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Xash3DArchive/server/g_local.h

1505 lines
41 KiB
C

// g_local.h -- local definitions for game module
// define GAME_INCLUDE so that game.h does not define the
// short, server-visible gclient_t and edict_t structures,
// because we define the full size ones in this file
#define GAME_INCLUDE
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <direct.h>
#include <time.h>
#include <io.h>
#include "basetypes.h"
#include "basemath.h"
#include "qfiles.h"
#include "const.h"
#include "ref_system.h"
#include "ref_server.h"
#include "p_menu.h"
// the "gameversion" client command will print this plus compile date
#define GAMEVERSION "xash"
extern byte *zone_level;
extern byte *zone_game;
#define FreeTag(data) gi.Mem.Free(data)
//malloc-free
#define Mem_Alloc(pool,size) gi.Mem.Alloc(pool, size, __FILE__, __LINE__)
#define Mem_Free(mem) gi.Mem.Free(mem, __FILE__, __LINE__)
//Hunk_AllocName
#define Mem_AllocPool(name) gi.Mem.AllocPool(name, __FILE__, __LINE__)
#define Mem_FreePool(pool) gi.Mem.FreePool(pool, __FILE__, __LINE__)
#define Mem_EmptyPool(pool) gi.Mem.EmptyPool(pool, __FILE__, __LINE__)
#define COM_Parse(data) gi.Script.ParseToken(data)
#define GameTitle gi.GameInfo().title
/*
===========================================
infostring manager
===========================================
*/
#define Info_Print(x) gi.Info.Print
#define Info_Validate(x) gi.Info.Validate(x)
#define Info_RemoveKey(x, y) gi.Info.RemoveKey(x,y)
#define Info_ValueForKey(x,y) gi.Info.ValueForKey(x,y)
#define Info_SetValueForKey(x,y,z) gi.Info.SetValueForKey(x,y,z)
void *TagMalloc (int size, int tag);
void FreeTags (int tag);
// protocol bytes that can be directly added to messages
#define svc_muzzleflash 1
#define svc_muzzleflash2 2
#define svc_temp_entity 3
#define svc_layout 4
#define svc_inventory 5
#define svc_stufftext 11
/*
===========================================
network messaging manager
===========================================
*/
#define MESSAGE_BEGIN(x) gi.Msg.Begin(x)
#define WRITE_CHAR(x) gi.Msg.WriteChar(x)
#define WRITE_BYTE(x) gi.Msg.WriteByte(x)
#define WRITE_WORD(x) gi.Msg.WriteWord(x)
#define WRITE_SHORT(x) gi.Msg.WriteShort(x)
#define WRITE_LONG(x) gi.Msg.WriteLong(x)
#define WRITE_FLOAT(x) gi.Msg.WriteFloat(x)
#define WRITE_STRING(x) gi.Msg.WriteString(x)
#define WRITE_COORD(x) gi.Msg.WriteCoord(x)
#define WRITE_DIR(x) gi.Msg.WriteDir(x)
#define WRITE_ANGLE(x) gi.Msg.WriteAngler(x)
#define MESSAGE_SEND(x,y,z) gi.Msg.Send(x,y,z)
//==================================================================
// view pitching times
#define DAMAGE_TIME 0.5
#define FALL_TIME 0.3
// edict->spawnflags
// these are set with checkboxes on each entity in the map editor
#define SPAWNFLAG_NOT_EASY 0x00000100
#define SPAWNFLAG_NOT_MEDIUM 0x00000200
#define SPAWNFLAG_NOT_HARD 0x00000400
#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800
// edict->flags
#define FL_FLY 0x00000001
#define FL_SWIM 0x00000002 // implied immunity to drowining
#define FL_IMMUNE_LASER 0x00000004
#define FL_INWATER 0x00000008
#define FL_GODMODE 0x00000010
#define FL_NOTARGET 0x00000020
#define FL_IMMUNE_SLIME 0x00000040
#define FL_IMMUNE_LAVA 0x00000080
#define FL_PARTIALGROUND 0x00000100 // not all corners are valid
#define FL_WATERJUMP 0x00000200 // player jumping out of water
#define FL_TEAMSLAVE 0x00000400 // not the first on the team
#define FL_NO_KNOCKBACK 0x00000800
#define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active
#define FL_BOB 0x00002000 // Lazarus: Used for bobbing water
#define FL_TRACKTRAIN 0x00008000
#define FL_DISGUISED 0x00020000 // entity is in disguise, monsters will not recognize.
#define FL_NOGIB 0x00040000 // player has been vaporized by a nuke, drop no gibs
#define FL_REVERSIBLE 0x00080000 // Lazarus: used for reversible func_door_rotating
#define FL_REVOLVING 0x00100000 // Lazarus revolving door
#define FL_ROBOT 0x00200000 // Player-controlled robot or monster. Relax yaw constraints
#define FL_RESPAWN 0x80000000 // used for item respawning
#define FRAMETIME 0.1
// memory tags to allow dynamic memory to be cleaned up
#define TAG_GAME 765 // clear when unloading the dll
#define TAG_LEVEL 766 // clear when loading a new level
#define MELEE_DISTANCE 80
#define BODY_QUEUE_SIZE 8
typedef enum
{
AMMO_BULLETS,
AMMO_SHELLS,
AMMO_ROCKETS,
AMMO_GRENADES,
AMMO_CELLS,
AMMO_SLUGS,
AMMO_FUEL,
AMMO_HOMING_MISSILES
} ammo_t;
//deadflag
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3
#define DEAD_FROZEN 4 // Lazarus: Don't shift angles, just freeze him
//range
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
//gib types
#define GIB_ORGANIC 0
#define GIB_METALLIC 1
//monster ai flags
#define AI_STAND_GROUND 0x00000001
#define AI_TEMP_STAND_GROUND 0x00000002
#define AI_SOUND_TARGET 0x00000004
#define AI_LOST_SIGHT 0x00000008
#define AI_PURSUIT_LAST_SEEN 0x00000010
#define AI_PURSUE_NEXT 0x00000020
#define AI_PURSUE_TEMP 0x00000040
#define AI_HOLD_FRAME 0x00000080
#define AI_GOOD_GUY 0x00000100
#define AI_BRUTAL 0x00000200
#define AI_NOSTEP 0x00000400
#define AI_DUCKED 0x00000800
#define AI_COMBAT_POINT 0x00001000
#define AI_MEDIC 0x00002000
#define AI_RESURRECTING 0x00004000
#define AI_ACTOR 0x00040000 // Is this a misc_actor?
#define AI_FOLLOW_LEADER 0x00080000 // misc_actor only
#define AI_TWO_GUNS 0x00100000 // misc_actor only - nothing to do with AI really,
// but we're out of spawnflags
#define AI_RESPAWN_FINDPLAYER 0x00200000 // used for monsters that change maps with
// a trigger_transition... tells 'em to find SP
// player right away
#define AI_FREEFORALL 0x00400000 // Set by target_monsterbattle, lets dmgteam monsters
// attack monsters on opposion dmgteam
#define AI_RANGE_PAUSE 0x00800000
#define AI_SEEK_COVER 0x02000000
#define AI_CHICKEN 0x04000000
#define AI_MEDIC_PATROL 0x08000000
#define AI_HINT_TEST 0x10000000
#define AI_CROUCH 0x20000000
#define AI_EVADE_GRENADE 0x40000000
#define AI_SEEK_ENEMY 0x80000000
//monster attack state
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
#define AS_BLIND 5 // PMM - used by boss code to do nasty things even if it can't see you
// armor types
#define ARMOR_NONE 0
#define ARMOR_JACKET 1
#define ARMOR_COMBAT 2
#define ARMOR_BODY 3
#define ARMOR_SHARD 4
// power armor types
#define POWER_ARMOR_NONE 0
#define POWER_ARMOR_SCREEN 1
#define POWER_ARMOR_SHIELD 2
// handedness values
#define RIGHT_HANDED 0
#define LEFT_HANDED 1
#define CENTER_HANDED 2
// game.serverflags values
#define SFL_CROSS_TRIGGER_1 0x00000001
#define SFL_CROSS_TRIGGER_2 0x00000002
#define SFL_CROSS_TRIGGER_3 0x00000004
#define SFL_CROSS_TRIGGER_4 0x00000008
#define SFL_CROSS_TRIGGER_5 0x00000010
#define SFL_CROSS_TRIGGER_6 0x00000020
#define SFL_CROSS_TRIGGER_7 0x00000040
#define SFL_CROSS_TRIGGER_8 0x00000080
#define SFL_CROSS_TRIGGER_MASK 0x000000ff
// noise types for PlayerNoise
#define PNOISE_SELF 0
#define PNOISE_WEAPON 1
#define PNOISE_IMPACT 2
// actor follow parms
#define ACTOR_FOLLOW_RUN_RANGE 256 // AI_FOLLOW_LEADER actors run if farther away than this
#define ACTOR_FOLLOW_STAND_RANGE 128 // .. .. stand if closer than this
typedef struct
{
int base_count;
int max_count;
float normal_protection;
float energy_protection;
int armor;
} gitem_armor_t;
// gitem_t->flags
#define IT_WEAPON 1 // use makes active weapon
#define IT_AMMO 2
#define IT_ARMOR 4
#define IT_STAY_COOP 8
#define IT_KEY 16
#define IT_POWERUP 32
// gitem_t->weapmodel for weapons indicates model index
#define WEAP_BLASTER 1
#define WEAP_SHOTGUN 2
#define WEAP_SUPERSHOTGUN 3
#define WEAP_MACHINEGUN 4
#define WEAP_CHAINGUN 5
#define WEAP_GRENADES 6
#define WEAP_GRENADELAUNCHER 7
#define WEAP_ROCKETLAUNCHER 8
#define WEAP_HYPERBLASTER 9
#define WEAP_RAILGUN 10
#define WEAP_BFG 11
#define WEAP_NONE 12
typedef struct gitem_s
{
char *classname; // spawning name
bool (*pickup)(struct edict_s *ent, struct edict_s *other);
void (*use)(struct edict_s *ent, struct gitem_s *item);
void (*drop)(struct edict_s *ent, struct gitem_s *item);
void (*weaponthink)(struct edict_s *ent);
char *pickup_sound;
char *world_model;
int world_model_flags;
char *view_model;
// client side info
char *icon;
char *pickup_name; // for printing on pickup
int count_width; // number of digits to display by icon
int quantity; // for ammo how much, for weapons how much is used per shot
char *ammo; // for weapons
int flags; // IT_* flags
int weapmodel; // weapon model index (for weapons)
void *info;
int tag;
char *precaches; // string of all models, sounds, and images this item will use
} gitem_t;
//
// this structure is left intact through an entire game
// it should be initialized at dll load time, and read/written to
// the server.ssv file for savegames
//
typedef struct
{
char helpmessage1[512];
char helpmessage2[512];
int helpchanged; // flash F1 icon if non 0, play sound
// and increment only if 1, 2, or 3
gclient_t *clients; // [maxclients]
// can't store spawnpoint in level, because
// it would get overwritten by the savegame restore
char spawnpoint[512]; // needed for coop respawns
// store latched cvars here that we want to get at often
int maxclients;
int maxentities;
// cross level triggers
int serverflags;
// Lazarus: target_lock combination
char lock_code[9];
int lock_revealed;
bool lock_hud;
// Lazarus: number of entities moved between maps (not counting players)
int transition_ents;
// items
int num_items;
bool autosaved;
} game_locals_t;
//
// this structure is cleared as each map is entered
// it is read/written to the level.sav file for savegames
//
typedef struct
{
int framenum;
float time;
char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc)
char mapname[MAX_QPATH]; // the server name (base1, etc)
char nextmap[MAX_QPATH]; // go here when fraglimit is hit
// intermission state
float intermissiontime; // time the intermission was started
char *changemap;
int exitintermission;
vec3_t intermission_origin;
vec3_t intermission_angle;
edict_t *sight_client; // changed once each frame for coop games
edict_t *sight_entity;
int sight_entity_framenum;
edict_t *sound_entity;
int sound_entity_framenum;
edict_t *sound2_entity;
int sound2_entity_framenum;
int pic_health;
int total_secrets;
int found_secrets;
int total_goals;
int found_goals;
int total_monsters;
int killed_monsters;
edict_t *current_entity; // entity running from G_RunFrame
int body_que; // dead bodies
int power_cubes; // ugly necessity for coop
int flashlight_cost; // cost/10 seconds for flashlight
int mud_puddles;
int num_3D_sounds;
bool restart_for_actor_models;
bool freeze;
int freezeframes;
int next_skill;
} level_locals_t;
// spawn_temp_t is only used to hold entity field values that
// can be set from the editor, but aren't actualy present
// in edict_t during gameplay
typedef struct
{
// world vars
char *sky;
float skyrotate;
vec3_t skyaxis;
char *nextmap;
int lip;
int distance;
int height;
char *noise;
float pausetime;
char *item;
char *gravity;
float minyaw;
float maxyaw;
float minpitch;
float maxpitch;
float phase;
float shift;
} spawn_temp_t;
typedef struct
{
// fixed data
vec3_t start_origin;
vec3_t start_angles;
vec3_t end_origin;
vec3_t end_angles;
int sound_start;
int sound_middle;
int sound_end;
float accel;
float speed;
float decel;
float distance;
float wait;
// state data
int state;
int prevstate;
vec3_t dir;
float current_speed;
float move_speed;
float next_speed;
float remaining_distance;
float decel_distance;
float ratio;
void (*endfunc)(edict_t *);
bool is_blocked;
} moveinfo_t;
typedef struct
{
void (*aifunc)(edict_t *self, float dist);
float dist;
void (*thinkfunc)(edict_t *self);
} mframe_t;
typedef struct
{
int firstframe;
int lastframe;
mframe_t *frame;
void (*endfunc)(edict_t *self);
} mmove_t;
typedef struct
{
mmove_t *currentmove;
mmove_t *savemove;
int aiflags;
int nextframe;
float scale;
void (*stand)(edict_t *self);
void (*idle)(edict_t *self);
void (*search)(edict_t *self);
void (*walk)(edict_t *self);
void (*run)(edict_t *self);
void (*dodge)(edict_t *self, edict_t *other, float eta);
void (*attack)(edict_t *self);
void (*melee)(edict_t *self);
void (*sight)(edict_t *self, edict_t *other);
bool (*checkattack)(edict_t *self);
void (*jump)(edict_t *self);
float pausetime;
float attack_finished;
vec3_t saved_goal;
float search_time;
float trail_time;
vec3_t last_sighting;
int attack_state;
int lefty;
float idle_time;
int linkcount;
int power_armor_type;
int power_armor_power;
float min_range; // Monsters stop chasing enemy at this distance
float max_range; // Monsters won't notice or attack targets farther than this
float ideal_range[2]; // Ideal low and high range from target, weapon-specific
float flies; // Probability of dead monster generating flies
float jumpup;
float jumpdn;
float rangetime;
int chicken_framenum;
int pathdir; // Up/down a hint_path chain flag for medic
float visibility; // Ratio of visibility
} monsterinfo_t;
extern game_locals_t game;
extern level_locals_t level;
extern game_import_t gi;
extern game_export_t globals;
extern spawn_temp_t st;
extern int sm_meat_index;
extern int snd_fry;
extern int noweapon_index;
extern int jacket_armor_index;
extern int combat_armor_index;
extern int body_armor_index;
extern int shells_index;
extern int bullets_index;
extern int grenades_index;
extern int rockets_index;
extern int cells_index;
extern int slugs_index;
extern int fuel_index;
extern int homing_index;
extern int rl_index;
extern int hml_index;
// means of death
#define MOD_UNKNOWN 0
#define MOD_BLASTER 1
#define MOD_SHOTGUN 2
#define MOD_SSHOTGUN 3
#define MOD_MACHINEGUN 4
#define MOD_CHAINGUN 5
#define MOD_GRENADE 6
#define MOD_G_SPLASH 7
#define MOD_ROCKET 8
#define MOD_R_SPLASH 9
#define MOD_HYPERBLASTER 10
#define MOD_RAILGUN 11
#define MOD_BFG_LASER 12
#define MOD_BFG_BLAST 13
#define MOD_BFG_EFFECT 14
#define MOD_HANDGRENADE 15
#define MOD_HG_SPLASH 16
#define MOD_WATER 17
#define MOD_SLIME 18
#define MOD_LAVA 19
#define MOD_CRUSH 20
#define MOD_TELEFRAG 21
#define MOD_FALLING 22
#define MOD_SUICIDE 23
#define MOD_HELD_GRENADE 24
#define MOD_EXPLOSIVE 25
#define MOD_BARREL 26
#define MOD_BOMB 27
#define MOD_EXIT 28
#define MOD_SPLASH 29
#define MOD_TARGET_LASER 30
#define MOD_TRIGGER_HURT 31
#define MOD_HIT 32
#define MOD_TARGET_BLASTER 33
#define MOD_VEHICLE 34
#define MOD_KICK 35
#define MOD_FRIENDLY_FIRE 0x8000000
extern int meansOfDeath;
extern edict_t *g_edicts;
#define FOFS(x) (int)&(((edict_t *)0)->x)
#define STOFS(x) (int)&(((spawn_temp_t *)0)->x)
#define LLOFS(x) (int)&(((level_locals_t *)0)->x)
#define CLOFS(x) (int)&(((gclient_t *)0)->x)
#define random() ((rand () & 0x7fff) / ((float)0x7fff))
#define crandom() (2.0 * (random() - 0.5))
extern cvar_t *maxentities;
extern cvar_t *deathmatch;
extern cvar_t *coop;
extern cvar_t *dmflags;
extern cvar_t *skill;
extern cvar_t *fraglimit;
extern cvar_t *timelimit;
extern cvar_t *password;
extern cvar_t *spectator_password;
extern cvar_t *needpass;
extern cvar_t *g_select_empty;
extern cvar_t *dedicated;
extern cvar_t *filterban;
extern cvar_t *sv_gravity;
extern cvar_t *sv_maxvelocity;
extern cvar_t *gun_x, *gun_y, *gun_z;
extern cvar_t *sv_rollspeed;
extern cvar_t *sv_rollangle;
extern cvar_t *run_pitch;
extern cvar_t *run_roll;
extern cvar_t *bob_up;
extern cvar_t *bob_pitch;
extern cvar_t *bob_roll;
extern cvar_t *sv_cheats;
extern cvar_t *maxclients;
extern cvar_t *maxspectators;
extern cvar_t *flood_msgs;
extern cvar_t *flood_persecond;
extern cvar_t *flood_waitdelay;
extern cvar_t *sv_maplist;
extern cvar_t *r_motionblur;
extern cvar_t *actorchicken;
extern cvar_t *actorjump;
extern cvar_t *actorscram;
extern cvar_t *alert_sounds;
extern cvar_t *allow_download;
extern cvar_t *bounce_bounce;
extern cvar_t *bounce_minv;
extern cvar_t *cd_loopcount;
extern cvar_t *cl_gun;
extern cvar_t *corpse_fade;
extern cvar_t *corpse_fadetime;
extern cvar_t *crosshair;
extern cvar_t *developer;
extern cvar_t *fov;
extern cvar_t *gl_clear;
extern cvar_t *gl_driver;
extern cvar_t *hand;
extern cvar_t *jetpack_weenie;
extern cvar_t *joy_pitchsensitivity;
extern cvar_t *joy_yawsensitivity;
extern cvar_t *jump_kick;
extern cvar_t *lazarus_cd_loop;
extern cvar_t *lazarus_cl_gun;
extern cvar_t *lazarus_crosshair;
extern cvar_t *lazarus_gl_clear;
extern cvar_t *lazarus_joyp;
extern cvar_t *lazarus_joyy;
extern cvar_t *lazarus_pitch;
extern cvar_t *lazarus_yaw;
extern cvar_t *m_pitch;
extern cvar_t *m_yaw;
extern cvar_t *monsterjump;
extern cvar_t *player_vampire;
extern cvar_t *readout;
extern cvar_t *rocket_strafe;
extern cvar_t *rotate_distance;
extern cvar_t *s_primary;
extern cvar_t *shift_distance;
extern cvar_t *sv_maxgibs;
extern cvar_t *turn_rider;
extern cvar_t *zoomrate;
extern cvar_t *zoomsnap;
extern int max_modelindex;
extern int max_soundindex;
#define world (&g_edicts[0])
// item spawnflags
#define ITEM_TRIGGER_SPAWN 0x00000001
#define ITEM_NO_TOUCH 0x00000002
// 6 bits reserved for editor flags
// 8 bits used as power cube id bits for coop games
#define DROPPED_ITEM 0x00010000
#define DROPPED_PLAYER_ITEM 0x00020000
#define ITEM_TARGETS_USED 0x00040000
//
// fields are needed for spawning from the entity string
// and saving / loading games
//
#define FFL_SPAWNTEMP 1
#define FFL_NOSPAWN 2
typedef enum {
F_INT,
F_FLOAT,
F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL
F_GSTRING, // string on disk, pointer in memory, TAG_GAME
F_VECTOR,
F_ANGLEHACK,
F_EDICT, // index on disk, pointer in memory
F_ITEM, // index on disk, pointer in memory
F_CLIENT, // index on disk, pointer in memory
F_FUNCTION,
F_MMOVE,
F_IGNORE
} fieldtype_t;
typedef struct
{
char *name;
int ofs;
fieldtype_t type;
int flags;
} field_t;
typedef struct
{
char *name;
void (*spawn)(edict_t *ent);
} spawn_t;
// Lazarus: worldspawn effects
#define FX_WORLDSPAWN_NOHELP 1
#define FX_WORLDSPAWN_STEPSOUNDS 2
#define FX_WORLDSPAWN_WHATSIT 4
#define FX_WORLDSPAWN_ALERTSOUNDS 8
#define FX_WORLDSPAWN_CORPSEFADE 16
#define FX_WORLDSPAWN_JUMPKICK 32
extern field_t fields[];
extern gitem_t itemlist[];
extern spawn_t spawns[];
//
// g_ai.c
//
void AI_SetSightClient (void);
void ai_stand (edict_t *self, float dist);
void ai_move (edict_t *self, float dist);
void ai_walk (edict_t *self, float dist);
void ai_turn (edict_t *self, float dist);
void ai_run (edict_t *self, float dist);
void ai_charge (edict_t *self, float dist);
bool canReach (edict_t *ent, edict_t *other);
bool FacingIdeal(edict_t *self);
bool FindTarget (edict_t *self);
void FoundTarget (edict_t *self);
void HuntTarget (edict_t *self);
bool infront (edict_t *self, edict_t *other);
int range (edict_t *self, edict_t *other);
bool visible (edict_t *self, edict_t *other);
bool ai_chicken (edict_t *ent, edict_t *badguy);
//
// g_combat.c
//
bool OnSameTeam (edict_t *ent1, edict_t *ent2);
bool CanDamage (edict_t *targ, edict_t *inflictor);
void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod);
void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod, double dmg_slope);
void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
// damage flags
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
#define DEFAULT_BULLET_HSPREAD 300
#define DEFAULT_BULLET_VSPREAD 500
#define DEFAULT_SHOTGUN_HSPREAD 1000
#define DEFAULT_SHOTGUN_VSPREAD 500
#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
#define DEFAULT_SHOTGUN_COUNT 12
#define DEFAULT_SSHOTGUN_COUNT 20
//
// g_cmds.c
//
void Cmd_Help_f (edict_t *ent);
void Cmd_Score_f (edict_t *ent);
void Use_Flashlight(edict_t *ent,gitem_t *item);
void ClientCommand (edict_t *ent);
//
// g_items.c
//
void PrecacheItem (gitem_t *it);
void InitItems (void);
void SetItemNames (void);
gitem_t *FindItem (char *pickup_name);
gitem_t *FindItemByClassname (char *classname);
#define ITEM_INDEX(x) ((x)-itemlist)
edict_t *Drop_Item (edict_t *ent, gitem_t *item);
void SetRespawn (edict_t *ent, float delay);
void ChangeWeapon (edict_t *ent);
void SpawnItem (edict_t *ent, gitem_t *item);
void Think_Weapon (edict_t *ent);
int ArmorIndex (edict_t *ent);
int PowerArmorType (edict_t *ent);
gitem_t *GetItemByIndex (int index);
bool Add_Ammo (edict_t *ent, gitem_t *item, int count);
void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
//
// g_main.c
//
void SaveClientData (void);
void FetchClientEntData (edict_t *ent);
//
// g_misc.c
//
void ThrowHead (edict_t *self, char *gibname, int damage, int type);
void ThrowClientHead (edict_t *self, int damage);
void ThrowGib (edict_t *self, char *gibname, int damage, int type);
void BecomeExplosion1(edict_t *self);
void barrel_delay (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void barrel_explode (edict_t *self);
void func_explosive_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void PrecacheDebris (int style);
//
// g_monster.c
//
#define SF_MONSTER_AMBUSH 1
#define SF_MONSTER_TRIGGER_SPAWN 2
#define SF_MONSTER_SIGHT 4
#define SF_MONSTER_GOODGUY 8
#define SF_MONSTER_NOGIB 16
#define SF_MONSTER_SPECIAL 32
#define SF_ACTOR_BAD_GUY 64
#define SF_MONSTER_FLIES 128 // only used for monster_commander_body
#define SF_MONSTER_IGNORESHOTS 128
#define SF_MONSTER_KNOWS_MIRRORS 0x00010000
void FadeSink (edict_t *ent);
void FadeDieSink (edict_t *ent);
void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype);
void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype);
void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect);
void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype);
void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, edict_t *homing_target);
void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype);
void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype);
void HintTestNext (edict_t *self, edict_t *hint);
int HintTestStart (edict_t *self);
void M_droptofloor (edict_t *ent);
void monster_think (edict_t *self);
void walkmonster_start (edict_t *self);
void swimmonster_start (edict_t *self);
void flymonster_start (edict_t *self);
void AttackFinished (edict_t *self, float time);
void monster_death_use (edict_t *self);
void M_CatagorizePosition (edict_t *ent);
bool M_CheckAttack (edict_t *self);
void M_FlyCheck (edict_t *self);
void M_FliesOff (edict_t *self);
void M_FliesOn (edict_t *self);
void M_CheckGround (edict_t *ent);
bool M_walkmove (edict_t *ent, float yaw, float dist);
bool M_SetDeath (edict_t *ent,mmove_t **moves);
int PatchMonsterModel (char *model);
//
// g_patchplayermodels.c
//
int PatchPlayerModels (char *modelname);
//
// g_phys.c
//
void SV_AddGravity (edict_t *ent);
void G_RunEntity (edict_t *ent);
//
// g_spawn.c
//
void ED_CallSpawn (edict_t *ent);
void G_FindTeams();
void Cmd_ToggleHud ();
void Hud_On();
void Hud_Off();
//
// g_svcmds.c
//
void ServerCommand (void);
bool SV_FilterPacket (char *from);
//
// g_thing.c
//
edict_t *SpawnThing();
//
// g_trigger.c
//
typedef struct
{
char *name;
} entlist_t;
bool HasSpawnFunction(edict_t *ent);
int trigger_transition_ents (edict_t *changelevel, edict_t *self);
//
// g_utils.c
//
bool KillBox (edict_t *ent);
void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
edict_t *G_Find (edict_t *from, int fieldofs, char *match);
edict_t *findradius (edict_t *from, vec3_t org, float rad);
edict_t *G_PickTarget (char *targetname);
void G_UseTargets (edict_t *ent, edict_t *activator);
void G_SetMovedir (vec3_t angles, vec3_t movedir);
void G_InitEdict (edict_t *e);
edict_t *G_Spawn (void);
void G_FreeEdict (edict_t *e);
void G_TouchTriggers (edict_t *ent);
void G_TouchSolids (edict_t *ent);
char *G_CopyString (char *in);
void stuffcmd(edict_t *ent,char *command);
float *tv (float x, float y, float z);
char *vtos (vec3_t v);
float vectoyaw (vec3_t vec);
void vectoangles (vec3_t vec, vec3_t angles);
bool point_infront (edict_t *self, vec3_t point);
void AnglesNormalize(vec3_t vec);
float SnapToEights(float x);
// Lazarus
float AtLeast(float x, float dx);
edict_t *LookingAt(edict_t *ent, int filter, vec3_t endpos, float *range);
void GameDirRelativePath(char *filename, char *output);
void G_UseTarget (edict_t *ent, edict_t *activator, edict_t *target);
//
// p_client.c
//
void player_pain (edict_t *self, edict_t *other, float kick, int damage);
void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void respawn (edict_t *ent);
void BeginIntermission (edict_t *targ);
void PutClientInServer (edict_t *ent);
void InitClientPersistant (gclient_t *client,int style);
void InitClientResp (gclient_t *client);
void InitBodyQue (void);
void ClientBeginServerFrame (edict_t *ent);
//
// p_hud.c
//
void MoveClientToIntermission (edict_t *client);
void G_SetStats (edict_t *ent);
void G_SetSpectatorStats (edict_t *ent);
void ValidateSelectedItem (edict_t *ent);
void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer);
//
// p_view.c
//
void ClientEndServerFrame (edict_t *ent);
//
// p_weapon.c
//
void PlayerNoise(edict_t *who, vec3_t where, int type);
void P_ProjectSource (gclient_t *client, vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result);
void kick_attack (edict_t *ent);
//============================================================================
// client_t->anim_priority
#define ANIM_BASIC 0 // stand / run
#define ANIM_WAVE 1
#define ANIM_JUMP 2
#define ANIM_PAIN 3
#define ANIM_ATTACK 4
#define ANIM_DEATH 5
#define ANIM_REVERSE 6
// client data that stays across multiple level loads
typedef struct
{
char userinfo[MAX_INFO_STRING];
char netname[16];
int hand;
bool connected; // a loadgame will leave valid entities that
// just don't have a connection yet
// values saved and restored from edicts when changing levels
int health;
int max_health;
int savedFlags;
int selected_item;
int inventory[MAX_ITEMS];
// ammo capacities
int max_bullets;
int max_shells;
int max_rockets;
int max_grenades;
int max_cells;
int max_slugs;
int max_fuel;
int max_homing_missiles;
gitem_t *weapon;
gitem_t *lastweapon;
bool fire_mode; // Lazarus - alternate firing mode
int power_cubes; // used for tracking the cubes in coop games
int score; // for calculating total unit score in coop games
int game_helpchanged;
int helpchanged;
bool spectator; // client is a spectator
bool spawn_landmark;
bool spawn_levelchange;
vec3_t spawn_offset;
vec3_t spawn_velocity;
vec3_t spawn_angles;
vec3_t spawn_viewangles;
int spawn_pm_flags;
int spawn_gunframe;
int spawn_modelframe;
int spawn_anim_end;
gitem_t *newweapon;
} client_persistant_t;
// client data that stays across deathmatch respawns
typedef struct
{
client_persistant_t coop_respawn; // what to set client->pers to on a respawn
int enterframe; // level.framenum the client entered the game
int score; // frags, etc
vec3_t cmd_angles; // angles sent over in the last command
bool spectator; // client is a spectator
} client_respawn_t;
// this structure is cleared on each PutClientInServer(),
// except for 'client->pers'
struct gclient_s
{
// known to server
player_state_t ps; // communicated by server to clients
int ping;
// private to game
client_persistant_t pers;
client_respawn_t resp;
pmove_state_t old_pmove; // for detecting out-of-pmove changes
bool showscores; // set layout stat
bool showinventory; // set layout stat
bool showhelp;
bool showhelpicon;
int ammo_index;
int buttons;
int oldbuttons;
int latched_buttons;
int nNewLatch;
bool weapon_thunk;
gitem_t *newweapon;
// sum up damage over an entire frame, so
// shotgun blasts give a single big kick
int damage_armor; // damage absorbed by armor
int damage_parmor; // damage absorbed by power armor
int damage_blood; // damage taken out of health
int damage_knockback; // impact damage
vec3_t damage_from; // origin for vector calculation
float killer_yaw; // when dead, look at killer
weaponstate_t weaponstate;
vec3_t kick_angles; // weapon kicks
vec3_t kick_origin;
float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks
float fall_time, fall_value; // for view drop on fall
float damage_alpha;
float bonus_alpha;
vec3_t damage_blend;
vec3_t v_angle; // aiming direction
float bobtime; // so off-ground doesn't change it
vec3_t oldviewangles;
vec3_t oldvelocity;
float next_drown_time;
int old_waterlevel;
int breather_sound;
int machinegun_shots; // for weapon raising
// animation vars
int anim_end;
int anim_priority;
bool anim_duck;
bool anim_run;
// powerup timers
float quad_framenum;
float invincible_framenum;
float breather_framenum;
float enviro_framenum;
bool grenade_blew_up;
float grenade_time;
int silencer_shots;
int weapon_sound;
float pickup_msg_time;
float flood_locktill; // locked from talking
float flood_when[10]; // when messages were said
int flood_whenhead; // head pointer for when said
float respawn_time; // can respawn when time > this
usercmd_t ucmd; // Lazarus: Copied for convenience in ClientThink
// TREMOR func_pushable stuff
float maxvelocity; // Used when pushing func_pushable
edict_t *push;
// flashlight
bool flashlight;
float flashlight_time;
// menu stuff ala CTF
bool inmenu; // in menu
int menutimer;
pmenuhnd_t *menu; // current menu
char *whatsit;
// security camera
edict_t *spycam;
edict_t *monitor;
edict_t *camplayer;
vec3_t org_viewangles;
short old_owner_angles[2];
// laser sight
edict_t *laser_sight;
int vehicle_framenum; // last time player engaged or disengaged vehicle
int zooming;
float joy_pitchsensitivity;
float joy_yawsensitivity;
float m_pitch;
float m_yaw;
bool sensitivities_init;
bool zoomed;
float original_fov;
float fps_time_start;
int fps_frames;
float secs_per_frame;
float frame_zoomrate;
int shift_dir; // direction code for debugging/moving an item
int startframe; // time at which ClientBegin is called
float fadestart;
float fadein; // for fading screen to black at mission failure
float fadehold;
float fadeout;
vec3_t fadecolor;
float fadealpha;
int leftfoot; // 0 or 1, used for footstep sounds
int jumping; // 0 or 1, used for jumpkick
edict_t *homing_rocket; // used to limit firing frequency
};
#define NUM_ACTOR_SOUNDS 13
struct edict_s
{
entity_state_t s;
struct gclient_s *client; // NULL if not a player
// the server expects the first part
// of gclient_s to be a player_state_t
// but the rest of it is opaque
bool inuse;
int linkcount;
// FIXME: move these fields to a server private sv_entity_t
link_t area; // linked to a division node or leaf
int num_clusters; // if -1, use headnode instead
int clusternums[MAX_ENT_CLUSTERS];
int headnode; // unused if num_clusters != -1
int areanum, areanum2;
//================================
int svflags;
vec3_t mins, maxs;
vec3_t absmin, absmax, size;
solid_t solid;
int clipmask;
edict_t *owner;
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
// EXPECTS THE FIELDS IN THAT ORDER!
//================================
entity_id class_id; // Lazarus: Added in lieu of doing string comparisons
// on classnames.
int movetype;
int flags;
char *model;
float freetime; // sv.time when the object was freed
//
// only used locally in game, not by server
//
char *message;
char *key_message; // Lazarus: used from tremor_trigger_key
char *classname;
int spawnflags;
float timestamp;
float angle; // set in qe3, -1 = up, -2 = down
char *target;
char *targetname;
char *killtarget;
char *team;
char *pathtarget;
char *deathtarget;
char *combattarget;
edict_t *target_ent;
float speed, accel, decel;
vec3_t movedir;
vec3_t pos1, pos2;
vec3_t velocity;
vec3_t avelocity;
int mass;
float air_finished;
float gravity; // per entity gravity multiplier (1.0 is normal)
// use for lowgrav artifact, flares
edict_t *goalentity;
edict_t *movetarget;
float yaw_speed;
float ideal_yaw;
char *common_name;
// Lazarus: for rotating brush models:
float pitch_speed;
float roll_speed;
float ideal_pitch;
float ideal_roll;
float roll;
float nextthink;
void (*prethink) (edict_t *ent);
void (*think)(edict_t *self);
void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo?
void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf);
void (*use)(edict_t *self, edict_t *other, edict_t *activator);
void (*pain)(edict_t *self, edict_t *other, float kick, int damage);
void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void (*play)(edict_t *self, edict_t *activator);
float touch_debounce_time; // are all these legit? do we need more/less of them?
float pain_debounce_time;
float damage_debounce_time;
float gravity_debounce_time; // used by item_ movement commands to prevent
// monsters from dropping to floor
float fly_sound_debounce_time; //move to clientinfo
float last_move_time;
int health;
int max_health;
int gib_health;
int deadflag;
bool show_hostile;
// Lazarus: health2 and mass2 are passed from jorg to makron health and mass
int health2;
int mass2;
float powerarmor_time;
char *map; // target_changelevel
int viewheight; // height above origin where eyesight is determined
int takedamage;
int dmg;
int radius_dmg;
float dmg_radius;
int sounds; //make this a spawntemp var?
int count;
edict_t *chain;
edict_t *enemy;
edict_t *oldenemy;
edict_t *activator;
edict_t *groundentity;
int groundentity_linkcount;
edict_t *teamchain;
edict_t *teammaster;
edict_t *mynoise; // can go in client only
edict_t *mynoise2;
int noise_index;
int noise_index2;
float volume;
float attenuation;
// timing variables
float wait;
float delay; // before firing targets
float random;
// Lazarus: laser timing
float starttime;
float endtime;
float teleport_time;
int watertype;
int waterlevel;
int old_watertype;
vec3_t move_origin;
vec3_t move_angles;
// move this to clientinfo?
int light_level;
int style; // also used as areaportal number
gitem_t *item; // for bonus items
// common data blocks
moveinfo_t moveinfo;
monsterinfo_t monsterinfo;
float goal_frame;
// various Lazarus additions follow:
//ed - for the sprite/model spawner
char *usermodel;
int startframe;
int framenumbers;
int solidstate;
// Lazarus: changed from rendereffect to renderfx and effects, and now uses
// real constants which can be combined.
// int rendereffect;
int renderfx;
int effects;
vec3_t bleft;
vec3_t tright;
// item identification
char *datafile;
// func_pushable
vec3_t oldvelocity; // Added for TREMOR to figure falling damage
vec3_t offset; // Added for TREMOR - offset from func_pushable to pusher
float density;
float bob; // bobbing in water amplitude
float duration;
int bobframe;
int bounce_me; // 0 for no bounce, 1 to bounce, 2 if velocity should not be clipped
// this is solely used by func_pushable for now
vec3_t origin_offset; // used to help locate brush models w/o origin brush
vec3_t org_mins,org_maxs;
vec3_t org_angles;
int org_movetype;
int axis;
// crane
bool busy;
bool attracted;
int crane_increment;
int crane_dir;
edict_t *crane_control;
edict_t *crane_onboard_control;
edict_t *crane_beam;
edict_t *crane_hoist;
edict_t *crane_hook;
edict_t *crane_cargo;
edict_t *crane_cable;
edict_t *crane_light;
vec_t crane_bonk;
edict_t *speaker; // moving speaker that eliminates the need
// for origin brushes with brush models
edict_t *vehicle; // generic drivable vehicle
char *idle_noise;
float radius;
vec3_t org_size; // Initial size of the vehicle bounding box,
// monster AI
char *dmgteam;
// spycam
edict_t *viewer;
// monster power armor
int powerarmor;
// MOVETYPE_PUSH rider angles
int turn_rider;
// selected brush models will move their origin to
// the origin of this entity:
char *move_to;
// newtargetname used ONLY by target_change and target_bmodel_spawner.
char *newtargetname;
// source of target_clone's model
char *source;
// if true, brush models will move directly to Move_Done
// at Move_Final rather than slowing down.
bool smooth_movement;
int in_mud;
int actor_sound_index[NUM_ACTOR_SOUNDS];
int actor_gunframe;
int actor_current_weapon; // Index into weapon[]
int actor_weapon[2];
int actor_model_index[2];
float actor_crouch_time;
bool actor_id_model;
vec3_t muzzle; // Offset from origin to gun muzzle
vec3_t muzzle2; // Offset to left weapon (must have SF | 128)
vec3_t color; // target_fade
float alpha;
float fadein;
float holdtime;
float fadeout;
int owner_id; // These are used ONLY for ents that
int id; // change maps via trigger_transition
int last_attacked_framenum; // Used to turn off chicken mode
// tracktrain
char *target2;
edict_t *prevpath;
// spline train
edict_t *from;
edict_t *to;
edict_t *next_grenade; // Used to build a list of active grenades
edict_t *prev_grenade;
// gib type - specifies folder where gib models are found.
int gib_type;
int blood_type;
int moreflags;
// actor muzzle flash
edict_t *flash;
};
#define LOOKAT_NOBRUSHMODELS 1
#define LOOKAT_NOWORLD 2
#define LOOKAT_MD2 (LOOKAT_NOBRUSHMODELS | LOOKAT_NOWORLD)
#define BeepBeep(ent) (gi.sound (ent, CHAN_AUTO, gi.soundindex ("misc/talk1.wav"), 1, ATTN_NORM, 0))
#define POWERUP_REPLACE_ENT 0
#define POWERUP_NEW_ENT 1
#define POWERUP_USE_ITEM 2
#define FLASHLIGHT_MOD
#define FLASHLIGHT_USE POWERUP_NEW_ENT
#define FLASHLIGHT_DRAIN 60
#define FLASHLIGHT_ITEM "Cells"