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// 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 Lesser General Public License as published by
 *  the Free Software Foundation; either version 2.1, 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 Lesser General Public License for more details.
 *
 *  You should have received a copy of the GNU Lesser 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 LGPL 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 );