// g_local.h -- local definitions for game module #include "q_shared.h" // define GAME_INCLUDE so that game.h does not define the // short, server-visible gclient_t and edict_t structures, // because we define the full size ones in this file #define GAME_INCLUDE #include "game.h" #include "km_cvar.h" // some custom defines #ifdef Z_MAX #undef Z_MAX #endif // Z_MAX #define Z_MAX(a,b) ((a) > (b) ? (a) : (b)) #ifdef Z_MIN #undef Z_MIN #endif // Z_MIN #define Z_MIN(a,b) ((a) < (b) ? (a) : (b)) #define Z_MALLOC(size) gi.TagMalloc(size, TAG_GAME) #define Z_FREE(block) gi.TagFree(block) // Zaero includes #include "z_debug.h" #ifdef CACHE_SOUND #include "z_list.h" #endif // the "gamename" client command will print this plus compile date #define GAMEVERSION "Zaero 1.1" // protocol bytes that can be directly added to messages #define svc_muzzleflash 1 #define svc_muzzleflash2 2 #define svc_temp_entity 3 #define svc_layout 4 #define svc_inventory 5 //================================================================== // view pitching times #define DAMAGE_TIME 0.5 #define FALL_TIME 0.3 // edict->spawnflags // these are set with checkboxes on each entity in the map editor #define SPAWNFLAG_NOT_EASY 0x00000100 #define SPAWNFLAG_NOT_MEDIUM 0x00000200 #define SPAWNFLAG_NOT_HARD 0x00000400 #define SPAWNFLAG_NOT_DEATHMATCH 0x00000800 #define SPAWNFLAG_NOT_COOP 0x00001000 // edict->spawnflags2 // these are set with checkboxes on each entity in the map editor #define SPAWNFLAG2_MIRRORLEVEL 0x0001 #define SPAWNFLAG2_NOT_COOP 0x0002 #define SPAWNFLAG2_NOT_SINGLE 0x0004 // edict->flags #define FL_FLY 0x00000001 #define FL_SWIM 0x00000002 // implied immunity to drowining #define FL_IMMUNE_LASER 0x00000004 #define FL_INWATER 0x00000008 #define FL_GODMODE 0x00000010 #define FL_NOTARGET 0x00000020 #define FL_IMMUNE_SLIME 0x00000040 #define FL_IMMUNE_LAVA 0x00000080 #define FL_PARTIALGROUND 0x00000100 // not all corners are valid #define FL_WATERJUMP 0x00000200 // player jumping out of water #define FL_TEAMSLAVE 0x00000400 // not the first on the team #define FL_NO_KNOCKBACK 0x00000800 #define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active #define FL_DONTSETOLDORIGIN 0x00002000 // Don't set the old_origin for this entity #define FL_BFGMISSFIRE 0x00004000 // BFG Miss Fire #define FL_RESPAWN 0x80000000 // used for item respawning #define FRAMETIME 0.1 // memory tags to allow dynamic memory to be cleaned up #define TAG_GAME 765 // clear when unloading the dll #define TAG_LEVEL 766 // clear when loading a new level #define MELEE_DISTANCE 80 #define BODY_QUEUE_SIZE 8 typedef enum { DAMAGE_NO, DAMAGE_YES, // will take damage if hit DAMAGE_AIM, // auto targeting recognizes this DAMAGE_IMMORTAL // similar to DAMAGE_YES, but health is not deducted } damage_t; typedef enum { WEAPON_READY, WEAPON_ACTIVATING, WEAPON_DROPPING, WEAPON_FIRING } weaponstate_t; typedef enum { AMMO_BULLETS, AMMO_SHELLS, AMMO_ROCKETS, AMMO_FLARES, AMMO_GRENADES, AMMO_CELLS, AMMO_SLUGS, AMMO_LASERTRIPBOMB, AMMO_EMPNUKE, AMMO_A2K, AMMO_PLASMASHIELD } ammo_t; //deadflag #define DEAD_NO 0 #define DEAD_DYING 1 #define DEAD_DEAD 2 #define DEAD_RESPAWNABLE 3 //range #define RANGE_MELEE 0 #define RANGE_NEAR 1 #define RANGE_MID 2 #define RANGE_FAR 3 //gib types #define GIB_ORGANIC 0 #define GIB_METALLIC 1 //monster ai flags #define AI_STAND_GROUND 0x00000001 #define AI_TEMP_STAND_GROUND 0x00000002 #define AI_SOUND_TARGET 0x00000004 #define AI_LOST_SIGHT 0x00000008 #define AI_PURSUIT_LAST_SEEN 0x00000010 #define AI_PURSUE_NEXT 0x00000020 #define AI_PURSUE_TEMP 0x00000040 #define AI_HOLD_FRAME 0x00000080 #define AI_GOOD_GUY 0x00000100 #define AI_BRUTAL 0x00000200 #define AI_NOSTEP 0x00000400 #define AI_DUCKED 0x00000800 #define AI_COMBAT_POINT 0x00001000 #define AI_MEDIC 0x00002000 #define AI_RESURRECTING 0x00004000 #define AI_SCHOOLING 0x00008000 #define AI_REDUCEDDAMAGE 0x00010000 #define AI_SCHOOLINGTURNING 0x00020000 #define AI_SCHOOLINGTURNINGFAST 0x00040000 #define AI_DODGETIMEOUT 0x00080000 #define AI_JUMPING 0x00100000 #define AI_MONREDUCEDDAMAGE 0x00200000 #define AI_ONESHOTTARGET 0x00400000 //monster attack state #define AS_STRAIGHT 1 #define AS_SLIDING 2 #define AS_MELEE 3 #define AS_MISSILE 4 #define AS_FLY_STRAFE 5 // armor types #define ARMOR_NONE 0 #define ARMOR_JACKET 1 #define ARMOR_COMBAT 2 #define ARMOR_BODY 3 #define ARMOR_SHARD 4 // power armor types #define POWER_ARMOR_NONE 0 #define POWER_ARMOR_SCREEN 1 #define POWER_ARMOR_SHIELD 2 // handedness values #define RIGHT_HANDED 0 #define LEFT_HANDED 1 #define CENTER_HANDED 2 // game.serverflags values #define SFL_CROSS_TRIGGER_1 0x00000001 #define SFL_CROSS_TRIGGER_2 0x00000002 #define SFL_CROSS_TRIGGER_3 0x00000004 #define SFL_CROSS_TRIGGER_4 0x00000008 #define SFL_CROSS_TRIGGER_5 0x00000010 #define SFL_CROSS_TRIGGER_6 0x00000020 #define SFL_CROSS_TRIGGER_7 0x00000040 #define SFL_CROSS_TRIGGER_8 0x00000080 #define SFL_CROSS_TRIGGER_MASK 0x000000ff // noise types for PlayerNoise #define PNOISE_SELF 0 #define PNOISE_WEAPON 1 #define PNOISE_IMPACT 2 // edict->movetype values typedef enum { MOVETYPE_NONE, // never moves MOVETYPE_NOCLIP, // origin and angles change with no interaction MOVETYPE_PUSH, // no clip to world, push on box contact MOVETYPE_STOP, // no clip to world, stops on box contact MOVETYPE_WALK, // gravity MOVETYPE_STEP, // gravity, special edge handling MOVETYPE_FLY, MOVETYPE_TOSS, // gravity MOVETYPE_FLYMISSILE, // extra size to monsters MOVETYPE_BOUNCE, MOVETYPE_BOUNCEFLY, MOVETYPE_FREEZE, // player freeze, used for Zaero Camera MOVETYPE_FALLFLOAT, // falls down slopes and floats in water MOVETYPE_RIDE // basically won't move unless it rides on a MOVETYPE_PUSH entity } movetype_t; typedef struct { int base_count; int max_count; float normal_protection; float energy_protection; int armor; } gitem_armor_t; // gitem_t->flags #define IT_WEAPON 1 // use makes active weapon #define IT_AMMO 2 #define IT_ARMOR 4 #define IT_STAY_COOP 8 #define IT_KEY 16 #define IT_POWERUP 32 // gitem_t->weapmodel for weapons indicates model index #define WEAP_BLASTER 1 #define WEAP_SHOTGUN 2 #define WEAP_SUPERSHOTGUN 3 #define WEAP_MACHINEGUN 4 #define WEAP_CHAINGUN 5 #define WEAP_GRENADES 6 #define WEAP_GRENADELAUNCHER 7 #define WEAP_ROCKETLAUNCHER 8 #define WEAP_HYPERBLASTER 9 #define WEAP_RAILGUN 10 #define WEAP_BFG 11 #define WEAP_NONE 12 // hide flags #define HIDE_FROM_INVENTORY 1 // don't list this item in the inventory #define HIDE_DONT_KEEP 2 // don't keep in the lastweapon variable #define HIDE_FROM_SELECTION 4 // don't autoselect or weapnext thru typedef struct gitem_s { char *classname; // spawning name qboolean (*pickup)(struct edict_s *ent, struct edict_s *other); void (*use)(struct edict_s *ent, struct gitem_s *item); void (*drop)(struct edict_s *ent, struct gitem_s *item); void (*weaponthink)(struct edict_s *ent); char *pickup_sound; char *world_model; int world_model_flags; char *view_model; // client side info char *icon; char *pickup_name; // for printing on pickup int count_width; // number of digits to display by icon int quantity; // for ammo how much, for weapons how much is used per shot char *ammo; // for weapons int flags; // IT_* flags int weapmodel; // weapon model index (for weapons) void *info; int tag; char *precaches; // string of all models, sounds, and images this item will use int hideFlags; char *weapon; // weapon used by ammo } gitem_t; // // this structure is left intact through an entire game // it should be initialized at dll load time, and read/written to // the server.ssv file for savegames // typedef struct { char helpmessage1[512]; char helpmessage2[512]; int helpchanged; // flash F1 icon if non 0, play sound // and increment only if 1, 2, or 3 gclient_t *clients; // [maxclients] // can't store spawnpoint in level, because // it would get overwritten by the savegame restore char spawnpoint[512]; // needed for coop respawns // store latched cvars here that we want to get at often int maxclients; int maxentities; // cross level triggers int serverflags; // items int num_items; qboolean autosaved; } game_locals_t; // // this structure is cleared as each map is entered // it is read/written to the level.sav file for savegames // typedef struct { int framenum; float time; char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc) char mapname[MAX_QPATH]; // the server name (base1, etc) char nextmap[MAX_QPATH]; // go here when fraglimit is hit // intermission state float intermissiontime; // time the intermission was started char *changemap; int exitintermission; int fadeFrames; vec3_t intermission_origin; vec3_t intermission_angle; edict_t *sight_client; // changed once each frame for coop games edict_t *sight_entity; int sight_entity_framenum; edict_t *sound_entity; int sound_entity_framenum; edict_t *sound2_entity; int sound2_entity_framenum; int pic_health; int total_secrets; int found_secrets; int total_goals; int found_goals; int total_monsters; int killed_monsters; edict_t *current_entity; // entity running from G_RunFrame int body_que; // dead bodies int power_cubes; // ugly necessity for coop } level_locals_t; // spawn_temp_t is only used to hold entity field values that // can be set from the editor, but aren't actualy present // in edict_t during gameplay typedef struct { // world vars char *sky; float skyrotate; vec3_t skyaxis; char *nextmap; int lip; int distance; int height; char *noise; float pausetime; char *item; char *gravity; float minyaw; float maxyaw; float minpitch; float maxpitch; } spawn_temp_t; typedef struct { // fixed data vec3_t start_origin; vec3_t start_angles; vec3_t end_origin; vec3_t end_angles; int sound_start; int sound_middle; int sound_end; float accel; float speed; float decel; float distance; float wait; // state data int state; vec3_t dir; float current_speed; float move_speed; float next_speed; float remaining_distance; float decel_distance; void (*endfunc)(edict_t *); } moveinfo_t; typedef struct { void (*aifunc)(edict_t *self, float dist); float dist; void (*thinkfunc)(edict_t *self); } mframe_t; typedef struct { int firstframe; int lastframe; mframe_t *frame; void (*endfunc)(edict_t *self); } mmove_t; typedef struct { mmove_t *currentmove; int aiflags; int nextframe; float scale; void (*stand)(edict_t *self); void (*idle)(edict_t *self); void (*search)(edict_t *self); void (*walk)(edict_t *self); void (*run)(edict_t *self); void (*dodge)(edict_t *self, edict_t *other, float eta); void (*attack)(edict_t *self); void (*melee)(edict_t *self); void (*sight)(edict_t *self, edict_t *other); qboolean (*checkattack)(edict_t *self); void (*backwalk)(edict_t *self); void (*sidestepright)(edict_t *self); void (*sidestepleft)(edict_t *self); float pausetime; float attack_finished; vec3_t saved_goal; float search_time; float trail_time; vec3_t last_sighting; int attack_state; int lefty; float idle_time; int linkcount; int power_armor_type; int power_armor_power; int flashTime; int flashBase; // strafing float flyStrafePitch; float flyStrafeTimeout; //schooling info float zSchoolSightRadius; float zSchoolMaxSpeed, zSchoolMinSpeed; float zSpeedStandMax, zSpeedWalkMax; float zSchoolDecayRate, zSchoolMinimumDistance; int zSchoolFlags; float reducedDamageAmount; float dodgetimeout; vec3_t shottarget; } monsterinfo_t; extern game_locals_t game; extern level_locals_t level; extern game_import_t gi; extern game_export_t globals; extern spawn_temp_t st; extern int sm_meat_index; extern int snd_fry; extern int jacket_armor_index; extern int combat_armor_index; extern int body_armor_index; extern int shells_index; extern int bullets_index; extern int grenades_index; extern int rockets_index; extern int cells_index; extern int slugs_index; extern int flares_index; extern int tbombs_index; extern int empnuke_index; extern int plasmashield_index; // means of death #define MOD_UNKNOWN 0 #define MOD_BLASTER 1 #define MOD_SHOTGUN 2 #define MOD_SSHOTGUN 3 #define MOD_MACHINEGUN 4 #define MOD_CHAINGUN 5 #define MOD_GRENADE 6 #define MOD_G_SPLASH 7 #define MOD_ROCKET 8 #define MOD_R_SPLASH 9 #define MOD_HYPERBLASTER 10 #define MOD_RAILGUN 11 #define MOD_BFG_LASER 12 #define MOD_BFG_BLAST 13 #define MOD_BFG_EFFECT 14 #define MOD_HANDGRENADE 15 #define MOD_HG_SPLASH 16 #define MOD_WATER 17 #define MOD_SLIME 18 #define MOD_LAVA 19 #define MOD_CRUSH 20 #define MOD_TELEFRAG 21 #define MOD_FALLING 22 #define MOD_SUICIDE 23 #define MOD_HELD_GRENADE 24 #define MOD_EXPLOSIVE 25 #define MOD_BARREL 26 #define MOD_BOMB 27 #define MOD_EXIT 28 #define MOD_SPLASH 29 #define MOD_TARGET_LASER 30 #define MOD_TRIGGER_HURT 31 #define MOD_HIT 32 #define MOD_TARGET_BLASTER 33 #define MOD_SNIPERRIFLE 34 #define MOD_TRIPBOMB 35 #define MOD_FLARE 36 #define MOD_A2K 37 #define MOD_SONICCANNON 38 #define MOD_AUTOCANNON 39 #define MOD_GL_POLYBLEND 40 #define MOD_FRIENDLY_FIRE 0x8000000 extern int meansOfDeath; extern edict_t *g_edicts; #define FOFS(x) (size_t)&(((edict_t *)0)->x) // Knightmare- was int #define STOFS(x) (size_t)&(((spawn_temp_t *)0)->x) // Knightmare- was int #define LLOFS(x) (size_t)&(((level_locals_t *)0)->x) // Knightmare- was int #define CLOFS(x) (size_t)&(((gclient_t *)0)->x) // Knightmare- was int #define random() ((rand () & 0x7fff) / ((float)0x7fff)) #define crandom() (2.0 * (random() - 0.5)) extern cvar_t *maxentities; extern cvar_t *deathmatch; extern cvar_t *coop; extern cvar_t *dmflags; extern cvar_t *zdmflags; extern cvar_t *skill; extern cvar_t *fraglimit; extern cvar_t *timelimit; extern cvar_t *password; extern cvar_t *g_select_empty; extern cvar_t *dedicated; extern cvar_t *sv_gravity; extern cvar_t *sv_maxvelocity; extern cvar_t *gun_x, *gun_y, *gun_z; extern cvar_t *sv_rollspeed; extern cvar_t *sv_rollangle; extern cvar_t *run_pitch; extern cvar_t *run_roll; extern cvar_t *bob_up; extern cvar_t *bob_pitch; extern cvar_t *bob_roll; extern cvar_t *sv_cheats; extern cvar_t *maxclients; extern cvar_t *gamedir; extern cvar_t *grenadeammotype; extern cvar_t *grenadeammo; extern cvar_t *bettyammo; #ifdef CACHE_SOUND extern cvar_t *printSoundRejects; #endif extern cvar_t *readout; // Knightmare added extern cvar_t *sv_stopspeed; // PGM - this was a define in g_phys.c extern cvar_t *sv_step_fraction; // Knightmare- this was a define in p_view.c #define world (&g_edicts[0]) // item spawnflags #define ITEM_TRIGGER_SPAWN 0x00000001 #define ITEM_NO_TOUCH 0x00000002 // 6 bits reserved for editor flags // 8 bits used as power cube id bits for coop games #define DROPPED_ITEM 0x00010000 #define DROPPED_PLAYER_ITEM 0x00020000 #define ITEM_TARGETS_USED 0x00040000 // // fields are needed for spawning from the entity string // and saving / loading games // #define FFL_SPAWNTEMP 1 #define FFL_NOSPAWN 2 typedef enum { F_INT, F_FLOAT, F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL F_GSTRING, // string on disk, pointer in memory, TAG_GAME F_VECTOR, F_ANGLEHACK, F_EDICT, // index on disk, pointer in memory F_ITEM, // index on disk, pointer in memory F_CLIENT, // index on disk, pointer in memory F_FUNCTION, F_MMOVE, F_IGNORE } fieldtype_t; typedef struct { char *name; size_t ofs; // Knightmare- was int fieldtype_t type; int flags; } field_t; extern field_t fields[]; extern gitem_t itemlist[]; // // g_cmds.c // void Cmd_Help_f (edict_t *ent); void Cmd_Score_f (edict_t *ent); // // g_items.c // void PrecacheItem (gitem_t *it); void InitItems (void); void SetItemNames (void); void SetAmmoPickupValues (void); gitem_t *FindItem (char *pickup_name); gitem_t *FindItemByClassname (char *classname); #define ITEM_INDEX(x) ((x)-itemlist) edict_t *Drop_Item (edict_t *ent, gitem_t *item); void SetRespawn (edict_t *ent, float delay); void ChangeWeapon (edict_t *ent); void SpawnItem (edict_t *ent, gitem_t *item); void Think_Weapon (edict_t *ent); int ArmorIndex (edict_t *ent); int PowerArmorType (edict_t *ent); gitem_t *GetItemByIndex (int index); int GetMaxAmmoByIndex (gclient_t *client, int item_index); // Knightmare added int GetMaxArmorByIndex (int item_index); // Knightmare added qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count); void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf); void precacheAllItems(); // // g_utils.c // qboolean KillBox (edict_t *ent); qboolean MonsterKillBox (edict_t *ent); qboolean MonsterPlayerKillBox (edict_t *ent); void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result); edict_t *G_Find (edict_t *from, size_t fieldofs, char *match); // Knightmare- changed fieldofs from int edict_t *findradius (edict_t *from, vec3_t org, float rad); edict_t *G_PickTarget (char *targetname); void G_UseTargets (edict_t *ent, edict_t *activator); void G_SetMovedir (vec3_t angles, vec3_t movedir); void G_InitEdict (edict_t *e); edict_t *G_Spawn (void); void G_FreeEdict (edict_t *e); void G_TouchTriggers (edict_t *ent); void G_TouchSolids (edict_t *ent); char *G_CopyString (char *in); float *tv (float x, float y, float z); char *vtos (vec3_t v); float vectoyaw (vec3_t vec); void vectoangles (vec3_t vec, vec3_t angles); // // km_cvar.c // void InitLithiumVars (void); //init cvar defaults // // g_combat.c // qboolean OnSameTeam (edict_t *ent1, edict_t *ent2); qboolean CanDamage (edict_t *targ, edict_t *inflictor); void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod); void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod); void T_RadiusDamagePosition (vec3_t origin, edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod); // damage flags #define DAMAGE_RADIUS 0x00000001 // damage was indirect #define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage #define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon #define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles #define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets) #define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect #define DAMAGE_ARMORMOSTLY 0x00000040 // reduces the armor more than the health #define DEFAULT_BULLET_HSPREAD 300 #define DEFAULT_BULLET_VSPREAD 500 #define DEFAULT_SHOTGUN_HSPREAD 1000 #define DEFAULT_SHOTGUN_VSPREAD 500 #define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12 #define DEFAULT_SHOTGUN_COUNT 12 #define DEFAULT_SSHOTGUN_COUNT 20 // // g_monster.c // void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype); void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype); void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect, int color); void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype); void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype); void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype); void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype); void M_droptofloor (edict_t *ent); void monster_think (edict_t *self); void walkmonster_start (edict_t *self); void swimmonster_start (edict_t *self); void flymonster_start (edict_t *self); void AttackFinished (edict_t *self, float time); void monster_death_use (edict_t *self); void M_CatagorizePosition (edict_t *ent); qboolean M_CheckAttack (edict_t *self); void M_FlyCheck (edict_t *self); void M_CheckGround (edict_t *ent); // // g_misc.c // void ThrowHead (edict_t *self, char *gibname, int damage, int type); void ThrowClientHead (edict_t *self, int damage); void ThrowGib (edict_t *self, char *gibname, int damage, int type); void BecomeExplosion1(edict_t *self); // // g_ai.c // void AI_SetSightClient (void); void ai_stand (edict_t *self, float dist); void ai_move (edict_t *self, float dist); void ai_walk (edict_t *self, float dist); void ai_turn (edict_t *self, float dist); void ai_run (edict_t *self, float dist); void ai_charge (edict_t *self, float dist); int range (edict_t *self, edict_t *other); void FoundTarget (edict_t *self); qboolean infront (edict_t *self, edict_t *other); qboolean visible (edict_t *self, edict_t *other); qboolean FacingIdeal(edict_t *self); qboolean inweaponLineOfSight (edict_t *self, edict_t *other); // // g_weapon.c // #define BLASTER_ORANGE 1 #define BLASTER_GREEN 2 #define BLASTER_BLUE 3 #define BLASTER_RED 4 void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin); qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick); void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod); void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod); void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper, int color); void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean contact); void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held); void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage); void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick); void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius); // // g_ptrail.c // void PlayerTrail_Init (void); void PlayerTrail_Add (vec3_t spot); void PlayerTrail_New (vec3_t spot); edict_t *PlayerTrail_PickFirst (edict_t *self); edict_t *PlayerTrail_PickNext (edict_t *self); edict_t *PlayerTrail_LastSpot (void); // // g_client.c // void respawn (edict_t *ent); void BeginIntermission (edict_t *targ); void PutClientInServer (edict_t *ent); void InitClientPersistant (gclient_t *client); void InitClientResp (gclient_t *client); void InitBodyQue (void); void ClientBeginServerFrame (edict_t *ent); // // g_player.c // void player_pain (edict_t *self, edict_t *other, float kick, int damage); void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); // // g_svcmds.c // void ServerCommand (void); // // p_view.c // void ClientEndServerFrame (edict_t *ent); // // p_hud.c // void MoveClientToIntermission (edict_t *client); void G_SetStats (edict_t *ent); void ValidateSelectedItem (edict_t *ent); void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer); // // g_pweapon.c // void PlayerNoise(edict_t *who, vec3_t where, int type); // // m_move.c // qboolean M_CheckBottom (edict_t *ent); qboolean M_walkmove (edict_t *ent, float yaw, float dist); void M_MoveToGoal (edict_t *ent, float dist); void M_ChangeYaw (edict_t *ent); // // g_phys.c // void G_RunEntity (edict_t *ent); // // g_main.c // void SaveClientData (void); void FetchClientEntData (edict_t *ent); #if defined(_DEBUG) && defined(_Z_TESTMODE) // // z_mtest.c // void Cmd_TestItem (edict_t *ent); #endif // // z_trigger.c // #ifdef CACHE_SOUND void printSoundNum(); void initSoundList(); #endif // // z_item.c // qboolean EMPNukeCheck(edict_t *ent, vec3_t pos); // // z_weapon.c // void fire_bb (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius); void fire_flare (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage); // // z_ai.c // void ai_schoolStand (edict_t *self, float dist); void ai_schoolRun (edict_t *self, float dist); void ai_schoolWalk (edict_t *self, float dist); void ai_schoolCharge (edict_t *self, float dist); void ai_schoolBackWalk (edict_t *self, float dist); void ai_schoolSideStepRight (edict_t *self, float dist); void ai_schoolSideStepLeft (edict_t *self, float dist); //============================================================================ // client_t->anim_priority #define ANIM_BASIC 0 // stand / run #define ANIM_WAVE 1 #define ANIM_JUMP 2 #define ANIM_PAIN 3 #define ANIM_ATTACK 4 #define ANIM_DEATH 5 #define ANIM_REVERSE 6 // client data that stays across multiple level loads typedef struct { char userinfo[MAX_INFO_STRING]; char netname[16]; int hand; int gl_polyblend; // so that we know whether to damage "cheating" players qboolean connected; // a loadgame will leave valid entities that // just don't have a connection yet // values saved and restored from edicts when changing levels int health; int max_health; qboolean powerArmorActive; int selected_item; int inventory[MAX_ITEMS]; // ammo capacities int max_bullets; int max_shells; int max_rockets; int max_grenades; int max_cells; int max_slugs; int max_flares; int max_tbombs; int max_a2k; int max_empnuke; int max_plasmashield; gitem_t *weapon; gitem_t *lastweapon; gitem_t *lastweapon2; // this if for inventory hiding items int power_cubes; // used for tracking the cubes in coop games int score; // for calculating total unit score in coop games float visorFrames; } client_persistant_t; // client data that stays across deathmatch respawns typedef struct { client_persistant_t coop_respawn; // what to set client->pers to on a respawn int enterframe; // level.framenum the client entered the game int score; // frags, etc vec3_t cmd_angles; // angles sent over in the last command int game_helpchanged; int helpchanged; } client_respawn_t; // this structure is cleared on each PutClientInServer(), // except for 'client->pers' struct gclient_s { // known to server player_state_t ps; // communicated by server to clients int ping; // private to game client_persistant_t pers; client_respawn_t resp; pmove_state_t old_pmove; // for detecting out-of-pmove changes qboolean showscores; // set layout stat qboolean showinventory; // set layout stat qboolean showhelp; qboolean showhelpicon; int ammo_index; int buttons; int oldbuttons; int latched_buttons; qboolean weapon_thunk; gitem_t *newweapon; // sum up damage over an entire frame, so // shotgun blasts give a single big kick int damage_armor; // damage absorbed by armor int damage_parmor; // damage absorbed by power armor int damage_blood; // damage taken out of health int damage_knockback; // impact damage vec3_t damage_from; // origin for vector calculation float killer_yaw; // when dead, look at killer weaponstate_t weaponstate; vec3_t kick_angles; // weapon kicks vec3_t kick_origin; float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks float fall_time, fall_value; // for view drop on fall float damage_alpha; float bonus_alpha; vec3_t damage_blend; vec3_t v_angle; // aiming direction float bobtime; // so off-ground doesn't change it vec3_t oldviewangles; vec3_t oldvelocity; float next_drown_time; int old_waterlevel; int breather_sound; int machinegun_shots; // for weapon raising qboolean backpedaling; //<- CDawg added this // animation vars int anim_end; int anim_priority; qboolean anim_duck; qboolean anim_run; // powerup timers float quad_framenum; float invincible_framenum; float breather_framenum; float enviro_framenum; float a2kFramenum; qboolean grenade_blew_up; float grenade_time; int silencer_shots; int weapon_sound; float pickup_msg_time; float respawn_time; // can respawn when time > this #if defined(_DEBUG) && defined(_Z_TESTMODE) struct edict_s *lineDraw; #endif // used for blinding int flashTime; int flashBase; edict_t *zCameraTrack; // the entity to see through vec3_t zCameraOffset; // offset from camera origin edict_t *zCameraLocalEntity; float zCameraStaticFramenum; qboolean showOrigin; // for sniper rifle int sniperFramenum; // for sonic cannon float startFireTime; }; struct edict_s { entity_state_t s; struct gclient_s *client; // NULL if not a player // the server expects the first part // of gclient_s to be a player_state_t // but the rest of it is opaque qboolean inuse; int linkcount; // FIXME: move these fields to a server private sv_entity_t link_t area; // linked to a division node or leaf int num_clusters; // if -1, use headnode instead int clusternums[MAX_ENT_CLUSTERS]; int headnode; // unused if num_clusters != -1 int areanum, areanum2; //================================ int svflags; vec3_t mins, maxs; vec3_t absmin, absmax, size; solid_t solid; int clipmask; edict_t *owner; // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER // EXPECTS THE FIELDS IN THAT ORDER! //================================ int movetype; int flags; char *model; char *model2; char *model3; char *model4; float freetime; // sv.time when the object was freed // // only used locally in game, not by server // char *message; char *classname; int spawnflags; float timestamp; float angle; // set in qe3, -1 = up, -2 = down char *target; char *targetname; char *killtarget; char *team; char *pathtarget; char *deathtarget; char *combattarget; edict_t *target_ent; float speed, accel, decel, aspeed; vec3_t movedir; vec3_t pos1, pos2; vec3_t velocity; vec3_t avelocity; int mass; float air_finished; float gravity; // per entity gravity multiplier (1.0 is normal) // use for lowgrav artifact, flares edict_t *goalentity; edict_t *movetarget; float yaw_speed; float ideal_yaw; float nextthink; void (*prethink) (edict_t *ent); void (*think)(edict_t *self); void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo? void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf); void (*use)(edict_t *self, edict_t *other, edict_t *activator); void (*pain)(edict_t *self, edict_t *other, float kick, int damage); void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); float touch_debounce_time; // are all these legit? do we need more/less of them? float pain_debounce_time; float damage_debounce_time; float fly_sound_debounce_time; //move to clientinfo float last_move_time; int health; int max_health; int gib_health; int deadflag; qboolean show_hostile; float powerarmor_time; char *map; // target_changelevel int viewheight; // height above origin where eyesight is determined int takedamage; int dmg; int radius_dmg; float dmg_radius; int sounds; //make this a spawntemp var? int count; edict_t *chain; edict_t *enemy; edict_t *oldenemy; edict_t *activator; edict_t *groundentity; int groundentity_linkcount; edict_t *teamchain; edict_t *teammaster; edict_t *mynoise; // can go in client only edict_t *mynoise2; int noise_index; int noise_index2; float volume; float attenuation; // timing variables float wait; float delay; // before firing targets float random; float teleport_time; int watertype; int waterlevel; vec3_t move_origin; vec3_t move_angles; // move this to clientinfo? int light_level; int style; // also used as areaportal number gitem_t *item; // for bonus items // common data blocks moveinfo_t moveinfo; monsterinfo_t monsterinfo; // can use this for misc. timeouts float timeout; int blood_type; // specifies blood effect // for func_door, also used by monster_autocannon, and misc_securitycamera int active; int seq; // between level saves/loads int spawnflags2; int oldentnum; // titan laser edict_t *laser; float weaponsound_time; #if defined(_DEBUG) && defined(_Z_TESTMODE) //can't teach an old dog new tricks void *extra_data; #endif // schooling info edict_t *zRaduisList, *zSchoolChain; float zDistance; // this is for MOVETYPE_RIDE edict_t *rideWith[2]; vec3_t rideWithOffset[2]; // camera number vec3_t mangle; // time left for the visor (stored if a visor is dropped) int visorFrames; // monster team char *mteam; // for random func_timer targets char targets[16][MAX_QPATH]; int numTargets; // used by floor-mounted autocannon int onFloor; float bossFireTimeout; int bossFireCount; char *musictrack; // Knightmare- for specifying OGG or CD track }; //zaero debug includes (need type info) #include "z_frames.h" #include "z_anim.h" // Zaero dmflags #define ZDM_NO_GL_POLYBLEND_DAMAGE 1 #define ZDM_ZAERO_ITEMS 2