diff options
author | Tim Angus <tim@ngus.net> | 2005-12-10 03:23:37 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2005-12-10 03:23:37 +0000 |
commit | bf23ecf17f432cf8e47302ef7464612c17be9bbe (patch) | |
tree | 6e3d28ecaa038199d6ba63830e81f05270b199c3 /src/game/g_local.h | |
parent | 22f322884cf7715c01500ef0b4579b87b1cb1973 (diff) |
* Move the game source from mod/src/ to src/
Diffstat (limited to 'src/game/g_local.h')
-rw-r--r-- | src/game/g_local.h | 1139 |
1 files changed, 1139 insertions, 0 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h new file mode 100644 index 00000000..57e1934a --- /dev/null +++ b/src/game/g_local.h @@ -0,0 +1,1139 @@ +// Copyright (C) 1999-2000 Id Software, Inc. +// +// g_local.h -- local definitions for game module + +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * This program 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. + */ + +#include "q_shared.h" +#include "bg_public.h" +#include "g_public.h" + +//================================================================== + +// the "gameversion" client command will print this plus compile date +#define GAMEVERSION "tremulous" + +#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" + +//============================================================================ + +typedef struct gentity_s gentity_t; +typedef struct gclient_s gclient_t; + +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; //TA: 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; //TA: used by trains that have been restarted + vec3_t movedir; + + //TA: 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 lastHealth; //TA: 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 chargeRepeat; + + 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; + + pTeam_t stageTeam; + stage_t stageStage; + + int biteam; //TA: buildable item team + gentity_t *parentNode; //TA: for creep and defence/spawn dependencies + qboolean active; //TA: for power repeater, but could be useful elsewhere + qboolean powered; //TA: for human buildables + int builtBy; //TA: clientNum of person that built this + gentity_t *dccNode; //TA: controlling dcc + gentity_t *overmindNode;//TA: controlling overmind + qboolean dcced; //TA: controlled by a dcc or not? + qboolean spawned; //TA: whether or not this buildable has finished spawning + int buildTime; //TA: when this buildable was built + int time1000; //TA: timer evaluated every second + int overmindAttackTimer; + int overmindDyingTimer; + int overmindSpawnsTimer; + int nextPhysicsTime; //TA: buildables don't need to check what they're sitting on + // every single frame.. so only do it periodically + int clientSpawnTime; //TA: the time until this spawn can spawn a client + qboolean lev1Grabbed; //TA: for turrets interacting with lev1s + int lev1GrabTime; //TA: for turrets interacting with lev1s + + int credits[ MAX_CLIENTS ]; //TA: human credits for each client + qboolean creditsHash[ MAX_CLIENTS ]; //TA: track who has claimed credit + int killedBy; //TA: clientNum of killer + + gentity_t *targeted; //TA: true if the player is currently a valid target of a turret + vec3_t turretAim; //TA: aim vector for turrets + + vec4_t animation; //TA: animated map objects + + gentity_t *builder; //TA: occupant of this hovel + + qboolean nonSegModel; //TA: this entity uses a nonsegmented player model + + buildable_t bTriggers[ BA_NUM_BUILDABLES ]; //TA: which buildables are triggers + pClass_t cTriggers[ PCL_NUM_CLASSES ]; //TA: which classes are triggers + weapon_t wTriggers[ WP_NUM_WEAPONS ]; //TA: which weapons are triggers + upgrade_t uTriggers[ UP_NUM_UPGRADES ]; //TA: which upgrades are triggers + + int triggerGravity; //TA: gravity for this trigger + + int suicideTime; //TA: when the client will suicide + + int lastDamageTime; +}; + +typedef enum +{ + CON_DISCONNECTED, + CON_CONNECTING, + CON_CONNECTED +} clientConnected_t; + +typedef enum +{ + SPECTATOR_NOT, + SPECTATOR_FREE, + SPECTATOR_LOCKED, + SPECTATOR_FOLLOW, + SPECTATOR_SCOREBOARD +} spectatorState_t; + +typedef enum +{ + TEAM_BEGIN, // Beginning a team game, spawn at base + TEAM_ACTIVE // Now actively playing +} playerTeamStateState_t; + +typedef struct +{ + playerTeamStateState_t state; + + int location; + + int captures; + int basedefense; + int carrierdefense; + int flagrecovery; + int fragcarrier; + int assists; + + float lasthurtcarrier; + float lastreturnedflag; + float flagsince; + float lastfraggedcarrier; +} playerTeamState_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 +{ + team_t sessionTeam; + int spectatorTime; // for determining next-in-line to play + spectatorState_t spectatorState; + int spectatorClient; // for chasecam and follow mode + int wins, losses; // tournament stats + qboolean teamLeader; // true when this client is a team leader +} clientSession_t; + +#define MAX_NETNAME 36 +#define MAX_VOTE_COUNT 3 + +// data to store details of clients that have abnormally disconnected +typedef struct connectionRecord_s +{ + int clientNum; + pTeam_t clientTeam; + int clientCredit; + + int ptrCode; +} connectionRecord_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 initialSpawn; // the first spawn should be at a cool location + qboolean predictItemPickup; // based on cg_predictItems userinfo + qboolean pmoveFixed; // + char netname[ MAX_NETNAME ]; + int maxHealth; // for handicapping + int enterTime; // level.time the client entered the game + playerTeamState_t teamState; // status in teamplay games + int voteCount; // to prevent people from constantly calling votes + int teamVoteCount; // to prevent people from constantly calling votes + qboolean teamInfo; // send team overlay updates? + + pClass_t classSelection; //TA: player class (copied to ent->client->ps.stats[ STAT_PCLASS ] once spawned) + float evolveHealthFraction; + weapon_t humanItemSelection; //TA: humans have a starting item + pTeam_t teamSelection; //TA: player team (copied to ps.stats[ STAT_PTEAM ]) + + qboolean joinedATeam; //TA: used to tell when a PTR code is valid + connectionRecord_t *connection; + + vec3_t lastDeathLocation; +} clientPersistant_t; + +// 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 + + // 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, force after g_forcerespwan + 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 airOutTime; + + int lastKillTime; // for multiple kill rewards + + 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 + + // timeResidual is used to handle events that happen every second + // like health / armor countdowns and regeneration + //TA: two timers, one every 100 msecs, another every sec + int time100; + int time1000; + int time10000; + + char *areabits; + + gentity_t *hovel; //TA: body that is being infested. must be persistant + + int lastPoisonTime; + int poisonImmunityTime; + gentity_t *lastPoisonClient; + int lastPoisonCloudedTime; + gentity_t *lastPoisonCloudedClient; + int grabExpiryTime; + int lastLockTime; + int lastSlowTime; + int lastBoostedTime; + int lastMedKitTime; + int medKitHealthToRestore; + int medKitIncrementTime; + int lastCreepSlowTime; //TA: time until creep can be removed + + int pouncePayload; //TA: amount of damage pounce attack will do + qboolean allowedToPounce; + + qboolean charging; + + vec3_t hovelOrigin; //TA: player origin before entering hovel + + int lastFlameBall; //TA: s.number of the last flame ball fired + +#define RAM_FRAMES 1 //TA: number of frames to wait before retriggering + int retriggerArmouryMenu; //TA: frame number to retrigger the armoury menu +}; + + +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 ); +void G_PushSpawnQueue( spawnQueue_t *sq, int clientNum ); +qboolean G_RemoveFromSpawnQueue( spawnQueue_t *sq, int clientNum ); +int G_GetPosInSpawnQueue( spawnQueue_t *sq, int clientNum ); + + +#define MAX_LOCDAMAGE_TEXT 8192 +#define MAX_LOCDAMAGE_REGIONS 16 + +//TA: store locational damage regions +typedef struct damageRegion_s +{ + float minHeight, maxHeight; + int minAngle, maxAngle; + + float modifier; + + qboolean crouch; +} damageRegion_t; + +#define MAX_ARMOUR_TEXT 8192 +#define MAX_ARMOUR_REGIONS 16 + +//TA: store locational armour regions +typedef struct armourRegion_s +{ + float minHeight, maxHeight; + int minAngle, maxAngle; + + float modifier; + + qboolean crouch; +} armourRegion_t; + +// +// this structure is cleared as each map is entered +// +#define MAX_SPAWN_VARS 64 +#define MAX_SPAWN_VARS_CHARS 4096 + +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 startTime; // level.time the map was started + + int teamScores[ TEAM_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 follow1, follow2; // clientNums for auto-follow spectators + + int snd_fry; // sound index for standing in lava + + int warmupModificationCount; // for detecting if g_warmup is changed + + // voting state + char voteString[MAX_STRING_CHARS]; + char voteDisplayString[MAX_STRING_CHARS]; + int voteTime; // level.time vote was called + int voteExecuteTime; // time the vote is executed + int voteYes; + int voteNo; + int numVotingClients; // set by CalculateRanks + + // team voting state + char teamVoteString[ 2 ][ MAX_STRING_CHARS ]; + int teamVoteTime[ 2 ]; // level.time vote was called + int teamVoteYes[ 2 ]; + int teamVoteNo[ 2 ]; + int numteamVotingClients[ 2 ]; // set by CalculateRanks + + // 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; + + qboolean locationLinked; // target_locations get linked + gentity_t *locationHead; // head of the location list + + //TA: extra stuff: + int numAlienSpawns; + int numHumanSpawns; + + int numAlienClients; + int numHumanClients; + + float averageNumAlienClients; + int numAlienSamples; + float averageNumHumanClients; + int numHumanSamples; + + int numLiveAlienClients; + int numLiveHumanClients; + + int alienBuildPoints; + int humanBuildPoints; + int humanBuildPointsPowered; + + int bankCredits[ MAX_CLIENTS ]; //global credits storage + + int alienKills; + int humanKills; + + qboolean reactorPresent; + qboolean overmindPresent; + + int humanBaseAttackTimer; + + pTeam_t lastWin; + + spawnQueue_t alienSpawnQueue; + spawnQueue_t humanSpawnQueue; + + int alienStage2Time; + int alienStage3Time; + int humanStage2Time; + int humanStage3Time; + + qboolean uncondAlienWin; + qboolean uncondHumanWin; +} level_locals_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 +// +void Cmd_Score_f( gentity_t *ent ); +void G_StopFollowing( gentity_t *ent ); +qboolean G_FollowNewClient( gentity_t *ent, int dir ); +void Cmd_Follow_f( gentity_t *ent, qboolean toggle ); + +// +// 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_OVERMIND, + IBE_NOASSERT, + IBE_SPWNWARN, + IBE_NOCREEP, + IBE_HOVEL, + IBE_HOVELEXIT, + + IBE_REACTOR, + IBE_REPEATER, + IBE_TNODEWARN, + IBE_RPTWARN, + IBE_RPTWARN2, + IBE_NOPOWER, + IBE_NODCC, + + IBE_NORMAL, + IBE_NOROOM, + IBE_PERMISSION, + + IBE_MAXERRORS +} itemBuildError_t; + +qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideExit ); +gentity_t *G_CheckSpawnPoint( int spawnNum, vec3_t origin, vec3_t normal, + buildable_t spawn, vec3_t spawnOrigin ); + +qboolean G_isPower( vec3_t origin ); +qboolean G_isDCC( void ); +qboolean G_isOvermind( void ); + +void G_BuildableThink( gentity_t *ent, int msec ); +qboolean G_BuildableRange( vec3_t origin, float r, buildable_t buildable ); +itemBuildError_t G_itemFits( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin ); +gentity_t *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin, vec3_t angles ); +qboolean G_ValidateBuild( gentity_t *ent, buildable_t buildable ); +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 ); + +// +// g_utils.c +// +int G_ParticleSystemIndex( char *name ); +int G_ShaderIndex( char *name ); +int G_ModelIndex( char *name ); +int G_SoundIndex( char *name ); +void G_TeamCommand( pTeam_t team, char *cmd ); +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 ); + + +#define MAX_QUEUE_COMMANDS 64 //should be MAX_RELIABLE_COMMANDS/server.h + +typedef struct commandQueueElement_s +{ + qboolean used; + struct commandQueueElement_s *next; + char command[ MAX_TOKEN_CHARS ]; +} commandQueueElement_t; + +typedef struct commandQueue_s +{ + int nextCommandTime; //next time that the queue can be popped + + int numElements; + commandQueueElement_t *front; + commandQueueElement_t *back; + + commandQueueElement_t pool[ MAX_QUEUE_COMMANDS ]; +} commandQueue_t; + +qboolean G_ClientIsLagging( gclient_t *client ); +void G_ProcessCommandQueues( void ); +void G_SendCommandFromServer( int clientNum, const char *cmd ); +void G_InitCommandQueue( int clientNum ); + +void G_TriggerMenu( int clientNum, dynMenu_t menu ); +void G_CloseMenus( int clientNum ); + +qboolean G_Visible( gentity_t *ent1, gentity_t *ent2 ); +gentity_t *G_ClosestEnt( vec3_t origin, gentity_t **entities, int numEntities ); + +// +// 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 ); +void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ); +void AddScore( gentity_t *ent, int score ); + +//TA: +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 ); +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_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( pTeam_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 +// + +#define MAX_ZAP_TARGETS LEVEL2_AREAZAP_MAX_TARGETS + +typedef struct zap_s +{ + qboolean used; + + gentity_t *creator; + gentity_t *targets[ MAX_ZAP_TARGETS ]; + int numTargets; + + 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 ChargeAttack( gentity_t *ent, gentity_t *victim ); +void G_UpdateZaps( int msec ); + + +// +// g_client.c +// +void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap ); +team_t TeamCount( int ignoreClientNum, int team ); +void SetClientViewAngle( gentity_t *ent, vec3_t angle ); +gentity_t *SelectTremulousSpawnPoint( pTeam_t team, vec3_t preference, vec3_t origin, vec3_t angles ); +gentity_t *SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles ); +void SpawnCorpse( gentity_t *ent ); +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 ); + +// +// g_svcmds.c +// +qboolean ConsoleCommand( void ); +void G_ProcessIPBans( void ); +qboolean G_FilterPacket( char *from ); + +// +// g_weapon.c +// +void FireWeapon( gentity_t *ent ); +void FireWeapon2( gentity_t *ent ); +void FireWeapon3( gentity_t *ent ); + +// +// g_cmds.c +// + +// +// g_main.c +// +void ScoreboardMessage( gentity_t *client ); +void MoveClientToIntermission( gentity_t *client ); +void CalculateRanks( void ); +void FindIntermissionPoint( void ); +void G_RunThink( gentity_t *ent ); +void QDECL G_LogPrintf( const char *fmt, ... ); +void SendScoreboardMessageToAllClients( void ); +void QDECL G_Printf( const char *fmt, ... ); +void QDECL G_Error( const char *fmt, ... ); + +qboolean G_WeaponIsAllowed( weapon_t weapon ); +qboolean G_UpgradeIsAllowed( upgrade_t upgrade ); +qboolean G_ClassIsAllowed( pClass_t class ); +qboolean G_BuildableIsAllowed( buildable_t buildable ); + +// +// g_client.c +// +char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ); +void ClientUserinfoChanged( int clientNum ); +void ClientDisconnect( int clientNum ); +void ClientBegin( int clientNum ); +void ClientCommand( int clientNum ); + +// +// g_active.c +// +void ClientThink( int clientNum ); +void ClientEndFrame( gentity_t *ent ); +void G_RunClient( gentity_t *ent ); + +// +// g_team.c +// +qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ); +gentity_t *Team_GetLocation( gentity_t *ent ); +qboolean Team_GetLocationMsg( gentity_t *ent, char *loc, int loclen ); +void TeamplayInfoMessage( gentity_t *ent ); +void CheckTeamStatus( void ); + +// +// g_mem.c +// +void *G_Alloc( int size ); +void G_InitMemory( void ); +void G_Free( void *ptr ); +void G_DefragmentMemory( void ); +void Svcmd_GameMem_f( 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 +// +#define MAX_MAP_ROTATIONS 16 +#define MAX_MAP_ROTATION_MAPS 64 +#define MAX_MAP_COMMANDS 16 +#define MAX_MAP_ROTATION_CONDS 4 + +#define NOT_ROTATING -1 + +typedef enum +{ + MCV_ERR, + MCV_RANDOM, + MCV_NUMCLIENTS, + MCV_LASTWIN +} mapConditionVariable_t; + +typedef enum +{ + MCO_LT, + MCO_EQ, + MCO_GT +} mapConditionOperator_t; + +typedef enum +{ + MCT_ERR, + MCT_MAP, + MCT_ROTATION +} mapConditionType_t; + +typedef struct mapRotationCondition_s +{ + char dest[ MAX_QPATH ]; + + qboolean unconditional; + + mapConditionVariable_t lhs; + mapConditionOperator_t op; + + int numClients; + pTeam_t lastWin; +} mapRotationCondition_t; + +typedef struct mapRotationEntry_s +{ + char name[ MAX_QPATH ]; + + char postCmds[ MAX_QPATH ][ MAX_MAP_COMMANDS ]; + int numCmds; + + mapRotationCondition_t conditions[ MAX_MAP_ROTATION_CONDS ]; + int numConditions; +} mapRotationEntry_t; + +typedef struct mapRotation_s +{ + char name[ MAX_QPATH ]; + + mapRotationEntry_t maps[ MAX_MAP_ROTATION_MAPS ]; + int numMaps; + int currentMap; +} mapRotation_t; + +typedef struct mapRotations_s +{ + mapRotation_t rotations[ MAX_MAP_ROTATIONS ]; + int numRotations; +} mapRotations_t; + +void G_PrintRotations( void ); +qboolean G_AdvanceMapRotation( void ); +qboolean G_StartMapRotation( char *name, qboolean changeMap ); +void G_StopMapRotation( void ); +qboolean G_MapRotationActive( void ); +void G_InitMapRotations( void ); + +// +// g_ptr.c +// +void G_UpdatePTRConnection( gclient_t *client ); +connectionRecord_t *G_GenerateNewConnection( gclient_t *client ); +qboolean G_VerifyPTRC( int code ); +void G_ResetPTRConnections( void ); +connectionRecord_t *G_FindConnectionForCode( int code ); +void G_DeletePTRConnection( connectionRecord_t *connection ); + + +//some maxs +#define MAX_FILEPATH 144 + +extern level_locals_t level; +extern gentity_t g_entities[ MAX_GENTITIES ]; + +#define FOFS(x) ((int)&(((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_minCommandPeriod; + +extern vmCvar_t g_timelimit; +extern vmCvar_t g_suddenDeathTime; +extern vmCvar_t g_friendlyFire; +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_quadfactor; +extern vmCvar_t g_forcerespawn; +extern vmCvar_t g_inactivity; +extern vmCvar_t g_debugMove; +extern vmCvar_t g_debugAlloc; +extern vmCvar_t g_debugDamage; +extern vmCvar_t g_weaponRespawn; +extern vmCvar_t g_weaponTeamRespawn; +extern vmCvar_t g_synchronousClients; +extern vmCvar_t g_motd; +extern vmCvar_t g_warmup; +extern vmCvar_t g_doWarmup; +extern vmCvar_t g_blood; +extern vmCvar_t g_allowVote; +extern vmCvar_t g_teamAutoJoin; +extern vmCvar_t g_teamForceBalance; +extern vmCvar_t g_banIPs; +extern vmCvar_t g_filterBan; +extern vmCvar_t g_smoothClients; +extern vmCvar_t pmove_fixed; +extern vmCvar_t pmove_msec; +extern vmCvar_t g_rankings; +extern vmCvar_t g_enableDust; +extern vmCvar_t g_enableBreath; +extern vmCvar_t g_singlePlayer; + +extern vmCvar_t g_humanBuildPoints; +extern vmCvar_t g_alienBuildPoints; +extern vmCvar_t g_humanStage; +extern vmCvar_t g_humanKills; +extern vmCvar_t g_humanMaxStage; +extern vmCvar_t g_humanStage2Threshold; +extern vmCvar_t g_humanStage3Threshold; +extern vmCvar_t g_alienStage; +extern vmCvar_t g_alienKills; +extern vmCvar_t g_alienMaxStage; +extern vmCvar_t g_alienStage2Threshold; +extern vmCvar_t g_alienStage3Threshold; + +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_currentMap; +extern vmCvar_t g_initialMapRotation; + +void trap_Printf( const char *fmt ); +void trap_Error( const char *fmt ); +int trap_Milliseconds( void ); +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 ); +float trap_Cvar_VariableValue( 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_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 ); + +int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points); +void trap_DebugPolygonDelete(int id); + +void trap_SnapVector( float *v ); + |