// Copyright (C) 1999-2000 Id Software, Inc. // // g_local.h -- local definitions for game module #ifndef _G_LOCAL_H_ #define _G_LOCAL_H_ #include "q_shared.h" #include "bg_public.h" #include "g_public.h" #include "list.h" //================================================================== // the "gameversion" client command will print this plus compile date //#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" #endif //#define RPGX_SERECT_PASS "HRkq1yF22o06Zng9FZXH5sle" //"��������ƫ�������ŵ���� ���" #define BODY_QUEUE_SIZE 8 #define GINFINITE 1000000 #define FRAMETIME 100 // msec #define EVENT_VALID_MSEC 300 #define CARNAGE_REWARD_TIME 3000 #define REWARD_SPRITE_TIME 2000 #define REWARD_STREAK_SPRITE_TIME 5000 #define INTERMISSION_DELAY_TIME 500 // gentity->flags #define FL_GODMODE 0x00000010 #define FL_NOTARGET 0x00000020 #define FL_TEAMSLAVE 0x00000400 // not the first on the team #define FL_NO_KNOCKBACK 0x00000800 #define FL_DROPPED_ITEM 0x00001000 #define FL_NO_BOTS 0x00002000 // spawn point not for bot use #define FL_NO_HUMANS 0x00004000 // spawn point just for bots #define FL_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 //int color[3]; //Color denoting the color of dot in radar and class color //int iconColor; //Denoting which set of icons to use in the scoreboard 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 //int hasRanks; //int noShow; //DON'T show this rank in the UI menu } 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. * */ typedef enum { MOVER_POS1, MOVER_POS2, MOVER_1TO2, 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 } moverState_t; #define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3" #define TEAM_PODIUM_MODEL "models/mapobjects/podium/podium_single.md3" //============================================================================ /** \typedef gentity_t * * Pointer to \link gentity_s \endlink * */ typedef struct gentity_s gentity_t; /** \typedef gclient_t * * Pointer to \link gclient_s \endlink * */ typedef struct gclient_s gclient_t; /** \struct gentity_s * * The game side representation of entities. * */ struct gentity_s { entityState_t s; //!< communicated by server to clients entityShared_t r; //!< shared by both the server system and game // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER // EXPECTS THE FIELDS IN THAT ORDER! //================================ struct gclient_s *client; // NULL if not a client qboolean inuse; char *classname; //!< set in QuakeEd int spawnflags; //!< set in QuakeEd qboolean neverFree; //!< if true, FreeEntity will only unlink bodyque uses this int flags; //!< FL_* variables char *model; //!< the model or brushmodel the entities uses char *model2; //!< an alternate model int freetime; //!< level.time when the object was freed 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 // movers 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 gentity_t *parent; //!< parent of this entity gentity_t *nextTrain; //!< next path_corner of a func_train gentity_t *prevTrain; //!< previous path_corner of a func_train 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 char *message; //!< message for target_print int timestamp; //!< body queue sinking, etc float angle; //!< set in editor, -1 = up, -2 = down 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 gentity_t *target_ent; //!< target of turrets etc 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 int pain_debounce_time; int fly_sound_debounce_time; // wind tunnel int last_move_time; int health; //!< current health int old_health; //!< old/max value for health qboolean takedamage; //!< entity can take damage 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 int methodOfDeath; int splashMethodOfDeath;//!< method of death to use for splash damage int count; //!< used for counting, check whether an entity is allowed to use //!< and other various things gentity_t *lastEnemy; //!< last enemy of the entity (turrets etc) gentity_t *enemy; //!< current enemy of the entity (turrets etc) gentity_t *activator; //!< entity that activated/used this entity gentity_t *teamchain; //!< next entity in team gentity_t *teammaster; //!< master of the team int watertype; int waterlevel; int noise_index; int voiceChatSquelch; int voiceChatPreviousTime; // timing variables float wait; //!< how long to wait float random; gitem_t *item; //!< for bonus items qboolean botDelayBegin; //RPG-X: RedTechie - Added this :P //gentity_t *beingfiredby; //RPG-X: J2J Added to slow down the tr116 rate of fire. //int last_tr116_fire; //TiM - Why? Why not use addTime in bg_pmove like the other weapons? char *swapname; //RPG-X Modification | Phenix | 13/06/2004 char *truename; char *falsename; char *truetarget; char *falsetarget; qboolean booleanstate; //char *gravity; //End Modification || GSIO01 || 28.05.2009 || now in targetname2 //float stopAt; //RPG-X | Phenix | 8/8/2004 || GSIO01: using distance now //float intensity; //RPG-X | Phenix | 20/11/2004 | For Target_Shake Map Entity | GSIO01: using distance now 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 //float radius; //Explosion Radius | GSIO01: using distance instead char *targetname2; // GSIO01 | 08/05/2009 //int soundLocked; // GSIO01 | 08/05/2009 for locked doors | now using n00bCount instead gentity_t *touched; // GSIO01 | 08/05/2009 repairing breakables //char *lockMsg; // GSIO01 | 10/05/2009 | --> swapname //char *unlockMsg; // GSIO01 | 10/05/2009 | --> truename //GSIO01 | 10/05/2009 | ok these are for target_alert: char //*greenname, //--> swapname //*yellowname, //--> truename //*redname, //-->falsename *bluename, //*greentarget, //-->truetarget //*yellowtarget, //-->falsetarget //*redtarget, //-->paintarget //*bluetarget, //-->targetname2 *greensound, *yellowsound, *redsound, *bluesound; //GSIO01 | 19/05/2009 | target_warp //char //*swapWarp, // -->swapname //*swapCoreState, // -->truename //*swapCoreEject, // -->falsename //*warpTarget, // -->truetarget //*core, // -->falsetarget //*coreSwap; // -->bluename char *targetShaderName; //!< shader to remap for shader remapping char *targetShaderNewName; //!< shader to remap to for shader remapping qboolean tmpEntity; //!< is this a temporal entity? #ifdef G_LUA // for lua hooks // pointers to lua functions 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; qboolean luaEntity; #endif vec4_t startRGBA; vec4_t finalRGBA; }; /** \enum clientConnected_t * * Various connection states a client can have. */ typedef enum { CON_DISCONNECTED, CON_CONNECTING, CON_CONNECTED } clientConnected_t; /** \enum spectatorState_t * * Diffrent spectator modes. */ typedef enum { SPECTATOR_NOT, SPECTATOR_FREE, SPECTATOR_FOLLOW, SPECTATOR_SCOREBOARD } spectatorState_t; /** \enum playerTeamStateState_t * */ typedef enum { TEAM_BEGIN, /*!< Beginning a team game, spawn at base */ TEAM_ACTIVE /*!< Now actively playing */ } playerTeamStateState_t; /** * \brief Contains statistic information about players for team games. * * For example number of flag captures. */ typedef struct { playerTeamStateState_t state; int location; int captures; int basedefense; int carrierdefense; int flagrecovery; int fragcarrier; int assists; int frags; int suicides; float lasthurtcarrier; float lastreturnedflag; float flagsince; float lastfraggedcarrier; // kef -- oh boy am I abusing this system float lastFireTime; } 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 /** * \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() */ typedef struct { team_t sessionTeam; //pclass_t sessionClass; int sessionClass; int spectatorTime; //!< for determining next-in-line to play spectatorState_t spectatorState; int spectatorClient; //!< for chasecam and follow mode int wins, losses; //!< tournament stats } clientSession_t; #define MAX_VOTE_COUNT 3 void SetScore( gentity_t *ent, int score ); /** * \brief client data that stays across multiple respawns, * * but is cleared on each level change or team change at G_Client_Begin() */ typedef struct { clientConnected_t connected; usercmd_t cmd; // we would lose angles if not persistant qboolean localClient; // true if "ip" info key is "localhost" qboolean initialSpawn; // the first spawn should be at a cool location qboolean predictItemPickup; // based on cg_predictItems userinfo 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 } clientPersistant_t; /** \struct gclient_s * * this structure is cleared on each G_Client_Spawn(), * except for 'client->pers' and 'client->sess' */ struct gclient_s { // ps MUST be the first element, because the server expects it playerState_t ps; //!< communicated by server to clients // the rest of the structure is private to game clientPersistant_t pers; clientSession_t sess; qboolean readyToExit; //!< wishes to leave the intermission qboolean noclip; int lastCmdTime; //!< level.time of last usercmd_t, for EF_CONNECTION we can't just use pers.lastCommand.time, because of the g_sycronousclients case int buttons; int oldbuttons; int latched_buttons; // sum up damage over an entire frame, so // shotgun blasts give a single big kick int damage_armor; //!< damage absorbed by armor int damage_blood; //!< damage taken out of health int damage_knockback; //!< impact damage vec3_t damage_from; //!< origin for vector calculation qboolean damage_fromWorld; //!< if true, don't use the damage_from vector int accurateCount; //!< for "impressive" reward sound int streakCount; //!< To count up kills without dying. // 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. // timers int respawnTime; //!< can respawn when time > this, force after g_forcerespwan int inactivityTime; //!< kick players when time > this qboolean inactivityWarning; //!< qtrue if the five seoond warning has been given int rewardTime; //!< clear the EF_AWARD_IMPRESSIVE, etc when time > this int airOutTime; int lastKillTime; //!< for multiple kill rewards int nextRespawn; //!< level.time when player is allowed to use the respawn command/button again qboolean fireHeld; //!< used for hook gentity_t *hook; //!< grapple hook if out //gentity_t *lasersight; // lasersight OR flashlight if in use int switchTeamTime; // timeResidual is used to handle events that happen every second // like health / armor countdowns and regeneration int timeResidual; int mod; //!< means of death //added for new game mods int teleportTime; //!< Borg teleporting int classChangeDebounceTime; //!< next time you can change classes //RPG-X Specific 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 // for sql char *userName; //!< username (not player name) in the sql database int uid; //!< uiser id of the player in the sql database // CCAM vec3_t origViewAngles; vec3_t origOrigin; gentity_t *cam; // for selfdestruct and shiphealth 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 }; // // this structure is cleared as each map is entered // #define MAX_SPAWN_VARS 64 #define MAX_SPAWN_VARS_CHARS 2048 /** * Contains important informations about the current leve and information needed for game logic. */ typedef struct { struct gclient_s *clients; // [maxclients] struct gentity_s *gentities; int gentitySize; int num_entities; //!< current number, <= MAX_GENTITIES int warmupTime; //!< restart match at this time fileHandle_t logFile; // store latched cvars here that we want to get at often int maxclients; int framenum; int time; //!< in msec int previousTime; //!< so movers can back up when blocked int startTime; //!< level.time the map was started int message; //!< MESSAGE TIME int teamScores[TEAM_NUM_TEAMS]; int lastTeamLocationTime; //!< last time of client team location update qboolean newSession; //!< don't use any old session data, because we changed gametype qboolean restarted; //!< waiting for a map_restart to fire int numConnectedClients; int numNonSpectatorClients; //!< includes connecting clients int numPlayingClients; //!< connected, non-spectators int sortedClients[MAX_CLIENTS]; //!< sorted by score int follow1, follow2; //!< clientNums for auto-follow spectators int snd_fry; //!< sound index for standing in lava qboolean firstStrike; // voting state char voteString[MAX_STRING_CHARS]; int voteTime; //!< level.time vote was called int voteYes; int voteNo; int numVotingClients; //!< set by CalculateRanks // spawn variables qboolean spawning; //!< the G_Spawn*() functions are valid int numSpawnVars; char *spawnVars[MAX_SPAWN_VARS][2]; //!< key / value pairs int numSpawnVarChars; char spawnVarChars[MAX_SPAWN_VARS_CHARS]; // intermission state int intermissionQueued; //!< intermission was qualified, but wait INTERMISSION_DELAY_TIME before actually going there so the last frag can be watched. Disable future kills during this delay int intermissiontime; //!< time the intermission was started char *changemap; qboolean readyToExit; //!< at least one client wants to exit int exitTime; vec3_t intermission_origin; //!< also used for spectator spawns vec3_t intermission_angle; qboolean locationLinked; //!< target_locations get linked gentity_t *locationHead; //!< head of the location list int bodyQueIndex; //!< dead bodies gentity_t *bodyQue[BODY_QUEUE_SIZE]; int numObjectives; // //RPG-X - Decoy index 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]; // usable things //TiM - usables client side text defines 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 int numBrushEnts; //!< number of entities in the level that use brushmodels // selft destruct safezones list_p locations; list_p timedMessages; // override rpg_calcLiftTravelDuration int overrideCalcLiftTravelDuration; } level_locals_t; // // g_spawn.c // qboolean G_SpawnString( const char *key, const char *defaultString, char **out ); // spawn string returns a temporary reference, you must CopyString() if you want to keep it qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out ); qboolean G_SpawnInt( const char *key, const char *defaultString, int *out ); qboolean G_SpawnVector( const char *key, const char *defaultString, float *out ); void G_SpawnEntitiesFromString( void ); char *G_NewString( const char *string ); // // Flash Light / Laser // void Laser_Gen (gentity_t *ent, int type); void Laser_Think( gentity_t *self ); // // g_cmds.c // char *ConcatArgs( int start ); void Cmd_Score_f (gentity_t *ent); void StopFollowing( gentity_t *ent ); void BroadcastTeamChange( gclient_t *client, int oldTeam ); qboolean SetTeam( gentity_t *ent, char *s ); void Cmd_FollowCycle_f( gentity_t *ent, int dir ); void Cmd_Ready_f (gentity_t *ent); // // g_roff.c // int G_LoadRoff( const char *fileName ); void G_Roff( gentity_t *ent ); // // g_items.c // /** * Data structures + functions for the PADD messaging system. * * \author Ubergames - Marcin * \date 06/12/2008 */ typedef struct { gentity_t *key; //!< PADD item entity pointer char owner[64]; char value[256]; } paddData_t; #define PADD_DATA_MAX 256 // max number of padds #define MAX_DROPPED 255 // should be reasonable extern paddData_t paddData[PADD_DATA_MAX]; extern int paddDataNum; extern int numTotalDropped; void Padd_Add( gentity_t *key, gentity_t *who, char *txt); char *Padd_Get( gentity_t *key, gentity_t *who ); void Padd_Remove( gentity_t *key ); void G_RunItem( gentity_t *ent ); void RespawnItem( gentity_t *ent ); void UseHoldableItem( gentity_t *ent ); void PrecacheItem (gitem_t *it); gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle ); void SetRespawn (gentity_t *ent, float delay); void G_SpawnItem (gentity_t *ent, gitem_t *item); void FinishSpawningItem( gentity_t *ent ); void Think_Weapon (gentity_t *ent); int ArmorIndex (gentity_t *ent); void Add_Ammo (gentity_t *ent, int weapon, int count); void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace); void ClearRegisteredItems( void ); void RegisterItem( gitem_t *item ); void SaveRegisteredItems( void ); // // g_utils.c // int G_ModelIndex( char *name ); int G_SoundIndex( char *name ); void G_TeamCommand( team_t team, char *cmd ); int G_TricStringIndex( char *name ); //TiM void G_KillBox (gentity_t *ent); //RPG-X: J2J - Added to move enities out of a transporting player area. qboolean G_MoveBox (gentity_t *ent); gentity_t *G_Find (gentity_t *from, int fieldofs, const char *match); gentity_t *G_PickTarget (char *targetname); //TiM //gentity_t *G_PickEntity ( char* className, int fieldofs, const char *match ); void G_UseTargets (gentity_t *ent, gentity_t *activator); void G_UseTargets2( gentity_t *ent, gentity_t *activator, char *target ); void G_SetMovedir ( vec3_t angles, vec3_t movedir); void G_InitGentity( gentity_t *e ); gentity_t *G_Spawn (void); gentity_t *G_TempEntity( vec3_t origin, int event ); void G_Sound( gentity_t *ent, int soundIndex ); void G_FreeEntity( gentity_t *e ); void G_TouchTriggers (gentity_t *ent); void G_TouchSolids (gentity_t *ent); float *tv (float x, float y, float z); char *vtos( const vec3_t v ); float vectoyaw( const vec3_t vec ); void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm ); void G_AddEvent( gentity_t *ent, int event, int eventParm ); void G_SetOrigin( gentity_t *ent, vec3_t origin ); void G_SetAngles( gentity_t *ent, vec3_t anlges ); //RPG-X | GSIO01 | 24.08.2009 int G_RadiusList ( vec3_t origin, float radius, gentity_t *ignore, qboolean takeDamage, gentity_t *ent_list[MAX_GENTITIES]); int G_RadiusListOfTypes(char *classname[], int count, vec3_t origin, float radius, gentity_t *ignore, gentity_t *ent_list[MAX_GENTITIES]); gentity_t *G_GetNearestEnt(char *classname, vec3_t origin, float radius, gentity_t *ignore, qboolean takeDamage); gentity_t *G_GetNearestPlayer(vec3_t origin, float radius, gentity_t *ignore ); // GSIO - additional util funcs to make life easier with spawnfile int G_GetEntityByTargetname(const char *targetname, gentity_t *entities[MAX_GENTITIES]); int G_GetEntityByTarget(const char *target, gentity_t *entities[MAX_GENTITIES]); int G_GetEntityByBmodel(char *bmodel, gentity_t *entities[MAX_GENTITIES]); /* shader remapping */ void AddRemap(const char *oldShader, const char *newShader, float timeOffset); // // g_combat.c // qboolean CanDamage (gentity_t *targ, vec3_t origin); void G_Damage (gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod); qboolean G_RadiusDamage (vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int dflags, int mod); void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ); void TossClientItems( gentity_t *self, qboolean dis_con ); void G_Repair(gentity_t *ent, gentity_t *tr_ent, float rate); //RPG-X | GSIO01 | 09/05/2009 // damage flags #define DAMAGE_RADIUS 0x00000001 // damage was indirect #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 // // g_missile.c // void G_Missile_Run( gentity_t *ent ); gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir); gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t aimdir); gentity_t *fire_quantum (gentity_t *self, vec3_t start, vec3_t aimdir); gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t aimdir); gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir); gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir); gentity_t *fire_comprifle (gentity_t *self, vec3_t start, vec3_t dir); // // g_mover.c // void G_Mover_Run( gentity_t *ent ); void G_Mover_TouchDoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace ); void G_Mover_UseBinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ); // // g_trigger.c // void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace ); // // g_misc.c // void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, tpType_t tyType ); void TransportPlayer( gentity_t *player, vec3_t origin, vec3_t angles, int speed ); //TiM - g_target.c void target_turbolift_start( gentity_t *ent ); // // g_weapon.c // qboolean G_Weapon_LogAccuracyHit( gentity_t *target, gentity_t *attacker ); void G_Weapon_CalcMuzzlePoint ( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float projsize); void G_Weapon_SnapVectorTowards( vec3_t v, vec3_t to ); // // g_client.c // /** * Get number of clients in team. */ team_t G_Client_TeamCount( int ignoreClientNum, int team ); /** * Pick a random team. */ team_t G_Client_PickTeam( int ignoreClientNum ); /** * Set the clients view angle. */ void G_Client_SetViewAngle( gentity_t *ent, vec3_t angle ); /** * Select a spawnpoint. */ gentity_t* G_Client_SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles ); /** * Respawn client. */ void G_Client_Respawn(gentity_t *ent); /** * Begin intermission. */ void G_Client_BeginIntermission(void); /** * Init the body que. */ void G_Client_InitBodyQue(void); /** * Spawn client. */ void G_Client_Spawn( gentity_t *ent, int rpgx_spawn, qboolean fromDeath ); /** * Let the client die. */ void G_Client_Die (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod); /** * Add score for the client. */ void G_Client_AddScore( gentity_t *ent, int score ); /** * Calculate clients ranks. */ void G_Client_CalculateRanks( qboolean fromExit ); /** * Determine whether spot would telefrag. */ qboolean G_Client_SpotWouldTelefrag( gentity_t *spot ); /** * Get weapons for a class. */ void G_Client_WeaponsForClass( gclient_t *client, pclass_t pclass ); /** * Get holdable items for a class. */ void G_Client_HoldablesForClass( gclient_t *client, pclass_t pclass ); /** * Store the clients initial status. */ void G_Client_StoreClientInitialStatus( gentity_t *ent ); /** * Get location message for a client. */ qboolean G_Client_GetLocationMsg(gentity_t *ent, char *loc, int loclen); /** * Check client statuses. */ void G_Client_CheckClientStatus(void); /** * Send client location information. */ void G_Client_LocationsMessage( gentity_t *ent ); /** * Client connect. */ char* G_Client_Connect( int clientNum, qboolean firstTime, qboolean isBot ); /** * Clients user info changed. */ void G_Client_UserinfoChanged( int clientNum ); /** * Disconnect client. */ void G_Client_Disconnect( int clientNum ); /** * Initialize client. */ void G_Client_Begin( int clientNum, qboolean careAboutWarmup, qboolean isBot, qboolean first ); /** * Client command. */ void G_Client_Command( int clientNum ); // // g_svcmds.c // qboolean ConsoleCommand( void ); //void void G_ProcessIPBans(void); qboolean G_FilterPacket (char *from); gclient_t *ClientForString( const char *s ); //RPG-X: RedTechie - Added so g_cmds could read the function //TiM void G_ProcessIDBans( void ); qboolean CheckID( char *id ); // // g_weapon.c // void FireWeapon( gentity_t *ent, qboolean alt_fire ); void steam_think( gentity_t *ent ); // // p_hud.c // void MoveClientToIntermission (gentity_t *client); void G_SetStats (gentity_t *ent); void DeathmatchScoreboardMessage (gentity_t *client); // // g_fx.c // void SP_fx_spark( gentity_t *ent ); // // g_cmds.c // //static void G_SayTo( gentity_t *ent, gentity_t *other, int mode, int color, const char *name, const char *message ); // // g_pweapon.c // // // g_main.c // void FindIntermissionPoint( void ); void G_RunThink (gentity_t *ent); void SendScoreboardMessageToAllClients( void ); void QDECL G_Printf( const char *fmt, ... ) __attribute__ ((format (printf, 1, 2))); void QDECL G_Error( const char *fmt, ... ) __attribute__ ((format (printf, 1, 2))); void QDECL G_PrintfClient( gentity_t *ent, const char *fmt, ...) __attribute__ ((format (printf, 2, 3))); void QDECL G_PrintfClientAll(const char *fmt, ...) __attribute__ ((format (printf, 1, 2))); // // g_sql.c // extern qboolean sql_ready; qboolean G_Sql_Init(void); void G_Sql_Shutdown(void); qboolean G_Sql_UserDB_Add(const char *uName, const char *password); qboolean G_Sql_UserDB_CheckRight(int uid, int right); qboolean G_Sql_UserDB_AddRight(int uid, int right); qboolean G_Sql_UserDB_RemoveRight(int uid, int right); qboolean G_Sql_UserDB_Del(const char *uName); qboolean G_Sql_UserDB_Login(const char *uName, const char *pwd, int clientnum); int G_Sql_UserDB_GetUID(const char *uName); //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 : int beamTime; //!< Time the beam was initialized. 4 seconds after this, the player will teleport, 8 seconds later the effect will reset 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. 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 >.< } RPGX_SiteTOSiteData; /*typedef struct { int beamTime; //TiM - Time the beam was initialized. 4 seconds after this, the player will teleport, 8 seconds later the effect will reset vec3_t currentCoord, TransCoordRot; //If they are beaming, have the active variables placed here vec3_t TransCoord, TransCoordRot; //Transporter Coordinate and rotation values int beamer; //TiM - Client num to reference the array where the necessary beam data is int LastClick; //Last click (in level time) when feature was used (used to prevent accidents) qboolean Used; //False for first use //same again but for personal transporter vec3_t pTransCoord, pTransCoordRot; qboolean pActivated; qboolean pUsed; qboolean beamed; //Once we've called the teleport, make this true. Or else we'll teleport on every clock cycle >.< } 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[]; ////////////// gentity_t *SelectRandomSpawnPoint( void ); //Added so it can be used in main. //RPG-X Misc Sounds: //extern sfxHandle_t n00bsnd; 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 // #define AWARDS_MSG_LENGTH 256 /** * Print message to log. */ void QDECL G_LogPrintf( const char *fmt, ... ) __attribute__ ((format (printf, 1, 2))); /** * Log weapon pickup. */ void QDECL G_LogWeaponPickup(int client, int weaponid); /** * Log weapon fire. */ void QDECL G_LogWeaponFire(int client, int weaponid); /** * Log weapon damage. */ void QDECL G_LogWeaponDamage(int client, int mod, int amount); /** * Log weapon kill. */ void QDECL G_LogWeaponKill(int client, int mod); /** * Log weapon death. */ void QDECL G_LogWeaponDeath(int client, int weaponid); /** * Log weapon frag. */ void QDECL G_LogWeaponFrag(int attacker, int deadguy); /** * Log weapon powerup. */ void QDECL G_LogWeaponPowerup(int client, int powerupid); /** * Log weapon item. */ void QDECL G_LogWeaponItem(int client, int itemid); /** * Log weapon init. */ void QDECL G_LogWeaponInit(void); /** * Log weapon output. */ void QDECL G_LogWeaponOutput(void); /** * Log exit. */ void QDECL G_LogExit( const char *string ); /** * Clear client log. */ void QDECL G_ClearClientLog(int client); /*----------------------------------------------------------------------------------------*/ //TiM - Delayed Transport Beam void G_InitTransport( int clientNum, vec3_t origin, vec3_t angles ); /** \struct clInitStatus_t * */ typedef struct { char model[MAX_QPATH]; team_t team; pclass_t pClass; qboolean initialized; } clInitStatus_t; // // g_active.c // void ClientThink( int clientNum ); // TODO move me to g_client.c void ClientEndFrame( gentity_t *ent ); // TODO move me to g_client.c void G_RunClient( gentity_t *ent ); // TODO move me to g_client.c void G_Active_ShieldRemove(gentity_t *self); //RPG-X | Marcin | 03/12/2008 void ThrowWeapon( gentity_t *ent, char *txt ); gentity_t *DropWeapon( gentity_t *ent, gitem_t *item, float angle, int flags, char *txt ); // // g_mem.c // void *G_Alloc( int size ); void G_InitMemory( void ); void Svcmd_GameMem_f( void ); // // g_session.c // void G_ReadSessionData( gclient_t *client ); void G_InitSessionData( gclient_t *client, char *userinfo ); void G_InitWorldSession( void ); void G_WriteSessionData( void ); // // g_arenas.c // void UpdateTournamentInfo( void ); void SpawnModelsOnVictoryPads( void ); void Svcmd_AbortPodium_f( void ); // // g_bot.c // void G_InitBots( qboolean restart ); char *G_GetBotInfoByNumber( int num ); char *G_GetBotInfoByName( const char *name ); void G_CheckBotSpawn( void ); void G_QueueBotBegin( int clientNum ); qboolean G_BotConnect( int clientNum, qboolean restart ); void Svcmd_AddBot_f( void ); void Svcmd_BotList_f( void ); void BotInterbreedEndMatch( void ); // ai_main.c //some maxs #define MAX_NETNAME 36 #define MAX_FILEPATH 144 //bot settings /** \struct bot_settings_t * Containing settings for bots. */ typedef struct bot_settings_s { char characterfile[MAX_FILEPATH]; int skill; char team[MAX_FILEPATH]; char pclass[MAX_FILEPATH]; } bot_settings_t; int BotAISetup( int restart ); int BotAIShutdown( int restart ); int BotAILoadMap( int restart ); int BotAISetupClient( int client, bot_settings_t *settings ); int BotAIShutdownClient( int client ); int BotAIStartFrame( int time ); // // g_lua.c // #ifdef G_LUA void LuaHook_G_InitGame(int leveltime, int randomseed, int restart); void LuaHook_G_Shutdown(int restart); void LuaHook_G_RunFrame(int leveltime); void LuaHook_G_Print(char *text); void LuaHook_G_ClientPrint(char *text, int entnum); qboolean LuaHook_G_EntityThink(char *function, int entnum); qboolean LuaHook_G_EntityTouch(char *function, int entnum, int othernum); qboolean LuaHook_G_EntityUse(char *function, int entnum, int othernum, int activatornum); qboolean LuaHook_G_EntityHurt(char *function, int entnum, int inflictornum, int attackernum); qboolean LuaHook_G_EntityDie(char *function, int entnum, int inflictornum, int attackernum, int dmg, int mod); qboolean LuaHook_G_EntityFree(char *function, int entnum); qboolean LuaHook_G_EntityTrigger(char *function, int entnum, int othernum); qboolean LuaHook_G_EntitySpawn(char *function, int entnum); qboolean LuaHook_G_EntityReached(char *function, int entnum); qboolean LuaHook_G_EntityReachedAngular(char *function, int entnum); void G_LuaNumThreads(void); void G_LuaCollectGarbage(void); void G_LuaStatus(gentity_t * ent); qboolean G_LuaInit(void); void G_LuaShutdown(void); 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\ } else #include "g_team.h" // teamplay specific stuff extern level_locals_t level; extern gentity_t g_entities[MAX_GENTITIES]; #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 extern vmCvar_t g_gametype; extern vmCvar_t g_dedicated; extern vmCvar_t g_cheats; extern vmCvar_t g_maxclients; // allow this many total, including spectators extern vmCvar_t g_maxGameClients; // allow this many active extern vmCvar_t g_restarted; extern vmCvar_t g_language; 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; extern vmCvar_t g_dmgmult; extern vmCvar_t g_forcerespawn; extern vmCvar_t g_inactivity; extern vmCvar_t g_debugMove; extern vmCvar_t g_debugAlloc; extern vmCvar_t g_debugDamage; extern vmCvar_t g_weaponRespawn; extern vmCvar_t g_adaptRespawn; extern vmCvar_t g_synchronousClients; extern vmCvar_t g_motd; extern vmCvar_t g_allowVote; extern vmCvar_t g_banIPs; extern vmCvar_t g_banIDs; //TiM - Security ban system extern vmCvar_t g_filterBan; 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; /* * Ristrictions: nocloak = 1, noflight = 2 * Default value: 0 */ extern vmCvar_t rpg_restrictions; /* * Which weapons do damage? * Phaser = 1 * Crifle = 2 * TR116 = 4 * Grenade Laucher = 8 * Quantum Burst = 16 * Disruptor = 32 * Default value: 63 */ extern vmCvar_t rpg_dmgFlags; 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; /* * 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" */ 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 // 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 extern vmCvar_t rpg_fraggerSpawnDelay; //RPG-X | Marcin | 03/01/2009 // 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; // SQL Database extern vmCvar_t sql_use; // developer tools extern vmCvar_t dev_showTriggers; extern vmCvar_t rpg_spEasterEggs; //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. :) void trap_Printf( const char *fmt ); /** * Calls Com_error in the engine * \param fmt error desription */ void trap_Error( const char *fmt ); /** * Get milliseconds since engine start * \return milliseconds since engine start */ int trap_Milliseconds( void ); /** * Get count of arguments for the current client game command * \return count of arguments */ int trap_Argc( void ); /** * 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 */ void trap_Argv( int n, char *buffer, int bufferLength ); /** * Get all args of the current client game command * \param buffer buffer to store the arguments in * \param bufferLength size of the buffer */ void trap_Args( char *buffer, int bufferLength ); /** * Opens a file * \param qpath path and filename * \param f filehandle to use * \param mode mode to use */ int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode ); /** * Read a opened file * \param buffer buffer to read to * \param len buffer length or length to read (model). * Brush models always have names of *. */ void trap_SetBrushModel( gentity_t *ent, const char *name ); /** * \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. */ 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 ); /** * \param point the point * \param passEntityNum ingore this * * Works similar to a trace but only check a single point. */ 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 ); /** * 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? */ void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open ); /** * Checks if two areas are connected. */ qboolean trap_AreasConnected( int area1, int area2 ); /** * Link an entity. * This results in shared values beeing avaible on both game and client side. */ void trap_LinkEntity( gentity_t *ent ); /** * Unlinks an entity. */ void trap_UnlinkEntity( gentity_t *ent ); /** * \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. */ int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ); /** * Checks if a entity is in contact with a defined box. */ qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent ); /** * Allocates a free client for a bot. */ int trap_BotAllocateClient( void ); /** * Free the client that was used for a bot. */ void trap_BotFreeClient( int clientNum ); /** * Get the last command a user did. */ void trap_GetUsercmd( int clientNum, usercmd_t *cmd ); qboolean trap_GetEntityToken( char *buffer, int bufferSize ); int trap_DebugPolygonCreate(int color, int numPoints, vec3_t *points); void trap_DebugPolygonDelete(int id); int trap_BotLibSetup( void ); int trap_BotLibShutdown( void ); int trap_BotLibVarSet(char *var_name, char *value); int trap_BotLibVarGet(char *var_name, char *value, int size); int trap_BotLibDefine(char *string); int trap_BotLibStartFrame(float time); int trap_BotLibLoadMap(const char *mapname); int trap_BotLibUpdateEntity(int ent, void /* struct bot_updateentity_s */ *bue); int trap_BotLibTest(int parm0, char *parm1, vec3_t parm2, vec3_t parm3); int trap_BotGetSnapshotEntity( int clientNum, int sequence ); int trap_BotGetConsoleMessage(int clientNum, char *message, int size); void trap_BotUserCommand(int client, usercmd_t *ucmd); void trap_AAS_EntityInfo(int entnum, void /* struct aas_entityinfo_s */ *info); int trap_AAS_Initialized(void); void trap_AAS_PresenceTypeBoundingBox(int presencetype, vec3_t mins, vec3_t maxs); float trap_AAS_Time(void); int trap_AAS_PointAreaNum(vec3_t point); int trap_AAS_TraceAreas(vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas); int trap_AAS_PointContents(vec3_t point); int trap_AAS_NextBSPEntity(int ent); int trap_AAS_ValueForBSPEpairKey(int ent, char *key, char *value, int size); int trap_AAS_VectorForBSPEpairKey(int ent, char *key, vec3_t v); int trap_AAS_FloatForBSPEpairKey(int ent, char *key, float *value); int trap_AAS_IntForBSPEpairKey(int ent, char *key, int *value); int trap_AAS_AreaReachability(int areanum); int trap_AAS_AreaTravelTimeToGoalArea(int areanum, vec3_t origin, int goalareanum, int travelflags); int trap_AAS_Swimming(vec3_t origin); int trap_AAS_PredictClientMovement(void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize); void trap_EA_Say(int client, char *str); void trap_EA_SayTeam(int client, char *str); void trap_EA_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); void trap_EA_Gesture(int client); void trap_EA_Command(int client, char *command); void trap_EA_SelectWeapon(int client, int weapon); void trap_EA_Talk(int client); void trap_EA_Attack(int client); void trap_EA_Alt_Attack(int client); void trap_EA_Use(int client); void trap_EA_Respawn(int client); void trap_EA_Jump(int client); void trap_EA_DelayedJump(int client); void trap_EA_Crouch(int client); void trap_EA_MoveUp(int client); void trap_EA_MoveDown(int client); void trap_EA_MoveForward(int client); void trap_EA_MoveBack(int client); void trap_EA_MoveLeft(int client); void trap_EA_MoveRight(int client); void trap_EA_Move(int client, vec3_t dir, float speed); void trap_EA_View(int client, vec3_t viewangles); void trap_EA_EndRegular(int client, float thinktime); void trap_EA_GetInput(int client, float thinktime, void /* struct bot_input_s */ *input); void trap_EA_ResetInput(int client); int trap_BotLoadCharacter(char *charfile, int skill); void trap_BotFreeCharacter(int character); float trap_Characteristic_Float(int character, int index); float trap_Characteristic_BFloat(int character, int index, float min, float max); int trap_Characteristic_Integer(int character, int index); int trap_Characteristic_BInteger(int character, int index, int min, int max); void trap_Characteristic_String(int character, int index, char *buf, int size); int trap_BotAllocChatState(void); void trap_BotFreeChatState(int handle); void trap_BotQueueConsoleMessage(int chatstate, int type, char *message); void trap_BotRemoveConsoleMessage(int chatstate, int handle); int trap_BotNextConsoleMessage(int chatstate, void /* struct bot_consolemessage_s */ *cm); int trap_BotNumConsoleMessages(int chatstate); void trap_BotInitialChat(int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ); int trap_BotNumInitialChats(int chatstate, char *type); int trap_BotReplyChat(int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 ); int trap_BotChatLength(int chatstate); void trap_BotEnterChat(int chatstate, int client, int sendto); void trap_BotGetChatMessage(int chatstate, char *buf, int size); int trap_StringContains(char *str1, char *str2, int casesensitive); int trap_BotFindMatch(char *str, void /* struct bot_match_s */ *match, unsigned long int context); void trap_BotMatchVariable(void /* struct bot_match_s */ *match, int variable, char *buf, int size); void trap_UnifyWhiteSpaces(char *string); void trap_BotReplaceSynonyms(char *string, unsigned long int context); int trap_BotLoadChatFile(int chatstate, char *chatfile, char *chatname); void trap_BotSetChatGender(int chatstate, int gender); void trap_BotSetChatName(int chatstate, char *name); void trap_BotResetGoalState(int goalstate); void trap_BotRemoveFromAvoidGoals(int goalstate, int number); void trap_BotResetAvoidGoals(int goalstate); void trap_BotPushGoal(int goalstate, void /* struct bot_goal_s */ *goal); void trap_BotPopGoal(int goalstate); void trap_BotEmptyGoalStack(int goalstate); void trap_BotDumpAvoidGoals(int goalstate); void trap_BotDumpGoalStack(int goalstate); void trap_BotGoalName(int number, char *name, int size); int trap_BotGetTopGoal(int goalstate, void /* struct bot_goal_s */ *goal); int trap_BotGetSecondGoal(int goalstate, void /* struct bot_goal_s */ *goal); int trap_BotChooseLTGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, qboolean botRoamsOnly ); int trap_BotChooseNBGItem(int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime, qboolean botRoamsOnly); int trap_BotTouchingGoal(vec3_t origin, void /* struct bot_goal_s */ *goal); int trap_BotItemGoalInVisButNotVisible(int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal); int trap_BotGetNextCampSpotGoal(int num, void /* struct bot_goal_s */ *goal); int trap_BotGetMapLocationGoal(char *name, void /* struct bot_goal_s */ *goal); int trap_BotGetLevelItemGoal(int index, char *classname, void /* struct bot_goal_s */ *goal); float trap_BotAvoidGoalTime(int goalstate, int number); void trap_BotInitLevelItems(void); void trap_BotUpdateEntityItems(void); int trap_BotLoadItemWeights(int goalstate, char *filename); void trap_BotFreeItemWeights(int goalstate); void trap_BotInterbreedGoalFuzzyLogic(int parent1, int parent2, int child); void trap_BotSaveGoalFuzzyLogic(int goalstate, char *filename); void trap_BotMutateGoalFuzzyLogic(int goalstate, float range); int trap_BotAllocGoalState(int state); void trap_BotFreeGoalState(int handle); void trap_BotResetMoveState(int movestate); void trap_BotMoveToGoal(void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags); int trap_BotMoveInDirection(int movestate, vec3_t dir, float speed, int type); void trap_BotResetAvoidReach(int movestate); void trap_BotResetLastAvoidReach(int movestate); int trap_BotReachabilityArea(vec3_t origin, int testground); int trap_BotMovementViewTarget(int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target); int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target); int trap_BotAllocMoveState(void); void trap_BotFreeMoveState(int handle); void trap_BotInitMoveState(int handle, void /* struct bot_initmove_s */ *initmove); int trap_BotChooseBestFightWeapon(int weaponstate, int *inventory, qboolean meleeRange); void trap_BotGetWeaponInfo(int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo); int trap_BotLoadWeaponWeights(int weaponstate, char *filename); int trap_BotAllocWeaponState(void); void trap_BotFreeWeaponState(int weaponstate); void trap_BotResetWeaponState(int weaponstate); int trap_GeneticParentsAndChildSelection(int numranks, float *ranks, int *parent1, int *parent2, int *child); /*=================*\ || 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 extern vmCvar_t *Max_Weapons[]; //! Min ammount of weapons a player can have for each weapons extern vmCvar_t *Min_Weapons[]; // SP support void Touch_Multi(gentity_t *self, gentity_t *other, trace_t *trace); void Use_Multi(gentity_t *ent, gentity_t *other, gentity_t *activator); //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 srvChangeData_t * Pointer to \link srvChangeData_s \endlink * * \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 { char name[6][MAX_QPATH]; //!< name of the locations char ip[6][MAX_QPATH]; //!< IPs of the servers to connect to }; 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. */ const char *BuildShaderStateConfig(void); typedef struct luaAlertState_s luaAlertState_t; struct luaAlertState_s { int cond; int mode; char *shaders[4]; char *sounds[4]; char *targets[4]; }; luaAlertState_t *luaAlertState; // timed messages typedef struct timedMessage_s timedMessage_t; struct timedMessage_s { char* message; } timedMessage_s; /* alert shaders */ typedef struct { char *greenShaders[10]; char *redShaders[10]; char *yellowShaders[10]; char *blueShaders[10]; int numShaders; } target_alert_Shaders_s; #endif //_G_LOCAL_H_