1 /* 2 Copyright (C) 1997-2001 Id Software, Inc. 3 4 This program is free software; you can redistribute it and/or 5 modify it under the terms of the GNU General Public License 6 as published by the Free Software Foundation; either version 2 7 of the License, or (at your option) any later version. 8 9 This program is distributed in the hope that it will be useful, 10 but WITHOUT ANY WARRANTY; without even the implied warranty of 11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 12 13 See the GNU General Public License for more details. 14 15 You should have received a copy of the GNU General Public License 16 along with this program; if not, write to the Free Software 17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. 18 19 */ 20 // g_local.h -- local definitions for game module 21 22 #include "q_shared.h" 23 24 // define GAME_INCLUDE so that game.h does not define the 25 // short, server-visible gclient_t and edict_t structures, 26 // because we define the full size ones in this file 27 #define GAME_INCLUDE 28 #include "game.h" 29 30 // the "gameversion" client command will print this plus compile date 31 #define GAMEVERSION "baseq2" 32 33 // protocol bytes that can be directly added to messages 34 #define svc_muzzleflash 1 35 #define svc_muzzleflash2 2 36 #define svc_temp_entity 3 37 #define svc_layout 4 38 #define svc_inventory 5 39 #define svc_stufftext 11 40 41 //================================================================== 42 43 // view pitching times 44 #define DAMAGE_TIME 0.5 45 #define FALL_TIME 0.3 46 47 48 // edict->spawnflags 49 // these are set with checkboxes on each entity in the map editor 50 #define SPAWNFLAG_NOT_EASY 0x00000100 51 #define SPAWNFLAG_NOT_MEDIUM 0x00000200 52 #define SPAWNFLAG_NOT_HARD 0x00000400 53 #define SPAWNFLAG_NOT_DEATHMATCH 0x00000800 54 #define SPAWNFLAG_NOT_COOP 0x00001000 55 56 // edict->flags 57 #define FL_FLY 0x00000001 58 #define FL_SWIM 0x00000002 // implied immunity to drowining 59 #define FL_IMMUNE_LASER 0x00000004 60 #define FL_INWATER 0x00000008 61 #define FL_GODMODE 0x00000010 62 #define FL_NOTARGET 0x00000020 63 #define FL_IMMUNE_SLIME 0x00000040 64 #define FL_IMMUNE_LAVA 0x00000080 65 #define FL_PARTIALGROUND 0x00000100 // not all corners are valid 66 #define FL_WATERJUMP 0x00000200 // player jumping out of water 67 #define FL_TEAMSLAVE 0x00000400 // not the first on the team 68 #define FL_NO_KNOCKBACK 0x00000800 69 #define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active 70 #define FL_RESPAWN 0x80000000 // used for item respawning 71 72 73 #define FRAMETIME 0.1 74 75 // memory tags to allow dynamic memory to be cleaned up 76 #define TAG_GAME 765 // clear when unloading the dll 77 #define TAG_LEVEL 766 // clear when loading a new level 78 79 80 #define MELEE_DISTANCE 80 81 82 #define BODY_QUEUE_SIZE 8 83 84 typedef enum 85 { 86 DAMAGE_NO, 87 DAMAGE_YES, // will take damage if hit 88 DAMAGE_AIM // auto targeting recognizes this 89 } damage_t; 90 91 typedef enum 92 { 93 WEAPON_READY, 94 WEAPON_ACTIVATING, 95 WEAPON_DROPPING, 96 WEAPON_FIRING 97 } weaponstate_t; 98 99 typedef enum 100 { 101 AMMO_BULLETS, 102 AMMO_SHELLS, 103 AMMO_ROCKETS, 104 AMMO_GRENADES, 105 AMMO_CELLS, 106 AMMO_SLUGS 107 } ammo_t; 108 109 110 //deadflag 111 #define DEAD_NO 0 112 #define DEAD_DYING 1 113 #define DEAD_DEAD 2 114 #define DEAD_RESPAWNABLE 3 115 116 //range 117 #define RANGE_MELEE 0 118 #define RANGE_NEAR 1 119 #define RANGE_MID 2 120 #define RANGE_FAR 3 121 122 //gib types 123 #define GIB_ORGANIC 0 124 #define GIB_METALLIC 1 125 126 //monster ai flags 127 #define AI_STAND_GROUND 0x00000001 128 #define AI_TEMP_STAND_GROUND 0x00000002 129 #define AI_SOUND_TARGET 0x00000004 130 #define AI_LOST_SIGHT 0x00000008 131 #define AI_PURSUIT_LAST_SEEN 0x00000010 132 #define AI_PURSUE_NEXT 0x00000020 133 #define AI_PURSUE_TEMP 0x00000040 134 #define AI_HOLD_FRAME 0x00000080 135 #define AI_GOOD_GUY 0x00000100 136 #define AI_BRUTAL 0x00000200 137 #define AI_NOSTEP 0x00000400 138 #define AI_DUCKED 0x00000800 139 #define AI_COMBAT_POINT 0x00001000 140 #define AI_MEDIC 0x00002000 141 #define AI_RESURRECTING 0x00004000 142 143 //monster attack state 144 #define AS_STRAIGHT 1 145 #define AS_SLIDING 2 146 #define AS_MELEE 3 147 #define AS_MISSILE 4 148 149 // armor types 150 #define ARMOR_NONE 0 151 #define ARMOR_JACKET 1 152 #define ARMOR_COMBAT 2 153 #define ARMOR_BODY 3 154 #define ARMOR_SHARD 4 155 156 // power armor types 157 #define POWER_ARMOR_NONE 0 158 #define POWER_ARMOR_SCREEN 1 159 #define POWER_ARMOR_SHIELD 2 160 161 // handedness values 162 #define RIGHT_HANDED 0 163 #define LEFT_HANDED 1 164 #define CENTER_HANDED 2 165 166 167 // game.serverflags values 168 #define SFL_CROSS_TRIGGER_1 0x00000001 169 #define SFL_CROSS_TRIGGER_2 0x00000002 170 #define SFL_CROSS_TRIGGER_3 0x00000004 171 #define SFL_CROSS_TRIGGER_4 0x00000008 172 #define SFL_CROSS_TRIGGER_5 0x00000010 173 #define SFL_CROSS_TRIGGER_6 0x00000020 174 #define SFL_CROSS_TRIGGER_7 0x00000040 175 #define SFL_CROSS_TRIGGER_8 0x00000080 176 #define SFL_CROSS_TRIGGER_MASK 0x000000ff 177 178 179 // noise types for PlayerNoise 180 #define PNOISE_SELF 0 181 #define PNOISE_WEAPON 1 182 #define PNOISE_IMPACT 2 183 184 185 // edict->movetype values 186 typedef enum 187 { 188 MOVETYPE_NONE, // never moves 189 MOVETYPE_NOCLIP, // origin and angles change with no interaction 190 MOVETYPE_PUSH, // no clip to world, push on box contact 191 MOVETYPE_STOP, // no clip to world, stops on box contact 192 193 MOVETYPE_WALK, // gravity 194 MOVETYPE_STEP, // gravity, special edge handling 195 MOVETYPE_FLY, 196 MOVETYPE_TOSS, // gravity 197 MOVETYPE_FLYMISSILE, // extra size to monsters 198 MOVETYPE_BOUNCE 199 } movetype_t; 200 201 202 203 typedef struct 204 { 205 int base_count; 206 int max_count; 207 float normal_protection; 208 float energy_protection; 209 int armor; 210 } gitem_armor_t; 211 212 213 // gitem_t->flags 214 #define IT_WEAPON 1 // use makes active weapon 215 #define IT_AMMO 2 216 #define IT_ARMOR 4 217 #define IT_STAY_COOP 8 218 #define IT_KEY 16 219 #define IT_POWERUP 32 220 221 // gitem_t->weapmodel for weapons indicates model index 222 #define WEAP_BLASTER 1 223 #define WEAP_SHOTGUN 2 224 #define WEAP_SUPERSHOTGUN 3 225 #define WEAP_MACHINEGUN 4 226 #define WEAP_CHAINGUN 5 227 #define WEAP_GRENADES 6 228 #define WEAP_GRENADELAUNCHER 7 229 #define WEAP_ROCKETLAUNCHER 8 230 #define WEAP_HYPERBLASTER 9 231 #define WEAP_RAILGUN 10 232 #define WEAP_BFG 11 233 234 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; 245 246 // client side info 247 char *icon; 248 char *pickup_name; // for printing on pickup 249 int count_width; // number of digits to display by icon 250 251 int quantity; // for ammo how much, for weapons how much is used per shot 252 char *ammo; // for weapons 253 int flags; // IT_* flags 254 255 int weapmodel; // weapon model index (for weapons) 256 257 void *info; 258 int tag; 259 260 char *precaches; // string of all models, sounds, and images this item will use 261 } gitem_t; 262 263 264 265 // 266 // this structure is left intact through an entire game 267 // it should be initialized at dll load time, and read/written to 268 // the server.ssv file for savegames 269 // 270 typedef struct 271 { 272 char helpmessage1[512]; 273 char helpmessage2[512]; 274 int helpchanged; // flash F1 icon if non 0, play sound 275 // and increment only if 1, 2, or 3 276 277 gclient_t *clients; // [maxclients] 278 279 // can't store spawnpoint in level, because 280 // it would get overwritten by the savegame restore 281 char spawnpoint[512]; // needed for coop respawns 282 283 // store latched cvars here that we want to get at often 284 int maxclients; 285 int maxentities; 286 287 // cross level triggers 288 int serverflags; 289 290 // items 291 int num_items; 292 293 qboolean autosaved; 294 } game_locals_t; 295 296 297 // 298 // this structure is cleared as each map is entered 299 // it is read/written to the level.sav file for savegames 300 // 301 typedef struct 302 { 303 int framenum; 304 float time; 305 306 char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc) 307 char mapname[MAX_QPATH]; // the server name (base1, etc) 308 char nextmap[MAX_QPATH]; // go here when fraglimit is hit 309 310 // intermission state 311 float intermissiontime; // time the intermission was started 312 char *changemap; 313 int exitintermission; 314 vec3_t intermission_origin; 315 vec3_t intermission_angle; 316 317 edict_t *sight_client; // changed once each frame for coop games 318 319 edict_t *sight_entity; 320 int sight_entity_framenum; 321 edict_t *sound_entity; 322 int sound_entity_framenum; 323 edict_t *sound2_entity; 324 int sound2_entity_framenum; 325 326 int pic_health; 327 328 int total_secrets; 329 int found_secrets; 330 331 int total_goals; 332 int found_goals; 333 334 int total_monsters; 335 int killed_monsters; 336 337 edict_t *current_entity; // entity running from G_RunFrame 338 int body_que; // dead bodies 339 340 int power_cubes; // ugly necessity for coop 341 } level_locals_t; 342 343 344 // spawn_temp_t is only used to hold entity field values that 345 // can be set from the editor, but aren't actualy present 346 // in edict_t during gameplay 347 typedef struct 348 { 349 // world vars 350 char *sky; 351 float skyrotate; 352 vec3_t skyaxis; 353 char *nextmap; 354 355 int lip; 356 int distance; 357 int height; 358 char *noise; 359 float pausetime; 360 char *item; 361 char *gravity; 362 363 float minyaw; 364 float maxyaw; 365 float minpitch; 366 float maxpitch; 367 } spawn_temp_t; 368 369 370 typedef struct 371 { 372 // fixed data 373 vec3_t start_origin; 374 vec3_t start_angles; 375 vec3_t end_origin; 376 vec3_t end_angles; 377 378 int sound_start; 379 int sound_middle; 380 int sound_end; 381 382 float accel; 383 float speed; 384 float decel; 385 float distance; 386 387 float wait; 388 389 // state data 390 int state; 391 vec3_t dir; 392 float current_speed; 393 float move_speed; 394 float next_speed; 395 float remaining_distance; 396 float decel_distance; 397 void (*endfunc)(edict_t *); 398 } moveinfo_t; 399 400 401 typedef struct 402 { 403 void (*aifunc)(edict_t *self, float dist); 404 float dist; 405 void (*thinkfunc)(edict_t *self); 406 } mframe_t; 407 408 typedef struct 409 { 410 int firstframe; 411 int lastframe; 412 mframe_t *frame; 413 void (*endfunc)(edict_t *self); 414 } mmove_t; 415 416 typedef struct 417 { 418 mmove_t *currentmove; 419 int aiflags; 420 int nextframe; 421 float scale; 422 423 void (*stand)(edict_t *self); 424 void (*idle)(edict_t *self); 425 void (*search)(edict_t *self); 426 void (*walk)(edict_t *self); 427 void (*run)(edict_t *self); 428 void (*dodge)(edict_t *self, edict_t *other, float eta); 429 void (*attack)(edict_t *self); 430 void (*melee)(edict_t *self); 431 void (*sight)(edict_t *self, edict_t *other); 432 qboolean (*checkattack)(edict_t *self); 433 434 float pausetime; 435 float attack_finished; 436 437 vec3_t saved_goal; 438 float search_time; 439 float trail_time; 440 vec3_t last_sighting; 441 int attack_state; 442 int lefty; 443 float idle_time; 444 int linkcount; 445 446 int power_armor_type; 447 int power_armor_power; 448 } monsterinfo_t; 449 450 451 452 extern game_locals_t game; 453 extern level_locals_t level; 454 extern game_import_t gi; 455 extern game_export_t globals; 456 extern spawn_temp_t st; 457 458 extern int sm_meat_index; 459 extern int snd_fry; 460 461 extern int jacket_armor_index; 462 extern int combat_armor_index; 463 extern int body_armor_index; 464 465 466 // means of death 467 #define MOD_UNKNOWN 0 468 #define MOD_BLASTER 1 469 #define MOD_SHOTGUN 2 470 #define MOD_SSHOTGUN 3 471 #define MOD_MACHINEGUN 4 472 #define MOD_CHAINGUN 5 473 #define MOD_GRENADE 6 474 #define MOD_G_SPLASH 7 475 #define MOD_ROCKET 8 476 #define MOD_R_SPLASH 9 477 #define MOD_HYPERBLASTER 10 478 #define MOD_RAILGUN 11 479 #define MOD_BFG_LASER 12 480 #define MOD_BFG_BLAST 13 481 #define MOD_BFG_EFFECT 14 482 #define MOD_HANDGRENADE 15 483 #define MOD_HG_SPLASH 16 484 #define MOD_WATER 17 485 #define MOD_SLIME 18 486 #define MOD_LAVA 19 487 #define MOD_CRUSH 20 488 #define MOD_TELEFRAG 21 489 #define MOD_FALLING 22 490 #define MOD_SUICIDE 23 491 #define MOD_HELD_GRENADE 24 492 #define MOD_EXPLOSIVE 25 493 #define MOD_BARREL 26 494 #define MOD_BOMB 27 495 #define MOD_EXIT 28 496 #define MOD_SPLASH 29 497 #define MOD_TARGET_LASER 30 498 #define MOD_TRIGGER_HURT 31 499 #define MOD_HIT 32 500 #define MOD_TARGET_BLASTER 33 501 #define MOD_FRIENDLY_FIRE 0x8000000 502 503 extern int meansOfDeath; 504 505 506 extern edict_t *g_edicts; 507 508 #define FOFS(x) (int)&(((edict_t *)0)->x) 509 #define STOFS(x) (int)&(((spawn_temp_t *)0)->x) 510 #define LLOFS(x) (int)&(((level_locals_t *)0)->x) 511 #define CLOFS(x) (int)&(((gclient_t *)0)->x) 512 513 #define random() ((rand () & 0x7fff) / ((float)0x7fff)) 514 #define crandom() (2.0 * (random() - 0.5)) 515 516 extern cvar_t *maxentities; 517 extern cvar_t *deathmatch; 518 extern cvar_t *coop; 519 extern cvar_t *dmflags; 520 extern cvar_t *skill; 521 extern cvar_t *fraglimit; 522 extern cvar_t *timelimit; 523 extern cvar_t *password; 524 extern cvar_t *spectator_password; 525 extern cvar_t *needpass; 526 extern cvar_t *g_select_empty; 527 extern cvar_t *dedicated; 528 529 extern cvar_t *filterban; 530 531 extern cvar_t *sv_gravity; 532 extern cvar_t *sv_maxvelocity; 533 534 extern cvar_t *gun_x, *gun_y, *gun_z; 535 extern cvar_t *sv_rollspeed; 536 extern cvar_t *sv_rollangle; 537 538 extern cvar_t *run_pitch; 539 extern cvar_t *run_roll; 540 extern cvar_t *bob_up; 541 extern cvar_t *bob_pitch; 542 extern cvar_t *bob_roll; 543 544 extern cvar_t *sv_cheats; 545 extern cvar_t *maxclients; 546 extern cvar_t *maxspectators; 547 548 extern cvar_t *flood_msgs; 549 extern cvar_t *flood_persecond; 550 extern cvar_t *flood_waitdelay; 551 552 extern cvar_t *sv_maplist; 553 554 #define world (&g_edicts[0]) 555 556 // item spawnflags 557 #define ITEM_TRIGGER_SPAWN 0x00000001 558 #define ITEM_NO_TOUCH 0x00000002 559 // 6 bits reserved for editor flags 560 // 8 bits used as power cube id bits for coop games 561 #define DROPPED_ITEM 0x00010000 562 #define DROPPED_PLAYER_ITEM 0x00020000 563 #define ITEM_TARGETS_USED 0x00040000 564 565 // 566 // fields are needed for spawning from the entity string 567 // and saving / loading games 568 // 569 #define FFL_SPAWNTEMP 1 570 #define FFL_NOSPAWN 2 571 572 typedef enum { 573 F_INT, 574 F_FLOAT, 575 F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL 576 F_GSTRING, // string on disk, pointer in memory, TAG_GAME 577 F_VECTOR, 578 F_ANGLEHACK, 579 F_EDICT, // index on disk, pointer in memory 580 F_ITEM, // index on disk, pointer in memory 581 F_CLIENT, // index on disk, pointer in memory 582 F_FUNCTION, 583 F_MMOVE, 584 F_IGNORE 585 } fieldtype_t; 586 587 typedef struct 588 { 589 char *name; 590 int ofs; 591 fieldtype_t type; 592 int flags; 593 } field_t; 594 595 596 extern field_t fields[]; 597 extern gitem_t itemlist[]; 598 599 600 // 601 // g_cmds.c 602 // 603 void Cmd_Help_f (edict_t *ent); 604 void Cmd_Score_f (edict_t *ent); 605 606 // 607 // g_items.c 608 // 609 void PrecacheItem (gitem_t *it); 610 void InitItems (void); 611 void SetItemNames (void); 612 gitem_t *FindItem (char *pickup_name); 613 gitem_t *FindItemByClassname (char *classname); 614 #define ITEM_INDEX(x) ((x)-itemlist) 615 edict_t *Drop_Item (edict_t *ent, gitem_t *item); 616 void SetRespawn (edict_t *ent, float delay); 617 void ChangeWeapon (edict_t *ent); 618 void SpawnItem (edict_t *ent, gitem_t *item); 619 void Think_Weapon (edict_t *ent); 620 int ArmorIndex (edict_t *ent); 621 int PowerArmorType (edict_t *ent); 622 gitem_t *GetItemByIndex (int index); 623 qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count); 624 void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf); 625 626 // 627 // g_utils.c 628 // 629 qboolean KillBox (edict_t *ent); 630 void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result); 631 edict_t *G_Find (edict_t *from, int fieldofs, char *match); 632 edict_t *findradius (edict_t *from, vec3_t org, float rad); 633 edict_t *G_PickTarget (char *targetname); 634 void G_UseTargets (edict_t *ent, edict_t *activator); 635 void G_SetMovedir (vec3_t angles, vec3_t movedir); 636 637 void G_InitEdict (edict_t *e); 638 edict_t *G_Spawn (void); 639 void G_FreeEdict (edict_t *e); 640 641 void G_TouchTriggers (edict_t *ent); 642 void G_TouchSolids (edict_t *ent); 643 644 char *G_CopyString (char *in); 645 646 float *tv (float x, float y, float z); 647 char *vtos (vec3_t v); 648 649 float vectoyaw (vec3_t vec); 650 void vectoangles (vec3_t vec, vec3_t angles); 651 652 // 653 // g_combat.c 654 // 655 qboolean OnSameTeam (edict_t *ent1, edict_t *ent2); 656 qboolean CanDamage (edict_t *targ, edict_t *inflictor); 657 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); 658 void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod); 659 660 // 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 667 668 #define DEFAULT_BULLET_HSPREAD 300 669 #define DEFAULT_BULLET_VSPREAD 500 670 #define DEFAULT_SHOTGUN_HSPREAD 1000 671 #define DEFAULT_SHOTGUN_VSPREAD 500 672 #define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12 673 #define DEFAULT_SHOTGUN_COUNT 12 674 #define DEFAULT_SSHOTGUN_COUNT 20 675 676 // 677 // g_monster.c 678 // 679 void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype); 680 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); 681 void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect); 682 void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype); 683 void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype); 684 void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype); 685 void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype); 686 void M_droptofloor (edict_t *ent); 687 void monster_think (edict_t *self); 688 void walkmonster_start (edict_t *self); 689 void swimmonster_start (edict_t *self); 690 void flymonster_start (edict_t *self); 691 void AttackFinished (edict_t *self, float time); 692 void monster_death_use (edict_t *self); 693 void M_CatagorizePosition (edict_t *ent); 694 qboolean M_CheckAttack (edict_t *self); 695 void M_FlyCheck (edict_t *self); 696 void M_CheckGround (edict_t *ent); 697 698 // 699 // g_misc.c 700 // 701 void ThrowHead (edict_t *self, char *gibname, int damage, int type); 702 void ThrowClientHead (edict_t *self, int damage); 703 void ThrowGib (edict_t *self, char *gibname, int damage, int type); 704 void BecomeExplosion1(edict_t *self); 705 706 // 707 // g_ai.c 708 // 709 void AI_SetSightClient (void); 710 711 void ai_stand (edict_t *self, float dist); 712 void ai_move (edict_t *self, float dist); 713 void ai_walk (edict_t *self, float dist); 714 void ai_turn (edict_t *self, float dist); 715 void ai_run (edict_t *self, float dist); 716 void ai_charge (edict_t *self, float dist); 717 int range (edict_t *self, edict_t *other); 718 719 void FoundTarget (edict_t *self); 720 qboolean infront (edict_t *self, edict_t *other); 721 qboolean visible (edict_t *self, edict_t *other); 722 qboolean FacingIdeal(edict_t *self); 723 724 // 725 // g_weapon.c 726 // 727 void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin); 728 qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick); 729 void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod); 730 void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod); 731 void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper); 732 void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius); 733 void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held); 734 void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage); 735 void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick); 736 void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius); 737 738 // 739 // g_ptrail.c 740 // 741 void PlayerTrail_Init (void); 742 void PlayerTrail_Add (vec3_t spot); 743 void PlayerTrail_New (vec3_t spot); 744 edict_t *PlayerTrail_PickFirst (edict_t *self); 745 edict_t *PlayerTrail_PickNext (edict_t *self); 746 edict_t *PlayerTrail_LastSpot (void); 747 748 // 749 // g_client.c 750 // 751 void respawn (edict_t *ent); 752 void BeginIntermission (edict_t *targ); 753 void PutClientInServer (edict_t *ent); 754 void InitClientPersistant (gclient_t *client); 755 void InitClientResp (gclient_t *client); 756 void InitBodyQue (void); 757 void ClientBeginServerFrame (edict_t *ent); 758 759 // 760 // g_player.c 761 // 762 void player_pain (edict_t *self, edict_t *other, float kick, int damage); 763 void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); 764 765 // 766 // g_svcmds.c 767 // 768 void ServerCommand (void); 769 qboolean SV_FilterPacket (char *from); 770 771 // 772 // p_view.c 773 // 774 void ClientEndServerFrame (edict_t *ent); 775 776 // 777 // p_hud.c 778 // 779 void MoveClientToIntermission (edict_t *client); 780 void G_SetStats (edict_t *ent); 781 void G_SetSpectatorStats (edict_t *ent); 782 void G_CheckChaseStats (edict_t *ent); 783 void ValidateSelectedItem (edict_t *ent); 784 void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer); 785 786 // 787 // g_pweapon.c 788 // 789 void PlayerNoise(edict_t *who, vec3_t where, int type); 790 791 // 792 // m_move.c 793 // 794 qboolean M_CheckBottom (edict_t *ent); 795 qboolean M_walkmove (edict_t *ent, float yaw, float dist); 796 void M_MoveToGoal (edict_t *ent, float dist); 797 void M_ChangeYaw (edict_t *ent); 798 799 // 800 // g_phys.c 801 // 802 void G_RunEntity (edict_t *ent); 803 804 // 805 // g_main.c 806 // 807 void SaveClientData (void); 808 void FetchClientEntData (edict_t *ent); 809 810 // 811 // g_chase.c 812 // 813 void UpdateChaseCam(edict_t *ent); 814 void ChaseNext(edict_t *ent); 815 void ChasePrev(edict_t *ent); 816 void GetChaseTarget(edict_t *ent); 817 818 //============================================================================ 819 820 // client_t->anim_priority 821 #define ANIM_BASIC 0 // stand / run 822 #define ANIM_WAVE 1 823 #define ANIM_JUMP 2 824 #define ANIM_PAIN 3 825 #define ANIM_ATTACK 4 826 #define ANIM_DEATH 5 827 #define ANIM_REVERSE 6 828 829 830 // client data that stays across multiple level loads 831 typedef struct 832 { 833 char userinfo[MAX_INFO_STRING]; 834 char netname[35]; 835 int hand; 836 837 qboolean connected; // a loadgame will leave valid entities that 838 // just don't have a connection yet 839 840 // values saved and restored from edicts when changing levels 841 int health; 842 int max_health; 843 int savedFlags; 844 845 int selected_item; 846 int inventory[MAX_ITEMS]; 847 848 // ammo capacities 849 int max_bullets; 850 int max_shells; 851 int max_rockets; 852 int max_grenades; 853 int max_cells; 854 int max_slugs; 855 856 gitem_t *weapon; 857 gitem_t *lastweapon; 858 859 int power_cubes; // used for tracking the cubes in coop games 860 int score; // for calculating total unit score in coop games 861 862 int game_helpchanged; 863 int helpchanged; 864 865 qboolean spectator; // client is a spectator 866 } client_persistant_t; 867 868 // client data that stays across deathmatch respawns 869 typedef struct 870 { 871 client_persistant_t coop_respawn; // what to set client->pers to on a respawn 872 int enterframe; // level.framenum the client entered the game 873 int score; // frags, etc 874 vec3_t cmd_angles; // angles sent over in the last command 875 876 qboolean spectator; // client is a spectator 877 } client_respawn_t; 878 879 // this structure is cleared on each PutClientInServer(), 880 // except for 'client->pers' 881 struct gclient_s 882 { 883 // known to server 884 player_state_t ps; // communicated by server to clients 885 int ping; 886 887 // private to game 888 client_persistant_t pers; 889 client_respawn_t resp; 890 pmove_state_t old_pmove; // for detecting out-of-pmove changes 891 892 qboolean showscores; // set layout stat 893 qboolean showinventory; // set layout stat 894 qboolean showhelp; 895 qboolean showhelpicon; 896 897 int ammo_index; 898 899 int buttons; 900 int oldbuttons; 901 int latched_buttons; 902 903 qboolean weapon_thunk; 904 905 gitem_t *newweapon; 906 907 // sum up damage over an entire frame, so 908 // shotgun blasts give a single big kick 909 int damage_armor; // damage absorbed by armor 910 int damage_parmor; // damage absorbed by power armor 911 int damage_blood; // damage taken out of health 912 int damage_knockback; // impact damage 913 vec3_t damage_from; // origin for vector calculation 914 915 float killer_yaw; // when dead, look at killer 916 917 weaponstate_t weaponstate; 918 vec3_t kick_angles; // weapon kicks 919 vec3_t kick_origin; 920 float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks 921 float fall_time, fall_value; // for view drop on fall 922 float damage_alpha; 923 float bonus_alpha; 924 vec3_t damage_blend; 925 vec3_t v_angle; // aiming direction 926 float bobtime; // so off-ground doesn't change it 927 vec3_t oldviewangles; 928 vec3_t oldvelocity; 929 930 float next_drown_time; 931 int old_waterlevel; 932 int breather_sound; 933 934 int machinegun_shots; // for weapon raising 935 936 // animation vars 937 int anim_end; 938 int anim_priority; 939 qboolean anim_duck; 940 qboolean anim_run; 941 942 // powerup timers 943 float quad_framenum; 944 float invincible_framenum; 945 float breather_framenum; 946 float enviro_framenum; 947 948 qboolean grenade_blew_up; 949 float grenade_time; 950 int silencer_shots; 951 int weapon_sound; 952 953 float pickup_msg_time; 954 955 float flood_locktill; // locked from talking 956 float flood_when[10]; // when messages were said 957 int flood_whenhead; // head pointer for when said 958 959 float respawn_time; // can respawn when time > this 960 961 edict_t *chase_target; // player we are chasing 962 qboolean update_chase; // need to update chase info? 963 }; 964 965 966 struct edict_s 967 { 968 entity_state_t s; 969 struct gclient_s *client; // NULL if not a player 970 // the server expects the first part 971 // of gclient_s to be a player_state_t 972 // but the rest of it is opaque 973 974 qboolean inuse; 975 int linkcount; 976 977 // FIXME: move these fields to a server private sv_entity_t 978 link_t area; // linked to a division node or leaf 979 980 int num_clusters; // if -1, use headnode instead 981 int clusternums[MAX_ENT_CLUSTERS]; 982 int headnode; // unused if num_clusters != -1 983 int areanum, areanum2; 984 985 //================================ 986 987 int svflags; 988 vec3_t mins, maxs; 989 vec3_t absmin, absmax, size; 990 solid_t solid; 991 int clipmask; 992 edict_t *owner; 993 994 995 // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER 996 // EXPECTS THE FIELDS IN THAT ORDER! 997 998 //================================ 999 int movetype; 1000 int flags; 1001 1002 char *model; 1003 float freetime; // sv.time when the object was freed 1004 1005 // 1006 // only used locally in game, not by server 1007 // 1008 char *message; 1009 char *classname; 1010 int spawnflags; 1011 1012 float timestamp; 1013 1014 float angle; // set in qe3, -1 = up, -2 = down 1015 char *target; 1016 char *targetname; 1017 char *killtarget; 1018 char *team; 1019 char *pathtarget; 1020 char *deathtarget; 1021 char *combattarget; 1022 edict_t *target_ent; 1023 1024 float speed, accel, decel; 1025 vec3_t movedir; 1026 vec3_t pos1, pos2; 1027 1028 vec3_t velocity; 1029 vec3_t avelocity; 1030 int mass; 1031 float air_finished; 1032 float gravity; // per entity gravity multiplier (1.0 is normal) 1033 // use for lowgrav artifact, flares 1034 1035 edict_t *goalentity; 1036 edict_t *movetarget; 1037 float yaw_speed; 1038 float ideal_yaw; 1039 1040 float nextthink; 1041 void (*prethink) (edict_t *ent); 1042 void (*think)(edict_t *self); 1043 void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo? 1044 void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf); 1045 void (*use)(edict_t *self, edict_t *other, edict_t *activator); 1046 void (*pain)(edict_t *self, edict_t *other, float kick, int damage); 1047 void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); 1048 1049 float touch_debounce_time; // are all these legit? do we need more/less of them? 1050 float pain_debounce_time; 1051 float damage_debounce_time; 1052 float fly_sound_debounce_time; //move to clientinfo 1053 float last_move_time; 1054 1055 int health; 1056 int max_health; 1057 int gib_health; 1058 int deadflag; 1059 qboolean show_hostile; 1060 1061 float powerarmor_time; 1062 1063 char *map; // target_changelevel 1064 1065 int viewheight; // height above origin where eyesight is determined 1066 int takedamage; 1067 int dmg; 1068 int radius_dmg; 1069 float dmg_radius; 1070 int sounds; //make this a spawntemp var? 1071 int count; 1072 1073 edict_t *chain; 1074 edict_t *enemy; 1075 edict_t *oldenemy; 1076 edict_t *activator; 1077 edict_t *groundentity; 1078 int groundentity_linkcount; 1079 edict_t *teamchain; 1080 edict_t *teammaster; 1081 1082 edict_t *mynoise; // can go in client only 1083 edict_t *mynoise2; 1084 1085 int noise_index; 1086 int noise_index2; 1087 float volume; 1088 float attenuation; 1089 1090 // timing variables 1091 float wait; 1092 float delay; // before firing targets 1093 float random; 1094 1095 float teleport_time; 1096 1097 int watertype; 1098 int waterlevel; 1099 1100 vec3_t move_origin; 1101 vec3_t move_angles; 1102 1103 // move this to clientinfo? 1104 int light_level; 1105 1106 int style; // also used as areaportal number 1107 1108 gitem_t *item; // for bonus items 1109 1110 // common data blocks 1111 moveinfo_t moveinfo; 1112 monsterinfo_t monsterinfo; 1113 }; 1114 1115