diff options
author | Tim Angus <tim@ngus.net> | 2005-12-10 03:18:22 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2005-12-10 03:18:22 +0000 |
commit | ef5d1d446e3c078b81882c2eda6525aee7ccfa1e (patch) | |
tree | 16c1e9460317f2ca507f8e1888216816d05f251c /src/game/g_local.h | |
parent | 3b447421efc76ba76fbdae62f893fc6916af5433 (diff) |
* Moved existing src directory out the way whilst I merge ioq3
Diffstat (limited to 'src/game/g_local.h')
-rw-r--r-- | src/game/g_local.h | 1139 |
1 files changed, 0 insertions, 1139 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h deleted file mode 100644 index 57e1934a..00000000 --- a/src/game/g_local.h +++ /dev/null @@ -1,1139 +0,0 @@ -// 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 ); - |