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- /*
- 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.
- */
- // g_local.h -- local definitions for game module
- #include "q_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
- // edict->spawnflags
- // 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
- // edict->flags
- #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;
- // gitem_t->flags
- #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;
- extern int jacket_armor_index;
- extern int combat_armor_index;
- extern int body_armor_index;
- // 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) (int)&(((edict_t *)0)->x)
- #define STOFS(x) (int)&(((spawn_temp_t *)0)->x)
- #define LLOFS(x) (int)&(((level_locals_t *)0)->x)
- #define CLOFS(x) (int)&(((gclient_t *)0)->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 *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;
- // FIXME: move these fields to a server private sv_entity_t
- 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); //move to moveinfo?
- 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; // are all these legit? do we need more/less of them?
- float pain_debounce_time;
- float damage_debounce_time;
- float fly_sound_debounce_time; //move to clientinfo
- 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;
- };
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