mirror of
https://github.com/id-Software/quake2-rerelease-dll.git
synced 2024-11-23 12:52:41 +00:00
1153 lines
29 KiB
C
1153 lines
29 KiB
C
/*
|
|
Copyright (C) 1997-2001 Id Software, Inc.
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
// 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"
|
|
|
|
//ZOID
|
|
#include "p_menu.h"
|
|
//ZOID
|
|
|
|
// the "gameversion" client command will print this plus compile date
|
|
#define GAMEVERSION "baseq2"
|
|
|
|
// 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->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_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_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_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
|
|
|
|
//monster attack state
|
|
#define AS_STRAIGHT 1
|
|
#define AS_SLIDING 2
|
|
#define AS_MELEE 3
|
|
#define AS_MISSILE 4
|
|
|
|
// 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_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
|
|
|
|
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
|
|
} 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
|
|
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
|
|
} 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);
|
|
|
|
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;
|
|
} 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;
|
|
|
|
|
|
// 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_GRAPPLE 34
|
|
#define MOD_FRIENDLY_FIRE 0x8000000
|
|
|
|
extern int meansOfDeath;
|
|
|
|
|
|
extern edict_t *g_edicts;
|
|
|
|
#define FOFS(x) (int)&(((edict_t *)0)->x)
|
|
#define STOFS(x) (int)&(((spawn_temp_t *)0)->x)
|
|
#define LLOFS(x) (int)&(((level_locals_t *)0)->x)
|
|
#define CLOFS(x) (int)&(((gclient_t *)0)->x)
|
|
|
|
#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 *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 *flood_msgs;
|
|
extern cvar_t *flood_persecond;
|
|
extern cvar_t *flood_waitdelay;
|
|
|
|
extern cvar_t *sv_maplist;
|
|
|
|
//ZOID
|
|
extern qboolean is_quad;
|
|
//ZOID
|
|
|
|
#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
|
|
|
|
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_IGNORE
|
|
} fieldtype_t;
|
|
|
|
typedef struct
|
|
{
|
|
char *name;
|
|
int ofs;
|
|
fieldtype_t type;
|
|
int flags;
|
|
} field_t;
|
|
|
|
|
|
extern field_t fields[];
|
|
extern gitem_t itemlist[];
|
|
|
|
|
|
//
|
|
// g_cmds.c
|
|
//
|
|
qboolean CheckFlood(edict_t *ent);
|
|
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);
|
|
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);
|
|
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);
|
|
|
|
//
|
|
// 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, int fieldofs, char *match);
|
|
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);
|
|
|
|
//
|
|
// 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);
|
|
|
|
// 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_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);
|
|
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);
|
|
|
|
//
|
|
// g_weapon.c
|
|
//
|
|
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);
|
|
void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
|
|
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);
|
|
void ClientUserinfoChanged (edict_t *ent, char *userinfo);
|
|
|
|
//
|
|
// 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);
|
|
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));
|
|
|
|
//
|
|
// 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);
|
|
void EndDMLevel (void);
|
|
|
|
//
|
|
// g_svcmds.c
|
|
//
|
|
qboolean SV_FilterPacket (char *from);
|
|
|
|
//============================================================================
|
|
|
|
// 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 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;
|
|
|
|
gitem_t *weapon;
|
|
gitem_t *lastweapon;
|
|
|
|
int power_cubes; // used for tracking the cubes in coop games
|
|
int score; // for calculating total unit score in coop games
|
|
} 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
|
|
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
|
|
//ZOID
|
|
qboolean inmenu; // in menu
|
|
pmenuhnd_t *menu; // current menu
|
|
//ZOID
|
|
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
|
|
|
|
// 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
|
|
|
|
//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;
|
|
edict_t *chase_target;
|
|
qboolean update_chase;
|
|
float menutime; // time to update menu
|
|
qboolean menudirty;
|
|
//ZOID
|
|
};
|
|
|
|
|
|
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;
|
|
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;
|
|
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;
|
|
};
|
|
|
|
//ZOID
|
|
#include "g_ctf.h"
|
|
//ZOID
|
|
|