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// Copyright (C) 1999-2000 Id Software, Inc.
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//
// g_local.h -- local definitions for game module
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# ifndef _G_LOCAL_H_
# define _G_LOCAL_H_
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# include "q_shared.h"
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# include "bg_public.h"
# include "g_public.h"
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# include "list.h"
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//==================================================================
// the "gameversion" client command will print this plus compile date
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//#define GAMEVERSION "RPG-X v",RPGX_VERSION
//const char GAMEVERSION[] = strcat("RPG-X v",RPGX_VERSION);
# define GAMEVERSION "rpg-x2"
# ifndef BASEPATH
# define BASEPATH "rpgxEF"
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# endif
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//#define RPGX_SERECT_PASS "HRkq1yF22o06Zng9FZXH5sle" //"<22> <> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ƫ<EFBFBD> <C6AB> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> <EFBFBD> ŵ<EFBFBD> <C5B5> <EFBFBD> <EFBFBD> <20> <> <EFBFBD> "
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# define BODY_QUEUE_SIZE 8
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# define GINFINITE 1000000
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# define FRAMETIME 100 // msec
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# define EVENT_VALID_MSEC 300
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# define CARNAGE_REWARD_TIME 3000
# define REWARD_SPRITE_TIME 2000
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# define REWARD_STREAK_SPRITE_TIME 5000
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# define INTERMISSION_DELAY_TIME 500
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// gentity->flags
# define FL_GODMODE 0x00000010
# define FL_NOTARGET 0x00000020
# define FL_TEAMSLAVE 0x00000400 // not the first on the team
# define FL_NO_KNOCKBACK 0x00000800
# define FL_DROPPED_ITEM 0x00001000
# define FL_NO_BOTS 0x00002000 // spawn point not for bot use
# define FL_NO_HUMANS 0x00004000 // spawn point just for bots
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# define FL_CLOAK 0x00010000
# define FL_FLY 0x00020000
# define FL_EVOSUIT 0x00400000 //RPG-X | Phenix | 8/8/2004
# define FL_HOLSTER 0x00800000 //RPG-X | TiM | 6/9/2005
# define FL_CLAMPED 0x01000000 //RPG-X | TiM | 25/6/2006
# define FL_THROWN_ITEM 0x02000000 //RPG-X | Marcin | 03/12/2008
# define FL_LOCKED 0x04000000 //RPG-X | GSIO01 | 08/05/2009
// CCAM
# define FL_CCAM 0x08000000
//RPG-X Defines ==============================
//TiM : Rank Variables
extern rankNames_t g_rankNames [ MAX_RANKS ] ;
//TiM : Weapons table
extern stringID_table_t WeaponTable [ ] ;
//Quit, then reconnect system
# define MAX_RECON_NAMES 32
/** \struct reconData_t
* \ brief Holds data of clients that where connected to the server .
*
* Holds the IP and previous name of a clients that where connected to the server before .
*
* \ author Ubergames
*/
typedef struct {
char ipAddress [ 64 ] ; //!< The IP adress
char previousName [ MAX_TOKEN_CHARS ] ; //!< The previous name
} reconData_t ;
/** \struct fxGunData_t
* \ brief Struct needed for FX gun arguments .
*
* Holds the eventnum and multiple arguments for the fxGun .
*
* \ author Ubergames - TiM
*/
typedef struct {
int eventNum ; //!< index of the event to play
//different effects need different args,
//so here is a set of generic args
int arg_int1 ; //!< first arg - integer
int arg_int2 ; //!< second arg - integer
float arg_float1 ; //!< first arg - float
float arg_float2 ; //!< second arg - float
vec3_t arg_vec1 ;
} fxGunData_t ;
//Struct for the dynamic class system
//Some of the data here is encoded into
//a config string and then sent to the clients
//so that they can render the classes client side
/** \struct g_classData_t
* \ brief Struct for the dynamic class system
*
* Some of the data here is encoded into
* a config string and then sent to the clients
* so that they can render the classes client side
*
* \ author Ubergames
*/
typedef struct {
char consoleName [ 15 ] ; //!< name of class in console
char formalName [ 25 ] ; //!< name of class in the scoreboard etc
char message [ MAX_QPATH ] ; //!< msg when player enters class
int weaponsFlags ; //!< flags denoting default weapons of this class
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char modelSkin [ 36 ] ; //!< Denoting which skin this class is forced to
int isAdmin ; //!< class has admin access
int isMarine ; //!< class has marine
int isMedical ; //!< class has medical capacity
int isn00b ; //!< class is a dumbass
int isBorg ; //!< class is a borg
} g_classData_t ;
//Class Data
extern g_classData_t g_classData [ MAX_CLASSES ] ;
//===========================================
/** \enum tpType_t
* \ brief Enumeration for diffrent transporter types .
*
* Used to determine what transporter effect is used by various functions .
*
* \ author Raven Software
* \ author Ubergames - TiM
* \ author Ubergames - J2J
*/
typedef enum
{
TP_NORMAL ,
TP_BORG ,
TP_NUM_TP ,
TP_TRI_TP , /*!< This transporter mode will give a federation transporter FX but not accelerate the player. */
TP_TURBO /*!< Used in turbolifts to let the teleporter know to maintain veloctiy. */
} tpType_t ;
/** \enum moverState_t
* \ brief Used to determine in which state a mover is .
*
* Movers are things like doors , plats , buttons , etc .
*
*/
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typedef enum {
MOVER_POS1 ,
MOVER_POS2 ,
MOVER_1TO2 ,
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MOVER_2TO1 ,
// VALKYRIE: angle movements
ROTATOR_POS1 ,
ROTATOR_POS2 ,
ROTATOR_1TO2 ,
ROTATOR_2TO1 ,
//advanced mover
ADV_POS1 ,
ADV_POS2 ,
ADV_1TO2 ,
ADV_2TO1
# ifdef G_LUA
,
MOVER_LUA
# endif
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} moverState_t ;
# define SP_PODIUM_MODEL "models / mapobjects / podium / podium4.md3"
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# define TEAM_PODIUM_MODEL "models / mapobjects / podium / podium_single.md3"
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//============================================================================
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/** \typedef gentity_t
*
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* Type for \ link gentity_s \ endlink
* @ see gentity_s
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*
*/
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typedef struct gentity_s gentity_t ;
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/** \typedef gclient_t
*
* Pointer to \ link gclient_s \ endlink
*
*/
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typedef struct gclient_s gclient_t ;
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/** \struct gentity_s
*
* The game side representation of entities .
*
*/
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struct gentity_s {
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entityState_t s ; //!< communicated by server to clients
entityShared_t r ; //!< shared by both the server system and game
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// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
// EXPECTS THE FIELDS IN THAT ORDER!
//================================
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/*@shared@*/ /*@null@*/ 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 bodyque uses this
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int flags ; //!< FL_* variables
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char * model ; //!< the model or brushmodel the entities uses
char * model2 ; //!< an alternate model
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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
qboolean freeAfterEvent ; //!< free the entity after the event?
qboolean unlinkAfterEvent ; //!< unlink the entity after the event?
qboolean physicsObject ; //!< if true, it can be pushed by movers and fall off edges
//!< all game items are physicsObjects,
float physicsBounce ; //!< 1.0 = continuous bounce, 0.0 = no bounce
int clipmask ; //!< brushes with this content value will be collided again when moving. items and corpses do not collide against players, for instance
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// movers
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moverState_t moverState ; //!< current state of the mover
int soundPos1 ; //!< soundindex of sound to play when reaching Pos1
int sound1to2 ; //!< soundindex of sound to play when moving from Pos1 to Pos2
int sound2to1 ; //!< soundindex of sound to play when moving from Pos2 to Pos1
int soundPos2 ; //!< soundindex of sound to play when reaching Pos2
int soundLoop ; //!< soundindex for looped sounds
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/*@shared@*/ /*@null@*/ gentity_t * parent ; //!< parent of this entity
/*@shared@*/ /*@null@*/ gentity_t * nextTrain ; //!< next path_corner of a func_train
/*@shared@*/ /*@null@*/ gentity_t * prevTrain ; //!< previous path_corner of a func_train
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vec3_t pos1 ; //!< start position for binary movers
vec3_t pos2 ; //!< end position for binary movers
vec3_t apos1 ; //!< angular start position for movers
vec3_t apos2 ; //!< angular end position for movers
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char * message ; //!< message for target_print
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int timestamp ; //!< body queue sinking, etc
float angle ; //!< set in editor, -1 = up, -2 = down
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char * target ; //!< target of the entity
char * paintarget ; //!< target to use if entity takes damage
char * targetname ; //!< targetname that identyfies the entity
char * team ; //!< for teamchains
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/*@shared@*/ /*@null@*/ gentity_t * target_ent ; //!< target of turrets etc
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float speed ; //!< moving speed etc
vec3_t movedir ; //!< moving direction
int nextthink ; //!< next level.time the entities think functions gets called
void ( * think ) ( gentity_t * self ) ; //!< think function
void ( * reached ) ( gentity_t * self ) ; //!< movers call this when hitting endpoint
void ( * blocked ) ( gentity_t * self , gentity_t * other ) ; //!< movers call this when blocked
void ( * touch ) ( gentity_t * self , gentity_t * other , trace_t * trace ) ; //!< touch function for triggers
void ( * use ) ( gentity_t * self , gentity_t * other , gentity_t * activator ) ; //!< function that gets called if the entity is used
void ( * pain ) ( gentity_t * self , gentity_t * attacker , int damage ) ; //!< function that gets called if entity gets damged
void ( * die ) ( gentity_t * self , gentity_t * inflictor , gentity_t * attacker , int damage , int mod ) ; //!< function that gets called if entity dies
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int pain_debounce_time ;
int fly_sound_debounce_time ; // wind tunnel
int last_move_time ;
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int health ; //!< current health
int old_health ; //!< old/max value for health
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qboolean takedamage ; //!< entity can take damage
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int damage ; //!< ammount of damge to do
int splashDamage ; //!< do splash damage
//!< quad will increase this without increasing radius
int splashRadius ; //!< radius for splash damage
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int methodOfDeath ;
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int splashMethodOfDeath ; //!< method of death to use for splash damage
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int count ; //!< used for counting, check whether an entity is allowed to use
//!< and other various things
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/*@shared@*/ /*@null@*/ gentity_t * lastEnemy ; //!< last enemy of the entity (turrets etc)
/*@shared@*/ /*@null@*/ gentity_t * enemy ; //!< current enemy of the entity (turrets etc)
/*@shared@*/ /*@null@*/ gentity_t * activator ; //!< entity that activated/used this entity
/*@shared@*/ /*@null@*/ gentity_t * teamchain ; //!< next entity in team
/*@shared@*/ /*@null@*/ gentity_t * teammaster ; //!< master of the team
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int watertype ;
int waterlevel ;
int noise_index ;
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int voiceChatSquelch ;
int voiceChatPreviousTime ;
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// timing variables
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float wait ; //!< how long to wait
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float random ;
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/*@shared@*/ /*@null@*/ gitem_t * item ; //!< for bonus items
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qboolean botDelayBegin ;
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char * swapname ; //RPG-X Modification | Phenix | 13/06/2004
char * truename ;
char * falsename ;
char * truetarget ;
char * falsetarget ;
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qboolean booleanstate ;
float distance ; // VALKYRIE: for rotating doors
int n00bCount ; //RPG-X | Phenix | 06/04/2004 | For when people kill
//RPG-X: TiM : Additional Params for map ents
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char * targetname2 ; // GSIO01 | 08/05/2009
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/*@shared@*/ /*@null@*/ gentity_t * touched ; // GSIO01 | 08/05/2009 repairing breakables
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//GSIO01 | 10/05/2009 | ok these are for target_alert:
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char * bluename ;
char * greensound ;
char * yellowsound ;
char * redsound ;
char * bluesound ;
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char * targetShaderName ; //!< shader to remap for shader remapping
char * targetShaderNewName ; //!< shader to remap to for shader remapping
qboolean tmpEntity ; //!< is this a temporal entity?
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# ifdef G_LUA
// for lua hooks
// pointers to lua functions
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char * luaTouch ;
char * luaUse ;
char * luaThink ;
char * luaHurt ;
char * luaDie ;
char * luaFree ;
char * luaTrigger ;
char * luaReached ;
char * luaReachedAngular ;
char * luaSpawn ;
char * luaParm1 ;
char * luaParm2 ;
char * luaParm3 ;
char * luaParm4 ;
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qboolean luaEntity ;
# endif
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vec4_t startRGBA ;
vec4_t finalRGBA ;
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} ;
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/** \enum clientConnected_t
*
* Various connection states a client can have .
*/
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typedef enum {
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CON_DISCONNECTED , /*!< client is disconnected */
CON_CONNECTING , /*!< client is connecting */
CON_CONNECTED /*!< client is connected */
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} clientConnected_t ;
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/** \enum spectatorState_t
*
* Diffrent spectator modes .
*/
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typedef enum {
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SPECTATOR_NOT , /*!< not spectating */
SPECTATOR_FREE , /*!< free spectator mode */
SPECTATOR_FOLLOW , /*!< follow spectator mode */
SPECTATOR_SCOREBOARD /*!< spectator scoreboard */
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} spectatorState_t ;
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/** \enum playerTeamStateState_t
*
*/
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typedef enum {
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TEAM_BEGIN , /*!< Beginning a team game, spawn at base */
TEAM_ACTIVE /*!< Now actively playing */
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} playerTeamStateState_t ;
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/**
* \ brief Contains statistic information about players for team games .
*
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* \ todo remove me
*
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* For example number of flag captures .
*/
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typedef struct {
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playerTeamStateState_t state ; /*!< players team state */
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int location ; /*!< current location */
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int captures ; /*!< number of captured flags */
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int basedefense ;
int carrierdefense ;
int flagrecovery ;
int fragcarrier ;
int assists ;
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int frags ;
int suicides ;
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float lasthurtcarrier ;
float lastreturnedflag ;
float flagsince ;
float lastfraggedcarrier ;
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// kef -- oh boy am I abusing this system
float lastFireTime ;
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} playerTeamState_t ;
// the auto following clients don't follow a specific client
// number, but instead follow the first two active players
# define FOLLOW_ACTIVE1 -1
# define FOLLOW_ACTIVE2 -2
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/**
* \ brief client data that stays across multiple levels or tournament restarts
*
* this is achieved by writing all the data to cvar strings at game shutdown
* time and reading them back at connection time . Anything added here
* MUST be dealt with in G_InitSessionData ( ) / G_ReadSessionData ( ) / G_WriteSessionData ( )
*/
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typedef struct {
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team_t sessionTeam ; //!< team of the client
int sessionClass ; //!< class of the client is in
int spectatorTime ; //!< for determining next-in-line to play
spectatorState_t spectatorState ; //!< spectator state
int spectatorClient ; //!< for chasecam and follow mode
int wins ; //!< tournament stat wins
int losses ; //!< tournament stat losses
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} clientSession_t ;
# define MAX_VOTE_COUNT 3
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/**
* Set the score for a client .
*
* \ param ent The client .
* \ param score New score for the client .
*/
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void SetScore ( gentity_t * ent , int score ) ;
/**
* \ brief client data that stays across multiple respawns ,
*
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* but is cleared on each level change or team change at G_Client_Begin ( )
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*/
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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
qboolean localClient ; // true if "ip" info key is "localhost"
qboolean initialSpawn ; // the first spawn should be at a cool location
qboolean predictItemPickup ; // based on cg_predictItems userinfo
char netname [ 36 ] ;
int maxHealth ; // for handicapping
int enterTime ; // level.time the client entered the game
playerTeamState_t teamState ; // status in teamplay games
int voteCount ; // to prevent people from constantly calling votes
int kickCount ;
int suicideCount ;
qboolean teamInfo ; // send team overlay updates?
char ip [ 64 ] ; // RPG-X - Store this for login comparisons
float pms_height ; //player model system, height
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} clientPersistant_t ;
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/** \struct gclient_s
*
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* this structure is cleared on each G_Client_Spawn ( ) ,
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* except for ' client - > pers ' and ' client - > sess '
*/
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struct gclient_s {
// 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
clientPersistant_t pers ;
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 we can't just use pers.lastCommand.time, because of the g_sycronousclients case
int buttons ;
int oldbuttons ;
int latched_buttons ;
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// sum up damage over an entire frame, so
// shotgun blasts give a single big kick
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int damage_armor ; //!< damage absorbed by armor
int damage_blood ; //!< damage taken out of health
int damage_knockback ; //!< impact damage
vec3_t damage_from ; //!< origin for vector calculation
qboolean damage_fromWorld ; //!< if true, don't use the damage_from vector
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int accurateCount ; //!< for "impressive" reward sound
int streakCount ; //!< To count up kills without dying.
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//
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int lasthurt_client ; //!< last client that damaged this client
int lasthurt_mod ; //!< type of damage the client did
int lasthurt_location ; //!< Where the client was hit.
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// timers
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int respawnTime ; //!< can respawn when time > this, force after g_forcerespwan
int inactivityTime ; //!< kick players when time > this
qboolean inactivityWarning ; //!< qtrue if the five seoond warning has been given
int rewardTime ; //!< clear the EF_AWARD_IMPRESSIVE, etc when time > this
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int airOutTime ;
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int lastKillTime ; //!< for multiple kill rewards
int nextRespawn ; //!< level.time when player is allowed to use the respawn command/button again
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qboolean fireHeld ; //!< used for hook
gentity_t * hook ; //!< grapple hook if out
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int switchTeamTime ;
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// timeResidual is used to handle events that happen every second
// like health / armor countdowns and regeneration
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int timeResidual ;
int mod ; //!< means of death
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//added for new game mods
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int teleportTime ; //!< Borg teleporting
int classChangeDebounceTime ; //!< next time you can change classes
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//RPG-X Specific
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qboolean SpecialGrav ; //!< Added for target_gravity ent
// RPG-X: J2J
qboolean UpdateScore ; //!< Check if we should update the score or not
// RPG-X: RedTechie
int AdminFailed ; //!< For failed admin logins.
// RPG-X | Phenix | 21/11/2004
qboolean LoggedAsAdmin ; //!< For AdminLogin command
// RPG-X | Phenix | 21/11/2004
qboolean LoggedAsDeveloper ; //!< For Debuging Admin Commands
// RPG-X | Phenix | 21/11/2004
int n00bTime ; //!< For when to bring them out of n00b
// RPG-X | Phenix | 06/04/2004
char origClass [ MAX_STRING_CHARS ] ; //!< What class they came from
// RPG-X | Phenix | 06/04/2004
qboolean noAdminChat ; //!< If admins choose not to see admin messages
// RPG-X | TiM | 02/04/2006
fxGunData_t fxGunData ; //!< Storage point for info needed for multiple admin gun FX
char lastPaddMsg [ 256 ] ; //!< Padd buffer
// RPG-X | Marcin | 08/12/2008
qboolean pressedUse ; //!< To prevent multiple pickups per press
// RPG-X | Marcin | 30/12/2008
int fraggerTime ; //!< For rpg_fraggerSpawnDelay
// RPG-X | Marcin | 03/01/2009
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// for sql
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char * userName ; //!< username (not player name) in the sql database
int uid ; //!< uiser id of the player in the sql database
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// CCAM
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vec3_t origViewAngles ;
vec3_t origOrigin ;
gentity_t * cam ;
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// for selfdestruct and shiphealth
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int nokilli ; //!< if 1 this player won't be killed if the ship is killed
int myship ; //!< entnum of the shiphealth entity this client currently holds info from
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} ;
//
// this structure is cleared as each map is entered
//
# define MAX_SPAWN_VARS 64
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# define MAX_SPAWN_VARS_CHARS 2048
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/** \typedef levelLocation
* Type for level location .
* @ see levelLocation_s
*
* \ author Ubergames - GSIO01
*/
typedef struct levelLocation_s levelLocation ;
/** \typedef levelLocation´ _p
* Pointer to a level location .
* @ see levelLocation
* @ see levelLocation_s
*
* \ author Ubergames - GSIO01
*/
typedef levelLocation levelLocation_p ;
/** \struct levelLocation_s
* Describes a level location .
*
* Contains a list of origin and angles where the first is the primary location origin and angles .
* A name which identifies the location like the targetname for entities .
* The actual description displayed .
*
* \ author Ubergames - GSIO01
*/
struct levelLocation_s {
list_p origins ;
list_p angles ;
char * name ;
char * description ;
} ;
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/** \typedef srvChangeData_t
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* Type for \ link srvChangeData_s \ endlink
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*
* \ author Ubergames - GSIO01
*/
typedef struct srvChangeData_s srvChangeData_t ;
/** \struct srvChangeData_s
* Contains data needed by traporter UI and transportet entities for serverchage transports .
*
* \ author Ubergames - GSIO01
*/
struct srvChangeData_s {
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char name [ 6 ] [ MAX_QPATH ] ; //!< name of the locations
char ip [ 6 ] [ MAX_QPATH ] ; //!< IPs of the servers to connect to
int count ; //!< Count of servers
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} ;
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/**
* Contains important informations about the current leve and information needed for game logic .
*/
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typedef struct {
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/*@shared@*/ struct gclient_s * clients ; /*!< level clients */
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/*@shared@*/ struct gentity_s * gentities ; /*! level gentities */
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int gentitySize ; /*! size of gentity */
int num_entities ; /*!< current number of entities, <= MAX_GENTITIES */
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int warmupTime ; /*!< restart match at this time */
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fileHandle_t logFile ; /*! file handle for the log file */
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// store latched cvars here that we want to get at often
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int maxclients ; /*! maximum number of clients allowed */
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int framenum ; /*!< number of the frame */
int time ; /*!< time since level start in msec */
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 message ; /*!< MESSAGE TIME */
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int teamScores [ TEAM_NUM_TEAMS ] ; /*!< scores for each team */
int lastTeamLocationTime ; /*!< last time of client team location update */
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qboolean newSession ; /*!< don't use any old session data, because we changed gametype */
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qboolean restarted ; /*!< waiting for a map_restart to fire */
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int numConnectedClients ; /*!< number of connected clients */
int numNonSpectatorClients ; /*!< includes connecting clients */
int numPlayingClients ; /*!< connected, non-spectators */
int sortedClients [ MAX_CLIENTS ] ; /*!< Clients sorted by score */
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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qboolean firstStrike ; /*!< Was the first strike done yet? */
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// voting state
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char voteString [ MAX_STRING_CHARS ] ;
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int voteTime ; /*!< level.time vote was called */
int voteYes ; /*!< Number of yes votes */
int voteNo ; /*!< Number of no votes */
int numVotingClients ; /*!< Set by CalculateRanks */
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// spawn variables
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qboolean spawning ; /*!< the G_Spawn*() functions are valid */
int numSpawnVars ; /*!< Number of spawn vars */
char * spawnVars [ MAX_SPAWN_VARS ] [ 2 ] ; /*!< key / value pairs */
int numSpawnVarChars ; /*!< Number of spawn var chars */
char spawnVarChars [ MAX_SPAWN_VARS_CHARS ] ; /*!< The spawn var chars */
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// intermission state
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int intermissionQueued ; /*!< Intermission was qualified, but wait INTERMISSION_DELAY_TIME before actually going there so the last frag can be watched. Disable future kills during this delay */
int intermissiontime ; /*!< Time the intermission was started */
qboolean readyToExit ; /*!< Determines whether at least one client wants to exit */
int exitTime ; /*!< Exit time */
vec3_t intermission_origin ; /*!< Origin of the camera for intermission. Also used for spectator spawns. */
vec3_t intermission_angle ; /*!< Angle of the camera for intermission. Also used for spectator spawns. */
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qboolean locationLinked ; /*!< target_locations get linked */
gentity_t * locationHead ; /*!< head of the location list */
int bodyQueIndex ; /*!< dead bodies */
gentity_t * bodyQue [ BODY_QUEUE_SIZE ] ; /*!< body Que */
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int numObjectives ; /*! Number of level objectives (unused) */
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//RPG-X - Decoy index
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int decoyIndex ; /*!< 0-128. Counting decoys. If we do hit the end (omfg), start from the beginning again lol */
int numDecks ; /*!< Counts the number of turbolift decks on the map */
int borgAdaptHits [ WP_NUM_WEAPONS ] ; /*!< Counts of hits for each weapon for borg adaption */
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// usable things
//TiM - usables client side text defines
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int g_scannables [ MAX_SCANNABLES ] ; /*!< the ID is stored here, but the index is what's referenced */
int g_entScannables [ MAX_ENTSCANNABLES ] [ 2 ] ; /*!< first cell is the entity ID, the second is the id of the object in question */
qboolean hasScannableFile ; /*!< Most maps probably won't even have one of these */
qboolean hasEntScannableFile ; /*!< Only older maps would probably have this */
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int numBrushEnts ; /*!< number of entities in the level that use brushmodels */
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/*@null@*/ list_p safezones ; /*!< self destruct safezones list */
/*@null@*/ list_p locations ; /*!< level locations list */
/*@null@*/ list_p timedMessages ; /*!< timed messages list */
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// other stuff
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srvChangeData_t srvChangeData ; /*!< Server change data */
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// override rpg_calcLiftTravelDuration
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int overrideCalcLiftTravelDuration ; /*!< Indicated whether the level author wants to override rpg_calcLiftTravelDuration */
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} level_locals_t ;
//
// g_spawn.c
//
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/**
* \ brief Get a string for a custom entity key .
*
* Spawn string returns a temporary reference , you must copy the string if you want to keep it .
*
* \ param [ in ] key Key to get the value for .
* \ param [ in ] defaultString Default value for this key .
* \ param [ out ] out The result .
* \ return Success or fail .
*/
qboolean G_SpawnString ( const char * key , const char * defaultString , char * * out ) ;
/**
* \ brief Get a float for a custom entity key .
*
* \ param [ in ] key Key to get the value for .
* \ param [ in ] defaultString Default value for this key .
* \ param [ out ] out The result .
* \ return Success or fail .
*/
qboolean G_SpawnFloat ( const char * key , const char * defaultString , float * out ) ;
/**
* \ brief Get a int for a custom entity key .
*
* \ param [ in ] key Key to get the value for .
* \ param [ in ] defaultString Default value for this key .
* \ param [ out ] out The result .
* \ return Success or fail .
*/
qboolean G_SpawnInt ( const char * key , const char * defaultString , int * out ) ;
/**
* \ brief Get a vector for a custom entity key .
*
* \ param [ in ] key Key to get the value for .
* \ param [ in ] defaultString Default value for this key .
* \ param [ out ] out The result .
* \ return Success or fail .
*/
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qboolean G_SpawnVector ( const char * key , const char * defaultString , float * out ) ;
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/**
* \ brief Spawn all entities from the entity string .
*/
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void G_SpawnEntitiesFromString ( void ) ;
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/**
* \ brief Creates a copy of the given string . Allocated on the memory pool .
*
* \ param string String to copy .
* \ return Copy of the string .
*/
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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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/**
* Concatenate all arguments for this string .
*
* \ param start start from the given argument
* \ return String containing concatenated command arguments .
*/
char * ConcatArgs ( int start ) ;
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/**
* Request current scoreboard information .
*/
void Cmd_Score_f ( gentity_t * ent ) ;
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/**
* If the client being followed leaves the game , or you just want to drop
* to free floating spectator mode
*/
void StopFollowing ( gentity_t * ent ) ;
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/**
* Let everyone know about a team change .
*
* \ param client The client that changed team .
* \ param oldTeam The team the client was in .
*/
void BroadcastTeamChange ( gclient_t * client , int oldTeam ) ;
/**
* Set the team for a player .
*
* \ param ent A player .
* \ param s The new team .
* \ return Success or fail .
*/
qboolean SetTeam ( gentity_t * ent , char * s ) ;
/**
* Cycle different players .
*/
void Cmd_FollowCycle_f ( gentity_t * ent , int dir ) ;
/**
* Command signaling player readiness .
*
* \ param ent A player .
*/
void Cmd_Ready_f ( gentity_t * ent ) ;
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//
// g_items.c
//
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/**
* Data structures + functions for the PADD messaging system .
*
* \ author Ubergames - Marcin
* \ date 06 / 12 / 2008
*/
typedef struct
{
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gentity_t * key ; //!< PADD item entity pointer
char owner [ 64 ] ;
char value [ 256 ] ;
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} paddData_t ;
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# define PADD_DATA_MAX 256 //!< max number of padds
# define MAX_DROPPED 255 //!< should be reasonable
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extern paddData_t paddData [ PADD_DATA_MAX ] ;
extern int paddDataNum ;
extern int numTotalDropped ;
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/**
* Add a new padd .
*
* \ param key entity
* \ param who owner of the padd
* \ param txt text of the padd
* \ author Ubergames - Marcin
* \ date 06 / 12 / 2008
*/
void Padd_Add ( gentity_t * key , gentity_t * who , char * txt ) ;
/**
* Pickup padd .
*
* \ param key entity
* \ param who Who picked up the padd .
* \ return Text of the padd .
* \ author Ubergames - Marcin
* \ date 06 / 12 / 2008
*/
char * Padd_Get ( gentity_t * key , gentity_t * who ) ;
/**
* Remove a padd .
*
* \ param key entity
* \ author Ubergames - Marcin
* \ date 06 / 12 / 2008
*/
void Padd_Remove ( gentity_t * key ) ;
/**
* Run an item .
*
* \ param ent The item .
*/
void G_RunItem ( gentity_t * ent ) ;
/**
* Repsawn an item .
*
* \ param ent The item .
*/
void RespawnItem ( gentity_t * ent ) ;
/**
* Spawns an item and tosses it forward .
*
* \ param ent An entity to toss from .
* \ param item The item .
* \ param angle Direction to toss to .
* \ return The entity for the item .
*/
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/*@shared@*/ /*@null@*/ gentity_t * Drop_Item ( gentity_t * ent , gitem_t * item , float angle ) ;
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/**
* Sets the clipping size and plants the object on the floor .
* Items can ' t be immediately dropped to floor , because they might
* be on an entity that hasn ' t spawned yet .
*
* \ param ent Entity for item .
* \ param item The item .
*/
void G_SpawnItem ( gentity_t * ent , gitem_t * item ) ;
/**
* Traces down to find where an item should rest , instead of letting them
* free fall from their spawn points
*
* \ param ent Entity for the item .
*/
void FinishSpawningItem ( gentity_t * ent ) ;
/**
* Add ammo for a weapon to a player .
*
* \ param ent The player .
* \ param weapon For which weapon .
* \ param count Ammount of ammo .
*/
void Add_Ammo ( gentity_t * ent , int weapon , int count ) ;
/**
* Touch function for items .
*
* \ param ent The entity for the item .
* \ param other The touching entity .
* \ param trace A trace .
*/
void Touch_Item ( gentity_t * ent , gentity_t * other , trace_t * trace ) ;
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/**
* Clear all registered items .
*/
void ClearRegisteredItems ( void ) ;
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/**
* Register a new item . The item will be added to the precache list .
*
* \ param item Item to register .
*/
void RegisterItem ( gitem_t * item ) ;
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/**
* Write the needed items to a config string so the client will know which ones to precache .
*/
void SaveRegisteredItems ( void ) ;
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//
// g_utils.c
//
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/**
* \ brief Get the model index for a model .
*
* Get the model index for a model .
*
* \ param name the model name
*
* \ return the models index
*/
int G_ModelIndex ( char * name ) ;
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/**
* \ brief Get the sound index for a sound .
*
* Get the sound index for a sound .
*
* \ param name the sound name
*
* \ return the sounds index
*/
int G_SoundIndex ( char * name ) ;
/**
* \ brief Issue a team command .
*
* Issue a team command .
*
* \ param team the team
* \ param cmd the command
*/
void G_TeamCommand ( team_t team , char * cmd ) ;
/**
* \ brief Get the tric string index .
*
* Get the tric string index .
*
* \ param name the tric string name
*
* \ return the tric strings index
*
* \ author Ubergames - TiM
*/
int G_TricStringIndex ( char * name ) ;
/**
* \ brief Kill all that would be inside a new one .
*
* Kills all entities that would touch the proposed new positioning
* of ent . Ent should be unlinked before calling this !
*
* \ param ent the entity
*/
void G_KillBox ( gentity_t * ent ) ;
/**
* \ author Ubergames - J2J
* \ brief Push all entities away that are inside a new entity .
*
* Basically does teh same as G_KillBox except it will
* push players and other entities away instead of killing them .
*
* \ param ent the entity
*
* \ return was an ent moved ?
*/
qboolean G_MoveBox ( gentity_t * ent ) ;
/**
*
* \ brief Finds an entity .
*
* Searches all active entities for the next one that holds
* the matching string at fieldofs ( use the FOFS ( ) macro ) in the structure .
* Searches beginning at the entity after from , or the beginning if NULL
* NULL will be returned if the end of the list is reached .
*
* \ param from search from this entity on
* \ param fieldofs in which field to look
* \ param match string to match
*
* \ return an matching entity or NULL
*/
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/*@shared@*/ /*@null@*/ gentity_t * G_Find ( /*@null@*/ gentity_t * from , size_t fieldofs , const char * match ) ;
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/**
* \ brief Pick a target .
*
* Selects a random entity from among the targets .
*
* \ param targetname the targets targetname
*
* \ return an entity or NULL
*/
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/*@shared@*/ /*@null@*/ gentity_t * G_PickTarget ( char * targetname ) ;
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/**
* \ brief Use all of the given entity ' s targets .
*
* Use all of the given entity ' s targets .
*
* \ param ent the entity
* \ param activator the initiator of the function call
*/
void G_UseTargets ( gentity_t * ent , gentity_t * activator ) ;
/**
* \ brief Use all targets of the given entity .
*
* Goes through all entities and calls ther use function if their
* targetname , swapname , truename , falsename , bluename are matching
* the target . activator should be set the the inflictor of this function
* call .
*
* \ param ent the entity
* \ param activator the activator
* \ param target target to match
*/
void G_UseTargets2 ( gentity_t * ent , gentity_t * activator , char * target ) ;
/**
* \ brief Converts angles to move directions .
*
* The editor only specifies a single value for angles ( yaw ) ,
* but we have special constants to generate an up or down direction .
* Angles will be cleared , because it is being used to represent a direction
* instead of an orientation .
*
* \ param angles the angles
* \ param movedir the movedir
*/
void G_SetMovedir ( vec3_t angles , vec3_t movedir ) ;
/**
* \ brief Init the entity .
*
* Inits a given game entity .
*
* \ param e the entity
*/
void G_InitGentity ( gentity_t * ent ) ;
/**
* \ brief Spawns a new entity .
*
* Either finds a free entity , or allocates a new one .
* The slots from 0 to MAX_CLIENTS - 1 are always reserved for clients ,
* and will never be used by anything else .
* Try to avoid reusing an entity that was recently freed , because it
* can cause the client to think the entity morphed into something else
* instead of being removed and recreated , which can cause interpolated
* angles and bad trails .
*
* \ return a new entity or NULL
*/
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/*@shared@*/ /*@null@*/ gentity_t * G_Spawn ( void ) ;
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/**
* \ brief Spawn an temporary entity .
*
* Spawns an event entity that will be auto - removed
* The origin will be snapped to save net bandwidth , so care
* must be taken if the origin is right on a surface ( snap towards start vector first )
*
* \ param origin the origin
* \ param event the event to use for this entity
*
* \ return the temporary entity
*/
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/*@shared@*/ /*@null@*/ gentity_t * G_TempEntity ( vec3_t origin , int event ) ;
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/**
* \ brief Makes an entity to play a non looping sound .
*
* Makes an entity to play a non looping sound .
*
* \ param ent the entity
* \ param soundIndex the sounds index
*/
void G_Sound ( gentity_t * ent , int soundIndex ) ;
/**
* \ brief Free an entity .
*
* Marks the entity as free .
*
* \ param ed entity to free
*/
void G_FreeEntity ( gentity_t * ent ) ;
/**
* Find all trigger entities that ent ' s current position touches .
* Spectators will only interact with teleporters .
*/
void G_TouchTriggers ( gentity_t * ent ) ;
/**
* \ brief Create a temporary vector .
*
* This is just a convenience function
* for making temporary vectors for function calls
*
* \ param x x - value
* \ param y y - value
* \ param z z - value
*
* \ return temporary vector
*/
float * tv ( float x , float y , float z ) ;
/**
* \ brief Converts a vector to a string to be printed .
*
* This is just a convenience function
* for printing vectors
*
* \ param v the vector
*
* \ return string representation of the vector
*/
char * vtos ( const vec3_t v ) ;
/**
* \ brief Get the yaw from a vector .
*
* Get the yaw from a vector .
*
* \ param vec the vector
*
* \ return the yaw
*/
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float vectoyaw ( const vec3_t vec ) ;
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/**
* \ brief Adds a new Predictable event .
*
* Use for non - pmove events that would also be predicted on the
* client side : jumppads and item pickups
* Adds an event + parm and twiddles the event counter
*
* \ param ent the entity
* \ param event the event
* \ param eventParm any parameters for the event
*/
void G_AddPredictableEvent ( gentity_t * ent , int event , int eventParm ) ;
/**
* \ brief Add a new event .
*
* Adds an event + parm and twiddles the event counter
*
* \ param ent the entity
* \ param event the event
* \ param eventParm parameter for the event
*/
void G_AddEvent ( gentity_t * ent , int event , int eventParm ) ;
/**
* \ brief Set the Origin of an entity .
*
* Sets the pos trajectory for a fixed position
*
* \ param ent the entity
* \ param origin the new origin
*/
void G_SetOrigin ( gentity_t * ent , vec3_t origin ) ;
/**
* \ brief Set the angles of an entity .
*
* Sets the pos trajectory for a fixed angular position
*
* \ param ent the entity
* \ param angles the new angles
* \ author Ubergames - GSIO01
*/
void G_SetAngles ( gentity_t * ent , vec3_t anlges ) ; //RPG-X | GSIO01 | 24.08.2009
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/**
* Get a list of entities in a specified radous around an origin .
*
* \ param origin Origin to search around .
* \ param radius Radius to serach in .
* \ param ignore List of entities to ignore .
* \ param takeDamage Only return entities matching this value for takeDamage .
* \ param ent_list List to store found entities in .
* \ return Count of entities found .
*/
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int G_RadiusList ( vec3_t origin , float radius , list_p ignore , qboolean takeDamage , list_p ent_list ) ;
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/**
* Get a list of specified entity classes in a specified radius .
*
* \ author Ubergames - GSIO01
*
* \ param classname class names for searched entity classes
* \ param count cout of class names in classname
* \ param origin origin around which entities are searched
* \ param radius radius to search in
* \ param ignore entity to ignore
* \ param ent_list list to store the results
* \ return count of found entities
*/
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int G_RadiusListOfTypes ( list_p classnames , vec3_t origin , float radius , list_p ignore , list_p ent_list ) ;
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/**
* Get the neares entity to an origin .
*
* \ param classname Filter by this classname .
* \ param origin Origin to search around .
* \ param radius Radius to search in .
* \ param ignore List of entities to ignore .
* \ param takeDamage Only return entities that match this value for takeDamage .
* \ return Nearest entity found .
*/
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/*@shared@*/ /*@null@*/ gentity_t * G_GetNearestEnt ( char * classname , vec3_t origin , float radius , list_p ignore , qboolean takeDamage ) ;
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/**
* Get the nearest player orund an origin .
*
* \ param origin Origin to search around .
* \ param radius Radius to search in .
* \ param ignore List of entities to ignore .
* \ return Nearest player .
*/
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/*@shared@*/ /*@null@*/ gentity_t * G_GetNearestPlayer ( vec3_t origin , float radius , list_p ignore ) ;
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/**
* \ author Ubergames - GSIO01
* \ brief Get all entities with the specified targetname .
*
* Get all entities with the specified targetname .
*
* \ param targetname the targetname
* \ param entities the result
*
* \ return number of entities found
*/
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int G_GetEntityByTargetname ( const char * targetname , list_p entities ) ;
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/**
* \ author Ubergames - GSIO01
* \ brief Get all entities with specified target .
*
* Get all entities matching the specifie target .
*
* \ param target target the entities should have
* \ param entities the result
*
* \ return number of matches found
*/
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int G_GetEntityByTarget ( const char * target , list_p entities ) ;
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/**
* \ author Ubergames - GSIO01
* \ brief Get all entities with specified brush model
*
* Get all entities matching the specified brush model .
* Normally this only shoud be one entity .
*
* \ param bmodel brush model to match
* \ param entities the result
*
* \ return number of matches found
*/
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int G_GetEntityByBmodel ( char * bmodel , list_p entities ) ;
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/**
* \ brief Add a new shader remap .
*
* Remaps oldShader with newShader .
*
* \ param oldShader shader to be remapped
* \ param newShader replacement shader
* \ param timeOffset time offset
*/
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void AddRemap ( const char * oldShader , const char * newShader , float timeOffset ) ;
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//
// g_combat.c
//
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/**
* Returns qtrue if the inflictor can directly damage the target . Used for
* explosions and melee attacks .
*
* \ param targ the target
* \ param origin the origin
* \ return qtrue if the inflictor can directly damage the target . Used for explosions and melee attacks .
*/
qboolean CanDamage ( gentity_t * targ , vec3_t origin ) ;
/**
* Damage an entity .
*
* \ param targ entity that is being damaged
* \ param inflictor entity that is causing the damage
* \ param attacker entity that caused the inflictor to damage targ
* \ param dir direction of the attack for knockback
* \ param point point at which the damage is being inflicted , used for headshots
* \ param damage amount of damage being inflicted
* \ param knockback force to be applied against targ as a result of the damage
* \ param dflags these flags are used to control how G_Damage works
* \ param mod means of death
*
* Damage flags :
* DAMAGE_RADIUS damage was indirect ( from a nearby explosion )
* DAMAGE_NO_ARMOR armor does not protect from this damage
* DAMAGE_NO_KNOCKBACK do not affect velocity , just view angles
* DAMAGE_NO_PROTECTION kills godmode , armor , everything
*/
void G_Damage ( gentity_t * targ , gentity_t * inflictor , gentity_t * attacker , vec3_t dir , vec3_t point , int damage , int dflags , int mod ) ;
/**
* Damage all entities around an origin in a specified radius .
*
* \ return Hit a client ?
* \ param origin Origin .
* \ param attacker Attacker .
* \ param damage Amount much damage .
* \ param radius Radius .
* \ param ignore Entity to ignore .
* \ param dflags Damage flags .
* \ param mod Means of death .
* \ todo Replace ignore entity by list of entites .
*/
qboolean G_RadiusDamage ( vec3_t origin , gentity_t * attacker , float damage , float radius , gentity_t * ignore , int dflags , int mod ) ;
/**
* Let a body die .
*
* \ param self Self .
* \ param inflictor entity that is causing the damage
* \ param attacker entity that caused the inflictor to damage targ
* \ param damage Amount of damage .
* \ param meansOfDeath Means of death .
*/
void body_die ( gentity_t * self , gentity_t * inflictor , gentity_t * attacker , int damage , int meansOfDeath ) ;
/**
* Toss the weapon and powerups for the killed player .
*
* \ param self the client .
* \ param Caused by disconnect ?
*/
void TossClientItems ( gentity_t * self , qboolean dis_con ) ;
/**
* Repairs repairable entities .
*
* \ param ent The player .
* \ param tr_ent Entity to repair .
* \ param rate Rate to repair with .
* \ author Ubergames - GSIO01
* \ date 09 / 05 / 2009
*/
void G_Repair ( gentity_t * ent , gentity_t * tr_ent , float rate ) ;
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// damage flags
# define DAMAGE_RADIUS 0x00000001 // damage was indirect
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# define DAMAGE_NO_ARMOR 0x00000002 // armor (shields) do not protect from this damage
# define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
# define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
# define DAMAGE_NOT_ARMOR_PIERCING 0x00000000 // trek: shields fully protect from this damage (for clarity)
# define DAMAGE_ARMOR_PIERCING 0x00000040 // trek: shields don't fully protect from this damage
# define DAMAGE_NO_INVULNERABILITY 0x00000080 // trek: invulnerability doesn't event protect from this damage
# define DAMAGE_HALF_NOTLOS 0x00000100 // trek: radius damage still does 1/2 damage to ents that do not have LOS to explosion org but are in radius
# define DAMAGE_ALL_TEAMS 0x00000200 // trek: damage ignores teamdamage settings
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//
// g_missile.c
//
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/**
* Run a missile .
*
* \ param ent the missile
*/
void G_Missile_Run ( gentity_t * ent ) ;
/**
* Fire alient plasma projectile .
*
* \ param The shooter .
* \ param start Start point .
* \ param aimdir Direction .
*/
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/*@shared@*/ /*@null@*/ gentity_t * fire_plasma ( gentity_t * self , vec3_t start , vec3_t aimdir ) ;
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/**
* Fire torpedo projectile .
*
* \ param The shooter .
* \ param start Start point .
* \ param aimdir Direction .
*/
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/*@shared@*/ /*@null@*/ gentity_t * fire_quantum ( gentity_t * self , vec3_t start , vec3_t aimdir ) ;
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/**
* Fire grenade .
*
* \ param The shooter .
* \ param start Start point .
* \ param aimdir Direction .
*/
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/*@shared@*/ /*@null@*/ gentity_t * fire_grenade ( gentity_t * self , vec3_t start , vec3_t aimdir ) ;
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/**
* Fire a rocket .
*
* \ param The shooter .
* \ param start Start point .
* \ param dir Direction .
*/
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/*@shared@*/ /*@null@*/ gentity_t * fire_rocket ( gentity_t * self , vec3_t start , vec3_t dir ) ;
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/**
* Fire a compression rifle projectile .
*
* \ param The shooter .
* \ param start Start point .
* \ param dir Direction .
*/
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/*@shared@*/ /*@null@*/ gentity_t * fire_comprifle ( gentity_t * self , vec3_t start , vec3_t dir ) ;
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//
// g_mover.c
//
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/**
* Run a mover .
*
* \ param ent Mover to run .
*/
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void G_Mover_Run ( gentity_t * ent ) ;
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/**
* Touch function for doors .
*
* \ param ent The mover .
* \ param other The touching entity .
* \ param trace A trace .
*/
void G_Mover_TouchDoorTrigger ( gentity_t * ent , gentity_t * other , trace_t * trace ) ;
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/**
* Use function for binary movers .
*
* \ param ent The mover .
* \ param other Other entity .
* \ param activator Activator .
*/
void G_Mover_UseBinaryMover ( gentity_t * ent , gentity_t * other , gentity_t * activator ) ;
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//
// g_misc.c
//
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/**
* Teleport a player to an origin .
*
* \ param player The player .
* \ param origin Where to teleport .
* \ param angles Angles of the player at destination .
* \ param tyTpye Teleport type .
*/
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void TeleportPlayer ( gentity_t * player , vec3_t origin , vec3_t angles , tpType_t tyType ) ;
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/**
* Transport a player to an origin .
*
* \ param player The player .
* \ param origin Destination .
* \ param angles Angles at destination .
* \ param speed Spit out speed at destination .
*/
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void TransportPlayer ( gentity_t * player , vec3_t origin , vec3_t angles , int speed ) ;
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/**
* Start turbolist travel .
*
* \ param ent The turbolift .
* \ author Ubergames - TiM
*/
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void target_turbolift_start ( gentity_t * ent ) ;
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//
// g_weapon.c
//
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/**
* \ brief Checks wether accuray for this hit should be logged .
*
* \ param target the target entity
* \ param attacker the attacker entity
*/
qboolean G_Weapon_LogAccuracyHit ( gentity_t * target , gentity_t * attacker ) ;
/**
* \ brief Calculates the muzzle point .
*
* Calculates the muzzle point .
*
* \ param ent the player
* \ param fwd the forward vector
* \ param rt the right vector
* \ param vup the up vector
* \ param muzzlePoint the muzzle point
* \ param projsize projsize
*/
void G_Weapon_CalcMuzzlePoint ( gentity_t * ent , vec3_t forward , vec3_t right , vec3_t up , vec3_t muzzlePoint , float projsize ) ;
/**
* Round a vector to integers for more efficient network
* transmission , but make sure that it rounds towards a given point
* rather than blindly truncating . This prevents it from truncating
* into a wall .
*
* \ param v vector to round
* \ param to rounded vector
*/
void G_Weapon_SnapVectorTowards ( vec3_t v , vec3_t to ) ;
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//
// g_client.c
//
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/**
* Get number of clients in team .
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*
* \ param ignoreClientNum Client to ignore .
* \ param team Team .
* \ reutrn Number of clients in team .
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*/
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team_t G_Client_TeamCount ( int ignoreClientNum , int team ) ;
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/**
* Pick a random team .
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*
* \ param ignoreClientNum Client to ignore .
* \ return Random team .
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*/
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team_t G_Client_PickTeam ( int ignoreClientNum ) ;
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/**
* Set the clients view angle .
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*
* \ param ent Entity for which to set view angle .
* \ param angle New view angle .
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*/
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void G_Client_SetViewAngle ( gentity_t * ent , vec3_t angle ) ;
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/**
* Select a spawnpoint .
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*
* \ param avoidPoint Point to avoid .
* \ param origin Origin .
* \ param angles Angles .
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*/
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/*@shared@*/ /*@null@*/ gentity_t * G_Client_SelectSpawnPoint ( vec3_t avoidPoint , vec3_t origin , vec3_t angles ) ;
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/**
* Respawn client .
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*
* \ param ent Client to respawn .
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*/
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void G_Client_Respawn ( gentity_t * ent ) ;
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/**
* Begin intermission .
*/
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void G_Client_BeginIntermission ( void ) ;
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/**
* Init the body que .
*/
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void G_Client_InitBodyQue ( void ) ;
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/**
* Spawn client .
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*
* \ param ent Client to spawn
* \ param rpgx_spawn rpgx_spawn
* \ param fromDeath Is this a spawn from death ?
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*/
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void G_Client_Spawn ( gentity_t * ent , int rpgx_spawn , qboolean fromDeath ) ;
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/**
* Let the client die .
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*
* \ param self Client .
* \ param inflictor Entity causing death .
* \ param attacker Entity that made inflicotr cause death .
* \ param damage ammount of demage
* \ param mod means of death
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*/
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void G_Client_Die ( gentity_t * self , gentity_t * inflictor , gentity_t * attacker , int damage , int mod ) ;
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/**
* Add score for the client .
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*
* \ param ent The client .
* \ param score Ammount of score to add .
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*/
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void G_Client_AddScore ( gentity_t * ent , int score ) ;
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/**
* Calculate clients ranks .
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*
* \ param fromExit From exit ?
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*/
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void G_Client_CalculateRanks ( qboolean fromExit ) ;
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/**
* Determine whether spot would telefrag .
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*
* \ param spot Spot to check .
* \ return Whether this spot would telefrag .
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*/
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qboolean G_Client_SpotWouldTelefrag ( gentity_t * spot ) ;
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/**
* Get weapons for a class .
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*
* \ param client The client .
* \ param pclass Class to get weapons for .
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*/
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void G_Client_WeaponsForClass ( gclient_t * client , pclass_t pclass ) ;
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/**
* Get holdable items for a class .
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*
* \ param client The client .
* \ param pclass Class for which to get holdables .
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*/
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void G_Client_HoldablesForClass ( gclient_t * client , pclass_t pclass ) ;
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/**
* Store the clients initial status .
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*
* \ param ent The client .
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*/
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void G_Client_StoreClientInitialStatus ( gentity_t * ent ) ;
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/**
* Get location message for a client .
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*
* \ param ent The client .
* \ param loc Location char .
* \ param loclen Length of location char .
* \ return Indicates success or fail .
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*/
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qboolean G_Client_GetLocationMsg ( gentity_t * ent , char * loc , int loclen ) ;
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/**
* Check client statuses .
*/
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void G_Client_CheckClientStatus ( void ) ;
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/**
* Send client location information .
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*
* \ param ent The client .
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*/
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void G_Client_LocationsMessage ( gentity_t * ent ) ;
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/**
* Client connect .
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*
* \ param clientNum Client num .
* \ param firstTime Indicate whether this was the first connect .
* \ param isBot Indicate if bot or player .
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*/
char * G_Client_Connect ( int clientNum , qboolean firstTime , qboolean isBot ) ;
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/**
* Clients user info changed .
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*
* \ param clientNum Client num .
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*/
void G_Client_UserinfoChanged ( int clientNum ) ;
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/**
* Disconnect client .
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*
* \ param clientNum Client num .
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*/
void G_Client_Disconnect ( int clientNum ) ;
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/**
* Initialize client .
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*
* \ param clientNum Client num .
* \ param careAboutWarmup Indicate whether to care about warm up .
* \ param isBot Bot or client ?
* \ param first First time ?
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*/
void G_Client_Begin ( int clientNum , qboolean careAboutWarmup , qboolean isBot , qboolean first ) ;
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/**
* Client command .
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*
* \ param clientNum Client num .
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*/
void G_Client_Command ( int clientNum ) ;
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//
// g_svcmds.c
//
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/**
* Check for server console command and run if it is .
*
* \ return whether this was a server command .
*/
qboolean ConsoleCommand ( void ) ;
/**
* Process IP bans .
*/
void G_ProcessIPBans ( void ) ;
/**
* Filter a packet .
*/
qboolean G_FilterPacket ( char * from ) ;
/**
* Get a client for a string .
*/
gclient_t * ClientForString ( const char * s ) ; //RPG-X: RedTechie - Added so g_cmds could read the function
/**
* Process ID bans .
*/
void G_ProcessIDBans ( void ) ;
/**
* Check ID .
*/
qboolean CheckID ( char * id ) ;
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//
// g_weapon.c
//
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/**
* \ brief Fire weapons .
*
* Handles weapon firing .
*
* \ param ent the player
* \ param alt_fire was this alt fire mode ?
*/
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void FireWeapon ( gentity_t * ent , qboolean alt_fire ) ;
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//
// p_hud.c
//
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/**
* When the intermission starts , this will be called for all players .
* If a new client connects , this will be called after the spawn function .
*
* \ param client A client .
*/
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void MoveClientToIntermission ( gentity_t * client ) ;
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/**
* Send deathmatch scorebard message .
*
* \ param client A client .
*/
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void DeathmatchScoreboardMessage ( gentity_t * client ) ;
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//
// g_fx.c
//
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void SP_fx_spark ( gentity_t * ent ) ;
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//
// g_main.c
//
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/**
* Find the intermission point . This is also used for spectator spawns .
*/
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void FindIntermissionPoint ( void ) ;
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/**
* Run think functions for entity .
*/
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void G_RunThink ( gentity_t * ent ) ;
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/**
* Send scorebard message to all clients .
*/
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void SendScoreboardMessageToAllClients ( void ) ;
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/**
* Print function that prints to the server console .
*/
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void QDECL G_Printf ( const char * fmt , . . . ) __attribute__ ( ( format ( printf , 1 , 2 ) ) ) ;
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/**
* Error function . Will result in any running map to be stoped and this way somewhat stops the server .
*/
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void QDECL G_Error ( const char * fmt , . . . ) __attribute__ ( ( format ( printf , 1 , 2 ) ) ) ;
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/**
* Print a message in a specified clients console .
*/
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void QDECL G_PrintfClient ( gentity_t * ent , const char * fmt , . . . ) __attribute__ ( ( format ( printf , 2 , 3 ) ) ) ;
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/**
* Print a message in all clients consoles .
*/
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void QDECL G_PrintfClientAll ( const char * fmt , . . . ) __attribute__ ( ( format ( printf , 1 , 2 ) ) ) ;
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//
// g_sql.c
//
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extern qboolean sql_ready ; /*<! Indicates whether sql is ready. */
/**
* Initialize SQL .
*
* \ return Success or fail .
*/
qboolean G_Sql_Init ( void ) ;
/**
* Shutdown SQL .
*/
void G_Sql_Shutdown ( void ) ;
/**
* Add a new user to the user database .
*
* \ param uName Username .
* \ param password User ' s password .
* \ return Success or fail .
*/
qboolean G_Sql_UserDB_Add ( const char * uName , const char * password ) ;
/**
* Check if a user has a specific right .
*
* \ param uid User ' s id .
* \ param right Right ' s id .
* \ return Access or not .
*/
qboolean G_Sql_UserDB_CheckRight ( int uid , int right ) ;
/**
* Grant a user a specific right .
*
* \ param uid User ' s id .
* \ param right Right ' s id .
* \ return Success or fail .
*/
qboolean G_Sql_UserDB_AddRight ( int uid , int right ) ;
/**
* Revoe a user a specific right .
*
* \ param uid User ' s id .
* \ param right Right ' s id .
* \ return Success or fail .
*/
qboolean G_Sql_UserDB_RemoveRight ( int uid , int right ) ;
/**
* Delete a user .
*
* \ param uName Username .
* \ return Success or fail .
*/
qboolean G_Sql_UserDB_Del ( const char * uName ) ;
/**
* User login .
*
* \ param uName Username .
* \ param pwd Password .
* \ param clientnum User ' s clientnum .
* \ return Success or fail .
*/
qboolean G_Sql_UserDB_Login ( const char * uName , const char * pwd , int clientnum ) ;
/**
* Get user id for a user .
*
* \ param uName Username .
* \ return UID
*/
int G_Sql_UserDB_GetUID ( const char * uName ) ;
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//RPG-X: J2J - Nice neat struct to hold info for admin tricorder transport..//////
//TiM: I may be a complete nutter here, but I'm gonna try and mod this to see if we can mosey SP transportery FX in here
//It's only really a matter of delaying the teleport a few seconds, and displaying some fancy stuff, like lens flares in the CG ^_^
//TiM: Addendum - Turns out I'll be referring to this more heavily than I thought, so I'm going to optimize it
//a bit more so it can store and then access data in a more easy way.
/** \enum transportTypes_t
* Enumeration used to indentify different transporter types .
*
* \ author Ubergames
*/
typedef enum {
TPT_TRICORDER ,
TPT_PORTABLE ,
//TPT_LOCATION, //Copy direct to current, so don't need this
TPT_MAX
} transportTypes_t ;
//TiM: In each transport case, we need these two variables,
//so let's make them structs for easier declaration.
/** \struct transVecData_t
* Contains data needed for each transport .
*
* \ author Ubergames
*/
typedef struct {
vec3_t origin ;
vec3_t angles ;
} transVecData_t ;
/** \struct RPGX_SiteTOSiteData
* Contains data needed for Site to Site transport
*
* \ author Ubergames
*/
typedef struct
{
//TiM :
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int beamTime ; //!< Time the beam was initialized. 4 seconds after this, the player will teleport, 8 seconds later the effect will reset
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transVecData_t currentCoord ; //!< If they are beaming, have the active variables placed here
transVecData_t storedCoord [ TPT_MAX ] ; //!< Any separate beam data (ie, tricorder, portable beam etc) is kept here till needed.
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int LastClick ; //!< Last click (in level time) when feature was used (used to prevent accidents)
qboolean beamed ; //!< Once we've called the teleport, make this true. Or else we'll teleport on every clock cycle >.<
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} RPGX_SiteTOSiteData ;
extern RPGX_SiteTOSiteData TransDat [ ] ;
/** \struct RPGX_DragData
* Another Neat Struct ( tm ) to hold data for the toggle drag admin feature .
*
* / author Ubergames - J2J
*/
typedef struct
{
int AdminId ; //!< -1 when not beting grabed
float distance ; //!< Length of Leash
} RPGX_DragData ;
extern RPGX_DragData DragDat [ ] ;
//////////////
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/**
* \ brief Select a random spawn point .
*
* Select a random spawn point .
*
* \ return a random spawn point
*/
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/*@shared@*/ /*@null@*/ gentity_t * SelectRandomSpawnPoint ( void ) ; //Added so it can be used in main.
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//RPG-X Misc Sounds:
//extern sfxHandle_t n00bsnd;
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/**
* Shutdown game .
*
* \ param restart For map restart ?
*/
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void G_ShutdownGame ( int restart ) ;
//RPG-X END///////////////////////////////////////////////////////////////////////
//
// g_log.c
//
//
// synchronized with cg_local.h via mental telepathy
//
/** \enum awardType_t
* Enumeration containing the different award types .
*/
typedef enum
{
AWARD_EFFICIENCY = 0 , //!< Accuracy
AWARD_SHARPSHOOTER , //!< Most compression rifle frags
AWARD_UNTOUCHABLE , //!< Perfect (no deaths)
AWARD_LOGISTICS , //!< Most pickups
AWARD_TACTICIAN , //!< Kills with all weapons
AWARD_DEMOLITIONIST , //!< Most explosive damage kills
AWARD_STREAK , //!< Ace/Expert/Master/Champion
AWARD_TEAM , //!< MVP/Defender/Warrior/Carrier/Interceptor/Bravery
AWARD_SECTION31 , //!< All-around god
AWARD_MAX
} awardType_t ;
/** \enum teamAward_e
* Enumeration containing the different award types for team games .
*/
typedef enum
{
TEAM_NONE = 0 , //!< ha ha! you suck!
TEAM_MVP , //!< most overall points
TEAM_DEFENDER , //!< killed the most baddies near your flag
TEAM_WARRIOR , //!< most frags
TEAM_CARRIER , //!< infected the most people with plague
TEAM_INTERCEPTOR , //!< returned your own flag the most
TEAM_BRAVERY , //!< Red Shirt Award (tm). you died more than anybody.
TEAM_MAX
} teamAward_e ;
//
// the above lists are synchronized with cg_local.h via mental telepathy
//
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# define AWARDS_MSG_LENGTH 256
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/**
* Print message to log .
*/
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void QDECL G_LogPrintf ( const char * fmt , . . . ) __attribute__ ( ( format ( printf , 1 , 2 ) ) ) ;
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/**
* Log weapon pickup .
*/
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void QDECL G_LogWeaponPickup ( int client , int weaponid ) ;
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/**
* Log weapon fire .
*/
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void QDECL G_LogWeaponFire ( int client , int weaponid ) ;
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/**
* Log weapon damage .
*/
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void QDECL G_LogWeaponDamage ( int client , int mod , int amount ) ;
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/**
* Log weapon kill .
*/
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void QDECL G_LogWeaponKill ( int client , int mod ) ;
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/**
* Log weapon death .
*/
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void QDECL G_LogWeaponDeath ( int client , int weaponid ) ;
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/**
* Log weapon frag .
*/
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void QDECL G_LogWeaponFrag ( int attacker , int deadguy ) ;
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/**
* Log weapon powerup .
*/
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void QDECL G_LogWeaponPowerup ( int client , int powerupid ) ;
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/**
* Log weapon item .
*/
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void QDECL G_LogWeaponItem ( int client , int itemid ) ;
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/**
* Log weapon init .
*/
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void QDECL G_LogWeaponInit ( void ) ;
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/**
* Log weapon output .
*/
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void QDECL G_LogWeaponOutput ( void ) ;
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/**
* Log exit .
*/
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void QDECL G_LogExit ( const char * string ) ;
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/**
* Clear client log .
*/
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void QDECL G_ClearClientLog ( int client ) ;
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/*----------------------------------------------------------------------------------------*/
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//TiM - Delayed Transport Beam
void G_InitTransport ( int clientNum , vec3_t origin , vec3_t angles ) ;
/** \struct clInitStatus_t
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*
*/
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typedef struct
{
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char model [ MAX_QPATH ] ; /*!< player model */
team_t team ; /*!< player team */
pclass_t pClass ; /*!< player class */
qboolean initialized ; /*!< initialized? */
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} clInitStatus_t ;
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//
// g_active.c
//
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/**
* A new command has arrived from the client
*
* \ param clientNum Cleintnum .
*/
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void ClientThink ( int clientNum ) ; // TODO move me to g_client.c
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/**
* Called at the end of each server frame for each connected client
* A fast client will have multiple ClientThink for each ClientEdFrame ,
* while a slow client may have multiple ClientEndFrame between ClientThink .
*
* \ param ent Client .
*/
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void ClientEndFrame ( gentity_t * ent ) ; // TODO move me to g_client.c
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/**
* Run client .
*
* \ param ent Client .
*/
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void G_RunClient ( gentity_t * ent ) ; // TODO move me to g_client.c
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/**
* Remove a forcefield
*
* \ param self The forcefield .
*/
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void G_Active_ShieldRemove ( gentity_t * self ) ;
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/**
* Throw a weapon away .
*
* \ author Ubergames - Marcin
* \ date 03 / 12 / 2008
* \ param ent The client .
* \ param txt Optional message for PADD dropping .
*/
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void ThrowWeapon ( gentity_t * ent , char * txt ) ;
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/**
* Drop a weapon .
*
* \ author Ubergames - Marcin
* \ date 03 / 12 / 2008
* \ param ent The client .
* \ param item The item .
* \ param angle Angle to throw at .
* \ param flags Entity flags to use .
* \ param Optional message for PADD dropping .
*/
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/*@shared@*/ /*@null@*/ gentity_t * DropWeapon ( gentity_t * ent , gitem_t * item , float angle , int flags , char * txt ) ;
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//
// g_mem.c
//
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/**
* Allocate memory from the memory pool .
*
* \ param size Amount of memory to allocate .
*/
void * G_Alloc ( int size ) ;
/**
* Init memory pool .
*/
void G_InitMemory ( void ) ;
/**
* Print memory pool information .
*/
void Svcmd_GameMem_f ( void ) ;
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//
// g_session.c
//
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/**
* Read session data for a client .
*
* Called on a reconnect
*
* \ param client The client .
*/
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void G_ReadSessionData ( gclient_t * client ) ;
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/**
* Initialize session data for a client .
*
* Called on a first - time connect
*
* \ param client The client .
* \ param userinfo String containing user info .
*/
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void G_InitSessionData ( gclient_t * client , char * userinfo ) ;
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/**
* Initialize world session .
*/
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void G_InitWorldSession ( void ) ;
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/**
* Write session data .
*/
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void G_WriteSessionData ( void ) ;
//
// g_arenas.c
//
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/**
* Update the tournament information .
*
* \ todo Remove function and tournament related code .
*/
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void UpdateTournamentInfo ( void ) ;
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/**
* Spawn models on the victory pads .
*
* \ todo Remove function and related code .
*/
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void SpawnModelsOnVictoryPads ( void ) ;
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/**
* Abort end of match podium display .
*
* \ todo Remove function and related code .
*/
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void Svcmd_AbortPodium_f ( void ) ;
//
// g_bot.c
//
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/**
* Initialize bots .
*
* \ param restart True if map restart .
*
* \ todo Remove ? We don ' t support bots .
*/
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void G_InitBots ( qboolean restart ) ;
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/**
* Get bot info by number .
*
* \ param num number
*
* \ todo Remove ? We don ' t support bots .
*/
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char * G_GetBotInfoByNumber ( int num ) ;
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/**
* Get bot info by name .
*
* \ param name Bot name .
*
* \ todo Remove ? We don ' t support bots .
*/
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char * G_GetBotInfoByName ( const char * name ) ;
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/**
* Check bot spawn queue and spawn bots if they are allowed .
*
* \ todo Remove ? We don ' t support bots .
*/
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void G_CheckBotSpawn ( void ) ;
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/**
* Add a bot to the bot spawn queue .
*
* \ param clientNum Client number for this bot .
*
* \ todo Remove ? We don ' t support bots .
*/
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void G_QueueBotBegin ( int clientNum ) ;
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/**
* Try to connect a bot to the game .
*
* \ param clientNum Client number for the bot .
* \ param restart Is this a restart ?
*
* \ todo Remove ? We don ' t support bots .
*/
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qboolean G_BotConnect ( int clientNum , qboolean restart ) ;
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/**
* Server command . Add bot .
*
* \ todo Remove ? We don ' t support bots .
*/
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void Svcmd_AddBot_f ( void ) ;
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/**
* Server command . Bot list .
*
* \ todo Remove ? We don ' t support bots .
*/
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void Svcmd_BotList_f ( void ) ;
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/**
* ? ? ?
*
* \ todo Remove ? We don ' t support bots .
*/
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void BotInterbreedEndMatch ( void ) ;
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// ai_main.c
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//some maxs
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# define MAX_NETNAME 36
# define MAX_FILEPATH 144
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//bot settings
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/** \struct bot_settings_t
* Containing settings for bots .
*/
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typedef struct bot_settings_s
{
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char characterfile [ MAX_FILEPATH ] ; /*!< filename of character file */
int skill ; /*!< skill level */
char team [ MAX_FILEPATH ] ; /*!< team */
char pclass [ MAX_FILEPATH ] ; /*!< class */
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} bot_settings_t ;
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/**
* Setup bot AI .
*
* \ param restart Determines if this is a map restart .
*/
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int BotAISetup ( int restart ) ;
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/**
* Shutdown bot AI .
*
* \ param restart Determines if this is a map restart .
*/
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int BotAIShutdown ( int restart ) ;
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/**
* Load map in bot lib .
*
* \ param restart Determines if this is a map restart .
*/
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int BotAILoadMap ( int restart ) ;
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/**
* Setup bot AI for client .
*
* \ param client client number
* \ param settings bot settings
*/
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int BotAISetupClient ( int client , bot_settings_t * settings ) ;
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/**
* Shutdown bot client .
*
* \ param client client number
*/
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int BotAIShutdownClient ( int client ) ;
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/**
* Star frame .
*
* \ param time current time
*/
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int BotAIStartFrame ( int time ) ;
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//
// g_lua.c
//
# ifdef G_LUA
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/**
* Lua hook for InitGame event .
*
* \ param leveltime level time the event occured
* \ param radomseed a random seed
* \ param restart is this a map restart ?
*/
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void LuaHook_G_InitGame ( int leveltime , unsigned int randomseed , int restart ) ;
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/**
* Lua hook for Shutdown event .
*
* \ param restart is this a map restart ?
*/
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void LuaHook_G_Shutdown ( int restart ) ;
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/**
* Lua hook for RunFrame event .
*
* \ param leveltime the level time
*/
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void LuaHook_G_RunFrame ( int leveltime ) ;
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/**
* Lua hook for G_Print function .
*
* \ param text text to be printed
*/
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void LuaHook_G_Print ( char * text ) ;
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/**
* Lua hook for G_ClientPrint function .
*
* \ param text text to be printed
* \ param entnum entity index for client the text gets send to
*/
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void LuaHook_G_ClientPrint ( char * text , int entnum ) ;
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/**
* Lua hook for entity think function function .
*
* \ param function name of function to call
* \ param entnum entity index of entity the think function was called on
* \ return success or fail
*/
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void LuaHook_G_EntityThink ( char * function , int entnum ) ;
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/**
* Lua hook for entity touch function function .
*
* \ param function name of function to call
* \ param entnum entity index of entity the touch function was called on
* \ param othernum entiy index of touching entity
* \ return success or fail
*/
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void LuaHook_G_EntityTouch ( char * function , int entnum , int othernum ) ;
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/**
* Lua hook for entity use function .
*
* \ param function name of function to call
* \ param entnum entity index of entity the use function was called on
* \ param othernum entity index of other entity
* \ param activatornum entity index of activating entity
*/
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void LuaHook_G_EntityUse ( char * function , int entnum , int othernum , int activatornum ) ;
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/**
* Lua hook for entity hurt function .
*
* \ param function name of function to call
* \ param entnum entity index of entity the hurt function was called on
* \ param inflictornum entity index of inflictor
* \ param attackernum entity index of attacker
*/
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void LuaHook_G_EntityHurt ( char * function , int entnum , int inflictornum , int attackernum ) ;
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/**
* Lua hook for entity die function .
*
* \ param function name of function to call
* \ param entnum entity index of entity the die function was called on
* \ param inflictornum entity index of inflictor
* \ param attackernum entity index of attacker
* \ param dmg ammount of damage
* \ param mod means of death
*/
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void LuaHook_G_EntityDie ( char * function , int entnum , int inflictornum , int attackernum , int dmg , int mod ) ;
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/**
* Lua hook for entity free function .
*
* \ param function name of function to call
* \ param entnum entity index of entity the free function was called on
*/
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void LuaHook_G_EntityFree ( char * function , int entnum ) ;
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/**
* Lua hook for entity trigger function .
*
* \ param function name of function to call
* \ param entnum entity index of entity the trigger function was called on
* \ param othernum entity index of triggering entity
*/
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void LuaHook_G_EntityTrigger ( char * function , int entnum , int othernum ) ;
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/**
* Lua hook for entity spawn function .
*
* \ param function name of function to call
* \ param entnum entity index of entity the spawn function was called on
*/
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void LuaHook_G_EntitySpawn ( char * function , int entnum ) ;
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/**
* Lua hook for entity reached function .
*
* \ param function name of function to call
* \ param entnum entity index of entity the reached function was called on
*/
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void LuaHook_G_EntityReached ( char * function , int entnum ) ;
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/**
* Lua hook for entity reached angular function .
*
* \ param function name of function to call
* \ param entnum entity index of entity the reached angular function was called on
*/
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void LuaHook_G_EntityReachedAngular ( char * function , int entnum ) ;
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/**
* Output information about lua threads .
*/
void G_LuaNumThreads ( void ) ;
/**
* Collect garbage in lua .
*/
void G_LuaCollectGarbage ( void ) ;
/**
* Show lua status information .
*
* \ param ent client
*/
void G_LuaStatus ( gentity_t * ent ) ;
/**
* Initialize lua .
*/
qboolean G_LuaInit ( void ) ;
/**
* Shutdown lua .
*/
void G_LuaShutdown ( void ) ;
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extern vmCvar_t g_debugLua ;
extern vmCvar_t lua_allowedModules ;
extern vmCvar_t lua_modules ;
# endif
extern vmCvar_t g_developer ;
// developer tools:
// Prevents a single statement from beeing executed if developer isn't set
# define DEVELOPER(X) if(g_developer.integer != 0) { \
X \
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}
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# include "g_team.h" // teamplay specific stuff
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))
//RPG-X: RedTechie
//extern int shaketimer; //Global shake timer varible //TiM: NOT NECESSARY!
extern int RPGEntityCount ; //Global entity count varible
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extern vmCvar_t g_gametype ;
extern vmCvar_t g_dedicated ;
extern vmCvar_t g_cheats ;
extern vmCvar_t g_maxclients ; // allow this many total, including spectators
extern vmCvar_t g_maxGameClients ; // allow this many active
extern vmCvar_t g_restarted ;
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extern vmCvar_t g_language ;
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extern vmCvar_t g_dmflags ;
extern vmCvar_t g_password ;
extern vmCvar_t g_needpass ;
extern vmCvar_t g_gravity ;
extern vmCvar_t g_speed ;
extern vmCvar_t g_knockback ;
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extern vmCvar_t g_dmgmult ;
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extern vmCvar_t g_forcerespawn ;
extern vmCvar_t g_inactivity ;
extern vmCvar_t g_debugMove ;
extern vmCvar_t g_debugAlloc ;
extern vmCvar_t g_debugDamage ;
extern vmCvar_t g_weaponRespawn ;
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extern vmCvar_t g_adaptRespawn ;
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extern vmCvar_t g_synchronousClients ;
extern vmCvar_t g_motd ;
extern vmCvar_t g_allowVote ;
extern vmCvar_t g_banIPs ;
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extern vmCvar_t g_banIDs ; //TiM - Security ban system
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extern vmCvar_t g_filterBan ;
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extern vmCvar_t g_debugForward ;
extern vmCvar_t g_debugRight ;
extern vmCvar_t g_debugUp ;
extern vmCvar_t g_holoIntro ;
extern vmCvar_t g_team_group_red ;
extern vmCvar_t g_team_group_blue ;
extern vmCvar_t g_random_skin_limit ;
extern vmCvar_t g_classChangeDebounceTime ;
//RPG-X: - RedTechie Even more CVAR Info :|
extern vmCvar_t rpg_allowvote ;
extern vmCvar_t rpg_chatsallowed ;
extern vmCvar_t rpg_allowsuicide ;
extern vmCvar_t rpg_selfdamage ;
extern vmCvar_t rpg_rpg ;
extern vmCvar_t rpg_kickspammers ;
extern vmCvar_t rpg_kicksuiciders ;
extern vmCvar_t rpg_allowspmaps ;
extern vmCvar_t rpg_rangetricorder ;
extern vmCvar_t rpg_rangehypo ;
extern vmCvar_t rpg_norpgclasses ;
extern vmCvar_t rpg_forceclasscolor ;
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/*
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* Ristrictions : nocloak = 1 , noflight = 2
* Default value : 0
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*/
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extern vmCvar_t rpg_restrictions ;
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/*
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* Which weapons do damage ?
* Phaser = 1
* Crifle = 2
* TR116 = 4
* Grenade Laucher = 8
* Quantum Burst = 16
* Disruptor = 32
* Default value : 63
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*/
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extern vmCvar_t rpg_dmgFlags ;
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extern vmCvar_t rpg_noweapons ;
extern vmCvar_t rpg_welcomemessage ;
extern vmCvar_t rpg_timedmessagetime ;
extern vmCvar_t rpg_forcekillradius ;
extern vmCvar_t rpg_forcekillradiuswaittime ;
extern vmCvar_t rpg_chatarearange ;
extern vmCvar_t rpg_forcefielddamage ;
extern vmCvar_t rpg_invisibletripmines ;
extern vmCvar_t rpg_medicsrevive ;
extern vmCvar_t rpg_effectsgun ;
extern vmCvar_t rpg_phaserdisintegrates ;
extern vmCvar_t rpg_servershakeallclients ;
extern vmCvar_t rpg_kickAfterXkills ; //RPG-X | Phenix | 06/04/2005
extern vmCvar_t rpg_rankSet ;
extern vmCvar_t rpg_passMessage ;
extern vmCvar_t rpg_renamedPlayers ;
extern vmCvar_t rpg_uniqueNames ;
extern vmCvar_t rpg_startingRank ;
extern vmCvar_t rpg_maxRank ;
extern vmCvar_t rpg_changeRanks ;
extern vmCvar_t rpg_classSet ;
extern vmCvar_t rpg_scannablePanels ;
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/*
* TODO put maxs and mins into a single cvar to save cvars ?
* e . g . rpg_heightLimits
* value would be a range . for example : " 0.9-1.15 "
*/
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extern vmCvar_t rpg_maxHeight ;
extern vmCvar_t rpg_minHeight ;
extern vmCvar_t rpg_maxWeight ;
extern vmCvar_t rpg_minWeight ;
extern vmCvar_t rpg_mapGiveFlags ;
//RPG-X | Marcin | 03/12/2008
//moar vars...
extern vmCvar_t rpg_allowWeaponDrop ;
extern vmCvar_t rpg_weaponsStay ;
extern vmCvar_t rpg_dropOnDeath ;
// Weapon speeds
extern vmCvar_t rpg_rifleSpeed ; //RPG-X | Marcin | 04/12/2008
extern vmCvar_t rpg_disruptorSpeed ; //RPG-X | Marcin | 04/12/2008
extern vmCvar_t rpg_photonSpeed ; //RPG-X | Marcin | 05/12/2008
extern vmCvar_t rpg_altPhotonSpeed ; //RPG-X | Marcin | 06/12/2008
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// Weapon Delays
//! Fire delay for Compression Rifle
extern vmCvar_t rpg_rifleDelay ; //RPG-X | Marcin | 06/12/2008
//! Fire delay for Disruptor
extern vmCvar_t rpg_disruptorDelay ; //RPG-X | Marcin | 06/12/2008
//! Fire delay for photon burst primary fire
extern vmCvar_t rpg_photonDelay ; //RPG-X | Marcin | 06/12/2008
//! Fire delay for photon burst secondary fire
extern vmCvar_t rpg_altPhotonDelay ; //RPG-X | Marcin | 06/12/2008
//! Fire delay for TR116
extern vmCvar_t rpg_TR116Delay ; //RPG-X | Marcin | 30/12/2008
//! Fire delay for Tricorder alt fire
extern vmCvar_t rpg_altTricorderDelay ; //RPG-X | GSIO01 | 14/05/2009
// Weapon Damage
extern vmCvar_t rpg_rifleDamage ;
extern vmCvar_t rpg_rifleAltDamage ;
extern vmCvar_t rpg_phaserDamage ;
extern vmCvar_t rpg_disruptorDamage ;
extern vmCvar_t rpg_grenadeDamage ;
extern vmCvar_t rpg_grenadeAltDamage ;
extern vmCvar_t rpg_tr116Damage ;
extern vmCvar_t rpg_photonDamage ;
extern vmCvar_t rpg_photonAltDamage ;
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// Motd
extern vmCvar_t rpg_motdFile ; //RPG-X | Marcin | 23/12/2008
// Privacy
extern vmCvar_t rpg_respectPrivacy ; //RPG-X | Marcin | 24/12/2008
// Weaps
extern vmCvar_t rpg_maxTricorders ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxPADDs ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxCups ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxPhasers ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxRifles ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxTR116s ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxAdminguns ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxPhotonbursts ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxDisruptors ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxMedkits ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxHyposprays ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxRegenerators ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxToolkits ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_maxHyperSpanners ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minTricorders ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minPADDs ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minCups ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minPhasers ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minRifles ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minTR116s ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minAdminguns ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minPhotonbursts ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minDisruptors ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minMedkits ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minHyposprays ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minRegenerators ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minToolkits ; //RPG-X | Marcin | 30/12/2008
extern vmCvar_t rpg_minHyperSpanners ; //RPG-X | Marcin | 30/12/2008
// respawn delay
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extern vmCvar_t rpg_fraggerSpawnDelay ; //RPG-X | Marcin | 03/01/2009
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// borg adaption
extern vmCvar_t rpg_borgAdapt ; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptUseSound ; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptPhaserHits ; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptCrifleHits ; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptTR116Hits ; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptDisruptorHits ; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptPhotonHits ; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_adaptGrenadeLauncherHits ; //RPG-X | GSIO01 | 08/05/2009
extern vmCvar_t rpg_allowRemodulation ; //RPG-X | GSIO01 | 10/05/2009
extern vmCvar_t rpg_borgMoveThroughFields ; //RPG-X | GSIO01 | 19/05/2009
extern vmCvar_t rpg_RemodulationDelay ;
// hypo melee
extern vmCvar_t rpg_hypoMelee ; //RPG-X | GSIO01 | 08/05/2009
// repairing breakables
extern vmCvar_t rpg_repairModifier ; //RPG-X | GSIO01 | 09/05/2009
// forcefield colors
extern vmCvar_t rpg_forceFieldColor ; //RPG-X | GSIO01 | 09/05/2009
// modulation thingies //RPG-X | GSIO01 | 12/05/2009
extern vmCvar_t rpg_forceFieldFreq ;
// turbolif travel time based on deck distance
extern vmCvar_t rpg_calcLiftTravelDuration ;
extern vmCvar_t rpg_liftDurationModifier ;
// admin vote override
extern vmCvar_t rpg_adminVoteOverride ;
// server change entity
extern vmCvar_t rpg_serverchange ;
// SP level change
extern vmCvar_t rpg_allowSPLevelChange ;
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// SQL Database
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extern vmCvar_t sql_use ;
// developer tools
extern vmCvar_t dev_showTriggers ;
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extern vmCvar_t rpg_spEasterEggs ;
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//RPG-X - Stephen: Some global varibles for RPG-X
//extern int lastTimedMessage; //The last timed message that was displayed
//TiM - since we'll only use this in g_active, why not reduce its scope to make things easier. :)
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/**
* Call G_PRINT in the engine .
* \ param fmt format string .
*/
void trap_Printf ( const char * fmt ) ;
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/**
* Calls Com_error in the engine
* \ param fmt error desription
*/
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void trap_Error ( const char * fmt ) ;
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/**
* Get milliseconds since engine start
* \ return milliseconds since engine start
*/
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int trap_Milliseconds ( void ) ;
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/**
* Get count of arguments for the current client game command
* \ return count of arguments
*/
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int trap_Argc ( void ) ;
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/**
* Get a n of the current client game command
* \ param n argument to get
* \ param buffer buffer to store the argument in
* \ param bufferLength size of the buffer
*/
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void trap_Argv ( int n , char * buffer , int bufferLength ) ;
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/**
* Get all args of the current client game command
* \ param buffer buffer to store the arguments in
* \ param bufferLength size of the buffer
*/
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void trap_Args ( char * buffer , int bufferLength ) ;
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/**
* Opens a file
* \ param qpath path and filename
* \ param f filehandle to use
* \ param mode mode to use
*/
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int trap_FS_FOpenFile ( const char * qpath , fileHandle_t * f , fsMode_t mode ) ;
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/**
* Read a opened file
* \ param buffer buffer to read to
* \ param len buffer length or length to read ( < sizeof ( buffer ) )
* \ param f filehandle for the file to read from
*
* You have to open the file first .
*/
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void trap_FS_Read ( void * buffer , int len , fileHandle_t f ) ;
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/**
* Write to a file
* \ param buffer text to write
* \ param len length of buffer
* \ param f filehandle for the file to write to
*
* You have to open the file first .
*/
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void trap_FS_Write ( const void * buffer , int len , fileHandle_t f ) ;
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/**
* Close a file
* \ param f filehandle for file to close
*/
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void trap_FS_FCloseFile ( fileHandle_t f ) ;
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/**
* Get a list of files in a path
* \ param path path to get the list for
* \ param extension filter to get only files with this extension
* \ param listbuf buffer to store the file list in
* \ param bufsize size of the buffer
* \ return number of files in the list
*/
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int trap_FS_GetFileList ( const char * path , const char * extension , char * listbuf , int bufsize ) ;
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/**
* Sends a console command to execute to the client console
* \ param exec_when when to exec ( e . g . EXEC_APPEND )
* \ param text the command to execute
*/
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void trap_SendConsoleCommand ( int exec_when , const char * text ) ;
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/**
* Register a cvar
* \ param cvar representation of the cvar in the vm
* \ param var_name name of the cvar
* \ param value default value for the cvar
* \ param flags additional options for the cvar ( e . g . CVAR_ARCHIVE )
*/
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void trap_Cvar_Register ( vmCvar_t * cvar , const char * var_name , const char * value , int flags ) ;
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/**
* \ brief Update a cvar .
*
* Tells the server / engine that a cvar in the vm has changed .
* \ param cvar cvar to update
*/
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void trap_Cvar_Update ( vmCvar_t * cvar ) ;
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/**
* Set the cvar to a value .
* \ param var_name name of the cvar to set
* \ param value new value for the cvar
*/
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void trap_Cvar_Set ( const char * var_name , const char * value ) ;
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/**
* Get the integer value for an cvar
* \ param var_name name of the cvar
*/
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int trap_Cvar_VariableIntegerValue ( const char * var_name ) ;
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/**
* Get the value of the cvar as string
* \ param var_name name of the cvar
* \ param buffer to store the value
* \ param bufsize size of the buffer
*/
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void trap_Cvar_VariableStringBuffer ( const char * var_name , char * buffer , int bufsize ) ;
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/**
* Send some information of the current game / map to the server
* \ param pointer to level . entities which is g_entities
* \ param numGEntities number of game entities ( level . num_entities )
* \ param sizeofGEntity_t size of gentity_t
* \ param gameClients level . clients [ 0 ] . ps
* \ param sizeOfGameClient size of level . clients [ 0 ]
*/
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void trap_LocateGameData ( gentity_t * gEnts , int numGEntities , int sizeofGEntity_t , playerState_t * gameClients , int sizeofGameClient ) ;
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/**
* Drop a client from server .
* \ param clientNum client number of client to drop
* \ param test reason for client drop
*/
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void trap_DropClient ( int clientNum , const char * reason ) ;
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/**
* \ brief Send a server command to the client
* \ param clientNum client number of client
* \ param server command to execute
*
* A value of - 1 for clientNum will send the command to all clients .
*/
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void trap_SendServerCommand ( int clientNum , const char * text ) ;
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/**
* Set a configstring
* \ param num CS_ . . .
* \ param string set cofig string to this
*/
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void trap_SetConfigstring ( int num , const char * string ) ;
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/**
* Get a configstring
* \ param num CS_ . . .
* \ param buffer buffer to store config string in
* \ param bufferSize size of buffer
*/
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void trap_GetConfigstring ( int num , char * buffer , int bufferSize ) ;
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/**
* Get the userinfo for a client
* \ param num client number
* \ param buffer buffer to store config string in
* \ param size of buffer
*/
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void trap_GetUserinfo ( int num , char * buffer , int bufferSize ) ;
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/**
* Set the userinfo for a client
* \ param num client number
* \ param buffer string the contains new userinfo
*/
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void trap_SetUserinfo ( int num , const char * buffer ) ;
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/**
* Get server info .
* \ param buffer buffer to store the info in
* \ param bufferSize size of buffer
*/
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void trap_GetServerinfo ( char * buffer , int bufferSize ) ;
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/**
* \ brief Set the brush model for a entity .
* \ param ent entity to the the model on
* \ param name the model name
*
* The normal case is trap_SetBrushModel ( ent , ent - > model ) .
* Brush models always have names of * < int > .
*/
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void trap_SetBrushModel ( gentity_t * ent , const char * name ) ;
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/**
* \ brief Do a trace on the server
* \ param results trace_t to store the results in
* \ param start startpoint
* \ param end endpoint
* \ param mins used to define the volume size
* \ param maxs uses to define the volume size
* \ param passEntityNum entity / entities to ignore
* \ param contentmask only check for this contents ( CONTENT_ . . . )
*
* This actually moves a box with the size defined by mins and maxs through the world
* from start to end and checks whether it colides with anything that matches the contentmask .
* The entities that math the passEntityNum will be ingnored .
*/
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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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/**
* \ param point the point
* \ param passEntityNum ingore this
*
* Works similar to a trace but only check a single point .
*/
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int trap_PointContents ( const vec3_t point , int passEntityNum ) ;
qboolean trap_InPVS ( const vec3_t p1 , const vec3_t p2 ) ;
qboolean trap_InPVSIgnorePortals ( const vec3_t p1 , const vec3_t p2 ) ;
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/**
* Adjust the state of a area portal used for doors etc
* \ param ent entity that effects the areaportal ( area portal is inide the entities bounds )
* \ param open open or close it ?
*/
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void trap_AdjustAreaPortalState ( gentity_t * ent , qboolean open ) ;
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/**
* Checks if two areas are connected .
*/
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qboolean trap_AreasConnected ( int area1 , int area2 ) ;
2013-04-20 21:15:25 +00:00
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/**
* Link an entity .
* This results in shared values beeing avaible on both game and client side .
*/
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void trap_LinkEntity ( gentity_t * ent ) ;
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/**
* Unlinks an entity .
*/
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void trap_UnlinkEntity ( gentity_t * ent ) ;
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/**
* \ brief Get a list of all entities in a box .
* \ param entityList list where entitynums will be stored
* \ param maxcount limits the number of listed entities
*
* The size of the box is defined by mins and maxs .
*/
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int trap_EntitiesInBox ( const vec3_t mins , const vec3_t maxs , int * entityList , int maxcount ) ;
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/**
* Checks if a entity is in contact with a defined box .
*/
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qboolean trap_EntityContact ( const vec3_t mins , const vec3_t maxs , const gentity_t * ent ) ;
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/**
* Allocates a free client for a bot .
*/
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int trap_BotAllocateClient ( void ) ;
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/**
* Free the client that was used for a bot .
*/
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void trap_BotFreeClient ( int clientNum ) ;
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/**
* Get the last command a user did .
*/
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void trap_GetUsercmd ( int clientNum , usercmd_t * cmd ) ;
/**
* Get entity token .
*/
qboolean trap_GetEntityToken ( char * buffer , int bufferSize ) ;
/**
* Create a debug polygon .
*
* \ param color color of the polygon
* \ param numPoints number of points the polygon has
* \ param points points of the polygon
* \ return Polgon id
*/
int trap_DebugPolygonCreate ( int color , int numPoints , vec3_t * points ) ;
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/**
* Deletes a debug polygon .
*
* \ param id id of polygon to delete
*/
void trap_DebugPolygonDelete ( int id ) ;
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int trap_BotLibSetup ( void ) ;
int trap_BotLibShutdown ( void ) ;
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int trap_BotLibVarSet ( char * var_name , char * value ) ;
int trap_BotLibVarGet ( char * var_name , char * value , int size ) ;
int trap_BotLibDefine ( char * string ) ;
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int trap_BotLibStartFrame ( float time ) ;
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int trap_BotLibLoadMap ( const char * mapname ) ;
int trap_BotLibUpdateEntity ( int ent , void * bue ) ;
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_BotGetConsoleMessage ( int clientNum , char * message , int size ) ;
void trap_BotUserCommand ( int client , usercmd_t * ucmd ) ;
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void trap_AAS_EntityInfo ( int entnum , void * info ) ;
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int trap_AAS_Initialized ( void ) ;
void trap_AAS_PresenceTypeBoundingBox ( int presencetype , vec3_t mins , vec3_t maxs ) ;
float trap_AAS_Time ( void ) ;
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int trap_AAS_PointAreaNum ( 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 ) ;
int trap_AAS_NextBSPEntity ( int ent ) ;
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int trap_AAS_ValueForBSPEpairKey ( int ent , char * key , char * value , int size ) ;
int trap_AAS_VectorForBSPEpairKey ( int ent , char * key , vec3_t v ) ;
int trap_AAS_FloatForBSPEpairKey ( int ent , char * key , float * value ) ;
int trap_AAS_IntForBSPEpairKey ( int ent , char * key , int * value ) ;
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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_Swimming ( vec3_t origin ) ;
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int trap_AAS_PredictClientMovement ( void * 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 ) ;
void trap_EA_SayTeam ( int client , char * str ) ;
void trap_EA_SayClass ( int client , char * str ) ;
void trap_EA_UseItem ( int client , char * it ) ;
void trap_EA_DropItem ( int client , char * it ) ;
void trap_EA_UseInv ( int client , char * inv ) ;
void trap_EA_DropInv ( int client , char * inv ) ;
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void trap_EA_Gesture ( int client ) ;
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void trap_EA_Command ( int client , char * command ) ;
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void trap_EA_SelectWeapon ( int client , int weapon ) ;
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void trap_EA_Talk ( int client ) ;
void trap_EA_Attack ( int client ) ;
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void trap_EA_Alt_Attack ( int client ) ;
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void trap_EA_Use ( int client ) ;
void trap_EA_Respawn ( int client ) ;
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void trap_EA_Jump ( int client ) ;
void trap_EA_DelayedJump ( int client ) ;
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void trap_EA_Crouch ( int client ) ;
void trap_EA_MoveUp ( int client ) ;
void trap_EA_MoveDown ( int client ) ;
void trap_EA_MoveForward ( int client ) ;
void trap_EA_MoveBack ( int client ) ;
void trap_EA_MoveLeft ( int client ) ;
void trap_EA_MoveRight ( int client ) ;
void trap_EA_Move ( int client , vec3_t dir , float speed ) ;
void trap_EA_View ( int client , vec3_t viewangles ) ;
void trap_EA_EndRegular ( int client , float thinktime ) ;
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void trap_EA_GetInput ( int client , float thinktime , void * input ) ;
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void trap_EA_ResetInput ( int client ) ;
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int trap_BotLoadCharacter ( char * charfile , int skill ) ;
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void trap_BotFreeCharacter ( int character ) ;
float trap_Characteristic_Float ( int character , int index ) ;
float trap_Characteristic_BFloat ( int character , int index , float min , float max ) ;
int trap_Characteristic_Integer ( int character , int index ) ;
int trap_Characteristic_BInteger ( int character , int index , int min , int max ) ;
void trap_Characteristic_String ( int character , int index , char * buf , int size ) ;
int trap_BotAllocChatState ( void ) ;
void trap_BotFreeChatState ( int handle ) ;
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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 * 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 ) ;
int trap_BotNumInitialChats ( int chatstate , char * type ) ;
int trap_BotReplyChat ( int chatstate , char * message , int mcontext , int vcontext , char * var0 , char * var1 , char * var2 , char * var3 , char * var4 , char * var5 , char * var6 , char * var7 ) ;
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int trap_BotChatLength ( int chatstate ) ;
void trap_BotEnterChat ( int chatstate , int client , int sendto ) ;
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void trap_BotGetChatMessage ( int chatstate , char * buf , int size ) ;
int trap_StringContains ( char * str1 , char * str2 , int casesensitive ) ;
int trap_BotFindMatch ( char * str , void * match , unsigned long int context ) ;
void trap_BotMatchVariable ( void * match , int variable , char * buf , int size ) ;
void trap_UnifyWhiteSpaces ( char * string ) ;
void trap_BotReplaceSynonyms ( char * string , unsigned long int context ) ;
int trap_BotLoadChatFile ( int chatstate , char * chatfile , char * chatname ) ;
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void trap_BotSetChatGender ( int chatstate , int gender ) ;
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void trap_BotSetChatName ( int chatstate , char * name ) ;
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void trap_BotResetGoalState ( int goalstate ) ;
void trap_BotRemoveFromAvoidGoals ( int goalstate , int number ) ;
void trap_BotResetAvoidGoals ( int goalstate ) ;
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void trap_BotPushGoal ( int goalstate , void * goal ) ;
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void trap_BotPopGoal ( int goalstate ) ;
void trap_BotEmptyGoalStack ( int goalstate ) ;
void trap_BotDumpAvoidGoals ( int goalstate ) ;
void trap_BotDumpGoalStack ( int goalstate ) ;
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void trap_BotGoalName ( int number , char * name , int size ) ;
int trap_BotGetTopGoal ( int goalstate , void * goal ) ;
int trap_BotGetSecondGoal ( int goalstate , void * goal ) ;
int trap_BotChooseLTGItem ( int goalstate , vec3_t origin , int * inventory , int travelflags , qboolean botRoamsOnly ) ;
int trap_BotChooseNBGItem ( int goalstate , vec3_t origin , int * inventory , int travelflags , void * ltg , float maxtime , qboolean botRoamsOnly ) ;
int trap_BotTouchingGoal ( vec3_t origin , void * goal ) ;
int trap_BotItemGoalInVisButNotVisible ( int viewer , vec3_t eye , vec3_t viewangles , void * goal ) ;
int trap_BotGetNextCampSpotGoal ( int num , void * goal ) ;
int trap_BotGetMapLocationGoal ( char * name , void * goal ) ;
int trap_BotGetLevelItemGoal ( int index , char * classname , void * goal ) ;
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float trap_BotAvoidGoalTime ( int goalstate , int number ) ;
void trap_BotInitLevelItems ( void ) ;
void trap_BotUpdateEntityItems ( void ) ;
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int trap_BotLoadItemWeights ( int goalstate , char * filename ) ;
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void trap_BotFreeItemWeights ( int goalstate ) ;
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 ) ;
int trap_BotAllocGoalState ( int state ) ;
void trap_BotFreeGoalState ( int handle ) ;
void trap_BotResetMoveState ( int movestate ) ;
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void trap_BotMoveToGoal ( void * result , int movestate , void * goal , int travelflags ) ;
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int trap_BotMoveInDirection ( int movestate , vec3_t dir , float speed , int type ) ;
void trap_BotResetAvoidReach ( int movestate ) ;
void trap_BotResetLastAvoidReach ( int movestate ) ;
int trap_BotReachabilityArea ( vec3_t origin , int testground ) ;
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int trap_BotMovementViewTarget ( int movestate , void * goal , int travelflags , float lookahead , vec3_t target ) ;
int trap_BotPredictVisiblePosition ( vec3_t origin , int areanum , void * goal , int travelflags , vec3_t target ) ;
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int trap_BotAllocMoveState ( void ) ;
void trap_BotFreeMoveState ( int handle ) ;
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void trap_BotInitMoveState ( int handle , void * initmove ) ;
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int trap_BotChooseBestFightWeapon ( int weaponstate , int * inventory , qboolean meleeRange ) ;
void trap_BotGetWeaponInfo ( int weaponstate , int weapon , void * weaponinfo ) ;
int trap_BotLoadWeaponWeights ( int weaponstate , char * filename ) ;
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int trap_BotAllocWeaponState ( void ) ;
void trap_BotFreeWeaponState ( int weaponstate ) ;
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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/*=================*\
| | RPG - X Functions | |
\ * = = = = = = = = = = = = = = = = = */
qboolean LineOfSight ( gentity_t * ent1 , gentity_t * ent2 ) ; //Phenix
qboolean IsAdmin ( gentity_t * ent ) ;
qboolean IsBorg ( gentity_t * ent ) ; //GSIO01 | 08/05/2009
//TiM - load usables scan text
qboolean G_SetupUsablesStrings ( void ) ;
//RPG-X: Marcin: for easier lookup - 30/12/2008
int Max_Weapon ( int num ) ;
int Min_Weapon ( int num ) ;
//! Max ammount of weapons a player can have for each weapons
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extern vmCvar_t * Max_Weapons [ ] ;
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//! Min ammount of weapons a player can have for each weapons
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extern vmCvar_t * Min_Weapons [ ] ;
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// SP support
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void Touch_Multi ( gentity_t * self , gentity_t * other , trace_t * trace ) ;
void Use_Multi ( gentity_t * ent , gentity_t * other , gentity_t * activator ) ;
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//OUMS
/** \typedef holoData_t
* Pointer to \ link holoData_s \ endlink
*
* \ author Ubergames - GSIO01
*/
typedef struct holoData_s holoData_t ;
/** \struct holoData_s
* Contains data for holodeck Programms used by the holodeck UI and holodeck entities .
*
* \ author Ubergames - GSIO01
*/
struct holoData_s {
char target [ 5 ] [ MAX_QPATH ] ; //!< to what entity the player shoud be transported for each program
char name [ 5 ] [ MAX_QPATH ] ; //!< names of the holodeck programs
char desc1 [ 5 ] [ 512 ] ; //!< first descriptions
char desc2 [ 5 ] [ 512 ] ; //!< second descriptions
char image [ 5 ] [ MAX_QPATH ] ; //!< images to display for each program
char iTrigger [ 6 ] [ MAX_QPATH ] ;
char dTrigger [ 6 ] [ MAX_QPATH ] ;
int active ; //!< active holodeck program
int numProgs ; //!< number of programs <= 5
} ;
typedef struct mapChangeData_s mapChangeData_t ;
struct mapChangeData_s {
char name [ 16 ] [ MAX_QPATH ] ;
char bspname [ 16 ] [ MAX_QPATH ] ;
} ;
/**
* Builds the config string for shader remapping .
*/
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const char * BuildShaderStateConfig ( void ) ;
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typedef struct luaAlertState_s luaAlertState_t ;
struct luaAlertState_s {
int cond ;
int mode ;
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char * shaders [ 4 ] ;
char * sounds [ 4 ] ;
char * targets [ 4 ] ;
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} ;
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luaAlertState_t * luaAlertState ;
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/* alert shaders */
typedef struct {
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char * greenShaders [ 10 ] ;
char * redShaders [ 10 ] ;
char * yellowShaders [ 10 ] ;
char * blueShaders [ 10 ] ;
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int numShaders ;
} target_alert_Shaders_s ;
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# endif //_G_LOCAL_H_