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g_local.h
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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// g_local.h -- local definitions for game module
#include "q_shared.h"
#include "q_list.h"
#define TAG_GAME 765 // clear when unloading the dll
#define TAG_LEVEL 766 // clear when loading a new level
// define GAME_INCLUDE so that game.h does not define the
// short, server-visible gclient_t and edict_t structures,
// because we define the full size ones in this file
#define GAME_INCLUDE
#include "g_public.h"
#if USE_FPS
#define G_GMF_VARIABLE_FPS GMF_VARIABLE_FPS
#else
#define G_GMF_VARIABLE_FPS 0
#endif
// features this game supports
#define G_FEATURES (GMF_CLIENTNUM | GMF_PROPERINUSE | GMF_MVDSPEC | \
GMF_WANT_ALL_DISCONNECTS | G_GMF_VARIABLE_FPS | \
GMF_EXTRA_USERINFO | GMF_IPV6_ADDRESS_AWARE)
// the "gameversion" client command will print this plus compile date
#define GAMEVERSION "OpenFFA"
// protocol bytes that can be directly added to messages
#define svc_muzzleflash 1
#define svc_muzzleflash2 2
#define svc_temp_entity 3
#define svc_layout 4
#define svc_inventory 5
#define svc_sound 9
#define svc_stufftext 11
#define svc_configstring 13
//==================================================================
#define MATCH_STATE_NONE 1
#define MATCH_STATE_WARMUP 2
#define MATCH_STATE_COUNTDOWN 3
#define MATCH_STATE_PLAYTIME 4
#define MATCH_STATE_PAUSE 5
#define MATCH_STATE_OVERTIME 6
#define MATCH_STATE_WAITEXIT 7
// view pitching times
#define DAMAGE_TIME 0.5f
#define FALL_TIME 0.3f
// 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
#define INHIBIT_MASK (SPAWNFLAG_NOT_EASY | SPAWNFLAG_NOT_MEDIUM | \
SPAWNFLAG_NOT_HARD | SPAWNFLAG_NOT_COOP | \
SPAWNFLAG_NOT_DEATHMATCH)
// 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_NOCLIP_PROJECTILE 0x00002000 // projectile hack
#define FL_MEGAHEALTH 0x00004000 // for megahealth kills tracking
#define FL_ACCELERATE 0x20000000 // accelerative movement
#define FL_HIDDEN 0x40000000 // used for banned items
#define FL_RESPAWN 0x80000000 // used for item respawning
// variable server FPS
#if USE_FPS
#define HZ game.framerate
#define FRAMETIME game.frametime
#define FRAMEDIV game.framediv
#define FRAMESYNC !(level.framenum % game.framediv)
#else
#define HZ BASE_FRAMERATE
#define FRAMETIME BASE_FRAMETIME_1000
#define FRAMEDIV 1
#define FRAMESYNC 1
#endif
#define KEYFRAME(x) (level.framenum + (x) - (level.framenum % FRAMEDIV))
#define NEXT_FRAME(ent, func) \
((ent)->think = (func), (ent)->nextthink = level.framenum + 1)
#define NEXT_KEYFRAME(ent, func) \
((ent)->think = (func), (ent)->nextthink = KEYFRAME(FRAMEDIV))
// 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
#define MAX_NETNAME 16
#define MAX_SKINNAME 24
#define MAX_IPSTR 64
typedef enum {
DAMAGE_NO,
DAMAGE_YES, // will take damage if hit
DAMAGE_AIM // auto targeting recognizes this
} damage_t;
typedef enum {
WEAPON_READY,
WEAPON_ACTIVATING,
WEAPON_DROPPING,
WEAPON_FIRING
} weaponstate_t;
typedef enum {
AMMO_BULLETS,
AMMO_SHELLS,
AMMO_ROCKETS,
AMMO_GRENADES,
AMMO_CELLS,
AMMO_SLUGS
} ammo_t;
typedef enum {
ITEM_NULL,
ITEM_ARMOR_BODY,
ITEM_ARMOR_COMBAT,
ITEM_ARMOR_JACKET,
ITEM_ARMOR_SHARD,
ITEM_POWER_SCREEN,
ITEM_POWER_SHIELD,
ITEM_BLASTER,
ITEM_SHOTGUN,
ITEM_SUPERSHOTGUN,
ITEM_MACHINEGUN,
ITEM_CHAINGUN,
ITEM_GRENADES,
ITEM_GRENADELAUNCHER,
ITEM_ROCKETLAUNCHER,
ITEM_HYPERBLASTER,
ITEM_RAILGUN,
ITEM_BFG,
ITEM_SHELLS,
ITEM_BULLETS,
ITEM_CELLS,
ITEM_ROCKETS,
ITEM_SLUGS,
ITEM_QUAD,
ITEM_INVULNERABILITY,
ITEM_SILENCER,
ITEM_BREATHER,
ITEM_ENVIRO,
ITEM_ANCIENT_HEAD,
ITEM_ADRENALINE,
ITEM_BANDOLIER,
ITEM_PACK,
ITEM_HEALTH,
ITEM_TOTAL
} item_t;
//deadflag
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3
//range
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
//gib types
#define GIB_ORGANIC 0
#define GIB_METALLIC 1
//monster ai flags
#define AI_STAND_GROUND 0x00000001
#define AI_TEMP_STAND_GROUND 0x00000002
#define AI_SOUND_TARGET 0x00000004
#define AI_LOST_SIGHT 0x00000008
#define AI_PURSUIT_LAST_SEEN 0x00000010
#define AI_PURSUE_NEXT 0x00000020
#define AI_PURSUE_TEMP 0x00000040
#define AI_HOLD_FRAME 0x00000080
#define AI_GOOD_GUY 0x00000100
#define AI_BRUTAL 0x00000200
#define AI_NOSTEP 0x00000400
#define AI_DUCKED 0x00000800
#define AI_COMBAT_POINT 0x00001000
#define AI_MEDIC 0x00002000
#define AI_RESURRECTING 0x00004000
//monster attack state
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
// armor types
#define ARMOR_NONE 0
#define ARMOR_JACKET 1
#define ARMOR_COMBAT 2
#define ARMOR_BODY 3
#define ARMOR_SHARD 4
// power armor types
//#define POWER_ARMOR_NONE 0
//#define POWER_ARMOR_SCREEN 1
//#define POWER_ARMOR_SHIELD 2
// handedness values
#define RIGHT_HANDED 0
#define LEFT_HANDED 1
#define CENTER_HANDED 2
// game.serverflags values
#define SFL_CROSS_TRIGGER_1 0x00000001
#define SFL_CROSS_TRIGGER_2 0x00000002
#define SFL_CROSS_TRIGGER_3 0x00000004
#define SFL_CROSS_TRIGGER_4 0x00000008
#define SFL_CROSS_TRIGGER_5 0x00000010
#define SFL_CROSS_TRIGGER_6 0x00000020
#define SFL_CROSS_TRIGGER_7 0x00000040
#define SFL_CROSS_TRIGGER_8 0x00000080
#define SFL_CROSS_TRIGGER_MASK 0x000000ff
// edict->movetype values
typedef enum {
MOVETYPE_NONE, // never moves
MOVETYPE_NOCLIP, // origin and angles change with no interaction
MOVETYPE_PUSH, // no clip to world, push on box contact
MOVETYPE_STOP, // no clip to world, stops on box contact
MOVETYPE_WALK, // gravity
MOVETYPE_STEP, // gravity, special edge handling
MOVETYPE_FLY,
MOVETYPE_TOSS, // gravity
MOVETYPE_FLYMISSILE, // extra size to monsters
MOVETYPE_BOUNCE
} movetype_t;
typedef struct {
int base_count;
int max_count;
float normal_protection;
float energy_protection;
int armor;
} gitem_armor_t;
// gitem_t->flags
#define IT_WEAPON 1 // use makes active weapon
#define IT_AMMO 2
#define IT_ARMOR 4
//#define IT_STAY_COOP 8
#define IT_KEY 16
#define IT_POWERUP 32
// gitem_t->weapmodel for weapons indicates model index
#define WEAP_NONE 0
#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_TOTAL 12
typedef struct gitem_s {
char *classname; // spawning name
bool (*pickup)(struct edict_s *ent, struct edict_s *other);
void (*use)(struct edict_s *ent, struct gitem_s *item);
void (*drop)(struct edict_s *ent, struct gitem_s *item);
void (*weaponthink)(struct edict_s *ent);
char *pickup_sound;
char *world_model;
int world_model_flags;
char *view_model;
// client side info
char *icon;
char *pickup_name; // for printing on pickup
int count_width; // number of digits to display by icon
int quantity; // for ammo how much, for weapons how much is used per shot
char *ammo; // for weapons
int flags; // IT_* flags
int weapmodel; // weapon model index (for weapons)
const void *info;
int tag;
char *precaches; // string of all models, sounds, and images this item will use
} gitem_t;
typedef struct skin_entry_s {
struct skin_entry_s *next;
struct skin_entry_s *down;
char name[1];
} skin_entry_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 {
gclient_t *clients; // [maxclients]
// scoreboard layout from previous level
char oldscores[MAX_STRING_CHARS];
// store latched cvars here that we want to get at often
int maxclients;
int maxentities;
// cross level triggers
int serverflags;
int serverFeatures;
#if USE_FPS
int framerate;
float frametime;
int framediv;
#endif
int settings_modified;
// allowed skins list
skin_entry_t *skins;
char motd[MAX_STRING_CHARS];
char dir[MAX_OSPATH]; // where variable data is stored
} game_locals_t;
// vote proposals
#define VOTE_TIMELIMIT 1
#define VOTE_FRAGLIMIT 2
#define VOTE_ITEMS 4
#define VOTE_KICK 8
#define VOTE_MUTE 16
#define VOTE_MAP 32
#define VOTE_WEAPONSTAY 64
#define VOTE_PROTECTION 128
#define VOTE_TELEMODE 256
// vote flags
#define VF_ANNOUNCE 1
#define VF_SHOW 2
#define VF_SPECS 4
#define VF_CHANGE 8
#define VF(x) (((int)g_vote_flags->value & VF_##x) != 0)
#define MAX_SPAWNS 64
#define ITB_QUAD 1
#define ITB_INVUL 2
#define ITB_BFG 4
#define ITB_PS 8
#define MAX_SCORES 10
typedef struct {
char name[MAX_NETNAME];
int score;
time_t time;
} score_t;
//
// this structure is cleared as each map is entered
//
typedef struct {
int framenum;
float time;
char mapname[MAX_QPATH]; // the server name (base1, etc)
char nextmap[MAX_QPATH]; // go here when fraglimit is hit
const char *entstring;
edict_t *spawns[MAX_SPAWNS];
int numspawns;
#if 0
// int status;
int warmup_framenum; // time the warmup was started
int countdown_framenum; // time the countdown was started
int match_framenum; // time the match was started
int pause_framenum; // time the pause was started
// int frames_remaining; // timelimit
#endif
int activity_framenum; // time the last client has been active
// intermission state
int intermission_framenum; // time the intermission was started
int intermission_exit; // time the intermission was exited
vec3_t intermission_origin;
vec3_t intermission_angle;
score_t scores[MAX_SCORES];
int numscores;
time_t record; // not zero if scores updated
int players_in;
int players_out;
struct {
int health;
int powershield;
int quad;
int invulnerability;
int envirosuit;
int rebreather;
} images;
struct {
int fry;
int lava_in;
int watr_in;
int watr_out;
int watr_un;
int burn[2];
int drown;
int breath[2];
int gasp[2];
int udeath;
int windfly;
int rg_hum;
int bfg_hum;
int noammo;
int death[4];
int fall[2];
int gurp[2];
int jump;
int pain[4][2];
int secret;
int count;
int xian;
int makron;
} sounds;
struct {
int meat;
int skull;
int head;
int arm, leg, chest, bones[2];
} models;
struct {
int proposal;
int index;
int framenum;
int value;
struct gclient_s *victim;
struct gclient_s *initiator;
char map[MAX_QPATH];
} vote;
edict_t *current_entity; // entity running from G_RunFrame
int body_que; // dead bodies
} 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; // in units per frame
float decel;
float distance;
int wait; // in frames
// 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;
#define MAP_NOAUTO 1
#define MAP_NOVOTE 2
#define MAP_EXCLUSIVE 0x40000000
#define MAP_WEIGHTED 0x80000000
typedef struct map_entry_s {
list_t list;
list_t queue;
int min_players;
int max_players;
int flags;
float weight;
int num_hits, num_in, num_out; // for statistics
char name[1];
} map_entry_t;
struct flood_s;
extern const gitem_t g_itemlist[ITEM_TOTAL];
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;
// 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_TOTAL 34
#define MOD_FRIENDLY_FIRE 0x8000000
extern int meansOfDeath;
extern edict_t *g_edicts;
#define FOFS(x) q_offsetof(edict_t, x)
#define STOFS(x) q_offsetof(spawn_temp_t, x)
#define random() frand()
#define crandom() crand()
#define DF(x) (((int)dmflags->value & DF_##x) != 0)
extern cvar_t *maxentities;
extern cvar_t *dmflags;
extern cvar_t *skill;
extern cvar_t *fraglimit;
extern cvar_t *timelimit;
extern cvar_t *g_select_empty;
extern cvar_t *g_idle_time;
extern cvar_t *g_idle_kick;
extern cvar_t *g_vote_mask;
extern cvar_t *g_vote_time;
extern cvar_t *g_vote_treshold;
extern cvar_t *g_vote_limit;
extern cvar_t *g_vote_flags;
extern cvar_t *g_intermission_time;
extern cvar_t *g_admin_password;
extern cvar_t *g_item_ban;
extern cvar_t *g_maps_random;
extern cvar_t *g_bugs;
extern cvar_t *g_teleporter_nofreeze;
extern cvar_t *g_spawn_mode;
extern cvar_t *g_team_chat;
extern cvar_t *g_mute_chat;
extern cvar_t *g_protection_time;
extern cvar_t *dedicated;
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 *sv_hostname;
extern cvar_t *maxclients;
extern cvar_t *flood_msgs;
extern cvar_t *flood_persecond;
extern cvar_t *flood_waitdelay;
extern cvar_t *flood_waves;
extern cvar_t *flood_perwave;
extern cvar_t *flood_wavedelay;
extern cvar_t *flood_infos;
extern cvar_t *flood_perinfo;
extern cvar_t *flood_infodelay;
extern list_t g_map_list;
extern list_t g_map_queue;
//extern cvar_t *sv_features;
#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
//
// g_cmds.c
//
void Cmd_Players_f(edict_t *ent);
void Cmd_HighScores_f(edict_t *ent);
void Cmd_Stats_f(edict_t *ent, bool check_other);
void Cmd_Settings_f(edict_t *ent);
void Cmd_Motd_f(edict_t *ent);
edict_t *G_SetPlayer(edict_t *ent, int arg);
edict_t *G_SetVictim(edict_t *ent, int start);
void ValidateSelectedItem(edict_t *ent);
bool G_FloodProtect(edict_t *ent, struct flood_s *flood,
const char *what, int msgs, float persecond, float delay);
//
// g_items.c
//
#define ITEM_INDEX(x) ((x) - g_itemlist)
#define INDEX_ITEM(x) ((gitem_t *)&g_itemlist[(x)])
void PrecacheItem(gitem_t *it);
void InitItems(void);
void SetItemNames(void);
gitem_t *FindItem(char *pickup_name);
gitem_t *FindItemByClassname(char *classname);
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 PowerArmorIndex(edict_t *ent);
bool Add_Ammo(edict_t *ent, gitem_t *item, int count);
void Touch_Item(edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf);
void G_UpdateItemBans(void);
//
// g_utils.c
//
bool G_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, size_t 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);
void G_ShuffleArray(void *base, size_t n);
size_t G_HighlightStr(char *dst, const char *src, size_t size);
#define G_Malloc(x) gi.TagMalloc(x, TAG_GAME)
#define G_Free(x) gi.TagFree(x)
char *G_CopyString(const char *in);
float *tv(float x, float y, float z);
char *vtos(vec3_t v);
float vectoyaw(vec3_t vec);
void vectoangles(vec3_t vec, vec3_t angles);
//
// g_combat.c
//
bool OnSameTeam(edict_t *ent1, edict_t *ent2);
bool CanDamage(edict_t *targ, edict_t *inflictor);
void T_Damage(edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod);
void T_RadiusDamage(edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod);
// damage flags
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
#define DEFAULT_BULLET_HSPREAD 300
#define DEFAULT_BULLET_VSPREAD 500
#define DEFAULT_SHOTGUN_HSPREAD 1000
#define DEFAULT_SHOTGUN_VSPREAD 500
#define DEFAULT_DEATHMATCH_SHOTGUN_COUNT 12
#define DEFAULT_SHOTGUN_COUNT 12
#define DEFAULT_SSHOTGUN_COUNT 20
//
// g_misc.c
//
void ThrowHead(edict_t *self, int modelindex, int damage, int type);
void ThrowClientHead(edict_t *self, int damage);
void ThrowGib(edict_t *self, int modelindex, int damage, int type);
void BecomeExplosion1(edict_t *self);
//
// g_weapon.c
//
bool 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, bool hyper);
void fire_grenade(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int timer, float damage_radius);
void fire_grenade2(edict_t *self, vec3_t start, vec3_t aimdir, int damage, int speed, int timer, float damage_radius, bool 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);
//
// p_client.c
//
void respawn(edict_t *ent);
void spectator_respawn(edict_t *ent, int connected);
void BeginIntermission(void);
void PutClientInServer(edict_t *ent);
void InitBodyQue(void);
void ClientBeginServerFrame(edict_t *ent);
void G_WriteTime(int remaining);
void G_BeginDamage(void);
void G_AccountDamage(edict_t *targ, edict_t *inflictor, edict_t *attacker, int points);
void G_EndDamage(void);
void G_SetDeltaAngles(edict_t *ent, vec3_t angles);
void G_ScoreChanged(edict_t *ent);
int G_UpdateRanks(void);
//
// 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 G_ServerCommand(void);
//
// p_view.c
//
void ClientEndServerFrame(edict_t *ent);
void IntermissionEndServerFrame(edict_t *ent);
//
// p_hud.c
//
void MoveClientToIntermission(edict_t *client);
void G_PrivateString(edict_t *ent, int index, const char *string);
int G_GetPlayerIdView(edict_t *ent);
void G_SetStats(edict_t *ent);
int G_CalcRanks(gclient_t **ranks);
void DeathmatchScoreboardMessage(edict_t *ent, bool reliable);
void HighScoresMessage(void);
//
// g_phys.c
//
void G_RunEntity(edict_t *ent);
//
// g_main.c
//
void G_ExitLevel(void);
void G_StartSound(int index);
void G_StuffText(edict_t *ent, const char *text);
void G_RunFrame(void);
void G_LoadScores(void);
map_entry_t *G_FindMap(const char *name);
void G_CheckFilenameVariable(cvar_t *cv);
//
// g_spawn.c
//
void G_SpawnEntities(const char *mapname, const char *entities, const char *spawnpoint);
void G_ResetLevel(void);
//============================================================================
#define PCS_FRAGS 0
#define PCS_DELTA 1
#define PCS_RANK 2
#define PCS_TOTAL 4
#define CS_OBSERVE (CS_GENERAL + 1)
#define CS_TIME (CS_GENERAL + 2)
#define CS_SPECMODE (CS_GENERAL + 3)
#define CS_PREGAME (CS_GENERAL + 4)
#define CS_VOTE_PROPOSAL (CS_GENERAL + 5)
#define CS_VOTE_COUNT (CS_GENERAL + 6 )
#define CS_PLAYERNAMES (CS_GENERAL + 10)
#define CS_PRIVATE (CS_GENERAL + MAX_GENERAL - PCS_TOTAL)
#define STAT_FRAGS_STRING 18
#define STAT_DELTA_STRING 19
#define STAT_RANK_STRING 20
#define STAT_TIME_STRING 21
#define STAT_TIMER2_ICON 22
#define STAT_TIMER2 23
#define STAT_VIEWID 24
#define STAT_VOTE_PROPOSAL 25
#define STAT_VOTE_COUNT 26
// 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
#define PlayerSpawned(e) \
((e)->client->pers.connected == CONN_SPAWNED)
#define MAX_MENU_ENTRIES 18
typedef enum {
PMENU_ALIGN_LEFT,
PMENU_ALIGN_CENTER,
PMENU_ALIGN_RIGHT
} pmenu_align_t;
struct pmenu_s;
typedef void (*pmenu_select_t)(struct edict_s *);
typedef struct pmenu_entry_s {
char *text;
pmenu_align_t align;
pmenu_select_t select;
} pmenu_entry_t;
typedef struct pmenu_s {
int cur;
pmenu_entry_t entries[MAX_MENU_ENTRIES];
} pmenu_t;
typedef enum {
CONN_DISCONNECTED,
CONN_CONNECTED,
CONN_PREGAME,
CONN_SPAWNED,
CONN_SPECTATOR
} conn_t;
typedef enum {
GENDER_FEMALE,
GENDER_MALE,
GENDER_NEUTRAL
} gender_t;
typedef enum {
GRENADE_NONE,
GRENADE_BLEW_UP,
GRENADE_THROWN,
} grenade_state_t;
typedef enum {
CHASE_NONE,
CHASE_LEADER,
CHASE_QUAD,
CHASE_INVU
} chase_mode_t;
typedef enum {
LAYOUT_NONE,
LAYOUT_SCORES,
LAYOUT_OLDSCORES,
LAYOUT_MENU,
LAYOUT_MOTD
} layout_t;