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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).
RTCW SP Source Code 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 3 of the License, or
(at your option) any later version.
RTCW SP Source Code 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 RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// g_local.h -- local definitions for game module
#include "../qcommon/q_shared.h"
#include "bg_public.h"
#include "g_public.h"
//==================================================================
// the "gameversion" client command will print this plus compile date
//----(SA) Wolfenstein
#define GAMEVERSION BASEGAME
// done.
#define BODY_QUEUE_SIZE 8
#define INFINITE 1000000
#define FRAMETIME 100 // msec
#define EVENT_VALID_MSEC 1000
#define CARNAGE_REWARD_TIME 3000
#define REWARD_SPRITE_TIME 2000
#define INTERMISSION_DELAY_TIME 1000
// gentity->flags
#define FL_GODMODE 0x00000010
#define FL_NOTARGET 0x00000020
#define FL_DEFENSE_CROUCH 0x00000100 // warzombie defense pose
#define FL_TEAMSLAVE 0x00000400 // not the first on the team
#define FL_NO_KNOCKBACK 0x00000800
#define FL_DROPPED_ITEM 0x00001000
#define FL_NO_BOTS 0x00002000 // spawn point not for bot use
#define FL_NO_HUMANS 0x00004000 // spawn point just for bots
#define FL_AI_GRENADE_KICK 0x00008000 // an AI has already decided to kick this grenade
// Rafael
#define FL_NOFATIGUE 0x00010000 // cheat flag no fatigue
#define FL_TOGGLE 0x00020000 //----(SA) ent is toggling (doors use this for ex.)
#define FL_KICKACTIVATE 0x00040000 //----(SA) ent has been activated by a kick (doors use this too for ex.)
#define FL_SOFTACTIVATE 0x00000040 //----(SA) ent has been activated while 'walking' (doors use this too for ex.)
#define FL_DEFENSE_GUARD 0x00080000 // warzombie defense pose
#define FL_PARACHUTE 0x00100000
#define FL_WARZOMBIECHARGE 0x00200000
#define FL_NO_MONSTERSLICK 0x00400000
#define FL_NO_HEADCHECK 0x00800000
#define FL_NODRAW 0x01000000
#define FL_DOORNOISE 0x02000000 //----(SA) added
// movers are things like doors, plats, buttons, etc
typedef enum {
MOVER_POS1,
MOVER_POS2,
MOVER_POS3,
MOVER_1TO2,
MOVER_2TO1,
// JOSEPH 1-26-00
MOVER_2TO3,
MOVER_3TO2,
// END JOSEPH
// Rafael
MOVER_POS1ROTATE,
MOVER_POS2ROTATE,
MOVER_1TO2ROTATE,
MOVER_2TO1ROTATE
} moverState_t;
// door AI sound ranges
#define HEAR_RANGE_DOOR_LOCKED 128 // really close since this is a cruel check
#define HEAR_RANGE_DOOR_KICKLOCKED 512
#define HEAR_RANGE_DOOR_OPEN 256
#define HEAR_RANGE_DOOR_KICKOPEN 768
#define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3"
//============================================================================
typedef struct gentity_s gentity_t;
typedef struct gclient_s gclient_t;
//====================================================================
//
// Scripting, these structure are not saved into savegames (parsed each start)
typedef struct
{
char *actionString;
qboolean ( *actionFunc )( gentity_t *ent, char *params );
} g_script_stack_action_t;
//
typedef struct
{
//
// set during script parsing
g_script_stack_action_t *action; // points to an action to perform
char *params;
} g_script_stack_item_t;
//
#define G_MAX_SCRIPT_STACK_ITEMS 64
//
typedef struct
{
g_script_stack_item_t items[G_MAX_SCRIPT_STACK_ITEMS];
int numItems;
} g_script_stack_t;
//
typedef struct
{
int eventNum; // index in scriptEvents[]
char *params; // trigger targetname, etc
g_script_stack_t stack;
} g_script_event_t;
//
typedef struct
{
char *eventStr;
qboolean ( *eventMatch )( g_script_event_t *event, char *eventParm );
} g_script_event_define_t;
//
// Script Flags
#define SCFL_GOING_TO_MARKER 0x1
#define SCFL_ANIMATING 0x2
#define SCFL_WAITING_RESTORE 0x4
//
// Scripting Status (NOTE: this MUST NOT contain any pointer vars)
typedef struct
{
int scriptStackHead, scriptStackChangeTime;
int scriptEventIndex; // current event containing stack of actions to perform
// scripting system variables
int scriptId; // incremented each time the script changes
int scriptFlags;
char *animatingParams;
} g_script_status_t;
//
#define G_MAX_SCRIPT_ACCUM_BUFFERS 8
//
void G_Script_ScriptEvent( gentity_t *ent, char *eventStr, char *params );
//====================================================================
#define CFOFS( x ) ( (size_t)&( ( (gclient_t *)0 )->x ) )
struct gentity_s {
entityState_t s; // communicated by server to clients
entityShared_t r; // shared by both the server system and game
// DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
// EXPECTS THE FIELDS IN THAT ORDER!
//================================
struct gclient_s *client; // NULL if not a client
qboolean inuse;
char *classname; // set in QuakeEd
int spawnflags; // set in QuakeEd
qboolean neverFree; // if true, FreeEntity will only unlink
// bodyque uses this
int flags; // FL_* variables
char *model;
char *model2;
int freetime; // level.time when the object was freed
int eventTime; // events will be cleared EVENT_VALID_MSEC after set
qboolean freeAfterEvent;
qboolean unlinkAfterEvent;
qboolean physicsObject; // if true, it can be pushed by movers and fall off edges
// all game items are physicsObjects,
float physicsBounce; // 1.0 = continuous bounce, 0.0 = no bounce
int clipmask; // brushes with this content value will be collided against
// when moving. items and corpses do not collide against
// players, for instance
// movers
moverState_t moverState;
int soundPos1;
int sound1to2;
int sound2to1;
int soundPos2;
int soundLoop;
// JOSEPH 1-26-00
int sound2to3;
int sound3to2;
int soundPos3;
// END JOSEPH
int soundKicked;
int soundKickedEnd;
int soundSoftopen;
int soundSoftendo;
int soundSoftclose;
int soundSoftendc;
gentity_t *parent;
gentity_t *nextTrain;
gentity_t *prevTrain;
// JOSEPH 1-26-00
vec3_t pos1, pos2, pos3;
// END JOSEPH
char *message;
int timestamp; // body queue sinking, etc
float angle; // set in editor, -1 = up, -2 = down
char *target;
char *targetdeath; // fire this on death exclusively //----(SA) added
char *targetname;
char *team;
char *targetShaderName;
char *targetShaderNewName;
gentity_t *target_ent;
float speed;
float closespeed; // for movers that close at a different speed than they open
vec3_t movedir;
int gDuration;
int gDurationBack;
vec3_t gDelta;
vec3_t gDeltaBack;
int nextthink;
void ( *think )( gentity_t *self );
void ( *reached )( gentity_t *self ); // movers call this when hitting endpoint
void ( *blocked )( gentity_t *self, gentity_t *other );
void ( *touch )( gentity_t *self, gentity_t *other, trace_t *trace );
void ( *use )( gentity_t *self, gentity_t *other, gentity_t *activator );
void ( *pain )( gentity_t *self, gentity_t *attacker, int damage, vec3_t point );
void ( *die )( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod );
int pain_debounce_time;
int fly_sound_debounce_time; // wind tunnel
int last_move_time;
int health;
qboolean takedamage;
int damage;
int splashDamage; // quad will increase this without increasing radius
int splashRadius;
int methodOfDeath;
int splashMethodOfDeath;
int count;
gentity_t *chain;
gentity_t *enemy;
gentity_t *activator;
gentity_t *teamchain; // next entity in team
gentity_t *teammaster; // master of the team
int watertype;
int waterlevel;
int noise_index;
// timing variables
float wait;
float random;
// Rafael - sniper variable
// sniper uses delay, random, radius
int radius;
float delay;
// JOSEPH 10-11-99
int TargetFlag;
float duration;
vec3_t rotate;
vec3_t TargetAngles;
// END JOSEPH
gitem_t *item; // for bonus items
// Ridah, AI fields
char *aiAttributes;
char *aiName;
int aiTeam;
void ( *AIScript_AlertEntity )( gentity_t *ent );
qboolean aiInactive;
int aiCharacter; // the index of the type of character we are (from aicast_soldier.c)
// done.
char *aiSkin;
char *aihSkin;
vec3_t dl_color;
char *dl_stylestring;
char *dl_shader;
int dl_atten;
int key; // used by: target_speaker->nopvs,
qboolean active;
qboolean botDelayBegin;
// Rafael - mg42
float harc;
float varc;
//----(SA) added
float activateArc; // right now just for mg42, but available for setting what angle this ent can be touched/killed from
int props_frame_state;
// Ridah
int missionLevel; // highest mission level completed (for previous level de-briefings)
int missionObjectives; // which objectives for the current level have been met
// gets reset each new level
int numSecretsFound; //----(SA) added to get into savegame
int numTreasureFound; //----(SA) added to get into savegame
// done.
// Rafael
qboolean is_dead;
// done
int start_size;
int end_size;
// Rafael props
qboolean isProp;
int mg42BaseEnt;
gentity_t *melee;
char *spawnitem;
qboolean nopickup;
int flameQuota, flameQuotaTime, flameBurnEnt;
int count2;
int grenadeExplodeTime; // we've caught a grenade, which was due to explode at this time
int grenadeFired; // the grenade entity we last fired
int mg42ClampTime; // time to wait before an AI decides to ditch the mg42
char *track;
// entity scripting system
char *scriptName;
int numScriptEvents;
g_script_event_t *scriptEvents; // contains a list of actions to perform for each event type
g_script_status_t scriptStatus; // current status of scripting
g_script_status_t scriptStatusBackup;
// the accumulation buffer
int scriptAccumBuffer[G_MAX_SCRIPT_ACCUM_BUFFERS];
qboolean AASblocking;
float accuracy;
char *tagName; // name of the tag we are attached to
gentity_t *tagParent;
float headshotDamageScale;
g_script_status_t scriptStatusCurrent; // had to go down here to keep savegames compatible
int emitID; //----(SA) added
int emitNum; //----(SA) added
int emitPressure; //----(SA) added
int emitTime; //----(SA) added
// -------------------------------------------------------------------------------------------
// if working on a post release patch, new variables should ONLY be inserted after this point
};
// Ridah
#include "ai_cast_global.h"
// done.
typedef enum {
CON_DISCONNECTED,
CON_CONNECTING,
CON_CONNECTED
} clientConnected_t;
typedef enum {
SPECTATOR_NOT,
SPECTATOR_FREE,
SPECTATOR_FOLLOW,
SPECTATOR_SCOREBOARD
} spectatorState_t;
typedef enum {
TEAM_BEGIN, // Beginning a team game, spawn at base
TEAM_ACTIVE // Now actively playing
} playerTeamStateState_t;
typedef struct {
playerTeamStateState_t state;
int location;
int captures;
int basedefense;
int carrierdefense;
int flagrecovery;
int fragcarrier;
int assists;
float lasthurtcarrier;
float lastreturnedflag;
float flagsince;
float lastfraggedcarrier;
} playerTeamState_t;
// client data that stays across multiple levels or tournament restarts
// this is achieved by writing all the data to cvar strings at game shutdown
// time and reading them back at connection time. Anything added here
// MUST be dealt with in G_InitSessionData() / G_ReadSessionData() / G_WriteSessionData()
typedef struct {
team_t sessionTeam;
int spectatorNum; // for determining next-in-line to play
spectatorState_t spectatorState;
int spectatorClient; // for chasecam and follow mode
int wins, losses; // tournament stats
int playerType; // DHM - Nerve :: for GT_WOLF
int playerWeapon; // DHM - Nerve :: for GT_WOLF
int playerPistol; // DHM - Nerve :: for GT_WOLF
int playerItem; // DHM - Nerve :: for GT_WOLF
int playerSkin; // DHM - Nerve :: for GT_WOLF
} clientSession_t;
//
#define MAX_NETNAME 36
#define MAX_VOTE_COUNT 3
#define PICKUP_ACTIVATE 0 // pickup items only when using "+activate"
#define PICKUP_TOUCH 1 // pickup items when touched
#define PICKUP_FORCE 2 // pickup the next item when touched (and reset to PICKUP_ACTIVATE when done)
// client data that stays across multiple respawns, but is cleared
// on each level change or team change at ClientBegin()
typedef struct {
clientConnected_t connected;
usercmd_t cmd; // we would lose angles if not persistant
usercmd_t oldcmd; // previous command processed by pmove()
qboolean localClient; // true if "ip" info key is "localhost"
qboolean initialSpawn; // the first spawn should be at a cool location
qboolean predictItemPickup; // based on cg_predictItems userinfo
qboolean pmoveFixed; //
char netname[MAX_NETNAME];
int autoActivate; // based on cg_autoactivate userinfo (uses the PICKUP_ values above)
int emptySwitch; // based on cg_emptyswitch userinfo (means "switch my weapon for me when ammo reaches '0' rather than -1)
int maxHealth; // for handicapping
int enterTime; // level.time the client entered the game
playerTeamState_t teamState; // status in teamplay games
int voteCount; // to prevent people from constantly calling votes
int teamVoteCount; // to prevent people from constantly calling votes
qboolean teamInfo; // send team overlay updates?
} clientPersistant_t;
// this structure is cleared on each ClientSpawn(),
// except for 'client->pers' and 'client->sess'
struct gclient_s {
// ps MUST be the first element, because the server expects it
playerState_t ps; // communicated by server to clients
// the rest of the structure is private to game
clientPersistant_t pers;
clientSession_t sess;
qboolean readyToExit; // wishes to leave the intermission
qboolean noclip;
int lastCmdTime; // level.time of last usercmd_t, for EF_CONNECTION
// we can't just use pers.lastCommand.time, because
// of the g_sycronousclients case
int buttons;
int oldbuttons;
int latched_buttons;
int wbuttons;
int oldwbuttons;
int latched_wbuttons;
vec3_t oldOrigin;
// sum up damage over an entire frame, so
// shotgun blasts give a single big kick
int damage_armor; // damage absorbed by armor
int damage_blood; // damage taken out of health
int damage_knockback; // impact damage
vec3_t damage_from; // origin for vector calculation
qboolean damage_fromWorld; // if true, don't use the damage_from vector
int accurateCount; // for "impressive" reward sound
int accuracy_shots; // total number of shots
int accuracy_hits; // total number of hits
//
int lastkilled_client; // last client that this client killed
int lasthurt_client; // last client that damaged this client
int lasthurt_mod; // type of damage the client did
// timers
int respawnTime; // can respawn when time > this, force after g_forcerespwan
int inactivityTime; // kick players when time > this
qboolean inactivityWarning; // qtrue if the five seoond warning has been given
int rewardTime; // clear the EF_AWARD_IMPRESSIVE, etc when time > this
int airOutTime;
int lastKillTime; // for multiple kill rewards
qboolean fireHeld; // used for hook
gentity_t *hook; // grapple hook if out
int switchTeamTime; // time the player switched teams
// timeResidual is used to handle events that happen every second
// like health / armor countdowns and regeneration
int timeResidual;
float currentAimSpreadScale;
int medicHealAmt;
// RF, may be shared by multiple clients/characters
animModelInfo_t *modelInfo;
// -------------------------------------------------------------------------------------------
// if working on a post release patch, new variables should ONLY be inserted after this point
gentity_t *persistantPowerup;
int portalID;
int ammoTimes[WP_NUM_WEAPONS];
int invulnerabilityTime;
gentity_t *cameraPortal; // grapple hook if out
vec3_t cameraOrigin;
int limboDropWeapon; // JPW NERVE weapon to drop in limbo
int deployQueueNumber; // JPW NERVE player order in reinforcement FIFO queue
int sniperRifleFiredTime; // JPW NERVE last time a sniper rifle was fired (for muzzle flip effects)
float sniperRifleMuzzleYaw; // JPW NERVE for time-dependent muzzle flip in multiplayer
float sniperRifleMuzzlePitch; // (SA) added
int saved_persistant[MAX_PERSISTANT]; // DHM - Nerve :: Save ps->persistant here during Limbo
};
//
// this structure is cleared as each map is entered
//
#define MAX_SPAWN_VARS 64
#define MAX_SPAWN_VARS_CHARS 2048
typedef struct {
struct gclient_s *clients; // [maxclients]
struct gentity_s *gentities;
int gentitySize;
int num_entities; // MAX_CLIENTS <= num_entities <= ENTITYNUM_MAX_NORMAL
int warmupTime; // restart match at this time
fileHandle_t logFile;
// store latched cvars here that we want to get at often
int maxclients;
int framenum;
int time; // in msec
int previousTime; // so movers can back up when blocked
int startTime; // level.time the map was started
int teamScores[TEAM_NUM_TEAMS];
int lastTeamLocationTime; // last time of client team location update
qboolean newSession; // don't use any old session data, because
// we changed gametype
qboolean restarted; // waiting for a map_restart to fire
int numConnectedClients;
int numNonSpectatorClients; // includes connecting clients
int numPlayingClients; // connected, non-spectators
int sortedClients[MAX_CLIENTS]; // sorted by score
int follow1, follow2; // clientNums for auto-follow spectators
int snd_fry; // sound index for standing in lava
int warmupModificationCount; // for detecting if g_warmup is changed
// voting state
char voteString[MAX_STRING_CHARS];
char voteDisplayString[MAX_STRING_CHARS];
int voteTime; // level.time vote was called
int voteExecuteTime; // time the vote is executed
int voteYes;
int voteNo;
int numVotingClients; // set by CalculateRanks
// team voting state
char teamVoteString[2][MAX_STRING_CHARS];
int teamVoteTime[2]; // level.time vote was called
int teamVoteYes[2];
int teamVoteNo[2];
int numteamVotingClients[2]; // set by CalculateRanks
// spawn variables
qboolean spawning; // the G_Spawn*() functions are valid
int numSpawnVars;
char *spawnVars[MAX_SPAWN_VARS][2]; // key / value pairs
int numSpawnVarChars;
char spawnVarChars[MAX_SPAWN_VARS_CHARS];
// intermission state
int intermissionQueued; // intermission was qualified, but
// wait INTERMISSION_DELAY_TIME before
// actually going there so the last
// frag can be watched. Disable future
// kills during this delay
int intermissiontime; // time the intermission was started
char *changemap;
qboolean readyToExit; // at least one client wants to exit
int exitTime;
vec3_t intermission_origin; // also used for spectator spawns
vec3_t intermission_angle;
qboolean locationLinked; // target_locations get linked
gentity_t *locationHead; // head of the location list
int bodyQueIndex; // dead bodies
gentity_t *bodyQue[BODY_QUEUE_SIZE];
int portalSequence;
// Ridah
char *scriptAI;
int reloadPauseTime; // don't think AI/client's until this time has elapsed
int reloadDelayTime; // don't start loading the savegame until this has expired
int lastGrenadeKick;
int loperZapSound;
int stimSoldierFlySound;
int bulletRicochetSound;
// done.
int snipersound;
//----(SA) added
int numSecrets;
int numTreasure;
int numArtifacts;
int numObjectives;
//----(SA) end
int knifeSound[4];
// JPW NERVE
int redReinforceTime, blueReinforceTime; // last time reinforcements arrived in ms
int redNumWaiting, blueNumWaiting; // number of reinforcements in queue
vec3_t spawntargets[MAX_MULTI_SPAWNTARGETS]; // coordinates of spawn targets
int numspawntargets; // # spawntargets in this map
// jpw
// RF, entity scripting
char *scriptEntity;
// player/AI model scripting (server repository)
animScriptData_t animScriptData;
// next map to load
char nextMap[MAX_STRING_CHARS];
// RF, record last time we loaded, so we can hack around sighting issues on reload
int lastLoadTime;
} level_locals_t;
//extern qboolean reloading; // loading up a savegame
//
// g_spawn.c
//
qboolean G_SpawnString( const char *key, const char *defaultString, char **out );
// spawn string returns a temporary reference, you must CopyString() if you want to keep it
qboolean G_SpawnFloat( const char *key, const char *defaultString, float *out );
qboolean G_SpawnInt( const char *key, const char *defaultString, int *out );
qboolean G_SpawnVector( const char *key, const char *defaultString, float *out );
void G_SpawnEntitiesFromString( void );
char *G_NewString( const char *string );
// Ridah
qboolean G_CallSpawn( gentity_t *ent );
// done.
//
// g_cmds.c
//
void Cmd_Score_f( gentity_t *ent );
void StopFollowing( gentity_t *ent );
//void BroadcastTeamChange( gclient_t *client, int oldTeam );
void SetTeam( gentity_t *ent, const char *s );
void SetWolfData( gentity_t *ent, char *ptype, char *weap, char *pistol, char *grenade, char *skinnum ); // DHM - Nerve
void Cmd_FollowCycle_f( gentity_t *ent, int dir );
//
// g_items.c
//
void G_CheckTeamItems( void );
void G_RunItem( gentity_t *ent );
void RespawnItem( gentity_t *ent );
void UseHoldableItem( gentity_t *ent, int item );
void PrecacheItem( gitem_t *it );
gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle, qboolean novelocity );
gentity_t *LaunchItem( gitem_t *item, vec3_t origin, vec3_t velocity );
void SetRespawn( gentity_t *ent, float delay );
void G_SpawnItem( gentity_t *ent, gitem_t *item );
void FinishSpawningItem( gentity_t *ent );
void Think_Weapon( gentity_t *ent );
int ArmorIndex( gentity_t *ent );
void Fill_Clip( playerState_t *ps, int weapon );
void Add_Ammo( gentity_t *ent, int weapon, int count, qboolean fillClip );
void Touch_Item( gentity_t *ent, gentity_t *other, trace_t *trace );
// Touch_Item_Auto is bound by the rules of autoactivation (if cg_autoactivate is 0, only touch on "activate")
void Touch_Item_Auto( gentity_t *ent, gentity_t *other, trace_t *trace );
void ClearRegisteredItems( void );
void RegisterItem( gitem_t *item );
void SaveRegisteredItems( void );
void Prop_Break_Sound( gentity_t *ent );
void Spawn_Shard( gentity_t *ent, gentity_t *inflictor, int quantity, int type );
//
// g_utils.c
//
// Ridah
int G_FindConfigstringIndex( const char *name, int start, int max, qboolean create );
// done.
int G_ModelIndex( char *name );
int G_SoundIndex( const char *name );
void G_TeamCommand( team_t team, char *cmd );
void G_KillBox( gentity_t *ent );
gentity_t *G_Find( gentity_t *from, int fieldofs, const char *match );
gentity_t *G_PickTarget( char *targetname );
void G_UseTargets( gentity_t *ent, gentity_t *activator );
void G_SetMovedir( vec3_t angles, vec3_t movedir );
void G_InitGentity( gentity_t *e );
gentity_t *G_Spawn( void );
gentity_t *G_TempEntity( vec3_t origin, int event );
void G_Sound( gentity_t *ent, int soundIndex );
void G_AnimScriptSound( int soundIndex, vec3_t org, int client );
void G_FreeEntity( gentity_t *e );
//qboolean G_EntitiesFree( void );
void G_TouchTriggers( gentity_t *ent );
float *tv( float x, float y, float z );
char *vtos( const vec3_t v );
void G_AddPredictableEvent( gentity_t *ent, int event, int eventParm );
void G_AddEvent( gentity_t *ent, int event, int eventParm );
void G_SetOrigin( gentity_t *ent, vec3_t origin );
void AddRemap( const char *oldShader, const char *newShader, float timeOffset );
const char *BuildShaderStateConfig( void );
void G_SetAngle( gentity_t *ent, vec3_t angle );
qboolean infront( gentity_t *self, gentity_t *other );
void G_ProcessTagConnect( gentity_t *ent, qboolean clearAngles );
//
// g_combat.c
//
qboolean CanDamage( gentity_t *targ, vec3_t origin );
void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_t dir, vec3_t point, int damage, int dflags, int mod );
qboolean G_RadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius, gentity_t *ignore, int mod );
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
void TossClientItems( gentity_t *self );
// damage flags
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
#define DAMAGE_NO_TEAM_PROTECTION 0x00000010 // armor, shields, invulnerability, and godmode have no effect
#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
#define DAMAGE_PASSTHRU 0x00000040 // damage came through an explosive, or other player, or has in some way already given damage to something
//
// g_missile.c
//
void G_RunMissile( gentity_t *ent );
int G_PredictMissile( gentity_t *ent, int duration, vec3_t endPos, qboolean allowBounce );
// Rafael zombiespit
void G_RunSpit( gentity_t *ent );
void G_RunDebris( gentity_t *ent );
void G_RunCrowbar( gentity_t *ent );
//----(SA) removed unused q3a weapon firing
gentity_t *fire_grenade( gentity_t *self, vec3_t start, vec3_t aimdir, int grenadeWPID );
gentity_t *fire_rocket( gentity_t *self, vec3_t start, vec3_t dir );
// Rafael sniper
void fire_lead( gentity_t *self, vec3_t start, vec3_t dir, int damage );
qboolean visible( gentity_t *self, gentity_t *other );
gentity_t *fire_mortar( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *fire_zombiespit( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *fire_zombiespirit( gentity_t *self, gentity_t *bolt, vec3_t start, vec3_t dir );
gentity_t *fire_crowbar( gentity_t *self, vec3_t start, vec3_t dir );
gentity_t *fire_flamebarrel( gentity_t *self, vec3_t start, vec3_t dir );
// done
//
// g_mover.c
//
void G_RunMover( gentity_t *ent );
void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator );
void G_Activate( gentity_t *ent, gentity_t *activator );
void G_TryDoor( gentity_t *ent, gentity_t *other, gentity_t *activator ); //----(SA) added
void InitMoverRotate( gentity_t *ent );
void InitMover( gentity_t *ent );
void SetMoverState( gentity_t *ent, moverState_t moverState, int time );
//
// g_tramcar.c
//
void Reached_Tramcar( gentity_t *ent );
//
// g_misc.c
//
void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
//
// g_weapon.c
//
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
void CalcMuzzlePoint( gentity_t *ent, int weapon, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
void SnapVectorTowards( vec3_t v, vec3_t to );
trace_t *CheckMeleeAttack( gentity_t *ent, float dist, qboolean isTest );
gentity_t *weapon_grenadelauncher_fire( gentity_t *ent, int grenadeWPID );
// Rafael
gentity_t *weapon_crowbar_throw( gentity_t *ent );
void CalcMuzzlePoints( gentity_t *ent, int weapon );
//----(SA) commented out as we have no hook
//void Weapon_HookFree (gentity_t *ent);
//void Weapon_HookThink (gentity_t *ent);
// Rafael - for activate
void CalcMuzzlePointForActivate( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
// done.
//
// g_client.c
//
int TeamCount( int ignoreClientNum, team_t team );
team_t PickTeam( int ignoreClientNum );
void SetClientViewAngle( gentity_t *ent, vec3_t angle );
gentity_t *SelectSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles );
void ClientRespawn(gentity_t *ent);
void BeginIntermission( void );
void InitBodyQue( void );
void ClientSpawn( gentity_t *ent );
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod );
void AddScore( gentity_t *ent, int score );
void CalculateRanks( void );
qboolean SpotWouldTelefrag( gentity_t *spot );
qboolean G_GetModelInfo( int clientNum, char *modelName, animModelInfo_t **modelInfo );
//
// g_svcmds.c
//
qboolean ConsoleCommand( void );
void G_ProcessIPBans( void );
qboolean G_FilterPacket( char *from );
//
// g_weapon.c
//
void FireWeapon( gentity_t *ent );
//
// g_cmds.c
//
void G_SayTo( gentity_t *ent, gentity_t *other, int mode, int color, const char *name, const char *message ); // JPW NERVE removed static declaration so it would link
void DeathmatchScoreboardMessage( gentity_t *ent );
//
// g_main.c
//
void MoveClientToIntermission( gentity_t *ent );
void FindIntermissionPoint( void );
void G_RunThink( gentity_t *ent );
void AddTournamentQueue(gclient_t *client);
void QDECL G_LogPrintf( const char *fmt, ... ) __attribute__ ((format (printf, 1, 2)));
void SendScoreboardMessageToAllClients( void );
void QDECL G_Printf( const char *fmt, ... ) __attribute__ ((format (printf, 1, 2)));
void QDECL G_DPrintf( const char *fmt, ... ) __attribute__ ((format (printf, 1, 2)));
void QDECL G_Error( const char *fmt, ... ) __attribute__ ((noreturn, format (printf, 1, 2)));
//----(SA) added
void G_EndGame( void );
int G_SendMissionStats( void ); // return '0' if objectives not met, '1' if met
void G_ChangeLevel( char *mapName );
//----(SA) end
//
// g_client.c
//
char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot );
void ClientUserinfoChanged( int clientNum );
void ClientDisconnect( int clientNum );
void ClientBegin( int clientNum );
void ClientCommand( int clientNum );
//
// g_active.c
//
void ClientThink( int clientNum );
void ClientEndFrame( gentity_t *ent );
void G_RunClient( gentity_t *ent );
//
// g_team.c
//
qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
//
// g_mem.c
//
void *G_Alloc( int size );
void G_InitMemory( void );
void Svcmd_GameMem_f( void );
//
// g_session.c
//
void G_ReadSessionData( gclient_t *client );
void G_InitSessionData( gclient_t *client, char *userinfo );
void G_InitWorldSession( void );
void G_WriteSessionData( void );
//
// g_bot.c
//
//void G_InitBots( qboolean restart );
char *G_GetBotInfoByNumber( int num );
char *G_GetBotInfoByName( const char *name );
void G_CheckBotSpawn( void );
void G_QueueBotBegin( int clientNum );
qboolean G_BotConnect( int clientNum, qboolean restart );
void Svcmd_AddBot_f( void );
// ai_main.c
#define MAX_FILEPATH 144
//bot settings
typedef struct bot_settings_s
{
char characterfile[MAX_FILEPATH];
float skill;
} bot_settings_t;
int BotAISetup( int restart );
int BotAIShutdown( int restart );
int BotAILoadMap( int restart );
int BotAISetupClient( int client, struct bot_settings_s *settings );
int BotAIShutdownClient( int client );
int BotAIStartFrame( int time );
void BotTestAAS( vec3_t origin );
// g_cmd.c
void Cmd_Activate_f( gentity_t *ent );
int Cmd_WolfKick_f( gentity_t *ent );
// Ridah
// g_save.c
qboolean G_SaveGame( char *username );
void G_LoadGame( char *username );
qboolean G_SavePersistant( char *nextmap );
void G_LoadPersistant( void );
// g_script.c
void G_Script_ScriptParse( gentity_t *ent );
qboolean G_Script_ScriptRun( gentity_t *ent );
void G_Script_ScriptEvent( gentity_t *ent, char *eventStr, char *params );
void G_Script_ScriptLoad( void );
float AngleDifference( float ang1, float ang2 );
// g_props.c
void Props_Chair_Skyboxtouch( gentity_t *ent );
#include "g_team.h" // teamplay specific stuff
extern level_locals_t level;
extern gentity_t g_entities[MAX_GENTITIES];
extern gentity_t *g_camEnt;
#define FOFS(x) ((size_t)&(((gentity_t *)0)->x))
extern vmCvar_t g_gametype;
// Rafael gameskill
extern vmCvar_t g_gameskill;
// done
extern vmCvar_t g_reloading; //----(SA) added
extern vmCvar_t g_dedicated;
extern vmCvar_t g_cheats;
extern vmCvar_t g_maxclients; // allow this many total, including spectators
extern vmCvar_t g_maxGameClients; // allow this many active
extern vmCvar_t g_restarted;
extern vmCvar_t g_dmflags;
extern vmCvar_t g_fraglimit;
extern vmCvar_t g_timelimit;
extern vmCvar_t g_capturelimit;
extern vmCvar_t g_friendlyFire;
extern vmCvar_t g_password;
extern vmCvar_t g_needpass;
extern vmCvar_t g_gravity;
extern vmCvar_t g_speed;
extern vmCvar_t g_knockback;
extern vmCvar_t g_quadfactor;
extern vmCvar_t g_forcerespawn;
extern vmCvar_t g_inactivity;
extern vmCvar_t g_debugMove;
extern vmCvar_t g_debugAlloc;
extern vmCvar_t g_debugDamage;
extern vmCvar_t g_debugBullets; //----(SA) added
extern vmCvar_t g_debugAudibleEvents; //----(SA) added
extern vmCvar_t g_headshotMaxDist; //----(SA) added
extern vmCvar_t g_weaponRespawn;
extern vmCvar_t g_synchronousClients;
extern vmCvar_t g_motd;
extern vmCvar_t g_warmup;
extern vmCvar_t g_blood;
extern vmCvar_t g_allowVote;
extern vmCvar_t g_weaponTeamRespawn;
extern vmCvar_t g_doWarmup;
extern vmCvar_t g_teamAutoJoin;
extern vmCvar_t g_teamForceBalance;
extern vmCvar_t g_banIPs;
extern vmCvar_t g_filterBan;
extern vmCvar_t g_rankings;
extern vmCvar_t g_enableBreath;
extern vmCvar_t g_smoothClients;
extern vmCvar_t pmove_fixed;
extern vmCvar_t pmove_msec;
//Rafael
extern vmCvar_t g_autoactivate;
extern vmCvar_t g_testPain;
extern vmCvar_t g_missionStats;
extern vmCvar_t ai_scriptName; // name of AI script file to run (instead of default for that map)
extern vmCvar_t g_scriptName; // name of script file to run (instead of default for that map)
extern vmCvar_t g_scriptDebug;
extern vmCvar_t g_userAim;
extern vmCvar_t g_forceModel;
extern vmCvar_t g_mg42arc;
extern vmCvar_t g_totalPlayTime;
extern vmCvar_t g_attempts;
extern vmCvar_t g_footstepAudibleRange;
// JPW NERVE multiplayer
extern vmCvar_t g_redlimbotime;
extern vmCvar_t g_bluelimbotime;
extern vmCvar_t g_medicChargeTime;
extern vmCvar_t g_engineerChargeTime;
extern vmCvar_t g_LTChargeTime;
extern vmCvar_t g_soldierChargeTime;
// jpw
extern vmCvar_t g_playerStart; //----(SA) added
extern vmCvar_t g_localTeamPref;
void trap_Print( const char *text );
void trap_Error( const char *text ) __attribute__((noreturn));
void trap_Endgame( void ); //----(SA) added
int trap_Milliseconds( void );
int trap_RealTime( qtime_t *qtime );
int trap_Argc( void );
void trap_Argv( int n, char *buffer, int bufferLength );
void trap_Args( char *buffer, int bufferLength );
int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
void trap_FS_Read( void *buffer, int len, fileHandle_t f );
int trap_FS_Write( const void *buffer, int len, fileHandle_t f );
int trap_FS_Rename( const char *from, const char *to );
void trap_FS_FCloseFile( fileHandle_t f );
int trap_FS_GetFileList( const char *path, const char *extension, char *listbuf, int bufsize );
void trap_SendConsoleCommand( int exec_when, const char *text );
void trap_Cvar_Register( vmCvar_t *cvar, const char *var_name, const char *value, int flags );
void trap_Cvar_Update( vmCvar_t *cvar );
void trap_Cvar_Set( const char *var_name, const char *value );
int trap_Cvar_VariableIntegerValue( const char *var_name );
float trap_Cvar_VariableValue( const char *var_name );
void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
void trap_LocateGameData( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t, playerState_t *gameClients, int sizeofGameClient );
void trap_DropClient( int clientNum, const char *reason );
void trap_SendServerCommand( int clientNum, const char *text );
void trap_SetConfigstring( int num, const char *string );
void trap_GetConfigstring( int num, char *buffer, int bufferSize );
void trap_GetUserinfo( int num, char *buffer, int bufferSize );
void trap_SetUserinfo( int num, const char *buffer );
void trap_GetServerinfo( char *buffer, int bufferSize );
void trap_SetBrushModel( gentity_t *ent, const char *name );
void trap_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
void trap_TraceCapsule( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
int trap_PointContents( const vec3_t point, int passEntityNum );
qboolean trap_InPVS( const vec3_t p1, const vec3_t p2 );
qboolean trap_InPVSIgnorePortals( const vec3_t p1, const vec3_t p2 );
void trap_AdjustAreaPortalState( gentity_t *ent, qboolean open );
qboolean trap_AreasConnected( int area1, int area2 );
void trap_LinkEntity( gentity_t *ent );
void trap_UnlinkEntity( gentity_t *ent );
int trap_EntitiesInBox( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount );
qboolean trap_EntityContact( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
qboolean trap_EntityContactCapsule( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
int trap_BotAllocateClient( void );
void trap_BotFreeClient( int clientNum );
void trap_GetUsercmd( int clientNum, usercmd_t *cmd );
qboolean trap_GetEntityToken( char *buffer, int bufferSize );
qboolean trap_GetTag( int clientNum, char *tagName, orientation_t * or );
int trap_DebugPolygonCreate( int color, int numPoints, vec3_t *points );
void trap_DebugPolygonDelete( int id );
int trap_BotLibSetup( void );
int trap_BotLibShutdown( void );
int trap_BotLibVarSet( char *var_name, char *value );
int trap_BotLibVarGet( char *var_name, char *value, int size );
int trap_BotLibDefine( char *string );
int trap_BotLibStartFrame( float time );
int trap_BotLibLoadMap( const char *mapname );
int trap_BotLibUpdateEntity( int ent, void /* struct bot_updateentity_s */ *bue );
int trap_BotLibTest( int parm0, char *parm1, vec3_t parm2, vec3_t parm3 );
int trap_BotGetSnapshotEntity( int clientNum, int sequence );
int trap_BotGetServerCommand( int clientNum, char *message, int size );
//int trap_BotGetConsoleMessage(int clientNum, char *message, int size);
void trap_BotUserCommand( int client, usercmd_t *ucmd );
void trap_AAS_EntityInfo( int entnum, void /* struct aas_entityinfo_s */ *info );
int trap_AAS_Initialized( void );
void trap_AAS_PresenceTypeBoundingBox( int presencetype, vec3_t mins, vec3_t maxs );
float trap_AAS_Time( void );
// Ridah
void trap_AAS_SetCurrentWorld( int index );
// done.
int trap_AAS_PointAreaNum( vec3_t point );
int trap_AAS_TraceAreas( vec3_t start, vec3_t end, int *areas, vec3_t *points, int maxareas );
int trap_AAS_PointContents( vec3_t point );
int trap_AAS_NextBSPEntity( int ent );
int trap_AAS_ValueForBSPEpairKey( int ent, char *key, char *value, int size );
int trap_AAS_VectorForBSPEpairKey( int ent, char *key, vec3_t v );
int trap_AAS_FloatForBSPEpairKey( int ent, char *key, float *value );
int trap_AAS_IntForBSPEpairKey( int ent, char *key, int *value );
int trap_AAS_AreaReachability( int areanum );
int trap_AAS_AreaTravelTimeToGoalArea( int areanum, vec3_t origin, int goalareanum, int travelflags );
int trap_AAS_Swimming( vec3_t origin );
int trap_AAS_PredictClientMovement( void /* aas_clientmove_s */ *move, int entnum, vec3_t origin, int presencetype, int onground, vec3_t velocity, vec3_t cmdmove, int cmdframes, int maxframes, float frametime, int stopevent, int stopareanum, int visualize );
// Ridah, route-tables
void trap_AAS_RT_ShowRoute( vec3_t srcpos, int srcnum, int destnum );
qboolean trap_AAS_RT_GetHidePos( vec3_t srcpos, int srcnum, int srcarea, vec3_t destpos, int destnum, int destarea, vec3_t returnPos );
int trap_AAS_FindAttackSpotWithinRange( int srcnum, int rangenum, int enemynum, float rangedist, int travelflags, float *outpos );
qboolean trap_AAS_GetRouteFirstVisPos( vec3_t srcpos, vec3_t destpos, int travelflags, vec3_t retpos );
void trap_AAS_SetAASBlockingEntity( vec3_t absmin, vec3_t absmax, qboolean blocking );
// done.
void trap_EA_Say( int client, char *str );
void trap_EA_SayTeam( int client, char *str );
void trap_EA_UseItem( int client, char *it );
void trap_EA_DropItem( int client, char *it );
void trap_EA_UseInv( int client, char *inv );
void trap_EA_DropInv( int client, char *inv );
void trap_EA_Gesture( int client );
void trap_EA_Command( int client, char *command );
void trap_EA_SelectWeapon( int client, int weapon );
void trap_EA_Talk( int client );
void trap_EA_Attack( int client );
void trap_EA_Reload( int client );
void trap_EA_Use( int client );
void trap_EA_Respawn( int client );
void trap_EA_Jump( int client );
void trap_EA_DelayedJump( int client );
void trap_EA_Crouch( int client );
void trap_EA_MoveUp( int client );
void trap_EA_MoveDown( int client );
void trap_EA_MoveForward( int client );
void trap_EA_MoveBack( int client );
void trap_EA_MoveLeft( int client );
void trap_EA_MoveRight( int client );
void trap_EA_Move( int client, vec3_t dir, float speed );
void trap_EA_View( int client, vec3_t viewangles );
void trap_EA_EndRegular( int client, float thinktime );
void trap_EA_GetInput( int client, float thinktime, void /* struct bot_input_s */ *input );
void trap_EA_ResetInput( int client, void *init );
int trap_BotLoadCharacter( char *charfile, int skill );
void trap_BotFreeCharacter( int character );
float trap_Characteristic_Float( int character, int index );
float trap_Characteristic_BFloat( int character, int index, float min, float max );
int trap_Characteristic_Integer( int character, int index );
int trap_Characteristic_BInteger( int character, int index, int min, int max );
void trap_Characteristic_String( int character, int index, char *buf, int size );
int trap_BotAllocChatState( void );
void trap_BotFreeChatState( int handle );
void trap_BotQueueConsoleMessage( int chatstate, int type, char *message );
void trap_BotRemoveConsoleMessage( int chatstate, int handle );
int trap_BotNextConsoleMessage( int chatstate, void /* struct bot_consolemessage_s */ *cm );
int trap_BotNumConsoleMessages( int chatstate );
void trap_BotInitialChat( int chatstate, char *type, int mcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
int trap_BotNumInitialChats( int chatstate, char *type );
int trap_BotReplyChat( int chatstate, char *message, int mcontext, int vcontext, char *var0, char *var1, char *var2, char *var3, char *var4, char *var5, char *var6, char *var7 );
int trap_BotChatLength( int chatstate );
void trap_BotEnterChat( int chatstate, int client, int sendto );
void trap_BotGetChatMessage( int chatstate, char *buf, int size );
int trap_StringContains( char *str1, char *str2, int casesensitive );
int trap_BotFindMatch( char *str, void /* struct bot_match_s */ *match, unsigned long int context );
void trap_BotMatchVariable( void /* struct bot_match_s */ *match, int variable, char *buf, int size );
void trap_UnifyWhiteSpaces( char *string );
void trap_BotReplaceSynonyms( char *string, unsigned long int context );
int trap_BotLoadChatFile( int chatstate, char *chatfile, char *chatname );
void trap_BotSetChatGender( int chatstate, int gender );
void trap_BotSetChatName( int chatstate, char *name );
void trap_BotResetGoalState( int goalstate );
void trap_BotRemoveFromAvoidGoals( int goalstate, int number );
void trap_BotResetAvoidGoals( int goalstate );
void trap_BotPushGoal( int goalstate, void /* struct bot_goal_s */ *goal );
void trap_BotPopGoal( int goalstate );
void trap_BotEmptyGoalStack( int goalstate );
void trap_BotDumpAvoidGoals( int goalstate );
void trap_BotDumpGoalStack( int goalstate );
void trap_BotGoalName( int number, char *name, int size );
int trap_BotGetTopGoal( int goalstate, void /* struct bot_goal_s */ *goal );
int trap_BotGetSecondGoal( int goalstate, void /* struct bot_goal_s */ *goal );
int trap_BotChooseLTGItem( int goalstate, vec3_t origin, int *inventory, int travelflags );
int trap_BotChooseNBGItem( int goalstate, vec3_t origin, int *inventory, int travelflags, void /* struct bot_goal_s */ *ltg, float maxtime );
int trap_BotTouchingGoal( vec3_t origin, void /* struct bot_goal_s */ *goal );
int trap_BotItemGoalInVisButNotVisible( int viewer, vec3_t eye, vec3_t viewangles, void /* struct bot_goal_s */ *goal );
int trap_BotGetNextCampSpotGoal( int num, void /* struct bot_goal_s */ *goal );
int trap_BotGetMapLocationGoal( char *name, void /* struct bot_goal_s */ *goal );
int trap_BotGetLevelItemGoal( int index, char *classname, void /* struct bot_goal_s */ *goal );
float trap_BotAvoidGoalTime( int goalstate, int number );
void trap_BotInitLevelItems( void );
void trap_BotUpdateEntityItems( void );
int trap_BotLoadItemWeights( int goalstate, char *filename );
void trap_BotFreeItemWeights( int goalstate );
void trap_BotInterbreedGoalFuzzyLogic( int parent1, int parent2, int child );
void trap_BotSaveGoalFuzzyLogic( int goalstate, char *filename );
void trap_BotMutateGoalFuzzyLogic( int goalstate, float range );
int trap_BotAllocGoalState( int state );
void trap_BotFreeGoalState( int handle );
void trap_BotResetMoveState( int movestate );
void trap_BotMoveToGoal( void /* struct bot_moveresult_s */ *result, int movestate, void /* struct bot_goal_s */ *goal, int travelflags );
int trap_BotMoveInDirection( int movestate, vec3_t dir, float speed, int type );
void trap_BotResetAvoidReach( int movestate );
void trap_BotResetLastAvoidReach( int movestate );
int trap_BotReachabilityArea( vec3_t origin, int testground );
int trap_BotMovementViewTarget( int movestate, void /* struct bot_goal_s */ *goal, int travelflags, float lookahead, vec3_t target );
int trap_BotPredictVisiblePosition( vec3_t origin, int areanum, void /* struct bot_goal_s */ *goal, int travelflags, vec3_t target );
int trap_BotAllocMoveState( void );
void trap_BotFreeMoveState( int handle );
void trap_BotInitMoveState( int handle, void /* struct bot_initmove_s */ *initmove );
// Ridah
void trap_BotInitAvoidReach( int handle );
// done.
int trap_BotChooseBestFightWeapon( int weaponstate, int *inventory );
void trap_BotGetWeaponInfo( int weaponstate, int weapon, void /* struct weaponinfo_s */ *weaponinfo );
int trap_BotLoadWeaponWeights( int weaponstate, char *filename );
int trap_BotAllocWeaponState( void );
void trap_BotFreeWeaponState( int weaponstate );
void trap_BotResetWeaponState( int weaponstate );
int trap_GeneticParentsAndChildSelection( int numranks, float *ranks, int *parent1, int *parent2, int *child );
void trap_SnapVector( float *v );
// New in IORTCW
void *trap_Alloc( int size );
typedef enum
{
shard_glass = 0,
shard_wood,
shard_metal,
shard_ceramic,
shard_rubble
} shards_t;
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