openmohaa/code/game/g_local.h

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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// g_local.h -- local definitions for game module
#ifndef __G_LOCAL_H__
#define __G_LOCAL_H__
#include "q_shared.h"
#include "bg_public.h"
#include "g_public.h"
//==================================================================
// the "gameversion" client command will print this plus compile date
#define GAMEVERSION BASEGAME
#define BODY_QUEUE_SIZE 8
#define INFINITE 1000000
#define FRAMETIME level.frametime // float sec
#define CARNAGE_REWARD_TIME 3000
#define REWARD_SPRITE_TIME 2000
#define INTERMISSION_DELAY_TIME 1000
#define SP_INTERMISSION_DELAY_TIME 5000
// flags
#define FL_FLY (1<<0)
#define FL_SWIM (1<<1) // implied immunity to drowining
#define FL_INWATER (1<<2)
#define FL_GODMODE (1<<3)
#define FL_NOTARGET (1<<4)
#define FL_PARTIALGROUND (1<<5) // not all corners are valid
#define FL_TEAMSLAVE (1<<6) // not the first on the team
#define FL_NO_KNOCKBACK (1<<7)
#define FL_THINK (1<<8)
#define FL_BLOOD (1<<9) // when hit, it should bleed.
#define FL_DIE_GIBS (1<<10) // when it dies, it should gib
#define FL_DIE_EXPLODE (1<<11) // when it dies, it will explode
#define FL_ROTATEDBOUNDS (1<<12) // model uses rotated mins and maxs
#define FL_DONTSAVE (1<<13) // don't add to the savegame
#define FL_IMMOBILE (1<<14) // entity has been immobolized somehow
#define FL_PARTIAL_IMMOBILE (1<<15) // entity has been immobolized somehow
#define FL_ANIMATE (1<<16) // entity has been immobolized somehow
#define FL_POSTTHINK (1<<17) // call a think function after the physics have been run
#define FL_TOUCH_TRIGGERS (1<<18) // should this entity touch triggers
#define FL_AUTOAIM (1<<19) // Autoaim on this entity
#define FL_UNKNOWN (1<<20)
#define FL_UNKNOWN2 (1<<21)
#define SOUND_RADIUS 1500.0f // Sound travel distance for AI
//============================================================================
#include "g_main.h"
#ifdef __cplusplus
#include <Linklist.h>
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#include <mem_blockalloc.h>
#include <vector.h>
#include <str.h>
#include <container.h>
#endif
class Entity;
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;
// the auto following clients don't follow a specific client
// number, but instead follow the first two active players
#define FOLLOW_ACTIVE1 -1
#define FOLLOW_ACTIVE2 -2
// 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 {
teamtype_t sessionTeam;
int spectatorTime; // for determining next-in-line to play
spectatorState_t spectatorState;
int spectatorClient; // for chasecam and follow mode
int wins, losses; // tournament stats
qboolean teamLeader; // true when this client is a team leader
} clientSession_t;
//
#define MAX_NETNAME 32
#define MAX_VOTE_COUNT 3
typedef enum
{
CS_FREE,
CS_ZOMBIE,
CS_CONNECTED,
CS_PRIMED,
CS_ACTIVE
} clientState_t;
typedef enum
{
WEAPON_MAIN,
WEAPON_OFFHAND,
WEAPON_ERROR
} weaponhand_t;
#define NUM_ACTIVE_WEAPONS WEAPON_ERROR
typedef enum
{
FIRE_PRIMARY,
FIRE_SECONDARY,
MAX_FIREMODES,
FIRE_ERROR
} firemode_t;
//
// 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 );
const char *G_FixTIKIPath(const char *in);
void G_GetNullEntityState( entityState_t *nullState );
//
// 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, char *s );
void Cmd_FollowCycle_f( gentity_t *ent, int dir );
//
// g_items.c
//
//
// g_utils.c
//
float G_Random( void );
float G_Random( float n );
float G_CRandom( void );
float G_CRandom( float n );
int G_ModelIndex( const char *name );
int G_SoundIndex( const char *name );
void G_TeamCommand( teamtype_t team, char *cmd );
void G_KillBox (gentity_t *ent);
qboolean M_CheckBottom( Entity *ent );
gentity_t *G_PickTarget (char *targetname);
void G_UseTargets (gentity_t *ent, gentity_t *activator);
Vector G_GetMovedir( float angle );
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 channel, int soundIndex );
void G_FreeEntity( gentity_t *e );
qboolean G_entitiesFree( void );
Entity *G_NextEntity( Entity *ent );
void G_CalcBoundsOfMove( Vector &start, Vector &end, Vector &mins, Vector &maxs, Vector *minbounds, Vector *maxbounds );
void G_ShowTrace( trace_t *trace, gentity_t *passent, const char *reason );
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bool G_SightTrace(const Vector &start, const Vector &mins, const Vector &maxs, const Vector &end, Entity *passent, Entity *passent2, int contentmask, qboolean cylindrical, const char *reason );
bool G_SightTrace( const Vector &start, const Vector &mins, const Vector &maxs, const Vector &end, gentity_t *passent, gentity_t *passent2, int contentmask, qboolean cylindrical, const char *reason );
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trace_t G_Trace(const Vector &start, const Vector &mins, const Vector &maxs, const Vector &end, Entity *passent, int contentmask, qboolean cylindrical, const char *reason, qboolean tracedeep = qfalse );
trace_t G_Trace( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, gentity_t *passent, int contentmask, qboolean cylindrical, const char *reason, qboolean tracedeep = qfalse );
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void G_TraceEntities( Vector &start, Vector &mins, Vector &maxs, Vector &end, Container<Entity *>*victimlist, int contentmask, qboolean bIncludeTriggers = qfalse );
float PlayersRangeFromSpot( Entity *ent );
Entity *findradius( Entity *startent, Vector org, float rad );
Entity *findclientsinradius( Entity *startent, Vector org, float rad );
Vector G_CalculateImpulse( const Vector &start, const Vector &end, float speed, float gravity );
void G_TouchTriggers (gentity_t *ent);
void G_TouchSolids (gentity_t *ent);
int MOD_NameToNum( const str &meansOfDeath );
const char *MOD_NumToName( int meansOfDeath );
qboolean MOD_matches( int incoming_damage, int damage_type );
void G_MissionFailed( void );
void G_FadeOut( float delaytime );
void G_FadeSound( float delaytime );
void G_PlayerDied( float delaytime );
void G_AutoFadeIn( void );
void G_ClearFade( void );
void G_StartCinematic( void );
void G_StopCinematic( void );
void G_CenterPrintToAllClients( const char *pszString );
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void G_PrintToAllClients( const char *pszString, qboolean bBold = qtrue );
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void G_PrintDeathMessage( const char *pszString );
void G_WarnPlayer( class Player *player, const char *format, ... );
int G_WeaponIndex( const char *name );
class SkelMat4;
orientation_t G_TIKI_Orientation( gentity_t *edict, int num );
SkelMat4 *G_TIKI_Transform( gentity_t *edict, int num );
qboolean G_TIKI_IsOnGround( gentity_t *edict, int num, float threshold );
qboolean G_Command_ProcessFile( const char * filename, qboolean quiet );
char *G_TimeString( float fTime );
char *CanonicalTikiName( const char *szInName );
float *tv (float x, float y, float z);
char *vtos( const vec3_t v );
float vectoyaw( const vec3_t vec );
void G_SetOrigin( gentity_t *ent, vec3_t origin );
void AddRemap(const char *oldShader, const char *newShader, float timeOffset);
const char *BuildShaderStateConfig( void );
firemode_t WeaponModeNameToNum( str mode );
const char *WeaponHandNumToName( weaponhand_t hand );
weaponhand_t WeaponHandNameToNum( str side );
void G_DebugTargets( Entity *e, const str &from );
void G_DebugDamage( float damage, Entity *victim, Entity *attacker, Entity *inflictor );
void G_DebugString( Vector pos, float scale, float r, float g, float b, const char *pszText, ... );
qboolean KillBox( Entity *ent );
void ChangeMusic( const char *current, const char *fallback, qboolean force );
void ChangeMusicVolume( float volume, float fade_time );
void RestoreMusicVolume( float fade_time );
void ChangeSoundtrack( const char * soundtrack );
void RestoreSoundtrack( void );
int G_AIEventTypeFromString( const char *pszType );
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const char * G_AIEventStringFromType(int iType );
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float G_AIEventRadius( int iType );
void G_BroadcastAIEvent( Entity *originator, Vector origin, char *pszType );
void G_BroadcastAIEvent( Entity *originator, Vector origin, int iType, float radius );
void CloneEntity( Entity * dest, Entity * src );
void G_ArchiveEdict( Archiver &arc, gentity_t *edict );
const char *G_LocationNumToDispString( int iLocation );
str G_WeaponClassNumToName( int num );
int G_WeaponClassNameToNum( str name );
void G_MoveClientToIntermission( Entity *ent );
void G_DisplayScores( Entity *ent );
void G_HideScores( Entity *ent );
void G_DisplayScoresToAllClients( void );
void G_HideScoresToAllClients( void );
//
// caching commands
//
void G_ProcessCacheInitCommands( dtiki_t *tiki );
void CacheResource( const char * stuff );
void G_SetTrajectory( gentity_t *ent, vec3_t org );
void G_SetConstantLight (
int * constantlight,
float * red,
float * green,
float * blue,
float * radius,
int * lightstyle = NULL
);
//
// 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);
int G_InvulnerabilityEffect( gentity_t *targ, vec3_t dir, vec3_t point, vec3_t impactpoint, vec3_t bouncedir );
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
void TossClientItems( gentity_t *self );
#ifdef MISSIONPACK
void TossClientPersistantPowerups( gentity_t *self );
#endif
void TossClientCubes( gentity_t *self );
// damage flags
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#define DAMAGE_NONE 0
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#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 DAMAGE_NO_SKILL 0x00000040 // damage is not affected by skill level
//
// g_missile.c
//
void G_RunMissile( gentity_t *ent );
gentity_t *fire_blaster (gentity_t *self, vec3_t start, vec3_t aimdir);
gentity_t *fire_plasma (gentity_t *self, vec3_t start, vec3_t aimdir);
gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t aimdir);
gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir);
gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir);
gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir);
#ifdef MISSIONPACK
gentity_t *fire_nail( gentity_t *self, vec3_t start, vec3_t forward, vec3_t right, vec3_t up );
gentity_t *fire_prox( gentity_t *self, vec3_t start, vec3_t aimdir );
#endif
//
// g_mover.c
//
void G_RunMover( gentity_t *ent );
void Touch_DoorTrigger( gentity_t *ent, gentity_t *other, trace_t *trace );
void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator );
//
// g_trigger.c
//
void trigger_teleporter_touch (gentity_t *self, gentity_t *other, trace_t *trace );
//
// g_misc.c
//
void TeleportPlayer( gentity_t *player, vec3_t origin, vec3_t angles );
#ifdef MISSIONPACK
void DropPortalSource( gentity_t *ent );
void DropPortalDestination( gentity_t *ent );
#endif
//
// g_weapon.c
//
qboolean LogAccuracyHit( gentity_t *target, gentity_t *attacker );
void SnapVectorTowards( vec3_t v, vec3_t to );
qboolean CheckGauntletAttack( gentity_t *ent );
void Weapon_HookFree (gentity_t *ent);
void Weapon_HookThink (gentity_t *ent);
void CalcMuzzlePoint( gentity_t *ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint );
//
// g_client.c
//
gentity_t *G_Find( gentity_t *from, int fieldofs, const char *match );
teamtype_t TeamCount( int ignoreClientNum, int team );
int TeamLeader( int team );
teamtype_t PickTeam( int ignoreClientNum );
void SetClientViewAngle( gentity_t *ent, vec3_t angle );
class PlayerStart *SelectSpawnPoint( Player *player );
void CopyToBodyQue( gentity_t *ent );
void respawn (gentity_t *ent);
void BeginIntermission (void);
void InitClientPersistant (gclient_t *client);
void InitClientResp (gclient_t *client);
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, vec3_t origin, int score );
void CalculateRanks( void );
//
// g_svcmds.c
//
qboolean G_ConsoleCommand( void );
void G_ProcessIPBans(void);
qboolean G_FilterPacket (char *from);
//
// g_weapon.c
//
void FireWeapon( gentity_t *ent );
#ifdef MISSIONPACK
void G_StartKamikaze( gentity_t *ent );
#endif
//
// p_hud.c
//
void MoveClientToIntermission (gentity_t *client);
void G_SetStats (gentity_t *ent);
void DeathmatchScoreboardMessage (gentity_t *client);
//
// g_cmds.c
//
//
// g_pweapon.c
//
//
// g_main.c
//
void FindIntermissionPoint( void );
void SetLeader(int team, int client);
void CheckTeamLeader( int team );
void G_RunThink (gentity_t *ent);
void QDECL G_LogPrintf( const char *fmt, ... );
void SendScoreboardMessageToAllClients( void );
void QDECL G_Printf( const char *fmt, ... );
void QDECL G_Error( const char *fmt, ... );
void QDECL G_Error( errorParm_t type, const char *fmt, ... );
//
// g_client.c
//
void G_BotConnect( int clientNum );
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const char *G_ClientConnect( int clientNum, qboolean firstTime );
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void G_ClientUserinfoChanged( gentity_t *ent, const char *userinfo );
void G_ClientDisconnect( gentity_t *ent );
void G_ClientBegin( gentity_t *ent, usercmd_t *cmd );
void G_ClientCommand( gentity_t *ent );
//
// g_active.c
//
void G_ClientThink( gentity_t *ent, usercmd_t *cmd, usereyes_t *eyeinfo );
void ClientEndFrame( gentity_t *ent );
void G_ClientEndServerFrames( void );
void G_RunClient( gentity_t *ent );
//
// g_team.c
//
qboolean OnSameTeam( gentity_t *ent1, gentity_t *ent2 );
void Team_CheckDroppedItem( gentity_t *dropped );
qboolean CheckObeliskAttack( gentity_t *obelisk, gentity_t *attacker );
//
// 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_arenas.c
//
void UpdateTournamentInfo( void );
void SpawnModelsOnVictoryPads( void );
void Svcmd_AbortPodium_f( void );
//
// g_bot.c
//
void G_BotBegin( gentity_t *ent );
void G_BotThink( gentity_t *ent, int msec );
typedef struct mmove_s {
vec3_t origin;
vec3_t velocity;
qboolean walking;
qboolean groundPlane;
vec3_t groundPlaneNormal;
float frametime;
float desired_speed;
int tracemask;
float desired_dir[ 2 ];
int entityNum;
vec3_t mins;
vec3_t maxs;
int numtouch;
int touchents[ MAXTOUCH ];
qboolean hit_obstacle;
vec3_t hit_origin;
int hit_temp_obstacle;
vec3_t obstacle_normal;
} mmove_t;
// g_mmove.cpp
void MmoveSingle( mmove_t *mmove );
// g_vmove.cpp
void VmoveSingle( struct vmove_s *mmove );
// ai_main.c
#define MAX_FILEPATH 144
//bot settings
typedef struct bot_settings_s
{
char characterfile[MAX_FILEPATH];
float skill;
char team[MAX_FILEPATH];
} bot_settings_t;
int BotAISetup( int restart );
int BotAIShutdown();
int BotAILoadMap( int restart );
int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean restart);
int BotAIShutdownClient( int client, qboolean restart );
int BotAIStartFrame( int time );
void BotTestAAS(vec3_t origin);
extern gentity_t *g_entities;
#define FOFS(x) ((size_t)&(((gentity_t *)0)->x))
#ifdef __cplusplus
#include "const_str.h"
#include <short3.h>
#include <con_set.h>
#include <con_arrayset.h>
#include <scriptexception.h>
#include <class.h>
#include <containerclass.h>
#include <listener.h>
#include <g_spawn.h>
#include "archive.h"
#include "debuglines.h"
#endif
#include "g_phys.h"
#endif /* g_local.h */