reaction/reaction/game/g_local.h

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// Copyright (C) 1999-2000 Id Software, Inc.
//
// g_local.h -- local definitions for game module
#include "q_shared.h"
#include "bg_public.h"
#include "g_public.h"
//==================================================================
// the "gameversion" client command will print this plus compile date
#define GAMEVERSION "reaction"
#define BODY_QUEUE_SIZE 8
//Blaze: How long someone bleeds for
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#define BLEED_TIME 10 // 10 = 1 second is time for losing 1 health at slowest bleed rate
//Elder: Everyone knows you lose 6 health from the moment you start bandaging
//Let's enforce that in-code because it's sometimes 7 or even 8
#define BLEED_BANDAGE 6
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// types of locations that can be hit
#define LOC_HDAM 1 // head
#define LOC_CDAM 2 // chest
#define LOC_SDAM 3 // stomach
#define LOC_LDAM 4 // legs
#define INFINITE 1000000
#define FRAMETIME 100 // msec
#define EVENT_VALID_MSEC 300
#define CARNAGE_REWARD_TIME 3000
#define REWARD_SPRITE_TIME 2000
#define INTERMISSION_DELAY_TIME 1000
#define SP_INTERMISSION_DELAY_TIME 5000
// gentity->flags
#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_NO_BOTS 0x00002000 // spawn point not for bot use
#define FL_NO_HUMANS 0x00004000 // spawn point just for bots
#define FL_FORCE_GESTURE 0x00008000 // force gesture on client
//Elder: err - this looks funny... should it be 0x00010000 ?
//#define FL_THROWN_ITEM 0x00016000 // XRAY FMJ weapon throwing
#define FL_THROWN_ITEM 0x00010000 // XRAY FMJ weapon throwing
#define FL_RQ3_JUNKITEM 0x00020000 // Elder: the item we want to remove
//Elder: moved to bg_public.h
//#define FL_THROWN_KNIFE 0x00040000 // Elder: thrown knife special case
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// movers are things like doors, plats, buttons, etc
typedef enum {
MOVER_POS1,
MOVER_POS2,
MOVER_1TO2,
MOVER_2TO1,
// VALKYRIE: angle movements
ROTATOR_POS1,
ROTATOR_POS2,
ROTATOR_1TO2,
ROTATOR_2TO1
} moverState_t;
#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3"
#define RQ3_RESPAWNTIME_DEFAULT 60000 // Elder: time for weapons to respawn - up to 60s
#define SP_AUTOOPEN 4 // Elder: revert to Q3 behaviour
#define SP_DOORTOGGLE 8 // Elder: added to enable mover toggling
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//============================================================================
typedef struct gentity_s gentity_t;
typedef struct gclient_s gclient_t;
struct gentity_s {
entityState_t s; // communicated by server to clients
entityShared_t r; // shared by both the server system and game
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
// EXPECTS THE FIELDS IN THAT ORDER!
//================================
struct gclient_s *client; // NULL if not a client
qboolean inuse;
char *classname; // set in QuakeEd
int spawnflags; // set in QuakeEd
qboolean neverFree; // if true, FreeEntity will only unlink
// bodyque uses this
int flags; // FL_* variables
char *model;
char *model2;
int freetime; // level.time when the object was freed
int eventTime; // events will be cleared EVENT_VALID_MSEC after set
qboolean freeAfterEvent;
qboolean unlinkAfterEvent;
qboolean physicsObject; // if true, it can be pushed by movers and fall off edges
// all game items are physicsObjects,
float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce
int clipmask; // brushes with this content value will be collided against
// when moving. items and corpses do not collide against
// players, for instance
// movers
moverState_t moverState;
int soundPos1;
int sound1to2;
int sound2to1;
int soundPos2;
int soundLoop;
gentity_t *parent;
gentity_t *nextTrain;
gentity_t *prevTrain;
vec3_t pos1, pos2;
char *message;
int timestamp; // body queue sinking, etc
float angle; // set in editor, -1 = up, -2 = down
char *target;
char *targetname;
char *team;
char *targetShaderName;
char *targetShaderNewName;
gentity_t *target_ent;
float speed;
vec3_t movedir;
int nextthink;
void (*think)(gentity_t *self);
void (*reached)(gentity_t *self); // movers call this when hitting endpoint
void (*blocked)(gentity_t *self, gentity_t *other);
void (*touch)(gentity_t *self, gentity_t *other, trace_t *trace);
void (*use)(gentity_t *self, gentity_t *other, gentity_t *activator);
void (*pain)(gentity_t *self, gentity_t *attacker, int damage);
void (*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
int pain_debounce_time;
int fly_sound_debounce_time; // wind tunnel
int last_move_time;
int health;
qboolean takedamage;
int damage;
int splashDamage; // quad will increase this without increasing radius
int splashRadius;
int methodOfDeath;
int splashMethodOfDeath;
int count;
gentity_t *chain;
gentity_t *enemy;
gentity_t *activator;
gentity_t *teamchain; // next entity in team
gentity_t *teammaster; // master of the team
#ifdef MISSIONPACK
int kamikazeTime;
int kamikazeShockTime;
#endif
int watertype;
int waterlevel;
int noise_index;
// timing variables
float wait;
float random;
gitem_t *item; // for bonus items
float distance; // VALKYRIE: for rotating door
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};
typedef enum {
CON_DISCONNECTED,
CON_CONNECTING,
CON_CONNECTED
} clientConnected_t;
typedef enum {
SPECTATOR_NOT,
SPECTATOR_FREE,
SPECTATOR_FOLLOW,
SPECTATOR_SCOREBOARD
} spectatorState_t;
typedef enum {
TEAM_BEGIN, // Beginning a team game, spawn at base
TEAM_ACTIVE // Now actively playing
} playerTeamStateState_t;
typedef struct {
playerTeamStateState_t state;
int location;
int captures;
int basedefense;
int carrierdefense;
int flagrecovery;
int fragcarrier;
int assists;
float lasthurtcarrier;
float lastreturnedflag;
float flagsince;
float lastfraggedcarrier;
} playerTeamState_t;
// the auto following clients don't follow a specific client
// number, but instead follow the first two active players
#define FOLLOW_ACTIVE1 -1
#define FOLLOW_ACTIVE2 -2
// client data that stays across multiple levels or tournament restarts
// this is achieved by writing all the data to cvar strings at game shutdown
// time and reading them back at connection time. Anything added here
// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
typedef struct {
team_t sessionTeam;
int spectatorTime; // for determining next-in-line to play
spectatorState_t spectatorState;
int spectatorClient; // for chasecam and follow mode
int wins, losses; // tournament stats
qboolean teamLeader; // true when this client is a team leader
} clientSession_t;
//
#define MAX_NETNAME 36
#define MAX_VOTE_COUNT 3
// client data that stays across multiple respawns, but is cleared
// on each level change or team change at ClientBegin()
typedef struct {
clientConnected_t connected;
usercmd_t cmd; // we would lose angles if not persistant
qboolean localClient; // true if "ip" info key is "localhost"
qboolean initialSpawn; // the first spawn should be at a cool location
qboolean predictItemPickup; // based on cg_predictItems userinfo
qboolean pmoveFixed; //
char netname[MAX_NETNAME];
int maxHealth; // for handicapping
int enterTime; // level.time the client entered the game
playerTeamState_t teamState; // status in teamplay games
int voteCount; // to prevent people from constantly calling votes
int teamVoteCount; // to prevent people from constantly calling votes
qboolean teamInfo; // send team overlay updates?
qboolean hadUniqueWeapon[MAX_WEAPONS]; //Elder: for "ammo" in last gun
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} clientPersistant_t;
// this structure is cleared on each ClientSpawn(),
// except for 'client->pers' and 'client->sess'
struct gclient_s {
// ps MUST be the first element, because the server expects it
playerState_t ps; // communicated by server to clients
// the rest of the structure is private to game
clientPersistant_t pers;
clientSession_t sess;
qboolean readyToExit; // wishes to leave the intermission
qboolean noclip;
int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
// we can't just use pers.lastCommand.time, because
// of the g_sycronousclients case
int buttons;
int oldbuttons;
int latched_buttons;
vec3_t oldOrigin;
// sum up damage over an entire frame, so
// shotgun blasts give a single big kick
int damage_armor; // damage absorbed by armor
int damage_blood; // damage taken out of health
int damage_knockback; // impact damage
vec3_t damage_from; // origin for vector calculation
qboolean damage_fromWorld; // if true, don't use the damage_from vector
qboolean damage_vest; // Elder: if true, play the vest-hit sound
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int accurateCount; // for "impressive" reward sound
int accuracy_shots; // total number of shots
int accuracy_hits; // total number of hits
//
int lastkilled_client; // last client that this client killed
int lasthurt_client; // last client that damaged this client
int lasthurt_mod; // type of damage the client did
// Begin Duffman
int lasthurt_location; // Where the client was hit.
// End Duffman
// timers
int respawnTime; // can respawn when time > this, force after g_forcerespwan
int inactivityTime; // kick players when time > this
qboolean inactivityWarning; // qtrue if the five seoond warning has been given
int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this
int airOutTime;
int lastKillTime; // for multiple kill rewards
qboolean fireHeld; // used for hook
gentity_t *hook; // grapple hook if out
int switchTeamTime; // time the player switched teams
// Begin Duffman
int numClips[MAX_WEAPONS]; // Number of clips each weapon has
// End Duffman
qboolean openDoor;//Blaze: used to hold if someone has hit opendoor key
// timeResidual is used to handle events that happen every second
// like health / armor countdowns and regeneration
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int timeResidual;
//Elder: C3A laser tutorial
gentity_t *lasersight; // lasersight OR flashlight if in use
int bleeding; //Blaze: remaining points to bleed away
int bleed_remain; //Blaze: How much left to bleed
int bleedloc; //Blaze: Where are we bleeding
vec3_t bleedloc_offset; // Blaze: location of bleeding (from origin)
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vec3_t bleednorm;
//qboolean isBleeding; //Blaze: is client bleeding
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// int legDamage; //Blaze: Client has leg damage - holds number of hits too
int bleedtick; //Blaze: Holds # of seconds till bleeding stops.
int bleedBandageCount; //Elder: hack to restrict amount of bleeding to 6 points
//Elder: server only needs to know for sniper spread - ARGH
// int zoomed; // Hawkins (SSG zoom)
//qboolean semi; // hawkins (semiauto mode for m4, mp5, pistol)
int shots; //Blaze: Number of shots fired so far with this weapon
// Homer: weaponstate vars for Cmd_Weapon
// make these a single bitmask? worth the effort?
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// Moved to PERS_WEAPONMODES in bg_public.h
/* int mk23semi; // pistol to semi-auto
int mp5_3rb; // MP5 to 3rb
int m4_3rb; // M4 to 3rb
int grenRange; // range to throw grenade (short/medium/long)
int throwKnife; // knife to throwing
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*/
//qboolean isBandaging; //Elder: player in the process of bandaging
// end Homer
int weaponfireNextTime; // for akimbos
int lastzoom; // Elder: save last zoom state when firing
int fastReloads; // Elder: for queuing M3/SSG reloads
int lastReloadTime; // Elder: for queuing M3/SSG reloads
int reloadAttempts; // Elder: for queuing M3/SSG reloads
int consecutiveShots; // Elder: for M4 ride-up/kick
int uniqueWeapons; // Elder: formerly a stat, now just a server var
int uniqueItems;
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#ifdef MISSIONPACK
gentity_t *persistantPowerup;
int portalID;
int ammoTimes[WP_NUM_WEAPONS];
int invulnerabilityTime;
#endif
char *areabits;
};
// Begin Duffman
int G_LocationDamage(vec3_t point, gentity_t* targ, gentity_t* attacker, int take);
void Cmd_Reload( gentity_t *ent ); // reloads the current weapon
// Elder: removed - prototype in bg_public.h
// int ClipAmountForWeapon( int w ); // returns the maximum ammo for the current weapon
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// End Duffman
//
// this structure is cleared as each map is entered
//
#define MAX_SPAWN_VARS 64
#define MAX_SPAWN_VARS_CHARS 2048
typedef struct {
struct gclient_s *clients; // [maxclients]
struct gentity_s *gentities;
int gentitySize;
int num_entities; // current number, <= MAX_GENTITIES
int warmupTime; // restart match at this time
fileHandle_t logFile;
// 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 startTime; // level.time the map was started
int teamScores[TEAM_NUM_TEAMS];
int lastTeamLocationTime; // last time of client team location update
qboolean newSession; // don't use any old session data, because
// we changed gametype
qboolean restarted; // waiting for a map_restart to fire
int numConnectedClients;
int numNonSpectatorClients; // includes connecting clients
int numPlayingClients; // connected, non-spectators
int sortedClients[MAX_CLIENTS]; // sorted by score
int follow1, follow2; // clientNums for auto-follow spectators
int snd_fry; // sound index for standing in lava
int warmupModificationCount; // for detecting if g_warmup is changed
// voting state
char voteString[MAX_STRING_CHARS];
char voteDisplayString[MAX_STRING_CHARS];
int voteTime; // level.time vote was called
int voteExecuteTime; // time the vote is executed
int voteYes;
int voteNo;
int numVotingClients; // set by CalculateRanks
// team voting state
char teamVoteString[2][MAX_STRING_CHARS];
int teamVoteTime[2]; // level.time vote was called
int teamVoteYes[2];
int teamVoteNo[2];
int numteamVotingClients[2];// set by CalculateRanks
// spawn variables
qboolean spawning; // the G_Spawn*() functions are valid
int numSpawnVars;
char *spawnVars[MAX_SPAWN_VARS][2]; // key / value pairs
int numSpawnVarChars;
char spawnVarChars[MAX_SPAWN_VARS_CHARS];
// intermission state
int intermissionQueued; // intermission was qualified, but
// wait INTERMISSION_DELAY_TIME before
// actually going there so the last
// frag can be watched. Disable future
// kills during this delay
int intermissiontime; // time the intermission was started
char *changemap;
qboolean readyToExit; // at least one client wants to exit
int exitTime;
vec3_t intermission_origin; // also used for spectator spawns
vec3_t intermission_angle;
qboolean locationLinked; // target_locations get linked
gentity_t *locationHead; // head of the location list
int bodyQueIndex; // dead bodies
gentity_t *bodyQue[BODY_QUEUE_SIZE];
#ifdef MISSIONPACK
int portalSequence;
#endif
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} level_locals_t;
//
// rxn_game.c
//
void CheckBleeding(gentity_t *targ);
void StartBandage(gentity_t *ent);
void ThrowWeapon( gentity_t *ent );
void ThrowItem( gentity_t *ent );
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gentity_t *dropWeapon( gentity_t *ent, gitem_t *item, float angle, int xr_flags ); // XRAY FMJ
//Blaze Reaction knife stuff
//Elder: commented out - unused?
//void Rxn_SpawnKnife( gentity_t *e);
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//
// g_spawn.c
//
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 );
void G_SpawnEntitiesFromString( void );
char *G_NewString( const char *string );
//
// g_cmds.c
//
void Cmd_Score_f (gentity_t *ent);
void StopFollowing( gentity_t *ent );
void BroadcastTeamChange( gclient_t *client, int oldTeam );
void SetTeam( gentity_t *ent, char *s );
void Cmd_FollowCycle_f( gentity_t *ent, int dir );
void Cmd_Unzoom(gentity_t *ent);
void Cmd_OpenDoor(gentity_t *ent);
//Elder: C3A laser tutorial
void Laser_Gen (gentity_t *ent, qboolean enabled);
void Laser_Think( gentity_t *self );
//Elder: commented out for Homer
//void toggleSemi(gentity_t *ent);
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//
// g_items.c
//
void G_CheckTeamItems( void );
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 );
gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity, int xrflags );
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);
//Elder: added bandolier factor
void Add_Ammo (gentity_t *ent, int weapon, int count, int bandolierfactor);
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void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace);
void ClearRegisteredItems( void );
void RegisterItem( gitem_t *item );
void SaveRegisteredItems( void );
//Elder: added
void RQ3_DroppedItemThink(gentity_t *ent);
void RQ3_DroppedWeaponThink(gentity_t *ent);
void RQ3_ResetWeapon( int weapon );
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//
// g_utils.c
//
int G_ModelIndex( char *name );
int G_SoundIndex( char *name );
void G_TeamCommand( team_t team, char *cmd );
void G_KillBox (gentity_t *ent);
gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
gentity_t *G_PickTarget (char *targetname);
void G_UseTargets (gentity_t *ent, gentity_t *activator);
void G_SetMovedir ( vec3_t angles, vec3_t movedir);
void G_InitGentity( gentity_t *e );
gentity_t *G_Spawn (void);
gentity_t *G_TempEntity( vec3_t origin, int event );
//Elder: added
gentity_t *G_TempEntity2( vec3_t origin, int event, int eParm );
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void G_Sound( gentity_t *ent, int channel, int soundIndex );
void G_FreeEntity( gentity_t *e );
//Elder: added
void RQ3_SaveZoomLevel ( gentity_t *ent );
int RQ3_isZoomed ( gentity_t *ent );
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qboolean G_EntitiesFree( void );
void G_TouchTriggers (gentity_t *ent);
void G_TouchSolids (gentity_t *ent);
float *tv (float x, float y, float z);
char *vtos( const vec3_t v );
float vectoyaw( const vec3_t vec );
void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm );
void G_AddEvent( gentity_t *ent, int event, int eventParm );
void G_SetOrigin( gentity_t *ent, vec3_t origin );
void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
const char *BuildShaderStateConfig();
//
// g_combat.c
//
qboolean CanDamage (gentity_t *targ, vec3_t origin);
void G_Damage (gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod);
qboolean G_RadiusDamage (vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod);
int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir );
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
void TossClientItems( gentity_t *self );
#ifdef MISSIONPACK
void TossClientPersistantPowerups( gentity_t *self );
#endif
void TossClientCubes( gentity_t *self );
// 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 0x00000004 // do not affect velocity, just view angles
#define DAMAGE_NO_PROTECTION 0x00000008 // armor, shields, invulnerability, and godmode have no effect
#ifdef MISSIONPACK
#define DAMAGE_NO_TEAM_PROTECTION 0x00000010 // armor, shields, invulnerability, and godmode have no effect
#endif
//Elder: Changed from 0x00000016 to 0x00000020
#define DAMAGE_NO_LOCATIONAL 0x00000020 // Generic damage (shotguns, grenades, kicks)
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//
// g_missile.c
//
void G_RunMissile( gentity_t *ent );
gentity_t *fire_knife (gentity_t *self, vec3_t start, vec3_t aimdir);
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gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir);
//Blaze: Dont need these functions
//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);
//gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir);
//gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir);
#ifdef MISSIONPACK
gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up );
gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t aimdir );
#endif
//
// g_mover.c
//
void G_RunMover( gentity_t *ent );
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );
//
// g_trigger.c
//
void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace );
//
// g_misc.c
//
void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
#ifdef MISSIONPACK
void DropPortalSource( gentity_t *ent );
void DropPortalDestination( gentity_t *ent );
#endif
void G_BreakGlass( gentity_t *ent, vec3_t point, int mod );//Blaze: Breakable glass
//
// g_weapon.c
//
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
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 Knife_Touch (gentity_t *ent, gentity_t *other,trace_t *trace);
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//Blaze: No need for these because no gauntlet
//void Weapon_HookFree (gentity_t *ent);
//void Weapon_HookThink (gentity_t *ent);
//Elder: for shotgun damage reports
void RQ3_InitShotgunDamageReport( void );
void RQ3_ProduceShotgunDamageReport(gentity_t *self);
qboolean JumpKick( gentity_t *ent );
qboolean DoorKick( trace_t *trIn, gentity_t *ent, vec3_t origin, vec3_t forward );
extern int tookShellHit[MAX_CLIENTS];
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//
// g_client.c
//
team_t TeamCount( int ignoreClientNum, int team );
int TeamLeader( int team );
team_t PickTeam( int ignoreClientNum );
void SetClientViewAngle( gentity_t *ent, vec3_t angle );
gentity_t *SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles );
//Elder: added because I use it in g_main.c and g_items.c for item spawning
gentity_t *SelectRandomDeathmatchSpawnPoint( void );
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void CopyToBodyQue( gentity_t *ent );
void respawn (gentity_t *ent);
void BeginIntermission (void);
void InitClientPersistant (gclient_t *client);
void InitClientResp (gclient_t *client);
void InitBodyQue (void);
void ClientSpawn( gentity_t *ent );
void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
void AddScore( gentity_t *ent, vec3_t origin, int score );
void CalculateRanks( void );
qboolean SpotWouldTelefrag( gentity_t *spot );
//
// g_svcmds.c
//
qboolean ConsoleCommand( void );
void G_ProcessIPBans(void);
qboolean G_FilterPacket (char *from);
//
// g_weapon.c
//
void FireWeapon( gentity_t *ent );
#ifdef MISSIONPACK
void G_StartKamikaze( gentity_t *ent );
#endif
//
// 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 FindIntermissionPoint( void );
void SetLeader(int team, int client);
void CheckTeamLeader( int team );
void G_RunThink (gentity_t *ent);
void QDECL G_LogPrintf( const char *fmt, ... );
void SendScoreboardMessageToAllClients( void );
void QDECL G_Printf( const char *fmt, ... );
void QDECL G_Error( const char *fmt, ... );
//Elder: added
void RQ3_StartUniqueItems ( void );
2001-05-06 20:50:27 +00:00
//
// g_client.c
//
char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot );
void ClientUserinfoChanged( int clientNum );
void ClientDisconnect( int clientNum );
void ClientBegin( int clientNum );
void ClientCommand( int clientNum );
//
// g_active.c
//
void ClientThink( int clientNum );
void ClientEndFrame( gentity_t *ent );
void G_RunClient( gentity_t *ent );
//
// g_team.c
//
qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
void Team_CheckDroppedItem( gentity_t *dropped );
qboolean CheckObeliskAttack( gentity_t *obelisk, gentity_t *attacker );
//
// 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 );
//
// g_arenas.c
//
void UpdateTournamentInfo( void );
void SpawnModelsOnVictoryPads( void );
void Svcmd_AbortPodium_f( void );
//
// g_bot.c
//
void G_InitBots( qboolean restart );
char *G_GetBotInfoByNumber( int num );
char *G_GetBotInfoByName( const char *name );
void G_CheckBotSpawn( void );
void G_RemoveQueuedBotBegin( int clientNum );
qboolean G_BotConnect( int clientNum, qboolean restart );
void Svcmd_AddBot_f( void );
void Svcmd_BotList_f( void );
void BotInterbreedEndMatch( void );
// ai_main.c
#define MAX_FILEPATH 144
//bot settings
typedef struct bot_settings_s
{
char characterfile[MAX_FILEPATH];
float skill;
char team[MAX_FILEPATH];
} bot_settings_t;
int BotAISetup( int restart );
int BotAIShutdown( int restart );
int BotAILoadMap( int restart );
int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart);
int BotAIShutdownClient( int client, qboolean restart );
int BotAIStartFrame( int time );
void BotTestAAS(vec3_t origin);
#include "g_team.h" // teamplay specific stuff
extern level_locals_t level;
extern gentity_t g_entities[MAX_GENTITIES];
#define FOFS(x) ((int)&(((gentity_t *)0)->x))
extern vmCvar_t g_gametype;
extern vmCvar_t g_dedicated;
extern vmCvar_t g_cheats;
extern vmCvar_t g_maxclients; // allow this many total, including spectators
extern vmCvar_t g_maxGameClients; // allow this many active
extern vmCvar_t g_restarted;
extern vmCvar_t g_dmflags;
extern vmCvar_t g_fraglimit;
extern vmCvar_t g_timelimit;
extern vmCvar_t g_capturelimit;
extern vmCvar_t g_friendlyFire;
extern vmCvar_t g_password;
extern vmCvar_t g_needpass;
extern vmCvar_t g_gravity;
extern vmCvar_t g_speed;
extern vmCvar_t g_knockback;
extern vmCvar_t g_quadfactor;
extern vmCvar_t g_forcerespawn;
extern vmCvar_t g_inactivity;
extern vmCvar_t g_debugMove;
extern vmCvar_t g_debugAlloc;
extern vmCvar_t g_debugDamage;
extern vmCvar_t g_weaponRespawn;
extern vmCvar_t g_weaponTeamRespawn;
extern vmCvar_t g_synchronousClients;
extern vmCvar_t g_motd;
extern vmCvar_t g_warmup;
extern vmCvar_t g_doWarmup;
extern vmCvar_t g_blood;
extern vmCvar_t g_allowVote;
extern vmCvar_t g_teamAutoJoin;
extern vmCvar_t g_teamForceBalance;
extern vmCvar_t g_banIPs;
extern vmCvar_t g_filterBan;
extern vmCvar_t g_obeliskHealth;
extern vmCvar_t g_obeliskRegenPeriod;
extern vmCvar_t g_obeliskRegenAmount;
extern vmCvar_t g_obeliskRespawnDelay;
extern vmCvar_t g_cubeTimeout;
extern vmCvar_t g_redteam;
extern vmCvar_t g_blueteam;
extern vmCvar_t g_smoothClients;
extern vmCvar_t pmove_fixed;
extern vmCvar_t pmove_msec;
extern vmCvar_t g_rankings;
extern vmCvar_t g_enableDust;
extern vmCvar_t g_enableBreath;
extern vmCvar_t g_singlePlayer;
extern vmCvar_t g_proxMineTimeout;
//Blaze: Reaction cvars
extern vmCvar_t g_rxn_knifelimit;
extern vmCvar_t g_RQ3_maxWeapons;
2001-05-06 20:50:27 +00:00
void trap_Printf( const char *fmt );
void trap_Error( const char *fmt );
int trap_Milliseconds( void );
int trap_Argc( void );
void trap_Argv( int n, char *buffer, int bufferLength );
void trap_Args( char *buffer, int bufferLength );
int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void trap_FS_Read( void *buffer, int len, fileHandle_t f );
void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
void trap_FS_FCloseFile( fileHandle_t f );
int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
void trap_SendConsoleCommand( int exec_when, const char *text );
void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags );
void trap_Cvar_Update( vmCvar_t *cvar );
void trap_Cvar_Set( const char *var_name, const char *value );
int trap_Cvar_VariableIntegerValue( const char *var_name );
float trap_Cvar_VariableValue( const char *var_name );
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, playerState_t *gameClients, int sizeofGameClient );
void trap_DropClient( int clientNum, const char *reason );
void trap_SendServerCommand( int clientNum, const char *text );
void trap_SetConfigstring( int num, const char *string );
void trap_GetConfigstring( int num, char *buffer, int bufferSize );
void trap_GetUserinfo( int num, char *buffer, int bufferSize );
void trap_SetUserinfo( int num, const char *buffer );
void trap_GetServerinfo( char *buffer, int bufferSize );
void trap_SetBrushModel( gentity_t *ent, const char *name );
void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
int trap_PointContents( const vec3_t point, int passEntityNum );
qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 );
qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 );
void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open );
qboolean trap_AreasConnected( int area1, int area2 );
void trap_LinkEntity( gentity_t *ent );
void trap_UnlinkEntity( gentity_t *ent );
int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
int trap_BotAllocateClient( void );
void trap_BotFreeClient( int clientNum );
void trap_GetUsercmd( int clientNum, usercmd_t *cmd );
qboolean trap_GetEntityToken( char *buffer, int bufferSize );
int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
void trap_DebugPolygonDelete(int id);
int trap_BotLibSetup( void );
int trap_BotLibShutdown( void );
int trap_BotLibVarSet(char *var_name, char *value);
int trap_BotLibVarGet(char *var_name, char *value, int size);
int trap_BotLibDefine(char *string);
int trap_BotLibStartFrame(float time);
int trap_BotLibLoadMap(const char *mapname);
int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue);
int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);
int trap_BotGetSnapshotEntity( int clientNum, int sequence );
int trap_BotGetServerCommand(int clientNum, char *message, int size);
void trap_BotUserCommand(int client, usercmd_t *ucmd);
int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas);
int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info );
void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info);
int trap_AAS_Initialized(void);
void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs);
float trap_AAS_Time(void);
int trap_AAS_PointAreaNum(vec3_t point);
int trap_AAS_PointReachabilityAreaIndex(vec3_t point);
int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas);
int trap_AAS_PointContents(vec3_t point);
int trap_AAS_NextBSPEntity(int ent);
int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size);
int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v);
int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value);
int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value);
int trap_AAS_AreaReachability(int areanum);
int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags);
int trap_AAS_EnableRoutingArea( int areanum, int enable );
int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin,
int goalareanum, int travelflags, int maxareas, int maxtime,
int stopevent, int stopcontents, int stoptfl, int stopareanum);
int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals,
int type);
int trap_AAS_Swimming(vec3_t origin);
int trap_AAS_PredictClientMovement(void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize);
void trap_EA_Say(int client, char *str);
void trap_EA_SayTeam(int client, char *str);
void trap_EA_Command(int client, char *command);
void trap_EA_Action(int client, int action);
void trap_EA_Gesture(int client);
void trap_EA_Talk(int client);
void trap_EA_Attack(int client);
void trap_EA_Use(int client);
void trap_EA_Respawn(int client);
void trap_EA_Crouch(int client);
void trap_EA_MoveUp(int client);
void trap_EA_MoveDown(int client);
void trap_EA_MoveForward(int client);
void trap_EA_MoveBack(int client);
void trap_EA_MoveLeft(int client);
void trap_EA_MoveRight(int client);
void trap_EA_SelectWeapon(int client, int weapon);
void trap_EA_Jump(int client);
void trap_EA_DelayedJump(int client);
void trap_EA_Move(int client, vec3_t dir, float speed);
void trap_EA_View(int client, vec3_t viewangles);
void trap_EA_EndRegular(int client, float thinktime);
void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input);
void trap_EA_ResetInput(int client);
int trap_BotLoadCharacter(char *charfile, float skill);
void trap_BotFreeCharacter(int character);
float trap_Characteristic_Float(int character, int index);
float trap_Characteristic_BFloat(int character, int index, float min, float max);
int trap_Characteristic_Integer(int character, int index);
int trap_Characteristic_BInteger(int character, int index, int min, int max);
void trap_Characteristic_String(int character, int index, char *buf, int size);
int trap_BotAllocChatState(void);
void trap_BotFreeChatState(int handle);
void trap_BotQueueConsoleMessage(int chatstate, int type, char *message);
void trap_BotRemoveConsoleMessage(int chatstate, int handle);
int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm);
int trap_BotNumConsoleMessages(int chatstate);
void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
int trap_BotNumInitialChats(int chatstate, char *type);
int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
int trap_BotChatLength(int chatstate);
void trap_BotEnterChat(int chatstate, int client, int sendto);
void trap_BotGetChatMessage(int chatstate, char *buf, int size);
int trap_StringContains(char *str1, char *str2, int casesensitive);
int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context);
void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size);
void trap_UnifyWhiteSpaces(char *string);
void trap_BotReplaceSynonyms(char *string, unsigned long int context);
int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname);
void trap_BotSetChatGender(int chatstate, int gender);
void trap_BotSetChatName(int chatstate, char *name, int client);
void trap_BotResetGoalState(int goalstate);
void trap_BotRemoveFromAvoidGoals(int goalstate, int number);
void trap_BotResetAvoidGoals(int goalstate);
void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal);
void trap_BotPopGoal(int goalstate);
void trap_BotEmptyGoalStack(int goalstate);
void trap_BotDumpAvoidGoals(int goalstate);
void trap_BotDumpGoalStack(int goalstate);
void trap_BotGoalName(int number, char *name, int size);
int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal);
int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal);
int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags);
int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime);
int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal);
int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal);
int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal);
int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal);
int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal);
float trap_BotAvoidGoalTime(int goalstate, int number);
void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime);
void trap_BotInitLevelItems(void);
void trap_BotUpdateEntityItems(void);
int trap_BotLoadItemWeights(int goalstate, char *filename);
void trap_BotFreeItemWeights(int goalstate);
void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename);
void trap_BotMutateGoalFuzzyLogic(int goalstate, float range);
int trap_BotAllocGoalState(int state);
void trap_BotFreeGoalState(int handle);
void trap_BotResetMoveState(int movestate);
void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags);
int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
void trap_BotResetAvoidReach(int movestate);
void trap_BotResetLastAvoidReach(int movestate);
int trap_BotReachabilityArea(vec3_t origin, int testground);
int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target);
int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target);
int trap_BotAllocMoveState(void);
void trap_BotFreeMoveState(int handle);
void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove);
void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type);
int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory);
void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo);
int trap_BotLoadWeaponWeights(int weaponstate, char *filename);
int trap_BotAllocWeaponState(void);
void trap_BotFreeWeaponState(int weaponstate);
void trap_BotResetWeaponState(int weaponstate);
int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child);
void trap_SnapVector( float *v );
gentity_t *findradius (gentity_t *from, vec3_t org, float rad); // Blaze: Find someone in a radius around you