ref: deeab146549f322d8c16f0746e5cd5cec56cb2a2
dir: /rogue/game.h/
// game.h -- game dll information visible to server #define GAME_API_VERSION 3 // edict->svflags #define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects #define SVF_DEADMONSTER 0x00000002 // treat as CONTENTS_DEADMONSTER for collision #define SVF_MONSTER 0x00000004 // treat as CONTENTS_MONSTER for collision //ROGUE -- added for things that are damageable, but not monsters // right now, only the tesla has this #define SVF_DAMAGEABLE 0x00000008 //ROGUE end // edict->solid values typedef enum { SOLID_NOT, // no interaction with other objects SOLID_TRIGGER, // only touch when inside, after moving SOLID_BBOX, // touch on edge SOLID_BSP // bsp clip, touch on edge } solid_t; //=============================================================== // link_t is only used for entity area links now typedef struct link_s { struct link_s *prev, *next; } link_t; #define MAX_ENT_CLUSTERS 16 typedef struct edict_t edict_t; typedef struct gclient_t gclient_t; // // functions provided by the main engine // typedef struct { // special messages void (*bprintf) (int printlevel, char *fmt, ...); void (*dprintf) (char *fmt, ...); void (*cprintf) (edict_t *ent, int printlevel, char *fmt, ...); void (*centerprintf) (edict_t *ent, char *fmt, ...); void (*sound) (edict_t *ent, int channel, int soundindex, float volume, float attenuation, float timeofs); void (*positioned_sound) (vec3_t origin, edict_t *ent, int channel, int soundinedex, float volume, float attenuation, float timeofs); // config strings hold all the index strings, the lightstyles, // and misc data like the sky definition and cdtrack. // All of the current configstrings are sent to clients when // they connect, and changes are sent to all connected clients. void (*configstring) (int num, char *string); void (*error) (char *fmt, ...); // the *index functions create configstrings and some internal server state int (*modelindex) (char *name); int (*soundindex) (char *name); int (*imageindex) (char *name); void (*setmodel) (edict_t *ent, char *name); // collision detection trace_t (*trace) (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passent, int contentmask); int (*pointcontents) (vec3_t point); qboolean (*inPVS) (vec3_t p1, vec3_t p2); qboolean (*inPHS) (vec3_t p1, vec3_t p2); void (*SetAreaPortalState) (int portalnum, qboolean open); qboolean (*AreasConnected) (int area1, int area2); // an entity will never be sent to a client or used for collision // if it is not passed to linkentity. If the size, position, or // solidity changes, it must be relinked. void (*linkentity) (edict_t *ent); void (*unlinkentity) (edict_t *ent); // call before removing an interactive edict int (*BoxEdicts) (vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype); void (*Pmove) (pmove_t *pmove); // player movement code common with client prediction // network messaging void (*multicast) (vec3_t origin, multicast_t to); void (*unicast) (edict_t *ent, qboolean reliable); void (*WriteChar) (int c); void (*WriteByte) (int c); void (*WriteShort) (int c); void (*WriteLong) (int c); void (*WriteFloat) (float f); void (*WriteString) (char *s); void (*WritePosition) (vec3_t pos); // some fractional bits void (*WriteDir) (vec3_t pos); // single byte encoded, very coarse void (*WriteAngle) (float f); // managed memory allocation void *(*TagMalloc) (int size, int tag); void (*TagFree) (void *block); void (*FreeTags) (int tag); // console variable interaction cvar_t *(*cvar) (char *var_name, char *value, int flags); cvar_t *(*cvar_set) (char *var_name, char *value); cvar_t *(*cvar_forceset) (char *var_name, char *value); // ClientCommand and ServerCommand parameter access int (*argc) (void); char *(*argv) (int n); char *(*args) (void); // concatenation of all argv >= 1 // add commands to the server console as if they were typed in // for map changing, etc void (*AddCommandString) (char *text); void (*DebugGraph) (float value, int color); } game_import_t; // // functions exported by the game subsystem // typedef struct { int apiversion; // the init function will only be called when a game starts, // not each time a level is loaded. Persistant data for clients // and the server can be allocated in init void (*Init) (void); void (*Shutdown) (void); // each new level entered will cause a call to SpawnEntities void (*SpawnEntities) (char *mapname, char *entstring, char *spawnpoint); // Read/Write Game is for storing persistant cross level information // about the world state and the clients. // WriteGame is called every time a level is exited. // ReadGame is called on a loadgame. void (*WriteGame) (char *filename, qboolean autosave); void (*ReadGame) (char *filename); // ReadLevel is called after the default map information has been // loaded with SpawnEntities void (*WriteLevel) (char *filename); void (*ReadLevel) (char *filename); qboolean (*ClientConnect) (edict_t *ent, char *userinfo); void (*ClientBegin) (edict_t *ent); void (*ClientUserinfoChanged) (edict_t *ent, char *userinfo); void (*ClientDisconnect) (edict_t *ent); void (*ClientCommand) (edict_t *ent); void (*ClientThink) (edict_t *ent, usercmd_t *cmd); void (*RunFrame) (void); // ServerCommand will be called when an "sv <command>" command is issued on the // server console. // The game can issue gi.argc() / gi.argv() commands to get the rest // of the parameters void (*ServerCommand) (void); // // global variables shared between game and server // // The edict array is allocated in the game dll so it // can vary in size from one game to another. // // The size will be fixed when ge->Init() is called edict_t *edicts; int edict_size; int num_edicts; // current number, <= max_edicts int max_edicts; } game_export_t; game_export_t* GetGameAPI(game_import_t *); // the "gameversion" client command will print this plus compile date #define GAMEVERSION "baseq2" #define qmin(a,b) ((a) < (b) ? (a) : (b)) #define qmax(a,b) ((a) > (b) ? (a) : (b)) // view pitching times #define DAMAGE_TIME 0.5 #define FALL_TIME 0.3 // ROGUE- id killed this weapon #define KILL_DISRUPTOR 1 // rogue // 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 //ROGUE #define FL_MECHANICAL 0x00002000 // entity is mechanical, use sparks not blood #define FL_SAM_RAIMI 0x00004000 // entity is in sam raimi cam mode #define FL_DISGUISED 0x00008000 // entity is in disguise, monsters will not recognize. #define FL_NOGIB 0x00010000 // player has been vaporized by a nuke, drop no gibs //ROGUE #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, //ROGUE AMMO_FLECHETTES, AMMO_TESLA, #ifdef KILL_DISRUPTOR AMMO_PROX #else AMMO_PROX, AMMO_DISRUPTOR #endif } 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 //ROGUE #define AI_WALK_WALLS 0x00008000 #define AI_MANUAL_STEERING 0x00010000 #define AI_TARGET_ANGER 0x00020000 #define AI_DODGING 0x00040000 #define AI_CHARGING 0x00080000 #define AI_HINT_PATH 0x00100000 #define AI_IGNORE_SHOTS 0x00200000 // PMM - FIXME - last second added for E3 .. there's probably a better way to do this, but // this works #define AI_DO_NOT_COUNT 0x00400000 // set for healed monsters #define AI_SPAWNED_CARRIER 0x00800000 // both do_not_count and spawned are set for spawned monsters #define AI_SPAWNED_MEDIC_C 0x01000000 // both do_not_count and spawned are set for spawned monsters #define AI_SPAWNED_WIDOW 0x02000000 // both do_not_count and spawned are set for spawned monsters #define AI_SPAWNED_MASK 0x03800000 // mask to catch all three flavors of spawned #define AI_BLOCKED 0x04000000 // used by blocked_checkattack: set to say I'm attacking while blocked // (prevents run-attacks) //ROGUE //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 // 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_NEWTOSS // PGM - for deathball } 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 0x00000001 // use makes active weapon #define IT_AMMO 0x00000002 #define IT_ARMOR 0x00000004 #define IT_STAY_COOP 0x00000008 #define IT_KEY 0x00000010 #define IT_POWERUP 0x00000020 // ROGUE #define IT_MELEE 0x00000040 #define IT_NOT_GIVEABLE 0x00000080 // item can not be given // ROGUE // 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_DISRUPTOR 12 // PGM #define WEAP_ETFRIFLE 13 // PGM #define WEAP_PLASMA 14 // PGM #define WEAP_PROXLAUNCH 15 // PGM #define WEAP_CHAINFIST 16 // PGM typedef struct gitem_s { char *classname; // spawning name qboolean (*pickup)(edict_t *ent, edict_t *other); void (*use)(edict_t *ent, struct gitem_s *item); void (*drop)(edict_t *ent, struct gitem_s *item); void (*weaponthink)(edict_t *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 // ROGUE edict_t *disguise_violator; int disguise_violation_framenum; // ROGUE } 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; unsigned int aiflags; // PGM - unsigned, since we're close to the max 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, trace_t *tr); 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; //ROGUE qboolean (*blocked)(edict_t *self, float dist); // edict_t *last_hint; // last hint_path the monster touched float last_hint_time; // last time the monster checked for hintpaths. edict_t *goal_hint; // which hint_path we're trying to get to int medicTries; edict_t *badMedic1, *badMedic2; // these medics have declared this monster "unhealable" edict_t *healer; // this is who is healing this monster void (*duck)(edict_t *self, float eta); void (*unduck)(edict_t *self); void (*sidestep)(edict_t *self); // while abort_duck would be nice, only monsters which duck but don't sidestep would use it .. only the brain // not really worth it. sidestep is an implied abort_duck // void (*abort_duck)(edict_t *self); float base_height; float next_duck_time; float duck_wait_time; edict_t *last_player_enemy; // blindfire stuff .. the boolean says whether the monster will do it, and blind_fire_time is the timing // (set in the monster) of the next shot qboolean blindfire; // will the monster blindfire? float blind_fire_delay; vec3_t blind_fire_target; // used by the spawners to not spawn too much and keep track of #s of monsters spawned int monster_slots; int monster_used; edict_t *commander; // powerup timers, used by widow, our friend float quad_framenum; float invincible_framenum; float double_framenum; //ROGUE } monsterinfo_t; // ROGUE // this determines how long to wait after a duck to duck again. this needs to be longer than // the time after the monster_duck_up in all of the animation sequences #define DUCK_INTERVAL 0.5 // ROGUE 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; // 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 //======== //ROGUE #define MOD_CHAINFIST 40 #define MOD_DISINTEGRATOR 41 #define MOD_ETF_RIFLE 42 #define MOD_BLASTER2 43 #define MOD_HEATBEAM 44 #define MOD_TESLA 45 #define MOD_PROX 46 #define MOD_NUKE 47 #define MOD_VENGEANCE_SPHERE 48 #define MOD_HUNTER_SPHERE 49 #define MOD_DEFENDER_SPHERE 50 #define MOD_TRACKER 51 #define MOD_DBALL_CRUSH 52 #define MOD_DOPPLE_EXPLODE 53 #define MOD_DOPPLE_VENGEANCE 54 #define MOD_DOPPLE_HUNTER 55 //ROGUE //======== 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 qrandom() ((rand () & 0x7fff) / ((float)0x7fff)) #define crandom() (2.0 * (qrandom() - 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 *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 *sv_stopspeed; // PGM - this was a define in g_phys.c //ROGUE extern cvar_t *g_showlogic; extern cvar_t *gamerules; extern cvar_t *huntercam; extern cvar_t *strong_mines; extern cvar_t *randomrespawn; // this is for the count of monsters #define ENT_SLOTS_LEFT (ent->monsterinfo.monster_slots - ent->monsterinfo.monster_used) #define SELF_SLOTS_LEFT (self->monsterinfo.monster_slots - self->monsterinfo.monster_used) //ROGUE #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); //ROGUE void G_ProjectSource2 (vec3_t point, vec3_t distance, vec3_t forward, vec3_t right, vec3_t up, vec3_t result); float vectoyaw2 (vec3_t vec); void vectoangles2 (vec3_t vec, vec3_t angles); edict_t *findradius2 (edict_t *from, vec3_t org, float rad); //ROGUE // // 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); //ROGUE void T_RadiusNukeDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod); void T_RadiusClassDamage (edict_t *inflictor, edict_t *attacker, float damage, char *ignoreClass, float radius, int mod); void cleanupHealTarget (edict_t *ent); //ROGUE // 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 //ROGUE #define DAMAGE_DESTROY_ARMOR 0x00000040 // damage is done to armor and health. #define DAMAGE_NO_REG_ARMOR 0x00000080 // damage skips regular armor #define DAMAGE_NO_POWER_ARMOR 0x00000100 // damage skips power armor //ROGUE #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); //ROGUE void monster_fire_blaster2 (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int flashtype, int effect); void monster_fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy, int flashtype); void monster_fire_heat (edict_t *self, vec3_t start, vec3_t dir, vec3_t offset, int damage, int kick, int flashtype); void stationarymonster_start (edict_t *self); void monster_done_dodge (edict_t *self); //ROGUE // // 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); //==================== // ROGUE PROTOTYPES // // g_newweap.c // //extern float nuke_framenum; void fire_flechette (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, int kick); void fire_prox (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed); void fire_nuke (edict_t *self, vec3_t start, vec3_t aimdir, int speed); void fire_flame (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed); void fire_burst (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed); void fire_maintain (edict_t *, edict_t *, vec3_t start, vec3_t aimdir, int damage, int speed); void fire_incendiary_grenade (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, float timer, float damage_radius); void fire_player_melee (edict_t *self, vec3_t start, vec3_t aim, int reach, int damage, int kick, int quiet, int mod); void fire_tesla (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed); void fire_blaster2 (edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int effect, qboolean hyper); void fire_heat (edict_t *self, vec3_t start, vec3_t aimdir, vec3_t offset, int damage, int kick, qboolean monster); void fire_tracker (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, edict_t *enemy); // // g_newai.c // qboolean blocked_checkshot (edict_t *self, float shotChance); qboolean blocked_checkplat (edict_t *self, float dist); qboolean blocked_checkjump (edict_t *self, float dist, float maxDown, float maxUp); qboolean blocked_checknewenemy (edict_t *self); qboolean monsterlost_checkhint (edict_t *self); qboolean inback (edict_t *self, edict_t *other); float realrange (edict_t *self, edict_t *other); edict_t *SpawnBadArea(vec3_t mins, vec3_t maxs, float lifespan, edict_t *owner); edict_t *CheckForBadArea(edict_t *ent); qboolean MarkTeslaArea(edict_t *self, edict_t *tesla); void InitHintPaths (void); void PredictAim (edict_t *target, vec3_t start, float bolt_speed, qboolean eye_height, float offset, vec3_t aimdir, vec3_t aimpoint); qboolean below (edict_t *self, edict_t *other); void drawbbox (edict_t *self); void M_MonsterDodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr); void monster_duck_down (edict_t *self); void monster_duck_hold (edict_t *self); void monster_duck_up (edict_t *self); qboolean has_valid_enemy (edict_t *self); void TargetTesla (edict_t *self, edict_t *tesla); void hintpath_stop (edict_t *self); edict_t * PickCoopTarget (edict_t *self); int CountPlayers (void); void monster_jump_start (edict_t *self); qboolean monster_jump_finished (edict_t *self); // // g_sphere.c // void Defender_Launch (edict_t *self); void Vengeance_Launch (edict_t *self); void Hunter_Launch (edict_t *self); // // g_newdm.c // void InitGameRules(void); edict_t *DoRandomRespawn (edict_t *ent); void PrecacheForRandomRespawn (void); qboolean Tag_PickupToken (edict_t *ent, edict_t *other); void Tag_DropToken (edict_t *ent, gitem_t *item); void Tag_PlayerDeath(edict_t *targ, edict_t *inflictor, edict_t *attacker); void fire_doppleganger (edict_t *ent, vec3_t start, vec3_t aimdir); // // g_spawn.c // edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname); edict_t *CreateFlyMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname); edict_t *CreateGroundMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname, int height); qboolean FindSpawnPoint (vec3_t startpoint, vec3_t mins, vec3_t maxs, vec3_t spawnpoint, float maxMoveUp); qboolean CheckSpawnPoint (vec3_t origin, vec3_t mins, vec3_t maxs); qboolean CheckGroundSpawnPoint (vec3_t origin, vec3_t entMins, vec3_t entMaxs, float height, float gravity); void DetermineBBox (char *classname, vec3_t mins, vec3_t maxs); void SpawnGrow_Spawn (vec3_t startpos, int size); void Widowlegs_Spawn (vec3_t startpos, vec3_t angles); // // p_client.c // void RemoveAttackingPainDaemons (edict_t *self); // ROGUE PROTOTYPES //==================== //============================================================================ // 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 //========= //ROGUE int max_tesla; int max_prox; int max_mines; int max_flechettes; #ifndef KILL_DISRUPTOR int max_rounds; #endif //ROGUE //========= } 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_t { // 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? //======= //ROGUE float double_framenum; float ir_framenum; // float torch_framenum; float nuke_framenum; float tracker_pain_framenum; edict_t *owned_sphere; // this points to the player's sphere //ROGUE //======= }; struct edict_t { entity_state_t s; gclient_t *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 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! //================================ 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; //========= //ROGUE int plat2flags; vec3_t offset; vec3_t gravityVector; edict_t *bad_area; edict_t *hint_chain; edict_t *monster_hint_chain; edict_t *target_hint_chain; int hint_chain_id; // FIXME - debug help! float lastMoveTime; //ROGUE //========= }; //============= //ROGUE #define ROGUE_GRAVITY 1 #define SPHERE_DEFENDER 0x0001 #define SPHERE_HUNTER 0x0002 #define SPHERE_VENGEANCE 0x0004 #define SPHERE_DOPPLEGANGER 0x0100 #define SPHERE_TYPE 0x00FF #define SPHERE_FLAGS 0xFF00 // // deathmatch games // #define RDM_TAG 2 #define RDM_DEATHBALL 3 typedef struct dm_game_rs { void (*GameInit)(void); void (*PostInitSetup)(void); void (*ClientBegin) (edict_t *ent); void (*SelectSpawnPoint) (edict_t *ent, vec3_t origin, vec3_t angles); void (*PlayerDeath)(edict_t *targ, edict_t *inflictor, edict_t *attacker); void (*Score)(edict_t *attacker, edict_t *victim, int scoreChange); void (*PlayerEffects)(edict_t *ent); void (*DogTag)(edict_t *ent, edict_t *killer, char **pic); void (*PlayerDisconnect)(edict_t *ent); int (*ChangeDamage)(edict_t *targ, edict_t *attacker, int damage, int mod); int (*ChangeKnockback)(edict_t *targ, edict_t *attacker, int knockback, int mod); int (*CheckDMRules)(void); } dm_game_rt; extern dm_game_rt DMGame; void Tag_GameInit (void); void Tag_PostInitSetup (void); void Tag_PlayerDeath (edict_t *targ, edict_t *inflictor, edict_t *attacker); void Tag_Score (edict_t *attacker, edict_t *victim, int scoreChange); void Tag_PlayerEffects (edict_t *ent); void Tag_DogTag (edict_t *ent, edict_t *killer, char **pic); void Tag_PlayerDisconnect (edict_t *ent); int Tag_ChangeDamage (edict_t *targ, edict_t *attacker, int damage, int mod); void DBall_GameInit (void); void DBall_ClientBegin (edict_t *ent); void DBall_SelectSpawnPoint (edict_t *ent, vec3_t origin, vec3_t angles); int DBall_ChangeKnockback (edict_t *targ, edict_t *attacker, int knockback, int mod); int DBall_ChangeDamage (edict_t *targ, edict_t *attacker, int damage, int mod); void DBall_PostInitSetup (void); int DBall_CheckDMRules (void); //void Tag_PlayerDeath (edict_t *targ, edict_t *inflictor, edict_t *attacker); //void Tag_Score (edict_t *attacker, edict_t *victim, int scoreChange); //void Tag_PlayerEffects (edict_t *ent); //void Tag_DogTag (edict_t *ent, edict_t *killer, char **pic); //void Tag_PlayerDisconnect (edict_t *ent); //int Tag_ChangeDamage (edict_t *targ, edict_t *attacker, int damage); //ROGUE //============