g_local.h 40 KB

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  1. // Copyright (c) ZeniMax Media Inc.
  2. // Licensed under the GNU General Public License 2.0.
  3. // g_local.h -- local definitions for game module
  4. #include "q_shared.h"
  5. // define GAME_INCLUDE so that game.h does not define the
  6. // short, server-visible gclient_t and edict_t structures,
  7. // because we define the full size ones in this file
  8. #define GAME_INCLUDE
  9. #include "game.h"
  10. // the "gameversion" client command will print this plus compile date
  11. #define GAMEVERSION "baseq2"
  12. // protocol bytes that can be directly added to messages
  13. #define svc_muzzleflash 1
  14. #define svc_muzzleflash2 2
  15. #define svc_temp_entity 3
  16. #define svc_layout 4
  17. #define svc_inventory 5
  18. #define svc_stufftext 11
  19. //==================================================================
  20. #ifndef _WIN32
  21. #include <nan.h>
  22. #define min(a,b) ((a) < (b) ? (a) : (b))
  23. #define max(a,b) ((a) > (b) ? (a) : (b))
  24. #ifdef __sun__
  25. #define _isnan(a) (NaN((a)))
  26. #else
  27. #define _isnan(a) ((a)==NAN)
  28. #endif
  29. #endif
  30. //==================================================================
  31. // view pitching times
  32. #define DAMAGE_TIME 0.5
  33. #define FALL_TIME 0.3
  34. // ROGUE- id killed this weapon
  35. #define KILL_DISRUPTOR 1
  36. // rogue
  37. // edict->spawnflags
  38. // these are set with checkboxes on each entity in the map editor
  39. #define SPAWNFLAG_NOT_EASY 0x00000100
  40. #define SPAWNFLAG_NOT_MEDIUM 0x00000200
  41. #define SPAWNFLAG_NOT_HARD 0x00000400
  42. #define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
  43. #define SPAWNFLAG_NOT_COOP 0x00001000
  44. // edict->flags
  45. #define FL_FLY 0x00000001
  46. #define FL_SWIM 0x00000002 // implied immunity to drowining
  47. #define FL_IMMUNE_LASER 0x00000004
  48. #define FL_INWATER 0x00000008
  49. #define FL_GODMODE 0x00000010
  50. #define FL_NOTARGET 0x00000020
  51. #define FL_IMMUNE_SLIME 0x00000040
  52. #define FL_IMMUNE_LAVA 0x00000080
  53. #define FL_PARTIALGROUND 0x00000100 // not all corners are valid
  54. #define FL_WATERJUMP 0x00000200 // player jumping out of water
  55. #define FL_TEAMSLAVE 0x00000400 // not the first on the team
  56. #define FL_NO_KNOCKBACK 0x00000800
  57. #define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active
  58. #define FL_RESPAWN 0x80000000 // used for item respawning
  59. //ROGUE
  60. #define FL_MECHANICAL 0x00002000 // entity is mechanical, use sparks not blood
  61. #define FL_SAM_RAIMI 0x00004000 // entity is in sam raimi cam mode
  62. #define FL_DISGUISED 0x00008000 // entity is in disguise, monsters will not recognize.
  63. #define FL_NOGIB 0x00010000 // player has been vaporized by a nuke, drop no gibs
  64. //ROGUE
  65. #define FRAMETIME 0.1
  66. // memory tags to allow dynamic memory to be cleaned up
  67. #define TAG_GAME 765 // clear when unloading the dll
  68. #define TAG_LEVEL 766 // clear when loading a new level
  69. #define MELEE_DISTANCE 80
  70. #define BODY_QUEUE_SIZE 8
  71. typedef enum
  72. {
  73. DAMAGE_NO,
  74. DAMAGE_YES, // will take damage if hit
  75. DAMAGE_AIM // auto targeting recognizes this
  76. } damage_t;
  77. typedef enum
  78. {
  79. WEAPON_READY,
  80. WEAPON_ACTIVATING,
  81. WEAPON_DROPPING,
  82. WEAPON_FIRING
  83. } weaponstate_t;
  84. typedef enum
  85. {
  86. AMMO_BULLETS,
  87. AMMO_SHELLS,
  88. AMMO_ROCKETS,
  89. AMMO_GRENADES,
  90. AMMO_CELLS,
  91. AMMO_SLUGS,
  92. //ROGUE
  93. AMMO_FLECHETTES,
  94. AMMO_TESLA,
  95. #ifdef KILL_DISRUPTOR
  96. AMMO_PROX
  97. #else
  98. AMMO_PROX,
  99. AMMO_DISRUPTOR
  100. #endif
  101. } ammo_t;
  102. //deadflag
  103. #define DEAD_NO 0
  104. #define DEAD_DYING 1
  105. #define DEAD_DEAD 2
  106. #define DEAD_RESPAWNABLE 3
  107. //range
  108. #define RANGE_MELEE 0
  109. #define RANGE_NEAR 1
  110. #define RANGE_MID 2
  111. #define RANGE_FAR 3
  112. //gib types
  113. #define GIB_ORGANIC 0
  114. #define GIB_METALLIC 1
  115. //monster ai flags
  116. #define AI_STAND_GROUND 0x00000001
  117. #define AI_TEMP_STAND_GROUND 0x00000002
  118. #define AI_SOUND_TARGET 0x00000004
  119. #define AI_LOST_SIGHT 0x00000008
  120. #define AI_PURSUIT_LAST_SEEN 0x00000010
  121. #define AI_PURSUE_NEXT 0x00000020
  122. #define AI_PURSUE_TEMP 0x00000040
  123. #define AI_HOLD_FRAME 0x00000080
  124. #define AI_GOOD_GUY 0x00000100
  125. #define AI_BRUTAL 0x00000200
  126. #define AI_NOSTEP 0x00000400
  127. #define AI_DUCKED 0x00000800
  128. #define AI_COMBAT_POINT 0x00001000
  129. #define AI_MEDIC 0x00002000
  130. #define AI_RESURRECTING 0x00004000
  131. //ROGUE
  132. #define AI_WALK_WALLS 0x00008000
  133. #define AI_MANUAL_STEERING 0x00010000
  134. #define AI_TARGET_ANGER 0x00020000
  135. #define AI_DODGING 0x00040000
  136. #define AI_CHARGING 0x00080000
  137. #define AI_HINT_PATH 0x00100000
  138. #define AI_IGNORE_SHOTS 0x00200000
  139. // PMM - FIXME - last second added for E3 .. there's probably a better way to do this, but
  140. // this works
  141. #define AI_DO_NOT_COUNT 0x00400000 // set for healed monsters
  142. #define AI_SPAWNED_CARRIER 0x00800000 // both do_not_count and spawned are set for spawned monsters
  143. #define AI_SPAWNED_MEDIC_C 0x01000000 // both do_not_count and spawned are set for spawned monsters
  144. #define AI_SPAWNED_WIDOW 0x02000000 // both do_not_count and spawned are set for spawned monsters
  145. #define AI_SPAWNED_MASK 0x03800000 // mask to catch all three flavors of spawned
  146. #define AI_BLOCKED 0x04000000 // used by blocked_checkattack: set to say I'm attacking while blocked
  147. // (prevents run-attacks)
  148. //ROGUE
  149. //monster attack state
  150. #define AS_STRAIGHT 1
  151. #define AS_SLIDING 2
  152. #define AS_MELEE 3
  153. #define AS_MISSILE 4
  154. #define AS_BLIND 5 // PMM - used by boss code to do nasty things even if it can't see you
  155. // armor types
  156. #define ARMOR_NONE 0
  157. #define ARMOR_JACKET 1
  158. #define ARMOR_COMBAT 2
  159. #define ARMOR_BODY 3
  160. #define ARMOR_SHARD 4
  161. // power armor types
  162. #define POWER_ARMOR_NONE 0
  163. #define POWER_ARMOR_SCREEN 1
  164. #define POWER_ARMOR_SHIELD 2
  165. // handedness values
  166. #define RIGHT_HANDED 0
  167. #define LEFT_HANDED 1
  168. #define CENTER_HANDED 2
  169. // game.serverflags values
  170. #define SFL_CROSS_TRIGGER_1 0x00000001
  171. #define SFL_CROSS_TRIGGER_2 0x00000002
  172. #define SFL_CROSS_TRIGGER_3 0x00000004
  173. #define SFL_CROSS_TRIGGER_4 0x00000008
  174. #define SFL_CROSS_TRIGGER_5 0x00000010
  175. #define SFL_CROSS_TRIGGER_6 0x00000020
  176. #define SFL_CROSS_TRIGGER_7 0x00000040
  177. #define SFL_CROSS_TRIGGER_8 0x00000080
  178. #define SFL_CROSS_TRIGGER_MASK 0x000000ff
  179. // noise types for PlayerNoise
  180. #define PNOISE_SELF 0
  181. #define PNOISE_WEAPON 1
  182. #define PNOISE_IMPACT 2
  183. // edict->movetype values
  184. typedef enum
  185. {
  186. MOVETYPE_NONE, // never moves
  187. MOVETYPE_NOCLIP, // origin and angles change with no interaction
  188. MOVETYPE_PUSH, // no clip to world, push on box contact
  189. MOVETYPE_STOP, // no clip to world, stops on box contact
  190. MOVETYPE_WALK, // gravity
  191. MOVETYPE_STEP, // gravity, special edge handling
  192. MOVETYPE_FLY,
  193. MOVETYPE_TOSS, // gravity
  194. MOVETYPE_FLYMISSILE, // extra size to monsters
  195. MOVETYPE_BOUNCE,
  196. MOVETYPE_NEWTOSS // PGM - for deathball
  197. } movetype_t;
  198. typedef struct
  199. {
  200. int base_count;
  201. int max_count;
  202. float normal_protection;
  203. float energy_protection;
  204. int armor;
  205. } gitem_armor_t;
  206. // gitem_t->flags
  207. #define IT_WEAPON 0x00000001 // use makes active weapon
  208. #define IT_AMMO 0x00000002
  209. #define IT_ARMOR 0x00000004
  210. #define IT_STAY_COOP 0x00000008
  211. #define IT_KEY 0x00000010
  212. #define IT_POWERUP 0x00000020
  213. // ROGUE
  214. #define IT_MELEE 0x00000040
  215. #define IT_NOT_GIVEABLE 0x00000080 // item can not be given
  216. // ROGUE
  217. // gitem_t->weapmodel for weapons indicates model index
  218. #define WEAP_BLASTER 1
  219. #define WEAP_SHOTGUN 2
  220. #define WEAP_SUPERSHOTGUN 3
  221. #define WEAP_MACHINEGUN 4
  222. #define WEAP_CHAINGUN 5
  223. #define WEAP_GRENADES 6
  224. #define WEAP_GRENADELAUNCHER 7
  225. #define WEAP_ROCKETLAUNCHER 8
  226. #define WEAP_HYPERBLASTER 9
  227. #define WEAP_RAILGUN 10
  228. #define WEAP_BFG 11
  229. #define WEAP_DISRUPTOR 12 // PGM
  230. #define WEAP_ETFRIFLE 13 // PGM
  231. #define WEAP_PLASMA 14 // PGM
  232. #define WEAP_PROXLAUNCH 15 // PGM
  233. #define WEAP_CHAINFIST 16 // PGM
  234. typedef struct gitem_s
  235. {
  236. char *classname; // spawning name
  237. qboolean (*pickup)(struct edict_s *ent, struct edict_s *other);
  238. void (*use)(struct edict_s *ent, struct gitem_s *item);
  239. void (*drop)(struct edict_s *ent, struct gitem_s *item);
  240. void (*weaponthink)(struct edict_s *ent);
  241. char *pickup_sound;
  242. char *world_model;
  243. int world_model_flags;
  244. char *view_model;
  245. // client side info
  246. char *icon;
  247. char *pickup_name; // for printing on pickup
  248. int count_width; // number of digits to display by icon
  249. int quantity; // for ammo how much, for weapons how much is used per shot
  250. char *ammo; // for weapons
  251. int flags; // IT_* flags
  252. int weapmodel; // weapon model index (for weapons)
  253. void *info;
  254. int tag;
  255. char *precaches; // string of all models, sounds, and images this item will use
  256. } gitem_t;
  257. //
  258. // this structure is left intact through an entire game
  259. // it should be initialized at dll load time, and read/written to
  260. // the server.ssv file for savegames
  261. //
  262. typedef struct
  263. {
  264. char helpmessage1[512];
  265. char helpmessage2[512];
  266. int helpchanged; // flash F1 icon if non 0, play sound
  267. // and increment only if 1, 2, or 3
  268. gclient_t *clients; // [maxclients]
  269. // can't store spawnpoint in level, because
  270. // it would get overwritten by the savegame restore
  271. char spawnpoint[512]; // needed for coop respawns
  272. // store latched cvars here that we want to get at often
  273. int maxclients;
  274. int maxentities;
  275. // cross level triggers
  276. int serverflags;
  277. // items
  278. int num_items;
  279. qboolean autosaved;
  280. } game_locals_t;
  281. //
  282. // this structure is cleared as each map is entered
  283. // it is read/written to the level.sav file for savegames
  284. //
  285. typedef struct
  286. {
  287. int framenum;
  288. float time;
  289. char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc)
  290. char mapname[MAX_QPATH]; // the server name (base1, etc)
  291. char nextmap[MAX_QPATH]; // go here when fraglimit is hit
  292. // intermission state
  293. float intermissiontime; // time the intermission was started
  294. char *changemap;
  295. int exitintermission;
  296. vec3_t intermission_origin;
  297. vec3_t intermission_angle;
  298. edict_t *sight_client; // changed once each frame for coop games
  299. edict_t *sight_entity;
  300. int sight_entity_framenum;
  301. edict_t *sound_entity;
  302. int sound_entity_framenum;
  303. edict_t *sound2_entity;
  304. int sound2_entity_framenum;
  305. int pic_health;
  306. int total_secrets;
  307. int found_secrets;
  308. int total_goals;
  309. int found_goals;
  310. int total_monsters;
  311. int killed_monsters;
  312. edict_t *current_entity; // entity running from G_RunFrame
  313. int body_que; // dead bodies
  314. int power_cubes; // ugly necessity for coop
  315. // ROGUE
  316. edict_t *disguise_violator;
  317. int disguise_violation_framenum;
  318. // ROGUE
  319. } level_locals_t;
  320. // spawn_temp_t is only used to hold entity field values that
  321. // can be set from the editor, but aren't actualy present
  322. // in edict_t during gameplay
  323. typedef struct
  324. {
  325. // world vars
  326. char *sky;
  327. float skyrotate;
  328. vec3_t skyaxis;
  329. char *nextmap;
  330. int lip;
  331. int distance;
  332. int height;
  333. char *noise;
  334. float pausetime;
  335. char *item;
  336. char *gravity;
  337. float minyaw;
  338. float maxyaw;
  339. float minpitch;
  340. float maxpitch;
  341. } spawn_temp_t;
  342. typedef struct
  343. {
  344. // fixed data
  345. vec3_t start_origin;
  346. vec3_t start_angles;
  347. vec3_t end_origin;
  348. vec3_t end_angles;
  349. int sound_start;
  350. int sound_middle;
  351. int sound_end;
  352. float accel;
  353. float speed;
  354. float decel;
  355. float distance;
  356. float wait;
  357. // state data
  358. int state;
  359. vec3_t dir;
  360. float current_speed;
  361. float move_speed;
  362. float next_speed;
  363. float remaining_distance;
  364. float decel_distance;
  365. void (*endfunc)(edict_t *);
  366. } moveinfo_t;
  367. typedef struct
  368. {
  369. void (*aifunc)(edict_t *self, float dist);
  370. float dist;
  371. void (*thinkfunc)(edict_t *self);
  372. } mframe_t;
  373. typedef struct
  374. {
  375. int firstframe;
  376. int lastframe;
  377. mframe_t *frame;
  378. void (*endfunc)(edict_t *self);
  379. } mmove_t;
  380. typedef struct
  381. {
  382. mmove_t *currentmove;
  383. unsigned int aiflags; // PGM - unsigned, since we're close to the max
  384. int nextframe;
  385. float scale;
  386. void (*stand)(edict_t *self);
  387. void (*idle)(edict_t *self);
  388. void (*search)(edict_t *self);
  389. void (*walk)(edict_t *self);
  390. void (*run)(edict_t *self);
  391. void (*dodge)(edict_t *self, edict_t *other, float eta, trace_t *tr);
  392. void (*attack)(edict_t *self);
  393. void (*melee)(edict_t *self);
  394. void (*sight)(edict_t *self, edict_t *other);
  395. qboolean (*checkattack)(edict_t *self);
  396. float pausetime;
  397. float attack_finished;
  398. vec3_t saved_goal;
  399. float search_time;
  400. float trail_time;
  401. vec3_t last_sighting;
  402. int attack_state;
  403. int lefty;
  404. float idle_time;
  405. int linkcount;
  406. int power_armor_type;
  407. int power_armor_power;
  408. //ROGUE
  409. qboolean (*blocked)(edict_t *self, float dist);
  410. // edict_t *last_hint; // last hint_path the monster touched
  411. float last_hint_time; // last time the monster checked for hintpaths.
  412. edict_t *goal_hint; // which hint_path we're trying to get to
  413. int medicTries;
  414. edict_t *badMedic1, *badMedic2; // these medics have declared this monster "unhealable"
  415. edict_t *healer; // this is who is healing this monster
  416. void (*duck)(edict_t *self, float eta);
  417. void (*unduck)(edict_t *self);
  418. void (*sidestep)(edict_t *self);
  419. // while abort_duck would be nice, only monsters which duck but don't sidestep would use it .. only the brain
  420. // not really worth it. sidestep is an implied abort_duck
  421. // void (*abort_duck)(edict_t *self);
  422. float base_height;
  423. float next_duck_time;
  424. float duck_wait_time;
  425. edict_t *last_player_enemy;
  426. // blindfire stuff .. the boolean says whether the monster will do it, and blind_fire_time is the timing
  427. // (set in the monster) of the next shot
  428. qboolean blindfire; // will the monster blindfire?
  429. float blind_fire_delay;
  430. vec3_t blind_fire_target;
  431. // used by the spawners to not spawn too much and keep track of #s of monsters spawned
  432. int monster_slots;
  433. int monster_used;
  434. edict_t *commander;
  435. // powerup timers, used by widow, our friend
  436. float quad_framenum;
  437. float invincible_framenum;
  438. float double_framenum;
  439. //ROGUE
  440. } monsterinfo_t;
  441. // ROGUE
  442. // this determines how long to wait after a duck to duck again. this needs to be longer than
  443. // the time after the monster_duck_up in all of the animation sequences
  444. #define DUCK_INTERVAL 0.5
  445. // ROGUE
  446. extern game_locals_t game;
  447. extern level_locals_t level;
  448. extern game_import_t gi;
  449. extern game_export_t globals;
  450. extern spawn_temp_t st;
  451. extern int sm_meat_index;
  452. extern int snd_fry;
  453. extern int jacket_armor_index;
  454. extern int combat_armor_index;
  455. extern int body_armor_index;
  456. // means of death
  457. #define MOD_UNKNOWN 0
  458. #define MOD_BLASTER 1
  459. #define MOD_SHOTGUN 2
  460. #define MOD_SSHOTGUN 3
  461. #define MOD_MACHINEGUN 4
  462. #define MOD_CHAINGUN 5
  463. #define MOD_GRENADE 6
  464. #define MOD_G_SPLASH 7
  465. #define MOD_ROCKET 8
  466. #define MOD_R_SPLASH 9
  467. #define MOD_HYPERBLASTER 10
  468. #define MOD_RAILGUN 11
  469. #define MOD_BFG_LASER 12
  470. #define MOD_BFG_BLAST 13
  471. #define MOD_BFG_EFFECT 14
  472. #define MOD_HANDGRENADE 15
  473. #define MOD_HG_SPLASH 16
  474. #define MOD_WATER 17
  475. #define MOD_SLIME 18
  476. #define MOD_LAVA 19
  477. #define MOD_CRUSH 20
  478. #define MOD_TELEFRAG 21
  479. #define MOD_FALLING 22
  480. #define MOD_SUICIDE 23
  481. #define MOD_HELD_GRENADE 24
  482. #define MOD_EXPLOSIVE 25
  483. #define MOD_BARREL 26
  484. #define MOD_BOMB 27
  485. #define MOD_EXIT 28
  486. #define MOD_SPLASH 29
  487. #define MOD_TARGET_LASER 30
  488. #define MOD_TRIGGER_HURT 31
  489. #define MOD_HIT 32
  490. #define MOD_TARGET_BLASTER 33
  491. #define MOD_FRIENDLY_FIRE 0x8000000
  492. //========
  493. //ROGUE
  494. #define MOD_CHAINFIST 40
  495. #define MOD_DISINTEGRATOR 41
  496. #define MOD_ETF_RIFLE 42
  497. #define MOD_BLASTER2 43
  498. #define MOD_HEATBEAM 44
  499. #define MOD_TESLA 45
  500. #define MOD_PROX 46
  501. #define MOD_NUKE 47
  502. #define MOD_VENGEANCE_SPHERE 48
  503. #define MOD_HUNTER_SPHERE 49
  504. #define MOD_DEFENDER_SPHERE 50
  505. #define MOD_TRACKER 51
  506. #define MOD_DBALL_CRUSH 52
  507. #define MOD_DOPPLE_EXPLODE 53
  508. #define MOD_DOPPLE_VENGEANCE 54
  509. #define MOD_DOPPLE_HUNTER 55
  510. //ROGUE
  511. //========
  512. extern int meansOfDeath;
  513. extern edict_t *g_edicts;
  514. #define FOFS(x) (int)&(((edict_t *)0)->x)
  515. #define STOFS(x) (int)&(((spawn_temp_t *)0)->x)
  516. #define LLOFS(x) (int)&(((level_locals_t *)0)->x)
  517. #define CLOFS(x) (int)&(((gclient_t *)0)->x)
  518. #define random() ((rand () & 0x7fff) / ((float)0x7fff))
  519. #define crandom() (2.0 * (random() - 0.5))
  520. extern cvar_t *maxentities;
  521. extern cvar_t *deathmatch;
  522. extern cvar_t *coop;
  523. extern cvar_t *dmflags;
  524. extern cvar_t *skill;
  525. extern cvar_t *fraglimit;
  526. extern cvar_t *timelimit;
  527. extern cvar_t *password;
  528. extern cvar_t *spectator_password;
  529. extern cvar_t *g_select_empty;
  530. extern cvar_t *dedicated;
  531. extern cvar_t *filterban;
  532. extern cvar_t *sv_gravity;
  533. extern cvar_t *sv_maxvelocity;
  534. extern cvar_t *gun_x, *gun_y, *gun_z;
  535. extern cvar_t *sv_rollspeed;
  536. extern cvar_t *sv_rollangle;
  537. extern cvar_t *run_pitch;
  538. extern cvar_t *run_roll;
  539. extern cvar_t *bob_up;
  540. extern cvar_t *bob_pitch;
  541. extern cvar_t *bob_roll;
  542. extern cvar_t *sv_cheats;
  543. extern cvar_t *maxclients;
  544. extern cvar_t *maxspectators;
  545. extern cvar_t *flood_msgs;
  546. extern cvar_t *flood_persecond;
  547. extern cvar_t *flood_waitdelay;
  548. extern cvar_t *sv_maplist;
  549. extern cvar_t *sv_stopspeed; // PGM - this was a define in g_phys.c
  550. //ROGUE
  551. extern cvar_t *g_showlogic;
  552. extern cvar_t *gamerules;
  553. extern cvar_t *huntercam;
  554. extern cvar_t *strong_mines;
  555. extern cvar_t *randomrespawn;
  556. // this is for the count of monsters
  557. #define ENT_SLOTS_LEFT (ent->monsterinfo.monster_slots - ent->monsterinfo.monster_used)
  558. #define SELF_SLOTS_LEFT (self->monsterinfo.monster_slots - self->monsterinfo.monster_used)
  559. //ROGUE
  560. #define world (&g_edicts[0])
  561. // item spawnflags
  562. #define ITEM_TRIGGER_SPAWN 0x00000001
  563. #define ITEM_NO_TOUCH 0x00000002
  564. // 6 bits reserved for editor flags
  565. // 8 bits used as power cube id bits for coop games
  566. #define DROPPED_ITEM 0x00010000
  567. #define DROPPED_PLAYER_ITEM 0x00020000
  568. #define ITEM_TARGETS_USED 0x00040000
  569. //
  570. // fields are needed for spawning from the entity string
  571. // and saving / loading games
  572. //
  573. #define FFL_SPAWNTEMP 1
  574. #define FFL_NOSPAWN 2
  575. typedef enum {
  576. F_INT,
  577. F_FLOAT,
  578. F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
  579. F_GSTRING, // string on disk, pointer in memory, TAG_GAME
  580. F_VECTOR,
  581. F_ANGLEHACK,
  582. F_EDICT, // index on disk, pointer in memory
  583. F_ITEM, // index on disk, pointer in memory
  584. F_CLIENT, // index on disk, pointer in memory
  585. F_FUNCTION,
  586. F_MMOVE,
  587. F_IGNORE
  588. } fieldtype_t;
  589. typedef struct
  590. {
  591. char *name;
  592. int ofs;
  593. fieldtype_t type;
  594. int flags;
  595. } field_t;
  596. extern field_t fields[];
  597. extern gitem_t itemlist[];
  598. //
  599. // g_cmds.c
  600. //
  601. void Cmd_Help_f (edict_t *ent);
  602. void Cmd_Score_f (edict_t *ent);
  603. //
  604. // g_items.c
  605. //
  606. void PrecacheItem (gitem_t *it);
  607. void InitItems (void);
  608. void SetItemNames (void);
  609. gitem_t *FindItem (char *pickup_name);
  610. gitem_t *FindItemByClassname (char *classname);
  611. #define ITEM_INDEX(x) ((x)-itemlist)
  612. edict_t *Drop_Item (edict_t *ent, gitem_t *item);
  613. void SetRespawn (edict_t *ent, float delay);
  614. void ChangeWeapon (edict_t *ent);
  615. void SpawnItem (edict_t *ent, gitem_t *item);
  616. void Think_Weapon (edict_t *ent);
  617. int ArmorIndex (edict_t *ent);
  618. int PowerArmorType (edict_t *ent);
  619. gitem_t *GetItemByIndex (int index);
  620. qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count);
  621. void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
  622. //
  623. // g_utils.c
  624. //
  625. qboolean KillBox (edict_t *ent);
  626. void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
  627. edict_t *G_Find (edict_t *from, int fieldofs, char *match);
  628. edict_t *findradius (edict_t *from, vec3_t org, float rad);
  629. edict_t *G_PickTarget (char *targetname);
  630. void G_UseTargets (edict_t *ent, edict_t *activator);
  631. void G_SetMovedir (vec3_t angles, vec3_t movedir);
  632. void G_InitEdict (edict_t *e);
  633. edict_t *G_Spawn (void);
  634. void G_FreeEdict (edict_t *e);
  635. void G_TouchTriggers (edict_t *ent);
  636. void G_TouchSolids (edict_t *ent);
  637. char *G_CopyString (char *in);
  638. float *tv (float x, float y, float z);
  639. char *vtos (vec3_t v);
  640. float vectoyaw (vec3_t vec);
  641. void vectoangles (vec3_t vec, vec3_t angles);
  642. //ROGUE
  643. void G_ProjectSource2 (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result);
  644. float vectoyaw2 (vec3_t vec);
  645. void vectoangles2 (vec3_t vec, vec3_t angles);
  646. edict_t *findradius2 (edict_t *from, vec3_t org, float rad);
  647. //ROGUE
  648. //
  649. // g_combat.c
  650. //
  651. qboolean OnSameTeam (edict_t *ent1, edict_t *ent2);
  652. qboolean CanDamage (edict_t *targ, edict_t *inflictor);
  653. 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);
  654. void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
  655. //ROGUE
  656. void T_RadiusNukeDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
  657. void T_RadiusClassDamage (edict_t *inflictor, edict_t *attacker, float damage, char *ignoreClass, float radius, int mod);
  658. void cleanupHealTarget (edict_t *ent);
  659. //ROGUE
  660. // damage flags
  661. #define DAMAGE_RADIUS 0x00000001 // damage was indirect
  662. #define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
  663. #define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
  664. #define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
  665. #define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
  666. #define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
  667. //ROGUE
  668. #define DAMAGE_DESTROY_ARMOR 0x00000040 // damage is done to armor and health.
  669. #define DAMAGE_NO_REG_ARMOR 0x00000080 // damage skips regular armor
  670. #define DAMAGE_NO_POWER_ARMOR 0x00000100 // damage skips power armor
  671. //ROGUE
  672. #define DEFAULT_BULLET_HSPREAD 300
  673. #define DEFAULT_BULLET_VSPREAD 500
  674. #define DEFAULT_SHOTGUN_HSPREAD 1000
  675. #define DEFAULT_SHOTGUN_VSPREAD 500
  676. #define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
  677. #define DEFAULT_SHOTGUN_COUNT 12
  678. #define DEFAULT_SSHOTGUN_COUNT 20
  679. //
  680. // g_monster.c
  681. //
  682. void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype);
  683. 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);
  684. void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
  685. void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype);
  686. void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype);
  687. void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype);
  688. void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype);
  689. void M_droptofloor (edict_t *ent);
  690. void monster_think (edict_t *self);
  691. void walkmonster_start (edict_t *self);
  692. void swimmonster_start (edict_t *self);
  693. void flymonster_start (edict_t *self);
  694. void AttackFinished (edict_t *self, float time);
  695. void monster_death_use (edict_t *self);
  696. void M_CatagorizePosition (edict_t *ent);
  697. qboolean M_CheckAttack (edict_t *self);
  698. void M_FlyCheck (edict_t *self);
  699. void M_CheckGround (edict_t *ent);
  700. //ROGUE
  701. void monster_fire_blaster2 (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
  702. void monster_fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy, int flashtype);
  703. void monster_fire_heat (edict_t *self, vec3_t start, vec3_t dir, vec3_t offset, int damage, int kick, int flashtype);
  704. void stationarymonster_start (edict_t *self);
  705. void monster_done_dodge (edict_t *self);
  706. //ROGUE
  707. //
  708. // g_misc.c
  709. //
  710. void ThrowHead (edict_t *self, char *gibname, int damage, int type);
  711. void ThrowClientHead (edict_t *self, int damage);
  712. void ThrowGib (edict_t *self, char *gibname, int damage, int type);
  713. void BecomeExplosion1(edict_t *self);
  714. //
  715. // g_ai.c
  716. //
  717. void AI_SetSightClient (void);
  718. void ai_stand (edict_t *self, float dist);
  719. void ai_move (edict_t *self, float dist);
  720. void ai_walk (edict_t *self, float dist);
  721. void ai_turn (edict_t *self, float dist);
  722. void ai_run (edict_t *self, float dist);
  723. void ai_charge (edict_t *self, float dist);
  724. int range (edict_t *self, edict_t *other);
  725. void FoundTarget (edict_t *self);
  726. qboolean infront (edict_t *self, edict_t *other);
  727. qboolean visible (edict_t *self, edict_t *other);
  728. qboolean FacingIdeal(edict_t *self);
  729. //
  730. // g_weapon.c
  731. //
  732. void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin);
  733. qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick);
  734. void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod);
  735. void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod);
  736. void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
  737. void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
  738. void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held);
  739. void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage);
  740. void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick);
  741. void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius);
  742. //
  743. // g_ptrail.c
  744. //
  745. void PlayerTrail_Init (void);
  746. void PlayerTrail_Add (vec3_t spot);
  747. void PlayerTrail_New (vec3_t spot);
  748. edict_t *PlayerTrail_PickFirst (edict_t *self);
  749. edict_t *PlayerTrail_PickNext (edict_t *self);
  750. edict_t *PlayerTrail_LastSpot (void);
  751. //
  752. // g_client.c
  753. //
  754. void respawn (edict_t *ent);
  755. void BeginIntermission (edict_t *targ);
  756. void PutClientInServer (edict_t *ent);
  757. void InitClientPersistant (gclient_t *client);
  758. void InitClientResp (gclient_t *client);
  759. void InitBodyQue (void);
  760. void ClientBeginServerFrame (edict_t *ent);
  761. //
  762. // g_player.c
  763. //
  764. void player_pain (edict_t *self, edict_t *other, float kick, int damage);
  765. void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
  766. //
  767. // g_svcmds.c
  768. //
  769. void ServerCommand (void);
  770. qboolean SV_FilterPacket (char *from);
  771. //
  772. // p_view.c
  773. //
  774. void ClientEndServerFrame (edict_t *ent);
  775. //
  776. // p_hud.c
  777. //
  778. void MoveClientToIntermission (edict_t *client);
  779. void G_SetStats (edict_t *ent);
  780. void G_SetSpectatorStats (edict_t *ent);
  781. void G_CheckChaseStats (edict_t *ent);
  782. void ValidateSelectedItem (edict_t *ent);
  783. void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);
  784. //
  785. // g_pweapon.c
  786. //
  787. void PlayerNoise(edict_t *who, vec3_t where, int type);
  788. //
  789. // m_move.c
  790. //
  791. qboolean M_CheckBottom (edict_t *ent);
  792. qboolean M_walkmove (edict_t *ent, float yaw, float dist);
  793. void M_MoveToGoal (edict_t *ent, float dist);
  794. void M_ChangeYaw (edict_t *ent);
  795. //
  796. // g_phys.c
  797. //
  798. void G_RunEntity (edict_t *ent);
  799. //
  800. // g_main.c
  801. //
  802. void SaveClientData (void);
  803. void FetchClientEntData (edict_t *ent);
  804. //
  805. // g_chase.c
  806. //
  807. void UpdateChaseCam(edict_t *ent);
  808. void ChaseNext(edict_t *ent);
  809. void ChasePrev(edict_t *ent);
  810. void GetChaseTarget(edict_t *ent);
  811. //====================
  812. // ROGUE PROTOTYPES
  813. //
  814. // g_newweap.c
  815. //
  816. //extern float nuke_framenum;
  817. void fire_flechette (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int kick);
  818. void fire_prox (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
  819. void fire_nuke (edict_t *self, vec3_t start, vec3_t aimdir, int speed);
  820. void fire_flame (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
  821. void fire_burst (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
  822. void fire_maintain (edict_t *, edict_t *, vec3_t start, vec3_t aimdir, int damage, int speed);
  823. void fire_incendiary_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius);
  824. void fire_player_melee (edict_t *self, vec3_t start, vec3_t aim, int reach, int damage, int kick, int quiet, int mod);
  825. void fire_tesla (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed);
  826. void fire_blaster2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper);
  827. void fire_heat (edict_t *self, vec3_t start, vec3_t aimdir, vec3_t offset, int damage, int kick, qboolean monster);
  828. void fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy);
  829. //
  830. // g_newai.c
  831. //
  832. qboolean blocked_checkshot (edict_t *self, float shotChance);
  833. qboolean blocked_checkplat (edict_t *self, float dist);
  834. qboolean blocked_checkjump (edict_t *self, float dist, float maxDown, float maxUp);
  835. qboolean blocked_checknewenemy (edict_t *self);
  836. qboolean monsterlost_checkhint (edict_t *self);
  837. qboolean inback (edict_t *self, edict_t *other);
  838. float realrange (edict_t *self, edict_t *other);
  839. edict_t *SpawnBadArea(vec3_t mins, vec3_t maxs, float lifespan, edict_t *owner);
  840. edict_t *CheckForBadArea(edict_t *ent);
  841. qboolean MarkTeslaArea(edict_t *self, edict_t *tesla);
  842. void InitHintPaths (void);
  843. void PredictAim (edict_t *target, vec3_t start, float bolt_speed, qboolean eye_height, float offset, vec3_t aimdir, vec3_t aimpoint);
  844. qboolean below (edict_t *self, edict_t *other);
  845. void drawbbox (edict_t *self);
  846. void M_MonsterDodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr);
  847. void monster_duck_down (edict_t *self);
  848. void monster_duck_hold (edict_t *self);
  849. void monster_duck_up (edict_t *self);
  850. qboolean has_valid_enemy (edict_t *self);
  851. void TargetTesla (edict_t *self, edict_t *tesla);
  852. void hintpath_stop (edict_t *self);
  853. edict_t * PickCoopTarget (edict_t *self);
  854. int CountPlayers (void);
  855. void monster_jump_start (edict_t *self);
  856. qboolean monster_jump_finished (edict_t *self);
  857. //
  858. // g_sphere.c
  859. //
  860. void Defender_Launch (edict_t *self);
  861. void Vengeance_Launch (edict_t *self);
  862. void Hunter_Launch (edict_t *self);
  863. //
  864. // g_newdm.c
  865. //
  866. void InitGameRules(void);
  867. edict_t *DoRandomRespawn (edict_t *ent);
  868. void PrecacheForRandomRespawn (void);
  869. qboolean Tag_PickupToken (edict_t *ent, edict_t *other);
  870. void Tag_DropToken (edict_t *ent, gitem_t *item);
  871. void Tag_PlayerDeath(edict_t *targ, edict_t *inflictor, edict_t *attacker);
  872. void fire_doppleganger (edict_t *ent, vec3_t start, vec3_t aimdir);
  873. //
  874. // g_spawn.c
  875. //
  876. edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname);
  877. edict_t *CreateFlyMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname);
  878. edict_t *CreateGroundMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname, int height);
  879. qboolean FindSpawnPoint (vec3_t startpoint, vec3_t mins, vec3_t maxs, vec3_t spawnpoint, float maxMoveUp);
  880. qboolean CheckSpawnPoint (vec3_t origin, vec3_t mins, vec3_t maxs);
  881. qboolean CheckGroundSpawnPoint (vec3_t origin, vec3_t entMins, vec3_t entMaxs, float height, float gravity);
  882. void DetermineBBox (char *classname, vec3_t mins, vec3_t maxs);
  883. void SpawnGrow_Spawn (vec3_t startpos, int size);
  884. void Widowlegs_Spawn (vec3_t startpos, vec3_t angles);
  885. //
  886. // p_client.c
  887. //
  888. void RemoveAttackingPainDaemons (edict_t *self);
  889. // ROGUE PROTOTYPES
  890. //====================
  891. //============================================================================
  892. // client_t->anim_priority
  893. #define ANIM_BASIC 0 // stand / run
  894. #define ANIM_WAVE 1
  895. #define ANIM_JUMP 2
  896. #define ANIM_PAIN 3
  897. #define ANIM_ATTACK 4
  898. #define ANIM_DEATH 5
  899. #define ANIM_REVERSE 6
  900. // client data that stays across multiple level loads
  901. typedef struct
  902. {
  903. char userinfo[MAX_INFO_STRING];
  904. char netname[16];
  905. int hand;
  906. qboolean connected; // a loadgame will leave valid entities that
  907. // just don't have a connection yet
  908. // values saved and restored from edicts when changing levels
  909. int health;
  910. int max_health;
  911. int savedFlags;
  912. int selected_item;
  913. int inventory[MAX_ITEMS];
  914. // ammo capacities
  915. int max_bullets;
  916. int max_shells;
  917. int max_rockets;
  918. int max_grenades;
  919. int max_cells;
  920. int max_slugs;
  921. gitem_t *weapon;
  922. gitem_t *lastweapon;
  923. int power_cubes; // used for tracking the cubes in coop games
  924. int score; // for calculating total unit score in coop games
  925. int game_helpchanged;
  926. int helpchanged;
  927. qboolean spectator; // client is a spectator
  928. //=========
  929. //ROGUE
  930. int max_tesla;
  931. int max_prox;
  932. int max_mines;
  933. int max_flechettes;
  934. #ifndef KILL_DISRUPTOR
  935. int max_rounds;
  936. #endif
  937. //ROGUE
  938. //=========
  939. } client_persistant_t;
  940. // client data that stays across deathmatch respawns
  941. typedef struct
  942. {
  943. client_persistant_t coop_respawn; // what to set client->pers to on a respawn
  944. int enterframe; // level.framenum the client entered the game
  945. int score; // frags, etc
  946. vec3_t cmd_angles; // angles sent over in the last command
  947. qboolean spectator; // client is a spectator
  948. } client_respawn_t;
  949. // this structure is cleared on each PutClientInServer(),
  950. // except for 'client->pers'
  951. struct gclient_s
  952. {
  953. // known to server
  954. player_state_t ps; // communicated by server to clients
  955. int ping;
  956. // private to game
  957. client_persistant_t pers;
  958. client_respawn_t resp;
  959. pmove_state_t old_pmove; // for detecting out-of-pmove changes
  960. qboolean showscores; // set layout stat
  961. qboolean showinventory; // set layout stat
  962. qboolean showhelp;
  963. qboolean showhelpicon;
  964. int ammo_index;
  965. int buttons;
  966. int oldbuttons;
  967. int latched_buttons;
  968. qboolean weapon_thunk;
  969. gitem_t *newweapon;
  970. // sum up damage over an entire frame, so
  971. // shotgun blasts give a single big kick
  972. int damage_armor; // damage absorbed by armor
  973. int damage_parmor; // damage absorbed by power armor
  974. int damage_blood; // damage taken out of health
  975. int damage_knockback; // impact damage
  976. vec3_t damage_from; // origin for vector calculation
  977. float killer_yaw; // when dead, look at killer
  978. weaponstate_t weaponstate;
  979. vec3_t kick_angles; // weapon kicks
  980. vec3_t kick_origin;
  981. float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks
  982. float fall_time, fall_value; // for view drop on fall
  983. float damage_alpha;
  984. float bonus_alpha;
  985. vec3_t damage_blend;
  986. vec3_t v_angle; // aiming direction
  987. float bobtime; // so off-ground doesn't change it
  988. vec3_t oldviewangles;
  989. vec3_t oldvelocity;
  990. float next_drown_time;
  991. int old_waterlevel;
  992. int breather_sound;
  993. int machinegun_shots; // for weapon raising
  994. // animation vars
  995. int anim_end;
  996. int anim_priority;
  997. qboolean anim_duck;
  998. qboolean anim_run;
  999. // powerup timers
  1000. float quad_framenum;
  1001. float invincible_framenum;
  1002. float breather_framenum;
  1003. float enviro_framenum;
  1004. qboolean grenade_blew_up;
  1005. float grenade_time;
  1006. int silencer_shots;
  1007. int weapon_sound;
  1008. float pickup_msg_time;
  1009. float flood_locktill; // locked from talking
  1010. float flood_when[10]; // when messages were said
  1011. int flood_whenhead; // head pointer for when said
  1012. float respawn_time; // can respawn when time > this
  1013. edict_t *chase_target; // player we are chasing
  1014. qboolean update_chase; // need to update chase info?
  1015. //=======
  1016. //ROGUE
  1017. float double_framenum;
  1018. float ir_framenum;
  1019. // float torch_framenum;
  1020. float nuke_framenum;
  1021. float tracker_pain_framenum;
  1022. edict_t *owned_sphere; // this points to the player's sphere
  1023. //ROGUE
  1024. //=======
  1025. };
  1026. struct edict_s
  1027. {
  1028. entity_state_t s;
  1029. struct gclient_s *client; // NULL if not a player
  1030. // the server expects the first part
  1031. // of gclient_s to be a player_state_t
  1032. // but the rest of it is opaque
  1033. qboolean inuse;
  1034. int linkcount;
  1035. // FIXME: move these fields to a server private sv_entity_t
  1036. link_t area; // linked to a division node or leaf
  1037. int num_clusters; // if -1, use headnode instead
  1038. int clusternums[MAX_ENT_CLUSTERS];
  1039. int headnode; // unused if num_clusters != -1
  1040. int areanum, areanum2;
  1041. //================================
  1042. int svflags;
  1043. vec3_t mins, maxs;
  1044. vec3_t absmin, absmax, size;
  1045. solid_t solid;
  1046. int clipmask;
  1047. edict_t *owner;
  1048. // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
  1049. // EXPECTS THE FIELDS IN THAT ORDER!
  1050. //================================
  1051. int movetype;
  1052. int flags;
  1053. char *model;
  1054. float freetime; // sv.time when the object was freed
  1055. //
  1056. // only used locally in game, not by server
  1057. //
  1058. char *message;
  1059. char *classname;
  1060. int spawnflags;
  1061. float timestamp;
  1062. float angle; // set in qe3, -1 = up, -2 = down
  1063. char *target;
  1064. char *targetname;
  1065. char *killtarget;
  1066. char *team;
  1067. char *pathtarget;
  1068. char *deathtarget;
  1069. char *combattarget;
  1070. edict_t *target_ent;
  1071. float speed, accel, decel;
  1072. vec3_t movedir;
  1073. vec3_t pos1, pos2;
  1074. vec3_t velocity;
  1075. vec3_t avelocity;
  1076. int mass;
  1077. float air_finished;
  1078. float gravity; // per entity gravity multiplier (1.0 is normal)
  1079. // use for lowgrav artifact, flares
  1080. edict_t *goalentity;
  1081. edict_t *movetarget;
  1082. float yaw_speed;
  1083. float ideal_yaw;
  1084. float nextthink;
  1085. void (*prethink) (edict_t *ent);
  1086. void (*think)(edict_t *self);
  1087. void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo?
  1088. void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
  1089. void (*use)(edict_t *self, edict_t *other, edict_t *activator);
  1090. void (*pain)(edict_t *self, edict_t *other, float kick, int damage);
  1091. void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
  1092. float touch_debounce_time; // are all these legit? do we need more/less of them?
  1093. float pain_debounce_time;
  1094. float damage_debounce_time;
  1095. float fly_sound_debounce_time; //move to clientinfo
  1096. float last_move_time;
  1097. int health;
  1098. int max_health;
  1099. int gib_health;
  1100. int deadflag;
  1101. qboolean show_hostile;
  1102. float powerarmor_time;
  1103. char *map; // target_changelevel
  1104. int viewheight; // height above origin where eyesight is determined
  1105. int takedamage;
  1106. int dmg;
  1107. int radius_dmg;
  1108. float dmg_radius;
  1109. int sounds; //make this a spawntemp var?
  1110. int count;
  1111. edict_t *chain;
  1112. edict_t *enemy;
  1113. edict_t *oldenemy;
  1114. edict_t *activator;
  1115. edict_t *groundentity;
  1116. int groundentity_linkcount;
  1117. edict_t *teamchain;
  1118. edict_t *teammaster;
  1119. edict_t *mynoise; // can go in client only
  1120. edict_t *mynoise2;
  1121. int noise_index;
  1122. int noise_index2;
  1123. float volume;
  1124. float attenuation;
  1125. // timing variables
  1126. float wait;
  1127. float delay; // before firing targets
  1128. float random;
  1129. float teleport_time;
  1130. int watertype;
  1131. int waterlevel;
  1132. vec3_t move_origin;
  1133. vec3_t move_angles;
  1134. // move this to clientinfo?
  1135. int light_level;
  1136. int style; // also used as areaportal number
  1137. gitem_t *item; // for bonus items
  1138. // common data blocks
  1139. moveinfo_t moveinfo;
  1140. monsterinfo_t monsterinfo;
  1141. //=========
  1142. //ROGUE
  1143. int plat2flags;
  1144. vec3_t offset;
  1145. vec3_t gravityVector;
  1146. edict_t *bad_area;
  1147. edict_t *hint_chain;
  1148. edict_t *monster_hint_chain;
  1149. edict_t *target_hint_chain;
  1150. int hint_chain_id;
  1151. // FIXME - debug help!
  1152. float lastMoveTime;
  1153. //ROGUE
  1154. //=========
  1155. };
  1156. //=============
  1157. //ROGUE
  1158. #define ROGUE_GRAVITY 1
  1159. #define SPHERE_DEFENDER 0x0001
  1160. #define SPHERE_HUNTER 0x0002
  1161. #define SPHERE_VENGEANCE 0x0004
  1162. #define SPHERE_DOPPLEGANGER 0x0100
  1163. #define SPHERE_TYPE 0x00FF
  1164. #define SPHERE_FLAGS 0xFF00
  1165. //
  1166. // deathmatch games
  1167. //
  1168. #define RDM_TAG 2
  1169. #define RDM_DEATHBALL 3
  1170. typedef struct dm_game_rs
  1171. {
  1172. void (*GameInit)(void);
  1173. void (*PostInitSetup)(void);
  1174. void (*ClientBegin) (edict_t *ent);
  1175. void (*SelectSpawnPoint) (edict_t *ent, vec3_t origin, vec3_t angles);
  1176. void (*PlayerDeath)(edict_t *targ, edict_t *inflictor, edict_t *attacker);
  1177. void (*Score)(edict_t *attacker, edict_t *victim, int scoreChange);
  1178. void (*PlayerEffects)(edict_t *ent);
  1179. void (*DogTag)(edict_t *ent, edict_t *killer, char **pic);
  1180. void (*PlayerDisconnect)(edict_t *ent);
  1181. int (*ChangeDamage)(edict_t *targ, edict_t *attacker, int damage, int mod);
  1182. int (*ChangeKnockback)(edict_t *targ, edict_t *attacker, int knockback, int mod);
  1183. int (*CheckDMRules)(void);
  1184. } dm_game_rt;
  1185. extern dm_game_rt DMGame;
  1186. void Tag_GameInit (void);
  1187. void Tag_PostInitSetup (void);
  1188. void Tag_PlayerDeath (edict_t *targ, edict_t *inflictor, edict_t *attacker);
  1189. void Tag_Score (edict_t *attacker, edict_t *victim, int scoreChange);
  1190. void Tag_PlayerEffects (edict_t *ent);
  1191. void Tag_DogTag (edict_t *ent, edict_t *killer, char **pic);
  1192. void Tag_PlayerDisconnect (edict_t *ent);
  1193. int Tag_ChangeDamage (edict_t *targ, edict_t *attacker, int damage, int mod);
  1194. void DBall_GameInit (void);
  1195. void DBall_ClientBegin (edict_t *ent);
  1196. void DBall_SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles);
  1197. int DBall_ChangeKnockback (edict_t *targ, edict_t *attacker, int knockback, int mod);
  1198. int DBall_ChangeDamage (edict_t *targ, edict_t *attacker, int damage, int mod);
  1199. void DBall_PostInitSetup (void);
  1200. int DBall_CheckDMRules (void);
  1201. //void Tag_PlayerDeath (edict_t *targ, edict_t *inflictor, edict_t *attacker);
  1202. //void Tag_Score (edict_t *attacker, edict_t *victim, int scoreChange);
  1203. //void Tag_PlayerEffects (edict_t *ent);
  1204. //void Tag_DogTag (edict_t *ent, edict_t *killer, char **pic);
  1205. //void Tag_PlayerDisconnect (edict_t *ent);
  1206. //int Tag_ChangeDamage (edict_t *targ, edict_t *attacker, int damage);
  1207. //ROGUE
  1208. //============