//----------------------------------------------------------------------------- // // $Id$ // //----------------------------------------------------------------------------- // // $Log$ // Revision 1.35 2002/01/14 01:20:45 niceass // No more default 800 gravity on items // Thrown knife+Glass fix - NiceAss // // Revision 1.34 2002/01/11 20:20:58 jbravo // Adding TP to main branch // // Revision 1.33 2002/01/11 19:48:30 jbravo // Formatted the source in non DOS format. // // Revision 1.32 2001/12/31 16:28:42 jbravo // I made a Booboo with the Log tag. // // //----------------------------------------------------------------------------- // 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" // NiceAss: Took it out until later. // #define __ZCAM__ #define BODY_QUEUE_SIZE 8 // Blaze: How long someone bleeds for // Elder: This doesn't work the same as Q2 because clients and servers can // run independent "clocks." Normal servers send snapshots every 50ms // (20 snapshots per second) so we double it from 10. // Ideally, this number should match the server's sv_fps cvar value for those // that run non-standard server frame rates. #define BLEED_TIME 20 // 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 // Elder: LOL it's 3, dumb Elder! #define BLEED_BANDAGE 3 #define BLEED_BANDAGE_TIME 5400 // 27 x 2 // 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 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 // 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 #define MAXDOORTIME 100 // Elder: max time the opendoor key can stay open //============================================================================ 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 }; typedef enum { CON_DISCONNECTED, CON_CONNECTING, CON_CONNECTED } clientConnected_t; typedef enum { SPECTATOR_NOT, SPECTATOR_FREE, SPECTATOR_FOLLOW, #ifdef __ZCAM__ SPECTATOR_CAMERA_FLIC, SPECTATOR_CAMERA_SWING, #endif 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; team_t savedTeam; // JBravo: Used to hold the real team status of a player. 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 gentity_t *spawnPoint; // JBravo: This players spawnpoint qboolean teamSpawn; // JBravo: This player is being spawned with his team. } 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 int sayTime; // Elder: say validation stuff int sayCount; int sayWarnings; int sayBans; int sayMuteTime; qboolean sayModerated; // so warnings are not repeated for multi-line, same-frame messages int records[REC_NUM_RECORDS]; // Elder: for our statistics tracking } clientPersistant_t; #ifdef __ZCAM__ struct camera_s; #endif /* __ZCAM__ */ // Elder: spam prevention defaults /* #define SAY_MAX_NUMBER 6 #define SAY_MAX_WARNINGS 3 #define SAY_PERIOD_TIME 3 // Elder: in seconds #define SAY_WARNING_TIME 15 #define SAY_BAN_TIME 60 // Technically should drop client */ #define SAY_MAX_NUMBER "6" #define SAY_MAX_WARNINGS "3" #define SAY_PERIOD_TIME "3" // Elder: in seconds #define SAY_WARNING_TIME "15" #define SAY_BAN_TIME "60" // Technically should drop client typedef enum { SAY_BAN, SAY_WARNING, SAY_OK, SAY_TOTAL } sayValidations_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 int accurateCount; // for "impressive" reward sound int accuracy_shots; // total number of shots int accuracy_hits; // total number of hits //Blaze: For weapon stats //Will need to pass these along in g_client to the new client after spawn // Elder: to be merged into rq3Record_t for more comprehensive tracking /* int knifeShots; int knifeHits; int mk23Shots; int mk23Hits; int m4Shots; int m4Hits; int mp5Shots; int mp5Hits; int m3Shots; int m3Hits; int hcShots; int hcHits; int ssgShots; int ssgHits; int akimboShots; int akimboHits; int grenShots; int grenHits; */ 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 int weaponCount[WP_NUM_WEAPONS]; // Elder: for duplicate unique weapon tracking int openDoor; //Blaze: used to hold if someone has hit opendoor key int openDoorTime; // timeResidual is used to handle events that happen every second // like health / armor countdowns and regeneration int timeResidual; //Elder: C3A laser tutorial gentity_t *lasersight; // lasersight OR flashlight if in use // Bleeding server-only cvars 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) int bleed_delay; // Elder: time for next spurt of blood vec3_t bleednorm; //qboolean isBleeding; // Blaze: is client bleeding // 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 3 points int headShotTime; // Elder: got headshot? //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 int weaponfireNextTime; // for akimbos int lastzoom; // Elder: save last zoom state when firing // These are now obsolete with the new reload code 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 reloadStage; // Elder: 0, 1, 2 for sound queuing - move to stats? int consecutiveShots; // Elder: for M4 ride-up/kick int uniqueWeapons; // Elder: formerly a stat, now just a server var int uniqueItems; int killStreak; // Elder: replaces the old STAT_STREAK qboolean kevlarHit; // Elder: kevlar hit -- FIXME: poor implementation int knife_sound; // NiceAss: What did the player hit while slashing? #ifdef MISSIONPACK gentity_t *persistantPowerup; int portalID; int ammoTimes[WP_NUM_WEAPONS]; int invulnerabilityTime; #endif char *areabits; #ifdef __ZCAM__ struct camera_s *camera; #endif /* __ZCAM__ */ // JBravo adding TP stuff int teamplayWeapon; int teamplayItem; }; // 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 // End Duffman // // this structure is cleared as each map is entered // #define MAX_SPAWN_VARS 64 #define MAX_SPAWN_VARS_CHARS 4096 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 // JBravo adding TP int lights_camera_action; qboolean team_round_going; int holding_on_tie_check; int team_round_countdown; qboolean team_game_going; int rulecheckfrequency; int current_round_length; qboolean spawnPointsLocated; gentity_t *team1spawnpoint; gentity_t *team2spawnpoint; vec3_t team1spawn_origin; vec3_t team1spawn_angles; vec3_t team2spawn_origin; vec3_t team2spawn_angles; int fps; } level_locals_t; // // rxn_game.c // void CheckBleeding(gentity_t *targ); void StartBandage(gentity_t *ent); int ThrowWeapon( gentity_t *ent, qboolean forceThrow ); void ThrowItem( gentity_t *ent ); 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); // // 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: anti-spam stuff int RQ3_ValidateSay ( gentity_t *ent ); //Elder: commented out for Homer //void toggleSemi(gentity_t *ent); // // 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); 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 ); void RQ3_ResetItem ( int itemTag ); // // 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 ); 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 ); 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 G_HitPlayer ( gentity_t *targ, vec3_t dir, vec3_t point ); // Added by NiceAss for new head hit-detection 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) // // g_missile.c // void G_RunMissile( gentity_t *ent ); gentity_t *fire_knife (gentity_t *self, vec3_t start, vec3_t aimdir); 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 ); void Touch_DoorTriggerSpectator( gentity_t *ent, gentity_t *other, trace_t *trace ); // NiceAss: Added // // 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 void G_RunDlight ( gentity_t *ent ); // Elder: dlight running void G_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ); void G_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ); void G_GravityChange(void); // // 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); //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]; // // 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 ); // JBravo: need this for teamspawning gentity_t *SelectRandomFurthestSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ); gentity_t *SelectInitialSpawnPoint( vec3_t origin, vec3_t angles ); 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 ); //Blaze: for the cheat vars stuff int G_SendCheatVars(int); 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 ); void ReloadWeapon ( gentity_t *ent, int stage ); // Elder: added #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 ); // // 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 // JBravo: Functions from g_teamplay.c #include "g_teamplay.h" 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; extern vmCvar_t g_RQ3_statLog; extern vmCvar_t g_RQ3_ejectBlood; extern vmCvar_t g_RQ3_respawnProtectTime; //Elder: spam protection cvars extern vmCvar_t g_RQ3_messageMaxCount; // Max messages in interval extern vmCvar_t g_RQ3_messageInterval; // Time interval for spam check extern vmCvar_t g_RQ3_messageMaxWarnings; // Max warning count extern vmCvar_t g_RQ3_messageWarnTime; // Time for warning; 0 for no-penalty warning extern vmCvar_t g_RQ3_messageBanTime; // Time for ban; 0 to kick extern vmCvar_t g_RQ3_messageProtect; // Elder: 0 disable, non-zero enable // JBravo extern vmCvar_t g_RQ3_roundlimit; // JBravo: No. of rounds pr. map extern vmCvar_t g_RQ3_roundtimelimit; // JBravo: Time pr. round extern vmCvar_t g_RQ3_tgren; // JBravo: no. of team grenades extern vmCvar_t RQ3_lca; // JBravo: cvar to signal cgame that LCA is in progress 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