/* =========================================================================== 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 Foobar; 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 #include "../qcommon/q_shared.h" #include "bg_public.h" #include "g_public.h" //================================================================== // the "gameversion" client command will print this plus compile date #define GAMEVERSION "baseq3" #define BODY_QUEUE_SIZE 8 #define INFINITE 1000000 #define FRAMETIME 100 // msec #define CARNAGE_REWARD_TIME 3000 #define REWARD_SPRITE_TIME 2000 #define INTERMISSION_DELAY_TIME 1000 #define SP_INTERMISSION_DELAY_TIME 5000 // gentity->flags #define FL_GODMODE 0x00000010 #define FL_NOTARGET 0x00000020 #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_FORCE_GESTURE 0x00008000 // force gesture on client // movers are things like doors, plats, buttons, etc typedef enum { MOVER_POS1, MOVER_POS2, MOVER_1TO2, MOVER_2TO1 } moverState_t; #define SP_PODIUM_MODEL "models/mapobjects/podium/podium4.md3" //============================================================================ typedef struct gentity_s gentity_t; typedef struct gclient_s gclient_t; 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; gentity_t *parent; gentity_t *nextTrain; gentity_t *prevTrain; vec3_t pos1, pos2; char *message; int timestamp; // body queue sinking, etc float angle; // set in editor, -1 = up, -2 = down char *target; char *targetname; char *team; char *targetShaderName; char *targetShaderNewName; gentity_t *target_ent; float speed; vec3_t movedir; 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); 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 #ifdef MISSIONPACK int kamikazeTime; int kamikazeShockTime; #endif int watertype; int waterlevel; int noise_index; // timing variables float wait; float random; gitem_t *item; // for bonus items #ifdef LUA // lua scripting char *luaTouchFunction; #endif }; 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; // 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 { team_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 36 #define MAX_VOTE_COUNT 3 // 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 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 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; 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; #ifdef MISSIONPACK gentity_t *persistantPowerup; int portalID; int ammoTimes[WP_NUM_WEAPONS]; int invulnerabilityTime; #endif char *areabits; }; // // this structure is cleared as each map is entered // #define MAX_SPAWN_VARS 64 #define MAX_SPAWN_VARS_CHARS 4096 typedef struct { struct gclient_s *clients; // [maxclients] struct gentity_s *gentities; int gentitySize; int numEntities; // current number, <= MAX_GENTITIES 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]; #ifdef MISSIONPACK int portalSequence; #endif } level_locals_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); // // 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 // void G_CheckTeamItems(void); void G_RunItem(gentity_t * ent); void RespawnItem(gentity_t * ent); void UseHoldableItem(gentity_t * ent); void PrecacheItem(gitem_t * it); gentity_t *Drop_Item(gentity_t * ent, gitem_t * item, float angle); 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 Add_Ammo(gentity_t * ent, int weapon, int count); void Touch_Item(gentity_t * ent, gentity_t * other, trace_t * trace); void ClearRegisteredItems(void); void RegisterItem(gitem_t * item); void SaveRegisteredItems(void); // // g_utils.c // int G_ModelIndex(char *name); int G_SoundIndex(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 channel, int soundIndex); void G_FreeEntity(gentity_t * e); qboolean G_EntitiesFree(void); void G_TouchTriggers(gentity_t * ent); void G_TouchSolids(gentity_t * ent); float *tv(float x, float y, float z); char *vtos(const vec3_t v); float vectoyaw(const vec3_t vec); 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(); // // 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 #define DAMAGE_RADIUS 0x00000001 // damage was indirect #define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage #define DAMAGE_NO_KNOCKBACK 0x00000004 // do not affect velocity, just view angles #define DAMAGE_NO_PROTECTION 0x00000008 // armor, shields, invulnerability, and godmode have no effect #ifdef MISSIONPACK #define DAMAGE_NO_TEAM_PROTECTION 0x00000010 // armor, shields, invulnerability, and godmode have no effect #endif // // 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); // // 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 CalcMuzzlePoint(gentity_t * ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint); 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); // // g_client.c // team_t TeamCount(int ignoreClientNum, int team); int TeamLeader(int 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 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); qboolean SpotWouldTelefrag(gentity_t * spot); // // g_svcmds.c // qboolean 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, ...); // // 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); 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_InitBots(qboolean restart); char *G_GetBotInfoByNumber(int num); char *G_GetBotInfoByName(const char *name); void G_CheckBotSpawn(void); void G_RemoveQueuedBotBegin(int clientNum); qboolean G_BotConnect(int clientNum, qboolean restart); void Svcmd_AddBot_f(void); void Svcmd_BotList_f(void); void BotInterbreedEndMatch(void); // // g_lua.c // #ifdef LUA void G_InitLua(); void G_ShutdownLua(); void G_LoadLuaScript(gentity_t * ent, const char *filename); void G_RunLuaFunction(const char *func, const char *sig, ...); void G_DumpLuaStack(); #endif // 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 restart); 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); #include "g_team.h" // teamplay specific stuff extern level_locals_t level; extern gentity_t g_entities[MAX_GENTITIES]; #define FOFS(x) ((int)&(((gentity_t *)0)->x)) extern vmCvar_t g_gametype; 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_weaponRespawn; extern vmCvar_t g_weaponTeamRespawn; extern vmCvar_t g_synchronousClients; extern vmCvar_t g_motd; extern vmCvar_t g_warmup; extern vmCvar_t g_doWarmup; extern vmCvar_t g_blood; extern vmCvar_t g_allowVote; extern vmCvar_t g_teamAutoJoin; extern vmCvar_t g_teamForceBalance; extern vmCvar_t g_banIPs; extern vmCvar_t g_filterBan; extern vmCvar_t g_obeliskHealth; extern vmCvar_t g_obeliskRegenPeriod; extern vmCvar_t g_obeliskRegenAmount; extern vmCvar_t g_obeliskRespawnDelay; extern vmCvar_t g_cubeTimeout; extern vmCvar_t g_redteam; extern vmCvar_t g_blueteam; extern vmCvar_t g_smoothClients; extern vmCvar_t pmove_fixed; extern vmCvar_t pmove_msec; extern vmCvar_t g_rankings; extern vmCvar_t g_enableDust; extern vmCvar_t g_enableBreath; extern vmCvar_t g_singlePlayer; extern vmCvar_t g_proxMineTimeout; void trap_Printf(const char *fmt); void trap_Error(const char *fmt); int trap_Milliseconds(void); 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); void trap_FS_Write(const void *buffer, int len, fileHandle_t f); void trap_FS_FCloseFile(fileHandle_t f); int trap_FS_GetFileList(const char *path, const char *extension, char *listbuf, int bufsize); int trap_FS_Seek(fileHandle_t f, long offset, int origin); // fsOrigin_t 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); 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); int trap_BotAllocateClient(void); void trap_BotFreeClient(int clientNum); void trap_GetUsercmd(int clientNum, usercmd_t * cmd); qboolean trap_GetEntityToken(char *buffer, int bufferSize); 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); void trap_BotUserCommand(int client, usercmd_t * ucmd); int trap_AAS_BBoxAreas(vec3_t absmins, vec3_t absmaxs, int *areas, int maxareas); int trap_AAS_AreaInfo(int areanum, void /* struct aas_areainfo_s */ *info); 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); int trap_AAS_PointAreaNum(vec3_t point); int trap_AAS_PointReachabilityAreaIndex(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_EnableRoutingArea(int areanum, int enable); int trap_AAS_PredictRoute(void /*struct aas_predictroute_s */ *route, int areanum, vec3_t origin, int goalareanum, int travelflags, int maxareas, int maxtime, int stopevent, int stopcontents, int stoptfl, int stopareanum); int trap_AAS_AlternativeRouteGoals(vec3_t start, int startareanum, vec3_t goal, int goalareanum, int travelflags, void /*struct aas_altroutegoal_s */ *altroutegoals, int maxaltroutegoals, int type); 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); void trap_EA_Say(int client, char *str); void trap_EA_SayTeam(int client, char *str); void trap_EA_Command(int client, char *command); void trap_EA_Action(int client, int action); void trap_EA_Gesture(int client); void trap_EA_Talk(int client); void trap_EA_Attack(int client); void trap_EA_Use(int client); void trap_EA_Respawn(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_SelectWeapon(int client, int weapon); void trap_EA_Jump(int client); void trap_EA_DelayedJump(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); int trap_BotLoadCharacter(char *charfile, float 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, int client); 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_BotSetAvoidGoalTime(int goalstate, int number, float avoidtime); 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); void trap_BotAddAvoidSpot(int movestate, vec3_t origin, float radius, int type); 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);