yquake2remaster/src/game/header/local.h
2011-10-09 16:55:23 +00:00

1073 lines
28 KiB
C

/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Main header file for the game module.
*
* =======================================================================
*/
#ifndef GAME_LOCAL_H
#define GAME_LOCAL_H
#include "../../common/header/shared.h"
/* define GAME_INCLUDE so that game.h does not define the
short, server-visible gclient_t and edict_t structures,
because we define the full size ones in this file */
#define GAME_INCLUDE
#include "game.h"
/* the "gameversion" client command will print this plus compile date */
#define GAMEVERSION "baseq2"
/* protocol bytes that can be directly added to messages */
#define svc_muzzleflash 1
#define svc_muzzleflash2 2
#define svc_temp_entity 3
#define svc_layout 4
#define svc_inventory 5
#define svc_stufftext 11
/* ================================================================== */
/* view pitching times */
#define DAMAGE_TIME 0.5
#define FALL_TIME 0.3
/* these are set with checkboxes on each entity in the map editor */
#define SPAWNFLAG_NOT_EASY 0x00000100
#define SPAWNFLAG_NOT_MEDIUM 0x00000200
#define SPAWNFLAG_NOT_HARD 0x00000400
#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
#define SPAWNFLAG_NOT_COOP 0x00001000
#define FL_FLY 0x00000001
#define FL_SWIM 0x00000002 /* implied immunity to drowining */
#define FL_IMMUNE_LASER 0x00000004
#define FL_INWATER 0x00000008
#define FL_GODMODE 0x00000010
#define FL_NOTARGET 0x00000020
#define FL_IMMUNE_SLIME 0x00000040
#define FL_IMMUNE_LAVA 0x00000080
#define FL_PARTIALGROUND 0x00000100 /* not all corners are valid */
#define FL_WATERJUMP 0x00000200 /* player jumping out of water */
#define FL_TEAMSLAVE 0x00000400 /* not the first on the team */
#define FL_NO_KNOCKBACK 0x00000800
#define FL_POWER_ARMOR 0x00001000 /* power armor (if any) is active */
#define FL_RESPAWN 0x80000000 /* used for item respawning */
#define FRAMETIME 0.1
/* memory tags to allow dynamic memory to be cleaned up */
#define TAG_GAME 765 /* clear when unloading the dll */
#define TAG_LEVEL 766 /* clear when loading a new level */
#define MELEE_DISTANCE 80
#define BODY_QUEUE_SIZE 8
typedef enum
{
DAMAGE_NO,
DAMAGE_YES, /* will take damage if hit */
DAMAGE_AIM /* auto targeting recognizes this */
} damage_t;
typedef enum
{
WEAPON_READY,
WEAPON_ACTIVATING,
WEAPON_DROPPING,
WEAPON_FIRING
} weaponstate_t;
typedef enum
{
AMMO_BULLETS,
AMMO_SHELLS,
AMMO_ROCKETS,
AMMO_GRENADES,
AMMO_CELLS,
AMMO_SLUGS
} ammo_t;
/* deadflag */
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3
/* range */
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
/* gib types */
#define GIB_ORGANIC 0
#define GIB_METALLIC 1
/* monster ai flags */
#define AI_STAND_GROUND 0x00000001
#define AI_TEMP_STAND_GROUND 0x00000002
#define AI_SOUND_TARGET 0x00000004
#define AI_LOST_SIGHT 0x00000008
#define AI_PURSUIT_LAST_SEEN 0x00000010
#define AI_PURSUE_NEXT 0x00000020
#define AI_PURSUE_TEMP 0x00000040
#define AI_HOLD_FRAME 0x00000080
#define AI_GOOD_GUY 0x00000100
#define AI_BRUTAL 0x00000200
#define AI_NOSTEP 0x00000400
#define AI_DUCKED 0x00000800
#define AI_COMBAT_POINT 0x00001000
#define AI_MEDIC 0x00002000
#define AI_RESURRECTING 0x00004000
/* monster attack state */
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
/* armor types */
#define ARMOR_NONE 0
#define ARMOR_JACKET 1
#define ARMOR_COMBAT 2
#define ARMOR_BODY 3
#define ARMOR_SHARD 4
/* power armor types */
#define POWER_ARMOR_NONE 0
#define POWER_ARMOR_SCREEN 1
#define POWER_ARMOR_SHIELD 2
/* handedness values */
#define RIGHT_HANDED 0
#define LEFT_HANDED 1
#define CENTER_HANDED 2
/* game.serverflags values */
#define SFL_CROSS_TRIGGER_1 0x00000001
#define SFL_CROSS_TRIGGER_2 0x00000002
#define SFL_CROSS_TRIGGER_3 0x00000004
#define SFL_CROSS_TRIGGER_4 0x00000008
#define SFL_CROSS_TRIGGER_5 0x00000010
#define SFL_CROSS_TRIGGER_6 0x00000020
#define SFL_CROSS_TRIGGER_7 0x00000040
#define SFL_CROSS_TRIGGER_8 0x00000080
#define SFL_CROSS_TRIGGER_MASK 0x000000ff
/* noise types for PlayerNoise */
#define PNOISE_SELF 0
#define PNOISE_WEAPON 1
#define PNOISE_IMPACT 2
/* edict->movetype values */
typedef enum
{
MOVETYPE_NONE, /* never moves */
MOVETYPE_NOCLIP, /* origin and angles change with no interaction */
MOVETYPE_PUSH, /* no clip to world, push on box contact */
MOVETYPE_STOP, /* no clip to world, stops on box contact */
MOVETYPE_WALK, /* gravity */
MOVETYPE_STEP, /* gravity, special edge handling */
MOVETYPE_FLY,
MOVETYPE_TOSS, /* gravity */
MOVETYPE_FLYMISSILE, /* extra size to monsters */
MOVETYPE_BOUNCE
} movetype_t;
typedef struct
{
int base_count;
int max_count;
float normal_protection;
float energy_protection;
int armor;
} gitem_armor_t;
#define IT_WEAPON 1 /* use makes active weapon */
#define IT_AMMO 2
#define IT_ARMOR 4
#define IT_STAY_COOP 8
#define IT_KEY 16
#define IT_POWERUP 32
/* gitem_t->weapmodel for weapons indicates model index */
#define WEAP_BLASTER 1
#define WEAP_SHOTGUN 2
#define WEAP_SUPERSHOTGUN 3
#define WEAP_MACHINEGUN 4
#define WEAP_CHAINGUN 5
#define WEAP_GRENADES 6
#define WEAP_GRENADELAUNCHER 7
#define WEAP_ROCKETLAUNCHER 8
#define WEAP_HYPERBLASTER 9
#define WEAP_RAILGUN 10
#define WEAP_BFG 11
typedef struct gitem_s
{
char *classname; /* spawning name */
qboolean (*pickup)(struct edict_s *ent, struct edict_s *other);
void (*use)(struct edict_s *ent, struct gitem_s *item);
void (*drop)(struct edict_s *ent, struct gitem_s *item);
void (*weaponthink)(struct edict_s *ent);
char *pickup_sound;
char *world_model;
int world_model_flags;
char *view_model;
/* client side info */
char *icon;
char *pickup_name; /* for printing on pickup */
int count_width; /* number of digits to display by icon */
int quantity; /* for ammo how much, for weapons how much is used per shot */
char *ammo; /* for weapons */
int flags; /* IT_* flags */
int weapmodel; /* weapon model index (for weapons) */
void *info;
int tag;
char *precaches; /* string of all models, sounds, and images this item will use */
} gitem_t;
/* this structure is left intact through an entire game
it should be initialized at dll load time, and read/written to
the server.ssv file for savegames */
typedef struct
{
char helpmessage1[512];
char helpmessage2[512];
int helpchanged; /* flash F1 icon if non 0, play sound
and increment only if 1, 2, or 3 */
gclient_t *clients; /* [maxclients] */
/* can't store spawnpoint in level, because
it would get overwritten by the savegame
restore */
char spawnpoint[512]; /* needed for coop respawns */
/* store latched cvars here that we want to get at often */
int maxclients;
int maxentities;
/* cross level triggers */
int serverflags;
/* items */
int num_items;
qboolean autosaved;
} game_locals_t;
/* this structure is cleared as each map is entered
it is read/written to the level.sav file for savegames */
typedef struct
{
int framenum;
float time;
char level_name[MAX_QPATH]; /* the descriptive name (Outer Base, etc) */
char mapname[MAX_QPATH]; /* the server name (base1, etc) */
char nextmap[MAX_QPATH]; /* go here when fraglimit is hit */
/* intermission state */
float intermissiontime; /* time the intermission was started */
char *changemap;
int exitintermission;
vec3_t intermission_origin;
vec3_t intermission_angle;
edict_t *sight_client; /* changed once each frame for coop games */
edict_t *sight_entity;
int sight_entity_framenum;
edict_t *sound_entity;
int sound_entity_framenum;
edict_t *sound2_entity;
int sound2_entity_framenum;
int pic_health;
int total_secrets;
int found_secrets;
int total_goals;
int found_goals;
int total_monsters;
int killed_monsters;
edict_t *current_entity; /* entity running from G_RunFrame */
int body_que; /* dead bodies */
int power_cubes; /* ugly necessity for coop */
} level_locals_t;
/* spawn_temp_t is only used to hold entity field values that
can be set from the editor, but aren't actualy present
in edict_t during gameplay */
typedef struct
{
/* world vars */
char *sky;
float skyrotate;
vec3_t skyaxis;
char *nextmap;
int lip;
int distance;
int height;
char *noise;
float pausetime;
char *item;
char *gravity;
float minyaw;
float maxyaw;
float minpitch;
float maxpitch;
} spawn_temp_t;
typedef struct
{
/* fixed data */
vec3_t start_origin;
vec3_t start_angles;
vec3_t end_origin;
vec3_t end_angles;
int sound_start;
int sound_middle;
int sound_end;
float accel;
float speed;
float decel;
float distance;
float wait;
/* state data */
int state;
vec3_t dir;
float current_speed;
float move_speed;
float next_speed;
float remaining_distance;
float decel_distance;
void (*endfunc)(edict_t *);
} moveinfo_t;
typedef struct
{
void (*aifunc)(edict_t *self, float dist);
float dist;
void (*thinkfunc)(edict_t *self);
} mframe_t;
typedef struct
{
int firstframe;
int lastframe;
mframe_t *frame;
void (*endfunc)(edict_t *self);
} mmove_t;
typedef struct
{
mmove_t *currentmove;
int aiflags;
int nextframe;
float scale;
void (*stand)(edict_t *self);
void (*idle)(edict_t *self);
void (*search)(edict_t *self);
void (*walk)(edict_t *self);
void (*run)(edict_t *self);
void (*dodge)(edict_t *self, edict_t *other, float eta);
void (*attack)(edict_t *self);
void (*melee)(edict_t *self);
void (*sight)(edict_t *self, edict_t *other);
qboolean (*checkattack)(edict_t *self);
float pausetime;
float attack_finished;
vec3_t saved_goal;
float search_time;
float trail_time;
vec3_t last_sighting;
int attack_state;
int lefty;
float idle_time;
int linkcount;
int power_armor_type;
int power_armor_power;
} monsterinfo_t;
extern game_locals_t game;
extern level_locals_t level;
extern game_import_t gi;
extern game_export_t globals;
extern spawn_temp_t st;
extern int sm_meat_index;
extern int snd_fry;
/* means of death */
#define MOD_UNKNOWN 0
#define MOD_BLASTER 1
#define MOD_SHOTGUN 2
#define MOD_SSHOTGUN 3
#define MOD_MACHINEGUN 4
#define MOD_CHAINGUN 5
#define MOD_GRENADE 6
#define MOD_G_SPLASH 7
#define MOD_ROCKET 8
#define MOD_R_SPLASH 9
#define MOD_HYPERBLASTER 10
#define MOD_RAILGUN 11
#define MOD_BFG_LASER 12
#define MOD_BFG_BLAST 13
#define MOD_BFG_EFFECT 14
#define MOD_HANDGRENADE 15
#define MOD_HG_SPLASH 16
#define MOD_WATER 17
#define MOD_SLIME 18
#define MOD_LAVA 19
#define MOD_CRUSH 20
#define MOD_TELEFRAG 21
#define MOD_FALLING 22
#define MOD_SUICIDE 23
#define MOD_HELD_GRENADE 24
#define MOD_EXPLOSIVE 25
#define MOD_BARREL 26
#define MOD_BOMB 27
#define MOD_EXIT 28
#define MOD_SPLASH 29
#define MOD_TARGET_LASER 30
#define MOD_TRIGGER_HURT 31
#define MOD_HIT 32
#define MOD_TARGET_BLASTER 33
#define MOD_FRIENDLY_FIRE 0x8000000
extern int meansOfDeath;
extern edict_t *g_edicts;
#define FOFS(x) (size_t)&(((edict_t *)NULL)->x)
#define STOFS(x) (size_t)&(((spawn_temp_t *)NULL)->x)
#define LLOFS(x) (size_t)&(((level_locals_t *)NULL)->x)
#define CLOFS(x) (size_t)&(((gclient_t *)NULL)->x)
#define random() ((rand() & 0x7fff) / ((float)0x7fff))
#define crandom() (2.0 * (random() - 0.5))
extern cvar_t *maxentities;
extern cvar_t *deathmatch;
extern cvar_t *coop;
extern cvar_t *dmflags;
extern cvar_t *skill;
extern cvar_t *fraglimit;
extern cvar_t *timelimit;
extern cvar_t *password;
extern cvar_t *spectator_password;
extern cvar_t *needpass;
extern cvar_t *g_select_empty;
extern cvar_t *dedicated;
extern cvar_t *filterban;
extern cvar_t *sv_gravity;
extern cvar_t *sv_maxvelocity;
extern cvar_t *gun_x, *gun_y, *gun_z;
extern cvar_t *sv_rollspeed;
extern cvar_t *sv_rollangle;
extern cvar_t *run_pitch;
extern cvar_t *run_roll;
extern cvar_t *bob_up;
extern cvar_t *bob_pitch;
extern cvar_t *bob_roll;
extern cvar_t *sv_cheats;
extern cvar_t *maxclients;
extern cvar_t *maxspectators;
extern cvar_t *flood_msgs;
extern cvar_t *flood_persecond;
extern cvar_t *flood_waitdelay;
extern cvar_t *sv_maplist;
#define world (&g_edicts[0])
/* item spawnflags */
#define ITEM_TRIGGER_SPAWN 0x00000001
#define ITEM_NO_TOUCH 0x00000002
/* 6 bits reserved for editor flags */
/* 8 bits used as power cube id bits for coop games */
#define DROPPED_ITEM 0x00010000
#define DROPPED_PLAYER_ITEM 0x00020000
#define ITEM_TARGETS_USED 0x00040000
/* fields are needed for spawning from the entity
string and saving / loading games */
#define FFL_SPAWNTEMP 1
#define FFL_NOSPAWN 2
typedef enum
{
F_INT,
F_FLOAT,
F_LSTRING, /* string on disk, pointer in memory, TAG_LEVEL */
F_GSTRING, /* string on disk, pointer in memory, TAG_GAME */
F_VECTOR,
F_ANGLEHACK,
F_EDICT, /* index on disk, pointer in memory */
F_ITEM, /* index on disk, pointer in memory */
F_CLIENT, /* index on disk, pointer in memory */
F_FUNCTION,
F_MMOVE,
F_IGNORE
} fieldtype_t;
typedef struct
{
char *name;
int ofs;
fieldtype_t type;
int flags;
} field_t;
extern field_t fields[];
extern gitem_t itemlist[];
/* g_cmds.c */
void Cmd_Help_f(edict_t *ent);
void Cmd_Score_f(edict_t *ent);
/* g_items.c */
void PrecacheItem(gitem_t *it);
void InitItems(void);
void SetItemNames(void);
gitem_t *FindItem(char *pickup_name);
gitem_t *FindItemByClassname(char *classname);
#define ITEM_INDEX(x) ((x) - itemlist)
edict_t *Drop_Item(edict_t *ent, gitem_t *item);
void SetRespawn(edict_t *ent, float delay);
void ChangeWeapon(edict_t *ent);
void SpawnItem(edict_t *ent, gitem_t *item);
void Think_Weapon(edict_t *ent);
int ArmorIndex(edict_t *ent);
int PowerArmorType(edict_t *ent);
gitem_t *GetItemByIndex(int index);
qboolean Add_Ammo(edict_t *ent, gitem_t *item, int count);
void Touch_Item(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
/* g_utils.c */
qboolean KillBox(edict_t *ent);
void G_ProjectSource(vec3_t point, vec3_t distance, vec3_t forward,
vec3_t right, vec3_t result);
edict_t *G_Find(edict_t *from, int fieldofs, char *match);
edict_t *findradius(edict_t *from, vec3_t org, float rad);
edict_t *G_PickTarget(char *targetname);
void G_UseTargets(edict_t *ent, edict_t *activator);
void G_SetMovedir(vec3_t angles, vec3_t movedir);
void G_InitEdict(edict_t *e);
edict_t *G_Spawn(void);
void G_FreeEdict(edict_t *e);
void G_TouchTriggers(edict_t *ent);
void G_TouchSolids(edict_t *ent);
char *G_CopyString(char *in);
float *tv(float x, float y, float z);
char *vtos(vec3_t v);
float vectoyaw(vec3_t vec);
void vectoangles(vec3_t vec, vec3_t angles);
/* g_combat.c */
qboolean OnSameTeam(edict_t *ent1, edict_t *ent2);
qboolean CanDamage(edict_t *targ, edict_t *inflictor);
void T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker,
vec3_t dir, vec3_t point, vec3_t normal, int damage,
int knockback, int dflags, int mod);
void T_RadiusDamage(edict_t *inflictor, edict_t *attacker,
float damage, edict_t *ignore, float radius,
int mod);
/* damage flags */
#define DAMAGE_RADIUS 0x00000001 /* damage was indirect */
#define DAMAGE_NO_ARMOR 0x00000002 /* armour does not protect from this damage */
#define DAMAGE_ENERGY 0x00000004 /* damage is from an energy based weapon */
#define DAMAGE_NO_KNOCKBACK 0x00000008 /* do not affect velocity, just view angles */
#define DAMAGE_BULLET 0x00000010 /* damage is from a bullet (used for ricochets) */
#define DAMAGE_NO_PROTECTION 0x00000020 /* armor, shields, invulnerability, and godmode have no effect */
#define DEFAULT_BULLET_HSPREAD 300
#define DEFAULT_BULLET_VSPREAD 500
#define DEFAULT_SHOTGUN_HSPREAD 1000
#define DEFAULT_SHOTGUN_VSPREAD 500
#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
#define DEFAULT_SHOTGUN_COUNT 12
#define DEFAULT_SSHOTGUN_COUNT 20
/* g_monster.c */
void monster_fire_bullet(edict_t *self, vec3_t start, vec3_t dir, int damage,
int kick, int hspread, int vspread, int flashtype);
void monster_fire_shotgun(edict_t *self, vec3_t start, vec3_t aimdir,
int damage, int kick, int hspread, int vspread, int count,
int flashtype);
void monster_fire_blaster(edict_t *self, vec3_t start, vec3_t dir,
int damage, int speed, int flashtype, int effect);
void monster_fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir,
int damage, int speed, int flashtype);
void monster_fire_rocket(edict_t *self, vec3_t start, vec3_t dir,
int damage, int speed, int flashtype);
void monster_fire_railgun(edict_t *self, vec3_t start, vec3_t aimdir,
int damage, int kick, int flashtype);
void monster_fire_bfg(edict_t *self, vec3_t start, vec3_t aimdir,
int damage, int speed, int kick, float damage_radius,
int flashtype);
void M_droptofloor(edict_t *ent);
void monster_think(edict_t *self);
void walkmonster_start(edict_t *self);
void swimmonster_start(edict_t *self);
void flymonster_start(edict_t *self);
void AttackFinished(edict_t *self, float time);
void monster_death_use(edict_t *self);
void M_CatagorizePosition(edict_t *ent);
qboolean M_CheckAttack(edict_t *self);
void M_FlyCheck(edict_t *self);
void M_CheckGround(edict_t *ent);
/* g_misc.c */
void ThrowHead(edict_t *self, char *gibname, int damage, int type);
void ThrowClientHead(edict_t *self, int damage);
void ThrowGib(edict_t *self, char *gibname, int damage, int type);
void BecomeExplosion1(edict_t *self);
/* g_ai.c */
void AI_SetSightClient(void);
void ai_stand(edict_t *self, float dist);
void ai_move(edict_t *self, float dist);
void ai_walk(edict_t *self, float dist);
void ai_turn(edict_t *self, float dist);
void ai_run(edict_t *self, float dist);
void ai_charge(edict_t *self, float dist);
int range(edict_t *self, edict_t *other);
void FoundTarget(edict_t *self);
qboolean infront(edict_t *self, edict_t *other);
qboolean visible(edict_t *self, edict_t *other);
qboolean FacingIdeal(edict_t *self);
/* g_weapon.c */
void ThrowDebris(edict_t *self, char *modelname, float speed, vec3_t origin);
qboolean fire_hit(edict_t *self, vec3_t aim, int damage, int kick);
void fire_bullet(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int kick, int hspread, int vspread, int mod);
void fire_shotgun(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int kick, int hspread, int vspread, int count, int mod);
void fire_blaster(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int speed, int effect, qboolean hyper);
void fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int speed, float timer, float damage_radius);
void fire_grenade2(edict_t *self, vec3_t start, vec3_t aimdir, int damage,
int speed, float timer, float damage_radius, qboolean held);
void fire_rocket(edict_t *self, vec3_t start, vec3_t dir, int damage,
int speed, float damage_radius, int radius_damage);
void fire_rail(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
void fire_bfg(edict_t *self, vec3_t start, vec3_t dir, int damage,
int speed, float damage_radius);
/* g_ptrail.c */
void PlayerTrail_Init(void);
void PlayerTrail_Add(vec3_t spot);
void PlayerTrail_New(vec3_t spot);
edict_t *PlayerTrail_PickFirst(edict_t *self);
edict_t *PlayerTrail_PickNext(edict_t *self);
edict_t *PlayerTrail_LastSpot(void);
/* g_client.c */
void respawn(edict_t *ent);
void BeginIntermission(edict_t *targ);
void PutClientInServer(edict_t *ent);
void InitClientPersistant(gclient_t *client);
void InitClientResp(gclient_t *client);
void InitBodyQue(void);
void ClientBeginServerFrame(edict_t *ent);
/* g_player.c */
void player_pain(edict_t *self, edict_t *other, float kick, int damage);
void player_die(edict_t *self, edict_t *inflictor, edict_t *attacker,
int damage, vec3_t point);
/* g_svcmds.c */
void ServerCommand(void);
qboolean SV_FilterPacket(char *from);
/* p_view.c */
void ClientEndServerFrame(edict_t *ent);
/* p_hud.c */
void MoveClientToIntermission(edict_t *client);
void G_SetStats(edict_t *ent);
void G_SetSpectatorStats(edict_t *ent);
void G_CheckChaseStats(edict_t *ent);
void ValidateSelectedItem(edict_t *ent);
void DeathmatchScoreboardMessage(edict_t *client, edict_t *killer);
/* g_pweapon.c */
void PlayerNoise(edict_t *who, vec3_t where, int type);
/* m_move.c */
qboolean M_CheckBottom(edict_t *ent);
qboolean M_walkmove(edict_t *ent, float yaw, float dist);
void M_MoveToGoal(edict_t *ent, float dist);
void M_ChangeYaw(edict_t *ent);
/* g_phys.c */
void G_RunEntity(edict_t *ent);
/* g_main.c */
void SaveClientData(void);
void FetchClientEntData(edict_t *ent);
/* g_chase.c */
void UpdateChaseCam(edict_t *ent);
void ChaseNext(edict_t *ent);
void ChasePrev(edict_t *ent);
void GetChaseTarget(edict_t *ent);
/* ============================================================================ */
/* client_t->anim_priority */
#define ANIM_BASIC 0 /* stand / run */
#define ANIM_WAVE 1
#define ANIM_JUMP 2
#define ANIM_PAIN 3
#define ANIM_ATTACK 4
#define ANIM_DEATH 5
#define ANIM_REVERSE 6
/* client data that stays across multiple level loads */
typedef struct
{
char userinfo[MAX_INFO_STRING];
char netname[16];
int hand;
qboolean connected; /* a loadgame will leave valid entities that
just don't have a connection yet */
/* values saved and restored
from edicts when changing levels */
int health;
int max_health;
int savedFlags;
int selected_item;
int inventory[MAX_ITEMS];
/* ammo capacities */
int max_bullets;
int max_shells;
int max_rockets;
int max_grenades;
int max_cells;
int max_slugs;
gitem_t *weapon;
gitem_t *lastweapon;
int power_cubes; /* used for tracking the cubes in coop games */
int score; /* for calculating total unit score in coop games */
int game_helpchanged;
int helpchanged;
qboolean spectator; /* client is a spectator */
} client_persistant_t;
/* client data that stays across deathmatch respawns */
typedef struct
{
client_persistant_t coop_respawn; /* what to set client->pers to on a respawn */
int enterframe; /* level.framenum the client entered the game */
int score; /* frags, etc */
vec3_t cmd_angles; /* angles sent over in the last command */
qboolean spectator; /* client is a spectator */
} client_respawn_t;
/* this structure is cleared on each PutClientInServer(),
except for 'client->pers' */
struct gclient_s
{
/* known to server */
player_state_t ps; /* communicated by server to clients */
int ping;
/* private to game */
client_persistant_t pers;
client_respawn_t resp;
pmove_state_t old_pmove; /* for detecting out-of-pmove changes */
qboolean showscores; /* set layout stat */
qboolean showinventory; /* set layout stat */
qboolean showhelp;
qboolean showhelpicon;
int ammo_index;
int buttons;
int oldbuttons;
int latched_buttons;
qboolean weapon_thunk;
gitem_t *newweapon;
/* sum up damage over an entire frame, so
shotgun blasts give a single big kick */
int damage_armor; /* damage absorbed by armor */
int damage_parmor; /* damage absorbed by power armor */
int damage_blood; /* damage taken out of health */
int damage_knockback; /* impact damage */
vec3_t damage_from; /* origin for vector calculation */
float killer_yaw; /* when dead, look at killer */
weaponstate_t weaponstate;
vec3_t kick_angles; /* weapon kicks */
vec3_t kick_origin;
float v_dmg_roll, v_dmg_pitch, v_dmg_time; /* damage kicks */
float fall_time, fall_value; /* for view drop on fall */
float damage_alpha;
float bonus_alpha;
vec3_t damage_blend;
vec3_t v_angle; /* aiming direction */
float bobtime; /* so off-ground doesn't change it */
vec3_t oldviewangles;
vec3_t oldvelocity;
float next_drown_time;
int old_waterlevel;
int breather_sound;
int machinegun_shots; /* for weapon raising */
/* animation vars */
int anim_end;
int anim_priority;
qboolean anim_duck;
qboolean anim_run;
/* powerup timers */
float quad_framenum;
float invincible_framenum;
float breather_framenum;
float enviro_framenum;
qboolean grenade_blew_up;
float grenade_time;
int silencer_shots;
int weapon_sound;
float pickup_msg_time;
float flood_locktill; /* locked from talking */
float flood_when[10]; /* when messages were said */
int flood_whenhead; /* head pointer for when said */
float respawn_time; /* can respawn when time > this */
edict_t *chase_target; /* player we are chasing */
qboolean update_chase; /* need to update chase info? */
};
struct edict_s
{
entity_state_t s;
struct gclient_s *client; /* NULL if not a player
the server expects the first part
of gclient_s to be a player_state_t
but the rest of it is opaque */
qboolean inuse;
int linkcount;
link_t area; /* linked to a division node or leaf */
int num_clusters; /* if -1, use headnode instead */
int clusternums[MAX_ENT_CLUSTERS];
int headnode; /* unused if num_clusters != -1 */
int areanum, areanum2;
/* ================================ */
int svflags;
vec3_t mins, maxs;
vec3_t absmin, absmax, size;
solid_t solid;
int clipmask;
edict_t *owner;
/* DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER */
/* EXPECTS THE FIELDS IN THAT ORDER! */
/* ================================ */
int movetype;
int flags;
char *model;
float freetime; /* sv.time when the object was freed */
/* only used locally in game, not by server */
char *message;
char *classname;
int spawnflags;
float timestamp;
float angle; /* set in qe3, -1 = up, -2 = down */
char *target;
char *targetname;
char *killtarget;
char *team;
char *pathtarget;
char *deathtarget;
char *combattarget;
edict_t *target_ent;
float speed, accel, decel;
vec3_t movedir;
vec3_t pos1, pos2;
vec3_t velocity;
vec3_t avelocity;
int mass;
float air_finished;
float gravity; /* per entity gravity multiplier (1.0 is normal)
use for lowgrav artifact, flares */
edict_t *goalentity;
edict_t *movetarget;
float yaw_speed;
float ideal_yaw;
float nextthink;
void (*prethink)(edict_t *ent);
void (*think)(edict_t *self);
void (*blocked)(edict_t *self, edict_t *other);
void (*touch)(edict_t *self, edict_t *other, cplane_t *plane,
csurface_t *surf);
void (*use)(edict_t *self, edict_t *other, edict_t *activator);
void (*pain)(edict_t *self, edict_t *other, float kick, int damage);
void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker,
int damage, vec3_t point);
float touch_debounce_time;
float pain_debounce_time;
float damage_debounce_time;
float fly_sound_debounce_time;
float last_move_time;
int health;
int max_health;
int gib_health;
int deadflag;
qboolean show_hostile;
float powerarmor_time;
char *map; /* target_changelevel */
int viewheight; /* height above origin where eyesight is determined */
int takedamage;
int dmg;
int radius_dmg;
float dmg_radius;
int sounds; /* make this a spawntemp var? */
int count;
edict_t *chain;
edict_t *enemy;
edict_t *oldenemy;
edict_t *activator;
edict_t *groundentity;
int groundentity_linkcount;
edict_t *teamchain;
edict_t *teammaster;
edict_t *mynoise; /* can go in client only */
edict_t *mynoise2;
int noise_index;
int noise_index2;
float volume;
float attenuation;
/* timing variables */
float wait;
float delay; /* before firing targets */
float random;
float teleport_time;
int watertype;
int waterlevel;
vec3_t move_origin;
vec3_t move_angles;
/* move this to clientinfo? */
int light_level;
int style; /* also used as areaportal number */
gitem_t *item; /* for bonus items */
/* common data blocks */
moveinfo_t moveinfo;
monsterinfo_t monsterinfo;
};
#endif /* GAME_LOCAL_H */