heretic2-sdk/Toolkit/Programming/GameCode/game/g_local.h
1999-05-07 00:00:00 +00:00

1340 lines
41 KiB
C

// g_local.h -- local definitions for game module.
#ifndef G_LOCAL_H
#define G_LOCAL_H
#include "q_shared.h"
#include "q_ClientServer.h"
#include "buoy.h"
#if 0
#define G_NOAMMO
#endif
// Defined so I can insert hooks into code without breaking anything
#define PAGAN 0
// Define GAME_INCLUDE so that game.h does not define the short, server-visible 'gclient_t' and
// 'edict_t' structures because we define the game versions in this file.
#define GAME_INCLUDE
#include "game.h"
#include "player.h"
// The "gameversion" client command will print this plus compile date.
#if DEMO_CODE
#define GAMEVERSION "Heretic2Dmo"
#else
#define GAMEVERSION "Heretic2v16"
#endif
// Protocol bytes that can be directly added to messages.
// volume mask for ent->sound_data - makes room for attn value in the lower bits
#define ENT_VOL_MASK 0xf8
// ************************************************************************************************
// AI_MOOD_XXX
// -------------
// Held in 'edict_t'->ai_mood. Used by higher level AI functions to relay states to lower functions
// ************************************************************************************************
#define AI_MOOD_NORMAL 0 //Not using any high level functionality (TEMP)
#define AI_MOOD_ATTACK 1 //Used in conjuntion with ai_mood_flags to attack the target
#define AI_MOOD_NAVIGATE 2 //Just walk towards the guide, ignoring everything else
#define AI_MOOD_STAND 3 //Just stand there and wait to be adivsed
#define AI_MOOD_PURSUE 4 //Run towards your enemy but don't attack
#define AI_MOOD_FALLBACK 5 //Back away from your enemy, but face him
#define AI_MOOD_DELAY 6 //Same as stand, but will allow interruption anywhere
#define AI_MOOD_WANDER 7 //Wandering around buoy to buoy in a walk
#define AI_MOOD_JUMP 8 //Jump towards goalentity
#define AI_MOOD_REST 9 //The Ogle at rest
#define AI_MOOD_POINT_NAVIGATE 10 //Navigate to a point, not an entity
#define AI_MOOD_FLEE 11 //run away!
#define AI_MOOD_BACKUP 12 //backstep while attacking
#define AI_MOOD_WALK 13 //walking, no buoys
#define AI_MOOD_EAT 14 //sitting around, eating
// ************************************************************************************************
// AI_MOOD_FLAG_XXX
// -------------
// Held in 'edict_t'->ai_mood_flags. Used in conjuction with ai_mood
// ************************************************************************************************
#define AI_MOOD_FLAG_MISSILE 0x00000001 //Check for a missile attack
#define AI_MOOD_FLAG_MELEE 0x00000002 //Check for a melee attack
#define AI_MOOD_FLAG_WHIP 0x00000004 //Check for a whipping attack (no damage)
#define AI_MOOD_FLAG_PREDICT 0x00000008 //Monster will predict movement on target
#define AI_MOOD_FLAG_IGNORE 0x00000010 //Monster will ignore moods
#define AI_MOOD_FLAG_FORCED_BUOY 0x00000020 //Monster will head towards it's forced_buoy
#define AI_MOOD_FLAG_IGNORE_ENEMY 0x00000040 //Monster will ignore it's enemy unless attacked or otherwise directed
#define AI_MOOD_FLAG_BACKSTAB 0x00000080 //Monster will advance on and attack enemy only from behind
#define AI_MOOD_FLAG_DUMB_FLEE 0x00000100 //Monster will flee by simply running directly away from player
#define AI_MOOD_FLAG_GOTO_FIXED 0x00000200 //Monster will become fixed upon getting to it's forced_buoy
#define AI_MOOD_FLAG_GOTO_STAND 0x00000400 //Monster will stand upon getting to it's forced_buoy
#define AI_MOOD_FLAG_GOTO_WANDER 0x00000800 //Monster will wander upon getting to it's forced_buoy
#define AIMF_CANT_FIND_ENEMY 0x00001000 //Monster can't find enemy with buoys or vision
#define AIMF_SEARCHING 0x00002000 //Monster now in dumb search mode...
// ************************************************************************************************
// SPAWNFLAG_XXX
// -------------
// Held in 'edict_t'->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
// ************************************************************************************************
// Timing constants that define the world heartbeat.
// ************************************************************************************************
#define FRAMETIME 0.1
#define MONSTER_THINK_INC 0.099
#define FRAMES_PER_SECOND 10.0
// ************************************************************************************************
// TAG_XXX
// -------
// Memory tags to allow dynamic memory to be selectively cleaned up.
// ************************************************************************************************
#define TAG_GAME 765 // clear when unloading the dll
#define TAG_LEVEL 766 // clear when loading a new level
// ************************************************************************************************
// damage_t
// --------
// ************************************************************************************************
typedef enum
{
DAMAGE_NO,
DAMAGE_YES, // Will take damage if hit.
DAMAGE_AIM, // Auto targeting recognizes this.
DAMAGE_NO_RADIUS, // Will not take damage from radius blasts
} damage_t;
#define GIB_ORGANIC 1
#define BODY_QUEUE_SIZE 8
// ************************************************************************************************
// RANGE_XXX
// ---------
// ************************************************************************************************
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
#define MELEE_DISTANCE 80
// ************************************************************************************************
// ARMOR_XXX
// ----------
// Armor types.
// ************************************************************************************************
#define ARMOR_NONE 0
#define ARMOR_JACKET 1
#define ARMOR_COMBAT 2
#define ARMOR_BODY 3
#define ARMOR_SHARD 4
// ************************************************************************************************
// SHRINE_XXX
// ----------
// ************************************************************************************************
enum
{
SHRINE_MANA,
SHRINE_LUNGS,
SHRINE_ARMOR_SILVER,
SHRINE_ARMOR_GOLD,
SHRINE_LIGHT,
SHRINE_SPEED,
SHRINE_HEAL,
SHRINE_STAFF,
SHRINE_GHOST,
SHRINE_REFLECT,
SHRINE_POWERUP,
SHRINE_RANDOM
};
// ************************************************************************************************
// SFL_CROSS_TRIGGER_XXX
// ---------------------
// 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
#define MAX_MESSAGESTRINGS 1000
typedef struct
{
char *string;
char *wav;
} trig_message_t;
#ifdef __cplusplus
extern "C"
{
#endif
extern trig_message_t message_text[];
#ifdef __cplusplus
}
#endif
unsigned *messagebuf;
// ************************************************************************************************
// game_locals_t
// -------------
// This structure is left intact through an entire game. It should be initialized at game.dll load
// time and read from / written to the 'server.ssv' file for savegames.
// ************************************************************************************************
typedef struct
{
char helpmessage1[512];
char helpmessage2[512];
// Flash F1 icon if not 0, play sound and increment only if 1, 2, or 3.
int helpchanged;
// [maxclients].
gclient_t *clients;
// Needed for co-op respawns... can't store spawnpoint in level, because it would get
// overwritten by the savegame restore.
char spawnpoint[512];
// Store latched cvars that we want to get at often here.
int maxclients;
int maxentities;
//updated every frame in DM, for pick-up and shrine respawn times
int num_clients;
// Cross level triggers.
int serverflags;
// Items.
int num_items;
// Flag that we've autosaved.
qboolean autosaved;
qboolean entitiesSpawned;
} game_locals_t;
#include "ICScript.h"
// ************************************************************************************************
// alertent_t
// ---------
// This structure is used for alert entities, which are spawned a lot
// ************************************************************************************************
#define MAX_ALERT_ENTS 1024//no more that 1024 alertents allowed
typedef struct alertent_s alertent_t;
struct alertent_s
{
alertent_t *next_alert;
alertent_t *prev_alert;
edict_t *enemy;
vec3_t origin;
qboolean inuse;
int alert_svflags;
float lifetime;
};
// ************************************************************************************************
// level_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 (e.g. 'Outer Base').
char mapname[MAX_QPATH]; // The server name (e.g. 'base1').
char nextmap[MAX_QPATH]; // Go here when fraglimit is hit.
// Intermission state information.
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;
int pic_health;
int total_secrets;
int found_secrets;
int total_goals;
int found_goals;
int total_monsters;
int killed_monsters;
float far_clip_dist_f;
float fog;
float fog_density;
edict_t *current_entity; // Entity running from G_RunFrame().
int body_que; // Dead bodies.
ICScript_t inGameCin;
qboolean cinActive;
buoy_t buoy_list[MAX_MAP_BUOYS]; //Buoy information for this map
int active_buoys; //Number of actual buoys on the level
int fucked_buoys; //Number of buoys that can't be fixed
int fixed_buoys; //Number of buoys that had to be fixed
int player_buoy[MAX_CLIENTS]; //stores current bestbuoy for a player enemy (if any)
int player_last_buoy[MAX_CLIENTS]; //when player_buoy is invalid, saves it here so monsters can check it first instead of having to do a whole search
int offensive_weapons,
defensive_weapons;
alertent_t alertents[MAX_ALERT_ENTS]; //all the alert ents on the map
int num_alert_ents; //Number of actual alert entities on the level
alertent_t *alert_entity, //the alert entity linked list start
*last_alert; //the last entity in alert entity linked list
qboolean fighting_beast; //fighting a beast, do extra checks with trace instant weapons
} level_locals_t;
// ************************************************************************************************
// MOD_XXX
// -------
// Means of death.
// ************************************************************************************************
typedef enum
{
MOD_UNKNOWN ,
MOD_STAFF ,
MOD_FIREBALL ,
MOD_MMISSILE ,
MOD_SPHERE ,
MOD_SPHERE_SPL ,
MOD_IRONDOOM ,
MOD_FIREWALL ,
MOD_STORM ,
MOD_PHOENIX ,
MOD_PHOENIX_SPL ,
MOD_HELLSTAFF ,
MOD_P_STAFF ,
MOD_P_FIREBALL ,
MOD_P_MMISSILE ,
MOD_P_SPHERE ,
MOD_P_SPHERE_SPL ,
MOD_P_IRONDOOM ,
MOD_P_FIREWALL ,
MOD_P_STORM ,
MOD_P_PHOENIX ,
MOD_P_PHOENIX_SPL ,
MOD_P_HELLSTAFF ,
MOD_KICKED ,
MOD_METEORS ,
MOD_ROR ,
MOD_SHIELD ,
MOD_CHICKEN ,
MOD_TELEFRAG ,
MOD_WATER ,
MOD_SLIME ,
MOD_LAVA ,
MOD_CRUSH ,
MOD_FALLING ,
MOD_SUICIDE ,
MOD_BARREL ,
MOD_EXIT ,
MOD_BURNT ,
MOD_BLEED ,
MOD_SPEAR ,
MOD_DIED ,
MOD_KILLED_SLF ,
MOD_DECAP ,
MOD_TORN ,
MOD_MAX
} MOD_t;
#define MOD_FRIENDLY_FIRE 0x8000000
// ************************************************************************************************
// spawn_temp_t
// ------------
// This is 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
{
// Sky variables.
char *sky;
float skyrotate;
vec3_t skyaxis;
// Nextmap. Is this used?
char *nextmap;
int lip;
int distance;
int height;
char *noise;
float pausetime;
char *item;
char *gravity;
float minyaw;
float maxyaw;
float minpitch;
float maxpitch;
int rotate;
float zangle;
char *file;
int radius;
// Weapons to be given to the player on spawning.
int offensive;
int defensive;
int spawnflags2;
// Time to wait (in seconds) for all clients to have joined a map in coop.
int cooptimeout;
// Scripting stuff.
char *script;
char *parms[16];
} spawn_temp_t;
// ************************************************************************************************
// moveinfo_t
// ----------
// This is used to hold information pertaining to an entity's movement.
// ************************************************************************************************
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;
// ************************************************************************************************
// AI_XXX
// ------
// 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 //1024
#define AI_DUCKED 0x00000800
#define AI_COMBAT_POINT 0x00001000
#define AI_EATING 0x00002000
#define AI_RESURRECTING 0x00004000
#define AI_FLEE 0x00008000
#define AI_FALLBACK 0x00010000
#define AI_COWARD 0x00020000 //Babies (FLEE to certain distance & WATCH)
#define AI_AGRESSIVE 0x00040000 //never run away
#define AI_SHOVE 0x00080000 //shove others out of the way.
#define AI_DONT_THINK 0x00100000 //animate, don't think or move
#define AI_SWIM_OK 0x00200000 //ok to go in water
#define AI_OVERRIDE_GUIDE 0x00400000
#define AI_NO_MELEE 0x00800000 //not allowed to melee
#define AI_NO_MISSILE 0x01000000 //not allowed to missile
#define AI_USING_BUOYS 0x02000000 //Using Buoyah! Navigation System(tm)
#define AI_STRAIGHT_TO_ENEMY 0x04000000 //Charge straight at enemy no matter what anything else tells you
#define AI_NIGHTVISION 0x08000000 //light level does not effect this monster's vision or aim
#define AI_NO_ALERT 0x10000000 //monster does not pay attemntion to alerts
// ************************************************************************************************
// AS_XXX
// ------
// Monster attack states.
// ************************************************************************************************
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
#define AS_DIVING 5
// ************************************************************************************************
// C_ANIM_XXX
// ------
// Cinmatic Animation flags
// ************************************************************************************************
#define C_ANIM_MOVE 1
#define C_ANIM_REPEAT 2
#define C_ANIM_DONE 4
#define C_ANIM_IDLE 8
// ************************************************************************************************
// OBJ_XXX
// ------
// Flags for object entities
// ************************************************************************************************
#define OBJ_INVULNERABLE 1
#define OBJ_ANIMATE 2
#define OBJ_EXPLODING 4
#define OBJ_NOPUSH 8
// ************************************************************************************************
// SIGHT_XXX
// ------
// Type of target aquisition
// ************************************************************************************************
#define SIGHT_SOUND_TARGET 0 //Heard the target make this noise
#define SIGHT_VISIBLE_TARGET 1 //Saw this target
#define SIGHT_ANNOUNCED_TARGET 2 //Target was announced by another monster
// ************************************************************************************************
// mframe_t
// --------
// ************************************************************************************************
typedef struct
{
int framenum; // Index to current animation frame.
void (*aifunc)(edict_t *self, float dist); // AI function for this animation frame.
float dist; // Distance the AI function should move the
// entity this frame.
void (*thinkfunc)(edict_t *self); // Think function for this frame.
} mframe_t;
// ************************************************************************************************
// mmove_t
// -------
// ************************************************************************************************
typedef struct
{
int framecount; // Number of frames in the animation frame array.
mframe_t *frame;
void (*endfunc)(edict_t *self);
} mmove_t;
// ************************************************************************************************
// animframe_t
// -----------
// ************************************************************************************************
typedef struct
{
int framenum;
void (*movefunc)(edict_t *self, float var1, float var2, float var3);
float var1, var2, var3;
void (*actionfunc)(edict_t *self, float var4);
float var4;
void (*thinkfunc)(edict_t *self);
} animframe_t;
// ************************************************************************************************
// animmove_t
// ----------
// ************************************************************************************************
typedef struct
{
int numframes;
animframe_t *frame;
void (*endfunc)(edict_t *self);
} animmove_t;
// ************************************************************************************************
// c_animflags_t
// ----------
// ************************************************************************************************
typedef struct
{
qboolean moving; // Does this action support moving
qboolean repeat; // Does this action support repeating
qboolean turning; // Does this action support turning
} c_animflags_t;
// ************************************************************************************************
// monsterinfo_t
// -------------
// ************************************************************************************************
typedef struct
{
// Not used in new system
char *otherenemyname; // ClassName of secondary enemy (other than player).
// E.g. a Rat's secondary enemy is a gib.
animmove_t *currentmove;
int aiflags;
int aistate; // Last order given to the monster (ORD_XXX).
int currframeindex; // Index to current monster frame.
int nextframeindex; // Used to force the next frameindex.
float thinkinc; // Time between thinks for this entity.
float scale;
void (*idle)(edict_t *self);
void (*search)(edict_t *self);
void (*dodge)(edict_t *self, edict_t *other, float eta);
int (*attack)(edict_t *self);
void (*sight)(edict_t *self, edict_t *other);
void (*dismember)(edict_t *self, int damage, int HitLocation);
qboolean (*alert)(edict_t *self, alertent_t *alerter, edict_t *enemy);
qboolean (*checkattack)(edict_t *self);
float pausetime;
float attack_finished;
float flee_finished; // When a monster is done fleeing
float chase_finished; // When the monster can look for secondary monsters.
vec3_t saved_goal;
float search_time;
float misc_debounce_time;
vec3_t last_sighting;
int attack_state;
int lefty;
float idle_time;
int linkcount;
int searchType;
vec3_t nav_goal;
float jump_time;
int stepState;
int ogleflags; //Ogles have special spawnflags stored in here at spawntime
int supporters; //Number of supporting monsters (with common type) in the area when awoken
float sound_finished; //Amount of time until the monster will be finishing talking (used for voices)
float sound_start; //The amount of time to wait before playing the pending sound
int sound_pending; //This monster is waiting to make a sound (used for voices) (0 if false, else sound ID)
// Cinematic fields
int c_dist; // Distance left to move
int c_repeat; // # of times to repeat the anim cycle
void (*c_callback)(struct edict_s *self); // Callback function when action is done
int c_anim_flag; // Shows if current cinematic anim supports moving, turning, or repeating
qboolean c_mode; // in cinematic mode or not?
edict_t *c_ent; // entity passed from a cinematic command
qboolean awake; // has found an anemy AND gone after it.
qboolean roared; // Gorgon has roared or been woken up by a roar
float last_successful_enemy_tracking_time; //last time successfully saw enemy or found a path to him
float coop_check_debounce_time;
} monsterinfo_t;
// ************************************************************************************************
// aceldata_t
// ----------
// ************************************************************************************************
typedef struct
{
animmove_t *move;
short fly;
short lockmove;
int playerflags;
} aceldata_t;
// ************************************************************************************************
// acelsizes_t
// -----------
// ************************************************************************************************
typedef struct
{
vec3_t boundbox[2];
int altmove;
float viewheight;
float waterheight;
} acelsizes_t;
// The structure for each monster class.
#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 BYOFS(x) (int)&(((buoy_t *)0)->x)
extern game_locals_t game;
#ifdef __cplusplus
extern "C"
{
#endif
extern level_locals_t level;
extern edict_t *g_edicts;
extern game_import_t gi;
extern spawn_temp_t st;
extern game_export_t globals;
#ifdef __cplusplus
}
#endif
extern int sm_meat_index;
extern int snd_fry;
extern cvar_t *maxentities;
extern cvar_t *deathmatch;
extern cvar_t *coop;
extern cvar_t *dmflags;
extern cvar_t *advancedstaff;
extern cvar_t *skill;
extern cvar_t *fraglimit;
extern cvar_t *timelimit;
extern cvar_t *password;
extern cvar_t *g_select_empty;
extern cvar_t *dedicated;
extern cvar_t *filterban;
extern cvar_t *sv_gravity;
extern cvar_t *sv_friction;
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 *sv_nomonsters;
extern cvar_t *blood_level;
extern cvar_t *showbuoys;
extern cvar_t *showlitebuoys;
extern cvar_t *mgai_debug;
extern cvar_t *deactivate_buoys;
extern cvar_t *anarchy;
extern cvar_t *impact_damage;
extern cvar_t *cheating_monsters;
extern cvar_t *singing_ogles;
extern cvar_t *no_runshrine;
extern cvar_t *no_tornado;
extern cvar_t *no_irondoom;
extern cvar_t *no_phoenix;
extern cvar_t *no_morph;
extern cvar_t *no_shield;
extern cvar_t *no_teleport;
extern cvar_t *log_file_name;
extern cvar_t *log_file_header;
extern cvar_t *log_file_footer;
extern cvar_t *log_file_line_header;
#ifdef __cplusplus
extern "C"
{
#endif
extern cvar_t *sv_cinematicfreeze;
extern cvar_t *sv_jumpcinematic;
#ifdef __cplusplus
}
#endif
extern cvar_t *sv_freezemonsters;
extern cvar_t *maxclients;
extern cvar_t *sv_maplist;
extern cvar_t *autorotate;
extern cvar_t *blood;
extern cvar_t *checkanim; // specifies whether monsters should check to see if most of the
// distance of a move animation is unobstructed before setting it
extern cvar_t *allowillegalskins;
extern cvar_t *monster_speeds;
extern cvar_t *pvs_cull;
extern cvar_t *game_test; // sfs--for testing the speed impact of code changes
extern cvar_t *dm_no_bodies;
extern cvar_t *player_dll;
extern cvar_t *flood_msgs;
extern cvar_t *flood_persecond;
extern cvar_t *flood_waitdelay;
extern cvar_t *flood_killdelay;
extern edict_t *g_edicts;
extern int self_spawn;
#define world (&g_edicts[0])
// ************************************************************************************************
// 'DROPPED_XXX'.
// --------------
// ************************************************************************************************
#define DROPPED_ITEM 0x00008000
#define DROPPED_PLAYER_ITEM 0x00010000
// fields are needed for spawning from the entity string
// and saving / loading games
#define FFL_SPAWNTEMP 1
// ************************************************************************************************
// fieldtype_t
// -----------
// ************************************************************************************************
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_RGBA,
F_RGB,
F_IGNORE,
} fieldtype_t;
// ************************************************************************************************
// field_t
// -------
// ************************************************************************************************
typedef struct
{
char *name;
int ofs;
fieldtype_t type;
int flags;
} field_t;
#ifdef __cplusplus
extern "C"
{
#endif
extern field_t fields[];
#ifdef __cplusplus
}
#endif
//
// g_cmds.c
//
void Cmd_Help_f (edict_t *ent);
void Cmd_Score_f (edict_t *ent);
//
// g_items.c
//
void PrecacheItem (gitem_t *it);
void G_InitItems (void);
void SetItemNames (void);
edict_t *Drop_Item (edict_t *ent, gitem_t *item);
void SetRespawn (edict_t *ent);
void SpawnItem (edict_t *ent, gitem_t *item);
void SpawnItemEffect(edict_t *ent, gitem_t *item);
gitem_t *IsItem(edict_t *ent);
void Think_Weapon (edict_t *ent);
int ArmorIndex (edict_t *ent);
qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count);
//
// 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);
#ifdef __cplusplus
extern "C"
{
#endif
edict_t *G_Find (edict_t *from, int fieldofs, char *match);
edict_t *G_Spawn (void);
#ifdef __cplusplus
}
#endif
edict_t *oldfindradius (edict_t *from, vec3_t org, float rad);
edict_t *findradius (edict_t *from, vec3_t org, float rad);
edict_t *findinblocking (edict_t *from, edict_t *checkent);
edict_t *findinbounds(edict_t *from, vec3_t min, vec3_t max);
edict_t *oldfindinbounds(edict_t *from, vec3_t min, vec3_t max);
edict_t *finddistance (edict_t *from, vec3_t org, float mindist, float maxdist);
edict_t *findonpath(edict_t *startent, vec3_t startpos, vec3_t endpos, vec3_t mins, vec3_t maxs, vec3_t *resultpos);
edict_t *G_PickTarget (char *targetname);
//commonly used functions
int range (edict_t *self, edict_t *other);
qboolean clear_visible (edict_t *self, edict_t *other);
qboolean visible (edict_t *self, edict_t *other);
qboolean visible_pos (edict_t *self, vec3_t spot2);
qboolean infront (edict_t *self, edict_t *other);
qboolean infront_pos (edict_t *self, vec3_t pos);
qboolean ahead (edict_t *self, edict_t *other);
void G_UseTargets (edict_t *ent, edict_t *activator);
void G_SetMovedir (vec3_t angles, vec3_t movedir);
void G_InitEdict (edict_t *e);
void G_FreeEdict (edict_t *e);
void G_SetToFree (edict_t *);
void G_TouchTriggers (edict_t *ent);
void G_TouchSolids (edict_t *ent);
void G_LinkMissile(edict_t *ent);
char *G_CopyString (char *in);
char *vtos (vec3_t v);
float vectoyaw (vec3_t vec);
//
// g_combat.c
//
qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
qboolean CanDamage (edict_t *targ, edict_t *inflictor);
qboolean CanDamageFromLoc (edict_t *targ, edict_t *inflictor, vec3_t origin);
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 MeansOfDeath);
void T_DamageRadius(edict_t *inflictor, edict_t *attacker, edict_t *ignore, float radius,
float maxdamage, float mindamage, int dflags,int MeansOfDeath);
void T_DamageRadiusFromLoc(vec3_t origin, edict_t *inflictor, edict_t *attacker, edict_t *ignore, float radius,
float maxdamage, float mindamage, int dflags,int MeansOfDeath);
// ************************************************************************************************
// DAMAGE_XXX
// ----------
// ************************************************************************************************
#define DAMAGE_NORMAL 0x00000000 // No modifiers to damage
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
#define DAMAGE_NO_KNOCKBACK 0x00000002 // do not affect velocity, just view angles
#define DAMAGE_ALL_KNOCKBACK 0x00000004 // Ignore damage
#define DAMAGE_EXTRA_KNOCKBACK 0x00000008 // throw in some extra z
#define DAMAGE_NO_PROTECTION 0x00000010 // invulnerability, and godmode have no effect
#define DAMAGE_NO_BLOOD 0x00000020 // don't spawn any blood
#define DAMAGE_EXTRA_BLOOD 0x00000040 // Lots of blood
#define DAMAGE_SPELL 0x00000080 // this came from a spell, - for use in calcing armor effects
#define DAMAGE_DISMEMBER 0x00000100 // Force this hit to use dismemberment message
#define DAMAGE_ATTACKER_IMMUNE 0x00000200 // Inflictor receives no effect
#define DAMAGE_ATTACKER_KNOCKBACK 0x00000400 // Inflictor takes knockback only
#define DAMAGE_REDRAIN 0x00000800 // Red rain acid damage
#define DAMAGE_BUBBLE 0x00001000 // Drowning damage
#define DAMAGE_FIRE 0x00002000 // Fire damage
#define DAMAGE_ALIVE_ONLY 0x00004000 // Only damage living things made of flesh
#define DAMAGE_BLEEDING 0x00008000 // No protection
#define DAMAGE_AVOID_ARMOR 0x00010000 // don't do the armor effect
#define DAMAGE_DOUBLE_DISMEMBER 0x00020000 // Force this hit to use dismemberment message with TWICE the chance of cutting
#define DAMAGE_HURT_FRIENDLY 0x00040000 // Always hurt friendly entities (e.g. fellow coop players).
#define DAMAGE_POWERPHOENIX 0x00080000 // Extra knockback to shooter, 1/4 damage.
#define DAMAGE_FIRE_LINGER 0x00100000 // Do extra fire linger damage.
#define DAMAGE_ENEMY_MAX 0x00200000 // Do maximum damage directly to the enemy in radius
#define DAMAGE_ONFIRE 0x00400000 // If the damage is FROM a fire...
#define DAMAGE_PHOENIX 0x00800000 // Phoenix-oriented damage. Do minimal fire for show, but short duration.
#define DAMAGE_SUFFOCATION (DAMAGE_NO_KNOCKBACK|DAMAGE_NO_BLOOD|DAMAGE_BUBBLE|DAMAGE_AVOID_ARMOR)
#define DAMAGE_LAVA (DAMAGE_NO_KNOCKBACK|DAMAGE_NO_BLOOD|DAMAGE_FIRE|DAMAGE_AVOID_ARMOR)
#define DAMAGE_SLIME (DAMAGE_NO_KNOCKBACK|DAMAGE_NO_BLOOD|DAMAGE_AVOID_ARMOR)
#define DAMAGE_BURNING (DAMAGE_ONFIRE|DAMAGE_NO_KNOCKBACK|DAMAGE_NO_BLOOD|DAMAGE_FIRE|DAMAGE_AVOID_ARMOR)
//
// g_monster.c
//
void M_droptofloor (edict_t *ent);
void monster_think (edict_t *self);
qboolean walkmonster_start (edict_t *self);
qboolean swimmonster_start (edict_t *self);
qboolean flymonster_start (edict_t *self);
void AttackFinished (edict_t *self, float time);
void PauseTime(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_CheckGround (edict_t *ent);
//
// g_misc.c
//
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);
void ai_eat (edict_t *self, float dist);
void ai_generic(edict_t *self);
void ai_flee(edict_t *self, float dist);
int range (edict_t *self, edict_t *other);
void FoundTarget (edict_t *self, qboolean setsightent);
qboolean infront (edict_t *self, edict_t *other);
qboolean visible (edict_t *self, edict_t *other);
qboolean FacingIdeal(edict_t *self);
//
// g_client.c
//
void respawn (edict_t *ent);
void BeginIntermission (edict_t *targ);
void PutClientInServer (edict_t *ent);
void InitClientPersistant (edict_t *player);
void InitClientResp (gclient_t *client);
void InitBodyQue (void);
void ClientBeginServerFrame (edict_t *ent);
int SexedSoundIndex (edict_t *ent, char *base);
//
// g_player.c
//
int player_pain (edict_t *self, edict_t *other, float kick, int damage);
int player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void player_dismember (edict_t *self, edict_t *other, int damage, int HitLocation);
void ResetPlayerBaseNodes (edict_t *ent);
void player_repair_skin (edict_t *self);
//
// g_svcmds.c
//
void ServerCommand (void);
qboolean SV_FilterPacket (char *from);
//
// p_view.c
//
extern void ClientEndServerFrame(edict_t *ent);
extern qboolean CheckButton(edict_t *self);
extern void SetupPlayerinfo(edict_t *ent);
extern void WritePlayerinfo(edict_t *ent);
extern void SetupPlayerinfo_effects(edict_t *ent);
extern void WritePlayerinfo_effects(edict_t *ent);
//
// p_hud.c
//
void MoveClientToIntermission(edict_t *client,qboolean log_file);
void MoveClientsToIntermission(vec3_t ViewOrigin,vec3_t ViewAngles);
void G_SetStats (edict_t *ent);
void ValidateSelectedItem (edict_t *ent);
void SelectPrevItem (edict_t *ent, int itflags);
void SelectNextItem (edict_t *ent, int itflags);
void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer,qboolean log_file);
//
// g_pweapon.c
//
void PlayerNoise(edict_t *who, vec3_t where, int type);
//
// m_move.c
//
qboolean M_CheckBottom (edict_t *ent);
qboolean M_CheckTop (edict_t *ent);
qboolean M_walkmove (edict_t *ent, float yaw, float dist);
void M_MoveToGoal (edict_t *ent, float dist);
float M_ChangeYaw (edict_t *ent);
void M_ChangePitch (edict_t *ent);
void M_MoveAwayFromGoal (edict_t *ent, float dist);
//
// g_phys.c
//
void G_RunEntity (edict_t *ent);
//
// g_main.c
//
void SaveClientData (void);
void FetchClientEntData (edict_t *ent);
//
// g_breakable.c
//
void KillBrush(edict_t *targ,edict_t *inflictor,edict_t *attacker,int damage);
//
// g_obj.c
//
void ObjectInit(edict_t *self,int health,int mass, int materialtype,int solid);
//
// g_spawnf.c
//
//sfs--this is used to get a classname for guys spawned while game is running
#ifdef __cplusplus
extern "C"
{
#endif
char *ED_NewString (char *string);
void ED_CallSpawn (edict_t *ent);
#ifdef __cplusplus
}
#endif
//============================================================================
// ************************************************************************************************
// TRYSTEP_
// --------
// Used for ai_trystep (g_ai)
// ************************************************************************************************
#define TRYSTEP_OK 0
#define TRYSTEP_ALLSOLID 1
#define TRYSTEP_STARTSOLID 2
#define TRYSTEP_OFFEDGE 3
#define TRYSTEP_NOSUPPORT 4
#define TRYSTEP_INWATER 5
// ************************************************************************************************
// client_respawn_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; // The level.framenum when the client entered the game.
int score; // Frags, etc.
vec3_t cmd_angles; // Angles sent over in the last command.
int game_helpchanged;
int helpchanged;
} client_respawn_t;
// ************************************************************************************************
// gclient_t
// ---------
// This structure is cleared on each PutClientInServer() except for 'client->pers'.
// ************************************************************************************************
typedef struct gclient_s
{
// The following two fields are known to the server.
player_state_t ps; // Communicated by server to clients.
int ping;
// All other fields below are private to the game.
client_respawn_t resp;
pmove_state_t old_pmove; // For detecting out-of-pmove changes.
// Damage stuff. Sum up damage over an entire frame.
qboolean damage_gas; // Did damage come from plague mist?
int damage_blood; // Damage taken out of health.
int damage_knockback; // Impact damage.
vec3_t damage_from; // Origin for vector calculation.
//
usercmd_t pcmd;
short oldcmdangles[3];
vec3_t aimangles; // Spell / weapon aiming direction.
vec3_t oldviewangles;
vec3_t v_angle; // Entity facing angles.
float bobtime; // So off-ground doesn't change it.
float next_drown_time;
int old_waterlevel;
// Client can respawn when time > respawn_time.
float respawn_time;
int complete_reset;
// Remote and walkby camera stuff.
int RemoteCameraLockCount;
int RemoteCameraNumber;
int savedtargetcount;
edict_t *savedtarget;
// Teleport stuff.
vec3_t tele_dest;
vec3_t tele_angles;
int tele_count;
int tele_type; /// Note only a byte of this is used.
int old_solid;
// Weapon / defense stuff.
edict_t *lastentityhit;
edict_t *Meteors[4];
vec3_t laststaffpos;
float laststaffuse;
// Powerup timers.
float invincible_framenum;
// Shrine stuff.
float shrine_framenum;
// Data for the player obituaries
MOD_t meansofdeath;
// Anti flooding vars
float flood_locktill; // locked from talking
float flood_when[10]; // when messages were said
int flood_whenhead; // head pointer for when said
float flood_nextnamechange; // next time for valid nick change
float flood_nextkill; // next time for suicide
playerinfo_t playerinfo;
} gclient_t;
#include "g_BoundingForm.h"
#include "g_Edict.h"
#ifdef __cplusplus //this is for ds.cpp
#include "Vector.h"
#endif
qboolean FindTarget (edict_t *self);
void MG_PostDeathThink (edict_t *self);
qboolean movable (edict_t *ent);
qboolean EntReflecting(edict_t *ent, qboolean checkmonster, qboolean checkplayer);
void SkyFly (edict_t *self);
//For simplicity of use.. take it out later
#define BUOY_DEBUG showbuoys->value
#define BUOY_DEBUG_LITE showlitebuoys->value
#define MGAI_DEBUG mgai_debug->value
#define DEACTIVATE_BUOYS deactivate_buoys->value
#define ANARCHY anarchy->value
#define IMPACT_DAMAGE impact_damage->value
#define CHEATING_MONSTERS cheating_monsters->value
// Scripts ds.cpp
#ifndef __cplusplus
void ProcessScripts(void);
void ShutdownScripts(qboolean Complete);
void SaveScripts(FILE *FH, qboolean DoGlobals);
void LoadScripts(FILE *FH, qboolean DoGlobals);
#endif
#endif // G_LOCAL_H