reaction/reaction/action/g_local.h
2002-01-11 19:48:33 +00:00

1411 lines
48 KiB
C

// g_local.h -- local definitions for game module
#include "q_shared.h"
// define GAME_INCLUDE so that game.h does not define the
// short, server-visible gclient_t and edict_t structures,
// because we define the full size ones in this file
#define GAME_INCLUDE
#include "game.h"
//FIREBLADE
#include "a_team.h"
#include "a_game.h"
#include "a_menu.h"
#include "a_radio.h"
//FIREBLADE
// the "gameversion" client command will print this plus compile date
#define GAMEVERSION "action"
// protocol bytes that can be directly added to messages
#define svc_muzzleflash 1
#define svc_muzzleflash2 2
#define svc_temp_entity 3
#define svc_layout 4
#define svc_inventory 5
#define svc_stufftext 11
//==================================================================
// view pitching times
#define DAMAGE_TIME 0.5
#define FALL_TIME 0.3
// edict->spawnflags
// these are set with checkboxes on each entity in the map editor
#define SPAWNFLAG_NOT_EASY 0x00000100
#define SPAWNFLAG_NOT_MEDIUM 0x00000200
#define SPAWNFLAG_NOT_HARD 0x00000400
#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
#define SPAWNFLAG_NOT_COOP 0x00001000
// edict->flags
#define FL_FLY 0x00000001
#define FL_SWIM 0x00000002 // implied immunity to drowining
#define FL_IMMUNE_LASER 0x00000004
#define FL_INWATER 0x00000008
#define FL_GODMODE 0x00000010
#define FL_NOTARGET 0x00000020
#define FL_IMMUNE_SLIME 0x00000040
#define FL_IMMUNE_LAVA 0x00000080
#define FL_PARTIALGROUND 0x00000100 // not all corners are valid
#define FL_WATERJUMP 0x00000200 // player jumping out of water
#define FL_TEAMSLAVE 0x00000400 // not the first on the team
#define FL_NO_KNOCKBACK 0x00000800
#define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active
#define FL_RESPAWN 0x80000000 // used for item respawning
#define FRAMETIME 0.1
// memory tags to allow dynamic memory to be cleaned up
#define TAG_GAME 765 // clear when unloading the dll
#define TAG_LEVEL 766 // clear when loading a new level
#define MELEE_DISTANCE 80
#define BODY_QUEUE_SIZE 8
typedef enum
{
DAMAGE_NO,
DAMAGE_YES, // will take damage if hit
DAMAGE_AIM // auto targeting recognizes this
} damage_t;
typedef enum
{
WEAPON_READY,
WEAPON_ACTIVATING,
WEAPON_DROPPING,
WEAPON_FIRING,
// zucc
WEAPON_END_MAG,
WEAPON_RELOADING,
WEAPON_BURSTING,
WEAPON_BUSY, // used by sniper rifle when engaging zoom
// if I want to make laser sight toggle on/off
// this could be used for that too...
WEAPON_BANDAGING
} weaponstate_t;
typedef enum
{
AMMO_BULLETS,
AMMO_SHELLS,
AMMO_ROCKETS,
AMMO_GRENADES,
AMMO_CELLS,
AMMO_SLUGS
} ammo_t;
//deadflag
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3
//range
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
//gib types
#define GIB_ORGANIC 0
#define GIB_METALLIC 1
//monster ai flags
#define AI_STAND_GROUND 0x00000001
#define AI_TEMP_STAND_GROUND 0x00000002
#define AI_SOUND_TARGET 0x00000004
#define AI_LOST_SIGHT 0x00000008
#define AI_PURSUIT_LAST_SEEN 0x00000010
#define AI_PURSUE_NEXT 0x00000020
#define AI_PURSUE_TEMP 0x00000040
#define AI_HOLD_FRAME 0x00000080
#define AI_GOOD_GUY 0x00000100
#define AI_BRUTAL 0x00000200
#define AI_NOSTEP 0x00000400
#define AI_DUCKED 0x00000800
#define AI_COMBAT_POINT 0x00001000
#define AI_MEDIC 0x00002000
#define AI_RESURRECTING 0x00004000
//monster attack state
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
// armor types
#define ARMOR_NONE 0
#define ARMOR_JACKET 1
#define ARMOR_COMBAT 2
#define ARMOR_BODY 3
#define ARMOR_SHARD 4
// power armor types
#define POWER_ARMOR_NONE 0
#define POWER_ARMOR_SCREEN 1
#define POWER_ARMOR_SHIELD 2
// handedness values
#define RIGHT_HANDED 0
#define LEFT_HANDED 1
#define CENTER_HANDED 2
// game.serverflags values
#define SFL_CROSS_TRIGGER_1 0x00000001
#define SFL_CROSS_TRIGGER_2 0x00000002
#define SFL_CROSS_TRIGGER_3 0x00000004
#define SFL_CROSS_TRIGGER_4 0x00000008
#define SFL_CROSS_TRIGGER_5 0x00000010
#define SFL_CROSS_TRIGGER_6 0x00000020
#define SFL_CROSS_TRIGGER_7 0x00000040
#define SFL_CROSS_TRIGGER_8 0x00000080
#define SFL_CROSS_TRIGGER_MASK 0x000000ff
// noise types for PlayerNoise
#define PNOISE_SELF 0
#define PNOISE_WEAPON 1
#define PNOISE_IMPACT 2
// edict->movetype values
typedef enum
{
OVETYPE_NONE, // never moves
OVETYPE_NOCLIP, // origin and angles change with no interaction
OVETYPE_PUSH, // no clip to world, push on box contact
OVETYPE_STOP, // no clip to world, stops on box contact
OVETYPE_WALK, // gravity
OVETYPE_STEP, // gravity, special edge handling
OVETYPE_FLY,
OVETYPE_TOSS, // gravity
OVETYPE_FLYMISSILE, // extra size to monsters
OVETYPE_BOUNCE,
OVETYPE_BLOOD
} movetype_t;
typedef struct
{
int base_count;
int max_count;
float normal_protection;
float energy_protection;
int armor;
} gitem_armor_t;
// gitem_t->flags
#define IT_WEAPON 1 // use makes active weapon
#define IT_AMMO 2
#define IT_ARMOR 4
#define IT_STAY_COOP 8
#define IT_KEY 16
#define IT_POWERUP 32
#define IT_ITEM 64
typedef struct gitem_s
{
char *classname; // spawning name
qboolean (*pickup)(struct edict_s *ent, struct edict_s *other);
void (*use)(struct edict_s *ent, struct gitem_s *item);
void (*drop)(struct edict_s *ent, struct gitem_s *item);
void (*weaponthink)(struct edict_s *ent);
char *pickup_sound;
char *world_model;
int world_model_flags;
char *view_model;
// client side info
char *icon;
char *pickup_name; // for printing on pickup
int count_width; // number of digits to display by icon
int quantity; // for ammo how much, for weapons how much is used per shot
char *ammo; // for weapons
int flags; // IT_* flags
void *info;
int tag;
char *precaches; // string of all models, sounds, and images this item will use
} gitem_t;
//
// this structure is left intact through an entire game
// it should be initialized at dll load time, and read/written to
// the server.ssv file for savegames
//
typedef struct
{
char helpmessage1[512];
char helpmessage2[512];
int helpchanged; // flash F1 icon if non 0, play sound
// and increment only if 1, 2, or 3
gclient_t *clients; // [maxclients]
// can't store spawnpoint in level, because
// it would get overwritten by the savegame restore
char spawnpoint[512]; // needed for coop respawns
// store latched cvars here that we want to get at often
int maxclients;
int maxentities;
// cross level triggers
int serverflags;
// items
int num_items;
qboolean autosaved;
} game_locals_t;
//
// this structure is cleared as each map is entered
// it is read/written to the level.sav file for savegames
//
typedef struct
{
int framenum;
float time;
char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc)
char mapname[MAX_QPATH]; // the server name (base1, etc)
char nextmap[MAX_QPATH]; // go here when fraglimit is hit
// intermission state
float intermissiontime; // time the intermission was started
char *changemap;
int exitintermission;
vec3_t intermission_origin;
vec3_t intermission_angle;
edict_t *sight_client; // changed once each frame for coop games
edict_t *sight_entity;
int sight_entity_framenum;
edict_t *sound_entity;
int sound_entity_framenum;
edict_t *sound2_entity;
int sound2_entity_framenum;
int pic_health;
int total_secrets;
int found_secrets;
int total_goals;
int found_goals;
int total_monsters;
int killed_monsters;
edict_t *current_entity; // entity running from G_RunFrame
int body_que; // dead bodies
int power_cubes; // ugly necessity for coop
int specspawn; // determines if initial spawning has occured
} level_locals_t;
// spawn_temp_t is only used to hold entity field values that
// can be set from the editor, but aren't actualy present
// in edict_t during gameplay
typedef struct
{
// world vars
char *sky;
float skyrotate;
vec3_t skyaxis;
char *nextmap;
int lip;
int distance;
int height;
char *noise;
float pausetime;
char *item;
char *gravity;
float minyaw;
float maxyaw;
float minpitch;
float maxpitch;
} spawn_temp_t;
typedef struct
{
// fixed data
vec3_t start_origin;
vec3_t start_angles;
vec3_t end_origin;
vec3_t end_angles;
int sound_start;
int sound_middle;
int sound_end;
float accel;
float speed;
float decel;
float distance;
float wait;
// state data
int state;
vec3_t dir;
float current_speed;
float move_speed;
float next_speed;
float remaining_distance;
float decel_distance;
void (*endfunc)(edict_t *);
} moveinfo_t;
typedef struct
{
void (*aifunc)(edict_t *self, float dist);
float dist;
void (*thinkfunc)(edict_t *self);
} mframe_t;
typedef struct
{
int firstframe;
int lastframe;
mframe_t *frame;
void (*endfunc)(edict_t *self);
} mmove_t;
typedef struct
{
mmove_t *currentmove;
int aiflags;
int nextframe;
float scale;
void (*stand)(edict_t *self);
void (*idle)(edict_t *self);
void (*search)(edict_t *self);
void (*walk)(edict_t *self);
void (*run)(edict_t *self);
void (*dodge)(edict_t *self, edict_t *other, float eta);
void (*attack)(edict_t *self);
void (*melee)(edict_t *self);
void (*sight)(edict_t *self, edict_t *other);
qboolean (*checkattack)(edict_t *self);
float pausetime;
float attack_finished;
vec3_t saved_goal;
float search_time;
float trail_time;
vec3_t last_sighting;
int attack_state;
int lefty;
float idle_time;
int linkcount;
int power_armor_type;
int power_armor_power;
} monsterinfo_t;
extern game_locals_t game;
extern level_locals_t level;
extern game_import_t gi;
extern game_export_t globals;
extern spawn_temp_t st;
extern int sm_meat_index;
extern int snd_fry;
extern int jacket_armor_index;
extern int combat_armor_index;
extern int body_armor_index;
// means of death
#define MOD_UNKNOWN 0
#define MOD_BLASTER 1
#define MOD_SHOTGUN 2
#define MOD_SSHOTGUN 3
#define MOD_MACHINEGUN 4
#define MOD_CHAINGUN 5
#define MOD_GRENADE 6
#define MOD_G_SPLASH 7
#define MOD_ROCKET 8
#define MOD_R_SPLASH 9
#define MOD_HYPERBLASTER 10
#define MOD_RAILGUN 11
#define MOD_BFG_LASER 12
#define MOD_BFG_BLAST 13
#define MOD_BFG_EFFECT 14
#define MOD_HANDGRENADE 15
#define MOD_HG_SPLASH 16
#define MOD_WATER 17
#define MOD_SLIME 18
#define MOD_LAVA 19
#define MOD_CRUSH 20
#define MOD_TELEFRAG 21
#define MOD_FALLING 22
#define MOD_SUICIDE 23
#define MOD_HELD_GRENADE 24
#define MOD_EXPLOSIVE 25
#define MOD_BARREL 26
#define MOD_BOMB 27
#define MOD_EXIT 28
#define MOD_SPLASH 29
#define MOD_TARGET_LASER 30
#define MOD_TRIGGER_HURT 31
#define MOD_HIT 32
#define MOD_TARGET_BLASTER 33
//zucc
#define MOD_MK23 34
#define MOD_MP5 35
#define MOD_M4 36
#define MOD_M3 37
#define MOD_HC 38
#define MOD_SNIPER 39
#define MOD_DUAL 40
#define MOD_KNIFE 41
#define MOD_KNIFE_THROWN 42
#define MOD_BLEEDING 43
#define MOD_GAS 44
#define MOD_KICK 45
#define MOD_FRIENDLY_FIRE 0x8000000
extern int meansOfDeath;
// zucc for hitlocation of death
extern int locOfDeath;
// stop an armor piercing round that hits a vest
extern int stopAP;
extern edict_t *g_edicts;
#define FOFS(x) (int)&(((edict_t *)0)->x)
#define STOFS(x) (int)&(((spawn_temp_t *)0)->x)
#define LLOFS(x) (int)&(((level_locals_t *)0)->x)
#define CLOFS(x) (int)&(((gclient_t *)0)->x)
#define random() ((rand () & 0x7fff) / ((float)0x7fff))
#define crandom() (2.0 * (random() - 0.5))
extern cvar_t *maxentities;
extern cvar_t *deathmatch;
extern cvar_t *coop;
extern cvar_t *dmflags;
//FIREBLADE
extern cvar_t *needpass;
extern cvar_t *hostname;
extern cvar_t *teamplay;
extern cvar_t *radiolog;
extern cvar_t *motd_time;
extern cvar_t *actionmaps;
extern cvar_t *roundtimelimit;
extern cvar_t *maxteamkills;
extern cvar_t *tkbanrounds;
extern cvar_t *twbanrounds;
extern cvar_t *limchasecam;
extern cvar_t *roundlimit;
extern cvar_t *skipmotd;
extern cvar_t *nohud;
extern cvar_t *noscore;
extern cvar_t *actionversion;
//FIREBLADE
extern cvar_t *skill;
extern cvar_t *fraglimit;
extern cvar_t *timelimit;
extern cvar_t *password;
extern cvar_t *g_select_empty;
extern cvar_t *dedicated;
extern cvar_t *filterban;
extern cvar_t *flood_msgs;
extern cvar_t *flood_persecond;
extern cvar_t *flood_waitdelay;
extern cvar_t *sv_gravity;
extern cvar_t *sv_maxvelocity;
extern cvar_t *gun_x, *gun_y, *gun_z;
extern cvar_t *sv_rollspeed;
extern cvar_t *sv_rollangle;
extern cvar_t *run_pitch;
extern cvar_t *run_roll;
extern cvar_t *bob_up;
extern cvar_t *bob_pitch;
extern cvar_t *bob_roll;
extern cvar_t *sv_cheats;
extern cvar_t *maxclients;
// zucc server variables
extern cvar_t *unique_weapons;
extern cvar_t *unique_items;
extern cvar_t *ir; //toggles if bandolier works as infra-red sensor
extern cvar_t *knifelimit;
extern cvar_t *tgren;
extern cvar_t *allweapon;
extern cvar_t *allitem;
// zucc from action
extern cvar_t *sv_shelloff;
extern cvar_t *splatlimit;
extern cvar_t *bholelimit;
#define world (&g_edicts[0])
// item spawnflags
#define ITEM_TRIGGER_SPAWN 0x00000001
#define ITEM_NO_TOUCH 0x00000002
// 6 bits reserved for editor flags
// 8 bits used as power cube id bits for coop games
#define DROPPED_ITEM 0x00010000
#define DROPPED_PLAYER_ITEM 0x00020000
#define ITEM_TARGETS_USED 0x00040000
//
// fields are needed for spawning from the entity string
// and saving / loading games
//
#define FFL_SPAWNTEMP 1
#define FFL_NOSPAWN 2
typedef enum {
F_INT,
F_FLOAT,
F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
F_GSTRING, // string on disk, pointer in memory, TAG_GAME
F_VECTOR,
F_ANGLEHACK,
F_EDICT, // index on disk, pointer in memory
F_ITEM, // index on disk, pointer in memory
F_CLIENT, // index on disk, pointer in memory
F_FUNCTION,
F_MMOVE,
F_IGNORE
} fieldtype_t;
typedef struct
{
char *name;
int ofs;
fieldtype_t type;
int flags;
} field_t;
extern field_t fields[];
extern gitem_t itemlist[];
//
// g_cmds.c
//
void Cmd_Help_f (edict_t *ent);
void Cmd_Score_f (edict_t *ent);
//
// g_items.c
//
void PrecacheItem (gitem_t *it);
void InitItems (void);
void SetItemNames (void);
gitem_t *FindItem (char *pickup_name);
gitem_t *FindItemByClassname (char *classname);
#define ITEM_INDEX(x) ((x)-itemlist)
edict_t *Drop_Item (edict_t *ent, gitem_t *item);
void SetRespawn (edict_t *ent, float delay);
void ChangeWeapon (edict_t *ent);
void SpawnItem (edict_t *ent, gitem_t *item);
void Think_Weapon (edict_t *ent);
int ArmorIndex (edict_t *ent);
int PowerArmorType (edict_t *ent);
gitem_t *GetItemByIndex (int index);
qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count);
void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
//
// g_utils.c
//
qboolean KillBox (edict_t *ent);
void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
edict_t *G_Find (edict_t *from, int fieldofs, char *match);
edict_t *findradius (edict_t *from, vec3_t org, float rad);
edict_t *G_PickTarget (char *targetname);
void G_UseTargets (edict_t *ent, edict_t *activator);
void G_SetMovedir (vec3_t angles, vec3_t movedir);
void G_InitEdict (edict_t *e);
edict_t *G_Spawn (void);
void G_FreeEdict (edict_t *e);
void G_TouchTriggers (edict_t *ent);
void G_TouchSolids (edict_t *ent);
char *G_CopyString (char *in);
float *tv (float x, float y, float z);
char *vtos (vec3_t v);
float vectoyaw (vec3_t vec);
void vectoangles (vec3_t vec, vec3_t angles);
//
// g_combat.c
//
qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
qboolean CanDamage (edict_t *targ, edict_t *inflictor);
void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod);
void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
// damage flags
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
#define DEFAULT_BULLET_HSPREAD 300
#define DEFAULT_BULLET_VSPREAD 500
#define DEFAULT_SHOTGUN_HSPREAD 1000
#define DEFAULT_SHOTGUN_VSPREAD 500
#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
#define DEFAULT_SHOTGUN_COUNT 12
#define DEFAULT_SSHOTGUN_COUNT 20
//
// g_monster.c
//
void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype);
void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype);
void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype);
void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype);
void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype);
void M_droptofloor (edict_t *ent);
void monster_think (edict_t *self);
void walkmonster_start (edict_t *self);
void swimmonster_start (edict_t *self);
void flymonster_start (edict_t *self);
void AttackFinished (edict_t *self, float time);
void monster_death_use (edict_t *self);
void M_CatagorizePosition (edict_t *ent);
qboolean M_CheckAttack (edict_t *self);
void M_FlyCheck (edict_t *self);
void M_CheckGround (edict_t *ent);
//
// g_misc.c
//
void ThrowHead (edict_t *self, char *gibname, int damage, int type);
void ThrowClientHead (edict_t *self, int damage);
void ThrowGib (edict_t *self, char *gibname, int damage, int type);
void BecomeExplosion1(edict_t *self);
//
// g_ai.c
//
void AI_SetSightClient (void);
void ai_stand (edict_t *self, float dist);
void ai_move (edict_t *self, float dist);
void ai_walk (edict_t *self, float dist);
void ai_turn (edict_t *self, float dist);
void ai_run (edict_t *self, float dist);
void ai_charge (edict_t *self, float dist);
int range (edict_t *self, edict_t *other);
void FoundTarget (edict_t *self);
qboolean infront (edict_t *self, edict_t *other);
qboolean visible (edict_t *self, edict_t *other);
qboolean FacingIdeal(edict_t *self);
//
// g_weapon.c
//
void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin);
qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick);
void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod);
void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius);
// zucc
int knife_attack ( edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
void knife_throw (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed );
void fire_bullet_sparks (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
void fire_bullet_sniper (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
void fire_grenade3 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed );
//
// g_ptrail.c
//
void PlayerTrail_Init (void);
void PlayerTrail_Add (vec3_t spot);
void PlayerTrail_New (vec3_t spot);
edict_t *PlayerTrail_PickFirst (edict_t *self);
edict_t *PlayerTrail_PickNext (edict_t *self);
edict_t *PlayerTrail_LastSpot (void);
//
// g_client.c
//
void respawn (edict_t *ent);
void BeginIntermission (edict_t *targ);
void PutClientInServer (edict_t *ent);
void InitClientPersistant (gclient_t *client);
void InitClientResp (gclient_t *client);
void InitBodyQue (void);
void ClientBeginServerFrame (edict_t *ent);
//
// g_player.c
//
void player_pain (edict_t *self, edict_t *other, float kick, int damage);
void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
//
// g_svcmds.c
//
void ServerCommand (void);
qboolean SV_FilterPacket (char *from);
//
// p_view.c
//
void ClientEndServerFrame (edict_t *ent);
//
// p_hud.c
//
void MoveClientToIntermission (edict_t *client);
void G_SetStats (edict_t *ent);
void G_SetSpectatorStats (edict_t *ent);
void G_CheckChaseStats (edict_t *ent);
void ValidateSelectedItem (edict_t *ent);
void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);
//
// g_pweapon.c
//
void PlayerNoise(edict_t *who, vec3_t where, int type);
//
// m_move.c
//
qboolean M_CheckBottom (edict_t *ent);
qboolean M_walkmove (edict_t *ent, float yaw, float dist);
void M_MoveToGoal (edict_t *ent, float dist);
void M_ChangeYaw (edict_t *ent);
//
// g_phys.c
//
void G_RunEntity (edict_t *ent);
//
// g_main.c
//
void SaveClientData (void);
void FetchClientEntData (edict_t *ent);
//
// g_chase.c
//
void UpdateChaseCam(edict_t *ent);
int ChaseTargetGone(edict_t *ent);
void ChaseNext(edict_t *ent);
void ChasePrev(edict_t *ent);
void GetChaseTarget(edict_t *ent);
//============================================================================
// client_t->anim_priority
#define ANIM_BASIC 0 // stand / run
#define ANIM_WAVE 1
#define ANIM_JUMP 2
#define ANIM_PAIN 3
#define ANIM_ATTACK 4
#define ANIM_DEATH 5
// in 3.20 there is #define ANIM_REVERSE 6 -FB
// zucc vwep - based on info from Hentai
#define ANIM_REVERSE -1
// client data that stays across multiple level loads
typedef struct
{
char userinfo[MAX_INFO_STRING];
char netname[16];
int hand;
qboolean connected; // a loadgame will leave valid entities that
// just don't have a connection yet
// values saved and restored from edicts when changing levels
int health;
int max_health;
qboolean powerArmorActive;
int selected_item;
int inventory[MAX_ITEMS];
// ammo capacities
int max_bullets;
int max_shells;
int max_rockets;
int max_grenades;
int max_cells;
int max_slugs;
gitem_t *weapon;
gitem_t *lastweapon;
int power_cubes; // used for tracking the cubes in coop games
int score; // for calculating total unit score in coop games
//FIREBLADE
qboolean spectator;
int firing_style;
//FIREBLADE
} client_persistant_t;
// client data that stays across deathmatch respawns
typedef struct
{
client_persistant_t coop_respawn; // what to set client->pers to on a respawn
int enterframe; // level.framenum the client entered the game
int score; // frags, etc
vec3_t cmd_angles; // angles sent over in the last command
int game_helpchanged;
int helpchanged;
int sniper_mode; //level of zoom
int kills; // real kills
int damage_dealt; // keep track of damage dealt by player to other players
int streak; // kills in a row
gitem_t *item; // item for teamplay
gitem_t *weapon; // weapon for teamplay
//FIREBLADE
int team; // team the player is on
int joined_team; // last frame # at which the player joined a team
// radio/partners stuff...
int radio_delay;
radio_queue_entry_t radio_queue[MAX_RADIO_QUEUE_SIZE];
int radio_queue_size;
edict_t *radio_partner; // current partner
edict_t *partner_last_offered_to; // last person I offered a partnership to
edict_t *partner_last_offered_from; // last person I received a partnership offer from
edict_t *partner_last_denied_from; // last person I denied a partnership offer from
// end of radio/partners stuff...
int motd_refreshes;
int last_motd_refresh;
edict_t *last_chase_target; // last person they chased, to resume at the same place later...
//FIREBLADE
//Action
int mk23_mode; // firing mode, semi or auto
int mp5_mode;
int m4_mode;
int knife_mode;
int grenade_mode;
int id; // id command on or off
int ir; // ir on or off (only matters if player has ir device, currently bandolier)
qboolean radio_partner_mode; // 'radio' command using team or partner
qboolean radio_gender; // radiogender
qboolean radio_power_off; // radio_power
//---
} client_respawn_t;
// this structure is cleared on each PutClientInServer(),
// except for 'client->pers'
struct gclient_s
{
// known to server
player_state_t ps; // communicated by server to clients
int ping;
// private to game
client_persistant_t pers;
client_respawn_t resp;
pmove_state_t old_pmove; // for detecting out-of-pmove changes
qboolean showscores; // set layout stat
//FIREBLADE
int rate; // their "rate" setting
int scoreboardnum;
//FIREBLADE
qboolean showinventory; // set layout stat
qboolean showhelp;
qboolean showhelpicon;
int ammo_index;
int buttons;
int oldbuttons;
int latched_buttons;
qboolean weapon_thunk;
gitem_t *newweapon;
// sum up damage over an entire frame, so
// shotgun blasts give a single big kick
int damage_armor; // damage absorbed by armor
int damage_parmor; // damage absorbed by power armor
int damage_blood; // damage taken out of health
int damage_knockback; // impact damage
vec3_t damage_from; // origin for vector calculation
float killer_yaw; // when dead, look at killer
weaponstate_t weaponstate;
vec3_t kick_angles; // weapon kicks
vec3_t kick_origin;
float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks
float fall_time, fall_value; // for view drop on fall
float damage_alpha;
float bonus_alpha;
vec3_t damage_blend;
vec3_t v_angle; // aiming direction
float bobtime; // so off-ground doesn't change it
vec3_t oldviewangles;
vec3_t oldvelocity;
float next_drown_time;
int old_waterlevel;
int breather_sound;
int machinegun_shots; // for weapon raising
// animation vars
int anim_end;
int anim_priority;
qboolean anim_duck;
qboolean anim_run;
// powerup timers
float quad_framenum;
float invincible_framenum;
float breather_framenum;
float enviro_framenum;
qboolean grenade_blew_up;
float grenade_time;
int silencer_shots;
int weapon_sound;
float pickup_msg_time;
float flood_locktill; // locked from talking
float flood_when[10]; // when messages were said
int flood_whenhead; // head pointer for when said
float respawn_time; // can respawn when time > this
// zucc
// weapon ammo information
int mk23_max;
int mk23_rds;
int dual_max;
int dual_rds;
int shot_max;
int shot_rds;
int sniper_max;
int sniper_rds;
int mp5_max;
int mp5_rds;
int m4_max;
int m4_rds;
int cannon_max;
int cannon_rds;
int knife_max;
int grenade_max;
int curr_weap; // uses NAME_NUM values
// other
int fired; // keep track of semi auto
int burst; // remember if player is bursting or not
int fast_reload; // for shotgun/sniper rifle
int idle_weapon; // how many frames to keep our weapon idle
int desired_fov; // what fov does the player want? (via zooming)
int unique_weapon_total;
int unique_item_total;
int drop_knife;
int knife_sound; // we attack several times when slashing but only want 1 sound
int no_sniper_display;
int bandaging;
int leg_damage;
int leg_dam_count;
int leg_noise;
int leghits;
int bleeding; //remaining points to bleed away
int bleed_remain;
int bleedloc;
vec3_t bleedloc_offset; // location of bleeding (from origin)
vec3_t bleednorm;
float bleeddelay; // how long until we bleed again
int bandage_stopped;
int have_laser;
int doortoggle; // set by player with opendoor command
edict_t* attacker; // keep track of the last person to hit us
int attacker_mod; // and how they hit us
int attacker_loc; // location of the hit
int push_timeout; // timeout for how long an attacker will get fall death credit
int jumping;
int reload_attempts;
int weapon_attempts;
//FIREBLADE
qboolean inmenu; // in menu
pmenuhnd_t *menu; // current menu
edict_t *chase_target;
qboolean update_chase;
int chase_mode;
//FIREBLADE
//AZEROV
// Number of team kills this game
int team_kills;
//AZEROV
//EEK
// Number of teammate woundings this game and a "before attack" tracker
int team_wounds;
int team_wounds_before;
int ff_warning;
// IP address of this host to be collected at Connection time.
// (getting at it later seems to be unreliable)
char ipaddr[100]; // changed to 100 -FB
//EEK
};
struct edict_s
{
entity_state_t s;
struct gclient_s *client; // NULL if not a player
// the server expects the first part
// of gclient_s to be a player_state_t
// but the rest of it is opaque
qboolean inuse;
int linkcount;
// FIXME: move these fields to a server private sv_entity_t
link_t area; // linked to a division node or leaf
int num_clusters; // if -1, use headnode instead
int clusternums[MAX_ENT_CLUSTERS];
int headnode; // unused if num_clusters != -1
int areanum, areanum2;
//================================
int svflags;
vec3_t mins, maxs;
vec3_t absmin, absmax, size;
solid_t solid;
int clipmask;
edict_t *owner;
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
// EXPECTS THE FIELDS IN THAT ORDER!
//================================
int movetype;
int flags;
char *model;
float freetime; // sv.time when the object was freed
//
// only used locally in game, not by server
//
char *message;
char *classname;
int spawnflags;
float timestamp;
float angle; // set in qe3, -1 = up, -2 = down
char *target;
char *targetname;
char *killtarget;
char *team;
char *pathtarget;
char *deathtarget;
char *combattarget;
edict_t *target_ent;
float speed, accel, decel;
vec3_t movedir;
vec3_t pos1, pos2;
vec3_t velocity;
vec3_t avelocity;
int mass;
float air_finished;
float gravity; // per entity gravity multiplier (1.0 is normal)
// use for lowgrav artifact, flares
edict_t *goalentity;
edict_t *movetarget;
float yaw_speed;
float ideal_yaw;
float nextthink;
void (*prethink) (edict_t *ent);
void (*think)(edict_t *self);
void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo?
void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
void (*use)(edict_t *self, edict_t *other, edict_t *activator);
void (*pain)(edict_t *self, edict_t *other, float kick, int damage);
void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
float touch_debounce_time; // are all these legit? do we need more/less of them?
float pain_debounce_time;
float damage_debounce_time;
float fly_sound_debounce_time; //move to clientinfo
float last_move_time;
int health;
int max_health;
int gib_health;
int deadflag;
qboolean show_hostile;
float powerarmor_time;
char *map; // target_changelevel
int viewheight; // height above origin where eyesight is determined
int takedamage;
int dmg;
int radius_dmg;
float dmg_radius;
int sounds; //make this a spawntemp var?
int count;
edict_t *chain;
edict_t *enemy;
edict_t *oldenemy;
edict_t *activator;
edict_t *groundentity;
int groundentity_linkcount;
edict_t *teamchain;
edict_t *teammaster;
edict_t *mynoise; // can go in client only
edict_t *mynoise2;
int noise_index;
int noise_index2;
float volume;
float attenuation;
// timing variables
float wait;
float delay; // before firing targets
float random;
float teleport_time;
int watertype;
int waterlevel;
vec3_t move_origin;
vec3_t move_angles;
// move this to clientinfo?
int light_level;
int style; // also used as areaportal number
gitem_t *item; // for bonus items
// common data blocks
moveinfo_t moveinfo;
monsterinfo_t monsterinfo;
// laser
edict_t *lasersight;
// action
qboolean splatted;
int classnum;
};
//zucc
void LaserSightThink (edict_t *self);
void SP_LaserSight(edict_t *self, gitem_t *item );
void Cmd_Reload_f (edict_t *ent);
void Cmd_New_Reload_f (edict_t *ent);
void Cmd_New_Weapon_f (edict_t *ent);
void Cmd_Weapon_f ( edict_t *ent );
void Cmd_OpenDoor_f (edict_t *ent );
void Cmd_Bandage_f ( edict_t *ent );
void Cmd_ID_f (edict_t *ent );
void Cmd_IR_f (edict_t *ent );
void Cmd_Choose_f (edict_t *ent);
void DropSpecialWeapon (edict_t *ent );
void ReadySpecialWeapon(edict_t *ent );
void DropSpecialItem ( edict_t* ent );
void Bandage( edict_t* ent );
// hentai's vwep function added by zucc
void ShowGun(edict_t *ent);
// spec functions
void SetupSpecSpawn(void);
void RespawnSpec(edict_t *ent);
void Drop_Spec(edict_t *ent, gitem_t *item);
void SpecThink(edict_t *spec);
void DeadDropSpec(edict_t *ent);
void temp_think_specweap( edict_t* ent ); // p_weapons.c
void ThinkSpecWeap( edict_t* ent );
void DropExtraSpecial( edict_t* ent );
void TransparentListSet(solid_t solid_type);
//local to g_combat but needed in p_view
void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage);
void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void Add_Frag( edict_t *ent );
void Subtract_Frag( edict_t *ent );
void kick_attack( edict_t *ent );
void SetIDView(edict_t *ent);
void EndDMLevel (void);
qboolean Pickup_Special ( edict_t *ent, edict_t *other );
// action function
edict_t *FindEdictByClassnum (char *classname, int classnum);
void EjectBlooder (edict_t *self, vec3_t start, vec3_t veloc );
void EjectShell (edict_t *self, vec3_t start, int toggle);
void AddDecal (edict_t *self, trace_t* tr);
void AddSplat (edict_t *self, vec3_t point, trace_t* tr);
// weapon names
/*
bind 2 "use M3 Super 90 Assault Shotgun;"
bind 3 "use MP5/10 Submachinegun"
bind 4 "use Handcannon"
bind 5 "use M4 Assault Rifle"
bind 6 "use Sniper Rifle"
*/
#define MK23_NAME "MK23 Pistol"
#define MP5_NAME "MP5/10 Submachinegun"
#define M4_NAME "M4 Assault Rifle"
#define M3_NAME "M3 Super 90 Assault Shotgun"
#define HC_NAME "Handcannon"
#define SNIPER_NAME "Sniper Rifle"
#define DUAL_NAME "Dual MK23 Pistols"
#define KNIFE_NAME "Combat Knife"
#define GRENADE_NAME "M26 Fragmentation Grenade"
#define SIL_NAME "Silencer"
#define SLIP_NAME "Stealth Slippers"
#define BAND_NAME "Bandolier"
#define KEV_NAME "Kevlar Vest"
#define LASER_NAME "Lasersight"
#define MK23_NUM 0
#define MP5_NUM 1
#define M4_NUM 2
#define M3_NUM 3
#define HC_NUM 4
#define SNIPER_NUM 5
#define DUAL_NUM 6
#define KNIFE_NUM 7
#define GRENADE_NUM 8
// 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
// sniper modes
#define SNIPER_1X 0
#define SNIPER_2X 1
#define SNIPER_4X 2
#define SNIPER_6X 3
#define GRENADE_IDLE_FIRST 40
#define GRENADE_IDLE_LAST 69
#define GRENADE_THROW_FIRST 4
#define GRENADE_THROW_LAST 9 // throw it on frame 8?
// these should be server variables, when I get around to it
//#define UNIQUE_WEAPONS_ALLOWED 2
//#define UNIQUE_ITEMS_ALLOWED 1
#define SPEC_WEAPON_RESPAWN 1
#define BANDAGE_TIME 27 // 10 = 1 second
#define BLEED_TIME 10 // 10 = 1 second is time for losing 1 health at slowest bleed rate
#define GRENADE_DAMRAD 170