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; 460 461 462 // means of death 463 #define MOD_UNKNOWN 0 464 #define MOD_BLASTER 1 465 #define MOD_SHOTGUN 2 466 #define MOD_SSHOTGUN 3 467 #define MOD_MACHINEGUN 4 468 #define MOD_CHAINGUN 5 469 #define MOD_GRENADE 6 470 #define MOD_G_SPLASH 7 471 #define MOD_ROCKET 8 472 #define MOD_R_SPLASH 9 473 #define MOD_HYPERBLASTER 10 474 #define MOD_RAILGUN 11 475 #define MOD_BFG_LASER 12 476 #define MOD_BFG_BLAST 13 477 #define MOD_BFG_EFFECT 14 478 #define MOD_HANDGRENADE 15 479 #define MOD_HG_SPLASH 16 480 #define MOD_WATER 17 481 #define MOD_SLIME 18 482 #define MOD_LAVA 19 483 #define MOD_CRUSH 20 484 #define MOD_TELEFRAG 21 485 #define MOD_FALLING 22 486 #define MOD_SUICIDE 23 487 #define MOD_HELD_GRENADE 24 488 #define MOD_EXPLOSIVE 25 489 #define MOD_BARREL 26 490 #define MOD_BOMB 27 491 #define MOD_EXIT 28 492 #define MOD_SPLASH 29 493 #define MOD_TARGET_LASER 30 494 #define MOD_TRIGGER_HURT 31 495 #define MOD_HIT 32 496 #define MOD_TARGET_BLASTER 33 497 #define MOD_FRIENDLY_FIRE 0x8000000 498 499 extern int meansOfDeath; 500 501 502 extern edict_t *g_edicts; 503 504 #define FOFS(x) (int)&(((edict_t *)0)->x) 505 #define STOFS(x) (int)&(((spawn_temp_t *)0)->x) 506 #define LLOFS(x) (int)&(((level_locals_t *)0)->x) 507 #define CLOFS(x) (int)&(((gclient_t *)0)->x) 508 509 #define random() ((rand () & 0x7fff) / ((float)0x7fff)) 510 #define crandom() (2.0 * (random() - 0.5)) 511 512 extern cvar_t *maxentities; 513 extern cvar_t *deathmatch; 514 extern cvar_t *coop; 515 extern cvar_t *dmflags; 516 extern cvar_t *skill; 517 extern cvar_t *fraglimit; 518 extern cvar_t *timelimit; 519 extern cvar_t *password; 520 extern cvar_t *spectator_password; 521 extern cvar_t *needpass; 522 extern cvar_t *g_select_empty; 523 extern cvar_t *dedicated; 524 525 extern cvar_t *filterban; 526 527 extern cvar_t *sv_gravity; 528 extern cvar_t *sv_maxvelocity; 529 530 extern cvar_t *gun_x, *gun_y, *gun_z; 531 extern cvar_t *sv_rollspeed; 532 extern cvar_t *sv_rollangle; 533 534 extern cvar_t *run_pitch; 535 extern cvar_t *run_roll; 536 extern cvar_t *bob_up; 537 extern cvar_t *bob_pitch; 538 extern cvar_t *bob_roll; 539 540 extern cvar_t *sv_cheats; 541 extern cvar_t *maxclients; 542 extern cvar_t *maxspectators; 543 544 extern cvar_t *flood_msgs; 545 extern cvar_t *flood_persecond; 546 extern cvar_t *flood_waitdelay; 547 548 extern cvar_t *sv_maplist; 549 550 #define world (&g_edicts[0]) 551 552 // item spawnflags 553 #define ITEM_TRIGGER_SPAWN 0x00000001 554 #define ITEM_NO_TOUCH 0x00000002 555 // 6 bits reserved for editor flags 556 // 8 bits used as power cube id bits for coop games 557 #define DROPPED_ITEM 0x00010000 558 #define DROPPED_PLAYER_ITEM 0x00020000 559 #define ITEM_TARGETS_USED 0x00040000 560 561 // 562 // fields are needed for spawning from the entity string 563 // and saving / loading games 564 // 565 #define FFL_SPAWNTEMP 1 566 #define FFL_NOSPAWN 2 567 568 typedef enum { 569 F_INT, 570 F_FLOAT, 571 F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL 572 F_GSTRING, // string on disk, pointer in memory, TAG_GAME 573 F_VECTOR, 574 F_ANGLEHACK, 575 F_EDICT, // index on disk, pointer in memory 576 F_ITEM, // index on disk, pointer in memory 577 F_CLIENT, // index on disk, pointer in memory 578 F_FUNCTION, 579 F_MMOVE, 580 F_IGNORE 581 } fieldtype_t; 582 583 typedef struct 584 { 585 char *name; 586 int ofs; 587 fieldtype_t type; 588 int flags; 589 } field_t; 590 591 592 extern field_t fields[]; 593 extern gitem_t itemlist[]; 594 595 596 // 597 // g_cmds.c 598 // 599 void Cmd_Help_f (edict_t *ent); 600 void Cmd_Score_f (edict_t *ent); 601 602 // 603 // g_items.c 604 // 605 void PrecacheItem (gitem_t *it); 606 void InitItems (void); 607 void SetItemNames (void); 608 gitem_t *FindItem (char *pickup_name); 609 gitem_t *FindItemByClassname (char *classname); 610 #define ITEM_INDEX(x) ((x)-itemlist) 611 edict_t *Drop_Item (edict_t *ent, gitem_t *item); 612 void SetRespawn (edict_t *ent, float delay); 613 void ChangeWeapon (edict_t *ent); 614 void SpawnItem (edict_t *ent, gitem_t *item); 615 void Think_Weapon (edict_t *ent); 616 int ArmorIndex (edict_t *ent); 617 int PowerArmorType (edict_t *ent); 618 gitem_t *GetItemByIndex (int index); 619 qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count); 620 void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf); 621 622 // 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); 632 633 void G_InitEdict (edict_t *e); 634 edict_t *G_Spawn (void); 635 void G_FreeEdict (edict_t *e); 636 637 void G_TouchTriggers (edict_t *ent); 638 void G_TouchSolids (edict_t *ent); 639 640 char *G_CopyString (char *in); 641 642 float *tv (float x, float y, float z); 643 char *vtos (vec3_t v); 644 645 float vectoyaw (vec3_t vec); 646 void vectoangles (vec3_t vec, vec3_t angles); 647 648 // 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); 655 656 // damage flags 657 #define DAMAGE_RADIUS 0x00000001 // damage was indirect 658 #define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage 659 #define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon 660 #define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles 661 #define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets) 662 #define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect 663 664 #define DEFAULT_BULLET_HSPREAD 300 665 #define DEFAULT_BULLET_VSPREAD 500 666 #define DEFAULT_SHOTGUN_HSPREAD 1000 667 #define DEFAULT_SHOTGUN_VSPREAD 500 668 #define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12 669 #define DEFAULT_SHOTGUN_COUNT 12 670 #define DEFAULT_SSHOTGUN_COUNT 20 671 672 // 673 // g_monster.c 674 // 675 void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype); 676 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); 677 void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect); 678 void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype); 679 void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype); 680 void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype); 681 void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype); 682 void M_droptofloor (edict_t *ent); 683 void monster_think (edict_t *self); 684 void walkmonster_start (edict_t *self); 685 void swimmonster_start (edict_t *self); 686 void flymonster_start (edict_t *self); 687 void AttackFinished (edict_t *self, float time); 688 void monster_death_use (edict_t *self); 689 void M_CatagorizePosition (edict_t *ent); 690 qboolean M_CheckAttack (edict_t *self); 691 void M_FlyCheck (edict_t *self); 692 void M_CheckGround (edict_t *ent); 693 694 // 695 // g_misc.c 696 // 697 void ThrowHead (edict_t *self, char *gibname, int damage, int type); 698 void ThrowClientHead (edict_t *self, int damage); 699 void ThrowGib (edict_t *self, char *gibname, int damage, int type); 700 void BecomeExplosion1(edict_t *self); 701 702 // 703 // g_ai.c 704 // 705 void AI_SetSightClient (void); 706 707 void ai_stand (edict_t *self, float dist); 708 void ai_move (edict_t *self, float dist); 709 void ai_walk (edict_t *self, float dist); 710 void ai_turn (edict_t *self, float dist); 711 void ai_run (edict_t *self, float dist); 712 void ai_charge (edict_t *self, float dist); 713 int range (edict_t *self, edict_t *other); 714 715 void FoundTarget (edict_t *self); 716 qboolean infront (edict_t *self, edict_t *other); 717 qboolean visible (edict_t *self, edict_t *other); 718 qboolean FacingIdeal(edict_t *self); 719 720 // 721 // g_weapon.c 722 // 723 void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin); 724 qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick); 725 void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod); 726 void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod); 727 void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper); 728 void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius); 729 void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held); 730 void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage); 731 void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick); 732 void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius); 733 734 // 735 // g_ptrail.c 736 // 737 void PlayerTrail_Init (void); 738 void PlayerTrail_Add (vec3_t spot); 739 void PlayerTrail_New (vec3_t spot); 740 edict_t *PlayerTrail_PickFirst (edict_t *self); 741 edict_t *PlayerTrail_PickNext (edict_t *self); 742 edict_t *PlayerTrail_LastSpot (void); 743 744 // 745 // g_client.c 746 // 747 void respawn (edict_t *ent); 748 void BeginIntermission (edict_t *targ); 749 void PutClientInServer (edict_t *ent); 750 void InitClientPersistant (gclient_t *client); 751 void InitClientResp (gclient_t *client); 752 void InitBodyQue (void); 753 void ClientBeginServerFrame (edict_t *ent); 754 755 // 756 // g_player.c 757 // 758 void player_pain (edict_t *self, edict_t *other, float kick, int damage); 759 void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); 760 761 // 762 // g_svcmds.c 763 // 764 void ServerCommand (void); 765 qboolean SV_FilterPacket (char *from); 766 767 // 768 // p_view.c 769 // 770 void ClientEndServerFrame (edict_t *ent); 771 772 // 773 // p_hud.c 774 // 775 void MoveClientToIntermission (edict_t *client); 776 void G_SetStats (edict_t *ent); 777 void G_SetSpectatorStats (edict_t *ent); 778 void G_CheckChaseStats (edict_t *ent); 779 void ValidateSelectedItem (edict_t *ent); 780 void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer); 781 782 // 783 // g_pweapon.c 784 // 785 void PlayerNoise(edict_t *who, vec3_t where, int type); 786 787 // 788 // m_move.c 789 // 790 qboolean M_CheckBottom (edict_t *ent); 791 qboolean M_walkmove (edict_t *ent, float yaw, float dist); 792 void M_MoveToGoal (edict_t *ent, float dist); 793 void M_ChangeYaw (edict_t *ent); 794 795 // 796 // g_phys.c 797 // 798 void G_RunEntity (edict_t *ent); 799 800 // 801 // g_main.c 802 // 803 void SaveClientData (void); 804 void FetchClientEntData (edict_t *ent); 805 806 // 807 // g_chase.c 808 // 809 void UpdateChaseCam(edict_t *ent); 810 void ChaseNext(edict_t *ent); 811 void ChasePrev(edict_t *ent); 812 void GetChaseTarget(edict_t *ent); 813 814 //============================================================================ 815 816 // client_t->anim_priority 817 #define ANIM_BASIC 0 // stand / run 818 #define ANIM_WAVE 1 819 #define ANIM_JUMP 2 820 #define ANIM_PAIN 3 821 #define ANIM_ATTACK 4 822 #define ANIM_DEATH 5 823 #define ANIM_REVERSE 6 824 825 826 // client data that stays across multiple level loads 827 typedef struct 828 { 829 char userinfo[MAX_INFO_STRING]; 830 char netname[16]; 831 int hand; 832 833 qboolean connected; // a loadgame will leave valid entities that 834 // just don't have a connection yet 835 836 // values saved and restored from edicts when changing levels 837 int health; 838 int max_health; 839 int savedFlags; 840 841 int selected_item; 842 int inventory[MAX_ITEMS]; 843 844 // ammo capacities 845 int max_bullets; 846 int max_shells; 847 int max_rockets; 848 int max_grenades; 849 int max_cells; 850 int max_slugs; 851 852 gitem_t *weapon; 853 gitem_t *lastweapon; 854 855 int power_cubes; // used for tracking the cubes in coop games 856 int score; // for calculating total unit score in coop games 857 858 int game_helpchanged; 859 int helpchanged; 860 861 qboolean spectator; // client is a spectator 862 } client_persistant_t; 863 864 // client data that stays across deathmatch respawns 865 typedef struct 866 { 867 client_persistant_t coop_respawn; // what to set client->pers to on a respawn 868 int enterframe; // level.framenum the client entered the game 869 int score; // frags, etc 870 vec3_t cmd_angles; // angles sent over in the last command 871 872 qboolean spectator; // client is a spectator 873 } client_respawn_t; 874 875 // this structure is cleared on each PutClientInServer(), 876 // except for 'client->pers' 877 struct gclient_s 878 { 879 // known to server 880 player_state_t ps; // communicated by server to clients 881 int ping; 882 883 // private to game 884 client_persistant_t pers; 885 client_respawn_t resp; 886 pmove_state_t old_pmove; // for detecting out-of-pmove changes 887 888 qboolean showscores; // set layout stat 889 qboolean showinventory; // set layout stat 890 qboolean showhelp; 891 qboolean showhelpicon; 892 893 int ammo_index; 894 895 int buttons; 896 int oldbuttons; 897 int latched_buttons; 898 899 qboolean weapon_thunk; 900 901 gitem_t *newweapon; 902 903 // sum up damage over an entire frame, so 904 // shotgun blasts give a single big kick 905 int damage_armor; // damage absorbed by armor 906 int damage_parmor; // damage absorbed by power armor 907 int damage_blood; // damage taken out of health 908 int damage_knockback; // impact damage 909 vec3_t damage_from; // origin for vector calculation 910 911 float killer_yaw; // when dead, look at killer 912 913 weaponstate_t weaponstate; 914 vec3_t kick_angles; // weapon kicks 915 vec3_t kick_origin; 916 float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks 917 float fall_time, fall_value; // for view drop on fall 918 float damage_alpha; 919 float bonus_alpha; 920 vec3_t damage_blend; 921 vec3_t v_angle; // aiming direction 922 float bobtime; // so off-ground doesn't change it 923 vec3_t oldviewangles; 924 vec3_t oldvelocity; 925 926 float next_drown_time; 927 int old_waterlevel; 928 int breather_sound; 929 930 int machinegun_shots; // for weapon raising 931 932 // animation vars 933 int anim_end; 934 int anim_priority; 935 qboolean anim_duck; 936 qboolean anim_run; 937 938 // powerup timers 939 float quad_framenum; 940 float invincible_framenum; 941 float breather_framenum; 942 float enviro_framenum; 943 944 qboolean grenade_blew_up; 945 float grenade_time; 946 int silencer_shots; 947 int weapon_sound; 948 949 float pickup_msg_time; 950 951 float flood_locktill; // locked from talking 952 float flood_when[10]; // when messages were said 953 int flood_whenhead; // head pointer for when said 954 955 float respawn_time; // can respawn when time > this 956 957 edict_t *chase_target; // player we are chasing 958 qboolean update_chase; // need to update chase info? 959 }; 960 961 962 struct edict_s 963 { 964 entity_state_t s; 965 struct gclient_s *client; // NULL if not a player 966 // the server expects the first part 967 // of gclient_s to be a player_state_t 968 // but the rest of it is opaque 969 970 qboolean inuse; 971 int linkcount; 972 973 // FIXME: move these fields to a server private sv_entity_t 974 link_t area; // linked to a division node or leaf 975 976 int num_clusters; // if -1, use headnode instead 977 int clusternums[MAX_ENT_CLUSTERS]; 978 int headnode; // unused if num_clusters != -1 979 int areanum, areanum2; 980 981 //================================ 982 983 int svflags; 984 vec3_t mins, maxs; 985 vec3_t absmin, absmax, size; 986 solid_t solid; 987 int clipmask; 988 edict_t *owner; 989 990 991 // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER 992 // EXPECTS THE FIELDS IN THAT ORDER! 993 994 //================================ 995 int movetype; 996 int flags; 997 998 char *model; 999 float freetime; // sv.time when the object was freed 1000 1001 // 1002 // only used locally in game, not by server 1003 // 1004 char *message; 1005 char *classname; 1006 int spawnflags; 1007 1008 float timestamp; 1009 1010 float angle; // set in qe3, -1 = up, -2 = down 1011 char *target; 1012 char *targetname; 1013 char *killtarget; 1014 char *team; 1015 char *pathtarget; 1016 char *deathtarget; 1017 char *combattarget; 1018 edict_t *target_ent; 1019 1020 float speed, accel, decel; 1021 vec3_t movedir; 1022 vec3_t pos1, pos2; 1023 1024 vec3_t velocity; 1025 vec3_t avelocity; 1026 int mass; 1027 float air_finished; 1028 float gravity; // per entity gravity multiplier (1.0 is normal) 1029 // use for lowgrav artifact, flares 1030 1031 edict_t *goalentity; 1032 edict_t *movetarget; 1033 float yaw_speed; 1034 float ideal_yaw; 1035 1036 float nextthink; 1037 void (*prethink) (edict_t *ent); 1038 void (*think)(edict_t *self); 1039 void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo? 1040 void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf); 1041 void (*use)(edict_t *self, edict_t *other, edict_t *activator); 1042 void (*pain)(edict_t *self, edict_t *other, float kick, int damage); 1043 void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); 1044 1045 float touch_debounce_time; // are all these legit? do we need more/less of them? 1046 float pain_debounce_time; 1047 float damage_debounce_time; 1048 float fly_sound_debounce_time; //move to clientinfo 1049 float last_move_time; 1050 1051 int health; 1052 int max_health; 1053 int gib_health; 1054 int deadflag; 1055 qboolean show_hostile; 1056 1057 float powerarmor_time; 1058 1059 char *map; // target_changelevel 1060 1061 int viewheight; // height above origin where eyesight is determined 1062 int takedamage; 1063 int dmg; 1064 int radius_dmg; 1065 float dmg_radius; 1066 int sounds; //make this a spawntemp var? 1067 int count; 1068 1069 edict_t *chain; 1070 edict_t *enemy; 1071 edict_t *oldenemy; 1072 edict_t *activator; 1073 edict_t *groundentity; 1074 int groundentity_linkcount; 1075 edict_t *teamchain; 1076 edict_t *teammaster; 1077 1078 edict_t *mynoise; // can go in client only 1079 edict_t *mynoise2; 1080 1081 int noise_index; 1082 int noise_index2; 1083 float volume; 1084 float attenuation; 1085 1086 // timing variables 1087 float wait; 1088 float delay; // before firing targets 1089 float random; 1090 1091 float teleport_time; 1092 1093 int watertype; 1094 int waterlevel; 1095 1096 vec3_t move_origin; 1097 vec3_t move_angles; 1098 1099 // move this to clientinfo? 1100 int light_level; 1101 1102 int style; // also used as areaportal number 1103 1104 gitem_t *item; // for bonus items 1105 1106 // common data blocks 1107 moveinfo_t moveinfo; 1108 monsterinfo_t monsterinfo; 1109 }; 1110 1111