage; extern vmCvar_t g_humanCredits; extern vmCvar_t g_humanMaxStage; extern vmCvar_t g_humanStage2Threshold; extern vmCvar_t g_humanStage3Threshold; extern vmCvar_t g_alienStage; extern vmCvar_t g_alienCredits; extern vmCvar_t g_alienMaxStage; extern vmCvar_t g_alienStage2Threshold; extern vmCvar_t g_alienStage3Threshold; extern vmCvar_t g_teamImbalanceWarnings; extern vmCvar_t g_freeFundPeriod; extern vmCvar_t g_unlagged; extern vmCvar_t g_disabledEquipment; extern vmCvar_t g_disabledClasses; extern vmCvar_t g_disabledBuildables; extern vmCvar_t g_debugMapRotation; extern vmCvar_t g_currentMapRotation; extern vmCvar_t g_mapRotationNodes; extern vmCvar_t g_mapRotationStack; extern vmCvar_t g_nextMap; extern vmCvar_t g_initialMapRotation; extern vmCvar_t g_sayAreaRange; extern vmCvar_t g_debugVoices; extern vmCvar_t g_voiceChats; extern vmCvar_t g_floodMaxDemerits; extern vmCvar_t g_floodMinTime; extern vmCvar_t g_shove; extern vmCvar_t g_mapConfigs; extern vmCvar_t g_layouts; extern vmCvar_t g_layoutAuto; extern vmCvar_t g_emoticonsAllowedInNames; extern vmCvar_t g_admin; extern vmCvar_t g_adminTempBan; extern vmCvar_t g_adminMaxBan; extern vmCvar_t g_adminRegisterLevel; extern vmCvar_t g_privateMessages; extern vmCvar_t g_specChat; extern vmCvar_t g_publicAdminMessages; extern vmCvar_t g_allowTeamOverlay; extern vmCvar_t g_censorship; extern vmCvar_t g_unlimited; extern vmCvar_t g_instantBuild; extern vmCvar_t g_cuboidSizeLimit; extern vmCvar_t g_cuboidHealthLimit; extern vmCvar_t g_buildableDensityLimit; extern vmCvar_t g_buildableDensityLimitRange; extern vmCvar_t g_buildableValueModifier; extern vmCvar_t g_playerValueModifier; extern vmCvar_t g_massYieldModifier; extern vmCvar_t g_voltageModifier; void trap_Print( const char *fmt ); void trap_Error( const char *fmt ); int trap_Milliseconds( void ); int trap_RealTime( qtime_t *qtime ); int trap_Argc( void ); void trap_Argv( int n, char *buffer, int bufferLength ); void trap_Args( char *buffer, int bufferLength ); int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); void trap_FS_Read( void *buffer, int len, fileHandle_t f ); void trap_FS_Write( const void *buffer, int len, fileHandle_t f ); void trap_FS_FCloseFile( fileHandle_t f ); int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize ); int trap_FS_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t void trap_SendConsoleCommand( int exec_when, const char *text ); void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags ); void trap_Cvar_Update( vmCvar_t *cvar ); void trap_Cvar_Set( const char *var_name, const char *value ); int trap_Cvar_VariableIntegerValue( const char *var_name ); void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize ); void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, playerState_t *gameClients, int sizeofGameClient ); void trap_DropClient( int clientNum, const char *reason ); void trap_SendServerCommand( int clientNum, const char *text ); void trap_SetConfigstring( int num, const char *string ); void trap_GetConfigstring( int num, char *buffer, int bufferSize ); void trap_SetConfigstringRestrictions( int num, const clientList_t *clientList ); void trap_GetUserinfo( int num, char *buffer, int bufferSize ); void trap_SetUserinfo( int num, const char *buffer ); void trap_GetServerinfo( char *buffer, int bufferSize ); void trap_SetBrushModel( gentity_t *ent, const char *name ); void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask ); int trap_PointContents( const vec3_t point, int passEntityNum ); qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 ); qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 ); void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open ); qboolean trap_AreasConnected( int area1, int area2 ); void trap_LinkEntity( gentity_t *ent ); void trap_UnlinkEntity( gentity_t *ent ); int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ); qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); int trap_BotAllocateClient( void ); void trap_BotFreeClient( int clientNum ); void trap_GetUsercmd( int clientNum, usercmd_t *cmd ); qboolean trap_GetEntityToken( char *buffer, int bufferSize ); void trap_SnapVector( float *v ); void trap_SendGameStat( const char *data ); void trap_AddCommand( const char *cmdName ); void trap_RemoveCommand( const char *cmdName );