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ad8d3dc567
From /dev/humancontroller.
953 lines
34 KiB
C
953 lines
34 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// g_local.h -- local definitions for game module
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#include "../qcommon/q_shared.h"
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#include "bg_public.h"
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#include "g_public.h"
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//==================================================================
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// the "gameversion" client command will print this plus compile date
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#define GAMEVERSION BASEGAME
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#define BODY_QUEUE_SIZE 8
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#define INFINITE 1000000
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#define FRAMETIME 100 // msec
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#define CARNAGE_REWARD_TIME 3000
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#define REWARD_SPRITE_TIME 2000
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#define INTERMISSION_DELAY_TIME 1000
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#define SP_INTERMISSION_DELAY_TIME 5000
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// gentity->flags
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#define FL_GODMODE 0x00000010
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#define FL_NOTARGET 0x00000020
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#define FL_TEAMSLAVE 0x00000400 // not the first on the team
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#define FL_NO_KNOCKBACK 0x00000800
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#define FL_DROPPED_ITEM 0x00001000
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#define FL_NO_BOTS 0x00002000 // spawn point not for bot use
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#define FL_NO_HUMANS 0x00004000 // spawn point just for bots
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#define FL_FORCE_GESTURE 0x00008000 // force gesture on client
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// movers are things like doors, plats, buttons, etc
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typedef enum {
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MOVER_POS1,
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MOVER_POS2,
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MOVER_1TO2,
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MOVER_2TO1
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} moverState_t;
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#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3"
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//============================================================================
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typedef struct gentity_s gentity_t;
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typedef struct gclient_s gclient_t;
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struct gentity_s {
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entityState_t s; // communicated by server to clients
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entityShared_t r; // shared by both the server system and game
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// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
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// EXPECTS THE FIELDS IN THAT ORDER!
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//================================
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struct gclient_s *client; // NULL if not a client
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qboolean inuse;
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char *classname; // set in QuakeEd
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int spawnflags; // set in QuakeEd
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qboolean neverFree; // if true, FreeEntity will only unlink
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// bodyque uses this
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int flags; // FL_* variables
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char *model;
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char *model2;
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int freetime; // level.time when the object was freed
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int eventTime; // events will be cleared EVENT_VALID_MSEC after set
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qboolean freeAfterEvent;
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qboolean unlinkAfterEvent;
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qboolean physicsObject; // if true, it can be pushed by movers and fall off edges
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// all game items are physicsObjects,
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float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce
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int clipmask; // brushes with this content value will be collided against
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// when moving. items and corpses do not collide against
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// players, for instance
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// movers
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moverState_t moverState;
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int soundPos1;
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int sound1to2;
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int sound2to1;
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int soundPos2;
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int soundLoop;
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gentity_t *parent;
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gentity_t *nextTrain;
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gentity_t *prevTrain;
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vec3_t pos1, pos2;
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char *message;
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int timestamp; // body queue sinking, etc
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char *target;
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char *targetname;
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char *team;
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char *targetShaderName;
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char *targetShaderNewName;
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gentity_t *target_ent;
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float speed;
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vec3_t movedir;
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int nextthink;
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void (*think)(gentity_t *self);
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void (*reached)(gentity_t *self); // movers call this when hitting endpoint
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void (*blocked)(gentity_t *self, gentity_t *other);
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void (*touch)(gentity_t *self, gentity_t *other, trace_t *trace);
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void (*use)(gentity_t *self, gentity_t *other, gentity_t *activator);
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void (*pain)(gentity_t *self, gentity_t *attacker, int damage);
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void (*die)(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
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int pain_debounce_time;
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int fly_sound_debounce_time; // wind tunnel
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int last_move_time;
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int health;
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qboolean takedamage;
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int damage;
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int splashDamage; // quad will increase this without increasing radius
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int splashRadius;
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int methodOfDeath;
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int splashMethodOfDeath;
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int count;
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gentity_t *chain;
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gentity_t *enemy;
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gentity_t *activator;
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gentity_t *teamchain; // next entity in team
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gentity_t *teammaster; // master of the team
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#ifdef MISSIONPACK
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int kamikazeTime;
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int kamikazeShockTime;
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#endif
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int watertype;
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int waterlevel;
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int noise_index;
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// timing variables
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float wait;
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float random;
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gitem_t *item; // for bonus items
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};
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typedef enum {
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CON_DISCONNECTED,
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CON_CONNECTING,
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CON_CONNECTED
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} clientConnected_t;
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typedef enum {
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SPECTATOR_NOT,
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SPECTATOR_FREE,
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SPECTATOR_FOLLOW,
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SPECTATOR_SCOREBOARD
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} spectatorState_t;
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typedef enum {
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TEAM_BEGIN, // Beginning a team game, spawn at base
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TEAM_ACTIVE // Now actively playing
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} playerTeamStateState_t;
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typedef struct {
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playerTeamStateState_t state;
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int location;
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int captures;
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int basedefense;
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int carrierdefense;
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int flagrecovery;
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int fragcarrier;
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int assists;
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float lasthurtcarrier;
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float lastreturnedflag;
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float flagsince;
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float lastfraggedcarrier;
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} playerTeamState_t;
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// client data that stays across multiple levels or tournament restarts
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// this is achieved by writing all the data to cvar strings at game shutdown
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// time and reading them back at connection time. Anything added here
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// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
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typedef struct {
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team_t sessionTeam;
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int spectatorNum; // for determining next-in-line to play
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spectatorState_t spectatorState;
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int spectatorClient; // for chasecam and follow mode
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int wins, losses; // tournament stats
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qboolean teamLeader; // true when this client is a team leader
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} clientSession_t;
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//
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#define MAX_NETNAME 36
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#define MAX_VOTE_COUNT 3
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// client data that stays across multiple respawns, but is cleared
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// on each level change or team change at ClientBegin()
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typedef struct {
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clientConnected_t connected;
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usercmd_t cmd; // we would lose angles if not persistant
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qboolean localClient; // true if "ip" info key is "localhost"
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qboolean initialSpawn; // the first spawn should be at a cool location
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qboolean predictItemPickup; // based on cg_predictItems userinfo
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qboolean pmoveFixed; //
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char netname[MAX_NETNAME];
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int maxHealth; // for handicapping
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int enterTime; // level.time the client entered the game
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playerTeamState_t teamState; // status in teamplay games
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int voteCount; // to prevent people from constantly calling votes
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int teamVoteCount; // to prevent people from constantly calling votes
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qboolean teamInfo; // send team overlay updates?
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} clientPersistant_t;
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// this structure is cleared on each ClientSpawn(),
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// except for 'client->pers' and 'client->sess'
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struct gclient_s {
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// ps MUST be the first element, because the server expects it
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playerState_t ps; // communicated by server to clients
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// the rest of the structure is private to game
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clientPersistant_t pers;
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clientSession_t sess;
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qboolean readyToExit; // wishes to leave the intermission
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qboolean noclip;
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int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
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// we can't just use pers.lastCommand.time, because
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// of the g_sycronousclients case
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int buttons;
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int oldbuttons;
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int latched_buttons;
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vec3_t oldOrigin;
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// sum up damage over an entire frame, so
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// shotgun blasts give a single big kick
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int damage_armor; // damage absorbed by armor
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int damage_blood; // damage taken out of health
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int damage_knockback; // impact damage
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vec3_t damage_from; // origin for vector calculation
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qboolean damage_fromWorld; // if true, don't use the damage_from vector
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int accurateCount; // for "impressive" reward sound
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int accuracy_shots; // total number of shots
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int accuracy_hits; // total number of hits
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//
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int lastkilled_client; // last client that this client killed
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int lasthurt_client; // last client that damaged this client
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int lasthurt_mod; // type of damage the client did
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// timers
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int respawnTime; // can respawn when time > this, force after g_forcerespwan
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int inactivityTime; // kick players when time > this
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qboolean inactivityWarning; // qtrue if the five seoond warning has been given
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int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this
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int airOutTime;
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int lastKillTime; // for multiple kill rewards
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qboolean fireHeld; // used for hook
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gentity_t *hook; // grapple hook if out
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int switchTeamTime; // time the player switched teams
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// timeResidual is used to handle events that happen every second
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// like health / armor countdowns and regeneration
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int timeResidual;
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#ifdef MISSIONPACK
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gentity_t *persistantPowerup;
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int portalID;
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int ammoTimes[WP_NUM_WEAPONS];
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int invulnerabilityTime;
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#endif
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char *areabits;
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};
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//
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// this structure is cleared as each map is entered
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//
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#define MAX_SPAWN_VARS 64
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#define MAX_SPAWN_VARS_CHARS 4096
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typedef struct {
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struct gclient_s *clients; // [maxclients]
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struct gentity_s *gentities;
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int gentitySize;
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int num_entities; // MAX_CLIENTS <= num_entities <= ENTITYNUM_MAX_NORMAL
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int warmupTime; // restart match at this time
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fileHandle_t logFile;
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// store latched cvars here that we want to get at often
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int maxclients;
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int framenum;
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int time; // in msec
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int previousTime; // so movers can back up when blocked
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int startTime; // level.time the map was started
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int teamScores[TEAM_NUM_TEAMS];
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int lastTeamLocationTime; // last time of client team location update
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qboolean newSession; // don't use any old session data, because
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// we changed gametype
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qboolean restarted; // waiting for a map_restart to fire
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int numConnectedClients;
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int numNonSpectatorClients; // includes connecting clients
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int numPlayingClients; // connected, non-spectators
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int sortedClients[MAX_CLIENTS]; // sorted by score
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int follow1, follow2; // clientNums for auto-follow spectators
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int snd_fry; // sound index for standing in lava
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int warmupModificationCount; // for detecting if g_warmup is changed
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// voting state
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char voteString[MAX_STRING_CHARS];
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char voteDisplayString[MAX_STRING_CHARS];
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int voteTime; // level.time vote was called
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int voteExecuteTime; // time the vote is executed
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int voteYes;
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int voteNo;
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int numVotingClients; // set by CalculateRanks
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// team voting state
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char teamVoteString[2][MAX_STRING_CHARS];
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int teamVoteTime[2]; // level.time vote was called
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int teamVoteYes[2];
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int teamVoteNo[2];
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int numteamVotingClients[2];// set by CalculateRanks
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// spawn variables
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qboolean spawning; // the G_Spawn*() functions are valid
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int numSpawnVars;
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char *spawnVars[MAX_SPAWN_VARS][2]; // key / value pairs
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int numSpawnVarChars;
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char spawnVarChars[MAX_SPAWN_VARS_CHARS];
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// intermission state
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int intermissionQueued; // intermission was qualified, but
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// wait INTERMISSION_DELAY_TIME before
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// actually going there so the last
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// frag can be watched. Disable future
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// kills during this delay
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int intermissiontime; // time the intermission was started
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char *changemap;
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qboolean readyToExit; // at least one client wants to exit
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int exitTime;
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vec3_t intermission_origin; // also used for spectator spawns
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vec3_t intermission_angle;
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qboolean locationLinked; // target_locations get linked
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gentity_t *locationHead; // head of the location list
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int bodyQueIndex; // dead bodies
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gentity_t *bodyQue[BODY_QUEUE_SIZE];
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#ifdef MISSIONPACK
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int portalSequence;
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#endif
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} level_locals_t;
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//
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// g_spawn.c
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//
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qboolean G_SpawnString( const char *key, const char *defaultString, char **out );
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// spawn string returns a temporary reference, you must CopyString() if you want to keep it
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qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out );
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qboolean G_SpawnInt( const char *key, const char *defaultString, int *out );
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qboolean G_SpawnVector( const char *key, const char *defaultString, float *out );
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void G_SpawnEntitiesFromString( void );
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char *G_NewString( const char *string );
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//
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// g_cmds.c
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//
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void Cmd_Score_f (gentity_t *ent);
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void StopFollowing( gentity_t *ent );
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void BroadcastTeamChange( gclient_t *client, int oldTeam );
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void SetTeam( gentity_t *ent, char *s );
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void Cmd_FollowCycle_f( gentity_t *ent, int dir );
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//
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// g_items.c
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//
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void G_CheckTeamItems( void );
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void G_RunItem( gentity_t *ent );
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void RespawnItem( gentity_t *ent );
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void UseHoldableItem( gentity_t *ent );
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void PrecacheItem (gitem_t *it);
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gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle );
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gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity );
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void SetRespawn (gentity_t *ent, float delay);
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void G_SpawnItem (gentity_t *ent, gitem_t *item);
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void FinishSpawningItem( gentity_t *ent );
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void Think_Weapon (gentity_t *ent);
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int ArmorIndex (gentity_t *ent);
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void Add_Ammo (gentity_t *ent, int weapon, int count);
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void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace);
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void ClearRegisteredItems( void );
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void RegisterItem( gitem_t *item );
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void SaveRegisteredItems( void );
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//
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// g_utils.c
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//
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int G_ModelIndex( char *name );
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int G_SoundIndex( char *name );
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void G_TeamCommand( team_t team, char *cmd );
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void G_KillBox (gentity_t *ent);
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gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match);
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gentity_t *G_PickTarget (char *targetname);
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void G_UseTargets (gentity_t *ent, gentity_t *activator);
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void G_SetMovedir ( vec3_t angles, vec3_t movedir);
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void G_InitGentity( gentity_t *e );
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gentity_t *G_Spawn (void);
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gentity_t *G_TempEntity( vec3_t origin, int event );
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void G_Sound( gentity_t *ent, int channel, int soundIndex );
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void G_FreeEntity( gentity_t *e );
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qboolean G_EntitiesFree( void );
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void G_TouchTriggers (gentity_t *ent);
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float *tv (float x, float y, float z);
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char *vtos( const vec3_t v );
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float vectoyaw( const vec3_t vec );
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void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm );
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void G_AddEvent( gentity_t *ent, int event, int eventParm );
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void G_SetOrigin( gentity_t *ent, vec3_t origin );
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void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
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const char *BuildShaderStateConfig( void );
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//
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// g_combat.c
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//
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qboolean CanDamage (gentity_t *targ, vec3_t origin);
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void G_Damage (gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod);
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qboolean G_RadiusDamage (vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod);
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int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir );
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void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
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void TossClientItems( gentity_t *self );
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#ifdef MISSIONPACK
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void TossClientPersistantPowerups( gentity_t *self );
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#endif
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void TossClientCubes( gentity_t *self );
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// damage flags
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#define DAMAGE_RADIUS 0x00000001 // damage was indirect
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#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
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#define DAMAGE_NO_KNOCKBACK 0x00000004 // do not affect velocity, just view angles
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#define DAMAGE_NO_PROTECTION 0x00000008 // armor, shields, invulnerability, and godmode have no effect
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#ifdef MISSIONPACK
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#define DAMAGE_NO_TEAM_PROTECTION 0x00000010 // armor, shields, invulnerability, and godmode have no effect
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#endif
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//
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// g_missile.c
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//
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void G_RunMissile( gentity_t *ent );
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gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t aimdir);
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gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t aimdir);
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gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir);
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gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir);
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gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir);
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#ifdef MISSIONPACK
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gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up );
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gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t aimdir );
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#endif
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//
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// g_mover.c
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//
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void G_RunMover( gentity_t *ent );
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void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );
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//
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// g_trigger.c
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//
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void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace );
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//
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// g_misc.c
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//
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void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
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#ifdef MISSIONPACK
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void DropPortalSource( gentity_t *ent );
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void DropPortalDestination( gentity_t *ent );
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#endif
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//
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// g_weapon.c
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//
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qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
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void CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
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void SnapVectorTowards( vec3_t v, vec3_t to );
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qboolean CheckGauntletAttack( gentity_t *ent );
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void Weapon_HookFree (gentity_t *ent);
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void Weapon_HookThink (gentity_t *ent);
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//
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// g_client.c
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//
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team_t TeamCount( int ignoreClientNum, int team );
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int TeamLeader( int team );
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team_t PickTeam( int ignoreClientNum );
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void SetClientViewAngle( gentity_t *ent, vec3_t angle );
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gentity_t *SelectSpawnPoint (vec3_t avoidPoint, vec3_t origin, vec3_t angles, qboolean isbot);
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void CopyToBodyQue( gentity_t *ent );
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void ClientRespawn(gentity_t *ent);
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void BeginIntermission (void);
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void InitBodyQue (void);
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void ClientSpawn( gentity_t *ent );
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void player_die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod);
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void AddScore( gentity_t *ent, vec3_t origin, int score );
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void CalculateRanks( void );
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qboolean SpotWouldTelefrag( gentity_t *spot );
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//
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// g_svcmds.c
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//
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qboolean ConsoleCommand( void );
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void G_ProcessIPBans(void);
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qboolean G_FilterPacket (char *from);
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//
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// g_weapon.c
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//
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void FireWeapon( gentity_t *ent );
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#ifdef MISSIONPACK
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void G_StartKamikaze( gentity_t *ent );
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#endif
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//
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// g_cmds.c
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//
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void DeathmatchScoreboardMessage( gentity_t *ent );
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//
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// g_main.c
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//
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void MoveClientToIntermission( gentity_t *ent );
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void FindIntermissionPoint( void );
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void SetLeader(int team, int client);
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void CheckTeamLeader( int team );
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void G_RunThink (gentity_t *ent);
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void AddTournamentQueue(gclient_t *client);
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void QDECL G_LogPrintf( const char *fmt, ... ) __attribute__ ((format (printf, 1, 2)));
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void SendScoreboardMessageToAllClients( void );
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void QDECL G_Printf( const char *fmt, ... ) __attribute__ ((format (printf, 1, 2)));
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void QDECL G_Error( const char *fmt, ... ) __attribute__ ((noreturn, format (printf, 1, 2)));
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//
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// g_client.c
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//
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char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot );
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void ClientUserinfoChanged( int clientNum );
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void ClientDisconnect( int clientNum );
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void ClientBegin( int clientNum );
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void ClientCommand( int clientNum );
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//
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// g_active.c
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//
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void ClientThink( int clientNum );
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void ClientEndFrame( gentity_t *ent );
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void G_RunClient( gentity_t *ent );
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//
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// g_team.c
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//
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qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
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void Team_CheckDroppedItem( gentity_t *dropped );
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qboolean CheckObeliskAttack( gentity_t *obelisk, gentity_t *attacker );
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//
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// g_mem.c
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//
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void *G_Alloc( int size );
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void G_InitMemory( void );
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void Svcmd_GameMem_f( void );
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//
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// g_session.c
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//
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void G_ReadSessionData( gclient_t *client );
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void G_InitSessionData( gclient_t *client, char *userinfo );
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void G_InitWorldSession( void );
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void G_WriteSessionData( void );
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//
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// g_arenas.c
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//
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void UpdateTournamentInfo( void );
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void SpawnModelsOnVictoryPads( void );
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void Svcmd_AbortPodium_f( void );
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//
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// g_bot.c
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//
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void G_InitBots( qboolean restart );
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char *G_GetBotInfoByNumber( int num );
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char *G_GetBotInfoByName( const char *name );
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void G_CheckBotSpawn( void );
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void G_RemoveQueuedBotBegin( int clientNum );
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qboolean G_BotConnect( int clientNum, qboolean restart );
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void Svcmd_AddBot_f( void );
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void Svcmd_BotList_f( void );
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void BotInterbreedEndMatch( void );
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// ai_main.c
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#define MAX_FILEPATH 144
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//bot settings
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typedef struct bot_settings_s
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{
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char characterfile[MAX_FILEPATH];
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float skill;
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char team[MAX_FILEPATH];
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} bot_settings_t;
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int BotAISetup( int restart );
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int BotAIShutdown( int restart );
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int BotAILoadMap( int restart );
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int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart);
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int BotAIShutdownClient( int client, qboolean restart );
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int BotAIStartFrame( int time );
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void BotTestAAS(vec3_t origin);
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#include "g_team.h" // teamplay specific stuff
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extern level_locals_t level;
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extern gentity_t g_entities[MAX_GENTITIES];
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#define FOFS(x) ((size_t)&(((gentity_t *)0)->x))
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extern vmCvar_t g_gametype;
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extern vmCvar_t g_dedicated;
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extern vmCvar_t g_cheats;
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extern vmCvar_t g_maxclients; // allow this many total, including spectators
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extern vmCvar_t g_maxGameClients; // allow this many active
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extern vmCvar_t g_restarted;
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extern vmCvar_t g_dmflags;
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extern vmCvar_t g_fraglimit;
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extern vmCvar_t g_timelimit;
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extern vmCvar_t g_capturelimit;
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extern vmCvar_t g_friendlyFire;
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extern vmCvar_t g_password;
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extern vmCvar_t g_needpass;
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extern vmCvar_t g_gravity;
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extern vmCvar_t g_speed;
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extern vmCvar_t g_knockback;
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extern vmCvar_t g_quadfactor;
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extern vmCvar_t g_forcerespawn;
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extern vmCvar_t g_inactivity;
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extern vmCvar_t g_debugMove;
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extern vmCvar_t g_debugAlloc;
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extern vmCvar_t g_debugDamage;
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extern vmCvar_t g_weaponRespawn;
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extern vmCvar_t g_weaponTeamRespawn;
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extern vmCvar_t g_synchronousClients;
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extern vmCvar_t g_motd;
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extern vmCvar_t g_warmup;
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extern vmCvar_t g_doWarmup;
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extern vmCvar_t g_blood;
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extern vmCvar_t g_allowVote;
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extern vmCvar_t g_teamAutoJoin;
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extern vmCvar_t g_teamForceBalance;
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extern vmCvar_t g_banIPs;
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extern vmCvar_t g_filterBan;
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extern vmCvar_t g_obeliskHealth;
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extern vmCvar_t g_obeliskRegenPeriod;
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extern vmCvar_t g_obeliskRegenAmount;
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extern vmCvar_t g_obeliskRespawnDelay;
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extern vmCvar_t g_cubeTimeout;
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extern vmCvar_t g_redteam;
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extern vmCvar_t g_blueteam;
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extern vmCvar_t g_smoothClients;
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extern vmCvar_t pmove_fixed;
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extern vmCvar_t pmove_msec;
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extern vmCvar_t g_rankings;
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extern vmCvar_t g_enableDust;
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extern vmCvar_t g_enableBreath;
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extern vmCvar_t g_singlePlayer;
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extern vmCvar_t g_proxMineTimeout;
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void trap_Printf( const char *fmt );
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void trap_Error(const char *fmt) __attribute__((noreturn));
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int trap_Milliseconds( void );
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int trap_RealTime( qtime_t *qtime );
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int trap_Argc( void );
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void trap_Argv( int n, char *buffer, int bufferLength );
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void trap_Args( char *buffer, int bufferLength );
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int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
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void trap_FS_Read( void *buffer, int len, fileHandle_t f );
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void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
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void trap_FS_FCloseFile( fileHandle_t f );
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int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
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int trap_FS_Seek( fileHandle_t f, long offset, int origin ); // fsOrigin_t
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void trap_SendConsoleCommand( int exec_when, const char *text );
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void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags );
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void trap_Cvar_Update( vmCvar_t *cvar );
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void trap_Cvar_Set( const char *var_name, const char *value );
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int trap_Cvar_VariableIntegerValue( const char *var_name );
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float trap_Cvar_VariableValue( const char *var_name );
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void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
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void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, playerState_t *gameClients, int sizeofGameClient );
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void trap_DropClient( int clientNum, const char *reason );
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void trap_SendServerCommand( int clientNum, const char *text );
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void trap_SetConfigstring( int num, const char *string );
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void trap_GetConfigstring( int num, char *buffer, int bufferSize );
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void trap_GetUserinfo( int num, char *buffer, int bufferSize );
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void trap_SetUserinfo( int num, const char *buffer );
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void trap_GetServerinfo( char *buffer, int bufferSize );
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void trap_SetBrushModel( gentity_t *ent, const char *name );
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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 );
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int trap_PointContents( const vec3_t point, int passEntityNum );
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qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 );
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qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 );
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void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open );
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qboolean trap_AreasConnected( int area1, int area2 );
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void trap_LinkEntity( gentity_t *ent );
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void trap_UnlinkEntity( gentity_t *ent );
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int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
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qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
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int trap_BotAllocateClient( void );
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void trap_BotFreeClient( int clientNum );
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void trap_GetUsercmd( int clientNum, usercmd_t *cmd );
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qboolean trap_GetEntityToken( char *buffer, int bufferSize );
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int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points);
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void trap_DebugPolygonDelete(int id);
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int trap_BotLibSetup( void );
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int trap_BotLibShutdown( void );
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int trap_BotLibVarSet(char *var_name, char *value);
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int trap_BotLibVarGet(char *var_name, char *value, int size);
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int trap_BotLibDefine(char *string);
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int trap_BotLibStartFrame(float time);
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int trap_BotLibLoadMap(const char *mapname);
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int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue);
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int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3);
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int trap_BotGetSnapshotEntity( int clientNum, int sequence );
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int trap_BotGetServerCommand(int clientNum, char *message, int size);
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void trap_BotUserCommand(int client, usercmd_t *ucmd);
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int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas);
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int trap_AAS_AreaInfo( int areanum, void /* struct aas_areainfo_s */ *info );
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void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info);
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int trap_AAS_Initialized(void);
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void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs);
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float trap_AAS_Time(void);
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int trap_AAS_PointAreaNum(vec3_t point);
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int trap_AAS_PointReachabilityAreaIndex(vec3_t point);
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int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas);
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int trap_AAS_PointContents(vec3_t point);
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int trap_AAS_NextBSPEntity(int ent);
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int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size);
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int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v);
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int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value);
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int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value);
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int trap_AAS_AreaReachability(int areanum);
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int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags);
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int trap_AAS_EnableRoutingArea( int areanum, int enable );
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int trap_AAS_PredictRoute(void /*struct aas_predictroute_s*/ *route, int areanum, vec3_t origin,
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int goalareanum, int travelflags, int maxareas, int maxtime,
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int stopevent, int stopcontents, int stoptfl, int stopareanum);
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int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags,
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void /*struct aas_altroutegoal_s*/ *altroutegoals, int maxaltroutegoals,
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int type);
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int trap_AAS_Swimming(vec3_t origin);
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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);
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void trap_EA_Say(int client, char *str);
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void trap_EA_SayTeam(int client, char *str);
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void trap_EA_Command(int client, char *command);
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void trap_EA_Action(int client, int action);
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void trap_EA_Gesture(int client);
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void trap_EA_Talk(int client);
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void trap_EA_Attack(int client);
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void trap_EA_Use(int client);
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void trap_EA_Respawn(int client);
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void trap_EA_Crouch(int client);
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void trap_EA_MoveUp(int client);
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void trap_EA_MoveDown(int client);
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void trap_EA_MoveForward(int client);
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void trap_EA_MoveBack(int client);
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void trap_EA_MoveLeft(int client);
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void trap_EA_MoveRight(int client);
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void trap_EA_SelectWeapon(int client, int weapon);
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void trap_EA_Jump(int client);
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void trap_EA_DelayedJump(int client);
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void trap_EA_Move(int client, vec3_t dir, float speed);
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void trap_EA_View(int client, vec3_t viewangles);
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void trap_EA_EndRegular(int client, float thinktime);
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void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input);
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void trap_EA_ResetInput(int client);
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int trap_BotLoadCharacter(char *charfile, float skill);
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void trap_BotFreeCharacter(int character);
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float trap_Characteristic_Float(int character, int index);
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float trap_Characteristic_BFloat(int character, int index, float min, float max);
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int trap_Characteristic_Integer(int character, int index);
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int trap_Characteristic_BInteger(int character, int index, int min, int max);
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void trap_Characteristic_String(int character, int index, char *buf, int size);
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int trap_BotAllocChatState(void);
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void trap_BotFreeChatState(int handle);
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void trap_BotQueueConsoleMessage(int chatstate, int type, char *message);
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void trap_BotRemoveConsoleMessage(int chatstate, int handle);
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int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm);
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int trap_BotNumConsoleMessages(int chatstate);
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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 );
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int trap_BotNumInitialChats(int chatstate, char *type);
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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 );
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int trap_BotChatLength(int chatstate);
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void trap_BotEnterChat(int chatstate, int client, int sendto);
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void trap_BotGetChatMessage(int chatstate, char *buf, int size);
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int trap_StringContains(char *str1, char *str2, int casesensitive);
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int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context);
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void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size);
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void trap_UnifyWhiteSpaces(char *string);
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void trap_BotReplaceSynonyms(char *string, unsigned long int context);
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int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname);
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void trap_BotSetChatGender(int chatstate, int gender);
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void trap_BotSetChatName(int chatstate, char *name, int client);
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void trap_BotResetGoalState(int goalstate);
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void trap_BotRemoveFromAvoidGoals(int goalstate, int number);
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void trap_BotResetAvoidGoals(int goalstate);
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void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal);
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void trap_BotPopGoal(int goalstate);
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void trap_BotEmptyGoalStack(int goalstate);
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void trap_BotDumpAvoidGoals(int goalstate);
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void trap_BotDumpGoalStack(int goalstate);
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void trap_BotGoalName(int number, char *name, int size);
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int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal);
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int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal);
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int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags);
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int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime);
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int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal);
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int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal);
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int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal);
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int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal);
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int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal);
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float trap_BotAvoidGoalTime(int goalstate, int number);
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void trap_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime);
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void trap_BotInitLevelItems(void);
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void trap_BotUpdateEntityItems(void);
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int trap_BotLoadItemWeights(int goalstate, char *filename);
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void trap_BotFreeItemWeights(int goalstate);
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void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child);
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void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename);
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void trap_BotMutateGoalFuzzyLogic(int goalstate, float range);
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int trap_BotAllocGoalState(int state);
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void trap_BotFreeGoalState(int handle);
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void trap_BotResetMoveState(int movestate);
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void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags);
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int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type);
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void trap_BotResetAvoidReach(int movestate);
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void trap_BotResetLastAvoidReach(int movestate);
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int trap_BotReachabilityArea(vec3_t origin, int testground);
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int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target);
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int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target);
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int trap_BotAllocMoveState(void);
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void trap_BotFreeMoveState(int handle);
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void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove);
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void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type);
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int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory);
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void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo);
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int trap_BotLoadWeaponWeights(int weaponstate, char *filename);
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int trap_BotAllocWeaponState(void);
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void trap_BotFreeWeaponState(int weaponstate);
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void trap_BotResetWeaponState(int weaponstate);
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int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child);
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void trap_SnapVector( float *v );
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