/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This file is part of Lazarus Quake 2 Mod source code. Lazarus Quake 2 Mod source code 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. Lazarus Quake 2 Mod source code 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 Lazarus Quake 2 Mod source code; 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 #ifdef _WIN32 #include #include #endif #include "q_shared.h" #include "laz_misc.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 "p_menu.h" #include "p_text.h" #include "km_cvar.h" #define JETPACK_MOD // the "gameversion" client command will print this plus compile date #define GAMEVERSION "lazarus" // 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 #define svc_stufftext 11 #define svc_fog 21 //================================================================== // Lazarus: When visibility is reduced below this level, aiming accuracy suffers: #define FOG_CANSEEGOOD 0.12 // 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->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_SHIELD 0x00001000 // power armor (if any) is active #define FL_POWER_SCREEN 0x00002000 #define FL_BOB 0x00004000 // Lazarus: Used for bobbing water #define FL_TURRET_OWNER 0x00008000 // Lazarus: player on turret and controlling it #define FL_TRACKTRAIN 0x00010000 #define FL_DISGUISED 0x00020000 // entity is in disguise, monsters will not recognize. #define FL_NOGIB 0x00040000 // player has been vaporized by a nuke, drop no gibs #define FL_REVERSIBLE 0x00080000 // Lazarus: used for reversible func_door_rotating #define FL_REVOLVING 0x00100000 // Lazarus revolving door #define FL_ROBOT 0x00200000 // Player-controlled robot or monster. Relax yaw constraints #define FL_REFLECT 0x00400000 // Reflection entity #define FL_RESPAWN 0x80000000 // used for item respawning // edict->moreflags #define FL2_TURRET_DOUBLE 0x00000001 // this is a double-barreled turret #define FL2_TURRET_DOUBLE_ALT 0x00000002 // this turret alternates firing its barrels (style is set) #define FL2_TURRET_DOUBLE_ALT_FIRING 0x00000004 // secondary barrel in use for alternate firing #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_t; typedef enum { WEAPON_READY, WEAPON_ACTIVATING, WEAPON_DROPPING, WEAPON_FIRING } weaponstate_t; typedef enum { AMMO_BULLETS, AMMO_SHELLS, AMMO_ROCKETS, AMMO_GRENADES, AMMO_CELLS, AMMO_SLUGS, AMMO_FUEL, AMMO_HOMING_ROCKETS } ammo_t; //deadflag #define DEAD_NO 0 #define DEAD_DYING 1 #define DEAD_DEAD 2 #define DEAD_RESPAWNABLE 3 #define DEAD_FROZEN 4 // Lazarus: Don't shift angles, just freeze him //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 //Lazarus: Eliminate many inapplicable Rogue AI flags to make room for more #define AI_TARGET_ANGER 0x00008000 #define AI_HINT_PATH 0x00010000 #define AI_BLOCKED 0x00020000 // used by blocked_checkattack: set to say I'm attacking while blocked // (prevents run-attacks) // Lazarus: #define AI_ACTOR 0x00040000 // Is this a misc_actor? #define AI_FOLLOW_LEADER 0x00080000 // misc_actor only #define AI_TWO_GUNS 0x00100000 // misc_actor only - nothing to do with AI really, // but we're out of spawnflags #define AI_RESPAWN_FINDPLAYER 0x00200000 // used for monsters that change maps with // a trigger_transition... tells 'em to find SP // player right away #define AI_FREEFORALL 0x00400000 // Set by target_monsterbattle, lets dmgteam monsters // attack monsters on opposion dmgteam #define AI_RANGE_PAUSE 0x00800000 #define AI_CHASE_THING 0x01000000 #define AI_SEEK_COVER 0x02000000 #define AI_CHICKEN 0x04000000 #define AI_MEDIC_PATROL 0x08000000 #define AI_HINT_TEST 0x10000000 #define AI_CROUCH 0x20000000 #define AI_EVADE_GRENADE 0x40000000 //monster attack state #define AS_STRAIGHT 1 #define AS_SLIDING 2 #define AS_MELEE 3 #define AS_MISSILE 4 #define AS_BLIND 5 // PMM - used by boss code to do nasty things even if it can't see you // 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 // actor follow parms #define ACTOR_FOLLOW_RUN_RANGE 256 // AI_FOLLOW_LEADER actors run if farther away than this #define ACTOR_FOLLOW_STAND_RANGE 128 // .. .. stand if closer than this // 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_VEHICLE, MOVETYPE_PUSHABLE, MOVETYPE_DEBRIS, // non-solid debris that can still hurt you MOVETYPE_RAIN, // identical to MOVETYPE_FLYMISSILE, but doesn't cause splash noises // when touching water. MOVETYPE_PENDULUM, // same as MOVETYPE_PUSH, but used only for pendulums to grab special-case // problems MOVETYPE_CONVEYOR // func_conveyor } 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 //ZOID #define IT_TECH 64 //ZOID // 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_GRAPPLE 12 #define WEAP_NONE 13 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_skinnum; //Knightmare- added skinnum here so items can share models 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 } 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; // Lazarus: target_lock combination char lock_code[9]; int lock_revealed; qboolean lock_hud; // Lazarus: number of entities moved between maps (not counting players) int transition_ents; // items int num_items; qboolean autosaved; } game_locals_t; struct fog_s { qboolean Trigger; int Model; float Near; float Far; float Density; float Density1; float Density2; vec3_t Dir; int GL_Model; vec3_t Color; edict_t *ent; }; typedef struct fog_s fog_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 char forcemap[MAX_QPATH]; // go here // intermission state float intermissiontime; // time the intermission was started char *changemap; int exitintermission; 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 edict_t *disguise_violator; int disguise_violation_framenum; // Lazarus int num_fogs; int num_trigger_fogs; int active_target_fog; int active_fog; int last_active_fog; fog_t current_fog; int flashlight_cost; // cost/10 seconds for flashlight int mud_puddles; int num_3D_sounds; qboolean restart_for_actor_models; qboolean freeze; int freezeframes; int next_skill; int num_reflectors; qboolean intermission_letterbox; // Knightmare- letterboxing } 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; float phase; float shift; } 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; int prevstate; vec3_t dir; float current_speed; float move_speed; float next_speed; float remaining_distance; float decel_distance; float ratio; void (*endfunc)(edict_t *); qboolean is_blocked; } 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; mmove_t *savemove; 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 (*jump)(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; qboolean (*blocked)(edict_t *self, float dist); float last_hint_time; // last time the monster checked for hintpaths. edict_t *goal_hint; // which hint_path we're trying to get to int medicTries; edict_t *badMedic1, *badMedic2; // these medics have declared this monster "unhealable" edict_t *healer; // this is who is healing this monster void (*duck)(edict_t *self, float eta); void (*unduck)(edict_t *self); void (*sidestep)(edict_t *self); // while abort_duck would be nice, only monsters which duck but don't sidestep would use it .. only the brain // not really worth it. sidestep is an implied abort_duck // void (*abort_duck)(edict_t *self); float base_height; float next_duck_time; float duck_wait_time; edict_t *last_player_enemy; // blindfire stuff .. the boolean says whether the monster will do it, and blind_fire_time is the timing // (set in the monster) of the next shot qboolean blindfire; // will the monster blindfire? float blind_fire_delay; vec3_t blind_fire_target; // used by the spawners to not spawn too much and keep track of #s of monsters spawned int monster_slots; int monster_used; edict_t *commander; // powerup timers, used by widow, our friend float quad_framenum; float invincible_framenum; float double_framenum; edict_t *leader; edict_t *old_leader; //Lazarus float min_range; // Monsters stop chasing enemy at this distance float max_range; // Monsters won't notice or attack targets farther than this float ideal_range[2]; // Ideal low and high range from target, weapon-specific float flies; // Probability of dead monster generating flies float jumpup; float jumpdn; float rangetime; int chicken_framenum; int pathdir; // Up/down a hint_path chain flag for medic float visibility; // Ratio of visibility (it's a fog thang) //end Lazarus } monsterinfo_t; // this determines how long to wait after a duck to duck again. this needs to be longer than // the time after the monster_duck_up in all of the animation sequences #define DUCK_INTERVAL 0.5 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 noweapon_index; 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 fuel_index; extern int homing_index; extern int rl_index; extern int hml_index; // mxd added extern int gibsthisframe; extern int lastgibframe; // 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_VEHICLE 34 #define MOD_KICK 35 #define MOD_GRAPPLE 36 #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 *skill; extern cvar_t *fraglimit; extern cvar_t *timelimit; //ZOID extern cvar_t *capturelimit; extern cvar_t *instantweap; //ZOID extern cvar_t *password; extern cvar_t *spectator_password; extern cvar_t *needpass; extern cvar_t *g_select_empty; extern cvar_t *dedicated; extern cvar_t *filterban; 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 *maxspectators; extern cvar_t *flood_msgs; extern cvar_t *flood_persecond; extern cvar_t *flood_waitdelay; extern cvar_t *sv_maplist; 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 extern cvar_t *actorchicken; extern cvar_t *actorjump; extern cvar_t *actorscram; extern cvar_t *alert_sounds; extern cvar_t *allow_download; extern cvar_t *allow_fog; // Set to 0 for no fog // set to 0 to bypass target_changelevel clear inventory flag // because some user maps have this erroneously set extern cvar_t *allow_clear_inventory; extern cvar_t *bounce_bounce; extern cvar_t *bounce_minv; extern cvar_t *cd_loopcount; extern cvar_t *cl_gun; extern cvar_t *cl_thirdperson; // Knightmare added extern cvar_t *corpse_fade; extern cvar_t *corpse_fadetime; extern cvar_t *crosshair; extern cvar_t *crossh; extern cvar_t *developer; extern cvar_t *footstep_sounds; extern cvar_t *fov; extern cvar_t *gl_clear; extern cvar_t *gl_driver; extern cvar_t *gl_driver_fog; // Name of dll to load for Default OpenGL mode extern cvar_t *hand; extern cvar_t *jetpack_weenie; extern cvar_t *joy_pitchsensitivity; extern cvar_t *joy_yawsensitivity; extern cvar_t *jump_kick; extern cvar_t *lazarus_cd_loop; extern cvar_t *lazarus_cl_gun; extern cvar_t *lazarus_crosshair; extern cvar_t *lazarus_gl_clear; extern cvar_t *lazarus_joyp; extern cvar_t *lazarus_joyy; extern cvar_t *lazarus_pitch; extern cvar_t *lazarus_yaw; extern cvar_t *lights; extern cvar_t *lightsmin; extern cvar_t *m_pitch; extern cvar_t *m_yaw; extern cvar_t *monsterjump; extern cvar_t *readout; extern cvar_t *rocket_strafe; extern cvar_t *rotate_distance; extern cvar_t *s_primary; extern cvar_t *shift_distance; extern cvar_t *sv_maxgibs; extern cvar_t *tpp; // third person perspective extern cvar_t *tpp_auto; extern cvar_t *turn_rider; extern cvar_t *vid_ref; extern cvar_t *zoomrate; extern cvar_t *zoomsnap; extern cvar_t *blaster_color; // Knightmare added extern int max_modelindex; extern int max_soundindex; #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; typedef struct { char *name; void (*spawn)(edict_t *ent); } spawn_t; // Lazarus: worldspawn effects #define FX_WORLDSPAWN_NOHELP 1 #define FX_WORLDSPAWN_STEPSOUNDS 2 #define FX_WORLDSPAWN_WHATSIT 4 #define FX_WORLDSPAWN_ALERTSOUNDS 8 #define FX_WORLDSPAWN_CORPSEFADE 16 #define FX_WORLDSPAWN_JUMPKICK 32 extern field_t fields[]; extern gitem_t itemlist[]; extern spawn_t spawns[]; // // 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); qboolean canReach (edict_t *ent, edict_t *other); qboolean FacingIdeal(edict_t *self); qboolean FindTarget (edict_t *self); void FoundTarget (edict_t *self); void HuntTarget (edict_t *self); qboolean infront (edict_t *self, edict_t *other); int range (edict_t *self, edict_t *other); qboolean visible (edict_t *self, edict_t *other); qboolean ai_chicken (edict_t *ent, edict_t *badguy); // // km_cvar.c // void InitLithiumVars (void); // init lithium cvars // // g_camera.c // void use_camera(edict_t *ent, edict_t *other, edict_t *activator); void camera_on(edict_t *ent); void camera_off(edict_t *ent); void faker_animate(edict_t *self); edict_t *G_FindNextCamera (edict_t *camera, edict_t *monitor); edict_t *G_FindPrevCamera (edict_t *camera, edict_t *monitor); // // g_chase.c // void UpdateChaseCam(edict_t *ent); void ChaseNext(edict_t *ent); void ChasePrev(edict_t *ent); void GetChaseTarget(edict_t *ent); // // g_combat.c // qboolean OnSameTeam (edict_t *ent1, edict_t *ent2); qboolean CanDamage (edict_t *targ, edict_t *inflictor); qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker); 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, double dmg_slope); void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); void cleanupHealTarget (edict_t *ent); // 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 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_cmds.c // qboolean CheckFlood(edict_t *ent); void Cmd_Help_f (edict_t *ent); void Cmd_Score_f (edict_t *ent); void Use_Flashlight(edict_t *ent,gitem_t *item); void SetLazarusCrosshair (edict_t *ent); void SetSensitivities(edict_t *ent,qboolean reset); void ShiftItem(edict_t *ent, int direction); // // g_crane.c // void G_FindCraneParts(); void crane_control_action(edict_t *crane, edict_t *activator, vec3_t point); void Moving_Speaker_Think(edict_t *ent); // // g_fog.c // #define MAX_FOGS 64 // was 16 extern fog_t gfogs[MAX_FOGS]; void Cmd_Fog_f (edict_t *ent); void Fog_Init (void); void Fog (edict_t *ent); void Fog_Off (edict_t *ent); void Fog_Off_Global (void); void Fog_SetFogParms (void); // // g_func.c // #define TRAIN_START_ON 1 #define TRAIN_TOGGLE 2 #define TRAIN_BLOCK_STOPS 4 #define TRAIN_ROTATE 8 #define TRAIN_ROTATE_CONSTANT 16 #define TRAIN_ROTATE_MASK (TRAIN_ROTATE | TRAIN_ROTATE_CONSTANT) #define TRAIN_ANIMATE 32 #define TRAIN_ANIMATE_FAST 64 #define TRAIN_SMOOTH 128 #define TRAIN_SPLINE 8192 #define TRAIN_ORIGIN 16384 qboolean box_walkmove (edict_t *ent, float yaw, float dist); void button_use (edict_t *self, edict_t *other, edict_t *activator); void trainbutton_use (edict_t *self, edict_t *other, edict_t *activator); void movewith_init (edict_t *self); void set_child_movement(edict_t *self); // // 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); #ifdef JETPACK_MOD void Use_Jet (edict_t *ent, gitem_t *item); // // g_jetpack.c // void Jet_ApplyJet( edict_t *ent, usercmd_t *ucmd ); qboolean Jet_AvoidGround( edict_t *ent ); void Jet_BecomeExplosion( edict_t *ent, int damage ); #endif // // g_lights.c // void Lights(); void ToggleLights(); // // g_lock.c // void lock_digit_increment (edict_t *digit, edict_t *activator); // // g_main.c // void SaveClientData (void); void FetchClientEntData (edict_t *ent); void EndDMLevel (void); // // 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); void barrel_delay (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); void barrel_explode (edict_t *self); void func_explosive_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); void PrecacheDebris (int style); // // g_monster.c // #define SF_MONSTER_AMBUSH 1 #define SF_MONSTER_TRIGGER_SPAWN 2 #define SF_MONSTER_SIGHT 4 #define SF_MONSTER_GOODGUY 8 #define SF_MONSTER_NOGIB 16 #define SF_MONSTER_SPECIAL 32 #define SF_ACTOR_BAD_GUY 64 #define SF_MONSTER_FLIES 128 // only used for monster_commander_body #define SF_MONSTER_IGNORESHOTS 128 #define SF_MONSTER_KNOWS_MIRRORS 0x00010000 void FadeSink (edict_t *ent); void FadeDieSink (edict_t *ent); 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, edict_t *homing_target); 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 HintTestNext (edict_t *self, edict_t *hint); int HintTestStart (edict_t *self); void M_droptofloor (edict_t *ent); void monster_think (edict_t *self); void deadmonster_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_FliesOff (edict_t *self); void M_FliesOn (edict_t *self); void M_CheckGround (edict_t *ent); qboolean M_SetDeath (edict_t *ent,mmove_t **moves); int PatchMonsterModel (char *model); // // g_patchplayermodels.c // int PatchPlayerModels (char *modelname); // // g_phys.c // void SV_AddGravity (edict_t *ent); void G_RunEntity (edict_t *ent); // // g_reflect.c // void AddReflection (edict_t *ent); void DeleteReflection (edict_t *ent, int index); void ReflectExplosion (int type, vec3_t origin); void ReflectSparks (int type, vec3_t origin, vec3_t movedir); void ReflectSteam (vec3_t origin,vec3_t movedir,int count,int sounds,int speed, int wait, int nextid); void ReflectTrail (int type, vec3_t start, vec3_t end); // // g_spawn.c // void ED_CallSpawn (edict_t *ent); void G_FindTeams(); void Cmd_ToggleHud (); void Hud_On(); void Hud_Off(); // // g_svcmds.c // void ServerCommand (void); qboolean SV_FilterPacket (char *from); // // g_thing.c // edict_t *SpawnThing(); // // g_tracktrain.c // void tracktrain_disengage (edict_t *train); // // g_turret.c // void turret_breach_fire(edict_t *ent); void turret_disengage (edict_t *ent); // // g_trigger.c // typedef struct { char *name; } entlist_t; qboolean HasSpawnFunction(edict_t *ent); int trigger_transition_ents (edict_t *changelevel, edict_t *self); // // g_utils.c // qboolean KillBox (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); void stuffcmd(edict_t *ent,char *command); 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); qboolean point_infront (edict_t *self, vec3_t point); void AnglesNormalize(vec3_t vec); float SnapToEights(float x); // Lazarus float AtLeast (float x, float dx); edict_t *LookingAt (edict_t *ent, int filter, vec3_t endpos, float *range); void GameDirRelativePath (const char *filename, char *output, size_t outputSize); void SavegameDirRelativePath (const char *filename, char *output, size_t outputSize); void CreatePath (const char *path); void G_UseTarget (edict_t *ent, edict_t *activator, edict_t *target); qboolean IsIdMap (void); // Knightmare added void my_bprintf (int printlevel, char *fmt, ...); qboolean UseRegularGoodGuyFlag (edict_t *monster); // Knightmare added void G_ProjectSource2 (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result); float vectoyaw2 (vec3_t vec); void vectoangles2 (vec3_t vec, vec3_t angles); edict_t *findradius2 (edict_t *from, vec3_t org, float rad); // // 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, int skin, int effects); 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, edict_t *home_target); 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); qboolean AimGrenade (edict_t *launcher, vec3_t start, vec3_t target, vec_t speed, vec3_t aim); void Grenade_Evade (edict_t *monster); // // m_actor.c // void actor_attack (edict_t *actor); void actor_files (); void actor_fire (edict_t *actor); void actor_jump (edict_t *actor); void actor_moveit (edict_t *player, edict_t *actor); void actor_run (edict_t *actor); void actor_run_back (edict_t *actor); void actor_salute (edict_t *actor); void actor_stand (edict_t *actor); void actor_walk (edict_t *actor); void actor_walk_back (edict_t *actor); extern mmove_t actor_move_crouch; extern mmove_t actor_move_crouchwalk; extern mmove_t actor_move_crouchwalk_back; extern mmove_t actor_move_run; extern mmove_t actor_move_run_back; extern mmove_t actor_move_run_bad; extern mmove_t actor_move_stand; extern mmove_t actor_move_walk; extern mmove_t actor_move_walk_back; // // m_medic.c // #define MEDIC_MIN_DISTANCE 32 #define MEDIC_MAX_HEAL_DISTANCE 400 #define MEDIC_TRY_TIME 10.0 void abortHeal (edict_t *ent,qboolean mark); void medic_NextPatrolPoint(edict_t *ent,edict_t *hintpath); edict_t *medic_FindDeadMonster (edict_t *ent); void medic_StopPatrolling(edict_t *ent); // // 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); // tpp // // p_chase.c // #define OPTION_OFF 0 #define OPTION_BACKGROUND 1 void CheckChasecam_Viewent (edict_t *ent); void Cmd_Chasecam_Toggle (edict_t *ent); void ChasecamRemove (edict_t *ent, int opt); void ChasecamStart (edict_t *ent); // end tpp // // p_client.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); void respawn (edict_t *ent); void BeginIntermission (edict_t *targ); void PutClientInServer (edict_t *ent); void InitClientPersistant (gclient_t *client,int style); void InitClientResp (gclient_t *client); void InitBodyQue (void); void ClientBeginServerFrame (edict_t *ent); void ClientUserinfoChanged (edict_t *ent, char *userinfo); // // p_hud.c // void MoveClientToIntermission (edict_t *client); void G_SetStats (edict_t *ent); void G_SetSpectatorStats (edict_t *ent); void G_CheckChaseStats (edict_t *ent); void ValidateSelectedItem (edict_t *ent); void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer); // // p_text.c // void Do_Text_Display(edict_t *activator, int flags, char *message); // // p_trail.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); // // p_view.c // void ClientEndServerFrame (edict_t *ent); // // p_weapon.c // void PlayerNoise(edict_t *who, vec3_t where, int type); void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result); void Weapon_Generic (edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int FRAME_IDLE_LAST, int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent, qboolean altfire)); void kick_attack (edict_t *ent); // // g_newai.c // qboolean check_shot_blocked (edict_t *monster, float chance_attack); qboolean check_plat_blocked (edict_t *monster, float moveDist); qboolean check_jump_blocked (edict_t *monster, float jumpDist, float downLimit, float upLimit); #define MAX_HINT_CHAINS 100 extern int hint_chains_exist; extern int hint_chain_count; extern edict_t *hint_chain_starts[MAX_HINT_CHAINS]; void hintpath_start (edict_t *monster, edict_t *spot); void hintpath_stop (edict_t *monster); qboolean hintcheck_monsterlost (edict_t *monster); void SetupHintPaths (void); float realrange (edict_t *this, edict_t *that); qboolean has_valid_enemy (edict_t *monster); //============================================================================ // 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; 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 health2; // Knightmare added int max_health; int savedFlags; 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_fuel; int max_homing_rockets; gitem_t *weapon; gitem_t *lastweapon; qboolean fire_mode; // Lazarus - alternate firing mode int power_cubes; // used for tracking the cubes in coop games int score; // for calculating total unit score in coop games int game_helpchanged; int helpchanged; qboolean spectator; // client is a spectator // tpp int chasetoggle; // end tpp qboolean spawn_landmark; qboolean spawn_levelchange; vec3_t spawn_offset; vec3_t spawn_velocity; vec3_t spawn_angles; vec3_t spawn_viewangles; int spawn_pm_flags; int spawn_gunframe; int spawn_modelframe; int spawn_anim_end; gitem_t *newweapon; } 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 //ZOID int ctf_team; // CTF team int ctf_state; float ctf_lasthurtcarrier; float ctf_lastreturnedflag; float ctf_flagsince; float ctf_lastfraggedcarrier; qboolean id_state; float lastidtime; qboolean voted; // for elections qboolean ready; qboolean admin; struct ghost_s *ghost; // for ghost codes //ZOID vec3_t cmd_angles; // angles sent over in the last command qboolean spectator; // client is a spectator // tpp int chasetoggle; // end tpp } 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; //int nNewLatch; 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; qboolean grenade_blew_up; float grenade_time; int silencer_shots; int weapon_sound; float pickup_msg_time; float flood_locktill; // locked from talking float flood_when[10]; // when messages were said int flood_whenhead; // head pointer for when said float respawn_time; // can respawn when time > this edict_t *chase_target; // player we are chasing qboolean update_chase; // need to update chase info? usercmd_t ucmd; // Lazarus: Copied for convenience in ClientThink // tpp int chasetoggle; edict_t *chasecam; edict_t *oldplayer; int use; // indicates whether +use key is pressed int zoom; int delayedstart; // end tpp // TREMOR func_pushable stuff float maxvelocity; // Used when pushing func_pushable edict_t *push; // flashlight qboolean flashlight; float flashlight_time; // menu stuff ala CTF qboolean inmenu; // in menu int menutimer; pmenuhnd_t *menu; // current menu texthnd_t *textdisplay; // currently displayed text char *whatsit; // security camera edict_t *spycam; edict_t *monitor; edict_t *camplayer; vec3_t org_viewangles; short old_owner_angles[2]; // laser sight edict_t *laser_sight; int vehicle_framenum; // last time player engaged or disengaged vehicle int zooming; float joy_pitchsensitivity; float joy_yawsensitivity; float m_pitch; float m_yaw; qboolean sensitivities_init; qboolean zoomed; float original_fov; float fps_time_start; int fps_frames; float secs_per_frame; float frame_zoomrate; int shift_dir; // direction code for debugging/moving an item int startframe; // time at which ClientBegin is called float fadestart; float fadein; // for fading screen to black at mission failure float fadehold; float fadeout; vec3_t fadecolor; float fadealpha; int leftfoot; // 0 or 1, used for footstep sounds int jumping; // 0 or 1, used for jumpkick edict_t *homing_rocket; // used to limit firing frequency #ifdef JETPACK_MOD qboolean jetpack; float jetpack_framenum; float jetpack_nextthink; qboolean jetpack_thrusting; qboolean jetpack_infinite; float jetpack_start_thrust; float jetpack_last_thrust; float jetpack_activation; float jetpack_roll; #endif //ZOID void *ctf_grapple; // entity of grapple int ctf_grapplestate; // true if pulling float ctf_grapplereleasetime; // time of grapple release float ctf_regentime; // regen tech float ctf_techsndtime; float ctf_lasttechmsg; float menutime; // time to update menu qboolean menudirty; //ZOID }; #define NUM_ACTOR_SOUNDS 13 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! //================================ entity_id class_id; // Lazarus: Added in lieu of doing string comparisons // on classnames. int movetype; int oldmovetype; // Knightmare added int flags; char *model; float freetime; // sv.time when the object was freed // // only used locally in game, not by server // char *message; char *key_message; // Lazarus: used from tremor_trigger_key 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; vec3_t movedir; vec3_t pos1, pos2; vec3_t velocity; vec3_t avelocity; vec3_t old_velocity, relative_velocity, relative_avelocity; // Knightmare added 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; char *common_name; // Lazarus: for rotating brush models: float pitch_speed; float roll_speed; float ideal_pitch; float ideal_roll; float roll; float nextthink; void (*prethink) (edict_t *ent); void (*think)(edict_t *self); void (*postthink) (edict_t *ent); //Knightmare added 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); void (*play)(edict_t *self, edict_t *activator); float touch_debounce_time; // are all these legit? do we need more/less of them? float pain_debounce_time; float damage_debounce_time; float gravity_debounce_time; // used by item_ movement commands to prevent // monsters from dropping to floor 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; // Lazarus: health2 and mass2 are passed from jorg to makron health and mass int health2; int mass2; 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; // Lazarus: laser timing float starttime; float endtime; float teleport_time; int watertype; int waterlevel; int old_watertype; 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; float goal_frame; // various Lazarus additions follow: edict_t *turret; // player-controlled turret edict_t *child; // "real" infantry guy, child of remote turret_driver vec_t base_radius; // Lazarus: used to project "viewpoint" of TRACK turret // out past base //ed - for the sprite/model spawner char *usermodel; int startframe; int framenumbers; int solidstate; // Lazarus: changed from rendereffect to renderfx and effects, and now uses // real constants which can be combined. // int rendereffect; int renderfx; int effects; vec3_t bleft; vec3_t tright; // tpp int chasedist1; int chasedist2; edict_t *crosshair; // end tpp // item identification char *datafile; // func_pushable vec3_t oldvelocity; // Added for TREMOR to figure falling damage vec3_t offset; // Added for TREMOR - offset from func_pushable to pusher float density; float bob; // bobbing in water amplitude float duration; int bobframe; int bounce_me; // 0 for no bounce, 1 to bounce, 2 if velocity should not be clipped // this is solely used by func_pushable for now vec3_t origin_offset; // used to help locate brush models w/o origin brush vec3_t org_mins,org_maxs; vec3_t org_angles; int org_movetype; int axis; // crane qboolean busy; qboolean attracted; int crane_increment; int crane_dir; edict_t *crane_control; edict_t *crane_onboard_control; edict_t *crane_beam; edict_t *crane_hoist; edict_t *crane_hook; edict_t *crane_cargo; edict_t *crane_cable; edict_t *crane_light; vec_t crane_bonk; edict_t *speaker; // moving speaker that eliminates the need // for origin brushes with brush models edict_t *vehicle; // generic drivable vehicle char *idle_noise; float radius; vec3_t org_size; // Initial size of the vehicle bounding box, vec3_t fog_color; int fog_model; float fog_near; float fog_far; float fog_density; int fog_index; int fogclip; // only used by worldspawn to indicate whether gl_clear // should be forced to a good value for fog obscuration // of HOM edict_t *movewith_next; char *movewith; edict_t *movewith_ent; vec3_t movewith_offset; vec3_t parent_attach_angles; qboolean do_not_rotate; // monster AI char *dmgteam; // turret char *destroytarget; char *viewmessage; char *followtarget; // spycam edict_t *viewer; // monster power armor int powerarmor; // MOVETYPE_PUSH rider angles int turn_rider; // selected brush models will move their origin to // the origin of this entity: char *move_to; // newtargetname used ONLY by target_change and target_bmodel_spawner. char *newtargetname; // source of target_clone's model char *source; char *musictrack; // Knightmare- for specifying OGG or CD track // if true, brush models will move directly to Move_Done // at Move_Final rather than slowing down. qboolean smooth_movement; int in_mud; int actor_sound_index[NUM_ACTOR_SOUNDS]; int actor_gunframe; int actor_current_weapon; // Index into weapon[] int actor_weapon[2]; int actor_model_index[2]; float actor_crouch_time; qboolean actor_id_model; vec3_t muzzle; // Offset from origin to gun muzzle vec3_t muzzle2; // Offset to left weapon (must have SF | 128) vec3_t color; // target_fade float alpha; float fadein; float holdtime; float fadeout; int owner_id; // These are used ONLY for ents that int id; // change maps via trigger_transition int last_attacked_framenum; // Used to turn off chicken mode // tracktrain char *target2; edict_t *prevpath; // spline train edict_t *from; edict_t *to; edict_t *next_grenade; // Used to build a list of active grenades edict_t *prev_grenade; // FMOD int *stream; // Actually a FSOUND_STREAM * or FMUSIC_MODULE * int channel; // gib type - specifies folder where gib models are found. int gib_type; int blood_type; int moreflags; // actor muzzle flash edict_t *flash; // Psychospaz reflections edict_t *reflection[6]; int plat2flags; vec3_t gravityVector; edict_t *bad_area; edict_t *hint_chain; edict_t *monster_hint_chain; edict_t *target_hint_chain; int hint_chain_id; // ACEBOT_ADD qboolean is_bot; qboolean is_jumping; // For movement vec3_t move_vector; float next_move_time; float wander_timeout; float suicide_timeout; // For node code int current_node; // current node int goal_node; // current goal node int next_node; // the node that will take us one step closer to our goal int node_timeout; int last_node; int tries; int state; // ACEBOT_END }; #define LOOKAT_NOBRUSHMODELS 1 #define LOOKAT_NOWORLD 2 #define LOOKAT_MD2 (LOOKAT_NOBRUSHMODELS | LOOKAT_NOWORLD) #define BeepBeep(ent) (gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0)) #define POWERUP_REPLACE_ENT 0 #define POWERUP_NEW_ENT 1 #define POWERUP_USE_ITEM 2 #define FLASHLIGHT_MOD #define FLASHLIGHT_USE POWERUP_NEW_ENT #define FLASHLIGHT_DRAIN 60 #define FLASHLIGHT_ITEM "Cells" // Knightmare- simulated pause for deathmatch qboolean paused; //ZOID #include "g_ctf.h" //ZOID // ACEBOT_ADD #include "acebot.h" // ACEBOT_END