#ifndef __G_LOCAL_H__ #define __G_LOCAL_H__ // g_local.h -- local definitions for game module // define GAME_INCLUDE so that g_public.h does not define the // short, server-visible gclient_t and gentity_t structures, // because we define the full size ones in this file #define GAME_INCLUDE #include "../ui/gameinfo.h" #include "g_shared.h" #include "anims.h" #include "dmstates.h" //================================================================== // the "gameversion" client command will print this plus compile date #define GAMEVERSION "base" #define BODY_QUEUE_SIZE 8 #define Q3_INFINITE 16777216 #define FRAMETIME 100 // msec #define EVENT_VALID_MSEC 300 #define CARNAGE_REWARD_TIME 3000 #define INTERMISSION_DELAY_TIME 1000 #define START_TIME_LINK_ENTS FRAMETIME*1 // time-delay after map start at which all ents have been spawned, so can link them #define START_TIME_FIND_LINKS FRAMETIME*2 // time-delay after map start at which you can find linked entities #define START_TIME_MOVERS_SPAWNED FRAMETIME*2 // time-delay after map start at which all movers should be spawned #define START_TIME_REMOVE_ENTS FRAMETIME*3 // time-delay after map start to remove temporary ents #define START_TIME_NAV_CALC FRAMETIME*4 // time-delay after map start to connect waypoints and calc routes #define START_TIME_FIND_WAYPOINT FRAMETIME*5 // time-delay after map start after which it's okay to try to find your best waypoint // gentity->flags #define FL_SHIELDED 0x00000001 // protected from all damage except lightsabers #define FL_DMG_BY_HEAVY_WEAP_ONLY 0x00000002 // protected from all damage except heavy weap class missiles #define FL_DMG_BY_SABER_ONLY 0x00000004 //protected from all damage except saber damage #define FL_GODMODE 0x00000010 #define FL_NOTARGET 0x00000020 #define FL_TEAMSLAVE 0x00000400 // not the first on the team #define FL_NO_KNOCKBACK 0x00000800 #define FL_DROPPED_ITEM 0x00001000 #define FL_DONT_SHOOT 0x00002000 // Can target him, but not shoot him #define FL_UNDYING 0x00004000 // Takes damage down to 1 point, but does not die //#define FL_OVERCHARGED 0x00008000 // weapon shot is an overcharged version....probably a lame place to be putting this flag... #define FL_LOCK_PLAYER_WEAPONS 0x00010000 // player can't switch weapons... ask james if there's a better spot for this #define FL_DISINTEGRATED 0x00020000 // marks that the corpse has already been disintegrated #define FL_FORCE_PULLABLE_ONLY 0x00040000 // cannot be force pushed #define FL_NO_IMPACT_DMG 0x00080000 // Will not take impact damage #define FL_OVERCHARGED_HEALTH 0x00100000 // Reduce health back to max #define FL_NO_ANGLES 0x00200000 // No bone angle overrides, no pitch or roll in full angles #define FL_RED_CROSSHAIR 0x00400000 // Crosshair red on me //Pointer safety utilities #define VALID( a ) ( a != NULL ) #define VALIDATE( a ) ( assert( a ) ) #define VALIDATEV( a ) if ( a == NULL ) { assert(0); return; } #define VALIDATEB( a ) if ( a == NULL ) { assert(0); return qfalse; } #define VALIDATEP( a ) if ( a == NULL ) { assert(0); return NULL; } #define VALIDSTRING( a ) ( ( a != NULL ) && ( a[0] != NULL ) ) //animations typedef struct { char filename[MAX_QPATH]; animation_t animations[MAX_ANIMATIONS]; animevent_t torsoAnimEvents[MAX_ANIM_EVENTS]; animevent_t legsAnimEvents[MAX_ANIM_EVENTS]; unsigned char torsoAnimEventCount; unsigned char legsAnimEventCount; } animFileSet_t; extern stringID_table_t animTable [MAX_ANIMATIONS+1]; //Interest points #define MAX_INTEREST_POINTS 64 typedef struct { vec3_t origin; char *target; } interestPoint_t; //Combat points #define MAX_COMBAT_POINTS 512 typedef struct { vec3_t origin; int flags; // char *NPC_targetname; // team_t team; qboolean occupied; int waypoint; int dangerTime; } combatPoint_t; // Alert events #define MAX_ALERT_EVENTS 32 enum alertEventType_e { AET_SIGHT, AET_SOUND, }; enum alertEventLevel_e { AEL_MINOR, //Enemy responds to the sound, but only by looking AEL_SUSPICIOUS, //Enemy looks at the sound, and will also investigate it AEL_DISCOVERED, //Enemy knows the player is around, and will actively hunt AEL_DANGER, //Enemy should try to find cover AEL_DANGER_GREAT, //Enemy should run like hell! }; // !!!!!!!!! LOADSAVE-affecting struct !!!!!!!!!! typedef struct alertEvent_s { vec3_t position; //Where the event is located float radius; //Consideration radius alertEventLevel_e level; //Priority level of the event alertEventType_e type; //Event type (sound,sight) gentity_t *owner; //Who made the sound float light; //ambient light level at point float addLight; //additional light- makes it more noticable, even in darkness int ID; //unique... if get a ridiculous number, this will repeat, but should not be a problem as it's just comparing it to your lastAlertID int timestamp; //when it was created qboolean onGround; //alert is on the ground (only used for sounds) } alertEvent_t; // // this structure is cleared as each map is entered // #define MAX_SPAWN_VARS 64 #define MAX_SPAWN_VARS_CHARS 2048 typedef struct { char targetname[MAX_QPATH]; char target[MAX_QPATH]; char target2[MAX_QPATH]; char target3[MAX_QPATH]; char target4[MAX_QPATH]; int nodeID; } waypointData_t; #define WF_RAINING 0x00000001 // raining #define WF_SNOWING 0x00000002 // snowing #define WF_PUFFING 0x00000004 // puffing something // !!!!!!!!!! LOADSAVE-affecting structure !!!!!!!!!! typedef struct { gclient_t *clients; // [maxclients] // store latched cvars here that we want to get at often int maxclients; int framenum; int time; // in msec int previousTime; // so movers can back up when blocked int globalTime; // global time at level initialization char mapname[MAX_QPATH]; // the server name (base1, etc) qboolean locationLinked; // target_locations get linked gentity_t *locationHead; // head of the location list alertEvent_t alertEvents[ MAX_ALERT_EVENTS ]; int numAlertEvents; int curAlertID; AIGroupInfo_t groups[MAX_FRAME_GROUPS]; animFileSet_t knownAnimFileSets[MAX_ANIM_FILES]; int numKnownAnimFileSets; int worldFlags; int dmState; //actually, we do want save/load the dynamic music state // ===================================== // // NOTE!!!!!! The only things beyond this point in the structure should be the ones you do NOT wish to be // affected by loading saved-games. Since loading a game first starts the map and then loads // over things like entities etc then these fields are usually the ones setup by the map loader. // If they ever get modified in-game let me know and I'll include them in the save. -Ste // #define LEVEL_LOCALS_T_SAVESTOP logFile // name of whichever field is next below this in the source fileHandle_t logFile; //Interest points- squadmates automatically look at these if standing around and close to them interestPoint_t interestPoints[MAX_INTEREST_POINTS]; int numInterestPoints; //Combat points- NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point combatPoint_t combatPoints[MAX_COMBAT_POINTS]; int numCombatPoints; char spawntarget[MAX_QPATH]; // the targetname of the spawnpoint you want the player to start at int dmDebounceTime; int dmBeatTime; int mNumBSPInstances; int mBSPInstanceDepth; vec3_t mOriginAdjust; float mRotationAdjust; char *mTargetAdjust; qboolean hasBspInstances; } level_locals_t; extern level_locals_t level; extern game_export_t globals; extern cvar_t *g_gravity; extern cvar_t *g_speed; extern cvar_t *g_cheats; extern cvar_t *g_developer; extern cvar_t *g_knockback; extern cvar_t *g_inactivity; extern cvar_t *g_debugMove; extern cvar_t *g_subtitles; extern cvar_t *g_removeDoors; extern cvar_t *g_ICARUSDebug; extern cvar_t *g_npcdebug; extern gentity_t *player; // // g_spawn.c // qboolean G_SpawnField( unsigned int uiField, char **ppKey, char **ppValue ); qboolean G_SpawnString( const char *key, const char *defaultString, char **out ); // spawn string returns a temporary reference, you must CopyString() if you want to keep it qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ); qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ); qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ); qboolean G_SpawnVector4( const char *key, const char *defaultString, float *out ); qboolean G_SpawnAngleHack( const char *key, const char *defaultString, float *out ); void G_SpawnEntitiesFromString( const char *entities ); // // g_cmds.c // void Cmd_Score_f (gentity_t *ent); // // g_items.c // void G_RunItem( gentity_t *ent ); void RespawnItem( gentity_t *ent ); void UseHoldableItem( gentity_t *ent ); void PrecacheItem (gitem_t *it); gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle, qboolean copytarget ); void SetRespawn (gentity_t *ent, float delay); void G_SpawnItem (gentity_t *ent, gitem_t *item); void FinishSpawningItem( gentity_t *ent ); void Think_Weapon (gentity_t *ent); int ArmorIndex (gentity_t *ent); void Add_Ammo (gentity_t *ent, int weapon, int count); void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace); void ClearRegisteredItems( void ); void RegisterItem( gitem_t *item ); void SaveRegisteredItems( void ); // // g_utils.c // int G_ModelIndex( const char *name ); int G_SoundIndex( const char *name ); /* Ghoul2 Insert Start */ int G_SkinIndex( const char *name ); void G_SetBoltSurfaceRemoval( const int entNum, const int modelIndex, const int boltIndex, const int surfaceIndex = -1, float duration = 5000 ); /* Ghoul2 Insert End */ int G_EffectIndex( const char *name ); void G_PlayEffect( const char *name, const vec3_t origin ); void G_PlayEffect( const char *name, int clientNum ); void G_PlayEffect( const char *name, const vec3_t origin, const vec3_t fwd ); void G_PlayEffect( const char *name, const vec3_t origin, const vec3_t axis[3] ); void G_PlayEffect( int fxID, const vec3_t origin ); void G_PlayEffect( int fxID, const vec3_t origin, const vec3_t fwd ); void G_PlayEffect( int fxID, const vec3_t origin, const vec3_t axis[3] ); void G_PlayEffect( int fxID, const int modelIndex, const int boltIndex, const int entNum, const vec3_t origin, int iLoopTime = qfalse, qboolean isRelative = qfalse );//iLoopTime 0 = not looping, 1 for infinite, else duration void G_PlayEffect( int fxID, int entNum, const vec3_t fwd ); #ifdef _IMMERSION void G_PlayEffect( const char *name, int clientNum, const vec3_t origin, const vec3_t fwd ); void G_PlayEffect( int fxID, int clientNum, const vec3_t origin, const vec3_t fwd ); #endif // _IMMERSION void G_StopEffect( int fxID, const int modelIndex, const int boltIndex, const int entNum ); void G_StopEffect(const char *name, const int modelIndex, const int boltIndex, const int entNum ); int G_BSPIndex( char *name ); void G_KillBox (gentity_t *ent); gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match); int G_RadiusList ( vec3_t origin, float radius, gentity_t *ignore, qboolean takeDamage, gentity_t *ent_list[MAX_GENTITIES]); gentity_t *G_PickTarget (char *targetname); void G_UseTargets (gentity_t *ent, gentity_t *activator); void G_UseTargets2 (gentity_t *ent, gentity_t *activator, const char *string); void G_SetMovedir ( vec3_t angles, vec3_t movedir); void G_InitGentity( gentity_t *e, qboolean bFreeG2 ); gentity_t *G_Spawn (void); gentity_t *G_TempEntity( const vec3_t origin, int event ); void G_Sound( gentity_t *ent, int soundIndex ); void G_FreeEntity( gentity_t *e ); #ifdef _IMMERSION int G_ForceIndex( const char *name, int channel ); void G_Force( gentity_t *ent, int forceIndex ); void G_ForceArea( gentity_t *ent, int forceIndex ); void G_ForceBroadcast( gentity_t *ent, int forceIndex ); void G_ForceStop( gentity_t* ent, int forceIndex ); #endif // _IMMERSION void G_TouchTriggers (gentity_t *ent); void G_TouchTeamClients (gentity_t *ent); void G_TouchSolids (gentity_t *ent); char *vtos( const vec3_t v ); float vectoyaw( const vec3_t vec ); void G_AddEvent( gentity_t *ent, int event, int eventParm ); void G_SetOrigin( gentity_t *ent, const vec3_t origin ); void G_SetAngles( gentity_t *ent, const vec3_t angles ); void G_DebugLine(vec3_t A, vec3_t B, int duration, int color, qboolean deleteornot); // // g_combat.c // qboolean CanDamage (gentity_t *targ, const vec3_t origin); void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, const vec3_t dir, const vec3_t point, int damage, int dflags, int mod, int hitLoc=HL_NONE ); void G_RadiusDamage (const vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod); gentity_t *TossClientItems( gentity_t *self ); void ExplodeDeath_Wait( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath,int dFlags,int hitLoc ); void ExplodeDeath( gentity_t *self ); void GoExplodeDeath( gentity_t *self, gentity_t *other, gentity_t *activator); void G_ApplyKnockback( gentity_t *targ, const vec3_t newDir, float knockback ); void G_Throw( gentity_t *targ, const vec3_t newDir, float push ); // damage flags #define DAMAGE_RADIUS 0x00000001 // damage was indirect #define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage #define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles #define DAMAGE_NO_HIT_LOC 0x00000010 // do not modify damage by hit loc #define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect #define DAMAGE_EXTRA_KNOCKBACK 0x00000040 // add extra knockback to this damage #define DAMAGE_DEATH_KNOCKBACK 0x00000080 // only does knockback on death of target #define DAMAGE_IGNORE_TEAM 0x00000100 // damage is always done, regardless of teams #define DAMAGE_NO_DAMAGE 0x00000200 // do no actual damage but react as if damage was taken #define DAMAGE_DISMEMBER 0x00000400 // do dismemberment #define DAMAGE_NO_KILL 0x00000800 // do damage, but don't kill them #define DAMAGE_HEAVY_WEAP_CLASS 0x00001000 // doing heavy weapon type damage, certain objects may only take damage by missiles containing this flag #define DAMAGE_CUSTOM_HUD 0x00002000 // really dumb, but.... #define DAMAGE_IMPACT_DIE 0x00004000 // if a vehicle hits a wall it should instantly die #define DAMAGE_DIE_ON_IMPACT 0x00008000 // ignores force-power based protection #define DAMAGE_SABER_KNOCKBACK1 0x00010000 // scale knockback based on saber1's knockbackScale value #define DAMAGE_SABER_KNOCKBACK2 0x00020000 // scale knockback based on saber2's knockbackScale value #define DAMAGE_SABER_KNOCKBACK1_B2 0x00040000 // scale knockback based on saber1's knockbackScale2 value #define DAMAGE_SABER_KNOCKBACK2_B2 0x00080000 // scale knockback based on saber2's knockbackScale2 value // // g_missile.c // void G_RunMissile( gentity_t *ent ); gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir); gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t aimdir); gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t aimdir); gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir); // // g_mover.c // #define MOVER_START_ON 1 #define MOVER_FORCE_ACTIVATE 2 #define MOVER_CRUSHER 4 #define MOVER_TOGGLE 8 #define MOVER_LOCKED 16 #define MOVER_GOODIE 32 #define MOVER_PLAYER_USE 64 #define MOVER_INACTIVE 128 void G_RunMover( gentity_t *ent ); // // g_misc.c // void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles ); // // g_weapon.c // //void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint ); //void SnapVectorTowards( vec3_t v, vec3_t to ); //qboolean CheckGauntletAttack( gentity_t *ent ); void WP_LoadWeaponParms (void); void IT_LoadItemParms( void ); // // g_client.c // team_t PickTeam( int ignoreClientNum ); void SetClientViewAngle( gentity_t *ent, vec3_t angle ); gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, team_t team, vec3_t origin, vec3_t angles ); void respawn (gentity_t *ent); void InitClientPersistant (gclient_t *client); void InitClientResp (gclient_t *client); qboolean ClientSpawn( gentity_t *ent, SavedGameJustLoaded_e eSavedGameJustLoaded ); void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod, int dFlags, int hitLoc); void AddScore( gentity_t *ent, int score ); qboolean SpotWouldTelefrag( gentity_t *spot, team_t checkteam ); void G_RemoveWeaponModels( gentity_t *ent ); // // g_svcmds.c // qboolean ConsoleCommand( void ); // // g_weapon.c // void FireWeapon( gentity_t *ent, qboolean alt_fire ); // // p_hud.c // void MoveClientToIntermission (gentity_t *client); void G_SetStats (gentity_t *ent); void DeathmatchScoreboardMessage (gentity_t *client); // // g_cmds.c // // // g_pweapon.c // // // g_main.c // void G_RunThink (gentity_t *ent); void QDECL G_Error( const char *fmt, ... ); void SetInUse(gentity_t *ent); void ClearInUse(gentity_t *ent); qboolean PInUse(unsigned int entNum); qboolean PInUse2(gentity_t *ent); void WriteInUseBits(void); void ReadInUseBits(void); // // g_nav.cpp // void Svcmd_Nav_f (void); // // g_squad.cpp // void Svcmd_Comm_f (void); void Svcmd_Hail_f (void); void Svcmd_Form_f (void); // // g_utils.cpp // void Svcmd_Use_f (void); extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath ); extern void G_SoundIndexOnEnt( gentity_t *ent, soundChannel_t channel, int index ); // // g_weapons.cpp // // // g_client.c // char *ClientConnect( int clientNum, qboolean firstTime, SavedGameJustLoaded_e eSavedGameJustLoaded ); void ClientUserinfoChanged( int clientNum ); void ClientDisconnect( int clientNum ); void ClientBegin( int clientNum, usercmd_t *cmd, SavedGameJustLoaded_e eSavedGameJustLoaded ); void ClientCommand( int clientNum ); // // g_active.c // void ClientThink( int clientNum, usercmd_t *cmd ); void ClientEndFrame (gentity_t *ent); // // g_inventory.cpp // extern qboolean INV_GoodieKeyGive( gentity_t *target ); extern qboolean INV_GoodieKeyTake( gentity_t *target ); extern int INV_GoodieKeyCheck( gentity_t *target ); extern qboolean INV_SecurityKeyGive( gentity_t *target, const char *keyname ); extern void INV_SecurityKeyTake( gentity_t *target, char *keyname ); extern qboolean INV_SecurityKeyCheck( gentity_t *target, char *keyname ); // // g_team.c // qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 ); // // g_mem.c // void *G_Alloc( int size ); void G_InitMemory( void ); void Svcmd_GameMem_f( void ); // // g_session.c // void G_ReadSessionData( gclient_t *client ); void G_InitSessionData( gclient_t *client, char *userinfo ); void G_InitWorldSession( void ); void G_WriteSessionData( void ); // // NPC_senses.cpp // extern void AddSightEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, float addLight=0.0f ); extern void AddSoundEvent( gentity_t *owner, vec3_t position, float radius, alertEventLevel_e alertLevel, qboolean needLOS = qfalse, qboolean onGround = qfalse ); extern qboolean G_CheckForDanger( gentity_t *self, int alertEvent ); extern int G_CheckAlertEvents( gentity_t *self, qboolean checkSight, qboolean checkSound, float maxSeeDist, float maxHearDist, int ignoreAlert = -1, qboolean mustHaveOwner = qfalse, int minAlertLevel = AEL_MINOR, qboolean onGroundOnly = qfalse ); extern qboolean G_CheckForDanger( gentity_t *self, int alertEvent ); extern qboolean G_ClearLOS( gentity_t *self, const vec3_t start, const vec3_t end ); extern qboolean G_ClearLOS( gentity_t *self, gentity_t *ent, const vec3_t end ); extern qboolean G_ClearLOS( gentity_t *self, const vec3_t start, gentity_t *ent ); extern qboolean G_ClearLOS( gentity_t *self, gentity_t *ent ); extern qboolean G_ClearLOS( gentity_t *self, const vec3_t end ); //============================================================================ //Tags // Reference tags #define MAX_REFTAGS 128 // Probably more than we'll ever need #define MAX_REFNAME 32 #define RTF_NONE 0 #define RTF_NAVGOAL 0x00000001 typedef struct reference_tag_s { char name[MAX_REFNAME]; vec3_t origin; vec3_t angles; int flags; //Just in case int radius; //For nav goals } reference_tag_t; extern void TAG_Init( void ); extern reference_tag_t *TAG_Add( const char *name, const char *owner, vec3_t origin, vec3_t angles, int radius, int flags ); extern int TAG_GetOrigin( const char *owner, const char *name, vec3_t origin ); extern int TAG_GetAngles( const char *owner, const char *name, vec3_t angles ); extern int TAG_GetRadius( const char *owner, const char *name ); extern int TAG_GetFlags( const char *owner, const char *name ); void TAG_ShowTags( int flags ); // Reference tags END extern char *G_NewString( const char *string ); // some stuff for savegames... // void WriteLevel(qboolean qbAutosave); void ReadLevel(qboolean qbAutosave, qboolean qbLoadTransition); qboolean GameAllowedToSaveHere(void); extern qboolean G_ActivateBehavior( gentity_t *ent, int bset ); //Timing information void TIMER_Clear( void ); void TIMER_Clear( int idx ); void TIMER_Save( void ); void TIMER_Load( void ); void TIMER_Set( gentity_t *ent, const char *identifier, int duration ); int TIMER_Get( gentity_t *ent, const char *identifier ); qboolean TIMER_Done( gentity_t *ent, const char *identifier ); qboolean TIMER_Start( gentity_t *self, const char *identifier, int duration ); qboolean TIMER_Done2( gentity_t *ent, const char *identifier, qboolean remove = qfalse ); qboolean TIMER_Exists( gentity_t *ent, const char *identifier ); void TIMER_Remove( gentity_t *ent, const char *identifier ); float NPC_GetHFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float hFOV ); float NPC_GetVFOVPercentage( vec3_t spot, vec3_t from, vec3_t facing, float vFOV ); #ifdef _XBOX // data used for NPC water detection #define MAX_NPC_WATER_UPDATE 64 // maximum npcs that can be waiting for a water update #define MAX_NPC_WATER_UPDATES_PER_FRAME 2 // updates per frame extern short npcsToUpdate[MAX_NPC_WATER_UPDATE]; // queue of npcs extern short npcsToUpdateTop; // top of the queue extern short npcsToUpdateCount; // number of npcs in the queue #endif // _XBOX #endif//#ifndef __G_LOCAL_H__