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https://github.com/UberGames/rpgxEF.git
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3400 lines
93 KiB
C
3400 lines
93 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// g_local.h -- local definitions for game module
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#ifndef _G_LOCAL_H_
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#define _G_LOCAL_H_
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#include "q_shared.h"
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#include "bg_public.h"
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#include "g_public.h"
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#include "list.h"
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//==================================================================
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// the "gameversion" client command will print this plus compile date
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//#define GAMEVERSION "RPG-X v",RPGX_VERSION
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//const char GAMEVERSION[] = strcat("RPG-X v",RPGX_VERSION);
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#define GAMEVERSION "rpg-x2"
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#ifndef BASEPATH
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#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
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#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
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#define FL_GODMODE 0x00000010
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#define FL_NOTARGET 0x00000020
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#define FL_TEAMSLAVE 0x00000400 // not the first on the team
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#define FL_NO_KNOCKBACK 0x00000800
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#define FL_DROPPED_ITEM 0x00001000
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#define FL_NO_BOTS 0x00002000 // spawn point not for bot use
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#define FL_NO_HUMANS 0x00004000 // spawn point just for bots
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#define FL_CLOAK 0x00010000
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#define FL_FLY 0x00020000
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#define FL_EVOSUIT 0x00400000 //RPG-X | Phenix | 8/8/2004
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#define FL_HOLSTER 0x00800000 //RPG-X | TiM | 6/9/2005
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#define FL_CLAMPED 0x01000000 //RPG-X | TiM | 25/6/2006
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#define FL_THROWN_ITEM 0x02000000 //RPG-X | Marcin | 03/12/2008
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#define FL_LOCKED 0x04000000 //RPG-X | GSIO01 | 08/05/2009
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// CCAM
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#define FL_CCAM 0x08000000
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//RPG-X Defines ==============================
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//TiM : Rank Variables
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extern rankNames_t g_rankNames[MAX_RANKS];
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//TiM : Weapons table
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extern stringID_table_t WeaponTable[];
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//Quit, then reconnect system
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#define MAX_RECON_NAMES 32
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/** \struct reconData_t
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* \brief Holds data of clients that where connected to the server.
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*
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* Holds the IP and previous name of a clients that where connected to the server before.
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*
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* \author Ubergames
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*/
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typedef struct {
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char ipAddress[64]; //!< The IP adress
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char previousName[MAX_TOKEN_CHARS]; //!< The previous name
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} reconData_t;
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/** \struct fxGunData_t
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* \brief Struct needed for FX gun arguments.
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*
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* Holds the eventnum and multiple arguments for the fxGun.
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*
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* \author Ubergames - TiM
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*/
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typedef struct {
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int eventNum; //!< index of the event to play
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//different effects need different args,
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//so here is a set of generic args
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int arg_int1; //!< first arg - integer
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int arg_int2; //!< second arg - integer
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float arg_float1; //!< first arg - float
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float arg_float2; //!< second arg - float
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vec3_t arg_vec1;
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} fxGunData_t;
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//Struct for the dynamic class system
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//Some of the data here is encoded into
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//a config string and then sent to the clients
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//so that they can render the classes client side
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/** \struct g_classData_t
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* \brief Struct for the dynamic class system
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*
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* Some of the data here is encoded into
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* a config string and then sent to the clients
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* so that they can render the classes client side
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*
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* \author Ubergames
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*/
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typedef struct {
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char consoleName[15]; //!< name of class in console
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char formalName[25]; //!< name of class in the scoreboard etc
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char message[MAX_QPATH]; //!< msg when player enters class
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int weaponsFlags; //!< flags denoting default weapons of this class
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char modelSkin[36]; //!< Denoting which skin this class is forced to
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int isAdmin; //!< class has admin access
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int isMarine; //!< class has marine
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int isMedical; //!< class has medical capacity
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int isn00b; //!< class is a dumbass
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int isBorg; //!< class is a borg
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} g_classData_t;
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//Class Data
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extern g_classData_t g_classData[MAX_CLASSES];
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//===========================================
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/** \enum tpType_t
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* \brief Enumeration for diffrent transporter types.
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*
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* Used to determine what transporter effect is used by various functions.
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*
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* \author Raven Software
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* \author Ubergames - TiM
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* \author Ubergames - J2J
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*/
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typedef enum
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{
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TP_NORMAL,
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TP_BORG,
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TP_NUM_TP,
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TP_TRI_TP, /*!< This transporter mode will give a federation transporter FX but not accelerate the player. */
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TP_TURBO /*!< Used in turbolifts to let the teleporter know to maintain veloctiy. */
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} tpType_t;
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/** \enum moverState_t
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* \brief Used to determine in which state a mover is.
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*
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* Movers are things like doors, plats, buttons, etc.
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*
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*/
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typedef enum {
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MOVER_POS1,
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MOVER_POS2,
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MOVER_1TO2,
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MOVER_2TO1,
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// VALKYRIE: angle movements
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ROTATOR_POS1,
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ROTATOR_POS2,
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ROTATOR_1TO2,
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ROTATOR_2TO1,
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//advanced mover
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ADV_POS1,
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ADV_POS2,
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ADV_1TO2,
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ADV_2TO1
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#ifdef G_LUA
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,
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MOVER_LUA
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#endif
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} moverState_t;
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#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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*
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* Type for \link gentity_s \endlink
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* @see gentity_s
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*
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*/
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typedef struct gentity_s gentity_t;
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/** \typedef gclient_t
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*
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* Pointer to \link gclient_s \endlink
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*
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*/
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typedef struct gclient_s gclient_t;
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/** \struct gentity_s
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*
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* The game side representation of entities.
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*
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*/
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struct gentity_s {
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entityState_t s; //!< communicated by server to clients
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entityShared_t r; //!< shared by both the server system and game
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// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
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// EXPECTS THE FIELDS IN THAT ORDER!
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//================================
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/*@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
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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
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qboolean freeAfterEvent; //!< free the entity after the event?
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qboolean unlinkAfterEvent; //!< unlink the entity after the event?
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qboolean physicsObject; //!< if true, it can be pushed by movers and fall off edges
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//!< all game items are physicsObjects,
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float physicsBounce; //!< 1.0 = continuous bounce, 0.0 = no bounce
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int clipmask; //!< brushes with this content value will be collided 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
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int soundPos1; //!< soundindex of sound to play when reaching Pos1
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int sound1to2; //!< soundindex of sound to play when moving from Pos1 to Pos2
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int sound2to1; //!< soundindex of sound to play when moving from Pos2 to Pos1
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int soundPos2; //!< soundindex of sound to play when reaching Pos2
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int soundLoop; //!< soundindex for looped sounds
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gentity_t* parent; //!< parent of this entity
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gentity_t* nextTrain; //!< next path_corner of a func_train
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gentity_t* prevTrain; //!< previous path_corner of a func_train
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vec3_t pos1; //!< start position for binary movers
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vec3_t pos2; //!< end position for binary movers
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vec3_t apos1; //!< angular start position for movers
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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
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float angle; //!< set in editor, -1 = up, -2 = down
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char* target; //!< target of the entity
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char* paintarget; //!< target to use if entity takes damage
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char* targetname; //!< targetname that identyfies the entity
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char* team; //!< for teamchains
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gentity_t* target_ent; //!< target of turrets etc
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float speed; //!< moving speed etc
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vec3_t movedir; //!< moving direction
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int nextthink; //!< next level.time the entities think functions gets called
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void (*think)(gentity_t *self); //!< think function
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void (*reached)(gentity_t *self); //!< movers call this when hitting endpoint
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void (*blocked)(gentity_t *self, gentity_t *other); //!< movers call this when blocked
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void (*touch)(gentity_t *self, gentity_t *other, trace_t *trace); //!< touch function for triggers
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void (*use)(gentity_t *self, gentity_t *other, gentity_t *activator); //!< function that gets called if the entity is used
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void (*pain)(gentity_t *self, gentity_t *attacker, int damage); //!< function that gets called if entity gets damged
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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;
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int fly_sound_debounce_time; // wind tunnel
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int last_move_time;
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int health; //!< current health
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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
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int splashDamage; //!< do splash damage
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//!< quad will increase this without increasing radius
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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
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//!< and other various things
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gentity_t* lastEnemy; //!< last enemy of the entity (turrets etc)
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gentity_t* enemy; //!< current enemy of the entity (turrets etc)
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gentity_t* activator; //!< entity that activated/used this entity
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gentity_t* teamchain; //!< next entity in team
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gentity_t* teammaster; //!< master of the team
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int watertype;
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int waterlevel;
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int noise_index;
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int voiceChatSquelch;
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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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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
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char* truename;
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char* falsename;
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char* truetarget;
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char* falsetarget;
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qboolean booleanstate;
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float distance; // VALKYRIE: for rotating doors
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int n00bCount; //RPG-X | Phenix | 06/04/2004 | For when people kill
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//RPG-X: TiM : Additional Params for map ents
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char* targetname2; // GSIO01 | 08/05/2009
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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;
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char* greensound;
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char* yellowsound;
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char* redsound;
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char* bluesound;
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char *targetShaderName; //!< shader to remap for shader remapping
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char *targetShaderNewName; //!< shader to remap to for shader remapping
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qboolean tmpEntity; //!< is this a temporal entity?
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#ifdef G_LUA
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// for lua hooks
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// pointers to lua functions
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char* luaTouch;
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char* luaUse;
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char* luaThink;
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char* luaHurt;
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char* luaDie;
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char* luaFree;
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char* luaTrigger;
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char* luaReached;
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char* luaReachedAngular;
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char* luaSpawn;
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char* luaParm1;
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char* luaParm2;
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char* luaParm3;
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char* luaParm4;
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qboolean luaEntity;
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#endif
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vec4_t startRGBA;
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vec4_t finalRGBA;
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};
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/** \enum clientConnected_t
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*
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* Various connection states a client can have.
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*/
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typedef enum {
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CON_DISCONNECTED, /*!< client is disconnected */
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CON_CONNECTING, /*!< client is connecting */
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CON_CONNECTED /*!< client is connected */
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} clientConnected_t;
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/** \enum spectatorState_t
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*
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* Diffrent spectator modes.
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*/
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typedef enum {
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SPECTATOR_NOT, /*!< not spectating */
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SPECTATOR_FREE, /*!< free spectator mode */
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SPECTATOR_FOLLOW, /*!< follow spectator mode */
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SPECTATOR_SCOREBOARD /*!< spectator scoreboard */
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} spectatorState_t;
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/** \enum playerTeamStateState_t
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*
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*/
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typedef enum {
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TEAM_BEGIN, /*!< Beginning a team game, spawn at base */
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TEAM_ACTIVE /*!< Now actively playing */
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} playerTeamStateState_t;
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/**
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* \brief Contains statistic information about players for team games.
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*
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* \todo remove me
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*
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* For example number of flag captures.
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*/
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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;
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int carrierdefense;
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int flagrecovery;
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int fragcarrier;
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int assists;
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int frags;
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int suicides;
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float lasthurtcarrier;
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float lastreturnedflag;
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float flagsince;
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float lastfraggedcarrier;
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// kef -- oh boy am I abusing this system
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float lastFireTime;
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} playerTeamState_t;
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// the auto following clients don't follow a specific client
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// number, but instead follow the first two active players
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#define FOLLOW_ACTIVE1 -1
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#define FOLLOW_ACTIVE2 -2
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/**
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* \brief client data that stays across multiple levels or tournament restarts
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*
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* this is achieved by writing all the data to cvar strings at game shutdown
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* time and reading them back at connection time. Anything added here
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* MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
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*/
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typedef struct {
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team_t sessionTeam; //!< team of the client
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int sessionClass; //!< class of the client is in
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int spectatorTime; //!< for determining next-in-line to play
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spectatorState_t spectatorState; //!< spectator state
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int spectatorClient; //!< for chasecam and follow mode
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int wins; //!< tournament stat wins
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int losses; //!< tournament stat losses
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} clientSession_t;
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#define MAX_VOTE_COUNT 3
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/**
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* Set the score for a client.
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*
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* \param ent The client.
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* \param score New score for the client.
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*/
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void SetScore( gentity_t *ent, int score );
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/**
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* \brief client data that stays across multiple respawns,
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*
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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
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qboolean localClient; // true if "ip" info key is "localhost"
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qboolean initialSpawn; // the first spawn should be at a cool location
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qboolean predictItemPickup; // based on cg_predictItems userinfo
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char netname[36];
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int maxHealth; // for handicapping
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int enterTime; // level.time the client entered the game
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playerTeamState_t teamState; // status in teamplay games
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int voteCount; // to prevent people from constantly calling votes
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int kickCount;
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int suicideCount;
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qboolean teamInfo; // send team overlay updates?
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char ip[64]; // RPG-X - Store this for login comparisons
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float pms_height; //player model system, height
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} clientPersistant_t;
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/** \struct gclient_s
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*
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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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*/
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struct gclient_s {
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// ps MUST be the first element, because the server expects it
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playerState_t ps; //!< communicated by server to clients
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||
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||
// the rest of the structure is private to game
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||
clientPersistant_t pers;
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clientSession_t sess;
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||
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||
qboolean readyToExit; //!< wishes to leave the intermission
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||
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||
qboolean noclip;
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||
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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
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||
int buttons;
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||
int oldbuttons;
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int latched_buttons;
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||
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||
// sum up damage over an entire frame, so
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||
// shotgun blasts give a single big kick
|
||
int damage_armor; //!< damage absorbed by armor
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||
int damage_blood; //!< damage taken out of health
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||
int damage_knockback; //!< impact damage
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||
vec3_t damage_from; //!< origin for vector calculation
|
||
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
|
||
|
||
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
|
||
|
||
/** \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;
|
||
};
|
||
|
||
/** \typedef srvChangeData_t
|
||
* Type for \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
|
||
int count; //!< Count of servers
|
||
};
|
||
|
||
/**
|
||
* Contains important informations about the current leve and information needed for game logic.
|
||
*/
|
||
typedef struct {
|
||
/*@shared@*/ struct gclient_s* clients; /*!< level clients */
|
||
|
||
/*@shared@*/ struct gentity_s* gentities; /*! level gentities */
|
||
int gentitySize; /*! size of gentity */
|
||
int num_entities; /*!< current number of entities, <= MAX_GENTITIES */
|
||
|
||
int warmupTime; /*!< restart match at this time */
|
||
|
||
fileHandle_t logFile; /*! file handle for the log file */
|
||
|
||
// store latched cvars here that we want to get at often
|
||
int maxclients; /*! maximum number of clients allowed */
|
||
|
||
int framenum; /*!< number of the frame */
|
||
int time; /*!< time since level start 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]; /*!< scores for each team */
|
||
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; /*!< 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 */
|
||
|
||
int snd_fry; /*!< sound index for standing in lava */
|
||
|
||
qboolean firstStrike; /*!< Was the first strike done yet? */
|
||
|
||
// voting state
|
||
char voteString[MAX_STRING_CHARS];
|
||
int voteTime; /*!< level.time vote was called */
|
||
int voteYes; /*!< Number of yes votes */
|
||
int voteNo; /*!< Number of no votes */
|
||
int numVotingClients; /*!< Set by CalculateRanks */
|
||
|
||
// spawn variables
|
||
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 */
|
||
|
||
// 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 */
|
||
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. */
|
||
|
||
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 */
|
||
|
||
int numObjectives; /*! Number of level objectives (unused) */
|
||
|
||
//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]; /*!< Counts of hits for each weapon for borg adaption */
|
||
// 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 */
|
||
|
||
/*@null@*/ list_p safezones; /*!< self destruct safezones list */
|
||
/*@null@*/ list_p locations; /*!< level locations list */
|
||
/*@null@*/ list_p timedMessages; /*!< timed messages list */
|
||
|
||
// other stuff
|
||
srvChangeData_t srvChangeData; /*!< Server change data */
|
||
|
||
// override rpg_calcLiftTravelDuration
|
||
int overrideCalcLiftTravelDuration; /*!< Indicated whether the level author wants to override rpg_calcLiftTravelDuration */
|
||
} level_locals_t;
|
||
|
||
|
||
//
|
||
// g_spawn.c
|
||
//
|
||
/**
|
||
* \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.
|
||
*/
|
||
qboolean G_SpawnVector( const char* key, const char* defaultString, float* out );
|
||
|
||
/**
|
||
* \brief Spawn all entities from the entity string.
|
||
*/
|
||
void G_SpawnEntitiesFromString( void );
|
||
|
||
/**
|
||
* \brief Creates a copy of the given string. Allocated on the memory pool.
|
||
*
|
||
* \param string String to copy.
|
||
* \return Copy of the string.
|
||
*/
|
||
char* G_NewString( const char* string );
|
||
|
||
//
|
||
// g_cmds.c
|
||
//
|
||
/**
|
||
* Concatenate all arguments for this string.
|
||
*
|
||
* \param start start from the given argument
|
||
* \return String containing concatenated command arguments.
|
||
*/
|
||
char* ConcatArgs( int start );
|
||
|
||
/**
|
||
* Request current scoreboard information.
|
||
*/
|
||
void Cmd_Score_f (gentity_t* ent);
|
||
|
||
/**
|
||
* If the client being followed leaves the game, or you just want to drop
|
||
* to free floating spectator mode
|
||
*/
|
||
void StopFollowing( gentity_t* ent );
|
||
|
||
/**
|
||
* 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);
|
||
|
||
//
|
||
// 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;
|
||
|
||
/**
|
||
* 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.
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* Drop_Item( gentity_t* ent, gitem_t* item, float angle );
|
||
|
||
/**
|
||
* 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);
|
||
|
||
/**
|
||
* Clear all registered items.
|
||
*/
|
||
void ClearRegisteredItems( void );
|
||
|
||
/**
|
||
* Register a new item. The item will be added to the precache list.
|
||
*
|
||
* \param item Item to register.
|
||
*/
|
||
void RegisterItem( gitem_t* item );
|
||
|
||
/**
|
||
* Write the needed items to a config string so the client will know which ones to precache.
|
||
*/
|
||
void SaveRegisteredItems( void );
|
||
|
||
//
|
||
// g_utils.c
|
||
//
|
||
/**
|
||
* \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 );
|
||
|
||
/**
|
||
* \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
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* G_Find (/*@null@*/ gentity_t* from, size_t fieldofs, const char* match);
|
||
|
||
/**
|
||
* \brief Pick a target.
|
||
*
|
||
* Selects a random entity from among the targets.
|
||
*
|
||
* \param targetname the targets targetname
|
||
*
|
||
* \return an entity or NULL
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* G_PickTarget (char* targetname);
|
||
|
||
/**
|
||
* \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
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* G_Spawn (void);
|
||
|
||
/**
|
||
* \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
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* G_TempEntity( vec3_t origin, int event );
|
||
|
||
/**
|
||
* \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
|
||
*/
|
||
float vectoyaw( const vec3_t vec );
|
||
|
||
/**
|
||
* \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
|
||
|
||
/**
|
||
* 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.
|
||
*/
|
||
int G_RadiusList ( vec3_t origin, float radius, list_p ignore, qboolean takeDamage, list_p ent_list);
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
int G_RadiusListOfTypes(list_p classnames, vec3_t origin, float radius, list_p ignore, list_p ent_list);
|
||
|
||
/**
|
||
* 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.
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* G_GetNearestEnt(char* classname, vec3_t origin, float radius, list_p ignore, qboolean takeDamage);
|
||
|
||
/**
|
||
* 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.
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* G_GetNearestPlayer(vec3_t origin, float radius, list_p ignore );
|
||
|
||
/**
|
||
* \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
|
||
*/
|
||
int G_GetEntityByTargetname(const char* targetname, list_p entities);
|
||
|
||
/**
|
||
* \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
|
||
*/
|
||
int G_GetEntityByTarget(const char* target, list_p entities);
|
||
|
||
/**
|
||
* \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
|
||
*/
|
||
int G_GetEntityByBmodel(char* bmodel,list_p entities);
|
||
|
||
/**
|
||
* \brief Add a new shader remap.
|
||
*
|
||
* Remaps oldShader with newShader.
|
||
*
|
||
* \param oldShader shader to be remapped
|
||
* \param newShader replacement shader
|
||
* \param timeOffset time offset
|
||
*/
|
||
void AddRemap(const char* oldShader, const char* newShader, float timeOffset);
|
||
|
||
//
|
||
// g_combat.c
|
||
//
|
||
/**
|
||
* 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);
|
||
|
||
// 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
|
||
//
|
||
/**
|
||
* 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.
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* fire_plasma (gentity_t* self, vec3_t start, vec3_t aimdir);
|
||
|
||
/**
|
||
* Fire torpedo projectile.
|
||
*
|
||
* \param The shooter.
|
||
* \param start Start point.
|
||
* \param aimdir Direction.
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* fire_quantum (gentity_t* self, vec3_t start, vec3_t aimdir);
|
||
|
||
/**
|
||
* Fire grenade.
|
||
*
|
||
* \param The shooter.
|
||
* \param start Start point.
|
||
* \param aimdir Direction.
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* fire_grenade (gentity_t* self, vec3_t start, vec3_t aimdir);
|
||
|
||
/**
|
||
* Fire a rocket.
|
||
*
|
||
* \param The shooter.
|
||
* \param start Start point.
|
||
* \param dir Direction.
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* fire_rocket (gentity_t* self, vec3_t start, vec3_t dir);
|
||
|
||
/**
|
||
* Fire a compression rifle projectile.
|
||
*
|
||
* \param The shooter.
|
||
* \param start Start point.
|
||
* \param dir Direction.
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* fire_comprifle (gentity_t* self, vec3_t start, vec3_t dir);
|
||
|
||
//
|
||
// g_mover.c
|
||
//
|
||
/**
|
||
* Run a mover.
|
||
*
|
||
* \param ent Mover to run.
|
||
*/
|
||
void G_Mover_Run( gentity_t* ent );
|
||
|
||
/**
|
||
* 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 );
|
||
|
||
/**
|
||
* 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 );
|
||
|
||
//
|
||
// g_misc.c
|
||
//
|
||
/**
|
||
* 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.
|
||
*/
|
||
void TeleportPlayer( gentity_t* player, vec3_t origin, vec3_t angles, tpType_t tyType );
|
||
|
||
/**
|
||
* 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.
|
||
*/
|
||
void TransportPlayer( gentity_t* player, vec3_t origin, vec3_t angles, int speed );
|
||
|
||
/**
|
||
* Start turbolist travel.
|
||
*
|
||
* \param ent The turbolift.
|
||
* \author Ubergames - TiM
|
||
*/
|
||
void target_turbolift_start( gentity_t* ent );
|
||
|
||
//
|
||
// g_weapon.c
|
||
//
|
||
/**
|
||
* \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 );
|
||
|
||
//
|
||
// g_client.c
|
||
//
|
||
/**
|
||
* Get number of clients in team.
|
||
*
|
||
* \param ignoreClientNum Client to ignore.
|
||
* \param team Team.
|
||
* \reutrn Number of clients in team.
|
||
*/
|
||
team_t G_Client_TeamCount( int ignoreClientNum, int team );
|
||
|
||
/**
|
||
* Pick a random team.
|
||
*
|
||
* \param ignoreClientNum Client to ignore.
|
||
* \return Random team.
|
||
*/
|
||
team_t G_Client_PickTeam( int ignoreClientNum );
|
||
|
||
/**
|
||
* Set the clients view angle.
|
||
*
|
||
* \param ent Entity for which to set view angle.
|
||
* \param angle New view angle.
|
||
*/
|
||
void G_Client_SetViewAngle( gentity_t* ent, vec3_t angle );
|
||
|
||
/**
|
||
* Select a spawnpoint.
|
||
*
|
||
* \param avoidPoint Point to avoid.
|
||
* \param origin Origin.
|
||
* \param angles Angles.
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* G_Client_SelectSpawnPoint ( vec3_t avoidPoint, vec3_t origin, vec3_t angles );
|
||
|
||
/**
|
||
* Respawn client.
|
||
*
|
||
* \param ent Client to respawn.
|
||
*/
|
||
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.
|
||
*
|
||
* \param ent Client to spawn
|
||
* \param rpgx_spawn rpgx_spawn
|
||
* \param fromDeath Is this a spawn from death?
|
||
*/
|
||
void G_Client_Spawn( gentity_t* ent, int rpgx_spawn, qboolean fromDeath );
|
||
|
||
/**
|
||
* Let the client die.
|
||
*
|
||
* \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
|
||
*/
|
||
void G_Client_Die (gentity_t* self, gentity_t* inflictor, gentity_t* attacker, int damage, int mod);
|
||
|
||
/**
|
||
* Add score for the client.
|
||
*
|
||
* \param ent The client.
|
||
* \param score Ammount of score to add.
|
||
*/
|
||
void G_Client_AddScore( gentity_t* ent, int score );
|
||
|
||
/**
|
||
* Calculate clients ranks.
|
||
*
|
||
* \param fromExit From exit?
|
||
*/
|
||
void G_Client_CalculateRanks( qboolean fromExit );
|
||
|
||
/**
|
||
* Determine whether spot would telefrag.
|
||
*
|
||
* \param spot Spot to check.
|
||
* \return Whether this spot would telefrag.
|
||
*/
|
||
qboolean G_Client_SpotWouldTelefrag( gentity_t* spot );
|
||
|
||
/**
|
||
* Get weapons for a class.
|
||
*
|
||
* \param client The client.
|
||
* \param pclass Class to get weapons for.
|
||
*/
|
||
void G_Client_WeaponsForClass( gclient_t* client, pclass_t pclass );
|
||
|
||
/**
|
||
* Get holdable items for a class.
|
||
*
|
||
* \param client The client.
|
||
* \param pclass Class for which to get holdables.
|
||
*/
|
||
void G_Client_HoldablesForClass( gclient_t* client, pclass_t pclass );
|
||
|
||
/**
|
||
* Store the clients initial status.
|
||
*
|
||
* \param ent The client.
|
||
*/
|
||
void G_Client_StoreClientInitialStatus( gentity_t* ent );
|
||
|
||
/**
|
||
* Get location message for a client.
|
||
*
|
||
* \param ent The client.
|
||
* \param loc Location char.
|
||
* \param loclen Length of location char.
|
||
* \return Indicates success or fail.
|
||
*/
|
||
qboolean G_Client_GetLocationMsg(gentity_t* ent, char* loc, int loclen);
|
||
|
||
/**
|
||
* Check client statuses.
|
||
*/
|
||
void G_Client_CheckClientStatus(void);
|
||
|
||
/**
|
||
* Send client location information.
|
||
*
|
||
* \param ent The client.
|
||
*/
|
||
void G_Client_LocationsMessage( gentity_t *ent );
|
||
|
||
/**
|
||
* Client connect.
|
||
*
|
||
* \param clientNum Client num.
|
||
* \param firstTime Indicate whether this was the first connect.
|
||
* \param isBot Indicate if bot or player.
|
||
*/
|
||
char* G_Client_Connect( int clientNum, qboolean firstTime, qboolean isBot );
|
||
|
||
/**
|
||
* Clients user info changed.
|
||
*
|
||
* \param clientNum Client num.
|
||
*/
|
||
void G_Client_UserinfoChanged( int clientNum );
|
||
|
||
/**
|
||
* Disconnect client.
|
||
*
|
||
* \param clientNum Client num.
|
||
*/
|
||
void G_Client_Disconnect( int clientNum );
|
||
|
||
/**
|
||
* Initialize client.
|
||
*
|
||
* \param clientNum Client num.
|
||
* \param careAboutWarmup Indicate whether to care about warm up.
|
||
* \param isBot Bot or client?
|
||
* \param first First time?
|
||
*/
|
||
void G_Client_Begin( int clientNum, qboolean careAboutWarmup, qboolean isBot, qboolean first );
|
||
|
||
/**
|
||
* Client command.
|
||
*
|
||
* \param clientNum Client num.
|
||
*/
|
||
void G_Client_Command( int clientNum );
|
||
|
||
//
|
||
// g_svcmds.c
|
||
//
|
||
/**
|
||
* 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 );
|
||
|
||
//
|
||
// g_weapon.c
|
||
//
|
||
/**
|
||
* \brief Fire weapons.
|
||
*
|
||
* Handles weapon firing.
|
||
*
|
||
* \param ent the player
|
||
* \param alt_fire was this alt fire mode?
|
||
*/
|
||
void FireWeapon( gentity_t* ent, qboolean alt_fire );
|
||
|
||
//
|
||
// p_hud.c
|
||
//
|
||
/**
|
||
* 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.
|
||
*/
|
||
void MoveClientToIntermission (gentity_t* client);
|
||
|
||
/**
|
||
* Send deathmatch scorebard message.
|
||
*
|
||
* \param client A client.
|
||
*/
|
||
void DeathmatchScoreboardMessage (gentity_t* client);
|
||
|
||
//
|
||
// g_fx.c
|
||
//
|
||
void SP_fx_spark( gentity_t* ent );
|
||
|
||
//
|
||
// g_main.c
|
||
//
|
||
/**
|
||
* Find the intermission point. This is also used for spectator spawns.
|
||
*/
|
||
void FindIntermissionPoint( void );
|
||
|
||
/**
|
||
* Run think functions for entity.
|
||
*/
|
||
void G_RunThink (gentity_t* ent);
|
||
|
||
/**
|
||
* Send scorebard message to all clients.
|
||
*/
|
||
void SendScoreboardMessageToAllClients( void );
|
||
|
||
/**
|
||
* Print function that prints to the server console.
|
||
*/
|
||
void QDECL G_Printf( const char* fmt, ... ) __attribute__ ((format (printf, 1, 2)));
|
||
|
||
/**
|
||
* Error function. Will result in any running map to be stoped and this way somewhat stops the server.
|
||
*/
|
||
void QDECL G_Error( const char* fmt, ... ) __attribute__ ((format (printf, 1, 2)));
|
||
|
||
/**
|
||
* Print a message in a specified clients console.
|
||
*/
|
||
void QDECL G_PrintfClient( gentity_t* ent, const char* fmt, ...) __attribute__ ((format (printf, 2, 3)));
|
||
|
||
/**
|
||
* Print a message in all clients consoles.
|
||
*/
|
||
void QDECL G_PrintfClientAll(const char* fmt, ...) __attribute__ ((format (printf, 1, 2)));
|
||
|
||
//
|
||
// g_sql.c
|
||
//
|
||
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);
|
||
|
||
//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;
|
||
|
||
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[];
|
||
|
||
//////////////
|
||
|
||
/**
|
||
* \brief Select a random spawn point.
|
||
*
|
||
* Select a random spawn point.
|
||
*
|
||
* \return a random spawn point
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t* SelectRandomSpawnPoint( void ); //Added so it can be used in main.
|
||
|
||
//RPG-X Misc Sounds:
|
||
//extern sfxHandle_t n00bsnd;
|
||
|
||
/**
|
||
* Shutdown game.
|
||
*
|
||
* \param restart For map restart?
|
||
*/
|
||
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]; /*!< player model */
|
||
team_t team; /*!< player team */
|
||
pclass_t pClass; /*!< player class */
|
||
qboolean initialized; /*!< initialized? */
|
||
} clInitStatus_t;
|
||
|
||
//
|
||
// g_active.c
|
||
//
|
||
|
||
/**
|
||
* A new command has arrived from the client
|
||
*
|
||
* \param clientNum Cleintnum.
|
||
*/
|
||
void ClientThink( int clientNum ); // TODO move me to g_client.c
|
||
|
||
/**
|
||
* 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.
|
||
*/
|
||
void ClientEndFrame( gentity_t* ent ); // TODO move me to g_client.c
|
||
|
||
/**
|
||
* Run client.
|
||
*
|
||
* \param ent Client.
|
||
*/
|
||
void G_RunClient( gentity_t* ent ); // TODO move me to g_client.c
|
||
|
||
/**
|
||
* Remove a forcefield
|
||
*
|
||
* \param self The forcefield.
|
||
*/
|
||
void G_Active_ShieldRemove(gentity_t* self);
|
||
|
||
/**
|
||
* Throw a weapon away.
|
||
*
|
||
* \author Ubergames - Marcin
|
||
* \date 03/12/2008
|
||
* \param ent The client.
|
||
* \param txt Optional message for PADD dropping.
|
||
*/
|
||
void ThrowWeapon( gentity_t* ent, char* txt );
|
||
|
||
/**
|
||
* 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.
|
||
*/
|
||
/*@shared@*/ /*@null@*/ gentity_t *DropWeapon( gentity_t* ent, gitem_t* item, float angle, int flags, char* txt );
|
||
|
||
//
|
||
// g_mem.c
|
||
//
|
||
/**
|
||
* 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 );
|
||
|
||
//
|
||
// g_session.c
|
||
//
|
||
|
||
/**
|
||
* Read session data for a client.
|
||
*
|
||
* Called on a reconnect
|
||
*
|
||
* \param client The client.
|
||
*/
|
||
void G_ReadSessionData( gclient_t* client );
|
||
|
||
/**
|
||
* Initialize session data for a client.
|
||
*
|
||
* Called on a first-time connect
|
||
*
|
||
* \param client The client.
|
||
* \param userinfo String containing user info.
|
||
*/
|
||
void G_InitSessionData( gclient_t* client, char* userinfo );
|
||
|
||
/**
|
||
* Initialize world session.
|
||
*/
|
||
void G_InitWorldSession( void );
|
||
|
||
/**
|
||
* Write session data.
|
||
*/
|
||
void G_WriteSessionData( void );
|
||
|
||
//
|
||
// g_arenas.c
|
||
//
|
||
|
||
/**
|
||
* Update the tournament information.
|
||
*
|
||
* \todo Remove function and tournament related code.
|
||
*/
|
||
void UpdateTournamentInfo( void );
|
||
|
||
/**
|
||
* Spawn models on the victory pads.
|
||
*
|
||
* \todo Remove function and related code.
|
||
*/
|
||
void SpawnModelsOnVictoryPads( void );
|
||
|
||
/**
|
||
* Abort end of match podium display.
|
||
*
|
||
* \todo Remove function and related code.
|
||
*/
|
||
void Svcmd_AbortPodium_f( void );
|
||
|
||
//
|
||
// g_bot.c
|
||
//
|
||
|
||
/**
|
||
* Initialize bots.
|
||
*
|
||
* \param restart True if map restart.
|
||
*
|
||
* \todo Remove? We don't support bots.
|
||
*/
|
||
void G_InitBots( qboolean restart );
|
||
|
||
/**
|
||
* Get bot info by number.
|
||
*
|
||
* \param num number
|
||
*
|
||
* \todo Remove? We don't support bots.
|
||
*/
|
||
char* G_GetBotInfoByNumber( int num );
|
||
|
||
/**
|
||
* Get bot info by name.
|
||
*
|
||
* \param name Bot name.
|
||
*
|
||
* \todo Remove? We don't support bots.
|
||
*/
|
||
char* G_GetBotInfoByName( const char* name );
|
||
|
||
/**
|
||
* Check bot spawn queue and spawn bots if they are allowed.
|
||
*
|
||
* \todo Remove? We don't support bots.
|
||
*/
|
||
void G_CheckBotSpawn( void );
|
||
|
||
/**
|
||
* Add a bot to the bot spawn queue.
|
||
*
|
||
* \param clientNum Client number for this bot.
|
||
*
|
||
* \todo Remove? We don't support bots.
|
||
*/
|
||
void G_QueueBotBegin( int clientNum );
|
||
|
||
/**
|
||
* 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.
|
||
*/
|
||
qboolean G_BotConnect( int clientNum, qboolean restart );
|
||
|
||
/**
|
||
* Server command. Add bot.
|
||
*
|
||
* \todo Remove? We don't support bots.
|
||
*/
|
||
void Svcmd_AddBot_f( void );
|
||
|
||
/**
|
||
* Server command. Bot list.
|
||
*
|
||
* \todo Remove? We don't support bots.
|
||
*/
|
||
void Svcmd_BotList_f( void );
|
||
|
||
/**
|
||
* ???
|
||
*
|
||
* \todo Remove? We don't support bots.
|
||
*/
|
||
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]; /*!< filename of character file */
|
||
int skill; /*!< skill level */
|
||
char team[MAX_FILEPATH]; /*!< team */
|
||
char pclass[MAX_FILEPATH]; /*!< class */
|
||
} bot_settings_t;
|
||
|
||
/**
|
||
* Setup bot AI.
|
||
*
|
||
* \param restart Determines if this is a map restart.
|
||
*/
|
||
int BotAISetup( int restart );
|
||
|
||
/**
|
||
* Shutdown bot AI.
|
||
*
|
||
* \param restart Determines if this is a map restart.
|
||
*/
|
||
int BotAIShutdown( int restart );
|
||
|
||
/**
|
||
* Load map in bot lib.
|
||
*
|
||
* \param restart Determines if this is a map restart.
|
||
*/
|
||
int BotAILoadMap( int restart );
|
||
|
||
/**
|
||
* Setup bot AI for client.
|
||
*
|
||
* \param client client number
|
||
* \param settings bot settings
|
||
*/
|
||
int BotAISetupClient( int client, bot_settings_t* settings );
|
||
|
||
/**
|
||
* Shutdown bot client.
|
||
*
|
||
* \param client client number
|
||
*/
|
||
int BotAIShutdownClient( int client );
|
||
|
||
/**
|
||
* Star frame.
|
||
*
|
||
* \param time current time
|
||
*/
|
||
int BotAIStartFrame( int time );
|
||
|
||
|
||
//
|
||
// g_lua.c
|
||
//
|
||
#ifdef G_LUA
|
||
/**
|
||
* Lua hook for InitGame event.
|
||
*
|
||
* \param leveltime level time the event occured
|
||
* \param radomseed a random seed
|
||
* \param restart is this a map restart?
|
||
*/
|
||
void LuaHook_G_InitGame(int leveltime, unsigned int randomseed, int restart);
|
||
|
||
/**
|
||
* Lua hook for Shutdown event.
|
||
*
|
||
* \param restart is this a map restart?
|
||
*/
|
||
void LuaHook_G_Shutdown(int restart);
|
||
|
||
/**
|
||
* Lua hook for RunFrame event.
|
||
*
|
||
* \param leveltime the level time
|
||
*/
|
||
void LuaHook_G_RunFrame(int leveltime);
|
||
|
||
/**
|
||
* Lua hook for G_Print function.
|
||
*
|
||
* \param text text to be printed
|
||
*/
|
||
void LuaHook_G_Print(char* text);
|
||
/**
|
||
* Lua hook for G_ClientPrint function.
|
||
*
|
||
* \param text text to be printed
|
||
* \param entnum entity index for client the text gets send to
|
||
*/
|
||
void LuaHook_G_ClientPrint(char* text, int entnum);
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
void LuaHook_G_EntityThink(char* function, int entnum);
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
void LuaHook_G_EntityTouch(char* function, int entnum, int othernum);
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
void LuaHook_G_EntityUse(char* function, int entnum, int othernum, int activatornum);
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
void LuaHook_G_EntityHurt(char* function, int entnum, int inflictornum, int attackernum);
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
void LuaHook_G_EntityDie(char* function, int entnum, int inflictornum, int attackernum, int dmg, int mod);
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
void LuaHook_G_EntityFree(char* function, int entnum);
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
void LuaHook_G_EntityTrigger(char* function, int entnum, int othernum);
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
void LuaHook_G_EntitySpawn(char* function, int entnum);
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
void LuaHook_G_EntityReached(char* function, int entnum);
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
void LuaHook_G_EntityReachedAngular(char* function, int entnum);
|
||
|
||
/**
|
||
* 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);
|
||
|
||
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\
|
||
}
|
||
|
||
|
||
#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
|
||
|
||
// 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;
|
||
|
||
// 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. :)
|
||
|
||
/**
|
||
* Call G_PRINT in the engine.
|
||
* \param fmt format string.
|
||
*/
|
||
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 (<sizeof(buffer))
|
||
* \param f filehandle for the file to read from
|
||
*
|
||
* You have to open the file first.
|
||
*/
|
||
void trap_FS_Read( void* buffer, int len, fileHandle_t f );
|
||
|
||
/**
|
||
* 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.
|
||
*/
|
||
void trap_FS_Write( const void* buffer, int len, fileHandle_t f );
|
||
|
||
/**
|
||
* Close a file
|
||
* \param f filehandle for file to close
|
||
*/
|
||
void trap_FS_FCloseFile( fileHandle_t f );
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
int trap_FS_GetFileList( const char* path, const char* extension, char* listbuf, int bufsize );
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
void trap_SendConsoleCommand( int exec_when, const char *text );
|
||
|
||
/**
|
||
* 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)
|
||
*/
|
||
void trap_Cvar_Register( vmCvar_t* cvar, const char* var_name, const char* value, int flags );
|
||
|
||
/**
|
||
* \brief Update a cvar.
|
||
*
|
||
* Tells the server/engine that a cvar in the vm has changed.
|
||
* \param cvar cvar to update
|
||
*/
|
||
void trap_Cvar_Update( vmCvar_t* cvar );
|
||
|
||
/**
|
||
* Set the cvar to a value.
|
||
* \param var_name name of the cvar to set
|
||
* \param value new value for the cvar
|
||
*/
|
||
void trap_Cvar_Set( const char* var_name, const char* value );
|
||
|
||
/**
|
||
* Get the integer value for an cvar
|
||
* \param var_name name of the cvar
|
||
*/
|
||
int trap_Cvar_VariableIntegerValue( const char* var_name );
|
||
|
||
/**
|
||
* 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
|
||
*/
|
||
void trap_Cvar_VariableStringBuffer( const char* var_name, char* buffer, int bufsize );
|
||
|
||
/**
|
||
* 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]
|
||
*/
|
||
void trap_LocateGameData( gentity_t* gEnts, int numGEntities, int sizeofGEntity_t, playerState_t* gameClients, int sizeofGameClient );
|
||
|
||
/**
|
||
* Drop a client from server.
|
||
* \param clientNum client number of client to drop
|
||
* \param test reason for client drop
|
||
*/
|
||
void trap_DropClient( int clientNum, const char* reason );
|
||
|
||
/**
|
||
* \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.
|
||
*/
|
||
void trap_SendServerCommand( int clientNum, const char* text );
|
||
|
||
/**
|
||
* Set a configstring
|
||
* \param num CS_...
|
||
* \param string set cofig string to this
|
||
*/
|
||
void trap_SetConfigstring( int num, const char* string );
|
||
|
||
/**
|
||
* Get a configstring
|
||
* \param num CS_...
|
||
* \param buffer buffer to store config string in
|
||
* \param bufferSize size of buffer
|
||
*/
|
||
void trap_GetConfigstring( int num, char* buffer, int bufferSize );
|
||
|
||
/**
|
||
* Get the userinfo for a client
|
||
* \param num client number
|
||
* \param buffer buffer to store config string in
|
||
* \param size of buffer
|
||
*/
|
||
void trap_GetUserinfo( int num, char* buffer, int bufferSize );
|
||
|
||
/**
|
||
* Set the userinfo for a client
|
||
* \param num client number
|
||
* \param buffer string the contains new userinfo
|
||
*/
|
||
void trap_SetUserinfo( int num, const char* buffer );
|
||
|
||
/**
|
||
* Get server info.
|
||
* \param buffer buffer to store the info in
|
||
* \param bufferSize size of buffer
|
||
*/
|
||
void trap_GetServerinfo( char* buffer, int bufferSize );
|
||
|
||
/**
|
||
* \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>.
|
||
*/
|
||
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 );
|
||
|
||
/**
|
||
* 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);
|
||
|
||
/**
|
||
* Deletes a debug polygon.
|
||
*
|
||
* \param id id of polygon to delete
|
||
*/
|
||
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* 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* 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* 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* 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* 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* 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);
|
||
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* 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* 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);
|
||
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* result, int movestate, void* 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* goal, int travelflags, float lookahead, vec3_t target);
|
||
int trap_BotPredictVisiblePosition(vec3_t origin, int areanum, void* goal, int travelflags, vec3_t target);
|
||
int trap_BotAllocMoveState(void);
|
||
void trap_BotFreeMoveState(int handle);
|
||
void trap_BotInitMoveState(int handle, void* initmove);
|
||
|
||
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);
|
||
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 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;
|
||
|
||
/* 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_
|