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Diffstat (limited to 'source/baseq2/g_local.h')
-rw-r--r-- | source/baseq2/g_local.h | 1116 |
1 files changed, 1116 insertions, 0 deletions
diff --git a/source/baseq2/g_local.h b/source/baseq2/g_local.h new file mode 100644 index 0000000..1196a7a --- /dev/null +++ b/source/baseq2/g_local.h @@ -0,0 +1,1116 @@ +/* +Copyright (C) 1997-2001 Id Software, Inc. + +This program is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + +*/ +// g_local.h -- local definitions for game module + +#include <config.h> +#include "q_shared.h" +#include "q_list.h" + +// define GAME_INCLUDE so that game.h does not define the +// short, server-visible gclient_t and edict_t structures, +// because we define the full size ones in this file +#define GAME_INCLUDE +#include "g_public.h" + +// the "gameversion" client command will print this plus compile date +#define GAMEVERSION "baseq2" + +// protocol bytes that can be directly added to messages +#define svc_muzzleflash 1 +#define svc_muzzleflash2 2 +#define svc_temp_entity 3 +#define svc_layout 4 +#define svc_inventory 5 +#define svc_stufftext 11 + +//================================================================== + +// view pitching times +#define DAMAGE_TIME 0.5 +#define FALL_TIME 0.3 + + +// edict->spawnflags +// these are set with checkboxes on each entity in the map editor +#define SPAWNFLAG_NOT_EASY 0x00000100 +#define SPAWNFLAG_NOT_MEDIUM 0x00000200 +#define SPAWNFLAG_NOT_HARD 0x00000400 +#define SPAWNFLAG_NOT_DEATHMATCH 0x00000800 +#define SPAWNFLAG_NOT_COOP 0x00001000 + +// edict->flags +#define FL_FLY 0x00000001 +#define FL_SWIM 0x00000002 // implied immunity to drowining +#define FL_IMMUNE_LASER 0x00000004 +#define FL_INWATER 0x00000008 +#define FL_GODMODE 0x00000010 +#define FL_NOTARGET 0x00000020 +#define FL_IMMUNE_SLIME 0x00000040 +#define FL_IMMUNE_LAVA 0x00000080 +#define FL_PARTIALGROUND 0x00000100 // not all corners are valid +#define FL_WATERJUMP 0x00000200 // player jumping out of water +#define FL_TEAMSLAVE 0x00000400 // not the first on the team +#define FL_NO_KNOCKBACK 0x00000800 +#define FL_POWER_ARMOR 0x00001000 // power armor (if any) is active +#define FL_RESPAWN 0x80000000 // used for item respawning + + +#define FRAMETIME 0.1 + +// memory tags to allow dynamic memory to be cleaned up +#define TAG_GAME 765 // clear when unloading the dll +#define TAG_LEVEL 766 // clear when loading a new level + + +#define MELEE_DISTANCE 80 + +#define BODY_QUEUE_SIZE 8 + +typedef enum +{ + DAMAGE_NO, + DAMAGE_YES, // will take damage if hit + DAMAGE_AIM // auto targeting recognizes this +} damage_t; + +typedef enum +{ + WEAPON_READY, + WEAPON_ACTIVATING, + WEAPON_DROPPING, + WEAPON_FIRING +} weaponstate_t; + +typedef enum +{ + AMMO_BULLETS, + AMMO_SHELLS, + AMMO_ROCKETS, + AMMO_GRENADES, + AMMO_CELLS, + AMMO_SLUGS +} ammo_t; + + +//deadflag +#define DEAD_NO 0 +#define DEAD_DYING 1 +#define DEAD_DEAD 2 +#define DEAD_RESPAWNABLE 3 + +//range +#define RANGE_MELEE 0 +#define RANGE_NEAR 1 +#define RANGE_MID 2 +#define RANGE_FAR 3 + +//gib types +#define GIB_ORGANIC 0 +#define GIB_METALLIC 1 + +//monster ai flags +#define AI_STAND_GROUND 0x00000001 +#define AI_TEMP_STAND_GROUND 0x00000002 +#define AI_SOUND_TARGET 0x00000004 +#define AI_LOST_SIGHT 0x00000008 +#define AI_PURSUIT_LAST_SEEN 0x00000010 +#define AI_PURSUE_NEXT 0x00000020 +#define AI_PURSUE_TEMP 0x00000040 +#define AI_HOLD_FRAME 0x00000080 +#define AI_GOOD_GUY 0x00000100 +#define AI_BRUTAL 0x00000200 +#define AI_NOSTEP 0x00000400 +#define AI_DUCKED 0x00000800 +#define AI_COMBAT_POINT 0x00001000 +#define AI_MEDIC 0x00002000 +#define AI_RESURRECTING 0x00004000 + +//monster attack state +#define AS_STRAIGHT 1 +#define AS_SLIDING 2 +#define AS_MELEE 3 +#define AS_MISSILE 4 + +// armor types +#define ARMOR_NONE 0 +#define ARMOR_JACKET 1 +#define ARMOR_COMBAT 2 +#define ARMOR_BODY 3 +#define ARMOR_SHARD 4 + +// power armor types +#define POWER_ARMOR_NONE 0 +#define POWER_ARMOR_SCREEN 1 +#define POWER_ARMOR_SHIELD 2 + +// handedness values +#define RIGHT_HANDED 0 +#define LEFT_HANDED 1 +#define CENTER_HANDED 2 + + +// game.serverflags values +#define SFL_CROSS_TRIGGER_1 0x00000001 +#define SFL_CROSS_TRIGGER_2 0x00000002 +#define SFL_CROSS_TRIGGER_3 0x00000004 +#define SFL_CROSS_TRIGGER_4 0x00000008 +#define SFL_CROSS_TRIGGER_5 0x00000010 +#define SFL_CROSS_TRIGGER_6 0x00000020 +#define SFL_CROSS_TRIGGER_7 0x00000040 +#define SFL_CROSS_TRIGGER_8 0x00000080 +#define SFL_CROSS_TRIGGER_MASK 0x000000ff + + +// noise types for PlayerNoise +#define PNOISE_SELF 0 +#define PNOISE_WEAPON 1 +#define PNOISE_IMPACT 2 + + +// edict->movetype values +typedef enum +{ +MOVETYPE_NONE, // never moves +MOVETYPE_NOCLIP, // origin and angles change with no interaction +MOVETYPE_PUSH, // no clip to world, push on box contact +MOVETYPE_STOP, // no clip to world, stops on box contact + +MOVETYPE_WALK, // gravity +MOVETYPE_STEP, // gravity, special edge handling +MOVETYPE_FLY, +MOVETYPE_TOSS, // gravity +MOVETYPE_FLYMISSILE, // extra size to monsters +MOVETYPE_BOUNCE +} movetype_t; + + + +typedef struct +{ + int base_count; + int max_count; + float normal_protection; + float energy_protection; + int armor; +} gitem_armor_t; + + +// gitem_t->flags +#define IT_WEAPON 1 // use makes active weapon +#define IT_AMMO 2 +#define IT_ARMOR 4 +#define IT_STAY_COOP 8 +#define IT_KEY 16 +#define IT_POWERUP 32 + +// gitem_t->weapmodel for weapons indicates model index +#define WEAP_BLASTER 1 +#define WEAP_SHOTGUN 2 +#define WEAP_SUPERSHOTGUN 3 +#define WEAP_MACHINEGUN 4 +#define WEAP_CHAINGUN 5 +#define WEAP_GRENADES 6 +#define WEAP_GRENADELAUNCHER 7 +#define WEAP_ROCKETLAUNCHER 8 +#define WEAP_HYPERBLASTER 9 +#define WEAP_RAILGUN 10 +#define WEAP_BFG 11 + +typedef struct gitem_s +{ + char *classname; // spawning name + qboolean (*pickup)(struct edict_s *ent, struct edict_s *other); + void (*use)(struct edict_s *ent, struct gitem_s *item); + void (*drop)(struct edict_s *ent, struct gitem_s *item); + void (*weaponthink)(struct edict_s *ent); + char *pickup_sound; + char *world_model; + int world_model_flags; + char *view_model; + + // client side info + char *icon; + char *pickup_name; // for printing on pickup + int count_width; // number of digits to display by icon + + int quantity; // for ammo how much, for weapons how much is used per shot + char *ammo; // for weapons + int flags; // IT_* flags + + int weapmodel; // weapon model index (for weapons) + + void *info; + int tag; + + char *precaches; // string of all models, sounds, and images this item will use +} gitem_t; + + + +// +// this structure is left intact through an entire game +// it should be initialized at dll load time, and read/written to +// the server.ssv file for savegames +// +typedef struct +{ + char helpmessage1[512]; + char helpmessage2[512]; + int helpchanged; // flash F1 icon if non 0, play sound + // and increment only if 1, 2, or 3 + + gclient_t *clients; // [maxclients] + + // can't store spawnpoint in level, because + // it would get overwritten by the savegame restore + char spawnpoint[512]; // needed for coop respawns + + // store latched cvars here that we want to get at often + int maxclients; + int maxentities; + + // cross level triggers + int serverflags; + + // items + int num_items; + + qboolean autosaved; +} game_locals_t; + + +// +// this structure is cleared as each map is entered +// it is read/written to the level.sav file for savegames +// +typedef struct +{ + int framenum; + float time; + + char level_name[MAX_QPATH]; // the descriptive name (Outer Base, etc) + char mapname[MAX_QPATH]; // the server name (base1, etc) + char nextmap[MAX_QPATH]; // go here when fraglimit is hit + + // intermission state + float intermissiontime; // time the intermission was started + char *changemap; + int exitintermission; + vec3_t intermission_origin; + vec3_t intermission_angle; + + edict_t *sight_client; // changed once each frame for coop games + + edict_t *sight_entity; + int sight_entity_framenum; + edict_t *sound_entity; + int sound_entity_framenum; + edict_t *sound2_entity; + int sound2_entity_framenum; + + int pic_health; + + int total_secrets; + int found_secrets; + + int total_goals; + int found_goals; + + int total_monsters; + int killed_monsters; + + edict_t *current_entity; // entity running from G_RunFrame + int body_que; // dead bodies + + int power_cubes; // ugly necessity for coop +} level_locals_t; + + +// spawn_temp_t is only used to hold entity field values that +// can be set from the editor, but aren't actualy present +// in edict_t during gameplay +typedef struct +{ + // world vars + char *sky; + float skyrotate; + vec3_t skyaxis; + char *nextmap; + + int lip; + int distance; + int height; + char *noise; + float pausetime; + char *item; + char *gravity; + + float minyaw; + float maxyaw; + float minpitch; + float maxpitch; +} spawn_temp_t; + + +typedef struct +{ + // fixed data + vec3_t start_origin; + vec3_t start_angles; + vec3_t end_origin; + vec3_t end_angles; + + int sound_start; + int sound_middle; + int sound_end; + + float accel; + float speed; + float decel; + float distance; + + float wait; + + // state data + int state; + vec3_t dir; + float current_speed; + float move_speed; + float next_speed; + float remaining_distance; + float decel_distance; + void (*endfunc)(edict_t *); +} moveinfo_t; + + +typedef struct +{ + void (*aifunc)(edict_t *self, float dist); + float dist; + void (*thinkfunc)(edict_t *self); +} mframe_t; + +typedef struct +{ + int firstframe; + int lastframe; + mframe_t *frame; + void (*endfunc)(edict_t *self); +} mmove_t; + +typedef struct +{ + mmove_t *currentmove; + int aiflags; + int nextframe; + float scale; + + void (*stand)(edict_t *self); + void (*idle)(edict_t *self); + void (*search)(edict_t *self); + void (*walk)(edict_t *self); + void (*run)(edict_t *self); + void (*dodge)(edict_t *self, edict_t *other, float eta); + void (*attack)(edict_t *self); + void (*melee)(edict_t *self); + void (*sight)(edict_t *self, edict_t *other); + qboolean (*checkattack)(edict_t *self); + + float pausetime; + float attack_finished; + + vec3_t saved_goal; + float search_time; + float trail_time; + vec3_t last_sighting; + int attack_state; + int lefty; + float idle_time; + int linkcount; + + int power_armor_type; + int power_armor_power; +} monsterinfo_t; + + + +extern game_locals_t game; +extern level_locals_t level; +extern game_import_t gi; +extern game_export_t globals; +extern spawn_temp_t st; + +extern int sm_meat_index; +extern int snd_fry; + +//extern int jacket_armor_index; +//extern int combat_armor_index; +//extern int body_armor_index; + + +// means of death +#define MOD_UNKNOWN 0 +#define MOD_BLASTER 1 +#define MOD_SHOTGUN 2 +#define MOD_SSHOTGUN 3 +#define MOD_MACHINEGUN 4 +#define MOD_CHAINGUN 5 +#define MOD_GRENADE 6 +#define MOD_G_SPLASH 7 +#define MOD_ROCKET 8 +#define MOD_R_SPLASH 9 +#define MOD_HYPERBLASTER 10 +#define MOD_RAILGUN 11 +#define MOD_BFG_LASER 12 +#define MOD_BFG_BLAST 13 +#define MOD_BFG_EFFECT 14 +#define MOD_HANDGRENADE 15 +#define MOD_HG_SPLASH 16 +#define MOD_WATER 17 +#define MOD_SLIME 18 +#define MOD_LAVA 19 +#define MOD_CRUSH 20 +#define MOD_TELEFRAG 21 +#define MOD_FALLING 22 +#define MOD_SUICIDE 23 +#define MOD_HELD_GRENADE 24 +#define MOD_EXPLOSIVE 25 +#define MOD_BARREL 26 +#define MOD_BOMB 27 +#define MOD_EXIT 28 +#define MOD_SPLASH 29 +#define MOD_TARGET_LASER 30 +#define MOD_TRIGGER_HURT 31 +#define MOD_HIT 32 +#define MOD_TARGET_BLASTER 33 +#define MOD_FRIENDLY_FIRE 0x8000000 + +extern int meansOfDeath; + + +extern edict_t *g_edicts; + +#define FOFS(x) q_offsetof(edict_t, x) +#define STOFS(x) q_offsetof(spawn_temp_t, x) +#define LLOFS(x) q_offsetof(level_locals_t, x) +#define CLOFS(x) q_offsetof(gclient_t, 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; + +#define world (&g_edicts[0]) + +// item spawnflags +#define ITEM_TRIGGER_SPAWN 0x00000001 +#define ITEM_NO_TOUCH 0x00000002 +// 6 bits reserved for editor flags +// 8 bits used as power cube id bits for coop games +#define DROPPED_ITEM 0x00010000 +#define DROPPED_PLAYER_ITEM 0x00020000 +#define ITEM_TARGETS_USED 0x00040000 + +// +// fields are needed for spawning from the entity string +// and saving / loading games +// +#define FFL_SPAWNTEMP 1 +#define FFL_NOSPAWN 2 + +typedef enum { + F_INT, + F_FLOAT, + F_LSTRING, // string on disk, pointer in memory, TAG_LEVEL + F_GSTRING, // string on disk, pointer in memory, TAG_GAME + F_VECTOR, + F_ANGLEHACK, + F_EDICT, // index on disk, pointer in memory + F_ITEM, // index on disk, pointer in memory + F_CLIENT, // index on disk, pointer in memory + F_FUNCTION, + F_MMOVE, + F_IGNORE +} fieldtype_t; + +typedef struct +{ + char *name; + int ofs; + fieldtype_t type; + int flags; +} field_t; + + +extern field_t fields[]; +extern gitem_t itemlist[]; + + +// +// g_cmds.c +// +void Cmd_Help_f (edict_t *ent); +void Cmd_Score_f (edict_t *ent); + +// +// g_items.c +// +void PrecacheItem (gitem_t *it); +void InitItems (void); +void SetItemNames (void); +gitem_t *FindItem (char *pickup_name); +gitem_t *FindItemByClassname (char *classname); +#define ITEM_INDEX(x) ((x)-itemlist) +edict_t *Drop_Item (edict_t *ent, gitem_t *item); +void SetRespawn (edict_t *ent, float delay); +void ChangeWeapon (edict_t *ent); +void SpawnItem (edict_t *ent, gitem_t *item); +void Think_Weapon (edict_t *ent); +int ArmorIndex (edict_t *ent); +int PowerArmorType (edict_t *ent); +gitem_t *GetItemByIndex (int index); +qboolean Add_Ammo (edict_t *ent, gitem_t *item, int count); +void Touch_Item (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf); + +// +// g_utils.c +// +qboolean KillBox (edict_t *ent); +void G_ProjectSource (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t result); +edict_t *G_Find (edict_t *from, int fieldofs, char *match); +edict_t *findradius (edict_t *from, vec3_t org, float rad); +edict_t *G_PickTarget (char *targetname); +void G_UseTargets (edict_t *ent, edict_t *activator); +void G_SetMovedir (vec3_t angles, vec3_t movedir); + +void G_InitEdict (edict_t *e); +edict_t *G_Spawn (void); +void G_FreeEdict (edict_t *e); + +void G_TouchTriggers (edict_t *ent); +void G_TouchSolids (edict_t *ent); + +char *G_CopyString (char *in); + +float *tv (float x, float y, float z); +char *vtos (vec3_t v); + +float vectoyaw (vec3_t vec); +void vectoangles (vec3_t vec, vec3_t angles); + +// +// g_combat.c +// +qboolean OnSameTeam (edict_t *ent1, edict_t *ent2); +qboolean CanDamage (edict_t *targ, edict_t *inflictor); +void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod); +void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod); + +// damage flags +#define DAMAGE_RADIUS 0x00000001 // damage was indirect +#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage +#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon +#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles +#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets) +#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect + +#define DEFAULT_BULLET_HSPREAD 300 +#define DEFAULT_BULLET_VSPREAD 500 +#define DEFAULT_SHOTGUN_HSPREAD 1000 +#define DEFAULT_SHOTGUN_VSPREAD 500 +#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12 +#define DEFAULT_SHOTGUN_COUNT 12 +#define DEFAULT_SSHOTGUN_COUNT 20 + +// +// g_monster.c +// +void monster_fire_bullet (edict_t *self, vec3_t start, vec3_t dir, int damage, int kick, int hspread, int vspread, int flashtype); +void monster_fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int flashtype); +void monster_fire_blaster (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect); +void monster_fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int flashtype); +void monster_fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype); +void monster_fire_railgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int flashtype); +void monster_fire_bfg (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int kick, float damage_radius, int flashtype); +void M_droptofloor (edict_t *ent); +void monster_think (edict_t *self); +void walkmonster_start (edict_t *self); +void swimmonster_start (edict_t *self); +void flymonster_start (edict_t *self); +void AttackFinished (edict_t *self, float time); +void monster_death_use (edict_t *self); +void M_CatagorizePosition (edict_t *ent); +qboolean M_CheckAttack (edict_t *self); +void M_FlyCheck (edict_t *self); +void M_CheckGround (edict_t *ent); + +// +// g_misc.c +// +void ThrowHead (edict_t *self, char *gibname, int damage, int type); +void ThrowClientHead (edict_t *self, int damage); +void ThrowGib (edict_t *self, char *gibname, int damage, int type); +void BecomeExplosion1(edict_t *self); + +// +// g_ai.c +// +void AI_SetSightClient (void); + +void ai_stand (edict_t *self, float dist); +void ai_move (edict_t *self, float dist); +void ai_walk (edict_t *self, float dist); +void ai_turn (edict_t *self, float dist); +void ai_run (edict_t *self, float dist); +void ai_charge (edict_t *self, float dist); +int range (edict_t *self, edict_t *other); + +void FoundTarget (edict_t *self); +qboolean infront (edict_t *self, edict_t *other); +qboolean visible (edict_t *self, edict_t *other); +qboolean FacingIdeal(edict_t *self); + +// +// g_weapon.c +// +void ThrowDebris (edict_t *self, char *modelname, float speed, vec3_t origin); +qboolean fire_hit (edict_t *self, vec3_t aim, int damage, int kick); +void fire_bullet (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int mod); +void fire_shotgun (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick, int hspread, int vspread, int count, int mod); +void fire_blaster (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper); +void fire_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius); +void fire_grenade2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius, qboolean held); +void fire_rocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage); +void fire_rail (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int kick); +void fire_bfg (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius); + +// +// g_ptrail.c +// +void PlayerTrail_Init (void); +void PlayerTrail_Add (vec3_t spot); +void PlayerTrail_New (vec3_t spot); +edict_t *PlayerTrail_PickFirst (edict_t *self); +edict_t *PlayerTrail_PickNext (edict_t *self); +edict_t *PlayerTrail_LastSpot (void); + +// +// g_client.c +// +void respawn (edict_t *ent); +void BeginIntermission (edict_t *targ); +void PutClientInServer (edict_t *ent); +void InitClientPersistant (gclient_t *client); +void InitClientResp (gclient_t *client); +void InitBodyQue (void); +void ClientBeginServerFrame (edict_t *ent); + +// +// g_player.c +// +void player_pain (edict_t *self, edict_t *other, float kick, int damage); +void player_die (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); + +// +// g_svcmds.c +// +void ServerCommand (void); +qboolean SV_FilterPacket (char *from); + +// +// p_view.c +// +void ClientEndServerFrame (edict_t *ent); + +// +// p_hud.c +// +void MoveClientToIntermission (edict_t *client); +void G_SetStats (edict_t *ent); +void G_SetSpectatorStats (edict_t *ent); +void G_CheckChaseStats (edict_t *ent); +void ValidateSelectedItem (edict_t *ent); +void DeathmatchScoreboardMessage (edict_t *client, edict_t *killer); + +// +// g_pweapon.c +// +void PlayerNoise(edict_t *who, vec3_t where, int type); + +// +// m_move.c +// +qboolean M_CheckBottom (edict_t *ent); +qboolean M_walkmove (edict_t *ent, float yaw, float dist); +void M_MoveToGoal (edict_t *ent, float dist); +void M_ChangeYaw (edict_t *ent); + +// +// g_phys.c +// +void G_RunEntity (edict_t *ent); + +// +// g_main.c +// +void SaveClientData (void); +void FetchClientEntData (edict_t *ent); + +// +// g_chase.c +// +void UpdateChaseCam(edict_t *ent); +void ChaseNext(edict_t *ent); +void ChasePrev(edict_t *ent); +void GetChaseTarget(edict_t *ent); + +//============================================================================ + +// client_t->anim_priority +#define ANIM_BASIC 0 // stand / run +#define ANIM_WAVE 1 +#define ANIM_JUMP 2 +#define ANIM_PAIN 3 +#define ANIM_ATTACK 4 +#define ANIM_DEATH 5 +#define ANIM_REVERSE 6 + + +// client data that stays across multiple level loads +typedef struct +{ + char userinfo[MAX_INFO_STRING]; + char netname[16]; + int hand; + + qboolean connected; // a loadgame will leave valid entities that + // just don't have a connection yet + + // values saved and restored from edicts when changing levels + int health; + int max_health; + int savedFlags; + + int selected_item; + int inventory[MAX_ITEMS]; + + // ammo capacities + int max_bullets; + int max_shells; + int max_rockets; + int max_grenades; + int max_cells; + int max_slugs; + + gitem_t *weapon; + gitem_t *lastweapon; + + int power_cubes; // used for tracking the cubes in coop games + int score; // for calculating total unit score in coop games + + int game_helpchanged; + int helpchanged; + + qboolean spectator; // client is a spectator +} client_persistant_t; + +// client data that stays across deathmatch respawns +typedef struct +{ + client_persistant_t coop_respawn; // what to set client->pers to on a respawn + int enterframe; // level.framenum the client entered the game + int score; // frags, etc + vec3_t cmd_angles; // angles sent over in the last command + + qboolean spectator; // client is a spectator +} client_respawn_t; + +// this structure is cleared on each PutClientInServer(), +// except for 'client->pers' +struct gclient_s +{ + // known to server + player_state_t ps; // communicated by server to clients + int ping; + + // private to game + client_persistant_t pers; + client_respawn_t resp; + pmove_state_t old_pmove; // for detecting out-of-pmove changes + + qboolean showscores; // set layout stat + qboolean showinventory; // set layout stat + qboolean showhelp; + qboolean showhelpicon; + + int ammo_index; + + int buttons; + int oldbuttons; + int latched_buttons; + + qboolean weapon_thunk; + + gitem_t *newweapon; + + // sum up damage over an entire frame, so + // shotgun blasts give a single big kick + int damage_armor; // damage absorbed by armor + int damage_parmor; // damage absorbed by power armor + int damage_blood; // damage taken out of health + int damage_knockback; // impact damage + vec3_t damage_from; // origin for vector calculation + + float killer_yaw; // when dead, look at killer + + weaponstate_t weaponstate; + vec3_t kick_angles; // weapon kicks + vec3_t kick_origin; + float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks + float fall_time, fall_value; // for view drop on fall + float damage_alpha; + float bonus_alpha; + vec3_t damage_blend; + vec3_t v_angle; // aiming direction + float bobtime; // so off-ground doesn't change it + vec3_t oldviewangles; + vec3_t oldvelocity; + + float next_drown_time; + int old_waterlevel; + int breather_sound; + + int machinegun_shots; // for weapon raising + + // animation vars + int anim_end; + int anim_priority; + qboolean anim_duck; + qboolean anim_run; + + // powerup timers + float quad_framenum; + float invincible_framenum; + float breather_framenum; + float enviro_framenum; + + qboolean grenade_blew_up; + float grenade_time; + int silencer_shots; + int weapon_sound; + + float pickup_msg_time; + + float flood_locktill; // locked from talking + float flood_when[10]; // when messages were said + int flood_whenhead; // head pointer for when said + + float respawn_time; // can respawn when time > this + + edict_t *chase_target; // player we are chasing + qboolean update_chase; // need to update chase info? +}; + + +struct edict_s +{ + entity_state_t s; + struct gclient_s *client; // NULL if not a player + // the server expects the first part + // of gclient_s to be a player_state_t + // but the rest of it is opaque + + qboolean inuse; + int linkcount; + + // FIXME: move these fields to a server private sv_entity_t + list_t area; // linked to a division node or leaf + + int num_clusters; // if -1, use headnode instead + int clusternums[MAX_ENT_CLUSTERS]; + int headnode; // unused if num_clusters != -1 + int areanum, areanum2; + + //================================ + + int svflags; + vec3_t mins, maxs; + vec3_t absmin, absmax, size; + solid_t solid; + int clipmask; + edict_t *owner; + + + // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER + // EXPECTS THE FIELDS IN THAT ORDER! + + //================================ + int movetype; + int flags; + + char *model; + float freetime; // sv.time when the object was freed + + // + // only used locally in game, not by server + // + char *message; + char *classname; + int spawnflags; + + float timestamp; + + float angle; // set in qe3, -1 = up, -2 = down + char *target; + char *targetname; + char *killtarget; + char *team; + char *pathtarget; + char *deathtarget; + char *combattarget; + edict_t *target_ent; + + float speed, accel, decel; + vec3_t movedir; + vec3_t pos1, pos2; + + vec3_t velocity; + vec3_t avelocity; + int mass; + float air_finished; + float gravity; // per entity gravity multiplier (1.0 is normal) + // use for lowgrav artifact, flares + + edict_t *goalentity; + edict_t *movetarget; + float yaw_speed; + float ideal_yaw; + + float nextthink; + void (*prethink) (edict_t *ent); + void (*think)(edict_t *self); + void (*blocked)(edict_t *self, edict_t *other); //move to moveinfo? + void (*touch)(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf); + void (*use)(edict_t *self, edict_t *other, edict_t *activator); + void (*pain)(edict_t *self, edict_t *other, float kick, int damage); + void (*die)(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point); + + float touch_debounce_time; // are all these legit? do we need more/less of them? + float pain_debounce_time; + float damage_debounce_time; + float fly_sound_debounce_time; //move to clientinfo + float last_move_time; + + int health; + int max_health; + int gib_health; + int deadflag; + qboolean show_hostile; + + float powerarmor_time; + + char *map; // target_changelevel + + int viewheight; // height above origin where eyesight is determined + int takedamage; + int dmg; + int radius_dmg; + float dmg_radius; + int sounds; //make this a spawntemp var? + int count; + + edict_t *chain; + edict_t *enemy; + edict_t *oldenemy; + edict_t *activator; + edict_t *groundentity; + int groundentity_linkcount; + edict_t *teamchain; + edict_t *teammaster; + + edict_t *mynoise; // can go in client only + edict_t *mynoise2; + + int noise_index; + int noise_index2; + float volume; + float attenuation; + + // timing variables + float wait; + float delay; // before firing targets + float random; + + float teleport_time; + + int watertype; + int waterlevel; + + vec3_t move_origin; + vec3_t move_angles; + + // move this to clientinfo? + int light_level; + + int style; // also used as areaportal number + + gitem_t *item; // for bonus items + + // common data blocks + moveinfo_t moveinfo; + monsterinfo_t monsterinfo; +}; + |