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Diffstat (limited to 'src/game/g_local.h')
-rw-r--r-- | src/game/g_local.h | 977 |
1 files changed, 977 insertions, 0 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h new file mode 100644 index 00000000..c6a41345 --- /dev/null +++ b/src/game/g_local.h @@ -0,0 +1,977 @@ +// 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 GNU General Public License as published by + * the Free Software Foundation; either version 2, or (at your option) + * any later version. + * + * 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. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + */ + +/* To assertain which portions are licensed under the GPL and which are + * licensed by Id Software, Inc. please run a diff between the equivalent + * versions of the "Tremulous" modification and the unmodified "Quake3" + * game source code. + */ + +#include "q_shared.h" +#include "bg_public.h" +#include "g_public.h" + +//================================================================== + +// the "gameversion" client command will print this plus compile date +#define GAMEVERSION "baseq3" + +#define BODY_QUEUE_SIZE 8 + +#define INFINITE 1000000 + +#define FRAMETIME 100 // msec +#define EVENT_VALID_MSEC 300 +#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 +} 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; + + 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; + vec3_t movedir; + + 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; + + 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; + + gitem_t *item; // for bonus items + + int biteam; //TA: buildable item team + gentity_t *parentNode; //TA: for creep and defence/spawn dependencies + vec3_t turloc; //TA: direction human defense turrets are pointing +}; + +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 + +// 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? + + int pclass; //TA: player class (copied to ent->client->ps.stats[ STAT_PCLASS ] once spawned) + //not really persistant.. this is just a nice place to stick it :) + int pteam; //TA: player team (team deathmatch is too complex to alter) (copied to ps.stats[ STAT_PTEAM ]) +} 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 accurateCount; // for "impressive" reward sound + int accuracy_shots; // total number of shots + int accuracy_hits; // total number of hits + // + 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 + gentity_t *hook; // grapple hook if out + + int switchTeamTime; // time the player switched teams + + gentity_t *torch; //TA: torch entity ( NULL if switched off ) + + // timeResidual is used to handle events that happen every second + // like health / armor countdowns and regeneration + int timeResidual; + + char *areabits; + + float classSpeed; //TA: here to save STAT_ space +}; + +// +// this structure is cleared as each map is entered +// +#define MAX_SPAWN_VARS 64 +#define MAX_SPAWN_VARS_CHARS 2048 + +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 + int bodyQueIndex; // dead bodies + gentity_t *bodyQue[BODY_QUEUE_SIZE]; + + //TA: extra stuff: + int numDroidSpawns; + int numHumanSpawns; + int numDroidClients; + int numHumanClients; + int numLiveDroidClients; + int numLiveHumanClients; + int droidBuildPoints; + int humanBuildPoints; +} 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 StopFollowing( gentity_t *ent ); +void BroadcastTeamChange( gclient_t *client, int oldTeam ); +void SetTeam( gentity_t *ent, char *s ); +void Cmd_FollowCycle_f( gentity_t *ent, int dir ); + +// +// g_items.c +// +void G_CheckTeamItems( void ); +void G_RunItem( gentity_t *ent ); +void RespawnItem( gentity_t *ent ); + +void UseHoldableItem( gentity_t *ent ); +void PrecacheItem (gitem_t *it); +gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle ); +gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity ); +void SetRespawn (gentity_t *ent, float delay); +void G_SpawnItem (gentity_t *ent, gitem_t *item); +void FinishSpawningItem( gentity_t *ent ); +void Think_Weapon (gentity_t *ent); +int ArmorIndex (gentity_t *ent); +void Add_Ammo (gentity_t *ent, int weapon, int count); +void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace); + +void ClearRegisteredItems( void ); +void RegisterItem( gitem_t *item ); +void SaveRegisteredItems( void ); + +// +// g_buildable.c +// +qboolean itemFits( gentity_t *ent, gitem_t *item, int distance ); +gentity_t *Build_Item( gentity_t *ent, gitem_t *item, int distance ); + +// +// g_creep.c +// +gentity_t *createCreepNode( vec3_t origin ); + +// +// g_utils.c +// +int G_ModelIndex( char *name ); +int G_SoundIndex( char *name ); +void G_TeamCommand( team_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_SetOrigin( gentity_t *ent, vec3_t origin ); +void AddRemap(const char *oldShader, const char *newShader, float timeOffset); +const char *BuildShaderStateConfig(); + +// +// 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 TossClientItems( gentity_t *self ); + +// 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 + +// +// g_missile.c +// +void G_RunMissile( gentity_t *ent ); + +gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir); +gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t aimdir ); +gentity_t *fire_plasma( gentity_t *self, vec3_t start, vec3_t aimdir ); +gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t aimdir); +gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir); +gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir); +gentity_t *fire_grapple (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 ); + +// +// g_trigger.c +// +void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace ); + + +// +// g_misc.c +// +void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ); +void ShineTorch( gentity_t *self ); + +// +// g_weapon.c +// +qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker ); +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 CheckGauntletAttack( gentity_t *ent ); +void Weapon_HookFree (gentity_t *ent); +void Weapon_HookThink (gentity_t *ent); + + +// +// g_client.c +// +team_t TeamCount( int ignoreClientNum, int team ); +int TeamLeader( int team ); +team_t PickTeam( int ignoreClientNum ); +void SetClientViewAngle( gentity_t *ent, vec3_t angle ); +gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ); +void CopyToBodyQue( gentity_t *ent ); +void respawn (gentity_t *ent); +void BeginIntermission (void); +void InitClientPersistant (gclient_t *client); +void InitClientResp (gclient_t *client); +void InitBodyQue (void); +void ClientSpawn( gentity_t *ent ); +void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod); +void AddScore( gentity_t *ent, int score ); + +//TA: extra bits +void AddPoints( gentity_t *ent, int score ); +int CalculatePoints( gentity_t *victim, gentity_t *attacker ); + +void CalculateRanks( void ); +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 ); + +// +// p_hud.c +// +void MoveClientToIntermission (gentity_t *client); +void G_SetStats (gentity_t *ent); +void DeathmatchScoreboardMessage (gentity_t *client); + +// +// g_cmds.c +// + +// +// g_pweapon.c +// + + +// +// g_main.c +// +void FindIntermissionPoint( void ); +void SetLeader(int team, int client); +void CheckTeamLeader( int team ); +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, ... ); + +// +// 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 ); +void Team_CheckDroppedItem( gentity_t *dropped ); + + +// +// g_mem.c +// +void *G_Alloc( int size ); +void G_InitMemory( 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_InitWorldSession( void ); +void G_WriteSessionData( void ); + +// +// g_arenas.c +// +void UpdateTournamentInfo( void ); +void SpawnModelsOnVictoryPads( void ); +void Svcmd_AbortPodium_f( void ); + +// +// g_bot.c +// +/*void G_InitBots( qboolean restart ); +char *G_GetBotInfoByNumber( int num ); +char *G_GetBotInfoByName( const char *name ); +void G_CheckBotSpawn( void ); +void G_QueueBotBegin( int clientNum ); +qboolean G_BotConnect( int clientNum, qboolean restart ); +void Svcmd_AddBot_f( void ); +void Svcmd_BotList_f( void ); +void BotInterbreedEndMatch( void );*/ + +// ai_main.c + +//some maxs +#define MAX_FILEPATH 144 + +//bot settings +/*typedef struct bot_settings_s +{ + char characterfile[MAX_FILEPATH]; + float skill; + char team[MAX_FILEPATH]; +} bot_settings_t; + +int BotAISetup( int restart ); +int BotAIShutdown( int restart ); +int BotAILoadMap( int restart ); +int BotAISetupClient( int client, bot_settings_t *settings ); +int BotAIShutdownClient( int client ); +int BotAIStartFrame( int time );*/ + + +#include "g_team.h" // teamplay specific stuff + + +extern level_locals_t level; +extern gentity_t g_entities[MAX_GENTITIES]; + +#define FOFS(x) ((int)&(((gentity_t *)0)->x)) + +extern vmCvar_t g_gametype; +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_dmflags; +extern vmCvar_t g_fraglimit; +extern vmCvar_t g_timelimit; +extern vmCvar_t g_capturelimit; +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; + +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 ); +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); + +//TA: conceptually should live in q_shared.h +//void AxisToAngles( vec3_t axis[3], vec3_t angles); +//float arccos( float x ); + +int trap_BotLibSetup( void ); +int trap_BotLibShutdown( void ); +int trap_BotLibVarSet(char *var_name, char *value); +int trap_BotLibVarGet(char *var_name, char *value, int size); +int trap_BotLibDefine(char *string); +int trap_BotLibStartFrame(float time); +int trap_BotLibLoadMap(const char *mapname); +int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue); +int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3); + +int trap_BotGetSnapshotEntity( int clientNum, int sequence ); +int trap_BotGetServerCommand(int clientNum, char *message, int size); +void trap_BotUserCommand(int client, usercmd_t *ucmd); + +int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas); +int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info ); +void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info); + +int trap_AAS_Initialized(void); +void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs); +float trap_AAS_Time(void); + +int trap_AAS_PointAreaNum(vec3_t point); +int trap_AAS_PointReachabilityAreaIndex(vec3_t point); +int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas); + +int trap_AAS_PointContents(vec3_t point); +int trap_AAS_NextBSPEntity(int ent); +int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size); +int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v); +int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value); +int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value); + +int trap_AAS_AreaReachability(int areanum); + +int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags); +int trap_AAS_EnableRoutingArea( int areanum, int enable ); +int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin, + int goalareanum, int travelflags, int maxareas, int maxtime, + int stopevent, int stopcontents, int stoptfl, int stopareanum); + +int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags, + void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals, + int type); + +int trap_AAS_Swimming(vec3_t origin); +int trap_AAS_PredictClientMovement(void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize); + + +void trap_EA_Say(int client, char *str); +void trap_EA_SayTeam(int client, char *str); +void trap_EA_Command(int client, char *command); + +void trap_EA_Action(int client, int action); +void trap_EA_Gesture(int client); + +void trap_EA_Talk(int client); +void trap_EA_Attack(int client); +void trap_EA_Use(int client); +void trap_EA_Respawn(int client); +void trap_EA_Crouch(int client); +void trap_EA_MoveUp(int client); +void trap_EA_MoveDown(int client); +void trap_EA_MoveForward(int client); +void trap_EA_MoveBack(int client); +void trap_EA_MoveLeft(int client); +void trap_EA_MoveRight(int client); +void trap_EA_SelectWeapon(int client, int weapon); +void trap_EA_Jump(int client); +void trap_EA_DelayedJump(int client); +void trap_EA_Move(int client, vec3_t dir, float speed); +void trap_EA_View(int client, vec3_t viewangles); + +void trap_EA_EndRegular(int client, float thinktime); +void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input); +void trap_EA_ResetInput(int client); + + +int trap_BotLoadCharacter(char *charfile, float skill); +void trap_BotFreeCharacter(int character); +float trap_Characteristic_Float(int character, int index); +float trap_Characteristic_BFloat(int character, int index, float min, float max); +int trap_Characteristic_Integer(int character, int index); +int trap_Characteristic_BInteger(int character, int index, int min, int max); +void trap_Characteristic_String(int character, int index, char *buf, int size); + +int trap_BotAllocChatState(void); +void trap_BotFreeChatState(int handle); +void trap_BotQueueConsoleMessage(int chatstate, int type, char *message); +void trap_BotRemoveConsoleMessage(int chatstate, int handle); +int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm); +int trap_BotNumConsoleMessages(int chatstate); +void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ); +int trap_BotNumInitialChats(int chatstate, char *type); +int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ); +int trap_BotChatLength(int chatstate); +void trap_BotEnterChat(int chatstate, int client, int sendto); +void trap_BotGetChatMessage(int chatstate, char *buf, int size); +int trap_StringContains(char *str1, char *str2, int casesensitive); +int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context); +void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size); +void trap_UnifyWhiteSpaces(char *string); +void trap_BotReplaceSynonyms(char *string, unsigned long int context); +int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname); +void trap_BotSetChatGender(int chatstate, int gender); +void trap_BotSetChatName(int chatstate, char *name, int client); +void trap_BotResetGoalState(int goalstate); +void trap_BotRemoveFromAvoidGoals(int goalstate, int number); +void trap_BotResetAvoidGoals(int goalstate); +void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal); +void trap_BotPopGoal(int goalstate); +void trap_BotEmptyGoalStack(int goalstate); +void trap_BotDumpAvoidGoals(int goalstate); +void trap_BotDumpGoalStack(int goalstate); +void trap_BotGoalName(int number, char *name, int size); +int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal); +int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal); +int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags); +int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime); +int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal); +int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal); +int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal); +int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal); +int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal); +float trap_BotAvoidGoalTime(int goalstate, int number); +void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime); +void trap_BotInitLevelItems(void); +void trap_BotUpdateEntityItems(void); +int trap_BotLoadItemWeights(int goalstate, char *filename); +void trap_BotFreeItemWeights(int goalstate); +void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child); +void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename); +void trap_BotMutateGoalFuzzyLogic(int goalstate, float range); +int trap_BotAllocGoalState(int state); +void trap_BotFreeGoalState(int handle); + +void trap_BotResetMoveState(int movestate); +void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags); +int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type); +void trap_BotResetAvoidReach(int movestate); +void trap_BotResetLastAvoidReach(int movestate); +int trap_BotReachabilityArea(vec3_t origin, int testground); +int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target); +int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target); +int trap_BotAllocMoveState(void); +void trap_BotFreeMoveState(int handle); +void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove); +void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type); + +int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory); +void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo); +int trap_BotLoadWeaponWeights(int weaponstate, char *filename); +int trap_BotAllocWeaponState(void); +void trap_BotFreeWeaponState(int weaponstate); +void trap_BotResetWeaponState(int weaponstate); + +int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child); + +void trap_SnapVector( float *v ); + |