diff options
Diffstat (limited to 'src/game/g_local.h')
-rw-r--r-- | src/game/g_local.h | 977 |
1 files changed, 0 insertions, 977 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h deleted file mode 100644 index c6a41345..00000000 --- a/src/game/g_local.h +++ /dev/null @@ -1,977 +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 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 ); - |