summaryrefslogtreecommitdiff
path: root/src/game/g_local.h
blob: a905e15dca21e4c41dd7458d8e4127ebb9ea678a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2006 Tim Angus

This file is part of Tremulous.

Tremulous 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 of the License,
or (at your option) any later version.

Tremulous 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 Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// g_local.h -- local definitions for game module

#include "../qcommon/q_shared.h"
#include "bg_public.h"
#include "g_public.h"

typedef struct gentity_s gentity_t;
typedef struct gclient_s gclient_t;

#include "g_admin.h"

//==================================================================

#define INFINITE      1000000

#define FRAMETIME     100         // msec
#define CARNAGE_REWARD_TIME 3000
#define REWARD_SPRITE_TIME  2000

#define INTERMISSION_DELAY_TIME 1000
#define SP_INTERMISSION_DELAY_TIME 5000

// gentity->flags
#define FL_GODMODE        0x00000010
#define FL_NOTARGET       0x00000020
#define FL_TEAMSLAVE      0x00000400  // not the first on the team
#define FL_NO_KNOCKBACK   0x00000800
#define FL_DROPPED_ITEM   0x00001000
#define FL_NO_BOTS        0x00002000  // spawn point not for bot use
#define FL_NO_HUMANS      0x00004000  // spawn point just for bots
#define FL_FORCE_GESTURE  0x00008000  // spawn point just for bots

// movers are things like doors, plats, buttons, etc
typedef enum
{
  MOVER_POS1,
  MOVER_POS2,
  MOVER_1TO2,
  MOVER_2TO1,

  ROTATOR_POS1,
  ROTATOR_POS2,
  ROTATOR_1TO2,
  ROTATOR_2TO1,

  MODEL_POS1,
  MODEL_POS2,
  MODEL_1TO2,
  MODEL_2TO1
} moverState_t;

#define SP_PODIUM_MODEL   "models/mapobjects/podium/podium4.md3"

//============================================================================

struct gentity_s
{
  entityState_t     s;        // communicated by server to clients
  entityShared_t    r;        // shared by both the server system and game

  // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
  // EXPECTS THE FIELDS IN THAT ORDER!
  //================================

  struct gclient_s  *client;        // NULL if not a client

  qboolean          inuse;

  char              *classname;     // set in QuakeEd
  int               spawnflags;     // set in QuakeEd

  qboolean          neverFree;      // if true, FreeEntity will only unlink
                                    // bodyque uses this

  int               flags;          // FL_* variables

  char              *model;
  char              *model2;
  int               freetime;       // level.time when the object was freed

  int               eventTime;      // events will be cleared EVENT_VALID_MSEC after set
  qboolean          freeAfterEvent;
  qboolean          unlinkAfterEvent;

  qboolean          physicsObject;  // if true, it can be pushed by movers and fall off edges
                                    // all game items are physicsObjects,
  float             physicsBounce;  // 1.0 = continuous bounce, 0.0 = no bounce
  int               clipmask;       // brushes with this content value will be collided against
                                    // when moving.  items and corpses do not collide against
                                    // players, for instance

  // movers
  moverState_t      moverState;
  int               soundPos1;
  int               sound1to2;
  int               sound2to1;
  int               soundPos2;
  int               soundLoop;
  gentity_t         *parent;
  gentity_t         *nextTrain;
  gentity_t         *prevTrain;
  vec3_t            pos1, pos2;
  float             rotatorAngle;
  gentity_t         *clipBrush;     // clipping brush for model doors

  char              *message;

  int               timestamp;      // body queue sinking, etc

  float             angle;          // set in editor, -1 = up, -2 = down
  char              *target;
  char              *targetname;
  char              *team;
  char              *targetShaderName;
  char              *targetShaderNewName;
  gentity_t         *target_ent;

  float             speed;
  float             lastSpeed;      // used by trains that have been restarted
  vec3_t            movedir;

  // acceleration evaluation
  qboolean          evaluateAcceleration;
  vec3_t            oldVelocity;
  vec3_t            acceleration;
  vec3_t            oldAccel;
  vec3_t            jerk;

  int               nextthink;
  void              (*think)( gentity_t *self );
  void              (*reached)( gentity_t *self );  // movers call this when hitting endpoint
  void              (*blocked)( gentity_t *self, gentity_t *other );
  void              (*touch)( gentity_t *self, gentity_t *other, trace_t *trace );
  void              (*use)( gentity_t *self, gentity_t *other, gentity_t *activator );
  void              (*pain)( gentity_t *self, gentity_t *attacker, int damage );
  void              (*die)( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod );

  int               pain_debounce_time;
  int               fly_sound_debounce_time;  // wind tunnel
  int               last_move_time;

  int               health;
  int               lastHealth; // currently only used for overmind

  qboolean          takedamage;

  int               damage;
  int               splashDamage; // quad will increase this without increasing radius
  int               splashRadius;
  int               methodOfDeath;
  int               splashMethodOfDeath;
  int               chargeRepeat;

  int               count;

  gentity_t         *chain;
  gentity_t         *enemy;
  gentity_t         *activator;
  gentity_t         *teamchain;   // next entity in team
  gentity_t         *teammaster;  // master of the team

  int               watertype;
  int               waterlevel;

  int               noise_index;

  // timing variables
  float             wait;
  float             random;

  pTeam_t           stageTeam;
  stage_t           stageStage;

  int               biteam;             // buildable item team
  gentity_t         *parentNode;        // for creep and defence/spawn dependencies
  qboolean          active;             // for power repeater, but could be useful elsewhere
  qboolean          powered;            // for human buildables
  int               builtBy;            // clientNum of person that built this
  gentity_t         *dccNode;           // controlling dcc
  gentity_t         *overmindNode;      // controlling overmind
  qboolean          dcced;              // controlled by a dcc or not?
  qboolean          spawned;            // whether or not this buildable has finished spawning
  int               buildTime;          // when this buildable was built
  int               time1000;           // timer evaluated every second
  int               overmindAttackTimer;
  int               overmindDyingTimer;
  int               overmindSpawnsTimer;
  int               nextPhysicsTime;    // buildables don't need to check what they're sitting on
                                        // every single frame.. so only do it periodically
  int               clientSpawnTime;    // the time until this spawn can spawn a client
  qboolean          lev1Grabbed;        // for turrets interacting with lev1s
  int               lev1GrabTime;       // for turrets interacting with lev1s

  int               credits[ MAX_CLIENTS ];     // human credits for each client
  qboolean          creditsHash[ MAX_CLIENTS ]; // track who has claimed credit
  int               killedBy;                   // clientNum of killer

  gentity_t         *targeted;          // true if the player is currently a valid target of a turret
  vec3_t            turretAim;          // aim vector for turrets

  vec4_t            animation;          // animated map objects

  gentity_t         *builder;           // occupant of this hovel

  qboolean          nonSegModel;        // this entity uses a nonsegmented player model

  buildable_t       bTriggers[ BA_NUM_BUILDABLES ]; // which buildables are triggers
  pClass_t          cTriggers[ PCL_NUM_CLASSES ];   // which classes are triggers
  weapon_t          wTriggers[ WP_NUM_WEAPONS ];    // which weapons are triggers
  upgrade_t         uTriggers[ UP_NUM_UPGRADES ];   // which upgrades are triggers

  int               triggerGravity;                 // gravity for this trigger

  int               suicideTime;                    // when the client will suicide

  int               lastDamageTime;
};

typedef enum
{
  CON_DISCONNECTED,
  CON_CONNECTING,
  CON_CONNECTED
} clientConnected_t;

typedef enum
{
  SPECTATOR_NOT,
  SPECTATOR_FREE,
  SPECTATOR_LOCKED,
  SPECTATOR_FOLLOW,
  SPECTATOR_SCOREBOARD
} spectatorState_t;

typedef enum
{
  TEAM_BEGIN,   // Beginning a team game, spawn at base
  TEAM_ACTIVE   // Now actively playing
} playerTeamStateState_t;

typedef struct
{
  playerTeamStateState_t  state;

  int     location;

  int     captures;
  int     basedefense;
  int     carrierdefense;
  int     flagrecovery;
  int     fragcarrier;
  int     assists;

  float   lasthurtcarrier;
  float   lastreturnedflag;
  float   flagsince;
  float   lastfraggedcarrier;
} playerTeamState_t;

// the auto following clients don't follow a specific client
// number, but instead follow the first two active players
#define FOLLOW_ACTIVE1  -1
#define FOLLOW_ACTIVE2  -2

// client data that stays across multiple levels or tournament restarts
// this is achieved by writing all the data to cvar strings at game shutdown
// time and reading them back at connection time.  Anything added here
// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
typedef struct
{
  team_t            sessionTeam;
  int               spectatorTime;    // for determining next-in-line to play
  spectatorState_t  spectatorState;
  int               spectatorClient;  // for chasecam and follow mode
  int               wins, losses;     // tournament stats
  qboolean          teamLeader;       // true when this client is a team leader
} clientSession_t;

#define MAX_NETNAME       36

// data to store details of clients that have abnormally disconnected
typedef struct connectionRecord_s
{
  int       clientNum;
  pTeam_t   clientTeam;
  int       clientCredit;

  int       ptrCode;
} connectionRecord_t;

// client data that stays across multiple respawns, but is cleared
// on each level change or team change at ClientBegin()
typedef struct
{
  clientConnected_t   connected;
  usercmd_t           cmd;                // we would lose angles if not persistant
  qboolean            localClient;        // true if "ip" info key is "localhost"
  qboolean            initialSpawn;       // the first spawn should be at a cool location
  qboolean            predictItemPickup;  // based on cg_predictItems userinfo
  qboolean            pmoveFixed;         //
  char                netname[ MAX_NETNAME ];
  int                 maxHealth;          // for handicapping
  int                 enterTime;          // level.time the client entered the game
  playerTeamState_t   teamState;          // status in teamplay games
  int                 voteCount;          // to prevent people from constantly calling votes
  qboolean            teamInfo;           // send team overlay updates?

  pClass_t            classSelection;     // player class (copied to ent->client->ps.stats[ STAT_PCLASS ] once spawned)
  float               evolveHealthFraction;
  weapon_t            humanItemSelection; // humans have a starting item
  pTeam_t             teamSelection;      // player team (copied to ps.stats[ STAT_PTEAM ])

  int                 teamChangeTime;     // level.time of last team change
  qboolean            joinedATeam;        // used to tell when a PTR code is valid
  connectionRecord_t  *connection;

  int                 nameChangeTime;
  int                 nameChanges;

  vec3_t              lastDeathLocation;
  char                guid[ 33 ];
  char                ip[ 16 ];
  qboolean            muted;
  int                 adminLevel;
} 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

  // exported into pmove, but not communicated to clients
  pmoveExt_t          pmext;

  // the rest of the structure is private to game
  clientPersistant_t  pers;
  clientSession_t     sess;

  qboolean            readyToExit;    // wishes to leave the intermission

  qboolean            noclip;

  int                 lastCmdTime;    // level.time of last usercmd_t, for EF_CONNECTION
                                      // we can't just use pers.lastCommand.time, because
                                      // of the g_sycronousclients case
  int                 buttons;
  int                 oldbuttons;
  int                 latched_buttons;

  vec3_t              oldOrigin;

  // sum up damage over an entire frame, so
  // shotgun blasts give a single big kick
  int                 damage_armor;     // damage absorbed by armor
  int                 damage_blood;     // damage taken out of health
  int                 damage_knockback; // impact damage
  vec3_t              damage_from;      // origin for vector calculation
  qboolean            damage_fromWorld; // if true, don't use the damage_from vector

  //
  int                 lastkilled_client;// last client that this client killed
  int                 lasthurt_client;  // last client that damaged this client
  int                 lasthurt_mod;     // type of damage the client did

  // timers
  int                 respawnTime;      // can respawn when time > this, force after g_forcerespwan
  int                 inactivityTime;   // kick players when time > this
  qboolean            inactivityWarning;// qtrue if the five seoond warning has been given
  int                 rewardTime;       // clear the EF_AWARD_IMPRESSIVE, etc when time > this

  int                 airOutTime;

  int                 lastKillTime;     // for multiple kill rewards

  qboolean            fireHeld;         // used for hook
  qboolean            fire2Held;        // used for alt fire
  gentity_t           *hook;            // grapple hook if out

  int                 switchTeamTime;   // time the player switched teams

  // timeResidual is used to handle events that happen every second
  // like health / armor countdowns and regeneration
  // two timers, one every 100 msecs, another every sec
  int                 time100;
  int                 time1000;
  int                 time10000;

  char                *areabits;

  gentity_t           *hovel;

  int                 lastPoisonTime;
  int                 poisonImmunityTime;
  gentity_t           *lastPoisonClient;
  int                 lastPoisonCloudedTime;
  gentity_t           *lastPoisonCloudedClient;
  int                 grabExpiryTime;
  int                 lastLockTime;
  int                 lastSlowTime;
  int                 lastBoostedTime;
  int                 lastMedKitTime;
  int                 medKitHealthToRestore;
  int                 medKitIncrementTime;
  int                 lastCreepSlowTime;    // time until creep can be removed

  qboolean            allowedToPounce;

  qboolean            charging;

  vec3_t              hovelOrigin;          // player origin before entering hovel

  int                 lastFlameBall;        // s.number of the last flame ball fired

#define RAM_FRAMES  1                       // number of frames to wait before retriggering
  int                 retriggerArmouryMenu; // frame number to retrigger the armoury menu
};


typedef struct spawnQueue_s
{
  int clients[ MAX_CLIENTS ];

  int front, back;
} spawnQueue_t;

#define QUEUE_PLUS1(x)  (((x)+1)%MAX_CLIENTS)
#define QUEUE_MINUS1(x) (((x)+MAX_CLIENTS-1)%MAX_CLIENTS)

void      G_InitSpawnQueue( spawnQueue_t *sq );
int       G_GetSpawnQueueLength( spawnQueue_t *sq );
int       G_PopSpawnQueue( spawnQueue_t *sq );
int       G_PeekSpawnQueue( spawnQueue_t *sq );
void      G_PushSpawnQueue( spawnQueue_t *sq, int clientNum );
qboolean  G_RemoveFromSpawnQueue( spawnQueue_t *sq, int clientNum );
int       G_GetPosInSpawnQueue( spawnQueue_t *sq, int clientNum );


#define MAX_LOCDAMAGE_TEXT    8192
#define MAX_LOCDAMAGE_REGIONS 16

// store locational damage regions
typedef struct damageRegion_s
{
  float     minHeight, maxHeight;
  int       minAngle, maxAngle;

  float     modifier;

  qboolean  crouch;
} damageRegion_t;

#define MAX_ARMOUR_TEXT    8192
#define MAX_ARMOUR_REGIONS 16

// store locational armour regions
typedef struct armourRegion_s
{
  float     minHeight, maxHeight;
  int       minAngle, maxAngle;

  float     modifier;

  qboolean  crouch;
} armourRegion_t;

//status of the warning of certain events
typedef enum
{
  TW_NOT = 0,
  TW_IMMINENT,
  TW_PASSED
} timeWarning_t;

//
// this structure is cleared as each map is entered
//
#define MAX_SPAWN_VARS      64
#define MAX_SPAWN_VARS_CHARS  4096

typedef struct
{
  struct gclient_s  *clients;   // [maxclients]

  struct gentity_s  *gentities;
  int               gentitySize;
  int               num_entities;   // current number, <= MAX_GENTITIES

  int               warmupTime;     // restart match at this time

  fileHandle_t      logFile;

  // store latched cvars here that we want to get at often
  int               maxclients;

  int               framenum;
  int               time;                         // in msec
  int               previousTime;                 // so movers can back up when blocked

  int               startTime;                    // level.time the map was started

  int               teamScores[ TEAM_NUM_TEAMS ];
  int               lastTeamLocationTime;         // last time of client team location update

  qboolean          newSession;                   // don't use any old session data, because
                                                  // we changed gametype

  qboolean          restarted;                    // waiting for a map_restart to fire

  int               numConnectedClients;
  int               numNonSpectatorClients;       // includes connecting clients
  int               numPlayingClients;            // connected, non-spectators
  int               sortedClients[MAX_CLIENTS];   // sorted by score
  int               follow1, follow2;             // clientNums for auto-follow spectators

  int               snd_fry;                      // sound index for standing in lava

  int               warmupModificationCount;      // for detecting if g_warmup is changed

  // voting state
  char              voteString[MAX_STRING_CHARS];
  char              voteDisplayString[MAX_STRING_CHARS];
  int               voteTime;                     // level.time vote was called
  int               voteExecuteTime;              // time the vote is executed
  int               voteYes;
  int               voteNo;
  int               numVotingClients;             // set by CalculateRanks

  // team voting state
  char              teamVoteString[ 2 ][ MAX_STRING_CHARS ];
  char              teamVoteDisplayString[ 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               numAlienSpawns;
  int               numHumanSpawns;

  int               numAlienClients;
  int               numHumanClients;

  float             averageNumAlienClients;
  int               numAlienSamples;
  float             averageNumHumanClients;
  int               numHumanSamples;

  int               numLiveAlienClients;
  int               numLiveHumanClients;

  int               alienBuildPoints;
  int               humanBuildPoints;
  int               humanBuildPointsPowered;

  int               alienKills;
  int               humanKills;

  qboolean          reactorPresent;
  qboolean          overmindPresent;

  int               humanBaseAttackTimer;

  pTeam_t           lastWin;

  timeWarning_t     suddenDeathWarning;
  timeWarning_t     timelimitWarning;

  spawnQueue_t      alienSpawnQueue;
  spawnQueue_t      humanSpawnQueue;

  int               alienStage2Time;
  int               alienStage3Time;
  int               humanStage2Time;
  int               humanStage3Time;

  qboolean          uncondAlienWin;
  qboolean          uncondHumanWin;
  qboolean          alienTeamLocked;
  qboolean          humanTeamLocked;
} level_locals_t;

//
// g_spawn.c
//
qboolean  G_SpawnString( const char *key, const char *defaultString, char **out );
// spawn string returns a temporary reference, you must CopyString() if you want to keep it
qboolean  G_SpawnFloat( const char *key, const char *defaultString, float *out );
qboolean  G_SpawnInt( const char *key, const char *defaultString, int *out );
qboolean  G_SpawnVector( const char *key, const char *defaultString, float *out );
void      G_SpawnEntitiesFromString( void );
char      *G_NewString( const char *string );

//
// g_cmds.c
//
void      Cmd_Score_f( gentity_t *ent );
void      G_StopFollowing( gentity_t *ent );
qboolean  G_FollowNewClient( gentity_t *ent, int dir );
void      Cmd_Follow_f( gentity_t *ent, qboolean toggle );
qboolean  G_MatchOnePlayer( int *plist, char *err, int len );
int       G_ClientNumbersFromString( char *s, int *plist );
int       G_SayArgc( void );
qboolean  G_SayArgv( int n, char *buffer, int bufferLength );
char      *G_SayConcatArgs( int start );
void      G_DecolorString( char *in, char *out );
void      G_ChangeTeam( gentity_t *ent, pTeam_t newTeam );
void      G_SanitiseName( char *in, char *out );

//
// g_physics.c
//
void G_Physics( gentity_t *ent, int msec );

//
// g_buildable.c
//

#define MAX_ALIEN_BBOX  25

typedef enum
{
  IBE_NONE,

  IBE_NOOVERMIND,
  IBE_OVERMIND,
  IBE_NOASSERT,
  IBE_SPWNWARN,
  IBE_NOCREEP,
  IBE_HOVEL,
  IBE_HOVELEXIT,

  IBE_REACTOR,
  IBE_REPEATER,
  IBE_TNODEWARN,
  IBE_RPTWARN,
  IBE_RPTWARN2,
  IBE_NOPOWER,
  IBE_NODCC,

  IBE_NORMAL,
  IBE_NOROOM,
  IBE_PERMISSION,

  IBE_MAXERRORS
} itemBuildError_t;

qboolean          AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideExit );
gentity_t         *G_CheckSpawnPoint( int spawnNum, vec3_t origin, vec3_t normal,
                    buildable_t spawn, vec3_t spawnOrigin );

qboolean          G_isPower( vec3_t origin );
qboolean          G_isDCC( void );
qboolean          G_isOvermind( void );

void              G_BuildableThink( gentity_t *ent, int msec );
qboolean          G_BuildableRange( vec3_t origin, float r, buildable_t buildable );
itemBuildError_t  G_itemFits( gentity_t *ent, buildable_t buildable, int distance, vec3_t origin );
gentity_t         *G_buildItem( gentity_t *builder, buildable_t buildable, vec3_t origin, vec3_t angles );
qboolean          G_ValidateBuild( gentity_t *ent, buildable_t buildable );
void              G_setBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim, qboolean force );
void              G_setIdleBuildableAnim( gentity_t *ent, buildableAnimNumber_t anim );
void              G_SpawnBuildable(gentity_t *ent, buildable_t buildable);
void              FinishSpawningBuildable( gentity_t *ent );

//
// g_utils.c
//
int         G_ParticleSystemIndex( char *name );
int         G_ShaderIndex( char *name );
int         G_ModelIndex( char *name );
int         G_SoundIndex( char *name );
void        G_TeamCommand( pTeam_t team, char *cmd );
void        G_KillBox (gentity_t *ent);
gentity_t   *G_Find (gentity_t *from, int fieldofs, const char *match);
gentity_t   *G_PickTarget (char *targetname);
void        G_UseTargets (gentity_t *ent, gentity_t *activator);
void        G_SetMovedir ( vec3_t angles, vec3_t movedir);

void        G_InitGentity( gentity_t *e );
gentity_t   *G_Spawn( void );
gentity_t   *G_TempEntity( vec3_t origin, int event );
void        G_Sound( gentity_t *ent, int channel, int soundIndex );
void        G_FreeEntity( gentity_t *e );
qboolean    G_EntitiesFree( void );

void        G_TouchTriggers( gentity_t *ent );
void        G_TouchSolids( gentity_t *ent );

float       *tv( float x, float y, float z );
char        *vtos( const vec3_t v );

float       vectoyaw( const vec3_t vec );

void        G_AddPredictableEvent( gentity_t *ent, int event, int eventParm );
void        G_AddEvent( gentity_t *ent, int event, int eventParm );
void        G_BroadcastEvent( int event, int eventParm );
void        G_SetOrigin( gentity_t *ent, vec3_t origin );
void        AddRemap(const char *oldShader, const char *newShader, float timeOffset);
const char  *BuildShaderStateConfig( void );


qboolean    G_ClientIsLagging( gclient_t *client );

void        G_TriggerMenu( int clientNum, dynMenu_t menu );
void        G_CloseMenus( int clientNum );

qboolean    G_Visible( gentity_t *ent1, gentity_t *ent2 );
gentity_t   *G_ClosestEnt( vec3_t origin, gentity_t **entities, int numEntities );

//
// g_combat.c
//
qboolean  CanDamage( gentity_t *targ, vec3_t origin );
void      G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
                    vec3_t dir, vec3_t point, int damage, int dflags, int mod );
void      G_SelectiveDamage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir,
                             vec3_t point, int damage, int dflags, int mod, int team );
qboolean  G_RadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius,
                          gentity_t *ignore, int mod );
qboolean  G_SelectiveRadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius,
                                   gentity_t *ignore, int mod, int team );
void      body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
void      AddScore( gentity_t *ent, int score );

void      G_InitDamageLocations( void );

// damage flags
#define DAMAGE_RADIUS         0x00000001  // damage was indirect
#define DAMAGE_NO_ARMOR       0x00000002  // armour does not protect from this damage
#define DAMAGE_NO_KNOCKBACK   0x00000004  // do not affect velocity, just view angles
#define DAMAGE_NO_PROTECTION  0x00000008  // armor, shields, invulnerability, and godmode have no effect
#define DAMAGE_NO_LOCDAMAGE   0x00000010  // do not apply locational damage

//
// g_missile.c
//
void      G_RunMissile( gentity_t *ent );

gentity_t *fire_flamer( gentity_t *self, vec3_t start, vec3_t aimdir );
gentity_t *fire_blaster( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *fire_pulseRifle( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *fire_luciferCannon( gentity_t *self, vec3_t start, vec3_t dir, int damage, int radius );
gentity_t *fire_lockblob( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *fire_paraLockBlob( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *fire_slowBlob( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *fire_bounceBall( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *fire_hive( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *launch_grenade( gentity_t *self, vec3_t start, vec3_t dir );


//
// g_mover.c
//
void G_RunMover( gentity_t *ent );
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );
void manualTriggerSpectator( gentity_t *trigger, gentity_t *player );

//
// g_trigger.c
//
void trigger_teleporter_touch( gentity_t *self, gentity_t *other, trace_t *trace );
void G_Checktrigger_stages( pTeam_t team, stage_t stage );


//
// g_misc.c
//
void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
void ShineTorch( gentity_t *self );

//
// g_weapon.c
//

#define MAX_ZAP_TARGETS LEVEL2_AREAZAP_MAX_TARGETS

typedef struct zap_s
{
  qboolean      used;

  gentity_t     *creator;
  gentity_t     *targets[ MAX_ZAP_TARGETS ];
  int           numTargets;

  int           timeToLive;
  int           damageUsed;

  gentity_t     *effectChannel;
} zap_t;

void      G_ForceWeaponChange( gentity_t *ent, weapon_t weapon );
void      G_GiveClientMaxAmmo( gentity_t *ent, qboolean buyingEnergyAmmo );
void      CalcMuzzlePoint( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
void      SnapVectorTowards( vec3_t v, vec3_t to );
qboolean  CheckVenomAttack( gentity_t *ent );
void      CheckGrabAttack( gentity_t *ent );
qboolean  CheckPounceAttack( gentity_t *ent );
void      ChargeAttack( gentity_t *ent, gentity_t *victim );
void      G_UpdateZaps( int msec );


//
// g_client.c
//
void      G_AddCreditToClient( gclient_t *client, short credit, qboolean cap );
team_t    TeamCount( int ignoreClientNum, int team );
void      SetClientViewAngle( gentity_t *ent, vec3_t angle );
gentity_t *SelectTremulousSpawnPoint( pTeam_t team, vec3_t preference, vec3_t origin, vec3_t angles );
gentity_t *SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles );
void      SpawnCorpse( gentity_t *ent );
void      respawn( gentity_t *ent );
void      BeginIntermission( void );
void      ClientSpawn( gentity_t *ent, gentity_t *spawn, vec3_t origin, vec3_t angles );
void      player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod );
qboolean  SpotWouldTelefrag( gentity_t *spot );

//
// g_svcmds.c
//
qboolean  ConsoleCommand( void );
void      G_ProcessIPBans( void );
qboolean  G_FilterPacket( char *from );

//
// g_weapon.c
//
void FireWeapon( gentity_t *ent );
void FireWeapon2( gentity_t *ent );
void FireWeapon3( gentity_t *ent );

//
// g_cmds.c
//

//
// g_main.c
//
void ScoreboardMessage( gentity_t *client );
void MoveClientToIntermission( gentity_t *client );
void G_MapConfigs( void );
void CalculateRanks( void );
void FindIntermissionPoint( void );
void G_RunThink( gentity_t *ent );
void QDECL G_LogPrintf( const char *fmt, ... );
void SendScoreboardMessageToAllClients( void );
void QDECL G_Printf( const char *fmt, ... );
void QDECL G_Error( const char *fmt, ... );
void CheckVote( void );
void CheckTeamVote( int teamnum );
void LogExit( const char *string );

//
// g_client.c
//
char *ClientConnect( int clientNum, qboolean firstTime );
void ClientUserinfoChanged( int clientNum );
void ClientDisconnect( int clientNum );
void ClientBegin( int clientNum );
void ClientCommand( int clientNum );

//
// g_active.c
//
void ClientThink( int clientNum );
void ClientEndFrame( gentity_t *ent );
void G_RunClient( gentity_t *ent );

//
// g_team.c
//
qboolean  OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
gentity_t *Team_GetLocation( gentity_t *ent );
qboolean  Team_GetLocationMsg( gentity_t *ent, char *loc, int loclen );
void      TeamplayInfoMessage( gentity_t *ent );
void      CheckTeamStatus( void );

//
// g_mem.c
//
void *G_Alloc( int size );
void G_InitMemory( void );
void G_Free( void *ptr );
void G_DefragmentMemory( void );
void Svcmd_GameMem_f( void );

//
// g_session.c
//
void G_ReadSessionData( gclient_t *client );
void G_InitSessionData( gclient_t *client, char *userinfo );
void G_WriteSessionData( void );

//
// g_maprotation.c
//
#define MAX_MAP_ROTATIONS       16
#define MAX_MAP_ROTATION_MAPS   64
#define MAX_MAP_COMMANDS        16
#define MAX_MAP_ROTATION_CONDS  4

#define NOT_ROTATING          -1

typedef enum
{
  MCV_ERR,
  MCV_RANDOM,
  MCV_NUMCLIENTS,
  MCV_LASTWIN
} mapConditionVariable_t;

typedef enum
{
  MCO_LT,
  MCO_EQ,
  MCO_GT
} mapConditionOperator_t;

typedef enum
{
  MCT_ERR,
  MCT_MAP,
  MCT_ROTATION
} mapConditionType_t;

typedef struct mapRotationCondition_s
{
  char                    dest[ MAX_QPATH ];

  qboolean                unconditional;

  mapConditionVariable_t  lhs;
  mapConditionOperator_t  op;

  int                     numClients;
  pTeam_t                 lastWin;
} mapRotationCondition_t;

typedef struct mapRotationEntry_s
{
  char                    name[ MAX_QPATH ];

  char                    postCmds[ MAX_MAP_COMMANDS ][ MAX_STRING_CHARS ];
  int                     numCmds;

  mapRotationCondition_t  conditions[ MAX_MAP_ROTATION_CONDS ];
  int                     numConditions;
} mapRotationEntry_t;

typedef struct mapRotation_s
{
  char                name[ MAX_QPATH ];

  mapRotationEntry_t  maps[ MAX_MAP_ROTATION_MAPS ];
  int                 numMaps;
  int                 currentMap;
} mapRotation_t;

typedef struct mapRotations_s
{
  mapRotation_t   rotations[ MAX_MAP_ROTATIONS ];
  int             numRotations;
} mapRotations_t;

void      G_PrintRotations( void );
qboolean  G_AdvanceMapRotation( void );
qboolean  G_StartMapRotation( char *name, qboolean changeMap );
void      G_StopMapRotation( void );
qboolean  G_MapRotationActive( void );
void      G_InitMapRotations( void );

//
// g_ptr.c
//
void                G_UpdatePTRConnection( gclient_t *client );
connectionRecord_t  *G_GenerateNewConnection( gclient_t *client );
qboolean            G_VerifyPTRC( int code );
void                G_ResetPTRConnections( void );
connectionRecord_t  *G_FindConnectionForCode( int code );
void                G_DeletePTRConnection( connectionRecord_t *connection );


//some maxs
#define MAX_FILEPATH      144

extern  level_locals_t  level;
extern  gentity_t       g_entities[ MAX_GENTITIES ];

#define FOFS(x) ((int)&(((gentity_t *)0)->x))

extern  vmCvar_t  g_dedicated;
extern  vmCvar_t  g_cheats;
extern  vmCvar_t  g_maxclients;     // allow this many total, including spectators
extern  vmCvar_t  g_maxGameClients;   // allow this many active
extern  vmCvar_t  g_restarted;
extern  vmCvar_t  g_minCommandPeriod;
extern  vmCvar_t  g_minNameChangePeriod;
extern  vmCvar_t  g_maxNameChanges;

extern  vmCvar_t  g_timelimit;
extern  vmCvar_t  g_suddenDeathTime;
extern  vmCvar_t  g_friendlyFire;
extern  vmCvar_t  g_friendlyFireHumans;
extern  vmCvar_t  g_friendlyFireAliens;
extern  vmCvar_t  g_friendlyBuildableFire;
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_voteLimit;
extern  vmCvar_t  g_teamAutoJoin;
extern  vmCvar_t  g_teamForceBalance;
extern  vmCvar_t  g_banIPs;
extern  vmCvar_t  g_filterBan;
extern  vmCvar_t  g_smoothClients;
extern  vmCvar_t  pmove_fixed;
extern  vmCvar_t  pmove_msec;
extern  vmCvar_t  g_rankings;
extern  vmCvar_t  g_enableDust;
extern  vmCvar_t  g_enableBreath;
extern  vmCvar_t  g_singlePlayer;

extern  vmCvar_t  g_humanBuildPoints;
extern  vmCvar_t  g_alienBuildPoints;
extern  vmCvar_t  g_humanStage;
extern  vmCvar_t  g_humanKills;
extern  vmCvar_t  g_humanMaxStage;
extern  vmCvar_t  g_humanStage2Threshold;
extern  vmCvar_t  g_humanStage3Threshold;
extern  vmCvar_t  g_alienStage;
extern  vmCvar_t  g_alienKills;
extern  vmCvar_t  g_alienMaxStage;
extern  vmCvar_t  g_alienStage2Threshold;
extern  vmCvar_t  g_alienStage3Threshold;

extern  vmCvar_t  g_disabledEquipment;
extern  vmCvar_t  g_disabledClasses;
extern  vmCvar_t  g_disabledBuildables;

extern  vmCvar_t  g_debugMapRotation;
extern  vmCvar_t  g_currentMapRotation;
extern  vmCvar_t  g_currentMap;
extern  vmCvar_t  g_initialMapRotation;
extern  vmCvar_t  g_chatTeamPrefix;

extern  vmCvar_t  g_mapConfigs;

extern  vmCvar_t  g_admin;
extern  vmCvar_t  g_adminLog;
extern  vmCvar_t  g_adminParseSay;
extern  vmCvar_t  g_adminNameProtect;
extern  vmCvar_t  g_adminTempBan;

void      trap_Printf( const char *fmt );
void      trap_Error( const char *fmt );
int       trap_Milliseconds( void );
int       trap_RealTime( qtime_t *qtime );
int       trap_Argc( void );
void      trap_Argv( int n, char *buffer, int bufferLength );
void      trap_Args( char *buffer, int bufferLength );
int       trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void      trap_FS_Read( void *buffer, int len, fileHandle_t f );
void      trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void      trap_FS_FCloseFile( fileHandle_t f );
int       trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
int       trap_FS_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t
void      trap_SendConsoleCommand( int exec_when, const char *text );
void      trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags );
void      trap_Cvar_Update( vmCvar_t *cvar );
void      trap_Cvar_Set( const char *var_name, const char *value );
int       trap_Cvar_VariableIntegerValue( const char *var_name );
float     trap_Cvar_VariableValue( const char *var_name );
void      trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
void      trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
                               playerState_t *gameClients, int sizeofGameClient );
void      trap_DropClient( int clientNum, const char *reason );
void      trap_SendServerCommand( int clientNum, const char *text );
void      trap_SetConfigstring( int num, const char *string );
void      trap_GetConfigstring( int num, char *buffer, int bufferSize );
void      trap_GetUserinfo( int num, char *buffer, int bufferSize );
void      trap_SetUserinfo( int num, const char *buffer );
void      trap_GetServerinfo( char *buffer, int bufferSize );
void      trap_SetBrushModel( gentity_t *ent, const char *name );
void      trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs,
                      const vec3_t end, int passEntityNum, int contentmask );
int       trap_PointContents( const vec3_t point, int passEntityNum );
qboolean  trap_InPVS( const vec3_t p1, const vec3_t p2 );
qboolean  trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 );
void      trap_AdjustAreaPortalState( gentity_t *ent, qboolean open );
qboolean  trap_AreasConnected( int area1, int area2 );
void      trap_LinkEntity( gentity_t *ent );
void      trap_UnlinkEntity( gentity_t *ent );
int       trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
qboolean  trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
int       trap_BotAllocateClient( void );
void      trap_BotFreeClient( int clientNum );
void      trap_GetUsercmd( int clientNum, usercmd_t *cmd );
qboolean  trap_GetEntityToken( char *buffer, int bufferSize );

void      trap_SnapVector( float *v );
void      trap_SendGameStat( const char *data );