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